Difference between revisions of "Blowdown"
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− | ==Effect== | + | == Effect == |
− | + | Blowdown is one of the side-effects of certain [[skills]] or [[bullet]]s. Unlike a [[status effect]], the enemy does not gain a certain status, but undergoes a physical action, which may impede its ability to strike back at you. The effect is also known as knockdown or wipeout. | |
− | Blowdown is one of the side-effects of certain [[skills]] or [[bullet]]s. Unlike a [[status effect]], the enemy does not gain a certain status, but undergoes a physical action, which may impede | + | An enemy can not be blown down while it is already executing a manuever (casting a tech or doing a special melee attack). |
− | An enemy can not be blown down while it is already executing a | ||
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+ | == Properties == | ||
The sort of physical impediment the enemy undergoes depends on the enemy itself. But usually the same category of enemies undergoes nigh-on the same side-effect. It also sometimes depends on where you hit the enemy (from behind, the side, or the front), as to how effective the side-effect is. | The sort of physical impediment the enemy undergoes depends on the enemy itself. But usually the same category of enemies undergoes nigh-on the same side-effect. It also sometimes depends on where you hit the enemy (from behind, the side, or the front), as to how effective the side-effect is. | ||
− | *Small enemies: These will 'trip up', and fall on the floor. | + | * Small enemies: These will 'trip up', and fall on the floor. |
− | *Medium enemies: These will fall flat-out on their back or belly. | + | * Medium enemies: These will fall flat-out on their back or belly. |
− | *Large enemies: The effects vary. Most common are flinching, tripping and falling over | + | * Large enemies: The effects vary. Most common are flinching, tripping and falling over |
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+ | == Combinations of side-effects == | ||
When an enemy is blown down, it can not be [[launch]]ed, until it has gotten back on it's feet. It can, however, undergo [[blowaway]]. | When an enemy is blown down, it can not be [[launch]]ed, until it has gotten back on it's feet. It can, however, undergo [[blowaway]]. | ||
By using blowdown repeatedly on a large enemy which can not undergo blowdown, [[blowaway]], or [[launch]], you can stunlock the enemy. If timed correctly, the enemy will keep flinching while taking damage from your shots, and will not be able to take physical action. It will die without having been able to retaliate. | By using blowdown repeatedly on a large enemy which can not undergo blowdown, [[blowaway]], or [[launch]], you can stunlock the enemy. If timed correctly, the enemy will keep flinching while taking damage from your shots, and will not be able to take physical action. It will die without having been able to retaliate. | ||
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+ | [[Category: Status effects]] |
Latest revision as of 01:08, 5 August 2010
Effect
Blowdown is one of the side-effects of certain skills or bullets. Unlike a status effect, the enemy does not gain a certain status, but undergoes a physical action, which may impede its ability to strike back at you. The effect is also known as knockdown or wipeout. An enemy can not be blown down while it is already executing a manuever (casting a tech or doing a special melee attack).
Properties
The sort of physical impediment the enemy undergoes depends on the enemy itself. But usually the same category of enemies undergoes nigh-on the same side-effect. It also sometimes depends on where you hit the enemy (from behind, the side, or the front), as to how effective the side-effect is.
- Small enemies: These will 'trip up', and fall on the floor.
- Medium enemies: These will fall flat-out on their back or belly.
- Large enemies: The effects vary. Most common are flinching, tripping and falling over
Combinations of side-effects
When an enemy is blown down, it can not be launched, until it has gotten back on it's feet. It can, however, undergo blowaway.
By using blowdown repeatedly on a large enemy which can not undergo blowdown, blowaway, or launch, you can stunlock the enemy. If timed correctly, the enemy will keep flinching while taking damage from your shots, and will not be able to take physical action. It will die without having been able to retaliate.