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    FAQ/Move List by BMSirius

    Version: 1.7 | Updated: 12/02/14 | Search Guide | Bookmark Guide

    ===============================================================================
    
    HYRULE WARRIORS - Moveset FAQ (for Wii U)
    
    12/02/14, v1.7
    
    By BMSirius/Baron_Von_Stone
    
    DarkestSamus@yahoo.com
    
    Copyright 2014 Bradley Stone
    
    ===============================================================================
    
    Version Info:
    v1.7 - Twilight Princess Pack update with Link's Spinner, Zelda's Dominion Rod,
           and Twili Midna's mirror. Several small updates to other movesets as
           well, including both new discoveries and moveset tweaks from the update.
           To home in on changes from the update, search for "v1.4 update" without
           the quotation marks.
    v1.4 - Added a Dodge/Hookshot Follow-Ups section to all characters, detailing
           any special moves they have upon evasion as well as what attacks are
           executed after hookshot use. Also added a bevy of new moveset nuances,
           most notably special techniques with Link's Gauntlets C1 as well as
           Link's Hylian Sword's and Zelda's Rapier's counterattacks.
    v1.3 - Addition of Cia, Volga, and Wizzro free characters, as well as the DLC
           weapon for Link, the Horse.
    v1.1 - Addition of both Focus Spirit Special Attacks for every moveset, as well
           as several more minor additions as suggested by the community.
    v1.0 - The creation of the FAQ, which should be complete until the October 16th
           DLC. Soon after, the guide will be updated for Epona (weapon for Link),
           Cia, Volga, and Wizzro.
    
    =================
    TABLE OF CONTENTS
    =================
    1. WHAT IS THIS FAQ FOR? (HW01)
    2. TERMINOLOGY (HW02)
    3. MOVESETS (HW03)
       3A. LINK'S HYLIAN SWORD (HW03A)
       3B. LINK'S MAGIC ROD (HW03B)
       3C. LINK'S GREAT FAIRY (HW03C)
       3D. LINK'S GAUNTLETS (HW03D)
       3E. LINK'S MASTER SWORD (HW03E)
       3DLCA. LINK'S HORSE (HW03DLCA)
       3DLCB. LINK'S SPINNER (HWO3DLCB)
       3F. IMPA'S GIANT BLADE (HW03F)
       3G. IMPA'S NAGINATA (HW03G)
       3H. SHEIK'S GODDESS HARP (HW03H)
       3I. LANA'S BOOK OF SORCERY (HW03I)
       3J. LANA'S SPEAR (HW03J)
       3K. LANA'S SUMMONING GATE (HW03K)
       3L. ZELDA'S RAPIER (HW03L)
       3M. ZELDA'S BATON (HW03M)
       3DLCC. ZELDA'S DOMINION ROD (HW03DLCC)
       3N. GANONDORF'S GREAT SWORDS (HW03N)
       3O. DARUNIA'S HAMMER (HW03O)
       3P. RUTO'S ZORA SCALE (HW03P)
       3Q. AGITHA'S PARASOL (HW03Q)
       3R. MIDNA'S SHACKLE (HW03R)
       3S. ZANT'S SCIMITARS (HW03S)
       3T. FI'S GODDESS BLADE (HW03T)
       3U. GHIRAHIM'S DEMON BLADE (HW03U)
       3V. CIA'S SCEPTER (HW03V)
       3W. VOLGA'S DRAGON SPEAR (HW03W)
       3X. WIZZRO'S RING (HW03X)
       3DLCD. TWILI MIDNA'S MIRROR (HW03DLCD)
    4. CONTRIBUTIONS (HW04)
    5. ACCREDITATION AND THANK YOUS (HW05)
    6. COPYRIGHT (HW06)
    
    ===============================
    1. WHAT IS THIS FAQ FOR? (HW01)
    ===============================
    
    This guide serves several purposes. For one, it serves as a reference for
    players who haven't yet unlocked all of the characters - or perhaps who don't
    even own the game yet - to know how their favorite characters fight. In
    addition, it provides a complete moveset for those who may not know all of
    the hidden nuances of every character's moves. Finally, it also serves to
    provide techniques on which move to use for each character to use them to
    their best. All that, and... it's just something I enjoy doing, as creating
    such guides helps ME acclimate to the characters better. I hope you enjoy!
    
    =====================
    2. TERMINOLOGY (HW02)
    =====================
    
    Here are some terms used in the FAQ.
    Warriors style: A controller setting for those more experienced with Warriors
        games, as opposed to the Zelda style. Y is Regular Attack, and X is Strong
        Attack.
    Zelda style: A controller setting adjusted for those more experienced with
        Zelda games. B is Regular Attack, Y is Strong Attack. 
    Strong Attack: The move used by pressing the Strong Attack button by itself.
        The Strong Attack button is X (Y for Zelda style).
    Regular Attack: Moves used by pressing the Regular Attack button. The Regular
        Attack button is Y (B for Zelda style).
    Combo Attack: A term used for moves performed by pressing the Strong Attack
        button during a Regular Attack string.
    Special Attack: The move performed by pressing the Special Attack button (A for
        Warriors style, X for Zelda style), consuming 1 bar of the Special Attack
        gauge.
    Hitstun: Hitstun is when a character/enemy recoils when hit by an attack,
        generally keeping them locked in the attack string. A character who is
        resistant or immune to hitstun can hit you back while you're attacking
        them.
    Knockback: A quality of an attack that sends opponents flying, generally in
        the direction opposite of the attack that hit them.
    Officer: Any non-giant opponent who has a Weak Point gauge after certain
        attacks. This includes all playable characters (Link, Zelda, etc) and many
        types of monsters (Moblin, Stalmaster, etc).
    Dash cancel: The act of using the evade ability (B for Warriors style, A for
        Zelda style) to cancel out of a move's animation. In general you can save
        yourself a couple of vulnerability frames by using this after every Strong/
        Combo Attack, but the term "Dash Cancel" will only be used if it saves a
        significant amount of time or otherwise alters the properties of the
        attack.
    
    The movesets shall be described in the following format:
    
    (CHARACTER NAME)'S (WEAPON TYPE)
    SA: (stands for Strong Attack) Description of the move performed by pressing
        the Strong Attack button by itself.
    R1: (stands for Regular Attack 1) Description of the first attack performed in
        the Regular Attack string.
        C2: (stands for Combo Attack 2) Description of the Combo Attack performed
            by pressing the Combo Attack button as the second button of an attack
            string. The button input for a C2 would be YX (BY for Zelda style). If
            the Combo Attack is multi-input, the moves will be described as C2-1
            (the first input), C2-2 (the second input), etc.
    R2: (Regular Attack 2) Description of the second attack performed in the
        Regular Attack string, following the R1 (if you don't initiate the C2).
        C3: (Combo Attack 3) Description of the Combo Attack performed by pressing
            the Combo Attack button as the third button of an attack string. The
            button input for a C3 would be YYX (BBY for Zelda style). The number
            that follows the C represents when you press the Combo Attack button
            during your attack string. For example, a C5 would be pressing Regular
            Attack four times then Combo Attack for the fifth button - YYYYX
            (BBBBY for Zelda style). If it's multi-input, but as a C4-3, the input
            would be YYYXXX (BBBYYY for Zelda style). The number 4 in this case
            represents pressing the Strong Attack button as the fourth button, and
            the -3 means that you press the Strong Attack button three times.
    Continues with R and C until moveset is complete.
    (Special moves): Any unique attacks, aerial moves, etc will be described at the
        bottom of the moveset.
    Special Attack: Description of the move performed by pressing the Special
        Attack button.
    Focus Spirit Activated: Description of the move performed by pressing the
        Special Attack button during a Focus Spirit before the Magic Gauge runs
        out.
    Focus Spirit Passive: Description of the move performed automatically when the
        Magic Gauge runs out during a Focus Spirit.
    Dodge/Hookshot Follow-Ups: Describes attacks that can be performed after
        dodging, if applicable. Also describes which move is used automatically
        after using the hookshot.
    
    Summary: I understand that these moveset descriptions are bulky and not for
        everyone, so in this section I attempt to describe, as briefly as possible,
        the unique properties of the moveset that not every player must be aware
        of. If you read anything, read this.
    
    Technique: My personal strategies when using this character. I try to cover at
        least three sections: crowd-clearing, officer Weak Point gauge depletion,
        and giant boss Weak Point gauge depletion. Any tips that were e-mailed to
        me by readers will be placed here as well with proper credit given.
    
    ==================
    3. MOVESETS (HW03)
    ==================
    
    LINK'S HYLIAN SWORD (HW03A)
    
    SA: By tapping the Strong Attack button, Link spins around creating a
        shockwave, causing mild damage and knockback. If you hold the button, Link
        charges his sword. For as long as you hold the button, you can move Link at
        a walking pace. When you let go, he spins creating a much larger shockwave
        that does more damage and still causes knockback. Note that if you press
        the Strong Attack button while Link blocking a foe's attacks, Link will do
        a small jumping attack with his shield causing knockback, then descend and
        slash. He is invincible during this technique.
    R1: Slash to the lower right.
        C2: Link slashes into the air, taking any opponent he hits with him. If you
            press the Strong Attack button right after dodging, Link performs this
            move rather than his Strong Attack. You can perform the Air Follow-Up
            while he is in the air, or if you hold down the Strong Attack button
            while performing this move, when he lands you can perform the Spin
            Follow-Up (see below).
    R2: Slash to the left.
        C3: Link leaps backwards, then dashes forward, swinging his sword and
            throwing a horizontal spinning air projectile forward causing
            knockback. You can change the direction the projectile will go at any
            time during the backwards leap. If you hold down the Strong Attack
            button while performing this move, you can perform the Spin Follow-Up
            (see below).
    R3: Jumping slash to the lower left.
        C4: Link performs a multi-hit ascending spin, ending with him and his
            opponents in the air. You can perform the Air Follow-Up while he is in
            the air, or if you hold down the Strong Attack button while performing
            this move, when he lands you can perform the Spin Follow-Up (see
            below).
    R4: Jumping slash to the upper right.
        C5: Link holds up his shield and charges forward for several seconds,
            dealing multi-hit damage and dragging foes forward with him before
            ending with a sword thrust with guard break and knockback. You can
            control Link during the charge. By rapidly tapping or holding the
            Strong Attack button, you can make the charging part of the attack last
            longer. If you hold down the Strong Attack button while performing this
            move, you can perform the Spin Follow-Up (see below).
    R5: Slash to the right.
        C5: Link can perform his C5 after this Regular Attack as well.
    R6: Slash to the left.
        C5: Link can perform his C5 after this Regular Attack as well.
    R7: Slash to the right.
        C5: Link can perform his C5 after this Regular Attack as well.
    R8: Slash to the left.
        C5: Link can perform his C5 after this Regular Attack as well.
    R9: Somersault leap into the air, slamming the sword to the ground at the end,
        causing knockback.
    Air Follow-Up: While in the air after his C2 or C4, Link can perform aerial
        follow-up attacks. By pressing the Regular Attack button up to three times,
        he can perform three aerial slashes. The third slash sends the opponent
        flying down and away from Link. By pressing the Strong Attack button, Link
        slams his sword downward into the ground creating a small shockwave (his
        classic Sword Plant). If you hold down the Combo Attack button during the
        ground slam, when he lands you can perform the Spin Follow-Up (see below).
        You can link all of these techniques together, slashing three times with
        the Regular Attack button, slamming the ground with the Strong Attack
        button, then doing the Spin Follow-Up. In this combo, though, the third
        Regular Attack slash will cause the ground slam to miss non-giant targets,
        so slashing twice is more effective.
    Spin Follow-Up: Link charges his sword. For as long as you hold the button, you
        can move Link. When you let go, he does a running multi-hit spin slash.
    Special Attack: Link raises his sword in the air, then rushes forward doing
        multiple spin slashes causing knockback.
    Focus Spirit Activated: Thrusts his blade forward incredibly hard causing
        knockback.
    Focus Spirit Passive: Thrusts his blade in the air, causing an explosion of
        light to erupt from his body causing knockback.
    Dodge/Hookshot Follow-Ups: After a dodge, pressing the Strong Attack button
        performs his C2. If you are blocking and you dodge backwards or sideways,
        Link performs a forward thrust identical to the finishing blow of his C5,
        with guard break and knockback. After using the hookshot, he executes his
        C2, with the Air Follow-Up available.
    
    Summary: He has special moves while dodging neutrally, block-dodging to the
        left/right or backwards, and a special counterattack while blocking. His C2
        and C4 allow you to follow-up with up to three aerial slashes and a ground
        slam. During any of his Combo Attacks including the aerial ground slam, if
        you hold the Strong Attack button, you can perform a spin slash. His C5 can
        be used after any of his Regular Attacks past R4 except for after R9 (his
        Regular Attack finisher), and its finishing move breaks guard.
    
    Technique: Link's Strong Attack (if the button is held briefly) is his greatest
        crowd clearer. It's effective at fighting multiple enemy officers as well.
        His C2 with Air Follow-Up is very effective at reducing officer Weak Point
        gauges in one shot (if you use the third aerial slash or the ground slam,
        you'll have to re-approach the officer to trigger the Weak Point Smash).
        None of his techniques are especially effective against giant bosses, with
        a full C2/C4 + triple aerial slash + ground slam + Spin Follow-Up being my
        preference.
    
    ~~~
    
    LINK'S MAGIC ROD (HW03B)
    
    SA: Tapping the Strong Attack button sends a pillar of fire forward that knocks
        enemies into the air. If you hold the button down, it will cause a
        localized explosion directly in front of link that causes heavy knockback.
    R1: Sends a purple pellet forward.
        C2-1: Link slams his rod into the ground calling a column of fire in front
              of him, knocking all enemies hit into the air.
        C2-2: Link calls two glyphs into the sky to the left and right of the
              airborne foes which fire columns of fire inwards at the foes.
        C2-3: The two aerial columns rotate 360 degrees, sending the airborne
              enemies flying outwards.
    R2: Sends two purple pellets in a narrow V formation forward.
        C3-1: The rod transforms into a large magic axe which Link swings upwards.
        C3-2: Link spins around several times with the axe.
        C3-3: Link throws the axe which swirls around in a wide circle around him,
              causing knockback, before turning.
    R3: Sends three purple pellets in a \|/ formation forward.
        C4-1: The rod transforms and fires out six jets of flames forward in a
              horizontal fan motion. You can rotate Link during this attack.
        C4-2: The jets of flame turn into a hurricane of flame firing forward from
              the rod's tip, juggling the foes in the air. You can rotate Link
              during this attack. If you stop at this move, the enemies fly
              slightly away.
        C4-3: The enemies hit by the hurricane fly towards and above Link, and he
              creates a massive column of flame directly above him, hitting the
              enemies several times and then blasting them away in every direction.
    R4: Spins around with the rod out.
        C5: Link slams the ground with his rod causing a small shockwave, and a
            flaming dragon bursts straight up out of the ground around him knocking
            foes into the air. It then circles back behind Link and then soars up
            in the air in a circular motion dragging foes into the sky and
            damaging them. Foes fall to the ground after the attack.
    R5: Transforms the rod and fires a large purple blast forward.
    Special Attack: Link holds his rod in the air as a flaming dragon soars out,
        circles behind him, and then soars forward while swirling in a circular
        motion before leaving straight upwards.
    Focus Spirit Activated: Calls down a giant meteor in front of him causing
        knockback.
    Focus Spirit Passive: Aims the rod up as a giant fireball swells and then
        bursts, causing an explosion of fire to burst outwards causing knockback.
    Dodge/Hookshot Follow-Ups: After using a hookshot, he executes his C2-1. To
        perform the rest of his C2, continue pressing the Strong Attack button.
    
