Basic Information
Flask Wheel
Attack | Damage | Defense | Life | Musou |
---|---|---|---|---|
2 | 1 | 5 | 3 | 6 |
Basic Stats
Weapon | Atk | Dmg | Def | Life | Mus | Spd | Jmp | Advanced + |
Flute | 44 | 43 | 34 | 150 | 160 | 130 | 150 | Luck |
Upgrade Stats
Level | Weapon Name | Atk | Dmg | Def | Life | Musou |
1 | Flute | +22 | +21 | +31 | +26 | +33 |
2 | Bamboo Flute | +25 | +24 | +34 | +29 | +36 |
3 | Iron Flute | +28 | +27 | +37 | +32 | +39 |
4 | Moon Flute | +31 | +30 | +40 | +35 | +42 |
5 | Dark Moon Flute | +34 | +33 | +43 | +38 | +45 |
6 | True Dark Moon Flute | +37 | +36 | +46 | +41 | +48 |
Pictures
Flute & Bamboo Flute
+ Fire | + Ice | |
+ Wind | + Vorpal | + Lightining |
Iron Flute
+ Fire | + Ice | |
+ Wind | + Vorpal | + Lightning |
Moon Flute
+ Fire | + Ice | |
+ Wind | + Vorpal | + Lightning |
Dark Moon Flute & True Dark Moon Flute
+ Fire | + Ice | |
+ Wind | + Vorpal | + Lightning |
Emblems
Emblem | Description | Stagger | Stun | Knockback | Launch | Rotation Lock | Element | SA |
Thrust | Play the Flute releasing a sound bubble that will explode after a while. Will explode immediately when it hits a wall. Zhen Ji's original C1. | O | C6 | |||||
Pierce | Play the Flute to release a projectile infront & behind. | O | C1 | O | C6 | |||
Crescent | Spin on one leg four times with Flute held out. | O(All hits) | C6(First spin and last spin) | C6(First spin) | ||||
Moon | Lightly bow down, then get back up and place the Flute on your shoulder (C1) or extend your arms outward (C6) releasing a shockwave at your feet. Causes collapse. | C6 | ||||||
Fan | Play the Flute while spinning forward three times releasing a sound bubble each tune played. Finish by releasing three sound bubbles in a frontal arc. | O(3rd bubble) | O(All hits) | |||||
Eclipse | Charge 1 - Stand in place and play the Flute releasing a soundwave. Similar to Musou. Zhen Ji's original C6. Charge 2 - Double hopping kick forward. Then you extend your arms outward releasing a shockwave at your feet. |
O(Soundwave and shockwave) | O(Soundwave and shockwave) |
Note:
- Stagger - Enemy weapon gets pushed up in the air and they lean backwards. Hitting them before they can fully recover will cause them to be juggled.
- Stun - Enemy is dazed with stars over their head and unable to move. Any attack while in this state will cause them to be juggled.
- Knockback - Sends the enemy backwards away from you. Usually ending a combo.
- Launch - Knocks the enemy up in the air setting them up for a juggle.
- Rotation Lock - Inability to turn your character during the animation.
- Element - If weapon is imbued with an orb or element, the element can be activated on this attack.
- SA - Super Armor status. Cannot be flinched by normal attacks and some charge attacks while performing this. Indicated by little orange swirly sparks around your body.
- "O" indicates the attack has this effect on the enemy. "X" means this attack does not have elemental activation.
Evaluation
Target | C1 | C6 | ||||||||
Thrust | Pierce | Crescent | Moon | Thrust | Pierce | Crescent | Moon | Fan | Eclipse | |
Confront | Bad | Good | Good | Good | Bad | Good | Good | Ok | Good | Good |
Capture | Bad | Ok | Good | Good | Good | Good | Ok | Good | Excellent | Excellent |
Defeat | Bad | Bad | Good | Good | Good | Good | Ok | Good | Excellent | Excellent |
Video
Weapon Demo |
---|
- Thrust - 00:04
- Pierce - 00:41
- Crescent - 01:13
- Moon - 01:51
- Eclipse - 02:21
- Fan - 02:59
- Move Set - 03:33
- Musou's - 04:47
- Advanced + - 05:04
Move Set
Attack | Description | Stagger | Stun | Knockback | Launch | Element | SA |
Charge 2 | Upward kick with back turned. | O | |||||
Charge 3 | Slowly walk forward while slapping to the left then right. Ends with one more slap to the left. | O(Last hit) | O(Last hit) | O(excluding last hit) | |||
Charge 4 | Forward kick with back turned. | O | O | ||||
Charge 5 | Frontal launcher effect. | O | O | ||||
Evolution | N2 > N3 > N4 | O(Last hit) | O | O | |||
Jump Attack | Kick to the left. | O | |||||
Jump Charge | Backflip and spin place while playing the Flute creating a soundwave. | O | |||||
Dash Attack | Double hopping kick forward. | O |
Note:
- Charge 1 and Charge 6 depend on the emblem.
- Charge 3 gets longer with Combo upgrade. Can end Charge 3 prematurely if you don't continue to press charge attack.
Musou
Type | Mobility | Juggles? | Finisher does | Description |
Regular Musou | None | Yes | Knockback | Play the Flute releasing large soundwaves. Ends with a spinning hop in place releasing one more soundwave with the tune. |
True Musou | Musou with added fire damage. Ends with one toot releasing 3 sound bubbles forward that explode a short distance infront. |
Musou Length
Musou | 160-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 +
Luck . Randomizes your Advanced + and Mix's up all players Adv+
Motion Damage Values
D | N1 | N2 | N3 | N4 | N5 | N6 | E6 | E7 | E8 | E9 | JN | JC | C2 | C3 | C4 | C5 | |
Base | 12+12 | 8 | 8 | 10 | 12 | 17 | 20 | 12 | 12 | 14 | 17 | 8 | 5 | 17 | (5+5)*N+10e | 30e | 10e |
Thrust | Pierce | Crescent | Moon | Fan | Eclipse | Musou | True | |||||
C1 | C6 | C1 | C6 | C1 | C6 | C1 | C6 | |||||
Base | 6 | 9e | 10e+10e | 14e+14e | 6*5 | 8e+8*3+8e | 12 | 14e | 7e+7e+9e+(5e*3) | 15e+12+12+14e | 14*N+18 | 14*N+18+12F |
- 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.