Twin Picks

Twin Picks

Japanese
Abbrev.
T.Picks
Officer
Pang De⚔ Pang De
Source / Era
DWO/launch · 9/27/2006
Advance+
ATTACK×3
Elements
🔥 Fire
Advance+
ATTACK×3

Held in both hands, this weapon was designed to have good range.

Base Stats

Attack
45(5)
Damage
47(6)
Defence
33(1)
Life
180(2)
Musou
120(3)
Speed
100
Jump
140

Advance+ (究極強化)

War Pick
ATTACK×3

Rank Progression

RankNameAttackDamageDefenceLifeMusou
1War Pick+28+30+20+26+23
2Halberd+31+33+23+29+26
3Sturdy Halberd+34+36+26+32+29
4Pole Axe+37+39+29+35+32
5Heavenly Halberd+40+42+32+38+35
6True Heavenly Halberd+43+45+35+41+38
7Adamantine Halberd+46+48+38+44+41

Emblems (刻印)

Pierce
Slams the twin halberds into the ground for a straight-line fissure-effect attack. Long reach, but the hitbox appears slightly later than the effect. C1 cannot turn.
Knockback ○Element infusion ○
Smash
Front somersault while swinging the twin halberds. Looks close to a low-altitude JC. Wide range and among the fastest start-ups of all weapons, entering a float state immediately. Has front/back/left/right hitboxes but isn't truly omnidirectional. Can turn.
Knockback ○Element infusion C6
Shield
Crosses both arms holding the twin halberds in front, steps in a pace, and spreads them left and right (stun + element infusion). Hitbox across 180° in front. Forward range is lacking but the sides are fairly wide. With extra input, an omnidirectional shockwave like Pang De's C1 (knockback + C6 element infusion). Can turn.
Stun ○Knockback ○Element infusion ○Super Armor ○
Formation
A small hop on the spot, slamming the twin halberds into the ground for a launching omnidirectional shockwave. Super Armor: C1 gains it on the hop, C6 from activation. Narrower range than C5.
浮かし ○Element infusion ○Super Armor ○
Guard
Sets the twin halberds, then dashes a few steps with arms straight out to the sides. Then crosses the weapons in front. Only the halberd parts have hitboxes.
Knockback ○Element infusion ○Super Armor ○
Conquest
Spins while swinging the twin halberds counter-clockwise twice (stagger), then clockwise once (element infusion), then fires a wide omnidirectional shockwave (knockback + element infusion). Super Armor lasts through the swinging motions.
よろけ ○Knockback ○Element infusion ○Super Armor ○

Gallery

Charge Attacks

NameEffect
C2A launching attack. Slow start-up, so it's hard to link into combos.
C3Slams the twin halberds down alternately in succession. Quite long forward reach and a Super-Armored mainstay, but swings slowly, so a shallow hit gets guarded. Combo Boost makes it 3→5→7. Only the final hit stuns and infuses element.
C4Spins once for a knockback move with the twin halberds. Nearly omnidirectional.
C5A launching attack slamming the twin halberds into the ground. Usage is nearly the same as Formation.
JASets the twin halberds crossed and makes a cutting sweep. Hits even fairly high jumpers.
JCLeaps and front-somersaults while swinging the twin halberds. Hits enemies directly behind too. Hits soldiers atop a tower. High power (2–3× the power of a JA). Big recovery after landing.
DSlides in swinging the twin halberds left and right. Wide range. Ideal for clearing.
EvoN3–N6. The attack speed isn't actually faster.

Musou Attacks

NameEffect
無双乱舞Swings both halberds alternately left and right on the spot in succession. Hit enemies stagger-down on the spot → finisher sweeps. Each hit pushes them forward a little, so hitting with the weapon tip risks them falling mid-way and not taking all hits — hit point-blank if possible. A full hit cannot be escaped with items. Staggered or stunned enemies can be hit without knockback.
真・無双乱舞Musou + Fire element. The finisher hops lightly and stabs the twin halberds into the ground for a flat omnidirectional shockwave centered on the user.

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.

