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 | |||||||||
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Yes | Yes | Yes | No | No | |||||
Yes | Yes | Yes | Yes | No | |||||
Yes | No | No | Yes | No | |||||
Yes | No | Yes | Yes |
Attack Moveset[]
Moveset Name | - | ||
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- | |||
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