Senin, 12 September 2011

Grand Chase Jin Job


Fighiter
Weapon: Knuckle

Obtained: Base Job (Quest Required)

Level Obtained: 0

Quote:

* "I'm Jin of the Silver Knights!"
* "I'll give it my all!"
* "Worthless!"
* "You really are troublesome..."
* "Tsk! Fail!"
* "Ugh... How absurd!"
* "My name is Jin. It would be best to remember it."
* "For this victory, I am truly grateful."


Contents
[hide]

* 1 Fighter Characteristics
* 2 Fighter Skills
o 2.1 General
o 2.2 Regular Skills
o 2.3 Burning Skills
* 3 Fighter Guides
* 4 Fighter Videos

Fighter Characteristics

Jin’s basic attacks are grounded in fundamental punching and kicking. He combines speed and destructive powers to smash through large groups of enemies. His superior combos with their long reach can sufficiently cover a large area and make quick counter attacks. Through careful meditation, Jin harnesses his Chi to imbue his fists with destructive force.

The Burning Skill bar fills up for Jin and gives his attacks added damage and allows him to use special skills. After filling the burning gauge up, initiate an attack and inflict even greater damage.

Note: It says that "Burning" Mode adds more damage to basic attacks but that has been proven false. It only gives you more attacks to use.
Fighter Skills
General

Jin uses a special force of Mana, known as Chi.

He is also one of the fastest characters around.

He has a Dodge Ability, to phase through opponents and get behind them.

The "Burning" Gauge will determine the use of Chi Attacks, but can be refilled anytime, anywhere, and as many times as possible.
Somehow its possible to leap down a platform and still charge.
Also every time Jin falls down, a small piece of the gauge will increase.

Jin has an Uppercut punch ability as well.

He has an air grab ability, and a double air grab possibility(Aka, air grab to landing grab).

Chi Wave: The minor wave will push back foes, and strike them with massive damage.

Hurricane Fist: One strong punch, and enough to massively push back the target.

Hanuman: Triple Kick Attack. It acts similar to Bastet's Attack, "Cat Assault". Also, it will generate a minor Super Armor effect during the kick, so it can't be disrupted. However, if it was attempted to be disrupted, then it would somehow turn the user into the opposite direction.

Burning Mode: When the Burning Gauge is completely filled, it will activate "Burning" Mode for a few seconds. The Burning Gauge rapidly decreases more than it was used to build. Jin's Speed will greatly increase, and activate temporary Super Armor (much like Nephilim's, except its really weak and the user can still be grabbed). Use of any Chi movements will not help decrease the time. Also, usage of any Burning Skills will stop the timer during the attack.
Regular Skills

Dragon Uppercut

(Grade 1) Jin’s 1st Grade Attack is a punishing combo of punches following by a quick, rising uppercut.

* User will smash the ground and then finish with an uppercut.
* This skill has quite a decent length of Invincible Frames.
* Using this skill twice in a skill combo makes a possibility for an air grab.

White Flower Technique

(Grade 2) Jin’s 2nd Grade Attack reaches into the core of his soul to gather Chi to power his rapid punches and roundhouses, ultimately overflowing in an explosion of Chi.

* The multiple punches are enough to weaken someone where the "Blooming Flower" can kill.
* It is possible to Air Grab them after this.


Fist of 10,000 Hells
Fist of 10,000 Hells

(Grade 3) Jin’s 3rd Grade Attack summons a massive Chi sphere to inflict grievous bodily harm on anyone foolish enough to stand near it.

* Something Similar to Dragon Knight's Spell the Rune, except the final hit is an explosion.
* It is possible to Air Grab them after this.

Burning Skills

Note: Each uses one portion of the Burning Gauge
This is most noticeable do to Jin announcing his name before executing his Burning skills, just as Amy does for a select skill (Amy Kick!). For those that believe he proclaims "Chi" before these skills. Further evidence is given on the official Korean Grand Chase Website, as his Burning Skills are actually called Jin skills.

In addition to all this, multiple symbols are shown during the attack. However, we do not know what it exactly means.

Burning Dragon Uppercut

(Grade 1) Consumes 1 bar of the Burning gauge. Added Chi gives Jin’s fists more power and adds punches to the combo.

