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    Chaos Mode Guide by calbee219

    Version: 2.07 | Updated: 05/29/08 | Search Guide | Bookmark Guide

    
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    		DYNASTY WARRIORS 5 & XTREME LEGENDS
    		COMPREHENSIVE GUIDE FOR CHAOS DIFFICULTY
    		
    		Created by: Jonathan Leung
    		Email: jonnay_@hotmail.com
    		Version 2.07
    		Start Date: September, 2005
    		End Date: June, 2006
    		End Date: Sept, 2006 [XL]
    		End Date: August, 2007 (Full Weapon Customization)
    
    ===============================================================================
    _________________
    Table of Contents
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    1.00 - Introduction
    2.00 - Copyright
    3.00 - Version History
    4.00 - Legend
    5.00 - General Information and Basics of Chaos Difficulty
    	5.01 - Changes to Xtreme Legends [XL]
    6.00 - General Tips and Strategies of Handling Chaos Difficulty
    	6.01 - Suggested Items to Equip
    	6.02 - The Somersault, or Reorientation
    	6.03 - Eliminate or Avoid Archers
    	6.04 - Target Majors
    	6.05 - Attacking Enemies When They are in the Air
    	6.06 - Keep Your Enemies in Front of You	
    	6.07 - Characters With Two Weapons
    	6.08 - Steer Clear of Enemy Attack Bases
    	6.09 - Fighting in Enemy Bases
    	6.10 - Keep Your Eye on the Detailed Map
    	6.11 - The Musou Rage
    	6.12 - The Importance of the Counterattack
    	6.13 - The Art of True Juggling
    	6.14 - Manually Increasing Your Attack Range
    	6.15 - The Non-Playable Spear General
    	6.16 - A Cheap Method of Defeating Generals with Ease
    	6.17 - Reasons For Choosing the Ice Orb or Fire Orb
    	6.18 - Having Your Back Facing a General
    	6.19 - Taking Advantage of Certain Solid Objects
    	6.20 - Outside Boundaries
    	6.21 - Attacks with High Height
    	6.22 - Unblockable Attacks
    	6.23 - Disconnected Ground
    	6.24 - Generals Approaching at a Distance
    	6.25 - Enemies that do not Flinch
    	6.26 - Weapon Power
    	6.27 - Weapon Weight Multiplier
    	6.28 - The Green Scroll
    	6.29 - The Disadvantages of Having a Bodyguard
    	6.30 - Unsuspected and Unwanted Displacement
    	6.31 - Enemies in Musou Rage
    	6.32 - Ice Orb Probability
    	6.33 - The True Way of Musou [XL]
    	6.34 - The Dragon Arms [XL]
    	6.35 - Damage-Free Zone
    	6.36 - Crowd Clearing vs Crowd Control
    7.00 - Musou Rage Token and Meat Bun Locations for 5-star Difficulty Stages
    	7.01 - The Yellow Turban Rebellion (Yellow Turban Forces)
    	7.02 - The Battle of Chi Bi (Allied Forces)
    	7.03 - Conquest of Nan Zhong (Nanman Forces)
    	7.04 - The Siege of He Fei Castle (Wei Forces)
    	7.05 - The Siege of He Fei Castle (Wu Forces)
    	7.06 - Battle of Bai Di Castle (Wu Forces)
    	7.07 - Battle of Bai Di Castle (Shu Forces)
    	7.08 - Battle of Wu Zhang Plains (Wei Forces)
    	7.09 - Battle of Wu Zhang Plains (Shu Forces)
    	7.10 - Struggle for the Book (183AD) [XL]
    	7.11 - Rescue at Lou Sang Village (184AD) [XL]
    	7.12 - Ou Xing's Rebellion (187AD) [XL]
    	7.13 - The Ten Eunuchs' Rebellion (189AD) [XL]
    	7.14 - Battle of Yan Province (194AD) [XL]
    	7.15 - Imperial Rescue (195AD) [XL]
    	7.16 - The Two Qiaos (196AD) [XL]
    	7.17 - Husbands and Wives (200AD) [XL]
    	7.18 - Battle of Ji Castle (213AD) [XL]
    	7.19 - Battle of Jia Meng Gate (214AD) [XL]
    	7.20 - Battle of Yang Ping Gate (215AD) [XL]
    	7.21 - Battle of Ru Xu Kou (217AD) [XL]
    	7.22 - Battle of Han Shui (219AD) [XL]
    	7.23 - Battle of Mai Castle (219AD) [XL]
    	7.24 - Battle of Xin Castle (227AD) [XL]
    	7.25 - Battle of Shi Ting (228AD) [XL]
    	7.26 - Battle of Mt. Qi (231AD) [XL]
    	7.27 - Showdown at Nan Zhong (235AD) [XL]
    8.00 - Individual Character Analyses for Dynasty Warriors 5
    	8.01 - Lu Bu
    	8.02 - Ma Chao
    	8.03 - Zhuge Liang
    	8.04 - Zhao Yun
    	8.05 - Wei Yan
    	8.06 - Gan Ning
    	8.07 - Xiahou Dun
    	8.08 - Pang De
    	8.09 - Zhang Liao
    	8.10 - Guan Yu
    	8.11 - Sima Yi
    	8.12 - Xu Huang
    	8.13 - Zuo Ci
    	8.14 - Ling Tong
    	8.15 - Meng Huo
    	8.16 - Pang Tong
    	8.17 - Zhang He
    	8.18 - Lu Xun
    	8.19 - Zhou Yu
    	8.20 - Xiao Qiao
    	8.21 - Yue Ying
    	8.22 - Guan Ping
    	8.23 - Lu Meng
    	8.24 - Xing Cai
    	8.25 - Liu Bei
    	8.26 - Cao Ren
    	8.27 - Huang Zhong
    	8.28 - Da Qiao
    	8.29 - Sun Shang Xiang
    	8.30 - Zhou Tai
    	8.31 - Zhang Fei
    	8.32 - Jiang Wei
    	8.33 - Yuan Shao
    	8.34 - Cao Pi
    	8.35 - Sun Quan
    	8.36 - Cao Cao
    	8.37 - Dong Zhuo
    	8.38 - Xu Zhu
    	8.39 - Xiahou Yuan
    	8.40 - Sun Jian
    	8.41 - Zhu Rong
    	8.42 - Zhen Ji
    	8.43 - Dian Wei
    	8.44 - Huang Gai
    	8.45 - Diao Chan
    	8.46 - Taishi Ci
    	8.47 - Sun Ce
    	8.48 - Zhang Jiao
    9.00 - Individual Character Analyses for Xtreme Legends [XL]
    	9.01 - Lu Bu [XL]
    	9.02 - Zhou Tai [XL]
    	9.03 - Zhao Yun [XL]
    	9.04 - Ma Chao [XL]
    	9.05 - Lu Xun [XL]
    	9.06 - Wei Yan [XL]
    	9.07 - Gan Ning [XL]
    	9.08 - Zhang Liao [XL]
    	9.09 - Pang De [XL]
    	9.10 - Da Qiao [XL]
    	9.11 - Zhuge Liang [XL]
    	9.12 - Zuo Ci [XL]
    	9.13 - Ling Tong [XL]
    	9.14 - Yuan Shao [XL]
    	9.15 - Sun Quan [XL]
    	9.16 - Sima Yi [XL]
    	9.17 - Zhang He [XL]
    	9.18 - Nu Wa [XL]
    	9.19 - Liu Bei [XL]
    	9.20 - Xiahou Dun [XL]
    	9.21 - Zhang Fei [XL]
    	9.22 - Jiang Wei [XL]
    	9.23 - Xing Cai [XL]
    	9.24 - Lu Meng [XL]
    	9.25 - Dong Zhuo [XL]
    	9.26 - Guan Yu [XL]
    	9.27 - Zhou Yu [XL]
    	9.28 - Pang Tong [XL]
    	9.29 - Meng Huo [XL]
    	9.30 - Xu Huang [XL]
    	9.31 - Yue Ying [XL]
    	9.32 - Guan Ping [XL]
    	9.33 - Xiao Qiao [XL]
    	9.34 - Sun Jian [XL]
    	9.35 - Cao Pi [XL]
    	9.36 - Cao Cao [XL]
    	9.37 - Cao Ren [XL]
    	9.38 - Sun Shang Xiang [XL]
    	9.39 - Zhen Ji [XL]
    	9.40 - Huang Zhong [XL]
    	9.41 - Fu Xi [XL]
    	9.42 - Xiahou Yuan [XL]
    	9.43 - Taishi Ci [XL]
    	9.44 - Xu Zhu [XL]
    	9.45 - Dian Wei [XL]
    	9.46 - Zhu Rong [XL]
    	9.47 - Sun Ce [XL]
    	9.48 - Huang Gai [XL]
    	9.49 - Diao Chan [XL]
    	9.50 - Zhang Jiao [XL] 
    10.00 - Ideal Weapon Customizations (CAW) [XL]
    	10.01 - Bonus Attribute Chart
    	10.02 - Zhuge Liang [XL]
    	10.03 - Lu Bu [XL]
    	10.04 - Zhou Tai [XL]
    	10.05 - Zhao Yun [XL]
    	10.06 - Ma Chao [XL]
    	10.07 - Sun Jian [XL]
    	10.08 - Yuan Shao [XL]
    	10.09 - Pang De [XL]
    	10.10 - Zhang Liao [XL]
    	10.11 - Lu Meng [XL]
    	10.12 - Lu Xun [XL]
    	10.13 - Ling Tong [XL]
    	10.14 - Gan Ning [XL]
    	10.15 - Cao Ren [XL]
    	10.16 - Zuo Ci [XL]
    	10.17 - Xu Huang [XL]
    	10.18 - Liu Bei [XL]
    	10.19 - Wei Yan [XL]
    	10.20 - Da Qiao [XL]
    	10.21 - Xing Cai [XL]
    	10.22 - Sun Quan [XL]
    	10.23 - Sima Yi [XL]
    	10.24 - Zhang He [XL]
    	10.25 - Nu Wa [XL]
    	10.26 - Pang Tong [XL]
    	10.27 - Meng Huo [XL]
    	10.28 - Zhu Rong [XL]
    	10.29 - Guan Yu [XL]
    	10.30 - Xiahou Dun [XL]
    	10.31 - Zhang Fei [XL]
    	10.32 - Jiang Wei [XL]
    	10.33 - Guan Ping [XL]
    	10.34 - Yue Ying [XL]
    	10.35 - Cao Cao [XL]
    	10.36 - Taishi Ci [XL]
    	10.37 - Dong Zhuo [XL]
    	10.38 - Xiao Qiao [XL]
    	10.39 - Zhou Yu [XL]
    	10.40 - Cao Pi [XL]
    	10.41 - Sun Shang Xiang [XL]
    	10.42 - Zhen Ji [XL]
    	10.43 - Huang Zhong [XL]
    	10.44 - Diao Chan [XL]
    	10.45 - Xu Zhu [XL]
    	10.46 - Fu Xi [XL]
    	10.47 - Xiahou Yuan [XL]
    	10.48 - Dian Wei [XL]
    	10.49 - Zhang Jiao [XL]
    	10.50 - Huang Gai [XL]
    	10.51 - Sun Ce [XL]
    11.00 - Musou Rage Token and Meat Bun Locations for All Other Stages
    12.00 - Video Clip Directory
    13.00 - Frequently Asked Questions
    14.00 - Just for Fun
    	14.01 - My Favorite Characters
    	14.02 - Ten Fastest General Killers
    	14.03 - Character Normal Attack Ranking
    	14.04 - Killing Regular Generals in One Hit [XL]
    	14.05 - Ma Chao's God Tier Placement
    	14.06 - Dynasty Warriors 5 Musou Strength Ranking
    15.00 - Thanks and Credits
    
    ===============================================================================
    ___________________
    1.00 - Introduction
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    This guide is designed to provide tips for playing on Chaos difficulty. But 
    rather what I'm aiming for are tips for mastering Chaos difficulty, and
    using character to maximum potential. The real beauty in Chaos is that it's 
    much more realistic, in that you die after several hits. I intend to indulge 
    everyone to play and learn to love Chaos. Be advised that my methods only
    emphasize character maximization. I've had complaints about charge attack
    spamming in my videos. So, if you don't like character maximization in Chaos,
    abusing the same offensive methods for a character, and tier lists, then kindly
    stop reading.
    
    I have omitted the use of healing bodyguards, as Chaos mode would be rendered 
    not so very chaotic, if whenever you are in low health your bodyguard just 
    bails you out. Since you are granted invincibility while performing a musou 
    attack, you have all that time for your bodyguard to heal you. Think of this 
    FAQ as a more of a challenge to beat it without relying on bodyguards. However,
    starting off your first few levels in Chaos with healing bodyguards will surely
    help you develop your skills much quicker. Health on the field should be 
    considered as minor freebies. Also the Tribal Remedy item is encouraged, 
    because you have to work hard to earn the life. 
    
    Only very brief walkthroughs for 5 star difficulty levels will be covered, 
    but this guide will include strategies/tips and indepth discussion with all
    characters. There are nine 5 star difficulty levels in free mode. In musou mode,
    there are a total of 13 extra 5 star difficulty levels. These levels are the 
    last levels of the certain unique musou modes that don't end with any of the 5 
    star levels that are already available in free mode. For example, Zhao Yun's 
    musou mode ends at Yi Ling; this is a 5 star level. The difficulty of these 
    final levels is equivalent to the 5 star levels in free mode. This guide will 
    contain only the 5 star levels in free mode. Only musou rage locations have
    been provided for all stages.  
    
    99% of this guide is my work alone, so there should be many things that I may
    have missed, and many things that can be contributed. I would be glad to hear, 
    and greatly look forward to hearing, any useful strategies that I have failed 
    to mention. If I find the tip/strategy to be useful, I will include it, and 
    give credit. My intention for this guide, is always, to improve it.
    
    The writing style I will be using in this guide is informal writing. The
    language I use is more colloquial, and intended to be treated as more of 
    a discussion or conversation between me and you, the reader. I'm quite
    aware of the informal grammar, and that spammable isn't quite a word.
    
    Many people may find it useful to read all the of character sections, sorted
    by character. This is useful to see how each character changes throughout
    all three analyses, Dynasty Warriors 5, Xtreme Legends, and then Full
    Weapon Customization. Simple use the search tool with CTRL+F, and just
    add a "- " before each character's name (with a space after the -)
    This is how the titles of each character's subsection is done, so this 
    will allow for quick navigation.
    
    Lastly, I've discovered a new nickname for me recently. Apparently, I am also
    known as Joe Musou. I don't know how this came to exist, but I suppose I don't
    mind it.
    
    Please feel free to contact me if you would like to: 
    - provide better suggestions or tips, or even if you feel you have a better 
      video clip
    - persuade me in making modifications in the tier list
      (BEFORE you do so, please take the time to read the introduction of the tier
      list where I have my tier list explicitly defined. And PLEASE, if you desire
      to swap any two characters, at least have their sections read before-hand, 
      and have already viewed both their video clips) 
    - if you have any questions regarding my guide
    - if you'd like Dynasty Warriors help outside the realm of Chaos mode 
    - or if you'd just like to chat about Dynasty Warriors in general
    at www.jonnay_@hotmail.com. I will give full credit to providers of tips or 
    strategies that I find to be useful. Credit is only awarded to the first 
    provider of the same strategy. 
    
    ===============================================================================
    ________________
    2.00 - Copyright
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    This guide was composed to be posted on, and only on www.gamefaqs.com
    	www.neoseeker.com. 
    This guide may not be reproduced and posted on any other site without my 
    	written permission.
    Violation of copyright is illegal and strictly prohibited.
    
    Copyright 2005-2006 Jonathan Leung
    
    ===============================================================================
    ______________________
    3.00 - Version History
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    0.90 - First submission of the Guide. About 90% completion.
    -------------------------------------------------------------------------------
    0.91 - Added section 6.23 - Unblockable Attacks and Xu Huang's Air Charge
           Modifications to the tier list:
                Zuo Ci up. 
                Jiang Wei up. 
                Sima Yi up.
                Huang Zhong down.	
    -------------------------------------------------------------------------------
    0.92 - Added section 10.0 - Just for Fun
           Added section 6.24 - Disconnected Ground
           Added more to intro to section 8.0
           Updated several characters
           Modifications to the tier list:
    	    Guan Yu up.
    	    Yue Ying up.
                Xiahou Dun down.
    	    Meng Huo up.
    	    Xiahou Yuan down.
    -------------------------------------------------------------------------------
    0.93 - Added section 6.25 - Generals Approaching at a Distance
           Added section 6.26 - Enemies that do not Flinch
           Completed Sun Quan.
           Modifications to the tier list:
                Taishi Ci down.
    	    Huang Zhong down.			
    	    Dian Wei down.
    	    Sun Jian up.
    -------------------------------------------------------------------------------
    0.94 - Updated 6.23 - Unblockable Attacks
           Added more to tier list introduction
           Updated 6.22 - Attacks with High Height
           Modifications to the tier list:
                Zuo Ci up.
    	    Zhang He up.
    	    Meng Huo down.
    -------------------------------------------------------------------------------
    0.95 - Added requests for video clips, in section 8 - character tips...
           A general update in the entire character tips section
           Added video clip for proofs for: (Just for Fun section)
    	    Countering counterattacks (DW4)
    	    Continuous musou filling (DW3)
    	    Charge Cancellation (Huang Zhong only)
    -------------------------------------------------------------------------------
    0.96 - Updated Zhou Tai
           Video Clip additions:
    	    Zhou Tai
    	    Xu Huang
    	    Lu Bu
    	    Jiang Wei
           Modifications to the tier list:
    	    Huang Gai up.
    	    Xu Huang up.
    	    Zhang He up.
           Updated Using the Bow attack and First charge simultaneously 
    	    (Huang Zhong)
    -------------------------------------------------------------------------------
    0.97 - Revised 5 fastest general killers to 10 (section 10.0)
           Added section 6.27 - Weapon Power
           Added section 6.28 - Weapon Weight Multiplier
           Added section 6.29 - The Green Scroll
           Added section 6.30 - Disadvantages of Having a Bodyguard
           Added character summaries
           Updated Taishi Ci
           Updated Wei Yan
           Modifications to the tier list:
    	    Taishi Ci down.
    -------------------------------------------------------------------------------
    0.98 - Updated section 6.12 - Importance of the Counterattack
           Modifications to the tier list:
    	    Sun Ce down.
    	    Pang De up.
    	    Wei Yan up.
           Updated Xu Huang
           Updated Zhang Jiao
           Updated Da Qiao
           Updated Cao Cao
           Added Section 6.31 - Unsuspected and Unwanted Displacement
           Added Section 6.32 - Enemy Generals in Musou Rage
    -------------------------------------------------------------------------------
    0.99 - Added Musou Rage Locations for all maps
           All Video Clips, and Character Sections finished
           Modifications to the tier list:
    	    Sun Jian down.
    	    Sun Shang Xiang up.
    	    Taishi Ci down.
    	    Sima Yi up.
    	    Pang De up.
    	    Zhou Yu up.
    	    Guan Ping down.
                Xiahou Dun up.
    	    Jiang Wei up.
    1.00 - 100% completion of the guide
           Entire Proofread and Update!
    -------------------------------------------------------------------------------
    1.01 - New update: This is just heads up, as I'm planning to make an 
           Xtreme Legends expansion. The Create-A-Warrior in Edit Mode and Destiny
           Mode is what lead me to do this. There are many characters who are 
           ruined by their fourth weapons, and are much better with a different 
           weapon altogether, whether it be because of weapon weight or weapon 
           attribute or both. In Destiny Mode, it is possible to get a third weapon
           with 5 attributes on it. On top of that, it is possible to raise the
           numerical values of these attributes to the maximum of 20. Thus, it is
           possible to create a character with the same moveset with better stats
           to suit Chaos Mode more appropriately. This would however sacrifice
           the musou rage tokens for ever 100 KO's that you would get with a 
           fourth weapon. Aside from these new and better possibilities with 
           Create-A-Warrior (I'll abbreviate it as CAW from here on), there are
           some important changes with combat in Xtreme Legends: Characters will
           now flinch for longer, musous are slightly extended, some charge attacks
           now activate the elemental orbs when they didn't in Dynasty Warriors 5, 
           and there are a lot of new items. These would result in some changes 
           with using most of the characters, and a slightly different tier list. 
           I want to make an Xtreme Legends expansion, with notes on all the
           characters, and new sections for the Fu Xi and Nu Wa movesets. 
           A new Xtreme Legends Tier List will be created. In addition to this, 
           I will also expand the Musou Rage Locations section, for all the new
           stages in Legend Mode, and add the locations of all meat buns for 
           all the stages.
           The stages included in section 7, level walkthroughs, are only 5-star
           difficulty stages. Because I now want to include the location of musou
           rages and meat buns in non 5-star levels, I have revised these sections,
           but only the titles. Section 7 will have the 5-star difficulty stages,
           and section 9 will include non 5-star stages. The new stages in Xtreme
           Legends are all 5-star difficulty, so they will be in section 7. 
    -------------------------------------------------------------------------------
    1.10 - There are Xtreme Legends expansions to my guide for each of the sections
           and all of these will have a [XL] symbol, in the title of the 
           section/subsection.
           Updated Sun Shang Xiang 
           Updated Pang De
           Added section 5.1 - Changes in Xtreme Legends [XL]
           Added section 6.32 - Ice Orb Probability
           Added section 6.33 - The True Way of Musou
           Added section 6.34 - The Dragon Arms
           Completed Musou Rage Token and Meat Bun Locations for 5-star stages
           Completed Musou Rage Token and Meat Bun Locations for all other stages
    		(sections 7, and 11)
           
           My goals for the next update: (by Sept 06)
           Several extra subsections for section 6: General Tips and Strategies
           New section, section 9 - Character Walkthroughs for Xtreme Legends
    		Yes. This section will introduce a new tier list.
           New section, section 10 - Create-A-Warrior 
           New section, section 11 - All-Emcompassing Tier List
           New section, section 13 - Video Clip Directory
    -------------------------------------------------------------------------------
    1.11 - Updated Huang Zhong
           Updated Diao Chan
    -------------------------------------------------------------------------------
    1.15 - Corrected properties of Power
           Corrected Relative Attack Strengths Formula
           Revised the Character Normal Attack Ranking
           Completed Xtreme Legends Character subsections in section 9
    		from Lu Bu to Ling Tong
    -------------------------------------------------------------------------------
    1.20 - Added Fu Xi into section 9, and the tier list
           Completed Xtreme Legends Character subsections in section 9
                    from Lu Bu to Zhang He
           Updated Lu Meng in section 8
    -------------------------------------------------------------------------------
    1.30 - Added new subsection, 14.4 - Killing Generals in One Hit
           Completed video clips for all characters in Xtreme Legends
    		please check them out on YouTube (go to section 9 for link)
           Finished video clip notes up to 
           Revised section 6.1 - Suggested Items to Equip (worth a read)
    -------------------------------------------------------------------------------
    Feb05/07
    1.31 - Haven't updated in a long time. 
         - Mainly tier list updates this time.
         - There are now tons of videos on my YouTube account
         - I want to announce addition of Weapon Weight Alternatives for all
           characters in both DW5 and XL. The Tier Lists may seem a 
           little misleading sometimes because people may find it   
           really tedious to read my long definition. Because some
           4th weapons aren't so great, different weight weight
           alternatives may often be better. This should be the last
           thing I want to add for completion of this guide, and perhaps
           some other miscellaneous things for Just for Fun section.
           I hope to resume in May, and hope to finish some time in the
           Summer.
    -------------------------------------------------------------------------------
    Aug04/07
    1.85 - Huge update, and overall guide revision
         - Corrected Ice Orb Probability
         - Ma Chao's God Tier placement theory
         - Complete Revision of DW5 Tier List
         - Xtreme Legends Analyses finished
         - Complete Revision of DW5 XL Tier List
         - Included Tier List Discussions for both DW5 and XL Tier Lists
         - Included Preview of Full Customization Tier List
     
         - Full Customization section, section 10, analyses left to be completed
           and Tier List Discussion
    -------------------------------------------------------------------------------
    Aug23/07
    2.00 - Full Customization Section complete
         - All expansion sections to DW5 are complete
         - Version 2.00 of this guide, and finalized version, complete.
         - Added section 6.35 - Damage-Free Zone, contributed by Xiahou Jia
         - Revised Wei Yan's section - mathematical analysis for deciding between
           the Fire Orb and Ice Orb
         - The same Fire Orb and Ice Orb analysis for Wei Yan applies to Xiahou Dun
         - Included an explanation on how to juggle officers properly with Xu
           Zhu's musou
         - Diao Chan's safe C3 execution
         - More on Cao Pi's Ice Orbs
    -------------------------------------------------------------------------------
    Feb20/08
    2.05 - Corrected several typo errors
         - Included a Musou Damage Ranking, and a link to the video showing this
           ranking
    -------------------------------------------------------------------------------
    May23/08
    2.06 - Revised The Tier List Theory       
    -------------------------------------------------------------------------------
    May29/08
    2.07 - Added Section 6.36 - Crowd Clearing vs Crowd Control 
    ===============================================================================
    _____________
    4.00 - Legend
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Here is a brief legend explaining the terminology that I'm going to use to 
    explain things in an easier way.
    
    Attributes - these are all the stats present on items and weapons, as well as 
    	each character's raw stats. The nine attributes in the game are defined
    	below.
    	Life - the amount of life, health, or hit points a character has
    	Musou - a strong special attack that grants invincibility, which is 
    		unique to every character
    	Attack - overall strength of all attacks
    	Defense - magnitude of resistance against enemy attacks
    	Horse - the severity of attacks executed on a horse, and the magnitude 
    		of resistance against enemy attacks while on a horse.
    	Bow - the severity of an arrow attack, and the magnitude of resistance 
    		against enemy arrows.
    	Speed - the speed at which a character moves on foot when not 
    		attacking.
    	Charge - the severity of all attacks executed by pushing the triangle 
    		button. 
    		*Note - the first attack of an evolution is a charge attack
    		*Note - charge attacks makes the enemy flinch while they are
    			charging for a musou attack. Because of this specific
    			flinching property, not all triangle attacks are
    			charge attacks, and thus do not cause flinching and
    			are not affected by the Herbal Remedy. ex. Zhen Ji's
    			normal charge
    	Fill - the rate at which the musou bar increases
    	Luck - raises probability of enemies dropping items such as meat buns, 
    		defense x2 for 30 sec, attack x2 for 30 sec, speed x2 for 30 
    		sec, and musou for 10 sec.
    		*Note - this does not include the musou rage
    		*Note - the appearance of meat buns on Chao difficulty is 
    			excluded	
    	
    Normal Attacks - all regular attacks that are executed by pushing the Square 
    	button. This sort of attack is quick but weak, and is unaffected by the
    	Herbal Remedy item.
    
    Charge Attacks - many special attacks that are executed by pushing the Triangle 
    	button. This sort of attack requires time to charge, which is indicate 
    	by a very brief white flash with a faint sound. It ranges from quick to
     	slow, and weak to strong. The severity of charge attacks are governed 
    	by the Charge attribute, and may be increased by equiping the Herbal 
    	Remedy Item. Not all attacks executed by the triangle button are
    	charge attacks.
    
    Charge Attack Notation - I will use the popular short hand notation to
    	abbreviate charge attacks. Pressing triangle only would be C1,
    	a character's first charge attack. If S and T stand for square and 
    	triangle, respectively, then SSST would be C4, and SSSSST would be
    	C6.
    
    Jump Attack - the air attack done by pressing square while in mid-air
    Jump Charge - the specific charge attack done by pressing triangle while in 
    	mid-air.
    
    Horse Charge - the charge attack done while on horseback.
    
    Running Attack - the special attack done by pressing square after running for 
    	6 steps
    		*Note - activating the musou rage resets your steps to 0
    
    Evolution Attacks - the extra 4 attacks added onto to the regular 6 normal 
    	attack string. The moveset ends at 5 normal attacks, and then begins a 
    	new string of 4 evolution attacks, making a total of 9 attacks. Some 
    	unique characters have 10 attacks....or rather 9 attacks but 10 
    	individual strikes, for example Diao Chan.
     
    True Musou - A version of the musou attack where it's fire elemental. The 
    	ending is different and is in most cases better and/or stronger.
    Execution Time - the time it takes to execute an attack (usually charge attack)
    
    Recovery Time - the time it takes to recover, and be able to attack again 
    	after executing an attack.
    
    Counter - a counterattack perform by pressing triangle while holding L1, just 
    	as an enemy strikes you.
    		*Note - a failed counterattack results in a brief studder, 
    			where you will be vulnerable to enemy attack.
    
    Range - how much coverage an attack has. 360 degree strikes have the best 
    	range, while jabbing or vertical attacks have the worst. Keep in mind
    	range will generally refer to horizontal radial range, and not vertical
    	range. Height does play a small role in the effectiveness of attacks,
    	but essentially, it's the horizontal range that is important. If you 
    	want to consider it in Cartesian Coordinates, only x and y are 
    	are important, and not too much for the z.
    
    Reach - how much distance an attack covers. Spear guys like Lu Bu have the most 
    	reach and fan characters like Zhuge Liang have the worst.
    
    Juggling - the act of keeping opponents in the air by continuously attacking 
    	them.
    
    Scatter Attack - any attack that results in enemies flying into other enemies. 
    	This happens when the "enemies that you don't hit" get pushed back, by
     	the "enemies that you do hit." This would then create a "scattering 
    	effect" where many enemies would be pushed back
    		*Note - the C4 for most of the characters is a 
    			scattering attack.
    		*Note - the enemies that are pushed back receive no 
    			damage, and have nothing to do with the attack 
    			attribute.
    		*Note - your allies cannot be pushed back or scattered, and 
    			therefore are unaffected by scattering attacks.
    
    Flinching - the short period of time when a character is being hit and is 
    	unable to move, jump, block, or attack
    		*Note - the Arm Guards item nullifies flinching when 
    			performing charge attacks, but note that damage will 
    			still be dealt, unlike what it says on the item
    			description in the game 
    		*Note - some playable characters are immune to flinching while 
    			they are performing charge attacks even without the 
    			Arm Guards equipped, for example Dian Wei. These
    			characters can be considered to have default Arm Guards
    			equipped, therefore equipping Arm Guards on them would
    			do nothing.
    		*Note - Characters that have shields are even better, as they
    			are immune to flinching during their charge attacks,
    			AND their normal attacks. This means that whenever they
    			are attacking in any way, when PLANTED on the ground,
    			(non-aerial attacks) they will never flinch from enemy 
    			normal attacks. Note in particular that only charge 
    			attacks will cause these characters to flinch. 
    			Obviously, they will still receive damage. An example 
    			of this is Xing Cai.
    		*Note - while in musou rage, all playable characters are immune
     			to flinching when attacked by normal attacks
    
    Stunning - the act of knocking enemies off balance, but only for a very short 
    	time. Ex. Zhao Yun's C3, or Ma Chao's C3 or C6.
    
    Disorientating - the act of knocking enemies into a dizzy state, where 
    	characters are unable to act for a longer period of time than if they 
    	were to be stunned. Ex. Zuo Ci's C3.
    
    Crowds - When I say crowds, it is normally referred to large groups of enemy
    	foot soldiers, or peons as some people like to call them.
    
    ===============================================================================
    _________________________________________________________
    5.00 - General Information and Basics of Chaos Difficulty
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    With respect to Hard difficulty, the enemy's defense is doubled, and their 
    attack is quadrupled in Chaos. This is much more challenging than hard mode, 
    since their attack is quadrupled.
    
    Meat Buns are very scarce. There are only a few meat buns on each map, which 
    only give you +50 health. The location of these are the same as all the Full 
    Recovery pickups in all other difficulty levels. These locations will be noted 
    in the level walkthroughs section.
    
    It seems that there are consistently 3 meat buns in each map, not
    including ones that are in supply bases. However, Bai Castle has 4, which is
    somewhat bizarre.
    
    Also, I have found that some supply bases harbour two meat buns or more. 
    This is likely a preset probability. I have seen four meat buns in a
    supply base before, but only once in all my experience of playing this game.
    I don't have the statistics, but an approximation from pure experience is
    somewhere around 5% for two meat buns, while three and four would be likely
    under 1% chance. 
    
    -------------------------------------------------------------------------------
    ________________________________
    5.01 - Changes in Xtreme Legends [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    There are several changes in Xtreme Legends:
    
    The flinching time is slightly extended, and this goes for both you and the
    AI. There are probably more cons than pros because of this. Because you will 
    now flinch for a longer period of time, it is much harder survive in Chaos 
    Mode. The good thing about this, is that since enemy generals will now flinch
    for slightly longer, many charge attacks that have long execution times will
    hit successfully, and connect without the general interrupting it. This changes
    the strategic ways of using all the characters slightly. But there are some
    characters like Xiahou Yuan who are way better because of this change in 
    Xtreme Legends.
    
    Heavy weapon wielders now gain the property of immunation to flinching. This
    is extremely useful in Hard Mode, but of little use in Chaos Mode. Thus,
    all characters with heavy weapons will not flinch when executing any attacks of
    their own. This goes for all characters. On a side note, the two characters 
    with shields, Xing Cai and Cao Ren both have this innate ability to be immune
    to flinching, regardless of weapon weight.
    
    All stages in Legend Mode have the difficulty of a 5-star stage. The 
    attack/defense etc properties are the same or very similar. The best way to
    prove this is simple; just load your Dynasty Warriors 5 into Xtreme Legends,
    by going to Load Original, and play a 5-star stage in Free Mode, on any
    difficulty setting. The number of bonus upgrades that you get after completing
    the stage is the same as you would get in any stage on that same difficulty,
    in Legend Mode. More detail will be covered on these "Bonus Upgrades" in 
    section 10.
    
    There are many new items added in Xtreme Legends, and the important ones will
    be covered in section 6.
    
    ===============================================================================
    ________________________________________________________________
    6.00 - General Tips and Strategies for Handling Chaos Difficulty
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    This section covers a lot of the basics, useful properties, and general
    tips for Chaos Mode.
    
    -------------------------------------------------------------------------------
    _______________________________
    6.01 - Suggested Items to Equip
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    The main objective of this sub-section is to clarify my view of the 
    uselessness of equipping the Peacock Amulet, and the Tortoise Amulet. The Tiger
    Amulet, Green Scroll, Wind Scroll, and Ginseng are the best choices. I'm
    convinced that it's hard for most people to realize and accept this.
    My videos also show a clear advantage for having all items devoted to 
    maximizing offensive power. For the many characters like Zhao Yun or Xu Huang, 
    who have long reach and wide range, defensive items are almost completely 
    useless. You have the Tiger Amulet and Green Scroll for maximum attack power; 
    you have the Wind Scroll to maximize reach; you have the Ginseng for faster 
    musou filling. A character's musou can be thought of as a defense. Since attack
    power is maximized, musou filling become much easier. 
    
    In a sense, my proposition can be described by the cliche, "The Best Offense is
    the Best Defense." 
    
    Here is some indepth logical reasoning to explain the uselessness of
    defensive items, namely, the Peacock Amulet, and the Tortoise Amulet. 
    The biggest reason why these items are close to useless is because of the
    fact that meat buns on the field are limited. Limited to a minimum of 3
    meat buns. Increasing a character's defense would only allow for that character
    to sustain a few more hits, and it's that simple; a "few" is the key word
    here. This is testable by the way: Sun Quan with my "ideal" set up, takes
    roughly 4 hits from peons to perish. Giving him more life or defense will
    increase this to perhaps 8 hits. Keep in mind that these are specifically hits.
    If one general along with two elite guards attack you at the same time, you're
    a goner. This situation is indeed possible and frequent enough to deserve
    to be mentioned. 
    
    After reasoning purely with technicalities, some may want and prefer a 
    realistic example instead: Beginning by first addressing the abstract of
    this example, many characters in Xtreme Legends are able to kill regular
    generals in simply one full musou, even on Chaos Mode. Being able to do this
    is, in itself, a great defense, as you don't even have to engage in a real
    fight with the general. Taking Zhao Yun for example, his recommended item 
    configuration is Tiger Amulet, Green Scroll, Wind Scroll, True Way of Musou, 
    Way of Musou. A "typical" item configuration which includes the two defensive 
    items Peacock Amulet and Tortoise Amulet, would likely have these in the place 
    of Way of Musou, and obviously the Green Scroll. So now, Zhao Yun is able to 
    sustain more hits, perhaps three times more. But, now he is far from being
    able to kill generals in one musou, it takes more effort and larger crowds to
    fill his musou, crowd clearing in general becomes much harder, and the 
    non-360-degree ending of his regular musou will likely leave him in 
    vulnerable situations.  
    
    Here is an even better example: Huang Zhong and Xiahou Yuan can be considered
    to have very similar movesets. (Identical 1st, 2nd, and 3rd normal attacks,
    C1 is archery, identical C4's, similar C5's that 
    have similar reach and attack range and able to hit generals regardless of 
    blocking, a C6 with similar attack range, and very similar musous)
    Huang Zhong with his light 4th weapon lies on one extreme end with
    one of the lowest attacks, but high defense, and Xiahou Yuan is on the other
    end, with very high attack but poor defense (in Dynasty Warriors 5 only). 
    Thorough experience with both should easily conclude their differences. The 
    video clips in this guide are good visual backups for this claim. 
    
    I do recommend defensive items at times in this guide and it is very
    special cases, and it is to achieve what I call a "Special Defense".
    Cao Ren is the only character in Dynasty Warriors 5 capable of this sort of
    special defense. His 4th weapon is designed purposely to be devoted to
    defense. His entire moveset is devoted to defense with protective
    attacks and the non-flinching ability. His only problem is that he has
    short reach. However, Cao Ren should be consider to have a decent defense
    because his high defense stats, can be made useful if he doesn't flinch
    from normal attacks. Because he's also attacking, he'll receive slightly 
    less hits, so he's less prone to a entire chain of continuous slashes.
    And if he does get hit, he'll only be scratched.
    
    Additionally, if you insist on a defensive item, the Tribal Remedy is more
    useful than the Peacock Amulet and the Tortoise Amulet. The Tribal Remedy
    disregards the notion of limited meat buns on the field. Well techincally,
    it isn't unlimited, but much more than normal. Going back to Sun Quan's 
    example, giving him the Tortoise Amulet would allow him to sustain two extra
    hits, then acquiring a 300 KO count will approximately equal the Tortoise
    Amulet already. Further health after this, explains the usefulness of
    the Tribal Remedy.
    
    There is one exception: the Dragon Arms item should also be considered as
    a defense item. The Dragon Arms may be extremely useful for some characters.
    The difference between the Dragon Arms and the two items Peacock Amulet and
    Tortoise Amulet, is that the Dragon Arms reduces the chances of getting hit
    by eliminating charge recovery times, and other two increases the number of
    times you can get hit before you die.
    
    -------------------------------------------------------------------------------
    _______________________________________
    6.02 - The Somersault, or Reorientation
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    This is a very basic skill. If you are hit into the air, tap L1 as you hit the 
    ground and you will perform a somersault to quickly flip and reorientate 
    yourself. If you are knocked high into the air, just keep tapping L1 and you 
    will do the somersault at the peak position when in the air.
    
    -------------------------------------------------------------------------------
    _________________________________
    6.03 - Eliminate or Avoid Archers
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Archers are a real pain if you're fighting in crowds or running from crowds. 
    Their bow attacks are quite strong on Chaos. The flinch from being hit by an 
    arrow will cancel your attack while you are attacking, or temporarily stop you
    while you are running away from crowds and will allow much time for enemies to 
    attack you.
    
    A good way to fight smartly in the range of battlefield archers (not archer 
    towers) is to make use of what I like to call, the ally shielding effect. Non-
    piercing attacks, like arrows, will not pierce through anything. This means
    that an arrow will stop at the very first thing it strikes, and this means
    anything considered opaque in the game. So enemy archers are of no threat at 
    all, if there is even one thing blocking an arrow's straight-line path to you.
    So under circumstances like when fighting massive crowds, you really don't 
    have to worry too much about those pesky archers. This is useful until you
    scatter crowds with attacks or musous.
    
    -------------------------------------------------------------------------------
    ____________________
    6.04 - Target Majors
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Majors are the leaders of the peons which come in groups of fives. 
    Try to set your targets on these types of peons in large crowds because they 
    attack way more frequently, and when they do they usually do more hits than
    privates. Similarly, this applies to Elite Guards, Gate Captains and 
    Guard Captains.
    
    -------------------------------------------------------------------------------
    _________________________________________________
    6.05 - Attacking Enemies When They are in the Air
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    When you attack enemies while they are in mid-air, in better terminology 
    juggling them, all damage is cut down by half. Although it is safer to fight 
    enemies when they are in the air, (since they can't block or fight back) it is 
    more practical to fight enemies when they are planted on the ground, because
    of full damage.
    
    However in some cases it may be more practical to juggle a general, with the
    combination of fire, depending on the weapon weight and attacking speed of the 
    character you are using.
    
    This fact is the reason to avoid certain characters' true musous. For example,
    Zhang Liao, or Taishi Ci. They're true musous even though have fire, deal only
    half the damage of their regular musous.
    
    -------------------------------------------------------------------------------
    ________________________________________
    6.06 - Keep Your Enemies in Front of You
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    This may seem like common sense, but it is crucial in Chaos as your goal is to
    never get hit. Blocking becomes an unavailable option when surrounded. Also 
    when surrounded, all the people behind you (that are visible on the screen) 
    cover the people in front of you, so you cannot see them in order to counter 
    them. This strategy makes stages like Chi Bi very easy, as the links between 
    all the boats are often narrow enough to keep your enemies in front of you. But
    even if in other stages, you can use walls to your advantage, thus limiting
    the directions that enemies can come from. A very good strategy is to fight 
    inside ally bases, like in Wu Zhang Plains of Wei's Side. There are three 
    defense bases to protect. Standing right at the entrance of a base gives you 
    extremely good defense, since no enemies will be coming from behind or on your 
    sides. You may keep doing scattering attacks or projectile attacks, and 
    quickly rack up kills for getting musou rages.
    
    Even though your enemies are in front of you when you are attack them, having 
    them out of your view is just as dangerous. Try to make good use of the L1 
    button to toggle the camera to view the angle from behind you. A good example 
    for this is attacking generals when they are out of the view of the TV screen 
    (when the camera isn't toggled behind you). Even though it's apparent to you 
    that they aren't blocking, it is quite possible that they are charging to 
    execute a musou attack. You will blinded by this if you can't see them.
    
    -------------------------------------------------------------------------------
    __________________________________
    6.07 - Characters With Two Weapons
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Many of the characters with two weapons benefit from increased attack range, 
    and double damage. It's also a fact that some attacks count as two hits, thus
    giving a combo of 2. Generally speaking, learn the unique attacks that involve 
    the use of both weapons. For attacking range, the best example would be Xiao 
    Qiao's C4. It covers awesome reach, with a potential range of 360 
    degrees. Even so, Xiao Qiao's normal attack string has quite compromising 
    range. The most important aspect of some double weaponed characters is the 
    increase of damage. Learn these moves and abuse them. The best example is 
    Taishi Ci, and others include Pang De, Diao Chan, Xiao Qiao, Da Qiao and 
    Lu Xun. Both Taishi Ci and Diao Chan's jump charge can kill privates in one hit.
    Every part of Lu Xun's C3 does a lot of damage. With Xiao Qiao and 
    Da Qiao, if you successfully hit with both fans (indicated by a +2 in the combo
    counter) the damage is indeed doubled. As for Pang De, his C5 deals 
    massive damage.
    
    -------------------------------------------------------------------------------
    ________________________________
    6.08 - Fighting Near Enemy Bases
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Attack bases can deal a lot of damage to you if you are in the range of their 
    projectiles. The range is actually quite far too, so either fight right along 
    the outside edges of the base, or inside the base. 
    
    Fighting outside defense bases is still a threat, because there are archers on 
    the corners of the base.
    
    -------------------------------------------------------------------------------
    ____________________________________
    6.09 - Fighting in Ally Supply Bases
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    When the situations are met, fighting inside ally supply bases may give you 
    full life recovery. One of the 2 gate captains on each side of the base must 
    be defeated. This opens up the gates to allow enemies in. When enemies are 
    inside, the guard captain as well as his men will fight. From time to time,
    the guard captain will use either attack X2, defense X2, or +200 life. +200 
    life is what you want here. A good example of this in Bai Di Castle on Shu 
    Forces. When Gan Ning arrives, and starts to penetrate the area near the 
    supply base, around the position of Huang Zhong's initial starting position, 
    the gates are likely to be opened. Luring Gan Ning into the base is an easy 
    kill, as well as a good chance for full life recovery. Although, I think there
    is a limit of how many times this occurs, which I had not yet put time into
    figuring out.
    
    -------------------------------------------------------------------------------
    ________________________________________
    6.10 - Keep Your Eye on the Detailed Map
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Very self-explanatory. It would be quite stupid to be fighting in melee while 
    toggled on the large field map. Many moves do not have 360 degree range so you 
    should rely on the map to tell you where your enemies are and how close they 
    are to you.
    
    Additionally, this detailed map may assist you with some attacks in which
    you have no control over the toggling of the camera. Two good examples of this
    are Sima Yi's and Gan Ning's musou. Since you can't control the camera in 
    Sima Yi's musou, just use the detailed map to tell you where to direct his
    beams. Many people find it hard to control Gan Ning's musou; I believe the
    main reason why it is so hard is because the camera angles are almost never
    in the preferred places. On the detailed map, Gan Ning's musou is much easier
    to control because you get, in a sense, a bird's eye view. Once you've used
    Gan Ning's musou enough times you'll practically have it's speed memorized,
    and you can almost completely rely on the detailed map.
    
    -------------------------------------------------------------------------------
    _____________________
    6.11 - The Musou Rage
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    The Musou Rage doubles both your attack and defense. A regular Musou
    Rage lasts 15 seconds, and when you have the Demon Band equipped, a Musou Rage
    will last for 30 seconds. However, a Musou Rage will never end during a musou.
    So if the 15 seconds of your musou rage ends when you are in the middle of a
    musou, you will still be in Musou Rage, and the Musou Rage will last until your
    musou is finished. You will be notified that your Musou Rage will end soon,
    by the Musou Token Icon at the bottom left corner of the screen; it will start
    spinning faster.
    
    In a Musou Rage, you will be immune to flinching from all normal attacks, and
    bow attacks, but you will still flinch if you get hit by charge attacks or
    musou attacks.
    
    The characters who benefit most from musou rages are the ones with heavy fourth
    weapons. During a musou rage your attacking speed is maximized regardless of
    your weapon weight. Since characters with light weapons already attack really
    fast, the musou rage upgrades this only a tiny bit. Whereas the attacking speed
    of characters with heavy fourth weapons are totally transformed to the speed of
    being slightly faster than their attacking speed if they were to be equipped
    with a light weapon. This is because the attacking speed when in musou rage for
    each character depends on each character's unique attacking speed regardless of 
    weapon weight. So what I mean is, Ling Tong by default is the fastest attacker,
    and Pang De by default is the slowest attacker; when in musou rage, Ling Tong
    will always be the fastest attacker, and likewise Pang De will always be the 
    slowest ranked attacker; thus this is totally independant of weapon weight, and
    solely dependant on each character's default attacking speed. 
    So in the game, there are essentially four different attacking speeds for all 
    characters: 
    	1. Heavy attacking speed (when equipped with a heavy weapons) 
    	2. Normal attacking speed (when equipped with weapons of medium weight)
    	3. Light attacking speed (when equipped with light weapons) 
    	4. Musou Rage speed (attacking when in musou rage). 
    Characters with heavy weapons benefit way more from musou rages also because of
    their stronger attacking power. The best example of this is Diao Chan, whom is 
    very useless in melee combat, but unbelievably destructive when in musou rage. 
    For the reason that light weapons decrease attacking power, and heavy weapons 
    increase attacking power, characters with heavy weapons benefit more from musou
    rages, because they are so much stronger. 
    So to elaborate my points, characters with light weapons attack slightly 
    faster, transitioning only from their light attacking speed to Musou Rage 
    speed, and have the weakest attacking power relative to all characters; 
    conversely, characters with heavy weapons attack way faster, transitioning from
    Heavy attacking speed to Musou Rage speed, and have the strongest attacking 
    power relative to all characters. 
    
    This may seem like common sense, but try to save musou rages for generals and 
    large crowds. If you are close to getting the next hundred kills and still have
    a musou rage token to spend, try to make good use of the one you are carrying, 
    to avoid wasting a musou rage. Also, make good use of the musou rage tokens
    from crates, or dropped by elite guards. A good time to make use of these 
    tokens are right at the beginning of battle, or when you have a musou rage 
    token when you are far from the next 100 kills. 
    
    -------------------------------------------------------------------------------
    __________________________________________
    6.12 - The Importance of the Counterattack
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Not too many people are fond of this great feature, or even understand how to 
    use it. It is actually incredibly useful as it will grant you an automatic 
    counterattack that has the scattering effect, and also grants you temporary 
    invincibility. For those of you who don't know yet, a counterattack is 
    performed by pressing triangle while holding L1. This is convenient because 
    you'll be holding L1 anyway when blocking, and all you have to do is read the 
    enemies' attacks and press triangle accordingly to successfully time and 
    trigger a counterattack. In situations where you don't have a fully charged
    musou bar, and you know you're about to get hit, counterattacking is your only
    choice. 
    
    The counterattack is tested to be blockable, but can and will be considered 
    unblockable in this FAQ, because while a counterattack is performed, the AI 
    interprets it that you are not in blocking state or attacking state, and will 
    never attempt to block your counterattack. All counterattacks are scattering 
    attacks. I suppose you can understand so far, the importance of the 
    counterattack; it nullifies the attack that you counter, nullifies all attacks 
    directed at you while you are counterattacking (except musou attacks), it is 
    unblockable, and it has the scattering effect. The main point is that 
    counterattacks save you from being hit while buying you little time to escape. 
    Counterattacks however, can be canceled if a general does a musou attack on 
    you. This means that the counterattack is vulnerable only to enemy general 
    musous.
     
    Once you have mastered counterattacking, you can counter all normal attacks,
    and most charge attacks; however, when blocking suscessive attacks done by an 
    enemy general, counterattacking in between the general's attack string is only
    possible with very few normal attacks, but most charge attacks. Generally, what
    governs this is execution time. Since the execution time for charge attacks is
    normally much longer than that of normal attacks, charge attacks are generally,
    much easier to counterattack. Yes, this means that it is possible to 
    counter against generals while they are performing a chain of only normal 
    attacks, and you would therefore interrupt their attack string. Examples of 
    this are most of the slow characters; so theoretically, Xu Zhu or Pang De would
    be the easiest characters to defeat because their slow normal attacks are no 
    match against you if you have mastered counterattacking. Most, or I think 
    maybe even all of Xu Zhu's and Pang De's normal attacks are counterable. So 
    whenever they are attacking you while you are blocking, just randomly choose 
    any of their hits and counter it. Some not so obvious characters would be Lu 
    Meng, or Zhang Liao, whose second normal attacks can (believe it or not) be 
    very easily countered. It is also possible to counter Lu Bu's third, fourth, 
    fifth, and sixth normal attack. Making him not so much of a mighty warrior 
    afterall. But on the far side of the other end, Ling Tong would be virtually 
    uncounterable. 
    
    Another useful tip is that you can counter all parts of a musou attack except 
    ones that are shooting, like Zhuge Liang's. You can counter anyone's final 
    slash of their musou attack, as long as it's not shooting, or bombing (in Huang
    Gai's and Huang Zhong's Case). This becomes a useful strategy in situations 
    where a general is doing his/her musou, with a large crowd behind him/her. 
    This way, you'll scatter many of the peons, or maybe even send them all flying 
    far (depending on which character you are using), leaving the general all 
    alone directly beside you for some temporary one on one. However, this is safe
    only for characters who have fast counterattacks; Ma Chao and Zhang Fei are
    very good examples. The speed of the counterattack must be faster than the
    time it takes for the enemy general to recover from his/her musou. I'm sure
    that you can imagine why Lu Bu's counterattack would not be a good idea for
    countering musous.
    
