Section E Chapter 92: Tripping and Falling (Cyberdart)
At short distances, a simple collision is easy to dodge. All you need to do is dodge sideways at that time.
However, the question is how the opponent will change his moves after the collision. In the case of Ebborn, any opponent who uses a shield or wears armor can use this movement move that quickly closes in on the opponent to open the way for the next attack.
The more common ones are shield charge and shoulder armor charge - the core point is to hit the enemy with the strongest part of your body. After the end of the charge, chase with a fierce attack or turn to defense. It's not all about strength.
The collision of the creature Hugger is completely dependent on brute force and the protective performance of its own carapace. The impact was unstoppable—at least, in the case of Sebodart.
If it is replaced by the dragon lady Charlotte, I am afraid that it will collide directly with the other party. Hard-hitting, not afraid at all.
And the hugger was afraid that he would be punched away by that terrifying brute force.
Is the fragment of the Shadow Ball still attached to it...... In that case, I have to be careful, don't be possessed!!!......! Kill it here and eliminate this potential danger!
Otherwise, I don't know if it will attack civilians? I don't know what kind of disaster it will cause if we miss this opportunity to get rid of it - it won't be so easy to find it again. And, instead of regretting it then, it's better to fight now.
Although Cyberdart would love to say that running away is not his own style...... But he was so embarrassed.
Because he's so good at escaping. Regarding the experience of escaping, he is afraid that he can write a long book.
After all, it doesn't sound so nice to say about running away, so he generally says that he is retreating strategically.
As far as Seth himself is concerned, he hasn't had much of a fight with the huggers. They're not bad street monsters, and they don't happen everywhere.
As we all know, this monster has a fierce temperament and is very difficult to mess with.
And for some reason, it was able to turn into a shadow and hide in the darkness - it looks like Lucina had mentioned the Shadow Ball's abilities!
Dodging the blade that was thrown at him, Cyberdart, who was already determined to kill it, shook the whip violently, and enchanted it with a green wind, so that the whip body was shrouded in the swept air, and the tip of the whip was extremely sharp under the blessing of the wind blade.
Rolling backwards to dodge another stab, he first threw out a triplock from the back of his waist and struck the hugger's face to force his defense, and then arced up the whip at the end of the roll, cutting into the enemy's head as the whip "snapped" into a sonic boom.
Naturally, everything does not end so simply. The hugger slapped the two metal balls connected by a soft rope with a single paw, and at the same time turned sideways to flick the whip with a sturdy carapace. The most terrible thing is that it almost chokes the whip with one claw: when you use the whip, you are most afraid of encountering this kind of thing. Wrap around the opponent's weapon or get caught with the whip, and then the strength can't fight the opponent, and the opponent is pulled out of balance at once, revealing a huge flaw.
Tut...... Quickly retracting the whip, Seth avoided the dilemma of being grabbed by the enemy and dragged by the weapon, and felt that it was indeed impossible to end as easily as expected. Faced with the enemy who was rushing towards him frantically again, he frowned after being crotched down with two whips, and had to dodge it again in a thrilling way.
Naturally, this time was very different from the last time.
This time, the hugger immediately turned around, smashed away the Windbreaker's whip that was thrown diagonally upwards by the Ranger's half-crouched body, and rushed towards the Ranger again at incredible speed. Knowing that it was pointless to keep running away, Seth was ready to dodge in a hurry, and whipped at the hugger's ankle, and wrapped his left foot around the enemy with dexterity and impartiality.
If that's all there is, it doesn't make much sense.
However, Cyberdart's next move made the situation suddenly completely different. He was about to hit himself at the last moment before he rolled diagonally to dodge, and in the splash of snowflakes he adjusted his angle again, and rose sideways to the ground, directly behind the enemy. Taking advantage of the inertia of the hugger to stop the charge, Cyberdat stretched his arm with all his strength and pulled the leather whip violently, and with a "bang", he dragged the monster down, causing it to fall to the snow, immediately splashing a burst of snow and leaving its shape for the snow.
The whip has always been a weapon of skill. How to borrow the strength of the other party to help himself is naturally a compulsory course. With good skill, the practice of taking down an enemy by inertia as it did just now can be replicated in various forms—although the elf's arm is swollen and aching from the force of the traction.
There are many ways to use whip tripping. Whether it's a sweep or a clinch, once you manage to take your opponent down, you can launch a new round of offensive attacks with plenty of options – and even if you don't succeed in causing a down, at least it can make him unstable, distract and give him an advantage. For Seth, this non-lethal attack can be used to render the opponent incapacitated, thus solving the problem without bloodshed.
It's too easy to knock out someone lying on the ground without seeing blood.
Some people have wondered if Cyberdart's whip is enchanted with Wind Splitting (which makes the tip of the whip extremely sharp, and Gale enchantment increases the impact of the whip, including the sonic boom), then it really won't cut the enemy's ankle or even cut the hamstring and cause disability when tripping and stumbling?
Not really. The whip enchanted by Windbreaker has little effect when entanglement enemies. You have to draw people to show power. The most lethal position of the whip is the whip tip, and with the blessing of the Wind Splitting Enchantment, it will naturally be more ferocious - correspondingly, the Gale Enchantment, which focuses on impact, will not be so bloody.
So how many times Seth fought, it was solved by stumbling, and I can't count it. And every victory in the battle is indispensable to the credit of this whip.
It's Seth's favorite whip, and he never leaves his hand (not counting in the shower).
And the whip itself has been with him for more than a hundred years. It was a prize for that year's Ranger exam – in recognition of Seth's excellent results.
In fact, although this whip is a magic whip, it only has very basic effects such as elongation and shortening, which is really not very powerful.
But Sebodart, a very nostalgic person, didn't have the slightest intention of replacing it. Even if he really didn't need to be sorry for his artifact whip to be delivered to him one day, this guy would probably choose to carry the old whip and the new whip together.
After staying together for a long time, we all have feelings.