Temper Suggestion's

Please see the Editable Temper Section HERE and please note that these are Player's Suggestion's based on personal opinion.

Twin Picks

双戟

日本語
武将
Pang De⚔ Pang De
究極強化
破竹

基本能力

攻撃力
45(5)
破壊力
47(6)
防御力
33(1)
体力
180(2)
無双
120(3)
移動力
100
ジャンプ力
140

究極強化 (究極強化)

双戟
破竹

ランク成長

ランク名前攻撃力破壊力防御力体力無双
1双戟+28+30+20+26+23
2双戟・改+31+33+23+29+26
3頑双戟+34+36+26+32+29
4抜山蓋世+37+39+29+35+32
5驚天動地+40+42+32+38+35
6真・驚天動地+43+45+35+41+38
7金剛不壊+46+48+38+44+41

刻印 (刻印)

双戟を地面に叩きつけて地割れのようなエフェクトの直線攻撃。 射程は長いが、当たり判定がエフェクトより遅めに発生する。C1方向転換不可。
吹飛ばし ○属性付与 ○
前方宙返りしながら双戟を振り回す。見た目は低空JCに近い。 範囲が広く、出が全武器中トップクラスで即時に浮き判定となる。 前後左右に当たり判定があるが全方位ではない。方向転換可能。
吹飛ばし ○属性付与 C6
双戟を持った両手を体の正面でクロスさせ、1歩分前に踏み出して左右に広げて攻撃( 気絶 +属性付与)。前方180°に当たり判定。前への範囲は物足りないが真横はそれなりに広い。 追加入力で龐徳のC1のモーションのような全方位衝撃波(吹き飛ばし+C6属性付与) 。方向転換可能。
気絶 ○吹飛ばし ○属性付与 ○SA ○
その場で小さくジャンプして双戟を地面に叩きつける、打ち上げ式の全方位衝撃波。 SAは、C1は飛び上がった時に付与され、C6は発動時より付与される。範囲はC5より狭い。
浮かし ○属性付与 ○SA ○
双戟を構えた後、腕を真横にして数歩突進。その後武器を前でクロスさせる。 当たり判定は双戟の部分のみ。
吹飛ばし ○属性付与 ○SA ○
回転しつつ双戟を反時計回りに2回(よろけ)振り、その後時計回りに一回(属性付与)振った後、広範囲の全方位衝撃波(吹き飛ばし+属性付与)を放つ。 SAは双戟を振っているモーションまで付与される。
よろけ ○吹飛ばし ○属性付与 ○SA ○

ギャラリー

チャージ攻撃

名前効果
C2打ち上げ攻撃。技の出が遅いので連撃には繋がりにくい。
C3双戟を交互に連続で振り下ろす。 前方のリーチがかなり長くSA付きの主力技だが、振りが遅い為 浅い位置で当てているとガードされる 。 連撃強化で3→5→7回と回数増加。最後のヒットのみ 気絶 +属性付与。
C4一回転して双戟を振り回す吹き飛ばし技。ほぼ全方位。
C5双戟を地面に叩きつける打ち上げ攻撃。使い勝手は陣とほぼ同じ。
JA双戟をクロスさせて構え、斬り払う攻撃。少々高く飛んでもあたる。
JC飛び上がって空中で前方宙返りしながら双戟を振り回す。真後ろの敵にも当たる。高楼の上の兵士にも当たる。高威力(JAの2倍から3倍の威力)。着地後の隙が大きい。
D滑り込んで左右に双戟を振り回す。範囲広い。狩りに最適
EvoN3~N6。攻撃速度が早くなってるわけではない。

無双乱舞

名前効果
無双乱舞その場で両手の双戟を左右交互に連続で振り回す。 くらった相手はその場でよろけダウン→フィニッシュで薙ぎ払う。 当てる度少しずつ前へ押し出す為、武器の先端で当ててしまうと途中で倒れられてしまい全段ヒットしない恐れがある。なるべく密着して当てる方がよい。 完全にヒットすると、アイテムでは回避できない 。 よろけ中、 気絶 中の敵には吹き飛ばさずに当てることができる。
真・無双乱舞無双乱舞 +炎属性。フィニッシュは軽く飛び上がり双戟を地面に突き刺して自分中心に全方位の平面衝撃波。
Twin Picks

Twin Picks

日文
缩写
T.Picks
武将
Pang De⚔ Pang De
来源
DWO/launch · 9/27/2006
究极强化
ATTACK×3
属性
🔥 Fire
究极强化
ATTACK×3

Held in both hands, this weapon was designed to have good range.