    There are however many things that cannot be counterattacked:
    	1. Arrows
    	2. Fireballs (ex. Jiang Wei's true musou)
    	3. Bombs (ex. Huang Gai's C1 and Huang Zhong's true musou)
    	4. Beams (ex. Zhuge Liang's musou)
    	5. Charge Orbs (ex. Zuo Ci's C1)
    	6. Earthquake Type Charges (ex. Zhang Fei's C1 or C6)
    	7. Shockwave Type Charges (ex. ending of Zhang Fei's C3, or
    		the ending of Lu Bu's true musou)
    	8. Tornado Type Charges (ex. Guan Yu's C5, or the ending
    		of Guan Yu's true musou)
    	9. Zhang Jiaos Fire charges cannot be countered.
     
    Another important reason to counterattack, is that some attacks are 
    unblockable. Good examples of these are Zhou Tai's C6 (when charged
    further), and Xu Huang's air charge. On a side note however, I have not yet 
    witnessed Zhou Tai controlled by the AI doing this move though, but the only 
    way to avoid it would be to jump away from it, attack him when he is busy
    charging, or counterattack him. 
    
    For many characters, after their musou is usually a time that generals 
    want to attack. This is in the case that the ending of the musou gets blocked.
    If the character's musou has relatively long recovery, generals will always
    attack you right after your musou ends. This is apparent for most of the 
    characters in the game. While this differs slightly for all characters, this
    following tip works well with the majority of them. Usually, when a general
    blocks the ending of your musou, he/she will begin attacking right away.
    What normally happens is that their first normal attack will always not hit
    because you are still invincible from the musou. The second attack however, 
    will successfully hit, and often, the timing of this attack cannot be blocked.
    The game gives earlier priority to counterattacking, than blocking. Often
    the only way to get out of this situation is to counterattack. This is very
    effective, and very easy to anticipate in the non-playable generals, except
    for the ones with spears. This is because they attack much faster. For 
    playable characters, the same sort of idea applies; characters like Ling Tong
    would probably kill you if he blocks the ending of your musou.
    
    Lastly, whenever groups or enemies do a simultaneous jump attack, usually from
    all directions, your only choice really is to counterattack, if you do not have
    a fully charged musou. This however, requires precise timing.
    
    	*Interesting Fact - In Dynasty Warriors 4, it is possible to counter 
    		counterattacks. Yes, this means that you can play in versus 
    		mode with another friend, and keep countering each other until 
    		one messes up. This only works with certain character pair-ups.
    		Have a look at my counter counterattacks video on YouTube.
    
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    6.13 - The Art of True Juggling
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Although damage is reduced by half when juggling, it may be a good 
    strategy when done in conjunction with the Fire Orb. I don't know why juggling
    seems to be so popular, but keep in mind that attacking generals on foot
    will always be faster than juggling them with fire. This applies only to 
    regular generals though. Generals with high defense, like the enemy
    commander, and those overpowered generals like Xing Cai and
    Ma Chao in the Battle of Bai Di Castle. This is practically the only time
    that juggling with fire is recommended. 
    
    Many people are already aware that it is possible to keep a enemy in the air by
    continuously using the C2, or the C5. But if this is done 
    on an enemy general. They are able to escape it, by somersaulting when hit high
    into the air. This is due to hitting generals too high. It is possible to 
    minimize this evade rate of the enemy, and keep them in the air, thus keeping 
    them on fire. The trick is to not use charge attacks like the C5, 
    but to use only normal attacks....yes only the square button. All characters 
    are able to juggle without the use of charge attacks. Fast attacking characters
    like Zhen Ji, are able to keep doing four normal attacks against a general in  
    the air, and keep repeating it. What happens is you hit the enemy 
    generals high enough to restart hitting them again just as they touch the 
    ground, but low enough that they are unable to escape it. Even though they do 
    touch the ground, they bounce a little, which allows a little bit of time to 
    follow up with continuous attacks. 
    
    Evolution attacks are perfect to prolong the time that the enemy general is in 
    the air. A good tip is to attack an enemy general while they are on foot, and 
    keep going with the evolution attacks, but stop at the third evolution attack, 
    thus not completing a full moveset. If you follow this exactly, and the enemy 
    general is on the ground, the third evolution attack will always knock the 
    enemy into the air. Since the third evolution attack isn't a charge attack, it
    won't activate the Fire Orb to set them on fire, but this tip is useful for the
    characters who have a C1 that deploys a fire orb.
    
    Some characters are capable of juggling infinitely many times without the
    general ever escaping. Zhen Ji and Guan Yu are capable of doing this.
    
    The only characters that are weak with juggling is Diao Chan with her fourth 
    weapon, and Pang Tong and Zhang Jiao. Also some characters like Xu Huang
    cannot follow up with juggling after the third evolution attack, because of 
    slow recovery time.
    
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    ____________________________________________
    6.14 - Manually Increasing Your Attack Range
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    This is a very minor tip that will decrease the chances of getting hit. 
    Unlike Dynasty Warriors 4, there is no more lock on, when attacking an enemy;
    so you can move freely when attacking, instead of being locked in a straight 
    line. Use this obviously to your advantage with turning in the direction of 
    your attack. This works best with characters that attack slowly, or characters 
    that have successive attacks that go in the same direction. For example, you 
    can greatly increase Xu Zhu's attack range by turning right during his first 
    normal attack and then turning left during his second normal attack, and so on.
    Taishi Ci is a good example of successive attacks going in the same direction. 
    His third and fourth normal attacks strike from right to left, so turning left 
    for both these attacks immensely increases the range. This is for increasing 
    the range of normal attacks slightly.
    
    Some charge attacks are potentially 360 degrees, like Xiao Qiao's C4
    and Dian Wei's C4. It's all about the steering.
    
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    6.15 - The Non-Playable Spear General
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    The enemy generals that carry spears, for example, Guan Xing in Wu Zhang 
    Plains, have a very similar moveset as Ma Chao's. What's important to note is 
    that their normal jump attack, like Ma Chao's, covers front and back. When 
    facing these generals, the AI seems to like jumping behind you and doing this
    air attack. This attack is hard to counter, and even harder to quickly turn
    around and block. The best way to escape it when you see one of these generals
    jump into the air is to quickly do your own air attack. Since they do their 
    jump attack just before they land behind you, there is a lot of time to pull of 
    a quick jump attack of your own. This is the biggest caution when fighting
    spear generals.
    
    Another point that makes these generals harder to fight is that it is harder
    to counterattack them after missing them with a musou attack. This is also
    covered in the counterattacks section above. 
    
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    6.16 - A Cheap Method of Defeating Generals with Ease
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Many of you have probably noticed this already. Generals for some reason, don't
    block right when they get up from lying on the ground. I can guarantee, that
    if you start attack right when a general is getting up, you'll always 
    successfully hit him/her. This strategy is deadly, if it is done with the 
    normal jump attack. Most of the jump attacks are super quick, and hit 
    enemies off their feet. Also some characters' have the common C1 that causes 
    a 360 degree quake, that deals very little damage, but lifts
    enemies off their feet. Because of this strategy, there is often no need to
    juggle a general, even with fire. Most characters will kill generals much 
    faster on foot, because of full damage. Juggling at half damage along with the
    slow depletion of fire, will almost always be slower. 
    
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    6.17 - The Reasons For Choosing the Ice Orb or the Fire Orb
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Some of the more mediocre characters who have really good C4's that 
    have the scattering effect like Sun Ce need to rely on these moves to scatter 
    the enemy. When equipped with the Ice Orb, Sun Ce's C4 becomes less 
    safe, because some of the peons won't be hit back because they'll be 
    frozen. Enemies behind these frozen peons won't be scattered, thus will 
    be able to freely attack him during his recovery time. Using Sun Ce is 
    somewhat of a bad example because I have recommended the Ice Orb for him, 
    because his musou deals double damage against frozen generals. The main point
    is that for these sorts of characters, who need to abuse certain scattering
    charge attacks, keep in mind that ice will hinder the scattering effect.
    
    The Fire Orb also becomes more useful than the Ice Orb, against generals with 
    extremely high defense, for example Lu Bu. When Lu Bu is frozen you'll still 
    be doing very little damage to him, so relying on the fire orb to eat away his 
    health while juggling him is the better alternative. Since I'm only covering
    five star difficulty levels, characters like Ma Chao in the stage Bai Di 
    Castle, is a good example, of an officer with high defense.
    
    Converse to the above, characters with medium or heavy weapons will
    almost definitely be better when equipped with the Ice Orb. You probably 
    wouldn't ever choose to do half damage by juggling, when you can do full
    damage by attacking normally. In this case, since these characters are strong
    enough, the damage caused by fire is insufficient to compensate for the other
    half, when juggling enemies. So Icing them allows you to kill way faster.
    
    The biggest advantage with equipping the Ice Orb is the fact that damage dealt
    while enemies are in mid-air is halved. Many characters' musous or true musous
    automatically knock enemies into the air. However, this can be avoided if you
    had frozen an enemy general prior to executing your musou attack. This is a 
    great way to double the damage your musou attack. Some characters like Zhou Yu,
    can kill generals in literally under 10 seconds, just by doing a musou
    while generals are frozen. Because of the Ice Orb, Gan Ning is able to kill
    an enemy officer from full health, in under a second. (refer to section 14)
    
    Also, it is much more convenient when peons are frozen after not scattering
    charge attacks. Zhang Liao's C6 without ice will hurl peons outwards.
    This obviously isn't a big deal, but most efficiency is gained with the Ice 
    Orb.
    
    For the reasons stated above, the Ice Orb generally gives you a better edge at 
    defeating both foot soldiers and generals. 
    
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    6.18 - Having Your Back Facing a General
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    When fighting generals, if you have your back facing them, they will never 
    block. This is a huge advantage for some characters.
    
    Characters with very wide range, for example Wei Yan has a first normal
    attack as a slash that is almost horizontal that goes from left to right. So 
    the left blade of his double voulge goes from left to right directly in front 
    of him, which means that his right blade would travel from his right side to 
    little bit behind him (Sorry if you can't picture this). This way it is easy 
    to hit generals when your back is facing them. Another great example are the 
    two Qiaos. Characters with two weapons, are similar to the Wei Yan example 
    above. The two Qiaos have some really good range in their normal attacks to 
    successfully hit generals while having your back facing them. But this is just 
    a very minor tip with facing away from your enemies. Even though this is subtle
    as it would be impractical to ever fight generals without facing them, this
    paragraph should be considered more of a proof.
    
    More importantly, many charge attacks require execution times that are quite 
    long. If the execution time is too long, enemy generals are capable of breaking
    your attack string, by blocking, or attacking you during your execution time. 
    However, you can successfully land these sort of charge attacks, by facing your
    back to the general. I'll use Guan Yu as an example to explain this. Guan Yu's 
    C6 has an execution time that is long enough for a general to block 
    or to retaliate. But if you turn your back against the general during your 
    execution time, Guan Yu takes a step forward (which is one step away from the
    general if you're back is facing the general). This creates enough distance to 
    make the charge attack successful, because the general is farther away from 
    you. Since you aren't facing the general, he/she will never block. Regarding 
    charge attacks however, this strategy does not work for all characters. 
    Characters who don't take a step forward, like Cao Pi with his C5, 
    are very incapable of doing this trick, but still possible.
    
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    6.19 - Taking Advantage of Certain Solid Objects
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Not a very useful tip, but an interesting one. Some objects, like large castle
    gates, will set off charge orbs immediately after being deployed.
    So if you do a C1 with Cao Pi while facing a castle gate, the
    ice projectile will explode right after it's deployed. This is useful since, 
    you do not have to wait for the projectile to explode.
    
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    _________________________
    6.20 - Outside Boundaries
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    This precaution is mainly for the level Chi Bi. If you land an attack that is
    outside the boundary of the floor, it will not be performed. For example, if
    you do Ling Tong's C4 standing at the very end of a ship, with his
    foot landing outside of the ship, the entire charge sequence (the stomp) does
    not get executed.
     
    Similarily if you direct any attack towards an outside boundary of a level, it
    will get cancelled just as it hits the boundary. For example, Wei Yan's C5 will 
    end just as it reaches a wall, or the end of the side of a ship.
    
    -------------------------------------------------------------------------------
    _______________________________
    6.21 - Attacks with High Height
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Many moves that have relatively high height result in less range than what we 
    actually see. A good example to describe what I mean by high height, is 
    considering Guan Yu's C4, and C6. Both their execution times are 
    close enough to be the same. But you'll notice that when juggling enemies, 
    his C4 will likely always miss, while his C6 always 
    successfully hits. This concludes that moves with low height are more 
    dependable than moves with high height.
    
    Keep in mind that this is the general case when fighting only on flat land.
    When fighting on incline slopes, attacks with high height may be better, while
    attacks with low height are better on decline slopes.
    
    Attacks with low height if they are too low cannot hit generals on horse.
    So attacks with high height are most effective in this case.
    
    To wrap things up, attacks with essentially infinite height are the most
    useful. These are charge attacks, as normal attacks are slashes with specific
    height. An example is Pang Tong's C6, or his musou.
    
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    __________________________
    6.22 - Unblockable Attacks
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    As there are very many attacks that can be considered unblockable when used
    against the AI for the reasons that: 
    (1) The attack (usually charge attack) reaches behind the blocking general.
    (2) The execution time of the attack (usually charge attack) is so long that
    	the AI will think it is save enough to attack, but always fails 
    	because your charge is still faster. (This is somewhat hard to 
    	explain; a good example of this is Pang De's C5. It
    	always works against generals because of what I've described above.
    (3) The attack is simply unblockable. For example, Xu Huang's jump charge.
    (4) The attack (normal attacks and charge attacks) has so much reach and range
    	that generals do not block. For example, Lu Bu's first normal attack
    	when used against a general at maximum reach, (the tip of the reach).
    	Zhang Fei's C3, done at a correct distance, where the
    	general is at the very tip of the shockwave.
    
    Now with that said, since we have tons of moves that the AI cannot block, we
    should consider the moves of the AI that we cannot block.
    
    Xu Huang's air charge is unblockable. That's all there is to it. If you are
    fighting Xu Huang (perhaps at He Fei Castle) and you see that he jumps into 
    the air, you better run, musou, or counterattack.
    
    Sima Yi's True Musou ending is unblockable. Yes...it is. Which is very cheap,
    because you also cannot counterattack it. Also, if you are too close to him, 
    (in between his fans and where his lasers come out) you cannot block. This is 
    exactly the same as if you were Sima Yi and did you musou against a general up 
    close (and I mean very close) The general would end up sandwiched, and trapped 
    in his musou.
    
    Not that this attack is unblockable, but Huang Gai's and Huang Zhong's bombs 
    when thrown behind you cannot be blocked. Even though it is blockable, it is 
    still worth mentioning.
    
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    6.23 - Disconnected Ground
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Some platforms like small staircases are disconnected to the ground, so if you
    are attacking close to the edge of these staircases and are moving towards
    the edge, your attacks will be cancelled briefly as you fall to the ground.
    In some cases, this can be fatal. Also, when doing a musou, the musou itself
    will be cancelled.
    
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    _________________________________________
    6.24 - Generals Approaching at a Distance
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    It takes around 6 steps before you can execute a dash attack. This has
    not been tested to be true for the AI, (probably not so hard to test), although
    it's probably true, it is not so important to know. The main point is, if 
    generals are approaching from any distance farther than 7 steps away, they 
    will want to do a running attack on you. Generally, these are all dangerous, and
    probably should be blocked, or may be counterattacked if you can time it 
    correctly. The only one that is not so dangerous is regular sword generals.
    By regular I mean non-playable character, and the type of sword general that
    has the attacking pattern similar to Xiahou Yuan's, or Gan Ning's. And not
    surprisingly, their running attack is the knee attack, which has very little 
    reach and range. Probably the most dangerous one is the spear general's.
    The dash attack, just like Ma Chao's, is very fast, and covers some good 
    distance. It's not very hard to memorize these, but just for completeness, here
    is a list of regular general dash attacks.
    
     	Type of General   	Attacking Pattern and Dash Attack        
    	Sword (general)	 	Xiahou Yuan
    	Sword (advisor)  	Sun Jian
    	Spear		 	Ma Chao
    	Halberd		 	Zhang Liao
    
    If you've learned these dash attacks, and you are fighting large crowds, it 
    may be a good idea to counterattack these. The Sword (advisor) and Halberd
    ones are the easier ones.
    
    Most importantly,
    Knowing the fact that the AI likes to execute these dash attacks is very useful.
    Since generals approaching from a distance will likely do a dash attack, they
    will not block. Note that however this is only useful for characters with long
    reach. Lu Bu and Zhao Yun can almost always freely attack a general that is 
    approaching from a distance.
    
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    6.25 - Enemies that do not Flinch
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    The explanations and basics for flinching are covered in the legend 
    (section 4.0). 
    
    A character flinches whenever he/she is being hit. A flinch holds for a very
    brief amount of time, and during this time, the character cannot perform
    any attacks. (except for musou).
    
    Before I begin, keep in mind that all charge attacks (and of course musou 
    attacks) will cause flinching.
    
    Some characters, or enemies, do not flinch in special cases.
    The first case, is as if the character has the Arm Guards item equipped.
    This sort of character will not flinch only when performing charge attacks.
    This information isn't very useful, because the only characters that are like 
    this are Dian Wei and Pang De. And the chances of you attacking Dian Wei, in 
    the Yellow Turban Rebellion, when he is executing a charge attack, is pretty 
    rare. So this is a very subtle caution, but still good to know.
    
    The second case is immunity when the character is performing any non-aerial
    attacks. This means that when this sort of character is doing normal attacks,
    or charge attacks, when planted on the ground, will not flinch. This
    case is much more important because more characters have this property, and
    ignoring this property will likely be a fatal decision. Enemies in defense
    bases are like this. This is why you should avoid fighting these guys, unless
    you use your musou. But these guys also block more often, so their very 
    annoying. As for playable characters, Cao Ren, and Xing Cai are like this.
    You may have wondered why the hell were they invincible when you were attacking
    them, well this is why. Generally, characters with shields have this 
    property of flinch immunity. The caution for fighting these guys is to either
    make sure you attack them first, or wait and attack them during their attack 
    recovery times. Yes, this is annoying for characters whom have short reach, so 
    characters with longer reach will have an easier time dealing with Cao Ren, 
    and Xing Cai. Probably the bigger caution, and disadvantage, is that you can't 
    just go crazy with attacking when in musou rage. Everyone has this no flinch 
    property when in musou rage, and thus fights just like Cao Ren, and Xing Cai, 
    and will not flinch to normal non-aerial attacks. So if you are in musou rage, 
    and Cao Ren or Xing Cai attacks you while you are attacking, both of you will 
    not flinch (it's like the "Terminator"), until one of you does a charge attack,
    a musou attack, or jumps in the air. So it's very dangerous to attack blindly 
    against these two characters, as even though you are in musou rage, they will 
    probably still deal lots of damage to you.
    
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    6.26 - Weapon Power
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Weapon Power is the value displayed under the "POWER" heading in the weapon
    attributes screen (either in the CAMP mode, or the preparation screen prior to
    beginning a stage). For example, the power of Lu Bu's fourth weapon is 40, and
    Xiao Qiao's is 32. 
    
    This power value does not work in the same way as the "attack" value. You
    may have noticed that swapping from a third weapon to a fourth weapon (while
    keeping all other attack variables constant) results in a very little increase 
    with the attack stat bar. In Lu Bu's case, the resulting power increase would 
    be from 18 to 40; this is a +22 increase in power. But notice that when you put
    on the Tiger Amulet, which is a +20 increase in attack, the result is that 
    the amount of increase in the attack stat bar created by the Tiger Amulet is 
    much larger than the amount of increase in the attack stat bar created by 
    swapping from third to fourth weapons. This first observation proves that the 
    power value does not work in the same way as the attack value, in that a +20 
    increase of weapon power is significantly less than a +20 increase in attack. 
    
    The simplest way to see how much increase in attack results from power is 
    to use Lu Bu as an example and look at the stats in the preparation menu 
    (just before starting a stage) 
    First: You need to know that for a maxed character, all values are at 40.
    To see this visually, take any character with a maxed Defense, that has a
    weapon with no extra Defense bonus on it. Making sure that this character
    doesn't have the Tortoise Amulet on, the Defense bar at the preparation screen
    should be 1/2 full.
    Second: With Lu Bu now, go to the preparations screen, and empty all of his
    item slots. You should see that the Life and Musou bars are the same, and
    slightly less than the Defense bar, and the Defense bar is slightly less than
    the Attack bar. This makes perfect sense according to the stats on his fourth
    weapon. His Life and Musou are slightly lower than Defense because his weapon
    has +19 for both Life and Musou, but +20 for Defense. Looking at the Attack
    bar now, there is also a +20 attack on Lu Bu's fourth weapon, thus the slight
    increase in the Attack bar compared to the Defense bar, is the result of 
    the power from his weapon. You can see that this increase is about +3 or +4.
    A visual conclusion drawn from this example is that Power is practically 
    useless: the whopping +40 on Lu Bu's fourth weapon causes a small increase
    in the attack bar of about +4.  
    
    For damage calculations in this guide, I will need to convert power to
    damage, or attack. Seen from the example above, this ratio will be used:
    POWER 10:1 ATTACK
    
    Power seems useless if you've looked at the example above with Lu Bu.
    There may be other properties of power, but this is all that I have uncovered.
    
    -------------------------------------------------------------------------------
    ________________________________
    6.27 - Weapon Weight Multipliers
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Even though I am only going to cover character analyses with all the 
    characters equipped with their fourth weapons, this section will merely help 
    those of you who really dislike the weight of a certain character's
    fourth weapon. 
    
    First of all, I don't recommend using any third weapons, because of the fact
    that you get a free musou rage token per 100 KO's, with fourth weapons. 
    Fourth weapons have 5 attributes to them, when the maximum number of 
    attributes for a third weapon is only 4. Also, even though the weapon power
    is increased significantly, this does not mean an increase in attack. (refer
    to section above for an explanation of this; section 6.27)
    
    But you may want to prefer using a different weapon weight if the character's 
    fourth weapon weight, as well as the 5 attributes suck. Xu Zhu comes to mind. 
    It may be a good choice to give him a medium weight weapon with an extra attack
    bonus of +20. This would greatly enhance his attacking power, as his light 
    fourth weapon has no extra attack bonus. Also, Fill seems to be the only 
    useful attribute on his fourth weapon. (I'll show calculations later)
    
    Before I begin, I would say that I conducted my own experiments to uncover
    that the weapon weight multiplier is 1.25. But I would also like to admit that
    I had read somewhere before, that someone had already experimented with this
    and came up with a multiplier of 1.3. Technically, the person who first 
    found this out deserves the credit to this, but this is a simple discovery
    anyway, and would be impossible to credit. So strictly speaking, all I did was 
    verify the value of this weapon weight multiplier. And since my experiment 
    returned a value of 1.25, this will be the official weapon weight multiplier 
    in my guide.
    
    Well there you have it, if all you wanted to know was the value itself, it is
    1.25. This means that a heavy weapon is 1.25 times stronger than a medium 
    weapon, and a medium weapon is 1.25 times stronger than a light weapon.
    
    For details on how this was determined:
    I took Huang Gai, who had three third weapons each of different weight. All 
    three weapons had the same base attack (obviously), and had no extra attack
    bonus. This would yield consistent results because only weapon weight is 
    altered with attacking strength kept constant. The testing was done in the
    Yellow Turban Rebellion stage on Yellow Turban Forces. There is a supply base 
    near the starting position of Sun Jian, where the north side of the base is
    free of any people. I isolated the gate captain, and did a full 6-hit normal
    attack combo on him. Then I measured the length of health depleted. (Yes. with
    a ruler; wierd way of experimenting, nevermind that, it is quite accurate)
    Well the uncertainty of the measurements should be only parallax, which would
    differ by a few millimeters at most. This would explain the difference between 
    my 1.25 value and the 1.3 value that I read somewhere, sometime ago.
    
    Just for completeness sake, here's a quick calculation to validate the usage of
    third weapons over crappy fourth weapons. We'll go back to Xu Zhu as an
    example. This table is a calculation based only on a Xu Zhu with a maxed 
    attack. Note that only the raw value of a maxed attack (disregarding all attack
    bonuses including weapons) is 40. 
    ________________________________________________________________________
    
    Weapon Number		4th 			3rd
    Weapon Weight		Light			Medium
    Weapon Power		+38			+16
    Weapon ATK Bonus	 +0			+20
    Maxed ATK Value		+40			+40
    Tiger Amulet		+20			+20
    Green Scroll		x1.5			x1.5
    Weight Multiplier	x1.0			x1.25
    Damage Calculation	[(38/10)+40+20]*1.5	[(16/10)+40+20+20]*1.25*1.5
    Resulting Damage	95.7			153.0
    ________________________________________________________________________
    
    So equipping Xu Zhu with a medium 3rd weapon with an attack bonus of +20 
    will be quite noticeably stronger (about 1.5 times stronger) than his 4th 
    weapon. This value of 1.5 times stronger is indeed realistic and very close to 
    actual results. If you can get a good medium 3rd weapon (likely by the 
    internal time trick), it is probably well worth sacrificing attacking speed and
    all the musou rages that you would normally get with a 4th weapon. My ideal 
    weapon for Xu Zhu would be: 
    ATK FILL CHARGE MUSOU SPD 
    
    -------------------------------------------------------------------------------
    _______________________
    6.28 - The Green Scroll
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    When equipped with the green scroll, your attack is 1.5 times stronger, 
    but your defense is 2 times weaker. 
    Even though these two ratios are disproportional, it is well worth the 
    sacrifice.
    
    -------------------------------------------------------------------------------
    _____________________________________________
    6.29 - The Disadvatages of Having a Bodyguard
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    First I should point out the obvious, that having a bodyguard (preferrably an
    S/S Fan Bodyguard) has undoubtedly more pros than cons, but here are some
    very important disadvantages that should be considered when in Chaos mode.
    
    When you have a bodyguard fighting by your side, he/she will attract random 
    and often unexpected enemy attacks. You won't really have to worry about the
    bodyguard surviving, but you have to worry about suffering collateral damage
    from the unpredictable enemy attacks directed at your bodyguard. This will 
    often create melee confusion which is quite hard to deal with. Generally, it 
    is much safer to take on the world by yourself.
    
    Secondly, having a bodyguard by your side may cause the game to lag slightly.
    You have probably noticed that in 2 Player mode, the loading is terrible, as
    sometimes enemies randomly disappear/appear/reappear. This effect is very 
    apparent when two players are fighting very close to each other in 2 Player 
    mode. Well having a bodyguard by your side MAY also create this sort of lag 
    in loading. It is however to a smaller degree than in 2 Player mode, but I 
    found it very frustrating to die because some random groups of peons appear 
    behind me because of the terrible loading.
    
    -------------------------------------------------------------------------------
    ____________________________________________
    6.30 - Unsuspected and Unwanted Displacement
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Many of you have probably noticed this already.
    
    Peons, generals, and even horses don't actually stay planted on the ground when
    they are supposedly stationary. Here are many example of this: If you 
    move while holding L1 while on a horse, and move against another horse, that 
    other horse will move with you. If you play in two players mode, and have one 
    player be a fast character and the other, a slow character, it is possible for
    both characters to run at the same speed, and at the speed of the faster
    character, if you have the faster character running behind the slower 
    character. The result is obvious, that the faster character is pushing the 
    slower one. This is because interference is allowed between two moving objects
    to cause displacement. Now of course, objects like moving rams cannot be
    displaced, but if you run against the direction of one, you will forced to 
    move with the ram.
    
    Anyway, now that you know what I mean about this idea of displacement, it is in
    many cases unwanted. You may have noticed that sometimes when blocking against
    a general, the general will somehow slide slightly closer toward you, or even
    past you, and this allows the general to hit you easily even if you are 
    blocking. This would usually happen in large crowds, and only when crowds
    are approaching. This is simple because, the crowd that is approaching will 
    push the general closer to you. This effect is obviously very minor, but
    this is actually the most frequent reason to why I lose in Chaos - because of
    flaws in the loading/technicalities in the game.
    
    This is why it's very hard for Xiao Qiao to juggle officers properly
    with her musou in massive crowds.
    
    I suppose it would be good to conclude this with solutions to this stupid
    problem. Well, there's really nothing you can do about it. The only solution to
    prevent getting hit because of this unwanted displacement is to counterattack.
    
    Something else that is totally different, but still sort of related to this,
    is the game's or the system's poor loading. Sometimes peons may appear out of
    nowhere in their usual group of fives. This may be fatal, depending on where
    they appear, and the character you are using. 
    
    -------------------------------------------------------------------------------
    ___________________________________
    6.31 - Enemy Generals in Musou Rage 
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    The light orb strategy in this section was provided by SC.
    
    Generals when in musou rage can be real pain to deal with. Normally, the 
    obvious thing to do would be to run away and wait until the general's musou
    rage is finished. However, this is not possible for character's with slow
    walking speed, who also do not have a quick charge attack available. An 
    example of a quick charge would be Dian Wei's C1. His C1,
    since it is a charge attack will still cause a general in a musou rage to be
    lifted off his feet. However, most slow characters already have this quick
    ground stomp as their C1.
    
    For the characters who are fast enough, run away and come back later.
    For the slow characters who have the quick ground stomp as their C1
    	keep using it until the general's musou rage is over.
    
    For other slow characters, your only option is to block, but the generals that
    are able to use musou rages, are always playable characters, and playable
    characters controlled by the AI are smart enough to sometimes sidestep and
    wiggle around you and attack. So blocking is somewhat risky. Another good 
    option is to counterattack, but again, quite obviously, it is also risky. It 
    is a good strategy to plan ahead, if you know that there is an officer in the 
    stage that you are playing will go crazy with a musou rage. (for example, 
    Ma Chao at Bai Di Castle). Giving your character the Light Orb is very useful. 
    If you can time your charge attack correctly, you can easily set up a 
    situation for juggling. Now just juggle away, until the general's musou rage 
    is over. The reason why I mention that you must time it correctly, is that 
    it is dangerous to just begin attacking when the general is close in. If you 
    start attacking and the general in his/her musou rage isn't blocking, you're
    in trouble. Since your normal attacks will not cause the general to flinch, 
    the general is free to, and will very likely, start attacking you instead. 
    But of course, in the case the general is blocking, then you have all the time 
    in the world to set up the juggling with your Light Orb.
    
    This strategy is a subtle one, as it doesn't make your defense really any
    better, but will allow you to work on the general by juggling, instead of
    running way to a safe place and just standing around. But juggling a general
    in a musou rage will deal almost negligible damage. Still, this strategy is
    useful and very worth mentioning.
    
    Another good strategy of planning ahead for dealing with these generals is to
    equip the Way of Musou depending on your character's musou. This is absolutely
    perfect for characters who have true musous that hurl the enemy into the air,
    like Guan Yu's. After this, juggling the general with fire is a smart way
    to turn the tide. This method suffers no special timing; all you need to do is
    execute your true musou when you know that the general is not blocking. Since
    this method is practically risk-free, it should be the best way to face a 
    general when the general is in a musou rage.
    
    -------------------------------------------------------------------------------
    __________________________
    6.32 - Ice Orb Probability
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    After simple probability tests, with large sample sizes, the probability of
    freezing an enemy with the ice orb is 60% chance. 
    
    This test was done with Liu Bei's C3, with a sample size of 237.
    I tested the possibility of Luck influencing freezing probability while I 
    did this. With Maximum luck, the stats were 82/132 = 62.1%
    With no luck bonuses, the stats were 61/105 = 58.1%
    It can be seen that luck plays no role in affecting the Ice Orb.
    Combining these two, with a sample size of 237, the Ice Orb probability is 
    60.3%
    
    This sample size should be reliable enough to conclude that the Ice Orb
    freezing probability is 60%.
    
    This number will be used frequently in character analyses, to calculate 
    the chance to deal One-Musou-KOs against officers. 
    
    A good example is Cao Pi. If he were to use his C1 before an approaching crowd,
    this C1 will make his C5 successful with very little defensive risk,
    and at the same time, the freezing probability is very high. There will be two 
    chances to freeze then. And we only need one of the two to succeed.
    A probability tree diagram can show the probability of the freezing probability
    
    If S stands for Success, and F stands for Failure, then....
    
         (S-0.60)           (F-0.40)
            / \               / \
     (S-0.60) (F-0.40) (S-0.60) (F-0.40)
         |        |        |        |
        0.36     0.24     0.24     0.16
    
    it can be seen that the first three branches from the left, are a success in
    freezing. So with the C1 timed correctly, Cao Pi has an 84% chance in freezing
    and officer, and thus an 84% chance in killing an officer with only one
    musou. This is doing a one-musou-KO against more than 4/5 officers.
    
    This tree diagram shows all the possibilities. The only needed calculation
    however is to do the probability of failure, and then complement it.
    
    This example is an applicable one, while Cao Cao's C6 isn't really worth 
    computing because his C6 isn't very safe in large crowds. 
    But then, doing the same sort of thing, the chance of failure is
    0.40^5, which the very unlikely chance of 0.01, meaning that his freezing
    probability with his C6 is potentially 99%.
    
    -------------------------------------------------------------------------------
    ____________________________
    6.33 - The True Way of Musou [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    The True Way of Musou is a new item in Xtreme Legends. It is probably the
    most valuable of the new items. It is a definite recommendation for almost
    all characters, and here's why:
    
    The True Way of Musou increases the character's musou damage by half, or in 
    other words, it is 1.5 times stronger.
    The duration of the character's musou is slightly increased. This increase
    is one extra repeating loop. A typical character's musou has three parts:
    A beginning attack, A chain of repeating attacks, An ending attack. So the 
    increase is only an extra loop of repeating attacks that make up the middle
    chain section.
    
    -------------------------------------------------------------------------------
    ______________________
    6.34 - The Dragon Arms [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    A very unique new item in Xtreme Legends which allows you to jump during
    a charge attack. This includes all parts that are considered part of the
    specific charge attack, the execution time, the charge attack itself, and
    the recovery time; and it is the recovery time that is important here.
    Being able to jump during the recovery time of a charge attack is very useful
    because it can be used to eliminate the recovery time. But the usefulness of
    this item depends on the character's reach and range of his/her air attack, 
    or the character's type of jump charge, and duration of recovery times of the
    most useful charge attacks of that character. The jump attack or jump charge
    of the character is very important to serve as a useful charge recovery time
    cancellation, because simply jumping out of it doesn't do much, as the time
    it takes to jump is too long to be useful. Thus, the way to minimize this
    jump-time, is to do a quick air attack. (pressing square as soon as possible
    after a jump) Some characters have a very suitable jump charge to get them
    to safety, and it can be used to cancel the recovery times of charge attacks.
    
    Only specific charge attacks work with the Dragon Arms. The Dragon Arms works
    with any charge attack executed by pressing the triangle button. The only 
    exception is jump charges. This makes sense anyway, because if jump charges
    worked with the Dragon Arms, several characters would be invincible, because
    they can abuse their jump charges continuously. The Dragon Arms, however,
    does not work with the first evolution attack. I've mentioned before that
    the first evolution attack has a lot of similar charge attack properties, but
    you cannot jump out of this attack with the Dragon Arms. Although, the very
    last evolution attack is compatible with the Dragon Arms. This last attack
    satifies very little properties of a charge attack, but it is possible to
    jump out of it. There is a slight advantage to this as it would make battle
    more fluent, by cancelling the recovery time of the last evolution attack.
    
    Here is an example of how the Dragon Arms can be useful:
    
    Zhou Tai:
    Definitely one of the characters that benefit most from the Dragon Arms.
    In the Dynasty Warriors 5 tier list, the main reason why he is ranked so lowly
    is because of his defensive effort. The Dragon Arms item is very compatible
    with Zhou Tai because his jump attack has good reach and range. His C3 is 
    likely his most useful charge attack; the only flaw in this charge
    attack is the long recovery time, and if you fail to fill his musou with it,
    escaping without getting hit is almost impossible. Being able to do a 
    quick jump attack right after his C3 ends is very valuable. Probably
    the biggest advantage of giving Zhou Tai the Dragon Arms, is his C1. 
    Zhou Tai's C1 is similar to that of Lu Bu's and Zhao Yun's,
    in that it grants temporary invincibility. This is useful as an escaping
    move for Lu Bu, Zhao Yun, and Zhou Tai. This enables Zhou Tai to have
    a perfect defense, and is why Zhou Tai is a high tier character in Xtreme 
    Legends.
    
    -------------------------------------------------------------------------------
    _______________________
    6.35 - Damage-Free Zone
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    This subsection discusses what Xiahou Jia, quite a Dynasty Warriors pro, 
    from the Scholars of Shen Zhou forums, calls, the "Damage-Free Zone".
    This concept has made significant changes in my analyses for Xiahou Yuan.
    This Damage-Free Zone is most useful for Xiahou Yuan and Huang Zhong.
    Since he organized this idea quite nicely in the discussion, I thought it would
    be best to copy and paste his explanation here:
    
    ---
    
    1. Damage-free zone. Everything that's going on on your minimap but not 
    onscreen is damage free. Your allies and your enemies recieve absolutely no 
    damage at all. So that completely eliminates the problem of Commander being 
    dead or losing important allies like Zhang Liang and Zhang Bao in YTR. The 
    worst thing one can do in YTR is to kill or even damage Dian Wei, Cheng Pu, 
    Li Dian and Huang Gai and thus deprive yourself of potential allies. Just face 
    away from Zhangs and Wei and Wu subs and wait for the brainwashing to take 
    place. You see, the DF zone is also a "sticky" zone. Not only everything is 
    damage free but the red and the blue dots tend to stick to each other. If you 
    fight onscreen you're always the priority target for the AI generals and most 
    of the time for the bodyguards as well, until somebody else hits the AI and 
    draws attention. But if you fight offscreen you'll be ignored more often than 
    not if there are allies closer to the AI.
    Another thing about the DF zone is that nothing can hit you from there but 
    arrows. Only enemies onscreen and archers can hit you in DW5. When you face 
    away you dramatically reduce the chances of being hit. No long- range attack 
    can hit you and the number of the enemies onscreen is often reduced to nil.
    I will give you another example of the DF zone. I usually refer to it as a 
    "bow glitch" that is present in all DW games (do you remember the duels in DW4 
    Wink ). Play any level you want and make sure there are no archers around. 
    Draw your bow and aim it high at the sky. Well, from now on you're in DF zone 
    yourself. You can hear the AI attacking you and see that you're totally 
    surrounded on minimap but you recieve no damage and don't flinch. That's 
    because you can not be damaged if the enemies are not onscreen and the only 
    thing on your screen is a nice blue sky. The AI will start using only jump 
    attacks in order to get on your screen and break through your invincibility. 
    You can move around while holding L1+R1. I consider the "bow glitch" cheating 
    and never use it.
    Anyway, back to [Xiahou] Yuan. So, everything in DF zone is damage free...
    until you turn around (do not reset the camera, only [Xiahou] Yuan must be 
    onscreen)and start slaughtering them with C1 And as you are well aware the DF 
    zone is also a "I don't know how to block" zone.
    Now I believe that the biggest problem for Chaos players is a "pushing" effect 
    (you've described it as "displacement" in your FAQ). as it can nullify what 
    seemed to be a perfect defence. The thing is that the "pushing" effect or 
    let's call it a "boost" (reminds me of the Boost tactic in DT2) tactic can 
    happen only onscreen. But if you play [Xiahou] Yuan (as well as Huang Zhong 
    and some others) you don't need to see your enemies as long as you're 
    confident with the minimap and terrain.
    2. "Gather" tactic. At first glance there's nothing spectacular about it. You 
    just enter the AI attacking zone and everybody starts to surround you if no 
    allies are present on the minimap. "Gather" is a set up tactic in DT2 and it 
    serves the same purpose in DW5. When the AI is all around you it's time for a 
    "Mislead".
    3. "Mislead". Move forward and watch your minimap. The AI will form a column 
    behind you. Nice column, very nice for Yuan's C1 Make sure that nobody is 
    behind you onscreen (they must be all offscreen), stop and annihilate them 
    with C1 if you have a high attack equipment or slow them down and win some 
    time if you fight without items. Remember to keep the crowd in DF zone. 
    Otherwise I can guarantee you'll get a nice "boost" in return.
    The perfect example of Gather+Mislead+C1 combo is conquering bases. Enter the 
    base and run to either NW or NE corner, turn around and kill'em all
    Ok, running from the likes of Lu Xun is VERY painfull without items 
    (speed scroll mainly). But that's what the TMF is for. If you're really 
    unlucky and don't have a musou ready than try to run away in a curve line. It 
    usually works but it's really hard - I've learnt this trick in DW5E when I was 
    running for my life from 2 Juggernauts and Lu Bu who were Ultrafast because of 
    Forced March Tactic.
    4. "Flank". My most favourite tactic that I always use against generals. In 
    case of [Xiahou] Yuan the "Flank" should be used from the right side as the 
    range of his musou is from right to left. This one is definitely well-known to 
    you as I remember you saying at GameFaqs board that the Light Orb is not needed
    because you can always attack the AI from behind.
    5. "Awe". A relatively new thing that i had discovered before I moved to SW2E. 
    Unfortunately Yuan doesn't profit from it as much as his one-eyed cousin or 
    any other character who moves alot when attacking. Still it should be 
    mentioned. It's pretty close actually to the "Light Orb" strategy described in 
    FAQ. The difference is that you use "Awe" for defence purpose and don't need 
    any orb as long as your attacking rate is decent and you don't have long 
    charging times. The point is that the AI generals and bodyguards are easily 
    forced to block just by swinging your weapon if they are positioned strictly 
    to the N[orth]. Now the fun is that the AI will not move as long as you do 
    your combo. It will stop blocking when it's behind you most of the time but it 
    will never move. So you can easily win some distance if the AI is too close by 
    forcing it to block your first hit and then using your rest of the evo combo 
    for retreat. However it doesn't work against regular peons as they never 
    block, so it should be used carefully. 
    
    ---
    
    Commentary:
    As you can deduce already, this is a very important concept to grasp for
    Xiahou Yuan, especially with his 4th weapon equipped. With only a speed 20
    configuration with the Speed Scroll equipped, his walking speed is 
    fast enough to outrun pursuing crowds, but he's only barely faster, so 
    it does take a while to run until it's safe to execute his C1. It takes even
    longer in massive crowds, because of the pushing or unwanted displacement
    effect. The main idea is, Xiahou Yuan has pretty much an extreme defense, if
    his walking speed is fast enough. The most important thing about the 
    Damage-Free Zone, is to understand the off-screen advantages. Keep in mind
    though that if an officer or any other enemy, is in the middle of executing
    an attack, such as a C1, or a musou, turning away from them, obviously doesn't
    cancel their "long-range" attack. The idea is, when enemies are offscreen, 
    they won't be executing these attacks. This makes it much easier for
    Huang Zhong and Xiahou Yuan to execute their C1's safely, without distance
    calculations or approximations, by the eye.
    His awe tactic is also a very important concept to know, even though it's 
    applications are very limited. The best example for this, that I can think of,
    is Pang De's C6. If you purposely miss or hit a blocking officer with his C6,
    and steer it away from the blocking officer, you'll notice that the officer
    will stay put, blocking the entier time, until his C6 finishes. It's interesting
    that the AI does this (but not surprising), as before I noticed this, I 
    thought (or one would think) the officer would stop blocking and start
    running after him to take advantage. Furthermore, I consider this property
    a disadvantage for Pang De's C6. If he is not equipped with the Light Orb, 
    you can easily force an officer to block (as long as they are within 6 or 7
    paces). If the AI were to instead, stop blocking directly after his C6 
    execution to seemingly take advantage, it would be perfect because with 
    the proper configuration, this would often be a perfect musou setup, after
    easy musou filling. 
    
    -------------------------------------------------------------------------------
    ______________________________________
    6.36 - Crowd Clearing vs Crowd Control
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Crowd Clearing is a term that has been widely used since the first Dynasty 
    Warriors games. Crowd Clearing is defined as the ability to defeat peons 
    quickly, or the ability to increase the KO count. Characters with good Crowd 
    Clearing ability then are able to get higher KOs in a shorter time.
    
    Crowd Control is a term that is less frequently used, but it still a widely 
    recognized term. Crowd Control is defined as the ability to perform well within 
    a crowd. With the objective of clearing a stage being defeating officers as 
    quickly as possible, Crowd Control then would be a character's ability to 
    engage an officer in a massive crowd size. All characters do well against 
    solitary officers, but differences in character movesets will be seen as crowd 
    sizes increase. I think this term usually refers to foot soldier peons only, 
    but this can obviously be revised to include archers, as fighting with archers 
    nearby is another character quality that is important to consider. 
    
    Crowd Control then has little to do with Crowd Clearing. Crowd Clearing is 
    that one that is important for tier list analysis, as it defines how well a 
    character can fight an officer when surrounded by massive crowds and the 
    defensive capabilities of that character when fighting in massive crowds. 
    Unlike Crowd Clearing, Crowd Control cannot be measured directly. Crowd 
    Clearing can be measured by KO rate, which is the number of KOs in a certain 
    amount of time. However, Crowd Control is indirectly measured by observing a 
    character's performance against officers in a variety of crowd sizes, that 
    is, all the crowd sizes the game has to offer. This is still an objective 
    method of comparing characters for tier list analysis, as measuring 
    offensive speed, relies heavily on Crowd Control, and thus measures Crowd 
    Control indirectly.  
    
    An example:
    Xiahou Dun is better than Meng Huo because, he has a stronger musou (but both
    are juggling musous), he is better at freezing officers, he is better at 
    filling musou, but most importantly, he has extremely good Crowd Control, 
    but bad Crowd Clearing. If you maximize him with a Medium weapon, it'll take 
    him two musous to kill officers without Ice. Meng Huo is very much the same, 
    but Meng Huo just can't match Xiahou Dun's offensive speed against officers 
    simply because of Crowd Clearing with musou. In most scenarios, with Meng Huo, 
    the officer is left with no peons around, and he has to finish the officer off 
    slowly with one on one combat. Xiahou Dun can fill his musou safely and quickly 
    often in just one C3. Xiahou Dun's maximized offense is thus, usually C3 > 
    Musou > C3 > Musou, against officers in a wide range of crowd sizes. 
    There is no way for Meng Huo to match this efficiency. 
    
    ===============================================================================
    ___________________________________________________________________________
    7.00 - Musou Rage Token and Meat Bun Locations for 5-star Difficulty Stages
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    This small section will briefly cover locations of meat buns and musou rage 
    tokens.
    
    When I refer to gates, I mean the gates where soldier troops come from, or
    get produced rather. These gates are guarded by either allied or enemy
    guard captains.
    
    There are usually three meat buns in a stage. There are however, some
    exceptions such as Guan Yu's Escape and Bai Di Castle. 
    Please tell me if I have missed any locations of meat buns, or if there are 
    any errors.
    