* Instead of just the 2 hits, it has an extra punch in the middle.
* Its possible to Air Grab them after this, unlike Reg D Uppercut.

Burning White Flower Technique

(Grade 2) Consumes 1 bar of the Burning gauge. Jin’s fists become imbued with chi power giving them a more devastating effect.

* Instead of just a multiple fists and a blooming flower, its more of a Furious Blast.
* The user will charge in an enraged state causing explosions with the fist.

Burning Fist of 10,000 Hells

(Grade 3) Consumes 1 bar of the Burning gauge. The added Chi creates an even larger and more damaging Chi explosion. Rather than Jin moving to the other side of the chi sphere he now pushes it forwards.

* It creates a field aura infront of Jin, and then pushes it away, inflicting explosions onto the target.
* In the middle of the aura, a Ying-Yang symbol can be seen.



Shisa
Weapon: Tonfa

Obtained: 2nd Job (Quest Required)

Level Obtained: 20

Quote:

* "Burn! My warrior spirit!"
* "A warrior may choose peace. All others are condemned to it."
* "At least attempt to defend yourself!"
* "I take it your silence is often mistaken for confusion..."
* "This victory will forever be engraved in my heart."
* "It's okay. You haven't seen anything yet"


Contents
[hide]

* 1 Shisa Characteristics
* 2 Obtainment Quest
o 2.1 Shisa Mission (GP)
o 2.2 Shisa Mission (Cash)
* 3 Shisa's Skills
o 3.1 General
o 3.2 Skills
o 3.3 Burning Skills
* 4 Shisa Guides
* 5 Shisa Videos

Shisa Characteristics

The Shisa uses Tonfa to augment the already devastating close quarters combat techniques of the Fighter. The Shisa excels at long combos and quick attacks to bring down his enemies.

The Shisa's strength derives from his ability to move about quickly and dodge many attacks. With his high level of mobility the Shisa can quickly maneuver around an enemy and lock him down. Any enemy caught in the Shisa’s whirlwind movements will quickly succumb to panic and lose sight of the Shisa. All of this gives the Shisa ample time to strike and quickly retreat to safety.

The Tonfa are best suited to quick, close quarters combat. Though small, they add to the already devastating power of Jin’s fists.

This job class is JunoX's favorite job to use for this specific character.
Obtainment Quest
Shisa Mission (GP)

Cost: 4800 Image:Gp.gif

"Jin, your mastery of Chi and hand-to-hand combat is still sloppy at best! Now you must face the harsh journey before you become the Shisa. Let nothing make you tremble! Now your journey starts!" - Shisa Mu's Soul -

* Obtain 300 Tonfa Fragments: Gather 300 Tonfa fragments from the monsters that have gathered between the Marsh of Oblivion and Gaikoz's Castle.

* Obtain 10 Gaikoz's Swords: Gather 10 Gaikoz's Swords by defeating Gaikoz in Gaikoz's Castle. Difficulty 3-Star.

Shisa Mission (Cash)

Cost: 6500 Image:Cash.gif

"Jin, your mastery of Chi and hand-to-hand combat is still sloppy at best! Now you must face the harsh journey before you become the Shisa. Let nothing make you tremble! Now your journey starts!" - Shisa Mu's Soul -

* Obtain 10 Tonfa Fragments: Gather 10 Tonfa fragments from the monsters that have gathered between the Marsh of Oblivion and Gaikoz's Castle.

* Obtain 1 Gaikoz's Sword: Gather 1 Gaikoz's Swords by defeating Gaikoz in Gaikoz's Castle. Difficulty 3-Star.

Shisa's Skills
General

An "Advanced" Version of a Fighter, having more-to-equal abilities.

Has a 5 hit combo, like the previous.

A modified "Air Combo" is provided, where the Shisa kicks upward several times in the Standard Combo.

Also comes with the "Evasion" ability.

Fighter's Rising Uppercut is modified into a "Crescent Moon Kick" (or "Dragon/Rising Kick" as he says it). This kick mimics the Nova/Vanquisher's kick, but it is much larger than the two. In addition it offers a limited "Super Armor" ability. Possible "Land Grab" is capable of this.

