Basic Information
- Moveset: Sun Quan
- Advanced Skill: Perserverance
Flask Wheel
Attack | Damage | Defense | Life | Musou |
---|---|---|---|---|
3 | 1 | 6 | 2 | 5 |
Basic Stats
Weapon | Atk | Dmg | Def | Life | Mus | Spd | Jmp | Advanced + |
Wolf Sword | 42 | 41 | 25 | 160 | 130 | 125 | 125 | Perserverance |
Upgrade Stats
Level | Weapon Name | Atk | Dmg | Def | Life | Musou |
1 | Wolf Sword | +22 | +16 | +32 | +20 | +29 |
2 | Feral Sword | +25 | +19 | +35 | +23 | +32 |
3 | Wolf Claw | +28 | +22 | +38 | +26 | +35 |
4 | King Wolf | +31 | +25 | +41 | +29 | +38 |
5 | Master Wolf | +34 | +28 | +44 | +32 | +41 |
6 | True Master Wolf | +37 | +31 | +47 | +35 | +44 |
Pictures
Wolf Sword & Feral Sword
+ Fire | + Ice | |
+ Wind | + Vorpal | + Lightning |
Wolf Claw
+ Fire | + Ice | |
+ Wind | + Vorpal | + Lightning |
King Wolf
+ Fire | + Ice | |
+ Wind | + Vorpal | + Lightning |
Master Wolf & True Master Wolf
+ Fire | + Ice | |
+ Wind | + Vorpal | + Lightning |
Emblems
Emblem | Description | Stagger | Stun | Knockback | Launch | Collapse | Rotation Lock | Element | SA |
Thrust |
Throws a red disc projectile forward. C6 has two extra inputs that allows you to throw another disc one after the other. |
O | C6 (All hits) | ||||||
Pierce |
Swing the Sword around your body then raise it up creating an AoE lightning storm. |
O | C6 | O | |||||
Crescent |
Brandish Sword overhead then quickly thrust forward creating a burst effect. |
O | O | O | |||||
Moon |
Jam sword into the ground sending out multi directional grounded red waves. |
O | C6 | ||||||
Fan |
Throws a straight red projectile disc followed by four discs traveling in a V-shaped arc. |
O(Both hits) | O(Both hits) | O(First disc) | |||||
Eclipse |
Upward slash to the right followed by a spinning slash to the right. Extra input adds a reverse spinning slash. |
O(First two hits) | O(Last hit) | O(All hits) |
Evaluation
Target | C1 | C6 | ||||||||
Thrust | Pierce | Crescent | Moon | Thrust | Pierce | Crescent | Moon | Fan | Eclipse | |
Confront | Excellent | Good | Bad | Bad | Good | Good | Bad | Ok | Excellent | Ok |
Capture | Good | Bad | Bad | Good | Ok | Bad | Ok | Good | Ok | Ok |
Defeat | Good | Bad | Bad | Good | Ok | Bad | Ok | Good | Good | Good |
Video's
Thrust |
---|
Pierce |
Crescent |
Moon |
Eclipse |
Fan |
Move Set
Attack | Description | Stagger | Stun | Knockback | Launch | Element | SA |
Charge 2 | Standing uppercut swing. | O | |||||
Charge 3 |
Upward slashes from the left and right. Ends with a slash to the right then a downward slash forward. |
O(Last hit) | O(Last hit) | ||||
Charge 4 |
Downward slash forward then upward slash to the right. |
O(Second hit) | O(Both hits) | ||||
Charge 5 | Swing Sword up creating an AoE effect. | O | O | ||||
Evolution |
N1>N2>N3>C4 JP UPDATE: There's no lag in the ending hits (i.e. it "looks" proper) |
O(Last hit) | O | O(Last hit) | O | ||
Jump Charge |
Front flip then slam the Sword on the ground sending out a traveling red lightning bolt. |
O | X | ||||
Jump Attack | Downward swing. | O | X | ||||
Dash Attack | Sliding frontal slash to the left. | O | X |
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 | Low | No | Knockback |
Frontal slashes to the left then right. Ends by shooting several small red waves in all directions. Does not hit multiple times. |
True Musou | Yes |
Musou with added fire damage. Ends by pointing the Sword upward sending out multi-directional grounded red waves. |
Musou Length
Musou | 130-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 +
Perserverance ~ Base Defense x2
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 | 10 | 14 | 7+10e | 8 | 12 | 17 | (5+5)N+10+10e | 7e+10e | 12e |
Thrust | Pierce | Crescent | Moon | Fan | Eclipse | Musou | True | |||||
C1 | C6 | C1 | C6 | C1 | C6 | C1 | C6 | |||||
Base | 10 | 14e(+14e+14e) | 8 | 10e | 15e | 17e | 10 | 14e | 10e+15e | 10e+8e(+15e) | 15N+20 |
- D = Dash attack, N# = Normal attack, E# = Evolution attack, JN = Jump Normal, JC = Jump Charge, C# = Charge attack, True = True Musou, F = Fire, e = Elemental
- 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.