Defense is tripled. Additionally, damage you take from Elemental attacks is reduced.
A whip with nine metal sticks at its tip. Made for self-defense purposes.
Base Stats
Attack
47(3)
Damage
29(6)
Defence
28(2)
Life
140(5)
Musou
150(1)
Speed
140
Jump
150
Flask Wheel
Attack
3
Damage
6
Defence
2
Life
5
Musou
1
Advance+ (Ultimate reinforcement)
Nine Tails
SUPER DEFENCE
Rank Progression
Rank
Name
Attack
Damage
Defence
Life
Musou
1
Nine Tails
+19
+35
+22
+29
+16
2
Captain's Daughter
+22
+38
+25
+32
+19
3
White Serpent
+25
+41
+28
+35
+22
4
Divine Beast
+28
+44
+31
+38
+25
5
Dragon's Tail
+31
+47
+34
+41
+28
6
True Dragon's Tail
+34
+50
+37
+44
+31
7
Ocean Slicer
+37
+53
+40
+47
+34
DWOZ Upgrade Stats
Rank
Name
Attack
Damage
Defence
Life
Musou
1
Nine Tails
+20
+36
+23
+30
+17
2
Captain's Daughter
+23
+39
+26
+33
+20
3
White Serpent
+26
+42
+29
+36
+23
4
Divine Beast
+29
+45
+32
+39
+26
5
Dragon's Tail
+32
+48
+35
+42
+29
6
True Dragon's Tail
+35
+51
+38
+45
+32
7
Ocean Slicer
+38
+54
+41
+48
+35
Emblems (engraved)
突
Thrust
Clashes like cymbals for a 360° launching attack. A follow-up is possible afterward.
Knockback ○Element infusion ○
砕
Pierce
↑ with Fire element. The finisher rolls the upper body big like a stretch, then leaps up and slams the weapon into the ground for a flat omnidirectional shockwave that knocks back.
Fires an air-cannon shockwave forward (knockback + element infusion). Almost no power, but long reach. Cannot turn. The hitbox starts about one body-length to the left.
Knockdown ○Element infusion ○Super Armor C1/○
陣
Moon
Slams the multi-section whip into the ground behind (stun + C6 element infusion), then sweeps the front horizontally (stun + element infusion). Long wind-up. From point-blank, the 2nd hit crosses up. The 1st hit has Super Armor.
Float ○
衛
Fan
Charges briefly, then sweeps across 180° in front (forward knockdown). With extra input before activation, an ice-clad shockwave (knockback). C1 has Super Armor.
Knockdown ○Element infusion ○
覇
Eclipse
Charges briefly, hops lightly, falls to the ground, and fires a shockwave across about 140° in front. Short travel and long recovery. Both C1 and C6 have long charge times.
Knockback ○Element infusion ○Super Armor ○
Gallery
Nine Tails & Captain's Daughter
Nine Tails & Captain's Daughter
Nine Tails & Captain's Daughter
Nine Tails & Captain's Daughter
Nine Tails & Captain's Daughter
Nine Tails & Captain's Daughter
White Serpent
White Serpent
White Serpent
White Serpent
White Serpent
White Serpent
Divine Beast
Divine Beast
Divine Beast
Charge Attacks
Name
Effect
C2
Swings around the body as an axis → front-rolls and sweeps enemies' feet across 180° in front (knockdown). From point-blank it crosses up. Links from N.
C3
A flying-kick-like motion, then a 2-hit sweep similar to N6.
C4
A launch from below using the multi-section whip. Narrow range but fast start-up.
C5
Advances while swinging the weapon vertically. Range is 180° in front. Super Armor only during the C3 start-up (while the charge-activation effect shows). Only the finisher stuns and infuses element. The first 1–2 swings register one hitbox per two swings, so the 3rd swing links poorly — mishit and it drops the combo. Links from N. Combo Boost makes hits 3→4→5.
JA
An omnidirectional knockback while leaping up. Narrow range. Steps in deep before activation, so from point-blank it crosses up.