Dash Attack is also modified where the last hit can cause the target to be lifted into the air. Possible "Land Grab" is available.

Has a "Dash Evasion", where the user can dash through targets (almost like the "Roll" ability). Unlike the standard, it covers more range, and easily bypasses larger enemies.

Has an "Air Step" ability where the user can "Stomp" on the target. This move can be continued endlessly until the user mistimes his next stomp.

His "Grab" pushes farther than before. In addition, it is much easier to perform a "Land Grab" off this.

Iron Mountain: The Shisa modified of Chi Wave. Unlike the previous, Iron Mountain has lesser range, but more ability to "Spam". It does very well on close ranged attacks. In addition, even without Chi, this skill can be performed, but the "Chi" range is gone and does weaker damage.

Hurricane/Storm Fist: The same thing as Fighter's Storm Fist.

Rising Phoenix Strike: The Shisa modified of Hanuman. They both strike three times, and contains the Temporary "Super Armor" ability. RPS however, has more range covered. Plus, it can even get behind targets.
Skills

1st Skill:True Strike Dragon Tail: Shisa’s 1st grade attack combines a quick combo of rising kicks and punches before delivering a final powerful jump kick.

* True Strike Dragon Tail has a few hit combos, where the last one pushes away. Useful for long delays or evasion.
* If the final kick of this strikes an opponent, the Shisa stops moving. This is useful for knocking enemies off an edge, without the Shisa also falling off.

2nd Skill:Power Rising: Shisa’s 2nd grade attack delivers a quick combo with the Tonfa, ending in an uppercut that throws the Shisa’s enemies into the air.

* Power Rising boasts a heavy strike, where the end launches a tornado into the air.
* Can be used to finish off with an Air Grab.

3rd Skill:The Glow: Shisa’s 3rd grade attack delivers a punishing flurry of Tonfa attacks that throw the Shisa’s enemies into the air where they are subject to a small explosion of Chi.

* The Glow has multiple heavy strikes, and then shoots a beam at the end.
* Most effective against Super Armored enemies, or large groups.


Burning Skills

1st Burning Skill:Burning True Strike Dragon Tail: Consumes 1 bar of the Burning gauge. Added Chi gives Jin’s True Strike Dragon Tail combo more power.

* Unlike True Strike Dragon Tail this attack has a bit more movement
* Be cautious about using this on maps you can fall off; you move forwards and backwards throughout the skill.

2nd Burning Skill:Burning Power Rising: Consumes 1 bar of the Burning gauge. The upgraded Power Rising blows enemies into the air before delivering a near-fatal flurry of Chi-imbued punches to the helpless enemy.

* Similar to Power Rising
* Be careful when using this from slightly afar, if you don't hit with the small spin, the enemy will fall to the ground causing the 3rd strike and pillar to miss.

3rd Burning Skill:Burning The Glow!: Consumes 1 bar of the Burning gauge. Increased Chi makes The Glow explode with Chi energy! The final attack in the combo is a massive Chi explosion.

* Burning The Glow is much devastating than the standard. It has higher damage, and the end has a large force-field.
* The "Force-Field" nearly resembles a Sentinel's Soul Impact, though the two work differently.


Asura
Weapon: Chamma

Obtained: 3rd Job (Quest Required)

Level Obtained: 30

Quote:

* "May combat not stain the souls of those who fight."
* "Will you walk the path of the Asura?"
* "Your temper will make a fool of you soon enough!"
* "Huh, and you worked so hard too."
* "I will not waste time with compassion."
* "Too bad, your path ends here."


Contents
[hide]

* 1 What is an Asura?
* 2 Asura Characteristics
* 3 Obtainment Quest
o 3.1 Worn-Out Asura Mission
o 3.2 Asura Mission (Cash)
* 4 Asura Skills
o 4.1 General
o 4.2 Regular Skills
o 4.3 Burning Skills
o 4.4 Staffless Skills
* 5 Asura Guides
* 6 Asura Videos

What is an Asura?