    Summary: His Strong Attack can be charged. There are few subtleties to this
        moveset.
    
    Technique: Link's C3 is very safe and very efficient at crowd-clearing. His C2
        can be effective against officer Weak Point gauges, and the mid-range
        properties of his R1-R3 make it easy to hit opponents with difficult-to-
        catch vulnerability periods. There are no particularly efficient techniques
        against giant bosses.
    
    ~~~
    
    LINK'S GREAT FAIRY (HW03C)
    
    SA: The Great Fairy absorbs some magical energy, turning purple and sparkling
        for approximately 18 seconds. During this time, she deals more damage but
        also takes more damage.
    R1: Backflips and stomps with the right foot.
        C2: She lets Link out of the bottle where she was standing, then appears
            slightly ahead of him with his sword. She swings the blade, sending
            a shockwave at Link, who dodges. She then does it again. She then sends
            a double shockwave in an extremely narrow V pattern. She then returns
            his sword and scoops Link back up into the bottle. The shockwaves
            damage foes and knock them slightly in the air - the actual sword
            swings of the fairy do nothing. You have no hitbox during this attack,
            meaning you cannot take damage or otherwise be interrupted.
    R2: Leans back and does a spin kick.
        C3: She lets Link out of the bottle slightly behind where she was standing
            and then appears slightly ahead of where she was standing. She throws
            a light orb at Link who deflects it back to her for a total of five
            deflections (the "Dead Man's Volley"). She then catches the orb and
            throws it on the ground, creating an explosion near Link's location,
            and scoops Link back up. The deflected orb deals damage, and the
            explosion deals damage and sends foes flying. You have no hitbox during
            this attack, meaning you cannot take damage or otherwise be
            interrupted.
    R3: Dashes headfirst in a small half-circle in front of her.
        C4: She lets Link out of the bottle and then appears directly in front of
            him, laughing as 8 giant bombs fall from the sky randomly around her.
            She then flies up into the air and crashes down to the ground on her
            butt, creating a shockwave. She then scoops Link up. The bombs juggle
            foes in the air and the shockwave sends them flying. You have no hitbox
            during this attack, meaning you cannot take damage or otherwise be
            interrupted. This attack is Fire elemental, despite his weapon being
            Water element.
    R4: Dashes headfirst forward for a moment for a notable distance.
        C5: She lets Link out of the bottle, and then a whirlpool appears directly
            in front of him doing multi-hit damage and sucking in nearby foes. She
            then emerges from the whirlpool, turning it into a fairy fountain, and
            then dives back in and bursts out, doing damage and sending foes
            flying. She then scoops Link back up. You have no hitbox during this
            attack, meaning you cannot take damage or otherwise be interrupted.
    R5: Swings Link's bottle upwards, knocking foes into the air.
        C6: She lets Link out of the bottle and then flies upward. Levias the
            dragon appears in front of Link, raining down sixteen lightning bolts
            at random locations before a massive bolt comes down and sends foes
            flying and turning the screen completely white. She then flies back
            down and scoops Link up. You have no hitbox during this attack, meaning
            you cannot take damage or otherwise be interrupted. This attack is
            Lightning element, despite his weapon being Water element.
    R6: Slaps the airborne foes a series of five times.
    R7: Performs a water-elemental backflip double kick, sending foes flying, then
        laughs. The laugh can be dash cancelled.
    Special Attack: She flies up into the sky and then directs the moon from
        Majora's Mask to crash down to the earth, crushing all enemies in front of
        her.
    Focus Spirit Activated: Stomps the ground with her toe creating a fairy
        fountain, then a horde of fairies surround her which she then sends forward
        in a fan formation, causing knockback.
    Focus Spirit Passive: She lets Link out of the bottle, then appears behind him
        and soars forward causing several explosions of water in her wake that
        cause knockback.
    Dodge/Hookshot Follow-Ups: After using a hookshot, the Great Fairy spins in
        place while rising a bit, causing knockback.
    
    Summary: She is invulnerable during her Combo Attacks, so use them to avoid
        damage.
    
    Technique: Her C4, C5, and C6 are all insane crowd-clearing moves. It is
        incredibly difficult to time the Great Fairy's Combo Attacks to hit an
        officer's Weak Point gauge, and her regular attacks are too slow to keep it
        going, so her best bet is to use her C4 or C6 to deal normal damage to
        them. Use her Regular Attacks at a safe distance from enemy officers, and
        then close in when you're ready for the Combo Attack - her R4 is especially
        excellent for closing the distance. Her C4 and C6 are also her better giant
        boss Weak Point gauge killers.
    
    ~~~
    
    LINK'S GAUNTLETS (HW03D)
    
    SA: Link picks up the foe in front of him, who is automatically thrown a moment
        later. You can choose the direction to throw the enemy. The throw hurts the
        foe and anybody they hit. Fails on officers some of the time, especially if
        they are attacking. Link can also pick up grass, pots, bombs, and boulders,
        which he will hold on to until he uses them or drops them by evading or
        taking hitstun/knockback. While holding an item, Link can only walk, not
        run. Each held item has its own special effects:
        *Grass: If he throws the grass by pressing the Strong Attack button again,
             it flies a long distance forward slowly, causing very slight damage
             and no hitstun/knockback. By pressing the Regular Attack button while
             holding grass, Link drops it above his head and then swings the flail
             in a circle around him several times.
        *Pots: After lifting a pot, its contents instantly fall out as if you broke
             it. If he throws the pot by pressing the Strong Attack button again,
             it flies forward a short distance and cracks instantly when it hits a
             foe, causing damage. It is effective against enemy Weak Point gauges.
             By pressing the Regular Attack button while holding a pot, Link
             smashes it down into the ground right in front of him, damaging foes.
        *Bombs: If he throws the bomb by pressing the Strong Attack button again,
             it flies forward a short distance before hitting the ground and
             exploding, knocking foes into the air. By pressing the Regular Attack
             button while holding a bomb, Link slides it forward on the ground in
             front of him, where it explodes a moment later knocking foes into the
             air. The bomb always explodes at a set distance, and does not explode
             automatically if it strikes foes mid-flight/slide. It is effective
             against enemy Weak Point gauges.
        *Boulders: If he throws the boulder by pressing the Strong Attack button
             again, he throws it a short distance where it crashes and breaks,
             causing knockback. By pressing the Regular Attack button while holding
             a boulder, Link slams it to the ground, pushes it forward for several
             seconds dragging foes, then punches it to pieces sending foes flying.
             You can direct Link as he's pushing the boulder forward.
    R1: Does a broad flail sweep to the right.
        C2-1: Punches the ground directly in front of him, knocking foes upward.
        C2-2: Pulls a rock out of the ground and throws it into the air at the
              airborne foes.
        C2-3: Dives into the ground. After the airborne foes hit the ground, he
              bursts out of the ground in an uppercut and sends foes flying.
    R2: Does a broad flail sweep to the left.
        C3-1: He slams his electrified fists together, causing a small local
              explosion.
        C3-2: He punches the ground with his fists, sending lightning shockwaves
              forward in a \|/ pattern. The shockwaves paralyze opponents for a
              brief moment.
        C3-3: He lunges forwards making a grabbing motion with his left hand. As
              long as he touches any kind of enemy, a quick lightning burst will
              occur, then he'll thrust out his palms making an electric explosion
              that causes knockback.
    R3: Spins the flail in several circles around him.
        C4-1: Link pulls a massive pillar out of the ground from behind him,
              slamming it on the floor in front of him. If you stop the attack
              here, he'll punch the pillar, causing it to burst into rocks that
              cause knockback.
        C4-2: Link grabs the pillar and spins it around several times. If you stop
              the attack here, he throws the pillar forward and it breaks, causing
              knockback.
        C4-3: Link grabs the pillar and leaps into the air, then slamming it down
              on the ground in front of him as it breaks, causing knockback.
    R4: Throws the flail straight forward.
        C5: Link grabs the earth in front of him and then pulls it up while leaping
            backwards, causing knockback.
    R5: Slams the flail to the ground a medium distance ahead of him, causing
        a localized shockwave and knockback.
    Special Attack: Buries the flail into the ground ahead of him, then leaps into
        the air and pulls it out with great force, knocking foes into the air.
    Focus Spirit Activated: Throws the flail into the air and then punches it
        forward very hard, causing knockback.
    Focus Spirit Passive: Jumps up and punches the ground, causing an explosion of
        energy to burst from the ground causing knockback.
    Dodge/Hookshot Follow-Ups: After using a hookshot, he executes his C2-1. To
        perform the rest of his C2, continue pressing the Strong Attack button.
    
    Summary: His Strong Attack fails against officers fairly often, making it
        rather impractical. However, it can pick up a wide variety of items which
        he can either throw or use as starter moves for his Regular Attack string.
        If his C3-3 connects it has a strong follow-up attack.
    
    Technique: His C3 and C4 are great crowd clearers. His C3 is excellent against
        officers as well, with his C4 being a fairly safe secondary. His C2 falls
        short of being good against officer Weak Point gauges because the C2-3
        allows the foes to land, thus deactivating the gauge. His C5 is strong and
        quick if you can get it off safely. Against giant bosses, his C3 seems to
        work best.
    
    ~~~
    
    LINK'S MASTER SWORD (HW03E)
    
    NOTE: The Master Sword's moveset is identical to the Hylian Sword, except that
          it is enhanced in some ways, and further enhanced in other ways if Link
          is at full health. Only the changes will be discussed here.
    
    SA: Has additional range and damage for both the uncharged and the charged
        version. Does not appear to be dependant on health.
        C2: During the upwards slash, three shockwaves are sent along the ground
            in a narrow \|/ pattern. If you press the Strong Attack move
            immediately after dodging, the shockwaves will travel in a wider
            pattern. Must have full health to get this bonus.
        C3: Link sends three wide horizontal waves in a \|/ pattern along with the
            smaller horizontal spinning projectile. Must have full health to get
            this bonus.
        C4: Additional range and damage. Does not appear to be dependant on health.
        C5: Additional damage on the shield slam. Does not appear to be dependant
            on health.
    R9: As Link's sword his the ground, three shockwaves are sent along the ground
        in a \|/ pattern. Must have full health to get this bonus.
    Air Follow-Up: The three aerial slashes each send a horizontal wave down and
        in front of Link. Must have full health to get this bonus.
    Spin Follow-Up: Deals more damage indicated by a flash of light. Does not
        appear to be dependant on health.
    
    Summary: Strong Attack and C4 have additional range and damage regardless of
        health, and C5 and Spin Follow-Up have additional damage regardless of
        health. C2, C3, and R9 fire triple ground shockwaves if you're at full
        health, and Air Follow-Up slashes fire waves towards the ground if you're
        at full health. The C2 executed as a Dodge Follow-Up fires wider waves than
        his regular C2.
    
    ~~~
    
    LINK'S HORSE (HW03DLCA)
    
    Strong Attack: Charges forward, causing knockback. Consumes one carrot of the
        Strong Attack meter. Carrots rejuvinate over time. If you press the Strong
        Attack button when there are no carrots, Epona reels back and whinnies,
        restoring the gauge to full. By holding a direction on the circle pad, you
        can run after charging. If you are already running, pressing the Strong
        Attack button instead causing Link to slash upwards, causing knockback. By
        holding the Strong Attack button down during any on Epona's Charge Attacks,
        she will perform the forward charge after the attack finishes. Note that
        while moving at full speed, Epona causes damage as well as hitstun.
    R1: Epona rushes forward and slams foes with her head.
        C2-1: Epona turns around and kicks foes into the air with her hind legs.
        C2-2: Link juggles the airborne foes with three consecutive shots of his
              bow. You can rotate Link during this attack, changing the direction
              he fires in.
        C2-3: Link does a quick upwards 360 degree slash with his sword, knocking
              surrounding foes into the air. Holding the Strong Attack button
              during this move to have Epona charge is an effective follow-up.
    R2: Link slashes to the upper right as Epona continues to move forward.
        C3-1: Epona rears up and whinnies, knocking foes into the air for multi-hit
              damage.
        C3-2: Epona stomps, then advances as Link slashes twice, juggling foes. You
              can control Epona's run direction during this attack.
        C3-3: Epona jumps slightly as Link charges his sword, then he performs a
              360 degree slash causing knockback.
    R3: Link slashes to the upper left as Epona continues to move forward.
        C4-1: Epona stomps, knocking foes slightly into the air.
        C4-2: Epona jumps forward a bit and stomps again, knocking foes a bit
              higher into the air. Holding the Strong Attack button during this
              move to have Epona charge is an effective follow-up.
        C4-3: As Epona runs, Link swings his sword up twice juggling foes, then
              performs a 360 degree slash sending foes flying. You can control
              Epona's run direction during this attack. Pressing the Strong Attack
              button repeatedly will extend the number of times he swings his sword
              up to six before his final slash.
    R4: Epona jumps forward and stomps, causing knockback.
        C5: Epona jumps slightly to the right as Link slashes, then to the left as
            Link slashes, then to the right as Link slashes, then they charge
            forward as Link thrusts his sword forward causing knockback. The
            slashes knock foes into the air and can juggle them.
    R5: Epona stops as Link throws a forward spinning projective from his sword
        causing knockback.
    Special Attack: Epona charges forward for a bit dragging foes with her, then
        Link fires a massive forward energy wave from his sword causing knockback.
    Focus Spirit Activated: Slashes opponents up into the air, then Epona stomps
        three times followed by one final stomp with knockback.
    Focus Spirit Passive: Link charges forward for a bit with his sword out, then
        Epona rears up as a burst of light energy erupts from their bodies causing
        knockback.
    Dodge/Hookshot Follow-Ups: When locked on, pressing the Strong Attack button
        after a left, right, or backwards dodge causes Epona to charge forward
        without consuming a carrot of the Strong Attack gauge. After using the
        hookshot, he executes his C2-1. To use the rest of the C2, continue
        pressing the Strong Attack button.
    
