Basic Information[]
Moveset: Taishi Ci
Advanced Skill: Fury
Flask Wheel[]
Attack | Damage | Defence | Life | Musou |
---|---|---|---|---|
5 | 6 | 2 | 3 | 1 |
Basic Stats[]
Weapon | Atk | Dmg | Def | Life | Mus | Spd | Jmp | Advanced + |
Twin Rods | 46 | 40 | 34 | 180 | 135 | 110 | 135 | Fury |
Upgrade Stats[]
Level |
Weapon Name | Atk | Dmg | Def | Life | Musou |
1 | Twin Rods | +31 | +32 | +23 | +30 | +16 |
2 | Deadly Rods | +34 | +35 | +26 | +33 | +19 |
3 | Spiral Rods | +37 | +38 | +29 | +36 | +22 |
4 | Wolf Slayer | +40 | +41 | +32 | +39 | +25 |
5 | Tiger Slayer | +43 | +44 | +35 | +42 | +28 |
6 | True Tiger Slayer | +46 | +47 | +38 | +45 | +31 |
7 | R7 | + | + | + | + | + |
Joke | Fried Corn | + | + | + | + | + |
These are all the + stats of the Weapons.
Pictures[]
Twin Rods | Deadly Rods | Spiral Rods |
Wolf Slayer | Tiger Slayer | True Tiger Slayer |
R7 | Fried Corn | |
200x210 |
For a view of the weapons in every element click here!
Emblems & Move Set[]
Emblems[]
Thrust |
Powerful double forward thrust. C1 Has a delay while C6 is instantaneous. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | C1 | O | O |
Pierce |
Powerful strike behind and in front. C1 has a delay while C6 is instantaneous. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | C1 | O | O |
Crescent |
Frontal strike with both Rods. C1 has a delay while C6 is instantaneous. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | C6 | O |
Moon |
Jam both rods into the ground creating an earthquake AoE. Extra input - Stomp on the ground creating a red aura around you (motion is Taishi Ci's original C1). |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | O (Extra input) | O |
Fan |
Swing both rods to the left creating a long range wide wave forward. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | O | O |
Eclipse |
Single strike right, double strike left then forward thrust with both Rods. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O (First two hits) | O (Last hit) | O | O |
Move Set[]
Charge 2 |
Uppercut with the left Rod |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O |
Charge 3 |
Right downward strike followed by a left one. Ends with a frontal cross strike. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O (Last hit) | O | O |
Charge 4 |
Double Rod thrust. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | O |
Charge 5 |
Jame Rods into the ground creating a forward moving quake. |
Stagger |
Stun | Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | 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 |
Diving thrust with the right rod, creating a quake upon impact. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O |
Jump Attack |
Twirls both rods out in front. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O |
Dash Attack |
Frontal thrust with right Rod. |
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 | Good | Ground | Knockback | Right downward whack followed by a left one while moving forward. Ends with cross hit inward then outward and a double thrust. |
True Musou | Yes | Knockback |
Musou with added fire damage and juggles. Ending finisher is lifting cross hit followed by a ground pound. |
Musou Length[]
Musou | 135-??? | ???-??? | ???-??? | ???-??? | ???-??? | ???-??? |
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 | Excellent | Good | Good | Ok | Good | Excellent | Ok | Good | Excellent | ||
Defeat/Capture | Bad | Bad | Good | Good | Bad | Bad | Good | Good | Ok | Good | ||
Defeat | Terrible | Terrible | Good | Good | Terrible | Terrible | Good | Good | Ok | Good |
These are opinions and should not be taken as fact. every player has there own opinion.
Video Demonstration[]
Video go here |
Advanced +[]
Fury - Doubles the speed with which the Musou Gauge fills and slowly restores your Life.
The in-game description (given above) is misleading: it does NOT restore your life in any way and slowly restores Musou instead. Stacks with Red Health Musou regeneration.
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 | 8 | 8 | 10 | 12 | 17 | 20 | 8 | 8 | 10 | 17 | 8 | 10 | 17 | 17+(15+15)*N+15 | 17 | 17 |
Thrust | Pierce | Crescent | Moon | Fan | Eclipse | Musou | True | |||||
C1 | C6 | C1 | C6 | C1 | C6 | C1 | C6 | |||||
Base | 13 | 15 | 15 | 15 | 13 | 10 | 13 | 10+10+15 | 17*N+20+15+20 | 17*N+17+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 | Moon/Pierce | Crescent/Eclipse | Confront | Wind | 1x Defense, 1x Life, 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.