The ancient Asura were deities invoked by warriors while they meditated to soothe the violence within. These same gods were also called upon to push the ancient warriors' violent attacks to new levels of power. Though neither divine nor immortal, he who was called the "Asura" was an accomplished fighter, a lion protecting the gods. Having willingly chosen the trial of defending the cruel, yet righteous gods while preserving peace and virtue in all the land neither gods nor humans could find fault with him.

The last Asura sensed the gathering malignant forces and summoned the most distinguished warriors to bestow upon them his divine teachings to aid them in the coming maelstrom. His efforts were in vain, however, for the warriors had neither the strength of body nor the strength of mind to absorb his teachings. Those who did not die went mad.

Having been defeated by the Ascendant God, Asura prepared to meet his end. He announced his final holy edict and commanded that once a great warrior was found he should inherit the title of "Asura." Jin, having heeded the late Asura's call, took on the rigorous test of improving his mind and his fighting skills. Upon receiving the Asura's weapon, the Chamma, and the divine teachings, Jin became the Asura: the Divine Warrior.
Asura Characteristics

With its light weight and long reach the Chamma is a highly efficient weapon that allows for speedy combos and thrusts, allowing one to attack enemies from a safe distance. Currently, Jin compensates for his close range fighting, a rather weak point, with his quick moves and dodges. However, Asura not only possesses speed and long range fighting abilities, he also has a variety of attacks and evasive moves all stemming from his combo attacks.

The combination of the Burning Skill and the Chamma gives Asura a special quality that allows for enhanced destructive power combined with restraint. The Chamma can be unequipped and foes small and large can be fought with fists. However, fighting with one’s bare hands is less powerful than fighting with the Chamma, therefore fighting an enemy with high defense or high attack with the Chamma is much more effective.
Obtainment Quest
Worn-Out Asura Mission

Cost: 120,000 Game Points, the in-game currency of Grand Chase

"You and I are joined as it is your destiny to become the Asura. Many warriors sacrificed their souls to find you. Take this burden from me and rid the world of evil! We are the Asura. You and I are one!"
- Asura's Holy Edict -

* Medal of Victory - Be victorious in PvP and receive 50 Medals of Victory. (0/50)
* Gardosen's Swords - Defeat Gardosen in Hell's Bridge and collect 3 Gardosen's Swords. (0/3)
* Crystallized Fire Golem's Spirits - Defeat the Mini Fire Golem. Collect 10 Crystallized Fire Golem's Spirits from the Temple of Fire. (0/10)
* Basilisk's Seal - Slay Basilisk in the Temple of Fire on ☆☆☆ and collect 3 Basilisk's Seals. (0/3)
* Peacemaker - Defeat Kaze'aze in Kaze'aze's Castle and receive one Peacemaker. (0/1)

Asura Mission (Cash)

Cost: 8600 Ntreev Cash; currency converted from real money at $1:1000 points

"You and I are joined as it is your destiny to become the Asura. Many warriors sacrificed their souls to find you. Take this burden from me and rid the world of evil! We are the Asura. You and I are one!"
- Asura's Holy Edict -

* Medal of Victory - Be victorious in PvP and receive 50 Medals of Victory. (0/1)
* Gardosen's Sword - Defeat Gardosen in Hell's Bridge and collect 1 Gardosen's Sword. (0/1)

Asura Skills
General

Asura is basically an advanced version of a Shisa and a Fighter.

He still hits 5 times; swirling and slamming the Chamma.

His new Aerial Combo causes him to roll.

His new Grab Animation twirls his Chamma around, and then slams the target downward. Can be confusing for most targets.

Although his standard Jump Attack range is pretty large (nearly at a 240% Degree Angle), the behind segmant is just graphics.

He has a Slam that is similar to Savior's Slam. Replaces his Shisa Stomp.

As an advanced version of Fighter/Shisa, he returns with a Roll and Evasion ability.

Scorpion Sting replaces his Iron Mountain, which shoots a short wave of energy, and much more farther than Chi Wave or Iron Mountain. This small wave energy mimics one of Xenocider Lance throws. The wave of energy from Scorpian Sting CAN be reflected.
In addition, a movement of Spining Crane Kick replaces his Crescent Moon Kick. Spinning Crane Kick can also be performed by pressing up immediately after Asura's regular jump attack, even in mid-air.

