Leans forward holding the twin swords in front and rushes (knockback) → cutting sweep (knockback + element infusion). Fairly long travel. Only C6 can turn. With extra input, travel shortens and the sweep becomes a small shockwave (Super Armor, launch + C6 element infusion). With extra input, both C1 and C6 can turn.
Twists and spins once, leaping backward while making an omnidirectional tornado shockwave (knockback), then fires a tiny crossbow-like shockwave forward (mid-range, knockdown). Wide range but long wind-up. Both C1 and C6 can turn.
Knockback ○Knockdown ○Element infusion C6
盾
Shield
Pulls both hands rear-left to charge → steps in about a pace and sweeps the twin swords together from rear-left to front-right.
Stun ○Element infusion ○Super Armor C6
陣
Formation
Sweeps once each: front to rear-left, then front to rear-right. High power, wide range, and can turn. Small knockback. C6 infuses the 1st and 2nd hits.
Knockback ○Element infusion C6
衛
Guard
Jumps and fires a shockwave to the lower front (stun + element infusion). With extra input, the same shockwave forward on landing (knockback + element infusion). Long reach.
Stun ○Knockback 追加入力時Element infusion ○
覇
Conquest
A single horizontal flash from rear-left to rear-right. Small knockback. Fast start-up and wider range than Formation. With extra input, after a backflip (Super Armor) it releases an element-less orb (wide range, knockdown).
A launching move. Spreads the arms in a Y shape, so it has wider left-right range than other weapons.
C3
Jumps for a vertical spinning continuous attack in the air. After Combo Boost, extra input increases hits 3→4→5. Only the final hit staggers and infuses element. In PvP, more combo hits make guards easier to cross up. The float state halves damage taken from enemy charge or musou attacks.
C4
A 2-hit attack: backflips up with the twin swords, then opens them left and right on landing for knockback. Only the 2nd hit infuses element.
C5
A charge shot. Narrow range.
JA
A front somersault. Small knockback. Easy to use with hitboxes front/back/up/down — but note there's almost no hitbox to the sides.
JC
Jumps and fires a shockwave to the lower front. Similar to the Guard emblem. Ideal for interruption. Because the angle is shallow, it can't be used over a tower. The shockwave can hit even when it passes over the enemy, so its low-angle range is wider than it looks. Low power.
D
A front somersault. Small knockback. Easy to use with hitboxes front/back/up/down — but note there's almost no hitbox to the sides.
Evo
N3–N6 combo. The 8th hit launches, the 9th knocks back.
Musou Attacks
Name
Effect
無双乱舞
Jumps and fires a shockwave to the lower front. Similar to the Guard emblem. Ideal for interference. Because the angle is shallow, it can't be used over a tower. The shockwave can hit even passing over the enemy, so its downward range is wider than it looks. Low power.
真・無双乱舞
Slides in and spreads the twin swords left and right. Wide left-right range.
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.
Leans forward holding the twin swords in front and rushes (knockback) → cutting sweep (knockback + element infusion). Fairly long travel. Only C6 can turn. With extra input, travel shortens and the sweep becomes a small shockwave (Super Armor, launch + C6 element infusion). With extra input, both C1 and C6 can turn.
Twists and spins once, leaping backward while making an omnidirectional tornado shockwave (knockback), then fires a tiny crossbow-like shockwave forward (mid-range, knockdown). Wide range but long wind-up. Both C1 and C6 can turn.
Knockback ○Knockdown ○Element infusion C6
盾
Shield
Pulls both hands rear-left to charge → steps in about a pace and sweeps the twin swords together from rear-left to front-right.
Stun ○Element infusion ○Super Armor C6
陣
Formation
Sweeps once each: front to rear-left, then front to rear-right. High power, wide range, and can turn. Small knockback. C6 infuses the 1st and 2nd hits.
Knockback ○Element infusion C6
衛
Guard
Jumps and fires a shockwave to the lower front (stun + element infusion). With extra input, the same shockwave forward on landing (knockback + element infusion). Long reach.
Stun ○Knockback 追加入力時Element infusion ○
覇
Conquest
A single horizontal flash from rear-left to rear-right. Small knockback. Fast start-up and wider range than Formation. With extra input, after a backflip (Super Armor) it releases an element-less orb (wide range, knockdown).
A launching move. Spreads the arms in a Y shape, so it has wider left-right range than other weapons.
C3
Jumps for a vertical spinning continuous attack in the air. After Combo Boost, extra input increases hits 3→4→5. Only the final hit staggers and infuses element. In PvP, more combo hits make guards easier to cross up. The float state halves damage taken from enemy charge or musou attacks.
C4
A 2-hit attack: backflips up with the twin swords, then opens them left and right on landing for knockback. Only the 2nd hit infuses element.
C5
A charge shot. Narrow range.
