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Difference between revisions of "Blowaway"

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(Combinations of side-effects)
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==Effect==
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== Effect ==
  
 
Blowaway is one of the side-effects of certain [[skills]] or [[bullet]]s. Unlike a [[status effect]], the enemy does not gain a certain status, but undergoes a physical action, which may impede it's ability to strike back at you. The side-effect is also known as knockback.
 
Blowaway is one of the side-effects of certain [[skills]] or [[bullet]]s. Unlike a [[status effect]], the enemy does not gain a certain status, but undergoes a physical action, which may impede it's ability to strike back at you. The side-effect is also known as knockback.
  
==Properties==
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== Properties ==
  
 
The sort of physical impediment the enemy undergoes depends on the enemy itself. But usually the same category of enemies undergoes nigh-on the same side-effect. It also sometimes depends on where you hit the enemy (from behind, the side, or the front), as to how effective the side-effect is.
 
The sort of physical impediment the enemy undergoes depends on the enemy itself. But usually the same category of enemies undergoes nigh-on the same side-effect. It also sometimes depends on where you hit the enemy (from behind, the side, or the front), as to how effective the side-effect is.
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*Large enemies: The effects vary on the enemy itself. Most common are flinching, tripping and falling over.
 
*Large enemies: The effects vary on the enemy itself. Most common are flinching, tripping and falling over.
  
==Combinations of side-effects==
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== Combinations of side-effects ==
  
 
Some side-effects stack up. Blowaway does not. However, if you hit an enemy that is already in the air because of [[launch]], with blowaway, that enemy will fly further then when you would have hit it with blowaway, if it was on the ground.
 
Some side-effects stack up. Blowaway does not. However, if you hit an enemy that is already in the air because of [[launch]], with blowaway, that enemy will fly further then when you would have hit it with blowaway, if it was on the ground.
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By using blowaway repeatedly on a large enemy which can not undergo [[blowdown]], blowaway, or [[launch]], you can stunlock the enemy. If timed correctly, the enemy will keep flinching while taking damage from your shots, and will not be able to take physical action. It will die without having been able to retaliate.
 
By using blowaway repeatedly on a large enemy which can not undergo [[blowdown]], blowaway, or [[launch]], you can stunlock the enemy. If timed correctly, the enemy will keep flinching while taking damage from your shots, and will not be able to take physical action. It will die without having been able to retaliate.
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[[Category: Status effects]]

Revision as of 21:52, 31 March 2009

Effect

Blowaway is one of the side-effects of certain skills or bullets. Unlike a status effect, the enemy does not gain a certain status, but undergoes a physical action, which may impede it's ability to strike back at you. The side-effect is also known as knockback.

Properties

The sort of physical impediment the enemy undergoes depends on the enemy itself. But usually the same category of enemies undergoes nigh-on the same side-effect. It also sometimes depends on where you hit the enemy (from behind, the side, or the front), as to how effective the side-effect is.

  • Small enemies: They will fly several meters in the direction you hit them, making backflips as they go.
  • Medium enemies: These will be sent flying a certain distance, landing on their back or belly, depending on how and where you hit them.
  • Large enemies: The effects vary on the enemy itself. Most common are flinching, tripping and falling over.

Combinations of side-effects

Some side-effects stack up. Blowaway does not. However, if you hit an enemy that is already in the air because of launch, with blowaway, that enemy will fly further then when you would have hit it with blowaway, if it was on the ground.


By using blowaway repeatedly on a large enemy which can not undergo blowdown, blowaway, or launch, you can stunlock the enemy. If timed correctly, the enemy will keep flinching while taking damage from your shots, and will not be able to take physical action. It will die without having been able to retaliate.