Thrashing Dragon replaces his Rising Phoenix Strike, which dashes downward, slamming and then sweeps his staff lifting the target.

Asura returns with Storm Fist like his previous jobs.

A new ability can cause Asura to throw his staff forward. If the staff hits someone, they get paralyzed for a few seconds (animation resembles Druid's Titan's Axe Lvl 2 when Ryan throws the axe upward, paralyzing the opponent). In addition, he is capable of using all his previous Fighter abilities (except for the 2nd and 3rd bar specials). Has a cooldown of 7 seconds before switching back to Chamma Mode. Fighter Mode lasts for an infinite amount of time, like Magnus Dan, until you wish to switch back.
As well, the Fighter can use a "Rush" ability (similar to Storm Fist) after he throws the staff.

The following skills are not included in the Practice List:

* Rolling Dodge
* Spining Crane Kick
* Asura Slam

Regular Skills

1st Skill: Asura Strike: Asura’s 1st grade attack swings the Chamma twice to gain power for an upward strike that sends enemies into the air.

* Can lead to Air Grabs
* Attack can be chained, but it requires timing.
* Because of its large range, it can harm Jump Attackers.

2nd Skill: Asura Slicer: Asura’s 2nd grade attack sends the Asura into a flip, slamming his Chamma down with each rotation, ending in a final heavy strike.

* Basically mimics Druid's Titan Axe Lv 3, except the last hit is smaller and does not launch targets extremely high.
o They do however, have the same properties for the 1st two hits, including air grabs or dealing with Jump Attackers.

3rd Skill: Asura Yang: Asura’s 3rd grade attack is a windmill attack that strikes multiple times before the Asura plants his Chamma, flies into the air and and comes charging back down to earth with destructive force.

* Strikes a flurry, spinning his Staff around, then whacks the target into the air, going upward and downward into a powerful slam.
* The Windmill Flurry can hit targets behind.
* It is noted that when the slam is created, a picture of a Chinese Lion is seen.


Burning Skills

1st Burning Skill: Burning Asura Strike: Adds two jump attack combos to Asura Strike.

* Same thing as the previous except it has more hits than added.

2nd Burning Skill: Burning Asura Slicer: Increases the amount of damage down by Asura Slicer by striking more and with greater force.

* The first hit is replaced by a lower strike, then rising into the air and slamming down.

3rd Burning Skill: Burning Asura Yang: An enhanced form of the Asura Yang that not only increases the power by using a two-handed grip but also an aerial strike to finish the combo.

* Same thing as the basic except the user rises diagonally instead of vertically upward.

Staffless Skills

1st Staffless Skill: Howling Wind Rising Sun: Jin uses a punishing combo of spiraling kicks following by a quick, rising uppercut.

* The Fighter mode's skill. Twirling and then rising up into the air.
* Not to be confused with Dragon Uppercut, this is slightly different.
* The 'Chi' version of this adds an extra roundhouse kick after the spiralling kicks.


Rama
Weapon: Vajra

Obtained: 4th Job Change (Quest Required)

Level Obtained: 40

Quote:

* "I will show you the way of the warrior!"
* "You chose your own destiny!"
* "Sigh... let's end this fight now"
* "If you are a warrior, show some honor!"
* "Let's meet again, at the top."
* "One day, you too, will be able to stand to where I am."


Contents
[hide]

* 1 What is a Rama?
* 2 Rama Characteristics
* 3 Obtainment Quest
o 3.1 Worn-Out Rama Mission (GP)
+ 3.1.1 Part 1
+ 3.1.2 Part 2
+ 3.1.3 Part 3
o 3.2 Rama Mission (Cash)
+ 3.2.1 Part 1
+ 3.2.2 Part 2
+ 3.2.3 Part 3
* 4 Rama's Crest: "Protector of the Gods"
* 5 Rama Skills
o 5.1 General
o 5.2 Regular Skills
o 5.3 Burning Skills
* 6 Guides for Rama
* 7 Rama Videos

What is a Rama?

There once existed in Silver Land an elite group of warriors who managed to transcend the limitations of most warriors through long and hard training. Warriors able to achieve this heightened state of consciousness were called "Rama". Warriors like the traitor, Victor. Together with the Grand Chase, Jin defeated Victor, who had once been Jin's master, at his castle.