    Summary: If you're running, the Strong Attack becomes a slash that knocks foes
        into the air. By holding the Strong Attack button during a Combo Attack,
        you can follow the Combo Attack up with a quick Epona charge - this is
        particularly good after the C2-3 and C4-2. You can control Epona's run
        direction during the C3-2 and C4-3.
    
    Technique: His C5 is beast against crowds, and his C4 is a good way to clear
        out crowds while focusing on a single target. His C2 is best against
        officer Weak Point gauges, although it might be best to use up to C2-2 and
        then do the follow-up charge, because they will recover out of the C2-3.
        None of his attacks are particularly effective against giant boss Weak
        Point gauges. Honestly, traditional combat is not Epona's forte - never
        stop running, and don't use attacks that keep you still. Her C5 is my go-to
        move, with her C4 a close second and the basic Regular Attack string being
        excellent as well.
    
    ~~~
    
    LINK'S SPINNER (HW03DLCB)
    
    SA: Link backflips and deploys a spinner forward, which stops in place shortly
        in front of him. Up to three spinners can be deployed at any one time by
        any combination of moves. If this move hits a deployed spinner, it will
        move along the ground in the direction you knocked it into, eventually
        being struck by lightning and disappearing.
    R1: Link jumps up a bit and then slams the ground, creating a tiny damaging
        wave around the spinner.
        C2: Link jumps up and slams down into his spinner, dealing local area
            damage and deploying a spinner in front of him. If this move hits a
            deployed spinner, it will move along the ground in the direction you
            knocked it into, causing knockback, eventually being struck by
            lightning and disappearing.
    R2: Link jumps up a bit higher and then slams the ground again, creating a
        slightly larger damaging wave.
        C3: The spinner enlarges and rotates in place for a moment, dealing damage,
            and then Link advances forward for nearly two seconds causing
            knockback. You can control Link during this advance. At the end of the
            advance, he kicks the spinner forward, deploying it a moderate distance
            in front of him.  If this move hits a deployed spinner, it will move
            along the ground in the direction you knocked it into with a whirlwind
            around it that knocks enemies into the air and drags them along. It
            will eventually be struck by lightning and disappear.
    R3: Links darts around in a single clockwise rotation.
        C4: Link jumps into the air and then punches the spinner into the ground,
            creating a lightning shockwave, sending enemies flying and deploying a
            spinner in place wheere he slammed it. If this move hits a deployed
            spinner, it will move forward underground in the direction you knocked
            it into, causing knockback, eventually being struck by lightning and
            disappearing.
    R4: Link jumps up as his spinner surges with lightning, then slams into the
        ground.
        C5: The spinner enlarges and spins in place, drawing enemies closer with a
            multi-hit lightning shockwave, then he jumps and slams into to,
            knocking them into the air. This move does not deploy a spinner. If
            this move hits a deployed spinner, the spinner will rotate in a
            increasingly wide counterclockwise motion several times imbued with
            lightning before it is struck by lightning and disappears.
    R5: Link darts forward for a bit, dealing damage as he goes.
        C6: Link punches the spinner into the air, sending three lightning
            shockwaves out in a \|/ pattern, then punches the spinner straight
            forward as a spinning projectile. The initial projectiles knock foes
            into the air towards Link, and the spinner causes knockback. This move
            does not deploy a spinner. If this move hits a deployed spinner, it
            it will detonate in a lightning shockwave that knocks enemies in the
            air towards Link.
    R6: Link darts forward in an S pattern, dealing damage as he goes.
    R7: Link generates a spinning wave under his spinner and then darts forward.
    Special Attack: Link backflips twice, deploying two spinners directly in front
        of him to his left and right, then backflips once more knocking them
        forward with a burst of lightning that draws enemies into the center in
        front of Link. He then rushes forward with another burst of lightning,
        causing knockback.
    Focus Spirit Activated: Link jumps up into the air, uses the spinner as a fist,
        and punchies into the ground creating a shockwave with knockback.
    Focus Spirit Passive: A giant pillar with a spiral groove appears. Link's
        spinner climbs the tower via the spiral groove, and then enlarges as he
        slams down on it, smashing the pillar into the ground with a large
        lightning shockwave causing knockback.
    Dodge/Hookshot Follow-Ups: After using the hookshot, he'll execute his C1.
    
    Summary: Spinners are deployed by his Strong Attack, C2, C3, and C4. His Strong
        Attack and every one of his Combo Attacks can strike the deployed spinners,
        causing a different effect depending on the attack hitting it.
    
    Technique: Coming soon!
    
    ~~~
    
    IMPA'S GIANT BLADE (HW03F)
    
    SA: Impa lunges forward quickly. If she makes contact, she does a lightning-
        fast slash to the upper right that can segue quickly into her Regular
        Attack string. You can hold down the button briefly to make her lunge a
        longer distance. If you are not locked-on to a foe, Impa will attack the
        first foe she makes contact with. If you are locked-on, Impa will ignore
        other foes and only attack the locked-on target, and the charged version of
        this attack will home onto the locked-on foe.
    R1: Slashes to the lower left.
        C2: Very quickly swings her blade, rising into the air and taking her foes
            with her. You can perform the Air Follow-Up while she is in the air
            (see below).
    R2: Slashes to the lower left, hitting the ground.
        C3: Slams hard into the ground in front of her causing knockback, then
            flips over the sword and picks it up. You can dash cancel out of the
            flipping animation.
    R2: Does a spinning jump then slashes to the lower left, hitting the ground.
        C4: Generates a large water orb in front of her that knocks foes into the
            air, then does a sliding half-circle slash into it and it bursts,
            sending foes flying.
    R4: Jumps into the air and then slashes to the ground. If you stop attacking
        here, she rolls forward.
        C5: Leaps into the air and summons many ice lances in front of her, which
            then rain into the ground causing multi-hit damage.
    R5: Slides forward, deaing damage.
        C6: Kicks her blade into the air as four water great blades fall from the
            sky and land behind her, then she pulls each blade out one at a time
            and makes a massive slash in front of her, causing knockback. She then
            catches her blade out of the air, an animation which can be dash
            cancelled out of.
    R6: Kicks herself into the air. You can perform the Strong Attack of the Air
        Follow-Up at this point (see below).
    R7: Dives into the ground, creating a local shockwave and causing knockback.
    Air Follow-Up: While in the air after her C1, pressing the Regular Attack
        button, she will rise further into the air with her blade while spinning,
        taking the enemy up higher as well. By pressing the Strong Attack button,
        she will somersault towards the ground and slam into it, dealing damage
        around her. You can to the Regular Attack followed by the Strong Attack as
        a combo. The ground slam move performed by pressing the Strong Attack
        button can also be performed after her R6, giving her a sort of "C7".
    Special Attack: Performs a massive horizontal slash that hits anything in front
        of her for a wide range.
    Focus Spirit Activated: Does a slow motion dramatic slice forward apparently
        doing nothing, then sheathes her blade causing all opponents struck by the
        slice knockback.
    Focus Spirit Passive: Jumps into the air a bit, then slams into the ground
        slightly ahead of her causing an explosion of water to burst from her body
        causing knockback.
    Dodge/Hookshot Follow-Ups: After using the hookshot, she'll execute her C2,
        with her Air Follow-Up available.
    
    Summary: You can charge her SA slightly for more range. You can dash cancel out
        of several of her slow animations at the end of her attacks. Her C2 has
        potential aerial follow-ups, and she has a sort of pseudo-C7 if you press
        the Strong Attack button while she's in the air.
    
    Technique: Her C4 is an excellent crowd clearer, and her C5 and C6 shouldn't
        be underestimated for the task either. Her C2 is extremely fast, and if you
        perform the entire combo correctly you should be able to break any officer
        Weak Point gauge in one go. Her C6 is effective against giant bosses, as
        well as pretty much anything else.
    
    ~~~
    
    IMPA'S NAGINATA (HW03G)
    
    SA: Twirls her weapon then throws it forward, creating a wall of flame that
        persists for approximately 6 seconds that damages and knocks away all foes
        who touch it.
    R1: Swings to the left.
        C2-1: Slashes to the upper left, knocking foes into the air.
        C2-2: Spins her blade overhead several times, juggling the airborne foes.
        C2-3: Throws her blade into the airborne foes, where it explodes and knocks
              them away.
    R2: Spins her weapon in front of her on the right and then swings it to the
        upper left.
        C3-1: Throws her spinning blade forward where it hovers in place, then
              leaps forward and grabs it.
        C3-2: Plants her blade into the ground, then performs a circular spin kick
              from it.
        C3-3: Leaps into the air and then throws the blade into the ground, causing
              a shockwave that has knockback.
    R3: Slashes to the upper right with a small jump.
        C4-1: Stabs her blade into the ground, causing four pillars of fire to
              appear around her.
        C4-2: Four flame naginatas appear out of the flaming pillars. Very rapidly,
              she darts into the air, grabbing each of them one-by-one and throwing
              them into the ground in the center.
        C4-3: She somersaults into the ground and the four naginatas detonate in
              one large explosion, causing knockback.
    R4: Does a quick leap forward while swinging to the right, then swings to the
        upper right while jumping backwards.
        C5: She splits her blade into two flaming naginatas, slashes once, then
            throws them forward to the ground where they generate a large, wide
            explosion.
    R5: While still slightly mid-air, throws her blade forward and into the ground,
        where it causes a fiery explosion that has , then generates a new blade.
    Special Attack: Generates a massive glyph in front of her that draws enemies in
        as five massive blades rise from the ground and then crash inward, sending
        foes flying.
    Focus Spirit Activated: Impa summons a flaming dragon which circles behind her
        and then lunges forward and up, causing knockback.
    Focus Spirit Passive: Does a jumping swing of her blade causing an explosion of
        fire to erupt from her, causing knockback.
    Dodge/Hookshot Follow-Ups: After using the hootshot, she executes her C2-1. To
        use the rest of the C2, continue pressing the Strong Attack button.
    
    Summary: You can dash cancel out of the end of some of her slow-recovery Combo
        Attacks. There's not much subtlety to this moveset.
    
    Technique: Her Special Attack is a prime crowd clearer, as are her C4 and C5.
        Her C2 is great for officer Weak Point gauges, and if you are really
        practiced at it you can actually juggle enemy officers by using it
        repeatedly (use dash cancelling at the end of the move). Setting up her
        Strong Attack fire wall on a giant boss as their Weak Point gauge appears
        will help you knock it down significantly. None of her Combo Attacks are
        particularly effective against giant bosses.
    
    ~~~
    
    SHEIK'S GODDESS HARP (HW03H)
    *Note: Please don't e-mail/message me about gender pronouns for Shiek. I use
        he/him because that's what the game uses, and not for any other reason.
        Thank you!
    
    Strong Attack: Sheik strums on his harp, producing a different effect depending
        on which Strong Attack Icon is present below his Special Attack meter.
        *No Strong Attack Icon: Sends out a damaging shockwave ring. Regardless of
            which Strong Attack Icon is present, a small damaging shockwave ring
            is generated upon completion of the song.
        *Water Strong Attack Icon: Sheik plays the "Serenade of Water", generating
            a water shield around himself that can absorb up to four hearts of
            damage. This does not count against damage taken in terms of Adventure
            Mode raning. Stun attacks, such as those of Gibdos and ReDead Knights,
            do not stun you. Fades away over approximately five minutes but can be
            regenerated before it disappears by playing the song again.
        *Fire Strong Attack Icon: Sheik plays the "Bolero of Fire", generating a
            large glyph in front of him, which produces a huge column of fire after
            a few seconds that knocks enemies into the air. This attack is Fire
            elemental, despite his weapon being Lightning element.
        *Lightning Strong Attack Icon: Sheik plays the "Song of Storms", generating
            an electric whirlwind around Sheik that persists for approximately six
            seconds and deals mild damage and pushes away any enemy it touches.
        *Darkness Strong Attack Icon: Sheik plays the "Nocturne of Shadow"
            generating a swirling darkness in front of him that draws in nearby
            enemies and deals multi-hit damage for approximately eight seconds.
            This attack is Darkness elemental, despite his weapon being Lightning
            element.
        *Light Strong Attack Icon: Sheik plays the "Prelude of Light" generating a
            large, square area of light that rejuvenates your Special Attack gauge
            and persists for approximately twelve seconds. It does no damage.
    R1: Takes out knives and slashes to the left.
        C2: Throws out a tornado of water that picks up enemies and juggles them
            while slowly advancing forward. The tornado is independant and perists
            for approximately three seconds. This move gives you the Water Strong
            Attack Icon. This attack is Water elemental, despite his weapon being
            Lightning element.
    R2: Slashes to the right.
        C3: Summons a meteorite which crashes down directly in front of Sheik,
            knocking enemies into the air. This move gives you the Fire Strong
            Attack Icon. This attack is Fire elemental, despite his weapon being
            Lightning element.
    R3: Performs an axe kick.
        C4: Jumps backwards in the air and throws out a wave of lightning in front
            of him that knocks enemies into the air. This move gives you the
            Lightning Strong Attack Icon.
    R4: Performs a "breakdance" spin kick forward.
        C5: Teleports into the air with a smoke bomb, then flies down and does a
            spinning darkness attack on the ground that has knockback. This move
            gives you the Darkness Strong Attack Icon. This attack is Darkness
            elemental, despite his weapon being Lightning element.
    R5: Jumps up a bit and then slams down with a cross slash.
        C6: Strums on the harp for a moment and then poses, sending out a light
            wave from his body that sends foes flying. This move gives you the
            Light Strong Attack Icon. This attack is Light elemental, despite his
            weapon being Lightning element.
    R6: Leaps backwards sending out a wide double fan of knives.
    R7: Does a rushing slash forward that has knockback.
    Special Attack: Several ethereal harps appear in the surrounding energy, then
        Sheik plays a melody that rapidly buffets enemies out, then in, then out,
        then in, and then finally sends them all flying out.
    Focus Spirit Activated: Strums his harp causing a forest to burst out of the
        ground ahead of him.
    Focus Spirit Passive: Causes an explosion of light to burst from his body as
        knives burst down from the sky, causing knockback.
    Dodge/Hookshot Follow-Ups: After using the hookshot, he executes his C2.
    
    Summary: The water shield prevents knockback and stun from attacks that it
        absorbs, including Gibdo and ReDead stun waves. The big square of light
        from his Light Strong Attack Icon regenerates his SP gauge. 
    