基础属性

攻击
45(5)
破坏
47(6)
防御
33(1)
体力
180(2)
无双
120(3)
移动
100
跳跃
140

究极强化 (究極強化)

War Pick
ATTACK×3

等级成长

等级名称攻击破坏防御体力无双
1War Pick+28+30+20+26+23
2Halberd+31+33+23+29+26
3Sturdy Halberd+34+36+26+32+29
4Pole Axe+37+39+29+35+32
5Heavenly Halberd+40+42+32+38+35
6True Heavenly Halberd+43+45+35+41+38
7Adamantine Halberd+46+48+38+44+41

刻印 (刻印)

Pierce
Slams the twin halberds into the ground for a straight-line fissure-effect attack. Long reach, but the hitbox appears slightly later than the effect. C1 cannot turn.
Knockback ○Element infusion ○
Smash
Front somersault while swinging the twin halberds. Looks close to a low-altitude JC. Wide range and among the fastest start-ups of all weapons, entering a float state immediately. Has front/back/left/right hitboxes but isn't truly omnidirectional. Can turn.
Knockback ○Element infusion C6
Shield
Crosses both arms holding the twin halberds in front, steps in a pace, and spreads them left and right (stun + element infusion). Hitbox across 180° in front. Forward range is lacking but the sides are fairly wide. With extra input, an omnidirectional shockwave like Pang De's C1 (knockback + C6 element infusion). Can turn.
Stun ○Knockback ○Element infusion ○Super Armor ○
Formation
A small hop on the spot, slamming the twin halberds into the ground for a launching omnidirectional shockwave. Super Armor: C1 gains it on the hop, C6 from activation. Narrower range than C5.
浮かし ○Element infusion ○Super Armor ○
Guard
Sets the twin halberds, then dashes a few steps with arms straight out to the sides. Then crosses the weapons in front. Only the halberd parts have hitboxes.
Knockback ○Element infusion ○Super Armor ○
Conquest
Spins while swinging the twin halberds counter-clockwise twice (stagger), then clockwise once (element infusion), then fires a wide omnidirectional shockwave (knockback + element infusion). Super Armor lasts through the swinging motions.
よろけ ○Knockback ○Element infusion ○Super Armor ○

图库

蓄力攻击

名称效果
C2A launching attack. Slow start-up, so it's hard to link into combos.
C3Slams the twin halberds down alternately in succession. Quite long forward reach and a Super-Armored mainstay, but swings slowly, so a shallow hit gets guarded. Combo Boost makes it 3→5→7. Only the final hit stuns and infuses element.
C4Spins once for a knockback move with the twin halberds. Nearly omnidirectional.
C5A launching attack slamming the twin halberds into the ground. Usage is nearly the same as Formation.
JASets the twin halberds crossed and makes a cutting sweep. Hits even fairly high jumpers.
JCLeaps and front-somersaults while swinging the twin halberds. Hits enemies directly behind too. Hits soldiers atop a tower. High power (2–3× the power of a JA). Big recovery after landing.
DSlides in swinging the twin halberds left and right. Wide range. Ideal for clearing.
EvoN3–N6. The attack speed isn't actually faster.

无双乱舞

名称效果
無双乱舞Swings both halberds alternately left and right on the spot in succession. Hit enemies stagger-down on the spot → finisher sweeps. Each hit pushes them forward a little, so hitting with the weapon tip risks them falling mid-way and not taking all hits — hit point-blank if possible. A full hit cannot be escaped with items. Staggered or stunned enemies can be hit without knockback.
真・無双乱舞Musou + Fire element. The finisher hops lightly and stabs the twin halberds into the ground for a flat omnidirectional shockwave centered on the user.
Twin Picks

Twin Picks

日文
縮寫
T.Picks
武將
Pang De⚔ Pang De
來源
DWO/launch · 9/27/2006
究極強化
ATTACK×3
屬性
🔥 Fire
究極強化
ATTACK×3

Held in both hands, this weapon was designed to have good range.

