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Difference between revisions of "Crouch"
m (Added some examples of attacks that can be dodged.) |
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− | {{Missing Info}} | + | {{Missing Info|Unknown female info, MP cost}} |
{{SkillPage | {{SkillPage | ||
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|Class2= | |Class2= | ||
|Type=Active | |Type=Active | ||
− | |||
− | |||
|PrerequisiteLevel=15 | |PrerequisiteLevel=15 | ||
− | |||
− | |||
|Command={{Down}}{{Down}}{{C}} | |Command={{Down}}{{Down}}{{C}} | ||
− | |Description= | + | |Description=Drops to one knee to dodge high attacks.<p>Attacking while crouched activates a dash attack (shoulder bump). To stand back up, hit jump while crouched or wait for the skill duration to end.<p>If used while running, the Fighter will slide into the crouching position. |
− | |||
|Attributes= | |Attributes= | ||
− | |||
*{{SP per level|50}} | *{{SP per level|50}} | ||
+ | *{{SkillAttribute|Master Level|1}} | ||
+ | *{{SkillAttribute|Max Level|11}} | ||
*{{CastTime|Dungeon=Instant Cast}} | *{{CastTime|Dungeon=Instant Cast}} | ||
*{{Cooldown|Dungeon=3 sec|Arena=6 sec}} | *{{Cooldown|Dungeon=3 sec|Arena=6 sec}} | ||
− | |||
|Notes= | |Notes= | ||
*There are few frames of animation before the activation of skill. | *There are few frames of animation before the activation of skill. | ||
*The dash attack out of Crouch is much weaker than a normal dash attack. | *The dash attack out of Crouch is much weaker than a normal dash attack. | ||
− | |||
*Can be canceled into {{IconLink|Mountain Pusher}}. | *Can be canceled into {{IconLink|Mountain Pusher}}. | ||
*Can be improved with {{IconLink|Crouch Upgrade}}. | *Can be improved with {{IconLink|Crouch Upgrade}}. | ||
*When crouching your hit box is the same as if you were knocked down. Thus, you can completely avoid damage from attacks like {{IconLink|Draw Sword}}, {{IconLink|Dark Soul}}, {{IconLink|Sun Burst}}, and {{IconLink|Shoulder Tackle}}, among many others. | *When crouching your hit box is the same as if you were knocked down. Thus, you can completely avoid damage from attacks like {{IconLink|Draw Sword}}, {{IconLink|Dark Soul}}, {{IconLink|Sun Burst}}, and {{IconLink|Shoulder Tackle}}, among many others. | ||
+ | |||
|SkillGrowth= | |SkillGrowth= | ||
− | {{tabs | + | <span style="display:none">{{</span><small> |
− | |name= | + | {{tabs |
− | + | |name=Gender | |
|tab1=Female | |tab1=Female | ||
− | |contents1= | + | |contents1=<span style="display: none;">{{</span> |
{{tabs | {{tabs | ||
− | |name= | + | |name=Skill Growths1 |
− | + | |tab1=Dungeon | |
− | |tab1= | + | |contents1=<span style="display: none;">{{</span> |
− | |contents1= | + | {{#arraydefine:maxrow|1,2,3,4,5,6,7,8,9,10,11}} |
− | <span style="display:none">{{</span> | + | {|{{SkillTableHeader}} |
− | {| | + | !Level |
− | + | !Lv Req | |
− | ! | + | !MP |
− | + | !Atk. | |
− | + | {{#arrayprint:maxrow||@@@@|<!--Each item in array maxrow is now @@@@--> | |
+ | {{#vardefine:i|@@@@}}<!-- Move item to an actual variable we can use --> | ||
+ | {{!}}- {{#ifexpr: {{#var:i}} = 1 | {{MaxSkillRow}} }} {{#ifexpr: {{#var:i}} = 11 | {{MaxSkillRow}} }} | ||
+ | {{!}} <!--Level--> {{#var:i}} | ||
+ | {{!}} <!--Lv Req--> {{#expr: 15+2*({{#var:i}}-1)}} | ||
+ | {{!}} <!--MP--> | ||
+ | {{!}} <!--Atk.--> | ||
+ | {{!}}- | ||
+ | }} | ||
+ | |} | ||
+ | <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}} | ||
+ | {|{{SkillTableHeader}} | ||
+ | !Level | ||
+ | !Lv Req | ||
!MP | !MP | ||
− | ! | + | !Atk. |
− | ! | + | {{#arrayprint:maxrow||@@@@|<!--Each item in array maxrow is now @@@@--> |
− | |-{{ | + | {{#vardefine:i|@@@@}}<!-- Move item to an actual variable we can use --> |
− | + | {{!}}- {{#ifexpr: {{#var:i}} = 1 | {{MaxSkillRow}} }} {{#ifexpr: {{#var:i}} = 11 | {{MaxSkillRow}} }} | |
− | + | {{!}} <!--Level--> {{#var:i}} | |
− | + | {{!}} <!--Lv Req--> {{#expr: 1+2*({{#var:i}}-1)}} | |
