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什么是击倒值?
击倒 是指使用某些特定的攻击或技能攻击敌人,或者当攻击达到了相当的数量时(累积了相当的击倒值),敌人会强制倒地。这个系统的原因主要是为了防止无限连击。另外,在击倒值达到上限之前最好不要击倒怪物/对手,因为这会导致怪物防御力大幅度增加(PvE)/或者连段结束(PvP)。另外,即使你不使用击倒攻击且击倒值也没有达到上限,在PvP中你的对手仍然可以通过断魔 来自行倒地。
细节
当你达到如下条件时你的目标将会被击倒:
使用了强制击倒的攻击。
击倒值达到上限后 :
在对战中NPC/玩家的击倒值为100点,达到或超过100点时将会被击倒。
在副本中怪物的击倒值为130点,达到或超过130点时将会被击倒。
当目标被击倒后,击倒值会重置。
当目标在空中被击倒时,下落速度会加快。
减少击倒值
部分职业的部分连段或技能可以减少击倒值。
对空中目标使用的大部分击倒攻击可以减少击倒值。
大部分垂直挑空攻击可以减少击倒值。
说明
名称
描述
浮空攻击
LA
将你的目标垂直打到空中,有很大的机会继续连段。
LA1
将你的目标向左或向右打飞。
LA2
将你的目标向左或向右打飞到空中去。
LA3
将你的目标以对角线向左或向右打到空中或地上,有很大的机会继续连段。
穿过
P
这种攻击会让你穿过目标,有很大的机会继续连段。
强制击倒
KD
将你的目标强制击倒。
重置击倒值
R
在击倒值达到上限后 使用可以重置击倒值。
击倒值表
本表中的内容大多为S3的数据,部分为S2的数据,现在可能不再适用。
所有的技能没有击倒值,少部分除外。
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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