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{{Development}}
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__NOTOC__{{Languages|Knockdown}}
== What's a Knockdown? ==
== What's a Knockdown? ==
 
'''Knockdown''' (abbreviated as KD) occurs when using a certain attack that knocks down or when a certain amount of attacks has been reached. The reason this exists is to prevent infinite combos. It's best to not knockdown a monster/opponent since this leads to reduced damage while the enemy is on the ground (in PvE) or a combo ending (in PvP).  
'''Knockdown''' (abbreviated as KD) occurs when using a certain attack that knocksdown or when a certain amount of attacks has been reached. The reason is to prevent infinite combos. It's best to not knockdown a monster/opponent since this leads to increased defense (in PvE) or a combo ending (in PVP). Even if you don't use knockdown attacks, the target may still knock down itself.
<br>


== Conditions ==
== Conditions ==
*The target will automatically knockdown when:
**A knockdown attack has been used
**Any hit '''after''' the knockdown counter limit has been reached:
***PVP = 100 Max KD
***PVE = 130 Max KD
**Knockdown counter will reset after a knockdown from maxing the KD counter
***If the Knockdown counter is breached while in mid-air, the target will fall more quickly.
<br>


The target will automatically knockdown when:
== Reducing Knockdown ==
 
*Certain characters have skill or attacks that can reduce the knockdown counter
1)Three launch attacks hit. (Some exceptions)
*Most attacks that knockdown, be the target in midair or not, will reduce KD
 
*As of S4, most vertical launches will extend the KD counter by 34% with a 15% descale and 34% counter reduction upon X drop. The way that this work is that with the KD limit at 100 and at 130, for PvP and PvE respectively, launching does not in fact reduce KD, it extends the KD by 34%, meaning in PvP it is a 134 cap with a 15% descale over 2.5 second for the next 15 seconds, and this means that with the 130 KD cap in PvE, it will extend the cap to 174.2 KD with a descale of 12.8% over 3.1 seconds for the next 30 seconds.
2)The knockdown counter has been breached.
*As a remnant of Season 1, if you approach and/or cross the KD limit while comboing and land an attack that has two or more hits connecting in the same frame of animation,  like Sniping Ranger's [[Arc Shot]], Weapon Taker's [[Napalm Grenade]], Ara's [[Energy Absorption]], the third hit of Code Nemesis' {{CX}}{{CX}}{{CZ}} combo etc, it will reset the KD counter to 0.
 
**Example: Consider that the KD value on Ara's standing {{CX}} is 9.2. Comboing {{CX}} 11 times will account for a total KD value of 101.2. Using Energy Absorption here will reset the KD to 0.
3)A knockdown attack has been used.
<br>
 
== Type of Launch ==
 
'''LA''' (Launch Attack) - Launch opponent vertical into the air (High chance of continuing combo)
 
'''LA1''' - Launch opponent horizon left either/or right
 
'''LA2''' - Launch opponent horizon left either/or right into the air
 
'''LA3''' - Launch opponent diagonal into the air or ground(High chance of continuing combo)
 
'''P''' (Pass) - An attack that will move you through your opponent (High chance of continuing combo)
 
== Knockdown Counter ==
 
The number of single Z attacks needed to knock down a monster is 20. In PVP, the amount is around 14-15.
 
Let Z = 1. Have 20 as the maximum value before knockdown; 14-15 in PVP.
 
=== '''[[Elsword]] (Base Class)''' ===
 
{| class="wikitable"
|-
! Attack
! Knockdown Value
|-
| '''Z'''
| 1
|-
| Z'''Z'''
| 1
|-
| ZZ'''Z'''
| 2.25
|-
| ZZZ'''Z'''
| 0 '''(KD)'''
|-
|'''X'''
|2.25
|-
|X'''X'''
|2.2
|-
|XX'''Z'''
|1
|-
|^'''Z'''
|2.2
|-
|>>'''Z'''
|1
|-
|>>^'''Z'''
|2.75
|-
|>>^Z'''Z'''
|0
|-
|^'''X'''
|0 (KD but catchable)
|-
|>>^'''X'''
|3.8
|-
|'''[[Kick]]'''
| -(Level of Kick)
|}
 
