The 93-cap has finally arrived. And that means time to try out the new and improved “Awakened” Wind Walker. This guide will cover many of the new features and changes. And also to share some combo tips to help with the learning process.
Content Overview
Section 1: Wind Walker Awakening
Section 4: Other Changes to Skills
Section 5: Combo Tips and Tricks
Section 6: Extra Info and Techniques
Updated Windy95 Guide
https://kirbypuff.wordpress.com/2018/01/10/windwalker-lv-95-pve-guide/
By doing a few side quests in the Heart of Merka area, the acrobat is able to unlock the true essence of the Windwalker.
What is an “Awakening”? And what does it do?
- A new gameplay feature which is based around the concept of “Air Current” passive skill. 4 Currents credits are passively generated per second up to a limit of 100 stock. During Showtime it generates much more rapidly at 12 Currents per second. A special version of certain windwalker skills can be used when the stock reaches 50 currents.
- New active skills in Swift Attack (30 seconds) and Flash Kick (3 seconds) were included. They both serve as unique options in a Wind Walker’s repertoire.
- Swift Attack is a fully invincible-framed dash followed by a barrage of attacks spread out over 5-7 hits. It so reminds me of the “raging demon” super attacks in those fighter games. Very cool stuff!
- While Flash Kick is lightning speed aerial kicks. It can cancel very much any skill. So it can function as a universal “before and after” transition move for Wind Walkers. It also farms 1 current credit per hit to help build gauge. Typically deals 7 hits or 11-13 hits (with Spirit Boost + jump). Very effective if you can land it on multiple targets at once. Sounds useful!
By activating Air Pounce or Spiral Kick allows for temporary enhanced versions of core skills: Blooming Kick, Rising Storm, Eagle Dive, and Swift Attack. These yellow highlighted skills spend 50 “current credits” each instead of using cooldown.
- Blooming Kick becomes a concentrated long-range wind blast projectile traveling at medium speed. Damage +250%. It also applies a debuff. (1 hit blast + optional 1 hit flip)
- Eagle Dive is instant-cast with an even quicker descent. Damage +300%. Useful for ground combos. (1 hit)
- Rising Storm is instant-cast with the ascending dropkick portion. No change to damage. Useful for aerial combos. (split between 2 hits)
- Swift Attack is a stronger version of the original and retains its i-frames. Damage +150%. Safety and damage at the same time. (Spread out over 5 hits)
- Each skill results in similar damage and provides its own utility. Which may help make certain time-sensitive combo paths easier to execute.
Other [awakened] passive skills include:
- Wind of Recovery: At 100 current gauge, HP will recover every 2 second by 1% of max HP
- Showtime: During Showtime current is generated at 12 per second (+8)
- Spiral Kick : Spiral Kick can be connected with right-click after Blooming Kick or Cyclone Kick. So no tumble is required. It does require max level Spiral Kick 19 to unlock though.
Sounds good. How do the Awakening skills compare among other Wind Walker skills?
- Air Current-empowered Awakening skills (as a collective) would be the clear favorite as the top source of overall damage. Whichever one you use should output similarly good damage (within one pounce of each other).
- Our returning staple skills such as Quake Barrage (Showtime) and Rising Storm+ are still quite good. So make sure to not forget about them. Quake Barrage functions as the Windy’s best nuke. While Rising Storm in a given moment is just as strong as any Air Current skill.
- Other skills such as Blooming Kick+, Eagle Dive+, Air Pounce, Cyclone Kick+ / instant, Spiral Kick+, Swift Attack, Flash Kick, and Falling Star can remain as relevant and viable choices. Results may shift around and depends on which skills you like using more often. Mid-tier skills are fairly wide open.
These builds focus on core Wind Walker skills to help fit in with Awakening and Showtime gameplay.
Build 1: “Air time options deluxe”
Maxes the EX skills to scale well with the Awakening.