JC
A tornado-effect upward launch. Narrow range but fast start-up and easy to cross up.
D
Sweeps the weapon from right to left. Fairly wide range. On hit, enemies are knocked back lightly.
Evo
Strikes the weapon downward mid-jump (launch), then a continuous aerial attack. Ends sweeping from lower-right to upper-left (knockback). On an enemy hit, extra input makes hits 3→5→7. But if the 1st hit whiffs, there's no further downward hitbox, leaving you wide open. Same motion as the broadsword/armor-sword JC, but the multi-section whip swings the weapon forward, so there are slight differences such as enemies not floating.
Musou Attacks
Name
Effect
Musou Ranbu
A 2-hit attack: a flying roundhouse kick (180° front, knockback), then thrusts the multi-section whip forward (stun). Both hits have narrow range.
Shin Musou Ranbu
An N1–N3→N6 combo. Landing all Evo9 hits gives 13 hits. Evo8 doesn't launch. Element on the last hit. Note: the recovery when stopping at Evo7 is very small, so Evo7→N1 rarely loses a trade.
Motion Damage
Hits are listed in the order they land: . separates hits, *n repeats the preceding hit n times, {…} groups hits for a following *n, and ( ) marks a hit that launches or knocks down. A / gives the two versions of a move — for the emblem slots, the Emblem 1 value then the Emblem 6 value. A kanji after a figure is that hit's element: 火/炎 Fire, 氷/冰 Ice, 電/雷 Lightning, 風 Wind, 斬 Slash. Figures are base motion damage, before Attack and enhancements.
Move
Damage
Normal 1
14
Normal 2
{8.8}
Normal 3
{8.8}
Normal 4
18
Normal 5
22
Normal 6
24
EVO attack
18.{10.10}.{12.12}.(24)
Dash attack
12.10
Jump attack
8
Jump charge
1.10*5.10
Musou / True Musou
15.15/20.20
Musou finisher
25
True Musou finisher
25.30火
Charge 2
17
Charge 3
15.10.15*3.(20)
Charge 4
(25)
Charge 5
(12)
Thrust 突
(12)/(15)
Pierce 砕
14.(16)/(16).(16)
Crescent 盾
15\(18)/(17)\(20)
Moon 陣
13/(15)
Fan 衛
(15).(15).(20)
Eclipse 覇
(15).(15).(20)
Motion damage & stats from the DWOZ community data set.
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 +
Strong Guard - 3x Defense and increased resistance to elemental attacks.
Temper Suggestion's
Please see the Editable Temper Section HERE and please note that these are Player's Suggestion's based on personal opinion.
Clashes like cymbals for a 360° launching attack. A follow-up is possible afterward.
Knockback ○Element infusion ○
砕
Pierce
↑ with Fire element. The finisher rolls the upper body big like a stretch, then leaps up and slams the weapon into the ground for a flat omnidirectional shockwave that knocks back.
Fires an air-cannon shockwave forward (knockback + element infusion). Almost no power, but long reach. Cannot turn. The hitbox starts about one body-length to the left.
Knockdown ○Element infusion ○Super Armor C1/○
陣
Moon
Slams the multi-section whip into the ground behind (stun + C6 element infusion), then sweeps the front horizontally (stun + element infusion). Long wind-up. From point-blank, the 2nd hit crosses up. The 1st hit has Super Armor.
浮かし ○
衛
Fan
Charges briefly, then sweeps across 180° in front (forward knockdown). With extra input before activation, an ice-clad shockwave (knockback). C1 has Super Armor.
Knockdown ○Element infusion ○
覇
Eclipse
Charges briefly, hops lightly, falls to the ground, and fires a shockwave across about 140° in front. Short travel and long recovery. Both C1 and C6 have long charge times.
