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==Overall Strategy== | |||
Azwel is an unorthodox character with access to several best-in-class moves, but they are split apart into three separate modes. Azwel functions with three distinct gameplans until he enters Soul Charge, where he has access to all moves. He rewards players who are willing to take enormous risks and play aggressively when the time is right. Azwel also has a relatively small movelist compared to the rest of the cast due to his K button exclusively used for entering his three stances. | |||
===Weapon Switching=== | |||
Azwel's primary handicap is that most of his moves start slow when starting the round or in a different weapon by '''adding 8 frames to startup'''. This is significant as it removes his ability to punish out of weapon or pressure with a wide variety of moves without access to soul charge. Jumping moves do not incur this penalty. 8A and 9A are strong options for getting sword or axe in a pinch. | |||
While it may be tempting to consider K, 6K or 4K as stance transitions to get weapons at round start, they are more vulnerable than using A or 6B. That being said, never count out being creative, whether its using an unorthodox move to gain a weapon or just eating a small punish in exchange for pulling a weapon. | |||
===Losing Weapons=== | |||
Azwel loses his weapons if he uses a Weapon Art or A+B, even when counterhit out of the move. Similarly, Azwel does not gain a weapon if he is counterhit in startup, so if your first move is interrupted, you are still weaponless. | |||
===Sword=== | |||
Sword is a strong all-rounder with fast attacks and strong whiff punishment from 22B and Sword Art. With AB, you have the best -10 punishment in the game and B+K can quickly punish most whiffs at i18. Additionally, Sword is the only stance with moves that have access to K stance transitions, such as 2A, 22A, 22B, and BB. '''In general, don't perform a strance transitions unless you hit'''. The exception is 22B, which is excellent on block when stance transitioning. | |||
Sword completely lacks lows. If you want to get your opponent to stop blocking, 22B and Throws are your go to, meaning that you'll have to be up close and your opponent must be conditioned out of mashing to apply block pressure. | |||
'''If your opponent whiffs constantly at range or throws out a lot of -10 on block moves, stay in sword''' or try to route back to it. | |||
===Axe=== | |||
Axe sports superior range, easy transitions to other stances, and an iconic high-risk high-reward mixup between 6B+K and 3B/66B. '''Every single axe move is good in some way.''' 6B is an incredibly long poke at i14. 66B is a powerful long range launcher that is only -4 on block. Overall, axe mode discourages your opponents from moving and attacking at range. | |||
On the downside, axe can only block punish -14 or worse. While his moves are long, they are less effective at close range, save for Axe Art. | |||
'''If your opponent appears to be weak to pressure and mixups, stay in axe.''' | |||
===Spear=== | |||
Spear's primary strength is its ability to punish lows with FC 1B. No other character has an i12 launcher from crouch, so you can quickly condition players to stop attacking with lows or throws. On defense, Spear Art can be used as an effective deterrent against okizeme because it auto GIs Mids and Lows. This weapon mode has access to three annoying lows: 1A, FC 1A and 1B. | |||
Spear lacks an effective punish for standing pokes, which ironically makes it bad at traditional defense. Moves like 4A and 4B lack strong utility up close, which forces you to crouch to start pressure. | |||
'''If your opponent likes to throw or use close range lows, stay in spear.''' | |||
===Almighty Mode=== | |||
Almighty Mode occurs after landing a successful throw, using 8WR A+B or 6A+B, and constantly refreshes while in Soul Charge state. By itself, Almighty allows to you use unpredictable offense for one move or have access to the best easy block punishment in the game between AB for standing and FC1B for crouching. | |||
===Moves with Natural Stance Transitions=== | |||
'''Sword to Axe''' | |||
BA - Useful for discouraging standing blocking while in sword. Use this if you feel your opponent is weak to axe mixups. | |||
AB - Your go-to punish. Be ready to push your advantage after landing this. | |||
