Shugoki/Moveset

## Moveset

### General

* **Renown: Heavy** - Earn more Renown by assisting or saving Heroes, and holding objectives to unlock your feats in a match. (non-Dominion/Breach gamemodes only)
* **Revenge Mode** - Boosts Damage and Health. All Attacks are Uninterruptible. Parry and Throws knock enemies down. Attacks are Auto-Parried on activation.
* **Dodge: No Guard** - When performing a Dodge, your Hero's Guard disappears until the end of the Dodge.

### Hero Specific

* **Uninterruptible Stance Attacks** - Heavy Attack moves, Zone Attack, Crashing Thunder and Crashing Thunder Alternate have Uninterruptible Stance during their Startup. The Uninterruptible Stance on Finisher Chain Heavies in particular start-up earlier into the attack than most instances of Uninterruptible Attacks.
* **Enhanced Lights** - Light Attacks are not interrupted if blocked. Does not apply when blocked by a Superior Block.
* **Charged Heavy Attack** - Hold RMB (PC), RT (XB1), or R2 (PS4) when initiating a basic chain Heavy Attack to finish a chain with a Charged Heavy Attack. Holding this move allows for variable timing.
	+ **Charging Phases** - Charging a Heavy Attack has two phases, and has to enter its second phase (shown with the Unblockable sign) for the Heavy Attack to receive the Fully Charged Heavy properties. If the attack is only in its first phase when released, Shugoki will initiate a normal Heavy Attack.
	+ **Fully Charged Heavy** - If a Heavy Attack is fully charged, it will receive increased damage and become Unblockable.
	+ **Charging Heavy Attack: Chain End** - Charged Heavy Attacks cannot be chained into another move.
	+ **Charging Heavy Attack Cancel** - Charging Heavy Attacks can be canceled with B (XB1), ◯ (PS4) or E (PC), which can be performed even after the Charging Heavy Attack has become Unblockable.
* **Chain Openers** - Zone Attack, Crashing Thunder and Crashing Thunder Alternate count as Chain Openers and can chain into a Heavy Finisher or a Headbutt (using Guardbreak).
* **Headbutt** - Can be initiated from a Forward or Side Dodge, or after any Chain Opener. It can be chained into a Heavy Finisher, although it cannot be chained if a Side Dodge Headbutt misses.
	+ **Health Damaging Headbutt** - Unlike other Bash-like moves, Headbutt will apply direct Health damage to the target instead of dealing Stamina damage.
* **Demon's Embrace** - Shugoki will lunge forward towards his target in attempt to grab them with a hug. A successful Demon's Embrace has Shugoki pick up the target, pining them for a duration before tossing them behind himself. At the apex of the pin, Demon's Embrace will inflict damage, heal Shugoki for 10 Health, and replenish both Shugoki and the target's Stamina.
	+ **Hard Feint into Demon's Embrace** - When Demon's Embrace is performed after a Hard Feint, the animation will smoothly transition into the hug although the move is not performed any faster.
	+ **Throw into Demon's Embrace** - Upon performing a Guardbreak Throw, Shugoki can perform a Demon's Embrace with just the Guardbreak input. However, Demon's Embrace is only guaranteed if the Throw causes the opponent to wallsplat.
* **Charge of the Oni** - Enter Charge of the Oni by releasing and pressing the sprint button/key. Consumes a bit of Stamina to enter the Charge while also consuming Stamina overtime. Release and press the sprint button/key again to go back to normal sprint.
	+ **Charge of the Oni Traits** - During Charge of the Oni, Shugoki will sprint with a ~31.5% bonus to speed, but loses some control over his ability to turn. Shugoki is not restricted from performing attacks such as Crashing Thunder or entering Guard Mode during the Charge.
* **Special Knock Downs** - Although the target of Demon's Embrace and Demon Ball will be knocked down at the end of the move, they won't be counted as being on the floor for moves such as Centurion's Eagle's Talon and Jormungandr's Hamarr Slam.

### Moves

(From Guard Mode)

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