Knockback ○Element infusion ○Super Armor ○
图库
九尾与船长的女儿
九尾与船长的女儿
九尾与船长的女儿
九尾与船长的女儿
九尾与船长的女儿
九尾与船长的女儿
白蛇
白蛇
白蛇
白蛇
白蛇
白蛇
神兽
神兽
神兽
蓄力攻击
名称
效果
C2
Swings around the body as an axis → front-rolls and sweeps enemies' feet across 180° in front (knockdown). From point-blank it crosses up. Links from N.
C3
A flying-kick-like motion, then a 2-hit sweep similar to N6.
C4
A launch from below using the multi-section whip. Narrow range but fast start-up.
C5
Advances while swinging the weapon vertically. Range is 180° in front. Super Armor only during the C3 start-up (while the charge-activation effect shows). Only the finisher stuns and infuses element. The first 1–2 swings register one hitbox per two swings, so the 3rd swing links poorly — mishit and it drops the combo. Links from N. Combo Boost makes hits 3→4→5.
JA
An omnidirectional knockback while leaping up. Narrow range. Steps in deep before activation, so from point-blank it crosses up.
JC
A tornado-effect upward launch. Narrow range but fast start-up and easy to cross up.
D
Sweeps the weapon from right to left. Fairly wide range. On hit, enemies are knocked back lightly.
Evo
Strikes the weapon downward mid-jump (launch), then a continuous aerial attack. Ends sweeping from lower-right to upper-left (knockback). On an enemy hit, extra input makes hits 3→5→7. But if the 1st hit whiffs, there's no further downward hitbox, leaving you wide open. Same motion as the broadsword/armor-sword JC, but the multi-section whip swings the weapon forward, so there are slight differences such as enemies not floating.
无双乱舞
名称
效果
無双乱舞
A 2-hit attack: a flying roundhouse kick (180° front, knockback), then thrusts the multi-section whip forward (stun). Both hits have narrow range.
真·無双乱舞
An N1–N3→N6 combo. Landing all Evo9 hits gives 13 hits. Evo8 doesn't launch. Element on the last hit. Note: the recovery when stopping at Evo7 is very small, so Evo7→N1 rarely loses a trade.
Clashes like cymbals for a 360° launching attack. A follow-up is possible afterward.
Knockback ○Element infusion ○
砕
Pierce
↑ with Fire element. The finisher rolls the upper body big like a stretch, then leaps up and slams the weapon into the ground for a flat omnidirectional shockwave that knocks back.
Fires an air-cannon shockwave forward (knockback + element infusion). Almost no power, but long reach. Cannot turn. The hitbox starts about one body-length to the left.
Knockdown ○Element infusion ○Super Armor C1/○
陣
Moon
Slams the multi-section whip into the ground behind (stun + C6 element infusion), then sweeps the front horizontally (stun + element infusion). Long wind-up. From point-blank, the 2nd hit crosses up. The 1st hit has Super Armor.
浮かし ○
衛
Fan
Charges briefly, then sweeps across 180° in front (forward knockdown). With extra input before activation, an ice-clad shockwave (knockback). C1 has Super Armor.
Knockdown ○Element infusion ○
覇
Eclipse
Charges briefly, hops lightly, falls to the ground, and fires a shockwave across about 140° in front. Short travel and long recovery. Both C1 and C6 have long charge times.
Knockback ○Element infusion ○Super Armor ○
圖庫
九尾與船長的女兒
九尾與船長的女兒
九尾與船長的女兒
九尾與船長的女兒
九尾與船長的女兒
九尾與船長的女兒
白蛇
白蛇
白蛇
白蛇
白蛇
白蛇
神獸
神獸
神獸
蓄力攻擊
名稱
效果
C2
Swings around the body as an axis → front-rolls and sweeps enemies' feet across 180° in front (knockdown). From point-blank it crosses up. Links from N.
C3
A flying-kick-like motion, then a 2-hit sweep similar to N6.
C4
A launch from below using the multi-section whip. Narrow range but fast start-up.
C5
Advances while swinging the weapon vertically. Range is 180° in front. Super Armor only during the C3 start-up (while the charge-activation effect shows). Only the finisher stuns and infuses element. The first 1–2 swings register one hitbox per two swings, so the 3rd swing links poorly — mishit and it drops the combo. Links from N. Combo Boost makes hits 3→4→5.
