==================================
Soul Calibur 2 Weapons Ranking FAQ
==================================
Version 1.0
by Porcupine
Introduction
============
The main purpose of this FAQ is to objectively, and mathematically, rate the
power of all the special weapons obtainable in any of the console versions of
SC2. I do not claim to have tournament level experience in the playing of this
game, however this is just a formula-based analysis of each individual weapon,
and so such advanced expertise is not necessary. All qualities of each weapon
are usually analyzed without any regard to the actual character that wields it.
Occasional comments may be given as to a specific character's ability or
inability to abuse the traits of a certain weapon, but this will never be
factored into the numerical rating the weapon is given. In the end, the player
is the one who should get to decide how useful a weapon actually is.
Here is how the system works. I give the weapon name, followed by the
percentage of damage it deals relative to the default weapon. This modifier is
global and multiplies properly with all other damage modifiers in SC2. Then I
give the percentage of damage that is taken when wielding that weapon relative
to the default weapon. Then I calculate the ratio of Offense/Defense, and this
gives the overall damage advantage relative to the default weapon. If the
weapon is actually worse off than the default weapon, I instead invert the
ratio and give it a minus sign.
So if my weapon has a Ratio of 2 and I fight against someone with the regular
weapon, I do twice as much damage as I take. But if my weapon has a Ratio of -2
then I take twice as much damage as I deal out.
Next I list all the special abilities of the weapon. To each ability I assign
in paranthesis a multiplying factor which represents how much advantage or
disadvantage I feel this ability grants.
Finally, I multiply the Ratio by all the multiplying factors present. Positive
Ratios get multiplied by positive multiplying factors, but divided by negative
multiplying factors. Negative ratios get multiplied by negative multiplying
factors, but divided by positive multiplying factors. I call the result my
Rating, and this is the final mathematical adjusted ratio representing how
effective a weapon is relative to the default weapon.
To Rank my weapons in a more intuitive sense, I use the Rating, but apply it to
a logarithmic scale as follows:
Rating Ranking Advantage/Disadvantage
--------------------------------------------------------------------------
-2.488 0 you are doomed
-2.074 1 you probably lose
-1.728 2 large disadvantage
-1.44 3 significant disadvantage
-1.2 4 minor disadvantage
+1.0 5 none
+1.2 6 minor advantage
+1.44 7 significant advantage
+1.728 8 large advantage
+2.074 9 you probably win
+2.488 10 you are super strong
Most weapons in the game range from Ranking 3 through 8, indicating that most
weapons were intended to be balanced. This is very different from the weapons
that were available in Soul Blade for PSX many years ago. The variation and
brokeness of those weapons was extreme. Rock had some huge stone club that
practically killed anyone in one hit, but he was so slow to swing it that no
one would ever be hit to begin with. No such obscene variations in damage exist
now, and weapon speeds are not allowed to change (except for some special ones,
under Soul Charge only, and the speed changes are very very minimal). Even the
strongest weapons now are only two times advantaged over the default weapon,
which can be overcome on occasion.
Many of the weapons with abnormally high or low Ratings got that way because of
obvious errors with making them. Namco certainly didn't playtest their weapons
much, as a lot of them don't do what they say they do! Many other weapons are
abnormally strong or weak because of a mistake made during the weapon design
mathematical process. It is obvious that Namco felt a weapon with Atk: 130% and
Def: 100% was the same as a weapon with Atk: 100% and Def: 70%. If you browse
through all the weapons you will see such examples. However the Ratios for
these weapons are not the same, and this partially contributes to why some
weapons ended up better than others.
Since the Rankings are scaled logarithmically a weapon of Rank 7 is just as
favored over a weapon of Rank 6, as a weapon of Rank 6 is favored over a weapon
of Rank 5, and so on.
This logarithmic system works perfectly except for weapons with certain types
of special abilities. They sometimes interact in a complicated manner with one
another in a way that cannot be quantified by a single Rating number. However
the Rating and Ranking are always a reasonably accurate reflection of the power
of a weapon relative to the default one.
Multiplying factors for Abilities
=================================
Here I try to justify my choices for the multiplying factors assigned to the
various special abilities possible. A lot of them are highly subject to my own
personal opinion, or are calculated with overly simplistic global assumptions,
which may skew my ratings for certain types of weapons.