Option to use Somersault Dance after Eagle Dive to get into the air. At level-01 it would be okay for the utility, but not as the featured main “1-2 punch” combo.
Rest assured. Wind Walker skills have improved enough so that it is not mandatory to invest heavily into tempest skills.
Build 2: “No flipping way.”
Maxes the EX skills to scale well with the Awakening.
Having Air Pounce 19 and Spiral Kick 19 are viable spots to put points into. If used often enough then Air Pounce does decent damage. While Spiral Kick 19 is mainly to unlock the Awakened combo option. Last 3 points can go into either Kick Shot or Nature’s Rage (Tempest ultimate).
Not having Somersault Dance does seem weird since it works against muscle memory. However, there are other options which can be used as alternatives. Some of which includes the use of +Somersault Kick with Butterfly Float into the air or cancel with Flash Kick.
This build would probably work for the most adventurous of Windwalkers.
Build 3: “‘Cause we never go out of style.”
Any build that maxes some Tempest skills for a more hybrid feel. However these skills still lacks the improved hitboxes, damage, and utility that the Tempest versions enjoy.
This could work as an alternative build for acrobats whom are adverse to using either Pounce or Spiral Kick.
I think Build 1 or 2 would work best for an Awakening and Showtime focused gameplay.
The official skill simulator can be found here:
Archer Tree: The yellow passive evades and boosters are the main areas of interest here.
Pin-wheel Power Tumble Aerial Evasion
Health Boost 4 Mana Boost 4 Mana Regen 4
Dash 5 Somersault Kick Moonkick
Fury of the Owl Wisdom of the Owl
Dash lets you become quick without needing Spirit Boost, Showtime, or Chain Tumble to close the distance. Mana consumption decreases as you level it up more.
With the recent patch, Fury and Wisdom of the Owl properties have been changed. Instead of boosting Critical Chance, it now boosts Critical Damage by adding a flat percentage to the total (ex. 210% → 220%; 220% → 240%).
Acrobat Tree: Stick mainly to Wind Walker skills for Awakening gameplay.
Air Pounce 16/19 Spiral Kick 19 Spirit Shot 1
Eagle Dive 18 Blooming Kick 10 Cyclone Kick 13 Falling Star 3
Chain Tumble 5/6 Butterfly Float 4 Ring Shot 1 Counter Shot 1
Spiritual Focus Spirit Boost Shortbow Mastery
Kick Shot 0/1 Marionette 0/1 Somersault Dance 0/1 0/1 Furious Winds Nature’s Rage 0/1
The awakened Spiral Kick requires 19 to unlock the combo. And Spirit Shot is taken for additional Spiral Kick options.
Wind Walker Tree: “Fancy aftermarket modifications? Okay cool!”
Showtime Rising Storm 11
Spiral Kick EX Eagle Dive EX Blooming Kick EX
Cyclone Kick EX Rising Storm EX
Class Mastery 1 Class Mastery 2
The essence of what makes a Wind Walker. Pick up all the goodies.
Awakening Tree: “Whoooa brooo! Check out the shiny stuff under the rain-boow.”
Ride Current Wind of Recovery Showtime Spiral Kick
Swift Attack Flash Kick
The next-generation of Wind Walker starts here.
Technique Accessory and Skill-Up Crest Options
Some good choices would be for Blooming Kick+1 and Rising Storm+1 technique rings. Boosting these skills would give good value for both the EX and Awakened versions. Similarly the tech necklace for Eagle Dive+1 works well if you prefer using this more than the other Awakened skills.
Tech earrings can be whatever. You could go for Cyclone Kick+1 or legacy Air Pounce+1 if you value it. Something generic such as a regular high agility earring would be just fine.
I do not have much experience with Skill-Up crests. But I imagine Blooming Kick+2 would be the safe and popular choice for cash-shop players. Other good choices may include Falling Star +1, Rising Storm+2, or Eagle Dive+2.