JA
An omnidirectional knockback while leaping up. Narrow range. Steps in deep before activation, so from point-blank it crosses up.
JC
A tornado-effect upward launch. Narrow range but fast start-up and easy to cross up.
D
Sweeps the weapon from right to left. Fairly wide range. On hit, enemies are knocked back lightly.
Evo
Strikes the weapon downward mid-jump (launch), then a continuous aerial attack. Ends sweeping from lower-right to upper-left (knockback). On an enemy hit, extra input makes hits 3→5→7. But if the 1st hit whiffs, there's no further downward hitbox, leaving you wide open. Same motion as the broadsword/armor-sword JC, but the multi-section whip swings the weapon forward, so there are slight differences such as enemies not floating.
無雙亂舞
名稱
效果
無双乱舞
A 2-hit attack: a flying roundhouse kick (180° front, knockback), then thrusts the multi-section whip forward (stun). Both hits have narrow range.
真·無双乱舞
An N1–N3→N6 combo. Landing all Evo9 hits gives 13 hits. Evo8 doesn't launch. Element on the last hit. Note: the recovery when stopping at Evo7 is very small, so Evo7→N1 rarely loses a trade.
الدفاع تضاعف ثلاث مرات. بالإضافة إلى ذلك، يتم تقليل الضرر الذي تتعرض له من هجمات العناصر.
سوط به تسعة أعواد معدنية في طرفه. صنعت لأغراض الدفاع عن النفس.
الإحصائيات الأساسية
هجوم
47(3)
ضرر
29(6)
دفاع
28(2)
حياة
140(5)
موسو
150(1)
سرعة
140
قفز
150
مخطط القدرات
هجوم
3
ضرر
6
دفاع
2
حياة
5
موسو
1
+ تقدم (究極強化)
Nine Tails
SUPER DEFENCE
تطور الرتبة
رتبة
الاسم
هجوم
ضرر
دفاع
حياة
موسو
1
Nine Tails
+19
+35
+22
+29
+16
2
Captain's Daughter
+22
+38
+25
+32
+19
3
White Serpent
+25
+41
+28
+35
+22
4
Divine Beast
+28
+44
+31
+38
+25
5
Dragon's Tail
+31
+47
+34
+41
+28
6
True Dragon's Tail
+34
+50
+37
+44
+31
7
Ocean Slicer
+37
+53
+40
+47
+34
إحصائيات ترقية DWOZ
رتبة
الاسم
هجوم
ضرر
دفاع
حياة
موسو
1
Nine Tails
+20
+36
+23
+30
+17
2
Captain's Daughter
+23
+39
+26
+33
+20
3
White Serpent
+26
+42
+29
+36
+23
4
Divine Beast
+29
+45
+32
+39
+26
5
Dragon's Tail
+32
+48
+35
+42
+29
6
True Dragon's Tail
+35
+51
+38
+45
+32
7
Ocean Slicer
+38
+54
+41
+48
+35
الشعارات (刻印)
突
Thrust
Clashes like cymbals for a 360° launching attack. A follow-up is possible afterward.
Knockback ○Element infusion ○
砕
Pierce
↑ with Fire element. The finisher rolls the upper body big like a stretch, then leaps up and slams the weapon into the ground for a flat omnidirectional shockwave that knocks back.
Fires an air-cannon shockwave forward (knockback + element infusion). Almost no power, but long reach. Cannot turn. The hitbox starts about one body-length to the left.
Knockdown ○Element infusion ○Super Armor C1/○
陣
Moon
Slams the multi-section whip into the ground behind (stun + C6 element infusion), then sweeps the front horizontally (stun + element infusion). Long wind-up. From point-blank, the 2nd hit crosses up. The 1st hit has Super Armor.
浮かし ○
衛
Fan
Charges briefly, then sweeps across 180° in front (forward knockdown). With extra input before activation, an ice-clad shockwave (knockback). C1 has Super Armor.
