Basic Information
Flask Wheel
Attack | Damage | Defense | Life | Musou |
---|---|---|---|---|
6 | 3 | 1 | 5 | 2 |
Basic Stats
Weapon | Atk | Dmg | Def | Life | Mus | Spd | Jmp | Advanced + |
Vision Staff | 44 | 32 | 28 | 160 | 175 | 120 | 140 | Illusion |
Upgrade Stats
Level | Weapon Name | Atk | Dmg | Def | Life | Musou |
1 | Vision Staff | +33 | +23 | +18 | +30 | +21 |
2 | Magic Staff | +36 | +26 | +21 | +33 | +24 |
3 | Mirage Staff | +39 | +29 | +24 | +36 | +27 |
4 | Wind Staff | +42 | +32 | +27 | +39 | +30 |
5 | Tornado Staff | +45 | +35 | +30 | +42 | +33 |
6 | True Tornado Staff | +48 | +38 | +33 | +45 | +36 |
Pictures
Vision Staff & Magic Staff
+ Fire | + Ice | |
+ Wind | + Vorpal | + Lightining |
Mirage Staff
+ Fire | + Ice | |
+ Wind | + Vorpal | + Lightning |
Wind Staff
+ Fire | + Ice | |
+ Wind | + Vorpal | + Lightning |
Tornado Staff & True Tornado Staff
+ Fire | + Ice | |
+ Wind | + Vorpal | + Lightning |
Emblems
Emblem | Description | Stagger | Stun | Knockback | Launch | Rotation Lock | Element | SA |
Thrust |
Throw Staff forward shooting out a green orb that slowly travels forward and then explodes. Can hit behind opponents too. If the ball hits a wall it will explode immediately. JP UPDATE: Orb is now bigger and travels further. C6 has SA prior to launching the orb. |
O | O | |||||
Pierce |
Stands on Staff and shoots a wind cone forward and backwards at the same time. JP UPDATE: C6 now has Element |
O | ||||||
Crescent |
Send Staff forward, Staff moves on its own towards the front. C1 has a long delay while C6 has none. JP UPDATE: C6 has SA and element |
O | ||||||
Moon |
Spin Staff around counterclockwise around your body. JP UPDATE: C6 has SA. It now does two hits; the first spin inflicts Stagger while the second does Knockback. Both have element. |
O(Strong) | O | |||||
Fan |
Throws four green orbs forward in a 180º arc. If you get hit while performing this attack only some of the balls will be sent out. They will still explode. JP UPDATE: Faster activation. Extra input will make you chant, before sending out bigger Orbs that travel a set distance. The larger Orbs do not explode until a 5 seconds after they stop moving. This one has element. |
O | ||||||
Eclipse |
A 360º tornado while floating in place. Pang Tong's original C6. JP UPDATE: Now does two tornadoes. Both have element. |
O | O |
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 while performing this. Indicated by little 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 | Bad | Ok | Ok | Good | Bad |
Capture | Ok | Bad | Ok | Ok | Ok | Bad | Ok | Ok | Good | Good |
Defeat | Excellent | Bad | Ok | Ok | Good | Bad | Ok | Ok | Ok | Good |
Video's
Thrust |
---|
Pierce |
Crescent |
Moon |
Eclipse |
Fan |
Move Set
Attack | Description | Stagger | Stun | Knockback | Launch | Element | SA |
Charge 2 |
Throw the Staff upwards to uppercut opponent. JP UPDATE: Extra input will cause you to send a slow moving mirror forward. Mirror has element. |
O | |||||
Charge 3 |
Does a series of backwards rolls. Ends by swinging own body with the Staff. JP UPDATE: Increased range. |
O(Last hit) | O(Last hit) | ||||
Charge 4 |
Gets on head and does a spinning kick up while twirling the Staff 360 degrees, hitting all enemies around. JP UPDATE: Faster activation |
O | O | ||||
Charge 5 |
A giant green gust ball launching the enemy into the air. JP UPDATE: Gust ball now replaced with a wind cone. Extra input will make you backflip and land on your staff, creating a gust of fire forward. Gust has knockback and fire damage. |
O | O | ||||
Evolution | N2 > N3 > C4 | O(Last hit) | O | O | |||
Jump Charge | Rides Staff like a skateboard in air. Moves a small distance forward. | O | |||||
Jump Attack | Upward swing. | O | |||||
Dash Attack | Does a forward slide on feet with Staff held out. | 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.
Move Set Video |
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Musou
Type | Mobility | Juggles? | Finisher does | Description |
Regular Musou | None | Yes | Knockback | Float slightly above the ground in place while spinning creating 360 tornado gusts. Ends with one more gust. |
True Musou | Musou with added fire damage. Ends with 2 rapid tornado's first one from leaping into the air and the second from spinning the body sideways while looking like a skydiver. |
Musou Length
Musou | 175-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.
Video
Musou's Video |
---|
Advanced +
Illusion - Makes all enemies visible to allies & makes all allies invisible to enemies
Advanced + Video |
Motion Damage Values
D | N1 | N2 | N3 | N4 | N5 | N6 | E6 | E7 | E8 | E9 | JN | JC | C2 | C3 | C4 | C5 | |
Base | 12 | 8 | 8 | 10 | 12 | 17 | 20 | 10 | 12 | 15 | 17 | 8 | 8 | 15 | (5+5+6)*N+14 | 14 | 12 |
Thrust | Pierce | Crescent | Moon | Fan | Eclipse | Musou | True | |||||
C1 | C6 | C1 | C6 | C1 | C6 | C1 | C6 | |||||
Base | 8 | 12 | 5 | 7 | 16 | 18 | 15 | 17 | 10 | 12 | 12*N+20 |
- 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.