    Technique: The Water Shield makes Sheik the best character when trying to
        A-rank or get Skulltulas with very hard life management requirements. His
        Darkness Strong Attack and C6 are excellent crowd clears, and his C4 and C5
        aren't bad either. Sheik tragically has no easy one-shot answer to officer
        Weak Point gauges, which might be his only weakness. When it comes to giant
        boss Weak Point gauges though, rapidly using C3 followed by his Fire Strong
        Attack will break them in record time. Infinite Special Attack gauge
        provided by the Light Strong Attack helps him in all situations as well.
    
    ~~~
    
    LANA'S BOOK OF SORCERY (HW03I)
    
    SA: Does a leaping kick forward. Does minor damage by itself, but if it comes
        into contact with one of her walls, she rebounds off if it into the air
        and then throws down a ball of lightning which explodes, shatters the
        wall(s), and sends foes flying. Note that the shattering walls themselves
        deal damage - if multiple ones are in one location, you can increase this
        move's damage quite a bit.
    R1: Swipes to the left.
        C2-1: Jumps up and leaps backwards, with a magic wall sprouting where she
              stood. All of her magic walls from her Combo Attacks have the same
              properties; they work with Lana's Strong Attack (see above), they
              persist for about four seconds (unless the Combo Attack uses them in
              another way), and if foes touch them, they take damage and are
              knocked into the air.
        C2-2: Two more magic walls sprout up in front of her to the left and right.
              If you stop the attack here, these walls remain for the full four
              seconds.
        C2-3: The walls to the left and right smash together and shatter, juggling
              foes in the air. The wall that was summoned during the C2-1 remains.
    R2: Swipes to the left.
        C3-1: Four lightning-imbued pages rain down in front of her one after
              another in a straight line. Each page knocks foes back a little,
              essentially dragging them away. 
        C3-2: A yellow wall appears slightly ahead of where the fourth page fell,
              knocking the dragged foes into the air.
        C3-3: Lana imbues the yellow wall with lightning, causing it to drag foes
              in and repeatedly hit and juggle them for approximately four seconds.
    R3: Throws some pages forward.
        C4-1: Lana rains three lightning bolts down directly in front of her in a
              horizontal line, causing knockback.
        C4-2: Three walls rise up in a horizontal line in front of Lana. If you
              stop the attack here, the three walls remain.
        C4-3: Lana pushes the walls forward, which advance for a bit and drag foes
              away while repeatedly damaging them. If you dash cancel at just the
              right moment, you can catch up to the walls and use your Strong
              Attack on them.
    R4: Hops backwards as a small whirlwind of pages fall down in front of her.
        C5: Summons a magic cube and jumps on it, kicking it forward six times. You
            can slightly control Lana's direction during this move. She then stomps
            on it, creating a small shockwave, and jumps to the ground. The magic
            cube remains and has all of the properties of a magic wall.
    R5: Throws a lightning ball forward which causes a small explosion with
        knockback.
    Special Attack: Lana creates three walls each to the left and right in front of
        her and jump-kicks off of each one, reaching the other side. She then
        detonates the walls, which shatter and cause knockback.
    Focus Spirit Activated: Creates three horizontal flat spinning "walls" and
        throws them straight forward, causing knockback.
    Focus Spirit Passive: Creates an electric ball, leaps up, and throws it on the
        ground creating a circular explosion causing knockback.
    Dodge/Hookshot Follow-Ups: After using the hookshot, Lana performs her C2-1. To
        perform the rest of her C2, continue pressing the Strong Attack button.
    
    Summary: You can "stack" walls together to increase the damage they deal by
        shattering simultaneously with her Strong Attack. By stopping some of her
        attacks early, you can keep the walls that are normally destroyed/moved by
        her attacks. You can "catch up" to the moving walls from her C4 by dash
        cancelling, and you can use your Strong Attack on them to "extend" the
        combo.
    
    Technique: Her C4, especially if you can use the dash cancel Strong Attack
        trick, is an excellent crowd clearer. Her C3 isn't too bad for the task
        either, and it's also quick enough to break officer's Weak Point gauges in
        one go due to the lightning pages juggling them, though you may have to re-
        approach the officer to trigger the Weak Point Smash. Her C3 is good
        against crowds of enemy officers as it can juggle and distract any foe not
        currently immune to hitstun. 
    
    ~~~
    
    LANA'S SPEAR (HW03J)
    
    SA: Lana plants a seedling into the ground, which causes one of three effects:
        *A Deku Sprout appears, who then bounces to the left, then right, then a
            a bit ahead before disappearing.
        *A Deku Sprout appears, who runs for a moment and then barrels forward
            causing knockback.
        *A small tree appears, causing enemies who were hit by it to go into a
            "slow motion hitstun" for about four seconds.
    R1: Stabs forward.
        C2: Taps the ground with her spear causing a tiny damaging effect, then
            does a spinning whirlwind jump into the air. She pulls out the Deku
            Leaf while in the air, leading to the Air Follow-Up (see below).
    R2: Stabs the spear into the ground and does a double forward kick.
        C3: She turns the spear into a giant slingshot and launches a large seed
            forward, causing knockback and a small explosion when it hits the
            ground. If you hold down the Strong Attack button, you can adjust your
            aim for this attack for approximately one second. If you dodge cancel
            during this attack in any direction except directly forward, any
            enemies that were hit by this attack will suddenly fly in the direction
            of your dodge cancel. Since the v1.4 update, this attack now drags foes
            with it much more effectively and has a larger hitbox.
    R3: Sweeps the spear to the left.
        C4: Two waves appear to the left and right in front of her crashing
            inwards, dragging foes to the center. Once they collide, Lana slams the
            ground with her spear causing a geyser that knocks enemies into the
            air.
    R4: Sweeps the spear to the right.
        C5: Lana sweeps in front of her with the Deku Leaf, propelling her into the
            air as it sends a huge blast of wind forward, knocking enemies into the
            air. She holds onto the Deku Leaf in the air, leading to the Air
            Follow-Up (see below). Unlike her C1, you can dash cancel during this
            move to avoid going into the Air Follow-Up.
    R5: Throws three small water balls in a horizontal line in front of her, which
        form puddles.
        C6: The three puddles burst out into three Deku Sprouts, which can behave
            in one of three ways:
            *They bounce to the left, then right, then a bit ahead before
                disappearing. This is identical to one of the ways her Strong
                Attack can work.
            *They run for a moment, then barrel forward causing knockback. This is
                identical to one of the ways her Strong Attack can work.
            *They back up for a bit, then charge forward in a zig-zag pattern
                (right, left, right, left, forward) knocking all enemies they touch
                into the air.
    R6: Causes the water puddles to erupt into small glaciers.
    R7: Does a spinning dance with her spear, causing the glaciers to explode and
        cause knockback in a huge area.
    Air Follow-Up: Lana slowly descends on the Deku Leaf for about one second if
        you don't press anything. Pressing the Regular Attack button causes her to
        do a barreling kick forward, causing knockback. This can be done up to two
        times, and you can choose its direction. By pressing the Strong Attack
        button, Lana leaps up and sends a large water blast at the ground, causing
        knockback in a wide area before landing. You can perform both sweeping
        kicks and then the water blast for a full "combo". Since the v1.4 update,
        the Deku Leaf now floats closer to the ground, making it less effective at
        dodging enemy attacks, but reducing the time it takes to land.
    Special Attack: The Deku Tree bursts out of the ground in a small area in front
        of Lana, knocking foes into the air and trapping them in his branches. Lana
        jumps off of him and waves goodbye, and enemies fall to the ground as he
        leaves.
    Focus Spirit Activated: Lana mounts a Deku Sprout like a knight on horseback
        and bursts forward with her spear out, causing knockback.
    Focus Spirit Passive: Causes three massive roots to appear around her which
        then slam down, causing knockback.
    Dodge/Hookshot Follow-Ups: After using the hookshot, Lana performs her C2, with
        Air Follow-Up available.
    
    Summary: Both her Strong Attack and her C6 have three different possible
        attacks, two of which are identical and one each being unique to that move.
        The transition to the Air Follow-Up can be dash cancelled out of for her
        C5. Up to two sweeping kicks and one water blast can be chained together
        while she's in the air. 
    
    Technique: Her R7 decimates crowds, and her C5 (with or without Air Follow-Up)
        is effective against crowds and multiple officers. Her C2 with two sweeping
        kick Air Follow-Up attacks is effective against officer Weak Point gauges.
        Her R7 is effective against giant boss Weak Point gauges.
    
    ~~~
    
    LANA'S SUMMONING GATE (HW03K)
    
    SA: Her portal bursts out in front of knocking foes into the air and summoning
        a random giant boss. In addition to each having a unique attack (described
        below), they also give Lana a specific Strong Attack Icon below her Special
        Attack gauge, which can be used to augment her Combo Attacks. Only one
        Strong Attack Icon can be present at a time, and they disappear if you use
        any Combo Attack, her R5, or after approximately 10 seconds.
        *King Dodongo: Appears and breathes fire for several seconds, juggling
            foes. After he appears, you can dash cancel at any time and he will
            persist. Gives Lana the King Dodongo Strong Attack Icon, which allows
            access to her C2-2(alternate).
        *Manhandla: Creates a small poisonous area of effect for a little over
            three seconds that slows and damages foes. After he appears, you can
            dash cancel at any time and he will persist. Gives Lana the Manhandla
            Strong Attack Icon, which allows access to her C3-2(alternate).
        *Gohma: Gohma appears and fires a somewhat narrow sweeping beam from the
            center to right, then right to left. It knocks the enemies into the air
            a bit. After he appears, you can dash cancel at any time and he will
            persist. Gives Lana the Gohma Strong Attack Icon, which allows access
            to her C4-2(alternate).
        *Argorok: Argorok appears and breathes fire in a counter-clockwise circle
            around Lana, leaving after he completes the circle. After he appears,
            you can dash cancel at any time and he will persist. Gives Lana the
            Argorok Strong Attack Icon, which allows access to her C5(alternate).
    R1: Sweeps to the left with the gate.
        C2-1: Lana dances for a moment as her summoning gate encircles her and
              spins, causing damage. King Dodongo then appears directly in front
              of her and stomps, causing knockback. The moment he appears, you can
              dash cancel at any time and he will remain, but you cannot perform
              the C2-2 if you do.
        C2-2: King Dodongo rolls forward, dragging enemies with him for multi-hit
              damage and knocking them in the air when he stops. Once he starts
              rolling, you can dash cancel at any time and he will remain.
        C2-2(alternate): Before King Dodongo even finishes stomping, an
              invincibility orb appears around Lana, protecting her. Two more
              King Dodongos appear to the left and right in front of Lana and each
              fires a massive fire orb in a cross pattern in front of her, causing
              knockback.
    R2: Swings the gate down from the air.
        C3-1: Lana throws a spiralling gate on the ground, and a Manhandla stalk
              appears in front of him and swirls his head four times forwards. The
              moment he appears, you can dash cancel at any time and he will
              remain, but you cannot perform the C3-2 if you do.
        C3-2: Manhandla launches a few seeds directly in in front of him, then more
              seeds a little bit further ahead, then yet more seeds a bit further,
              then a final volley of even more seeds even further ahead. The seeds
              cause damage and knockback. The moment he starts spitting, you can
              dash cancel at any time and he will remain. If you have the Manhandla
              Strong Attack Icon, this move is replaced by C3-2(alternate) instead.
        C3-2(alternate): An invincibility orb appears around Lana, protecting her.
              Two Manhandla stalks appear to her left and right in front of her and
              swing their heads wildly for a moment while slowly advancing, and
              then each launches a cone of seeds forward juggling enemies in the
              air.
    R3: Sends two gates out in a V pattern which have damaging spiral energy firing
        into the center.
        C4-1: Lana's gate starts spinning around her, then Gohma leaps out of it
              and stomps on the ground, causing knockback.
        C4-2: Gohma leaps forward a bit and stomps again, causing knockback.
        C4-2(alternate): An invincibility orb surrounds Lana, protecting her. Two
              Gohma appear to the left and right of Lana in front of her, each
              firing a wide sweeping beam from inwards to outwards, then each fires
              a ball forward which travels a short distance and explodes. The beam
              knocks enemies into the air, and the explosion sends enemies flying.
    R4: Collides the two gates together, causing a large blue orb that suspends
        foes in the air for approximately four seconds. 
        C5: The gate goes below the blue orb and Argorok bursts upwards from it,
            knocking enemies into the air. He then sweeps forward for a long
            distance breathing fire, dragging enemies with him for multi-hit damage
            and knocking them away as he departs. After Argorok appears, you can
            dash cancel at any time and he will remain.
        C5(alternate): An invincibility orb appears around Lana, protecting her.
            The gate goes below the blue orb and Argorok bursts upwards from it.
            Lana mounts Argorok and he flies around breathing fire for
            approximately six seconds, juggling enemies in the air. You have
            control over Argorok during this time, and you have no hitbox during
            this ride, meaning you cannot take damage or be interacted with. If you
            press the Strong Attack button before your time is up, Argorok reels
            back and fires an explosive orb at the ground, causing knockback. You
            can dash cancel to end this ride.
    R5: Lana teleports into the floor, then appears below the suspending enemies
        and leaps upwards, knocking them away.
    Special Attack: A huge summoning gate appears on the ground, and a giant Cuccoo
        pokes his head out, then leaps out of the gate and goes rushing forward as
        Lana ascends to the ground by holding a Cuccoo.
    Focus Spirit Activated: Aims the gate directly forward, firing a stream of
        flame, then a bursting seed, then a laser, then a fireball that causes an
        explosion after a short distance causing knockback.
    Focus Spirit Passive: Hovers in the air as the magic circle surrounds her and
        explodes outward, causing knockback.
    Dodge/Hookshot Follow-Ups: After using the hookshot, Lana performs her C2-1. To
        perform the rest of her C2, continue to press the Strong Attack button.
    
    Summary: Once the monsters appear, you can dash cancel and they will finish
        their attacks without you directing them. Lana is completely invincible
        while using the special augmented moves that her Strong Attack Icons give
        her. The Argorok riding attack can be cancelled voluntarily with a dash
        cancel, and it has a special finisher if you press the Strong Attack
        button.
    