==== [[Sword Knight]] ====
 
{| class="wikitable"
|-
! Attack
! Knockdown Value
|-
| >>^X'''X'''
|0
|-
| >>^XX'''X'''
|2.2 '''(LA)'''
|-
| >>Z'''Z'''
|3
|-
|>>ZZ'''Z'''
|2 '''(P)'''
|-
|-
|}
 
==== [[Magic Knight]] ====
 
{| class="wikitable"
! Attack
! Knockdown Value
|-
|>>ZZ'''Z'''
|0 '''(LA1)'''
|-
|>>ZZ'''X'''
|3
|-
|>>^X'''Z'''
|2.2
|}
 
==== [[Sheath Knight]] ====
 
==== [[Lord Knight]] ====
 
 
{| class="wikitable"
|-
! Attack
! Knockdown Value
|-
|ZZZ>'''Z'''
|1.6
|-
|XXX'''X'''
|0 '''(LA2)'''
|}
 
==== [[Rune Slayer]] ====
 
 
{| class="wikitable"
|-
! Attack
! Knockdown Value
|-
|X'''Z'''Z
|1
|-
|XZ'''Z'''
|1.2
|-
|>>^X'''Z'''
|0
|-
|>>^XZ'''Z'''
|2.2
|-
|}
 
====[[Infinity Sword]]====
 
=== '''[[Rena]] (Base Class)''' ===
 
{| class="wikitable"
|-
! Attack
! Knockdown Value
|-
|'''Z'''
|1
|-
|Z'''Z'''
|1
|-
|ZZ'''Z'''
|2
|-
|ZZZ^'''Z'''
|2 '''(LA3)'''
|-
|^'''Z'''
|2
|-
|>>'''Z'''
|1.5
|-
|>>Z'''Z'''
|2
|-
|'''X'''
|2
|-
|X'''X'''
|2
|-
|XX'''X'''
|2
|-
|>>'''X'''
|0 '''(KD/P)'''
|-
|^'''X'''
|2
|-
|>>^'''X'''
|2
|-
|>>^X'''X'''
|2
|-
|'''[[Siege]]'''
|1.5
|-
|'''[[Back Tumbling Shot|Backflip Shot]]'''
|0
|-
|}
 
==== [[Combat Ranger]] ====
 
'''Values based on Lv.5 [[Swift Kicks]]'''
 
{| class="wikitable"
|-
! Attack
! Knockdown Value
|-
|'''Z'''
|0.75
|-
|Z'''Z'''
|0.75
|-
|ZZ'''Z'''
|1.5
|-
|ZZZ^'''Z'''
|1.5
|-
|^'''Z'''
|1.5
|-
|>>'''Z'''
|1.125
|-
|>>Z'''Z'''
|1.5
|-
|>>ZZ'''Z'''
|2.25 '''(KD)'''
|-
|^^'''Z'''
|2.25
|-
|^^Z'''Z'''
|2.25 '''(LA2)'''
|-
|>>^'''Z'''
|2.25
|-
|'''Siege'''
|1.125
|-
|'''[[Reflect Kick]]'''
|5
|}
 
==== [[Sniping Ranger]] ====
 
'''Values based on Lv. 5 [[Gentle Arrow]]'''
 
{| class="wikitable"
|-
! Attack
! Knockdown Value
|-
|'''X'''
|1.5
|-
|X'''X'''
|1.5
|-
|XX'''X'''
|1.5
|-
|^X
|1.5
|-
|^^'''X'''
|1.5 per arrow (4.5 max)
|-
|>>'''X'''
|1.5 '''(P)'''
|-
|>>X'''X'''
|1.5
|-
|>>XX'''X'''
|1.5 '''(KD)'''
|-
|>>^'''X'''
|1.5
|-
|>>^X'''X'''
|1.5
|-
|'''[[Reflect Kick]]'''
|5
|}
 
==== [[Trapping Ranger]] ====
 
'''Values based on Lv. 5 [[Hunter's Ability]]'''
 
