Introduction
Short Warden intro, can be serious or a meme one, up to the editor. If you go for the latter, limit the jokes to this section only.
Data
- Damage Taken: 95%
- Rage Factor: 0.22
- Rage Duration: 12 seconds
- Jump: 42 frames (Very Fast)
- Dash Speed: ?? (Slow)
- Back Dash: 27 frames
- Weapon Pickup / Drop: 40 / ?? frames
Gameplan
Similar to the Strategy section of the 5sp wiki pages. List Warden's archetype, strengths, weaknesses, etc. Sample subsections could include Neutral, Okizeme, etc.
Neutral
Okizeme
Normal Moves
Far Slashes
5A
5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
7
|
-
|
22
|
-
|
-3
|
-5
|
Yes
|
Yes
|
Yes
|
No
|
Fast poke and cancellabe, but it whiffs against crouching opponents at far range.
|
|
5B
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
120
|
Mid
|
14
|
-
|
42
|
-
|
-4
|
-12
|
No*
|
Yes
|
Yes
|
No
|
He moves forward and then slashes, can follow up with B for overhead or D for feint.
|
|
5C
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
320
|
Mid
|
27
|
-
|
74
|
-
|
-8
|
-16
|
No
|
Yes
|
Disarm
|
No
|
High damage slash with long reach. It's pretty slow therefore it doesn't combo after back throw or jump C deep hit. He can input D to cancel the motion before the slash comes out.
|
|
2A
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
5
|
-
|
18
|
-
|
-1
|
-4
|
Yes
|
No
|
No
|
No
|
Fast elbow attack with very short reach and cancellable.
|
|
2B
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
Mid
|
12
|
-
|
34
|
-
|
-2
|
-12
|
Yes
|
Yes
|
Yes
|
No
|
Cancellable mid range poke, combos into WFT. It has better range than it appears (reach further than 5A).
|
|
2C
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
150
|
Low
|
20
|
-
|
51
|
-
|
KD(+93)
|
-28
|
No
|
Yes
|
No
|
No
|
Fast low sweep slash with long reach.
|
|
Near Slashes
n.5A
n.5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
5
|
-
|
19
|
-
|
-2
|
-5
|
Yes
|
No
|
No
|
No
|
Fast hilt attack and cancellable.
|
|
n.5B
n.5B Guard Point Crushing Counterstrike
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
Mid
|
13
|
-
|
39
|
-
|
-6
|
-12
|
Yes*
|
Yes
|
Yes
|
No
|
His main combo starter, can follow up with B for combo, then another B for overhead or D for feint. Before the slash comes out (from frame 4 to 8), it has 1 hit guard point against mid and high attacks (also works on punches / kicks, special moves, WFT, SSM and Lighting Blade, but not projectiles?). If it counter hits the airborne opponent, the opponent won't get air reset, therefore he can combo with the B follow up or WFT. (Air counter happens if the opponent attacks in the air)
|
|
n.5C
n.5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
220
|
Mid
|
15
|
-
|
47
|
-
|
-3
|
-28
|
No*
|
Yes
|
Disarm
|
No
|
He can follow up with C for overhead or D for feint. He can input D to cancel the motion before the slash comes out.
|
|
Kicks
5D
5D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Low
|
11
|
-
|
26
|
-
|
-3
|
-6
|
No
|
No
|
No
|
Yes
|
|
|
6D
6D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
11
|
-
|
25
|
-
|
-2
|
-5
|
No
|
No
|
No
|
Yes
|
|
|
2D
2D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
20
|
Low
|
5
|
-
|
17
|
-
|
±0
|
-3
|
No
|
No
|
No
|
Yes
|
|
|
3D
3D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
70
|
Low
|
11
|
-
|
41
|
-
|
KD(+94)
|
-14
|
No
|
No
|
No
|
Yes
|
Low kick that knocks down with long reach, but punishable on block.
