Wraith Guide

Wraith Guide

General Mechanics


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This section will contain various mechanics about the character, including Devil Trigger, Stale Weapon, and other miscellaneous stuff. I don't know much about this stuff yet so this will be fairly empty for a bit.

DefenseThis section will cover all of the moves in the defense section of this character.

Royal Guard: This takes the place of the standard block. Most important thing to know: if you do not free cancel this attack and whiff, you are usually looking at a -50 or more frame advantage. Do not miss a block. In return, it is an omnidirectional block that also has a 1 frame leniency on perfect parry. Upon a perfect parry, you immediately swap to Royal Guard Stance. In this stance you only have access to the 4 frame attack Release. DO NOTE: THE BLUE VERSION OF Royal Guard JUST PUTS YOU INTO Royal Guard Stance, IT DOES NOT ACT AS A BLOCK.

Release: This attack's damage is based off of the attack you just parried. You can choose to not use it to save up damage, as each parry adds more damage to the attack. Theoretically, if you parry enough, you can one shot your opponent with Release. You also have access to a few stance change supers. This attack usually grounds the opponent.

Dodge: This is also different than the regular dodge. Instead, you only slightly dash backwards, having full invuln frames. If you do successfully dodge something, you will have ample frames to punish. Also gives a lot of style on a successful Dodge.

Bored: This is Wraith's hustle, which is accessible to the Swordmaster, Gunslinger, and Smooth State Stances, but instead of meter gain you get style gain. You get it overtime, so you do not have to hold through a full animation for style gain.

Null Slayer Block: In Null Slayer Stance you get access to the standard block.

Devil Trigger You gain DT on hit, with different attacks giving different amounts. Is consumed by Trigger Heart.

Trigger Heart Requires 3 levels of meter to use. On use, this resets all of your velocity and starts consuming Devil Trigger in return for regenerating health over time and dealing extra damage. Does not actually consume any meter. If you get D.S.W., using Trigger Heart again will give you a floating sword that does an extra attack on most Swordmaster Stance moves. Think of this like wizard's orb.

Trigger Beat: The move that lets you exit Trigger Heart.

Staleness Essentially, do not ever use the same attack within a span of 9 moves. If you do, your damage will drop and your style gain will drop. If you do get Staleness, you can reset it by using Burst Cancel, which lets you use any move again as well. Or, you can lower it by using 9 different moves in a row. Projectiles do not give any stale and can be spammed.

TrickOn use, teleports you behind your opponent. This comes at a cost, as it gives Burst back to your opponent and you cannot block that turn. Also gives you stale, so only use if you have no other choice. Is locked behind style rank A.

Charging If DI wheel is set to bottom left, it will charge A. If full left, it will charge C. If up to the left, it will charge B. You will know if you have enough due to the red icon behind the character's head will flash.

There are 3 levels to charge, level 1 being a small red dot behind your character. Level 2 that gets bigger and level 3 you have white particle effects near your feet.

To Release, set DI wheel to straight right and choose the correct move according with the type of charge. Only Cavaliere Stance can use charge. Also, charge is passive if you set it and requires no resources.

Charge Values

Charge A and B charge to level 1 in 20 frames, 2 in 80 frames, and 3 in 120 frames.

Charge C charges to level 1 in 20 frames, 2 in 110, and 3 in 160.

D.S.W. To get this, you must have used Trigger Heart 4 times, be in Devil Trigger, have at least 4 bars of meter, and be style rank A or higher while also on the ground. Be careful to not land Trigger Heart more than once as that will increase Staleness. This does not actually consume any meter. What this does is upgrade all of the Swordmaster Stance attacks while also unlocking some specific supers such as Paled Lotus, Over-Drive, and Gather(this one only shows up at full Devil Trigger). Using Trigger Heart again will give you a floating sword that does an extra attack on most Swordmaster Stance moves. Think of it like wizard's orb.

Stance Change Moves


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Attacks

Helm. Breaker: A 7 frame down hit attack that drags your opponent with you to the ground. Stuns the opponent for a bit. Is usable in most stances and switches to Swordmaster Stance on use.

Cloud Divide: A slowish attack that sends out a projectile that doesn't move very fast or go very far until you use Shoes Off, Good Night, Good Evening, Head Off, or Bankai. Once you use that attack, it's a lot bigger and travels a lot faster. Also hits OTG if upgraded. Is usable in most stances (not the upgraded version) and switches to Null Slayer Stance on use.

Specials

Stinger: a variable frame attack with a short window of invuln. Is usable most stances, and puts you into Swordmaster Stance on use. Gives access to the follow up attack Million Stabs.

Cyclone: A 7 frame multi hit attack that works better on opponents in the air. Lifts you into the air a little. Is usable in most stances, switches to Gunslinger Stance on use.

Ebony: A slow shot from your pistol, dealing decent damage. Is usable in most stances, switches to Gunslinger Stance on use.

