Magyar
The souls of an ancient warrior clan raise from the grave to continue battling.
Magyar is a sturdy and though character who is slow and doesn't count with good strength, but thanks to its massive defense and weapon combination can be around for quite long time and rack up a lot of damage. This character is reserved for players that are patient or are looking for a challenge.
Pros | Cons |
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Signatures
Greatsword
5A
Damage | Startup | Active | Recovery | Var. Force | Fix. Force |
---|---|---|---|---|---|
25 | - | - | - | - | - |
Unarguably the best Signature that Magyar posseses. It causes all the souls to go up-forward with excellent vertical range and good force, also it can be used on a handful of ways: A recovery tool Can be used to catch dodges by interrupting your Greatsword strings with it As an Anti-Air if you anticipate your opponent's move a bit As a dodge tool Reverse charge it off an edge to catch wall huggers or recoveries Excellent signature overall |
Damage | Startup | Active | Recovery | Var. Force | Fix. Force |
---|---|---|---|---|---|
16 ~ 23 | - | - | - | - | - |
Magyar slaps with a glove and then does a lance-like attack with the Greatsword having good range on the second hit, speed-ish startup on the first hit but lame range to combo into it Can work after a chase dodge into GC, but is too situational |
Damage | Startup | Active | Recovery | Var. Force | Fix. Force |
---|---|---|---|---|---|
24 | - | - | - | - | - |
Step back into sword slam move, mostly used as a GC move to finish off the opponent after a carry with the Greatsword and is quite effective that way. Not bad as a signature to use on neutral game or after a Dlight > Slight chain. |
Hammer
5A
Damage | Startup | Active | Recovery | Var. Force | Fix. Force |
---|---|---|---|---|---|
17 ~ 21 | - | - | - | - | - |
The souls come out of the armor and do a vortex-like move straight up, if it connects Magyar takes the hammer and slams the opponent upwards. Can be used on a true combo after Dlight but is quite situational as the Dlight must hit almost stacked. You also can charge it off the edge to catch people trying to recovery, but is not good for that either. Try to not use this one unless it is to catch straight up dodges or signatures like Volkov's Scythe NSig or Roland's Lance NSig |
Damage | Startup | Active | Recovery | Var. Force | Fix. Force |
---|---|---|---|---|---|
23 ~ 27 | - | - | - | - | - |
Crawler run into Hammer slam. This thing can catch players out of guard due to how fast the initial move is, but it has an annoying dead zone right in front of Magyar, which means on reaction they can dash towards you if close enough and punish you with their best combo. When held it can reach almost outside of the screen on certain maps and right in front of the dead line in other ones, so experiment with it. |
Damage | Startup | Active | Recovery | Var. Force | Fix. Force |
---|---|---|---|---|---|
26 ~ 30 | - | - | - | - | - |
Magyar floats while the souls surround the Hammer, then charges straight down. If it impacts a platform it creates a little burst similar to Cannon's GP... But continues further down if done mid-air and this is where the utility of this move comes from, is quite fast and has good force so it can intercept recoveries or attempts to touch the wall, resulting most of the time on a kill. |