{| class="wikitable"
|-
! Attack
! Knockdown Value
|-
|ZZ'''Z'''
|?
|-
|ZZZ'''Z'''
|?
|-
|ZZZZ'''Z'''
|? '''(KD)'''
|-
|>>Z'''X'''
|? '''(P)'''
|-
|>>^ZZ
|?
|}
 
==== [[Wind Sneaker]] ====
{| class="wikitable"
|-
! Attack
! Knockdown Value
|-
|ZZ>'''Z'''
|0.6%
|-
|ZZ>Z'''Z'''
|0.0%
|-
|ZZ>ZZ'''Z'''
|?? '''(LA2 can be used in continued combo)'''
|-
|>>X'''Z'''
|?? '''(P)'''
|-
|>>XZ'''Z'''
|?? '''(LA1)'''
|}
 
==== [[Grand Archer]] ====
{| class="wikitable"
|-
! Attack
! Knockdown Value
|-
|ZZZ'''X'''
|??
|-
|ZZZX'''X'''
|??
|-
|>>^Z'''X'''
|??
|}
 
====[[Night Watcher]]====
 
{| class="wikitable"
|-
! Attack
! Knockdown Value
|-
|Z'''X'''XX
|?
|-
|ZX'''X'''X
|?
|-
|ZXX'''X'''
|?
|-
|>> >^'''Z'''Z
|?
|-
|>> >^Z'''Z'''
|?
|-
|XX'''X'''X
|?
|-
|>>'''X'''
|?
|-
|>>^'''X'''
|?
|-
|ZZZ'''X'''
|?
 
|}
 
=== '''[[Aisha]] (Base Class)''' ===
 
{| class="wikitable"
|-
! Attack
! Knockdown Value
|-
|'''Z'''
|1
|-
|Z'''Z'''
|1
|-
|ZZ'''Z'''
|2 '''(KD)'''
|-
|ZZ^'''Z'''
|??
|-
|^'''Z'''
|2
|-
|>>'''Z'''
|1
|-
|>>Z'''Z'''
|1 '''(LA)
|-
|>>Z'''X'''
|?? '''(KD)'''
|-
|>>^'''Z'''
|3
|-
|'''X'''
|1
|-
|X'''X'''
|1
|-
|XX'''X'''
|2
|-
|XXv'''X'''
|1
|-
|XX>'''X'''
|??
|-
|^'''X'''
|2 (KD but catchable)
 
|}
 
==== [[High Mage]] ====
 
{| class="wikitable"
|-
! Attack
! Knockdown Value
|-
|XX<'''X'''
|2
|-
|>>'''X'''
|1
|-
|>>X'''X'''
|?? '''(KD)'''
|-
|>>^'''X'''
|1
|}
 
==== [[Dark Mage]] ====
 
{| class="wikitable"
|-
! Attack
! Knockdown Value
|-
|XX<'''X'''
|0.6 * 6 (3.6 max)
|-
|>>Z'''X'''
|2
|-
|>>ZX'''X'''
|2 '''(LA)'''
|-
|XXvX'''Z'''
|??
 
|}
 
==== [[Battle Magician]] ====
 
{| class="wikitable"
|-
! Attack
! Knockdown Value
|-
|'''Z'''
|?
|-
|Z'''Z'''
|?
|-
|ZZ'''Z'''
|?
|-
|ZZZ'''Z'''
|? '''(KD)'''
|-
|>>^'''X'''
|?
|-
|>>Z'''X'''
|?
|-
|>>ZX'''X'''
|?
|-
|>>ZXX'''X'''
|?
 
|}
 
==== [[Elemental Master]] ====
{| class="wikitable"
|-
! Attack
! Knockdown Value
|-
|X'''Z'''
|0.3 * 3 (.9 max)
|-
|XZ'''Z'''
|?? '''(KD/LA)'''
|-
|XX>'''X'''
|?
|-
|ZZ^Z'''Z'''
|?
|}
 