'''Sword to Spear''' | |||
AAB, BBA are gimmicky extensions due to their speed, but do good damage. | |||
'''Axe to Sword''' | |||
6BaB - Solid way to get back into Sword from Axe. | |||
'''Axe to Spear''' | |||
6BA - A common combo extender. Pulls the opponent in, so you can immediately apply a FC1A/FC1B/Throw mixup. | |||
===Notable Stance Moves=== | |||
Stance moves tend to be most useful as combo extensions, but a few have solid utility. | |||
K(BOB) B - Long reaching gapcloser that is safe on block and does 15% guard damage. | |||
6K(ToW) B - Slow launcher that leaves you +8 on block and 15% guard damage. Continues pressure off of knockdown instead of cashing in for damage. | |||
6K(ToW) 6K - Pesky low that is 0 on hit. Use after landing 2A to apply pressure to an opponent. | |||
4K(CoE) AB - High Mid string that is -4 on block and transitions to sword with 15% guard damage. | |||
==Combat Lessons== | ==Combat Lessons== | ||
===Fighting Style=== | ===Fighting Style=== | ||
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Beyond simple slashes and strikes, this style boasts a host of unorthodox | Beyond simple slashes and strikes, this style boasts a host of unorthodox | ||
techniques—weapons are turned into projectiles, and blades are even manipulated | techniques—weapons are turned into projectiles, and blades are even manipulated | ||
mid-air to fall upon a surprised opponent in one deadly rush. | mid-air to fall upon a surprised opponent in one deadly rush. | ||
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==== Individual Weapon Mode idiosyncrasies ==== | ==== Individual Weapon Mode idiosyncrasies ==== | ||
At the start of the battle, you will have yet to be in any single weapon mode. This | At the start of the battle, you will have yet to be in any single weapon mode. This | ||
means your attacks will be slowed until you create a weapon. Dual swords are a | means your attacks will be slowed until you create a weapon. Dual swords are a | ||
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your opponent away from you. | your opponent away from you. | ||
{{MoveData | |||
{{ | |||
|name=Pareidolia's Awakening | |name=Pareidolia's Awakening | ||
|input= | |input=Weaponless B+K | ||
| | |data= | ||
{{KeyMove-SCVI | |||
| | |moveid=azw-72 | ||
}} | |||
}} | }} | ||
Line 63: | Line 111: | ||
giant ax, Truculent World (6BB) can be used from a distance. | giant ax, Truculent World (6BB) can be used from a distance. | ||
{{MoveData | |||
{{ | |name=Heretic's Sweep | ||
|input=2A | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=azw-8 | |moveid=azw-8 | ||
}} | }} | ||
}} | |||
{{ | {{MoveData | ||
|name=Truculent World | |||
|input=6BB | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=azw-38 | |moveid=azw-38 | ||
}} | |||
}} | }} | ||
===Style Lesson: Adept === | ===Style Lesson: Adept === | ||
==== Weapon Arts ==== | ==== Weapon Arts ==== | ||
Each weapon mode gives you access to a special move known as a weapon art. | Each weapon mode gives you access to a special move known as a weapon art. | ||
When using dual swords you have Pleroma Ascension (with dual swords B+K) | When using dual swords you have Pleroma Ascension (with dual swords B+K) | ||
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powerful, but reset your weapon mode to null after use. | powerful, but reset your weapon mode to null after use. | ||
{{MoveData | |||
{{ | |name=Pleroma Ascesion | ||
|input=SWD/ALM B+K | |||
|data= | |||
{{KeyMove-SCVI | |||
|name=Pleroma | |moveid=azw-74 | ||
|input= | }} | ||
| | |||
| | |||
}} | }} | ||
{{MoveData | |||
{{ | |||
|name=O, Fallen Scholar | |name=O, Fallen Scholar | ||
|input= | |input=AXE B+K/ALM 6B+K | ||
| | |data= | ||
{{KeyMove-SCVI | |||
| | |moveid=azw-75 | ||
}} | }} | ||
}} | |||
{{ | {{MoveData | ||
|name=Eternal Conflict | |||
|input=3BB | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=azw-41 | |moveid=azw-41 | ||
}} | }} | ||
}} | |||
{{ | {{MoveData | ||
|name=Aufheben Sublimation | |name=Aufheben Sublimation | ||
|input= | |input=SPR B+K/ALM 4B+K | ||
| | |data= | ||
{{KeyMove-SCVI | |||
|moveid=azw-76 | |||
| | }} | ||
}} | }} | ||
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Aphorism (BBB), Epistemological Punishment (6A+B), and March of | Aphorism (BBB), Epistemological Punishment (6A+B), and March of | ||