Hat Off: A 4 frame attack that throws out a hat. It takes longer than 4 frames to actually throw the hat, so be warned. Has high tracking and its trajectory can be altered by using other attacks. Is usable in most stances, switches to Smooth State Stance on use.

Hat Trick: A slow attack that is only accessible after landing Mad Hatter. This attack lets you hit your opponent from anywhere on the screen. Give a bit of hit lag to the opponent, allowing for combos. This is accessible in every stance once Mad Hatter hits, and switches to Smooth State Stance on use.

Roleplay: A 7 frame aerial attack that drags the opponent until you hit the ground. The higher up it is used, the more hits it will have. Is usable in other stances, switches to Cerberus Stance on use.

Volcano: A slow startup aerial attack that smashes into the ground, hitting any grounded opponent nearby. Hits OTG. Is usable in other stances, switches to Balrog Stance in Blow Mode on use.

Kick Mode: A 10 frame kick that sends you into Kick Stance. Is usable in other stances, switches to Balrog Stance stance in Kick Stance on use.

Blow Mode: A 10 frame punch that puts you into Blow Stance and lifts the opponent up a bit. Is usable in other stances, switches to Balrog Stance stance in Blow Stance on use.

Night Raid: A variable frame guard break that significantly shrinks your hitbox for the dash to your opponent, and gives invuln for a brief window. Can be used in other stances, switches to Nevan Stance on use.

Liberate: A quick attack that throws out a flower that has some pretty high hitstun that hits OTG. Requires style level A. Is usable in other stances, switches to Smooth State Stance on use. If you touch the rose after throwing it, you immediately become actionable. and firing upon it with Ebony/Ivory will perform an ultrakill reference.

Supers

Good Evening: A 5 frame 1 bar super that is a 3 hit attack going up, dragging your opponent with you. You can free cancel after the first attack. Interestingly, this is accessible on other stances at any time, but in Null Slayer Stance it requires Shikai or Bankai to be used. Switches to Null Slayer Stance on use.

Bankai: A 2 level dash that has significantly more range than Shikai and is faster. Gives access to the following moves: Good Evening, Raging Rave, Smite Slice, Delayed. Is usable in other stances, but switches to this stance on use.

Red Line: A 7 frame 3 level super that covers distance really quickly. Puts you into Cavaliere Stance on the bike. Is block punishable. Releasing Charge C at any tier will speed it up to frame 6.

Vortex: A 9 frame 1 level super that sends you at a high speed in the direction of your choice. Has a hitbox, so is useful for closing the distance. Is only usable after Trigger Heart. Is usable in other stances, switches to this one on use.

Acid Rain: This is a slow 2 level super that spawns a rain of projectiles above the opponent. This switches you to Gunslinger Stance on use, but interestingly cannot be used in that stance. Is locked to style rank A.

Final Sin: Requires full SDT to be used as well as style rank SS. You must be grounded. It is a 44 frame stance change animation. After the full animation, you will be in Sin Devil Trigger Stance. Has full invuln and slows the opponent down. You end the animation in the air.

Quadruple S: Fulfill the conditions for Final Sin, but then hit style Rank DH+ (600 style) to get access to this move. This move will instantly put you into SDT instead of a 44 frame animation. Is incredibly useful as it lets you keep a combo instead of having to drop it.

Swordmaster Stance


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This section will cover all of the Swordmaster Stance moves.

Attacks

Grab: This is the only standard grab Wraith has across all stances. On hit, there will be a voiceline for nearly every mainsteam character (modded or vanilla). Funny thing I just found: if the opponent does not DI, you can land grab multiple times.

Slash: a 5 frame attack with some fairly decent range and slashes down. Allows you to use Slice: Dos and Split: Dos.

Slice:a 5 frame attack with a bit more range than slash, slashes up instead of down.

Split: a 7 frame attack which has the most reach compared to the others. Can hit OTG and groundbounces, making it a very solid move.

Slash: Dos is the fastest attack in this stance and also grants access to Slice: Dos and Split: Dos.

Slice: Dos: The first follow up, being 4 frames and hitting in an upward curve. Maintains access to Split: Dos.

Split: Dos: The second follow up, being 5 frames and a guardbreak, making it a very solid move. It also allows you to use Million Stabs.

Prop: a 7 frame circular attack that is in front of the player that deflects any projectiles. Deflected projectiles can still hit you. Also gives access to the special attack Shredder.

Rave: A 4 frame aerial slash.

Rave: Dos: A 4 frame aerial slash.

Rave: Tres is a 5 frame aerial attack with 2 hits.

Helm. Breaker: A 7 frame down hit attack that drags your opponent with you to the ground. Stuns the opponent for a bit. Is usable in most stances and switches to this stance on use.

