Basic Information
Moveset: Xu Zhu
Advanced Skill: Godly Hammer
Flask Wheel
Attack 攻撃力 |
Damage 破壊的力 |
Defense 防御力 |
Life 体力 |
Musou 無双 |
---|---|---|---|---|
3 | 5 | 1 | 6 | 2 |
Basic Stats
Weapon | Atk | Dmg | Def | Life | Mus | Spd | Jmp | Advanced + |
Great Club | 46 | 55 | 42 | 200 | 120 | 100 | 120 | Godly Hammer |
Upgrade Stats
Level | Weapon Name | Atk | Dmg | Def | Life | Musou |
1 | Great Club | +24 | +37 | +17 | +39 | +19 |
2 | Heavy Club | +27 | +40 | +20 | +42 | +22 |
3 | Spiked Club | +30 | +43 | +23 | +45 | +25 |
4 | Bone Crusher | +33 | +46 | +26 | +48 | +28 |
5 | Stone Crusher | +36 | +49 | +29 | +51 | +31 |
6 | True Stone Crusher | +39 | +52 | +32 | +54 | +34 |
7 | Earth Shaker | +42 | +55 | +35 | +57 | +37 |
These are all the + stats of the Weapons.
Pictures
Great Club | Heavy Club | Spiked Club |
Bone Crusher | Stone Crusher | True Stone Crusher |
Earth Shaker | ||
For a view of the weapons in every element click here!
Emblems & Move Set
Emblems
Thrust 突 |
Powerful downward smash. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | O | C1 | O |
Pierce 砕 |
Frontal swing in front then behind. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | O | O | O |
Crescent 盾 |
Hunch body forward then lunges forward with Club out infront. C1 has a delay while C6 is instant. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | C1 |
Moon 陣 |
Jump in place with Club below to smash the ground creating an AoE effect. |
Stagger |
Stun | Launch | Knockback | Drop | Rotation lock | Element | Super Armor |
O | C6 |
Fan 衛 |
Frontal swing to the right then left. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O first hit | O second hit | O second hit |
Eclipse 覇 |
Two clockwise spins followed by a downward slam with an AoE effect. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O spins | O slam | O slam |
Move Set
Charge 2 |
Uppercut with the Club. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | O |
Charge 3 |
Slams Club on the ground in front. Ends with a more forceful slam with an AoE effect. |
Stagger |
Stun | Launch | Knockback | Drop | Rotation lock | Element | Super Armor |
O | O last hit | O |
Charge 4 |
Large baseball swing. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | O | O |
Charge 5 |
Slams club creating an AoE in front. |
Stagger |
Stun | Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | O | O |
Evolution |
N2 > N3 > C4. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | O |
Jump Charge |
Curl up into a ball and slam on the ground twice while spinning then land on your two feet. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O |
Jump Attack |
Frontal swing. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O |
Dash Attack |
Jumps forward to curl into a ball and roll twice. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
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.
- "O" indicates the attack has this effect on the enemy. "X" means this attack does not have elemental activation.
- 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.
Musou
Type | Mobility | Juggles | Finisher does | Description |
Musou | Low | Yes | Knockback | Spins club outward in a counterclockwise rotation while slowly moving forward., Ends with Ends with one final spin that knocks enemies away while you lay down from being dizzy due to the spinning. |
True Musou | Knockback |
Musou with added fire damage. Ends with a jumping downward smash making a shockwave. |
Musou Length
Musou | 100-??? | ???-??? | ???-??? | ???-??? | ???-??? | ???-??? |
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 Evaluation
Target | C1 | C6 | ||||||||||
Thrust | Pierce | Crescent | Moon | Thrust | Pierce | Crescent | Moon | Fan | Eclipse | |||
Confront | Excellent | Ok | ||||||||||
Defeat/Capture | ||||||||||||
Defeat | Good | Bad |
These are opinions and should not be taken as fact. every player has there own opinion.
Video Demonstration
Video go here |
Advanced +
Great Club - Musou Attacks will become True Musou and Musou attack power is increased.
Weapon Switch
When using the Weapon Switch to this weapon -
Motion Damage Values
D | N1 | N2 | N3 | N4 | N5 | N6 | E6 | E7 | E8 | E9 | JN | JC | C2 | C3 | C4 | C5 | |
Base | 10 | 8 | 8 | 10 | 12 | 17 | 20 | 8 | 8 | 10 | 17 | 8 | 12+12 | 17 | 10+10*N+10 | 17 | 12 |
Thrust | Pierce | Crescent | Moon | Fan | Eclipse | Musou | True | |||||
C1 | C6 | C1 | C6 | C1 | C6 | C1 | C6 | |||||
Base | 20e | 15+18 | 18+18 | 18 | 17 | 12 | 14 | 15+15 | 13+13+12 | 15*N+20 | 15*N+10+20F |
- 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
Build | Tempers | C1 | C6 | Mode | Element | Mods |
---|---|---|---|---|---|---|
00000 | 00 | ? | ? | ? | ? |
? |
00000 | 00 | ? | ? | ? | ? | ? |
These are opnions based on what other players have created. To add a new Row right click any box and select insert row after.