Humanity (during 8-way run A+B) | Humanity (during 8-way run A+B) | ||
{{ | {{MoveData | ||
|name=Pilgrimage of Anthropos ~ ALM | |||
|input=AAA | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=azw-2 | |moveid=azw-2 | ||
}} | }} | ||
}} | |||
{{ | {{MoveData | ||
|name=Seven Sages' Aphorism ~ ALM | |||
|input=BBB | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=azw-29 | |moveid=azw-29 | ||
}} | }} | ||
}} | }} | ||
== | {{MoveData | ||
{{ | |name=Epistemological Punishment ~ ALM | ||
|moveid=azw- | |input=6A+B | ||
|data= | |||
{{KeyMove-SCVI | |||
|name=March of Humanity | |moveid=azw-67 | ||
|input= | }} | ||
| | }} | ||
| | {{MoveData | ||
|name=March of Humanity ~ ALM | |||
|input=during 8WR A+B | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=azw-103 | |||
}} | |||
}} | }} | ||
Line 252: | Line 223: | ||
Almighty mode and has an extremely fast start-Up, allowing you to keep the | Almighty mode and has an extremely fast start-Up, allowing you to keep the | ||
opponent on their toes. | opponent on their toes. | ||
=== Style Lesson: Master === | |||
==== Actively Use Special Stances ==== | |||
One of the most unusual aspects of this style is that K commands usually | |||
transition you into a special stance instead of performing a kick. For example: | |||
* K Beauty of Balance (dual swords stance) | |||
* 3_6_9K: Tragedy of War (giant ax stance) | |||
* 1_4_7K: Comedy of Errors (spear and shield stance) | |||
These special stances not only allow you to transition into another mode, but also | |||
open up moves specific to each stance. You can also use attacks such as | |||
Heretic's Sweep (2A) and Path to Glory (2BB) to switch to another | |||
stance. Master these techniques to chain multiple attacks together. | |||
{{MoveData | |||
|name=Heretic's Sweep ~ BOB / ~ TOW / ~ COE | |||
|input=2AK/2A6K/2A4K | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=azw-9 | |||
}} | |||
{{KeyMove-SCVI | |||
|moveid=azw-10 | |||
}} | |||
{{KeyMove-SCVI | |||
|moveid=azw-11 | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Path to Glory ~ BOB / ~ TOW / ~ COE | |||
|input=2BBK/2BB6K/2BB4K | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=azw-45 | |||
}} | |||
{{KeyMove-SCVI | |||
|moveid=azw-46 | |||
}} | |||
{{KeyMove-SCVI | |||
|moveid=azw-47 | |||
}} | |||
}} | |||
==== Beauty of Balance: Dual Swords ==== | |||
Salvation Doctrine (during Beauty of Balance AAA) is a simple and quick | |||
move. Input AAK or AA6K to change into a different stance and | |||
bombard your opponent with an offensive rush. | |||
{{MoveData | |||
|name=BOB ~ Salvation Doctrine | |||
|input=BOB AAA | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=azw-115 | |||
}} | |||
}} | |||
{{MoveData | |||
|name=BOB ~ Salvation Doctrine ~ BOB/ ~ TOW/ ~ COE | |||
|input=BOB AAK/AA6K/AA4K | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=azw-117 | |||
}} | |||
{{KeyMove-SCVI | |||
|moveid=azw-118 | |||
}} | |||
{{KeyMove-SCVI | |||
|moveid=azw-119 | |||
}} | |||
}} | |||
==== Tragedy of War: Giant Ax ==== | |||
The middle attack and break attack War and Destruction (during Tragedy of War | |||
B) and the low attack Fall of the Wise (during Tragedy of War 6K) are | |||
excellent for crushing your opponent's guard. | |||
{{MoveData | |||
|name=TOW ~ War and Destruction | |||
|input=TOW B | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=azw-129 | |||
}} | |||
}} | |||
{{MoveData | |||
|name=TOW ~ Fall of the Wise | |||
|input=TOW 6K | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=azw-130 | |||
}} | |||
}} | |||
==== Comedy of Errors: Spear and Shield ==== | |||
If your opponent is too close for comfort, push them back with Will to Dominate | |||
(during Comedy of Errors BB) or Executioner's Gavel (during Comedy of | |||
Errors 6B). | |||
{{MoveData | |||
|name=COE ~ Will to Dominate | |||
|input=COE BB | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=azw-141 | |||
}} | |||
}} | |||
{{MoveData | |||
|name=COE ~ Executioner's Gavel | |||
|input=COE 6B | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=azw-142 | |||
}} | |||
}} | |||
=== Critical Edge === | |||
==== From Science, With Love ==== | |||
===== Properties ===== | |||
An extremely quick upward sword slash while in dual swords or Almighty mode. | |||
{{MoveData | |||
|name=From Science, with Love | |||
