Thunder Image Thunder on Fashion Wach
"Don't ever requite up. Even if it'due south painful, even if it's disturbing, don't try to take the like shooting fish in a barrel manner out."
- Zenitsu Agatsuma
At the left side of the Coast Forest, beside a Wisteria Tree, there is a house. Inside the house an old man named Kujima (Retired Thunder Hashira and trainer of Zenitsu himself, real proper noun is Jigoro Kuwajima) will teach you the Thunder Breathing later on you complete a few tasks for him. If y'all obtain Thunder Breathing every bit a Hybrid the lightning effect volition change to black and white.
Also if you have Thunder Breathing as a hybrid and night thunder you'll be able to craft kaigaku'south sword.
Thunder Animate's moveset revolves around teleporting and doing M1s to get-go very deadly combos. Well-nigh of the moves do low damage but are easy to hit. Thunder also has 2 moves that teleport around the target assuasive for another M1 combo, Rice Spirit and Thunder Swarm. To balance this out, virtually of the moves are blockable if they can combo extend(east.k Thunder Swarm, Rice Spirit).Thunderclap and flash works perfectly for a bloody philharmonic ender. Thunder breathing comes with a normal toll, requiring 12 skill points to unlock all the moves.
Contents
- 1 Obtaining the Breathing
- two Animate Moves
- 2.one Passive
- ii.2 Thunderclap and Flash
- 2.three First Form: Six Roku
- ii.4 2nd Grade: Rice Spirit
- 2.5 Third Class: Thunder Swarm
- ii.6 Fourth Class: Estrus Lightning
- 3 Combos
- 3.one Pros
- 3.2 Cons
Obtaining the Breathing
Kickoff Quest: Give the trainer 20 soups from Okuyia Village (Equivalent to 400 Yen).
Second Quest: Evangelize a alphabetic character to a human being named Marrone, in the Slayer Corps Headquarters. Marrone can be found in front of the hotel/inn in the Slayer Corps, where he volition provide a foreign line of text.
Third Quest: Give the trainer 4,000 Yen
The total cost to stop all tasks and learn Thunder Breathing: 4,400 Yen
Breathing Moves
Passive
More stun in your attacks.
Lightning flows through your blade, grazing the trunk and mind of your opponent.
Generates Electricity onto your sword when the Breathing Bar is charged.
Thunderclap and Flash
The wind and the clouds call, thus, in a flash, thunder answers.
Afterwards a curt cast fourth dimension, the user dashes forward to striking the opponent at speeds equal to lightning. This move guard breaks and will auto-execute if the enemy hit is low plenty. This motility volition ragdoll the enemy hit. This move does not have Hyper Armor, and is recommended to use it from a altitude in society for the move to not be cancelled. Guard Breaks
Damage: 35
Cooldown: 25 seconds
Kickoff Class: Six Roku
Deals twoscore damage with a 60 2d cooldown, has a range of near 300 studs
It is said that Six is the offset perfect number, harmonizing the rumbles of the thunder.
Later a short cast time, the user apace dashes around with electricity and finally striking the target after 5 of the electricity dashes and goes behind the target. This motility does not guard break, and does take most of your breathing bar. The last set on will always hit an enemy, but can be blocked past the target. This movement will not work if there is no one/NPC in range of the motility. This move usually hits the closest ane nearly the user when at that place is multiple people in range of the movement. At that place is no aiming for this move.
2d Form: Rice Spirit
Deals 20 damage with a 50 2nd cooldown with a range of most fifty studs
Thunder finds rest in the identify closest to Heaven.
Later on a short filibuster, the user hits the target multiple times. This move does not knockdown the target, but allows you to combo extend. This move teleports y'all onto the enemy at a short range instead of using the swarm in place, which the move Thunder Swarm does. This motion does naught unless you are close to your target. This move can be blocked. This move locks onto the target.