− | + | {{!}} <!--MP--> | |
− | + | {{!}} <!--Atk.--> | |
+ | {{!}}- | ||
+ | }} | ||
|} | |} | ||
+ | <span style="display: none;">}}</span> | ||
+ | }} | ||
<span style="display:none">}}</span> | <span style="display:none">}}</span> | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|tab2=Male | |tab2=Male | ||
− | |contents2= | + | |contents2=<span style="display: none;">{{</span> |
{{tabs | {{tabs | ||
− | |name= | + | |name=Skill Growths2 |
− | + | |tab1=Dungeon | |
− | |tab1= | + | |contents1=<span style="display: none;">{{</span> |
− | |contents1= | + | {{#arraydefine:maxrow|1,2,3,4,5,6,7,8,9,10,11}} |
− | <span style="display:none">{{</span> | + | {|{{SkillTableHeader}} |
− | {| | + | !Level |
− | | | ||
− | ! | ||
!Lv Req | !Lv Req | ||
!MP | !MP | ||
− | ! | + | !Max Crouch Time |
− | |-{{MaxSkillRow}} | + | !Atk. |
− | + | {{#arrayprint:maxrow||@@@@|<!--Each item in array maxrow is now @@@@--> | |
+ | {{#vardefine:i|@@@@}}<!-- Move item to an actual variable we can use --> | ||
+ | {{!}}- {{#ifexpr: {{#var:i}} = 1 | {{MaxSkillRow}} }} {{#ifexpr: {{#var:i}} = 11 | {{MaxSkillRow}} }} | ||
+ | {{!}} <!--Level--> {{#var:i}} | ||
+ | {{!}} <!--Lv Req--> {{#expr: 10+1*({{#var:i}}-1)}} | ||
+ | {{!}} <!--MP--> | ||
+ | {{!}} <!--Crouch--> {{Calc|{{#var:i}}|2|2.1|2|1|1}} sec | ||
+ | {{!}} <!--Atk.--> {{Calc|{{#var:i}}|200|211|2}}% | ||
+ | {{!}}- | ||
+ | }} | ||
|} | |} | ||
− | <span style="display:none">}}</span> | + | <span style="display: none;">}}</span> |
− | + | |tab2=Arena | |
− | |tab2= | + | |contents2=<span style="display: none;">{{</span> |
− | |contents2= | + | {{#arraydefine:maxrow|1,2,3,4,5,6,7,8,9,10,11}} |
− | <span style="display:none">{{</span> | + | {|{{SkillTableHeader}} |
− | {| | + | !Level |
− | | | ||
− | ! | ||
!Lv Req | !Lv Req | ||
!MP | !MP | ||
− | ! | + | !Max Crouch Time |
− | |-{{MaxSkillRow}} | + | !Atk. |
− | + | {{#arrayprint:maxrow||@@@@|<!--Each item in array maxrow is now @@@@--> | |
+ | {{#vardefine:i|@@@@}}<!-- Move item to an actual variable we can use --> | ||
+ | {{!}}- {{#ifexpr: {{#var:i}} = 1 | {{MaxSkillRow}} }} {{#ifexpr: {{#var:i}} = 11 | {{MaxSkillRow}} }} | ||
+ | {{!}} <!--Level--> {{#var:i}} | ||
+ | {{!}} <!--Lv Req--> {{#expr: 10+1*({{#var:i}}-1)}} | ||
+ | {{!}} <!--MP--> | ||
+ | {{!}} <!--Crouch--> {{Calc|{{#var:i}}|2|2.1|2|1|1}} sec | ||
+ | {{!}} <!--Atk.--> {{Calc|{{#var:i}}|200|211|2}}% | ||
+ | {{!}}- | ||
+ | }} | ||
|} | |} | ||
+ | <span style="display: none;">}}</span> | ||
+ | }} | ||
<span style="display:none">}}</span> | <span style="display:none">}}</span> | ||
− | |||
}} | }} | ||
− | + | {{TableNote}}</small> | |
− | }} | + | <span style="display:none">}}</span> |
− | |||
}} | }} |
Revision as of 10:45, 10 December 2019
Seria says: "Nothing should be as mysterious as I am!"
Unknown female info, MP cost |
Active Skill | |
Class: | |
Command: | |
Prerequisite Level: | 15 |
Prerequisite Skills: | None |
Description
Drops to one knee to dodge high attacks.
Attacking while crouched activates a dash attack (shoulder bump). To stand back up, hit jump while crouched or wait for the skill duration to end.
If used while running, the Fighter will slide into the crouching position.
Attributes
- SP per level: 50
- Master Level: 1
- Max Level: 11
- Casting Time: Instant Cast
- Cooldown: 3 sec (6 sec in Arena )
Notes
- There are few frames of animation before the activation of skill.
- The dash attack out of Crouch is much weaker than a normal dash attack.
- Can be canceled into Mountain Pusher.
- Can be improved with Crouch Upgrade.
- When crouching your hit box is the same as if you were knocked down. Thus, you can completely avoid damage from attacks like Draw Sword, Dark Soul, Sun Burst, and Shoulder Tackle, among many others.
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.
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.
General TP Skills | |
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Basic Training Upgrade |