Hits are automatic Counters
---------------------------
Weapons that automatically deal out counterhits I gave a +1.2 multiplying
factor, since counterhits do 20% extra damage. This is a rough approximation,
as oftentimes counterhits open up horrid guaranteed combos. On the other hand,
hits from strings that are natural combos do not get the 20% damage bonus. Also
if you really DO counterhit the opponent, you get no additional damage bonus.
Similarly, you will not get bonuses for hitting a sidestepping opponent, etc.
Hopefully it all just balances out in the end.
Can't block
-----------
I gave this a -2 factor. This is a really gross approximation, the really lame
logic being that normally you block half of all incoming attacks and get hit
by the other half; now they all hit you. This is a really bad simplification,
but it's the only thing I can easily quantify mathematically. Hopefully, proper
play by both players when one can't block sort of ends up similar to this. You
will probably need to do a lot of Guard Impacting, ducking, sidestepping, and
other forms of evasory movement to survive, while your opponent likewise tries
to punish whiffed GIs, launch crouchers, smack sidesteppers, etc. It may
balance out.
Block damage
------------
Weapons that deal XX% block damage I added XX% into their Atk. Weapons that
take XX% block damage I added XX% to their Def. Note that I added and not
multiplied, as I feel this is the best way to treat this ability. Again, the
assumption is that half of all attacks are blocked. These factors, though
added, did not go into the Ratio. I did calculate them properly in the Rating.
For consistency I also figure out an effective multiplying factor, but it turns
out to be 1.XX in most cases.
Note that block damage ignores the other player's Defense stat. Thus weapons
that deal block damage are exceptionally good against weapons with a good
Defense. If a weapon that deals block damage hits a weapon that itself takes
block damage, the block damage adds. Sometimes this results in broken
situations in certain match-ups that my Rankings cannot reflect.
Gains back XX% of hit damage dealt
----------------------------------
Weapons like this went through a complicated calculation of sorts. The Atk
damage of this weapon is used to figure out how much percentage is gained back,
and this number is subtracted off the effective Defense. Multiplying factors
"Hits are Counters" and "Can't block" must be taken into account first. Other
factors including "Block damage" must be taken into account afterwards. For
consistency I also reduce this complex calculation into a single effective
multiplying factor.
It was assumed that the opponent has the default weapon. Opponents who use
better weapons with higher Atk and Def gain a disproportionate advantage over
this type of weapon. Less damage is dealt, causing less life to be gained back.
Furthermore, more damage is being taken and so the life gain you do get is also
relatively reduced.
These weapons, and all life-gaining weapons in general, tend to have terrific
Rankings but they are only accurate against the default weapon. A lower Ranking
weapon that is a brute (only good Ratio, no abilities) may be advantaged over a
higher Ranking weapon of this type.
The life gain applies to all attacks except throws.
Gains X HP/sec
--------------
An additional assumption I had to make to calculate multiplying factors for
these effects is that a typical round, in standard Arcade or VS mode, lasts for
30 seconds (the default time limit is 50 seconds). This definitely depends on
matchup, the players, and playing style, but I have to make some global rough
assumption here to be able to calculate. This amounts to saying that players
with regular weapons damage each other at 8 HP/sec overall.
Given that, I subtracted X/8 (converted to percent) from the effective Defense.
Multiplying factors "Hits are Counters" and "Can't block" are taken into
account first. The entire calculation is reduced into an effective multiplying
factor.
For a life loss of X HP/sec, X/8 is instead added into the effective Defense.
Life gain tends to be somewhat overpowered and the Rankings show it. But other
weapons with high Attack gain a disproportionate advantage over this type of
weapon, since the life gain is relatively reduced. The life-gain weapons are
balanced against other high Ranking weapons; they are just really unfair
against the weaker weapons, which struggle to do damage faster than the
regeneration rate.
Gains X HP per attack
---------------------
Here I make the assumption that on average, a character makes 1 attack every
second. Then the calculation becomes identical to the above.
The life gain applies to all attacks except throws.
Reach
-----
Weapons with long reach I gave a +1.2 multiplying factor, figuring that I value
long reach about as much as I value a 20% increase in damage. Long reach is not
that game breaking in SC2 as it is usually somewhat easy to close in. It is
also dangerous and difficult to back off, as you take 40% more damage if hit
while moving backwards. Backdashing speed was also nerfed in SC2 compared to
SC1 days. Reach mostly comes into play when previous attacks push characters
out of ideal spacing range, which while significant is not utterly game
breaking.
Difference in reach granted also tends to be fairly minor for most characters.
In certain extreme cases I decided to grant less or more bonus when I really
felt that the particular weapon was making very little or a lot of difference.