Specials

Stinger: a variable frame attack with a short window of invuln. Is usable most stances, and puts you into this stance on use. Gives access to the follow up attack Million Stabs.

Million Stabs: The follow up attack to Stinger and Split:Dos. It is a 10 frame multi hit attack.

High Rise: a 7 frame upslash that has a UI which lets you select High Time from grounded instead.

Shredder: a 5 frame multihit spin followup to Prop. Is also usable from air trick down in Swordmaster for style purposes.

Supers

Drive: A 13 frame super that costs 1 level that sends out a large projectile. Is upgraded at higher style levels.

Over-Drive: The direct upgrade to Drive, being the same amount of frames but sending out 2 projectiles instead of one. Requires D.S.W. to use. Costs 3 levels.

Macabre: a 7 frame super that costs 4 levels and requires style level A or higher. It's one long multi hit attack that does a massive amount of damage, but combo ends due to the amount of DI it builds up for the opponent. If hit raw does a bit over 5k damage.

Gunslinger Stance


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This will cover all the moves in the Gunslinger Stance.

Attacks

Slip: A 5 frame slide attack that hits low and grants access to Shotslide.

Monsoon: a 7 frame directionable attack that has heavy drag on the opponent. It's a multi hit and does good damage.

Hail: a 7 frame low attack that hits twice. Hits OTG and gives access to the super Wild Stomp. Does not drag, so be warned of using in neutral when they are using DI. Launches the opponent if hit in neutral.

Torrent: Same as Hail, but shoots up instead of down. Has extreme drag on first hit so you don't have to worry about the second shot not hitting.

Buckshot: A 7 frame horizontal attack that hits fairly far, but is hard to combo off of. Gives access to the move Shotslide.

Shotslide: An f13 sliding shot usable after Slip and Buckshot. In combo, it interrupts before hitting the opponent and lets you select Shotstand or Shothop.

Shotstand: Only usable after Shotslide and is a faster version of Buckshot being only 5 frames, but is near impossible to combo off of unless they di weird or you set something up beforehand. Has a smaller hitbox than Buckshot as well.

Shothop: Only usable after Shotslide or Cloud Spiral and is a 7 frame jump version of Buckshot.

Cumulus Drop: A 7 frame drop attack listed under movement that is only accessible in Spiral stance.

Specials

Cyclone: A 7 frame multi hit attack that works better on opponents in the air. Lifts you into the air a little. Is usable in most stances, switches to this stance on use. Has invuln on frame 7.

Ebony: A slow shot from your pistol, dealing decent damage.

Ivory: A faster shot that does less damage.

Gun Stinger: This is Stinger but with armor instead of invuln, better blockstun and hit properties, and is interruptible in combos into Shotslide, Shot Stand, and Buckshot

Core Eject: This is a 7 frame move that ejects a core into the air. You can control which direction you go with the direction wheel, and the horizontal direction of the core is controllable on future turns with the DI wheel. Striking/shooting the core will detonate it, but specifically shooting it with Spiral or with Smite Slice (Null Slayer) will cause a much larger explosion.

360: an attack only accessible in Spiral stance that is a very strong guardbreak. Can loop quite a few times at the cost of style for massive damage.

Cloud Spiral: A 9 frame attack only accessible after using Spiral. It sends you and your opponent into the air on hit. You can only access Shothop and 360 from this move outside of supers.

Supers

Spiral: A fairly fast shot that travels incredibly fast. On hit, places you in Spiral stance, which gives you access to unique moves. First, it lets you fire additional shots for 1 meter each. Second, it gives access to the moves 360, Cloud Spiral, and Cumulus Drop. It also takes away dash and trick movement outside of Air Trick.

Wild Stomp: A level 1 super only usable after hitting Hail. It is a multi hit attack that drags the opponent so all hits connect. Requires style level C. It ends in a kick that bounces the opponent.

Null Slayer Stance


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This covers all of the Null Slayer Stance moves. Most moves in this lead into other moves in strange ways, but all of them will be available from Shikai/Bankai as you would expect.

MovementYou lose access to the standard dash and cannot use trick movement at all in this stance outside of Air Trick.

Shunpo: A quick directionable dash only usable on the ground. Limits your moves on use.

Sonido: A fast teleport with great range.

Sonido Kai: A straight upgrade to Sonido as it travels farther and faster. Only usable at style rank SS and above while in a combo.

Attacks

Formal Talk: A 4 frame 2 hit attack, the second hit hits OTG. Has more range than Miko's version. Gives access to the super Raging Rave

Shoes Off: A 5 frame attack that hits low. Does not go as far as Miko's. Gives access to the super Raging Rave.

Cloud Divide: A slowish attack that sends out a projectile that doesn't move very fast or go very far until you use Shoes Off, Good Night, Good Evening, Head Off, or Bankai. Once you use that attack, it's a lot bigger and travels a lot faster. Also hits OTG if upgraded. Is usable in most stances, switches to this stance on use.