|
|
Dash Normals
66A
66A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
5
|
3
|
29
|
-
|
-4
|
-9~-7
|
No
|
No
|
No
|
No
|
Fast palm strike, not deflectable.
|
|
66B
66B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
Mid
|
10
|
-
|
31
|
-
|
-1
|
-35
|
Yes*
|
Yes
|
Disarm
|
No
|
Almost the same motion as near 5B but without the guard point. It has the same follow attacks as near 5B as well.
|
|
66C
66C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
160
|
Mid
|
15
|
-
|
54
|
-
|
KD(+96)
|
-17
|
No
|
No
|
Disarm
|
No
|
Standard running heavy slash.
|
|
66D
66D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
70
|
Low
|
11
|
10
|
44
|
-
|
KD
|
-17~-8
|
No
|
No
|
No
|
Yes
|
Standard running slide kick.
|
|
Air Normals
j.A
j.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
High
|
9
|
-
|
-
|
-
|
-
|
-
|
No
|
No
|
No
|
No
|
|
|
j.B
j.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
High
|
12
|
-
|
-
|
-
|
-
|
-
|
No
|
No
|
No
|
No
|
Air slash with very long reach, but it whiffs against crouching opponents. It has long hit stun and very easy to combo with standing mid slashes.
|
|
j.C
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
160
|
High
|
14
|
-
|
-
|
-
|
-
|
-
|
No
|
No
|
No
|
No
|
Jump heavy slash with good reach and downwads hitbox. It's able to cross up against crouching opponoent.
|
|
j.D
j.D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
High
|
8
|
-
|
-
|
-
|
-
|
-
|
No
|
No
|
No
|
Yes
|
Standard jump kick that hits downwards.
|
|
Unarmed Normals
u.5S
u.5S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
6
|
-
|
26
|
-
|
±0
|
-5
|
No
|
No
|
No
|
Only
|
|
|
u.2S
u.2S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
6
|
-
|
24
|
-
|
+2
|
-3
|
No
|
No
|
No
|
Only
|
Same motion as 2A with slightly better damage.
|
|
ju.S
ju.S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
High
|
8
|
-
|
-
|
-
|
-
|
-
|
No
|
No
|
No
|
Only
|
Jumping double hammerfist with good downwards hitbox.
|
|
u.66S
u.66S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
5
|
-
|
28
|
-
|
KD
|
-8
|
No
|
No
|
No
|
Only
|
Same motion as 66A but knocks down the opponent.
|
|
Universal Mechanics
Guard Break
Guard Break (Throw) 5/6C+D / 4C+D Neutral / Forward Throw Back Throw
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Neutral / Forward
|
0
|
Throw
|
3
|
-
|
74
|
-
|
+20
|
N/A
|
No
|
No
|
No
|
Yes
|
Universal throw. Can be followed up with an attack.
|
Back
|
0
|
Throw
|
5
|
-
|
74
|
-
|
+25
|
N/A
|
No
|
No
|
No
|
Yes
|
Universal throw. Can be followed up with an attack.
|
|
Surprise Attack
Surprise Attack (Overhead) 5B+C Armed Unarmed
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Armed
|
70
|
High
|
20
|
-
|
48
|
-
|
±0
|
-16
|
No
|
No
|
No
|
No
|
Overhead sword thrust with very long reach.
|
Unarmed
|
70
|
High
|
?
|
-
|
?
|
-
|
?
|
-12
|
No
|
No
|
No
|
Only
|
Overhead double hammerfist which doesn't knock down.
|
|
Dodge
Dodge 5A+B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
N/A
|
1
|
16
|
22
|
-
|
N/A
|
N/A
|
N/A
|
N/A
|
N/A
|
Yes
|
Universal dodge. Avoids all attacks for a brief moment, and is mainly used to avoid throws.
