Blood-soaked captain that chains lunges, aerial slams, and delayed AOE eruptions. Stay mid-range, bait a dash or jump, parry once, then take a short punish. Watch for the red “wave” explosions—those are the real killers. Key cues & punishes • Dash-thrust → cleave: quick first step, long delay on the cleave. Parry the cleave or i-frame through and take a 1–2 hit punish. • Aerial stomp (red spray on impact): he hangs for a beat, then drops. Roll into him as he lands; big recovery—free charged hit or Immobilize → A Pluck of Many. • Blood wave / ground bloom: red puddles or ribs spike from the ground after a short fuse. Backstep once or Cloud Step out; re-engage after the pop. • Spinning cyclone: stays active for a while and tracks poorly—sprint sideways or Cloud Step through; punish at the tail end only. • Enrage (body bristles, red motes intensify): damage and tracking rise; don’t greed—single hit or Deflect to build Focus. Game plan • Pre-buff Tiger Subduing + Amplification, sip Ginseng if Focus starved. • Use Immobilize only after big whiffs (stomp/cyclone end). Drop A Pluck of Many for safe chip, then cancel out before his wake-up jab. • Red Tides during immobilize or posture break to shred stance, then swap back to staff. • Keep him centered; avoid corners where blood waves trap you. Limit punishes to 1–2 hits to dodge the instant counter. Nice-to-have items • Antimiasma Powder (or equivalent cleanse) if the arena DOT starts stacking. • Incense Trail Talisman as a safety net if you’re learning timings.