Delayed: Elder's attack. It is an 11 frame guard break attack that ground the opponent and ends combos. Only usable after Shikai or Bankai

Good Morning: A 4 frame aerial attack that is a high horizontal slash.

Good Afternoon: A 4 frame Aerial attack that is a low horizontal slash.

Good Night: A 10 frame aerial attack that is a big downward carve. Only usable after Shikai or Bankai. Has quite the range and pushes you forwards a slight bit. Bounces the opponent off the ground.

Specials

Shikai: A quick dash movement with short range that gives access to the following moves: Delayed, Good Night, Shrine Carver, Smite Slice, Raging Rave, Good Evening.

Head Off: A 5 frame upslash that pushes you forwards a bit on the ground. In the air, pushes you forwards and up. Gives access to the super Raging Rave.

Heaven Split: A 7 frame upwards carve that launches you off up and forwards a bit. Has no invlun unlike its Miko counterpart, so be careful with it.

Shrine Carver: Omegas dash slash, 7 frame that hits low and is only usable after Shikai or Bankai. You can choose how far you dash on a slider.

Supers

Passing Gale: Similar to Miko's variant, as it is a 10 frame 3 hit super that costs 2 meter and drags the opponent up with you on hit. First hit hits horizontally then it goes up from there.

Bankai: A 2 level dash that has significantly more range than Shikai and is faster. Gives access to the following moves: Good Evening, Raging Rave, Smite Slice, Paled Lotus, Delayed. Is usable in other stances, but switches to this stance on use.

Smite Swarm: A 4 frame grab that costs 3 levels performs 3 smite slices (similar to Mikos grab but stronger).

Good Evening: A 5 frame 1 bar super that is a 3 hit attack going up, dragging your opponent with you. You can free cancel after the first attack. Interestingly, this is accessible on other stances at any time, but in Null Slayer Stance it is only available after certain moves.

Raging Rave: an 8 frame 2 level super that is a multi hit grounded attack. Can only be used after certain other moves.

Smite Slice: A directionable ranged attack with quick start up and a large hitbox. Can only be used after Shikai or Bankai.

Paled Lotus: A 20 frame guard break super that costs 1 level of meter. It is a combo attack that does great damage despite costing only 1 level. Requires D.S.W. to use. Instantly kills the opponent if they are below 10 percent health.

Smooth State Stance


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BE WARNED: YOU WILL CONSTANTLY BE DRAINING METER IN THIS STATE. IF YOU RUN OUT OF METER YOU WILL HAVE MASSIVE FRAME DISADVANTAGE.

MovementDoes not have a walk but has a directionable dash. Has access to Trick.

Attacks

Snap: A 4 frame jab. Limits your moveset after use, so be careful with using this. Grabs any hats on the screen and brings them to you.

Point: A 6 frame forward jab that covers a decent distance. Sends any hats on screen forward at a high speed.

Spry Feet: A 7 frame sweeping attack that hits OTG. Sends any hats on screen diagonally up at a high speed.

Hat Swipe: A directionable overhead. Sends any hats on screen diagonally down at a high speed.

Specials

Hat Off: A 4 frame attack that throws out a hat. It takes longer than 4 frames to actually throw the hat, so be warned. Has high tracking and its trajectory can be altered by using other attacks. Snap drags the hat back to you, Point sends the hat straight forward at a high speed, Spry Feet sends the hat diagonally up at a high speed, with Hat Swipe sending the hat diagonally down at a high speed.

High Beat: A 9 frame guardbreak that sends you forwards an adjustable amount. On hit, you grab your opponent and slam them into the ground for 2 hit attack.

Mad Hatter: A slow attack that throws a hat that attaches to your opponent. If it lands, you get access to the move Hat Trick. It also stops meter drain from being in Smooth State Stance and also gives you more meter from actions. This makes the high cost of Man in the Red and Red Hot Night far more bearable.

Hat Trick: A slow attack that is only accessible after landing Mad Hatter. This attack lets you hit your opponent from anywhere on the screen. Give a bit of hit lag to the opponent, allowing for combos. This is accessible in every stance once Mad Hatter hits, and switches to this stance on use.

Gravitate: A 6 frame aerial attack that sends you down at an angle towards your opponent. Is directionable.

Liberate: A quick attack that throws out a flower that has some pretty high hitstun. Requires style level A. Is usable in other stances, switches to this one on use. If you touch the rose after throwing it, you immediately become actionable. Also hits OTG.

Supers

Man In The Red: A level 4 super that spawns a ring of hats around your character. If the opponent is in contact with said ring of hats, they will constantly take damage. It does not deal any hitstun so be aware of that. Also gives access to the super Red Visitante.

Red Visitante: Only usable after Man In The Red that removes the ring of hats in exchange for a powerful launching hitbox and throwing 3 hats. Costs 4 meter.

