Lord Knight: Difference between revisions
→Additional Combos
m (Text replacement - "*All damage values for new and preexisting combos receive a 1.1x multiplier during 2nd job." to "{{SkillText|Combo|2}}") |
Gameboy224 (talk | contribs) |
||
Line 84: | Line 84: | ||
{{CViX}} 403% Phy. Damage | {{CViX}} 403% Phy. Damage | ||
{{!}}- | {{!}}- | ||
{{!}} align="center" {{!}} | {{!}} align="center" {{!}} {{CDR}}{{CDeX}}{{CDeHoldX}}{{CDeX}} | ||
{{CDR}}{{CDeX}}{{CDeHoldX}}{{CDeX}} | |||
{{!}} '''Launching Charge''' | {{!}} '''Launching Charge''' | ||
After launching with {{CDR}}{{CDeX}}, you can now charge forward while in Super Armor before ending with a final slash. As with [[Sword Knight]]'s version, the charge can be delayed while in super armor before rushing forward. | After launching with {{CDR}}{{CDeX}}, you can now charge forward while in Super Armor before ending with a final slash. As with [[Sword Knight]]'s version, the charge can be delayed while in super armor before rushing forward. | ||
Line 92: | Line 90: | ||
{{CDR}} <br> | {{CDR}} <br> | ||
{{CDeX}} 319% Phy. Damage <br> | {{CDeX}} 319% Phy. Damage <br> | ||
{{ | {{CDeHoldX}} 78% Phy. Damage x4 <br> | ||
{{CDeX}} 78% Phy. Damage + 90% Phy. Damage | {{CDeX}} 78% Phy. Damage + 90% Phy. Damage | ||
{{!}}} | {{!}}} |