    -------------------------------------------------------------------------------
    _____________________________________________________
    7.01 - Yellow Turban Rebellion (Yellow Turban Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    					
    	Elite Guard of Jian Yong                                       
    	Elite Guard of Li Ru	                                             
    	Elite Guard of Huangfu Song
    	Crate near the Gate west of the Central Altar (Zhang Bao's Altar)     
    				        
    Meat Bun Locations:            	       
    				        
    	Gate west of Zhang Jiao's Main Camp
    	Northeast of He Jin's starting position
    	South of the Western Enemy Supply Base
    	2 Supply Bases	        
    
    -------------------------------------------------------------------------------
    ___________________________________________                     
    7.02 - The Battle of Chi Bi (Allied Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    				
    	Elite Guard of Zhang Liao		                                 
            Elite Guard of Yu Jin
            Elite Guard of Cao Pi 
    	Crate North side of the Boat where Huang Gai appears after the Fire 
    		Attack
    
    Meat Bun Locations:
    	
    	Gate South of the Eastern Bridge
    	Gate Southwest of the Western Bridge
    	South side of the Boat where Huang Gai appears after the Fire Attack
    
    -------------------------------------------------------------------------------
    ____________________________________________			
    7.03 - Conquest of Nan Zhong (Nanman Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Elite Guard of Wei Yan			
    	Elite Guard of Yan Yan		       
    	Elite Guard of Yue Ying
    	Crate near the Central-Western most Gate 	       
    	
    Meat Bun Locations:
    
    	Eastern Gate of Meng Huo's Main Camp
    	Eastern Gate of Zhuge Liang's Main Camp
    	Gate West of Guan Xing's starting position
    	1 Supply Base
    	
    -------------------------------------------------------------------------------
    ______________________________________________			       
    7.04 - The Siege of He Fei Castle (Wei Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    					
    	Elite Guard of Zhu Huan			
    	Elite Guard of Xu Sheng		        
            Elite Guard of Lu Xun
    	Crate near the Central Gate	 	        
    
    Meat Bun Locations:
    	
    	Central Gate
    	South of Zhou Fang's starting position
    	North of the Entrance of Sima Yi's starting position	
    
    -------------------------------------------------------------------------------
    _____________________________________________				
    7.05 - The Siege of He Fei Castle (Wu Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    					
    	Elite Guard of Cao Hong			
            Elite Guard of Cao Zhen	
    	Elite Guard of Xu Huang 
    	Crate near the Central Gate	      
    
    Meat Bun Locations:
    
    	Central Gate
    	South of Xiahou Ba's starting position
    	North of the Entrance that Xu Zhu is guarding
    				     
    -------------------------------------------------------------------------------
    __________________________________________
    7.06 - Battle of Bai Di Castle (Wu Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    					
    	Elite Guard of Xing Cai	
    	Elite Guard of Guan Xing
    	Elite Guard of Gao Xiang
    	Crate near the Gate west of Huang Zhong's starting position
    
    Meat Bun Locations: 	    
    
    	Northeast corner in the Stone Sentinel Maze
    	Path leading to a dead end, north of Huang Zhong's starting position
    	Quite a ways west of the southeast corner gate
    	Gate near Ma Chao's ambush location
    	4 Supply Bases
    
    -------------------------------------------------------------------------------
    ___________________________________________
    7.07 - Battle of Bai Di Castle (Shu Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    				
    	Elite Guard of Jiang Qin
    	Elite Guard of Zhou Tai
    	Elite Guard of Huang Gai
    	Crate near the Gate southeast of Zhou Tai's starting position
    
    Meat Bun Locations:
    
    	Gate west of Lu Xun's starting position
    	Path leading to a dead end, near Zhou Tai's starting position
    	Quite a ways west of the southeast corner gate
    	Northeast corner in the Stone Sentinel Maze
    	4 Supply Bases
    
    ------------------------------------------------------------------------------- 
    _____________________________________________
    7.08 - Battle of Wu Zhang Plains (Wei Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Elite Guard of Guan Suo	
            Elite Guard of Wei Yan
    	Elite Guard of Jiang Wei
    	Crate in the area of the Arbelests
    
    Meat Bun Locations:
    
    	Gate where Shu supplies (wood oxen) come from
    	North of the attack base south of the river
    	West gate near the river
    	2 Supply Bases
    
    -------------------------------------------------------------------------------
    _____________________________________________
    7.09 - Battle of Wu Zhang Plains (Shu Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Elite Guard of Cao Rui
            Elite Guard of Zhen Ji
    	Elite Guard of Sima Yi
    	Crate in the area of the Arbelests
    
    Meat Bun Locations:
    
    	Gate where Shu supplies (wood oxen) come from
    	North of the attack base south of the river
    	West gate near the river
    	5 Supply Bases
    
    -------------------------------------------------------------------------------
    ____________________________________
    7.10 - Struggle for the Book (183AD) [XL] 
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate in the center, in the second garrison of the castle *
    
    Meat Bun Locations:
    
    	Northeast corner, in the first garrison of the castle
    	Northwest corner, in the first garrison of the castle
    	Center, in the first garrison of the castle
    
    * There are no officers that drop musou rage tokens in this stage
    
    -------------------------------------------------------------------------------
    ____________________________________
    7.11 - Rescue at Lou Sang Po (184AD) [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate near the center of the map *
    
    Meat Bun Locations:
    
    	Near the center of the map
    	South of Zhang Jiao's main camp **
    
    * There are no officers that drop musou rage tokens in this stage
    ** There are only two meat buns in this stage
    
    -------------------------------------------------------------------------------	
    __________________________________
    7.12 - Ou Xing's Rebellion (187AD) [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Elite Guard of Zhou Chao
    	Elite Guard of Zuozi Zhangba
    	Elite Guard of Guan Hai *
    	Crate near the western-most gate
    
    Meat Bun Locations:
    	
    	Near the gate northwest of Ou Xing's Castle
    	North of Ou Xing's Castle, just outside, near Zuozi Zhangba
    	Near the gate in the northeast corner of the map
    
    * Guan Hai is a subgeneral under He Yi, who comes as reinforcements
    
    -------------------------------------------------------------------------------
    _________________________________________
    7.13 - The Ten Eunuchs' Rebellion (189AD) [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate in the southwest corner of the map *
    
    * There are no meat buns in this stage, and only one musou rage token
    
    -------------------------------------------------------------------------------
    _____________________________________
    7.14 - Battle of Yan Province (194AD) [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Elite Guard of Dian Wei / Xu Zhu 
    	Elite Guard of Xun Yu
    	Elite Guard of Xiahou Dun
    	Crate north of the center-most base, south of the river
    
    Meat Bun Locations:
    
    	Near the gate in the southwest corner of the map
    	East side of the map, just south of the river
    	Near the gate, at a "T" intersection, south of the river
    
    -------------------------------------------------------------------------------
    ______________________________
    7.15 - Imperial Rescue (195AD) [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Elite Guard of Guo Si
    	Elite Guard of Li Jue
    	Elite Guard of Zhang Liao
    	Crate near the gate in the northeast corner of the map
    
    Meat Bun Locations:
    
    	Near the gate slightly west of the center of the map
    	Near the gate slightly north of the center of the map	
    	Near the gate along the path that Li Jue takes
    
    -------------------------------------------------------------------------------
    ____________________________
    7.16 - The Two Qiaos (196AD) [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate near Zuo Ci
    
    Meat Bun Locations:
    
    	Near Zhou Tai
    	Near the gate south of Zhou Tai
    	Near the northern-most gate, near Zuo Ci
    
    -------------------------------------------------------------------------------
    _________________________________
    7.17 - Husbands and Wives (200AD) [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	There seems to be no limit to the musou rage tokens dropped by
    		defeated enemies in this stage, and they are not dropped by
    		elite guards, but rather, any of the four female characters,
    		Zhen Ji, Xiao Qiao, Da Qiao, and Yue Ying.
    	Crate on the path connecting the northern-most fortress and the
    		western-most fortress
    
    Meat Bun Locations:
    
    	There is one meat bun inside each of the three fortresses
    
    -------------------------------------------------------------------------------
    __________________________________
    7.18 - Battle of Ji Castle (213AD) [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Elite Guard of Zhang He
    	Elite Guard of Xiahou Yuan
    	Elite Guard of Wei Kang
    	Crate near the gate south of Ji Castle
    
    Meat Bun Locations:
    
    	West of Ji Castle, outside
    	Near the east gate inside Ji Castle *
    
    * There are only two meat buns in this stage
    
    -------------------------------------------------------------------------------
    ______________________________________
    7.19 - Battle of Jia Meng Gate (214AD) [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Elite Guard of Zhang Wei
    	Elite Guard of Ma Dai
    	Elite Guard of Ma Chao
    	Crate near the gate, close the geographic center of the map
    
    Meat Bun Locations:
    
    	Of the two northern-most gates, the meat bun is near the eastern one
    	Of the two eastern-most gates, the meat bun is near the southern one
    	Near the geographic center of the map
    
    -------------------------------------------------------------------------------
    _______________________________________
    7.20 - Battle of Yang Ping Gate (215AD) [XL]				
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Elite Guard of Yang Ang
    	Elite Guard of Yang Song
    	Elite Guard of Yan Pu
    	Crate near the main entrance to Zhang Lu's main camp; near Pang De
    
    Meat Bun Locations:
    
    	Near the main entrance to Zhang Lu's main camp; near Pang De
    	In Zhang Lu's main camp, but on top of the garrison
    	Near the gate, in Cao Cao's main camp
    	1 supply base
    
    -------------------------------------------------------------------------------
    __________________________________
    7.21 - Battle of Ru Xu Kou (217AD) [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Elite Guard of Xu Huang
    	Elite Guard of Xiahou Dun
    	Elite Guard of Yue Jin
    	Crate on the south side of the central island
    
    Meat Bun Locations:
    
    	Near the gate in the southeast corner of the map
    	Near the gate in the northeast corner of the map
    	Of the two western-most gates, the meat bun is near the northern one
    	3 supply bases
    
    -------------------------------------------------------------------------------
    _________________________________
    7.22 - Battle of Han Shui (219AD) [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate in the center of Cao Cao's main camp *
    
    Meat Bun Locations:
    
    	Near the river surrounded Cao Cao's main camp, south side
    	In Cao Cao's main camp, near the northeast corner
    	In Cao Cao's main camp, near the southwest corner
    
    * For some reason, no elite guards drop musou rage tokens in this stage	
    
    -------------------------------------------------------------------------------
    ___________________________________
    7.23 - Battle of Mai Castle (219AD) [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Elite Guard of Xu Huang
    	Elite Guard of Lu Meng
    	Elite Guard of Cao Ren
    	Crate inside Mai Castle, in the northwest corner
    
    Meat Bun Locations:
    
    	Inside Mai Castle, in the northwest corner
    	Near the gate in the southwest corner of the map
    	Of the two eastern-most gates, the meat bun is near the southern one
    	4 supply bases
    
    -------------------------------------------------------------------------------
    ___________________________________
    7.24 - Battle of Xin Castle (227AD) [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Elite Guard of Wei Yan
    	Elite Guard of Ma Chao
    	Elite Guard of Meng Da
    	Crate west of the southern-most base
    	
    Meat Bun Locations:
    	
    	West of the southern-most base
    	South of the northern-most base
    	Near the supply base	
    	1 supply base
    
    -------------------------------------------------------------------------------
    _________________________________
    7.25 - Battle of Shi Ting (228AD) [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Elite Guard of Cao Xiu
    	Elite Guard of Cao Zhen
    	Elite Guard of Sima Yi
    	Crate north of Sun Quan's supply base
    
    Meat Bun Locations:
    
    	Near the northern gate in the open area where Cao Xiu is	
    	Near the gate east of Sun Quan's supply base
    	Near the western gate in Cao Pi's main camp
    	3 supply bases
    
    -------------------------------------------------------------------------------
    _______________________________
    7.26 - Battle of Mt. Qi (231AD) [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate in the central open area, in the northwest corner *
    
    Meat Bun Locations:
    
    	Near the northern gate in Sima Yi's main camp
    	West of the eastern-most base
    	Of the two gates on the northern edge of the map, there is a meat bun
    		south of the western gate of these two gates
    
    * There are no elite guards that drop musou rages. This adds to make
      this stage even harder than it already is.	
    
    -------------------------------------------------------------------------------
    ____________________________________
    7.27 - Showdown at Nan Zhong (235AD) [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Elite Guard of Xu Huang
    	Elite Guard of Xu Zhu
    	Elite Guard of Sima Zhao
    	Crate west of Xu Huang
    
    Meat Bun Locations:
    
    	Near the gate in the northwest corner of the map
    	In Meng Huo's main camp, southwest corner of the map
    	Near Sima Yi's main camp
    	1 supply base
    
    
    ===============================================================================
    _______________________________________________
    8.00 - Individual Character Tips and Strategies
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Each character section will begin with a introduction. In this introduction, 
    there will be some very general comments on the character.
    Next will be recommended items to equip. Then will be my analysis
    for using the character effectively in Chaos.
    
    I have organized all the characters by a ranking system from best to worst. 
    This is of course based on unbaised analysis. 
    
    TIER LIST DEFINITION AND TIER LIST THEORY
    
    I should stress that these tier lists are based on character skills, strengths
    and weaknesses. These lists were very carefully composed with extensive 
    experience to analyze all of the characters. 
    I do encourage emails on tier list discussions,
    but it better have points and reasons, that are well thought out. Because of
    strong emphasis on defense, tier list trends tend to show a gradual decrease
    in defensive potential. Characters with similar defense will tend to in the 
    same tier, and the ordering within each tier is determined by offensive
    speed. This is just the general trend, as some characters with seemingly
    equal defense may be divided because of a big, or very noticeable difference
    in offense. A very good example of this is Zhuge Liang and Huang Zhong. Both
    should be able to be untouched in any stage, because of reliable distanced
    combat. However, Zhuge Liang's offense is by far better than Huang Zhong's.
    The main point and idea behind tier lists, is that there is a best way to
    play each character, and if this is achieved, then making an accurate 
    tier list is possible. Errors in my tier lists only have two possibilities:
    I have either analysed a character incorrectly and my method is not the
    best method, or that I have simply misplaced the character in the tier list.
    
    Many people tend to reject tier lists outright, because of imcomplete or
    flawed reasons. Please take the time to read and understand my
    definition of a Tier List, or Tier List Theory.
    
    (1) Defining the Tier List by Defining the Variables 
    I wont say that Tier Lists can be perfect, but if you define it carefully, and 
    put enough work into it, it can be very accurate. Usually, the audience is more 
    interested in a tier list of maximized characters. This seems to make the most 
    sense too because it evaluates each character's maximum potential. However, 
    there may be some special cases where a Tier List involving 4th weapons 
    (not necessarily maximum potential) is more relevant to the typical reader, 
    because full weapon customization is difficult to realize. This is apparent
    in Dynasty Warriors 5. But, I did take the time to construct a Tier List of 
    characters with Full Customization of weapons. This is actually, the fairest 
    way to compare all the characters. The first concept is to define the 
    variables, and to define them accordingly, to suit the typical audience.
    
    (2) Objectivity vs Subjectivity
    The second important concept of Tier List theory, is to evaluate all characters 
    using objective methods. Only objective analyzes can result in a universal 
    Tier List, or a factual Tier List (well... as factual as possible). My methods 
    have revolutionized Tier Lists for these types of games. 
    Several years ago, Tier List topics/discussions would never end, 
    simply because such topics were a collection of clashing opinions. 
    Opinions is the key word here, and it connects 
    with subjective methods of analysis. There is no way for a Universally 
    Acceptable Tier List to be made through subjective methods of character 
    comparison. On the other hand, objective truths MUST exist; each character's
    moveset is different, and because of these differences, there has to be 
    measurable advantages and disadvantages. A factual Tier List then, is a 
    collection of these objective truths. 
    
    (3) Overall Offense, and Overall Defense
    A good way to collect these objective 
    truths is to categorize them. Many people would say, if attack, then Lu Bu is
    at the top; if horse combat, then Ma Chao is at the top. 
    These both fall under offense. And, offense can be measured by offensive 
    speed. This works nicely with these types of games because the common goal 
    is to defeat officers in order to complete a stage. The second category then 
    would be defensive potential, that is, the potential to resist the obstacles
    involved in completing a stage. Every measurable aspect of a character's 
    moveset can be sorted into these two categories.
    
    (4) Consistency Achieved by Maximized Gameplay
    The fourth important concept is a simple one.
    How many times have you heard the phrase:
    "Tier List's are opinion; any character can be good if played by an expert". 
    Notice that these two lines contradict each other. If any character can be 
    played well, that is, in the hands of an expert, and if all character movesets 
    are different, then it logically follows (not directly, but implied) that some 
    characters have to be better/worse than others. The simple point here is, 
    a mastered Lu Bu will always be better than a mastered Zhang Jiao.
    
    -------------------------------------------------------------------------------
    In the end, the goal is to display a tier list of my unbiased evaluation of
    all the characters in the game on Chaos difficulty, as close to a factual 
    and concrete tier list as possible, but is never possible, because of 
    inevitable debatable opinions.
    -------------------------------------------------------------------------------
    Another way to define this tier list:
    This tier list I suppose, in some way, can be thought of as a tier list 
    representing individual skill - like a tier list of who you are best and worst 
    with. BUT only if you have mastered using all characters, and believe that you 
    can in no way get any better with any one character. And thus, my claim is that
    if 10 people, who believe they have mastered all the characters, 
    constructed their own individual tier list of who they are best and worst with,
    each tier list, or better yet, the average of all 10 tier lists, would be very 
    very close to my tier lists. 
    -------------------------------------------------------------------------------
    A note on the term Mastered:
    I once tried to explain my tier list theories to some people, and one reply 
    to my idea of mastered characters was, that there is no way to master
    a character because we are humans. OK...but seriously, we are capable enough
    to come very close, and the ultimate point is, with mastery of all the
    characters, one can construct a very accurate tier list. The way I have come
    to play the game on Chaos now is very systematic, because of how well I have
    anaylzed all the characters and how well I understand the game. Once we all
    get good at a game, playing the game becomes a game of foresight, because 
    you can foresee almost everything that will happen next. When an officer is
    approaching, I have to think, is he more than approximately seven paces away,
    so will the officer do a running attack, if I'm using Guan Yu, then I get a
    free hit, if I'm using Taishi Ci, my reach is too short to risk the danger of
    getting hit by a running attack. Do I block first and attack after then?
    Are the peons nearby close to the officer? will they make my blocking useless
    because they will be able to migrate around and surround me? OK...sorry Taishi
    Ci wasn't that great of an example here, because he would want to greet this
    sort of situation, or any sort of situation with his C5, but my point has been
    made. There are many other possible examples, such as a quick rough calculation
    of the current crowd size, and relating to the character's musou filling ability
    to determine whether or not you'll be able to fill his/her musou. There really 
    is a best way to play all the characters, or at least a few alternatives that 
    are equally good, and from this, it's almost apparent which characters are 
    better or worse than others. So the argument of opinion proving inaccuracies 
    in my tier lists will never hold. Any inaccuracies in my tier list would be a 
    result of either my miscalculation of facts, or a character strategy that I 
    have missed.
    
    To finish off my tier list definition or theory, I'm sure that a common
    question that arises is, what if one character has better defense that another,
    but that other character has better offense than the first character.
    Because this tier list is for Chaos, defense is by far the most important.
    This includes natural moveset defenses, or a consistency in defense by 
    overwhelming offense. Huang Zhong is one of the best examples of defense. If
    he can't be touched, when mastered, then he can't.
    He truly has near perfect defense. And I say near perfect because some 
    characters are capable of better defense than him in Xtreme Legends. 
    Huang Zhong's only defensive concern is against archers. His archery strategies
    don't work well on archers. His moveset forces him to use his musou on archers. 
    Otherwise, when no archers are within sight, not getting hit is 100%
    consistent. An example for the second point is Wei Yan. It may not be much of an
    argument for him with his 4th weapon, but with 
    the proper setup, with a 40 fill, no musou bonus, configuration, and
    a medium weight weapon with maximized attack, his C3 will fill on crowds just
    over a typical crowd of 5 peons. The recovery time of his C3 shouldn't be
    stressed over, in a crowd of less than 5, and then any crowd greater than 5, 
    will fill his musou. This enables Wei Yan to have an extreme defense, because
    of exceptional offense. 
    The three tier lists my guide thus have a trend of decreasing defensive
    potential. Some tiers may show the same or similar defenses; in this case, the
    separation of the tiers is governed by clear differences in offense. And that's
    quite easy to see. Going back to the Wei Yan example, He deserves a high tier
    list ranking; Huang Zhong's offense is no where near as effective as Wei Yan's,
    even with the right weapons and items. He belongs in the tier below with many
    others. And there appears to be another tier below this one, with characters
    having the same defensive capabilities (recall the only weakness is archers),
    but even slower and noticeably different offenses. Xiahou Yuan is a candidate 
    for this tier. This is all in section 10, in the full customization tier list 
    discussion. I do encourage viewers to read and take a look at that tier list, 
    because it's the most interesting one, as it allows for full weapon 
    customization.
    
    And of course, these tier lists apply only to, and strictly to, Chaos 
    difficulty, 5 star difficulty stages, with characters equipped with their 
    4th weapons.
    	
    Lastly, I have made some clips to attempt to show how I use the characters,
    and more importantly, how the character strategies and tips all tie in. 
    Additionally, these clips should show - or I hope they show -
    a gradual transition between all the characters to resemble the order of 
    the tier list. Notice that in very few of these clips do I finish the level 
    totally unharmed; it is of course very hard not to get hit. The important point
    is not worrying about whether you get hit or not, sometimes it's well worth the
    sacrifice to get hit for example in a musou rage, as long as you know that the
    damage you take will not kill you. 
    
    It is important that you view these clips before inquiring about a tier list
    modification. It's important to understand the confirmation that the way I 
    use characters is the most effective. Seeing things visually is always better,
    and most convincing. 
    
    All clips have the same conditions for consistency for a fair tier list 
    comparison. The conditions are Siege of He Fei Castle - Wei Forces - Chaos. 
    I chose this stage because it has a vast variety of different and important 
    situations. Crowd sizes range from small to large, and the stage starts 
    out perfectly with small crowd sizes and ends with large crowd sizes. The 
    frequency of musou rages illustrates proper usage of when and
    where to use a musou rage. There is a good variety of the different types of 
    non-playable generals. The case of dealing with multiple generals in a
    large crowd is also shown at the very end. And lastly, the frequency of archers
    is very average. The only things that Siege of He Fei Castle fails to show are
    dealing with more than two generals at a time (which is very rare), dealing
    with continuous crowds (which isn't much different from a very large 
    non-continuous crowd), fighting near archer towers, fighting near attack bases.
    
    Sorry, my game has several scratches on it so the music in this level
    is sort of messed up. So the music may come on and off. Also, these clips
    are likely best viewed in full screen.
    
    At the bottom of each character sub-section, there will be
    short notes on the contents of the video clips. 
    I do not plan on putting these video clips on a website anymore, because the
    total size is quite large, which will be quite expensive. just let me know at 
    www.jonnay_@hotmail.com, and I will be very glad to send it to you. 
    There are however many tips and strategies mentioned in the character sections 
    that aren't shown visually in their video clips. If you would like to see 
    something visually that is presented in the tips and strategies that is not 
    already in the clips, you may also request a quick separate clip. I do not 
    mind this, and would probably be glad to do it.
    
    Unlike the Tier List FAQ, my tier list so far has been my work alone. There
    has been only a few tier list questions and several contributions. Although, 
    I'd like to say that I've spent an ineffable amount of
    time, and devotion, to making my tier list as accurate and indepth as possible,
    but because of the fact that it's entirely my work alone, as well as the rest
    of the guide, there are bound to be improvements. There are still some
    characters that I am unsure about, that deserve some indepth discussion.
    
    Although I don't get many emails on this...
    If you want to email me about a certain character's placement in the tier list,
    I would gladly accept it. But please, first have the character section read
    before hand, and have the video clips of the character and the neighbooring
    characters watched. At least have that much done before sending me any emails.
    Thorough Chaos experience with all characters is encouraged. Obviously, it's
    hard to argue to raise your favorite character, if you haven't even played
    the other characters in Chaos. Also, I have to stress that it must be on
    Chaos, as a tier list in Hard Mode is a totally different tier list. There
    are many characters, for example Zhu Rong, who are quite good in Hard Mode,
    but not so, in Chaos.
    
    Just an interesting note of my opinion: The Xtreme Legends tier list is far
    more interesting, and the Full Customization tier list is probably the
    most interesting and most fair in terms of comparing movesets, with the
    complete freedom of full weapon customization. Some characters such as
    Sun Jian and Huang Zhong are ruined by their 4th weapons, while many others
    like Zhang Liao, Taishi Ci, Xiahou Yuan, and Jiang Wei are ruined by the
    flinching time, which is corrected in Xtreme Legends.
    
    _______________________________________________________________________________
    Dynasty Warriors 5 Tier List: 
    Chaos Mode, 5-star stages, Mastered Characters, Maxed Base Stats
    _______________
    Lu Bu
    _______________
    Ma Chao
    _______________
    Zhuge Liang
    Zhao Yun
    Wei Yan
    Gan Ning
    Xiahou Dun
    Pang De
    Zhang Liao
    Guan Yu
    Sima Yi
    Xu Huang
    Zuo Ci
    Ling Tong
    _______________
    Meng Huo
    Pang Tong
    Zhang He
    Lu Xun
    Zhou Yu
    Xiao Qiao
    Yue Ying
    Guan Ping
    Lu Meng
    _______________
    Xing Cai
    Liu Bei
    Cao Ren
    _______________
    Huang Zhong
    _______________
    Da Qiao
    _______________
    Sun Shang Xiang
    _______________
    Zhou Tai
    Zhang Fei
    Jiang Wei
    Yuan Shao
    Cao Pi
    Sun Quan
    Cao Cao
    Dong Zhuo
    _______________
    Xu Zhu
    _______________
    Xiahou Yuan
    _______________
    Sun Jian
    _______________
    Zhu Rong
    Zhen Ji
    _______________
    Dian Wei
    _______________
    Huang Gai
    _______________
    Diao Chan
    Taishi Ci
    _______________
    Sun Ce
    _______________
    Zhang Jiao
    
    -------------------------------------------------------------------------------
    Dynasty Warriors 5
    Tier List Discussion
    -------------------------------------------------------------------------------
    
    Top Tier: Unparalleled Offense; Excellent Defense; Unparalleled Consistency
      Lu Bu
    Well, not much needs to be said on why Lu Bu is the best in the game. He doesn't
    have a set of versatile charge attacks, or more like lack of variety in
    his charge attacks. It is because his C3 itself is versatile, and this easily
    places him in his own top tier. With very long reach, and ideal protection
    with his C3, his musou filling ability is incredible. This makes him very
    compatible with a long musou bar. Fill bonuses are also not a need because of
    how powerful his C3 is. This would give him more options for items, such as
    the Dragon Amulet. Being the only character in the game who can fill his musou
    easily in one charge attack, with almost the maximum attainable musou bar
    length (only 1 point from being the maximum) in the game, is easily enough to
    make him by far the best character in the game. Going back to the note on his
    versatile C3, it is also consistently unblockable, when controlled properly.
    What more can you ask for? Against regular officers, his C3 guarantees a
    filled musou bar in a very large range of crowd sizes, and makes officers
    completely vulnerable to the ending of his C3. His consistent offense is
    a one-musou-KO per regular officer guaranteed, and if the Ice Orb activates,
    then playable officers can be defeated in just one C3 and one true musou.
    Lu Bu's offensive and defensive capabilities are unparalleled. Until 
    Xtreme Legends, Lu Bu is by far the best character in the game on Chaos Mode.
    
    -------------------------------------------------------------------------------
    
    2nd Tier: Perfect Defense; Excellent Offense
      Ma Chao
    This is more of theoretical tier. Ma Chao's jump charge enables him to have 
    a perfect defense. This type of defense is the best in the game for 
    ground combat, and is different from Huang Zhong's or Zhuge Liang's defense.
    Huang Zhong and Zhuge Liang have what I like to call near-perfect defense,
    because of distanced combat. They're only weaknesses are archers, and in
    stages where archers are abundant, their weakness can be seen. Ma Chao's
    jump charge is defensively ideal for even archers. Although Ma Chao's
    true overall effectiveness is definitely not far from the characters in the
    3rd tier, keep in mind that this is more of a theoretical tier, because only
    until Xtreme Legends are there stages with lots and lots of archer crowds.
    But in Dynasty Warriors 5 only, Ma Chao's perfect defense advantage, can best
    be seen in Wu Zhang Plains. Wu Zhang Plains has a fair number of archer crowds.
    Other threats that all other characters cannot deal with (with the exception of
    Xiao Qiao) are in this stage, such as multiple juggernauts, and multiple
    officers. Ma Chao's musou filling ability, and overall offensive ability isn't
    enough to place him with Lu Bu, even though his defense may arguably be better.
    
    -------------------------------------------------------------------------------
    
    3rd Tier: Very Good Defense; Fast Fill; Two-Musou-KO per Officer
    	  Very Good Defense; Slow Fill; One-Musou-KO per Officer
      Zhuge Liang, Zhao Yun, Wei Yan, Guan Yu, Gan Ning, Xiahou Dun, Pang De
      Zhang Liao, Xu Huang, Zuo Ci, Sima Yi, Ling Tong
    
    This is quite a large tier. All of the characters in this tier have very
    good defense. Characters in this tier either have fast fill but needs two
    musous to kill officers, or slow fill but needs only one musou per officer.
    It turns out that the offensive speed is pretty close between these two types
    of offenses. Because there are two types within this one tier, the order is
    quite hard to determine, and easily debatable. So keep in mind that the order
    isn't too big of a deal. Zhao Yun should be at the top of this tier. He is
    able to easily abuse his first five normal attacks, and being able to get away
    with not doing charge attacks means a lot for easy musou filling, and general
    flexibility. Zhao Yun should be consistently the fastest in offense of his
    type, because of his true musou. The way his true musou works is perfect.
    This difference can only be seen in large crowds though. When the crowd size
    is right, the length of his true musou and the good distance he covers after
    the ending is all crucial, for him to have the fastest offense. Because his
    musou is so long, and because he moves forward so much after the ending,
    he will often have no enemies in front of him after his true musou. This enables
    him to turn around and attack safely without threats from behind. And since
    his true musou hurls enemies into the air, instead of scattering them, 
    it's very easy to refill his musou quickly after the first musou. After
    his musou refills, the second true musou will defeat the officer. This isn't
    much faster than the other characters in this tier, but it's enough to place
    him at the very top of this tier. The only character than can do this is
    Guan Yu, but he needs much larger crowds sizes to be able to achieve the
    same offensive speed, because he's weaker, he needs to use short true musous, 
    and he's more stationary during his true musou. Being more stationary is
    the key here, because he'll often not be able to attack freely after his
    true musou because of enemies behind him. Wei Yan's offense can be argued to
    parallel that of Zhao Yun's, but it's hard to come to conclusion. Wei Yan's
    C3 has incredible musou filling ability, and needs only a small crowd size for
    it to work. Thus, Wei Yan's freezing ability is by far better than Zhao Yun's.
    Zhao Yun's unblockable C5 can only be done in small crowds. Zhao Yun's C4
    can be done in large crowds to freeze officers, but if it fails, then
    officers will be scattered. Wei Yan is at least guaranteed a 60% shot at 
    freezing officers. Zhao Yun has almost 100% consistency for his fast method
    mentioned above, but only in large and dense crowd sizes, while Wei Yan has
    merely a better chance of freezing officers. I have gotten into heated 
    arguments on who is better, but it's really hard to decide. In the end, I've
    kept Zhao Yun at a higher placement. Think about it this way: Zhao Yun's
    offense like I said 100% consistent when given the right crowd size. Wei Yan
    has a much better freezing ability, but what does this mean exactly? 
    The answer is, not much. Against generic officers, I see Zhao Yun as clearly
    the better one, because ice or no ice, Wei Yan still needs more than one
    musou do finish the job. However, against playable officers, ice will 
    certainly give him an edge. 
    
    Zhuge Liang was particularly hard to rank in this tier.
    He's consistently the fastest in stages with smaller crowd sizes. But
    in others like Yellow Turban Rebellion, his musou filling phase is more time
    consuming, if he has to run away for a long time. Also, if officers are on a
    horse, Zhuge Liang often has no method of getting officers off their horses,
    safely, other than to waste his musou. Then in this case be becomes a slow as
    the characters in the 4th tier. Other disadvantages for Zhuge Liang are
    that his musou rage combat isn't changed at all, and his offense returns
    a consistently lower KO count. His close combat is still very
    dangerous in musou rage combat. The two-musou-KO characters in this tier
    are by far better in musou rages because of excellent close combat skills, and
    a one-musou-KO offense on officers. Having a relatively lower crowd clearing
    potential means less musou rages for Zhuge Liang, but he's not that great in
    musou rages anyway. 
    
    The characters from Gan Ning to Zhang Liao are all very
    close, Gan Ning has a consistently unblockable C6, and when officers are
    frozen, it's possible to kill officers in one musou. When his musou is mastered,
    he is a consistent two-musou-KO per officer character, but requires some work.
    However, the order from Gan Ning to Zhang Liao should be almost apparent.
    Gan Ning has the highest potential in killing officers in one musou. Xiahou
    Dun should be close behind with his C3. Xiahou Dun is another Wei Yan.
    With his safe C3, like Wei Yan's it will guarantee a 60% chance of a one-musou-
    KO offense, but this offensive method for Xiahou Dun, requires much larger
    crowds sizes. Generally, he'll be doing that half the time, and the other
    half, his most ideal offense would be his C6. Pang De however, doesn't have
    a chance at killing in one musou. Also, his offense may cause forced musous
    at times, because his two most useful charge attacks, his C4, and C6, although
    scattering, have slow recovery. Zhang Liao is a similar case. Zhang Liao is
    a bit more flexible with normal attacks with faster recovery. But Zhang Liao's
    freezing methods aren't as good as Gan Ning's or Xiahou Dun's. Zhang Liao's
    C3 can't be used in large crowds. His other option is his C6, but if it fails,
    then officers are hit away, and it may mean a wasted musou. If Gan Ning's
    C6 fails to freeze, officers are also hit away, but it never means a wasted
    musou, because his musou can still be controlled after that to hit officers
    when they get up. Unlike Xiahou Dun, Zhang Liao isn't capable of killing
    officers in one musou even with ice, because of a shorter musou bar, and
    a lower musou frequency. Take your pick on Zhang Liao or Pang De. But Gan
    Ning and Xiahou Dun are almost always better than Zhang Liao and Pang De.
    
    Guan Yu and Xu Huang should be ranked closely. Both have light 4th weapons,
    which often means actually more than two musous per officer. But Xu Huang
    does have ice to help him a little, and always a C3 preceding his true musous.
    Guan Yu is a special case with his true musou, and fast normal attacks.
    Guan Yu has one of the fastest offenses (haha if measured accurately excluding
    musou cry time) in this tier only in massive crowds. In most cases, his
    offense is a one of the slowest in this tier. Xu Huang, with his C3 preceding
    his short and relatively weaker true musou is almost enough to balance him out
    with the characters in this tier like Xiahou Dun and Zhang Liao. The only
    noticeable disadvantage in Xu Huang's offensive speed, is that his musou is 
    too good at crowd clearing. Like Guan Yu's he needs quite a large crowd
    to be able to achieve a fast fill and two-musou-KO offense. 
    
    Zuo Ci's placement was also a hard one to decide on. 
    His placement can be anywhere in this tier, depending on the situation. He's
    consistently a two-musou-KO character, but the question is the fast fill part.
    If crowds aren't massive or surrounding, his C4 is very good at musou filling.
    But if crowds close in, he'll either have to run, or attempt to musou fill
    with his first five normal attacks, and escape with his jump charge after that
    if necessary. He is thus a mix of both types of characters discussed in this
    tier. He is often just as fast as Pang De or Zhang Liao, but in massive
    crowds, he will be a consistently slower. Geez, imagine what he could do with
    attack on his weapon, or even a light weapon with attack on it. With light
    attacking speed, his C4 is much easier to execute safely. 
    
    Sima Yi is like Zhuge Liang, but placed a bit lower because of inconsistency 
    with musou filling. It'll often take about two C4's to fill his musou, and 
    it's not easy to do it. Zhuge Liang's jump charge musou filling is a lot 
    faster. But Sima Yi is a bit better in musou rages, and can use his jump 
    charge to hit officers off horses. But then, Sima Yi's C4 may sometimes force 
    him to waste his musou. This is however, quite rare, and counterattacking is a 
    possibility.
    
    Ling Tong's offense is very fast. Because of a countinuous ground pounding
    charge attack, his freezing ability is incredible. Even if it misses,
    he has many more opportunities to freeze. His C4 offense can have very perfect
    defense when mastered. Ling Tong's placement at the very bottom of this tier
    is another theoretical one. Ling Tong has limitations when fighting massive
    crowds, and huge limitations when fighting multiple officers. I'm treating
    this as a theoretical placement, because multiple officers don't happen that
    often, and musou rages can almost eliminate this limitation. But this
    disadvantage still exists, and his solution is to use his jump charge,
    which gives rise to a very slow offense. Having almost a planted 
    officer-oriented musou is very bad against multiple officers. But for Ling Tong
    fans, do keep in mind that in a stage with no multiple officers, or
    really large crowds, he would be placed above Gan Ning. So I do need to make
    clear that there are "hidden" disadvantages for Ling Tong. Anyway, there's no
    question about it; Ling Tong is in this tier.
    
    -------------------------------------------------------------------------------
    
    4th Tier: Very Good Defense; Fast Fill; Three-Musou-KO per Officer
     	  Very Good Defense; Slow Fill; Two-Musou-KO per Officer
      Meng Huo, Pang Tong, Zhang He, Lu Xun, Zhou Yu, Xiao Qiao
      Yue Ying, Guan Ping, Lu Meng,
    
    Another big tier. The concepts in this tier are similar to the 3rd tier. 
    Characters who have fast fill and need three musous to kill officers, tend to 
    be just as fast as characters who have slow fill and need only two musous
    to kill officers.
    
    Meng Huo and Pang Tong should almost definitely be at the top of this tier.
    They may even deserve their own tier. Meng Huo's most ideal musou filling
    is with his jump charge. Even though it's not that damaging, his musou
    filling ability is quite good. I suppose both Meng Huo and Pang Tong would
    fall into a middle category of Medium Fill; Two-Musou-KO per Officer or 
    something. Meng Huo's C3 will fill very fast in massive crowds. The problem
    with Meng Huo is that he's best in massive crowds. Even a crowd of fifty
    peons isn't enough depending on how dense it is. Meng Huo is a very severe
    case of Xu Huang, with a musou that is too good at crowd clearing. He will
    have to do slow 1-on-1 combat very often, after doing a true musou
    because his true musou is just way too powerful against crowds. However, it
    should be apparent the there's not much difference between Meng Huo and the
    others in the 3rd tier. Forced slow 1-on-1 combat is no big deal at all. The
    characters in the 3rd and 4th tier all have very good defense; it's just that
    I draw the line at Meng Huo. Pang Tong needs to musou fill primarily with his
    C1. He can sneak in his first normal attack quite often when using his
    C1. Like Meng Huo it's only a bit slower in offensive speed, with a weak
    attack, but a short musou and pretty high fill. Pang Tong needs more than
    two musous though to kill officers. 
    
    Zhang He is a very special case. He has very fast fill, even with the
    Dragon Amulet equipped. Although sometimes, he'll have to run around for 
    a bit to ensure that his jump charge is safely executed. With the fire orb,
    he can kill officers in one musou, but he needs to go through his C3,
    which can't be done in massive crowds. But most importantly, his musou rage
    combat is the same as his regular combat if the fire orb is equipped,
    and it can easily be worse than his regular combat because it's not easy to
    juggle officers with his true musou. Like Zhuge Liang, Zhang He benefits very
    little in musou rages. He's close to the fast fill, two-musou-KO characters 
    in the 3rd tier, but because he often has to lead crowds for a bit, after
    his first musou, to be able to use his jump charge safely, and because his
    musou rage combat is terrible, I've placed him in this tier. But for sure,
    Meng Huo, Pang Tong, and Zhang He are only a little bit slower than the
    characters in the 3rd tier.
    
    Lu Xun and Zhou Yu come next. Both have a near perfect defense method of 
    attacking with their jump charges. But musou filling this way is quite slow.
    Both jump charges have their own pros and cons. Zhou Yu's extra stomp is
    sometimes beneficial, but it's very easy to use his jump charge in a way for
    that stomp to often be wasted. Thus Lu Xun's jump charge can be done
    more frequently. But then, Zhou Yu's jump charge has a more horizontal slope.
    It's hard to come to a conclusion on which is better. Both of them also have
    safe close combat methods, but Lu Xun's is by far better. Lu Xun's C3 is very
    good for musou filling, and works in a large range of crowd sizes. Zhou Yu has
    two very safe close combat methods but both require either massive crowds, 
    or a partially filled musou. The first is his C4, which consists of four 
    horizontal slashes, and a chance with the Ice Orb. The second is his running
    attack which is very useful in massive crowds.
    
    Xiao Qiao is another special case. Like Ma Chao, she also has a very perfect
    defense. But if she were to use this as an offense, it would be incredibly
    slow. She needs to resort to her C3, and C4 to be effective. She needs her
    C3 to set up for her musou, because her musou can't be done without the
    correct distance and alignement. Her C3 will work in smaller crowds. But in
    massive crowds, she'll have a limitation with her musou because juggling 
    officers in massive or dense crowds is very hard, and the glitchy displacements
    caused by the dense crowd is almost unpredictable. In these cases, she must
    scatter the crowds with her C4. And this is an elegant solution to her
    massive crowd musou limitation, because officers will always be the first to get
    up, before peons do. Thus Xiao Qiao needs to resort to close combat strategies
    to be effective. 
    
    Yue Ying and Guan Ping are very close, and should be side by side wherever
    they are placed. They both have very fast fill, and easy way to execute
    their musous against officers, and need three musous to kill officers.
    Yue Ying has a medium weapon and no attack, but Guan Ping has a light weapon
    with attack. Thus, their attacking strengths are very close. Both also
    have a short musou bar. Guan Ping has two advantages over Yue Ying. He's
    able to guarantee a successful musou in large crowds, against officers
    regardless of blocking, with his C6. Blocking officers are vulnerable to his
    C6 bombing. Secondly, Guan Ping has a higher chance of walking straight up 
    and behind an officer to start attacking with his normal attacks, because
    of faster attacking speed and good attack range in his normal attacks.
    The reason why Yue Ying can't do this is because of her third normal attack.
    But Yue Ying does have an advantage of being much more flexible because of
    fast normal attack recovery, which means less wasted musous. And Guan Ping's
    C6 bombing against blocking officers isn't much of an edge, because
    against blocking officers, Yue Ying's sixth normal attack or C6 will often
    allow her to use her musou after, because of excellent crowd clearing ability.
    This means that officers are often temporarily isolated after her sixth normal
    attack or C6. Lastly, Guan Ping does have a disadvantage of a risky true musou
    ending. This can be controlled, but it's hard in massive crowds. The ordering
    of these two is very debatable.
    
    Lu Meng is just slightly slower than Yue Ying and Guan Ping because of much
    less flexibility. Without useful charge attacks, his normal attacks will
    often make it hard for him to deal with blocking officers, especially in large
    crowds. If crowds are too vast or too dense, he'll have lots of wasted musous
    too. It is until Xtreme Legends, when the flinching time is extended, where
    Lu Meng is able to abuse his normal attacks with full safety without
    wasted musous. Lu Meng can be a lot slower than Yue Ying and Guan Ping, but he
    takes only two musous to kill officers, if he has the Dragon Amulet equipped.
    
    -------------------------------------------------------------------------------
    
    5th Tier: Very Good Defense; Slow Offense
      Xing Cai, Liu Bei, Cao Ren
    
    Another point where I draw the line of offensive speed comparison. This tier
    still has very good defense.
    
    At the top of this tier is Xing Cai. Her jump charge can be abused quite easily.
    But it's quite a slow method of musou filling, a lot slower than Lu Xun
    and Zhou Yu's jump charges. And this is the only reason why she's placed a tier
    lower. She has to spend a lot of time to musou fill with her jump
    charge in a large range of crowd sizes for an ideal way of musou filling. 
    Until her musou is partially full, she can enter crowds with her C3 to fill 
    the rest of her musou. She's thus, more effective against officers in massive 
    crowds.
    
    Liu Bei is quite similar to Lu Xun and Zhou Yu with the same type of
    jump charge. Liu Bei will also kill officers in two musous. But I've placed him
    in a tier lower, because his offense is consistently slower.
    His jump charge has the steepest slope of its type, and the slash before it
    is almost always a disadvantage. Liu Bei will have to run a lot longer than
    Zhou Yu and Lu Xun, because of this. And having such a steep slope, it's
    musou filling ability is poor. But because of this jump charge, Liu Bei does
    deserve this placement in a high defense tier. He also differs from
    Lu Xun and Zhou Yu, because he needs to fill more of his musou. Liu Bei's
    normal attacks are only safe up until his third one, and with a weaker attack
    strength, and no fill bonus on his 4th weapon, his musou filling ability with
    close combat requires a more partially filled musou. Otherwise, his offense
    with his musou is very good
    
    Cao Ren's C3 is very good for distanced combat whenever it can be done.
    But when crowd close in, his close combat is still quite good. While his 
    normal attacks aren't that defensive, it is the non-flinching property for
    his normal attacks, and the high defense granted by his 4th weapon that places
    him this high in the tier list. It takes a lot of hits to get him into
    red health, and because he won't flinch, he'll only get hit almost with slashes
    coming one by one. Because of this, he'll often survive through half a stage
    before he'll get into red health, and almost nothing will cause him to go
    from yellow health to zero health. 
    
    -------------------------------------------------------------------------------
    
    6th Tier: Very Good Defense; Very Slow Offense
      Huang Zhong
    
    Huang Zhong deserves his own tier for very slow offense. It takes several C1's
    and a few a true musous, for an ideal offense. Having to jump charge often
    to use his C1 safely also takes quite some time. Equip the Way of Musou to
    minimize the need to jump charge often. Although with one of the weakest
    attacks in the game, the Fire Arrows will help him a lot against officers, in
    large crowds. One other disadvantage for Huang Zhong is that, his offense in
    musou rages, doesn't change.
    
    After Huang Zhong's tier is when characters start to have a unavoidable
    defensive flaws. Cao Ren is placed here for a very special case in 
    defensive potential.
    
    -------------------------------------------------------------------------------
    
    7th Tier: Good Defense; Two-Musou-KO per Officer
      Da Qiao
    
    Starting from Da Qiao, is when characters can't really be played without 
    getting hit. All characters from Huang Zhong and above are very capable of
    surviving a stage on Chaos Mode untouched. Da Qiao's short reach is what
    causes for hits to be unavoidable at times. But this is a rare case. 
    Sun Shang Xiang also fits this description, but her offense is by far worse 
    than Da Qiao's. This tier is very simple. It's only an issue with Da Qiao's
    defense. There are holes in her normal attacks just before her sixth normal
    attack, after her sixth normal attack, and just before her first evolution
    attack. It's easiest to get hit during these relatively laggier transistions.
    Getting hit at any other time, simply because of short reach still
    exists, but it's very rare. Her offense with the highest attack rating in the
    game, allows for a Two-Musou-KO offense per officer, with a juggling musou.
    
    -------------------------------------------------------------------------------
    
    8th Tier: Good Defense; Slow Offense
      Sun Shang Xiang
    
    Sun Shang Xiang's placement theory is the same as Da Qiao's. Her defense is
    hard to be considered as good as all the characters above her in the tier list.
    But getting hit, even though is often inevitable, it is quite rare. 
    She should be placed in a separate tier lower than Da Qiao because Sun Shang
    Xiang's musou juggling potential is terrible. There is a way to juggle officers
    with her musou, but it's very hard, and almost impossible to do when crowds
    are too dense. This makes her very dependent on the Ice Orb. When officers
    are frozen, her musou deals decent damage. Sun Shang Xiang deserves to be
    in her own tier below Da Qiao because her offense just can't be compared to
    her's.
    
    -------------------------------------------------------------------------------
    
    9th Tier: Mediocre Defense; Mediocre Offense
      Zhou Tai, Zhang Fei, Jiang Wei, Yuan Shao, Cao Pi, Sun Quan, 
      Cao Cao, Dong Zhuo
    
    This is another big tier, all the characters in this tier, have worse defense
    than Da Qiao and Sun Shang Xiang. All of them have unavoidable flaws.
    
    Zhou Tai's flaw is the absense of an abusable charge attack. His C4 is the
    safest, but may be risky. He does have other methods of safe musou filling
    though, such as stopping after his 4th normal attack, abusing his jump 
    attack, or even using his C1 if he's surrounded, and his musou is almost filled
    because his C1 has invincibility. Even though he has a long musou, his filling
    potential is not bad because of a high attack and fill on this 4th weapon.
    
    Zhang Fei should have the best defense in this tier. If you give him the Speed
    Scroll it'll help his walking speed a lot. Although it isn't quite enough
    to allow him to enter crowds always with his C3. Thus his only flaw is that
    he'll sometimes be forced to do his C3 when surrounded. His first normal
    attack does have decent range, but his second normal attack doesn't and
    his C3 strikes may not cover enough range, when he's surrounded. Zhang Fei
    is much better in Xtreme Legends, and does not deserve to be placed as low
    as he is now, simply because of longer flinching time. The flinch caused by
    his first normal attack is almost enough to ensure safety of the execution of
    his C3. But more importantly, the extended flinching time allows him to attack
    in a circle during his C3 strikes, and the flinching time makes all the 
    difference in whether he'll get hit or not. While I consider this an 
    unavoidable flaw (in massive crowds) in Dynasty Warriors 5, Zhang Fei should
    be the most defensive in this tier. But this is arguable, because he and Dong
    Zhuo are the only ones that might have trouble being untouched in red health,
    while the others are able to just run around and abuse their true musous.
    But this of course, is also minor.
    
    Jiang Wei's defense....please refer to his section for an indepth analysis.
    There's too much to say about him. The thing that causes Jiang Wei to be a
    hard character to use in Chaos, is his 4th weapon with musou, and no fill.
    Sure, he has long reach, and decent range in his normal attacks. His C3 can
    be risky, but it's very safe if he enters crowds just after the execution.
    It's his second normal attack and the execution, when it's easy for him to
    get hit. His C3 ending is very good for a safe escape. But even though he has
    speed on his 4th weapon, he can't always enter crowds with his C3.
    
    Yuan Shao's C6 is very useful and has very fast recovery time. The only 
    challenge is executing it safely. His C6 can be abused in small crowd sizes
    and everything is simple until he faces massive crowds. He has a long musou
    bar with no attack on it. The fill bonus he has helps a lot, but his filling
    ability is just on the border, when attempting his first three normal attacks
    in massive crowds. After his first three normal attacks is when he'll get
    hit easily. When there are massive surrounding crowds, when he cannot get to
    his C6 safely, he has a possible solution of purposely stopping after his third
    normal attack, and then escaping with his jump charge. Whatever you do with
    him, it's not easy to not get hit in massive crowds, but like all others in
    this tier, he has only minor, but unavoidable flaws.
    
    From Cao Pi and to Dong Zhuo, all these characters have either safe normal
    attacks or a safe way of musou filling, but because of abusable charge attacks,
    they often need to force their musous.
    Cao Pi and Sun Quan are very similar. Both have a long musou bar, a fill
    bonus on their weapon, high attack, and a juggling musou (I've recommended
    the Way of Musou on Sun Quan because of a much safer ending, and because it'll
    take two musous to kill officers anyway, so Sun Quan benefits a lot
    defensively) Cao Pi's C5 is very useful, but because of the long execution
    it can't be done in large crowds, or even in small crowds if they aren't 
    clustered together. His normal attacks however are very protective, like Cao
    Cao's. Like Jiang Wei, it's best to memorize the crowd size needed that will
    fill his musou in his five or six normal attacks. This isn't quite as hard as
    Jiang Wei, because Cao Pi has a much higher fill. But unlike Jiang Wei, Cao
    Pi's sixth normal attack isn't very good, and without the extended flinching
    time in Xtreme Legends, he can't quite purposely stop after his fifth normal
    attack and simply walk away safely. Like other characters in this tier, 
    Cao Pi will have to force his musou quite often, after filling it. There's
    nothing really wrong with having a potentially slow offense against officers,
    in massive crowds, because he'll often be making no progress on damaging 
    officers, due to forced musous. But it's in smaller crowd sizes, when he can't
    quite rely on his normal attacks, and will have to resort to his C5.
    
    Sun Quan's normal attacks aren't as safe as Cao Pi's. Cao Pi is at least
    somewhat good in defense in massive crowds. Sun Quan's usual charge attack
    choice is his C6, which like others in this tier, have some minor unavoidable
    flaws. Getting to his C6 has small defensive risks. His filling potential is
    not bad; his C6 should fill his musou in larger crowd sizes, and because
    it's a scattering attack he'll be wasting less musous than Cao Pi, Cao Cao,
    and Dong Zhuo.
    
    Cao Cao's filling ability can be considered the same as Cao Pi's. Both of them
    have protective normal attacks. Cao Cao has no fill on his 4th weapon, but
    a short musou bar. The rate at which Cao Cao fills his musou is quite close
    to Cao Pi's. And similar to Cao Pi, Cao Cao's most useful charge attack is his
    C5, which also has a risky execution. There's also not much Cao Cao can do 
    in massive crowds, other than filling his musou easily with his normal attacks,
    and then wasting his musou for defense. Cao Cao is basically a copy of
    Cao Pi, in terms of survival methods, and offensive methods, but Cao Cao is
    slightly worse, with a shorter musou than Cao Pi, and with the same musou 
    filling rate as Cao Pi. This just means that Cao Cao will need about three
    musous to kill regular officers, when Cao Pi needs only two. Cao Cao's high
    freezing chances with his C6 isn't enough to place him above Cao Pi, because
    his C6 with it's ridiculously long execution time, is only possible against
    officers in small crowds. Cao Pi actually has a very high freezing chance
    with his C1 against approaching officers, if timed properly with his C5.
    He'll have two chances to freeze, and he only needs one of them to succeed
    for double musou damage. The probability is 84%, which is very high. 
    This freezing method for Cao Pi is easier to access than Cao Cao's C6.
    
    Dong Zhuo is at the bottom of this tier for possibly the worst defense. 
    His only seemingly useful charge attack isn't quite that useful because getting
    to it is impossible in most crowd sizes. However, his 4th weapon has very
    high attack, and a short musou, so his musou filling ability isn't too bad.
    He would be a lot better if his 4th weapon had fill on it. But since his first
    three normal attacks have such good horizontal range, it will fill a lot of
    his musou bar. Like Yuan Shao, Dong Zhuo is often able to use his jump charge
    safely after his first three normal attacks. And with a 360 degrees jump
    charge, his musou is very easy to fill. Dong Zhuo's flaw is that the landing
    of his jump charge isn't completely safe, and he's probably the one in this
    tier that wastes the most musous because it's very dangerous after his
    jump charge.
    
    -------------------------------------------------------------------------------
    
    10th Tier: Mediocre Defense; Very Slow Offense 
      Xu Zhu
    
    Xu Zhu's defense should be as good as any of the characters in the 9th tier.
    His C4 fills his musou in a large range of crowd sizes. The flaw is when it
    won't fill in smaller crowd sizes, when he can get hit during the recovery
    of his C4. He does however have good methods of getting crowd sizes 
    clustered together. Normally after his C4 crowds will be scattered all over
    the place. He can use combinations of his C1 and jump attack to stall the
    enemy until crowds get more clustered together, so that his C4 will guarantee
    a safe recovery. But relying on a scattering attack all day long means a very
    slow offense, (probably the slowest in the game) against officers. 
    
