Halted Sun's Memory: Difference between revisions
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**During this time, Solace will take reduced damage, except from attacks that ignore guard. | **During this time, Solace will take reduced damage, except from attacks that ignore guard. | ||
*'''Solar Beam:''' Teleport to either the right of left side of the arena pushing players with a powerful wind before firing a massive beam or fire. Use the teleporter pads on either side of the stage to avoid the attack and get behind Solace. | *'''Solar Beam:''' Teleport to either the right of left side of the arena pushing players with a powerful wind before firing a massive beam or fire. Use the teleporter pads on either side of the stage to avoid the attack and get behind Solace. | ||
*'''Empower:''' Solace can buff himself by consuming part of his power gauge. | |||
*'''Flash of Death:''' Using three bars of his power gauge, Solace teleports to the center of the stage and creates a blinding flash of light. This light will deal a large number of hits and cannot be mana broken. The only reliable way to avoid the attack is to use a skill with incredibly long invincibility frames, such as [[Grand Cross]] or [[Panzer Buster]], or mix a skill with ample invincibility frames and using a Recovery Potion while being struck and hoping to survive. | *'''Flash of Death:''' Using three bars of his power gauge, Solace teleports to the center of the stage and creates a blinding flash of light. This light will deal a large number of hits and cannot be mana broken. The only reliable way to avoid the attack is to use a skill with incredibly long invincibility frames, such as [[Grand Cross]] or [[Panzer Buster]], or mix a skill with ample invincibility frames and using a Recovery Potion while being struck and hoping to survive. | ||
**Solace can sometimes dodge out of the attack, effectively canceling the move. | **Solace can sometimes dodge out of the attack, effectively canceling the move. |