Basic Information[]
Moveset: Dian Wei
Advanced Skill: Aggression
Flask Wheel[]
Attack | Damage | Defence | Life | Musou |
---|---|---|---|---|
1 | 3 | 5 | 6 | 2 |
Basic Stats[]
Weapon | Atk | Dmg | Def | Life | Mus | Spd | Jmp | Advanced + |
Hand Axe | 52 | 45 | 36 | 160 | 140 | 100 | 125 | Aggression |
Upgrade Stats[]
Level | Weapon Name | Atk | Dmg | Def | Life | Musou |
1 | Hand Axe | +23 | +24 | +28 | +30 | +25 |
2 | Superior Axe | +26 | +27 | +31 | +33 | +28 |
3 | Strike Axe | +29 | +30 | +34 | +36 | +31 |
4 | Boar Axe | +32 | +33 | +37 | +39 | +34 |
5 | Mad Bull | +35 | +36 | +40 | +42 | +37 |
6 | True Mad Bull | +38 | +39 | +43 | +45 | +40 |
These are all the + stats of the Weapons.
Pictures[]
Hand Axe | Superior Axe | Strike Axe |
Boar Axe | Mad Bull | True Mad Bull |
For a view of the weapons in every element click here!
Emblems & Move Set[]
Emblems[]
Thrust |
Frontal upward slash to the right. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | O | O |
Pierce |
Ground pound behind then in front. Causes enemies to knockdown to the ground. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
Crescent |
Quick frontal slam, creating an earth quake. C1 has a slight delay while C6 is instantaneous. Causes enemies to knockdown to the ground. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
Moon |
360º AoE around the characters body while arching back. C1 has a slight delay while C6 is instantaneous. Dian Wei's original C1. Causes enemies to knockdown to the ground. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
Fan |
Frontal downward slash to the right. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O |
Eclipse |
Hop to slam the Axe on the ground creating a shockwave. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O |
Move Set[]
Charge 2 |
Swirling uppercut with Axe. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O |
Charge 3 |
Downward chops forward. Ends with a frontal slash to the left. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O (Last hit) | O (Last hit) | O (Chops) |
Charge 4 |
Throws Axe in a trajectory, like a boomerang. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | O | O |
Charge 5 |
Swing Axe upward creating a blue frontal tornado. |
Stagger |
Stun | 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 |
Flip and slam the Axe on the ground, creating a quake. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O |
Jump Attack |
Swipe to the left. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O |
Dash Attack |
Headbutt while sliding. |
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.
- 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. "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 (each hit causes Stun) | Knockback | Walks forward performing a clothesline then an Axe swing. Ends with a 360º Axe swing. |
True Musou |
Musou with added fire damage. Ends with a quick Axe slam with an explosion effect. |
Musou Length[]
Musou | 140-??? | ???-??? | ???-??? | ???-??? | ???-??? | ???-??? |
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 | Good | Bad | Ok | Good | Ok | Bad | Good | Ok | ||
Defeat/Capture | Bad | Ok | Excellent | Ok | Bad | Good | Good | Ok | Bad | Good | ||
Defeat | Bad | Good | Excellent | Good | Bad | Good | Good | Ok | Bad | Good |
These are opinions and should not be taken as fact. every player has there own opinion.
Video Demonstration[]
Video go here |
Advanced +[]
Aggression - Attack strength is tripled.
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 | 18 | 8 | 8 | 10 | 12 | 17 | 20 | 10 | 10 | 15 | 20 | 15 | 12 | 20 | 15*N+20 | 20 | 12 |
Thrust | Pierce | Crescent | Moon | Fan | Eclipse | Musou | True | |||||
C1 | C6 | C1 | C6 | C1 | C6 | C1 | C6 | |||||
Base | 17 | 10+10 | 12 | 10 | 12 | 10 | 15*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[]
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.