基礎屬性

攻擊
45(5)
破壞
47(6)
防禦
33(1)
體力
180(2)
無雙
120(3)
移動
100
跳躍
140

究極強化 (究極強化)

War Pick
ATTACK×3

等級成長

等級名稱攻擊破壞防禦體力無雙
1War Pick+28+30+20+26+23
2Halberd+31+33+23+29+26
3Sturdy Halberd+34+36+26+32+29
4Pole Axe+37+39+29+35+32
5Heavenly Halberd+40+42+32+38+35
6True Heavenly Halberd+43+45+35+41+38
7Adamantine Halberd+46+48+38+44+41

刻印 (刻印)

Pierce
Slams the twin halberds into the ground for a straight-line fissure-effect attack. Long reach, but the hitbox appears slightly later than the effect. C1 cannot turn.
Knockback ○Element infusion ○
Smash
Front somersault while swinging the twin halberds. Looks close to a low-altitude JC. Wide range and among the fastest start-ups of all weapons, entering a float state immediately. Has front/back/left/right hitboxes but isn't truly omnidirectional. Can turn.
Knockback ○Element infusion C6
Shield
Crosses both arms holding the twin halberds in front, steps in a pace, and spreads them left and right (stun + element infusion). Hitbox across 180° in front. Forward range is lacking but the sides are fairly wide. With extra input, an omnidirectional shockwave like Pang De's C1 (knockback + C6 element infusion). Can turn.
Stun ○Knockback ○Element infusion ○Super Armor ○
Formation
A small hop on the spot, slamming the twin halberds into the ground for a launching omnidirectional shockwave. Super Armor: C1 gains it on the hop, C6 from activation. Narrower range than C5.
浮かし ○Element infusion ○Super Armor ○
Guard
Sets the twin halberds, then dashes a few steps with arms straight out to the sides. Then crosses the weapons in front. Only the halberd parts have hitboxes.
Knockback ○Element infusion ○Super Armor ○
Conquest
Spins while swinging the twin halberds counter-clockwise twice (stagger), then clockwise once (element infusion), then fires a wide omnidirectional shockwave (knockback + element infusion). Super Armor lasts through the swinging motions.
よろけ ○Knockback ○Element infusion ○Super Armor ○

圖庫

蓄力攻擊

名稱效果
C2A launching attack. Slow start-up, so it's hard to link into combos.
C3Slams the twin halberds down alternately in succession. Quite long forward reach and a Super-Armored mainstay, but swings slowly, so a shallow hit gets guarded. Combo Boost makes it 3→5→7. Only the final hit stuns and infuses element.
C4Spins once for a knockback move with the twin halberds. Nearly omnidirectional.
C5A launching attack slamming the twin halberds into the ground. Usage is nearly the same as Formation.
JASets the twin halberds crossed and makes a cutting sweep. Hits even fairly high jumpers.
JCLeaps and front-somersaults while swinging the twin halberds. Hits enemies directly behind too. Hits soldiers atop a tower. High power (2–3× the power of a JA). Big recovery after landing.
DSlides in swinging the twin halberds left and right. Wide range. Ideal for clearing.
EvoN3–N6. The attack speed isn't actually faster.

無雙亂舞

名稱效果
無双乱舞Swings both halberds alternately left and right on the spot in succession. Hit enemies stagger-down on the spot → finisher sweeps. Each hit pushes them forward a little, so hitting with the weapon tip risks them falling mid-way and not taking all hits — hit point-blank if possible. A full hit cannot be escaped with items. Staggered or stunned enemies can be hit without knockback.
真・無双乱舞Musou + Fire element. The finisher hops lightly and stabs the twin halberds into the ground for a flat omnidirectional shockwave centered on the user.
Twin Picks

Twin Picks

اليابانية
اختصار
T.Picks
الضابط
Pang De⚔ Pang De
المصدر
DWO/launch · 9/27/2006
+Advance
ATTACK×3
العناصر
🔥 Fire
+Advance
ATTACK×3

Held in both hands, this weapon was designed to have good range.

