Spins counter-clockwise while moving, slashing upward with both swords → finishes with an overhead slash for knockback.
Knockback ○Element infusion ○Super Armor C6
砕
Smash
↑ + Fire element. The finisher launches the front enemy while the user also jumps, firing one fireball forward.
よろけ ○Knockback ○Element infusion ○
盾
Shield
C1 backflips and charges briefly; C6 charges on the spot, then fires a shockwave forward. Long reach. Also has a rear hitbox. C1 can't turn, and the backflip motion shifts the user's position.
浮かし ○Element infusion ○Super Armor C6
陣
Formation
Swings the twin maces around as if dancing. A 2-hit combo: retreats about two body-lengths while spinning (stagger), then advances slightly (knockback + element infusion). Almost no wind-up and fast start-up, but long recovery. The hitbox starts from the front clockwise, so rear and left attacks come later.
Knockback ○Element infusion ○Super Armor ○
衛
Guard
Slams a body-spin kick into the ground in front. A narrow launching omnidirectional shockwave centered on the user. Long wind-up and big recovery, but follow-ups are possible depending on where it hits.
Stun ○浮かし ○Element infusion ○
覇
Conquest
Charges briefly while crouching, then spins twice fast like a ballerina. A narrow omnidirectional attack. Knockback distance is also extremely short. Two fast spins but only 1 hit.
よろけ ○Element infusion ○
Gallery
Twin Maces & Graceful Maces
Twin Maces & Graceful Maces
Twin Maces & Graceful Maces
Twin Maces & Graceful Maces
Twin Maces & Graceful Maces
Twin Maces & Graceful Maces
Royal Maces
Royal Maces
Royal Maces
Royal Maces
Royal Maces
Royal Maces
Enchantress
Enchantress
Enchantress
Charge Attacks
Name
Effect
C2
Fires a V-shaped energy-blade shockwave (stun). With extra input, a sliding move like Diao Chan's C1 (launch). Both can turn and carry element.
C3
Leaps, charges big, and on landing makes a flat omnidirectional shockwave (stagger). Decently wide range.
C4
A launching move with a slight wind-up.
C5
A Super-Armored spinning attack while flying around and moving. Aerial state during the motion. The attack interval and travel are long, making it easy to get behind a guard, but the motion alternates horizontal swings → vertical drops (narrow range), so landing all hits while crossing up is hard. The final spin stuns + infuses element. Combo Boost makes it 4→6→8.
JA
Brings the twin maces together for one spin, then adds a roundhouse kick — a 2-spin attack. The 2nd roundhouse kick knocks back with element.
JC
A launching move that summons a tornado in front. Narrow range. Timing is tricky but follow-ups are possible. The petal effect is cosmetic only and doesn't affect power.
D
A single swing of the twin maces from left to right. Short reach.
Evo
Spins once in the air for a tiny shockwave on landing. Enemies float; follow-ups possible. Usable to clear fences. A hit at the edge of the shockwave staggers (at R5, attack 4 unupgraded, only half an archer's worth of damage). A JC won't break a crate, but the edge will — this is why.
Musou Attacks
Name
Effect
無双乱舞
Runs in for a cartwheel kick. Aerial state until the kick motion ends.
真・無双乱舞
An N1–N3→C4 combo. The C4 motion adds one extra hit. The 8th and 9th hits launch, then the finisher knocks back. With Evo, the last hit gains element.
Details (DWO)
Musou Length
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.
Advanced +
Rally ~ Slowly recovers the life of allied troops, lieutenants, officers, and generals(if present in battle). Does not regen life of allied players
Temper Suggestion's
Please see the Editable Temper Section HERE and please note that these are Player's Suggestion's based on personal opinion.
Spins counter-clockwise while moving, slashing upward with both swords → finishes with an overhead slash for knockback.
Knockback ○Element infusion ○Super Armor C6
砕
Smash
↑ + Fire element. The finisher launches the front enemy while the user also jumps, firing one fireball forward.
よろけ ○Knockback ○Element infusion ○
盾
Shield
C1 backflips and charges briefly; C6 charges on the spot, then fires a shockwave forward. Long reach. Also has a rear hitbox. C1 can't turn, and the backflip motion shifts the user's position.