Soul Charge abilities
=====================
The remaining list of abilities are active during Soul Charges only, or apply
only to Soul Charges. I personally do not think Soul Charges have much impact
on the overall game, and most of these abilities are minor to begin with, so I
will just describe them and not give a multiplying factor. Many weapons have
multiple SC effects, so combined they may have some tiny influence on gameplay.
Refer to the individual weapon list to see the various factors used.
First, some quick notes about normal Soul Charges need mentioning. Contrary to
what I have read in some places, the standard damage modifiers that apply to
normal play always stack properly. The only exception to this rule that I know
of is that the modifiers Counterhit (+20%), Backdash (+40%), Sidestep (+18%),
and Run (+15%) do not ever stack with each other. But they do stack with all
other possibly applicable modifiers such as side hits or rear hits.
When under the effects of a normal Soul Charge, certain damage modifiers occur
in addition to the move-altering properties of a Soul Charge. Under any level
of Soul Charge, any hit taken by the one using Soul Charge will become a
counterhit. This is bad, but fortunately this extra damage cannot stack with
the Sidestep or Run penalties. Unfortunately the Backdash penalty does override
this one, but at least it does not stack on top.
Under a level 2 Soul Charge, the wielder gets a damage bonus of his own. Any
hit dealt automatically gets the Run damage bonus. What is really bad though is
that the Run bonus cannot stack with, and even overrides, the better modifiers
Counterhit, Backdash, and Sidestep. You cannot even inflict Counterhits while
under level 2 Soul Charge, thus many guaranteed combos are lost.
Under a level 3 Soul Charge, all the wielder's hits automatically get the
Backdash bonus. Backdash hits also count as counterhits for purposes of opening
up new combos. This is perhaps the only advantageous Soul Charge state.
A Soul Charge wears off instantly the moment an attack from the wielder makes
contact with the opponent, either hit or blocked. It also wears off the moment
any attack from the opponent makes contact with the wielder.
Any level 2 or 3 Soul Charge gives a 40% damage bonus, instead of the normal
Soul Charge damage bonus. This bonus withers down to 0% steadily as the Soul
Charge wears off. The Soul Charge does not end if the user's attacks contact
the opponent, but it still ends if an opponent's attack contacts the user.
Hits dealt while under level 2 Soul Charge are still unable to be counters.
Hits dealt while under level 3 Soul Charge are still considered counters.
Level 2 Soul Charges are probably a tiny bit better with this ability, but they
were poor to begin with and still are. For level 3 charges, it is arguable if
this ability even makes them better. Some might consider it worse. Overall this
ability is pretty much completely insignificant.
Exact same as above except the damage bonus is initially 70%. Though I do not
think highly of Soul Charges, I consider this a dangerous and useable ability
simply because the damage potential is so high. It can probably be a surprising
round ender.
Any level 2 Soul Charge results in a damage bonus of 0% to 30%, depending on
how long the initial charge was. If the user manages to reach level 3 Soul
Charge the damage bonus will jump to 50%. This bonus remains constant until the
Soul Charge wears off. The Soul Charge does not end if the user's attacks make
contact with the opponent, but still ends if the opponent contacts the user.
Hits dealt while under level 2 Soul Charge are still unable to be counters.
Hits dealt while under level 3 Soul Charge are still considered couners.
Level 3 charges are definitely superior under this ability, but a quick level 2
charge could actually be worse. Overall I think this is a decent improvement
upon Soul Charge, but by itself still insignificant in the greater scheme of
things.
SC lowers damage received by 25%, diminishing effect
----------------------------------------------------
Though damage taken while under a Soul Charge still counts as a counterhit and
gains a 20% damage boost, stacked with this is the fact that you will take 75%
of normal damage after doing a Soul Charge of any level. Unfortunately this
damage reduction withers to zero as the Soul Charge wears off. What is weird
though is that even if your Soul Charge ends because the opponent struck you or
you blocked something, this damage reducing effect manages to linger on, and
will always wither at the natural decay rate your Soul Charge would have had.
Note that if you get hit while still attempting to charge up, this ability will
never activate to begin with.
I think this ability is definitely one of the better Soul Charge abilities.
Unlike the offensive damage abilities, which replace the default one and are
hardly any better, the defensive ability is new and replaces nothing.
