"If only I'd gotten here a half-day sooner, your family might not have ended up dead. But there's no way to turn back time. Feel the rage. The powerful pure rage of not being able to forgive will become your unswerving drive to take action!"
-Giyu Tomioka to Tanjiro Kamado
Info
Water Breathing (
If you have the Tomioka Family, you will automatically get Water Breathing 11th form: Dead Calm. Water Breathing 11th form: Dead Calm is not in skill tree, it will appear in your movesets after you get water breathing. If it is not there, then rejoin.
This breathing style revolves around punishing and countering attacks. Due to the amount of moves that are perfect for punishing and give high mobility, it is recommended to dash backwards out of a combo, that you have blocked, and then use a lunging attack from this breath style to start your combo. Other than that, the secondary play style revolves around playing on the defensive while looking for openings on the opponent and striking as soon as they show it. [This Breathing Style is fit for defensive and countering. I strongly believe that this style is good for aggressive plays as it has lots of moves that are very good for combos and general damage. With Agatsuma you will destroy most competition] Most moves can combo extend, but do a little damage. Water breathing comes with a normal cost, requiring 12 skill points to unlock all the moves(with the exception of Eleventh Form: Dead Calm).
Obtaining the Breathing
First Task: Pay Urokodaki 2,000 yen
Second Task: Complete a hard parkour course going down a mountain with traps within 6 minutes. The double jump skill from the skill tree helps a lot. There are only 3 types of traps in this parkour course, a bear trap on the ground and in grass patches, a string that is usually between 2 trees or a place, and holes in which you can fall into.
Third Task: Slash at a "Strong Boulder" until the Boulder is sliced and its hp is gone. This will take around 2 minutes consecutively.
Tips
- To farm 2,000 yen try to get the max number of trinkets possible and sell them. Use your camera to see the traps in the obstacle course. Stay next to the wall when encountering the hole in the ground. Avoid wall jumping most of the time when at the cliff in the obstacle course.
- To find your way around the obby, use the red barriers as a guide. To avoid bear traps or holes move your camera so that it is under the grass. If you get caught, you will take damage.
Breathing Style Relationship Chart
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Skills
- Passive - Each M1 hit gives back 15% of your Breathing Bar.
(Extremely useful for extending combos. Note: it only fills half of the breathing bar.)
- First Form: Water Surface Slash (
壱 ノ型 水 面 斬 り Ichi no kata: Minamo Giri?) - Create a powerful single concentrated slash in front of the user. Can be used as a combo extender or as a starter.
Uses 35% of your breath bar. Deals 8 damage and has a cooldown of 15 seconds. [Blockable]
- Second Form: Water Wheel (
弐 ノ型 水 車 Ni no kata: Mizu Guruma?) - The user charges up and then spins forward while releasing a flowing attack in a circular motion, creating a trail of water that forms a ring of water. This can be used as a combo finisher.
Uses 45% of your breath bar. Deals 40 damage and has a cooldown of 40 seconds. [Guard Break]
- Third Form: Flowing Dance (
参 ノ型 流 流 舞 い San no kata: Ryūryū Mai?) - The user swings and bends their blade in a winding motion along with their body and dances in a flowing pattern, slicing everything in its path. This move provides I-frames when used. (To note: This move barely hits because of how far it keeps moving you, thus it is recommended to be only used to confuse the opponent or iframe a heavy hitting move (e.g Rengoku 9th Form, Dead Calm 11th Form...etc). This move will always end with you behind the opponent provided you used it when they were in front of you (meaning you should turn around during the move so as to possibly use it as a combo extender). Your slashes will all be infused with water.
Uses 15% of your breath bar. Deals 20 damage and has a cooldown of 35 seconds. (This may deal more damage, about 30-40 damage, with the testing of enemies with large hitboxes like the giant demon, Okuro, encountered in the slayer timeline.) [Blockable] [I-Frames] Uses 40-50% of your breath bar. Can be used as a combo extender.
- Fourth Form: Striking Tide (
肆 ノ型 打 ち潮 Shi no kata: Uchishio?) - The user dashes forward while maintaining a concentrated slash in a rotating motion. It can be used as a combo finisher (and/or starter if timed correctly), and it is also good for chip damage.
Uses 35% of your breath bar. Deals 30 damage and has a cooldown of 20 seconds. [Blockable]
- Sixth Form: Whirlpool (
陸 ノ型 ねじれ渦 Roku no kata: Nejire Uzu?) - The user fiercely twists their upper and lower body, creating a whirlpool of water that cuts anything caught in it. (This move will fling the enemy back if hit).
Uses 60% of your breath bar. Deals 20 damage and has a cooldown of 60 seconds. [Blockable]
- Eleventh Form: Dead Calm (
拾 壱 ノ型 凪 Jū Ichi no kata: Nagi?) - The user makes a giant circle on the ground where they stand, which slows down enemies, and after a short amount of time, a sphere will emerge from the center of the circle. If an opponent hits you during the casting with an m1 attack, the damage will be deflected. It can be used as a counter if can be timed correctly, and it can also be used as a combo extender as well.
Uses 45% of your breath bar. Deals about 40 damage and has a cooldown of 140 Seconds/2 minutes and 20 seconds. [Guard Break] [I-frames]
Demonstrations
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Combos
- M1 x3, First Form, M1 x3, Sawed-Off Shotgun, Fourth Form (If Kendo Mastery add one more click)
- M1 x3, First Form, M1 x3 Second Form (If Kendo Mastery add one more click)
- (Only possible with Lunge) Lunge, M1 x3, First Form, M1 x4, slight pause then catch them on the wake-up w/ Second Form, immediate run into Lunge, M1 x3, Second Form, immediate run into Lunge, M1 x3, Third Form, M1 x3, First Form, M1 x4 (Extremely hard combo that is obtainable only w/ Lunge and Total Concentration Constant. If Kendo Mastery add one more click)
- (If you have kamado I recommend this) Lunge, M1 x3, First Form, M1 x3, Dance of The Fire God, M1 x3, M2, Dash to enemy then breath, M1 x3, Sawed-Off Shotgun, Fourth Form
Pros
- First Form is an excellent combo extender and has an extremely low cooldown, meaning you can combo over and over again
- Has moves that can allow you to get up close to your opponent
- Passive is great for extending your combos without needing downtime to breathe again
- Eleventh Form is extremely powerful in PVP, due to his high damage, long range, and hyperarmour
- Insanely Good for Combos
- Third Form can be used as a combo escape, similar to Mist Breathing's Third Form and Insect Breathing's Fourth Form
- Fourth form is a spammable (ISH) move that is very good for chip damage and if you are lucky it can even be a combo starter
Cons
- Only has one guard breaker, all other moves can be blocked (not including Eleventh Form)
- The First Form only deals a little damage
- Third Form is very unreliable as a damage output, you'll get lucky if you get more than 1 hit on your opponent (3rd form can still be useful against big opponents and groups of demons but still isn't a move you can even use often unless its for iframing which its basically perfect for)
- Most moves use up a lot of breathing, requiring you to either m1 your opponents repeatedly or take time to breathe
- 11th Form isn't as easy to hit as you think, as they can dash out of it.
- This Breathing style is hard to obtain and you need to farm yen. It is recommend to use wind of fire for a Breathing Style
- The parkour that the water trainer gives you is hard so the double jump might help a lot