|input=A+B+K | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=azw-156 | |||
}} | |||
}} | |||
===== Tips ===== | |||
Mainly useful for combos. This attack becomes even faster in the dual swords and | |||
Almighty modes, so it's useful for counterattacking an opponent after guarding, or | |||
pushing back against an aggressive opponent. | |||
=== Soul Charge === | |||
==== Perpetual Almighty Mode ==== | |||
During a soul charge, you're always in Almighty mode, which makes all attacks | |||
faster. it also means you can perform as many of the four weapon arts as you | |||
wish. | |||
==== A Unique Critical Edge Becomes Available ==== | |||
If you have one bar of your soul gauge available during a soul charge, you can | |||
unleash I Shall Save Humanity! (during soul charge 6A+B+K), a critical | |||
edge with phenomenal power and range. | |||
{{MoveData | |||
|name=I Shall Save Humanity! | |||
|input=SC 6A+B+K | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=azw-160 | |||
}} | |||
}} | |||
==== Spirit Sword Salvation & Evil Sword's Embrace ==== | |||
Soul attacks that put you in a soul charged state and generate weapons to strike | |||
the opponent. Both attacks are performed with 236A+B+K, so the | |||
move you perform depends on the number of times you input the command. | |||
Entering it an odd number of times (1, 3, 5, etc.) will perform Spirit Sword | |||
Salvation, while entering it an even number of times (2, 4, 6, etc.) will perform Evil | |||
Sword's Embrace. | |||
{{MoveData | |||
|name=Spirit Sword Salvation/Evil Sword's Embrace | |||
|input=236A+B+K (odd)/236A+B+K (even) | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=azw-157 | |||
}} | |||
{{KeyMove-SCVI | |||
|moveid=azw-158 | |||
}} | |||
}} | |||
===Reversal Edge=== | |||
==== Following Up with A ==== | |||
A giant, swinging high attack that allows you to move before your opponent if | |||
they guard. You can also transition into one of the three stances with AK, A6K, or A4K, making it useful for dominating the battle. | |||
==== Following Up with B ==== | |||
Deals a huge amount of damage. You can press BB to go into Almighty mode. | |||
==== Following Up with K ==== | |||
A move that allows you to evade your opponent's A, B, and K attacks. | |||
However, if you use the move when your opponent hasn't attacked, you will be | |||
left wide open. |
Latest revision as of 00:53, 4 February 2022
Overall Strategy
Azwel is an unorthodox character with access to several best-in-class moves, but they are split apart into three separate modes. Azwel functions with three distinct gameplans until he enters Soul Charge, where he has access to all moves. He rewards players who are willing to take enormous risks and play aggressively when the time is right. Azwel also has a relatively small movelist compared to the rest of the cast due to his K button exclusively used for entering his three stances.
Weapon Switching
Azwel's primary handicap is that most of his moves start slow when starting the round or in a different weapon by adding 8 frames to startup. This is significant as it removes his ability to punish out of weapon or pressure with a wide variety of moves without access to soul charge. Jumping moves do not incur this penalty. 8A and 9A are strong options for getting sword or axe in a pinch.
While it may be tempting to consider K, 6K or 4K as stance transitions to get weapons at round start, they are more vulnerable than using A or 6B. That being said, never count out being creative, whether its using an unorthodox move to gain a weapon or just eating a small punish in exchange for pulling a weapon.
Losing Weapons
Azwel loses his weapons if he uses a Weapon Art or A+B, even when counterhit out of the move. Similarly, Azwel does not gain a weapon if he is counterhit in startup, so if your first move is interrupted, you are still weaponless.
Sword
Sword is a strong all-rounder with fast attacks and strong whiff punishment from 22B and Sword Art. With AB, you have the best -10 punishment in the game and B+K can quickly punish most whiffs at i18. Additionally, Sword is the only stance with moves that have access to K stance transitions, such as 2A, 22A, 22B, and BB. In general, don't perform a strance transitions unless you hit. The exception is 22B, which is excellent on block when stance transitioning.
