Rune Slayer: Difference between revisions
→Additional Combos
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| [[Image:Rs12.png]] | | [[Image:Rs12.png]] | ||
| '''Exploding Rune''' | | '''Exploding Rune''' | ||
Changes the fireball in [[Magic Knight]]'s {{CX}}{{CZ}}{{CZ}} to a rune. The rune has a heavier hitstun and launches enemies less high. | |||
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{{CDeX}} 287% Phy. Damage <br> | {{CDeX}} 287% Phy. Damage <br> | ||
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| [[Image:Rs11.png]] | | [[Image:Rs11.png]] | ||
| '''Aerial Rune''' | | '''Aerial Rune''' | ||
Changes the fireball in [[Magic Knight]]'s {{CDRU}}{{CX}}{{CZ}} combo to a rune. The rune will remain in place until an additional {{CZ}} is pressed, firing it down at a 45° angle, covering a moderate distance. The rune can be absorbed but not reflected and can pierce twice. | |||
* | *It is possible to dash cancel the combo after the first {{CZ}}, allowing you to repeat the combo and remain in the air indefinitely. [http://www.youtube.com/watch?v=W7k8RJ4UX1g'''''Video'''''] | ||
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{{CDRU}}<br> | {{CDRU}}<br> | ||
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| [[Image:Rs1.png]] | | [[Image:Rs1.png]] | ||
| '''Flame Swing''' | | '''Flame Swing''' | ||
Modifies [[Elsword|Knight]]'s {{CZ}}{{CZ}}{{CZ}}{{CZ}}, engulfing the last two slashes in flames. The flames do magical damage and the final {{CZ}} no longer knocks down. | |||
{{CZ}}{{CZ}}{{CZ}}{{CX}} can no longer be performed. | *[[Elsword|Knight]]'s {{CZ}}{{CZ}}{{CZ}}{{CX}} can no longer be performed. | ||
*Note that the flame slashes are both Vitality and Destruction: The flames are Destruction, the slashes are Vitality. | *Note that the flame slashes are both Vitality and Destruction: The flames are Destruction, the slashes are Vitality. | ||
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{{CViZ}} 149% Phy. Damage <br> | {{CViZ}} 149% Phy. Damage <br> | ||
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| '''Launch Burst''' | | '''Launch Burst''' | ||
After launching with {{CX}}, explode a rune beneath the enemy to launch them up once more. The rune can be delayed for a short time by holding down {{CZ}}. If fully charged, the rune will not launch grounded opponents. | After launching with {{CX}}, explode a rune beneath the enemy to launch them up once more. The rune can be delayed for a short time by holding down {{CZ}}. If fully charged, the rune will not launch grounded opponents. | ||
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{{CDR}}<br> | {{CDR}}<br> | ||
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{{CDeHoldZ}} 394% ~ 592% Mag. Damage <br> | {{CDeHoldZ}} 394% ~ 592% Mag. Damage <br> | ||
|} | |} | ||
=== Updates === | |||
{{tt|02/14/2013 KR|{{*}}{{CDeX}}{{CDeZ}}{{CDeZ}} launch height decreased. Delay after rune explosion decreased.<br> | |||
{{*}}Removed hang time after {{CDRU}}{{CDeX}}{{CDeZ}}{{CDeZ}} and added the ability to dash cancel the combo.|text-align=left}} · | |||
{{tt|07/09/2015 KR|{{*}}Fixed rune explosion in {{CDeX}}{{CDeZ}}{{CDeZ}} appearing later when command is interrupted.|text-align=left}} · | |||
{{tt|07/23/2015 KR|{{*}}Added new {{CDR}}{{CDeX}}{{CDeHoldZ}} combo.<br> | |||
{{*}}Added flame variant of [[Elsword|Knight]]'s {{CViZ}}{{CViZ}}{{CViZ}}{{CViZ}}.|text-align=left}} · | |||
{{tt|11/16/2016 KR|{{*}}Rune size in {{CDRU}}{{CDeX}}{{CDeZ}}{{CDeZ}} decreased.|text-align=left}} | |||
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