Horus: Difference between revisions
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added frostwalker passive |
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| utility = Beak Dive | | utility = Beak Dive | ||
| ultimate = Perfect Freeze | | ultimate = Perfect Freeze | ||
| passive = | | passive = Frost Walker | ||
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Revision as of 10:19, 10 May 2026
Description
Ice-Cold ZONER
Horus is a long ranged stand focused on creating and maintaining distance with its reflective icicles and unblockable ice
PROS
- Powerful space control with reflective icicles and creeping ice
- Unblockable move
CONS
- Weak defense
- No fast barrage-like move
Moves/Combos
Slash [Light]
| Startup: | 5 Ticks (0.25s) |
|---|---|
| Active: | 1(1)(1)1 Ticks (0.2s) |
| Recovery: | 0.2 Ticks (0.01s) |
| Total: | 9.2 Ticks (0.46s) |
| Damage: | 5.0+6.0 Total:11.0 |
|---|---|
| Knockback: | 1.0 |
| Adv. on Hit: | 5(launch) Ticks |
| Adv. on Block: | 0 Ticks |
| Distance: | 0.75m |
Average speed light attack. Both hits are good combo starters.
Low Claw [Crouching Light]
| Startup: | 4 Ticks (0.2s) |
|---|---|
| Active: | 1 Ticks (0.05s) |
| Recovery: | 4 Ticks (0.2s) |
| Total: | 9 Ticks (0.45s) |
| Damage: | 4.0 |
|---|---|
| Knockback: | 0.25 |
| Adv. on Hit: | 3(burstable) Ticks |
| Adv. on Block: | 4 Ticks |
| Distance: | 0.95m |
Fast light attack that has good advantage on block.
Downward Claw [Aerial Light]
| Startup: | 5 Ticks (0.25s) |
|---|---|
| Active: | 1 Ticks (0.05s) |
| Recovery: | 5 Ticks (0.25s) |
| Total: | 11 Ticks (0.55s) |
| Damage: | 5.0 |
|---|---|
| Knockback: | 0.25 |
| Adv. on Hit: | 6(burstable) Ticks |
| Adv. on Block: | 4 Ticks |
| Distance: | 0.75m |
Average speed light attack with good stun on block.
Stomp [Heavy]
| Startup: | 10 Ticks (0.5s) |
|---|---|
| Active: | 1 Ticks (0.05s) |
| Recovery: | 11 Ticks (0.55s) |
| Total: | 22 Ticks (1.1s) |
| Damage: | 9.0+7.0 Total:16.0 |
|---|---|
| Knockback: | 0.6 |
| Adv. on Hit: | 0(burstable) Ticks |
| Adv. on Block: | 2 Ticks |
| Distance: | 0.75m |
Horus stomps the floor dealing decent damage and creating an icicle that does additional damage and stun.
Barrage [Barrage]
| Startup: | 1 Ticks (0.05s) |
|---|---|
| Active: | 1(4)x16 Ticks (4s) |
| Recovery: | 2 Ticks (0.1s) |
| Total: | 83 Ticks (4.15s) |
| Damage: | 1.0x16 Total: 16.0 |
|---|---|
| Knockback: | 0.25 |
| Adv. on Hit: | 0 Ticks |
| Adv. on Block: | 0 Ticks |
| Distance: | Projectilem |
Unique barrage that sends out icicles continuously at range for up to 2 seconds as long as the barrage key is held down.
Scatter [Special 1]
| Startup: | 15 Ticks (0.75s) |
|---|---|
| Active: | 1 Ticks (0.05s) |
| Recovery: | 4 Ticks (0.2s) |
| Total: | 20 Ticks (1s) |
| Damage: | 1.0x6 Total:6.0 |
|---|---|
| Knockback: | 0.75 |
| Distance: | 0.75m |
Launches 6 icicles in a semicircle in front of you. Icicles can bounce off walls.
Ice Lance [Crouching Special 1]
| Startup: | 17 Ticks (0.85s) |
|---|---|
| Active: | 1 Ticks (0.05s) |
| Recovery: | 6 Ticks (0.3s) |
| Total: | 24 Ticks (1.2s) |
| Damage: | 3.0x2 Total:6.0 |
|---|---|
| Knockback: | 1.2 |
| Distance: | Projectilem |
Slowly shoots an Icicle that does decent damage on hit. On a miss, will explode after 2 seconds.
Icicle Fire [Special 2]
| Startup: | 29 Ticks (1.45s) |
|---|---|
| Active: | 1(19)1 Ticks (1.05s) |
| Recovery: | 10 Ticks (0.5s) |
| Total: | 60 Ticks (3s) |
| Damage: | 2.2-10.0 |
|---|---|
| Knockback: | 1.0 |
| Distance: | 0.75m |
3 armor points while charging. Can be held and released in 0.45s. If charged fully, attack becomes unblockable and launches far.
Chasing Freeze [Special 3]
| Startup: | 7 Ticks (0.35s) |
|---|---|
| Active: | 1 Ticks (0.05s) |
| Recovery: | 6 Ticks (0.3s) |
| Total: | 14 Ticks (0.7s) |
| Damage: | 4.0 |
|---|---|
| Knockback: | 0.1 |
| Adv. on Hit: | 4 Ticks |
| Distance: | Projectilem |
Launches an icicle that chases the nearest target. Disappears on first hit.
Perfect Freeze [Ultimate]
| Startup: | 13 Ticks (0.65s) |
|---|---|
| Active: | 1 Ticks (0.05s) |
| Recovery: | 16 Ticks (0.8s) |
| Total: | 30 Ticks (1.5s) |
| Damage: | 4.0 |
|---|---|
| Knockback: | 0.3 |
| Adv. on Hit: | -7(burstable) Ticks |
| Adv. on Block: | -8 Ticks |
| Distance: | Projectilem |
Launches 3 Chasing Freezes that continues after hitting a target.
Beak Dive [Utility]
| Startup: | 7 Ticks (0.35s) |
|---|---|
| Active: | 1 Ticks (0.05s) |
| Recovery: | 10 Ticks (0.5s) |
| Total: | 18 Ticks (0.9s) |
| Damage: | 6.0 |
|---|---|
| Knockback: | 0.0 |
| Adv. on Hit: | 2 Ticks |
| Adv. on Block: | -1 Ticks |
| Distance: | Variesm |
Horus charges forward and will return back to the user unless the user continues to attack with Horus. Distance increases the lower you use the move. Removes fall damage and stalls the user in the air.
BNB 1
Bad Birdie