Difference between revisions of "User:Silverhawkes/Flashing"
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This page details the effects of flashing and how to perform it. | This page details the effects of flashing and how to perform it. | ||
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− | | style="background: #c7dbea; padding: 3px; border-radius: 5px;" | ''' | + | | style="background: #c7dbea; padding: 3px; border-radius: 5px;" | '''Charge''': The bullet behaves similarly to a Magnus charge. |
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| style="background: #c7dbea; padding: 3px; border-radius: 5px;" | '''Charge''': The flashed bomb has no fuse, exploding instantly. | | style="background: #c7dbea; padding: 3px; border-radius: 5px;" | '''Charge''': The flashed bomb has no fuse, exploding instantly. | ||
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+ | ==Notes== | ||
+ | Following the [https://forums.spiralknights.com/en/node/122323 2019-08-07] update, charges can no longer be flashed. Basic attacks and shield bashes can still be flashed, however. |
Latest revision as of 08:01, 13 August 2019
The subject of this article is obsolete and no longer present in the game. | |
Information presented here may no longer apply to the current game. It is retained primarily for historical interest. |
This page details the effects of flashing and how to perform it.
Contents
What is flashing?
Flashing is a bug that happens when a knight's attack speed changes during an attack animation. There are four ways to achieve this.
- Being inflicted with Stun or have it wear off.
- Using Maskeraith's Deadly Shadow Cloak skill.
- Using Drakon's Frenzied Firestorm skill.
- Applying or removing Attack Speed Increase bonus or Attack Speed Decrease penalty, through sprite perks, trinkets, or equipment bonuses/penalties.
For clear reasons, the last option is not particularly viable – the only notable combat floor that allows knights to freely change equipment is Unknown Passage. Similarly, the first option requires knights take damage from monsters that can inflict stun. As such, it is not a desirable method to perform a flash attack. However, it's still important to keep in mind so that it could be exploited should the situation arises.
Generally speaking, when a knight's attack speed modifier changes mid-attack, the attack is interrupted and a second attack occurs instantly afterwards – though the particular details vary between different weapon types. The attack animation will still continue playing to its conclusion, however, it will no longer generate any hitboxes. Therefore, timing is key in making use of this exploit.
It's important to note that it's not necessary to use a charge, as basic attacks can be flashed as well. But in order to get the most out of a flash attack, it is preferred to use a charge attack – hence, some has taken to call this exploit "flash charging". The section below details the effects on each weapon type.
Effects of flashing on weapons
Swords
Weapon type | Example weapon(s) | Effect |
---|---|---|
Brandish | Charge: The charge explosion is facilitated by an invisible projectile. Therefore, when flashed, this projectile instantly expires and no extra explosions happen. Moreover, if the attack speed changes before the projectile is emitted, then no projectile is emitted and no explosion happens. | |
Calibur | This weapon behaves as expected when flashed. | |
Cutter | This weapon behaves as expected when flashed. | |
Flourish | This weapon behaves as expected when flashed. | |
Rocket | This weapon behaves as expected when flashed. Note: When utilizing Maskeraith's Deadly Shadow Cloak, a high enough CTR is needed to flash both hits of the charge. | |
Sealed | Charge: With the right timing, it is possible to launch the flashed sword beam at a different direction. | |
Spur | Charge: The bullet behaves similarly to a Magnus charge. | |
Troika | This weapon behaves as expected when flashed. |
Handguns
Weapon type | Example weapon(s) | Effect |
---|---|---|
Alchemer | Basic: Bullets travel seemingly indefinitely until it hits something. Afterwards, the ricochets also travel seemingly indefinitely. | |
Antigua | Charge: The initial bullets behave normally. The last bullet behaves like a Magnus charge. | |
Autogun | This weapon behaves as expected when flashed. | |
Blaster | This weapon behaves as expected when flashed. | |
Catalyzer | This weapon behaves as expected when flashed. | |
Magnus | Charge: The bullet simply travels instantly to the maximum range (unless stopped by a wall) and cause bullet explosion damage there. Due to its piercing property, it does not interact with anything in between. Most importantly, having the attack speed change too early in the firing animation will cause the initial bullet to disappear. | |
Mixmaster | The behavior of this weapon is unlike any other weapon when flashed. As such, it deserves its own page. | |
Pulsar | Basic: Bullets travel seemingly indefinitely until it collides with something. Causes unexpanded bullet damage. Charge: Unlike the basic attack, the charge behaves as expected when flashed. However, it causes the explosion effect at the knight's location instead of the target. | |
Tortofist | Charge: With the right timing, it is possible to land the flashed shard missiles at a different location. |
Bombs
Weapon type | Example weapon(s) | Effect |
---|---|---|
Shard | This weapon cannot be flashed. | |
All other bombs | Charge: The flashed bomb has no fuse, exploding instantly. |
Notes
Following the 2019-08-07 update, charges can no longer be flashed. Basic attacks and shield bashes can still be flashed, however.