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What's a Knockdown?
Knockdown (abbreviated as KD) occurs when using a certain attack that knocks down or when a certain amount of attacks has been reached. The reason this exists is to prevent infinite combos. It's best to not knockdown a monster/opponent since this leads to reduced damage while the enemy is on the ground (in PvE) or a combo ending (in PvP).
Conditions
The target will automatically knockdown when:
A knockdown attack has been used
Any hit after the knockdown counter limit has been reached:
PVP = 100 Max KD
PVE = 130 Max KD
Knockdown counter will reset after a knockdown from maxing the KD counter
If the Knockdown counter is breached while in mid-air, the target will fall more quickly.
Reducing Knockdown
Certain characters have skill or attacks that can reduce the knockdown counter
Most attacks that knockdown, be the target in midair or not, will reduce KD
As of S4, most vertical launches will extend the KD counter by 34% with a 15% descale and 34% counter reduction upon X drop. The way that this work is that with the KD limit at 100 and at 130, for PvP and PvE respectively, launching does not in fact reduce KD, it extends the KD by 34%, meaning in PvP it is a 134 cap with a 15% descale over 2.5 second for the next 15 seconds, and this means that with the 130 KD cap in PvE, it will extend the cap to 174.2 KD with a descale of 12.8% over 3.1 seconds for the next 30 seconds.
As a remnant of Season 1, if you approach and/or cross the KD limit while comboing and land an attack that has two or more hits connecting in the same frame of animation, like Sniping Ranger's Arc Shot , Weapon Taker's Napalm Grenade , Ara's Energy Absorption , the third hit of Code Nemesis' combo etc, it will reset the KD counter to 0.
Example: Consider that the KD value on Ara's standing is 9.2. Comboing 11 times will account for a total KD value of 101.2. Using Energy Absorption here will reset the KD to 0.
Legend
Name
Description
Launch Attack
LA
Launch opponent vertically into the air (High chance of continuing combo)
LA1
Launch opponent horizontally left either/or right
LA2
Launch opponent horizontally left either/or right into the air
LA3
Launch opponent diagonally into the air or ground(High chance of continuing combo)
Pass
P
An attack that will move you through your opponent (High chance of continuing combo)
Knockdown
KD
Knockdowns
Reset
R
Resets the KD counter when used after the limit has been reached
Knockdown Values
Any blank values mean the current S4 value is currently unknown . Too many of them changed with S4, and some very significantly, so it is required that everything is tested from scratch.
All actives and special actives have a value of 0 KD by default, unless specified otherwise.
Speculation* In S4, there seems to be new type of system: staling. Staling is reserved only for moves that previously had 0 KD but did not incur a launch or a KD, an example of would be Rune Slayer's >>^xZ rune. Though it may seem that this move now has KD, it does not actually add to the KD counter, but it will still cause a KD should you use it too many time in a row. Meaning that as long as the move is used in moderation with other moves, it will still not add KD.