Complete invincibility from frames 1 to 10. Strike invincibility from frames 11 to 16.
|
|
Stance Break
Stance Break A+B during Just Defense
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
Mid
|
5
|
-
|
-
|
52
|
KD
|
-24
|
No
|
-
|
-
|
Yes
|
|
|
Counter / Blade Catch
Counter / Blade Catch 236A+B Counter Blade Catch
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Armed
|
0
|
N/A
|
2
|
11
|
34
|
-
|
+35~+59
|
N/A
|
N/A
|
N/A
|
N/A
|
No
|
Universal counter. Allows you to follow up with a guaranteed attack of your own. The amount of time you have to followup depends on the strength of the attack you counter, with heavy attacks staggering the opponent for the longest amount of time. Additionally, if you counter a heavy slash or a running slash, your opponent will be disarmed.
|
Disarmed
|
0
|
N/A
|
2
|
12
|
22
|
-
|
KD
|
N/A
|
N/A
|
N/A
|
N/A
|
Yes
|
Universal counter. While disarmed, your counter will disarm and knock away your opponent regardless of slash level countered.
|
|
Rage Explosion
Rage Explosion 5A+B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Unblockable pushback attack.
|
|
Lightning Blade
Lightning Blade (Issen) 5A+B+C during Rage Explosion
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
300~700
|
Mid
|
9
|
-
|
-
|
-
|
KD
|
-44
|
No
|
No
|
No
|
No
|
Has full invincibility and can anti-air. Damage scales up based on remaining health.
|
|
Command Moves
Vanguard's Advance
Vanguard's Advance (after n5B or 66B) B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
Mid
|
16
|
-
|
-
|
-
|
-5
|
-19
|
No
|
No
|
No
|
No
|
The second slash that combos after near 5B or 66B, does chip damage on block, he can follow up with B for overhead or D for feint.
|
|
Vanguard's Advance (2 / Cancel)
Vanguard's Advance (2 / Cancel) (after n5BB or 66BB) B or D Slash Feint
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
B
|
200
|
High
|
30
|
-
|
-
|
-
|
KD
|
-15
|
No
|
No
|
No
|
No
|
D
|
N/A
|
N/A
|
-
|
-
|
-
|
-
|
-1
|
-15
|
No
|
No
|
No
|
No
|
Strong overhead attack, does chip damage but punishable on block, it has 1 frame gap in between hits (If the first B follow up is blocked, it would be 16 frame gap in between). The feint is -1 frame if the first B follow up hits.
|
|
Guardian's Assault (Slash / Cancel)
Guardian's Assault (Slash / Cancel) (after 5B) B or D Slash Feint
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
B
|
220
|
High
|
30
|
-
|
-
|
-
|
KD
|
-15
|
No
|
No
|
No
|
No
|
D
|
N/A
|
N/A
|
-
|
-
|
-
|
-
|
-7
|
N/A
|
No
|
No
|
No
|
No
|
Strong overhead attack, does chip damage but punishable on block, it has 7 frame gap in between hits. The feint is -7 frame if the first 5B hits.
|
|
Warden's Wrath (Slash / Cancel)
Warden's Wrath (Slash / Cancel) (after n5C) C or D Slash Feint
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
C
|
240
|
High
|
-
|
-
|
-
|
-
|
KD
|
-15
|
No
|
No
|
No
|
No
|
D
|
N/A
|
N/A
|
-
|
-
|
-
|
-
|
-1
|
N/A
|
No
|
No
|
No
|
No
|
Strong overhead attack, does chip damage but punishable on block, it has 1 frame gap in between hits. The feint is -1 frame if the first near 5C hits.
|
|
Special Moves
Parry
Parry 214S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
N/A
|
6
|
15
|
43
|
-
|
+30
|
N/A
|
No
|
No
|
No
|
No
|
A parry move that counters mid and high slash and sword specials (not working against low attacks and punch / kick / hilt attacks, neither lighting blade and SSM ). Upon success parry ground attacks, it stuns the opponent and makes Warden's chain attacks into combos (except 66BBB). The opponent can rage explosion to burst out of the stun. Upon success parry air attacks, it juggles the opponent and allows follow-ups. It reflects projectiles as well, but it doesn't reflect Tam-Tam's low skull, Rimururu's rolling ice ball, and Mina's low arrow.
