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Apa itu Knockdown?
Knockdown (atau biasa disingkat KD) terjadi ketika sebuah serangan yang memang meng-knockdown dilakukan ataupun ketika sejumlah serangan telah diterima oleh korban. Tujuan dari hal ini adalah untuk mencegah terjadinya infinite combo. Knockdown sebaiknya dihindari karena akan mengakibatkan defense target meningkat (PvE) atau berakhirnya combo (PvP).
Sikon
Korban akan otomatis ter-Knockdown apabila:
terkena tiga serangan launch. (ada pengecualian)
terkena serangan hingga mencapai knockdown counter:
PVP = 15 Maks KD, pada hit ke 16 korban akan ter-Knockdown.
PVE = 19 Maks KD, pada hit ke 20 korban akan ter-Knockdown.
terkena serangan yang langsung meng-knockdown.
Legenda
Istilah
Deskripsi
Launch Attack
LA
Melontarkan musuh keatas
LA1
Melontarkan musuh kedepan (kiri/kanan)
LA2
Melontarkan musuh kedepan (kiri/kanan tetapi lebih tinggi dari LA1)
LA3
Melontarkan musuh secara diagonal
Pass
P
Serangan yang membuat si penyerang melewati/menembus korban
Knockdown
KD
Serangan yang menjatuhkan korban
Launch Reset
LR
Me-reset launch counter
Penghitungan Knockdown
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
-
-
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