浮かし ○Element infusion ○Super Armor C6
陣
Formation
Swings the twin maces around as if dancing. A 2-hit combo: retreats about two body-lengths while spinning (stagger), then advances slightly (knockback + element infusion). Almost no wind-up and fast start-up, but long recovery. The hitbox starts from the front clockwise, so rear and left attacks come later.
Knockback ○Element infusion ○Super Armor ○
衛
Guard
Slams a body-spin kick into the ground in front. A narrow launching omnidirectional shockwave centered on the user. Long wind-up and big recovery, but follow-ups are possible depending on where it hits.
Stun ○浮かし ○Element infusion ○
覇
Conquest
Charges briefly while crouching, then spins twice fast like a ballerina. A narrow omnidirectional attack. Knockback distance is also extremely short. Two fast spins but only 1 hit.
よろけ ○Element infusion ○
图库
Twin Maces & Graceful Maces
Twin Maces & Graceful Maces
Twin Maces & Graceful Maces
Twin Maces & Graceful Maces
Twin Maces & Graceful Maces
Twin Maces & Graceful Maces
Royal Maces
Royal Maces
Royal Maces
Royal Maces
Royal Maces
Royal Maces
Enchantress
Enchantress
Enchantress
蓄力攻击
名称
效果
C2
Fires a V-shaped energy-blade shockwave (stun). With extra input, a sliding move like Diao Chan's C1 (launch). Both can turn and carry element.
C3
Leaps, charges big, and on landing makes a flat omnidirectional shockwave (stagger). Decently wide range.
C4
A launching move with a slight wind-up.
C5
A Super-Armored spinning attack while flying around and moving. Aerial state during the motion. The attack interval and travel are long, making it easy to get behind a guard, but the motion alternates horizontal swings → vertical drops (narrow range), so landing all hits while crossing up is hard. The final spin stuns + infuses element. Combo Boost makes it 4→6→8.
JA
Brings the twin maces together for one spin, then adds a roundhouse kick — a 2-spin attack. The 2nd roundhouse kick knocks back with element.
JC
A launching move that summons a tornado in front. Narrow range. Timing is tricky but follow-ups are possible. The petal effect is cosmetic only and doesn't affect power.
D
A single swing of the twin maces from left to right. Short reach.
Evo
Spins once in the air for a tiny shockwave on landing. Enemies float; follow-ups possible. Usable to clear fences. A hit at the edge of the shockwave staggers (at R5, attack 4 unupgraded, only half an archer's worth of damage). A JC won't break a crate, but the edge will — this is why.
无双乱舞
名称
效果
無双乱舞
Runs in for a cartwheel kick. Aerial state until the kick motion ends.
真・無双乱舞
An N1–N3→C4 combo. The C4 motion adds one extra hit. The 8th and 9th hits launch, then the finisher knocks back. With Evo, the last hit gains element.
Spins counter-clockwise while moving, slashing upward with both swords → finishes with an overhead slash for knockback.
Knockback ○Element infusion ○Super Armor C6
砕
Smash
↑ + Fire element. The finisher launches the front enemy while the user also jumps, firing one fireball forward.
よろけ ○Knockback ○Element infusion ○
盾
Shield
C1 backflips and charges briefly; C6 charges on the spot, then fires a shockwave forward. Long reach. Also has a rear hitbox. C1 can't turn, and the backflip motion shifts the user's position.
浮かし ○Element infusion ○Super Armor C6
陣
Formation
Swings the twin maces around as if dancing. A 2-hit combo: retreats about two body-lengths while spinning (stagger), then advances slightly (knockback + element infusion). Almost no wind-up and fast start-up, but long recovery. The hitbox starts from the front clockwise, so rear and left attacks come later.
Knockback ○Element infusion ○Super Armor ○
衛
Guard
Slams a body-spin kick into the ground in front. A narrow launching omnidirectional shockwave centered on the user. Long wind-up and big recovery, but follow-ups are possible depending on where it hits.
Stun ○浮かし ○Element infusion ○
覇
Conquest
Charges briefly while crouching, then spins twice fast like a ballerina. A narrow omnidirectional attack. Knockback distance is also extremely short. Two fast spins but only 1 hit.
