Basic Information
- Moveset: Da Ji
- Advanced Skill: Inertia Field
Flask Wheel
Attack | Damage | Defense | Life | Musou |
---|---|---|---|---|
2 | 3 | 1 | 6 | 5 |
Basic Stats
Weapon | Atk | Dmg | Def | Life | Mus | Spd | Jmp | Advanced + |
Marble of Corruption | 49 | 43 | 33 | 165 | 145 | 130 | 145 | Inertia Field |
Upgrade Stats
Level | Weapon Name | Atk | Dmg | Def | Life | Musou |
1 | Marble of Corruption | +24 | +23 | +18 | +33 | +29 |
2 | Marble of Chaos | +27 | +26 | +21 | +36 | +32 |
3 | Globes of Antrophy | +30 | +29 | +24 | +39 | +35 |
4 | Spheres of Decay | +33 | +32 | +27 | +42 | +38 |
5 | Orbs of Ruin | +36 | +35 | +30 | +45 | +41 |
6 | True Orbs of Ruin | +39 | +38 | +33 | +48 | +44 |
Pictures
Marble of Corruption & Marble of Chaos
+ Fire | + Ice | |
+ Wind | + Vorpal | + Lightining |
Globes of Antrophy
+ Fire | + Ice | |
+ Wind | + Vorpal | + Lightning |
Spheres of Decay
+ Fire | + Ice | |
+ Wind | + Vorpal | + Lightning |
Orbs of Ruin & True Orbs of Ruin
+ Fire | + Ice | |
+ Wind | + Vorpal | + Lightning |
Emblem's
Description
Emblem | Description | Stagger | Stun | Launch | Knockback |
Rotation lock |
Elemental | SA |
---|---|---|---|---|---|---|---|---|
Thrust | Hold both marbles infront and release 2 long beams. | O | C1 | O | ||||
Pierce | Use marbles to erupt crystal pillars in front and behind. | O | O |
O | ||||
Crescent | Kneels and swirls marbles in front to juggle enemies, ending with a whirlwind. | O | C6(Tornado) |
C1(First hit) C6(All) | ||||
Moon | Twirls around 2 times with marbles spinning around. | O | C6(Last hit) | |||||
Eclipse | Spins around and does a pose, creating a large AOE attack around you. | O | O | O | ||||
Fan | Float into air and sends out a large fireball. | Fire |
Evaluation
Target | C1 | C6 | ||||||||
Thrust | Pierce | Crescent | Moon | Thrust | Pierce | Crescent | Moon | Fan | Eclipse | |
Confront | Excellent | Good | Good | Bad | Good | Bad | Ok | Ok | Good | Ok |
Defeat/Capture | Ok | Ok | Ok | Ok | Bad | Bad | Bad | Excellent | Excellent | Excellent |
Video
Weapon Demo |
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Move Set
Attack | Description | Stagger | Stun | Knockback | Launch | Element | SA |
---|---|---|---|---|---|---|---|
Charge 2 | Performs a back handspring while launching both marbles upward in front. | O | |||||
Charge 3 | Spins while crouching. Gradually rises up, like a figure skater. Ends with spinning your marbles upwards while standing on both feet. | O | O | ||||
Charge 4 | Performs an exaggerated figure skating jump, spinning with your hips and sliding across the ground on her landing while your marbles spin rapidly around you. | O(Slide) | O(Slide) | ||||
Charge 5 | Jump into air while launching cyclone knocking enemies into the air. | O | O | ||||
Evolution | N1>N2>N3>E9 | O | O | O | |||
Jump Charge | Perform a dive slam attack with both marbles onto the ground. | O | |||||
Jump Attack | Rotate your marbles once in a horizontal clockwise arc. | O | |||||
Dash Attack | Bends backwards and rotates marbles around you while you slide in a half-circular motion. | O |
Musou
Description
Type | Mobility | Juggles? | Finisher | Description |
Musou | High | Yes | Knockback |
Floats into air and throws many fireballs down juggling the target. Finisher throws four more fireballs and player lands from a backflip. |
True Musou | Identical to the normal Musou. |
Musou Length
Musou | 150-xxx | xxx-xxx | xxx-xxx | xxx-xxx | xxx-xxx | xxx-xxx |
Number of Hits | - | - | - | - | - | - |
This table lists the Musou stat and how much Musou you will need to increase the minimum number of hits you will do. (Assuming you use the full length of the bar)
Do note that these numbers may not fully represent the minimum needed to increase the number of hits.
Advanced +
Inertia Field - Any commanders within a set distance of you will be slowed and unable to jump (much like the wind element)
Motion Damage values
D | N1 | N2 | N3 | N4 | N5 | N6 | E6 | E7 | E8 | E9 | JN | JC | C2 | C3 | C4 | C5 | |
Base | 12 | 8 | 5(+5) | 10 | 12 | 17 | 20 | 12 | 7+7 | 17 | 20 | 8 | 12 | 15 | 3+3+5*N+5+1e | 6*2+5e*3 | 12e |
Thrust | Pierce | Crescent | Moon | Fan | Eclipse | Musou | True | |||||
C1 | C6 | C1 | C6 | C1 | C6 | C1 | C6 | |||||
Base | 3e | 10e | 18e | 20e | 7+7+8 | 7+7+12e | 12+12 | 15+15e | 12F+15F | 20e | (1F+1F)*N+1F | (1F+1F)*N+1F |
- D = Dash attack, N# = Normal attack, E# = Evolution attack, JN = Jump Normal, JC = Jump Charge, C# = Charge attack, True = True Musou.
- What do these values mean? They determine how much damage you do per swing. Refer to the Battle Mechanics page for more details.
- The N in the values represents each hit in multi-hit attacks such as jump charges, C3s, and Musous. The final number is usually the knockback finisher of the combo(if it has one).
- "Base" represents the damage value of the attack by itself.
- E8 always causes the enemy to be juggled often causing the E9 hit to do 50% damage. The value that is written in the table is the estimated value that E9 would cause if the enemy was not being juggled.
Temper Suggestion's
Please see the Editable Temper Section HERE and please note that these are Player's Suggestion's based on personal opinion.