Sword completely lacks lows. If you want to get your opponent to stop blocking, 22B and Throws are your go to, meaning that you'll have to be up close and your opponent must be conditioned out of mashing to apply block pressure.
If your opponent whiffs constantly at range or throws out a lot of -10 on block moves, stay in sword or try to route back to it.
Axe
Axe sports superior range, easy transitions to other stances, and an iconic high-risk high-reward mixup between 6B+K and 3B/66B. Every single axe move is good in some way. 6B is an incredibly long poke at i14. 66B is a powerful long range launcher that is only -4 on block. Overall, axe mode discourages your opponents from moving and attacking at range.
On the downside, axe can only block punish -14 or worse. While his moves are long, they are less effective at close range, save for Axe Art.
If your opponent appears to be weak to pressure and mixups, stay in axe.
Spear
Spear's primary strength is its ability to punish lows with FC 1B. No other character has an i12 launcher from crouch, so you can quickly condition players to stop attacking with lows or throws. On defense, Spear Art can be used as an effective deterrent against okizeme because it auto GIs Mids and Lows. This weapon mode has access to three annoying lows: 1A, FC 1A and 1B.
Spear lacks an effective punish for standing pokes, which ironically makes it bad at traditional defense. Moves like 4A and 4B lack strong utility up close, which forces you to crouch to start pressure.
If your opponent likes to throw or use close range lows, stay in spear.
Almighty Mode
Almighty Mode occurs after landing a successful throw, using 8WR A+B or 6A+B, and constantly refreshes while in Soul Charge state. By itself, Almighty allows to you use unpredictable offense for one move or have access to the best easy block punishment in the game between AB for standing and FC1B for crouching.
Moves with Natural Stance Transitions
Sword to Axe BA - Useful for discouraging standing blocking while in sword. Use this if you feel your opponent is weak to axe mixups.
AB - Your go-to punish. Be ready to push your advantage after landing this.
Sword to Spear
AAB, BBA are gimmicky extensions due to their speed, but do good damage.
Axe to Sword
6BaB - Solid way to get back into Sword from Axe.
Axe to Spear
6BA - A common combo extender. Pulls the opponent in, so you can immediately apply a FC1A/FC1B/Throw mixup.
Notable Stance Moves
Stance moves tend to be most useful as combo extensions, but a few have solid utility. K(BOB) B - Long reaching gapcloser that is safe on block and does 15% guard damage. 6K(ToW) B - Slow launcher that leaves you +8 on block and 15% guard damage. Continues pressure off of knockdown instead of cashing in for damage. 6K(ToW) 6K - Pesky low that is 0 on hit. Use after landing 2A to apply pressure to an opponent. 4K(CoE) AB - High Mid string that is -4 on block and transitions to sword with 15% guard damage.
Combat Lessons
Fighting Style
This style grants the unique ability to produce dual swords, a giant axe, and a spear-and-shield combination out of thin air. Not technically a fighting style per se, the combat techniques used here are a product of Azwel's "martial philosophy and theory," and the weapons crafted from a special device he made in his pursuit of "saving" the human race.
Beyond simple slashes and strikes, this style boasts a host of unorthodox techniques—weapons are turned into projectiles, and blades are even manipulated mid-air to fall upon a surprised opponent in one deadly rush.
Because an opponent has no idea what they will have to defend against until a weapon is produced, they can have a tough time anticipating just what sort of attack will come at them next. On the other hand, it requires intense concentration to create and maintain weapons, making it hard for a wielder to move their physical body while controlling them. Once a weapon has been produced, it can be reproduced more quickly, adding a layer of depth that must be considered when forming a long-term strategy. Understanding this is the key to unlocking a whole world of potential.
Style Lesson: Beginner
Multiple Weapon Modes
This fighting style is unique in that it allows you to create three different weapon sets out of thin air: dual swords, a giant ax, and a spear and shield combination. Producing a new weapon changes the weapon mode, but using moves from the same weapon mode allows for faster attacks. Make sure you know which mode you're in so you can unleash powerful offensive strikes.
Individual Weapon Mode idiosyncrasies
At the start of the battle, you will have yet to be in any single weapon mode. This means your attacks will be slowed until you create a weapon. Dual swords are a good first choice, since they allow for quick attacks. If you want to break through your opponent's guard, use the giant ax; if you'd rather go on the defensive, then select the spear and shield. If you find yourself cornered without any weapons formed, using Pareidolia's Awakening (B+K) will generate weapons and force your opponent away from you.