JA
A front somersault. Small knockback. Easy to use with hitboxes front/back/up/down — but note there's almost no hitbox to the sides.
JC
Jumps and fires a shockwave to the lower front. Similar to the Guard emblem. Ideal for interruption. Because the angle is shallow, it can't be used over a tower. The shockwave can hit even when it passes over the enemy, so its low-angle range is wider than it looks. Low power.
D
A front somersault. Small knockback. Easy to use with hitboxes front/back/up/down — but note there's almost no hitbox to the sides.
Evo
N3–N6 combo. The 8th hit launches, the 9th knocks back.
无双乱舞
名称
效果
無双乱舞
Jumps and fires a shockwave to the lower front. Similar to the Guard emblem. Ideal for interference. Because the angle is shallow, it can't be used over a tower. The shockwave can hit even passing over the enemy, so its downward range is wider than it looks. Low power.
真・無双乱舞
Slides in and spreads the twin swords left and right. Wide left-right range.
Leans forward holding the twin swords in front and rushes (knockback) → cutting sweep (knockback + element infusion). Fairly long travel. Only C6 can turn. With extra input, travel shortens and the sweep becomes a small shockwave (Super Armor, launch + C6 element infusion). With extra input, both C1 and C6 can turn.
Twists and spins once, leaping backward while making an omnidirectional tornado shockwave (knockback), then fires a tiny crossbow-like shockwave forward (mid-range, knockdown). Wide range but long wind-up. Both C1 and C6 can turn.
Knockback ○Knockdown ○Element infusion C6
盾
Shield
Pulls both hands rear-left to charge → steps in about a pace and sweeps the twin swords together from rear-left to front-right.
Stun ○Element infusion ○Super Armor C6
陣
Formation
Sweeps once each: front to rear-left, then front to rear-right. High power, wide range, and can turn. Small knockback. C6 infuses the 1st and 2nd hits.
Knockback ○Element infusion C6
衛
Guard
Jumps and fires a shockwave to the lower front (stun + element infusion). With extra input, the same shockwave forward on landing (knockback + element infusion). Long reach.
Stun ○Knockback 追加入力時Element infusion ○
覇
Conquest
A single horizontal flash from rear-left to rear-right. Small knockback. Fast start-up and wider range than Formation. With extra input, after a backflip (Super Armor) it releases an element-less orb (wide range, knockdown).
A launching move. Spreads the arms in a Y shape, so it has wider left-right range than other weapons.
C3
Jumps for a vertical spinning continuous attack in the air. After Combo Boost, extra input increases hits 3→4→5. Only the final hit staggers and infuses element. In PvP, more combo hits make guards easier to cross up. The float state halves damage taken from enemy charge or musou attacks.
C4
A 2-hit attack: backflips up with the twin swords, then opens them left and right on landing for knockback. Only the 2nd hit infuses element.
C5
A charge shot. Narrow range.
JA
A front somersault. Small knockback. Easy to use with hitboxes front/back/up/down — but note there's almost no hitbox to the sides.
JC
Jumps and fires a shockwave to the lower front. Similar to the Guard emblem. Ideal for interruption. Because the angle is shallow, it can't be used over a tower. The shockwave can hit even when it passes over the enemy, so its low-angle range is wider than it looks. Low power.
D
A front somersault. Small knockback. Easy to use with hitboxes front/back/up/down — but note there's almost no hitbox to the sides.
Evo
N3–N6 combo. The 8th hit launches, the 9th knocks back.
無雙亂舞
名稱
效果
無双乱舞
Jumps and fires a shockwave to the lower front. Similar to the Guard emblem. Ideal for interference. Because the angle is shallow, it can't be used over a tower. The shockwave can hit even passing over the enemy, so its downward range is wider than it looks. Low power.
真・無双乱舞
Slides in and spreads the twin swords left and right. Wide left-right range.
Leans forward holding the twin swords in front and rushes (knockback) → cutting sweep (knockback + element infusion). Fairly long travel. Only C6 can turn. With extra input, travel shortens and the sweep becomes a small shockwave (Super Armor, launch + C6 element infusion). With extra input, both C1 and C6 can turn.
Twists and spins once, leaping backward while making an omnidirectional tornado shockwave (knockback), then fires a tiny crossbow-like shockwave forward (mid-range, knockdown). Wide range but long wind-up. Both C1 and C6 can turn.
Knockback ○Knockdown ○Element infusion C6
盾
Shield
Pulls both hands rear-left to charge → steps in about a pace and sweeps the twin swords together from rear-left to front-right.
Stun ○Element infusion ○Super Armor C6
陣
Formation
Sweeps once each: front to rear-left, then front to rear-right. High power, wide range, and can turn. Small knockback. C6 infuses the 1st and 2nd hits.
