Sieghart: Prime Knight


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The Prime Knight is a highly technical character, which requires pin-point accuracy to execute his combat moves to full effectiveness. This technique, called the Just Frame (JF), which essentially provides extensions to his standard attacks and skills is what the Prime Knight is about. From standard attacks, to techniques and skills, all of them have a JF extension which he can utilize for extra damage.

Otherwise, the Prime Knight is but a flashy character to use. It has decent attacks and skills all around but is poor in the defense department.

  • Type: Ground Roll
  • Although Sieghart has the Reverse Trampoline technique, it's usage is restricted to the basic attacks before the critical attacks kick in, therefore limiting it's use.
  • Great for Prime Knight especially when he needs to break away from his lengthy freeze times while attacking.
  • Especially useful for interrupting Prime Knight's main combo. By using Reverse Trampoline often (instead of Dodge) before he enters the critical attack, you can reset his attack combo and attack effectively without worrying about his vulnerability.
Inherent Techniques:
  • Just Frame (JF) (Z during most attacks, when blue glint appears)
  • An extra attack and continuation to most combos and the skills. The timing of execution is rather tight for most.
  • Sword Dance (↑ during a dash attack)
  • Executes a wide upward swing once. Successful JFs enable a maximum of 3 slashes.
  • Slide Attack (↓ during a dash attack)
  • Executes a slip-through slide attack across the enemy. Successful JFs enable 3 slashes back and forth.
  • Hawk Attack (↓Z during a jump)
  • Executes a fast diving attack towards the ground. Successful JF causes Prime Knight to bounce off the ground or off his enemy.
  • Soul Break (C→ or C← while idle)
  • Unleashes all of his Rage into a powerful sweeping attack.
  • Strength varies by gauge amount.

  • Although JF was said to be easier, it really isn't that much easier.
  • The dash attack JF and critical attacks have long recovery times, be wary when attempting to use them.
  • As such, his attacking stances are full of defensive loopholes. Care should be taken to avoid taking excessive damage.
  • It is advisable to keep combos short to improve his chances for evasion.
  • Unlike PvP where 100% flinching is assured, monsters can easily counter-react before a full attack combo is effected, thus making the over-reliance on JF techniques very risky.
Skill Tree Setup: 

Berserker: Berserker Lv2
*Catches breath* Yeah, I'll say it again. You'll never see this happen in the dungeons. But hey! Shared skills are free anyway.

Evasion: Reverse Trampoline
This is really Sieghart's lifesaver. Now with this permanent evasive by his side, he can evade oncoming attacks instead of having to skill out or take a punch to the face. Usable while on normal or dash attacks.

Defense: Defense Lv2
You won't see much projectiles that'll let you do this, but yeah. Just go ahead and add the one you like.

Invincibility: Easy Breezy
Sieghart idles for 4 seconds, rendering him invulnerable to all attack until he gets up. Has a 60 second cooldown after use.

Rage: Mad Rage Lv3
This determines what your rage meter does for you in general. Be it Mad or Quiet Rage, the effects are from Lv1 to Lv3 are cumulative. Take note that the default Rage effects and duration differ across all 4 of Sieghart's jobs, the only similarity is that it freezes whenever a skill is used. While they are not all that significant when it comes to dungeoning, take note just in case.

Prime Knight's Rage
  • 10 second duration. (Mad Rage Lv1 does not increase the time)
  • 8% Increase in attack but 8% drop in defense,
  • Dashing speed increase.
  • When Rage is activated, a small shockwave knocks enemies back
  • Only the default combo (excluding critical attack) and jump attack provides Rage gain.
Quiet Rage (Rage regen slows by 50%)
  • Lv1: Increases your base defense by 20%.
  • Lv2: Recovers 10% of your total HP. Requires and consumes the entire meter.
  • Lv3: Uses the direction key to create a block when attacked. Consumes 10% of the rage meter when successful. But useless for 2 reasons-
  • ^ There is no buffer time like Aegis Knight's shield block.
  • ^ Requires accurate timing to pull off.
Mad Rage
  • Lv1: Rage duration increased from 5 -> 10 seconds.
  • Lv2: Rage gained per hit is almost doubled.
  • Lv3: When Rage is activated, Sieghart's combos create additional hits for every attack landed.
  • ^ Ideally, Mad Rage is best for Sieghart.

Skill Setup:

Tier 1:

Highlander Assault
  • Type: Impact
  • Range: Short
  • Damage: Multi
  • Animation: Long
  • Sieghart bifurcates his sword and ensues with a melee combo, finishes with a knockdown attack.
  • Rage Mode: Changes the sequence in attack speed. No actual difference.

Tier 2:

Soul Edge
  • Type: Splash
  • Range: Short
  • Damage: Multi - Burst
  • Animation: Short
  • Brings the Soluna and flames into a wide-arc, slamming the flaming sword into his enemies. Deals damage effectively with little push and rapid hits.
  • Rage Mode: Increases damage significantly and is able to hit enemies one platform above with the spinning attack.

Tier 3: 

Unlimited Blade
  • Type: Splash
  • Range: Medium
  • Damage: Multi
  • Animation: Long
  • Sieghart primes his sword and executes a series of quick slashes, following up with ricocheting attacks and a final impact with his blade.
  • Rage Mode: Sieghart goes straight to the ricochet blade slashes and finishes with a dive from the top down.
  • *If JF is successful, a special attack happens where the blades converge above him and swoop down all at once in a final attack.

Tier 4:

Birth of Blades
  • Type: Linear
  • Range:Vertical, Horizontal
  • Damage: Multi
  • Animation: Short
  • Each of Sieghart's blades ascend into their trajectories and blitz across the screen, following his position. Each instance of the blade appearing deals damage to enemies across it's path of travel, with the tempo increasing as the skill progresses.
  • The blades appear in 3 stages: 12 times individually, 2 times in pairs and 4 blades in rapid succession. A maximum of 20 hits is possible.
  • Rage Mode: Increases the damage dealt as long as Rage lasts.



  1. Soul Break: You're supposed to press C + left/right arrow key to execute, but you're right about the idle thing.

    -0megaZer0 of GCPH(if it's still going to exist...)-

    1. Well hot damn. You're right. I can't believe they didn't even update the commands in Practice Mode -_-'''