Input
Knockdown Value
Type
Z
6.6
-
ZZ
6.6
-
ZZZ
7.3
-
ZZZZ
R
KD
ZZZX
+34% Counter extension
LA1
X
7.4
-
XX
7.4
-
XXX
R
KD
XXZ
+34% Counter extension
LA
→→Z
9.2
-
→→ZZ
6.6
-
→→ZZZ
9.2
P
→→X
+34% Counter extension
-
↑Z
6.6
-
↑X
-34~42
KD
→→↑Z
7.2
-
→→↑ZZ
7.2
-
→→↑ZZZ
0
KD
→→↑X
8
-
→→↑XX
R
KD
Persistent Roll
-20
P
Input
Knockdown Value
Type
→→ZX
-
→→ZXX
LA
XXX
-
XXXX
-
XXXXX
-
→→↑ZZZ
-
Kick
-50
-
Input
Knockdown Value
Type
ZZZ→Z
-
→→↑XX
-
→→↑XXX
LA
→→XHoldX
-
→→XHoldXX
LA
Rolling Smash
0
LA
Input
Knockdown Value
Type
→→↑ZX
-
→→↑XZ
-
→→↑XZZ
-
Input
Knockdown Value
Type
→→ZZX
P
→→ZZ
-
→→ZZZ
-
→→↑XZ
-
XZ
-
XZZ
LA
→→↑ZX
-
→→↑ZXX
-
Persistent Explosive Fist
(-2.5) * 8
-
Enhanced (lv81): (-2.5) * 10
-
Input
Knockdown Value
Type
→→ZZX
P
→→↑XZ
-
→→↑XZZ
-
ZZZ
-
ZZZZ
-
→→XHoldZ
-
Fire Rune
0
R
Input
Knockdown Value
Type
→→XX
-
→→XXZ
-
→→↑XXZ
-
Input
Knockdown Value
Type
XX
-
XX~X
-
XX~XX
KD
XX~XZ
LA
→→ZZ
-
→→↑ZZZ
-
Persistent Sword Shield
-3 * 15
-
Input
Knockdown Value
Type
ZZZ
-
ZZZZ
LA
ZZZZZ
LA1
→→↑XX
-
→→↑XXX
-
→→XX
LA
→→XXX
LA3
Compact Counter
(assumed 0?)
LA
[Persistent]: -7.5 * 2
-
Input
Knockdown Value
Type
→→XZ
P
→→XZX
-
→→↑ZX
-
→→↑ZXZ
-
Input
Knockdown Value
Type
Z
9
-
ZZ
9
-
ZZZ
9
KD
ZZ↑Z
-18
LA
ZZ↑ZZ
LA1
X
7
-
XX
7
-
XXX
10
-
XXXX
KD
XX↓X
LA
XX→X
-63
LA2
↑Z
9
-
↑X
0
-
→→Z
9
-
→→ZZ
-18
LA3
→→ZX
KD
→→X
7
P
→→↑Z
-18
LA
→→↑X
7
-
→→↑XX
0 (?)
-
Input
Knockdown Value
Type
XX↓X
5 * 3
-
XX↓XX
7
LA
→→XX
0
-
ZZX
2,2 per hit
-
ZZXX
-
→→↑ZX
-15 * 3
-
→→↑ZXX
-15 * 4~10
-
Flame Wave
0
-
Input
Knockdown Value
Type
XZZ XXZZ
3 * 1~6
-
ZZ↑ZZ
?
LA1
XZ XXZ
2 * 3~4
-
→→ZX
13
-
→→ZXX
5 * 3
-
→→ZXXX
7
LA
→→↑X
7
-
→→↑XX
0
-
→→↑XXX
0
-
XX←X
10
P
Circle Flame
0
-
Input
Knockdown Value
Type
→→XZ
* 3
-
→→ZZX
-
Input
Knockdown Value
Type
XX←X
1,3 per hit
-
ZZ↑ZZ
1 per hit (?)
-
→→ZX
13
-
→→ZXX
1,3 per hit
-
→→↑ZX
2 per hit
-
XX↓X
7
LA
XX↓XZ
-80
LA2
XXXHoldX
-18
LA
↑X
-9
LA
Dark Wave
0 / -5 per hit (skill trait)
-
Mana Steal
0 / -10
-
Input
Knockdown Value
Type
→→↑ZZ
-
XX↑X
-
XX↑XX
-
Input
Knockdown Value
Type
Lv. 4
Z
7
-
ZZ
6
-
ZZZ
9
-
ZZZZ
?
KD
→→Z
7
-
→→ZZ
-18
LA3
→→ZX
10
-
→→ZXX
8
-
→→ZXXX
0 (bugged)
-
LA
→→↑ZX
0
-
-
→→↑ZXX
2 * per hit (?)