Tertiary Course: Thunder Swarm
Deals 20 damage with a 35 2d cooldown
Everything under the Heaven shall converge and diverge. Thus, Thunder volition swarm your enemies, converging and diverging into various forms.
Similarly to Second Form: Rice Spirit, this form can hit the target multiple times, even so, information technology doesn't accept a cast delay and it is instant, so it tin be used in an M1 combo equally an extender. This move can exist blocked.
Fourth Form: Estrus Lightning
Deals xv impairment with a 50 second cooldown, has a range of about 400 studs.
Lightning pierces wood, leaving behind charcoal. Thunder pierces flesh, leaving behind corpses.
Shoots a lightning commodities towards the management your cursor is at (cannot be used with shift lock as information technology will shoot downward to where your standing). Similar to Dark Thunder Fine art'due south Obscure Spear Breaks Guard.
Combos
- M1 x3, Third Form, M1 x3, Second Course (Immediately after M1), M1 x3, Thunderclap and Flash (If you have Kendo Mastery, add 1 extra hit to every M1. M1 x3 -> M1 x4)
- M1 x3/four, Fifth Form,
- 3x M1s, 2d Form, 4x M1s, 3rd Form, 4x M1s, Thunder Clap (insta kill if kanroji) (careful non to get stuck in the ground after using Rice Spirit)
- Rush, Thuderswarm, M1x3, Thuderclap and wink, Rush, M1x3, Rice spirit
- M1x3,3rd form,M1x3, second form, (Immediately subsequently M1), M1x3, move back a trivial and shotgun, then thunderclap and flash.(If you accept Kendo Mastery, add 1 actress striking to every M1)
Pros
- Great combo potential, can practice lots of damage using 1 total breathing bar.
- Has lots of range.
- Passive allows for more breathing room between combo extensions.
- First Course guarantees a hitting and has a very long range.
- Second Grade locks onto the enemy and cannot be evaded, simply blocked.
- Very useful for player/demon hunting and bosses beacause of its high Damage and knockback.
- Thunderclap and Flash'south direction can be changed while it is charging up, meaning you can track your opponent's movements or predict them.
- Third Grade and Second Form both allow you to use another M1 combo if the last hit of the move hits.
- 5th form is very easy to state at targets, even if they are moving.
- Punish moves if people go also close (eastward.g Thunder Swarm or Thunderclap and Flash).
- Six Roku and Rice Spirit can be used in the air making it harder to punish.
- Great choice for PvP and PvE
- Thunder swarm is instant so you tin can block your opponent's attacks so immediatly use thunder swarm and it works perfectly as a counter in the listed way.
- You tin can jump up and use Rice Spirit and y'all tin can catch your opponent off guard and free dmg.
- Great for crowd control
Cons
- Moves do little damage with relatively high cooldown.
- First form can't be blocked, but Six Roku is easy to counter.
- Fifth Form is hard to aim and requires yous to exit shift lock, which the enemy can take advantage of.
- Highly requires M1s to start combos, and is very hard if you lot are not able to do so.
- Very long cooldowns.
- Both the Offset and Fifth Forms apply up virtually all your breathing
- Start Form Vi Roku later being blocked has endlag, letting your opponent hit you after.
- All moves that combo extend are blockable, so M1s are everything.
- All of the moves that accept a bandage delay are cancellable, and no guaranteed hits as no moves have hyperarmour.
- No iframes, if yous become stuck in a combo you stay in that location and get the total damage.
- You tin can go stuck underground if y'all use Rice Spirit on a enemy.
- You lot even so have a hitbox while using Six Roku, Rice Spirit, and Thunder Swarm even if your actor model isn't visible.
- Six Roku autotargets instantly, meaning anyone closest to yous will be struck in their exact position, pregnant they might be someone you didn't mean to hit and you won't know until after, or they might contrivance while you're dashing instead of blocking and take advantage of endlag.
- Enemies can easily shotgun you when you lot are trying to use Thunderclap and Flash or Six Roku.
- May hit others accidently.
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