Red Hot Night: Essentially Moonwalker's thriller. Consumes 9 bars over a short period of time then sends out a bunch of projectiles that do a crazy amount of damage. If you land Mad Hatter, it costs 6 levels instead.

Cavaliere Stance


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Special Note: After using Joyride: Tres or Air Ride: Quatro, you will throw the bike. If the bike hits the opponent, it will explode dealing more damage. It will also explode if it hits the ground. A special property is if you touch the bike, you get a free Red Line.

Another Note: Bike Stance is an internal stance that both lets you do certain moves and limits them. To get out of Bike Stance, you can jump to leave it.

MovementLacks Dash, but if you are in Bike Stance you get access to Move In and Move Out which are very fast horizontal movement options that cover a lot of range. Can be used in the air to defy gravity.

Attacks

Whip: A 9 frame multi hit attack that on hit gives access to Whip: Dos.

Cross Line: Another multi hit attack that takes 13 frames and moves you forward a slight bit. Also throws the opponent over you. Has armor on frame 5.

Full Throttle: A 17 frame 2 hit attack that has armor if you have initiative after frame 5. You get into Bike Stance and get access to the moves Joyride and Joyride: Dos. You lose access to most of your moves after use, so only use this in a combo or a hard read.

Whip: Dos: A 7 frame attack usable after any other attack that hits like Whip does but has an extra few hits under the opponent and gives access to the attack Whip: Tres.

Whip: Tres: A 10 frame guard break attack where you spin on your bike, hitting twice. Is only usable after Whip: Dos. Has armor starting at frame 13.

Joyride: A 10 frame dash attack where you wheelie your bike. Only usable after Full Throttle or getting into Bike Stance. Armor at frame 7.

Joyride: Dos: A 9 frame multi hit attack that slams the opponent into the ground (does not ground them, it bounces them). Only accessible after using Full Throttle or getting into Bike Stance and you are in a combo. Gives access to Joyride: Tres. Armor at frame 5.

Joyride: Tres: A 7 frame guardbreak attack only usable after Joyride: Dos that throws the bike and sends you into the air. Armor on frame 8.

Braking: This is this stances' version of Helm. Breaker that is 10 frames and bring you and your opponent to the ground where you hit them a few times. An aerial attack.

High Side: A 7 frame aerial up hit that is a multi hit.

Specials

Idling: A 22 frame multi hit dash attack where you can choose how far you dash. It has grounded attack Invuln. Is a combo ender as it either grounds the opponent or sends them too far with too little frames to work with.

Slip Stream: A 13 frame attack that goes quite a distance with a hit at the end. Is a combo ender. Has invuln on frames 6 to 9.

Wheelie-Jump: A 10 frame up hit with your bike that sends you and your opponent into the air. Puts you into Bike Stance which only lets you use Air Ride and a few supers.

Air Ride: A 10 frame aerial multi hit attack where you drag your opponent above you with your bike. Gives access to Air Ride: Dos.

Air Ride: Dos: A 7 frame multi hit attack only accessible after Air Ride that continues the combo. Gives access to Air Ride: Tres.

Air Ride: Tres: A 5 frame multi hit attack only accessible after Air Ride: Dos that continues the combo, but due to how Air Ride: Dos drags the opponent above you it makes it hard to hit.

Air Ride: Cuatro: A 10 frame 3 hit guard break only accessible after using Air Ride: Tres where you toss your bike at the end. Cannot be used if you are riding the bike.

Supers

Red Line: A 7 frame 3 level super that covers distance really quickly, but is block punishable.

ChargeAll of this info comes from SmallSlab's testing, so I thank him for doing what I wouldn't.

This has its own audio when you are charging in this stance. Charge effects each move differently, but mostly just increases the speed of the attack.

Charge A

Crossline: at level 1, becomes frame 11 and armor starting at f3. At level 2, 10 frames and armor at f2. At level 3, 9 frames with no armor (idk its weird).

Whip: At level 1, frame 7. Level 2, frame 6. Level 3, frame 5.

Whip Dos: Level 1, 6 frames. Level 2, 5 frames. Level 3, 4 frames.

Whip Tres: Level 1, 8 frames with armor at 11. Level 2, 7 frames with armor at 10. Level 3, 6 frames with armor on 9.

Highside: Level 1, 5 frames. Level 2, 4 frames. Level 3, 3 frames.

Idling: Level 1, no change. Level 2, 19 frames. Level 3, 18 frames.

Charge B

Slipstream: Level 1, no change. Level 2, 10 frames with invuln fron frames 3 to 6. Level 3, 9 frames with invuln from frames 2 to 5.

Full Throttle: Level 1, no change. Level 2, 14 frames with armor starting frame 3. Level 3, 13 frames with armor at frame 2.