Most players would find success with something which aids Awakened skills or Showtime skills in some way. Crest selection depends if you value mostly Showtime or also some of the stuff in between.
Damage: Do a few nest runs without crests. Then check for the ones that come out on top.
Air Pounce damage+: Extra boost to damage over time (if good at it).
Blooming Kick damage+: Extra boost for the awakened current version.
Cyclone Kick damage+: Extra boost especially for the Instant version follow-up.
Eagle Dive damage+: Extra boost for the awakened current version.
Falling Star damage+: Extra boost especially for Quake Barrage during Showtime.
Rising Storm damage+: Extra boost for vanilla and awakened current versions.
Utility: Typically used to alter gameplay in ways not found elsewhere.
Blooming Kick reset+: Kick+Flip together equals a +32% chance to reset. The awakened version of this skill can also reset vanilla Blooming Kick which allows for some unique combos.
Rising Storm cooldown-: Lowers cooldown to 25 seconds (from 32 seconds) to sync better with Cyclone Kick (20 sec). Close enough for basically Cyclone Kick instants every time while Spirit Boost is up.
Showtime duration+: +6 extra seconds to Showtime. That equals to Δ+48 more currents generated than without, maybe one more Quake Barrage, and of course an extended fly zone.
Spiral Kick cooldown-: Lowers cooldown to 7.2 seconds (from 9 seconds). One of the key triggers to activate Air Current skills.
Spirit Boost cooldown-: Lowers downtime to 13 seconds (from 22 seconds). The sooner availability of skills may help increase damage over time. The action speed also quickens the frames for many longer animation skills of the Wind Walker.
The feel for certain Wind Walker skills have changed from before. I suppose veteran acrobats may need to shake off old habits and have to relearn some things. I do find the added option paths help provide a much welcomed layer of depth to the gameplay.
Dash is a new universal skill for all characters. No longer exclusive to just warriors. Possible to connect with skills while dashing even with passive modifier skills such as:
- Spiral Kick: press right-click during dash
- Spirit Shot: press left-click during dash
- Chain Tumble: press space bar during dash
- Butterfly Float: press shift+direction during dash
Spiral Kick EX has been modified. It branches out into unique two-stage options. First stage is the spiral animation we are all familiar with. Second stage is either the “mini flip kick” or “second encore” spiral kick.
- Left-click does a “mini flip kick” to hop into the air. It closely resembles the one from Blooming Kick EX. If quick, can connect with Eagle Dive, (if high), or Flash Kick while momentarily in air. Still able to connect with current skills.
- Right-click continues a “second encore” spiral animation. Left-click here on this pathway performs a Spirit Shot.
- Damage for EX is x1.3 per stage. Left-click “mini flip kick” or right-click “2nd encore” would also be x1.3. Any version of stage 1+2 would be x2.6 the base value together. I find the left-click version as the most consistent.
- Super armor break seems switched to the start. It previously was towards the last few hits. The damage is little more consistent at least.
Spirit Shot recoil distance has been increased and works more like an evade. Can also connect with Eagle Dive now.
Air Pounce had its damage greatly improved.
Eagle Dive had damage improved. EX has a slight but noticeably quicker animation. The dark green animation looks more flashy too.
Blooming Kick had damage improved. Maybe more range on the flip kick. Need more testing for the stun effect.
Cyclone Kick had damage improved.
Rising Storm had damage improved. Cooldown has been lowered to 32 seconds. Old value was at 40 seconds.
Falling Star had its damage increased further with level-3 ultimate.
Ring Shot animation anchors the acrobat in place now. Before it was possible to slide a little bit towards a direction. Now it is more of a “ring stop” on a dime. It can help provide a more consistent setup for Pounce or Eagle Dive.
Spiritual Focus’ agility bonus has been increased to +50%. Old value was +27%.
Spirit Boost had some nerfs.