==== [[Void Princess]] ====


{| class="wikitable"
== Legend ==
{| cellpadding=5 border=1 style="border-collapse:collapse; border-style:solid"
|-
|-
! Attack
! align=left colspan=2 | Name
! Knockdown Value
! Description
|-
|-
|>>^'''X'''
| rowspan=4 | Launch Attack
|5 '''(LA)'''
! LA
| Launch opponent vertically into the air (High chance of continuing combo)
|-
|-
|ZZ>'''Z'''
! LA1
|2
| Launch opponent horizontally left either/or right
|-
|-
|ZZ>Z'''Z'''
! LA2
|? '''(KD on last hit)'''
| Launch opponent horizontally left either/or right into the air
|}
 
====[[Dimension Witch]]====
 
{| class="wikitable"
|-
|-
! Attack
! LA3
! Knockdown Value
| Launch opponent diagonally into the air or ground(High chance of continuing combo)
|-
|-
|>>ZXXX'''X''' or XXvX'''X'''
| Pass
|?
! P
| An attack that will move you through your opponent (High chance of continuing combo)
|-
|-
|>>'''X'''X
| Knockdown
|?
! KD
| Knockdowns
|-
|-
|>>X'''X'''
| Reset
|?
! R
|-
| Resets the KD counter when used '''after''' the limit has been reached
 
|}
|}
<br>


=== '''[[Raven]] (Base Class)''' ===
== Knockdown Values ==
 
'''Any blank values mean the current S4 value is currently unknown'''. Too many of them changed with S4, and some very significantly, so it is required that everything is tested from scratch.<br><br>
{| class="wikitable"
All actives and special actives have a value of 0 KD by default, unless specified otherwise.
|-
! Attack
! Knockdown Value
|-
|'''Z'''
|1
|-
|Z'''Z'''
|1
|-
|ZZ'''X'''
|1.5
|-
|ZZX'''X'''
|2 '''(LA3)
|-
|ZZ'''Z'''
|2
|-
|ZZZ'''Z'''
|0 '''(KD)'''
|-
|ZZZ'''X'''
|?? '''(KD)'''
|-
|^'''Z'''
|2
|-
|>>'''Z'''
|1
|-
|>>Z'''Z'''
|1 '''(LA1)'''
|-
|>>^'''Z'''
|2.64
|-
|>>^Z'''Z'''
|1 '''(LA3)'''
|-
|'''X'''
|2
|-
|X'''X'''
|2
|-
|XX'''X'''
|0 '''(KD)'''
|-
|^'''X'''
|PvE: 2 '''(KD Reset)''' PvP: 0 '''(KD)'''
|-
|>>'''X'''
|3.4
|-
|>>^'''X'''
|2 '''(KD)'''
|}
 
==== [[Sword Taker]] ====
{| class="wikitable"
|-
! Attack
! Knockdown Value
|-
|ZZZ'''^Z'''
|??
|-
|>>'''Z'''
|1 '''
|-
|>>Z'''Z'''
|0
|-
|>>ZZ'''Z'''
|0
|-
|XX'''Z'''...
|?? '''(KD/LA)'''
|-
|}
 
==== [[Over Taker]] ====
'''The values are based on Lv.5 [[Infinity Cause]]'''
{| class="wikitable"
|-
! Attack
! Knockdown Value
|-
|XX>'''X'''
|0.4
|-
|XX>X'''X'''
|0.4
|-
|XX>XX'''X'''
|?? '''(LA2)'''
|-
|XXv'''X'''
|?? '''(LA3)'''
|-
|>>^Z'''X'''
|0.4
|-
|>>^ZX'''X'''
|?? '''(LA)'''
|-
|}
 