    Technique: Her Strong Attack has a lightning-fast burst that knocks foes into
        the air in front of her, making it safe against officers. All of her
        (alternate) moves are excellent crowd clearers. If you use her Strong
        Attack just for the aerial burst and then instantly dash cancel and begin a
        Regular Attack string, you should be able to break an officer's Weak Point
        gauge in one shot, although it's difficult. The C5(alternate) can shatter
        any Weak Point gauge in seconds with its firebreathing, but it's difficult
        to control and even more difficult to time. It's hard to purposely use any
        given (alternate) attack against a giant boss, so just use whatever the
        Strong Attack gives you, as none of her non-alternate Combo Attacks are
        particularly effective. Note that for this moveset (and all movesets,
        although it is most notable here), it is useful to press the button for
        your upcoming attack in advance so that the next attack is executed as soon
        as the animation is finished. This is particularly useful to time her
        sensitive C5.
    
    ~~~
    
    ZELDA'S RAPIER (HW03L)
    
    SA: Zelda prays for a moment and then thrusts her rapier into the air, filling
        her Light gauge. Her Light gauge consists of three orbs, and if she has any
        orbs of Light in her Light gauge, she instead performs (alternate) Combo
        Attacks, consuming one orb of the Light gauge per Combo Attack. While
        blocking a foe's attacks or being locked in hitstun by an opponent's attack
        string, pressing the Strong Attack button causes Zelda to stab her rapier
        into the ground, causing a small burst of light to erupt around her causing
        knockback. She cannot be hit during this technique. This technique consumes
        one orb of the Light gauge if she has any, but does not require you to have
        any Light gauge in order to perform it.
    R1: An X strike with the rapier.
        C2-1: Zelda backflips while slashing upwards, sending foes into the air.
        C2-2: Zelda stabs her airborne foes multiple times, juggling them.
        C2-2(alternate): Zelda summons a ball of light above her, then slams it
              down in front of her causing a small explosion that knocks foes into
              the air. You can perform the Air Follow-Up after this attack.
    R2: A slash and a stab with the rapier.
        C3-1: Zelda jumps into the air and performs a broad sweeping strike.
        C3-2: Zelda dives forward stabbing foes, then slashes into the air, sending
              foes flying.
        C3-2(alternate): Zelda fires a light arrow ahead of her into the ground,
              causing foes to fly towards her. You can perform the Air Follow-Up
              after this attack.
    R3: An X strike with the rapier.
        C4-1: Zelda dashes forward to the left, then right, then left, then center
              slashing foes.
        C4-2: Zelda jumps a bit and then stabs her foes in a wide area in front of
              her juggling them into the air, stabs forward with a piercing strike
              that causes knockback. You can perform the ground slam attack of the
              Air Follow-Up after this attack (you cannot perform the light arrow
              attack because you cannot use the regular C4-2 if you have any Light
              gauge).
        C4-2(alternate): Zelda fires arrows into the air, causing two straight
              lines to appear ahead of her to the left and right, each having four
              columns of light in it. A light arrow descends down on each column
              starting from the closest going to the furthest, causing explosions
              and knockback. Note that you can aim this move at any angle after the
              C4-1 by simply holding that direction on the circle pad.
    R4: A + strike with the rapier.
        C5: Zelda dashes forward with a rapid series of strikes, dragging foes with
            her, and finishes with a sweeping strike that causes knockback.
        C5(alternate): A triangle of light appears below Zelda, and it bursts a
            massive column of energy upwards, juggling enemies in the air and doing
            multi-hit damage.
    R5: A lunging forward thrust.
    R6(hidden): By pressing the Normal Attack button an additional time, Zelda does
        a flourish that regenerates 1 orb of her Light gauge.
    Air Follow-Up: If Zelda has any Light gauge, pressing the Strong Attack button
        while in the air after certain attacks allows her to fire a light arrow
        straight down into the ground, causing a shockwave and knockback and
        consuming one orb of the Light gauge. If you do not have any Light orbs
        after an attack that leaves you in the air, or directly after firing the
        light arrow describced above, you can press the Strong Attack button in the
        air to perform a ground slam, causing light to burst in a + pattern causing
        knockback. Her C2-2(alternate) and C3-2(alternate) allow the Air Follow-Up,
        while her C4-2 allows just the ground slam.
    Special Attack: Zelda summons a light bow and fires a light arrow straight
        forward, sending foes flying.
    Focus Spirit Activated: Zelda creates a glyph in front of her that juggles
        enemies with a burst of ice, then a whirlwind, then an explosion of fire
        that causes knockback.
    Focus Spirit Passive: A ball of light appears in the air in front of Zelda and
        she fires a light arrow at it, creating an explosion of light that causes
        knockback.
    Dodge/Hookshot Follow-Ups: After using the hookshot, Zelda performs her C2. To
        perform the rest of her C2, continue to press the Strong Attack button.
        Like her regular C2, the (alternate) versions can trigger if enough Light
        gauge is available.
    
    Summary: By pressing the Regular Attack button an extra time at the end of her
        Regular Attack string, you can get an orb of Light gauge. Several of her
        moves let you do additional air attacks like a light arrow and/or a ground
        slam. 
    
    Technique: Her C3, C4, and C5 are all good crowd clearers, both regular form
        and (alternate), but her C4-2(alternate) is the best. I recommend using the
        C4-1 then aiming directly behind you for the C4-2(alternate) for the best
        results. Her C2 without Light gauge can one-shot officer Weak Point gauges,
        so I recommend depleting your Light gauge against officers. Her
        C4-2(alternate) is effective vs. giant boss Weak Point gauges.
    
    ~~~
    
    ZELDA'S BATON (HW03M)
    
    SA: Rapidly sends out seven tiny tornados in a fan pattern that can cause the
        "pink wind" effect on foes, then sends out a small tornado for about ten
        seconds that you can control with the circle pad while Zelda remains still.
        The tornado causes damage and drags enemies along with it for a time. If
        you strike an opponent with the "pink wind" effect with this tornado, the
        tornado becomes stronger and larger. You can upgrade the tornado this way
        up to two times. You can dash cancel out of this move.
    R1: Zelda goes immobile - she cannot move during her attacks, except to change
        direction. A swipe to the upper left with some range.
        C2: Creates a diamond of lightning around her body which knocks foes in
            front of her, then throws a musical note of lightning in front of her
            which explodes knocking foes into the air and towards her.
    R2: A swipe to the upper right with some range.
        C3: Creates four strings of lightning in front of her, then sends multiple
            lightning musical notes forward on them juggling enemies. You can
            adjust your direction constantly during this attack.
    R3: A swipe to the left with some range.
        C4: Performs a triple swipe to the right, then to the left, then to the
            right, then to the left, then spins her body forward surrounded by a
            whirlwind which sends foes flying and can cause the "pink wind" effect
            on them.
    R4: A swipe to the right with some range.
        C5: Zelda bursts upwards surrounded by a huge whirlwind that knocks foes
            very high in the air and can canse the "pink wind" effect on them.
    R5: Spins around creating a quick whirlwind around her.
        C6: Musical lines burst out of the ground in front of her in a half-circle
            travelling left, and then she spins around with a whirlwind effect
            causing knockback and possibly the "pink wind" effect on foes.
    R6: Calls a small tornado in front of her to the right, then to the center,
        then to the left. These tornadoes knock foes towards her.
    R7: Creates a whirlwind blast around her that sends foes flying and can cause
        the "pink wind" effect on foes.
    Special Attack: Swipes to the left and to the right, causing multiple tornados
        to converge together and form a large tornado juggling foes in the air,
        which then bursts with lightning sending foes flying.
    Focus Spirit Activated: Fires a blast of wind forward causing knockback.
    Focus Spirit Passive: With a wave of her baton, an explosion of light bursts
        from her body causing knockback.
    Dodge/Hookshot Follow-Ups: After using the hookshot, Zelda performs her C2.
    
    Summary: Her C4, C5, and C6 as well as the first part of her Strong Attack can
        cause a "pink wind" effect that powers up the second half of her Strong
        Attack. You can control her direction during her C3.
    
    Technique: All of her Combo Attacks except kinda her C2 are good crowd clearers
        (and her C2 isn't terrible at it either). Her Strong Attack leaves her
        vulnerable, but if you're careful and can get it powered up by the "pink
        wind", it can wipe out a crowd very well. Her C3 is an excellent move
        against crowds, officers, and even multiple officer scenarios. Her C2 won't
        break an officer's Weak Point gauge by itself, but if you quickly dash
        cancel out of the end animation you can juggle the foe with Regular Attacks
        until they break. She has no particular amazing move against giant boss
        Weak Point gauges.
    
    ~~~
    
    ZELDA'S DOMINION ROD (HW03DLCC)
    
    SA: If no Strong Attack Icon is present or the battle has just begun, her
        Strong Attack summons the hammer statue, which falls from the sky and hits
        enemies in front of Zelda causing knockback. It her the Red Statue Strong
        Attack Icon and a red aura, augmenting her Regular Attacks, and also fills
        her Strong Attack gauge to full and starts draining it. If you use this
        move while the Red Statue Strong Attack Icon is already present, she
        summons the pillar statue, which attacks in the same way. It gives her the
        Green Statue Strong Attack Icon and a green aura, augmenting her Regular
        Attacks, and also fills her Strong Attack guage to full and starts draining
        it. If you use this move while the Green Statue Strong Attack Icon is
        already present, Zelda releases a flash from her rod, removing the Strong
        Attack Icon. Zelda can only have either the Green or the Red Statue Strong
        Attack Icon, and any time one is activated the other is replaced. Note that
        despite the statues both being the same colors, the terms "Green" and "Red"
        Statue will be used for the purposes of distinguishing them in this guide.
        Note that the statue attack descriptions for the Regular Attacks are based
        off of your location were you to stand still and attack straight forward;
        you can move during Zelda's Regular Attacks, but the statues will still
        attack based off of where you were standing and facing during your R1.
    R1: She sends her orb forward, which then returns to the rod with a flash. If
        Red Statue is active, it appears in front of Zelda to the right and slams
        its hammer down into the center. If the Green Statue is active, it appears
        in front of Zelda to the left and slides through the ground to the right.
        C2: The green statue bursts out of the ground in front of her knocking foes
            slightly forward, then bursts out again immediately after, knocking
            them into the air. Gives Zelda the Green Statue Strong Attack Icon.
    R2: She sends her orb out which spins counterclockwise. If you stop attacking
        at this point, the orb returns to the rod with a flash. If the Red Statue
        is active, it slams its hammer down again slightly further to the left. If
        the Green Statue is active, it jumps out of the ground and hops twice to
        the right.
        C3: The red statue falls from the sky in front of her, then slams its
            hammer to the left, the right, knocking foes into the center. It then
            slams its hammer into the center, causing knockback. Gives Zelda the
            Red Statue Strong Attack Icon.
    R3: Zelda twirls and the orb spins around her. If you stop attacking at this
        point, the orb returns to the rod with a flash. If the Red Statue is
        active, it moves to the center and spins around once. If the Green Statue
        is active, it falls to the ground and rotates counterclockwise around Zelda
        once, stopping in front of her to the right.
        C4: Summons the red statue somewhat ahead of Zelda facing her. She slams
            the orb into the ground, it bursts out of the ground into the air
            knocking foes slightly upwards, then it soars back down hitting them
            back down to the floor. The red statue then slams its hammer on them,
            sending them flying. Gives Zelda the Red Statue Strong Attack Icon.
    R4: The orb does a figure eight motion in front of Zelda. If you stop attacking
        at this point, the orb returns to the rod with a flash. If the Red Statue
        is active, it moves ahead and to the left and slams its hammer down once.
        If the Green Statue is active, it hops to the left once and then to the
        right twice.
        C5: The green statue bursts out of the ground to Zelda's left and then her
            right, knocking foes forward and into the center, and then it bursts
            up out of the center slightly ahead, knocking foes straight upward.
            Gives Zelda the Green Statue Strong Attack Icon.
    R5: The orb slams into the ground and then flies back up, knocking foes into
        the air. If you stop attacking at this point, the orb returns to the rod
        with a flash. If the Red Statue is active, it slams its hammer down two
        more times. If the Green Statue is active, it slams down into the center.
        C6: The green statue partially bursts out of the ground right under Zelda,
            and they rush forward together dragging foes forward. She then
            backflips as the red statue appears in front of her and slams its
            hammer down, sending foes flying. This move does not give a Strong
            Attack Icon.
    R6: The orb flies in an X pattern, juggling the airborne foes. If the Red
        Statue is active, it moves forward and to the center, slamming its hammer
        down twice while facing Zelda. If the Green Statue is active, it slams into
        the center, then the right, then the left.
    R7: The orb slams into the ground, then causes a small explosion with knockback
        before returning to the rod with a flash. If the Red Statue is active, it
        slams the ground once more at a slight angle, causing knockback. If the
        Green Statue is active, it slides along the ground at a slight curve from
        the left to the right.
    Special Attack: The green statue bursts from the ground in front of Zelda,
         knocking foes into the air. The red statue then appears in front of Zelda
         to the left, swinging its hammer like a baseball bat sending the airborne
         foes flying.
    Focus Spirit Activated: Summons a giant version of the green statue from the
        ground in front of her, causing knockback. It teeters around a bit before
        falling forward, sending foes flying.
    Focus Spirit Passive: Summons a giant version of the red statue in front of
        her and imbues it with life, causing it to slam the ground in front of it
        with its hammer, sending foes flying with a large explosion of darkness.
    Dodge/Hookshot Follow-Ups: After using the hookshot, she performs her C2.
    
    Summary: You can switch between Red Statue, Green Statue or no statue using her
        Strong Attack and her Combo Attacks. Whichever one is active will do
        supplementary attacks to your Regular Attack string, during which you can
        attack in any direction and the statue will attack based on where you
        started from.
    
    Technique: Coming soon!
    
