Basic Information[]
Moveset: Xu Huang
Advanced Skill: Toughness
Flask Wheel[]
Attack 攻撃力 |
Damage 破壊的力 |
Defense 防御力 |
Life 体力 |
Musou 無双 |
---|---|---|---|---|
2 | 6 | 5 | 3 | 1 |
Basic Stats[]
Weapon | Atk | Dmg | Def | Life | Mus | Spd | Jmp | Advanced + |
Great Axe | 45 | 40 | 36 | 190 | 135 | 110 | 135 | Toughness |
Upgrade Stats[]
Level | Weapon Name | Atk | Dmg | Def | Life | Musou |
1 | Battle Axe | 23 | 32 | 31 | 28 | 11 |
2 | Combat Axe | 26 | 35 | 34 | 31 | 14 |
3 | Great Axe | 29 | 38 | 37 | 34 | 17 |
4 | Destroyer | 32 | 41 | 40 | 37 | 20 |
5 | Marauder | +35 | +45 | +43 | +40 | 23 |
6 | True Marauder | +38 | +48 | +46 | +43 | 26 |
7 | Annihilator | +? | +? | +? | +? | +? |
These are all the + stats of the Weapons.
Pictures[]
Battle Axe | Combat Axe | Great Axe |
Destroyer | Marauder | True Marauder |
Annihilator | ||
For a view of the weapons in every element click here!
Emblems & Move Set[]
Emblems[]
Thrust 突 |
Hold Axe behind and slam in front launching wawe forward. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | C1 | O | C6 |
Pierce 砕 |
? |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O (Slash) | O (Slam) | C6 |
Crescent 盾 |
? |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | O (Stronger slash) | O (First slash) |
Moon 陣 |
? |
Stagger |
Stun | Launch | Knockback | Drop | Rotation lock | Element | Super Armor |
O | C6 | C6 |
Fan 衛 |
Meditate causing huge AOE and then uppercut slash followed by left and right slash and end with downward slash |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | Last hit | O | O |
Eclipse 覇 |
5 wide counterclockwise spins then followed with the axe thrown forward and the player let out multiple elementable showckwawe. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
1-4 spins | Thrown axe and shockwawe | 4th and 5th spin,axe and shockwawe. |
Move Set[]
Charge 2 |
? |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O |
Charge 3 |
? |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | O last hit | O |
Charge 4 |
360 swing from right to left. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | O |
Charge 5 |
Helicopter Spin forward.Keep on pressing charge attack to extend the attack. |
Stagger |
Stun | Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | O |
Evolution |
N4 >N5 > N6. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O last hit | O | O |
Jump Charge |
Axe Slam |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O |
Jump Attack |
Frontal swing to the left. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O |
Dash Attack |
Upward slash. |
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 Axe around the body while slowly stepping forward., Ends with a frontal swing with the Axe tucked behind your back. |
True Musou | Knockback |
Musou with added fire damage. Ends with a low frontal sweep followed by a frontal slash with a shockwave afterward. |
Musou Length[]
Musou | 140-164 | 165-194 | 195-224 | 225-254 | 255-284 | 285-300 |
Number of Hits | 7/8 | 8/9 | 9/10 | 10/11 | 11/12 | 12/13 |
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 | Excellent | Good | Good | Ok | Good | Ok | Good | Excellent | Good | ||
Defeat/Capture | Ok | Good | Good | Excellent | Bad | Good | Good | Excellent | Ok | Excellent | ||
Defeat | Bad | Good | Good | Excellent | Terrible | Good | Ok | Excellent | Ok | Excellent |
These are opinions and should not be taken as fact. every player has there own opinion.
Video Demonstration[]
Advanced +[]
Toughness - If current life is below 100 you will be healed by 100, if current life is over 100 it will be doubled. Repeated activations while still in effect will heal you.
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 | 12 | 6 | 6 | 8 | 10 | 15 | 18 | 8 | 10 | 15 | 18 | 8 | 6*N | 17 | 10+10*N+10 | 17 | 12 |
Thrust | Pierce | Crescent | Moon | Fan | Eclipse | Musou | True | |||||
C1 | C6 | C1 | C6 | C1 | C6 | C1 | C6 | |||||
Base | 12 | 15+20 | 15 | 17 | 12 | 12 | 12 | 10+10+15 | 15*N+20 | 15*N+20+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[]
Build | Tempers | C1 | C6 | Mode | Element | Mods |
---|---|---|---|---|---|---|
30432 | 25 | Thrust/Pierce/Moon | Eclipse | Confront | Ice |
1x Attack, 1x Defense, 1x Max Temper |
40332 | 25 | Thrust/Pierce | Fan | Confront | Wind | 1x Attack, 1x Defense, 1x Max Temper |
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.