    -------------------------------------------------------------------------------
    
    11th Tier: Mediocre Defense; Extremely Slow Offense
      Xiahou Yuan
    
    Well Xiahou Yuan only has an extremely slow offense, if you compare it to
    others who are capable of still quite good defense. If you want to maximize
    Xiahou Yuan's defense, by giving him the Speed Scroll, and use primarily
    his C1 for distanced combat, he will have quite a slow offense.
    Although running for a long time with a speed increase of 20, can allow him
    to use his C1 safely, having to run for a long time is a very huge limitation.
    Other limitations are unsuitable terrain (even a slight slope in terrain
    can ruin his C1), and archer groups. Massive crowds, and the unwanted 
    displacement, or pushing effect from pursuing crowds, make it very hard
    for Xiahou Yuan to fight in. Add in archers to limit his options or directions
    to run, and his offense is even slower. Once you have more than two groups
    of archers (or even just two groups of archers placed in unfavourable
    spots) that are somewhat spread out, Xiahou Yuan has a lot of difficulty
    in abusing his C1 safely. Although, it wouldn't be nice to nail him for 
    limitations, as the average stage isn't nearly this impossible, but the stage
    of Mt Qi, in Xtreme Legends does exist. So, these will remain as more a
    theoretical flaw in Xiahou Yuan's moveset. Imagine using him with his 4th
    weapon in Mt Qi in Xtreme Legends. Mt Qi satisfies all the flaws for Xiahou
    Yuan's archery methods, with steep hills, multiple officers, mounted officers,
    large number of archer groups, and worst of all, less musou rages, as
    there aren't any elite guards that will drop musou rage tokens. With all this
    in mind though, there should be a good way of winning this stage, because
    he can make use of the attack bases, to limit the number of directions
    that peons, officers, and archers can come from. 
    One last flaw to mention is fast officers on foot. Lu Xun is a good example.
    Xiahou Yuan won't be able to run faster than Lu Xun, and he can be a real
    problem to face, especially in massive crowds. And this situation is not
    too rare to not include it in a tier list analysis. But of course, a musou
    rage is a good solution to this problem. There is only going to be one
    Lu Xun in a stage. Other candidates would be Ling Tong? or Zuo Ci?
    Anyway, the point is, it's all about musou rage planning, and you should have
    more than enough musou rages to take care of these flaws.
    
    -------------------------------------------------------------------------------
    
    12th Tier: Below Average Defense
      Sun Jian
    
    With such a weak attack, and a long musou, Sun Jian's musou filling ability is
    poor. He can't abuse his first four normal attacks safely until Xtreme Legends.
    His C5 is often his only choice for a safe offense, and after his C5 is
    when he's vulnerable to enemy attack. He is best in massive and dense crowds
    when they're large enough to fill his musou with his C5. But in all other
    situations he'll have the unavoidable flaw after his C5. 
    
    -------------------------------------------------------------------------------
    
    13th Tier: Poor Defense; Short Reach
      Zhu Rong, Zhen Ji
    
    These two are quite similar. At a distance Zhu Rong has her useful C3, and
    Zhen Ji has a good C1 and jump charge combo. But when these methods can't be
    used in large crowd sizes, they have many unavoidable defensive flaws.
    
    Zhu Rong's slow attacking speed and short reach is the problem. Musou filling
    is also a lot harder with a long musou bar and a weak attack. She is only 
    good in small crowds, or massive crowds. Zhu Rong's incredible grounded
    musou is what places her above Zhen Ji.
    
    Zhen Ji needs to make the most of her C1 and jump charge combo to safely 
    sneak in three normal attacks in between for safe and easy musou filling.
    Her jump charge is also very useful in small crowds, but gets pretty risky
    in large crowd sizes. Zhen Ji has a short musou bar, which makes it much
    easier for her to fill her musou, when compared to Zhu Rong. Like Zhu Rong,
    Zhen Ji is only good in small or massive crowd sizes. Zhu Rong is placed
    higher because she does not need anything preceding her musou in order to
    set it up. The initial lag in Zhen Ji's musou means a huge limitation when
    facing officers in large crowds. There's also not much Zhen Ji can do in a
    crowd size that is not large enough to fill her short musou, but large
    enough to threatening, because she doesn't have a useful charge attack. 
    Although Zhu Rong's C4, and C6, are risky, it's better than having nothing.
    Those of you who are good at counterattacking may just as good with Zhen Ji
    because it's easy to counterattack after her jump charge.
    
    -------------------------------------------------------------------------------
    
    14th Tier: Poor Defense; Short Reach; Slow Walking Speed
      Dian Wei
    
    Dian Wei's the only one that fits this description. His defense isn't any
    worse than Zhu Rong's or Zhen Ji's, but what makes him deserve his own tier
    is that he's unable to keep his enemies in front of him at all times.
    He's similar to Zhu Rong and Zhen Ji, in that he has good offensive methods
    at a distance with his C5 and C4. But it's much harder to survive with Dian
    Wei because of his slow walking speed. Also, Dian Wei has almost no chance
    ensuring perfect defense when in red health. On the other hand, Zhu Rong and
    Zhen Ji are pretty much set if they happen to get into red health.
    
    -------------------------------------------------------------------------------
    
    15th Tier: Terrible Defense; Distanced Offense Possibilities
      Huang Gai
    
    Huang Gai's and defense is worse than Zhu Rong's, Zhen Ji's,
    and Dian Wei's. There's no good way of ensuring safety in close combat with
    Huang Gai. He has a decent method of offense when enemies are at a distance;
    his's C6 is very useful like Yuan Shao's. It's just harder to get to
    it, and the recovery isn't as fast. Huang Gai can also use bombing strategies,
    but it's obvious he can't keep that up forever. His close combat performance 
    with how his normal attack string hits, can be compared to Xiahou Yuan's. 
    This is why before Xiahou Jia introduced me to his safe C1 offense, I had
    Xiahou Yuan placed in this tier with Huang Gai. Xiahou Yuan has his C1 for
    distanced combat. His jump charge can also be considered a good attack
    at a distance when enemies start to close in. Another similarity is that
    both of their first two normal attacks have good reach and range, but that the
    rest of their normal attacks are not so great. Players who are good at
    counterattacking may find it very useful to counterattack after their 
    second normal attacks. Other similarities include juggling musou, and slow
    walking speed, hm...and of course they both use a rod. Having slow walking 
    speed makes them both very inept when surrounded in massive crowds. 
    Counterattacking is often the only choice. It's easy to see that they are in
    the same tier, that is if Xiahou Yuan didn't have his C1. Even though Huang
    Gai has pretty useful charge attacks, and whole collection of unblockable
    ones, namely C5, C6 and True Musou, he doesn't have a perfectly safe method
    of using them. 
    
    -------------------------------------------------------------------------------
    
    16th Tier: Terrible Defense
      Diao Chan, Taishi Ci
    
    Both Diao Chan and Taishi Ci have terrible defense. If they should be compared
    to Huang Gai though, there's no comparison with distanced
    combat. Diao Chan does have her C6, and Taishi Ci does have his C5, but they
    are not nearly as good or as abusable as Huang Gai's C6 as a
    distanced combat method. Taishi Ci's walking speed is very slow, but with
    the Speed Scroll, the difference is crucial. Again the ordering for this
    tier is hard to decide on. Taishi Ci has a short musou, which means 
    easier musou filling. His regular musou also does massive damage against
    officers. Diao Chan's C3 is her safest method of offense, but she's in no 
    way better than Taishi Ci in defense. Both of them have a very damaging 
    jump charge because of two weapons. Diao Chan's can be executed over and over
    again more easily than Taishi Ci's but Diao Chan's musou filling ability is
    worse than Taishi Ci's. It's very hard to decide the order. I've decided to
    place Taishi Ci lower because of his juggling true musou. When in red health
    he is less effective than Diao Chan, with a slower walking speed and a weaker
    true musou.
    
    -------------------------------------------------------------------------------
    
    17th Tier: Worst Defense
      Sun Ce
    
    Sun Ce should deserve his own tier for very bad defense. It's hard to
    argue for him to be better or equal to Taishi Ci and Diao Chan. 
    His problem is a long musou, with no fill, and short reach. Nothing can beat
    this in terms of defensive reasoning just at a statistical glance. Dian Wei
    has high fill, and his first three normal attacks have good range. Diao Chan
    has high fill and a decent C3. Taishi Ci has decent fill with a short musou.
    Zhen Ji has high fill with a short musou. Zhu Rong even though with a long
    musou has high fill. Of all the short reach characters, Sun Ce has the worst
    stats for a good defense. His only upside is fast attacking speed. With such
    a low musou filling potential, he needs to always have enemies in front of him
    and needs them to be clustered together. His C4 can then be safely executed
    for musou filling. When not in red health, Sun Ce is the worst of all the short
    reach characters. 
    
    -------------------------------------------------------------------------------
    
    18th Tier: Worst Defense; No Red Health Strategy, or Very Poor Red Health
    	   Strategy
      Zhang Jiao
    
    Zhang Jiao's defense isn't too bad with his C3. But it's very hard to use his
    C3 in large crowds. His planted musou is what makes him the worst defensive
    character in the game. It is a planted musou that is officer oriented. This 
    makes it very dangerous when he has to face multiple officers, or if he happens
    to be using his musou on a single blocking officer. The ending of his musou
    is very unsafe. And because of this, Zhang Jiao has no way to ensure perfect
    defense when in red health, when other character in the game can. All slow
    characters can equip a Speed Scroll. The only character that might still have
    problems is Dian Wei, but his chances are maximized with the Speed Scroll.
    Speed won't do anything for Zhang Jiao, at least with his 4th weapon.
    He's not quite the worst when not in red health; Sun Ce probably is. 
    But because Sun Ce can be considered to have a solution to his terrible defense
    by purposely getting into red health, puts him a tier above Zhang Jiao.
    
    -------------------------------------------------------------------------------
    ____________
    8.01 - Lu Bu
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    "Can anyone provide me with a decent challenge?"
    
    Lu Bu is one of the best characters if not the best, for beginners because he 
    is arguably the best character in the game. He is likely the easiest character 
    to use and to master. 
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	40
    Medium Weight
    Horse	20
    Defense	20
    Attack	20
    Musou	19
    Life	19
    
    Lu Bu has a pretty stacked weapon if you ask me. Although it should be far from
    an ideal one since his moveset is one of the most defensive in the game.
    Thus, it would seem to any master of Lu Bu's moveset, that Life and Defense
    are wasted. It's leave pretty much Attack and Musou that are useful, and 
    these two are the most important. Charge would be nice. Never hurts to
    have Fill in there, but Lu Bu truly doesn't need it.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Way of Musou
    Dragon Amulet
    
    Ice Orb
    
    This configuration of items should be the most ideal for offense. It's also
    defensively sound, even with no fill bonuses at all, and a very long musou bar.
    Even so, his musou filling ability with his C3 is very reliable. In any case
    that it isn't his C1 can be relied on for a safe escape. Because of his 
    compatibility with the Dragon Amulet, doing a C3 + True Musou combo will take
    care of any regular officer from full health. Being able to kill an officer
    in one string of attacks is very valuable. If the ice orb kicks in, stronger
    opponents such as playable characters can be defeated in just one true
    musou.
    
    The Ice orb is undoubtedly the best choice, for double musou damage.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Lu Bu is one of the only two characters that are compatible with the shadow 
    orb. But his awesome normal attack string and second charge and are enough to 
    kill all peons easily. The shadow orb will merely upgrade this 
    slightly. 
    
    Having the longest reach in the game, Lu Bu's melee combat is second to no one.
    His C3 attack is the best in the game. It has very long reach, and practically 
    360 degree range. The shockwave ending has enough radius to keep him safe 
    during the short recovery, for most situations. His C3 is his abusable charge 
    attack for all situations. As mentioned above, doing a full C3 along with a 
    true musou on regular officers is enough to kill them. A good explanation with 
    the concept of versatility, and how it makes Lu Bu the best, is that he has 
    all the qualities of versatility, and they are all focused into one charge 
    attack. His C3 is abusable because it is protective, highly effective against
    generals in crowds, and consistently unblockable. Because it can be easily
    controlled to hit blocking opponents, you always have a chance with the ice orb
    activating. His C3 being unblockable, makes even more deadly. Because officers
    blocking or not, are vulnerable to his C3, and after his C3, they are
    vulnerable to his true musou, Lu Bu is the has the best and most consistent
    offense in the game. Although it isn't an escaping move, it satisfies all the 
    conditions of one, because of its wide 360 degree range and fast charge 
    recovery time. 
    
    His C1 is one of the best in the game. Like Zhao Yun's, Lu Bu's C1 is an 
    invincible charge attack. The two slashes are innate fire elemental, and very 
    powerful. If done correctly, it is possible to hit an enemy with his first 
    slash, catch up quickly by moving towards him/her during his second slash, and 
    then following up to land a successful hit with the stomp. After the stomp you 
    can continue juggling while your enemy is on fire. This is quite useful on 
    high defense officers, such as Xing Cai at Bai Di, where juggling with fire
    is the best way to go.
     
    His jump charge is another great alternative to escape crowds, but would be 
    inferior to his C1. Because of his C1, you can forget about counterattacking 
    altogether. Since it grants all the conditions of a good counterattack.
    
    There is no reason to use any of his other charge attacks because they are
    all inferior to his C3.
    
    Since, Lu Bu's reach is so long, if you can time it correctly, so that you hit 
    generals with the tip of his reach, they will never block it, simply because 
    his reach is just so long. Get this timing down, and killing a general in a 
    large crowd from full health, can be done faster than 7 seconds. 
    (refer to section 14) Furthermore, enemy officers beyond roughly 6-7 paces
    away (generally an officer approaching from a distance) will want to do 
    their running attacks, which means they won't block his first normal attack, 
    or his C3 strikes. This is why officers tend to just walk straight into his
    C3.
    
    Something interesting to mention: contrary to (I'm guessing) popular belief,
    with all characters equipped with their fourth weapons, Lu Bu's attack 
    strength is not the strongest in the game. His attack strength is second 
    strongest, and is behind Da Qiao's. The results of this mainly have to do with
    weapon weight. (refer to section 14) 
    
    A minor thing: the best archers (Im guessing) from each alliance are able to 
    pull out their bows at any time during certain charge attacks. This includes 
    the execution time and recovery time. These characters are Huang Zhong, Lu Bu, 
    Xiahou Yuan, and Gan Ning. Each of these characters are able to pull out their 
    bows at any time during their C1's. This may either cancel the charge attack, 
    or allow you to shoot an arrow directly after the C1. While this 
    isn't much of a useful tip, it is only a minor aspect of these characters,
    not covered in other guides. Using this to full potential you can hit 
    generals into the air with a C1, and then aim directly after in the air and use
    the bow musou to juggle the general, with fire arrows. This is of course 
    incredibly hard to do and useful only for Huang Zhong and maybe Xiahou Yuan. 
    Lastly, only Huang Zhong out of those four characters can pull out his bow 
    during his C5.
    
    -------------------------------------------------------------------------------
    ______________
    8.02 - Ma Chao
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "I fight in the name of Justice"
    
    Ok...for this guy there IS no need for tips if you're just gonna ride around on
    the Shadow Runner, and continuously slash peons, as if stepping on 
    millions of ants. I honestly think Koei made him way to cheap on horse. But 
    personally, it's really dishonorable to fight on horse with Ma Chao...c'mon,
    get off the horse and fight like everyone else. Hahaha, but Ma Chao, on his
    horse should deserve his own god tier. Well, for the average stage, he isn't
    really better than Lu Bu, but for theoretical reasons, he should be in his
    own god tier for more absolute defense. Horse combat is really stupid in this
    game, since peons take the time to jump and then attack. It doesn't take much
    mastery to dodge all these pathetic attacks. But anyway, his uberness can be
    realized in later stages, in Xtreme Legends and Empires, where Stone Soldiers
    and Phantom Soldiers are abundant.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	38
    Medium Weight
    Horse   20
    Speed   15
    Defense 16
    Attack  17
    Life    15
    
    Not so great of a weapon, even for horse combat. If you want to maximize his
    horse combat, give him a heavy weapon, and fill. But for ground combat analysis
    which is the only important thing in this guide, everything is wasted
    except for Attack. It should be easy to realize that his flawless battle
    strategy is to abuse his jump charge for musou filling. His weapon would be
    better with a musou bonus, since musou filling is essentially free, and since
    he relies a lot more on a true musou than other characters because his musou
    strikes aren't very frequent at all. Having a long musou will prolong the
    fire depletion damage. Fill and Charge doesn't hurt too.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Way of Musou
    Ginseng/Dragon Amulet
    
    Ice Orb/Light Orb
    
    Whatever you give him for his 5th slot, isn't going to change much.
    Giving him a longer musou with the Dragon Amulet does very little, since
    his musou strikes aren't very frequent. You're really only getting a little
    more fire damage from the Dragon Amulet. Without the Dragon Amulet, it takes
    only a little more than two true musous to kill regular officers. The Ice Orb 
    will help a little bit only because again, the low frequency in his musou 
    strikes. It still is the best orb to give him, for some temporary double 
    damage. Light Orb however might be useful to set up for his true musou after
    his C6. Of course, his C6 is another one of those consistently unblockable
    charge attacks if you use it properly, but after the charge attack, Ma Chao
    might be too far away from the officer for his musou strikes to reach.
    The choice is up to you.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Even fighting on foot, "This Ma Chao's a Tiger of a Man" as Cao Cao says in
    Dynasty Warriors 4.  
    
    The best way to go for Ma Chao is obviously his jump charge. His jump charge
    gives him a perfect defense, even better defense than Lu Bu. While everyone
    else would have more of a weakness against archers, Ma Chao's jump charge
    has it all, offense and defense, all in one jump charge attack. If musou
    filling seems a bit slow, even with the Ginseng on. Just do his first
    four normal attacks, and then jump charge to escape. This should be considered
    a fullproof way of musou filling. Approach officers in crowds from the left
    side, since his first musou strike is to his right. Execute his true musou
    just as you pass the officer. Master this, and officers in crowds are 
    completely helpless.
    
    His C3 is quite useful against approaching officers. Because of its jabbing
    range, it should be used only against approaching crowds. This charge attack
    is very damaging, and very useful too to hope for the activation of the 
    Ice Orb on officers.
    
    His C6 is very similar to Guan Yu, in that his fifth normal attack is also
    a vertical strike, and his fourth normal attack, a horizontal one. This makes
    it somewhat hard to execute safely, but still, it's a very useful charge 
    attack. It's a bit inferior to Guan Yu's because of the distance he covers
    during the charge attack, because if you face away from the officer, to 
    maximize the chances of hitting the officer, if the Ice Orb activates, then
    he too far from the officer for his musou to benefit much at all from the
    ice. Other than that, his C6 like Guan Yu's and many other charge attacks,
    should be considered a consistently unblockable charge attack.
    
    For both Ma Chao and Jiang Wei, you should always try to attack a general 
    close up. Their first normal attack has much more reach than their second
    normal attack. So if you attack a general with the very tip of the reach of
    their first attack, you are likely to miss with the second. Generals will
    attack you in this situation. (usually a jump attack)
    
    -------------------------------------------------------------------------------
    __________________
    8.03 - Zhuge Liang
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "Just as I planned"
    
    A much better character compared to previous installments of Dynasty
    Warriors. The big up is his musou. His musou is greatly, and I mean greatly, 
    improved. The strength of it is strong enough to take out officers in just one
    musou, making Zhuge Liang one of the game's fastest general killers.  
    Although his close combat skills are one of the worst in the game, they can 
    all be avoided. Zhuge Liang's distanced combat is all he needs for his defense,
    and musou filling, and his musou is all he needs for his offense. Zhuge Liang
    was particularly hard to place, in this tier list, mainly because he's the 
    only one in this tier who is capable of killing officers in just one musou,
    which gives him one of the fastest offenses in the game; but there are some
    set backs that make him not stand out from the rest, as much. If he is to
    confront officers on horse, he might need to waste his musou to get the officer
    off the horse, if he jump charge isn't possible. However, with full 
    customization, in Xtreme Legends, he's capable of killing officers in just
    one musou with the officer on the horse! This gives him consistently the
    fastest offense in the game, and is enough to place him in Lu Bu's tier. 
    (Please refer to section 10) 
    One other thing is, that Zhuge Liang's strategy stays the same in musou rage 
    combat; he still has to get to a safe place, fill his musou, then use his 
    musou. All other characters in this tier, as well as some characters in other 
    tiers, are capable of much more than Zhuge Liang, in musou rage combat. The 
    presence of archers is also a threat for Zhuge to waste his musou. But all of 
    these are very minor disadvantages for him. But in regular combat, and the
    average stage, his defense and offense are one of the best.
    __________
    4th Weapon 
    ŻŻŻŻŻŻŻŻŻŻ
    Power	32
    Medium Weight
    Charge  18
    Fill    15
    Bow     15
    Defense 18
    Musou   20
    
    Not a good weapon at all, although, it's enough to make Zhuge Liang pretty
    awesome. Charge and Fill are very useful for faster musou filling with his
    jump charge. Bow is essentially a wasted slot, even though Zhuge Liang's 
    only theoretical weakness in his jump charge is archers. Defense should be
    considered a wasted slot, because his distanced combat strategies are good
    enough to keep him untouched. Musou is needed, especially without Attack
    on the weapon, for him to be able to eliminate officers in one musou.
    Because his jump charge speed, is unaffected by weapon weight, Zhuge Liang
    is most compatible with a Heavy Weapon. (See section 10 for his ideal weapon)
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Speed Scroll
    Ginseng
    Way of Musou
    
    Orb choice is irrelevant
    
    Speed is the crucial item here. Without speed on his weapon, he needs an
    increase of speed of 20, in order for his distanced combat to work. His default
    walking speed is not enough to outrun pursuing crowds. The Speed Scroll does
    the job. The Way of Musou isn't truly needed. It's just recommended for
    the fire, and the ending, to take on stronger officers, such as playable 
    characters. The Way of Musou also helps in cases where you mess up with his
    musou and officers drop to the ground. With his regular musou, against
    stronger officers that don't perish after one full musou, the ending often
    lags too much and ends up missing. This might cause some problems after the
    musou, depending on the distance between Zhuge and the officer. The Way of 
    Musou is recommended thus, for offensive and defense reasons.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    The one and only general strategy is to musou fill with his jump charge
    and take out officers with his true musou. With the Speed Scroll equipped,
    he is able to create unlimited chances to execute his jump charge safely.
    It doesn't take many jump charges to fill his musou. Master the safety
    distance required to execute his jump charge without getting hit, and master
    the simple steering of his musou, and you've mastered Zhuge Liang.
    
    There's probably no reason to analyse any of his other moves. They are all
    inferior because they resort to close combat. One thing worth mentioning
    though, is his C1. If you use his C1, lag for a little bit, and time the
    explosion so that it will explode just before Zhuge Liang lands from his
    jump charge, then you have a safe landing. But then, if you have enough
    distance to spend time using his C1, then you have enough distance to just
    use his jump charge safely. The useful of this strategy though, can be seen
    when facing approaching officers on horse. If the officer is approaching with 
    a crowd, but is not in the crowds lead, Zhuge Liang's jump charge won't work.
    Use this C1 + jump charge strategy to ensure a safe landing of his jump charge
    if the distance is correct, to hit officers on horse. Otherwise, you would
    need to waste his musou to get them off.
    
    As mentioned above, Zhuge Liang's musou rage strategy stays the same, and thus
    seems to not really benefit at all from a musou rage. His close combat is
    still very risky in a musou rage. Most of the characters in musou rage are
    capable of achieving better results than him. But this isn't much of a
    disadvantage, because afterall, with or without musou rage, his offense is
    still going to take out officers quickly.
    
    Because Zhuge Liang is stationary during his jump charge for a good period of
    time, his only weakness is archers. This will slow his offense down a bit, 
    because he will have to waste his musou to take them out, in order for an
    ideal defense. But if you think about it, Zhuge Liang's method of offense
    does so little in crowd clearing, that you can often make use of the 
    enemy crowds to shield yourself properly from the straight-sight of archer
    crowds. But he's very limited when he has to faced multiple archer crowds,
    although obviously, this is only a theoretical limitation because in the
    average stage, archers crowds don't come in packs or anything. His archer
    weakness can be seen in the later expansion, Xtreme Legends, in the stage
    Mt Qi. Otherwise, this weakness is pretty negligible, in defense. But since
    we've touched on Mt Qi, if a tier list is made on just the stage Mt Qi, 
    Zhuge Liang would deserve his own god tier, despite his archer weakness and
    cowardly combat against multiple officers. The point is...it still won't take
    him long to fill his musou, and he's the only one who can kill officers in
    one musou in that stage, consistently.
    
    I want to end Zhuge Liang's section by recommending (especially for Zhuge
    Liang fans) to check out his analysis in section 10. He is configured with
    a Heavy weapon, and speed on the weapon. This gives him 40 speed, 20 fill,
    20 charge, and a significantly higher attack (the highest attainable in the
    game actually). This means that one jump charge will often fill his long
    musou quickly. And with the new True Way of Musou item, his musou in a musou
    rage will take out the enemy commander in one musou. Others, like Gan Ning
    are also capable of this, but Zhuge Liang shows much more consistency.
    
    -------------------------------------------------------------------------------
    _______________
    8.04 - Zhao Yun
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "I challenge you"
    
    Zhao Yun has a lot of versatility in his moveset, except that he doesn't have
    a distanced attack. He is very effective at fighting officers in any crowd
    size, and has charge attacks that are abusable for both crowds and generals. 
    He has an unblockable attack, and an attack that grants invincibility. Being 
    this versatile, the quality of being very easy to use is apparent for Zhao Yun.
    Generally, there is nothing that Zhao Yun lacks. The only things he can be 
    nailed for are, although he is very versatile, his versatility is split into 
    various charge attacks (unlike Lu Bu who has all the important aspects of 
    versatility in one charge attack), that his offensive effectiveness is far 
    from the best. His ability to free officers in crowds is also below average.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	36
    Medium Weight
    Charge  16
    Defense 17
    Attack  17
    Musou   17
    Life    17
    
    It's a Fierce Dragon alright. It's quite close to what I would consider
    an ideal weapon for him. Nothing really seems to be wasted, except for
    Life and Defense, if you're a master of Zhao Yun. But those would only be
    swapped for Fill and Speed, two other attributes that Zhao Yun doesn't really
    need. The weapon weight is also easily the most compatible.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Way of Musou
    Dragon Amulet/Ginseng/Herbal Remedy
    
    Ice Orb
    
    Zhao Yun doesn't really benefit much from any fifth item. Do almost anything
    you want with this last slot. Ginseng for more fill never hurts, but
    he definitely doesn't need it. Herbal Remedy would seem like a better
    choice because it's never really wasted, when he does his useful charge
    attacks. But using his charge attacks isn't quite his best or most
    effective way of offense. Since his normal attacks are so abusable, and thus
    musou filling so easy, the Dragon Amulet would be my preference. Although,
    if you analyse it's usefulness, it seems to only help against stronger officers
    like playable characters. Against regular officers, Dragon Amulet or no
    Dragon Amulet, it's gonna take two true musous to kill an officer. 
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Zhao Yun's normal attacks are his main advantage. Although he has two
    vertical strikes, the attacking speed with the medium weapon weight is 
    fast enough to still make his normal attacks very safe. His third and fifth
    normal attacks are practically 360 degrees. The best way to fill his musou
    is to just simply use his normal attacks. Like Guan Yu and many others, his
    important normal attacks have fast recovery. Stopping after his fifth
    normal attack is always safe. Attacking, over again, is almost always possible.
    If not, he has his C1 for an escape route. The ideal strategy should be
    to musou fill with his normal attacks, and use his true musou against
    officers. Since his normal attacks are so protective, he can safely walk 
    right past officers, if the crowd isn't too massive, and start attacking
    the officer from behind. His walking speed is fast enough to make this work.
    This allows Zhao Yun to basically, fill his musou while fighting officers in
    crowds. There's really no "musou filling" phase with him. Keep in mind though
    that this can be risky in larger crowds. Something else that is very nice
    for Zhao Yun is that since his true musou hurls peons into the air, if the 
    crowd size is big enough, he can quickly refill his musou while continuing
    to juggle the officer in the process, and finish the officer off after his
    musou refills. This is very fast offense, even though it's composed of two
    musous, it is still a fast single string of attacks. Everything about his
    true musou makes this offense easily possible. Because it's officer-oriented,
    peon casualties are relatively minimal, which helps to maximize the peons
    hurled into the air after the ending of his true musou. In most crowds, the
    distance that he travels during his true musou, is also an advantage. The 
    distance covered during the ending is also very crucial. Unlike Guan Yu, after
    his true musou Zhao Yun will often have the entire crowd behind him, as well
    as the officer. This makes it very possible and very safe to just turn 
    around and attempt refilling his musou. The fact that his officer-oriented
    musou will let most of the dead peons drop to the ground is no disadvantage, 
    because the second true musou will defeat the officer.
    
    Zhao Yun's C4 is probably his best charge attack. Because of 360 degrees
    of attack range, it's obviously very protective. Using this charge attack
    as an offense though is somewhat inferior to just abusing his normal attacks
    because there's no need at all to scatter enemy crowds. His normal attacks
    will take care of small crowds. His normal attack and his true musou ending
    will take care of massive crowds. His C4 though is probably his best way of 
    freezing officers in crowds. But again, it's not really necessary, and
    in the case of failure, the officer is hit away.
    
    His C6 is a more useless version of his C4. For one thing, it does
    not activate the orb, so it is in other words, non-elemental. Execution time as
    well as recovery time are pretty much identical. But it's way worse than his 
    C4 because it doesn't have 360 degree range. It still has scattering 
    ability. The range of it is mainly to the right side of Zhao Yun, so turning 
    slightly left may allow you to hit the enemies that you want to hit. It is 
    also an aerial attack which means that if you get hit you will be susceptible 
    to enemy juggling. His C6 is inferior in every way to his C4.
    
    Zhao Yun's C5 has very far reach. Since it is directly vertical, 
    the range isn't so great. But there is an important reason to use his fourth 
    charge, because it is his only unblockable move. It has so much 
    range, that it is possible to hit generals when they are blocking. This makes 
    it a bit easier for Zhao Yun to deal with officers in crowds when they 
    are blocking. This really adds a nice touch of versatility to his charge 
    attacks.
    
    His C1, like Lu Bu's has invincibility during the attack. So it's a 
    great move for escaping. I suppose it can be said his C1 can replace his
    counterattack, but unlike Lu Bu, Zhao Yun can be attacked an the end of it, 
    but the chances are still slim. If you decide to use this move for
    escaping, keep your eye on the map, and steer it into a safe area.
    
    It's a good idea to use his jump charge whenever it is safe enough to do so. 
    It's the stongest of Zhao Yun's attacks without his musou. His jump charge is 
    even better if you prefer to use the fire orb, since it is perfect to follow 
    up with his jump charge directly after his C3 or C5. Once 
    you get the timing down, you can do it whenever an enemy general is just about 
    to get up. Doing this a few times will kill a regular general quickly. But 
    even without the fire orb, his air charge can be done in conjunction with 
    fire, if you do it directly after his true musou.
    
    This pretty much concludes tips for using Zhao Yun. His incredible ability at 
    crowd clearing and dueling generals and fighting generals in crowds make him a 
    very strong and balanced character. 
    
    -------------------------------------------------------------------------------
    ______________
    8.05 - Wei Yan
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "Die"
    
    Wei Yan is excellent in fighting officers in large crowds. His attacks 
    offer very protective range. Comparing Wei Yan to the rest of the characters
    in the same tier, he lacks only the reach.
    ___________________
    4th Weapon Analysis
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Power	36
    Medium Weight
    Charge  16
    Luck    15
    Defense 16
    Attack  18
    Musou   15
    
    Not a bad weapon. Luck is useless. With a musou bonus and no fill bonus,
    means that his C3 will fill his musou in a bigger small range of crowd sizes.
    It will fill against a peon crowd of 10 though, and that's what needs to be
    memorized. If he were to be configured with no musou bonus, and 40 fill, 
    his C3 fills his musou in a peon crowd of 5. Negligible difference in most
    cases, but still worth noting. 
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Ginseng
    Speed Scroll
    
    Fire Orb/Ice Orb
    
    Wei Yan doesn't need the Speed Scroll, but it seems to be the most useful
    fifth item. Having faster walking speed will make it a lot easier for him to
    just walk straight up to an officer, especially playable officers, whom are
    often surrounded by massive crowds, and start executing his incredible C3,
    and then a musou.
    Normally, for a character with a juggling musou, I'd recommend the Way of 
    Musou, but Wei Yan's true musou ending seems to miss sometimes because of
    a slight lag. Officers that drop to the ground at this moment will definitely
    cause trouble for him when he recovers from the long recovery of his true
    musou. Against regular officers, his regular musou, assuming that it's done
    always with a C3 preceding it, will take two musous to kill an officer. 
    Fire + a regular musou isn't quite enough to kill in one musou. So it would
    seem that fire is useless, against regular officers. Giving him the Ice Orb
    will give him about a 60% chance to be able to deal double musou damage, but
    this is only useful against playable officers, as it will enable him to defeat
    playable officers in two musous, instead of three. But then, with the Fire
    Orb equipped, he secures 100% consistency with defeating playable officers in
    two musous. It would seem that the Fire Orb is the better choice. It
    probably is. But the actual probability with the Ice Orb against playable 
    officers is higher than 60%, because of the first two musous (assuming a 
    possible third), he needs only ice to activate on one of them. So here's
    mathematical analysis: If there's roughly a 60% chance in freezing, then there's
    40% chance in not freezing. Failing on both the first two C3's is thus a
    0.40^2 = 0.16, which means a 16% chance of failure only. Having an 84% chance
    in defeating playable officers in two musous is a very high chance. This is
    slightly higher than guaranteeing on average 4/5 playable officers defeated
    in two musous. Presented with the facts now, it would still seem that the Fire
    Orb's 100% consistency in defeating playable officers in two musous, is better
    than the Ice Orb's 84%, but here's why I still recommend the Ice Orb, and
    why it's my preferred orb to equip. Playable officers often come in massive
    crowds, and because his musou isn't the easiest to control, if crowds are
    too dense it may be hard to keep track of where the officer is, because 
    two things, the unwanted displacement idea, and simply because there are too
    many peons on the screen. So with the Ice Orb, it is guaranteed that all of
    his musou strikes are successful.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Like many characers in this tier, Wei Yan will get by all stages with pretty
    much one abusable strategy. As mentioned above, with the Ginseng, his C3 will
    fill his musou in a peon crowd of 10. It'll actually fill in less, but since
    they usually come in groups of 5, 10 is a good number to set the limit.
    Make use of this to calculate at a glance, when officers are approaching,
    to see if you will end up with a full musou after a full C3. If so, do it.
    If not, it means that the crowd size is pretty small, so you can either
    do it anyway, or resort to his C4. Wei Yan's walking speed is fast enough to 
    just walk right up to officers, if the crowds aren't too dense. Be sure to 
    approach from the right side, because of the way his first normal attack 
    swings. This is usually safe in most crowd sizes. After that, you have about a 
    50% chance of killing the officer in one musou. If the ice does not activate, 
    simply do this combo again, if the crowd is still large enough. The officer is 
    now defeated. This really is the ideal strategy for Wei Yan.
    
    His C4 gives him another possibility. Its usefulness is kind of similar to
    Zhao Yun's. He will rarely want to use his C4 to scatter crowds, but it is
    a choice, for when you don't want to use his C3 and then likely end up
    wasting his musou to save him from the recovery time.
    
    It is possible for generals to drop to the ground just before the ending to his
    true musou, because it is just too slow. In this case, generals will get up
    and begin attacking you during the long recovery time of his true musou, and
    often the only solution to this is to counterattack. This is one of Wei Yan's
    only disadvantages, but I consider it a pretty serious one.
    
    One small disadvantage is that his third normal attack may sometimes be out of
    sync. This is due to his third normal attack covering too much attack range,
    and depending on the angle, it may execute sooner than it should. This means 
    that sometimes his third normal attack will execute earlier than expected, and 
    the result is that it will clump together with his second normal attack. 
    Because of this irregular pacing of attacks, this will allow generals enough 
    time to block or attack you, before he reaches his fourth normal attack.
    
    His C3 sadly isn't quite all-purpose. It's height is too low to hit
    officers on horse. Doing a quick musou is the safest way to go here.
    Not a big deal since musou filling is so easy with Wei Yan.
    
    His C5 really adds an elegant balance to Wei Yan's character. With
    his C5, he is one of the most versatile characters in the game,
    as he can also do battle at a distance. This helps a lot in melee confusion
    between allies and enemies. He can use this to hit officers from a distance
    safely, and lure them to follow you.
    
    His C6 activates the orb from the very beginning. He spins his 
    double voulge, or whatever, many times and then finishes with a scattering 
    attack. You can however, stop in the middle of this charge attack, and juggle 
    your enemies (likely an officer). If you stop at the very end of the spinning 
    sequence (this is when the enemies are at their peak height) you can start 
    over, thus continue to juggle your enemies. This works very well if you have 
    the fire orb equipped. Not much of a useful tip, but a nice note on how
    to juggle with his C6.
    
    You may want to take out small groups of peons by simply doing his 
    air charge. It should be strong enough to dispatch peons in one strike with
    the Green Scroll equipped.
    
    -------------------------------------------------------------------------------
    _______________
    8.06 - Gan Ning
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "You got no chance against me"
    
    This pirate is one crazy killing machine. His killing power against both
    generals and peons, is one of the fastest. While it is definitely not the
    best or most efficient it is potentially the fastest. But to be potentially the
    fastest, I mean everytime you attempt to freeze a general, it is successful, 
    and everytime you do his musou you steer it correctly that you hit the general
    enough times to kill the general (given that the general is a unplayable 
    character; other characters like the commander, or playable characters will 
    take more than one musou). Of course, the success rate of the ice orb isn't 
    extremely reliable, but I have had games where I've taken out 5 or 6 generals 
    in a row (at Chi Bi) with one musou per general. So the Ice Orb's success rate 
    is the reason I use the word "potential". Even so, He can be considered one of
    the most efficient characters. With his musou, you can quickly rack up kills. 
    The nice thing is that he is the fastest at killing generals (without
    consistency sadly), and one of the fastest at demolishing crowds.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	38
    Light Weight
    Charge	15
    Luck	18
    Speed	15
    Attack	19
    Musou	15
    
    A medium weight weapon would probably be better for a stronger musou, and
    practically the same defensive capabilities. This weapon is still a very
    good one. All of the stats except for Luck are useful.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Herbal Remedy
    Ginseng
    
    Ice Orb
    
    Pretty self-explanitory. Since his charge attacks have superb reach and range,
    the Herbal Remedy will proof useful and the Ginseng will charge his musou very 
    easily and quickly.
    
    Ice is by far the best choice. You can say goodbye to any frozen officer by 
    unleashing his musou...steering it correctly, that is.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    While there are many C1's that grant invincibility, for example, Zhao Yun's, 
    there aren't any OTHER charge attacks that do the same, except for Gan Ning's 
    C6. This was discovered accidentally, which is not a surprise since the 
    execution time for it is very quick. But I was playing one day, and I saw two 
    slashes go right through him during the execution time. And doing further 
    tests to confirm this, it is true. And come to think of it, I've never gotten 
    hit during his fifth charge. Being invincible during the execution doesn't 
    really help too much, but still useful and good to know. It is still possible
    to get hit during his C6 though, like right after it executes, and this
    is truly a rarity. This happens when an officer does a quick jump attack,
    and yes...the timing has to be absolutely dead on.
    
    His musou, needs much practise to master. Since he runs so fast it's quite hard
    to control where you're going once to you want to turn around, because the
    camera angle won't be where you want it to be. Maybe Koei will make the camera
    situated behind him the entire time in future installments...that would be
    better. But once you learn and get used to the speed of his musou, you can kill
    frozen generals with your eyes close. Learn the area covered when running in 
    the smallest circle possible. More specifically, learn the distance...or the
    diameter of the circle (a spatial memory of the diameter if you will). Once 
    you have this down, you can manually position a general anywhere on the 
    circumference of the circle, and kill him/her instantly. This is obviously just
    a guideline; more importantly, what this guideline stresses, is to learn and 
    understand precisely the speed of the musou, and how sharp he can turn. A good 
    idea is to fight along a wall. This way you don't have to run around in a 
    circle, and you can ignore all that circle-diameter-circumference crap. Once 
    generals are along a wall and frozen, they will be practically killed 
    instantly. Generally, try to save his musou until generals are frozen. 
    Freezing generals with Gan Ning is very easy to do with his C6, but like
    Zhang Liao's C6, if ice doesn't activate, officers are hit away.
    Just attempt freezing with his C6 once, and if it fails, you can still use
    his musou, and kill officers in just two musous, which makes his offense
    (with a discontinuous musou surprisingly) like the characters in his tier. 
    Please take the time to watch my "How to Use Gan Ning's Musou" video, to
    understand visually, how to maximize his musou strikes against officers, 
    without ice.
    
    If his musou is completely mastered though, just use it even if ice fails to
    succeed with his C6. Approach officers with his musou always from the right
    side. With the speed and steering mastered, you should be able to get two
    "run throughs" on officers. The controlling is much harder than against
    frozen officers, because after the first run through, the officer will likely
    but on the ground, and this is where you want to run forward for a little
    bit to waste time. Officers always get up from the ground after a constant
    time, so with all these things mastered, it shouldn't be too hard to always 
    get two run throughs (I really can't think of a better term to describe er...
    a run through :P) against officers that aren't frozen. Then without ice, he
    still deserves to be in this tier, because his musou is strong enough to kill
    officers from full health in two musous. With a medium weapon and the True
    Way of Musou item in Xtreme Legends, it takes only one musou to own regular
    officers from full health, and this is without ice. This makes Gan Ning one of
    the top tier characters.
    
    Even though Gan Ning has short reach, and he hops during his fourth normal
    attack, he's still very defensive. Never enter a crowd with his third normal
    attack, and probably not even his fourth normal attack. Enter with his first
    normal attack, his C5, or his C6. His C5 is quite useful because of the 
    fast recovery.
    
    Gan Ning has two attacks that cover full 360 range, both also with very good
    reach: his C5, and C6. The main deciding factor to determine which one to use 
    depends on their differences. His C6 is easier to execute (because of a good 
    fifth normal attack, and the fact that it grants brief initial invincibility) 
    but harder to recover from. And conversely, his C5 is harder to execute 
    (because his fourth normal attack is not so great), but much easier to recover 
    from because of the faster recovery time. So which one is better?? if you have 
    his musou charged, using his C6 is the better move, since you then don't have 
    to worry about recovery time. Also, in large crowds it will likely not be safe 
    to use his C5. If the crowd is large enough, his C6 can fill his musou. But 
    without a full musou bar, it's still not a big deal of which one to use, but 
    these execution and recovery differences should be kept in mind.
    
    His C5 and C6 can be considered as unblockable. Since the reach is quite
    good, generals won't block it if distances are correct. The good 
    thing is that it doesn't matter whether generals are blocking during your
    normal attacks or not, this charge will always hit. This makes the battle
    pretty hopeless for enemy officers.
    
    His C3 is another great way for freezing generals. It's pretty safe during and
    after the charge attack, but only in small crowd sizes.
    
    Another alternative for defeating generals quickly is to follow up with his
    jump charge directly after his C5. This quickly shaves off chucks of
    life along with fire. But obviously, this is only an option when generals
    isolated.
    
    Gan Ning does not need a scattering attack, but his C4 is a
    very good scattering charge attack. There is the disadvantage of his third 
    normal attack which has minimal attack range, so his C4 can't really be used 
    effectively.
    
    One minor disadvantage is that he hops during his fourth normal attack, and 
    since the reach isn't very good, if you get hit, you'll be into the air, for 
    potential enemy juggle. This disadvantage can be ignore however, if you never
    present this weakness to the enemy. With Gan Ning, always enter a crowd with
    either his first normal attack, or his C5, or C6. The reason is obvious;
    If you always have no enemies behind him, his attacking speed is safe enough
    to ignore his third and fourth normal attack flaws.
    
    An interesting but useless fact: Gan Ning is one of the four characters
    that is able to pull out his bow during his first charge. This will
    either cancel execution of his first charge, or allow him to use an
    arrow attack directly after his first charge.
    
    -------------------------------------------------------------------------------
    _________________
    8.07 - Xiahou Dun
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "It's over"
    
    One of my favorite characters to use, simply because of the variety of moves,
    and it takes much practise to master him. A fast attacker with a 
    protective set of normal attacks. 
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	36
    Medium Weight
    Horse	16
    Defense	17
    Attack	17
    Musou	16
    Charge	17
    
    A very good weapon for Xiahou Dun. Fill would have helped him a lot.
    In Xtreme Legends, with the configuration of True Way of Musou, maximum
    attack, and fill 40, his musou fills in almost any crowd size, with his C3.
    Thus, his best offensive strategy would resemble Wei Yan's.
    Before the Xtreme Legends expansion however, Xiahou Dun will stick to being
    a crappier version of Wei Yan.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Ginseng
    Herbal Remedy/Way of Musou/Speed Scroll
    
    Fire Orb/Ice Orb
    
    Even though the ending of his true musou has two parts, I like to stay away 
    from using it because the first part, the shockwave part is too slow, and 
    generals sometimes drop to the ground. They stay on the ground during the very 
    last part of the true musou, and get up directly after. In this situation, 
    they always start attacking right away, leaving your only option to be 
    counterattacking. This is however a rare case. For personal reasons, I don't
    give him the Way of Musou, because since his attacks are so fast, it just 
    seems boring and unnatural because the ending of his true musou is so slow; 
    with is regular musou, battle just seems way cooler, because of the consistent 
    killing speed. Anyway, his true musou has this rare flaw, and isn't really
    needed because it's still going to take him more than one musou, without ice,
    to kill officers, even if he has a lot of normal attacks preceding.
    The Ginseng helps a lot to make his C3 possible in large crowd sizes.
    But still, with fill 20 and a long musou, he'll need a pretty large crowd
    size to make his C3 safe. All he needs when facing officers, is a crowd size 
    that is large enough to fill his long musou with his C3. Lastly, since
    he doesn't benefit much at all from the Herbal Remedy or Way of Musou,
    some may prefer to equip the Speed Scroll on him. This is very useful when
    fighting officers in massive crowds, as having a faster walking speed will
    allow him to walk up to officers in these situations safely, to then
    abuse his C3.
    
    With the very similar 4th weapon stats as Wei Yan, and similar offensive
    methods, Xiahou Dun's elemental orb analysis is the same. Refer to Wei Yan's
    section for a discussion on weighing the pros and cons of fire and ice.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    While his reach can be better, all of Xiahou Dun's normal attacks except for 
    his third one have really good range. It is a lot of times quite safe to stop 
    after his second or fifth normal attack, to anticipate a counterattack, or to 
    start over attacking again, like the strategy with using Guan Yu. This is 
    merely a technical thing, as you would never really have to rely on this
    method because his charge attacks are very versatile. As mentioned above
    Xiahou Dun can walk into the middle of crowds to attack an officer, and
    go through to his C3, if the crowds are big enough to fill his musou.
    This makes him as good as Wei Yan, but only in large crowds. But for most
    situations, he's another Zhang Liao, who has to waste his third normal attack.
    Since his second normal attack slashes from left to right, you would naturally
    be turning clockwise to waste his third normal attack. Also, because his
    fourth normal attack, fifth normal attack, and first strike of his C6, are
    all horizontal slashes from left to right, turning clockwise makes the most of
    the range of these attacks. This is very very defensive. Using his C6 this
    way, he resembles characters like Zhang Liao in a way, because he has a 
    separate musou filling phase, and then a musou phase. The same sort of strategy
    applies to Xiahou Dun; it's just that Xiahou Dun is faster, more defensive,
    and his C6 is better. Like Zhang Liao, if officers are blocking, just use his
    C6, and let the officer block it. After blocking it, the officer will be wide
    open for a free musou. But if officers aren't blocking, you can fit in the
    first strike of his C6, before using his musou. While this isn't much of an
    advantage over Zhang Liao's C6 in Dynasty Warriors 5, the advantage can be
    seen in Xtreme Legends, where the first strike of his C6 is elemental.
    
    Xiahou Dun's C1 is quite useful against archers. He can quickly take out
    archers with just the first part of his C1, while running away from crowds.
    The last strike should be rarely used because it requires a safe recovery.
    His C1 is also useful to just use the dashing part to quickly get an officer's 
    face for an easy musou set up. This is especially useful in musou rage
    combat. Generally a very useful charge attack.
    
    Use his C4 skillfully for scattering crowds. By skillfully, I mean 
    trying not to get hit after his third normal attack, which is totally vertical.
    His C4 is inferior to his second and fifth. Not because of the
    charge attack itself, but because it is hard to execute it safely because
    of his terrible third normal attack. With Xiahou Dun, there is still little
    need to scatter the enemy. His C1 is a better and safer scattering attack than 
    his C4 is.
    
    His C6 is one of the coolest looking moves. Note that only the last of the two 
    parts of his C6 is elemental. This makes it very hard to freeze a general with 
    it, since the first part of it, will hit his enemies into the air.
    It is however, very possible to do it, once mastered. When attacking generals
    with his normal attack string, start to swirve off to the left of the officer 
    after his fourth normal attack, and have his fifth normal attack hit the 
    general at the very tip of its reach. His fifth normal attack has wide 
    horizontal range that slashes from left to right, which is why you should 
    swirve to the left. Hitting the officer at the very end of his fifth normal 
    attack this way is very crucial for this work, for two important reasons: 
    swirving off to the left will create enough safety distance so that the 
    general cannot hit him, because you are purposely missing the general with the 
    first part of his C6. Secondly, hitting with the very end of his fifth normal 
    attack will give you more time; since you want to miss with the first part of 
    his C6, you want as much safety distance and time as possible. Anyway, this 
    takes some practice, but with it mastered, it is pretty easy to freeze 
    generals with the second part of his C6. This is just something nice to 
    know about his C6.
    
    Now, one of the reasons why I love using Xiahou Dun is his C5. 
    Very many people label this move as completely useless, likely because
    it's very easy to miss if you're just using it while attacking in a straight
    line. But all you have to do is learn the correct distance required between him 
    and the officer to make it successful. Once you do, it can very easily be used 
    in a way for it to be unblockable. This give him another good method to
    deal with officers, regardless of blocking. This makes it a better
    offensive charge attack against officers, but with a long recovery time,
    it has the limitation of requiring a filled musou. This is the only reason
    why his C6 is better. But with a filled musou, his C5 is more useful because
    of the fact that it can be consistently unblockable. Because his fourth
    normal attack is horizontal, and the execution of his C5 is very fast, it
    is extremely useful even in large crowds when perfected, to set up for a 
    free musou against officers, with an ensured 60% chance of freezing. While the 
    main reason to use his C5 is against blocking officers in crowds, because
    this is his only unblockable charge attack, if you want to do it when
    officers aren't blocking, you have to purposely swirve off slightly to create
    the correct distance to land his C5 properly. Another reason to why many 
    people would never really spend the time to explore his C5, and thus consider 
    it useless, is that in Hard Mode, or any easier modes, all his other charge 
    attacks will get the job done, unblockable attacks aren't as useful as they 
    are in Chaos Mode.  
    
    -------------------------------------------------------------------------------
    ______________
    8.08 - Pang De
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "The enemy cringes in fear before Pang De"
    
    Historically Pang De's image matches perfectly with Dian Wei's, with his two
    halberds. For some reason, they gave Dian Wei a hand axe. They should have
    given him a really long spear or something, as long spears where popular
    among the Qiang Tribe...but whatever. Pang De's normal attacks probably has 
    the best range in the game. Pang De is also one of the two
    characters with an innate charge bracer. This means that whenever he is
    executing a charge attack, he will not flinch to any normal attacks, but will 
    flinch only to charge attacks and musou attacks. Note that damage will however, 
    still be taken.
    