    ~~~
    
    GANONDORF'S GREAT SWORDS (HW03N)
    
    SA: Ganondorf lifts into the air slowly, then slams into the ground, causing
        a small shockwave that does damage and knockback. Range and damage
        increases the higher his Strong Attack gauge is filled, but using this move
        consumes the entire gauge. His Strong Attack gauge is filled up by holding
        down the Strong Attack button when using his C2-C6, which delays his move
        but fills the gauge. When the gauge is completely filled, Ganondorf's
        swords turn purple, the gauge glows, and his Strong Attack becomes very
        large and damaging.
    R1: Swings a sword to the left.
        C2: Slams his sword into the ground causing a local explosion that knocks
            foes into the air above Ganondorf, then he begins alternating swings
            with his right and left sword juggling foes in the air before he knocks
            them away with a cross slash. This move cannot be charged for his
            Strong Attack gauge, but pressing the Strong Attack button repeatedly
            will cause him to do more alternating swings before his cross slash.
    R2: Swings both swords to the right.
        C3: Ganondorf summons a ball of dark energy above his head, then slams it
            on the ground in front of him causing a dark explosion with knockback.
            If you hold the Strong Attack button, you can charge his Strong Attack
            gauge and slowly turn Ganondorf to aim the attack.
    R3: Slams both swords into the ground.
        C4: Ganondorf performs a series of close-range slashes that generate
            floating blades of dark energy all around him, then he bursts out
            sending them in all directions, sending foes flying. If you hold the
            Strong Attack button, Ganondorf is rooted in place and won't start the
            move until you let it go.
    R4: Holds out his swords as a burst of dark energy comes from him.
        C5: Ganondorf summons a massive ball of dark energy over his head, which
            he them slams to the ground, then punches, causing it to split into
            seven small dark balls that fly forward in a fan pattern, knocking foes
            slightly into the air. If you hold down the Strong Attack button,
            Ganondorf is rooted in place and won't start the move until you let it
            go.
    R5: Swings to the right.
        C6: After a delay, Ganondorf summons a shade of Ganon who performs an
            incredibly massive swipe with his right claw, sending foes flying in a
            very large area. If you hold down the Strong Attack button, Ganondorf
            is rooted in place and won't start the move until you let it go.
    R6: Swings down multiple times.
    R7: Slams the ground, causing a dark eruption with knockback.
    Special Attack: Summons lightning forward in two straight lines in front of
        him, then launches a blast of lightning forward causing knockback.
    Focus Spirit Activated: Summons a shade of Ganon from underneath him that
        slams the ground with its right fist in front of it, causing knockback.
    Focus Spirit Passive: Floats very high up into the air, and then slams into the
        ground causing an explosion of dark energy to burst out causing knockback.
    Dodge/Hookshot Follow-Ups: After using the hookshot, he performs his C2.
    
    Summary: You can extend his C2 by tapping the Strong Attack button multiple
        times. If you charge his C3, you can adjust his aim slowly while charging.
        Charging his moves only charges his Strong Attack gauge, it doesn't
        increase the power or impact of the move. 
    
    Technique: Ganondorf's C6 is an unparalleled crowd clearer, although it leaves
        him quite vulnerable. His C5 is fairly good and somewhat safer. His C2 can
        break officer's Weak Point gauges in one go, although you might need to
        re-approach them after he knocks them away. Giant boss Weak Point gauges
        are vulnerable to his Strong Attack (fully charged) and his C6.
    
    ~~~
    
    DARUNIA'S HAMMER (HW03O)
    
    SA: Darunia rolls forward for a bit, dealing damage and dragging enemies with
        him. If you press the Strong Attack button again, he will continue to roll
        forward a bit and drag enemies, dealing damage. You can control Darunia's
        direction during these first two rolls. If you press the Strong Attack
        button a third time, he will roll straight forward and then unroll and slam
        his foes away with an open palm causing knockback.
    R1: Slams the ground with his hammer.
        C2: Slams the ground in front of him with his hammer, then taps his hammer
            causing it to burst up in flames that knock the enemy into the air. As
            he recoils, he slams the ground behind him with his hammer, knocking
            enemies behind him into the air in front of him. You can start
            attacking the airborne enemies right after the burst of flames without
            needing to dash cancel out of the attack.
    R2: Slams the ground again.
        C3: Jumps forward and slams the ground with his butt, creating a shockwave
            with knockback.
    R3: Sweeps to the left with his hammer.
        C4: Slams his hammer into the ground then jumps on it, creating a large
            explosion in front of him and several distance explosions causing
            knockback.
    R4: Spins clockwise twice.
        C5: Places the hilt of his hammer into the ground and then slams it in,
            causing magma to appear in a pool under Darunia. The magma damages any
            foe that touches it and persists for about two and a half seconds.
    R5: Stomps the ground, creating a shockwave.
        C6: A massive magma rock falls from the sky into his hands, which he then
            throws forward, sending foes flying.
    R6: Spins clockwise forward twice. Continuing to press the Regular Attack
        button will extend this to five spins before reaching the R7.
    R7: Slams the ground in front of him causing an eruption of flame, causing
        knockback.
    Special Attack: Slams the ground in front of him three times, then slams it
        hard causing an eruption with knockback.
    Focus Spirit Activated: Punches the ground causing magma to burst out of the
        ground around him causing knockback.
    Focus Spirit Passive: Rolls into a ball and slams down into the ground three
        times growing progessively bigger, with the third slam causing a burst of
        fire with knockback.
    Dodge/Hookshot Follow-Ups: After using the hookshot, he performs his C2.
    
    Summary: His Strong Attack can be extended into a much better attack with
        multiple presses of the Strong Attack button. His C2 allows you to
        interrupt it with Regular Attacks without dash cancelling. His C4 has a
        deceptively large range.
    
    Technique: His C4 is an astonishing crowd clearer, and his C6 is very effective
        as well. His C1 with the Regular Attack interrupt is effective against
        officer Weak Point gauges. Giant boss Weak Point gauges crumble before his
        C6.
    
    ~~~
    
    RUTO'S ZORA SCALE (HW03P)
    
    SA: Ruto has a Strong Attack gauge below her Special Attack gauge. If it is
        completely empty, Ruto strikes a pose, then dives in and out of the water
        uselessly. If you have any gauge, she strikes a pose, and you can aim her
        and fire strong, fast, straight-forward wave projectiles that cause huge
        knockback with the Strong Attack button at the cost of 1/3rd of your Strong
        Attack gauge (or less, if you have less). After depleting the entire gauge,
        Ruto will dive underwater and then come back up, sending forward a wide
        wave that causes knockback. You can fill her Strong Attack gauge by using
        her Combo Attacks - each Combo Attack fills a certain amount, as listed
        below. Since the v1.4 update, entering this mode unleashes a water
        shockwave with knockback, giving you a moment longer to aim.
    R1: A watery swipe to the right.
        C2: Dives into the ground knocking foes slightly back, then bursts out of
            the ground a little bit ahead knocking foes into the air. Refills 1/4th
            of the Strong Attack gauge.
    R2: A swipe to the right.
        C3: Dives into the ground then rushes forward, pushing enemeis with her,
            bursting out of the ground after some distance sending foes flying.
            Refills 1/4th of the Strong Attack gauge. Since the v1.4 update, you
            can now slightly control Ruto's direction during this move
    R3: A swipe to the left.
        C4: Ruto creates a dome of water over her that she darts around in for a
            moment before it detonates causing knockback. Refills 1/3rd of the
            Strong Attack gauge.
    R4: A swipe to the right.
        C5: Ruto dives underground ahead and to her left, leaps towards the camera
            to the right, leaps to the left, leaps forward and to the right, then
            finally bursts out of the center of the ground in a big watery blast
            that causes knockback. Refills about 3/7ths of the Special Attack
            gauge.
    R5: Creates a shockwave of water around her body for a moment.
        C6: Leaps underground and then emerges in a huge wave that lunges forward
            as she swims in it, then she leaps out of it as it crashes causing
            knockback. Refills 1/2 of the Special Attack gauge.
    R6: Creates several water balls that she throws forth directly in front of her
        in a wide but short area.
    R7: Dives into the ground, then bursts forth a bit ahead sending foes flying.
    Special Attack: Ruto creates a whirlpool sucking in nearby enemies and dealing
        damage before she bursts upwards out of the pool with knockback.
    Focus Spirit Activated: Jumps in the air and then sends down a barrage of fish
        in front of her causing knockback.
    Focus Spirit Passive: Leaps in the air as a pool of water appears on the
        ground, then jump stomps on it creating a shockwave of water causing
        knockback.
    Dodge/Hookshot Follow-Ups: After using the hookshot, she performs her C2.
    
    Summary: There's a follow-up wave attack if you use all of her Strong Attack
        gauge up when using her Strong Attack. Higher Combo Attacks refill more of
        the Strong Attack gauge.
    
    Technique: Her C6 is her real crowd clearer, although her C5 is adequate for
        the job. Both moves also bring the Special Attack gauge to a point where it
        can fire three attacks plus the wave, which is effective on both crowds and
        generals if you position yourself well. Her C2 is too slow for some of
        the more difficult officer Weak Point gauges, but her long range on her
        starting Regular Attacks gives her an edge in that respect. Her R6, the
        water balls, do a real number on giant boss weak point gauges, so try to
        time it so that the gauge appears as she's about to perform the R6.
    
    ~~~
    
    AGITHA'S PARASOL (HW03Q)
    
    SA: Summons a giant butterfly for her to ride on. If it's summoned on the
        ground, it swirls around for a bit when it arrives dealing damage. When the
        butterfly is summoned, the Strong Attack gauge below her Special Attack
        gauge fills to full and begins to drain, and when it drains, the butterfly
        departs, allowing you to do the butt stomp of the Air Follow-Up (see
        below). By pressing the Strong Attack button again, the butterfly will rise
        into the air and then slam into the ground, causing knockback. The
        butterfly also has a Regular Attack string, which is mostly only effective
        against airborne foes:
        R1: The butterfly spins in a circle several times, damaging airborne foes.
        R2: The butterfly flaps its wings once, moving itself back a bit, damaging
            airborne foes.
        R3: The butterfly does a somersault, sending foes flying.
    R1: Agitha swings her basket to the right.
        C2: Agitha releases a swarm of small golden butterflies into the air,
            juggling foes in the air.
    R2: Agitha pushes her parasol forward.
        C3: A summoning circle appears in front of Agitha as she jumps up and down.
            Soon, a giant green beetle crashes down from the sky dealing knockback.
            It then swings its horn forward knocking foes high into the air. You
            can dash cancel the moment the summoning circle appears and the beetle
            will still arrive. Her beetle attacks are Lightning elemental, despite
            her weapon being Light element.
    R3: Agitha swirls into the air creating a small tornado.
        C4: Sends a large tornado forward that slowly advances as it scoops up
            enemies and deals multi-hit damage. You can perform the Air Follow-Up
            after this attack - the giant butterfly's full Regular Attack string
            combos very well with this attack.
    R4: Agitha swings her parasol down and slams the ground creating a small
        shockwave.
        C5: Agitha jumps high into the air as a large green beetle darts forward
            from under her and scoops up foes with its horn, sending them high into
            the air. You can perform the Air Follow-Up after this attack - the
            giant butterfly's Strong Attack ground slam has good timing with this
            move. Her beetle attacks are Lightning elemental, despite her weapon
            being Light element.
    R5: Agitha releases small golden butterflies in every direction causing
        knockback.
    Air Follow-Up: While in the air after an attack, Agitha has two options. The
        first is that she can summon her giant butterfly by pressing the Strong
        Attack option. It has the same moves as listed above under "Strong Attack",
        except it arrives very quickly allowing you to do combo follow-ups. The
        second is that she can do a butt stomp by pressing the Regular Attack
        button, which allows her to descend quickly. She can do Air Follow-Ups
        after her C4 and C5, and she can do just the butt stomp if her giant
        butterfly disappears due to her Strong Attack gauge reaching zero.
    Special Attack: Agitha dons giant butterfly wings and then flaps for a bit
        before making a large flap of her wings generating a huge tornado in front
        of her that knocks foes high into the air.
    Focus Spirit Activated: Agitha lets all of the butterflies out of her basket
        into the air all around her, causing knockback.
    Focus Spirit Passive: Jumps up causing a wave of butterflies to burst out all
        around her causing knockback.
    Dodge/Hookshot Follow-Ups: After using the hookshot, she performs her C2.
    
    Summary: You can dash cancel after her C3 summoning circle appears to fight
        alongside the beetle. You can summon her giant butterfly with the Strong
        Attack button after her C4 or C5 to extend her combos.
    
    Technique: Her C4 + Air Follow-Up is her best crowd clearer, but her C3 and
        C5 + Air Follow-Up aren't bad either. Her C2 is lightning quick and can be
        spammed against enemy officers using dash cancel, but it's weak. Her C3
        with dash cancel is a great answer to officers, even if they're in groups.
        Spamming C3 with dash cancel is the best way to deplete giant boss Weak
        Point gauges. Her R3 is a sadly tragic and vulnerable move and should be
        avoided in tense situations.
    
    ~~~
    
    MIDNA'S SHACKLE (HW03R)
    
    SA: Grabs an opponent and crushes them, restoring Midna's Strong Attack gauge
        to max. The gauge then starts to deplete. For as long as it isn't empty,
        all of Midna's attacks will be imbued with the Darkness element. Note that
        elemental weaknesses and resistances are in this game, so if your foe is
        resistant to Dark, her damage will be reduced overall by this technique.
        This move fails against officers sometimes.
    R1: A wolf appears under Midna and jumps forward a bit.
        C2-1: Midna spins and attempts to grab a foe in front of her with her hair.
              If she hits, she slams them in the ground ahead of her.
        C2-2: Two wolves leap out from either side of Midna and attack the enemy in
              a cross pattern, then double back and knock the enemy into the air
              with a jumping slash.
        C2-3: Midna jumps into the air and slams the enemy down with a giant hand.
    R2: The wolf leaps forward while spinning.
        C3-1: Two wolves leap down from the sky on either side of Midna, knocking
              foes into the air, and then they leap at the foes in a cross pattern.
        C3-2: The wolves double back and attack in another cross pattern, juggling
              the airborne foes.
        C3-3: Midna leaps up and throws the wolf she's riding straight forward as a
              spinning projectile. It eventually curves up and flies off.
    R3: Midna slams a giant hand on the ground in front of her.
        C4-1: Midna attempts to grab a foe in front of her with her hair. If she
              hits, she swings them around ahead of her creating a whirlwind and
              then throws them into the air.
        C4-2: Midna creates a vortex in front of her that sucks in enemies as a
              pair of wolves run around it.
        C4-3: The wolves complete their lap and then jump away as the vortex
              explodes, sending foes flying.
    R4: Two wolves leap out from either side of Midna and roll forward in a cross
        pattern.
        C5: Midna rides forward while slamming her giant hand to the right, then
            left, then right, then left, picking up any enemy she slams, then she
            throws those enemies forward causing knockback. The grab seems to
            always work on officers it directly hits. This move also fills Midna's
            Strong Attack gauge to max, just like her Strong Attack does.
    R5: Midna throws a giant fist forward causing knockback.
    Special Attack: Midna bounces a giant ball in her hair hand, then throws it
        ahead where it explodes sending foes flying.
    Focus Spirit Activated: Midna's Fused Shadow becomes whole, turning her into
        an eldritch abomination that slams the ground with a spear, creating an
        explosion of dark energy with knockback.
    Focus Spirit Passive: A wolf runs in a half circle to her left damaging foes,
        then she sweeps her hair hand around her and then slams it on the ground
        in front of her causing an explosion of darkness with knockback.
    Dodge/Hookshot Follow-Ups: After using the hookshot, she performs her C2-1. To
        perform the rest of her C2, continue to press the Strong Attack button.
        If you managed to connect with the hookshot, the success rate of her C2
        grab appears to be 100% against officers, although the grab might connect
        with a nearby goon instead.
    