====[[Weapon Taker]]====
 
{| class="wikitable"
|-
! Attack
! Knockdown Value
|-
|>>^Z'''X'''
|0
|-
|>>^ZX'''X'''
|0 '''(LA)'''
|-
|'''X'''
|1.75
|-
|X'''X'''
|1.25 (Needs more testing)
|-
|XX'''X~X'''
|0.50
|-
|XXX~X'''X'''
|0 '''(LA2)'''
|-
|ZZZ'''X'''
|0
|-
|ZZZX'''X'''
|0 '''(LA3)'''
|-
|ZZZ>'''X'''
|0
 
|}
 
==== [[Blade Master]] ====
{| class="wikitable"
|-
! Attack
! Knockdown Value
|-
|ZZZX '''Z'''
|0 (KD)
|-
|X'''Z'''ZZ
|1
|-
|XZ'''Z'''Z
|2 '''(LA2)'''
|-
|XZZ'''Z'''
|??
|-
|}
 
==== [[Reckless Fist]] ====
'''The values are based on Lv.5 [[Infinity Cause]]'''
{| class="wikitable"
|-
! Attack
! Knockdown Value
|-
|ZZX>'''X'''
|1.2
|-
|ZZX>X'''X'''
|?? '''(LA2)'''
|-
|>>^'''X'''
|0.9
|-
|>>^X'''X'''
|?? '''(LA3)'''
|-
|}
 
====[[Veteran Commander]]====
 
=== '''[[Eve]] (Base Class)''' ===
{| class="wikitable"
|-
! Attack
! Knockdown Value
|-
|'''Z'''
|1.25
|-
|Z'''Z'''
|1
|-
|ZZ'''Z'''
|2.2
|-
|ZZZ'''Z'''
|0 '''(KD)'''
|-
|ZZZ'''X'''
|0.75
|-
|ZZZv'''Z'''
|0.5 '''(LA3)'''
|-
|'''X'''
|2
|-
|X'''X'''
|2
|-
|XX'''X'''
|0 '''(KD)'''
|-
|XX>'''X'''
|0 '''(KD)'''
|-
|XXv'''X'''
|0 '''(KD)'''
|-
|>>^'''Z'''
|<2.375
|-
|>>^Z'''Z'''
|0.35
|-
|>>^ZZ'''Z'''
|0 '''(KD)'''
|-
|>>^'''X'''
|2
|-
|>>'''Z'''
|0 '''(KD)'''
|-
|>>'''X'''
|2 '''(LA3)'''
|-
|^'''Z'''
|2
|-
|^'''X'''
|0 '''(KD)'''
|-
|'''[[Photon Flash]]'''
|0
|}
 
 
 
==== [[Code Exotic]] ====
{| class="wikitable"
|-
! Attack
! Knockdown Value
|-
|ZZZv'''Z'''
|??
|-
|ZZZvZ'''Z'''
|?? '''(LA3)'''
|-
|>>'''Z'''
|1.0
|-
|>>Z'''Z'''
|1.0
|-
|>>ZZ'''Z'''
|0 '''(KD)'''
|-
|>>'''X'''
|?? '''(LA3)'''
|-
|>>X'''Z'''
|??
|-
|'''[[Mega Electron Ball]]'''
|~2.0 [fully charged/instant]
|-
|}
 
==== [[Code Architecture]] ====
{| class="wikitable"
|-
! Attack
! Knockdown Value
|-
|XX'''Z'''
|?? '''(KD)'''
|-
|>>^X'''Z'''
|??
|-
|ZZZvZ'''Z'''
|??
|-
|'''[[Mega Electron Ball]]'''
|??
|}
 
====[[Code Electra]]====
 
{| class="wikitable"
|-
! Attack
! Knockdown Value
|-
|ZZZ>(Hold)'''Z'''
|?? '''(LA2)'''
|-
|XX'''Z(Hold)'''
|?? '''(LA2)'''
|-
|>>'''Z'''
|1
|-
|>>Z'''Z'''
|2
|-
|>>ZZ'''Z'''
|5
|-
|'''[[Mega Electron Ball]]'''
|?? [fully charged/instant]
|-
|'''[[Sweep Rolling]]'''
|0 '''(LA2)'''
|-
|}
 
==== [[Code Nemesis]] ====
{| class="wikitable"
|-
! Attack
! Knockdown Value
|-
|>>Z'''X'''
|~1.0 '''(P)'''
|-
|>>ZX'''X'''
|0 '''(KD)'''
|-
|XX'''Z'''
|??
|-
|XXZ'''Z'''
|??
|-
|XXZZZ'''Z'''
|??
|-
|'''[[Spear Burst]]'''
|3 Assuming two hits '''(LA2)'''
|}
 
