Wind: Difference between revisions

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== Strategy ==
== Strategy ==


Wind type ARMS serve two functions. The first is the same as the Fire attribute, to knock down and disrupt heavy opponents, such as [[Master Mummy]] and [[Mechanica]], as a hit from a charged Wind ARM will always put the opponent into a soaring animation. The second is to relocate your opponent and reset neutral. Whereas Fire ARMS do more damage, they mostly keep the opponent in the same place. If an opponent is rushing you down, or cornering you, a Wind ARM is the best way out of the situation. Use Wind ARMS if your opponent constantly relies on positioning to aim their ARMS from a comfortable angle. With proper timing and preparation, it is also possible to chain a Wind attack into a [[Rush]].
Wind type ARMS serve two functions. The first is the same as the Fire attribute, to knock down and disrupt heavy opponents, such as [[Master Mummy]] and [[Mechanica]], as a hit from a charged Wind ARM will always put the opponent into a soaring animation. The second is to relocate your opponent and reset neutral. Whereas Fire ARMS do more damage, they mostly keep the opponent in the same place. If an opponent is rushing you down, or cornering you, a Wind ARM is the best way out of the situation. Use Wind ARMS if your opponent constantly relies on positioning to aim their ARMS from a comfortable angle. With proper timing and preparation, it is also possible to chain a Wind attack into a [[Rush]]. Wind ARMS also have the property of allowing 2 Air Juggles, one of the [[Advanced Techniques]] to connect assuming the first juggle was connected while the opponent was still rising from the wind ARM hit.


== Gallery ==
== Gallery ==