Wheelie-Jump: Level 1, no change. Level 2, 7 frames. Level 3, 6 frames.

Air Ride: Level 1, no change. Level 2, 7 frames. Level 3, 6 frames.

Joyride: Level 1, no change. Level 2, 7 frames with armor at frame 6. Level 3, 6 frames with armor frame 3.

Joyride: Dos: Level 1, no change. Level 2, 6 frames armor frame 2. Level 3, Frame 5 no armor (again, idk.)

Joyride: Tres: Level 1, no change. Level 2, frame 4 with armor frame 5 (what). Level 3, frame 3 with armor frame 4 (huh).

Charge C

Red Line: Level 1, frame 6. No changes beyond that.

Cerberus Stance


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You have very limited air options in this stance, so be warned.

MovementDoes not have access to trick, but gets access to 2 movement options.

Lift: A movement option that sends you in the direction you choose an incredible speed.

Mu Step: A quick step that goes faster than walking.

Attacks

Combo: A 4 frame 2 hit attack that gives access to Combo: Dos and String.

Combo: Dos: A 5 frame low attack that gives access to Combo: Tres and String: Dos.

Combo: Tres: A 5 frame 3 hit attack that does decent damage.

String: Only accessible after landing Combo. Is a 7 frame swipe attack that gives access to the move String: Dos.

String: Dos: A bigger swipe that is also 7 frames. Gives access to String: Tres and Combo: Dos.

String: Tres: A 9 frame mutli hit attack that drags the opponent in. Is only usable after String: Dos.

Revolver: An 8 frame multi hit wheel attack that drags the opponent in. Bounces the opponent off the ground. Final hit will hit OTG. If used in the air, you will drag your opponent and do damage until you hit the ground.

Swing: A 7 frame aerial downslash attack that sends the opponent down. Gives you some vertical momentum on use.

Specials

Ice Age: A 9 frame attack with near complete invuln, but doesn't combo. A god pressure ender.

Crystal: A gunflame of ice spikes that can be very strong if you force them to block.

Rock Back: A 13 frame guard break with decent range.

Fuego: A 7 frame 2 hit with good range. The attack brings the opponent right in front of you. Gives access to the moves Fuego: Millon and Fuego: Dos.

Fuego: Millon: A 7 frame multi hit attack that is interruptible. You can also hold to continue the attack. If you have enough previous hitstun to hold through the whole thing, you will do a lot of damage.

Fuego: Dos: A 5 frame combo ender that is pretty much Fate Severe from Miko. Is your backup if you can't finish Fuego: Millon. Does excellent chip damage.

Roleplay: A 7 frame aerial attack that drags the opponent until you hit the ground. Has a unique property where the higher in the air you hit this, the more damage this will do. Is usable in other stances, switches to this stance on use.

Supers

Long Barrel: A 10 frame guard break super that costs 1 level. You can choose to hit horizontall or diagonally. Gives massive hitstun, so you can use this to combo into nearly anything. Causes a hard knockdown, but you can always hit your opponent with something else before that happens.

Long Revolver A 10 frame 4 level super with a big OTG hitbox and does a lot of damage.

Revolution: A 13 frame multi hit wheel super that is entirely invulnerable and costs 3 levels. Despite sending the opponent quite far, you can combo off of it.

Thunderclap: A long super that costs 4 levels and spawns spark bombs equal to your style rank. These spark bombs have a bit better tracking than Wizard's.

Balrog Stance


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This stance is unique for having 2 stances with in it, Blow Stance and Kick Stance. When you switch to this stance, you are automatically put into Blow Stance.

It also has a special mechanic called Ignition. Each attack will give an amount of stacks of Ignition that will show in a circular shape around the opponent. At certain stacks of Ignition, you get access to your supers. It also increases damage the more stacks are applied.

MovementThis character replaces all standard movement outside of Air Trick. Does not have access to Trick.

Speed: A directionable dash similar to the one in Smooth State Stance.

Flush: A 6 frame jump that has a hitbox to it so very funny for jumping into someone.

Attacks

Firestorm: A 5 frame aerial double hit attack that sends you up. Drags opponent into second hit. Also puts you into Kick Stance and gives access to Sunrise.

Blow: A regular 4 frame jab. Will put you into Blow Stance.

Blow Stance

Blow: Dos: A 5 frame aerial attack that hits up.

Blow: Tres: A 9 frame aerial attack that hits down.

Heavy Jolt: A 13 frame 2 hit attack where the first hit hits frame 6. Has some invuln to it, and the second hit sends the opponent into the air. The second hit it not automatic below a certain style level.

Dragon Breaker: A 9 frame uppercut that depending on the set charge does different things. From charge 1-5 it's a standard grounded uppercut, from charges 6-8 it launches you into the air as well, and at charge 9 it becomes a spiral uppercut that goes straight up. It takes longer than 9 frames at charge 9.