- Action-speed and movement speed were reduced to +25%. Old value was +40%
- Thankfully, cooldown recovery is still at -40%. Same as before.
Class Mastery 1 had a complete alteration.
- Removed “+10% damage stat bonus for using Air Pounce or Eagle Dive.
- Removed “air time for 3 seconds” ultimate reset combo mechanic.
- Air Pounce reduces the cooldown of Falling Star by 20 seconds for the first hit only. New reset mechanic is similar to tempest version.
Class Mastery 2 now gives a +20% damage bonus to Cyclone Instant. It appears bugged and not applying the damage boost correctly.
Butterfly Float seems to have been given an improved animation which also makes flying combos much easier to execute. Spirit Boost is not even necessary anymore. It is very possible to fly for the full duration of Showtime just by itself.
Fury of the Owl (+10% party) and Wisdom of the Owl (+20% self) now boosts Critical damage% by a flat percentage. Wisdom of the Owl last for 15 seconds with a reduced 90 second cooldown.
Here comes the fun part: the combo section. The main goal is to show some of the combo path possibilities to help you get started.
The most viable choice for a combo depends on what you have available to work with. If you have all of your resources up, then sure go wild during Showtime. For half-full there are many combinations with a single Air Current or Rising Storm combo. With not much to work with then a simple Blooming Kick and Pounce combo would be okay.
Start with a few combos which makes sense and freestyle as you see fit.
Bread-and-Butter
Here are some loose framework sequences for use when Air Current or Showtime is not available. It can help you take direction for your next attack.
- Aerial Assault 1: → (many) → + [ / ]
- Aerial Assault 2: + → (many) →
- Spiral Surfer 1: +LC (air) → ++ →
- Spiral Surfer 2: +RC → LC ++
- Eagle Swoop 1: → + + → [ / ]
- Eagle Swoop 2: + →
- Flash Farmer: (on multiple targets) → whatever
When available do prioritize and use Current-enhanced skills for great damage. Look to follow-up with Rising Storm combos as you see fit for extra damage. The use of Swift Attack or Falling Star for a well-timed i-frame can be good safety buttons during the middle of combos. Weave in Flash Kicks to help build gauge (especially on multi-targets) and to cancel recovery frames.
Air Current Activations
Current enhanced Wind Walker skills can be triggered by using Air Pounce or Spiral Kick. Air Current skills spend 50 credits each. Option to weave in one skill at a time. Or save up 100 credits and use 2 Air Current skills in a row.
- Pounce and Go: → Current 1 [///] → Current 2 [///]
- Spiral Thru: → Current 1 [/ / ] → Current 2 [///]
- Flip and Dunk: +LC → Current 1 [/] → Current 2 [///]
Can double up the same Awakened and EX skills together for a deja vu after effect. Just for fun and good practice.
- Bloom Hop: (+flip) → →
- Split Storm: → + →
- Double Dive: OR [LC] → → + →
- Swift Afterimage: +(away) → →
Spiral Kick Awakening (also known as Spiral Instant)
Following the spinning back kick of Blooming Kick or dash portion of regular Cyclone Kick, it is possible to cancel into Spiral Kick without the need for Tumble. Since usually Spiral Kick is gated by Tumble’s cooldown.
Blooming Option +
Can be used to save Pounce for damage rather than just as an activator for Air Current skills. Or being able to stay in the air without touching the ground after using Enhanced Blooming Kick.
- Spiral-Bloom Basic : + → Currents //
- Spiral-Bloom Flip: (air) → + LC (flip) →
- Pounce-Bloom Basic: (many) → → → Currents / / OR whatever
- Pounce-Bloom Flip: (many) → (air) → +LC (air) → Currents (air) / // OR whatever
Cyclone Kick Option +
The Cyclone Kick option probably will not be used very often. It can be used to quickly break away from Cyclone Kick if used on accident.