-
-
Energy Wave
0
-
-
Energy Drain
0 / -10 per hit (skill trait)
-
-
Input
Knockdown value
Type
Lv. 4
XX↓XX →→ZXXXX
15+15+0 (?)
-
-
→→X
2,4 per hit
-
-
→→XX
22 in total
-
-
→→↑X
2,4 per hit
-
-
→→↑XZ
0
-
-
→→↑XZZ
22 in total
-
-
X
1,2 per hit
-
-
XX
1,2 per hit
-
-
XXX
?
-
-
XXXHoldX
?
-
-
↑X
1,65 per hit
-
-
Worm Hole
0 / -3 per hit (skill trait)
-
-
Input
Knockdown Value
Type
ZZZX
-
→→XZ
* 7
-
Input
Knockdown Value
Type
Z
-
ZZ
-
ZZZ
-
ZZZZ
KD
ZZZ↑Z
LA3
ZZZX
P, KD
X
-
XX
-
XXX
? + ?
-
XXXX
KD
XXX↑X
* 3
KD
XXX↓X
* 3
KD
↑Z
(assumed same as Z)
-
↑X
-
↑↑Z
-
↑↑X
* 3
-
→→Z
(assumed same as Z)
-
→→ZZ
LA
→→X
P, KD
→→↑Z
-
→→↑X
-
→→↑XX
-
→→↑XXX
(seems this is 0 now?) * 3
KD
Siege Mode Ready
-
Siege Mode Z
* 2
-
Siege Mode X
* 5
-
Input
Knockdown Value
Type
X
-
XX
? + ?
-
XXX
? + ?
-
XXXX
-
↑↑X
-
↑↑XX
-
→→X
P
→→XX
-
→→ZX
? * 3
P
Arc Shot
(assumed 0)
R
Input
Knockdown Value
Type
ZZX ZZZX
P
ZZXX ZZZXX
? * 3
KD
→→↑ZX →→↑XZ →→↑XXZ
LA
→→↑ZXX →→↑XZZ →→↑XXZZ
? * 3
KD
Input
Knockdown Value
Type
XZ XXZ
-
ZX
-
ZXX
-
Input
Knockdown value
Type
100%
Lv.4
Z
-
ZZ
-
ZZZ
-
ZZZZ
-
ZZZ↑Z
LA3
↑↑Z
-
↑↑ZZ
* 4
* 4
LA
→→Z
-
→→ZZ
-
→→ZZZ
LA
→→↑Z
-
→→↑ZZ
-
→→↑ZZZ
KD
XZ XXZ
-
XZZ XXZZ
XZZZ XXZZZ
Input
Knockdown value
Type
100%
Lv.4
ZZ→Z
-
ZZ→ZZ
-
ZZ→ZZZ
LA1
→→XZ
-
→→XZZ
LA1
→→↑XZ →→↑XXZ
? + ?
? + ?
-
Input
Knockdown value
Type
Lv.4
→→ZX →→ZZX
? + ?
-
→→↑XZX →→↑XXZX
-
Input
Knockdown value
Type
100%
Lv.4
ZZZ
15
8.25
-
ZZZZ
10
5.5
-
ZZZZZ
-
KD
↑Z
-
→→ZX
P
→→↑Z
-
→→↑ZZ
P
↑↑XX ↑↑ZX
P
Input
Knockdown value
Type
100%
Lv.4
ZX
-
ZXX
-
ZXXX
LA1
XXX
(? + ?) * 2
-
-
ZZZX →→X →→↑X
? + ?
-
-
→→ →↑Z
-
-
→→ →↑ZZ
-
LA
→→↑XZ
? + ?
? + ?
-
→→XZ
-
→→XZHold Z
-
→→XZHold Z(Cancel)
P
Input
Knockdown value
Type
Lv.4
→→ZXX
-
→→ZXXX
-
→→↑ZX
? + ?