Knockback ○Element infusion C6
衛
Guard
Jumps and fires a shockwave to the lower front (stun + element infusion). With extra input, the same shockwave forward on landing (knockback + element infusion). Long reach.
Stun ○Knockback 追加入力時Element infusion ○
覇
Conquest
A single horizontal flash from rear-left to rear-right. Small knockback. Fast start-up and wider range than Formation. With extra input, after a backflip (Super Armor) it releases an element-less orb (wide range, knockdown).
A launching move. Spreads the arms in a Y shape, so it has wider left-right range than other weapons.
C3
Jumps for a vertical spinning continuous attack in the air. After Combo Boost, extra input increases hits 3→4→5. Only the final hit staggers and infuses element. In PvP, more combo hits make guards easier to cross up. The float state halves damage taken from enemy charge or musou attacks.
C4
A 2-hit attack: backflips up with the twin swords, then opens them left and right on landing for knockback. Only the 2nd hit infuses element.
C5
A charge shot. Narrow range.
JA
A front somersault. Small knockback. Easy to use with hitboxes front/back/up/down — but note there's almost no hitbox to the sides.
JC
Jumps and fires a shockwave to the lower front. Similar to the Guard emblem. Ideal for interruption. Because the angle is shallow, it can't be used over a tower. The shockwave can hit even when it passes over the enemy, so its low-angle range is wider than it looks. Low power.
D
A front somersault. Small knockback. Easy to use with hitboxes front/back/up/down — but note there's almost no hitbox to the sides.
Evo
N3–N6 combo. The 8th hit launches, the 9th knocks back.
هجمات موسو
الاسم
التأثير
無双乱舞
Jumps and fires a shockwave to the lower front. Similar to the Guard emblem. Ideal for interference. Because the angle is shallow, it can't be used over a tower. The shockwave can hit even passing over the enemy, so its downward range is wider than it looks. Low power.
真・無双乱舞
Slides in and spreads the twin swords left and right. Wide left-right range.
Leans forward holding the twin swords in front and rushes (knockback) → cutting sweep (knockback + element infusion). Fairly long travel. Only C6 can turn. With extra input, travel shortens and the sweep becomes a small shockwave (Super Armor, launch + C6 element infusion). With extra input, both C1 and C6 can turn.
Twists and spins once, leaping backward while making an omnidirectional tornado shockwave (knockback), then fires a tiny crossbow-like shockwave forward (mid-range, knockdown). Wide range but long wind-up. Both C1 and C6 can turn.
Knockback ○Knockdown ○Element infusion C6
盾
Shield
Pulls both hands rear-left to charge → steps in about a pace and sweeps the twin swords together from rear-left to front-right.
Stun ○Element infusion ○Super Armor C6
陣
Formation
Sweeps once each: front to rear-left, then front to rear-right. High power, wide range, and can turn. Small knockback. C6 infuses the 1st and 2nd hits.
Knockback ○Element infusion C6
衛
Guard
Jumps and fires a shockwave to the lower front (stun + element infusion). With extra input, the same shockwave forward on landing (knockback + element infusion). Long reach.
Stun ○Knockback 追加入力時Element infusion ○
覇
Conquest
A single horizontal flash from rear-left to rear-right. Small knockback. Fast start-up and wider range than Formation. With extra input, after a backflip (Super Armor) it releases an element-less orb (wide range, knockdown).
A launching move. Spreads the arms in a Y shape, so it has wider left-right range than other weapons.
C3
Jumps for a vertical spinning continuous attack in the air. After Combo Boost, extra input increases hits 3→4→5. Only the final hit staggers and infuses element. In PvP, more combo hits make guards easier to cross up. The float state halves damage taken from enemy charge or musou attacks.
C4
A 2-hit attack: backflips up with the twin swords, then opens them left and right on landing for knockback. Only the 2nd hit infuses element.
C5
A charge shot. Narrow range.
JA
A front somersault. Small knockback. Easy to use with hitboxes front/back/up/down — but note there's almost no hitbox to the sides.
JC
Jumps and fires a shockwave to the lower front. Similar to the Guard emblem. Ideal for interruption. Because the angle is shallow, it can't be used over a tower. The shockwave can hit even when it passes over the enemy, so its low-angle range is wider than it looks. Low power.
D
A front somersault. Small knockback. Easy to use with hitboxes front/back/up/down — but note there's almost no hitbox to the sides.
Evo
N3–N6 combo. The 8th hit launches, the 9th knocks back.
ท่าไม้ตายมูโซ
ชื่อ
ผล
無双乱舞
Jumps and fires a shockwave to the lower front. Similar to the Guard emblem. Ideal for interference. Because the angle is shallow, it can't be used over a tower. The shockwave can hit even passing over the enemy, so its downward range is wider than it looks. Low power.
真・無双乱舞
Slides in and spreads the twin swords left and right. Wide left-right range.