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Difference between revisions of "High Kick"

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{{SkillPage
 
{{SkillPage
 
|Name={{PAGENAME}}
 
|Name={{PAGENAME}}
|NameTab=
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|AltName=Korean: 올려차기
|NameTab2=
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|Video=s30zUvOGss0
|Video=s30zUvOGss0|350
 
 
|Video2=
 
|Video2=
 
|Gender=Male
 
|Gender=Male
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|PrerequisiteLevel=1
 
|PrerequisiteLevel=1
 
|Command={{Z}}
 
|Command={{Z}}
|Description=Launches the enemy with a kick.
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|Description=Launches the enemy with a kick. Can trigger Super Armor.
  
 
|Attributes=
 
|Attributes=
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*{{SkillAttribute|Max Level|20}}
 
*{{SkillAttribute|Max Level|20}}
 
*{{CastTime|Instant Cast}}
 
*{{CastTime|Instant Cast}}
*{{Cooldown|2 sec}}
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*{{Cooldown|2 sec.}}
 
*{{Cancelable}}
 
*{{Cancelable}}
 +
*{{SkillAttribute|MP Cost|-}}
  
 
|Notes=
 
|Notes=
*Can be improved with {{IconLink|High Kick Upgrade}}, increasing the skill's Casting Speed and Atk.
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*Can be improved with {{IconLink|High Kick Upgrade}}.
 
*Moves your character forward a short distance in the direction you were facing upon activation.
 
*Moves your character forward a short distance in the direction you were facing upon activation.
 
*The first half of the move always has {{IconLink|Super Armor (Status)}}. It is not chance based like the game's skill description implies.
 
*The first half of the move always has {{IconLink|Super Armor (Status)}}. It is not chance based like the game's skill description implies.
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<span style="display:none">{{</span>
 
<span style="display:none">{{</span>
 
<small>
 
<small>
{{tabs
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{{#arraydefine:maxrow|1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20}}<!--Create an array named "maxrow" and fill it with X values. Extend array and add values if necessary-->{{#arraydefine:ls|131.4,132.9,134,135.4,136.6,138,139.1,140.6,141.7,143.1,147.7,152.3,157.1,162,166.6,171.4,176.3,180.9,185.7,190.6}}
|name=Skill Growths
 
|tab1=Dungeon
 
|contents1=<span style="display: none;">{{</span>
 
{{#arraydefine:maxrow|1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20}} <!--Create an array named "maxrow" and fill it with X values. Extend array and add values if necessary-->
 
 
{|{{SkillTableHeader}}
 
{|{{SkillTableHeader}}
 
!Level
 
!Level
 
!Lv Req
 
!Lv Req
!Physical Weapon Atk.
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!Physical Atk.
!Launching Strength Rate
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!Launching Strength
 
!Activation Speed
 
!Activation Speed
 
{{#arrayprint:maxrow||@@@@|<!--Each item in array maxrow is now @@@@ ~~~ DO NOT CHANGE ~~~ -->
 
{{#arrayprint:maxrow||@@@@|<!--Each item in array maxrow is now @@@@ ~~~ DO NOT CHANGE ~~~ -->
 
{{#vardefine:i|@@@@}}<!-- Move item to an actual variable we can use ~~~ DO NOT CHANGE ~~~ -->
 
{{#vardefine:i|@@@@}}<!-- Move item to an actual variable we can use ~~~ DO NOT CHANGE ~~~ -->
{{!}}- {{#ifexpr: {{#var:i}} = 10 | {{MaxSkillRow}} }} <!-- DEFAULT: Detect level cap at certain skill level -->{{#ifexpr: {{#var:i}} = 20 | {{MaxSkillRow}} }}
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{{!}}- {{#ifexpr: {{#var:i}} = 10 | {{MasterSkillRow}} }}{{#ifexpr: {{#var:i}} = 20 | {{MaxSkillRow}} }}
 
{{!}} <!--Level--> {{#var:i}}
 
{{!}} <!--Level--> {{#var:i}}
 
{{!}} <!--Lv Req--> {{#expr: 1+3*({{#var:i}}-1)}}
 
{{!}} <!--Lv Req--> {{#expr: 1+3*({{#var:i}}-1)}}
{{!}} <!--Atk--> {{Calc|{{#var:i}}|100|200|10}}%
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{{!}} <!--Atk.--> {{Calc|{{#var:i}}|100|311|20}}%
{{!}} <!--Launching--> {{Calc|{{#var:i}}|131.4|143.1|10|1|1}}%
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{{!}} <!--Launching Strength--> {{#arrayindex:ls| {{#expr: {{#var:i}}-1 }} }}%
{{!}} <!--Activation--> +{{#ifexpr: {{#var:i}} = 1 | - | {{Calc|{{#var:i}}|1|9|10|2}} }}%
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{{!}} <!--CastSpd--> +{{Calc|{{#var:i}}|0|20|20}}%
 
{{!}}-
 
{{!}}-
 
}}
 
}}
 
|}
 
|}
<span style="display: none;">}}</span>
 
|tab2=Arena
 
|contents2=<span style="display: none;">{{</span>
 
{{#arraydefine:maxrow|1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20}} <!--Create an array named "maxrow" and fill it with X values. Extend array and add values if necessary-->
 
{|{{SkillTableHeader}}
 
!Level
 
!Lv Req
 
!Physical Weapon Atk.
 