    While there are many clear setbacks for Pang De, the reason why he is
    in this tier, is because of his musou. Not only that his true musou
    can almost kill generals from full health, he has ways to guarantee
    success, and set up for his true musou, despite his slow walking speed
    (because of his slow walking speed he can't simply walk up to an officer 
    and sneak behind him/her and do a musou).
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	36
    Light Weight
    Luck    15
    Horse   17
    Defense 15
    Attack  16
    Life    18
    
    It may be a question for some people, for giving Pang De a good medium weight
    weapon. This would make his musou mindblowing. With a perfect medium weight 
    third weapon with five attributes acquired from Xtreme Legends, his musou 
    would cause "one-hit KO's" to regular generals easily. So ya...he should
    benefit much more from a medium weight 4th weapon instead because of not much
    downgrade in attacking speed, but 1.25 times stronger attack. But the flinching
    time is a lot shorter in Dynasty Warriors 5, so the attacking speed may be
    too slow to be safe, even with his long reach. But Medium Weight should be
    better. It's better in Xtreme Legends for sure anyway. Horse is nice for
    horse combat, but irrelevant for this tier list. But for ideal defense
    he should be fighting on a horse anyway. But for horse combat, a light weapon
    is the worst, so even evaluating his 4th weapon for horse combat, is
    very inferior to Ma Chao's 4th, and Ma Chao's 4th is already, far from ideal.
    So to conclude, Pang De's 4th weapon isn't very good at all. The only useful
    stat on his weapon is attack. I have recommended the Dragon Amulet for 
    a better offense, since his musou filling ability is so good. But, there is
    a pretty strict crowd size for this, and with Charge and Fill on his 4th 
    weapon, this crowd size range for filling his musou would be much larger, and
    thus make him a better defensive character.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Way of Musou
    Dragon Amulet/Ginseng
    
    Light Orb
    
    The Way of Musou is useful for the fire, and the safer ending. The Dragon
    Amulet will allow him to deal a bit more damage to officers. He's somewhat
    more compatible with this item because his normal attacks are very good for
    easy musou filling. With the Ginseng though, in smaller, more scattered crowds,
    his musou will fill much faster, and thus give him a better defense. The
    choice is up to you. With the Dragon Amulet, it's still going to take Pang De
    with his 4th weapon, two musous to take out regular officers. So the benefit
    isn't much.
    Give Pang De the light orb. This choice is mainly a defensive one. Even though
    his musou filling ability is relatively good, his flaws are after his C4, and
    C6, his most useful charge attacks, and both these charge attacks have
    long recovery, should his C4, or C6, not fill his musou, it's more defensive
    to have these charge attacks hit blocking officers. And that's basically 
    the need to equip this orb. Ice orb will make his true musou weaker, and 
    there's no real reason to freeze officers anyway. Fire seems to be the second
    most useful, but only useful against high defense characters, such as Ma Chao
    at Bai Di, or the enemy commander, because Pang De with his light weapon and
    slow attacking speed, isn't very good in one on one situations, where his
    musou can't be filled. This is where characters like Zhao Yun will ultimately
    be better. 
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Pang De has excellent reach and range. The range in his normal attacks is the
    best in the game. Along with the reach, his crowd clearing ability and 
    musou filling ability is very good. However, he isn't as good defensively
    when attacking, as you would expect. Massive crowds become impossible to fight
    in with Pang De, without getting hit, because of his slow attacking speed, 
    even with his light fourth weapon. But this isn't much of a big deal, as this 
    is only something to worry about in really massive crowds. Besides, his musou
    can be used, and musou rages can be saved for situations like these. 
    
    His C4 is very good, but the recovery time is very slow. As one of his
    two scattering charge attacks, (the other being C6), Pang De has these two
    to choose from, which adds more versatility to his offensive methods.
    Generally, his C6 is better in many ways. His C6 is much better for musou
    filling, but might be a little harder to recover from because you have to
    steer it in the right direction. His C4 being planted...or less moving around,
    might be better in some situations. These two scattering charge attacks should
    be used for musou filling, in small crowds. When facing officers in massive
    crowds, wait and enter the crowd with his first normal attack, and proceed
    through with his C3. If the crowd is big enough to fill his musou, then this
    a perfect method to set up for his true musou after his C3. Otherwise,
    he will need to play a defensive game with his C4, and C6.
    
    His jump charge is perfect for situations where he's surrounded, and
    needs an escaping move. Since it covers lots of distance you can keep on doing 
    it until he's in a position to attack safely again. But, obviously, it doesn't 
    have perfect reliability, but the chances of getting hit is quite slim. There
    are two possibilities with escaping with his jump charge. Jumping higher
    and executing his jump chare at the peak of his jump is useful when enemies are
    very close in. This will minimize the chances of getting hit, just like
    how you would control Ma Chao's or Xiao Qiao's jump charge. But this also means
    a longer landing. So when you see that it is safe to do his jump charge without
    getting hit at the beginning, do it quickly, to minimize chances of getting 
    hit after the landing.  
    
    Officers do not block his jump charge, and since it stuns his enemies, it is 
    perfect to do a full true musou afterwards. 
    
    His C5 deals massive damage. This is one of the charge attacks 
    that is stronger because he wields two weapons. Too bad it doesn't have very
    good reach or range, like Taishi Ci's. So it's useful only when generals are 
    pretty much isolated. For some reason it's unblockable, or generals just don't 
    block it. It doesn't cover much range at all, so it's not unblockable 
    because its range goes behind generals. It is likely because the execution time
    is long enough for the AI to decide that it's safe to attack, but short enough 
    that it always hits them before they attack. A good example of this is 
    Sun Shang Xiang's C5.
    
    An interesting note: His air attack uses both his halberd, thus it can
    return a combo of 2, and cause double damage.
    
    The disadvantages worth considering for Pang De are his slow attacking speed, 
    and slow walking speed. I had mentioned earlier that it is a disadvantage that
    he doesn't have a completely safe charge attack to serve as a finishing move
    to a combo, when fighting generals in crowds that are too small to fill his
    musou completely. His slow walking speed, is also a minor disadvantage. His 
    jump charge is very useful for escaping, when in dangerous situations, but 
    this is not full proof, because you can very easily run into trouble 
    instead of away from trouble. Also, there is always a risk in being juggled by 
    the enemy if you rely on an aerial attack to escape, especially Pang De's 
    because it's relatively slow. His slow attacking speed is one of his bigger 
    disadvantages. Because of this, larger crowds are hard to fight in because 
    it's pretty easy to get hit. There is also a range of crowd sizes, that is 
    dangerous to fight in with Pang De because of his slow attacking speed. These 
    are the crowd sizes that are too large to fight safely in, but too small, that 
    it takes almost all his normal attacks to fill his musou. Also, because of his 
    slow attacking speed, generals can sometimes block in between attacks, if
    they aren't angled correctly. This is another reason to give him the light orb. 
    
    Although I have presented many disadvantages, they are all quite minor. 
    He is extremely effective against generals when there are large crowds present.
    Pang De should still be considered a high tier character. 
    
    -------------------------------------------------------------------------------
    _________________
    8.09 - Zhang Liao
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "Surrender or die"
    
    Zhang Liao might have been placed higher if his musou were
    consistent against generals. His musou strikes can often be blocked by
    generals because of an out of sync effect. If his musou were consistent
    against generals, his ability to fight generals in large crowds would be
    a bit better. But the flinching time is corrected in Xtreme Legends, and 
    his normal musou strikes do connect without failure, and this gives him a 
    noticeable advantage over Xiahou Dun, or any other character with a juggling
    musou.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	36
    Medium Weight
    Fill   	15
    Luck   	15
    Horse  	18
    Attack 	17
    Life   	17
    
    Not too bad of a 4th weapon for Zhang Liao. Fill and Attack are the useful 
    ones. Charge would have been nice, but not really much of a need. 
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Way of Musou
    Ginseng
    
    Ice Orb
    
    One disadvantage is that Zhang Liao's true musou lifts enemies off their feet,
    thus it deals half damage. Even though true musous set fire to your enemies, 
    It's weaker than his regular musou. But I never thought I'd recommend
    a juggling musou over a grounded one, when given the choice...
    But if you think about it, regular or true musou, both will take two musous
    to kill a regular officer, and with his true musou, he runs no risk of the
    dangers, his regular musou causes. Go with the Way of Musou. You have the
    Ice Orb anyway to hope for some double damage...or should I say the regular
    musou damage that he deserves.  
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    The most important reason to give Zhang Liao the ice orb is to 
    eliminate what I like to call, the "out of sync" effect. The strikes in Zhang
    Liao's musou may sometimes occur earlier than expected, or be out of sync with
    the animation. Since some strikes may occur sooner, this will create enough 
    time for generals to block in between strikes. Another example of this is Taishi
    Ci's musou. But outside the realm of musous, some normal attacks may
    also be out of sync, like Wei Yan's second and third normal attacks.
    The Ice Orb will attempt to make his juggling true musou ground once again.
    His C6 is probably the best way to ice, however, if it fails, the officer
    will be hurled away. This isn't a big deal obviously; it just means that
    his freezing ability is poor. Others that have a very fast unblockable
    charge attack like Zhang Fei or Ling Tong have a very high easy time with, and
    a high chance of freezing. His C3 is a not bad; just don't do it in large 
    crowds.
    
    There is one small set back for Zhang Liao when fighting in large crowds. His 
    third normal attack is very useless, for two important reasons: The reach is 
    much shorter than his first two normal attacks, so if you were to attack a
    general with his first slash at the very tip of its reach, his third normal 
    attack will likely miss, and the general will be able to attack him. Secondly, 
    because it's a jabbing strike, it has minimal range, so during this attack is 
    the perfect time for enemies to hit you. To summarize, it has terrible reach 
    and range. After getting use to his attack string and his attacking speed, it 
    actually seems quite safe in considerably large crowds, to use the 
    "Facing Your Back to the Enemy technique - in section 6.19", except this time 
    it isn't to ensure successful landing of a charge attack, but to minimize 
    chances of getting hit. Since each strike, he takes a step forward, it's a 
    good strategy to turn around during his third normal attack and thus take a 
    step backward. Since his second normal attack has good range and obviously 
    good reach, taking this crucial step backwards will buy you enough "safety" 
    time and distance. This is a very important tip to grasp and exercise, for
    Zhang Liao to hope to have a defense good enough to place him in this tier.
    His third normal attack is like a missing piece to a perfect puzzle. His other 
    normal attacks are superb, and all of a sudden in the middle of his
    normal attack string, is small poking attack. Lu Meng suffers from this too
    obviously, and it is even more valuable to learn this technique, because Lu
    Meng has no useful charge attacks to depend on. It is because of this 
    technique that Lu Meng gets to be placed as high as he is.
    
    His C6 is pretty useful, and it's quite a good finisher after his fifth
    normal attack. However, the execution time can be a bit faster. Be sure to
    keep a lot of distance, from officers in order to execute his C6 safely.
    If you are too close to the officer, it's very easy to get hit during
    the execution time. 
    
    His jump charge is really useful to keep enemies distanced from you.
    The best use for this is to scatter an approaching officer in a large
    crowd if the officer isn't in the lead. This strategy makes use of the fact
    that officers will get up first, before all the peons do. This will cause 
    the officer to lead the crowd, for some possible 1-on-1 time. This is very
    useful against stronger officers, because now you can attempt his C3 without
    much risk of getting hit, and hope for ice. Also a good way to lure enemies 
    toward you, so you don't have to walk straight into melee confusion between 
    ally and enemy troops. 
    
    Abuse his C1 as you long as you see that the recovery is going to be safe;
    it's an excellent musou filler.
    
    His C5 is a pretty useless move to use. I'd say to completely
    forget about it. The execution time is too slow to successfully hit generals. 
    It's still possible to hit a generals with it though, if they are blocking all 
    your normal attacks. Even though the reach is terrible, the range surrounds
    Zhang Liao completely. So you can manuever around the general during the first
    four normal attacks, and successfully land his fourth charge. But of course,
    this is quite useless, as it's only useful for practically one on one 
    situations, and other method of offense are better than his C5.
    
    Zhang Liao is very well-rounded. He has very good crowd clearing ability, 
    and decent ability with fighting generals in large crowds. The biggest
    disadvantage is the flaws in his regular musou. However, it seems to do 
    very little to affect his offense, as both his regular and true musous will
    take two, to kill a regular officer. This difference is much bigger in 
    Xtreme Legends, where with the True Way of Musou item, his short grounded
    regular musou is enough to take out a regular officer in just one musou.
    Good thing, they fixed up the syncing of his musou strikes, and the
    flinching time, to allow for the last strike to never be blocked.
    Ideally, Zhang Liao's offense should be his normal attacks, always with
    enemies in front of him. This will allow him to always waste his third normal
    attack, for a very safe method of fighting. But because of his poor
    third normal attack, he can't just walk into the middle of a crowd and attack
    like Wei Yan can. This just means that he's less flexible. Against officers in
    crowds, if they aren't blocking and his musou was filled after his fifth
    normal attack, then musou would obviously come next. If an officer is blocking
    and Zhang Liao has a full musou, then use his C6 UP CLOSE, to ensure that the
    officer will block it. After his C6 is blocked, there should be a perfect
    opening to execute his true musou. But if his musou isn't filled, (this is 
    where a very quick decision needs to be made) you'll have to back off, and
    give the proper distance to allow his C6 to hit officers regardless of blocking.
    But in the case that you can foresee his musou filling after his C6, and the
    officer is blocking, then the obvious choice to get close to the officer
    to force him to block Zhang Liao's C6.
    
    -------------------------------------------------------------------------------
    ______________
    8.10 - Guan Yu
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "Roar, Blue Dragon"
    
    God of War? 
    His long execution time for his crowd clearing attacks makes him 
    somewhat more of a challenging character to use; but as you will see, his
    charge attacks are among his most useless attacks. His normal attacks have
    very fast recovery time, which allows him to stop in between attacks and
    resume attacking again.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	38
    Light Weight
    Charge	16
    Horse	16
    Defense	17
    Attack	18
    Life	18
    
    While it is very agreeable that Guan Yu is very well-suited with a light
    fourth weapon, Guan Yu's only real flaw is the weakness in his musou, and this 
    is caused by his light weight 4th weapon. It's quite close to an ideal weapon
    for him. What it's missing is Fill, and its quite a noticeable difference,
    and very crucial for his ideal setup in his analysis in Section 10.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Way of Musou
    Ginseng
    
    Ice Orb/Light Orb
    
    The Ginseng will help a lot with musou filling, since his attacking strength
    is on the weak side. The Way of Musou is essential for both offensive and
    defensive purposes.
    
    The Ice Orb is probably the most useful for the double musou damage, but the 
    length of his musou is a very important thing to consider. If you choose to
    give Guan Yu the Ice Orb, you will have to always use his full musou. The 
    length of his full musou when executed directly after freezing a general, is
    just enough to finish right after the general thaws. This is very perfect
    timing. Doing a shorter musou however, will result in the ending of his true
    musou occuring before the ice thawing. This will set up a dangerous situation, 
    where the general will attack you directly after Guan Yu's musou, because
    the recovery is very long. Thus, there is the very small disadvantage with 
    giving him the Ice Orb, that you have to use his full musou; this takes away
    a little bit of flexibility, and makes it harder to fill his musou safely. 
    The Light Orb isn't a bad choice, since Guan Yu's most effective and fastest
    offense is to keep officers and a large group of peons in the air with his
    short true musou. The Ice Orb may ruin this strategy.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Guan Yu's normal attacks have very fast recovery time, and knowing this is the
    key to using him properly. The fast recovery time along with his long reach 
    make it possible to continuously use only normal attacks in crowds. Guan Yu is 
    not the only character who can do this, but is one of the best characters in 
    terms of continuously using only normal attacks without getting hit. The trick 
    is to purposely stop after the normal attacks with wide range. These are his 
    second and fourth normal attacks. Also, stopping purposely after his first and 
    second evolution attacks is good too. Because his charge attacks have long 
    execution and recovery times, his normal attacks are more useful for dealing 
    with crowds. Because Guan Yu is able to abuse his normal attacks continuously, 
    it is very easy to fill his musou. Thus, the most effective method for 
    fighting large crowds, is just to use his normal attacks, and a short true 
    musou whenever his musou fills up. The real upside of his true musou is that 
    your enemies get hurled upward, making it possible to follow up with juggling. 
    Because of this, his musou can simply be refilled almost immediately, with 
    only his first two normal attacks, or perhaps up to his fourth normal attack. 
    This works extremely well in massive crowds. Because of this officers in 
    massive crowds can be dealt with very easily. By continuously doing his normal 
    attacks and short true musous, generals can be killed when they are in the air 
    the entire time. This method is very effective, and takes little effort, but 
    takes some time before the general is killed. So when done correctly, you'll 
    be hearing "Roar Blue Dragon" every 6 seconds or so. One important thing to
    keep in mind is that it is very possible for the officer to drop to the
    ground after his first two musou strikes, which is also just before the ending.
    This happens because you are hitting the officer with his second strike too
    early. In order for the ending of his true musou to hit for full consistency,
    you have to hit the officer with his second musou strike as late as possible,
    and this can be done simply by turning left or counterclockwise, during his
    short true musou. This strategy is awesome because you can deal with generals 
    no matter how large of a crowd they are with, and the fact is that the larger 
    the crowd the better. The best way to use this method of offense is to make sure
    you always have a clearing after his true musou. Unlike Zhao Yun's true musou,
    Guan Yu's true musou ending isn't as ideal as Zhao Yun's. This is exactly
    why it is not recommended to start attacking an officer in a crowd with his
    normal attacks before using his musou because after his short true musou, it's
    likely that he'll be surrounded. In this case, he has two options: he must
    either risk juggling the officer (facing only the officer in the process),
    musou filling at the same, while being surrounded, or he can attack in a 
    counterclockwise direction for a much more defensive musou filling effort,
    but let the officer drop to the ground. It can be seen that this method is
    either risky, or very slow. To make this strategy work properly, you have
    enter crowds with his true musou. Enter preferrably with the ending of his
    true musou, but this is not a big deal, as it is possible to hit blocking
    officers with the ending of his true musou if properly distanced. Control
    his musou strikes correctly to ensure that the officer does not drop to the
    ground. During the first two musou strikes, move toward the officer, but during
    the ending, move away. This method ensures that little or no peons will be
    behind him, and allows for very easy musou refilling. When done properly,
    Guan Yu has one of the fastest offenses in the game. Although this is in
    theory, because a lot time is gone from his true musou warcry. But this method
    should take 5 short true musous or something. Even though 2 seconds for a 
    warcry seems little, 6 officers will have wasted a whole minute. I
    initially did time tests to help with ordering the characters in the same tier,
    and realized that Guan Yu's completion time was a lot longer. Making the 
    necessary adjustments, he's definitely one of the fastest, and this should be
    easy to see, if you imagine no "Roar Blue Dragon" cries, and imagine only
    two musou slashes, 360 whirlwind, two to four normal attacks, repeated
    about five times. Just as devastating as any other character, in this tier.
    
    His C3 and C6 are both very useful, but the one disadvantage with them is that
    recovery time is very slow. This means that Guan Yu's normal attacks and his
    true musou are the best way to go. 
    
    Execution time is very fast for his C3, so it is useful to attempt activating
    the Ice Orb, but it's only safe in smaller crowds. Since it is quite weak, 
    just end it off quickly. The ending of his C3 is what we need in a 
    crowd. Many of you have probably noticed that it doesn't quite cover enough 
    range on the right side, as its a steep diagonal slash from left to right. 
    But this slash actually covers roughly 200 degrees. If you turn slightly to 
    the right prior to this slash, you can shift it so that it will hit more 
    enemies that are in front of him. It just takes some practise to understand 
    how to steer it properly.
    
    Guan Yu's C4 is useful only if you enter a crowd with it. It is 
    almost impossible to do it if you enter a crowd with his first normal attack. 
    Because, his third normal attack is a jab so it has very unreliable range, 
    plus the execution time of the actual charge attack is very slow. So it is 
    very likely that someone is going to hit him everytime you attempt to do this
    in large crowds. The charge attack itself is a great move to scatter crowds.
    But looking at the big picture, Guan Yu doesn't really need to scatter crowds. 
    You want massive crowds to be clustered together, but preferrably only in 
    front of him. The best situation to use his C4 in, is when massive crowds are
    present, and the approaching officer is not in the front. This means that the
    it's not likely, or not guaranteed, that the officer won't block, if you enter
    with normal attacks or his true musou. If you use his C4 to scatter the 
    approaching crowd, you can make use of the fact that the officer will get up
    before the peons will, which may allow you get an initial attack on the officer.
    
    His C6 is much like his C4. His fifth normal attack is exactly vertical, once 
    again giving him useless range. On top of that, the execution time for the 
    charge is again very slow. His C6 is more valuable than his C3 though, because 
    it will hit successfully as a complete combo if done correctly. His C4 however,
    will likely be blocked. Secondly, his C6 is able to hit blocking generals, if
    his are distanced correctly from the general. This is because of what I like 
    to call, diverging charge attacks. 
    
    There's nothing really great about his C1 or jump charge.
    His C1 covers a lot of distance and has pretty good attack range,
    but the recovery is slow, and if you get hit, he'll be hit off his feet.
    His jump charge is often hard to pull off without getting hit after. It can
    be used to juggle, but obviously it is less practical than his normal attacks.
    Since his jump charge has long reach, it can be used to hit generals from a 
    distance without their blocking it.
    
    Generally, when using Guan Yu, like the strategy above, omit his charge 
    attacks. Try to unlearn the idea of always having to end an attack with a 
    charge attack. It is almost an unstoppable strategy if you keep repeating only
    doing two normal attacks or four normal attacks. Since these two normal attacks
    have really long reach, and wide range, you can keep stopping at these attacks,
    and starting again. Since the range is so great for the second and fourth 
    normal attacks, you may also consider countering right after. Because the good 
    range will hit many in front of him, they will all flinch, making it quite easy
    to read their attacks, and therefore easy to execute a counterattack. When I 
    was more of a beginner in Dynasty Warriors, I always used charge attacks no 
    matter what. I thought of Guan Yu to be a really crappy character. So this 
    idea of using only normal attacks is especially useful for Guan Yu.
    
    -------------------------------------------------------------------------------
    _______________
    8.11 - Xu Huang
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "Witness my strength"
    
    One of the easiest characters to use.
    
    Xu Huang is one of the characters who are destroyed because of a light fourth
    weapon. The default attacking speed with a medium weight weapon isn't much 
    slower than a light. The most useful attacks for Xu Huang are his C3
    and his musou. Giving him a medium weight third weapon with maxed
    attack stats, greatly enhance his attacking strength and usefulness.
    But light or medium, he'll still take about two musous to kill an officer
    when attacking the right way. This note is just on his compatibility with
    heavier weight weapons, because he doesn't suffer from slow attacking speed.
    Gaining only a stronger attack from heavier weapons, he'll only get better.
    A Medium 4th weapon would prove to be a lot more useful against playable
    officers. Additionally, because Heavy weapon wielders don't flinch during
    their normal attacks in Xtreme Legends, Xu Huang is very compatible with a
    heavy weapon. If you refer to his section in section 10, his Heavy weight
    weapon can take out officers in one true musou, with very good defense at the
    same time.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	38
    Light Weight
    Fill	15
    Luck	15
    Speed	15
    Attack	17
    Life	18
    
    As touched on above, Xu Huang benefits most in Dynasty Warriors 5 with
    a medium weight weapon. While it doesn't really affect his offense a whole
    lot, it's still a better choice, as his defense is not any worse with a
    medium weapon. One thing about his medium weight attacking speed though is
    that his C6 becomes almost impossible to execute when surrounded by crowds. 
    This of course changes in Xtreme Legends, but this wouldn't be much of a big
    deal in Xtreme Legends anyway, but his C6 with a light weapon is still a risky
    charge attack in surrounding crowds.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Way of Musou
    Ginseng
    
    Ice Orb
    
    High fill make Xu Huang's C3 very abusable. Similar to Wei Yan, Xu Huang is
    able to just walk straight up to an officer in large crowds and just use his
    C3, and then finish with a true musou. He should be considered as good as
    Wei Yan, but his light weapon makes him a lot weaker. Xu Huang's offense
    is one of the slowest in this tier, but still, he takes just a little more than
    two C3-True Musou combos. 
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    As mentioned above, Xu Huang is very capable of walking right up to an officer
    in a crowd, as long as it's big enough to fill his short musou with his C3.
    Approach officers from the left side, and walk until you JUST pass the 
    officer. Going from the left side has two important points: His first normal
    attack begins from the right side, and the proper way to use his C3 is to
    have the officer positioned correctly on Xu Huang's right side. With officers
    positioned on Xu Huang's left side or anywhere behind him, they may be able to
    block in between his C3 strikes. But other than these strict positioning
    techniques, Xu Huang is very easy to use. One limitation is that Xu Huang needs
    large crowds to be able to do this, and pretty large crowds to be able to
    do it twice against an officer, for a fast offense. Since officers will get
    up before peons will, after scattering everything with his true musou, you
    can almost always squeeze in a quick jump charge for a free hit on the officer,
    since it would be pointless to do his C3 right away. This will also all
    enough time for peons to get up again. You may have to lead peons around a
    little bit before doing his C3 again. Many people nail Zhao Yun, Xiahou Dun,
    and Wei Yan for their officer-oriented musous, but they actually benefit from
    them, at least against officers in large crowds. The problem with Xu Huang's
    musou is that it's too good at crowd clearing. This is why he is ultimately
    inferior to Wei Yan, in almost every way.
    
    All of Xu Huang's charge attacks have very long recovery. His C4 then
    becomes a pretty useful charge attack against smaller crowds, since it's a 
    very useful scattering attack. Use this charge attack carefully, when
    his C3 can't be used because crowds are too small. The long recovery times
    of his charge attacks may force him to waste his musou sometimes. This further
    shows how his musou is too good at crowd clearing, because if it's wasted,
    and crowds are very small, fighting officers may take a very long time.
    But in the end, his C4 is very useful because it makes him a lot more versatile.
    Without it, he'll have a bit of trouble against small crowds, when his C3
    can't be relied on. If crowds are small enough, Xu Huang's second normal 
    attack has a safe enough recovery to purposely stop after it, and start 
    attacking again. You may also want to do a C1 after this depending on the 
    situation, if you need to buy some time for approaching crowds to arrive.
    Whatever happens, there are many possibilities for Xu Huang.
    
    His jump charge is very weak with his light 4th weapon, but it is useful
    because it is unblockable and quite safe to use. Since this attack is 
    diagonal, it is possible for enemies to hit him from behind or if he's too 
    high in the air.  
    
    When situations are safe enough, you can hit officers with his C5 
    if they are blocking. Since his C5 has good reach it is possible to 
    hit generals from behind even if they are blocking. But the range of Xu Huang's
    C5 is only where the blade portion of his axe hits, so the attack range is
    very limited like Xiahou Dun's. So since his axe is so long, it will miss if 
    you are too close to a general when attacking. Generally, there's still
    not much use for this charge attack because unlike Xiahou Dun's, it has
    slow execution, so even with a fill musou, he can't really make much use of it
    in crowds.
    
    Use his C2 if it's possible. Although his C3 is obviously superior, because
    of a chance at freezing officers. But with his light weapon, and without the
    True Way of Musou item from the Xtreme Legends expansion, he doesn't do much
    more damage with ice. If he has a full musou, or if his C2 will fill his musou
    it's a good charge attack to use because like Zuo Ci's it has long reach and
    wide range. This will often set up for his true musou against officers,
    regardless of blocking.
    
    -------------------------------------------------------------------------------
    _____________
    8.12 - Zuo Ci
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "Here we go"
    
    A character with incredible charge attacks. It's surprising to many people
    how low Zuo Ci is ranked in this tier list. There have been very very many
    discussion board topics about the best character in the game, and it often
    circles around the comparison between Lu Bu and Zuo Ci, and often...it's
    Zuo Ci that wins the prize. I didn't understand why first of all to compare
    Lu Bu with Zuo Ci, and not Ma Chao, and well, I still don't understand, and
    don't see any reason for Zuo Ci to be better than Lu Bu in any way EVEN on 
    Hard Mode. Don't even start on Chaos Mode, because Zuo Ci's defense with his
    4th weapon is no where near Lu Bu's. But lets look at Hard Mode: well...any
    Hard Mode tier list really should have offense as it's main topic, while in
    a Chaos tier list it would be defense. And well, the tier list FAQ stresses, 
    that characters are evaluated at a mastered level...as is mine. Thus it should
    only make sense that all characters be compatible with the Green Scroll. But 
    that doesn't seem to be the case in that FAQ....anyway... once offense is 
    maximize, juggling musous or not, so many characters are able to fill their
    musou easily, and kill officers in just one musou, even without the True Way
    of Musou item in the Xtreme Legends expansion. So there's really no reason
    to place many ppl below Zuo Ci at all. But the idea of Zuo Ci being equal to
    Lu Bu in Hard Mode, might be just an evaluation between their movesets only
    and without the aid of items. But even so, this doesn't change an "offensive"
    ranking much at all, because the ideal offensive items are all very similar,
    like the Tiger Amulet, Green Scroll, etc...so there's somewhat of a constant
    change with all the characters. Why not then consider Zhao Yun to be equalled
    to Zuo Ci? They both have a juggling musou. Zhao Yun is better than Zuo Ci
    at running straight into the enemy crowds and behind the officer and start
    attacking, because of his reach and attack range of normal attacks. After his
    musou fills, his musou will take out officers just as effectively as Zuo Ci, 
    because both have juggling musous, with frequent strikes. Zuo Ci lacks the 
    ability to walk straight into enemy crowds like Zhao Yun would do, but he
    can still do it. Zuo Ci's ideal way for musou filling would be to fill with
    his C4, and then musou against officers. And really, there's nothing that Zuo
    Ci has that should place him any higher than Zhao Yun, as well as many other
    characters. The method of distanced attacks with Zuo Ci's C4, (keep in mind
    that he has no unblockable charge attacks too) would probably take more time
    than Zhao Yun's method of offense. Sure Zuo Ci seems quite versatile, with
    a nice set of charge attacks, but the "versatility" is separated into 
    many charge attacks. This is the reasons why I think he doesn't deserve to be
    ranked with Lu Bu. But in a Hard Mode tier they probably would be because
    offensive speed turns out to be probably the same, but in Chaos Mode...no way.
    Lu Bu has ultimate versatility in just one single charge attack, his C3. His
    C3 has ideal defense, ideal reach, ideal range of attack, and most versatile of
    all, it is consistently unblockable if it is mastered. This means that crowd
    sizes don't matter, multiple officers even don't matter. Officers are 
    vulnerable to his C3, and all it takes is a short C3, break the officer's 
    guard (if the officer is blocking) and do a musou. The fact that Zuo Ci doesn't
    have a consistent unblockable attack, should already place him below
    Lu Bu. And this argument works for both situations, with ideal items and
    ideal weapons, or just an evaluation of movesets. And wow...Ma Chao on 
    horse....there's just no comparison, at least in defense.
    
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	40
    Medium Weight
    Charge  15
    Fill    15
    Bow     15
    Defense 15
    Musou   20
    
    A terrible weapon. Hahahahaa, even though Zuo Ci's very capable with this
    weapon, it's still a terrible weapon. Sure, it's power 40, but power has
    very little influence on attack. His 4th weapon doesn't have attack on
    it. With an attack bonus, his true musou might come close to killing an
    officer in just one musou, which pretty much elinimates any trouble when 
    facing an officer. There's not even an offense, if one musou will
    take out an officer....as is, with Zhuge Liang. Too bad it is not that case.
    I haven't tested him with a medium weapon with attack, but the point is, 
    it would make him better. Musou, charge, and fill are all useful. Bow is very 
    useless. Defense is somewhat useless....afterall, he's placed among the 
    good defense tiers. If he were to have a light weapon with attack on it, the
    resulting damage output is still more than a medium weapon with no attack
    bonus. Refer to section 14 for more information. And with a light weapon
    his C4 executes much faster, therefore much safer. In Xtreme Legends, this is
    enough to kill an officer in one true musou: A single true musou with a light
    weapon! Anyway, for offense, and well...a slight downgrade in defense, I would
    recommend a medium 4th weapon with attack on it, for Zuo Ci, IF it is capable 
    of killing a regular officer in just one true musou. And even though I haven't
    tested it, it should be very close. 
    
    
    
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Way of Musou
    Dragon Amulet/Ginseng/Herbal Remedy
    
    Ice Orb
    
    Pretty self explanitory. Zuo Ci's strategy is dominantly distanced attacks.
    But still, the Wind Scroll helps for close combat situations which do arise.
    he doesn't really need the last two slots, so might as well upgrade his
    offense by giving him a true musou at all times. The long ending prolongs the
    fire depletion a bit more, which is nice. And since his attack rating is 
    somewhat low (despite that his musou is by default a very strong and frequent
    one) his musou benefit's more from the fire depletion than say...Zhang Liao's
    or Xiahou Dun's. Anyway you get the point. He doesn't really need the Ginseng
    for faster musou filling....nor does he need the Herbal Remedy for a stronger
    C4. But there's nothing better to give him. The Dragon Amulet can be a very
    useful 5th item, because unlike with most characers, it makes a difference
    against regular officers, but allowing Zuo Ci to kill them in just one true
    musou. He's also quite compatible with a maxed out musou bar because of his
    good musou filling ability with his C4. The Dragon Amulet is my preference.
    Although his C4 can be unreliable at times, it's quite rare for his C4 to
    miss a nearby peon, and quite rare to hit by another peon after escaping this 
    danger with his jump charge.
    The Ice Orb is the most useful, for double musou damage. Although, like a lot
    of the higher tier characters, it's not gonna help too much. Still, it's the
    best choice, as it will prove to be a bit more useful against higher defense
    officers.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Similar to Zhang Fei, Zuo Ci is incredibly destructive if you distance yourself
    from the enemy; He is better than Zhang Fei if surrounded however because his 
    normal attacks have a bit better range, and much faster recovery. While Zuo
    Ci isn't the close combat type, as his normal attacks aren't quite that
    defensive (at least not until the end), it is his fast recovery, particularly
    after his fifth normal attack, that allows him to escape afterwards with his
    jump charge.
    
    When generals are iced, just quickly walk up to them, and unleash his musou.
    The damage dealt is massive, and will likely kill the general or put the
    general near death. 
    
    Until large groups come a little closer, make use of his C4, and C4. A huge
    set-back with his C4 is that the execution time is really long. Well...long
    enough to not be consistently abusable. If crowds are too close, make sure 
    that his third normal attack hits everyone, or at least all the majors that 
    are in sight, or else he's very likely to get hit. Even though his C4 is 
    insanely powerful, the slow execution time still makes Zuo Ci not too useful 
    when crowds get too close. Also a minor downfall is that it's not guaranteed 
    that it will hit everyone, so any enemies he misses, that are too close, are 
    likely to attack him. Since the execution time for his C4 is long enough for 
    generals to escape his attack, you may want to consider facing turning around
    and facing his back to the officer upon executing the charge attack. Since 
    during the execution time Zuo Ci takes a step forward, you would be taking one 
    step away from the general. The general will always attempt to attack you, but 
    his charge attack usually unleashes in the nick of time. This method should
    work all the time. Additionally, if his C4 is done when very close to a 
    general, the general will be hit with more than one of his beams. This will 
    deal enormous damage, BUT, if ice doesn't execute on the FIRST beam, the
    officer will be hit away, instead of staying put, disoriented in one spot. 
    Anyway, that's how his C4 works. His offensive strategy should be to fill his
    musou with his C4, as distanced combat. And then, he would use his true musou
    against officers, and kill them in hopefully one true musou. He's quite 
    similar to Zhuge Liang, but that Zhuge Liang should be placed at the top of 
    this tier for the fastest consistency in offense.
    
    The second method of offense for Zuo Ci should be his normal attacks. With his
    fast walking speed, even without speed on his 4th weapon, he should be able to
    use his C4 as a method of distanced combat for musou filling, most of the
    time. But close combat situations do arise, as I've mentioned before, and his
    offensive should change to, doing his five normal attacks, and then purposely
    stopping after his fifth normal attack to do his jump charge to escape to a
    safe place. In close combat, this is by far the safest offensive method. 
    
    His C1 is quite useful in situations when you are surrounded by
    large crowds. The best time to use his charge attack is when you see
    that the approaching crowd is too close to do his C4 safely, yet far enough that
    this charge attack can be used. Because the timed explosion of the ice
    projectile is just before the execution of his C4, it makes his C4 much easier
    to execute in large crowds. Pressing triangle once with deploy a fire orb,
    and pressing it more than once will deploy an ice orb. The fire may be
    useful against enemy commanders, or high defense officers. It's quite useful
    in one on one battles where he can use his C2 after the fire C1, and
    continue with juggling. Try to use his ice orb C2 against approaching officers
    in crowds. Not only will it practically ensure safe execution of his C4,
    it will also increase his chances of freezing the approaching officer.
    You have two chances to freeze, and you only want one. With the tested 
    probability of 60% freezing with the ice orb, the probability of both the 
    freezing chances of his C1 and C4 failing is 0.40^2, which
    equals 0.16. This means that Zuo Ci will have an 84% chance in freezing an
    officer this way, which pretty much means an 84% chances to kill an officer in
    one musou.
    
    His C2 might also be useful because unlike many other C2's, Zuo Ci's has very
    good reach and wide range. Use this if you can foresee that he will have a 
    filled musou afterwards. This charge attack is not bad to use before executing
    his true musou. If he does have his musou filled, or if he'll fill his musou
    with his C2, then it might be preferrably to use this against officers.
    If you catch officers when they're not blocking then great. If officers block
    it you still have a free shot to use Zuo Ci's true musou after.
    This is quite nice as you don't have to go through his C4 which is a less
    safe, and with a full musou after his C2, hitting the officer after is
    guaranteed. Very versatile.
    
    Zuo Ci's C5 is always a good charge attack at a distance. Although his
    C4 might be a better one in terms of musou filling ability, and attack range.
    But his C5 is still useful for easier aiming. Some people may have mastered
    the angle of Zuo Ci's C4 lasers....but ya...it's not quite as easy as
    aiming his C5 in the preferred direction.
    
    His C6 also has very long execution time; this goes for both of the
    charge attacks that he does. It's quite useful to take out small groups, but 
    quite impractical against large ones. Besides, his C4 should be more
    than enough for small groups anyway. If you can foresee that you have enough 
    time to execute this move then do so. It is useful to keep in mind that the
    first part of it is innate fire elemental; and only the second part activates 
    the actual orb you have equipped. So for example, if you have the ice orb 
    equipped (which you probably should) his fifth charge can be though of as 
    fire and ice elemental. But compared to his other methods of offense like his
    C4, and his five normal attacks, his C6 is very inferior.
    
    His C3 is useful again only when crowds are a bit distance from
    him. Also, the range of it is just as you see it, which is only in front. One
    thing is, if you are too close to someone, the range doesn't cover enough to 
    hit them, which means that enemies can be safely sandwiched between you and the 
    charge attack. His C3 is useful against generals though, in hopes
    of activating the ice orb, since all of his other charge attacks have execution
    times that are long enough for generals to block or interrupt.
    
    I think his counterattack is cool, because it does 5 hits, but it's not very 
    reliable. It's one that might miss.
    
    -------------------------------------------------------------------------------
    ______________
    8.13 - Sima Yi
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "The mind shall vanquish the sword"
    
    Like Zhuge Liang, Sima Yi's musou is very powerful, and is capable of killing
    officers in just one musou.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	32
    Medium Weight
    Charge	15
    Defense	16
    Musou	19
    Fill	15
    Attack	15
    
    The stats on Sima Yi's 4th weapon are very good. All of the offensive
    stats are good for Sima Yi's moveset. This weapon would be ideal, if speed
    were in the place of defense. All Sima Yi needs is more speed to be able
    to outrun crowds, in order to abuse his jump charge for absolute defense.
    This would force Sima Yi to equip the Speed Scroll to be placed this
    high in the tier list for high defense, and thus waste an item slot. 
    But it's not that much of a waste. It's more of a waste in Xtreme Legends, 
    when his last slot should be the True Way of Musou, but even this is not a 
    big deal, since his true musou is strong enough to kill officers anyway.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Speed Scroll
    Way of Musou
    Ginseng/Herbal Remedy
    
    Ice Orb
    
    The Way of Musou is incredibly important because of its unblockable ending.
    The attack itself has the quality of being totally unblockable, just like
    Xu Huang's air charge etc... Sometimes his musou lasers will cause generals
    to move from side to side, it they are too close to him. This will sometimes
    give them enough time to block if you allow enough time for them to. Without
    his true musou, this can often be fatal, since generals will attack you
    right after his musou. Also, his true musou allows him to take on multiple
    officers. As mentioned above, Sima Yi needs the Speed Scroll to be able to
    run fast enough to abuse his jump charge with safety. This gives him an 
    extreme defense. With Sima Yi's distanced combat methods of musou filling,
    for ideal defense, his normal attacks should always be wasted. This is why
    the Wind Scroll isn't recommended, because even if it were, the difference
    would change almost nothing. His reach with the Wind Scroll equipped will 
    still make his normal attacks very risky in crowds.
    
    The Ice Orb will help a slightly, for his musou to deal more damage because
    officers will stay in one spot.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Although Sima Yi now has an extreme defense with the Speed Scroll equipped,
    his musou filling is somewhat slow, he has to run around and use his jump
    charge until it is safe enough for him to use his other attacks.
    
    His true musou will allow him to easily kill generals in large
    crowds. If you do his true musou against a general as close as possible, it is
    very easy to for a one musou KO. If he is close enough, the general will be 
    sandwiched between Sima Yi and his Fan. This is very perfect because the 
    general can't get out, and because he is right where the lasers shoot, all 
    beams will hit and deal full damage. Each musou attack shoots three beams. 
    However, it's not at all consistent, because the general will sway from side 
    to side, so it's hard to always hit with three beams. In the end, it is still 
    very simple to kill generals in one true musou. Sima Yi is ranked higher than 
    Zhuge Liang in section 14, as the second fastest general killer. Zhuge Liang's 
    musou also shoots three beams per attack; it is because of Sima Yi's stronger 
    attack power, that he is potentially a faster general killer. There is a small 
    chance that generals will not be trapped in between him and the fan, even if 
    you are very close to the general. This also adds to the inconsistency. If 
    generals are not trapped, they will slide backwards slowly as you continue to 
    hit them with his musou. Because his musou beams alternate from left to right,
    generals are usually able to block in between attacks. However, it is
    possible to always hit generals with his musou, if you learn how to use his
    musou properly. His musou does alternate left and right with three beams
    per attack, but there is one beam which is always in the center. Just do his
    musou without any peons in sight and you will see this. The pattern should look
    like this: \\|
    	     |//
    	   \\|
    	     |//	and so on.
    Try to use the L1 button to toggle so that the general is in the center of the
    screen. After this, it should be simple to steer. When doing his musou
    on generals at a distance, try to hit the general by steering his musou
    correctly with this strategy; depending on how far away the general is, it
    may be wise to purposely stop hitting the general to allow him/her to walk 
    up closer to you, so that his final hit will successful. This is because if
    the general is distanced in a way that, the ending of his musou will miss, but
    the general is close enough to be able to walk up and attack him right after
    his musou. 
    The result of Sima Yi's true musou is almost always a defeated officer, and a 
    large KO count.
    
    Other than his musou, the rest of his efforts should be devoted to refilling
    his musou. The best method for musou filling is with his C4. It shouldn't take
    too long to fill his musou with this awesome charge attack. Try to steer the
    second part to a safe place, or maybe even ignore it altogether if he's
    facing a small crowd, where the second part may be useless. If the first
    part freezes officers, and he has a filled musou, the second part is perfect
    to quickly catch up to the frozen officer for a quick one musou kill. 
    Use combinations of his jump attack, and jump charge to create opportunities
    for his C4. This is the best way to use Sima Yi. After scattering crowds with
    his jump charge, it's often safe enough to use his C1 before using his C4.
    The timing is perfect for making the execution of his C4 safe. The explosion
    of his C1 is also perfectly timed with his C3, although this is useful only
    in specific situations.
    
    One small note on his counterattack: if the general is too close to him, the
    counterattack may miss entirely. This isn't a big deal since his counterattack
    will still have that discharge to get him into a safe place, it just won't 
    hit the general. 
    
    His other moves should generally be avoided, or used leisurely. His C3 and C6 
    are useful for fighting at a distance. His C6 only takes practise with the 
    steering. His C5 doesn't have enough reach to be useful.
    
    ------------------------------------------------------------------------------- 
    ________________
    8.14 - Ling Tong 
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "Is that all you got?"
    
    Ling Tong is ridiculously fast at attacking. I wonder if nunchaku even 
    existed back then.....sigh. As cheap and dull as Koei has created him, I'd 
    agree it to be so. Because of ice, his musou, and his C4, generals 
    can be taken out with ease. 
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	36
    Medium Weight
    Charge	16
    Speed 	19
    Life	15
    Luck	16
    Attack	17
    
    Not too bad of a weapon, although a musou bonus would help a lot, then
    his fifth item slot should be the Way of Musou. This would help his
    offense a lot. This helps even more in Xtreme Legends if you configure him
    this way, as his musou will kill officers in just one musou.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Herbal Remedy
    Dragon Amulet/Way of Musou
    
    Ice Orb
    
    Ling Tong's quite compatible with the Dragon Amulet because of his easily 
    musou filling with his C4. The Way of Musou is also not a bad idea.
    
    Equip the ice orb on Ling Tong. Ice gives you the ultimate edge with slaying 
    generals. With a fast and unblockable C4, and a juggling musou, Ice is 
    obviously the best choice.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Characters like Lu Bu and Zhao Yun are all safer than Ling Tong
    defensively, while attacking. It is very possible to not get hit during his
    normal attacks, and his offense of just his C4. But there is a crowd size
    limit. In massive crowds, it's very hard to just apply his reckless C4
    offense. The only thing to watch out for with his C4, is to never enter a 
    crowd with the execution of his C4. In most situations, Ling Tong's C4
    is very safe. A second defensive (and offense actually) disadvantage is his
    inability to handle two officers at once. Most other characters are able to
    because of a good musou and/or longer reach. Because Ling Tong's musou lacks
    reach and range, and is planted. It is a huge disadvantage if done against
    a blocking officer. This is why it's very hard for him to fight against two
    officers, because for a proper defense, he will have to rely only on his C4.
    His C4 then also presents a lot of problems. The two officers have to be 
    distanced perfectly in order for his C4 to work. One officer situations are 
    simple because you only have to calculate one distance; making his C4 
    consistently unblockable, single officers are simple to take care of. 
    However, against multiple officers, if the distance isn't right, he'll often 
    hit one of the officers, and the other one will have blocked it. Other 
    characters in this situation would use a musou to get out of the danger. This 
    is obviously not a choice for Ling Tong. But after all this talking, this 
    disadvantage can be elinimated if you use his jump charge. It's almost as if 
    Koei gave him this distanced scattering jump charge, with his fast walking 
    speed, to counter Ling Tong's limits. Whatever happens though, Ling Tong's
    defense is still very good; it's just the his offense reduces to a very slow
    method when facing multiple officers and massive crowds. Ling Tong has all the 
    offensive abilities of the characters in his tier. He's the best at freezing 
    officers in his tier, and would deserve to be the best and fastest offensive 
    character in most situations. But because of his limitations to further 
    pressure, like massive crowds and multiple officers, he is placed last in this 
    tier. Although this is a theoretical placement, his flaws can be seen in more 
    difficult stages. The Battle of Mt Qi in Xtreme Legends would make these flaws 
    of his, more apparent. However, these flaws should be considered minor, 
    because musou rages can eliminate them. Being in this tier, he's either the 
    fastest offensive character or the slowest, but when he's the slowest, when 
    he has to adopt the method of using his jump charge to continuously scatter 
    massive crowds, he is very slow. The other characters in his tier have more 
    consistency, and most benefit from larger crowds.
    
    With his defensive flaws discussed, we can now turn to his offensive
    strategy with his C4...which requires not much strategy or planning at all.
    Perfect his C4 to hit blocking officers, and everything should be clear.
    When officers are near high health, attempt his C4 until officers are
    frozen. Then rely on his musou to finish them off. Ling Tong's just a
    faster version of Zhang Fei, and just like Zhang Fei, with a quick and
    unblockable charge attack his freezing ability is very impressive.
    
    All jump charges like Ling Tong's, which shoots blades (or whatever), are 
    useful, but his version has a steeper slope, which means you'd have to jump 
    high to to shoot far. 
    
    Ling Tong's C5 is another possible charge attack in Chaos. It's only better
    than his C4 because of the longer reach, but it's obviously only practical 
    against approaching crowds, and when enemies are only in front of him.
    
    All other moves should probably be avoided. His C1 has the worst 
    reach and range, but unbelievably quick. Because it's quick and covers a lot
    of distance, it can be a useful escaping move, in case you ever make a mistake
    with his musou. His C6 requires far too long execution and 
    recovery times to be practical. Even though, it is innate fire elemental, his 
    C4 is infinitely more useful.
    
    In Musou Rage, try to use his C4 only. Continuously doing this is enough
    to kill officers in the 15 seconds of musou rage granted. Since his true musou
    is officer-oriented and has a recovery that wastes a lot of musou rage time.
    Continuously abusing his C4 will net you a higher KO count.
    
    -------------------------------------------------------------------------------
    _______________
    8.15 - Meng Huo
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "I'll smash you all to pieces"
    
    Generally a very easy character to use. Meng Huo's musou is one of the best
    crowd clearing musous in the game.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	36
    Light Weight
    Charge	15
    Fill	15
    Horse	15
    Attack	18
    Life	19
    
    Not that great of a weapon. Similar to Xu Huang, Meng Huo has heavy weapon
    compatibility, however, only his jump charge can be used with a heavy
    weapon. Just like Xu Huang, Meng Huo's light 4th weapon allows him to do his
    C6 more safely, but it is still not a fast executing charge attack.
    It is in Xtreme Legends, when Meng Huo's C3 can be used with a heavy 
    weight weapon, because of the non-flinching property. But other than the
    weight of this weapon, the stats on it are excellent. A short musou with
    fill and charge, makes his jump charge a pretty good musou filling move,
    even though it's a weak attack. However, like other light weapon characters,
    again such as Xu Huang, a crowd clearing musou with a light weapon can mean
    a very slow offense after a first musou is used. Surrounding peons are going
    to die in one musou with a light weapon. This means that you're losing 1.25^2
    which is 1.56, well roughly 1.5 damage against an officer. Light or Heavy,
    Meng Huo's going to find himself with the same crowd conditions after almost
    every musou. With a heavy, a lot more damage will be dealt to officers.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Way or Musou
    Herbal Remedy/Ginseng
    
    Ice Orb / Light Orb
    
    As mentioned above, crowds will often be destroyed after Meng Huo's musou, so
    equipping the Way of Musou for some fire depletion is very important, to
    deal more damage against officers. His true musou has five extra hits,
    which is very useful. Make his last item the Herbal Remedy. Meng Huo's
    musou filling strategy should often be with his jump charge. When abusing 
    a charge attack, the fill caused by the extra damage from the Herbal Remedy 
    approximately equals the fill increase of equipping the Ginseng. This means
    that equipping the Ginseng would mean that Meng Huo's jump charge would deal
    less damage, at roughly the same musou filling rate. However, this increase
    in damage from the Herbal Remedy would only help slightly when dealing
    damage to officers, while musou filling. The Ginseng might be a good idea 
    afterall, because it will allow Meng Huo to use his first two normal attacks,
    and his C3, in a larger range of crowd sizes. This helps a lot if you choose
    to equip Meng Huo with the Light Orb. Anyhow, both these choices have 
    very small benefits. 
    
