Over Taker: Difference between revisions
→Additional Combos
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| [[Image:OTCombo1.png]] | | [[Image:OTCombo1.png]] | ||
| '''Nasod Punch Combo''' | | '''Nasod Punch Combo''' | ||
After doing the standard {{CX}}{{CX}} combo, follow up by doing punches up to five times, each punch besides the final punch is divided in sets of two. Hitting the {{CX}} key less than | After doing the standard {{CX}}{{CX}} combo, follow up by doing punches up to five times, each punch besides the final punch is divided in sets of two. Hitting the {{CX}} key less than five times will result in in the combo being cut short, and the final punch being delivered sooner. | ||
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{{CX}} 285% Phy. Damage <br> | {{CX}} 285% Phy. Damage <br> | ||
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'''Wild Rush''' | '''Wild Rush''' | ||
After the standard {{CDR}}{{CZ}}, power through enemies with a forceful charge while in Super Armor, knocking them | After the standard {{CDR}}{{CZ}}, power through enemies with a forceful charge while in Super Armor, knocking them into the air and forwards. | ||
*This combo was heavily inspired, if not directly copied, from Raven's old base skill, [[Burning Rush]], and keeps most of the properties of that skill. | *This combo was heavily inspired, if not directly copied, from Raven's old base skill, [[Burning Rush]], and keeps most of the properties of that skill. | ||
*Raven will be able to move again roughly around where a launched enemy would land, letting you catch them with various other attacks. | *Raven will be able to move again roughly around where a launched enemy would land, letting you catch them with various other attacks. |