Knockdown ○Element infusion ○
覇
Eclipse
Charges briefly, hops lightly, falls to the ground, and fires a shockwave across about 140° in front. Short travel and long recovery. Both C1 and C6 have long charge times.
Knockback ○Element infusion ○Super Armor ○
معرض
تسعة ذيول وابنة الكابتن
تسعة ذيول وابنة الكابتن
تسعة ذيول وابنة الكابتن
تسعة ذيول وابنة الكابتن
تسعة ذيول وابنة الكابتن
تسعة ذيول وابنة الكابتن
الثعبان الأبيض
الثعبان الأبيض
الثعبان الأبيض
الثعبان الأبيض
الثعبان الأبيض
الثعبان الأبيض
الوحش الإلهي
الوحش الإلهي
الوحش الإلهي
هجمات الشحن
الاسم
التأثير
C2
Swings around the body as an axis → front-rolls and sweeps enemies' feet across 180° in front (knockdown). From point-blank it crosses up. Links from N.
C3
A flying-kick-like motion, then a 2-hit sweep similar to N6.
C4
A launch from below using the multi-section whip. Narrow range but fast start-up.
C5
Advances while swinging the weapon vertically. Range is 180° in front. Super Armor only during the C3 start-up (while the charge-activation effect shows). Only the finisher stuns and infuses element. The first 1–2 swings register one hitbox per two swings, so the 3rd swing links poorly — mishit and it drops the combo. Links from N. Combo Boost makes hits 3→4→5.
JA
An omnidirectional knockback while leaping up. Narrow range. Steps in deep before activation, so from point-blank it crosses up.
JC
A tornado-effect upward launch. Narrow range but fast start-up and easy to cross up.
D
Sweeps the weapon from right to left. Fairly wide range. On hit, enemies are knocked back lightly.
Evo
Strikes the weapon downward mid-jump (launch), then a continuous aerial attack. Ends sweeping from lower-right to upper-left (knockback). On an enemy hit, extra input makes hits 3→5→7. But if the 1st hit whiffs, there's no further downward hitbox, leaving you wide open. Same motion as the broadsword/armor-sword JC, but the multi-section whip swings the weapon forward, so there are slight differences such as enemies not floating.
هجمات موسو
الاسم
التأثير
無双乱舞
A 2-hit attack: a flying roundhouse kick (180° front, knockback), then thrusts the multi-section whip forward (stun). Both hits have narrow range.
真·無双乱舞
An N1–N3→N6 combo. Landing all Evo9 hits gives 13 hits. Evo8 doesn't launch. Element on the last hit. Note: the recovery when stopping at Evo7 is very small, so Evo7→N1 rarely loses a trade.
ضرر الحركات
يتم إدراج الزيارات بالترتيب الذي وصلت إليه: . يفصل الضربات، *n يكرر الضربة السابقة n مرات، {…} مجموعات الزيارات للمتابعة *n، و ( ) يمثل ضربة تطلق أو تهدم. أ / يعطي نسختين من الحركة - بالنسبة لفتحات الشعار، قيمة الشعار 1 ثم قيمة الشعار 6. الكانجي بعد الشكل هو عنصر الضربة: 火/炎 نار، 氷/冰 الجليد, 電/雷 البرق، 風 رياح، 斬 خفض. الأرقام هي ضرر الحركة الأساسية، قبل الهجوم والتحسينات.
الحركة
ضرر
Normal 1
14
Normal 2
{8.8}
Normal 3
{8.8}
Normal 4
18
Normal 5
22
Normal 6
24
EVO attack
18.{10.10}.{12.12}.(24)
Dash attack
12.10
Jump attack
8
Jump charge
1.10*5.10
Musou / True Musou
15.15/20.20
Musou finisher
25
True Musou finisher
25.30火
Charge 2
17
Charge 3
15.10.15*3.(20)
Charge 4
(25)
Charge 5
(12)
Thrust 突
(12)/(15)
Pierce 砕
14.(16)/(16).(16)
Crescent 盾
15\(18)/(17)\(20)
Moon 陣
13/(15)
Fan 衛
(15).(15).(20)
Eclipse 覇
(15).(15).(20)
بيانات ضرر الحركات والإحصائيات من مجموعة بيانات مجتمع DWOZ.