Kick Stance

Kick: Dos: A 7 frame attack that is usable after Kick Mode that gives access to Barrage: Dos.

Barrage: Dos: A 4 frame multi hit attack that is a bit hard to land. Can only be used after Kick: Dos.

Kick: A 5 frame kick with some horizontal velocity that gives access to the move Foot.

Foot: A 7 frame kick that also moves you forwards and gives access to the move Sunrise. Also sends you up a very small amount to the point where you can use aerial attacks.

Sunrise: A 10 frame guard break that sends the opponent diagonally out.

Updraft: A 10 frame uppercut that sends both you and your opponent diagonally up. It has invuln.

Flint Wheel: A 7 frame kick that sends you backwards and your opponent up.

Friction: A 13 frame aerial down attack that drags your opponent with it until you reach the ground. You can adjust how much horizontal velocity you have with the slider.

Specials

Blow Stance

Welter Draw/Welter Accel: These are essentially Ash and Cinder from Vixen. They are 2 invulnerable weaves that let you go through an attack.

Middle Break: A 16 frame punch with armor that has auto follow up hits if connected.

Rising Dragon: A 19 frame aerial uppercut that sends you and your opponent up.

Volcano: A slow startup aerial attack that smashes into the ground, hitting any grounded opponent nearby. Hits OTG. Is usable in other stances, switches to this stance on use.

Kick Mode: A 10 frame kick that sends you into Kick Stance. Is usable in other stances, switches to this stance and Kick Stance on use.

Kick Stance

Friction: A 10 frame jump attack that sends you into the aerial attack Friction if you hold.

Burn Vector: A 10 frame multi hit attack with a pause in the middle. If held, it finishes the attack and sends the opponent up.

Blow Mode: A 10 frame punch that puts you into Blow Stance and lifts the opponent up a bit. Is usable in other stances, switches to this stance and Blow Stance on use.

Supers

Blow Stance

True Impact: A 38 frame super that requires 8 stacks of Ignition and costs 5 levels. Makes you completely invulnerable on use, including Burst and grab. You must be on the ground for this to be available.

Kick Stance

Pyromania: A 7 frame super that costs 3 levels and hits them with a series of kicks. Can be used again right after.

Taunt

Fire Up: A 45 frame attack that has a really small hitbox on the bottom of the player. On hit, gives max ignition stacks. Only usable after using Kick. Think of this as a taunt.

Nevan Stance


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Using swap to enter nevan will actually perform a copy of Rave: Cero (doesn't count as the actual move for style purposes), which can be useful as an f5 attack where you may not otherwise have one.

MovementDoes not have access to Trick outside of [/b]Air Trick[/b].

Air Raid: A quick dash in any direction, including into the air. This is also your jump.

AttacksYes, there are 2 attacks named Axe. No, I don't know why.

Rave: Cero: A 5 frame slash with some decent range. Usable in the air.

Axe: A 13 frame low hit. Reduces proration by 2 on hit.

Axe: A directionable 9 frame attack where you jump and swing under you at an angle.

Night Star: A 9 frame up slash that launches the opponent up.

Rave: A 7 frame dash attack.

Rave: This is the aerial version. It is a 4 frame low slash with decent range.

Rave: Dos: A 4 frame up carve attack. Usable in the air.

Specials

Night Raid: A 25 frame guard break that significantly shrinks your hitbox for the dash to your opponent, and gives invuln for a brief window. Can be used in other stances, switches to this stance on use.

Ground Play: A 10 frame attack that sends out a projectile that will hit 3 times after a delay. It travels up after a brief interval. On hit, this will drag the opponent up with it.

Jam Session: A 16 frame multi hit attack that hits in a vertical cone to the skybox. Only usable after style rank A.

Air Play: A 10 frame aerial that is just Ground Play but in the air.

Shockriff: A 10 frame aerial attack that has a long diagonal hitbox aimed down. Its slightly directionable, but not by much. Locked behind using Trigger Heart.

Highway Star: A 9 frame aerial attack that drags the opponent diagonally to the ground with you on hit. Is directionable.

Frontlady Gig: A move only available after using 2xS: Witch Hunt that allows you to control your summon. The options available are 3 movement options, 2 fast short-range attacks, and one projectile wave attack. This is available in every stance.

Supers

Vortex: A 9 frame 1 level super that sends you at a high speed in the direction of your choice. Has a hitbox, so is useful for closing the distance. Is only usable after Trigger Heart. Is usable in other stances, switches to this one on use.

2xS: Witch Hunt: A 22 frame super that costs 3 levels and creates a summon for the user. Locked behind style rank SS. Has a hitbox at the end of the summon.

Showtime Spark: A 5 level super that gives you 2 options for your summon to do: LaserBeam and Portals. LaserBeam is an incredibly slow attack (about 40 frames according to mana) that fires a massive laser horizontally down. This has a huge hitbox and does an incredible amount of damage on a hit. Portals summons a portal at start position at your current elevation. This teleports you to the location after a period of time. There is a hitbox on the portal when you teleport.