-
Input
Knockdown value
Type
100%
Lv.4
Z
(assumed 9~9.5)
-
ZZ
-
ZZZ
-
ZZZZ
LA1
ZZZX
* 7
* 7
-
LA1
ZZX
-
ZZXX
LA
X
-
XX
-
XXX
KD
↑Z
(assumed same as Z)
-
↑X
(assumed -50)
KD
→→Z
-
→→ZZ
KD
→→X
-
→→↑Z
(assumed same as Z)
-
→→↑ZZ
KD
→→↑X
KD
Input
Knockdown value
Type
100%
Lv.4
XXZ
-
XXZ~Z
* 10
* 10
-
XXZ~ZZ
LA1
→→ZZ
-
→→ZZZ
LA3
XZ
-
XZZ
LA3
XZZZ
LA3
→→↑ZZ
-
→→↑ZZZ
? + ?
? + ?
-
→→↑ZZZZ
-
Input
Knockdown value
Type
100%
Lv.4
ZZZX
LA
LA3
ZZZX~Z
LA2
ZZZ↑Z
LA
Input
Knockdown value
Type
Lv.4
→→ZZ
-
→→ZZZ
LA3
→→↑ZX
Input
Knockdown value
Type
100%
Lv.4
XX→X
-
KD
XX→X~X
* 4
* 4
-
KD
XX↓X
LA
→→↑ZX
-
→→↑ZXX
* 5
* 5
-
→→ZX
Input
Knockdown value
Type
100%
Lv.4
ZZX→X
P
ZZX→XX
LA1
→→↑X
* 6
* 6
-
→→↑XX
LA
ZZZX
*
*
-
Input
Knockdown value
Type
Lv.4
→→ZX
-
→→ZXX
P
→→↑XX
-
Input
Knockdown value
Type
100%
Lv.4
X
-
XX
-
XXX
? + ?
? + ?
-
LA3
XXX~X
-
LA3
→→↑ZX
-
→→↑ZXX
LA
→→ZZ
-
→→ZZZ
-
→→ZZZHOLD Z
* 10
* 10
-
Input
Knockdown value
Type
100%
Lv.4
→→↑X
LA
→→↑XX
LA
→→↑XX~X
* 8
* 8
-
LA
→→↑XXX Flame Trail
-
Napalm Grenade
* 3
* 3
-
ZZZX
-
ZZZXX
LA3
ZZZ→X
P
ZZZ→XX
-
Input
Knockdown value
Type
Lv.4
X↓X
* 3
-
X↓XX
→→↑XZ
-
Input
Knockdown value
Type
Z
9
-
ZZ
9
-
ZZZ
11
-
ZZZZ
? x2
LA3
ZZZX
0
-
ZZZ↓Z
?
LA
X
0 + 7
-
XX
0 + 7
-
XXX
?
LA3
XX→X
10
-
XX→XX
?
LA3
XX↓X
?
-
XX↓XX
?
LA3
↑Z
9
-
↑X
? x2
KD
→→Z
?
-
→→X
0 + Possibly (-10)
LA
→→↑Z
9
-
→→↑ZZ
9
-
→→↑ZZZ
?
LA2
→→↑X
0 + 7
-
Photon Flash
0
P , likely R with True/Enhanced
Input
Knockdown value
Type
ZZZ↓Z
12
-
ZZZ↓ZZ
14
LA
→→Z
13
-
→→ZZ
13
-
→→ZZZ
?
LA1
→→X
13
LA
→→XZ
0 x3 + 5
LA
→→↑ZX →→↑ZZX
10 + 4 x3
-
Metal Dust Aura
(assumed negative)
-
(assumed negative) * ticks
-
Input
Knockdown value
Type
ZX
8.5
-
ZXX
LA1
→→ZZX
?
-
→→ZZXX
?
-
→→ZZXXX
?