よろけ ○Element infusion ○
圖庫
Twin Maces & Graceful Maces
Twin Maces & Graceful Maces
Twin Maces & Graceful Maces
Twin Maces & Graceful Maces
Twin Maces & Graceful Maces
Twin Maces & Graceful Maces
Royal Maces
Royal Maces
Royal Maces
Royal Maces
Royal Maces
Royal Maces
Enchantress
Enchantress
Enchantress
蓄力攻擊
名稱
效果
C2
Fires a V-shaped energy-blade shockwave (stun). With extra input, a sliding move like Diao Chan's C1 (launch). Both can turn and carry element.
C3
Leaps, charges big, and on landing makes a flat omnidirectional shockwave (stagger). Decently wide range.
C4
A launching move with a slight wind-up.
C5
A Super-Armored spinning attack while flying around and moving. Aerial state during the motion. The attack interval and travel are long, making it easy to get behind a guard, but the motion alternates horizontal swings → vertical drops (narrow range), so landing all hits while crossing up is hard. The final spin stuns + infuses element. Combo Boost makes it 4→6→8.
JA
Brings the twin maces together for one spin, then adds a roundhouse kick — a 2-spin attack. The 2nd roundhouse kick knocks back with element.
JC
A launching move that summons a tornado in front. Narrow range. Timing is tricky but follow-ups are possible. The petal effect is cosmetic only and doesn't affect power.
D
A single swing of the twin maces from left to right. Short reach.
Evo
Spins once in the air for a tiny shockwave on landing. Enemies float; follow-ups possible. Usable to clear fences. A hit at the edge of the shockwave staggers (at R5, attack 4 unupgraded, only half an archer's worth of damage). A JC won't break a crate, but the edge will — this is why.
無雙亂舞
名稱
效果
無双乱舞
Runs in for a cartwheel kick. Aerial state until the kick motion ends.
真・無双乱舞
An N1–N3→C4 combo. The C4 motion adds one extra hit. The 8th and 9th hits launch, then the finisher knocks back. With Evo, the last hit gains element.
Spins counter-clockwise while moving, slashing upward with both swords → finishes with an overhead slash for knockback.
Knockback ○Element infusion ○Super Armor C6
砕
Smash
↑ + Fire element. The finisher launches the front enemy while the user also jumps, firing one fireball forward.
よろけ ○Knockback ○Element infusion ○
盾
Shield
C1 backflips and charges briefly; C6 charges on the spot, then fires a shockwave forward. Long reach. Also has a rear hitbox. C1 can't turn, and the backflip motion shifts the user's position.
浮かし ○Element infusion ○Super Armor C6
陣
Formation
Swings the twin maces around as if dancing. A 2-hit combo: retreats about two body-lengths while spinning (stagger), then advances slightly (knockback + element infusion). Almost no wind-up and fast start-up, but long recovery. The hitbox starts from the front clockwise, so rear and left attacks come later.
Knockback ○Element infusion ○Super Armor ○
衛
Guard
Slams a body-spin kick into the ground in front. A narrow launching omnidirectional shockwave centered on the user. Long wind-up and big recovery, but follow-ups are possible depending on where it hits.
Stun ○浮かし ○Element infusion ○
覇
Conquest
Charges briefly while crouching, then spins twice fast like a ballerina. A narrow omnidirectional attack. Knockback distance is also extremely short. Two fast spins but only 1 hit.
よろけ ○Element infusion ○
معرض
Twin Maces & Graceful Maces
Twin Maces & Graceful Maces
Twin Maces & Graceful Maces
Twin Maces & Graceful Maces
Twin Maces & Graceful Maces
Twin Maces & Graceful Maces
Royal Maces
Royal Maces
Royal Maces
Royal Maces
Royal Maces
Royal Maces
Enchantress
Enchantress
Enchantress
هجمات الشحن
الاسم
التأثير
C2
Fires a V-shaped energy-blade shockwave (stun). With extra input, a sliding move like Diao Chan's C1 (launch). Both can turn and carry element.
C3
Leaps, charges big, and on landing makes a flat omnidirectional shockwave (stagger). Decently wide range.
C4
A launching move with a slight wind-up.
C5
A Super-Armored spinning attack while flying around and moving. Aerial state during the motion. The attack interval and travel are long, making it easy to get behind a guard, but the motion alternates horizontal swings → vertical drops (narrow range), so landing all hits while crossing up is hard. The final spin stuns + infuses element. Combo Boost makes it 4→6→8.
JA
Brings the twin maces together for one spin, then adds a roundhouse kick — a 2-spin attack. The 2nd roundhouse kick knocks back with element.