    The Ice Orb is good for double musou damage, but with a light weapon, and
    relatively less frequent musou strikes, he's not gaining much more damage.
    Meng Huo's freezing ability is also not very impressive. Xu Huang's true musou
    is also a weak one with relatively less frequent strikes, but he benefits 
    a bit more from the Ice Orb because his C3 is a very good method for
    freezing officers. Meng Huo on the other hand must rely on either his C3
    or C6. With Meng Huo's slow walking speed, he can never hope to walk casually
    up to an officer and start attack in the middle of a large peon crowd, like
    Xu Huang can. This is why freezing with Meng Huo is quite hard. His C6 can
    be unblockable, but the execution time of it is not safe enough in large
    crowd sizes. The Light Orb may be a better choice for some people. Although
    it is also not that useful, it will allow Meng Huo to use his C3, instead of
    abusing his jump charge, for easier and faster filling. If you can foresee
    a filled musou after his C3, then the Light Orb will make it much easier
    to set officers up for his true musou. However, his jump charge is often 
    good enough to hit blocking officers already...
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Likely the best situation to fight generals in are the largest crowds possible.
    For example, near Liu Bei in the Yellow Turban Rebellion. His musou is possible
    of racking up KO's in the 60 range. It is thus, easiest and most
    preferable to fight officers in massive crowds. Massive crowds will allow
    Meng Huo to fill his musou easily with his C3, and with the Light Orb equipped,
    officers are helpless.
    
    Meng Huo's jump charge is a very useful move for safe attacking. The
    strength is not very strong, but the reach and range covered is very reliable.
    This is also a great move to stun generals, to set up for his true musou.
    The landing of his jump charge however, isn't completely safe, but there is 
    way to make it safe. The idea is to never use his jump charge when he is
    surrounded, or when enemies are very close to him. Always enter crowds
    with his jump charge. And his C1 will make this possible. It's also easy to get
    hit just before the second part of his jump charge. This, can also be
    avoided, if after the first stomp, you turn him around and direct his second
    stomp in the opposite direction. The most frequent example of getting
    hit before his second stomp is against officers on horse. If you just miss
    the officer on horse, with his first stomp, and the timing is right, it's
    very easy to get hit before Meng Huo's can proceed to the second stomp.
    Turning around, eliminates this defensive flaw. If you always enter crowds 
    with his jump charge, and then turn around to face the opposite direction for
    his second stomp, Meng Huo's jump charge is a very ideal move for musou
    filling.
    
    His C1 is also a great move to stun generals from a distance. Although
    officers do block it, and this depends on when you execute his C1.
    Once you've learn how much distance his C1 covers, you can stun
    generals at will, by hitting officers at either the very end of his C1, or
    at the very beginning. But there are more risks at the beginning. This is 
    extremely useful because his musou has an initial lag to it, much like Zhen 
    Ji's. But the most useful aspects of his C1 is that it makes Meng Huo's slow
    walking speed almost negligible, and that as mentioned above, it will allow
    Meng Huo to always enter crowds with his jump charge, and thus gives him a
    very safe method of musou filling. 
    
    Being the biggest character in the game (occupying the most space), it's 
    harder to counterattack with Meng Huo, simply because it's harder to see your
    enemies. But similar to the characters Zhao Yun, Zhou Tai, and Lu Bu, there is
    a brief (very brief) state of invincibility granted during his C1 
    attack. Since Meng Huo's C1 can easily get you out of dangerous 
    situations, counterattacking may be ignored altogether. However, in Meng Huo's
    case, the invincibility in Meng Huo's C1 isn't perfect, because it's still
    easy to get hit when he JUST starts to run.
    
    His C4 is one of the most useless charge attacks in the 
    game. Even though the strength and the range is not bad, it has the longest
    recovery time in the game. The enemy scattering ability isn't very good either.
    
    His C5 is useful against generals for freezing purposes. It's one
    of those charge attacks that are fast enough that the generals can hit you
    during the recovery time, but slow enough that they will make an attempt to 
    hit you. It's also easy to see it too. It's a very safe attack to pull off, but
    there's probably a slight chance that a general will hit you.
    
    His C6 covers excellent reach and range. It's too bad that the 
    execution time is quite long. It seems to work 50% of the time against generals
    if you have your back facing them during the execution time. It's just too 
    slow, and generals can easily hit him. 
    
    -------------------------------------------------------------------------------
    ________________
    8.16 - Pang Tong
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "Hey! I defeated an officer"
    
    Pang Tong has a unique C1; it's the only C1 orb that contributes to musou
    filling.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	32
    Medium Weight
    Fill	18
    Luck	15
    Bow	16
    Defense	17
    Life	15
    
    He's quite a tank with life, defense, and bow on his 4th weapon. However, they
    are all pretty much wasted because Pang Tong's capable of a pretty perfect
    defense. The high fill is the only useful stat on this weapon. With no
    attack on this weapon, his offense is a bit slow.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Ginseng
    Way of Musou
    
    Ice Orb
    
    The Ginseng is very nice, for very high fill. With his short musou bar, 
    musou filling is quite fast with Pang Tong. The Way of Musou is useful for
    the extra fire damage. It's also quite nice to sneak in a few attacks after
    his true musou.
    
    The Ice Orb is good for double musou damage, however, the increase isn't that
    much and he'll have to go through his C3 to freeze officers, which has some
    defensive risks.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Pang Tong can be played for defensively, with his C1 and his first normal 
    attack. None of his charge attacks, other than his C1, can be used safely in 
    Chaos. The most effective way to use him is to musou fill with his C1 and
    his first normal attack, and then use his true musou for offense. With no
    attack on his 4th weapon, it'll often take three musous to defeat officers.
    It is his jump charge that allows Pang Tong to have an extreme defense. Abuse
    his C1 for fast musou filling. Be sure to time his C1 so that he can escape
    with his jump charge. But what's better is to try to time it so that he'll have
    enough time to sneak in his first normal attack just after his C1. This'll
    make his musou filling a bit faster. And this is simply all that is needed
    to master Pang Tong in Chaos. None of his other normal attacks and charge
    attacks can be used safely in crowds.
    
    His first normal attack can be done over and over in small crowds, because
    of it's fast recovery.
    
    His C2 may be useful in massive crowds, if you know it'll fill his musou.
    It might be possible to use it after his true musou too, if crowds are
    big enough. Then you can do back to back true musous.
    
    His C3 isn't perfectly safe, but getting hit is still kind of rare. If he
    has a filled musou, then it's not a bad idea to attempt freezing officers
    with it. It's easy to counterattack after his C3, because peons will tend to
    want to do a jump attack on him, and they will always attack just before they
    land.
    
    Although is jump charge has very little attack range, it may be used for 
    hitting generals off their horses.
    
    A interesting fact; his fourth normal attack always does double damage. This is 
    like characters who have two weapons, like the two Qiaos, but different in 
    that Pang Tong's is 100% efficient. 
    
    -------------------------------------------------------------------------------
    _______________
    8.17 - Zhang He
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "Even more beautiful"
    
    It's weird how Koei created Zhang He. It's almost like they treat him as a
    joke character. 
    historically, he is nothing like he is in the game. Anyway, he's pretty fun to
    use. Unlike many characters, his strength lies in his charge attacks. 
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power 	36
    Medium Weight
    Fill	15
    Speed	19
    Attack	16
    Musou 	18
    Charge	15
    
    I evaluate Zhang He's fourth weapon to be the best fourth weapon in the game.
    His fourth weapon fits my general ideal perfectly, with all bonus attributes 
    devoted only to attack. All of these attributes work well with Zhang He's
    moveset. A very good fourth weapon.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Dragon Amulet
    Ginseng / Demon Band
    
    Fire Orb / Ice Orb
    
    Many people should know by now that Zhang He can't survive well in Chaos
    with anything other than his jump charge. The safe and fast musou filling 
    ability of his jump charge makes him very compatible with the Dragon
    Amulet. Equip the Ginseng simply to speed up the process, or you can give him
    the Demon Band, because with this Fire Orb setup, he is the only character
    in the game that deals less musou damage in musou rage. This Fire Orb setup
    for regular combat is important for Zhang He to at least have a chance at
    killing officers in one long musou. But since his true musou is juggling,
    damage is reduce by half, and in musou rage, his attack would be doubled.
    The adjustments would thus cancel out. This means that in musou rage
    combat, his musou is going to deal the same amount of damage.
    
    Although, even with his musou control mastered, it may be hard to 
    use it with full consistency sometimes, for example in massive crowds, or 
    in narrow places such as a corridor, or even near a wall. Some people 
    may prefer the Ice Orb, for a chance at dealing heavier damage in
    musou rages. Because Zhang He needs to use his C3 perfectly before his regular
    musou, and then control his musou perfectly, to be able to kill officers in 
    just one long musou, it is very hard to come by. Many times with the Fire Orb,
    he'll still be forced to take more than one musou to kill officers.
    So the Ice Orb is not a bad choice.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    His jump charge should be used in crowds of all sizes. It will
    eliminate groups of 5 in a blink. And when done in large crowds, his musou
    gauge will pratically fill up. This is why it's generally quite safe to 
    continuously do this move because you can do his musou right when he lands
    to save himself if it is ever dangerous. Although, the need of wasting his
    musou is minimal because his jump charge can be mastered so that he won't get
    hit. Zhang He's jump charge is by far is the best and safest attack. For
    perfect defense, all you have to do is make sure he lands safely. This 
    naturally forces Zhang He to lead large, or scattered crowds around, until 
    there's a clear opening for his jump charge. Once crowds are dense, and not
    scattered about, he can run straight through a crowd with his fast walking
    speed, and do his jump charge at the very end of the crowd, placing peons only
    behind him, and nothing in front of him. Try to do his jump charge as low as
    possible. And that's all he needs to have a good defense for his high placement.
    His jump charge is very good at musou filling, and very abusable. When using
    his jump charge against officers, be sure to walk just past them before you
    execute his jump charge. The point is to aim his jump charge to execute just
    behind officers. The leap forward that he takes makes this very easy to
    execute. His jump charge should be a consistently unblockable charge attack
    against officers.
    
    Minor disadvantages, or things to watch out for, is fighting on incline
    slopes. Even if the ground is slightly inclined, his air charge may be 
    cancelled because he's are too close to the ground. Of course, you can work 
    around this by jumping higher before you execute the charge, but it's obviously
    much easier just to fight on flat ground.
    
    With Zhang He, it's normally quite hard to deal with generals in large
    crowds. The most practical way should be using a full regular musou when 
    generals aren't blocking. It's hard at first, but it should be easy after some
    practise to continuously attack a general with his musou by moving back and 
    forth, without the general dropping to the ground. Try to pair his long musou
    up with the Fire Orb; set fire to a general by his C3. Use his
    C3 to do this, because it stuns enemies and will keep them on
    the ground. This however, is not easy to do, since Zhang He moves forward a lot
    after his C3. The trick is to activate your musou JUST as you set
    fire to the general. The timing for this is pretty strict, but of course, 
    practise is all that is needed. 
    
    You may have noticed that Zhang He doesn't really have any moves that are good
    for knocking generals off their horses in large crowds. His C1 
    will often do the job, but he will get hit if you time it incorrectly. His
    musou has a height such that it will only sometimes hit generals when they are
    on horse.
    
    Not much can be said about all his other moves. Because of the lack of 
    reach and range, they are inferior to his jump charge.
    But just to skim through the rest of his attacks....
    C2: very little reach and range, not very useful
    C3: the reach and range is still not good enough to be safe. The 
    	recovery time is also long, so it's quite easy to get hit after. 
    	However, this move is a good move to freeze or set fire to generals.
    C4: useful only at a distance. This is a great move to get generals
    	off their horses.
    C5: has fast execution time. A good move to attempt to freeze
    	generals when it is safe enough to, but ultimately inferior to his C3.
    C6: even though the range of the attack is wide, the execution time
    	recovery time are long, so generals can block it, and it's
    	easy to get hit after. Note that although both of the two parts are
    	charge attacks, only the first part activates the orb.
    
    Simple conclusion. Use his jump charge in all situations, and
    try to kill generals in crowds with a long full regular musou with fire. His
    jump charge and musou are extremely effective against generals and large crowds.
    
    -------------------------------------------------------------------------------
    _____________
    8.18 - Lu Xun
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "This should do it"
    
    Lu Xun would be one of the worst characters in this game if it wasn't for
    his jump charge. His jump charge gives him a very defensive method of
    offense, and musou filling. And just because of this, he deserves
    a high tier just for extreme defense. His offensive is however a bit slow
    because of this.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	34
    Medium Weight
    Fill	15
    Luck	18
    Speed	20
    Attack	15
    Musou	19
    
    This is a very good 4th weapon for Lu Xun. It would be an ideal one if luck
    were replaced with charge.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Way of Musou
    Ginseng
    Herbal Remedy/Wind Scroll
    
    Ice Orb
    
    The reason for recommending the Way of Musou for Lu Xun is the same as
    Zhang Liao's. Lu Xun's grounded musou can be blocked easily, in between musou
    strikes. With or without his true musou, he'll still take roughly two musous
    to kill regular officers. The Ginseng and Herbal Remedy are both useful for
    musou filling. Since it's the most ideal to use his C1 for distanced combat,
    the Wind Scroll is very useless. It's useful only rare occasions of close
    combat.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    As commented above, the strikes in his regular musou have irregular timing,
    and sometimes this will allow generals to block during his musou. If you 
    position him slightly to the side of the general, it is possible to
    complete his full musou without the general blocking it, but it's very hard
    to make it consistent, because of the strict positioning. It's probably not
    worth the effort to learn because he'll still take two musous to kill officers,
    with his regular musou.
    
    Like Zhou Yu, Lu Xun's ideal musou filling method is abusing his jump charge.
    Jump charge, and then true musou, is pretty much enough to cover his analysis.
    
    One charge attack that is really worth praising is his C3. Notice that his C3
    seems to do more damage than anything else, or similarly, it seems to be 
    overpowered. His C3 because of the fact that he wields two weapons, does more 
    damage. Not only does it deal heavy damage, his defensive potential while 
    executing it is very good. Sure, he is airbourne, which will allow the enemy 
    to juggle him, but the chances of getting hit during the entire sequence of 
    his C3 is quite rare. Unlike other airbourne charge attacks, enemies don't
    do a jump attack on him. It is generally safe to use even in large crowds,
    and this is because for some reason, peons don't attack him after the recovery.
    It's almost as if he goes into a stealth mode when he's in the air or something.
    Peons and officers act as if he's invisible during his C3. This makes it very
    abusable in small crowds. And in massive crowds, it will be strong enough to
    fill his musou completely. His C3 is riskier in larger crowds, but because he
    has such fast walking speed, it can still be done with surprisingly good
    results. The ending of his C3 is usually too long to hit officers with it. But
    it's useful to hit blocking officers with it, because of the distance he 
    covers.
    
    Both Lu Xun's C4 and C6 are good scattering charge attacks, but in the end,
    they are inferior to his jump charge.
    
    His C5 has somewhat poor range. The real advantages of his C5 are its fast 
    execution and recovery. His C5 is a very good way to freeze officers.
    
    Like Da Qiao or Xiao Qiao, because Lu Xun has two weapons, some of his normal
    attacks will deal double damage. However, this is very different from his
    C3, as every part of his C3 deals double damage. The ones that deal double 
    damage are his fourth and fifth normal attacks, as well as the exact same 
    attacks in his evolution attacks. These however, must be positioned strictly 
    in the center to be able to deal double damage. This will also return a combo 
    of two, so seeing the combo counter rise by +2 will indicate a double 
    damage hit.
    
    This is a very minor note, but keep in mind that Lu Xun's jump attack has very
    short reach, but very horzontal range. The horizontal range can sometimes be
    used advantageously against officers. Rotating slightly will maximize the
    reach of his jump attack.
    
    If you want to use his C1, it's quite useful to make his C4 a lot safer to 
    execute. 
    
    -------------------------------------------------------------------------------
    ______________
    8.19 - Zhou Yu
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "You're mine"
    
    A very versatile character. Of all the characters with the same type of air
    charge, Zhou Yu's is the best, because of the range, the launch angle
    (practically horizontal), and the extra stomp on the ground at the end.
    Zhou Yu has one of the faster attacking speeds, and has very good range in 
    his attacks. His musou attacking speed is also fast and deals good damage, but 
    the range is mainly suitable for generals.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	34
    Medium Weight
    Charge	17
    Defense	15
    Musou	18
    Bow	16
    Attack	16
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Way of Musou
    Herbal Remedy
    
    Ice Orb
    
    The Herbal Remedy is probably a better choice than the Ginseng. Just like
    other characters who abuse charge attacks for musou filling, the extra
    charge damage results in roughly the same increase in fill, that is caused
    by equipping the Ginseng.
    
    Equip the Ice Orb on Zhou Yu. When enemies are frozen, his musou does twice
    the damage. He also has many ways of freezing officers.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Fighting at a distance with his jump charge is the best musou filling strategy, 
    if it even is a strategy at all. His walking speed is fast enough for him
    to abuse his jump charge to no end. If crowds are vast and dense, his running
    attack will be enough to fill his long musou, and disorientate officers in the 
    process. This pretty much concludes Zhou Yu's safe musou filling ability. 
    
    Similar to Guan Yu, it is safe (if the you are not in a very large group) to 
    purposely stop attacking after his third normal attack, and resume attacking 
    again. This is because of the safety that the reach and range of his third 
    normal attacks grant, and of course, the quick recovery time from his third 
    normal attack. Stopping purposely after his third normal attack is also a 
    great opportunity to antipate a counterattack.
    
    Use his C1 just as you would with all the other characters, by
    deploying the orbs as you enter a crowd. One strong combo is to deploy
    his C1 fire orb, but allow some time for it to settle. Then do jump charge. 
    If you time this correctly, to have the fire orb explode directly before
    the jump charge, all the privates will likely be dead, leaving the stronger
    opponents nearly dead but scattered. This is pretty effect when dealing with 
    generals in large crowds, as you can set the general on fire and scatter the
    general to prolong the fire. Time the fire orb to explode just after his air
    charge if you don't want to scatter your enemies. This would deal heavy damage 
    without scattering the enemy.
    
    Zhou Yu has one of the best counterattacks in the game. The speed is very 
    quick, but not too quick (some people may think Ma Chao's counterattack is too
    quick), the reach is decent, the range is very good, and the recovery time is
    fast. It is just like his C6, but with less launching power.
    
    His C3 is not so great, even though it looks like a very protective
    move. The speed of it isn't as fast as his normal attacks, so it's no surprise
    if you get hit during any part of it, especially during the recovery time.
    But, his C3 is a good way to attempt freezing a general in a
    moderately sized crowd, since it disorientates, he's got 60% percent chance
    in freezing with nothing to lose.
    
    Zhou Yu's C2 is fast both in execution and recovery. With its decent reach
    and range, it can be used if his musou if filled, against officers, like
    other characters can, such as Zuo Ci or Lu Meng. Even if officers block it, 
    it should be possible to do his true musou after because officers will tend to
    attack.
    
    Zhou Yu's C4 is good because of the triple attack. Only the
    first, and third strikes activate orbs. It is obviously impractical in most 
    cases to do the full three attacks. Also, it won't finish, if you are too far 
    away from the enemies you are hitting. You actually have to be extremely close 
    to successfully complete the entire three-hit charge sequence. The thing about 
    his C4 is learning the good parts of it, and learning when to stop. 
    Since the first slash is elemental and the execution and recovery times are 
    fast, with its good range, it is a perfect move to freeze generals while 
    fighting in large crowds. The recovery time is very fast, so stopping 
    purposely after this first slash is a not a bad idea, however it's not as
    safe as stopping after his third normal attack. If the general is 
    successfully iced, unleash his musou for massive damage (the effect of his
    musou against frozen officers is similar to Xiahou Dun's because of fast
    musou attacking speed). If the ice isn't successful, it's easy to anticipate a 
    counterattack, for those of you who are good at it. His C4 attack is probably 
    the best reason to equip the Ice Orb. 
    
    His C5 is slow enough for generals to block, and the reach is 
    not so great; should probably stay away from using this move. 
    
    His C6 is a good charge attack. Since Zhou Yu's normal attacks 
    have good reach and range, his C6 is often a very elegant finish
    to a perfect combo. However generals are able to block this move because of its
    execution time. It is possible to successfully hit generals with it if you
    position it very carefully. Notice that the attack starts from left to right, 
    so try to adjust it so that his left side is as close as 
    possible to the general, it should work. This is only a tip to upgrade the 
    chances of success, so it should still be considered a move that the enemy is 
    always capable of blocking. But even if it were fast enough to execute against
    officers, his C6 is not as useful as his other attacks. For ideal defense, 
    there's no reason to resort to his normal attacks, when you can just use his
    jump charge. And with his musou filled, the results of his C6 are useless.
    If it doesn't freeze officers, then they will be scattered. With his C4, he's
    guaranteed a chance to freeze without scattering officers, if ice fails.
    
    Although his musou is useful only for general killing, it does a very good job.
    It's range is very similar to Xiahou Dun's, but it's much better because of
    more frequent hits. Because of this, he is able to kill generals very quickly,
    with his musou when they are iced. Zhou Yu is among the top ten fastest general
    killers.
    
    -------------------------------------------------------------------------------
    ________________
    8.20 - Xiao Qiao
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "Come back later and try again"
    
    Many people hate the fact that the two Qiaos have heavy 4th weapons. I 
    actually think they are best with heavy weapons. Considering the attributes on
    their fourth weapons, and their stats by nature, they are generally more 
    devoted to defense (and speed). So the upgrade in strength by means of giving 
    them heavy weapons eliminates this issue of weakness. Secondly, their regular 
    attacking speed (with medium weapons) is very fast, so when equipped with heavy
    weapons, they don't actually attack too slowly, so the downgrading isn't too 
    extreme. The two Qiao's with their heavy 4th weapons still have very safe
    attacking speed. The two Qiaos with heavy final weapons attack faster than 
    Pang De with his light 4th weapon. Since all of the normal attacks of the 
    two Qiaos have decent range, trading slower attacking speed for stronger 
    attacking power is very very practical, thus makes the two Qiaos better. 
    Additionally, and probably most beneficial, musou attacking speed will always
    stay the same; going from a lighter weight weapon to a heavier weight weapon 
    will always benefit in a 1.2 times stronger musou attack at the same musou
    attacking speed. Not so much does this aspect affect Xiao Qiao's musou,
    but because of her heavy 4th weapon, Da Qiao's musou deals relatively heavy 
    damage. I hope this is a good enough argument to persuade heavy weapon haters.
    Xiao Qiao's obvious ideal method of musou filling is with her jump charge.
    And because her jump charge and her musou are her dominant offensive
    attacks, fast attacking speed is often wasted. Xiao Qiao is without a doubt
    most compatible with a heavy weapon.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	32
    Heavy Weight
    Charge	17
    Fill	15
    Speed	19
    Defense	15
    Musou	15
    
    Wow, if she had attack instead of defense, this would truly be her ideal
    weapon. Charge and fill both contribute to her jump charge. And with her musou
    mastered, her long true musou with a stronger attack, is very devastating.
    With a weapon like this, in Xtreme Legends, she is yet another one-musou-KO
    character, with fast and reliable musou filling. But before Xtreme Legends,
    she will have to stick with killing officers in two or more musous.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Way of Musou
    Herbal Remedy
    
    Light Orb
    
    The Herbal Remedy will help a lot for her jump charge. It is tested that
    the extra damage from the Herbal Remedy contributes roughly the same fill
    increase, as the Ginseng does. Since Xiao Qiao's most ideal offense is
    her jump charge, the Herbal Remedy is very useful. The Way of Musou is very
    useful for a stronger musou.
    
    Equip the Light Orb on Xiao Qiao. After musou filling with her jump charge,
    Her C3 is make perfect use of the Light Orb to set up nicely for her
    true musou.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Xiao Qiao's musou is probably the hardest musou to control in the game. Not 
    only is its vertical range very minimal, it also can't make sharp turns. This 
    means that if you miss a general or the general drops to the ground, it's 
    practically over. Even once you've mastered steering her musou, it is not very 
    useful against generals anyway because of its weakness. It would seem that
    her musou is strong since it has one of the most frequent hits, but her musou
    is weak by default. And the high frequency in her musou strikes can't really be
    made useful because her musou doesn't work well with the Ice Orb. To use her 
    musou to maximum potential, use it on officers up against a wall. With a wall 
    guiding you it is effortless to control it. But in an experts point of view,
    this isn't much of an advantage, because since all her musou hits will be
    successful, the officer will elevate too high, and with the musou length 
    she has with her 4th weapon, her full true musou won't work this way. To
    master her musou, you must purposely miss with some strikes to maintain a
    low height. With this learned, Xiao Qiao in Xtreme Legends with a 3rd weapon
    of heavy weight, with attack and musou bonuses on it, is easily capable of
    killing officers in just one musou.
    
    Something else that is annoying about her musou is that it starts late, very
    much like Zhen Ji's. Because of this, generals will almost always block it.
    This is why the Light Orb is recommended. You can set up for her musou
    by using her C3 to stun generals. Another good time to do her
    musou is directly after her second last evolution attack, the one that hits
    enemies into the air. However, if you time it very strictly, it is possible
    to connect her musou after her other normal attacks. Her C3 is very perfect
    for setting up for her true musou. Her left hand fan hits in front of her with
    long reach, and it's the long reach that makes it so perfect. All Xiao Qiao
    needs for a perfect setup to her true musou is for officers to be in front of
    her, with some distance. Her right hand fan gives her good reach and range
    behind her. A very nice and unique charge attack.
    
    The inclusion of her C4 into her C3 + true musou offense allows for Xiao
    Qiao to have a very beautiful and systematic offense. Because her musou is
    useless if officers aren't directly in front of her at the beginning, it is
    often very frustrating when fighting officers in massive crowds. Even a small
    crowd of ten peons can ruin the setup for her true musou, if the peons are
    all packed, behind the officer, and moving forward. And it's not surprising, 
    After musou filling with her jump charge, pursuing officers will almost always
    have crowds running behind them, and what happens is, peons running behing
    officers will cause the them to slide. And one small nudge is enough to ruin
    her true musou. Not only does running peons ruin this. Even if she successfully
    gets her musou to connect after her C3 in a massive crowd, it's very hard
    to juggle an officer with her musou in very dense crowds, because the officer
    will likely not stay in a straight or natural line. The surrounding peons will
    easily cause the officer to be slightly displaced. Xiao Qiao's C4 is a very
    elegant solution to this. It's scattering ability is very good, and because
    it can be manually 360 degrees, it's a very safe charge attack. What makes
    this such an elegant solution is its awesome scattering ability, and the 
    fact that officers get up sooner than peons to. After her C4, it's very
    easy to follow up quickly with her C3 and then her true musou. Or, if you want,
    it's not hard to do all of her normal attacks and stop before the last
    evolution attack, before using her musou, to deal the most damage.
    There is no better way to use Xiao Qiao. Combining her C4, C3, and true musou
    Xiao Qiao has very extreme defense, and not too slow of an offense.
    
    Her C5 like many other heavy weapon wielders, is able to hit
    blocking generals. It is because of the same argument, that it has an execution
    time which is long enough for the general to stop blocking and attempt to 
    attack, but short enough that the charge will almost always hit. However,
    Xiao Qiao's C5 is just like Diao Chan's, in that it may not always
    hit. Other characters like Sun Shang Xiang have a much more reliable C5. This 
    is more of an interesting fact than a useful move. Her C5 isn't as good before
    her true musou because the height it too high.
    
    Xiao Qiao's C6 has very long execution and recovery, and terrible range. The 
    ending of it is scattering, but also has poor reach and range. There's not
    much use for this charge attack.
    
    Instead of using her jump charge and her true musou in musou rages, try to 
    make use of only her C4. Her jump charge is still a slow way of
    attacking, and the ending of her true musou eats away a lot of precious
    musou rage time. Her C4 should be safe enough to use continuously
    if crowds aren't too big. Take advantage of the scattering, to attack
    officers when they get up. Because of the fact that heavy weapon wielders 
    benefit most from musou rages, generals will die in a matter of seconds with 
    her normal attacks. Imagine what she can do if her 4th weapon had attack on it.
    
    -------------------------------------------------------------------------------
    _______________
    8.21 - Yue Ying
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "This will be over soon"
    
    It's wierd that Zhuge Liang's wife emerges to be among the better characters.
    Yue Ying is very similar to Guan Yu. Guan Yu attacks faster, and he is a little
    stronger (even with a light weapon). Also they both have similar true musous. 
    Both of their musou attacks have high height, so some enemies, may drop to the 
    ground. And the ending is the same, except that Yue Ying cannot follow up 
    with juggling after, and this makes the ultimate difference
    between her and Guan Yu. And finally, they are both very capable of 
    continuously attacking with their normal attacks because of fast recovery 
    time. Guan Yu is better than her in every way, except for walking speed. 
    
    Sorry to say this, Yue Ying fans, but I kinda like how Yue Ying's musou
    is relatively weak by default, EVEN with frequent musou strikes. Zhang Fei's
    light 4th weapon, even with less musou strikes, at the same musou bar
    length, does way more damage in a musou, compared to Yue Ying's musou, with
    her 4th weapon. Even if Yue Ying was to have a 3rd weapon with attack
    and musou on it, Zhang Fei's musou still beats her's in musou damage.
    
    At the 20th rank, Yue Ying is the first character in the tier list who is
    relatively poor in fighting generals in crowds. It's hard to deal with them
    if they are blocking, but even when not blocking, it takes some time to
    kill generals in large crowds.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	36
    Medium Weight
    Charge	15
    Horse	15
    Bow	16
    Defense	17
    Life	16
    
    Wow, what a terrible weapon. All those defensive stats, wont do too much,
    if she's not strong enough in small but still intimidating crowds, to fill
    her musou. Give her a medium 3rd weapon with attack and fill on it, and her
    musou will fill very fast even with a long musou, and no Ginseng.
    Her only useful charge attack seems to be her C6, and since it's not even
    great at all against officers, the charge bonus on her 4th weapon doesn't
    help her very much at all. It would seem then, that her 4th weapon is very
    poor.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Way of Musou
    Ginseng
    
    Ice Orb
    
    As mentioned above, Yue Ying's musou is very weak by default. Without the
    aid of fire, her offense is very slow against officers. Her difficulties
    with hitting blocking officers doesn't help too. The Ginseng will be helpful
    when musou filling with her awesome normal attacks.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Strategies in crowd clearing should be just like Guan Yu. Make good use of her
    normal attacks. Typically, stopping at her second normal attack, or her fifth
    normal attack is quite safe. Also, counterattacking is quite easy to 
    anticipate. Her fourth normal attack recovers the fastest, but it would often
    seem more practical to just carry on to her fifth normal attack for an extra
    attack, and then stop after that. This is very nice as it makes her
    musou filling ability very good, even without the Ginseng. The Ginseng will 
    allow her to fill faster though. Generally, fill her musou with her normal
    attacks, and against officers, in most crowd sizes, just go straight for 
    her C6. It's by far the most useful charge attack. If it hits officers
    succesfully (which isn't easy to do) you can use her true musou before
    her C6 ends.
    If officers are blocking her C6, just catch the officer off guard after her
    C6. This is quite a good defensive offense for Yue Ying. The only weakness
    is, like the all the other characters in her tier, that her offense is a 
    slow one.
    
    Even though her normal attacks are very protective, it's still not an ideal
    attack string. Because of her third normal attack, it's easy to get hit. 
    Because her second normal attack ends on her left side, it's quite natural
    to waste her third normal attack near her left side. She still has a very
    good defense if you waste her third normal attack properly. In Xtreme Legends,
    her third normal attack is much less of a flaw, because of the extended
    flinching time. I would suppose that she was purposely made with a vertical
    third normal attack, to prevent her from being a high tier character.
    Because if her third normal attack were to be another horizontal slash,
    then she can walk up to officers in massive crowds, and just attack
    recklessly with 5 normal attacks, or most of her evolution attacks,
    before using her true musou. This would make her offense by far faster.
    Like Xu Huang, Yue Ying's musou is a weak one. But because of Xu Huang's
    C3, he's capable of this sort of "walking straight into the middle of a crowd"
    method, and this is a much better and faster offense because of the extra
    damage advantage Xu Huang has with his C3 before all his true musous, and his
    better chances with the Ice Orb.
    
    Her C1 lacks good reach, and has limited attack range. Probably impractical in 
    all situations, since her normal attacks will do a better job. It can
    however serve as a safe musou filling method. Use this for fighting leisurely.
    
    Her C3 attack was good to get lots of combos in hard mode...but
    likely quite useless in Chaos mode, unless you fighting a general one-on-one.
    The damage dealt is not impressive at all. The only useful
    time to use this charge attack, is in musou rage combat. Yue Ying's first
    two normal attacks should be enough to make her C3 safe, as long as no 
    threats are behind her. With musou rage attacking speed, her C3 is very fast.
    This the quickest way to attempt freezing an officer in a musou rage.
    
    A good C4 for crowd scattering, however the recovery time is pretty
    long. Also, it's almost impossible to pull off in a surrounding large crowd, 
    because of the lack of range in her third normal attack. It's very similar
    to Guan Yu's C4, but better, because of faster execution time, and
    lower attack height.
    
    Her C5 is one of the many useless ones like Guan Ping's. The area
    covered is very small. The major downfall is that it is at a small distance
    away, so to land it successfully, you have to pretty much pinpoint it. It's
    possible to hit a blocking general with it, but quite hard. And if
    it doesn't freeze the blocking general, it'll be hard to follow up with
    her true musou, because of its high height.
    
    Sadly, the elemental effect comes in at the end of her C6. It would be a bit 
    more useful if it came in at the beginning, so that the Ice Orb can be made 
    useful. The execution time is somewhat long, so turn away from generals when
    you execute it, and they will not block it.
    
    Her jump charge is quite good against officers, for one on one combat.
    It can be done continuously, which is very useful.
    
    Altogether, Yue Ying's offensive potential is quite slow, because of her weak
    attacking strength, and very weak musou strength.
    
    -------------------------------------------------------------------------------
    ________________
    8.22 - Guan Ping
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "Here I go"
    
    Not as good as his father, but still one of the better
    characters. He's the only character in the game that can do his C4
    four times in a row. However, out of the few continuous charge attacks,
    his C4 is a bit inferior to Cao Cao's C6. Although it's hard to argue this.
    Guan Ping's C4 is much easier to execute against officers in crowds, while
    Cao Cao's only works against officers in small crowds. But if Guan Ping's
    first C4 strike doesn't freeze, then it's very disappointing.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	36
    Light Weight
    Charge	16
    Luck	15
    Bow	15
    Attack	17
    Life	15
    
    Probably not a very good weapon. Guan Ping definitely works well with a 
    medium weapon in Xtreme Legends, when the flinching time is extended. 
    I haven't tested his medium weight attacking speed in Dynasty Warriors 5, 
    but it's slightly faster than Zhang Liao's or Lu Meng's, but with less reach.
    if it's defensive enough, it should be a bit better in offense. The charge
    bonus is very nice. Lacking a fill bonus on his 4th weapon, although isn't
    a bit deal, but having it, would make his defense much better, as it would
    allow him to have a filled musou after his C4, or just after his C6.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Herbal Remedy
    Way of Musou / Ginseng
    
    Ice Orb
    
    The Ginseng is a good choice for his C6 offensive strategy. It's very nice
    that his C6 is innate fire. But there's a limitation without the Way of Musou.
    Guan Ping's C6 offense is probably the best against officers in large crowds;
    his C6 will work very nicely with the Ginseng, if officers are blocking, but
    if they aren't it's a bit hard to hit them with his C6. On the other hand, with
    the Way of Musou equipped, you are guaranteed a musou aided with fire depletion,
    when using his C6. The Ginseng should be the best defensive choice, because,
    with the Way of Musou, Guan Ping's true musou is often limited to only
    single officers. When facing multiple officers, it's much too easy for 
    officers to hit him after his true musou because of its long recovery time,
    and it's hard for these types of accidents to not happen. But wow,
    his true musou is so handy against peon crowds, for large KO counts.
    
    Definitely equip the Ice Orb on Guan Ping, mainly for his C4. If a
    general is successfully frozen all four attacks of his C4 does 
    full damage, and along with the Herbal Remedy, and the charge bonus on his
    fourth weapon, the damage dealt is massive. If this combo is done in musou 
    rage....well, I suppose you can see where this is going. Also, his musou would 
    deal double damage when generals are frozen.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    As mentioned above, Guan Ping's C4 is quite a valuable move when
    paired with the Ice Orb. But it is quite disappointing if it doesn't freeze
    and officer on the first strike, because not only is he scattering the officer,
    he now has to direct the rest of his C4 strikes to a safe place. And since
    the recovery time isn't very impressive, he will often be forced to waste his
    musou. Thus, if you continuously use his C4 for an offense, his offense can be
    quite slow.
    
    Guan Ping works best in large crowds. If crowds are large enough to fill his
    musou with his normal attacks, officers can be taken out with his C6, 
    which has better consistency than his C4. With the Way of Musou equipped,
    if officers aren't blocking, then proceed obviously with the most normal attacks
    possible, before doing a full true musou. If officers are blocking, then
    his C6 is perfect to set up for his true musou. Execute his true musou right
    after his C6 bombing strikes the ground, to avoid getting hit in the air.
    Then turn around quickly during his true musou, in order to steer it 
    corrected to hit the officer on his/her way down. This should be easily possible
    but the first two musou strikes or so, will be wasted....not a big deal.
    If crowds stay this way, this method is a fast three musou (on average)
    offense against officers. Otherwise, use his C4 or C3 in smaller crowds.
    
    Always try to enter crowds with his C3. If he will have filled musou afterwards,
    and his C3 was positioned correctly, it should guarantee a true musou, against
    the approaching officer regardless of blocking. You'll have a 60% chance
    of freezing the officer. It might be wise, if it's safe enough, to refrain
    from using his musou, to attempt to sneak in as many C4 strikes as possible.
    You can then choose either to do all his C4 strikes in hopes of successful
    freezing right after the officer thaws, or to just do his true musou, just
    before the officer thaws. Other than this, his C3 isn't useful, because the
    rushing sequence is very dangerous in surrounding crowds. This
    tip is much more useful in Xtreme Legends, with a more ideal Guan Ping, with
    a medium weapon. Enter a crowd with his C3, and freeze an officer with it, and
    his musou will kill that officer in just that one, short true musou.
    It's too bad he's so weak in Dynasty Warriors 5.
    
    Although I seem to praise his true musou a lot, it is mainly the ending that is
    useful. The caution with using his true musou is to make sure that you do not
    miss generals with the ending, or the upward slash just prior to the ending.
    If you miss, and generals drop to the ground, the timing is usually very 
    perfect, for generals to get up and attack him. The only solution to this
    problem is to counterattack.
    
    Guan Ping's problem is that none of his charge attacks are outright abusable,
    but the versatility in his charge attacks does allow for decent flexibility.
    It's generally C4, against officers in small crowds, and C6 against
    officers in large crowds, and then C3 whenever possible. The only danger
    other than the risky ending of his true musou, is crowd situations that leave
    Guan Ping with an unfilled musou after his C4. Learn that this happens, when
    crowds are either small, or not dense. In any case, this can be avoided.
    When crowds are very scattered, you'll have to run around for a while, to 
    allow for crowds to gather together for easier and safer musou filling.
    When played correctly Guan Ping's defense should still be considered, high
    tier defense.
    
    -------------------------------------------------------------------------------
    ______________
    8.23 - Lu Meng
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "It comes down to this"
    
    Similar to Zhang Liao, Lu Meng has very good reach and range in his normal
    attacks, but Zhang Liao is way better. Lu Meng's charge attacks aren't too 
    impressive. Probably the biggest downfall is his weak attack. In terms of
    fighting style, Lu Meng is a bad version of Yue Ying, and Yue Ying is a bad
    version of Guan Yu. Both Lu Meng and Yue Ying have medium weight weapons 
    without attack bonuses; both have third normal attack with terrible range, and
    similar range with the rest of their normal attacks. Yue Ying is much better
    than Lu Meng because she attacks faster. She also recovers from her normal
    attacks much faster than Lu Meng, which enables her to resume attacking (very
    much like Guan Yu). Lu Meng is also capable of doing this, but it is generally
    much harder with him to abuse his normal attacks. Lastly, her true musou is by 
    far better, and more useful than Lu Meng's. 
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	36
    Medium Weight
    Charge	15
    Horse	16
    Bow	15
    Defense	17
    Life	17
    
    Wow...same stats as Yue Ying's weapon. If anyone finds it hard to believe that
    this weapon is terrible, view my Lu Meng video with attack and fill on his 
    weapon. In Xtreme Legends, he only needs a short musou to kill officers in
    one musou, and with fill 40, his first two normal attacks will often
    fill his musou. This means he has an extreme offense, and extreme defense.
    There's just nothing good about his 4th weapon.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Ginseng
    Dragon Amulet
    
    Ice Orb
    
    The Dragon Amulet is quite an interesting fifth item. His normal attacks should
    be safe enough for him to have a long musou. Since his musou filling isn't 
    good enough with his 4th weapon, it isn't going to get much worse if you
    give him a longer musou. With this length of musou, his offense is fast enough
    to take out officers in two musous.
    
    Since none of Lu Meng's charge attacks are useful in Chaos Mode, the orb
    choice matters not too much. Go with the Ice Orb for a better offense in
    musou rages. Since his true musou is juggling, the ice will allow for
    double damage.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    As mentioned above, Lu Meng is capable of continuously attacking with 
    his normal attacks. This is very useful since his charge attacks aren't very
    good. Although Guan Yu and Yue Ying are much better at this, Lu Meng can still
    pull it off. Stopping after his second or fourth normal attack is the safest.
    Stopping after his fourth normal attack is especially safe because of its
    fast recovery, and very wide horizontal range. Always have enemies in front
    of him, and always waste his third normal attack by directing it away from 
    the crowd, and then resume with his fourth normal attack against the crowd.
    It's best to turn in a counterclockwise direction during this process, because
    both his second and fourth normal attacks slash from right to left.
    And this is all that is needed to know, to maximize Lu Meng's offense and 
    defense. This gives him the safest method of musou filling.
    
    Lu Meng's C1 is very useful for entering crowds. Since his third
    normal attack has minimal reach and range, it is often impossible to pull
    off his C4 without getting hit. However, if you deploy the
    fire projectile with his C1 directly before attacking, the fire
    projectile explodes just as you execute his third normal attack. This strategy
    changes his third charge from practically 10% success, to 100% success. No
    exaggeration either. The timing is so perfect that the fire projectile acts
    as if it were his third normal attack. Also if you are equipped with the ice
    orb, you have in a sense, a double elemental attack in his C4. In 
    any case his C4 doesn't activate the ice, the fire will still be 
    present. This only a minor tip, as his normal attacks and his musou are still
    his best methods for offense. But what his C1 is most useful for, is against
    officers, in approaching crowds. Deploy at the right time, walk around for 
    short moment, and start attack right after it explodes. You can often pair this
    safely with his first two normal attacks, followed by a full long regular
    musou. The fire depletion is deadly.
    
    His C3 is much slower than Zhang Liao's, but still is a useful 
    move. His C3 is a lot safer in musou rages. His C3 is probably the best 
    method to attempt freezing officers, in musou rage combat.
    
    The execution time of his C5 is too slow, and generals are able 
    to attack him in the process. But it's a good move to use when generals are
    blocking. Since he moves forward quite a bit during the execution time, if he
    are close enough to a blocking general, it's quite easy to land the charge
    attack behind the general. This is a good way and the only way to
    hit blocking generals. Although it's not very practical in most crowd sizes.
    
    His C6 is probably an overrated move. Sure, the reach and range is 
    very good, but the attack is aerial. Like Guan Ping's C6, enemies 
    will like to do a jump attack on him. The execution and recovery time is also
    mediocre. When doing it against a general as part of an attack combo, turn
    away from the general as you execute his C6. This way, the general 
    will not block it. Normally, the execution time is too slow, which allows 
    generals to block in time. Knowing this is very useful because then, his
    C6 is practically his only useful charge to serve as a finishing move
    to a safe combo against generals in crowds, but still, it's a very risky 
    charge attack.
    
    His C2, like Jiang Wei's is really useful, because of the awesome
    reach and range, and is probably his most useful charge attack, believe it
    or not. The reason for using his C2 is the same as Zuo Ci's and Jiang Wei's.
    But it's not as useful as Zuo Ci's and Jiang Wei's. Since Zuo Ci's
    and Jiang Wei's musous are both juggling, their C2's will almost guarantee a
    free musou attack against officers, if they have a filled musou after the
    C2. In Lu Meng's case, he'll be doing a juggling musou if his C1 hits officers,
    but then, this almost never happens because the execution time is slow.
    So this is a just a theoretical evaluation of his C2. If his light weapon
    attacking speed makes his C1 fast enough, then surely, this disadvantage will
    be seen. Otherwise, his C2 is very useful if he will have a filled musou 
    afterwards, because officers will off guard after blocking it.
    
    His musou is not bad. Try to stay in good health, because once
    in true musou, it is half damage. If his musou is done incorrectly, 
    officers will block the ending of it, and this is often a fatal situation.
    However, it is possible to make the ending of his musou hit consistently.
    The goal is to hit the officer at the very end of the slash before it.
    This would naturally place the officer slightly to Lu Meng's right side during 
    his musou. This is how to make his musou always connect successfully.
    
    The reason that his musou will get blocked if it's not used properly, makes
    Lu Meng very incapable of fighting multiple officers. Fighting officers one
    by one is no challenge. But he is at a huge disadvantage when facing
    multiple officers, without musou rage. Zhang Liao's musou ending is also
    unreliable like Lu Meng's. But Zhang Liao has his jump charge which is
    invaluable for scattering the enemy.
    
    What makes him such a poor character against generals in large crowds, is
    his poor musou, horrible true musou, poor charge attacks, and absense of
    an unblockable attack. Similar to Yue Ying, his C5 can be used to 
    hit blocking generals, but you have to work your way and creep around the
    general, from the side. So there is very little consistency in the 
    unblockability of his C5. Yue Ying's C5 is much easier to execute against
    blocking officers in crowds.
    
    -------------------------------------------------------------------------------
    _______________
    8.24 - Xing Cai
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "See ya later"
    
    I really don't know why KOEI put Zhang Fei's daughter in this game. Maybe they
    thought it was absolutely necessary to make more female characters. Even so,
    Xing Cai is among my favorite characters. She is the other one of the two 
    characters who has a shield, which makes her immune to flinching when hit by
    normal attacks while she is attacking.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	34
    Medium Weight
    Horse	15
    Speed	16
    Defense	17
    Musou	17
    Life	15
    
    Not too bad of a weapon. Xing Cai's jump charge is very abusable, so charge
    and fill, and of course attack, would help a lot.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Way of Musou
    Ginseng
    
    Light Orb/Ice Orb
    
    The Way of Musou, like for most other characters, is useful for a faster
    offense against officers.
    
    The Light Orb is useful for to set up for her true musou after her C3.
    Although, it's very easy to hit blocking officers with her C3, so the Ice Orb
    will be quite useful for double damage. Ice or no ice, it'll take two musous
    to kill regular officers anyway, so ice will only help against playable 
    officers. Light is probably the best choice anyway, because if you aim her
    jump charge at officers most of the time when refilling her musou, she'll
    do a lot of cumulative damage to them in the process.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    I really hate how KOEI made her last three normal attacks jabbing attacks. They
    cover such useless range, that you will probably never use them, and thus
    never use her C6. I bet the reason why they gave her a series of 
    jabs before her C6 is that since she has the ability to absorb 
    enemy normal attacks (but still take the damage) it would act sort of like
    a sacrifice to use her C6. So then, this would suggest that her 
    C6 is very useful....but I don't see it. Anyway, there's no point
    in guessing the reason why she has three jabs in a row in her normal attack 
    string. Since the sacrifice of taking enemy hits during these 3 jabs is 
    definitely not worth it in Chaos, this would suggest to never use her C6.
    Well, I suppose that, because of it's scattering ability, it could be useful
    with greeting crowds, but her C4 does a much better job in an
    easier and safer way.   
    
    Always make good use of her C5 from a distance to attack enemies 
    when you can. This is quite a useful way of musou filling. Although, there is 
    a huge caution to consider for her C5. The execution point is at the tip of 
    her fork, so enemies that are too close to her will not get hit. Her C5 is
    thus, strictly for distanced combat.
    
    The best method of musou filling is with her jump charge. Her jump charge is
    safe enough to abuse with almost complete safety. In large crowds, she'll have
    to jump just as she lands to avoid getting hit. But as crowds get larger and
    larger, she'll be able to fill her musou with her full C3. Like Lu Xun, and
    Zhou Yu, this is all that is needed for an ideal offense. Her jump charge is
    also very useful for escaping when surrounded.
    
    Her C4 is a great attack for crowd clearing as it has two parts that 
    cover good range. They are both scattering attacks as well. Only the first
    part is elemental. However, the execution time is somewhat slow, making it 
    easy to get hit if executed in large crowds.
    
    Her C3 is excellent, and easily her best charge attack. She attacks 
    quite fast, covering good range all around her. She also moves forward a lot 
    during the charge sequence, which keeps her very safe from enemies 
    attempting to attack from behind. Also, because of the distance that she 
    covers, it is easy to creep around blocking generals in the process and hit 
    them from behind. The major downfall is that the recovery time is slow, so 
    make sure that she will have a full musou bar after it. Even if you don't 
    though, I have found that directly after the recovery time is often a very 
    good opportunity to anticipate a counterattack. Her C3 should be execised in 
    her musou rage as well, followed by her true musou.
    
    Her C1 isn't so great. Although it disorientates her enemies, the 
    range isn't enough, and the recovery time is slow. It's also an aerial attack,
    so if you get hit, you can be juggled.
    
    Her counterattack is the same thing as the first part of her C4.
    As you know already, it's a horizontal slash with good scattering ability,
    which makes it an excellent counterattack.
    
    The ending of her true musou covers a lot of distance. Blocking generals will
    almost always get hit if they are within the range. It is very possible to
    juggle a general after her true musou, but you have to be really quick about
    it.
    
    -------------------------------------------------------------------------------
    ______________
    8.25 - Liu Bei
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "For my brothers!!!!"
    
    Historically, Liu Bei wields two swords. This is probably very well known too.
    I really wonder why Koei gave him one, one-handed sword. The image of Lu Xun
    fits him quite well....with a mustache maybe. Anyway, Liu Bei has decent range
    in his normal attacks, and his charge attacks are very useful. Many of you
    have probably noticed the four other characters who are very similar to Liu
    Bei. These five characters are Liu Bei, Sun Quan, Sun Jian, Dong Zhou, and
    Yuan Shao. The first three normal attacks are identical for all five of these
    characters. Their musous are also very similar. I've ranked Liu Bei and Yuan 
    Shao to be the best of these five characters.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	34
    Medium Weight
    Luck	20
    Horse	15
    Speed	18
    Defense	18
    Musou	15
    
    Quite similar to Yuan Shao's 4th weapon. A long musou with low fill, and low
    attack is almost never a good thing. Because of Liu Bei's jabbing fourth
    normal attack, his offense is quite limited. I recommend for Liu Bei fans
    to watch my Bai Di video, where he is configured with a 3rd weapon with attack,
    and a short musou. The video includes the True Way of Musou item, from
    Xtreme Legends. When configured this way, with fill 40, he can often fill his
    musou with just his C3, and his musou will take out regular officers in just
    one musou. This makes Liu Bei a very high tier character. But anyway...for
    now, he'll stay this way with his 4th weapon.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Way of Musou
    Ginseng
    
    Ice Orb
    
    Equip Liu Bei with the Way of Musou because of the fire, and the
    powerful ending. It's very easy for generals to block just before the ending of
    his regular musou, because it's too slow. I've found his true musou to be a 
    bit safer, but still possible for generals to block. The Ginseng is good
    since his 4th weapon does not have a fill bonus. 
    