LA1
Input
Knockdown value
Type
→→ZZ
-
→→ZZZ
-
→→↑ZX , →→↑ZZX
LA , R
XX↓X
LA3 , LA
ZZX
ZZXX
Tesla Shock: Swing
-15 + -15
-
→→XX
-
Input
Knockdown value
Type
ZX
-
ZXX
→→↑XX
-
Input
Knockdown value
Type
X
-
-
→→X
LA
-
ZZZ→Z
LA2
XXZ
LA2
→→Z
-
-
-
-
→→ZZ
-
-
-
-
→→ZZZ
-
-
-
P
Input
Knockdown value
Type
ZZX
-
→→↑ZXZ
-
Input
Knockdown value
Type
100%
Lv.4
Lv.4
Z
(assumed 9~9.5???)
-
ZZ
-
ZZZ
-
ZZZZ
LA2
ZZZX
-
-
* 5
-
* 5
-
-
LA3
ZZ↓Z
LA
ZZ↓ZZ
LA3
X
-
XX
? + ?
? + ?
? + ?
-
XXX
-
LA3
XXZ
* 4
* 4
* 4
-
XXZX
* 5
-
* 5
-
-
LA3
↑↓
LA
↑Z
(assumed same as Z)
-
↑X
(probably not -50. hopefully)
LA2
→→Z
(probably negative)
-
-
LA
→→X
LA3, P
-
LA1
→→↑Z
(assumed same as Z)
-
→→↑ZZ
LA
-
LA
→→↑X
-
LA3
Siege Shelling Ready
(assumed 0)
-
Siege Shelling Z
(assumed positive)
-
Siege Shelling X
* 5
-
-
-
LA3
Input
Knockdown value
Type
100%
Lv.4
ZZX
? + ?
? + ?
-
LA3
→→Z
-
→→ZZ
-
→→ZZZ
LA
→→↑ZX
P
→→↑ZXX
KD
Heavy Stance X
-
-
Input
Knockdown value
Type
100%
Lv.4
↑↓Z Leap Attack Z
-
↑↓ZZ ZZ
-
LA
→→X
P
-
→→XZ
-
→→XZZ
* 5
* 5
-
→→XZZZ
LA
→→XZZX
KD
Sudden Burster
-
* 3
* 3
-
↑↓ Quake
(assumed positive)
-
-
Input
Knockdown value
Type
100%
Lv.4
ZZZ
-
ZZZZ
→→XX
-
Input
Knockdown value
Type
100%
Lv.4
XZ
-
* 3
* 3
-
XZZ
-
→→X
P
-
→→XX
? + ?
? + ?
-
→→XXX
-
?
?
LA1
→→↑X~X
* 5
* 5
-
Input
Knockdown value
Type
Lv.4
XZX
LA
→→↑X~XZ
-
Input
Knockdown value
Type
100%
Lv.4
ZZZX
* 5
* 5
-
LA3
X
-
-
XX
-
-
LA3
XZX
* 5
* 5
LA3
LA3
→→Z
-
-
→→ZZ
-
-
→→ZZX
-
LA3
→→↑ZX
-
-
Siege Shelling X
? * 6
? * 6
-
LA3
Input
Knockdown value
Type
100%
Lv.4
ZZX
-
-
ZZXX
-
-
→→X
-
P
-
→→XX
-
-
→→↑XX
-
Mobile Shelling X
-
Input
Knockdown value
Type
100%
Lv.4
→→XZ
-
→→↑XXZ
-
-
Input
Knockdown value
Type
100%
or Lv.17
Lv.17
Z
6
-
ZZ
6
-
ZZZ
* 2
4 * 2
* 2
-
ZZZZ
(probably negative)
LA1
ZZX
0?
LA
ZZZX
-
(probably negative)
LA1
X
apparently 14
9
-
XX
-
XXX
* 2
-
XXXX~
(? + ?) * 3
-
XXXXX
-
(probably negative)
LA
XX↓X
-
-
XX↓XX
LA
↑Z
5
-
↑X
???
