Halls of Water/fr: Difference between revisions

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-''Air Kick Combo 1 & a half:'' Chloe performs the Triple Air Kick maneuver. However, she only stops at the second kick and starts combo-ing you later.Similar to Combat Ranger combo →→↑ZZZ canceled on second Z.
-''Air Kick Combo 1 & a half:'' Chloe performs the Triple Air Kick maneuver. However, she only stops at the second kick and starts combo-ing you later.Similar to Combat Ranger combo →→↑ZZZ canceled on second Z.
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-''Nature Force: Dark Ver.:'' Chloe imbues her attacks with the power of darkness.  Similar to Wind Sneaker's  [[Nature Force]] active skill.
-''Nature Force: Dark Ver.:'' Chloe imbues her attacks with the power of darkness.  Similar to Wind Sneaker's  [[Nature's Force]] active skill.
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-''Spinning Kick: Dark Ver.:'' Chloe spins horizontally, drilling into opponents with her feet. Similar to Combat Ranger's  [[Spinning Kick]] special active skill.  This does substantial damage.
-''Spinning Kick: Dark Ver.:'' Chloe spins horizontally, drilling into opponents with her feet. Similar to Combat Ranger's  [[Spinning Kick]] special active skill.  This does substantial damage.
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-Very high hit recovery speed allows him to start a special attack even while being attacked himself.
-Very high hit recovery speed allows him to start a special attack even while being attacked himself.
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-Similar to [[X-6|Berthe]], he always do Knockdown Counter through his '''Black Fire Claw''' even you stay away with him.
-Similar to [[5-6|Berthe]], he always do Knockdown Counter through his '''Black Fire Claw''' even you stay away with him.
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-Many of his dark and fire enhanced attacks still continue even if he is interrupted by an attack.
-Many of his dark and fire enhanced attacks still continue even if he is interrupted by an attack.