This effect does not work in practice mode and I think does not work in matches with unlimited time. Supposed to increase damage dealt over time. This ability increases the time window of performing Guard Impact. This ability will be canceled temporarily when a round ends. Soul Calibur III characters have 240 hit points. This ability will be canceled temporarily when a round ends.Īlways loses X hit points per second. This ability is irrelevant to Night Terror's null ring out ability, which is a character property rather than weapon.Īlways recover X hit points per second. In standing condition, you will have XX% to avoid a throw. Since the nature of guard break itself is nearly useless, this ability will not be much of help even with 100% occurrence. Impacting a throw will not heal you.Įvery attack (except throw) will have XX% chance of Guard Break. Guard Impact will recover XX% damage that would otherwise received from enemy. Impacting a throw will not damage the enemy. Guard Impact will deflect XX% of damage that would otherwise received from enemy. Otherwise, even when hacked to 100% chance, the ability will not work. When you change direction, you must do the double tapping again for this to be able to work. Usually by tapping Down twice, the ability will activate. This ability has a certain condition that must be satisfied in order for the percentage to kick in. When guarding, you have XX% chance that you will Guard Impact the enemy attack and throw. This effect does not work with Guard Impact. Guarding will still do XX% damage that would otherwise received from enemy. This effect does not work with Guard Impact and does not work when you get hit by an unblockable. Guarding will recover XX% damage that would otherwise be received from the enemy. This also reduces enemy's Counter Chance effect. There will be XX% chance of nullifying counter attack damage when receiving damage. Throws are visually affected by this, but actually have no change to damage. There will be XX% chance of inflicting counter attack damage when using regular attack. Does not affect push generated by throws. This applies to both horizontal and vertical pushes. Note that the weapon model size is decreased rather than actually use a shorter weapon model. Note that the weapon model size is increased rather than actually use a longer weapon model. If your weapon have 20% Piercing and your attack does 10 damage, your attack will still do 2 damage when enemy guards. This does not work with throwing, damage dealt by piercing, and when enemy blocks the attack.Īttack still does XX% of damage even when enemy guarded. Special Stat IconĮvery damage done to enemy will restore XX% of that damage to attacker. Higher than 100% defense power will be marked in blue, indicating more damage. Lower than 100% defense power will be marked in orange, indicating less damage dealt to you. Lower than 100% attack power will be marked in blue, indicating less damage dealt. Higher than 100% attack power will be marked in orange, indicating more damage dealt to opponent. This also list 1P and 2P version of the default weapon. Since this is a multiplication, the lower the Def of D, the less damage D sustains. The higher the Pow of A, the more damage that A does. Soul Calibur follows the formula of A.Att * D.Def, where A is the attacker, D is the defender, Pow is weapon attack power, and Def is weapon defense power. They differ even though the icon and description are the same. The fact is, Soul Edge has 140% attack while Irkalla has 130%. Example, Nightmare's Soul Edge and Zasalamel's Irkalla has "Attack power increases" stat, but does not tell you how much. However, the difference between some stat is not always the same. In term of weapon stat, Soul Calibur III is not as cryptic as Soul Calibur II.
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