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Talk:Combo: Counter Punch/Holy (Likely) Hell/reply (9)
I agree that this is pretty poorly done, so I changed it. Last time I took initiative in a case like this someone got grumpy. However, some comparisons might still be worth mentioning as it is one of three "counter" skills; it was just last to be added (I think). On the other hand, unless someone wants to add the relevant comparisons to the other two pages, there should be no comparisons at all, and simply list what this skill DOES or DOES NOT do.
Keep comparisons:
- Requires Knuckles equipped in order to use.
- Stage 1 Chain that places the user in a defensive stance and then quickly retaliates against a physical attack, similar to Lance Counter.
- Unlike Counterattack and Lance Counter, the enemy will not be knocked backwards on a successful counter, unless the attack sends the enemy into deadly status. Instead, the enemy will be placed into extended stun.
- Counter Punch will do less damage the longer it is loaded.
- This decay happens slowly during the first 3 seconds, but greatly increases afterwards.
- This appears visually as glowing fists.
- If Counter Punch is loaded beyond 3 seconds, the stun duration is lowered to 1.5 seconds and the chain sequence does not occur.
- This decay happens slowly during the first 3 seconds, but greatly increases afterwards.
- Unlike normal Counterattack and Lance Counter, Counter Punch only uses the player's damage instead of both the enemy's and the player's.
- Counter Punch will not stun the enemy if Melee Auto Defense triggers. Additionally, the player will be delayed as though they had hit the enemy with a Normal Attack.
- The enemy will be free to continue attacking when this occurs.
- Counter Punch only consumes Stamina upon successful use.
- Like normal Counterattack and Lance Counter:
- Counter Punch repels melee Normal Attacks, Smash, Charge, Lance Charge, Charging Strike, Focused Fist, Spinning Uppercut, Somersault Kick, Dischord, Act 1: Inciting Incident, Act 2: Threshold Cutter, and Flash Launcher.
- Counter Punch does not work against Windmill, Stomp, Assault Slash, Drop Kick, Pummel, Wire Pull, Puppet's Snare, Act 4: Rising Action, Act 6: Crisis, Act 7: Climactic Crash, the eruption from Act 9: Invigorating Encore, Dual Gun Normal Attacks, Grapple Shot, Bullet Slide, Shooting Rush, Bullet Storm, Doppelganger, Ranged, Magic, Alchemy, Spirit Weapon Awakening, and many Monster and Pet Skills.
- The Critical Hit chance for Counter Punch depends solely on the target's Critical rate. Player's base Critical rate is ignored.
- Counter Punch does not reflect Injury.
- Unlike most skills where they enter cooldown upon successful activation, Counter Punch enters cooldown if interrupted or manually canceled.
- Additionally, it is not possible to load Counter Punch while knocked down.
No comparisons:
- Requires Knuckles equipped in order to use.
- Stage 1 Chain that places the user in a defensive stance and then quickly retaliates against a physical attack, similar to Lance Counter.
- The enemy will not be knocked backwards on a successful counter unless the attack sends the enemy into deadly status. Instead, the enemy will be placed into extended stun.
- Counter Punch will do less damage the longer it is loaded.
- This decay happens slowly during the first 3 seconds, but greatly increases afterwards.
- This appears visually as glowing fists.
- If Counter Punch is loaded beyond 3 seconds, the stun duration is lowered to 1.5 seconds and the chain sequence does not occur.
- This decay happens slowly during the first 3 seconds, but greatly increases afterwards.
- Counter Punch only uses the player's damage.
- Counter Punch will not stun the enemy if Melee Auto Defense triggers. Additionally, the player will be delayed as though they had hit the enemy with a Normal Attack.
- The enemy will be free to continue attacking when this occurs.
- Counter Punch only consumes Stamina upon successful use.
- Counter Punch repels melee Normal Attacks, Smash, Charge, Lance Charge, Charging Strike, Focused Fist, Spinning Uppercut, Somersault Kick, Dischord, Act 1: Inciting Incident, Act 2: Threshold Cutter, and Flash Launcher.
- Counter Punch does not work against Windmill, Stomp, Assault Slash, Drop Kick, Pummel, Wire Pull, Puppet's Snare, Act 4: Rising Action, Act 6: Crisis, Act 7: Climactic Crash, the eruption from Act 9: Invigorating Encore, Dual Gun Normal Attacks, Grapple Shot, Bullet Slide, Shooting Rush, Bullet Storm, Doppelganger, Ranged, Magic, Alchemy, Spirit Weapon Awakening, and many Monster and Pet Skills.
- The Critical Hit chance for Counter Punch depends solely on the target's Critical rate. Player's base Critical rate is ignored.
- Counter Punch does not reflect Injury.
- Unlike most skills where they enter cooldown upon successful activation, Counter Punch enters cooldown if interrupted or manually canceled.
- Additionally, it is not possible to load Counter Punch while knocked down.
I could stand if some more of this was removed. (one of the original lines is actually listed twice!)
For example, I'm not sure about the decay thing, but I've never used it.
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