Reference: Movelist

Oct 13, 2012 22:41

Unarmed
(* means Armaros shares this exact move)

Attack: A simple, grounded one-two punch with his right hand leading, followed by a high kick with his right foot.

Counter (hold Attack): The first indication of flashiness with a hint of the supernatural, Enoch "primes" by drawing back his right foot, white energy gathering. This is then unleashed in a rapid-fire kick as he remains balanced on his left leg. Tapping Attack during the action extends this and adds a leaping roundhouse with his left to the end. He cannot move during the attack, but the direction of the roundhouse finisher can be manipulated by holding that direction.

Guard Break (Attack + Attack after delay): Enoch leads off his attack with two rapid kicks with his left foot, hopping forward.

Jump, Double Jump: A standard jump/double jump. Rolls forward at the apex of a double jump.*

Jump + Attack: A roundhouse kick midair with his right, a "chopping" kick down with his left, and another right roundhouse.*

Jump + Counter: Enoch "primes" as he draws his right leg in midair, energy gathering around him for a brief moment before he dives to the ground. (is this the same energy that powers purification? Does he realize how he's using it or is it instinctual?)*

Jump + Guard + Attack: A "windmill" kick (like a vertical roundhouse) with his right foot, and once more to hit the ground.*

Hold Jump Midair: No effect.

Guard + Jump: A dodge roll either forward or in an input direction.*

Guard + Attack: A (rather impressive) spontaneous backwards flip, with his right leg extended for an air-launching kick.

Purify: No effect.

Arch

Attack: A five-part combo - a slash leading from the right, one from the left, two downward chops with both hands, the second of which ends in a broad slash across his chest with his right.

Counter(hold Attack): Enoch tightens both his stance and the Arch, winding back with his torso while bringing the Arch itself closed without deactivating it. He lashes out with it suddenly in two whirling attacks, the last of which leaves him on one knee as he slashes low.

Guard Break(Attack + Attack after delay): Enoch leaps forward after his attack, shifting his grip to the middle of the Arch, landing and pivoting on his knees as he swings it forward. Often leaps over or slides under enemies when he's targeted one.

Jump, Double Jump: Standard jump with the same forward roll at the apex of the second. Enoch always maintains a hold on both Arch grips.

Jump + Attack: A four-part series of two slashes midair, a whirl with his right hand the force behind the blade, and yet another of those cut short for a final swipe across his chest.

Jump + Counter: Enoch holds one grip with both hands and brings his feet up to the other, forming a circle. He then rolls midair, turning himself and the Arch into an effective buzzsaw until he nears the ground, at which point he rights himself to slam the Arch down, transferring it into his right hand at the end to resume his normal stance. Tapping Attack during the action slows his descent, making for a longer attack.

Jump + Guard + Attack: Enoch swings the Arch from low on his right side and arches his back in a long upward slice that cannot be chained into any sort of combo, but will knock an airborne enemy higher in the air.

Hold Jump Midair: The Arch forms a cushion of energy around his feet, slowing his descent. He still gathers momentum, but much more slowly.*

Guard + Jump: Enoch uses the Arch to "push" himself off the air in an evasive leap, either forward or in an input direction.

Guard + Attack: Enoch swings the Arch up with his right hand to knock an enemy into the air. Interestingly enough, he shifts his grip to the left hand, holding the Arch just above the handle, freeing up his right hand for the fall, which he holds out in front of him (protectively?).

Purify: Purifies the Arch - Enoch holds his left hand out and runs his right arm across his body to move the blades under the purifying hand. When stealing from an enemy, Enoch purifies it much the same way, but with a quicker, more severe movement of his right arm, possibly to return to battle as soon as he can.

Gale

Attack: Enoch sends out the Gale's projectiles two at a time - middle, top, bottom, his hands moving as if "flinging" them. He's extremely mobile in this, often adding a spin to send a projectile on its way. These can be chained indefinitely without break and can be interrupted at any point.

Counter: Enoch motions to gather the projectiles and sends them all forward with such force that it pushes him backwards. They travel out and curve back in to return to him. Tapping Attack during this extends it to a second pass, a curve past his left side, and a couple of juggling vertical passes that will land an enemy nearer him. Enoch actually leaps and flips to direct the vertical passes.

Guard Break: Enoch launches two projectiles in a wide arc that land with the apparent force of a missile. These can be indefinitely chained as long as Attack is tapped in the appropriate delay. Holding Attack after a delay results in Enoch gathering all the projectiles back and launching them in a chain of six such attacks forward - this cannot be chained at all.

Jump, Double Jump: Same as ever. Of note, the Gale's control seems "attached" at the top, as it seems to lift at the bottom as Enoch falls.

Jump + Attack: The same as the attack on the ground, but Enoch is only suspended in the initial "throw" motion - he falls haltingly as he continues to attack, and there is no recovery time when he hits the ground, so the ground attack can follow seamlessly.

Jump + Counter: Enoch sends all six projectiles out at once, either straight ahead or towards his current target (which can be things like...weapon wisps. Priorities, Enoch!)

Jump + Guard + Attack: Enoch sends all six projectiles up in the air around him and brings them down with him in a column as he lands.

Hold Jump Midair: No effect.

Guard + Jump: The projectiles forming a barrier in front of him provide energy that propels him forward. Can be used on the ground or in the air, and the energy is harmful to enemies.

Guard + Attack: Enoch sends all six projectiles up in a spiral around him, moving forward a bit.

Purify: Purifies the Gale - Enoch seems to command the control near his left hand and brings it in front of him, purifying it in both hands as it spins naturally. When stealing from an enemy, rolls it back on one hand, purifying half of it with the palm of his hand and the other half with the back of it as it rolls along his arm to come to rest behind him - I guess purification can be done with the back of the hand.

Veil

Attack: Starts similarly to his unarmed attacks, with a right-leading one-two punch, considerably slower for the Veil's weight. This leads into a right hook and swinging both hands together to the left. This ends with a leaping attack forward and a slide and pivot on his knees.

Counter: Similar to the Arch, Enoch brings the pieces of the Veil together into the shield form, winding up for a while before slamming his right fist into the ground, producing a lightning strike where it hits.

Guard Break: After his attack, Enoch leaps into the air and brings his right fist down on the ground for the same lightning-strike effect as above. He'll often jump over an enemy to smash them from behind, or slide under and go for an upward strike.

Jump, Double Jump: Same, of course. Of note, Enoch makes a much heavier sound when landing from a jump with a Veil.

Jump + Attack: Enoch makes two strong right swings, the momentum of which allows him to chain them together in two whirls before he slams both fists down.

Jump + Counter: This is similar to his unarmed diving kick, but with his right fist instead of his foot.

Jump + Guard + Attack: Enoch swings both fists down before combining the Veil into its shield form and slamming to the ground with it that way, producing a strong lightning strike effect.

Hold Jump Midair: No effect.

Guard + Jump: With an unknown force, Enoch slides forward or in the input direction while still maintaining his defensive stance.

Guard + Attack: From the guarding stance, Enoch spins for extra momentum as he brings both fists down on the enemy. Continuing to tap Attack (only if he is targeting an enemy) results in a frenzy of punches that grow faster and faster until he sends them flying back with one last, strong punch forward.

Purify: Purifies the Veil - Enoch puts the Veil in shield form and runs his left hand over its surface. When stealing from an enemy, Enoch purifies the gauntlets one at a time from behind as he takes them.
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