- Cyclone Double Dash: (evade) → → x 2 (make distance) → Swift Attack
- Cyclone Plan B: → → Currents / / → (evade)
Rising Storm x Cyclone Kick Instant: Twister Technology mark 1.0
Use Rising Storm with other skills to set up a better angle to use Cyclone Kick.
- → (Standard)
- → [+] (Connect from relatively close)
- → → (Farm currents. Gets lower.)
- → → (Activate Current skills. Get lower.)
- → [+] → (Activate Current skills. Connect from further away.)
- → → (Possible to connect all 3)
- → [+] → (Recoil back to connect from behind)
- → → (Option 3: Flash Kick is similar)
Rising Cyclone Instant x Awakened Current: Tornado Alley mark 2.0
Method which helps a Wind Walker combine their two disciplines of technique together for intricate and flashy combos.
- Rising Pounce Instant: → → → → Current 2
- Rising Spiral Instant: → + → → Current 1
- Eagle Storm Instant: [ / +LC] → → → →
- Rising Dive Instant: +(quick) → → →
Rising Storm triggers Cyclone Kick Instant. While Pounce or Spiral Kick triggers Air Current enhanced skills. So if both are used together then it allows the back-to-back use of Cyclone Instant and Air Current skills for more tightly compressed damage. The order does not really matter that much.
Showtime Combos: The Breath of a Wind Walker
During Showtime the generation of Air Current credits passively generate at a more rapid pace of 3 times quicker than normal. All yellow passive skills including and are refreshed almost instantly. This makes it possible for the Wind Walker to focus most of their efforts toward freely activating Air Current empowered skills while in this attack mode.
The usage of Spirit Boost and Pounce may yield a few more uses of Quake Barrage during Showtime.
Here are some Showtime concept combos as a way of bringing everything together. Feel free to experiment and mix it up for some personal style.
- Pounce Barrage: → + → (many) → Current → → (after hit)
- Spiral Storm: → +LC → Current → → [+] option
- Rising Pounce Instant: → → Current 1 → → + → Current 2
- Rising Spiral Instant: → + → → Current → (many)
- Pouncing Shot: (many) → + → [+(if needed)] → (many) → Current 1 → Current 2 → → (after hit)
- Pouncing Kick: [(many) → +LC → (many)] → +LC → → / → Current 1 → Current 2 → → (after hit)
Between Showtime, Awakenings, Class Mastery 1+2, and even flying combos can all mesh together. Where everything which culminates the Windwalker becomes encapsulated in that very moment and comes full circle.
Personal Favorites
A Tour of Windy:
→ +LC → → [++] → +(many) → ?
Hovercraft Plus:
+(air) → +LC (air) → [(many) / +] → ?
Here are some extra information and techniques that may help in certain situations.
Blooming Kick EX flip trajectory can be controlled with directions.
- Hold forward during flip, to go much further forward.
- Hold back during flip, to stay in place.
Spirit Boost can help improve the fire rate of Air Pounce or Flash Kick
- Ideal use for Pounce is on a large baddie target. Basically, just mash spacebar as fast as you can to compress the damage and also save some time. Anywhere from 3 to 5 pounces should be good enough. For reference I average 4 speed pounces.
- Can help you get the most out of Pounce damage while still being able to activate Ride Current skills at the last second.
- The use of Spirit Boost + Jump technique increases the hit count of Flash Kick from 7 hits to 10-12 hits (on average).
Flash Kick is versatile and can be used in unconventional combos.
- Ideal use is after doing damage with slower recovery skills such as which skips the rest of the recovery animations. That way you will be in the ready position quicker.
- Mostly for style points. If Flash Kick +Tumble are used during high up in the sky, it becomes possible to connect with ground attacks such as while in midair.
Keep an eye on Showtime cooldown before using Falling Star
- With around only few seconds left then it might be better to wait. So that Falling Star can transform into Quake Barrage for improved damage at the start of Showtime.