Victor had long ago betrayed the Silver Knights to become the Supreme Leader of the Black Knights. Once Victor was weakened he retreated within his castle and as they pursued him, the Grand Chase could feel a strange energy emanating from within the castle. Finding the source of this energy, the Grand Chase discovered that it was coming from a set of powerful weapons called Vajra, weapons used by the Rama.

Victor had been training to become a Rama, but having been seduced by the evil he could inflict as a Rama, he failed to achieve enlightenment and in his failure hid the Vajra away. Realizing his own weakness against Victor, Jin took up the Vajra, and summoning all the strength in his heart, fought valiantly and with renewed vigor against Victor, achieved enlightenment and saved his friends.


Rama Characteristics
Rama's Burning Mode.

Like the Fighter, the Vajra wielding Rama is also adept at close quarter combat. Luckily, this shortcoming is more than compensated by the Rama's more intense Burning mode and evasive moves as well as his strengthened Chi. Charging his Chi while performing one of Rama's specials will produce even greater results. Rama can also change his stance, a skill unique to this job, allowing for continuous combos and a wide display of excellent offensive and defensive techniques.
Obtainment Quest

Like all of the fourth jobs, this one comes in 3 parts. The promotion is not complete until the 3rd part is finished.
Worn-Out Rama Mission (GP)

Cost: 240,000 Game Points, the in-game currency of Grand Chase
Part 1

"You must face three trials, if you are pursuing true strength. Overcome them all to attain a new level of consciousness. For now, you must overcome the first trial. Indeed, do you have what it takes?"
- A Seed of Doubt -

* Cyclops' Seal (0/3)
* Skeleton Archer's Bow Fragment (0/10)
* Practice Journal (0/40)
* Battle Training Certificate (0/20)

Part 2

"You've Overcome The First Trial. You are Indeed Strong. However your strength merely signals a strong mortal body. True Strength lies in the Hearts that does not waver."
- A Seed of Doubt -

* Stone Golem's Heart (0/5)
* Defeat Paradom (0/15)
* Skeleton Archer Boss Hunt (0/20)
* Practice Journal (0/30)
* Battle Training Certificate (0/15)

Part 3

The Awakening

"True Awakening cannot happen until the mind and body become one. Now, this is the final trial. Overcome this final test and a whole new world will open up before you!"
- The Epiphany -

* Dark Anmon's Nychium (0/5)
* Defeat Black Fairy Queen (0/5)
* Defeat Orc Lord (0/5)
* Practice Journal (0/20)
* Battle Certificate (0/10)

Rama Mission (Cash)

Cost: 11,800 Ntreev Cash; currency converted from real money at 1$:1000 points
Part 1

"You must face three trials, if you are pursuing true strength. Overcome them all to attain a new level of consciousness. For now, you must overcome the first trial. Indeed, do you have what it takes?"
- A Seed of Doubt -

* Cyclops' Seal (0/1)
* Practice Journal (0/1)
* Battle Training Certificate (0/5)

Part 2

"You've Overcome The First Trial. You are Indeed Strong. However your strength merely signals a strong mortal body. True Strength lies in the Hearts that does not waver."
- A Seed of Doubt -

* Stone Golem's Heart (0/1)
* Practice Journal (0/5)
* Battle Training Certificate (0/1)

Part 3

The Awakening

"True Awakening cannot happen until the mind and body become one. Now, this is the final trial. Overcome this final test and a whole new world will open up before you!"
- The Epiphany -

* Dark Anmon's Nychium (0/1)
* Practice Journal (0/2)
* Battle Training Certificate (0/1)

Rama's Crest: "Protector of the Gods"

The "Protector of the Gods" Crest is an item to represent the user as a "Rama". This item needs to be acquired by clearing a mission obtained from Rama's 3rd Trial during the Rama Event.

* Item/Mission can no longer be obtained.

"You've achieved the highest level of consciousness and have become a Rama. Now you must undertake this final challenge Overcome this challenge and be deemed the Protector of the Gods."

* Training Badges (0/50)
o Acquired by monsters in every dungeon other than Trial Forest or Trial Tower.