    Summary: Her C5 grabs officers without difficulty, and it fills her Strong
        Attack gauge.
    
    Technique: Midna's C5 works for any situation, be it crowd clearing, officers,
        or even multiple officers. Her C4 is good at crowd clearing. Her C3 is
        excellent against officer Weak Point gauges, although sometimes you have to
        start the move early so that you get to the C3 before the Weak Point gauge
        disapears. Its juggling properties are without equal. The C3 is also useful
        against giant boss Weak Point gauges.
    
    ~~~
    
    ZANT'S SCIMITARS (HW03S)
    
    SA: If the Strong Attack gauge is empty, Zant just releases a shockwave that
        causes damage and knockback. If there is any meter in the Strong Attack
        gauge, Zant removes his helmet and enters a mode where his attacks are
        different and his Strong Attack gauge begins to deplete over time. In this
        mode, rapidly pressing the Regular Attack button will cause Zant to spin
        while advancing, juggling foes he catches. You can control Zant during this
        spin. By rapidly pressing the Strong Attack button, Zant will stop in place
        and rapidly fire projectiles forward. He can be turned during this
        movement. When the gauge depletes, his moveset returns to normal. You can
        increase Zant's gauge by extending his Combo Attacks by pressing the Strong
        Attack button repeatedly, but don't keep the attack up after the gauge is
        full, or else it will reset and Zant will be stunned.
    R1: Slash to the left.
        C2: Calls a giant Zant head out of the ground, knock foes upward. If you
            continue to tap the Strong Attack button, both Zant and the head spin,
            with the head firing purple projectiles in all directions randomly that
            juggle foes. If you stop the attack before the Strong Attack gauge
            overloads, Zant jumps and the giant head explodes, knocking foes into
            the air. However, if you let the gauge overload, the giant head will
            sink into the ground, Zant will be stunned briefly, and his Strong
            Attack gauge will deplete to zero.
    R2: Slash down.
        C3: Summons a glyph below him that drags foes in, then a totem pole bursts
            out from under Zant launching foes in the air, where he fires a
            projectile at them. If you continue to tap the Strong Attack button,
            Zant will continue to fire projectiles juggling his airborne foes, and
            he can be rotated. If you stop the attack before the Strong Attack
            gauge overloads, the tower wobbles, and then Zant jumps off as it falls
            forward causing knockback. However, if you let the gauge overload, Zant
            will fall backwards off of the pole stunned, the pole will fall gently
            causing a minimum of damage, and the Strong Attack gauge will deplete
            to zero.
    R3: Slash to the left.
        C4: Zant will jump into the air and then stomp to the left and right
            causing shockwaves, then leap into the air and throw a ball of darkness
            forward causing knockback. If you continue to tap the Strong Attack
            button, Zant will continue to stomp to the left and right before
            throwing the ball of darkness. You can direct Zant during the stomping.
            If you let the gauge overload, Zant will stumble forward and be stunned
            briefly rather than finishing with the ball of darkness.
    R4: Quick spin slash.
        C5: Zant jumps into the air and summons a portal in front of him overhead.
            A giant hand emerges from it and hits the ground. If the hand touches
            a foe, it will slam the ground twice knocking foes into the air, and
            then two darkness walls will appear to the right and left and the hand
            will slam the airborne foes to the right then to the left before
            slamming the ground one last time causing knockback. If you continue
            to tap the Strong Attack button, the hand will perform additional
            ground slams juggling foes before it slams them to the right and left.
            If you let the gauge overload, Zant will get his head stuck in the
            ground and will be stunned for a moment, the hand will depart instead
            of slamming foes to the right and left, and the Strong Attack gauge
            will deplete to zero.
    R5: Spins upwards, then stomps on the ground three times creating small local
        shockwaves.
        C6: Zant jumps into the air, turns giant, then slams the ground when he
            lands. He then stomps the ground with his right foot twice juggling
            foes, then jump stomps the ground causing knockback and shrinks back to
            regular size. You can rotate Zant during the right foot stomps, and he
            cannot be damaged while he is giant. If you continue to tap the Strong
            Attack button, Zant will continue stomping his right foot before doing
            the jump stomp. If you let the gauge overload, Zant will hurt his right
            foot and hold it in pain as he shrinks, and then be stunned for a
            moment once he reaches regular size. He won't do the jump stomp, and
            the Strong Attack gauge will deplete to zero.
    R6: Walks forward while stabbing downward four times.
    R7: A spinning slash that sends out a shockwave with knockback.
    Special Attack: Zant creates two clones that stand ahead of him to the left and
        right, and together they call a large ball of twilight energy between them
        and then slam it into the ground, sending foes flying.
    Focus Spirit Activated: A giant Zant head bursts from the ground, spins, then
        flies up, causing knockback.
    Focus Spirit Passive: Zant turns giant and belleyflops, creating a shockwave of
        darkness with knockback.
    Dodge/Hookshot Follow-Ups: After using the hookshot, he performs his C2-1. To
        perform the rest of his C2, continue to press the Strong Attack button.
    
    Summary: He can either spin or shoot projectiles in his Strong Attack mode. You
        can rapidly press the Strong Attack button during all of his Combo Attacks
        to extend them and fill the Strong Attack gauge, but stop attacking before
        it overloads or you'll be stunned. He's invincible while giant during his
        C6.
    
    Technique: All of Zant's moves are good crowd clearers when extended,
        especially his C4 and C6. His C6 is good in tense situations, and he's
        invincible while giant. You might be able to juggle officers with their
        Weak Point gauges showing if you perform a non-extended C2 and then just
        juggle them with Regular Attacks. His C6 is the only thing that seems to do
        well against giant boss Weak Point gauges, but the slow shrinking time may
        negate that advantage. His C5 is sadly too vulnerable to be of much use.
    
    ~~~
    
    FI'S GODDESS BLADE (HW03T)
    
    SA: Fi turns into a sword and hovers in the air for a moment, filling her
        Strong Attack gauge. The gauge depletes over time. While there is any
        amount of gauge, all of Fi's attacks are imbued with the Light element.
        Note that elemental weaknesses and resistances are in this game, so if your
        foe is resistant to Light, her damage will be reduced overall by this
        technique.
    R1: A spinning ballerina kick while moving forward.
        C2: Turns into a foe and spins while slowly ascending, taking foes with
            her. You can perform the Air Follow-Up after this attack.
    R2: A spinning ballerina kick while moving forward.
        C3: Circular rainbow energy converges around her damaging foes and drawing
            them in, and then a flower-like glyph appears below her that freezes
            enemies in place for a moment before blasting light energy upwards
            causing knockback.
    R3: Leaps forward while tapping the ground with her foot, creating a shockwave
        of light.
        C4: The Goddess Crest appears in front of Fi as she darts straight forward
            at a very fast pace, dragging enemies with her. At the end of the move,
            the crest disappears and sends foes flying.
    R4: An overhead kick.
        C5: Fi swirls slowly upwards, juggling enemies into the air before
            releasing a burst of energy that sends foes upward. You can perform the
            Air Follow-Up after this attack.
    R5: A double spinning ballerina kick while slowly moving forward. If you stop
        attacking here, she'll pose sending out a shockwave of light with
        knockback.
        C6: Three colored energies fly into Fi from all directions, and she turns
            into a giant sword that spins around twice and sends foes flying.
    R6: Moves forward while spinning several times. If you stop attacking here,
        she'll jump up and pose, sending out a shockwave of light with knockback.
    R7: Fi will leap into the air and bounce of the ground with her foot, sending
        out a large shockwave of light with knockback, then gently land on the
        ground.
    Air Follow-Up: While in the air after some of Fi's Combo Attacks, by pressing
        the Regular Attack button Fi will do a fast spin kick taking herself and
        her opponents higher into the air. By pressing the Strong Attack button,
        she will soar diagonal down towards the ground rapidly, creating a
        a shockwave with knockback when she hits the floor.
    Special Attack: She turns into a sword, does a single broad circular sweep, and
        then stabs into the ground creating a large circular glyph of light that
        causes knockback.
    Focus Spirit Activated: Fi traces a light triangle into the ground, jumps up,
        turns into a sword, then fires a whirling projectile into the triangle
        which explodes causing knockback.
    Focus Spirit Passive: Turns into a sword and then dives forward while spinning,
        causing knockback.
    Dodge/Hookshot Follow-Ups: After using the hookshot, she performs her C2, with
        Air Follow-Up available.
    
    Summary: She has Air Follow-Ups after some attacks. There aren't many nuances
        to her moveset.
    
    Technique: Her C6 is everything. It's her best crowd clearer. It's safe to use
        around officers (even multiple officers) if you skirt around the
        battlefield during the Regular Attacks and close in when it's time for the
        C6. It's even her most effective move against giant boss Weak Point gauges.
        She has no great moves against officer Weak Point gauges though. Her C2
        is sometimes fast enough, but even with a full Air Follow-Up it might not
        be enough to break their Weak Point gauge.
    
    ~~~
    
    GHIRAHIM'S DEMON BLADE (HW03U)
    
    SA: Sends a red beam of light straight forward. If it hits a foe, it does a
        tiny amount of damage and "locks-on" to the foe, creating a "lock-on"
        Strong Attack Icon below his Special Attack gauge. He'll then slurp his
        tongue. You can dash cancel out of the tongue slurping. While locked on,
        you can press the Strong Attack button againt to send an array of weak
        homing knives at the foe. In addition, Ghirahim's Combo Attacks will
        perform additional attacks on the "locked-on" foe as long as you don't
        move too far away from it. If you use this move regularly, the red beam
        "locks-on" to the first foe it hits, but if you're locked-on to a foe (the
        regular lock-on using L1), the red beam will pass other foes and only work
        on the locked-on target.
    R1: A slash to the right.
        C2-1: Swings into the air with two swords, knocking foes upward. If you are
              "locked-on" to a foe, a massive sword will burst up underneath them
              knocking them into the air.
        C2-2: Rapidly thrusts both swords into airborne foes, juggling them.
        C2-3: Creates a circle in front of him that freezes foes caught in it and
              wiggles in front of it for a bit before it blasts foes upwards and
              slams them into an artificial ceiling.
    R2: Shoots five daggers lined up horizontally in front of him straight forward.
        C3-1: Creates a circle of diamond-patterned magic around him, then it
              bursts into flame. If you are "locked-on" to a foe, they will act
              as though they were struck by this attack and take damage.
        C3-2: Summons floating daggers all around him which fly inward, dragging in
              any foes they hit. If you are "locked-on" to a foe, a cage of light
              will appear around them, freezing them slightly above the ground as
              the daggers fly in.
        C3-3: Teleports up and transforms into a large sword, slamming down into
              the ground causing knockback. If you are "locked-on" to a foe, a
              massive sword will burst up underneath them knocking them into the
              air as your sword slams into the ground.
    R3: Shoots five daggers lined up in an arc above him straight forward.
        C4-1: Holds his sword up for a moment and then throws a large horizontal
              spinning projectile forward, knocking foes into the air.
        C4-2: Black energy blades burst up all around him, sending surrounding foes
              flying. If you are "locked-on" to a foe, a massive sword will burst
              up underneath them knocking them into the air.
        C4-3: Snaps his fingers three times in rapid succession, each time
              summoning a two Bulbins in front of him. You can change direction
              between each snap causing the Bulbins to appear in different places.
              All six then charge forward at once while slashing, dragging foes
              with them and knocking them back at the end of the move.
    R4: Teleports forward and to the right and slashes, then teleports to the left
        and slashes, then teleports forward to the center and slashes all very
        quickly.
        C5: Floats up into the air on large artifical floor which damages enemies
            and drags them into the air, then slams into the ground creating a
            large dark shockwave that causes knockback.
    R5: Cross slashes twice, then slams the ground with a large sword causing
        knockback. He then snaps his finger and summons his sword. The summon
        animation can be dash cancelled out of.
    Special Attack: Creates a dome in front of him and causes tons of weapons to
        fly into it, then a giant sword slams into it from above sending foes
        flying.
    Focus Spirit Activated: Ghirahim summons a giant sword, slashes four times,
        and then the sword flies up and slams into the ground ahead of it causing
        knockback.
    Focus Spirit Passive: Thrusts his arms into the air causing an explosion of
        dark energy to burst from his body, causing knockback.
    Dodge/Hookshot Follow-Ups: After using the hookshot, he performs his C2-1. To
        perform the rest of his C2, continue to press the Strong Attack button.
    
    Summary: While "locked-on", his C2-1 and C4-2 attack the targeted opponent with
        massive blades from the ground. His C3 performs a full-on seperate Combo
        Attack on "locked-on" targets. Any of his flourishes can be dash cancelled
        out of.
    
    Technique: His C4 and C5 are great crowd clearers. His C2 should be able to
        juggle officers who are exposive their Weak Point gauges, although they
        will likely recover during the C2-3. Ghirahim can act like a ranged fighter
        using his C3, since it will attack any "locked-on" opponent with a special
        combo as long as he's not TOO far away. Watch out, though, as trying to
        attack them with the C3 itself AND the "lock-on" combo causes the officer
        to recover and not be effectively hit by either. His C3 and C4-2 are
        effective against giant bosses, but his C4-3 is a waste of time against
        them so be careful.
    