    Equip the Ice Orb on Liu Bei. The main reason is to halt generals after his
    charge attacks so that he can do a proper musou on them. Since doing a musou
    after his C3, C5, or C6, generals will be knocked into the
    air, where his musou damage will be cut in half. With the Ice Orb, there is 
    a higher probability the generals will be stationary after his charge attacks.
    There is still a disadvantage when generals are frozen, because the fire
    from his true musou will not deal any damage, so try to make use of the ice
    mainly to keep generals planted on the ground, and then try to use his musou
    when the ice thaws.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Liu Bei is only placed this high because of his jump charge. Like Lu Xun,
    his jump charge gives him an abusable method of musou filling. Although it
    is slow, it is very defensive. However, his jump charge is one of the worst
    of its kind. The initial strike is often a disadvantage, because it wastes
    time. Since you would often want just the second part of his jump charge,
    the first part will cause him to have to run a bit more, to create
    more distance, so that you can waste his first jump charge strike safely.
    In massive crowds, this first strike will prove to be dangerous. Also, the 
    slope of the projectile launched during the second part of his jump charge
    is very steep. This means that its musou filling ability is not as good, 
    because it will hit less peons, while scattering them. 
    
    His C5 itself is very good, but it loses its effectiveness because
    of the lack of range in his fourth normal attack. So it's quite hard to pull
    off his C5 without getting hit in large crowds. Note that his
    C5 is one on those diverging charge attacks with wide range. This
    means that it is possible, when correctly distanced, to hit blocking generals.
    His C5 is also one of those charge attacks that allow enough time
    for generals to block or to attack him, because the execution time is slow.
    But if you turn around during the execution time, and have his back facing 
    the general, it will always work if the distance is correct.
    
    His C6 is likely his best charge attack. There is
    nearly no execution time for it. This is useful in massive crowds.
    You'll notice that because the execution time is much longer for Yuan Shao's
    C6, he lacks the ability to use his C6 in massive crowds,
    like the way Liu Bei can. However, the recovery time for Liu Bei's C6
    is longer than Yuan Shao's. The recovery time is almost exactly as long as the
    time is takes for the enemy to recover from the stun caused by his C6 
    So this could be somewhat dangerous if he is surrounded without a
    filled musou, because the peons not killed by his C6 are ready to attack
    right when Liu Bei's recovers. 
    
    Liu Bei's C5 and C6, are similar to Gan Ning's. Both are 360 degree attacks.
    Both C5's have fast recovery time, but a risky execution, and both C6's
    have a very safe execution, but slow recovery time. Thus, the same ideas
    apply to Liu Bei, for choosing which one of the two to use. 
    Liu Bei's set of 360 charge attacks though, are inferior to Gan Ning's.
    
    His C1 is capable of hitting blocking generals from behind, but
    is likely impractical to use in most situations. He will be susceptible to 
    enemy juggling if you get hit.
    
    Liu Bei's ideal offense, is a very slow one, even with a strong grounded
    musou, because his most ideal method of musou filling, is a very very slow one.
    But his jump charge is still very useful, and is the only thing that places
    him this high in the tier list.
    
    -------------------------------------------------------------------------------
    ______________
    8.26 - Cao Ren
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "You leave me no choice"
    
    Reasons why Cao Ren is ranked this high are because of his awesome ability
    to fight at a distance, and his strong musou. His musou proves to be very
    useful even though he has a light fourth weapon. Since the best way of using
    Cao Ren in Chaos is to abuse his second charge, I believe Cao Ren would work 
    muc better with a medium fourth weapon. Both his signature moves, his
    second charge and his musou will deal a lot more damage. With these two
    moves, he is an average character against crowds and fighting generals.
    
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	32
    Light Weight
    Fill	15
    Bow	15
    Defense	18
    Attack	15
    Life	19
    
    A very interesting weapon, particularly because of his non-flinching property
    when attacking. Life, defense, and bow all contribute to a very good defense.
    It will take a good several hits to kill him when he's in red health with
    high defense, and this is probably the only time I would ever suggest
    defensive items. Defensive items on other characters are useless because they
    will merely let the character get hit a few more times. But what makes
    defensive items useful on Cao Ren that since he is resistant to flinching
    when attacking, he'll still be attack while he's being hit, and this
    will limit the possibilities of continuous attacks on him. And with all this
    put together, with a short musou, and high fill, it is very very easy to 
    to get into red health safely with him. The point is, there's a very high 
    chance that he will survive any stage. No other character is capable of 
    doing this. This should enable Cao Ren a high tier placement, because once
    in red health, it would arguable that, when he now has a way of finishing
    the stage without ever getting hit. 
    
    It is disappointing that his weapon is light weight however. His medium
    weight attacking speed isn't much slower than his light weight attacking
    speed. He would then have a 1.25 stronger attack.
    
    Another note on his weapon though. If his 4th weapon were to have a speed
    bonus on it, then Cao Ren would have a perfect defense. When configured 
    with speed 40, he is fast enough to outrun crowds to create unlimited 
    opportunities to use his C3. But because he will need to waste his first two
    normal attacks, he will often have to run for a very long time.
    Refer to his analysis, in section 10.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Peacock Amulet
    Tortoise Amulet
    
    Fire Orb/Ice Orb
    
    The first recommendation of defensive items. The reason is explaned above:
    with a high defense, high fill, and a short musou, he will have a very high
    chance in taking hits until he gets into red health. With high defense
    like this, not many hits will take him from yellow straight down to zero
    health. The necessity of the Ginseng is minimal, because his C6 with his
    five normal attacks will fill his musou easily, even against a peon crowd of
    five.
    
    Equip the Fire Orb or Ice Orb. You don't want to break the guard of blocking
    officers with the Light Orb when using his C6. If you allow officers to 
    block it. You will be able to execute a full musou on them quite easily.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Make use of Cao Ren's C3 for distanced combat, whenever it is possible.
    And just his C3 will take care of many situations. For everything else,
    resort to his C6. As mentioned above, his C6 will very often end with a filled
    musou. Just do a short musou if there's danger after his C6. It is however, 
    very easy to anticipate a counterattack after his C6, because of the running 
    speed of his C6 makes it so that peons catch up to him, just after he recovers.
     Mastering this will enable him to waste less musous. Large crowds are good for
    Cao Ren. After his C6, follow up with his musou. It takes three musous, this 
    way, to kill regular officers. Not a bad offense. Something that might be 
    useful, is to attack in a circle. But this won't help very much because none 
    of his attacks go in the same direction. They always alternate. If many of his 
    attacks went in the same direction, his defense would be extremely good, 
    especially with his 4th weapon.
    
    One important thing to note about Cao Ren's musou is that, when used 
    improperly, it can allow generals to block. This is analogous to Lu Xun's 
    musou, in that generals can block in between musou strikes because of the i
    rregular pacing. When using Cao Ren's musou against generals, circle around 
    them in a counterclockwise direction. This will ensure full prevention of 
    generals blocking it. Going clockwise is pretty hard.
    
    Cao Ren's C2 covers very good reach and range. It may be a good idea
    to use this in very large crowds to fill his musou, although, it really depends
    on how much of his musou is filled, and how big of a crowd he is facing.
    Anyhow, his C1 has good musou filling potential, and may be a very
    good option when crowds start to close in, when you know that it will fill
    his musou.
    
    His jump attack is very useful for when enemies start to surround him. It is
    very quick, and the range is very decent. However, it's obvious that it's
    usefulness is limited, because it doesn't have long reach.
    
    The reason that I recommend using Cao Ren's counterattack for 
    scattering the enemy is because his C4 is terrible. The reach of his
    C4 is minimal. Cao Ren's counterattack is another very ideal one, like Zhou 
    Yu's.  
    
    And thus, this is a very short analysis for Cao Ren. He truly is an interesting
    case, with his 4th weapon. Even though getting hit is often unavoidable,
    his non-flinching property is what allows him to be placed this high in the
    tier list, for good defense. Watch his health closely, and your trigger finger
    for his musou. Once in red health, he's basically set.
    
    -------------------------------------------------------------------------------
    __________________
    8.27 - Huang Zhong
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "There's still life in me yet"
    
    Man....this guy gets better and better in each DW installment. His regular 
    charge attack is upgraded from 1 to 6 volleyshots, and not to mention, it's 
    piercing. Well, what can I say....his marksmanship was unparalleled afterall. 
    It's very noticeable in Dynasty Warriors 3 and 4, that he's the only one of 
    the 5 tiger generals that sucks. But even so, His melee combat is terrible.
    The three light weapon wielders who do not have an extra attack bonus on their 
    weapon, are Sun Jian, Huang Zhong, Xu Zhu, with respective base attacks of 34, 
    36, 38. A mastered Huang Zhong should have pretty close to flawless defense,
    while dealing some pretty good damage mainly with archery. Huang Zhong
    would deserve a much higher rank with a better 4th weapon.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	36
    Light Weight
    Fill	18
    Horse	15
    Bow	20
    Defense	15
    Musou	15
    
    Having a light weapon with no attack bonus, Huang Zhong has one of the 
    weakest attacking strengths in the game. His C1 and musou are so much
    stronger with a weapon with attack 20 on it. His offense is very fast in
    Xtreme Legends with a light 3rd weapon with attack 20, and the True Way of
    Musou item. But other than weak attack strength, fill, musou, and bow are
    all useful for Huang Zhong's moveset. The defense is wasted. Huang Zhong's
    defense is absolute, with his jump charge. His only flaw is a very slow
    offense.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Fire Arrows
    Way of Musou
    Huang's Bow/Demon Band/Wind Scroll
    
    Ice Orb
    
    The Huang's Bow only slightly upgrades his C1, and his C3. The damage increase
    of his C1 when the Huang's Bow is equipped is approximately 5/4, so the
    difference is hardly noticeable, but there's nothing better to give him.
    The Demon Band might be a good choice, although his strategy remains the
    same with jump charges that waste time. When mastered, he should be
    able to kill officers easily in one musou rage, even with a such a slow
    offense, but it would help against multiple officers. The Wind Scroll is
    a still a good choice, even though he's best with distanced combat. It's
    not a bad idea to resort to his C5 to freeze officers in small crowd
    sizes. The Fire Arrows helps a lot against officers in crowds. Because
    his offense should only be distanced attacks, always having fire in his
    offense is very useful. It's easy to just follow up after his C1 or C3 for
    a fire musou; the inclusion of the Way of Musou isn't for a stronger offense.
    It's the ending of his true musou that is useful. It's usefulness however,
    can only be seen in massive and continuous crowds. Without his true musou,
    he'll be forced to continously use his jump charge, and in some stages, he'll
    have to jump charge a lot of times. With the ending of his true musou, 
    he can jump charge directly after the ending, and if it's done correctly, he
    should be able to do a C1 right after this jump charge. This greatly 
    enhances his offensive speed in massive crowds. He also has a bit more
    flexibility, since he doesn't have to go through his C1 or C3 to go a musou
    with fire.
    
    The Ice Orb is good for double musou damage, but with his weak 4th weapon,
    the damage increase isn't very much at all. Generally...the orb choice is
    irrelevant, because of Huang Zhong's distanced combat.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Huang Zhong's fourth weapon is light, and has a base attack of 36. This makes
    his normal attacking strength the second weakest in the game.
    
    The two archer characters of the game Xiahou Yuan and Huang Zhong both have
    the very unique property of using the bow attack during the execution of 
    certain charge attacks. Xiahou Yuan and Huang Zhong can both pull out their 
    bows at any time during their C1. This property can help in a few 
    ways. First, it can be considered a cancellation of the charge attack the L1 
    button is pressed during the execution time. Secondly, it is possible to shoot 
    an arrow at an airbourne enemy directly after hitting him/her up with their 
    C2. Going further with this, it is possible to juggle a general in 
    the air with arrows (doing musou when holding L1) after doing their C2. 
    Obviously, in Chaos mode, these interesting properties can't really be 
    put to any good use. The point is just to tell you an interesting fact about 
    these two characters. Also, Xiahou Yuan is capable of doing this with only his 
    C2, while Huang Zhong can do it with his C2 and C5.
    
    As Huang Zhong is arguably the best distanced fighter, there is one obvious and
    distinguishing strategy, which is continually mashing on the triangle button. 
    With his fourth weapon being light, execution time is very fast, as 
    well as the time between each volleyshot. Since you will almost always be 
    fighting at a distance, the Green Scroll greatly accents this usefulness. 
    When enemies are too close to safely execute his C1, just jump charge
    to a safe place to do some more C1. After doing his jump charge a few times, 
    he should be set for a few more rounds of his C1. If crowd sizes are small,
    and officers are too close to do his C1 safely, his C3 can be used. Just do 
    a quick jump attack after it to hit cancel the officers disoriented state,
    or simply do his true musou.
    
    When dueling with enemy generals, whether they are blocking or not, you 
    can attempt to use his C5. Like Zhao Yun's, it is unblockable if he is 
    attacking close enough. Without the Wind Scroll on, his close combat
    is limited to small crowds, or one on one's. But his C1 is still probably
    the fastest offense in a one on one situation.
    
    A slight disadvantage with Huang Zhong's C1 is that there isn't 
    really a finishing blow. If you do his C1 on a general really close
    in, you'll be forced to use his musou, because the general will recover from
    his arrows faster than Huang Zhong recovers from his C1. But simple planning
    would easily eliminate this flaw, by always ensuring that he has a filled
    musou after a C1 if you plan to use it against an officer close in.
    
    -------------------------------------------------------------------------------
    ______________
    8.28 - Da Qiao
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "Now I'm serious"
    
    Many people hate the fact that the two Qiaos have heavy 4th weapons. I 
    actually think they are best with heavy weapons. Considering the attributes on
    their fourth weapons, and their stats by nature, they are generally more 
    devoted to defense (and speed). So the upgrade in strength by means of giving 
    them heavy weapons eliminates this issue of weakness. Secondly, their regular 
    attacking speed (with medium weapons) is very fast, so when equipped with heavy
    weapons, they don't actually attack too slowly, so the downgrading isn't too 
    extreme. The two Qiao's with their heavy 4th weapons still have very safe
    attacking speed. The two Qiaos with heavy final weapons attack faster than 
    Pang De with his light 4th weapon. Since all of the normal attacks of the 
    two Qiaos have decent range, trading slower attacking speed for stronger 
    attacking power is very very practical, thus makes the two Qiaos better. 
    Additionally, and probably most beneficial, musou attacking speed will always
    stay the same; going from a lighter weight weapon to a heavier weight weapon 
    will always benefit in a 1.2 times stronger musou attack at the same musou
    attacking speed. Not so much does this aspect affect Xiao Qiao's musou,
    but because of her heavy 4th weapon, Da Qiao's musou deals relatively heavy 
    damage. I hope this is a good enough argument to persuade heavy weapon haters.
    Furthermore, Da Qiao with a lighter weapon will gain nothing in defense.
    Her short reach will always make it inevitable, that she will get hit.
    In Xtreme Legends, her musou is strong enough to kill regular officers from
    full health, in just one musou.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	32
    Heavy Weight
    Luck	18
    Attack	16
    Life	15
    Defense	15
    Musou	19
    
    A very good weapon for Da Qiao. Defensive attributes help a little, because
    her normal attacks don't exactly guarantee safety. But the life and defense
    bonuses can be seen to be very useful in Xtreme Legends, when heavy weapon
    wielders gain the non-flinching property. Thus, in Xtreme Legends, Da Qiao is
    another Cao Ren. But in Dynasty Warriors 5, nobody else is capable of Cao
    Ren's strategy. Fill would make her a bit more defensive.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Ginseng
    Way of Musou
    
    Ice Orb
    
    Because the frequency of her musou strikes is low, the fire is more useful
    in a true musou like Da Qiao's. The Ginseng will help a lot to fill her 
    long musou, to make it safer after her sixth normal attack or evolution
    attacks.
    
    The Ice Orb is useful for double musou damage. But the advantage isn't very
    great.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Being the only heavy weapon wielder with an extra attack bonus on her 4th
    weapon, Da Qiao has the strongest normal attacking strength in the game....
    which is weird....she is above Xu Zhu, who supposedly possessed incredible 
    strength, who now has one of the lowest normal attacking power in the game.
    Quite ironic if you ask me. Of course, these statistics are with 4th weapons
    equipped. (you may refer to section 14.3 for normal attack ranking)
    
    Musou filling is an easy task with Da Qiao... if you don't get hit. What I 
    mean is that her normal attacks have such good range that musou filling is
    very easy simply with her normal attacks; but what she suffers from is 
    relatively bad reach, and there's really nothing much you can do about it, 
    because her normal attacks are by far the best and most practical method
    of offense when her musou isn't filled. So fight with her normal
    attacks for crowd clearing, with your fingers crossed in hopes of not getting
    hit. But still, with this said, the chances of getting hit during her normal 
    attacks are still pretty rare because her maximum reach is only slightly less
    than the reach of spear-using-peons, and halberd-using-peons. Thus, it can be
    said that fighting against peons wielding swords is the safest....but whatever.
    It has little to do with peon reach, because she gets hit ultimately because
    of her own short reach.  All of her normal attacks have excellent range, 
    especially her fourth and fifth ones. So it is "usually" safe to attack 
    blindly in large groups. Her sixth normal attack is perfect for ending off an 
    attack, as it will often free her into a safe position, thus eliminating the 
    threat of having a recovery time. Just make sure that you don't jump into 
    trouble. She is therefore, placed in this tier, for unavoidable hits, but
    she still has a good defense. 
    
    The strength of her musou is devastating. This is why I'm going to recommend 
    using her musou whenever you can. It is really strong because of her heavy 
    weapon. If only she could move, and not be planted on the ground. 
    
    The rushing sequence of her C3 has bad reach and range, and is 
    very slow. Her C3 is probably useful in duelling generals only.
    The only reason I can think of for using her C3 is for 
    canceling a general's guard with the light orb so that you can use her true
    musou, or to freeze a general with the Ice Orb so that her musou will deal
    massive damage. It's very important to note that the execution time for the 
    last part of her C3 is somewhat long, and generals are sometimes
    able to block this. A good way to avoid getting hit after, if generals do 
    block it, is to turn around and have her back facing the general during the
    execution time. This is crucial as it will create some safety distance between
    you and the general; in the case that it does get blocked, there should be 
    enough room to escape. But in the end, this charge attack is next to useless.
    Use it only in musou rages, to attempt freezing officers.  
    
    Although her C4 scatters the enemy, the range is only her two sides, 
    and not directly in front of her. So if you use it in a large crowd, it is 
    likely that you will hit only the enemies on her two sides, and leave the 
    enemies directly in front you unharmed, during the entire process of... flying.
    It would be wise to learn the exact range covered by her C4, to 
    fully understand when and how to use it. Although again...it's inferior to
    her normal attacks. 
    
    Her C2 actually has great range, but sadly, the execution time is 
    quite slow, and the reach is unreliable. This move is good to quickly rid of 
    the peons that come in small groups of five. 
    
    Her C6 has very very good reach and range, but it doesn't quite 
    compensate for the slow execution time, and the extremely slow recovery time. 
    The recovery time is probably just as bad as Meng Huo's C4.
    It's generally a bad move to do in large crowds, because she'll likely always 
    get hit after the charge attack, since the enemy has so much time to walk up 
    to her and attack while she takes her time to pose after the charge 
    attack. It is much more practical to just do her sixth normal attack. It 
    covers very good reach and range, and best of all she jumps forward. The 
    jumping forward is very useful for escaping.
    
    Her C1 is a good choice if you have enough time for it. The 
    execution time is ridiculously slow, because of her heavy 4th weapon.
    
    Like all of her other charge attacks, her C5 also has long 
    execution time. However, the execution time is so long
    that blocking generals will stop blocking and attempt to attack, but will
    pretty much never succeed in hitting her because the her C5 will 
    execute in the nick of time. Be aware though, that you have to be close enough
    to the general for this to work. It should be noted that this isn't 100% 
    efficient but still very reliable against blocking officers in small crowd
    sizes. It's useful since it will set up for her true musou no matter what,
    with a 60% chance of freezing.
    
    One minor tip is, that if you learn the timing for her jump charge, it is 
    possible to set generals on fire, while they are still on the ground. When
    done correctly, the general will wail, and drop to the ground slowly. This
    allows enough time to follow up with some fiery juggling. Same tip as with 
    using Zhang Jiao, you have to time the fire ball to hit the ground, right at 
    the general's feet. This is generally a slower way of killing generals, but
    a much safer way.
    
    -------------------------------------------------------------------------------
    ______________________
    8.29 - Sun Shang Xiang
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "Who says a woman has to be weak"
    
    Shang Xiang may often be considered not very useful in hard mode, simply 
    because her offensive performance is quite slow. Many characters are capable of
    killing much faster than her. Sun Shang Xiang is however, much more valuable
    in Chaos because of her defensive fighting. Some of her charge attacks have
    very safe reach and range, that make them very abusable. Her normal attack
    string also has very protective attack range. The only thing she is lacking 
    for defensive fighting is good reach.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	32
    Heavy Weight
    Luck	19
    Bow	15
    Speed	19
    Defense	17
    Life	15
    
    This is a pretty bad 4th weapon, even though the Heavy weight is the best
    choice. Heavy is the best for Sun Shang Xiang because her attacking speed
    doesn't cause much of a downgrade in her defense at all. Light or Heavy, just
    like Da Qiao, her defense is the same. Her heavy weapon compatibility is
    even more obvious in Xtreme Legends when it grants the no flinching property.
    Since her short reach means getting hit is unavoidable (but rare), the life
    and defense bonuses are useful, but still do very little for her defense.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Way of Musou
    Ginseng
    
    Ice Orb
    
    The Way of Musou is useful for the powerful ending. It's usually most
    practical to do a quick musou instead of a full one, because it is hard to
    juggle with her musou, because of its high height. The Ginseng is good
    for faster fill, but Sun Shang Xiang's C6 gives her a very safe way of musou
    filling anyway. 
    
    Sun Shang Xiang may be a character who could qualify for the Shadow Orb. 
    Mainly because of her excellent C6. The orb activates at the very beginning
    of the charge attack. First of all, since her C6 doesn't deal heavy damage,
    the Shadow Orb will help a lot in killing peons, and since it activates at
    the very beginning, her musou gauge will resume filling during the rest of her
    C6. And the good thing is that it doesn't matter if her musou gauge 
    doesn't completely fill up, because the recovery time for her C6 is
    very fast, and the reach and range of the charge is very dependable. To top 
    things off, her walking speed is very fast; thus, she can safely escape after 
    executing her C6, practically every single time. Now I'm not saying
    that you should equip the Shadow Orb on her, but that Sun Shang Xiang is one
    of the only characters who works well (or is able to survive) with 
    the Shadow Orb equipped. But of course, this would mean that your only means
    of an offense is her C6, because her other charge attacks have very
    long recovery times. Ultimately the Ice Orb is the most practical one to
    equip, for the two important reasons of double musou damage and that her
    musou is very hard to juggle officers with.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    All of her normal attacks have very good range except for her third one.
    Keeping this in mind, try to enter crowds after her third charge.
    
    Her C6 is undoubtedly her most useful. The execution time can be
    faster, but it is fast enough to be quite consistently safe. The recovery time
    is very fast. Because of this, it is almost always safe enough to run away
    after it, and this makes her a good candidate for the Shadow Orb. The execution
    time of her C6 is normally long enough for generals to block it. If you turn 
    away from the general, it will often be successful. This is largely because 
    the charge attacks begins behind her. Turning her back to officers will allow 
    it to hit them at the very beginning of the charge attack. The nice thing with 
    the quick recovery time, is that even if generals do block it, it is possible 
    to block directly after. Because of its useful reach and range, and its 
    ability to hit officers easily, her C6 is incredibly useful for dealing with 
    generals in large crowds. 
    
    Her C6 is better than her C3 in every way. Even so, her C3 may still be of 
    some use. The ending of it has good range, but sadly, the recovery time is 
    very long. Her C3 is a good idea only if she has a full musou to bail her out. 
    Sometimes in massive crowds, it may be too hard to get to her C6 because her 
    third normal attack lacks good range. Resorting to her C3 is often a better 
    alternative, if she has a partially filled musou. 
    
    Her C5 is useful, but only for duelling generals. When
    generals aren't blocking, you would use her C6 and attempt
    to freeze them. In the case that generals are blocking, just use her C5. Just 
    like Pang De's and Da Qiao's, the execution time is long enough that officers 
    stop blocking and attempt to attack, but short enough that it will always 
    execute in the nick of time, and hit officers first. This is also a good way to
    freeze officers, when they are blocking.
    
    Something else that is very useful is her jump charge. While it doesn't grant
    as much safety as the projectile air charges, like Zhou Yu's, it is still
    quite abusable, for either easy musou filling or a scattering attack. However, 
    musou filling with her regular attacks is pretty safe already. Even though her 
    jump charge is a safer way to fill her musou, it is a very slow method of 
    attacking. Try to maximize the attack range my moving in the desired direction 
    during the jump charge. Its scattering ability is the main aspect that makes 
    it such a useful move. It may be good to use it to scatter massive crowds.
    
    All of her other charge attacks are useless and impractical. Her C1
    covers obviously impractical range. Her C1 like many others are useless.
    her C4 is a very good scattering attack, with good range, but 
    because her third normal attack has poor range, and the execution time is
    super long, it can't really be put to good use at all. However with a medium
    weight weapon, her C4 if centered on an officer properly, it will do a combo of
    2, and thus double damage. But this is an interesting fact at best. A better
    application of this knowledge is to try to steer her counterattack to deal
    double damage, since it is exactly the same as her C4.
    
    For Shang Xiang, its all about her C6, and her musou when generals
    are frozen. Her C3 may also be used depending on the situation. Her
    fast walking speed is a big advantage as well. Because of her abusable
    C6 and her terrible musou, saving musous for frozen officers is a very good
    idea. Unlike Huang Gai, there isn't much of an elegant solution to make her
    musou be able to juggle. There is a way, but it's very hard to control or
    replicate the result each time you do her musou. It's possible if she zigzags
    from left to right at the right speed, while keeping the officer always in
    front of her. It's too hard to explain how to master this, but there is a way
    to do it. I have made a video to show how it can be done. Search for it
    at the main page, www.youtube.com/dw5chaosmodeguide. In the end, it's a very
    unreliable method of juggling. Experiment for yourself. 
    
    -------------------------------------------------------------------------------
    _______________
    8.30 - Zhou Tai
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "It's over"
    
    Often a very over-rated character. Likely because he's actually really good on 
    HARD mode. Zhou Tai's not as good anymore, compared to Dynasty Warriors 4. His 
    reach is shorter, and his C3 has less range.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	36
    Medium Weight
    Fill	16
    Attack	17
    Life	15
    Speed	15
    Musou	18
    
    This is a very good 4th weapon for Zhou Tai. The fill bonus is very important.
    Even with a musou bonus, with this extra fill, and the Ginseng equipped, his
    filling ability should be good enough. The musou bonus is good for a much
    faster offense against officers.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Ginseng
    Way of Musou
    
    Light Orb
    
    Equipping the Fire Orb on Zhou Tai works, although it doesn't work as well
    as this configuration. Using the fact that officers like to just walk into
    Zhou Tai's C3, he works well with the fire orb, and the exclusion of the
    Way of Musou. But this method of offense is very limited, because it will
    only work against officer approaching from a distance, or against officers
    only in small crowds. And even if we take out the Way of Musou, there really
    isn't a fifth item that's useful for Zhou Tai. Hmm....Arm Guards with his C3,
    and Fire Orb....possible, but his C3 is no where near as defensive as Zhang
    Fei's. This Light Orb and Way of Musou setup will allow Zhou Tai to use his
    C3 with a lot less limitations. Also, with a filled musou, he can just walk
    up to an officer and use his true musou, instead of always having a C3
    with Fire Orb preceding a regular musou.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Zhou Tai has pretty good reach and range in his normal attacks, but it's not 
    easy to survive in crowds with just his normal attacks because he tends to 
    move forward too much. Because Zhou Tai also lacks a good set of useful
    charge attacks, and stopping after his normal attacks isn't safe enough,
    Zhou Tai is incapable of a defense good enough to place him in high tiers. 
    
    His C4 is very useful for scattering crowds, but the execution time can be
    dangerous. Because of it's long execution time, Zhou Tai's C4 is quite 
    dangerous against officers in crowds. This limits his offensive methods
    severely. If officers aren't blocking, then his C4 will be interrupted, likely
    by a quick jump attack. If officer's are blocking, then his C4 will be
    blocked, and there's no way around it. This is another reason to give Zhou Tai
    the Light Orb, for better defense and flexibility. Lastly, the recovery of his
    C4 isn't great either, so forces musous after his C4 will arise.
    
    Even though Zhou Tai has long reach, his normal attacks can't be abused like
    Zhao Yun's, Guan Yu's, or Yue Ying's. The best normal attack to attempt this
    with would be his fourth normal attack because of its horizontal range. 
    But it's too bad, that it can't be abused with consistency. However, the fact
    that his fourth normal attack has long reach and very wide horizontal range,
    can still be used effectively. If you purposely stop after his fourth
    normal attack and do his jump attack, Zhou Tai's capable of a pretty 
    safe offense. Although not ideal, this is the best offensive and defensive
    musou filling method for Zhou Tai. This works quite well because his jump 
    attack also has long reach and wide range. Since his jump attack has much faster
    and safer recovery, it can be use in place of his C4. Then, there are three
    possibilies for Zhou Tai depending on the situation: He can do a quick 
    jump attack after his fourth normal attack if he isn't surrounded. In large 
    crowds however, even if he begins his first normal attack against crowds with
    no threats behind him, it's no surprise for him to end up with some peons
    behind him after his fourth normal attack is executed. His normal attack can
    still be used though; knowing that peons are just beginning to surround him, 
    he can jump high, and backwards, and then do a jump attack. This method is
    also very useful and safe. The third possibility of course would be to waste
    his musou for defense. Anyhow, this is by far the best and safest way to
    musou fill with Zhou Tai. If there's opening, make a run for it, and then
    sneak up quickly on an officer and unleash his true musou.
    
    With a full musou, or close to a full musou, he can use hs C3 as alternative
    method with the Light Orb against officers, to set up for his true musou.
    
    Even though his C3 covers less reach and range than it does in Dynasty 
    Warriors 4, it is still a useful move. It is particularly useful
    to enter large crowds with it. Notice that most of the range is on the left-
    hand side of Zhou Tai, so it is very effective if you position it so that
    most or all enemies are on his left-hand side; very often, the result is
    attacking in a counter-clockwise direction while keeping your enemies always
    on your left. Also, if you use it to enter a large crowd with against officers,
    the they will almost always never block. His C3 is shown nicely in many of
    my Zhou Tai videos. This is just like Ma Chao's and Zhang Fei's C3.
    
    I would stay away from ever using his C2 and C5. They both have
    unreliable reach and range. Even the execution of his C5 is unreliable 
    against officers, because it's easy for them to block it. It is possible to 
    have it connect successfully, if you hit officers with the very end of his 
    fourth normal attack, but there's no reason to resort to his C5 for any 
    reason.
    
    His C1 is like Zhao Yun's and Lu Bu's, in that it grants 
    invincibility during the attack. But the biggest difference is that recovering 
    from it is quite long, so it's very easy to get hit after doing it. 
    This charge attack is what transforms Zhou Tai into a top tier character in
    Xtreme Legends, because of the Dragon Arms item. 
    
    Make good use of his jump attack. The speed is nearly instantaneous if you do
    it quick enough, and the range is very wide. Other than using it after his
    fourth normal attack, it is very useful for getting out of dangerous 
    situations. You really have to decide when to use this. If he is surrounded,
    it's often very safe to abuse his jump charge continuously until it's safe 
    enough to start walking again. It's very important to know how and when to use 
    this move. Otherwise, it's hard to grasp Zhou Tai's high tier list placement.
    
    Once generals are isolated, his jump charge can be used to quickly take them
    out. The good thing about it is that it can be done over and over again, 
    directly one after another.
    
    -------------------------------------------------------------------------------
    ________________
    8.31 - Zhang Fei
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "I'm through playing"
    
    A character for expert players. Zhang Fei is incredibly destructive if you keep 
    enough distance from him and his enemies. Zhang Fei has a strong musou by
    default, kind of like Zuo Ci. His musou with a light weapon deals a lot more
    damage, relative to others, also with light weapons. This is very nice, as it
    makes Zhang Fei just as strong as a lot of other characters with medium weapons.
    And this is not just because of his stronger musou, his best offensive method
    of abusing his C3, results in a pretty continuous 360 degrees charge attack.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	39
    Light Weight
    Fill	16
    Horse	16
    Defense	15
    Attack	19
    Musou	17
    
    Good 4th weapon. Attack ratings are very high. Fill is quite useful, but
    Charge might be better, since his musou filling ability is so good with his
    C3 already. A Charge increase with a 360 degrees charge attack with long reach,
    will contribute a lot of filling potential. Horse is not bad for Zhang Fei if
    this tier list included Horse Combat, but even if it did, Zhang Fei's much 
    faster on ground, with not much downgrade in defense. If fill and horse were
    swapped with charge and speed, his 4th weapon would be ideal. 
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Way of Musou
    Arm Guards
    
    Ice Orb
    
    Since Zhang Fei is just so slow, some may prefer to equip the Speed Scroll
    but a not even a speed increase of 40 is good enough for him to be able to
    greet all crowds with just his C3. If this were possible Zhang Fei would have
    an extreme defense. So this rules out the possibility of the Speed Scroll.
    The Arm Guards is almost a needed item for Zhang Fei to be placed this high.
    It is inevitable that he will have to enter crowds with his first normal attack,
    and in massive crowds, even if you attack in a circle with his C3 to minimize
    chances of getting hit, he still will get hit. Well, if this happens without
    the Arm Guards, it's gonna be pretty hopeless afterwards, unless you do a
    counterattack. With the Arm Guards equipped, he'll always finish his C3. And
    the rare times that he does get hit, they will only be scratches. 
    
    Definitely give Zhang Fei the Ice Orb. Double damage seems a lot more apparent
    with Zhang Fei, since his musou strikes are quite frequent and his musou
    is strong by default. Others like Xu Huang don't benefit from the Ice Orb as 
    much because Xu Huang's musou is both weaker and less frequent. Since his C3
    can be consistently unblockable, it only makes sense to give him the Ice Orb.
    He's very similar to Ling Tong then, with his C3, Zhang Fei's offense is a 
    continuous charge attack with a guaranteed 60% chance of freezing officers.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Zhang Fei's offense should consist only of his C3, for the more effective
    results. Try to enter all crowds with his C3. The time it takes for peons
    to be stunned, works perfectly with the time it takes for Zhang Fei to do 
    his first two normal attacks. This means that Zhang Fei can easily waste his
    first two normal attacks, as long as crowd sizes aren't that big. This is 
    perfect because if you do his first two normal attacks after his C3 he'll only 
    be juggling his enemies. If he turns around after his C3 and wastes his first 
    two normal attacks, and then turn around again to direct his C3 at the crowds 
    in front of him, his offense is much faster. However, this can't be done in 
    massive crowds. After his first C3, you may choose to either to do his C1 IF 
    this first C3 hits an officer and the officer isn't frozen. This will let 
    Zhang Fei continue his offense without juggling the officer, and give him 
    another chance with ice. But otherwise, there are other possibilities such as 
    using his musou, or if you want to save his musou because the officer hasn't 
    approached yet, he can just attack with his first two normal attacks. The Arm 
    Guards will allow for many hits during his C3. Since, his first normal attack
    often covers enough range to flinch peons in front of him, his weakness is 
    mainly during his C3 slashes. But since these slashes cover decent attack
    range, even if Zhang Fei is surrounded, attacking in a circle with the Arm
    Guards equipped is still very safe. Something else that makes this
    offense so incredible is that for some reason officers tend to like to 
    walk straight into his C3 slashes. This is less of a need since his C3 is 
    unblockable anyway, but still worth mentioning. Even with this one method of
    offense, there are many possibilities. Learn all the possibilities and 
    apply them all correctly to fit the best situations, and Zhang Fei's defense
    is very good. Forcing his C3 in large crowds, and getting hit with the Arm 
    Guards equipped, should be rare. Even though getting hit like this in
    massive crowds is almost unavoidable, musou rages are enough to make this
    rare enough for Zhang Fei's defense to be good enough to place him this high
    in the tier list.
    
    His C4 is great for scattering crowds, but the recovery time is way 
    too long. There isn't really a need to scatter the enemy at all, because of 
    the destructive power he can cause with his second charges.
    
    All his other charge attacks are either useless or inferior to his C3.
    
    -------------------------------------------------------------------------------
    ________________
    8.32 - Jiang Wei
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "Jiang Wei is here"
    
    Jiang Wei truly is a character for experts. There is no way to guarantee 
    solid defense, but his defense is not too bad, if that makes any sense.
    There are so many possibilities for Jiang Wei, yet none of them are especially
    abusive for a good defense.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	36
    Medium Weight
    Luck	15
    Speed	15
    Attack	16
    Musou	18
    Life	17
    
    Long musou with no fill is makes his weapon not such a good one. If he were to
    have short musou with a fill 40 configuration, then his defense would be 
    very good.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Ginseng
    Way of Musou
    
    Ice Orb
    
    The ginseng is almost a must for Jiang Wei. This fill increase of 20 still
    isn't close to being enough to make Jiang Wei's defense good.
    
    Equip the Ice Orb for double musou damage. Jiang Wei has his C3 and C5
    for freezing officers, although neither of these two charge attacks can be 
    abused for freezing purposes.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Here are the choices for Jiang Wei: Normal attacks (almost limited to only
    his normal attacks) against large crowds. One must memorize the smallest
    crowd size that will fill his long musou, in just his six normal attacks,
    for this to work. While it's rare to get his during his normal attacks, it's 
    still possible. This crowd size threshold is a pretty large size, and this is
    what makes Jiang Wei a very hard character to use. In smaller crowd sizes
    then, he has risks after his sixth normal attack. His normal attacks then
    are still not that bad of a choice, but he will often need to counterattack
    after his sixth normal attack. His C4 is often a good choice, for scattering
    crowds, but the lack of reach and range of his second and third normal attacks,
    plus the long execution time of his C4 make this a hard charge attack to 
    pull off. And like Zhou Tai's C4, it's very limited because it will not
    hit officers. So there might be a good reason to give Jiang Wei the Light Orb.
    Another possibility is his C3. Again, his C3 is yet another charge attack 
    that is useful, but never defensively full proof. From the time after his
    first normal attack to just before the ending of his C3, it is very easy to
    get hit. This is why it's best to enter crowds just after the execution of his
    C3. When in a crowd size that is just below the threshold size that fills 
    his musou in his six normal attacks, Jiang Wei's defense is quite risky, and
    his C3 seems to be the best choice.
    
    To make things even more complicated, like Ma Chao's second normal attack, 
    Jiang Wei's is identical. The reach is much shorter, and if you hit officers
    at the very tip of his first normal attack, his second normal attack will miss.
    And officers will often do a jump attack on him. This is avoidable, but what
    this means is another limitation for Jiang Wei. If an officer is at the lead
    of an approaching crowd, he has no choice but wait for a bit, before attacking.
    If the crowd size is very vast and dense, then it may be safer to enter the
    crowd with his third or fourth normal attack. But then... if you have the time
    to waste his first few normal attacks, then you have to time to use his C1.
    Always use his C1 against approaching crowds, and his defense is greatly
    upgraded. But since his C1 can't always be done, his defense remains risky, 
    in almost all crowd sizes.
    
    After discussing Jiang Wei's possibilities in the above two paragraphs,
    it can be seen that he's very limited when facing officers in any crowd size.
    The best scenario is a dense crowd size that is just above that discuss
    threshold, and the officer must be approaching from a distance in this
    crowd, with no threats from behind. Jiang Wei is thus allowed to use his
    C1 for defense, and because officers are approaching from a distance, there
    is a good chance that they will not block his normal attacks. However, this is
    only a chance, and never guaranteed. But it is still useful to point out
    Jiang Wei's easiest scenario.
    
    Here are other useful, but more minor ways to use Jiang Wei. Like Lu Meng, 
    Jiang Wei's C2 covers a lot of reach and range, but the execution time is slow
    so officers will almost always not get hit by it. But because of its
    reliable reach and range, it's very easy to hit officers after his C2,
    if he has a full musou after it. This method is very useful, is Jiang Wei has
    a partially filled musou. Similarly, if Jiang Wei has a partially filled
    musou, it's useful to use his C5. If he will have a filled musou after it, 
    his C5 is good against officers, only in small crowd sizes, because it
    will guarantee a setup after for his true musou. And with this, he will have a
    60% at activating the Ice Orb. Another possibility when his musou is partially
    filled, is to enter a crowd with his C3. Again, if he will end up with a filled
    musou after it, it's very easy to time this to hit approaching officers, by
    making use of the fact that officers will want to do a running attack, and
    the fact that his C3 has long reach.
    
    The last possible offenses to mention, is Jiang Wei's C6 and jump charge.
    There's almost no good situations to use his C6 in. Against approaching
    crowds, he would often want to use his C1 and normal attacks, but if the
    crowd is too small to fill his musou with his normal attacks, then
    his C6 is a good choice for a good method of scattering the crowd. His C4
    is also possible in this situation, but his C6 is a bit safer, depending
    on the distance. This will likely give Jiang Wei a partially filled musou, 
    which opens up the many possibilities in the above paragraph.
    
    The only other thing to mention, on his C6, is that it can be used against
    blocking officers, when crowd sizes are small, if you use the first part
    to get behind the blocking officer, and then use the second part to land
    a successful hit. But obviously, there's not much use for this tip, because
    it requires very small crowds, and results in only one hit on an officer, 
    with no chance of orb activation. This really sucks. If only his C6 were
    elemental, he would have a chance at freezing the officer, and thus a 
    chance to use his musou for double damage, which will make his C6 a somewhat
    useful, yet conditional, unblockable attack. Jiang Wei fans, his C6 is elemental
    in Xtreme Legends.
    
    Small groups can be quickly taken out with his jump charge, only if the group is
    clustered together, mainly because he is vulnerable from behind; so 
    large groups can migrate to end up surrounding him. Anyway, it is very 
    powerful, and the ending stuns enemies. It can be used against large 
    groups however, if you use his C1 before it, with it timed correctly. 
    Time it so it hits his enemies near the end of his jump charge. This
    prevents enemies from hitting him during your recovery time. If you ever have
    a general isolated, you can just repeatedly do this move, and after no more
    than 5 times, it should be over. You have to time it perfectly, in a way
    for him to land the first hit right after the general recovers from being 
    stunned. This way, he/she will stand planted on the ground. The timing is 
    really strict though, because just a split second late will allow generals to 
    block. This is the fastest way to kill a general without his musou.
    
    To summarize, Jiang Wei should be a very fun character for pro players.
    As discussed, he has lots of possibilies, depending on the situation.
    And the fun lies in making quick decisions, and the idea that Jiang Wei has
    no particular way to guarantee a perfect defense, but that his defense is
    still quite good. If you learn all the these best possible choices in all the
    possible scenarios, Jiang Wei should still be quite capable in the average
    stage on Chaos Mode.
    
    -------------------------------------------------------------------------------
    ________________
    8.33 - Yuan Shao
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "You dare incur my wrath?"
    
    Yuan Shao is another one of the 5 similar sword characters: Sun Jian,
    Sun Quan, Liu Bei, Dong Zhuo, Yuan Shao. He is very similar to Liu Bei, because
    of similar 4th weapons.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	34
    Medium Weight
    Fill	15
    Horse	15
    Bow	15
    Defense	18
    Musou	17
    
    I can't help but say that any weapon that doesn't have attack on it, is a bad
    weapon. Anyway, with a 3rd weapon with attack, and no musou, in Xtreme Legends,
    the True Way of Musou will be enough to allow him to kill officers in just
    one regular musou, and this is with a configuration of fill 40. Anyway,
    refer to section 10 for this ideal setup for Yuan Shao. 
    
    A long musou on his 4th weapon isn't a bad idea. Although with a short musou
    his defense may be a bit better.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Way of Musou
    Ginseng
    
    Ice Orb
    
    The Way of Musou is a very important item for Yuan Shao. The ending to his
    regular musou will almost always be blocked by generals. The reach and range
    is also one of the worst, if not the worst. This is why it is important to 
    always be able to use his true musou, as it has a much safer and more powerful
    ending. The fire also helps quite a bit against generals. Without his true 
    musou, you will almost always have to rely on counterattacking after his
    regular musou to save yourself. Equipping the Ginseng will give him a very
    high fill. But he still has relatively lower attack, and a long musou.
    
    He won't benefit much from any orb. The Ice Orb is merely for a chance to
    keep officers on the ground after his C6. But even if you don't it's
    obviously not a big deal. After freezing officers with his C6, he can maybe
    sneak in a few attacks before using his musou.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Always use his C6 against approaching crowds. His normal attacks can sometimes
    be too dangerous to do in massive crowds. Another decently safe method of
    attacking is to use his jump charge. His jump charge, although similar to
    Xing Cai's, can't be abused because the forward distance covered after it
    is not enough to make it safe. However, since his normal attacks string
    starts to lose safe attack range, after his third normal attack, it's very
    useful to stop after this attack to do his jump charge. Aim his jump charge
    to a safe area. This offensive method, and his C6, are the most defensive.
    But like the other characters in his tier, both these methods never guarantee
    a complete defense.
    
    Like Zhao Yun's normal charge, Yuan Shao's also grants invincibility at the
    very beginning, but there is a huge difference between the two, in terms of
    whether they can be used for safe escaping. For Yuan Shao, the invincibility
    lasts for a very brief moment, and it is still very easy to get hit directly
    after. If he gets hit, he will be susceptible to enemy juggle. His C1 is 
    generally not a good method of escaping. Alternatively, his jump charge
    is much more useful for escaping. It is similar to Xing Cai's.
    
    His C6 is very the most abusable. It will take out crowds easily
    while at the same time, fill his musou. However, it may be quite hard to do
    in larger crowds, mainly because of the somewhat long execution time. Yuan 
    Shao's C6 is more useful than Liu Bei's because it has very fast recovery. The 
    faster recovery time in Yuan Shao's is more valuable, because after
    Liu Bei's C6, he'll often have to force his musou. Just like many other 
    shockwave charge attacks, his C6 is capable of hitting generals regardless of 
    their blocking. This is another advantage that Yuan Shao's C6 has
    over Liu Bei's. If you miscalculate the correct distance to hit blocking 
    generals, because of the fast recovery time, Yuan Shao is able to safely run 
    away or block. Liu Bei's is a total different story. If you miss a blocking
    general with his C6, there's really little hope in getting out safely.
    
    Not only is Yuan Shao's C6 better than Liu Bei's, his C5 is 
    also more useful. One of the reasons is that Liu Bei's fourth normal attack
    is a jab, which makes it quite hard to execute his C5 safely. 
    Secondly, Yuan Shao's C5 has enough range to be able to consistently
    hit blocking generals. Liu Bei's C5 is essentially no different than his C6. 
    Thus, Liu Bei sort of has two identical charge attacks, while Yuan Shao has 
    two different ones, and both are useful for different situations.
    
    For C3's, Liu Bei's is much better. While both their recovery times
    are about the same, Liu Bei's C3 has more range, or more
    specifically, more circular range. Yuan Shao's is a bit more horizontal.
    It is usually much safer to do Liu Bei's C3 than it is to do Yuan
    Shao's. However, Yuan Shao's is still not a bad move.
    
    -------------------------------------------------------------------------------
    _____________
    8.34 - Cao Pi
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "Why do they even bother"
    
    A fun character to use. Cao Pi is the only one in the game with extra flexible
    ice orbs after many of his charge attacks. While these are quite fun to use,
    they don't do much in giving Cao Pi an advantage.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	34
    Medium Weight
    Fill	15
    Defense	15
    Musou	19
    Speed	19
    Attack	15
    
    Probably one of the best 4th weapons in the game. Although charge might be
    better than defense, or speed, since his C5 will benefit a lot from a charge
    bonus, but it's not a big deal. The fill bonus with his long musou is
    very important.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Ginseng
    Way of Musou
    
    Ice Orb
    
    Adding a fill 20 onto that fill 15 on his weapon will make his musou filling
    ability as good as Cao Cao's. Cao Pi's normal attacks are very safe like
    Cao Cao's, and the higher fill that Cao Pi has along with his longer musou
    fills just as a well as Cao Cao's normal attacks with his lower fill and
    shorter musou. It would seem then that Cao Pi has an advantage over
    Cao Cao; with a longer musou, at seemingly the same filling potential, when
    maximized, Cao Pi's offense against officers needs only two musous, while
    Cao Cao will need three. 
    
    The Ice Orb is useful for double musou damage, but it's not easy for Cao Pi
    to freeze officers in large crowds. 
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    First, to execute Cao Pi's extra orbs after his charge attacks, just press
    square after the charge attack. This works for his C2, C4, C5, and C6. 
    Also, if you press triangle after his last evolution attack, 
    he will deploy a shadow orb. Cao Pi is the only character in the game with 
    this shadow orb. This shadow orb isn't much of an advantage at all, simply
    because having a full musou bar is so important in Chaos. There is very little
    need in killing peons instantly anyway. So sacrificing his musou bar usually
    isn't worth it. With the extra ice orbs after his charge attacks, use them 
    leisurely. Even though they are executed directly after his charge attacks,
    it's still often too dangerous to use in large crowds. 
    
    The ending of his regular musou has more reach and attack range than that of
    his true musou. The 360 ending is very good for crowd clearing. While the
    ending of his true musou has less range, it is a scattering attack. It is 
    still probably a better choice to give him the Way of Musou for the fire, to
    help with general killing, and not have that nice 360 ending. Other than
    having relatively poor reach, and poor strength, Cao Pi's musou is unable to
    do sharp turns. So there is less mobility in his musou.
    
    In terms of crowd clearing Cao Pi is very similar to Cao Cao. Both of them have
    good reach and very protective attack range in their normal attack strings.
    Something that Cao Pi lacks is versatility in his charge attacks. Cao Cao
    has much more flexibility in his attacks for crowd clearing, while Cao Pi is
    often restricted to one or two charge attacks, and sometimes only his normal 
    attacks in massive crowds. Like Cao Cao, Cao Pi's normal attacks are very
    protective, and good for musou filling, but without an abusable charge attack,
    Cao Pi is also often forced to waste his musou.
    
    His C5 has very nice 360 degree reach and range. The only thing to
    complain about is the long execution time. It is long enough for
    generals to block, or attack him. So it doesn't qualify for an attack that is
    effective against generals in crowds. Normally, charge attacks that are too
    long can be remedied by turning away from the general. This will often 
    result in a step away from the general, which creates enough safety distance
    to execution the long charge attack successfully against generals. Some of the
    many examples are Guan Yu's, Ma Chao's, and Huang Gai's C6. This
    strategy however, is very risky with Cao Pi's C5. Simply turning 
    his back to officers will not do the job. It's still possible to hit officers
    with his C5 if you maximize the distance between him and the officer, and
    minimize the execution time, by positioning the officer to Cao Pi's right side
    (just like Cao Cao would do with his C5).
    However, this is still somewhat risky, and it takes a bit of effort to master.
    His C5 is ideal for eliminating moderately sized crowds, but that's
    about it. Because of its long execution time, it is quite hard to use it
    in larger crowds. Unlike most long reach 360 degree charge attacks, Cao Pi's
    C5 is hard to use to hit blocking officers. This is yet another limitation
    that makes it not very useful against officers in large crowds, and why it's
    particularly hard to freeze officers in crowds with Cao Pi. If an officer is
    blocking, try to create as much distance as possible, but still allow the
    officer to block it. If the distance is enough, it should be safe enough to 
    continue with the ice orb directly after his C5. This is useful in small 
    crowd sizes.
    