JC
A launching move that summons a tornado in front. Narrow range. Timing is tricky but follow-ups are possible. The petal effect is cosmetic only and doesn't affect power.
D
A single swing of the twin maces from left to right. Short reach.
Evo
Spins once in the air for a tiny shockwave on landing. Enemies float; follow-ups possible. Usable to clear fences. A hit at the edge of the shockwave staggers (at R5, attack 4 unupgraded, only half an archer's worth of damage). A JC won't break a crate, but the edge will — this is why.
هجمات موسو
الاسم
التأثير
無双乱舞
Runs in for a cartwheel kick. Aerial state until the kick motion ends.
真・無双乱舞
An N1–N3→C4 combo. The C4 motion adds one extra hit. The 8th and 9th hits launch, then the finisher knocks back. With Evo, the last hit gains element.
Spins counter-clockwise while moving, slashing upward with both swords → finishes with an overhead slash for knockback.
Knockback ○Element infusion ○Super Armor C6
砕
Smash
↑ + Fire element. The finisher launches the front enemy while the user also jumps, firing one fireball forward.
よろけ ○Knockback ○Element infusion ○
盾
Shield
C1 backflips and charges briefly; C6 charges on the spot, then fires a shockwave forward. Long reach. Also has a rear hitbox. C1 can't turn, and the backflip motion shifts the user's position.
浮かし ○Element infusion ○Super Armor C6
陣
Formation
Swings the twin maces around as if dancing. A 2-hit combo: retreats about two body-lengths while spinning (stagger), then advances slightly (knockback + element infusion). Almost no wind-up and fast start-up, but long recovery. The hitbox starts from the front clockwise, so rear and left attacks come later.
Knockback ○Element infusion ○Super Armor ○
衛
Guard
Slams a body-spin kick into the ground in front. A narrow launching omnidirectional shockwave centered on the user. Long wind-up and big recovery, but follow-ups are possible depending on where it hits.
Stun ○浮かし ○Element infusion ○
覇
Conquest
Charges briefly while crouching, then spins twice fast like a ballerina. A narrow omnidirectional attack. Knockback distance is also extremely short. Two fast spins but only 1 hit.
よろけ ○Element infusion ○
แกลเลอรี
Twin Maces & Graceful Maces
Twin Maces & Graceful Maces
Twin Maces & Graceful Maces
Twin Maces & Graceful Maces
Twin Maces & Graceful Maces
Twin Maces & Graceful Maces
Royal Maces
Royal Maces
Royal Maces
Royal Maces
Royal Maces
Royal Maces
Enchantress
Enchantress
Enchantress
ชาร์จโจมตี
ชื่อ
ผล
C2
Fires a V-shaped energy-blade shockwave (stun). With extra input, a sliding move like Diao Chan's C1 (launch). Both can turn and carry element.
C3
Leaps, charges big, and on landing makes a flat omnidirectional shockwave (stagger). Decently wide range.
C4
A launching move with a slight wind-up.
C5
A Super-Armored spinning attack while flying around and moving. Aerial state during the motion. The attack interval and travel are long, making it easy to get behind a guard, but the motion alternates horizontal swings → vertical drops (narrow range), so landing all hits while crossing up is hard. The final spin stuns + infuses element. Combo Boost makes it 4→6→8.
JA
Brings the twin maces together for one spin, then adds a roundhouse kick — a 2-spin attack. The 2nd roundhouse kick knocks back with element.
JC
A launching move that summons a tornado in front. Narrow range. Timing is tricky but follow-ups are possible. The petal effect is cosmetic only and doesn't affect power.
D
A single swing of the twin maces from left to right. Short reach.
Evo
Spins once in the air for a tiny shockwave on landing. Enemies float; follow-ups possible. Usable to clear fences. A hit at the edge of the shockwave staggers (at R5, attack 4 unupgraded, only half an archer's worth of damage). A JC won't break a crate, but the edge will — this is why.
ท่าไม้ตายมูโซ
ชื่อ
ผล
無双乱舞
Runs in for a cartwheel kick. Aerial state until the kick motion ends.
真・無双乱舞
An N1–N3→C4 combo. The C4 motion adds one extra hit. The 8th and 9th hits launch, then the finisher knocks back. With Evo, the last hit gains element.