==== [[Code Empress]] ====
'''Some values are based on Lv.5 [[Electronball Mastery]]'''
{| class="wikitable"
|-
! Attack
! Knockdown Value
|-
|'''X'''
|1.5
|-
|X'''X'''
|1.5
|-
|XXv'''X'''
|?
|-
|>>^'''X'''
|1.5
|-
|>>'''Z'''
|?
|-
|>>Z'''Z'''
|?
|-
|>>ZZ'''Z'''
|? '''(LA3)'''
|-
|>>^Z'''X'''
|?
|-
|>>^Z'''Z'''
|?
|-
|>>^ZZ'''X'''
|?
|-
|'''[[Mega Electron Ball]]'''
|?
|}
 
====[[Code Battle Seraph]]====
 
{| class="wikitable"
|-
! Attack
! Knockdown Value
|-
|>>^X'''Z'''
|?
|-
|>>^Z'''XXX'''
|?
|}
 
=== '''[[Chung]] (Base Class)''' ===
{| class="wikitable"
|-
! Attack
! Knockdown Value
|-
|'''Z'''
|1
|-
|Z'''Z'''
|1
|-
|ZZ'''Z'''
|2
|-
|ZZv'''Z'''
|2 '''(LA)'''
|-
|'>>'''Z'''
|1 '''(LA3)'''
|-
|^'''Z'''
|~2.14
|-
|>>^'''Z'''
|3
|-
|>>^Z'''Z'''
|0
|-
|'''X'''
|1.875
|-
|X'''X'''
|1.875
|-
|XX'''Z'''
|~3.125 (~0,78125/hit -> 4hits)
|-
|'''[[Reload]]'''
|0
|}
==== [[Fury Guardian]] ====
 
==== [[Shooting Guardian]] ====
 
==== [[Fury Guardian]]====
 
==== [[Iron Paladin]] ====
 
{| class="wikitable"
|-
! Attack
! Knockdown Value
|-
|>>'''Z'''
|0.8
|-
|^v(land)'''Z'''
|0
|-
|^v(land)Z'''Z'''
|1(No Shell)
|}


==== [[Deadly Chaser]] ====
*Speculation* In S4, there seems to be new type of system: staling. Staling is reserved only for moves that previously had 0 KD but did not incur a launch or a KD, an example of would be Rune Slayer's >>^xZ rune. Though it may seem that this move now has KD, it does not actually add to the KD counter, but it will still cause a KD should you use it too many time in a row. Meaning that as long as the move is used in moderation with other moves, it will still not add KD.


==== [[Shelling Guardian]]====
{{Tabs
|tab1=Elsword
|contents1={{KD1}}
|tab2=Aisha
|contents2={{KD2}}
|tab3=Rena
|contents3={{KD3}}
|tab4=Raven
|contents4={{KD4}}
|tab5=Eve
|contents5={{KD5}}
|tab6=Chung
|contents6={{KD6}}
|tab7=Ara
|contents7={{KD7}}
|tab8=Elesis
|contents8={{KD8}}
|tab9=Add
|contents9={{KD9}}
|tab10=Lu/Ciel
|contents10={{KD10}}
|tab11=Rose
|contents11={{KD11}}
|tab12=Ain
|contents12={{KD12}}
}}
<br>


{{Guides}}
{{Guides}}

Latest revision as of 10:28, 19 March 2022

Warning: This page has not been updated in a long time and may no longer contain relevant information.

What's a Knockdown?

Knockdown (abbreviated as KD) occurs when using a certain attack that knocks down or when a certain amount of attacks has been reached. The reason this exists is to prevent infinite combos. It's best to not knockdown a monster/opponent since this leads to reduced damage while the enemy is on the ground (in PvE) or a combo ending (in PvP).