SC increases speed
------------------
Speed of running and moving around increases slightly. Move recovery time
improves very slightly. Move execution speed increases ultra slightly. The
overall speed increase seems to wither away as the Soul Charge wears off, but
everything is so slight to begin with I can hardly tell. As an example, right
after the Soul Charge is engaged a 13 frame regular B becomes a 12 frame B, and
a 12 frame regular K becomes a 11 frame K. But anything 11 frames or faster
stays the same. I still think this is one of the better Soul Charge abilities
simply because speed is so highly valuable.
SC decreases speed
------------------
Same as above, but I feel that the decrease is set to be somewhat larger than
the increase. It is fairly noticeable just by looking carefully. Fortunately,
the cure for this negative ability is to just never Soul Charge, so it isn't
too bad.
SC recovers up to 32 HP each time
---------------------------------
Whenever charging up Soul Charge, life is gained at a constant rate. A complete
level 3 Soul Charge will gain 32 HP. You can gain a tiny bit more by moving
while charging, as it takes slightly longer to charge if you move. This is a
way more useful ability in my opinion than any of the other SC abilities.
SC takes away up to 16 HP each time
-----------------------------------
Fortunately there is a cure for this. Don't ever Soul Charge.
Quicker soul charge time
------------------------
One of the better SC abilities, but it still takes some time to fully charge.
Ultra quick soul charges
------------------------
Much faster than even the above ability. You can run around in level 3 Soul
Charge for a good fraction of a match. But even being in permanent level 3 is
not completely broken, so the usefulness of this still has an upper limit.
Mitsurugi has good weapons. I will subsequently refer to his Masamune as a
respectable standard by which other powerful weapons may be compared against.
Damascus Sword is very iffy, but it has a lot of hidden potential. Used
skillfully it may be the most powerful weapon in the game, but a skillful
opponent might be able to turn it into one of the worst.
Range seems to benefit him more than other characters. Most of his cuts involve
little forward body motion, and he rarely extends his arms or straightens his
wrists, in true samurai fashion. Thus the range of his cuts comes primarily
from the raw length of his blade. This may explain why he appears to gain a
significant amount of range with Tulwar and Shamshir. Mitsurugi players may
want to take a closer look at these two weapons. The unfortunate thing is that
Mitsurugi's main staple low attacks d+K,B and db+K do not gain range, although
f+B~d does gain decent range.
Kilik lacks a standout weapon. His only weapon of note is Kunlun Bamboo, but
being a life regenerator it is weak against strong weapons. Against Masamune it
effectively drops to Rating: 1.405 and Ranking: 7, though that is still only a
minor disadvantage to Masamune's Ranking 8.
Jingu Staff is neat, but its reach will not break the game. Kilik already has
long reach and at some point longer does not help as much. He does gain nice
reach with most of his staples like d+A or A,A or 8WRup+B etc. Also, even the
back end of his rod has longer reach for things like f,f+B. Unfortunately, his
f+A does not get any longer because apparently the back end of his stick does
not count as an active hitting part of the attack; only his arm counts.
Hraesvelgr Atk: 110% Def: 100% Ratio: +1.1
- Gains 7 HP per attack, but loses 6 HP/sec. (+1.143)
- You can sweep the air with f+A+K to gain a cheap 42 HP... (+1.2)
Rating: +1.509 Ranking: 7
Soul Edge (Complete) Atk: 125% Def: 100% Ratio: +1.25
- Hits taken are counters. (-1.2)
- Gains back 40% of hit damage. (+1.714)
Rating: +1.786 Ranking: 8
Mina has a fair share of both good and lousy weapons. Naginata is one of those
weapons that was supposed to have some ability, but in reality it does nothing
except suck. Ambassador is one of the worst weapons out there. On the other
hand her Soul Edge is a really good life absorber. Although against Masamune
her Soul Edge drops dramatically to Rating: 1.401 and Ranking: 7 since it not
only gains life, but gets it by stealing from the opponent.
Opponents who go up against Hraesvelgr must make sure to apply enough constant
pressure to prevent Mina from sweeping the air cheesily with f+A+K or her other
similar moves. In that case the Hraesvelgr will not be particularly strong.
Taki's weapons all seem like mistakes. Most are weak, but fortunately for her,
Kunai is broken in her favor! It was supposed to have short reach, but it does
not. It doesn't matter what a weapon looks like. Though many weapons appear to
have extremely slight variations in reach and curvature, only the light trail
that appears whenever a weapon is swung is used to detect hits. If you do not
believe this test out Talim's weapon Maila Kari for yourself. In any case, the
Kunai is Taki's best weapon, even slightly better than the Masamune.
