A stab forward that released a piercing aura forward.
O
C1
O
C6
Pierce
Hops in place and sets 2 landmines in front and behind you. The mines will detonate after a set time or if made contact with anyone, and will deal damage to anyone in its range. It releases three explosions one after the other.
O
O
Fire
C6
Crescent
Plant landmines in front of you and roll back. C1 releases 2 mines whilst C6 releases 4. The mines will detonate after a set time or if made contact with anyone, and will deal damage to anyone in its range. It releases an explosion that blazes forward.
O
O
Fire
O
Moon
A hopping 360 spin slash then land and throw four darts in an arc forward. The darts cause collapse.
O (Spin)
C6 (Both hits)
Fan
3 slashes that send a blue horizontal wave forward each slash.
O (Last hit)
O (All hits)
Eclipse
A hop followed by a cross slash that causes fire to errupt around you.
O
Fire
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
Good
Good
Good
Ok
Ok
Good
Good
Good
Good
Ok
Capture
Ok
Good
Ok
Ok
Ok
Excellent
Good
Bad
Ok
Ok
Defeat
Ok
Good
Ok
Ok
Ok
Excellent
Good
Bad
Ok
Good
Video's
Weapon Demo
Moveset
Attack
Description
Stagger
Stun
Knockback
Launch
Element
SA
Charge 2
A left handed uppercut.
O
Charge 3
A multitude of stabs from both Punctures followed by a diagonal slash.
O
O
Charge 4
Spin on one leg with an arm outstretched. Ends with a finishing upward slash.
O
O (Last hit)
Charge 5
A spinning jump that releases a torrent of slashing blue aura.
O
O
Dash Attack
A horizontal cross slash.
O
Jump Normal
A downward cross slash
O
Jump Charge
Backflip in the air, then glide diagonally creating a ground pound upon landing. Front flips forward afterwards.
O
Evolution
N1 -> N2 -> N3 -> C4
O
O
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.
Jump Charge can be extended if you continue to press charge attack.
Musou
Type
Mobility
Juggles?
Finisher does
Description
Regular Musou
No
No
Knockback
Stabs rapidly in place with both weapons. Ends with an upward slash that sends a blue wave forward.
True Musou
Musou with added fire damage. Ends with a mid-air, spinning double stab forward while shrouded in a blue piercing aura.
Musou Length
Musou
145-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 +
Thunder Clap while running become enveloped in a whirlwind of energy allowing you to run through troops/commanders without being stopped ~ also causes minimal damage to people on contact.
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.