الإحصائيات الأساسية

هجوم
45(5)
ضرر
47(6)
دفاع
33(1)
حياة
180(2)
موسو
120(3)
سرعة
100
قفز
140

+Advance (究極強化)

War Pick
ATTACK×3

تطور الرتبة

رتبةالاسمهجومضرردفاعحياةموسو
1War Pick+28+30+20+26+23
2Halberd+31+33+23+29+26
3Sturdy Halberd+34+36+26+32+29
4Pole Axe+37+39+29+35+32
5Heavenly Halberd+40+42+32+38+35
6True Heavenly Halberd+43+45+35+41+38
7Adamantine Halberd+46+48+38+44+41

الشعارات (刻印)

Pierce
Slams the twin halberds into the ground for a straight-line fissure-effect attack. Long reach, but the hitbox appears slightly later than the effect. C1 cannot turn.
Knockback ○Element infusion ○
Smash
Front somersault while swinging the twin halberds. Looks close to a low-altitude JC. Wide range and among the fastest start-ups of all weapons, entering a float state immediately. Has front/back/left/right hitboxes but isn't truly omnidirectional. Can turn.
Knockback ○Element infusion C6
Shield
Crosses both arms holding the twin halberds in front, steps in a pace, and spreads them left and right (stun + element infusion). Hitbox across 180° in front. Forward range is lacking but the sides are fairly wide. With extra input, an omnidirectional shockwave like Pang De's C1 (knockback + C6 element infusion). Can turn.
Stun ○Knockback ○Element infusion ○Super Armor ○
Formation
A small hop on the spot, slamming the twin halberds into the ground for a launching omnidirectional shockwave. Super Armor: C1 gains it on the hop, C6 from activation. Narrower range than C5.
浮かし ○Element infusion ○Super Armor ○
Guard
Sets the twin halberds, then dashes a few steps with arms straight out to the sides. Then crosses the weapons in front. Only the halberd parts have hitboxes.
Knockback ○Element infusion ○Super Armor ○
Conquest
Spins while swinging the twin halberds counter-clockwise twice (stagger), then clockwise once (element infusion), then fires a wide omnidirectional shockwave (knockback + element infusion). Super Armor lasts through the swinging motions.
よろけ ○Knockback ○Element infusion ○Super Armor ○

معرض

هجمات الشحن

الاسمالتأثير
C2A launching attack. Slow start-up, so it's hard to link into combos.
C3Slams the twin halberds down alternately in succession. Quite long forward reach and a Super-Armored mainstay, but swings slowly, so a shallow hit gets guarded. Combo Boost makes it 3→5→7. Only the final hit stuns and infuses element.
C4Spins once for a knockback move with the twin halberds. Nearly omnidirectional.
C5A launching attack slamming the twin halberds into the ground. Usage is nearly the same as Formation.
JASets the twin halberds crossed and makes a cutting sweep. Hits even fairly high jumpers.
JCLeaps and front-somersaults while swinging the twin halberds. Hits enemies directly behind too. Hits soldiers atop a tower. High power (2–3× the power of a JA). Big recovery after landing.
DSlides in swinging the twin halberds left and right. Wide range. Ideal for clearing.
EvoN3–N6. The attack speed isn't actually faster.

هجمات موسو

الاسمالتأثير
無双乱舞Swings both halberds alternately left and right on the spot in succession. Hit enemies stagger-down on the spot → finisher sweeps. Each hit pushes them forward a little, so hitting with the weapon tip risks them falling mid-way and not taking all hits — hit point-blank if possible. A full hit cannot be escaped with items. Staggered or stunned enemies can be hit without knockback.
真・無双乱舞Musou + Fire element. The finisher hops lightly and stabs the twin halberds into the ground for a flat omnidirectional shockwave centered on the user.
Twin Picks

Twin Picks

ญี่ปุ่น
ตัวย่อ
T.Picks
ขุนพล
Pang De⚔ Pang De
ที่มา
DWO/launch · 9/27/2006
Advance+
ATTACK×3
ธาตุ
🔥 Fire
Advance+
ATTACK×3

Held in both hands, this weapon was designed to have good range.