Attack: 4

Defense: 4

Vitality: 2

Additional Stats:
HP Recovery Bonus: +4%
Special Attack Resistance: +1%
Increased PvP Spawn Invincibility: +3%
Rama Skills
General

Rama appeals as a highly upgraded Fighter, mixed with a few Shisa abilities.

He has a 5 hit combo using slices, punches, and stomps.
He does not, however, have a combo extension as found with Shisa or Asura.

Has a simple 2 hit dash attack, punching and then stomping.

His Combo & Dash Attacks make earthquakes, but this is just for visual effect; they do not create mini-AOEs as the appearance would suggest.

Does not have a Dash Attack extension (i.e. Rising Uppercut from Shisa and Asura).

His Jump Attack generates Chi force downward twice.

Can Dodge like any other Jin class. He can also Dash Roll, like Shisa and Asura.

He has a modified Chi Wave, whereas the beginning segment deals damage without Chi, and it shoots an orb which stops for a while until it hits something (almost like Muse's "Pop Rocks!").

Has the Hanuman attack.

A new ability, Stance Change allows him to use 4 different moves (excluding an evasion). It does not, however, change his attacks or skills or any of the sort (as is found with all of Amy and Ronan's classes, Ryan's Vanquisher class, and Arme's dark and light magic types). Also, using SC does not consume Chi.
Falling Sky: Does a high rising kick, which launches the opponent into the air. Possible Air Grab.
Bagua Trigram: Creates a little "counterstrike". If someone hits him while the tiny "shield" is up, he takes no damage and does a reflective punch.
Rapid Fire: Quick kick in front of him.
Phoenix Shrine Kick: Does a simple back flip. Used for evasions. May also be chained with the Rapid Fire Technique if the Z key is used.

His Chi Energy also generates more quickly than all of his previous jobs.
Regular Skills

1st Skill:
Striking Snake Onslaught: Rama's 1st Grade Attack quickly charges the enemy with a powerful roundhouse kick and a final foot slam, smashing the Rama's enemy's face to the ground.

* Can be easily chained into a 2nd grade attack.
* Can be chained into an air grab.

2nd Skill:
Destroyer of Heaven: Rama's 2nd Grade Attack charges at enemies to plant Vajras at the enemies' feet. Enemies are frozen in place and destroyed by a delayed Chi explosion.

* The small explosion will hit even if the enemy is knocked down or dead.
* The small explosion will lift the enemy up and can be chained into a grab.

3rd Skill:
White Monkey Washing Face: Rama's 3rd Grade Attack pulls in enemies with a massive orb of Chi energy before violently exploding outwards. Also known as White Monkey Technique.

* The field will inflict damage and pull enemies in, even from afar.
* Note: They have to be INSIDE the vortex or it will not pull.
* Can be chained into an air grab.

Burning Skills

1st Burning Skill:
Burning Striking Snake Onslaught: Consumes 1 bar of the Burning Gauge. Rama's Striking Snake Onslaught will do two roundhouses and inflict greater damage.

* Damage is much greater than the original.
* Can be easily chained into a 2nd grade attack, or continued.
* Can be chained into an air grab.

2nd Burning Skill:
Burning Destroyer of Heaven: Consumes 1 bar of the Burning Gauge. Eliminates the delay and increases the speed of Destroyer of Heaven.

* The first hit will rush forward, the 2nd will rush back, the 3rd is 3 fist attacks those similar to Fighter's "Burning White Flower Technique" and the 4th is a single punch that causes a large explosion.
* The whole skill is difficult to pull off as the timing needed is very accurate.
o In order to time it, hit Z exactly when you see a yellowish emblem above Jin's head.
+ Mashing Z will not help! You must time it right!
* This may even do more damage than the 3rd Grade Attack.
* Can be made into a land grab.

3rd Burning Skill:
Burning White Monkey Washing Face: Consumes 1 bar of the Burning Gauge. Greatly increases the damage of White Monkey Washing Face.

* The field will inflict damage and pull enemies in.
* The field lasts shorter than the original but does more damage and the explosion is stronger.
o Although the range seems to be smaller, its just graphics.
* Can be chained into an air grab.

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