Fighting at Close Range
With dual swords, the Heretic's Sweep (2A) is fast and simple to use. With the giant ax, Truculent World (6BB) can be used from a distance.
Style Lesson: Adept
Weapon Arts
Each weapon mode gives you access to a special move known as a weapon art. When using dual swords you have Pleroma Ascension (with dual swords B+K) a long-range move that serves as a combo starter. The giant ax gives you access to O, Fallen Scholar (with giant ax B+K), a powerful low attack that can be used in conjunction with Eternal Conflict (3BB) to break your opponent's guard. If you have your spear and shield out, Aufheben Sublimation (with spear and shield B+K) unleashes a guard impact and counter. All weapon arts are powerful, but reset your weapon mode to null after use.
The Ultimate Mode: Almighty
You can transition into Almighty mode from a move that produces multiple weapons at the same time. While in this mode, all attacks strike more quickly, so you should aim to activate it as often as possible. Throws and the following move activate Almighty mode: Pilgrimage of Anthropos (AAA), Seven Sages' Aphorism (BBB), Epistemological Punishment (6A+B), and March of Humanity (during 8-way run A+B)
Unleash Weapon Arts While in Almighty Mode
All weapon arts mentioned above can be used in Almighty mode, which is what makes it such a powerful tool. While in this mode, press B+K to perform Pleroma Ascension, 6B+K to perform O, Fallen Scholar, and 4B+K to perform Eternal Conflict.
Additionally, Almighty Paradox is a weapon art that can only be performed in Almighty mode and has an extremely fast start-Up, allowing you to keep the opponent on their toes.
Style Lesson: Master
Actively Use Special Stances
One of the most unusual aspects of this style is that K commands usually transition you into a special stance instead of performing a kick. For example:
- K Beauty of Balance (dual swords stance)
- 3_6_9K: Tragedy of War (giant ax stance)
- 1_4_7K: Comedy of Errors (spear and shield stance)
These special stances not only allow you to transition into another mode, but also open up moves specific to each stance. You can also use attacks such as Heretic's Sweep (2A) and Path to Glory (2BB) to switch to another stance. Master these techniques to chain multiple attacks together.
Beauty of Balance: Dual Swords
Salvation Doctrine (during Beauty of Balance AAA) is a simple and quick move. Input AAK or AA6K to change into a different stance and bombard your opponent with an offensive rush.
Tragedy of War: Giant Ax
The middle attack and break attack War and Destruction (during Tragedy of War B) and the low attack Fall of the Wise (during Tragedy of War 6K) are excellent for crushing your opponent's guard.
Comedy of Errors: Spear and Shield
If your opponent is too close for comfort, push them back with Will to Dominate (during Comedy of Errors BB) or Executioner's Gavel (during Comedy of Errors 6B).
Critical Edge
From Science, With Love
Properties
An extremely quick upward sword slash while in dual swords or Almighty mode.
Tips
Mainly useful for combos. This attack becomes even faster in the dual swords and Almighty modes, so it's useful for counterattacking an opponent after guarding, or pushing back against an aggressive opponent.
Soul Charge
Perpetual Almighty Mode
During a soul charge, you're always in Almighty mode, which makes all attacks faster. it also means you can perform as many of the four weapon arts as you wish.
A Unique Critical Edge Becomes Available
If you have one bar of your soul gauge available during a soul charge, you can unleash I Shall Save Humanity! (during soul charge 6A+B+K), a critical edge with phenomenal power and range.
Spirit Sword Salvation & Evil Sword's Embrace
Soul attacks that put you in a soul charged state and generate weapons to strike the opponent. Both attacks are performed with 236A+B+K, so the move you perform depends on the number of times you input the command. Entering it an odd number of times (1, 3, 5, etc.) will perform Spirit Sword Salvation, while entering it an even number of times (2, 4, 6, etc.) will perform Evil Sword's Embrace.
Reversal Edge
Following Up with A
A giant, swinging high attack that allows you to move before your opponent if they guard. You can also transition into one of the three stances with AK, A6K, or A4K, making it useful for dominating the battle.
Following Up with B
Deals a huge amount of damage. You can press BB to go into Almighty mode.
Following Up with K
A move that allows you to evade your opponent's A, B, and K attacks. However, if you use the move when your opponent hasn't attacked, you will be left wide open.