GetAmped2 Dojo Wiki
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Three-pronged Sai forged from an ore whose allure summons the winds. Conceal yourself in the maelstrom and unleash tornadoes of fury upon your foes!

Style Equipable
FighterM FighterF SoldierW SoldierB SpyW SpyB HeroW HeroB KnightG KnightW
Yes Yes Yes No No
DancerG DancerW MartialArtistM MartialArtistF NinjaM NinjaF MagicianM PsychicF WrestlerM WrestlerF
Yes Yes Yes Yes No
UnicornB UnicornR BeastKingT BeastKingW KnightGearR KnightGearG FairyW FairyG AndroidW AndroidB
Yes No No Yes No
EnchanterF EnchanterM BerserkerM BerserkerF GamblerM GamblerF ThiefM ThiefF Placeholder Placeholder
Yes No Yes Yes

Attack Moveset[]

Moveset Name -
-
Inherit Name Raiser of Gales
Strong Hold Attack Retains invincibility frames.
Attack Command Attack Name Effect Additional Properties
Weak Combo Stab with the sai. (2-hits)
Downward slash, if it connects, follows with another stab. (2-hits)
Two stabs with the sai in overhand grip. (2 hits)
Weak Last Stab with the sai in overhand grip. (down.) Can be held to warp forward and strike from behind.
Strong Attack Thrusts with the sai held in the right hand held in overhand grip.
Thrusts with the sai held in the left hand held in overhand grip.
Strong Last Flips both weapons into overhand grip and slashes upwards with both weapons simultaneously. (Launch. Can be charged for guard-break + un-recoverable.)
Strong Dash Thrusts with both sai at the same time (down + 2 hits.) Can be held to warp forward and strike from behind.
Weak Hold swings the weapon to unleash a whirling current of wind that travels forward. (down.)
Strong Hold Spins, forming a whirlwind around the user. The user then travels forward, launching anyone in the way. (2-hits + launch) can be held to travel further. Invincible. Movement keys can be used to alter the trajectory slightly.
Standing Special Quick combination strike. (4-hits.) if it hits, the user then follows up by launching them into the air and striking them several times before launching them away with a whirlwind. (launches skyward) (total: 13-hits)
Standing Super Super adds more strikes and damage. (total: 18-hits)
Dash Special Rushes forward and spins, cloaking self in wind. (See below)
Dash Super
Counter thrusts with the sai. (down.)
Invisible State: Follow-up action after the Dash Special / Super: invisible. constant MP drain. Ends if the user runs out of MP. Able to move, jump and block. attempting a standing / dash action or a counter will do the following and end the Invisible State.
Dash Special Derivative Spins again, unleashing a whirlwind that does several hits and launches anyone caught in it. (launches skyward.) (4-hits)
Dash Super Derivative Super deals more damage and has a much larger hitbox. (7-hits)

Description[]

  • Sai / knife / dagger
  • scarf / muffler
  • green
  • wind
  • teleport
  • invisibility
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