Alternative routes for Eagle Dive → +Somersault Kick+Dance
- → Flash Kick
- → Somersault Kick + Butterfly Float (during )
Or simply wait it out and use other skills like normal:
→ (optional) + [ etc.]
Escape Moves
The Windwalker possesses the gift of mobility. Yet often times you may find yourself in too deep while attacking. At this point you may have to rely on your invincible frames (white outline) to help get yourself out of trouble.
Panic Buttons
Shorter Cooldown: Use whenever as needed.
- Tumble / Chain Tumble: Fully
- Butterfly Float: Only the flip portion until body straightens out.
- Kick Shot: Only the dash and flip portion
- Ring Shot: Up until arrows release
Longer Cooldown: Typically when looking to deal damage through enemy attacks.
- Swift Attack: Fully
- Rising Storm: First 1~5 frames
- Cyclone Kick: First 1~5 frames
- Falling Star: First 1~5 frames
Quick-and-Easy I-frame Combos
These escapes are on a lower cooldown and easy to link.
- Tumble → Chain Tumble (spacebar)
- Tumble → Ring Shot (safe until arrow shot) → Butterfly Float (shift+direction)
Mostly Safe and Long I-Frames
There are minor some gaps in-between so the timings may be kind of tight. Not quite a true i-frame string.
- Enhanced Swift Attack → Swift Attack → [ ]
Stat Power-Ups
- Fury of the Owl: +10% flat increase to critical damage% for 300 seconds (party).
- Wisdom of the Owl: +20% flat increase to critical damage% for 15 seconds (self).
- Spiritual Focus: +50% increase to Agility stat for 180 seconds.
- Spirit Boost: +25% action speed, +25% movespeed, and -40% cooldown recovery time for 22 seconds (self).
- Showtime: -90% cooldown reduction for all passive skills for 30 seconds. Transforms Falling Star into Quake Barrage for 100% more damage.
- Shortbow Mastery: +1.6 meter attack range and +19.5% damage.
- Class Mastery I: Every successful Air Pounce (first hit) enables -20 second reduction to Falling Star timer.
- Class Mastery II: Enables Rising Storm → Cyclone Kick. +20% damage. (bugged last checked: 10/1/2016)
- Ride Current: Unlocks Awakening skill system. Generate 4 Current per second.
- Showtime Awakened: During Showtime, the current generation is increased to 12 per second.
Stat Debuffs (to opponent)
- Blooming Kick: -20% physical and magical defense debuff on-hit.
- Ring Shot: -20% critical resist debuff.
A Bird’s Eye View About 93-Awakening Wind Walker
After experiencing the new Wind Walker it left me with much to rave about. Not only have the skill values been boosted to more respectable levels. The feel of the class has also shifted back more towards its classic acrobat roots in terms of combo damage. While still packing enough of a punch for those climactic moments.
From the implementation of the Air Current currency system to the subtle quality of life changes for the simple skills leads the Wind Walker through much more engaging decisions. The added layers of depth and great amount of detail that they have put into this “past-meets-future” rework is quite impressive.
Is the Wind Walker the right class for you? Well, if you enjoy pressing many buttons and explore the many tech options then this may be a good fit. From awakening combos to flying the class can be a good sandbox in itself.
In my opinion, the new Wind Walker has been a blast and fun to play. Hats off to the developers for a job well done!
NamiMuffin, traveler from a dimension near you.
10/14/2016: ver.1.01 Added Showtime combos and extra info and technique section.
10/19/2016: ver.1.02 Added Skill Crest template choices.
10/25/2016: ver.1.03 Added technique accessory choice section under skill build.
12/27/2016: ver.1.04 Added a ranking for individual skills under Extra Info section. Re-worded some commentary.
3/26/2017: ver.1.05 Noted changes to skills Fury of the Owl and Wisdom of the Owl. Noted changes to LV93 technique earrings options. Updated damage chart. Cleaned up commentary in guide.