|
|
Shoulder Bash
Shoulder Bash 236S Level 1 & 2 Level 3
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Level 1
|
40(60)
|
Mid
|
23(15)
|
-
|
62
|
-
|
+8
|
+1
|
No
|
No
|
No
|
No
|
Level 2
|
40(60)
|
Mid
|
?
|
-
|
?
|
-
|
+18
|
+4
|
No
|
No
|
No
|
No
|
Level 3
|
40(60)
|
Unblockable
|
58(44)
|
-
|
114(75)
|
-
|
+23
|
N/A
|
No
|
No
|
No
|
No
|
Hold slash button to increase its level, each level runs further distance and has more frame advantage. Level 2 version will juggle airborne opponent and allows follow up combo. Level 3 version runs full screen and becomes unblockable attack with 1 hit armor (takes 40% damage, works on any attack except WFT, SSM and lighting blade), however it doesn't hit airborne opponent. During max rage, it charges the level faster with extra damage.
|
|
Supers
Weapon Flipping Technique
Blackstone Bash 236B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
384(448)
|
Mid
|
16
|
-
|
63
|
-
|
KD
|
-42
|
No
|
No
|
No
|
No
|
Available only during Max Rage or Rage Explosion. Disarms on hit. Strong wft that covers half of the screen.
|
|
Super Special Move
Catapult 641236C+D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
700
|
Mid
|
31
|
-
|
-
|
-
|
KD
|
-48
|
No
|
No
|
No
|
No
|
Standard SSM with with long reach, start up 1 frame slower than average. Available once per match. It has full invincibility frames 1~10.
|
|
Combos
List combos, use numpad notation.
Midscreen
- (n5B / 66B / 2B) xx WFT
WFT punish combo.
- (Deep hit jC / jB)...
- n5C
Knocks down the opponent from jump C, mix up from jump B.
- n5BB / 66BB
Strong follow up with mix up.
- (n5B / 66B / 2B) xx WFT
WFT combo after jump deep hit.
- Lighting Blade
Issen combo.
- jB WFT
WFT combo from far away jump hit.
- 5CD / 4CD...
- 66BB
Strong follow up with mix up, 66B at close range to continue the pressure
- n5C
Corner only, more damage with mix up.
- 66C / 2C
Knocks down.
- 2B xx WFT
The optimal WFT combo after throw.
- 236S (level 1) n5A / 2A / 2D
A little extra damage.
- 236S (level 2 air hit) 5A / 2B / n5B / n5C
2B is much easier to land than n5C, also with good damage and 2C / BC mix up after air reset.
- 236S (level 2 air hit) Lighting Blade
Issen combo.
- 236S (level 2 and 3)...
- n5C / n5BB
Strong follow up with mix up.
- 2B xx WFT
Optimal WFT combo.
- Lighting Blade
Issen combo.
- JC (Deep hit) 236S (level 1 rage version) n5A
Fancy combo, not useful.
Parry
- n5B (air parry) xx WFT
Anti air WFT combo, connects on ground parry as well.
- 214S (ground parry)...
- 5BB / 5C / n5BBB / n5CC
Normal follow ups from low to high damage. Heavy slash follow ups have more damage.
- (2B / 66B) xx WFT
WFT combo follow up.
- Lighting Blade
Issen follow up, needs to wait a little bit otherwise it would become n5C / 5B.
- 214S (air parry)...
- 66C
Connects from close or mid range. (About the range of 5A)
- WFT
Dash immediately after parry to connect, it covers similar range of the combo above.
- 5C
Only from close range or near corner, micro walk forward to connect.
- 236S (level 2 rage) n5C
Corner only, not useful
Videos
Colors
External Links