If you really find long reach helpful, you will like the Kris Naga. However,
much of Taki's reach comes from the length of her arm and forward body motion,
so the length of her sword doesn't influence reach as much. What little reach
she does get doesn't seem to be enough to change her from being an in-your-face
character to a ranged fighter.
Taki has maybe the best Soul Edge in the game, tied with Nightmare. Against
Masamune it effectively improves to Rating: 1.576 and Ranking: 8 since the life
loss is relatively less significant as the Attack power scale goes up. This
essentially makes Soul Edge versus Masamune a perfectly balanced matchup.
Zantetsuken is a bug, so abuse it well. It was supposed to take block damage,
not dish it out. Against Masamune, the Zantetsuken improves slightly to Rating:
1.675 and Ranking: 8 because the block damage ignores Masamune's Defense. This
is a perfectly balanced matchup. Hihiirokane is good too, and it seems born for
Yoshimitsu and his fancy-pants weirdness.
No Name Atk: 100% Def: 100% Ratio: +1
Rating: +1 Ranking: 5
Poor Xianghua has been abandoned by her weapons in SC2. It's not a mistake, her
Soul Calibur is the weakest one in the game. Maybe it wasn't meant for her.
Behold the power that is Siegfried. He must be the destined holder of both the
Soul Edge and Soul Calibur, for their power thrives under his ownership. His
Soul Calibur's stats don't appear broken, but the synergistic combination of
both high Defense and good regeneration create a nearly unstoppable defensive
juggernaut.
Against the Masamune, the Soul Calibur downgrades to Rating: 2.167 and Ranking:
9, but even the Masamune is no match. Even against the unparalleled brute
strength of the Damascus Sword, the Soul Calibur retains a Rating: 1.867 and
Ranking: 8, so it is still very slightly favored. Against an ultra high powered
opponent like the Damascus, Nightmare's Soul Edge (Complete) really improves to
Rating: 1.719 and Ranking: 8. Both his Soul Calibur and Soul Edge deserve the
utmost respect.
Cassandra has a very strong lineup of weapons. The only thing keeping Valkyrie
from being totally broken is the block damage which brings an otherwise
invincible defense back down to Earth, especially since the 40% block damage
bypasses the 70% Defense wall. You may wonder why one would ever block if the
multiplying penalty for the block damage is -2.231 which is worse than -2 for
never blocking at all. If I had replaced the block damage attribute with the
"Can't block" one, I would be forced to take into account the -2 before I
figured out the 3 HP/sec effective healing factor. The weapon would have ended
up much worse that way.
Against Masamune, the Valkyrie surprisingly improves to Rating: 1.877 and
Ranking: 8, because although a life healer, the Valkyrie also suffers block
damage which happens to be unaffected by an increased Attack of the opponent.
The Valkyrie is a superior weapon. The only weapon seen previously that has a
minor advantage over it is Siegfried's Soul Calibur.
Astaroth has only one good weapon. It is the Thanatos, sibling of Mitsurugi's
Damascus Sword. In a direct battle of the brutes, Damascus comes out on top as
the Thanatos totally downgrades to Rating: 1.25 and Ranking: 6. Thanatos is at
a significant disadvantage as its life sucking ability is crushed down by raw
power. Though it is arguable what the effect of being unable to block does to
weapons, the outcome of Damascus vs Thanatos is certain, as both weapons are
unable to block and the playing field is completely level.
Against Masamune, Thanatos effectively has Rating: 1.3 and Ranking: 6, not much
better off. Thanatos is a life stealer and is really crippled against other
good weapons. But against the default weapon, it is ultra powerful.
Raphael's two best weapons, the Queen's Guard (sure looks like the Soul Calibur
in disguise) and the Soul Edge, are completely on par with Nightmare's. He must
be the next destined successor of one of these weapons. Unlike Nightmare's Soul
Calibur, the Queen's Guard doesn't get worse against strong weapons. It may be
the best weapon in the game, essentially the king of brutes. In a head-to-head
matchup, Nightmare's Soul Calibur is completely even with Queen's Guard.
