Over Taker: Difference between revisions
→Additional Combos
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After doing the standard {{CX}}{{CX}} combo, follow up with up to five punches, each punch besides the final punch is divided in sets of two. Hitting the {{CX}} key less than five times will result in in the combo being cut short, and the final punch being delivered sooner. | After doing the standard {{CX}}{{CX}} combo, follow up with up to five punches, each punch besides the final punch is divided in sets of two. Hitting the {{CX}} key less than five times will result in in the combo being cut short, and the final punch being delivered sooner. | ||
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{{CX}} | {{CX}} 286% Phy. Damage <br> | ||
{{CX}} 323% Phy. Damage <br> | {{CX}} 323% Phy. Damage <br> | ||
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***Although if this combo is used in between the '''Nasod Punch Combo''', then only the last 2 spikes' direction can be changed | ***Although if this combo is used in between the '''Nasod Punch Combo''', then only the last 2 spikes' direction can be changed | ||
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{{CX}} | {{CX}} 286% Phy. Damage <br> | ||
{{CX}} 323% Phy. Damage <br> | {{CX}} 323% Phy. Damage <br> | ||
{{CDX}} 244% Phy. Damage x4<br> | {{CDX}} 244% Phy. Damage x4<br> |