Over Taker: Difference between revisions

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At any point after doing the standard {{CX}}{{CX}} combo in {{CX}}{{CX}}{{CRX}}{{CX}}{{CX}}, summons four metal spikes from the ground, pushing enemies back.
At any point after doing the standard {{CX}}{{CX}} combo in {{CX}}{{CX}}{{CRX}}{{CX}}{{CX}}, summons four metal spikes from the ground, pushing enemies back.
*Oddly, if spikes are summoned before the {{CRX}} they will cost 4MP, but not at any point afterwards.
*Oddly, if spikes are summoned before the {{CRX}} they will cost 4MP, but not at any point afterwards.
**The direction of the last two spikes of any command that summons them can be changed with the Left and Right keys.
**The direction of the last 3 spikes can be changed with the Left and Right keys.
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{{CX}} 285% Phy. Damage <br>
{{CX}} 285% Phy. Damage <br>
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| '''Meteor Punch'''
| '''Meteor Punch'''
While in the air; dives down Nasod fist first harming enemies in his path and when he hits the ground. Finish by pushing them back with several Nasod spikes. The shockwave from the punch has heavy hitstun.
While in the air; dives down Nasod fist first harming enemies in his path and when he hits the ground. Finish by pushing them back with several Nasod spikes. The shockwave from the punch has heavy hitstun.
*The direction of the last 2 spikes can be changed with the Left and Right keys
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{{CDRU}} <br>
{{CDRU}} <br>
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