Soul Calibur Atk: 100% Def: 100% Ratio: +1
- Hits taken are counters. (-1.2)
- Gains 5 HP per attack. (+2.087)
Rating: +1.739 Ranking: 8
Soul Edge (Complete) Atk: 140% Def: 130% Ratio: +1.077
- Gains back 15% of hit damage. (+1.193)
Rating: +1.284 Ranking: 6
Maila Kari Atk: 100% Def: 100% Ratio: +1
- Loses additional 15% of hit damage. (-1.15)
- Left blade has very long reach. (+1.3)
Rating: +1.13 Ranking: 6
Cao Ankana Atk: 100% Def: 100% Ratio: +1
- Loses 2 HP/sec. (-1.25)
- Deals 30% block damage. (+1.3)
- Right blade has very long reach. (+1.3)
Rating: +1.352 Ranking: 7
The winds have granted Talim some pretty impressive weaponry. Double Crescent
Blade is one of the best in the game, completely superior to the Masamune. The
regenerative power of her Soul Calibur can be frightening to go up against, but
a powerful weapon can crush her down instantly. Against Masamune, her Soul
Calibur only has Rating: 1.39 and Ranking: 7. The right blade of the Soul
Calibur appears slightly longer than the left, but I haven't been able to
notice any actual difference in reach between either weapon. It is probably
only a visual difference; the game treats them as the same length. The Double
Crescent Blade looks sorta short and stubby, especially with f+B, but I haven't
been able to prove any difference in reach to myself either. Wind Guide is also
very strong, especially against weapons with high Defense.
Maila Kari and Cao Ankana are really fun to play around with. Talim users
should definitely give them a try. Make sure to figure out which attacks use
which blade so that the reach can really be abused. The problem is that less
than a quarter of Talim's attacks will use a particular blade. Besides kicks
and throws, Talim's attacks are often punch-like strikes where she does not
whirl either blade into the attack position.
Han Guang Atk: 100% Def: 110% Ratio: -1.1
- Deals 10% block damage. (+1.1)
- SC increases speed and boosts Atk 0%-30% or 50%, continuous effect.
- SC takes away up to 16 HP each time.
- Extra long reach. (+1.4)
Rating: +1.4 Ranking: 7
Soul Edge (Complete) Atk: 135% Def: 100% Ratio: +1.35
- Gains back 15% of hit damage. (+1.254)
- Takes 50% block damage. (-1.627)
Rating: +1.04 Ranking: 5
Blue Thunder Atk: 85% Def: 100% Ratio: -1.176
- Hits dealt are counters. (+1.2)
Rating: +1.02 Ranking: 5
Ramdao Atk: 100% Def: 100% Ratio: +1
- Hits taken are counters. (-1.2)
- Gains back 15% of hit damage. (+1.143)
- Takes 20% block damage. (-1.19)
- Long reach. (+1.2)
Rating: -1.042 Ranking: 5
The Kaleidoscope is a very dangerous weapon, much more powerful than its Rating
indicates. Against strong weapons, the Kaleidoscope's Rating improves a lot. It
is only at a minor disadvantage even against Nightmare's Soul Calibur. On the
other hand, Damascus Sword should crush it into oblivion.
I'm not able to tell if Voldo's long reach weapons really have longer reach or
not. Voldo is not really a short range character but he gets all his range due
to his ability to defy all laws of physics as he flops all over the place and
swings around his ultra long arms like a fool. His weapon has next to no effect
on his reach. The bizarre appearance of his various weapons makes detecting any
possible differences in reach even more difficult. I used the in-game weapon
descriptions of range to rate his weapons, but I have my doubts as to their
accuracy.
The Ranking for Hex Luminae requires the assumption that the opponent be
unaware of what it does. A smart player will never block against Hex Luminae.
If that happens it has a laughable Rating: -9 and is so bad it is unrankable.
Mirror Shield Atk: 100% Def: 100% Ratio: +1
- Hits taken are counters. (-1.2)
- 33% of damage received is inflicted back upon opponent. (+1.396)
Rating: +1.163 Ranking: 6
Cane of Byrna Atk: 100% Def: 100% Ratio: +1
- SC boosts Atk 0%-30% or 50%, continuous effect.
- SC lowers damage received by 25%, diminishing effect. (+1.05)
- SC recovers up to 32 HP each time. (+1.2)
Rating: +1.26 Ranking: 6
Link's weapons are very strong. The regeneration rate of Great Fairy Sword is
matched only by Talim's Soul Calibur. Against Masamune, its stats go down to
Rating: 1.783 and Ranking: 8. Link's Soul Edge is equally powerful, about the
same as Nightmare's.
Most powerful weapons
=====================
If you only want to remember the most dangerous weapons this is my suggestion,
based on both the default Ranking as well as performance against other powerful
weapons.