Chthonic Powercord: A 10 frame 4 level guardbreak super that deals massive damage. Locked behind having 666 or more DT and you have to have used Trigger Heart, actively consuming DT. Will instantly kill if the opponent is below 15 percent health. Will flashbang you in the preview.

Sin Devil Trigger Stance


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Stance Requirements

This is the only stance not accessible by using Swap. To get this stance, you first have to get D.S.W. which I explained in the General Mechanics section at the bottom. You also need to be style level SS minimum.

From here, there are 2 ways to get SDT, using Final Sin or Quadruple S. The conditions to get those are below.

The first option is to accumulate SDT meter (hidden value) in combo by holding DI up. This will trigger vfx and a sound cue so you know that its working. After a decent period of time, you will have a particle on you which indicates that it is done charging and you can use Final Sin.

Or, if you have max DT and are in neutral, you can use Gather. Gather is a super that puts you into a hyper armor state where you charge SDT for a short period of time. At the end of the charge, you immediately gain access to Final Sin. You will know when you are done charging as you will have a red particle affect in front of the player. It will look like a level 2 Charge. Ignore this for now, I myself have never gotten gather in this way despite this being the supposed correct way to get it.

Final Sin:Requires full SDT to be used as well as style rank SS. You must be grounded. It is a 44 frame stance change animation. After the full animation, you will be in Sin Devil Trigger Stance. Has full invuln and slows the opponent down. You end the animation in the air.

Quadruple S: Fulfill the conditions for Final Sin, but then hit style Rank DH+ (600 style) to get access to this move. This move will instantly put you into SDT instead of a 44 frame animation. Is incredibly useful as it lets you keep a combo instead of having to drop it.

This stance eats through DT incredibly quickly, so you have to make use of this stance fast. Though, you also get a massive boost to meter gain and do a huge amount of damage with every attack.

MovementDoes not have access to all standard movement, including Trick and Air Trick.

Jump: This is a 4 frame jump that is also a quick spin attack. Sends you quite far in the air.

ADVENT: This is a movement option that near instantly closes the distance from your opponent from anywhere on screen. Is incredibly useful. This actually gives a decent bit of meter due to how level is calculated, as you gain meter based off of how fast you are approaching your opponent.

Shift: A fast, quick dash in any direction.

Attacks

REDUCTION: A 7 frame directionable attack that can beat grab if you angle up. Has a large

horizontal hitbox. Gives access to the move RED SEA.

DIVISION: An 11 frame directionable attack that also beats grab if you angle up. Has a large vertical hitbox. Also gives access to the move RED SEA.

RED SEA: A 5 frame directional guard break that deals massive damage. Has a massive drag script until the attack hits. Only usable after landing REDUCTION or DIVISON.

Specials

HELLISH TALON: A 16 frame multi hit drill attack that drags the opponent with you. Gives you pretty much full meter but uses almost all of your DT.

DEBRIS: A 10 frame attack that sends out a big, fast projectile that does a lot of damage on hit.

ERADICATE: A long attack that summons a massive orange and yellow blackhole with a large hitbox in the middle. If the opponent is below 30 percent health, this will kill the opponent and cause them to explode.

LOCUST: A 32 frame attack that sends out a large amount of projectiles. Considering the short use of SDT, I do not suggest you use this unless you are at point blank in a combo as it has a hitbox on start up.

Supers

RAGNAROK: A 5 level 89 frame super that slows the opponent on use so all of their actions take double the frames. Is a huge multi hit attack that will instantly kill the opponent if landed.

4xS: DEHEART: A super that requires DH+ (600 style) to use. On use, immediately ends SDT, allowing you to combo with the regular stances. Is infinitely faster than the normal end of SDT which occurs when you run out of DT. Does not actually consume meter.

Unique Interactions Between Stances

Core Eject: You can also hit the core with Smite Slice which will also cause the same explosion as if you hit it with Spiral.

Liberation: If you shoot the rose from Liberation with Ebony or Ivory the bullet will redirect to the opponent.

Credits

These are the various people that helped with the creation of this guide either through answering my endless barrage of questions, proofreading, or providing me with information.

Seveer (or furious creature on steam) is the developer for the mod this guide is about, and answered various questions I threw at him about his character.

Mana is the beta tester for this character, who created their own video guide that is linked in the title. This has helped me in various ways, so that's why the video is linked.

Videofreak is the proofreader and person who helped touch this thing up a bit before I publish this monstrosity. We also bounced information off of each other as he is making a guide on google docs. Helped with various information about Executions and such.

SmallSlab is an information provider for all of the technical data for the Charge variants of Cavaliere Stance attacks, which I would not have included otherwise.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3124440597					

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