    ~~~
    
    CIA'S SCEPTER (HW03V)
    
    SA: Cia becomes enveloped by a subtle dark aura, filling her Strong Attack 
        gauge. The Strong Attack gauge depletes over time. For as long as there is
        any gauge, all of Cia's attacks have the Darkness element and she is
        immune to knockback. This also renders her immune to the stunning effects
        of Gibdos ad ReDead Knights. Note that there are elemental weaknesses and
        resistances in this game, so turning every attack into Darkness has the
        potential to DECREASE your overall damage against some foes.
    R1: Cia swipes downward with her scepter.
        C2-1: Cia creates a small dark orb on the ground and stomps it with her
              foot, creating a shockwave that knocks enemies around her into the
              air.
        C2-2: Cia stomps the ball again, creating another shockwave juggling foes.
        C2-3: Cia stomps the ball again, creating another shockwave juggling foes.
    R2: Cia swipes to the left with her scepter.
        C3-1: Cia fires a dark ball of energy forward that knocks foes into the
              air.
        C3-2: Cia fires another dark ball of energy forward that knocks foes into
              the air. You can rotate Cia during this attack to shoot the ball in
              a different direction.
        C3-3: Cia fires another dark ball of energy forward that knocks foes into
              the air. You can rotate Cia during this attack to shoot the ball in
              a different direction.
    R3: Cia slams the tip of her scepter to the ground.
        C4: Cia creates a portal over her head that rapidly deploys four Dark
            Links. They're performing a spinning slash as they deploy, then they
            advance forward with a sword combo. Their finishing attacks cause
            knockback. You can rotate Cia during the summoning, sending the Dark
            Links in different directions.
    R4: Cia swipes rapidly in front of her four times.
        C5: Cia summons four circular dark miasmas around her in a diamond pattern,
            persisting for about nine seconds. If any enemy touches a miasma, it
            bursts upward with dark energy causing knockback. Once the miasmas
            appear, you can dash cancel out of her animations. If you use this move
            again, old miasmas will disappear.
    R5: Cia spins, and then slams the tip of her scepter ahead of her.
        C6: Cia summons four portals above her head facing in four directions. Each
            deploys a Dark Link that slashes as it lands. The Dark Links charge
            their blades for a moment, then perform a rising spinning slash in the
            direction they're facing causing knockback. After the Links appear, you
            can dash cancel and they will finish their attacks independently. If
            you do not dash cancel, Cia orders the Dark Links to spin attack one
            by one. If you do dash cancel, all Links who have not been "ordered"
            will attack near-simultaneously.
    R6: Four dark gates converge around Cia and spin around her, drawing
        surrounding foes in and juggling them in the air with multi-hit damage.
    R7: Cia throws a large tornado forward, taking surrounding foes away and
        picking up new ones it hits before disappearing and dropping them on the
        ground.
    Special Attack: Cia creates multiple dark energy circles all around and under
        her, then one-by-one they each launch massive pillars of dark energy
        upwards causing knockback.
    Focus Spirit Activated: Cia summons four small dark portals in front of her in
        a rectangle formation that each fire a beam ahead of them into a central
        locus, which grows into a giant ball of darkness that explodes causing
        knockback.
    Focus Spirit Passive: Cia floats high into the air, then creates a giant ball
        of dark energy which she throws into the ground. It explodes in a burst of
        dark energy, causing knockback.
    Dodge/Hookshot Follow-Ups: After using the hookshot, she performs her C2-1. To
        perform the rest of her C2, continue to press the Strong Attack button.
    
    Summary: You can rotate during her C4 to deploy the four Dark Links in
        different directions. Her Dark Links and her C5 portals are independant, so
        the moment they appear you can dash cancel out of the rest of the attack's
        animation.
    
    Technique: Her C2 is her best crowd clearer by far, with her C5 and C6
        providing variety at least. Her C3 is excellent against officers, even in
        groups. If you can time it, her C4 is excellent against officer Weak Point
        gauges. Spamming her C4 against giant bosses shreds their Weak Point
        gauges, with C6 being effective for the same reason.
    
    ~~~
    
    VOLGA'S DRAGON SPEAR (HW03W)
    
    SA: Spins his spear in front of him while moving forward slightly, then jumps
        forward a bit and stabs his spear into the ground creating a small flaming
        eruption with knockback. This attack breaks guard.
    R1: Swings his spear to the left.
        C2: Lunges forward, then scrapes his spear upwards from off of the ground
            knocking his foes into the air. This attack breaks guard.
    R2: Swings his spear to the right.
        C3: Turns his left arm into a dragon claw and swipes forward, sending three
            energy waves with knockback forward along the ground in a \|/ pattern.
    R3: Slams his spear into the ground.
        C4: Breaths a very long, straight line of fire from the left to the right
            in a near-half circle sweeping pattern. You can rotate Volga during
            this attack, increasing or concentrating its area of effect.
    R4: Spins his spear around him while advancing a tiny bit.
        C5: Transforms into a dragon and hovers for a moment, then spins forward
            and crashes into the ground creating a large fiery explosion with
            knockback. You can aim Volga while he's hovering, and the dragon cannot
            be damaged.
    R5: Swings his spear creating a small whirlwind effect around him.
    R6: Roars as he creates a large pillar of fire in front of him that juggles
        opponents into the air with multi-hit damage.
    R7: Thrusts his spear forward causing knockback.
    Special Attack: Performs a lightning-fast flaming lunge forward causing
        knockback.
    Focus Spirit Activated: Grows wings, flies into the air, and then performs
        a spinning downward slam into the ground causing knockback.
    Focus Spirit Passive: Transforms into a dragon and whirls around in tight
        circles, juggling his foes in a flaming whirlwind, then dives forward and
        slams into the ground causing a burst of flame energy to erupt from his
        body causing knockback.
    Dodge Follow-Ups: When locked-on to a foe, dodging to the left, right, or
        backwards and pressing the Strong Attack button executes his C2. After
        using the hookshot, any attack button performs his C2.
    Dodge/Hookshot Follow-Ups: While blocking, if you dodge to the left, right, or
        backwards and press the Strong Attack button, he uses his C2. After using
        the hookshot, he performs his C2, which sometimes doesn't hit in this
        instance due to the starting lunge animation.
    
    Summary: His Strong Attack and C2 break guard and can be used after evading.
        His C2 is an infinite combo if masterfully executed with dodge cancels.
        You can rotate him during his C4, drastically changing its effectiveness.
        You can aim him during his C5 dragon attack.
    
    Technique: His C4 with sweep and C5 are his best crowd clearers, and his C3
        isn't bad either. His C2 is great against enemy generals, both for the
        infinite and simply for knocking them into the air when their Weak Point
        gauge shows. His C3 is good against concentrated crowds of officers.
        His C3 does well against giant boss Weak Point gauges as well.
    
    ~~~
    
    WIZZRO'S RING (HW03X)
    
    SA: A giant hand bursts out of his chest, which then grabs forward. If it grabs
        anyone, it slams them to the ground. Appears to be more effective than
        other grab moves against enemy officers, succeeding more often than not.
    R1: Fires two dark orbs forward in a V pattern. After a moment, they turn into
        slower moving dark flames.
        C2: Quickly throws a one-eyed creature forward knocking foes into the air
            before it sinks back into the ground.
    R2: Fires five dark orbs forward in a fan pattern. If a dark orb from this
        attack hits a dark flame, they'll detonate, knocking foes into the air.
        C3: Creates five dark orbs in an arc above him which turn into dark flames
            an then slowly advance. Like his other dark flames, these will detonate
            and knock foes into the air if struck by a dark orb. Dark flame
            detonations can cause a chain reaction, detonating other nearby dark
            flames as well. The moment the orbs from his attack appear, you can
            dash cancel out of the animation and the attack will finish
            independently.
    R3: Fires three dark orbs forward in a \|/ pattern. After a moment, they turn
        into slower moving dark flames.
        C4: Holds his arms out to either side and spins counterclockwise, firing
            off streams of dark orbs as he does so. Spins one and a half times.
    R4: Fires five dark orbs forward in a fan pattern. If a dark orb from this
        attack hits a dark flame, they'll detonate, knocking foes into the air.
        C5: Fires a continuous dark energy beam forward for about two seconds. It
            causes rapid multi-hit damage and hitstun. The end of the move causes
            knockback. You can rotate Wizzro quickly slightly before and during
            this attack.
    R5: Fires four dark orbs forward in a fan pattern. After a moment, they turn
        into slower moving dark flames.
    R6: Fires a wide projectile energy wave forward, knocking foes into the air. If
        it hits a dark flame, they'll detonate, knocking foes into the air.
    R7: Mounts a giant one-eyed creature and then charges forward a bit, causing
        knockback.
    Special Attack: Creates a miasma pool under himself from which multiple one-
        eyed monsters leap up like fish and juggle foes into the air. The pool
        comes together to form a dark ball as the opponents fall to the ground,
        which then explodes causing knockback.
    Focus Spirit Activated: Sinks into the ground as a massive hand falls from the
        sky and slams into the ground, causing knockback.
    Focus Spirit Passive: Summons a massive one-eyed monster out of the ground
        below him which leaps up and then crashes back down, creating a burst of
        dark energy causing knockback.
    Dodge/Hookshot Follow-Ups: After using the hookshot, he performs his C2.
    
    Summary: His grab is better than other grabs against officers. His dark flame
        attacks can be detonated by dark orbs, his R6 energy wave, or other
        detonating dark flames. You can dash cancel out of his C3 early and it will
        still work.
    
    Technique: His C4 and C5 are excellent crowd clearers, and his Regular Attack
        string isn't bad either. His Regular Attack string is excellent against
        officer Weak Point gauges because the dark flame explosions cause juggling,
        suspending the gauge. His C2 can be used to knock officers in the air if
        they are at a distance. His C4 is effective against giant boss Weak Point
        gauges.
    
    ~~~
    
    TWILI MIDNA'S MIRROR (HW03DLCC)
    
    SA: Midna spins, then dark energy bursts up from the ground around her,
        knocking foes into the air. You can hold down the Strong Attack button to
        slowly charge the attack, causing a dark hole to expand at Midna's feet. 
        Enemies hit by the dark hole are slowed to a crawl and lightly damaged. 
        Once you let go of the button, dark energy bursts up from the ground in the
        area the hole was covering, knocking foes into the air. Damaging opponents
        with any of Midna's attacks (excluding items) causes her Strong Attack
        gauge to fill. When the gauge is filled anywhere beyond half, pressing the
        Strong Attack button will cause the dark hole to automatically and rapidly
        extend out to a certain point before bursting based on how full the gauge
        was, then the gauge depletes to zero. At full gauge, the hole will almost
        immediately expand out to max range before bursting.
    R1: The mirror hovers above and in front of Midna, and a giant hand comes out
        of it and slams into the ground.
        C2: A giant first bursts upward out of a portal in front of Midna, sending
            foes into the air.
    R2: Midna spins and the giant hand spins clockwise with her.
        C3: Midna summons an energy ball from a portal in behind her and then slams
            it in front of her, sending foes flying.
    R3: Midna slaps to the left and the giant hand slaps with her.
        C4: Midna summons a massive cannon behind her which rapid-fires three giant
            energy balls forward, sending foes flying.
    R4: Midna slaps to the right and the giant hand slaps with her.
        C5: Midna summons a bridge which she swings to the left, then to the right,
            knocking foes slightly into the air and in those directions. She then
            slams down in front of her, knocking foes into the ground.
    R5: Each finger of the giant hand generates a green orb, which are shot forward
        in a fan pattern.
        C6: Midna summons three wolves, one each to her left and right and another
            one under her, which run forward dragging foes with them before leaping
            forward and sending them flying. Midna's wolf rapidly grows larger
            during the size, and you can slightly change the angle of the charge
            while it is happening.
    R6: The hand flies forward and then scoops upward, sending foes into the air.
    R7: The mirror appears above Midna and fires a beam of light forward dealing
        multi-hit damage to the airborne foes for about a second.
    Special Attack: Midna creates a giant spear in the air, which she then leaps
        up, grabs, and then slams into the ground creating an explosion of green
        energy that sends foes flying.
    Focus Spirit Activated: Midna chants a spell that shatters the area in front of
        her like glass. She then shatters it, sending foes flying in a wide area.
    Focus Spirit Passive: Midna creates a dark energy bomb in her hands which she
        detonates, causing an explosion of dark energy with knockback.
    Dodge/Hookshot Follow-Ups: After using the hookshot, she performs her C2.
    
    Summary: Her Strong Attack gauge fills naturally while damaging foes, and using
        her Strong Attack while it is full does fast, powerful area of effect
        damage.
    
    Technique: Coming soon!
    
    =======================
    4. CONTRIBUTIONS (HW04)
    =======================
    I welcome any of the following;
    
    Compliments
    Constructive criticism
    Any attack details that I may have missed (e.g. "you can change angle inbetween
        Zelda's Rapier's C3-1 and C3-2")
    Any technique/gameplay suggestions (e.g. "Link's C2 and air combo are excellent
        for breaking Weak Points against officers")
    Canon attack names from prior Zelda games (e.g. "the leaf Lana floats on in her
        Spear moveset is called the Deku Leaf, from Wind Waker")
    Suggestions for rewording attack descriptions
    Anything else that contributes to the FAQ
    
    You can contact me at: DarkestSamus@yahoo.com
    
    Please use a spam-filter friendly subject line, such as “Regarding your Hyrule
        Warriors FAQ..."
    
    ======================================
    5. ACCREDITATION AND THANK YOUS (HW05)
    ======================================
    Credit to...
    
    Nicholas Christensen for a note about using the Naginata's Strong Attack
        against giant boss Weak Point gauges
    heavenmage for a note about stacking the Book of Sorcery's "walls" for
        increased shatter damage
    Malefio777 for a note about Fi's (and Midna's) Strong Attack potentially
        causing reduced damage against resistant foes
    FieraDevilWings for a note about using input buffer to make Lana's Summoning
        Circle more reliably use the correct attack, and a note about the Master
        Sword's C1 waves travelling wider after dodging. Also for a note about
        Cia's C6 working differently if dodge cancelled, some notes on Impa's
        SA and Ghirahims SA with lock-on, and some notes on Great Fairy elements.
    Unnoticed_Hero for a note about the Book of Sorcery's C4 being effective
        against giant boss Weak Point gauges
    CyberAngelEXE for a note about Link's sword slam being called the "Sword Plant"
    cynicalsaint for a note about the names of Sheik's songs
    FelixFelicis for some notes on Cia.
    Da_doppen for a note on Link's unique dodge attacks as well as dodge follow-ups
        in general.
    MagiusNecros for a note about Volga's guard break properties.
    SaintTweeter for some notes on Wizzro's technique.
    ClothMuffler on some notes on elemental attacks.
    Joshua Furlong for a lot of notes, especially Link and Zelda's counterattacks
        and the workings of the Gauntlet's C1.
    Dan Serpentelli for some further specifics on the Gauntlet's C1.
    John Doe for a note on Link's C5 thrust.
    Prime 2.0 for a note about Zelda's Rapier vs. giant bosses.
    -princeyoshi- for some notes on Lana's Spear v1.4 update.
    navi854 for some notes on Ruto's v1.4 update.
    L3S_X2 for a note about Lana's Spear C3.
    
    Thanks to...
    
    GameFAQs, for hosting my guide
    Jeremy, for being my Hyrule Warriors 2P and keeping me sane/happy while playing
    You, for reading my guide!
    
    ===================
    6. COPYRIGHT (HW06)
    ===================
    This may be not be reproduced under any circumstances except for personal, 
    private use. It may not be placed on any web site or otherwise distributed 
    publicly without advance written permission. This guide is only authorized to 
    be hosted by GameFAQs. Use of this guide on any other web site or as a part of
    any public display is strictly prohibited, and a violation of copyright.
    
    You may e-mail me and request an unaltered copy of my guide on your site. I 
    reserve the right to refuse any such request.
    
    DarkestSamus@yahoo.com

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