LA2
→→Z
* 2
* 2
* 2
-
→→ZX
(probably negative)
LA1
→→X
LA
→→↑Z
16?
-
→→↑ZZ
LA3
→→↑ZZZ
(probably negative)
KD
→→↑X
P
Energy Absorption
0
0
0
R
Input
Knockdown value
Type
100%
Lv.17
→→ZZ
-
↑ZZ
-
ZZXX
? + ?
-
Input
Knockdown value
Type
100%
Lv.17
→→↑ZX
? + ?
-
→→↑↑←Z
(probably negative)
LA2
Input
Knockdown value
Type
100%
Lv.17
→→↑ZX
-
→→↑ZXX
* 3
* 3
-
ZZXX
* 3
-
ZZZ→Z
-
Input
Knockdown value
Type
100%
Lv.17
→→↑XZ
* 3
* 3
-
→→ZZ
* 3
* 3
-
High Speed
(used to be positive in S3)
P
Input
Knockdown value
Type
100%
Lv.17
→→X
LA
→→XX
? + ? + ?
-
XXXX~XZ
? + ? + ?
-
→→↑ZX
0
-
Input
Knockdown value
Type
100%
Lv.17
XX↓XZ~Z
-
* 12
* 12
-
XX↓XZ~ZX
* 5
* 5
LA3
→→↑ZXX
? + ? + ?
-
All values are estimates and not 100% accurate. Basic Z commands are most likely 9.6666... KD, for example
Input
Knockdown Value
Type
Z
9.5
-
ZZ
8
-
ZZZ
8
-
ZZZZ
-20
LA
ZZZX
-40
KD
X
14
-
XX
14
-
XXX
0
-
-30
LA1
XXZ
0
-
-30
LA
→→Z
9.5
-
→→ZZ
(assumed negative)
LA1
→→X
-20
LA
↑Z
9.5
-
↑X
-50
KD
→→↑Z
9.5
-
→→↑ZZ
8
-
→→↑ZZZ
-40
KD
→→↑X
14
-
→→↑XX
(assumed negative)
KD
Input
Knockdown Value
Type
→→ZZ
14
-
→→ZZZ
8
P
→→↑ZX , →→↑ZZX
14
?
→→↑ZXX , →→↑ZZXX
8
?
→→↑XX
14
-
→→↑XXX
8
-
Input
Knockdown Value
Type
ZZZXX (mash)
4.5 * 8
?
→→ZZX
8
-
→→XX (mash)
3.5 * (3~10)
?
→→↑XZ
0 + 14
-
XX↓X~X
4.5 * 7
-
XX↓X~X
4.5
LA3
Input
Knockdown Value
Type
→→ZZ
-
→→ZZZ
? + ? + ?
-
→→ZX
? + ? + ?
P
→→↑XZ
(? + ?) * 3
-
Input
Knockdown Value
Type
XZ
? + (? * 2)
-
XZZ
(? * 3) + (? * 2)
-
XZZZ
?
LA3
→→X
? + ?
-
→→XX
? + ?
-
→→XXX
? + ?
-
→→XXXZ
? + ? + ?
-
Input
Knockdown Value
Type
ZZZX
? * 4
-
ZZZX X
? * 2
-
ZZZXX
? * 6
-
XXZ
LA
XXX~
? * 4
-
XXX~X
LA
→→↑XX
-
→→↑XXX
? + (? + ?)
-
Input
Knockdown Value
Type
→→ZZ
-
→→ZZZ
? + (? * 2)
-
→→ZZZ~
(? + ? * 3) * 5
-
→→ZZZ~Z
? + ? * 4
LA1
→→ZX
-
→→ZXX
? + ?
-
KD
→→ZXXHOLD
? * 10
-
KD
Input
Knockdown Value
Type
100%
Lv.17
Z
(probably 9~9.5)
-
ZZ
-
ZZZ
? + ?
