Okay, time to set up a thread for everyone’s favourite obscure undead knight. Please let me know if any of the info on this post is incorrect, this is a mixture of info from the SRK guide and my own knowledge from videos and my own gameplay. Also tell me of any new information, there is always new tech out there.
Meter Levels:
(Credit to Ultradavid for finding these and SamuelVimes for informing me)
Level 1: 125 AP
Level 2: 225 AP (350 AP Overall)
Level 3: 325 AP (675 AP Overall)
1 (Square) Moves:
Hero Sword Slash: 1 for single slash, 1+1 for two slashes, 1+1+1 for three slash combo.
First two slashes gain 5 AP each, third slash gains 20 AP
The third slash flattens the opponent, making it unable to combo afterwards.
The first two slashes can combo into the Hero Sword Uppercut
Hero Sword Thrust: Forward + 1 for regular thrust, Hold 1 while performing for the Charged Hero Sword Thrust.
Regular thrust gains 20 AP, Charged thrust gains 30 AP.
Regular thrust puts the opponent into a butt drop state, Charged thrust causes a somersault eject.
As far as I know, you can’t combo off either thrusts.
Hero Sword Uppercut: Upwards + 1
Gains 20 AP
Causes a mini launch
Can combo in a second Uppercut and Hero Sword Slash. May be able to combo into Magic Bow, may be a reset.
Magic Sword Spin: Downward + 1
Can hit twice, gains 10 AP each hit. Can hit opponents in front and behind.
Sweeps the opponent.
Can combo into Uppercut and Hero Sword Slash on opponents in front. Can combo into Uppercut and Hero Sword Thrust on opponent from behind.
Hero Sword Air Slam: 1 whilst in air.
Gains 20 AP
Launches opponent downwards, puts into flattened state.
Cannot be comboed off
Hero Sword Air Thrust: Forward + 1 whilst in air.
Gains 20 AP
Puts opponent into butt drop state
Can combo into a second Air Thrust
Hero Sword Air Uppercut: Upward + 1 whilst in air
Gains 30 AP
Causes an eject on opponent.
Cannot be comboed off
Hero Sword Air Spin: Downward + 1 whilst in air, has delayed start-up. Keeps player suspended in air while move is performed.
Gains 20 AP
Puts opponent into butt drop state
Can combo into Magic Sword Spin. May combo into other ground 1 moves.
2 (Triangle) Moves:
Battle Axe-a-rang: 2, is thrown forward, acts as a boomerang, can hit opponents on way back regardless if you are hit or not.
Gains 20 AP
Puts opponent into butt drop state.
Can be comboed off with all ground 1 moves
Charge! (Daring Dash): Forward + 2. Use with Golden Shield for **Shield Charge! **For both versions hold 2 to keep charging. Both versions have delayed start up.
Regular charge gains 20 AP, Shield Charge gains 30 AP.
Regular charge puts opponent into butt drop state. Shield Charge causes somersault eject.
Regular charge can be comboed off with addition of Green Hand. Shield Charge cannot be comboed off.
Magic Bow: Upward + 2, is fired at an upward diagonal angle. Can be charged, differences between charged and uncharged versions not known.
Gains 5 AP
Electrocutes opponent, stuns them in place for brief time.
Maybe able to combo off.
Hammer Smash: Downward + 2, has delayed start-up.
Gains 20 AP
Causes a full launch
Can combo into air sword thrust.
**Air Battle Axe-a-rang: **2 whilst in air.
Shares same properties as ground version.
**Aerial Charge! / Aerial Shield Charge!: **Foward + 2 whilst in air.
Shares same properties as ground version. Charges can begin whilst in mid-air.
**Aerial Magic Bow: **Upward + 2 whilst in air. Can be rapid fired. Cannot be charged.
Gains 5 AP
Electrocutes oppenent, stuns them in place for brief time.
Cannot be comboed off.
Hammer Drop: Downward + 2 whilst in air. Keeps player suspended in air during start-up.
Shares same properties as Ground version.
3 (Circle) Moves
Golden Shield: 3, has delayed start up. Pressing 3 with shield out puts the shield away. Move will not work if interrupted early. Move will work if interrupted late
Shield blocks projectiles. AP is gained when projectiles are blocked. AP gain may differ on projectile.
Shield can break if it takes too much damage. Can replace shield by putting old shield away and getting new one with 3.
Shield enhances Charge! move. Projectiles can be destroyed during Shield Charge!, but mines such as Sweet Tooth’s and Sly Cooper’s cannot be destroyed.
**Green Hand: **Forward + 3. Hand can be destroyed by attacks or by running into walls, water and hazards, hand constantly runs foward.
Gains 5 AP
Causes crumple state on opponent.
Can be comboed off by everything since crumple counts as hit.
**Drumstick Toss: **Upward + 3. Is thrown at upward arc. Can be destroyed by attacks or by walls, floors, roofs, and hazards.
Gains 10 AP
Causes no effect.
Not comboable
Dragon Potion: Downward + 3. Fires downwards and creates area of effect.
Gains 5 AP per hit when on area of effect.
Opponents do not flinch when in area of effect.
Not comboable
Aerial Golden Shield: 3 whilst in air. Keeps player suspended in air during start-up.
Shares same properties as ground version.
**Green Hand Toss: **Forward + 3 whilst in air. Hand does not start travelling until it touches a surface.
Shares same properties as ground version.
Drumstick Air Toss: Upward + 3 whilst in air. Keeps player suspended in air during start-up.
Shares same properties as ground version.
Aerial Dragon Potion: Downward + 3 whilst in air. Keeps player suspended in air during start-up. Area of effect does not take effect until it reaches a surface.
Shares same properties as ground version.
Throws (Right Analogue Stick) Moves
**The Rake: **Forward using right analogue stick.
Causes somersault eject.
**The Punt: **Upward using right analogue stick.
Causes a full launch.
**The Stomp: **Downward using right analogue stick.
Causes a ground bounce.
Supers (R2)
**Level 1 Super: Lightning **(Credit to SamuelVimes for info)
Fires lightning at an upward diagonal angle. Holding upward while performing the super makes the lightning fire straight up. Holding backwards while performing the super makes the lightning fire in the opposite diagonal angle.
Can be set up using Magic Sword Spin on opponent from behind (Only works on Big Daddy)
Can be set up using Hero Sword Uppercut and Magic Bow. This is a tech trap, not a combo.
**Level 2 Super: Chalice of Souls **(Credit to Leebee Link for info)
Fires a beam upwards that does not stop. Tracking soul projectiles (1, 2 or 3 depending on how many players are in the match.) are also part of the attack.
Can be set up using Hero Sword Uppercut, Magic Bow and Hammer Smash.
Can be set up with either one or two Hero Sword Uppercuts, then by walking forward slightly followed by the Chalice.
Level 3 Super: Anubis Stone
Creates an area of effect around player that slowly kills opponents. Opponents affected by area of effect are highlighted with beam effect. Requires two seconds of beam focus to kill an opponent. Super lasts 10 seconds. Can achieve a maximum of 6 kills.
As mentioned, feel free to post any information you know or any mistakes you found in the post.