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00032029 1-16

Basic Information


Flask Wheel

Attack Damage Defense Life Musou
3 5 6 2 1

Basic Stats

Weapon Atk Dmg Def Life Mus Spd Jmp Advanced +
Iron Claw 40 37 30 140 165 140 160 Steadfastness


Upgrade Stats

Level Weapon Name Atk Dmg Def Life Musou
1 Iron Claw +21 +29 +35 +15 +15
2 Sharpened Claw +24 +32 +38 +18 +18
3 Strike Claw +27 +35 +41 +21 +21
4 Peacock Talon +30 +38 +44 +24 +24
5 Phoenix Talon +33 +41 +47 +27 +27
6 True Phoenix Talon +36 +44 +50 +30 +30

Pictures

Iron Claw & Sharpened Claw

+ Fire + Ice
Claws2 Claw2F Claws2I
+ Wind + Vorpal + Lightining
Claws2W Claws2V Claws2L


Strike Claw

+ Fire + Ice
Claws3 Claw3F Claws3I
+ Wind + Vorpal + Lightning
Claws3W Claws3V Claws3L


Peacock Talon

+ Fire + Ice
Claws4 Claw4F Claws4I
+ Wind + Vorpal + Lightning
Claws4W Claws4V Claws4L


Phoenix Talon & True Phoenix Talon

+ Fire + Ice
Claws6 Claw6F Claws6I
+ Wind + Vorpal + Lightning
Claws6W Claw6V Claws6L

Emblems

Emblem Description Stagger Stun Knockback Launch Rotation Lock Element SA
Thrust Launch forward spinning and going upwards at an angle. At the top of the attack, strike down making a small AoE attack. O C1 C6(Both hits)
Pierce Backflip kick with arms crossed then throws a wind cone forward. Acts as a grapple, because upon hitting any unit without any special additions, stone belt or super armor, then anybody hit will be thrown in the direct path of your cone. O(Wind cone) O(Kick) O O(Wind cone)
Crescent Frontal slash to the left. Causes collapse. C6
Moon Spin on one leg while striking everything around you. Launches enemies directly upwards when struck. O C6
Fan Frontal kick from the back followed by a cone shapped projectile forward from uncrossing the Claws. O(Kick) O(Cone) O(Cone)
Eclipse Spin hop forward creating an AoE around your character. O O O

Note:

  • Stagger - Enemy weapon gets pushed up in the air and they lean backwards. Hitting them before they can fully recover will cause them to be juggled.
  • Stun - Enemy is dazed with stars over their head and unable to move. Any attack while in this state will cause them to be juggled.
  • Knockback - Sends the enemy backwards away from you. Usually ending a combo.
  • Launch - Knocks the enemy up in the air setting them up for a juggle.
  • Rotation Lock - Inability to turn your character during the animation.
  • Element - If weapon is imbued with an orb or element, the element can be activated on this attack.
  • SA - Super Armor status. Cannot be flinched by normal attacks and some charge attacks while performing this. Indicated by little orange swirly sparks around your body.
  • "O" indicates the attack has this effect on the enemy. "X" means this attack does not have elemental activation.

Evaluation

Target C1 C6
Thrust Pierce Crescent Moon Thrust Pierce Crescent Moon Fan Eclipse
Confront Ok Excellent Ok Ok Ok Bad Ok Bad Ok Excellent
Defeat/Capture Ok Bad Good Ok Ok Bad Bad Good Bad Excellent


Video's

Thrust
DWO_Iron_Claw_-_Thrust


Pierce
DWO_Iron_Claw_-_Pierce









Crescent
DWO_Iron_Claw_-_Crescent


Moon
DWO_Iron_Claw_-_Moon


Eclipse
DWO_Iron_Claw_-_Eclipse


Fan
DWO_Iron_Claw_-_Fan

Move Set

Attack Description Stagger Stun Knockback Launch Element SA
Charge 2 Hopping upward kick. O
Charge 3 Cat scratches from the right and left. Ends with a quick dash forward. A wide sweep. O(Last hit) O(Last hit)
Charge 4 Does a long Claw dive then does a Claw swipe downward as you land. Goes a good distance. Despite the animation only one hit counts. O O
Charge 5 Does a spinning upwards kick that has a butterfly tornado. O O
Evolution N2 > N3 > C4 O(Last hit) O O
Jump Charge Counterclockwise spin then clockwise with Claws extended outward while upside down that ends in a graceful landing. O(Last spin)
Jump Attack V shaped downwards slash. O
Dash Attack Delayed low slide.

Note:

  • Charge 1 and Charge 6 depend on the emblem.
  • Charge 3 gets longer with Combo upgrade. Can end Charge 3 prematurely if you don't continue to press charge attack.
  • Charge 4 and Evolution attack cover much ground. Be sure to keep that in mind and try to control your landings.


Move Set Video
DWO_Iron_Claw_-_Move_Set

Musou

Type Mobility Juggles? Finisher does Description
Regular Musou Good No, each hit causes collapse Knockback Gracefully sway left and right while slashing as you move. Ends with a frontal inward strike.
True Musou Yes Musou with added fire damage. Ends with a jump backwards leading into a drill dive with an explosion effect.

Musou Length

Musou 165-xxx xxx-xxx xxx-xxx xxx-xxx xxx-xxx xxx-xxx
Number of Hits - - - - - -

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.

Video

Musou's Video
DWO_Iron_Claw_-_Musou's

Advanced +

Steadfastness - +1 Armor Level

Advanced + Video
DWO_Iron_Claw_-_Advanced


Motion Damage Values

D N1 N2 N3 N4 N5 N6 E6 E7 E8 E9 JN JC C2 C3 C4 C5
Base 12 6 6 8 10 15 18 8 8 10 15 8 8*N+10 13 (6+6)*N+6+12 13 16


Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
Base 12+8 14+10 5+3 8+5 12 14 10 12 5+10 12 12*N+17
  • D = Dash attack, N# = Normal attack, E# = Evolution attack, JN = Jump Normal, JC = Jump Charge, C# = Charge attack, True = True Musou.
  • What do these values mean? They determine how much damage you do per swing. Refer to the  Battle Mechanics page for more details.
  • The N in the values represents each hit in multi-hit attacks such as jump charges, C3s, and Musous. The final number is usually the knockback finisher of the combo(if it has one).
  • "Base" represents the damage value of the attack by itself.
  • E8 always causes the enemy to be juggled often causing the E9 hit to do 50% damage. The value that is written in the table is the estimated value that E9 would cause if the enemy was not being juggled.


Temper Suggestion's

Please see the Editable Temper Section HERE and please note that these are Player's Suggestion's based on personal opinion.

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