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00032046 1-10

Basic Information


Flask Wheel

Attack Damage Defence Life Musou
2 1 5 6 3


Basic Stats

Weapon Atk Dmg Def Life Mus Spd Jmp Advanced +
Long Fork 46 40 40 170 150 120 135 Recovery Guard


Upgrade Stats

Level Weapon Name Atk Dmg Def Life Musou
1 Long Fork +22 +20 +30 +34 +25
2 Heavy Long Fork +25 +23 +33 +37 +28
3 Cobra Fork +28 +26 +36 +40 +31
4 Sacred Light +31 +29 +39 +43 +34
5 Ambition +34 +32 +42 +46 +37
6 True Ambition +37 +35 +45 +49 +40

Pictures

Long Fork & Heavy Long Fork

+ Fire + Ice
Fork2 Fork2F Fork2I
+ Wind + Vorpal + Lightining
Fork2W Fork2V Fork2L

Cobra Fork

+ Fire + Ice
Fork3 Fork3F Fork3I
+ Wind + Vorpal + Lightning
Fork3W Fork3V Fork3L


Sacred Light

+ Fire + Ice
Fork4 Fork4F Fork4I
+ Wind + Vorpal + Lightning
Fork4W Fork4V Fork4L


Ambition & True Ambition

+ Fire + Ice
Fork6 Fork6F Fork6I
+ Wind + Vorpal + Lightning
For6W Fork6V Fork6L

Emblem's

Description

Emblem Description Knockback Elemental SuperArmor
Thrust Jumping back flip releasing a wave of energy forwards. Causes collapse. O
Pierce Spin fork over your head then slam it tip first into the ground creating a small AoE shockwave. C6
Crescent Thrust your Shield forwards. O C6 O
Moon

Small jump spin clockwise.

Extra input creates a ground AoE of energy around you.

C6
Eclipse Hit with Shield then spin three times with Fork & Shield held out, ends by hitting bottom of weapon onto the ground which summons lightning strikes. O O
Fan Throws Shield into the air and do a strong slash to the left with the Fork. O O O


Evaluation

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

Video's

Thrust
DWO_Long_Fork_-_Thrust


Pierce
DWO_Long_Fork_Pierce









Crescent
DWO_Long_Fork_Crescent


Moon
DWO_Long_Fork_Moon


Eclipse
DWO_Long_Fork_Eclipse


Fan
DWO_Long_Fork_Fan


Move Set

Attack Description
Charge 2 Backhand Shield Bash
Charge 3 360 Spins ending with a sliding backhand slash
Charge 4

Powerfull left to right slash, followed by throwing Shield like a boomerang

First input slam the shield around causing the enemy to stagger while extra input throw shield around knocking them away .

Charge 5 Thrust Fork forwards firing out a whirlwind forwards
Evolution N3 > N4 > N5
Jump Charge Left to right slash with Fork
Jump Attack Slam tip of Fork into the ground and forward flipping to land
Dash Attack Small hop sliding forward with Shield infront and releasing a AoE pulse around you


Full Move Set Video

Musou

Description

Type Attributes Description
Musou Stationary, Juggles, Knockback Finisher Swing Fork Wildly from left to right, Ends with a back turning wide swing with Fork
True Musou Musou with added Fire damage, Finisher is a a small forward hit followed by a thrusting corkscrew twist forwards with Fork, creating an explosion at the tip.

Musou Length

Musou 150-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_Long_Fork_-_Musous


Advanced +

Recovery Guard ~ Blocked Hits restore HP

Advanced + Video
DWO_Long_Fork_-_Advanced


Motion Damage Values

D N1 N2 N3 N4 N5 N6 E6 E7 E8 E9 JN JC C2 C3 C4 C5
Base 6+8 8 8 10 12 17 20 10 10 14 17 8 12 17 10+(10+10)N+15e 17+20e 12e


Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
Base 12e 14e 7+8 10+10e 14 16e 5+8 8+10e 18e 6+6e+16e 15N+20


  • D = Dash attack, N# = Normal attack, E# = Evolution attack, JN = Jump Normal, JC = Jump Charge, C# = Charge attack, True = True Musou, F = Fire, i = Ice, e = Elemental
  • 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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