!Launching Strength Rate
 
!Activation Speed
 
{{#arrayprint:maxrow||@@@@|<!--Each item in array maxrow is now @@@@ ~~~ DO NOT CHANGE ~~~ -->
 
{{#vardefine:i|@@@@}}<!-- Move item to an actual variable we can use ~~~ DO NOT CHANGE ~~~ -->
 
{{!}}- {{#ifexpr: {{#var:i}} = 10 | {{MaxSkillRow}} }} <!-- DEFAULT: Detect level cap at certain skill level -->{{#ifexpr: {{#var:i}} = 20 | {{MaxSkillRow}} }}
 
{{!}} <!--Level--> {{#var:i}}
 
{{!}} <!--Lv Req--> {{#expr: 1+3*({{#var:i}}-1)}}
 
{{!}} <!--Atk--> {{Calc|{{#var:i}}|83|198|10}}%
 
{{!}} <!--Launching--> {{Calc|{{#var:i}}|100|147.4|10|1|1}}%
 
{{!}} <!--Activation--> +{{#ifexpr: {{#var:i}} = 1 | - | {{Calc|{{#var:i}}|1|9|10|2}} }}%
 
{{!}}-
 
}}
 
|}
 
<span style="display: none;">}}</span>
 
}}
 
 
{{TableNote}}</small>
 
{{TableNote}}</small>
 
<span style="display:none">}}</span>
 
<span style="display:none">}}</span>
 
}}
 
}}

Latest revision as of 13:57, 25 April 2022


High Kick.png High Kick

Active Skill
Class:

Male Fighter

Command: Z.png
Prerequisite Level: 1
Prerequisite Skills: None
Alternate Names: Korean: 올려차기

Description

Launches the enemy with a kick. Can trigger Super Armor.

Attributes

  • SP per level: 20
  • Master Level: 10
  • Max Level: 20
  • Casting Time: Instant Cast
  • Cooldown: 2 sec.
  • Basic Attack Cancelable Skill
  • MP Cost: -

Notes

  • Can be improved with High Kick Upgrade.png High Kick Upgrade.
  • Moves your character forward a short distance in the direction you were facing upon activation.
  • The first half of the move always has Super Armor (Status).png Super Armor (Status). It is not chance based like the game's skill description implies.

Skill Growth

Note: This table has been generated based off of skill growth information presented in-game. The data may have slight differences compared to the information presented in-game due to minor rounding variations.

{{

Level Lv Req Physical Atk. Launching Strength Activation Speed
1 1 100% 131.4% +0%
2 4 111% 132.9% +1%
3 7 122% 134% +2%
4 10 133% 135.4% +3%
5 13 144% 136.6% +4%
6 16 156% 138% +5%
7 19 167% 139.1% +6%
8 22 178% 140.6% +7%
9 25 189% 141.7% +8%
10 28 200% 143.1% +9%
11 31 211% 147.7% +11%
12 34 222% 152.3% +12%
13 37 233% 157.1% +13%
14 40 244% 162% +14%
15 43 255% 166.6% +15%
16 46 267% 171.4% +16%
17 49 278% 176.3% +17%
18 52 289% 180.9% +18%
19 55 300% 185.7% +19%
20 58 311% 190.6% +20%

Note: This table has been generated based off of skill growth information presented in-game. The data may have slight differences compared to the information presented in-game due to minor rounding variations. }}

Male Fighter Skills
Active:Air Walk (Female).png Air Walk Crouch.png Crouch Doppelganger.png Doppelganger Flash Move.png Flash Move Hammer Kick (Female).png Hammer Kick High Kick.png High Kick Knee Kick.png Knee Kick Low Kick.png Low Kick Nen Shot.png Nen Shot Poison Throw.png Poison Throw Sand Splash.png Sand Splash Seismic Crash.png Seismic Crash Tiger Chain Strike (Female).png Tiger Chain Strike Tornado Kick.png Tornado Kick
Passive:Iron Physique.png Iron Physique Tiger's Roar (Female).png Tiger's Roar
Albert Quest:Lightning Leg Strike.png Lightning Leg Strike Neck Snap.png Neck Snap Poison Throw.png Poison Throw Torpedo.png Torpedo

General Skills
Active:Ancient Memory.png Ancient Memory Backstep.png Backstep Indomitable Spirit.png Indomitable Spirit Leap.png Leap Quick Rebound.png Quick Rebound
Passive:Armor Mastery.png Armor Mastery Backstep Upgrade.png Backstep Upgrade Basic Training.png Basic Training Conversion.png Conversion Physical Critical.png Focus: Critical Latent Power.png Latent Power Physical Rear Attack.png Rear Attack
Neo: Awakening:Clues to Awakening.png Clues to Awakening One Step Closer.png One Step Closer Subitism.png Subitism