Conditions

  • The target will automatically knockdown when:
    • A knockdown attack has been used
    • Any hit after the knockdown counter limit has been reached:
      • PVP = 100 Max KD
      • PVE = 130 Max KD
    • Knockdown counter will reset after a knockdown from maxing the KD counter
      • If the Knockdown counter is breached while in mid-air, the target will fall more quickly.


Reducing Knockdown

  • Certain characters have skill or attacks that can reduce the knockdown counter
  • Most attacks that knockdown, be the target in midair or not, will reduce KD
  • As of S4, most vertical launches will extend the KD counter by 34% with a 15% descale and 34% counter reduction upon X drop. The way that this work is that with the KD limit at 100 and at 130, for PvP and PvE respectively, launching does not in fact reduce KD, it extends the KD by 34%, meaning in PvP it is a 134 cap with a 15% descale over 2.5 second for the next 15 seconds, and this means that with the 130 KD cap in PvE, it will extend the cap to 174.2 KD with a descale of 12.8% over 3.1 seconds for the next 30 seconds.
  • As a remnant of Season 1, if you approach and/or cross the KD limit while comboing and land an attack that has two or more hits connecting in the same frame of animation, like Sniping Ranger's Arc Shot, Weapon Taker's Napalm Grenade, Ara's Energy Absorption, the third hit of Code Nemesis' combo etc, it will reset the KD counter to 0.
    • Example: Consider that the KD value on Ara's standing is 9.2. Comboing 11 times will account for a total KD value of 101.2. Using Energy Absorption here will reset the KD to 0.


Legend

Name Description
Launch Attack LA Launch opponent vertically into the air (High chance of continuing combo)
LA1 Launch opponent horizontally left either/or right
LA2 Launch opponent horizontally left either/or right into the air
LA3 Launch opponent diagonally into the air or ground(High chance of continuing combo)
Pass P An attack that will move you through your opponent (High chance of continuing combo)
Knockdown KD Knockdowns
Reset R Resets the KD counter when used after the limit has been reached


Knockdown Values

Any blank values mean the current S4 value is currently unknown. Too many of them changed with S4, and some very significantly, so it is required that everything is tested from scratch.

All actives and special actives have a value of 0 KD by default, unless specified otherwise.

  • Speculation* In S4, there seems to be new type of system: staling. Staling is reserved only for moves that previously had 0 KD but did not incur a launch or a KD, an example of would be Rune Slayer's >>^xZ rune. Though it may seem that this move now has KD, it does not actually add to the KD counter, but it will still cause a KD should you use it too many time in a row. Meaning that as long as the move is used in moderation with other moves, it will still not add KD.

Elsword

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

Sword Knight

Input Knockdown Value Type
→→ZX -
→→ZXX LA
XXX -
XXXX -
XXXXX -
→→↑ZZZ -
Kick -50 -

Lord Knight

Input Knockdown Value Type
ZZZ→Z -
→→↑XX -
→→↑XXX LA
→→XHoldX -
→→XHoldXX LA
Rolling Smash 0 LA

Knight Emperor

Input Knockdown Value Type
→→↑ZX -
→→↑XZ -
→→↑XZZ -

Magic Knight

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
-

Rune Slayer

Input Knockdown Value Type
→→ZZX P
→→↑XZ -
→→↑XZZ -
ZZZ -
ZZZZ -
→→XHoldZ -
Fire Rune 0 R

Rune Master

Input Knockdown Value Type
→→XX -
→→XXZ -
→→↑XXZ -

Sheath Knight

Input Knockdown Value Type
XX -
XX~X -
XX~XX KD
XX~XZ LA
→→ZZ -
→→↑ZZZ -
Persistent Sword Shield -3 * 15 -

Infinity Sword

Input Knockdown Value Type
ZZZ -
ZZZZ LA
ZZZZZ LA1
→→↑XX -
→→↑XXX -
→→XX LA
→→XXX LA3
Compact
Counter
(assumed 0?) LA
[Persistent]:
-7.5 * 2
-

Immortal

Input Knockdown Value Type
→→XZ P
→→XZX -
→→↑ZX -
→→↑ZXZ -


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