-
ZZZZ
LA
ZZX
? + ?
LA
ZZXX
(assumed negative)
LA1
ZZZX
-
X
-
XX
-
XXX
(assumed negative)
LA3
XXZ
? + ?
-
XXZ~Z
? * 9
? * 9
-
XXZ~ZZ
(assumed negative)
LA3
↑Z
-
↑X
(assumed negative) * 3
* 3
KD
→→Z
* 4
* 4
-
→→ZZ
LA3
→→ZZZ
(assumed negative)
LA1
→→X
P
→→XX
-
→→XXX
(assumed negative)
LA1
→→↑Z
-
→→↑ZZ
-
→→↑ZZZ
-
→→↑X
? * 3
? * 3
-
→→↑XX
-
Activation
-
Input
Knockdown Value
Type
?
?
Input
Knockdown Value
Type
?
?
Input
Knockdown Value
Type
100%
Lv.17
→→ZX
-
→→ZXX
-
→→ZXXX
(probably negative)
LA1
→→Z←X
-
→→Z←XX
-
→→Z←XXX
(probably negative)
LA3
Input
Knockdown Value
Type
100%
Lv.17
XX↓X~
* 10
* 10
-
XX↓X~X
(probably negative)
LA3
→→↑XZ
-
→→↑XZZ
-
Input
Knockdown Value
Type
100%
Lv.17
ZZXX
-
Input
Knockdown Value
Type
100%
Lv.17
XXXX
-
XXXZ
-
DP mode XXXX
* 3
* 3
-
(probably negative)
LA3
DP mode XXXZ
-
Input
Knockdown Value
Type
100%
Lv.??
Z
-
ZZ
-
ZZZ
-
ZZZZ
LA
ZZZZX
(probably negative)
-
X
? + ?
-
XX
? + ?
-
XXX
? + ?
-
XXXX
KD
XXXZ
LA
XXXZX
* 3
-
↑Z
(assumed same as Z)
-
↑X
(-50?)
KD
→→Z
LA3
→→X
? + ?
-
P
→→↑Z
(assumed same as Z)
-
→→↑ZX
-
→→↑X
-
→→↑XX
* 2
-
-
→→↑XXX
-
→→↑XXXX
LA
→→↑XXXXZ
* 3
-
Input
Knockdown Value
Type
100%
Lv.??
Z
-
ZZ
-
ZZZ
-
ZZZZ
LA
ZZZZX
(probably negative)
-
X
? + ?
-
-
XX
? + ?
-
-
XXX
2 * (? + ?)
-
-
XXXX
? + ?
-
KD
XXXZ
? + ?
-
-
XXXZX
? + ? (second hit is probably negative)
-
-
↑Z
(assumed same as Z)
-
-
↑X
? + ?
-
-
→→Z
? + ?
-
-
→→X
-
P
→→↑Z
? + ?
-
-
→→↑ZX
? + ?
-
-
→→↑X
-
-
→→↑XX
-
-
→→↑XXX
-
-
→→↑XXXX
-
-
→→↑XXXXZ
? + ?
-
-
Input
Knockdown Value
Type
100%
Lv.??
ZZZX(blue)
0
-
-
ZZZX(red)
0 + 10 + 10
-
-
ZZZX(green)
0
-
-
→→ZX
10
-
-
→→ZXX
3 * 5
-
-
→→XX
3 ~ 4 * 5
-
-
Terror Chain
-
-
-
Ambush Attack
-
-
-
Input
Knockdown Value
Type
100%
Lv.??
→→ZX↓X
10
-
-
→→ZX↓XX
0 * 5
-
-
→→XX↓X
10
-
-
→→XX↓XX
0 * 5
-
-
(combo)X↑X
20
-
-
(combo)X↓X
20
-
-
Soul Sigil
-
-
-
Shadow
-
-
-
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