Clashes like cymbals for a 360° launching attack. A follow-up is possible afterward.
Knockback ○Element infusion ○
砕
Pierce
↑ with Fire element. The finisher rolls the upper body big like a stretch, then leaps up and slams the weapon into the ground for a flat omnidirectional shockwave that knocks back.
Fires an air-cannon shockwave forward (knockback + element infusion). Almost no power, but long reach. Cannot turn. The hitbox starts about one body-length to the left.
Knockdown ○Element infusion ○Super Armor C1/○
陣
Moon
Slams the multi-section whip into the ground behind (stun + C6 element infusion), then sweeps the front horizontally (stun + element infusion). Long wind-up. From point-blank, the 2nd hit crosses up. The 1st hit has Super Armor.
浮かし ○
衛
Fan
Charges briefly, then sweeps across 180° in front (forward knockdown). With extra input before activation, an ice-clad shockwave (knockback). C1 has Super Armor.
Knockdown ○Element infusion ○
覇
Eclipse
Charges briefly, hops lightly, falls to the ground, and fires a shockwave across about 140° in front. Short travel and long recovery. Both C1 and C6 have long charge times.
Knockback ○Element infusion ○Super Armor ○
แกลเลอรี
เก้าหางและลูกสาวกัปตัน
เก้าหางและลูกสาวกัปตัน
เก้าหางและลูกสาวกัปตัน
เก้าหางและลูกสาวกัปตัน
เก้าหางและลูกสาวกัปตัน
เก้าหางและลูกสาวกัปตัน
งูขาว
งูขาว
งูขาว
งูขาว
งูขาว
งูขาว
สัตว์ศักดิ์สิทธิ์
สัตว์ศักดิ์สิทธิ์
สัตว์ศักดิ์สิทธิ์
ชาร์จโจมตี
ชื่อ
ผล
C2
Swings around the body as an axis → front-rolls and sweeps enemies' feet across 180° in front (knockdown). From point-blank it crosses up. Links from N.
C3
A flying-kick-like motion, then a 2-hit sweep similar to N6.
C4
A launch from below using the multi-section whip. Narrow range but fast start-up.
C5
Advances while swinging the weapon vertically. Range is 180° in front. Super Armor only during the C3 start-up (while the charge-activation effect shows). Only the finisher stuns and infuses element. The first 1–2 swings register one hitbox per two swings, so the 3rd swing links poorly — mishit and it drops the combo. Links from N. Combo Boost makes hits 3→4→5.
JA
An omnidirectional knockback while leaping up. Narrow range. Steps in deep before activation, so from point-blank it crosses up.
JC
A tornado-effect upward launch. Narrow range but fast start-up and easy to cross up.
D
Sweeps the weapon from right to left. Fairly wide range. On hit, enemies are knocked back lightly.
Evo
Strikes the weapon downward mid-jump (launch), then a continuous aerial attack. Ends sweeping from lower-right to upper-left (knockback). On an enemy hit, extra input makes hits 3→5→7. But if the 1st hit whiffs, there's no further downward hitbox, leaving you wide open. Same motion as the broadsword/armor-sword JC, but the multi-section whip swings the weapon forward, so there are slight differences such as enemies not floating.
ท่าไม้ตายมูโซ
ชื่อ
ผล
無双乱舞
A 2-hit attack: a flying roundhouse kick (180° front, knockback), then thrusts the multi-section whip forward (stun). Both hits have narrow range.
真·無双乱舞
An N1–N3→N6 combo. Landing all Evo9 hits gives 13 hits. Evo8 doesn't launch. Element on the last hit. Note: the recovery when stopping at Evo7 is very small, so Evo7→N1 rarely loses a trade.