ค่าพื้นฐาน

โจมตี
45(5)
ทำลาย
47(6)
ป้องกัน
33(1)
พลังชีวิต
180(2)
มูโซ
120(3)
ความเร็ว
100
กระโดด
140

Advance+ (究極強化)

War Pick
ATTACK×3

การพัฒนาระดับ

ระดับชื่อโจมตีทำลายป้องกันพลังชีวิตมูโซ
1War Pick+28+30+20+26+23
2Halberd+31+33+23+29+26
3Sturdy Halberd+34+36+26+32+29
4Pole Axe+37+39+29+35+32
5Heavenly Halberd+40+42+32+38+35
6True Heavenly Halberd+43+45+35+41+38
7Adamantine Halberd+46+48+38+44+41

ตราสัญลักษณ์ (刻印)

Pierce
Slams the twin halberds into the ground for a straight-line fissure-effect attack. Long reach, but the hitbox appears slightly later than the effect. C1 cannot turn.
Knockback ○Element infusion ○
Smash
Front somersault while swinging the twin halberds. Looks close to a low-altitude JC. Wide range and among the fastest start-ups of all weapons, entering a float state immediately. Has front/back/left/right hitboxes but isn't truly omnidirectional. Can turn.
Knockback ○Element infusion C6
Shield
Crosses both arms holding the twin halberds in front, steps in a pace, and spreads them left and right (stun + element infusion). Hitbox across 180° in front. Forward range is lacking but the sides are fairly wide. With extra input, an omnidirectional shockwave like Pang De's C1 (knockback + C6 element infusion). Can turn.
Stun ○Knockback ○Element infusion ○Super Armor ○
Formation
A small hop on the spot, slamming the twin halberds into the ground for a launching omnidirectional shockwave. Super Armor: C1 gains it on the hop, C6 from activation. Narrower range than C5.
浮かし ○Element infusion ○Super Armor ○
Guard
Sets the twin halberds, then dashes a few steps with arms straight out to the sides. Then crosses the weapons in front. Only the halberd parts have hitboxes.
Knockback ○Element infusion ○Super Armor ○
Conquest
Spins while swinging the twin halberds counter-clockwise twice (stagger), then clockwise once (element infusion), then fires a wide omnidirectional shockwave (knockback + element infusion). Super Armor lasts through the swinging motions.
よろけ ○Knockback ○Element infusion ○Super Armor ○

แกลเลอรี

ชาร์จโจมตี

ชื่อผล
C2A launching attack. Slow start-up, so it's hard to link into combos.
C3Slams the twin halberds down alternately in succession. Quite long forward reach and a Super-Armored mainstay, but swings slowly, so a shallow hit gets guarded. Combo Boost makes it 3→5→7. Only the final hit stuns and infuses element.
C4Spins once for a knockback move with the twin halberds. Nearly omnidirectional.
C5A launching attack slamming the twin halberds into the ground. Usage is nearly the same as Formation.
JASets the twin halberds crossed and makes a cutting sweep. Hits even fairly high jumpers.
JCLeaps and front-somersaults while swinging the twin halberds. Hits enemies directly behind too. Hits soldiers atop a tower. High power (2–3× the power of a JA). Big recovery after landing.
DSlides in swinging the twin halberds left and right. Wide range. Ideal for clearing.
EvoN3–N6. The attack speed isn't actually faster.

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無双乱舞Swings both halberds alternately left and right on the spot in succession. Hit enemies stagger-down on the spot → finisher sweeps. Each hit pushes them forward a little, so hitting with the weapon tip risks them falling mid-way and not taking all hits — hit point-blank if possible. A full hit cannot be escaped with items. Staggered or stunned enemies can be hit without knockback.
真・無双乱舞Musou + Fire element. The finisher hops lightly and stabs the twin halberds into the ground for a flat omnidirectional shockwave centered on the user.