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37


Basic InformationEdit

Moveset: Zhang He

Advanced Skill: Steadfastness


Flask WheelEdit

Attack Damage Defence Life Musou
3 5 6 2 1


Basic StatsEdit

Weapon Atk Dmg Def Life Mus Spd Jmp Advanced +
Claw 40 37 30 140 165 140 160 Steadfastness




Upgrade StatsEdit

Level Weapon Name Atk Dmg Def Life Musou
1 Iron Claw +22 +30 +36 +16 +16
2 Sharpened Claw +25 +33 +39 +19 +19
3 Strike Claw +28 +36 +42 +22 +22
4 Peacock Talon +31 +39 +45 +25 +25
5 Phoenix Talon +34 +42 +48 +28 +28
6 True Phoenix Talon +37 +45 +51 +31 +31

These are all the + stats of the Weapons.

PicturesEdit

Iron Claw Sharpened Claw Strike Claw
Claws2 Claws2 Claws3
Peacock talon Phoenix Talon True Phoenix Talon
Claws4 Claws6 Claws6
R7
200 x 210

For a view of the weapons in every element click here!

Emblems & Move SetEdit

EmblemsEdit

Thrust
Launches forward while spinning in an upward direction. At the height of the attack, you dive down do make a ground pound.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O (Launch) C1 C6 (Both hits)
Pierce
Backflip kick with arms crossed then throws a wind cone forward.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O (Kick) O (Wind cone) O O (Wind cone)
Crescent
Frontal swipe to the left.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O C6
Moon
Spins on one leg while striking everything around you.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O C6
Fan
Frontal kick from the back followed by a cone shapped wave forward from uncrossing the Claws.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O (Kick) O (Cone) O (Cone)
Eclipse
Hops while spinning forward, releasing a tornado around your character.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O O O


Move SetEdit

Charge 2
Hopping upward kick.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O
Charge 3
Cat scratches from the right and left. Ends with a quick cross slash dash forward.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O (Last hit) O (Last hit)
Charge 4
Does a long Claw dive then does a Claw swipe downward as you land.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O O
Charge 5
Does a spinning upwards kick that creates a butterfly tornado.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O O
Evolution
N1 > N2 > N3 > C4

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O (Second last hit) O (Last hit) O
Jump Charge
Upside down counterclockwise spins with claws held outward, finishing with a quick clockwise spin before landing gracefully. Multiple input to extend the initial spin.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O (Last hit)
Jump Attack
Downward cross swipe.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O
Dash Attack
Sweeping low kick. Knocks down enemies.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor

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.
  • Collapse - Enemy slumps onto the ground, as if being defeated with no health left. Takes effect even if enemy is stunned or staggered. Takes precedence over Knockback, but not Stun.
  • 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.
  • "O" indicates the attack has this effect on the enemy.
  • Charge 1 and Charge 6 depend on the Emblem
  • Charge 3 gets longer with Combo upgrades. Can end Charge 3 prematurely if you don't continue to press Charge Attack.


MusouEdit

Type Mobility Juggles Finisher does Description
Musou Good Ground (Each hit does Collapse) Knockback Gracefully sway left and right while slashing as you move. Ends with a frontal inward strike.
True Musou Yes

Musou with added fire damage. Ends with a jump backwards leading into a drill dive with an explosion effect.




Musou LengthEdit

Musou 165-??? ???-??? ???-??? ???-??? ???-??? ???-???
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.


Emblem EvaluationEdit

Target C1 C6
Thrust Pierce Crescent Moon Thrust Pierce Crescent Moon Fan Eclipse
Confront Ok Excellent Ok Ok Ok Bad Ok Bad Ok Excellent
Destroy/Capture Ok Bad Good Ok Ok Bad Bad Good Bad Excellent
Defeat Bad Bad Excellent Ok Bad Bad Good Ok Ok Excellent

These are opinions and should not be taken as fact. every player has there own opinion.

Video DemonstrationEdit

Video go here


Advanced +Edit

Steadfastness - Enemy attacks up to an enemy commander's normal attack will not knock you back.

Grants level 3 Armor. You cannot be flinched by arrows, normal soldier/mage attacks, and normal attacks from players.

Weapon SwitchEdit

When using the Weapon Switch to this weapon -

Motion Damage ValuesEdit

D N1 N2 N3 N4 N5 N6 E6 E7 E8 E9 JN JC C2 C3 C4 C5
Base 12 6 6 8 10 15 18 8 8 10 15 8 8*N+10 13 (6+6)*N+6+12 13 12



Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
Base 12+8 14+10 5+3 8+5 12 14 10 12 5+10 12 12*N+17
  • 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 SuggestionEdit

Build Tempers C1 C6 Mode Element Mods
00000 00 ? ? ? ?

?

00000 ? ? ? ? ? ?

These are opnions based on what other players have created. To add a new Row right click any box and select insert row after.

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