Editing Master Core

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* Emits a brief flash of light, then performs a single large simultaneous slash with all 5 blades. Hits at a [[semi-spike]] angle that is dangerous to fighters with weak horizontal recoveries, but also deals enough [[knockback]] to KO if the player has more than 70%-80% damage.
* Emits a brief flash of light, then performs a single large simultaneous slash with all 5 blades. Hits at a [[semi-spike]] angle that is dangerous to fighters with weak horizontal recoveries, but also deals enough [[knockback]] to KO if the player has more than 70%-80% damage.
* Launches four small spinning projectiles, two at a time, which boomerang back to the swords. These projectiles hit once and disappear, and can be absorbed with moves such as [[PSI Magnet]] and [[Oil Panic]], or reflected with moves such as [[Cape]] and [[Reflector]].
* Launches four small spinning projectiles, two at a time, which boomerang back to the swords. These projectiles hit once and disappear, and can be absorbed with moves such as [[PSI Magnet]] and [[Oil Panic]], or reflected with moves such as [[Cape]] and [[Reflector]].
** An alternate attack causes the swords to launch two larger projectiles one at a time instead. Despite being larger, they can still be reflected and absorbed by normal means. They bypass through shields instead of disappearing on block (but can still be [[Perfect shield|perfect-shielded]] with the right timing).
** An alternate attack causes the swords to launch two larger projectiles one at a time instead. This version deals multiple hits, cannot be absorbed, and wears through shields instead of disappearing on block.
* The swords space themselves to surround the whole stage. The four smaller swords will slash across the stage in a set pattern, then after a brief pause, the large sword will track the player and slam downward. The large sword deals significant knockback. Can be dodged by sidestepping or airdodging with the timing of each swing, but getting hit will likely (though it can still be airdodged if timed correctly) trap the player in the rest of the combo, including the final hit.
* The swords space themselves to surround the whole stage. The four smaller swords will slash across the stage in a set pattern, then after a brief pause, the large sword will track the player and slam downward. The large sword deals significant knockback. Can be dodged by sidestepping or airdodging with the timing of each swing, but getting hit will likely (though it can still be airdodged if timed correctly) trap the player in the rest of the combo, including the final hit.
* All five swords 'ready' themselves and briefly follow the player before unleashing a flurry of slashes, ending with a very wide slash that has a large vertical radius. The initial flurry deals little damage, but serves to trap the player so that they cannot avoid the last slash, which is a semi-spike. Can be avoided by quickly moving behind the swords just before it initiates the attack. A full shield can block the entire attack, but the shield will be broken on the final slash; this can be avoided at the last second by dodging out of the shield.
* All five swords 'ready' themselves and briefly follow the player before unleashing a flurry of slashes, ending with a very wide slash that has a large vertical radius. The initial flurry deals little damage, but serves to trap the player so that they cannot avoid the last slash, which is a semi-spike. Can be avoided by quickly moving behind the swords just before it initiates the attack. A full shield can block the entire attack, but the shield will be broken on the final slash; this can be avoided at the last second by dodging out of the shield.

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