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Basic Information

  • Moveset: Zhou Tai
  • Advanced Skill: Majesty - Depending on your life, your attack, damage, and defense will increase or decrease proportionally. However, the limit for all increases is twice your normal amount(At 450 life). Your abilities will decrease at 50 life. Stacks with attack x2 and defense x2 boosts granted from random slot abilities.
  • Base Siege: 1.0


Basic Stats

Weapon Atk Dmg Def Life Mus Spd Jmp Skill
Katana 45(5) 38(3) 32(2) 150(6) 140(1) 120 130 Majesty


Upgrade Stats

Level Name Atk Dmg Def Life Mus
5 3 2 6 1
1 Eastern Sword +25 +21 +20 +36 +17
2 Asian Blade +28 +24 +23 +39 +20
3 Katana +31 +27 +26 +42 +23
4 Dawn +34 +30 +29 +45 +26
5 Dusk +37 +33 +32 +48 +29
6 True Dusk +40 +36 +35 +51 +32

Note: The above values are averages. Some weapons found in battle may vary in upgrade stats by +/- 1. (The numbers under the stat columns indicate the upgrade slots)

Pictures

Eastern Sword Asian Blade Katana
EasternSwordDescription AsianBladeDescription KatanaDescription
Dawn Dusk True Dusk
DawnDescription Dusk Insert 200x216 picture of weapon here.

Emblems

Emblem Description Stagger Stun Knockback Launch Rotation Lock Element SA
Thrust A sudden thrusting stab forward.
Press charge twice to do a dashing thrust, but the start up time will be longer. Zhou Tai's original C6.
O C1 second charge
C6 both charges
C6
Pierce Sends out blue projectile disks directly forward and behind. Can change direction by rotating character. O C6 C6
Crescent Two rapid frontal slashes to the left then the right while stepping forward. Zhou Tai's original C1.
2nd Input - Does a slash to the upward to the left then to the right.
O(2nd hit first charge) O(2nd hit 2nd charge) O(1st hit 2nd charge) C6(2nd hit both charges) C6(First charge)
Moon A circular spinning slash. C1 has slight delay while C6 is instant. O C6
Fan Upward strike with the sheath followed by three frontal downward slashes.
Extra Input(before slashes) - Fake slash forward then sheath the sword creating a shockwave.
O(Sheath strike) O(Shock wave) O(Slashes) O(Last slash and Shock wave)
Eclipse Jumps in the air and jams the sword into the ground. 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. Indicated by little swirly sparks around your body.
  • "O" indicates the attack has this effect on the enemy. "X" means this attack does not have elemental activation.


Emblem Evaluation

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

Note: These evaluations are the opinions of players here and can change from time to time.

  • Excellent - Very effective in this mode.
  • Good - Pretty effective in this mode.
  • Ok - Somewhat effective in this mode.
  • Bad - Not effective in this mode.

Emblem Demonstration Video

Insert video here










Charge Attacks

Attack Description Stagger Stun Knockback Launch Element SA
Charge 2 Uppercut with the sheath. O X
Charge 3 Series of iaidō slashes. O O(Last hit)
Charge 4 A horizontal iaidō slash. O O
Charge 5 A purple ground 360 attack. O O
Dash Attack Quick frontal slash. O X
Jump Normal Downward sweeping slash. O X
Jump Charge Lifting slash followed by a series of air slashes. O(Last hit) O X
Evolution N2-->N3-->C4. O O X O

Note:

  • Charge 1 and Charge 6 depend on the emblem.
  • Charge 3 gets longer with Combo Upgrade. Can end Charge 3 prematurely if you don't continue to press charge attack.
  • Jump charge can be extended if you continue pressing charge attack.

Musou

Type Mobility Juggles? Finisher does Description
Regular Musou None Yes Knockback(Strong) Flurry of frontal slashes to the right and left. Ends with a frontal slash to the right then sheathes the Sword.
True Musou Juggle then Knockback Musou with added fire damage. Ending finisher sheathes the Sword creating a shockwave followed by a frontal upward slash to the right.

Musou Length

Musou Stat 140-150 166-193 196-226 239-246 ???-??? ???-???
Number of Hits(Regular/True) 9/10 11/12 13/14 15/16 ??/?? ??/??

This table lists the musou stat and how much musou is needed to increase the number of hits in your musou. (Assuming you use the full bar when you musou.) Do note that the musou stat values here may not necessarily be the lowest threshold needed on the musou stat to increase the number of musou hits. It's just a guaranteed stat that has been tested.

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 6 10 10 12 8 10+4+5*N+5 15 5+5+5*N+10 17 12
Combo 12 20 30 45 63 51 61 71 83 21 32-57 37 42


Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
Base 12(14) 16(18) 10+10 14+14 12+12 14+14 12 14 6+10+12+14 14

12*N+16

12*N+8+20(fire)
  • 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. The "Combo" damage value represents the total sum if you had connected with the all previous attack strings. (So C3 combo value is the total value of N1+N2+C3 values)
  • 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 Builds

Capture/Showdown/Destroy

Build Tempers Mods Emblem 1 Emblem 6 Capture Showdown Destroy Suggested Element Description
?? ?? ?? ?? ?? ?? Insert your own build here. Just add a new row. Keep description short.


Defeat

Build Tempers Mods Emblem 1 Emblem 6 Suggested Element Description
?? ?? ?? ?? ?? ?? Insert your own build here. Just add a new row. Keep description short.


Confront/Survival Match

Build Tempers Mods Emblem 1 Emblem 6 Confront Survival Match Suggested Element Description
40142 24 1 in Base Life, 1 in Life Upgrade, 1 in Attack Upgrade Thrust Pierce O Fire or Ice Majesty reliant build for its power.
40233 25 1 in Life Upgrade, 1 in Attack Upgrade, 1 in Max Temper Crescent or Pierce Pierce, Moon or Fan O Fire or Ice More Musou reliant Majesty build.
?? ?? ?? ?? ?? ?? Insert your own build here. Just add a new row. Keep description short.

Note: Builds listed here are the number of stars you should put in each stat. The order goes: Attack, Damage, Defense, Life, Musou. So a build of "43320" means to put: 4 stars in attack, 3 stars in damage, 3 stars in Defense, 2 stars in Life, and 0 stars in Musou. For paired up modes a circle denotes which mode the build is specified for.


Majesty

The majesty skill is interesting in that depending on your life, your attack, defense, and damage will increase or decrease in proportion. Refer to the chart below:


ForceChart

The relationship between life and multipliers for Majesty Advanced Skill.











The formula for majesty is: 1 + [(Current HP - 50) *0.0025]

At 450 life, the multiplier for attack, defense, and damage will max out at x2. Increasing life beyond 450 will not boost the majesty skill in anyway.

At 350 life, the multiplier for attack, defense, and damage will be 1.75.

At 250 life, the multiplier for attack, defense, and damage will be 1.50.

At 50 life, the multiplier for attack, defense, and damage will be 1. You won't receive any boost from using majesty.

Below 50 life, your stats will actually receive a small penalty if you use majesty.

In order to make use of Majesty you should temper Life and wear Feather Amulet. Make sure to keep your health high too. As it depends on current health and not max health.

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