    His C4 is a bit hard to control. There's also no need to scatter the enemy
    with Cao Pi.
    
    His C6 is also a scattering attack, but inferior to his C4 in terms of
    scattering ability. Both execution and recovery are long, and the reach and 
    range are poor. It's generally a terrible charge attack altogether. However, 
    it can used to hit blocking generals, if done carefully. This is also somewhat 
    risky, but after some practise, it should have perfect consistency. Take 
    advantage of the distance covered in his C6. Knowing the charge attack is a 
    slash from right to left, you want to always be on the blocking general's 
    right side. If he is attacking close enough to the blocking general, it should 
    be easy to land his C6 behind the general. This makes his C6 his only
    charge attack that is useful against blocking generals, but sadly in small
    crowds only. The usefulness of this tip is for a chance to freeze blocking 
    officers, but his C6 is not a very useful charge attack for this because
    it requires him to be close to the blocking officer, small crowds, and a filled
    musou. And of course, if ice fails, the officer is hit away, and he'll be
    forced to waste his musou yet again.
    
    His other charge attacks are too impractical to ever use in Chaos. His C3 has 
    less reach and range than his normal attacks, as well as slower attacking 
    speed. His C3 is probably the fastest way to freeze an officer, but it is only
    useful when officers are pretty much isolated. His C2, can be useful if his
    C1 is used before hand. Time the explosion of his C1 after his C2, and it will
    easily possible for him to continue with the ice orb after his C2.
    
    The ice orb from his C1 should always be used to help against
    large crowds. Try to use it whenever there is enough time for it to be 
    executed safely. His C1 will help a lot against generals that 
    are approaching in large crowds. Try to time it to explode when officers
    approach. If the freezing is successful, unleash his musou for some
    good damage. His C1 will also help the execution of his C5
    slightly. If the timing is perfect, Cao Pi has a very high chance to freeze
    officers. Out of the two chances, you only need one to be successful. The
    chance of failure is 0.40^2 which is 0.16. This mean's he has an 84% on
    average to freeze officers if he does this C1 and C5 combo.
    
    Once isolated, generals can be quickly killed with his jump charge.
    
    -------------------------------------------------------------------------------
    _______________
    8.35 - Sun Quan
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "I shall show no mercy"
    
    Sun Quan is one of characters that don't have any life or defense bonuses on 
    his weapon, so there is very little room for error. One mess-up will likely be
    fatal. Even so, His normal attacks have good range, and fighting protectively
    isn't such a hard thing to do.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	34
    Medium Weight
    Fill	15
    Bow	15
    Attack	16
    Musou	18
    Charge	17
    
    One of the better 4th weapons, stats-wise. It seems that the only wasted stat
    is Bow. Charge helps a bit for Sun Quan's C6, because of its wide attack range.
    Sun Quan would be much better without a musou bonus. With the Ginseng equipped,
    he would have a high attack, with fill 35. This enables him to do his C3
    in a very large range of crowd sizes, and have a filled musou afterwards.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Ginseng 
    Way of Musou
    
    Ice Orb / Light Orb
    
    First of all, his normal musou does incredible damage. Doing a 7-hit normal
    attack combo (all evolution attacks except for the last one), followed by
    a full normal musou on a general with full health, will leave the general 
    in very low health. This is almost a KO in just one quick chain of attacks.
    The reason for not completing the full 9 hits is obvious, that the general 
    will be knocked into the air. But the downfall in his normal
    musou is that he will often be left surrounded after it, because of the lack
    of range, and no scattering ability of the ending to his musou. On top of that,
    the execution time for this attack is also slow enough for generals to block,
    which makes it very hard to live after a executing his musou. It's a gamble.
    This is why is it a good choice to equip the Way of Musou, even though you will
    be dealing half damage. The thunder at the end is very strong, and can be said
    to offer ultimate defense after a musou. There is a way to minimize the 
    chances of the ending of his regular musou to be blocked, by positioning 
    officers to Sun Quan's right side, because the last strike begins on his
    right side, and the strike prior to it, ends on his right side. But with all
    this said, doing seven normal attacks before a full regular musou, is never
    enough to kill a regular officer from full health. And the fact he can't fit
    any more attacks into this combo, still makes him another character
    that needs at least two musous to take out officers. With his regular musou, 
    he'll have to likely use his C6 against officers in crowds either before, or
    after this 7-hit + musou combo. This is why Sun Quan should benefit more from
    equipping the Way of Musou. Either way, he'll take two musous to kill officers,
    and the Way of Musou gives him a very good defense after his musou.
    
    Sadly, his C6 is non-elemental. Since his C6 is his most useful charge attack,
    it hard for Sun Quan to benefit from equipping orbs. If you choose the Ice
    Orb, then Sun Quan will have a chance at dealing very heavy damage with his
    true musou, with the first part dealing double damage, and the last part
    dealing half the damage but with fire. The only way to freeze though is 
    through his C3, is this it not easy to do in large crowds. Although, if his 
    C3 is done against approaching officers, they will likely walk straight
    into it. The only use for the Light Orb is also with his C3. If Sun Quan has a 
    partially filled musou, and his C3 will fill his musou, then he can go through
    his C3, and the ending will guarantee a perfect setup for his true musou. 
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    There are many attacks that are useful against crowds of peons, but there 
    isn't much he can do against a general without a full musou bar. This is
    because all of his attacks are capable of being either blocked or interrupted,
    except for his C3, and this isn't particularly useful because his C3 is
    far from an abusable charge attack. Generals will hit him during the execution 
    time of his C4, and C5, while his C2 and C6, as well as his sixth normal 
    attack can be blocked. It is possible if you have his back facing officers 
    when executing his C6. This takes a bit of practise to pull off because it's 
    somewhat easy to miss. The goal of course is to position things correctly
    to allow his C6 to execute as soon as possible by having officers to his
    right side, almost behind him. A solution to these disadvantages is to 
    purposely stop attacking after a normal attack with wide range (probably his 
    third or fifth normal attack), and either attempt to counterattack, block, or 
    do a quick jump attack. Keep in mind that the jump attack also has bad range. 
    This is only useful when facing officers in one on one combat or in small
    crowds. Since no charge attack will serve as a consistent finishing move,
    Sun Quan is forced to stop after his normal attacks and decide to do something
    else.
    
    Crowd clearing should be no problem at all; use combinations of his C4,
    C5, and C6. His C6 does not activate elemental orbs, but is a very good
    move for musou filling. The range covered is excellent; the scattering
    power is excellent. Since his C6 has such awesome scattering ability,
    it is a very good idea to greet a large crowd with it. If a general is 
    approaching along with a massive crowd, try to use his C6 instead of
    just unleashing his true musou. His C6 will likely scatter the entire crowd 
    (depending on how large of a crowd it is). So why would you want to do this 
    instead of his musou? This is because of the fact that it takes longer for 
    peons to get up from the ground than generals. This minor tip is useful to
    deal less damage against peons with his true musou, since it will take two 
    musous to kill officers, he'll need the peons to survive (again depending
    on the crowd size) for easier musou filling afterwards. But generally,
    his C6 should be used for crowd clearing, above all other charge attacks,
    because it is the safest. Because it is such an ideal scattering attack,
    always try to have peons between officers and him. This will maximize the
    safety of this musou filling method.
    
    His C5 is very useful for fighting at a distance. The reach is 
    similar to Zhao Yun's C5. Because of this reach, it is capable of
    hitting generals from behind when they are blocking. The caution is that the
    execution time is quite long. And well, the usefulness of this charge attack
    is limited because its attack range even with its long reach is only in
    front of Sun Quan.
    
    Use his C1 to get generals off their horses. Depending on the 
    situation, it may be useful to use his C1 right after his C5. Doing this will 
    launch the enemies into the air once more, to keep the fire burning a bit 
    longer. If an officer is at the very front of an approaching crowd, it will
    be hard to use his C6 safely for musou filling. Use his C1, and time it
    properly. His C1 should be able to hit with 100% consistency. After this his
    C6 will be much safer.
    
    -------------------------------------------------------------------------------
    ______________
    8.36 - Cao Cao
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "My ambition cannot be stopped"
    
    I would have liked to see Cao Cao higher in the tier list, just because of
    his reputation, but it really can't be helped. His safe normal attacks are
    very good for musou filling, but none of his charge attacks are abusable, 
    and musou filling with his normal attacks means many forced, and wasted musous.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	34
    Medium Weight
    Charge 	17
    Bow	15
    Life	17
    Horse	17
    Attack	17
    
    Mediocre weapon for Cao's moveset. A short musou is good for a good defense.
    If only he had a fill bonus on his 4th weapon. Cao Cao when configured with
    fill 40, in section 10, his short C3 will often fill his musou. But he'll
    have to live with only the fill from the Ginseng. Charge helps for his C5,
    and his C6.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Ginseng
    Way of Musou
    
    Ice Orb
    
    Everything should be quite self-explanitory. Give him the Ice Orb for 
    double musou damage. His C5 is very good at freezing officers, and his
    C6 even better, but works only in small crowds.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    As I've mentioned above, Cao Cao has a very protective normal attack
    string. His reach is very dependable, and his range is excellent. Ranked as
    one of the highest damaging characters in the game, his offense is a product of
    both his damaging attacks, and his fast attacking speed. If the crowds are
    not too large, just like Guan Yu, Cao Cao is able to purposely 
    stop after his fifth normal attack and resume attacking, because of the 
    excellent range covered, and the fast recovery time. The same thing applies
    for his third evolution attack. Stopping after this attack is likely a better 
    choice than his fifth normal attack. This allows him to take care of smaller
    crowd sizes easily. It seems to work perfectly, since crowds that can't fill
    his short musou, are small enough for his normal attacks to take care of
    easily. Any larger crowd sizes will give him a filled musou.  
    
    Cao Cao's C3 is not bad. Although I would evaluate it to be
    very inferior to his normal attacks because of the lack of strength. Because of
    the way he zigzags, it is often very safe to do his C3, even in
    large crowds, but it's not as safe as his normal attacks. Stick to his
    normal attacks for better performance in crowd clearing. The reasons to use his
    C3 are for an easy way to freeze a general with the Ice Orb. Cao Cao with
    a fill 40 configuration makes his C3 much more useful in crowds, because
    one short C3 will easily fill his musou. The difference of an extra fill 20
    is huge, enough to change to Cao Cao's offense to place him a lot higher in
    the tier list. Since doing a short C3 is very safe, and will fill his musou
    in a pretty large range of crowd sizes, Cao has a very safe way of freezing
    officers in crowds. And in Xtreme Legends, this means almost a guaranteed
    60% chance to kill officers in just one musou, with a short musou bar.
    But without this extra fill 20, his next best method for freezing officers
    in crowds is with his C5, and his C5 is quite risky. Cao Cao's
    defense is very good, but what he lacks is a good offense. Sure his, normal
    attacks will fill his musou easily, but he will often be forced to waste his
    musou after his fifth normal attack, if crowds are too large. And it's hard
    to guarantee that officers are caught within his normal attacks. If officers
    are blocking in large crowds, his offense is a very slow one. Cao Cao's offense
    in massive and continuous crowds, is a lot of forced musous.
    
    His C4 itself is very good; but because of the lack of range
    covered by his third normal attack, its effectiveness is greatly diminished.
    It's not a bad move altogether, as the range covered in nicely horizontal,
    but its long recovery time makes it impractical to do without a filled musou.
    Evaluating his C4 by valuing whether Cao Cao needs a scattering
    move or not... I would say not. I believe Cao Cao has the ability to take on
    any crowd size, without resorting to scatter crowds.
    
    Cao Cao's C5 is likely his most useful charge attack. The range
    it covers is very good, but keep in mind that it's not a full 360 degree
    coverage, like Cao Pi's. The execution time could be better, since it is long
    enough to allow generals to interrupt it by attacking him. Generals would
    usually do a quick jump attack to stop it. This can however, be prevented. If
    you make good use of the near-horizontal range of his fourth normal attack; you
    can slide slightly left to create as much distance as possible from him and the
    general to minimize the time between his fourth normal attack and C5. Doing
    this accomplishes two things: it creates enough safety distance from the
    officer (regardless of blocking actually) and lets his fourth normal attack
    hit the officer at the very end of it. Because you have to do this to ensure
    that it hits successfully, it is a huge limitation. Lastly, keep in mind that 
    his C5 has a slight hop to it, so if he is hit at the right time, he will be 
    swept of his feet.
    
    The closest thing to his C6 is Guan Ping's C4. These types
    of charge attacks can be incredibly useful, as they can be executed many times.
    Since all five parts of Cao Cao's C6 are charge attacks, they each
    deal heavy damage and activate the orb equipped. This is the reason why it is
    useful to equip the Ice Orb (or Light Orb) on Cao Cao. If we assume that the
    freezing probability is 60%, Cao Cao has a very very high chance of
    freezing officers with his C6, because all you need is one of the five
    chances to be a success. Since the probability is roughly 60%, it's a higher
    chance than hoping to get one head out of five tosses. Please refer to 
    the Ice Orb Probability section in section 6. But in the end, his C6
    is limited to small crowds only, and limited to blocking officers, because
    it has a very long execution time. Since it can't be used against officers,
    when they aren't blocking, the more ideal probability is more like expecting
    to freeze once out of about three chances, if he has to use the first two
    strikes to get behind the blocking officer. It still is a high freezing chance,
    but his C6 is useless in most situations. Configure him with a light weapon
    for a much faster execution time, and faster strikes, and with the Light Orb,
    he can be pretty incredible. Perhaps a light weapon with attack, charge,
    fill and no musou would be most ideal. This is even more useful in Xtreme
    Legends where the flinching time is extended.
    
    It is always an advantage to use his C1 before entering large 
    crowds. It will help a little bit for safe execution of his C5.
    
    Use his C3 in musou rages. The attacking speed is ridiculously fast. With
    high musou filling ability, Cao Cao's guaranteed a chance to freeze officers.
    
    -------------------------------------------------------------------------------
    ________________
    8.37 - Dong Zhuo
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "I'll cut you to pieces"
    
    Just like Sun Quan, Dong Zhuo's musou is very powerful. But unlike all 
    the other similar five sword characters, Dong Zhuo's charge attacks aren't
    very useful in Chaos.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	36
    Medium Weight
    Luck	17
    Horse	17
    Defense	15
    Attack	18
    Life	15
    
    Well having high attack and a short musou is very good for Dong Zhuo.
    If only fill was also on it....
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Ginseng
    Way of Musou
    
    Fire Orb/Ice Orb
    
    A fill 40 setup for Dong Zhuo would have been very nice. But still, with
    the Ginseng, his filling potential is decent. The Way of Musou is useful
    for both offensive and defensive reasons. The ending of his regular musou
    may be bad against multiple officers, if the ending of it gets blocked.
    
    Since Dong Zhuo's charge attacks are so poor, no particular orb will
    help him very much. Unlike Sun Quan, Dong Zhuo's charge attacks lack 
    versatility. The obvious one that is somewhat useful is his C6. The others 
    shouldn't really be used often at all. If we evaluate the two orb choices
    fire and ice with this charge attack, it would seem that neither would be
    useful. The fire won't last very long. The ice if it works, will negate the
    fire damage caused by his true musou. Ice is nice to halt officers, and
    other characters with grounded musous like Yuan Shao, can sneak in a few
    normal attacks and execute a true musou just before the ice thaws, to make
    the most of the situation. But just like Liu Bei, Dong Zhuo can't make much
    use of this strategy, because his C6 has long recovery time, so he might be
    forced to use his musou after it.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Since Dong Zhuo lacks a good charge attacks, he needs a different way to 
    musou fill defensively. His jump charge can be thought of as a finishing move 
    to almost any normal attack, although it is most practical to use it after his 
    third normal attack. So the solution to Dong Zhuo's useless charge attacks, is 
    simply to replace them with his jump charge. While it can be done after any 
    normal attack of Dong Zhuo's, the third attack is likely the best one, 
    because it has very nice horizontal range, and fast recovery time. 
    This will allow you to do his jump charge quite easily directly after. It's
    also very nice how his first three normal attacks have very horizontal
    range. There is however, some risk in getting hit when using his jump charge, 
    just as he lands, and this of course, will allow the enemy to juggle him. But 
    this is quite minor. It is because of this, and the possibility that he will
    not end up with a filled musou after his jump charge in smaller crowd
    sizes, that places him in this tier. The nice thing about his 4th weapon is 
    the very high attack. Since his first three normal attacks have good 
    horizontal range, and good reach, it is very easy to fill his musou gauge. 
    Also, his short musou bar, and the Ginseng, of course, contribute to easy 
    musou filling. Once you've learn just how easy it is to fill his musou, you 
    will get a good idea of how large of a crowd, will fill his musou bar with 
    just his first three normal attacks. Thus, this specific crowd size is the 
    limiting size for when to not use his jump charge. However, this also means 
    that the crowd size is quite large and dense, which means he'll probably
    have to force his musou after his third normal attack. Once crowd sizes get 
    too large, the chance of getting hit when doing his jump charge gets quite 
    high. He'll have to resort to his normal attacks and his powerful grounded
    musou for crowd clearing in these cases.
    
    I try to stick with using his C1 to get generals of their horses, but something
    else that makes his C1 useful, is to stall an officer when in the lead of
    an approaching crowd. This is effective, if Dong Zhuo has a partially filled
    musou, or if the crowd is very large or dense. If doing his normal attacks
    after his C1, will fill his musou, then when the officer gets up, it's a
    very perfect setup for his musou. And of course, the basic usefulness of 
    this type of weak ground stomping C1, will work well against scattered crowds,
    but Dong Zhuo won't need to use it to buy time, or enable crowds to gather
    in for easier musou filling, as bad as Sun Ce needs to.
    
    Some comments on the rest of his charge attacks:
    C2: like many characters, his C2 isn't of much use. On top of that, he hops.
    C3: not a bad charge attack for one-on-one combat. His C3 is a good idea if 
    	you are duelling an officer without a filled musou
    C4: Scattering attack with poor reach and range. For Dong Zhuo, what you 
    	really want are large crowds sizes clustered together and coming from 
    	one direction. You should ever need to scatter the enemy.
    C5: Poor reach and range. His C5 is just like Zhou Tai's C5. There is no real 
    	way to ensure 100% success; sometimes the charge attack will 
    	successfully hit, sometimes will be blocked, and sometimes you will 
    	get hit.
    
    -------------------------------------------------------------------------------
    _____________
    8.38 - Xu Zhu
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "Look out below"
    
    While it may seem like Xu Zhu has the weakest normal attacking strength...he
    is the third weakest. His 4th weapon has a base attack of 38. The three
    light weapon wielders who do not have an extra attack bonus on their weapon, 
    are Sun Jian, Huang Zhong, Xu Zhu, with respective base attacks of 34, 36, 38.
    Xu Zhu does however have the slowest (not the worst but slowest) offensive
    potential. The small differences in the power ratings are pretty negligible.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	38
    Light Weight
    Fill	17
    Bow	19
    Life	20
    Luck	15
    Defense	19
    
    Like many of the lower tier characters, Xu Zhu's moveset is much better with 
    a completely different weapon. Even though his attacking speed is slow, his
    medium weight attacking speed is just as safe as his light attacking speed,
    because his reach is decent, and his normal attacks have very protective range.
    But even without attack on his 4th weapon, his filling potential is still 
    very good, with gives Xu Zhu quite a good defense. High fill with a short musou
    is the only good thing that his 4th weapon gives him.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Way of Musou
    Demon Band
    
    Fire Orb
    
    The Demon Band is a very good choice for Xu Zhu because of his incredibly
    slow offense against officers in crowds. It isn't absolutely needed; Xu Zhu
    can still be quite effective in musou rage combat without the extended 15 
    seconds, but it's still useful for him. Thanks to his 4th weapon Xu Zhu doesn't
    need to have the Ginseng equipped. If the goal is to have a filled musou
    after his C4, his most useful charge attack, then he will not need the Ginseng.
    The crowd size it takes to fill his musou is somewhere between 5 and 10. And
    facing a peon crowd of five should be effortless. 
    
    I really like the Fire Orb on Xu Zhu. When facing officers in massive crowds,
    his C4 is often his only move. The fire damage is a lot with when his C4 is 
    used because officers are hit high into the air and far. The Ice Orb will still
    give him double musou damage, but the increase isn't very much because of his
    weak attack. Xu Zhu's musou is hard to juggle with, but there are ways
    around it, so ice isn't really necessary for this either. 
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    First, I should point out that Xu Zhu is one of the only characters that I 
    would ever recommend giving a 3rd weapon to instead. This is mainly because
    of the fact that his 4th weapon is of light weight and has no extra attack
    bonus. On top of that, his attacking speed is still not fast enough to be
    satisfying. Xu Zhu, no matter how well he is used, is consistently the slowest
    offensive character in the game. His crowd clearing ability isn't that bad, 
    but his ability to kill generals, takes a long time compared to all of the 
    other characters in the game. Another thing to really complain about his 4th 
    weapon is the lack of useful bonuses; Fill seems the be the only useful bonus 
    for him. Lastly, his ability to perform in musou rage isn't too great either. 
    For these reasons, it is probably a good idea to give him a stacked 3rd weapon 
    of medium or light weight. This choice sacrifices those free musou rage tokens 
    dropped per 100 KO's, for a much more damaging attack. Here is a numerical 
    presentation of validating the choice of giving Xu Zhu a 3rd weapon. 
    (this was my example in the weapon weight section) If you do not know already, 
    I have derived a formula for approximating attacking strengths. The formula 
    can be found in section 14.
    ________________________________________________________________________
    
    Weapon Number		4th 			3rd
    Weapon Weight		Light			Medium
    Weapon Power		+38			+16
    Weapon ATK Bonus	 +0			+20
    Maxed ATK Value		+40			+40
    Tiger Amulet		+20			+20
    Green Scroll		x1.5			x1.5
    Weight Multiplier	x1.0			x1.25
    Damage Calculation	[(38/10)+40+20]*1.5	[(16/10)+40+20+20]*1.25*1.5
    Resulting Damage	95.7			153.0
    ________________________________________________________________________
    
    So equipping Xu Zhu with a medium 3rd weapon with an attack bonus of +20 
    will be quite noticeably stronger (about 1.5 times stronger) than his 4th 
    weapon. This value of 1.5 times stronger is indeed realistic and very close to 
    actual results. If you can get a good medium 3rd weapon (likely by the 
    internal time trick), it is probably well worth sacrificing attacking speed and
    all the musou rages that you would normally get with a 4th weapon. 
    It's like a free Green Scroll without an that extra decrease in defense.
    My ideal weapon for Xu Zhu would be: 
    ATK FILL CHARGE MUSOU (SPD) or (LIFE or DEF)
    Because of the much higher attack his filling ability should be a bit better.
    His item configuration will have to change, with his fifth slot being Ginseng
    for a very high fill. This will allow him to have a longer musou bar.
    
    If you want to compare instead, a stacked light 3rd weapon, the calculation 
    is the same, just that you would have to take out the weight multiplier in the
    formula. Anyway, have fun with this!
    
    The only quality of Xu Zhu that is worth praising is his normal attack string.
    The protection that it offers is very useful. It is not the best attack string
    in the game, but one of the safest. The fact that Xu Zhu still attacks 
    kind of slowly with a light weapon, allows him to still easy get hit when
    facing large crowds. 
    
    Without a fully charged musou, the best way for crowd clearing is his C4. 
    This is because you really don't want to go any further, if he doesn't
    have a charged musou. Other than his C4, there is not another safe
    way to end his attack. Ending his attacks in any other way than his C4, 
    without a charged musou, is like suicide. Always turn away from officers
    when using his C4 to minimize the execution time. Doing this, his C4 will 
    always connect; launching an officer on fire will deplete some good amount of
    health. All you have to keep in mind for Xu Zhu's defense is not to do his
    C4 in too small of a crowd. It might seem hard to survive easily with Xu Zhu's
    C4 because it scatters crowds, and he'll end up facing crowds that aren't
    clustered together. The idea is to refrain from attacking, until he can pull
    off his C4 with a filled musou afterwards. Normally other characters like Sun
    Ce would have to lead crowds for a bit with running. Xu Zhu isn't capable of 
    running fast, but his jump attack is a solution to all the defensive problems
    that his slow running speed presents. His jump attack is pretty much a very
    fast 360 degree attack. Probably not 360, but quite close. There are so many
    defensive choices he can make with combinations of his C1, jump attack, and
    running attack. Xu Zhu when mastered, should have a very very good defense.
    
    A second method for offense could be just his normal attacks, with his true 
    musou as a finishing move. Since his normal attacks cover good attack range,
    this is easy to do. However, this method is less effective and less defensive
    than his C4. Also, this method works in larger crowd sizes only. The only
    crowd size caution with his normal attacks is kind of an "in between" crowd
    size. Small crowds are no problem, even if his normal attacks won't fill his
    musou, because he has reliable recovery after his fourth normal attack, so it's
    easy to abuse this in small crowds. Larger crowds will make this method work.
    It's just a small range of crowd sizes that is in between, where his C4 is
    his only move. This method has it's advantages and disadvantages. With his
    C4 as an offense, he'll either hit officers with it, hit peons into officers,
    or have an officer block it. Either way, it's a safe offense. However,
    with this method, if an officer blocks his true musou, then it may be tough to
    get out. This is a defensive disadvantage with this method. But if officers
    aren't blocking (which is kind of hard to come by), it's best to take this
    opportunity to deal as much damage as possible with his true musou.
    
    It's not easy to juggle officers with his musou. There are probably a good
    few ways to do it, but here's mine: The problem with juggling officers with
    his musou seems to be near the beginning. If you rotate in the counterclockwise
    direction, to maximize the frequency of the musou strikes, to begin with,
    the officer will be able to be hit to the preferred height. Now, continuing
    in this counterclockwise direction makes his musou strikes too frequent,
    and officers will always end up dropping to the ground. The trick is to
    make only one revolution going in the counterclockwise direction, and then
    resume to juggling the officer in a straight line path with the officer
    positioned right in front of Xu Zhu. 
    
    And that's it. As far as offense goes, that is pretty much all you can do
    against large crowds, and fighting generals in large crowds. All of his other
    moves are useless.
    
    His C3 is very strong, but useful for only 1-on-1 combat. His C5 is also
    very useful in 1-on-1 combat, but only against blocking officers. It's another
    hard to control C5 like Xu Huang's, in that you have to pinpoint the small
    attack range to hit successfully. This is the only way to juggle officers
    with fire.
    
    Since his jump attack is so useful for repelling the enemy when surrounded, 
    it is much better than his C1. Use his C1 whenever you
    see it to be useful. Something that is C1 will allow him to do, is set up
    for his true musou. This is very useful for Xu Zhu because he is too slow
    to walk and get behind officers to do a musou, without the officer blocking. 
    
    Lastly, his running attack, is a good move to do for escaping crowds quickly.
    But sadly, this can only be done after taking 6 steps.
    
    There's not much that can be said on his C2 and C6. Don't use
    them. His C2 like many others isn't useful. His C6 is only 
    safe to use for entering large crowds, but there is always a good chance of
    getting hit during the landing. This would create a chance for enemy juggling.
    The same thing can be said about his jump charge.
    
    -------------------------------------------------------------------------------
    __________________
    8.39 - Xiahou Yuan
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "This is gonna hurt"
    
    Another one of those characters who are very good fighting at a distance.
    Very similar to Huang Zhong, yet very different. His C1 is shooting 
    volleys of arrows, and his first three normal attacks are identical to Huang 
    Zhong's (and of course, Gan Ning's), just slower because of the weapon weight. 
    His C5, like Huang Zhong's, is capable of hitting generals 
    regardless of whether they're blocking or not. However, since Xiahou Yuan has
    no way of abusing his distanced attacks, his defense is no where near as good
    as Huang Zhong's. Check out his speed 40 configuration in section 10. With
    the right equipment, his archery can be abused with perfect defense.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	36
    Medium Weight
    Charge	16
    Attack	16
    Life	17
    Bow	19
    Musou	17
    
    Another bad weapon. If you read his analysis in section 10, you'll see why.
    Having no fill with a long musou bar says enough already.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Fire Arrows
    Speed Scroll
    Ginseng/Way of Musou
    
    Ice Orb
    
    The exclusion of the Huang's Bow is because his distaced combat can't be 
    abused...or can't be abused continuously enough to make it worthwhile. Afterall,
    even if it could be abused, he's gaining very little extra bow
    damage. Speed 40 configuration to be able to run fast enough to
    abuse his C1 to no end is very important, however, speed 20 is enough, but
    he will have to walk for a very long time. He's still quite ok without very 
    high speed, but speed 40 configuration allows for an offense that is much
    faster. It is then, when the Ice Arrows can be made useful and the Wind Scroll 
    can be omitted for devotion to archery offense. (refer to Xiahou Yuan's 
    analysis with full customization in section 10) 
    With the shockwave ending of his true musou, C1 
    archery, and a somewhat distanced jump charge, there are lots of 
    possibilities for Xiahou Yuan before he has to resort to his risky close 
    combat. His close combat wouldn't really be risky if he had a short musou and 
    high fill. This just means that he has to be played with a lot of skill,
    and a lot of running. Refer to Xiahou Jia's theory of the "Damage-Free Zone"
    in Section 6, for an explanation of how to use Xiahou Yuan safely. 
    The main idea is to run away from pursuing crowds with the camera angle
    positioned in a way where all enemies are not on the screen, but still obviously
    on the map. There are two good reasons for this: After peons appear off-screen,
    he needs only to run a bit more before his C1 execution is safe. In massive
    crowds, he would have to run a bit more because of a pushing effect, or
    unwanted displacement. And having a long musou bar with no fill isn't very
    helpful. This is why Xiahou Yuan is very hard to use in massive crowds.
    
    Equip the Ice Orb for Xiahou Yuan. His C5 can hit officers when they are
    blocking, and when iced, his musou does massive damage. Attempting to 
    freeze officers with his C3 or C6 is also a good choice. But obviously,
    without the Wind Scroll equipped, these offensive methods are only safe
    when officers are isolated, or in small crowds.
    On a side note, Xiahou Yuan is one of only characters who would be suitable 
    with the Shadow Orb, and the reason is because of his C6. Like Sun Shang Xiang's
    C6, the orb activates at the very beginning of Xiahou Yuan's C6. Like Sun 
    Shang Xiang, Xiahou Yuan's C6 has fast attacking speed, and very good reach and 
    range. Since the Shadow Orb would be activated at the very beginning of his C6,
    the rest of his C6 strikes would resume to filling his musou gauge. And much 
    like Sun Shang Xiang, Xiahou Yuan's C6 has the scattering effect. The major 
    difference is that Xiahou Yuan lacks the walking speed to run to a safe place 
    in the case that his musou gauge doesn't refill completely. The Ice Orb, or
    even the Fire Orb is still the most useful and practical, but the Shadow Orb 
    is possibility.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    As discussed above, Xiahou Yuan's safest offense is to abuse his archery.
    The power of each volleyshot of arrows is stronger than Huang Zhong's because 
    Xiahou Yuan has a much stronger attack, with a medium weight weapon and
    attack on it. The disorientation of the last volley minimizes the chances of 
    enemies hitting him during the recovery time. But it might be more of
    a disadvantage, because it's not piercing. Only the front line of an approaching
    crowd will get hit with this. This is why it is important to learn to 
    purposely skip the ending of his C1. Then, his C1 is very similar to Huang
    Zhong's. Once enemies get too close to safely pull off 
    his C1, his jump charge may be a great choice. This move should be used if it
    is safe enough to use it. This ground-pounding move, unlike Sun Ce's, 
    has quite good reach, but only in front of him. However, like Sima Yi's
    jump charge, it doesn't work when enemies are too close. 
    
    His C6 is very useful as a finishing move after his normal attack. It's 
    mediocre for damaging crowds, but the execution and recovery times are very 
    good, and the attack range is awesome. It's very important to master his
    C6, by learning whether or not to execute the last strike, and applying it
    the current situation. Normally the final strike is preferred, but keep in mind
    that if you purposely stop just before it, his recovery will be much faster.
    When crowds are dense, the last strike should be executed. But in situations 
    when scattering the enemy isn't needed, he's better off stopping his C6 before
    the last strike. The most important situation to not execute his full C6
    is when a blocking officer is right in front of him. The recovery time will
    either force him to use his musou, or allow the officer to hit him. But
    obviously, his C6, as well as any other close combat methods can't be 
    made useful (unless he is greeting crowds with them), without the Wind Scroll
    equipped. But even with the Wind Scroll equipped, Xiahou Yuan's normal 
    attacks aren't safe enough, at least not as safe as his distance combat methods.
    
    A small tip for melee combat for those who are good at countering, is 
    purposely stopping after his second normal attack. This strategy can be 
    explained exactly like Guan Yu's. Since his second normal attack has good 
    reach, and 180 degree horizontal range, it is easy to foresee a chance to 
    execute a counterattack, or just simply attacking again if crowds aren't
    too large. If you are good at counterattacking, Xiahou Yuan can be played
    much more effectively.
    
    Try to hit blocking officers with his C5. His C5, like Huang Zhong's, is fast 
    enough that generals can't interrupt it; it is possible to hit generals when 
    they are blocking if he is attacking close enough to them. This means that his 
    C5 makes generals virtually vulnerable against him if he's are fighting close
    enough to them. If only his normal attacks were safer.
    
    His C3 isn't safe enough to execute in large crowds. It's only useful for 
    freezing officers when not blocking, but limited to small crowds only.
    His C3 itself is very useful, because of the way his strikes work. But they
    will only prove useful once he gets a better weapon, with a short musou bar
    and very high fill. If you give him the Wind Scroll, his first two normal
    attacks are very horizontal, and then, his C3 strikes alternate from left to
    right making it very safe to do a shortened C3. And in Xtreme Legends, it
    only gets safer with the extended flinching time. Using his C3 with the right
    weapon and items equipped, he has a much faster offense. But, we'll 
    stick to his 4th weapon for now, in this analysis.
    
    The only situation that is difficult to fight in is when groups of enemies 
    are continuously coming from all directions. Massive crowds in Yellow Turban 
    Rebellion, may require Xiahou Yuan to do quite a lot of running.
    
    That just about covers the strategies for Xiahou Yuan. Be keen on the timing
    with his archery, and learn to ignore his C1 ending. 
    
    The two archer characters of the game Xiahou Yuan and Huang Zhong both have
    the very unique property of using their bow attack during the execution of 
    certain charge attacks. Xiahou Yuan and Huang Zhong can both pull out their 
    bows at any time during their C2's. This property can help in a few 
    ways. First, it can be considered a cancellation of the charge attack the L1 
    button is pressed during the execution time. Secondly, it is possible to shoot 
    an arrow at an airbourne enemy directly after hitting him/her up with their 
    C2's. Going further with this, it is possible to juggle a general in 
    the air with arrows (doing musou when holding L1) after doing their C2's. 
    Obviously, in Chaos mode, these interesting properties can't really be put to 
    any good use. The point is just to tell you an interesting fact about these 
    two characters. Also, Xiahou Yuan is capable of doing this with only his 
    C2, while Huang Zhong can do it with his C2 and C5.
    
    -------------------------------------------------------------------------------
    _______________
    8.40 - Sun Jian
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "Fear the Tiger of Jiang Dong"
    
    Perhaps the best example of a downgraded character because of the light weapon.
    Since his 4th weapon has a base attack of only 34, and no extra attack 
    bonus, Sun Jian has the weakest normal attacking strength in the game.
    The three light weapon wielders who do not have an extra attack bonus on their 
    weapon, are Sun Jian, Huang Zhong, Xu Zhu, with respective base attacks of 
    34, 36, 38. 
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ 
    Power	34
    Light Weight
    Fill	18
    Defense	16
    Horse	16
    Musou	15
    Life	15
    
    It shouldn't be hard to see that this weapon is a terrible one for Sun Jian's
    moveset. It's not that Sun Jian completely sucks now, it's just that with 
    the right weapon, he can be so much better. With a fill 40 configuration, his
    first four normal attacks are often enough to fill his musou if he has a short
    musou, and if the weapon is medium weight, then he'll be in the 2-musou-KO per 
    officer tier. With such high fill, his defense is very good too. This would
    easily compare him to Guan Yu, or Xiahou Dun, etc.
    
    This weapon isn't completely garbage though. Even though it does have a musou
    bonus with a very weak attack, it still has a fill bonus, and quite a high
    one too. Horse is neglected for this guide. Since there's almost no way to
    avoid getting hit with this weapon, unless you're a counterattacking expert,
    Life and Defense help him a lot. But they help only to let him survive a bit 
    longer. Defensive stats don't actually help his moveset very much defensively.
    There is one good think about being a tank though; Sun Jian's walking speed
    is fast enough to run from crowds, and with such high defense, he has a 
    relatively higher chance of safely getting into red health. But because 
    the ending of his true musou can sometimes be blocked by officers, Sun Jian
    doesn't really have a red health strategy.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Ginseng
    Herbal Remedy
    
    Light Orb
    
    With the Ginseng, Sun Jian will have a total of fill 38. This is quite a high
    musou fill. But since his attack strength is so weak, his 360 degree C5
    doesn't always guarantee a filled musou. The Herbal Remedy will help a lot
    to contribute to musou filling, when his C5 is used. The omission of the
    Way of Musou is because officers tend to block the ending of it. There are
    ways to minimize it, but it's not fully consistent. The same thing happens with
    his regular musou, but since the ending of his regular musou can be used
    for escaping purposes, it's much more defensive than his true musou. However,
    the choice is up to you; equipping the Way of Musou as a fifth item is not
    too bad of an idea, because with his weak 4th weapon, the extra fire damage
    with his long musou can be very useful.
    
    It doesn't matter what orb you give him. It's easy to hit blocking officers 
    with his C5, so the Light Orb isn't really going to help much. Light will help
    in a way, to make his C5 more flexible, so that you don't always have to 
    calculate the correct distance to make it unblockable. I value this freedom
    to use his C5 against blocking officers with perfect consistency, over any of
    the benefits from the Fire Orb and Ice Orb. Sun Jian's gains nothing from 
    the Fire Orb. Hitting officers with his C4, or C6 with fire is very hard to
    do, without wasting his musou afterwards for defense. The main reason why
    it's so hard to do this is because both have long execution times. With the
    Ice Orb, the only useful method of freezing is with his C3, but there's really
    no need to freeze officers at all. He has only a 60% of success, and if he 
    fails, he'll be juggling with his musou, because like his other charge
    attacks, the recovery is usually not safe.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    It shouldn't be too hard to realize that his only useful charge attack is his
    C5. It has nice 360 range. But even though the recovery time is
    decently fast, his C5 doesn't cover quite enough reach to be 
    consistently safe. Although it has 360 range, it is still very easy to get hit
    after it. The most dangerous crowd size to fight in with Sun Jian, are 
    crowds of moderate size. A size that is too large to safely recover from his
    C5, but small enough to not contribute enough to fill his musou completely.
    The worst thing is, that there is a large range of crowd sizes that fit this
    description. Knowing that Sun Jian's C5 is likely his most useful, 
    there is still this big flaw in it, and this flaw is caused by his weak light
    4th weapon. In some cases, the timing is perfect for a counterattack 
    directly after his C5, but this happens seldomly. The best situation
    to fight officers in are in massive crowds. The good thing about his weapon
    being light, is that his C5 can almost always be executed without
    getting hit, even in massive crowds. And in massive crowds, it's almost
    guaranteed that his musou will be filled. So, officers can easily be defeated
    with only his musou. But just imagine if his 4th weapon were to be of
    medium weight. If his attacking speed were the same as the other four 
    similar sword wielders, Sun Quan, Liu Bei, Dong Zhuo, and Yuan Shao, it still 
    wouldn't be very hard to do his C5 without getting hit. Sun Jian's
    first four normal attacks all have nearly horizontal range. If Sun Jian had
    a medium 4th weapon, with attack, fill, charge, and no musou, he would be 
    ranked the highest among the five sword wielders. With full weapon 
    customization, Sun Jian and Liu Bei are the best of the five similar sword 
    characters.
    
    To minimize the risks of his C5 recovery, if crowds aren't clustered together,
    it may be useful to run around and lead the crowds for a bit, until they 
    get closer together. 
    
    As mentioned above, doing a 7-hit normal attack + full musou combo will deal
    the most damage in one continuous combo. Obviously, the damage is no where near
    as effective as the other four sword users. However, because of his 4th 
    weapon being light, it's much easier to do the first 7 hits without getting 
    hit in surrounding crowds. This is perhaps the only good thing about his
    light weapon. It's probably best not to use his full musou, for defensive
    purposes. Try to work at gradually depleting an officer's health, in large 
    crowds with his C5 and short musous. After a few runs, the officer should
    have a health that is low enough for Sun Jian to do this 7-hit normal attack +
    full musou combo.
    
    His fourth normal attack has very wide horizontal range. Even though its reach
    isn't that great, the recovery is quite fast. Stopping after his fourth
    normal attack might be a good choice in smaller crowd sizes. It should be
    safe enough to purposely stop, and start attacking again. This eliminates
    the risky recovery of his C5. But then...in smaller crowd sizes, anything
    that his first four normal attacks will work against, his C5 should work 
    just as well, with very little risks. Anyhow, this is still very useful to
    know. It's not abusable, but the usefulness of his first four normal attacks
    can be seen in Xtreme Legends, because of the extended flinching time.
    
    I've mentioned that the ending of his true musou can easily be blocked
    by generals. Actually, the same is with his regular musou. Generals are 
    normally able to block the ending of his regular musou. but it's much safer 
    than his true musou, because in the case that it does get blocked, the ending
    of his regular musou can be used for escaping. Because of the good distance
    covered, he is usually safe after executing his regular musou.
    
    Sun Jian has quite an ideal counterattack, because it has good range, and the
    execution and recovery are both very fast. If you are good at counterattacking,
    Sun Jian may not be as challenging as he seems to be. Purposely stopping after
    his third or fourth normal attacks is a good opportunity to try to 
    counterattack. The same thing can be said for the identical evolution attacks.
    
    His C1 is a useful scattering attack, but the recovery is quite long.
    It is usually not safe enough to pull it off. You will be hit into the air
    if you get hit during his air charge, and thus be juggled by the enemy.
    
    His C3 is similar to Liu Bei's and Yuan Shao's, in terms of
    attack range only. His C3 is much less useful because it has
    a much longer recovery time.
    
    His C4 obviously doesn't have enough range to be useful. His 
    C1 and C6 are more effective scattering moves. 
    While his C6 covers much more range, it is still only safe to use
    against dense crowds coming from only one direction.
    
    Not much more can be said. Because of the weakness in his most useful charge
    attack, his fourth charge, it is usually not a good idea to use his full musou,
    which is a really big disadvantage. Try to keep a full musou bar, and abuse his
    C5, and do a quick musou to save yourself after his C5
    if it is dangerous. Doing a quick musou will make it easier to refill his
    musou. This is the safest way for using Sun Jian, but his offense is very 
    slow.
    
    -------------------------------------------------------------------------------
    _______________
    8.41 - Zhu Rong
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "Burn Baby Burn"
    
    The tier list FAQ has Zhu Rong ranked very highly. According to their set
    definitions, I would agree it to be so. She does have a versatile set of charge
    attacks, and an incredible musou. Her musou with the Green Scroll will likely
    kill generals in one go. But since the enemy's defense is tougher in Chaos, 
    it will take more than one musou to kill a general. It's very agreeable that 
    Zhu Rong has very exceptional offensive ability, but her defense potential 
    when attacking is relatively poor. It is because defense isn't much of a
    concern in Hard Mode, that she is rated so highly. 
    All of her useful charge attacks have long execution time too, so there is
    no real abusable move, or method of offense.
    Her short reach, mediocre attacking strength, and slow attacking speed, make
    her a terrible offensive and defensive character when fighting without her
    musou. 
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	34
    Medium Weight
    Charge	16
    Fill	17
    Bow	15
    Defense	15
    Musou	18
    
    A short musou would have made her more defensive, like Zhen Ji.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Ginseng
    Speed Scroll/Way of Musou
    
    Light Orb
    
    Although she has a relatively weaker attack and a long musou bar, she has
    high fill. Her short reach still makes her a very low tier character in Chaos,
    but her filling ability, and her charge attacks, are better than Sun Ce's.
    No fill and a long musou bar, like Sun Ce, is the worst possible setup for
    any character with short reach and no distanced combat skills. Zhu Rong's
    musou is by far better than Sun Ce's too. Since she has such a long musou bar
    the Way of Musou is handy for the extra fire damage. But the way the damage
    works, she'll take two musous to kill an officer, whether it's true musou or
    not. This is indeed less important for a character like Zhu Rong though 
    because she doesn't have a consistent musou filling phase. Characters like
    Xiahou Dun when played to the best would be musou filling with his C3, and 
    the two musous per officer, and the consistency is pretty high. This is almost
    not possible with Zhu Rong. Thus, the advantage of having a true musou 
    accessible at all times is very little. When Zhu Rong needs to musou fill,
    she'll be dealing some damage to officers anyway, during the process, so
    equipping the Way of Musou, the fire damage isn't wasted. The Speed Scroll
    makes her C3 much easier to do against pursuing crowds, because she is able to
    run fast enough. But even without the Speed Scroll, she can still use her
    C3 quite safely. The Speed Scroll will only make it a lot easier. Also, her
    default walking speed is slow enough to get hit in a lot of cases. Giving
    her the Speed Scroll will almost eliminate this danger. Either way, both
    items don't have any huge benefits. I like the Speed Scroll a lot more though,
    because her safe C3 method of attacking is very valuable, and the Speed
    Scroll, is the best defensive choice.
    
    The Light Orb is very useful to set up for her musou. Zhu Rong's musou is
    similar Zhang He's, in that when enemies are stunned or disoriented, they will
    still be on the ground, during her musou. This is quite valuable. If you
    choose not to give Zhu Rong the Way of Musou, the Fire Orb can be a good choice,
    but she is very limited with her C3, because she will have to use her C3
    often with her first two normal attacks. This obviously makes her C3 risky
    because she'll often be surrounded by the time she's executing her C3. The fact
    that she hops during the execution doesn't help too. What the Light Orb does
    is give her flexibility with the C3. 
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Something nice about Zhu Rong's musou is the piercing effect (which was not
    present in previous Dynasty Warriors installments) and the good reach. It
    is however, not a 360 degree musou. The range of her musou is pretty close
    to Zhou Tai's, and covers over 180 degrees. The reach of her musou is longer
    than Zhou Tai's.
    
    It's a pity that her third normal attack has poor range. Her C4
    would be much more useful if she had a better third normal attack. Her C4
    itself is very useful, with the double 360 degree attack. After the 
    charge attack ends, the recovery is quite fast. Her C4 is good for
    scattering massive crowds, but likely useful only when greeting crowds, or
    when not surrounded. In many cases however, the second time her boomerang
    circles around her, is usually more of a disadvantage than an advantage. 
    Because it's a 360 degree attack, the first time 360 revolution will hit all
    enemies already. Even though her C4 has fast recovery, it actually doesn't
    because the second part can sort of count as a recovery time. Not that she's
    vulnerable during the second revolution, but that it's unnecessary, and 
    wastes a lot of time. Her C4 isn't useful enough to be abused, until
    in Xtreme Legends, with a light weapon. Refer to her analysis in the
    Full Customization Section, in Section 10.
    
    Her most useful charge attack should be her C3. It is her most defensive
    method of attacking. With the Speed Scroll equipped, she can abuse it much
    more frequently, and easily. It is quite a slow musou filling method, but
    a very defensive one. Her C3 does have limitations though, even though it is
    another one of her charge attacks that has fast recovery time. Very similar to
    her C4, even though her C3 has fast recovery, on the boomerang's return, 
    enemies are given lots of time to approach her, even if enemies are only
    front of her. This is only dangerous in large crowds though. And there's a
    separate solution to that, with her normal attacks. Generally, her C3 works
    in smaller crowd sizes, but still a decent range of sizes. The caution with
    deciding whether to do a short or long C3, it determined by the hop before
    the last boomerang throw. If you had timed her C3 incorrectly, the execution
    time of the last throw can be very dangerous. In this situation, it is safer to
    do a longer C3, because the execution is much faster, and she doesn't hop.
    However, the large the crowd size, the harder it is to do a long C3. Both
    methods have pros and cons. But with a short C3 being the most defensive if you
    don't mess up the timing, it's the better choice. Just don't mess up.
    
    When facing crowds that may be too dangerous to use even her C3 safely, her
    normal attacks should do. Zhu Rong would have been placed higher if she
    didn't have a long musou and a weak attack. But even so, her musou filling
    ability is quite good, in massive crowds. The only flaw in her normal attacks
    is her third normal attack, but in most cases, once crowds reach that 
    threshold size that is large enough to fill her musou in five or six normal
    attacks, she's very effective. She then has fast fill, and an incredibly 
    destructive musou. The only downfall of course, is that she'll be almost
    always forcing her musou. But this only means, she can't capitalize against
    officers. Being able to musou fill in massive crowds with her normal attacks,
    and then destroying them with her musou means a large KO count. This is also
    a good reason to give her the Speed Scroll over the Way of Musou. It doesn't
    allow her to do this, but it gives her a higher chance; she is more able to
    walk right up to officers and start attacking, so that she can guarantee
    a successful musou after filling it. Keep in mind that the Speed Scroll will 
    only help because she can get to officers with a much higher chance of
    being unharmed in the process. Filling her musou safely is another thing. 
    But if she has a filled musou, or even partially filled, the Speed Scroll
    will help a lot.
    
    Her C5 is usually fast enough so that generals cannot block in
    between, but it's one of those charge attacks that generals will sometimes
    be able to block. There is a way to sort of, prevent this: you may have noticed
    that she can hit blocking generals with her C5 if she is close
    enough; but you have to sneak around the general during the execution time. 
    This is made possible because she moves forward quite a bit during the 
    execution. So in a sense, her C5 can hit generals regardless of
    blocking, but it takes effort to do it, unlike the many other C5
    that offer simple unblockability. Her C5 is a good way to juggle
    generals with fire. However, because of the long recovery time, this is
    likely only possible when generals are almost isolated. This is not necessary
    anyway because a better way to juggle generals with fire, is to use her jump
    charge. Just like Da Qiao's and Zhang Jiao's, it has to be timed correctly. If 
    you have the fire hit the ground just before the officer's feet, the officer 
    will be set on fire, while wailing about and falling to the ground slowly. It 
    is possible to start the juggling when the officer is in the process of 
    falling to the ground.
    
    Zhu Rong's C6 is useful for hitting blocking generals but not much else. The
    long recovery time makes it useful only in small crowds. If the execution is
    safe though, and enemies are only in front of her, it's quite an ideal charge
    attack because of how her C6 is positioned in front of her, and how she
    discharges backwards. But ya, there's not much use for this charge attack
    in large crowds. Her C3 is more useful for a distanced attack in front of her
    because it's faster to execute. Her C6 is impossible to abuse, probably
    even with speed 40. Her C3 also works well against blocking officers with the
    Light Orb. Her C6 on the other hand is limited to only blocking officers.
    
    Similar to Wei Yan's normal attack string, Zhu Rong's fourth and fifth 
    normal attacks may sometimes be out of sync. At certain angles, her fifth
    normal attack will execute earlier than it should, and the result will be
    both her fourth and fifth normal attacks clumped together. This is very
    dangerous if you plan to do her sixth normal attack on an officer. Because
    of her fifth charge executing unexpectedly early, generals will have enough
    time to attack her before she can do her sixth attack.
    
    -------------------------------------------------------------------------------
    ______________
    8.42 - Zhen Ji
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "Yet another officer bows before me"
    
    Zhen Ji's musou is one of the best crowd clearing musous in the game, almost
    rivalling Pang Tong's and Meng Huo's. She has a unique C6, which is the
    only 360 degree charge attack that disorientates. This makes it a bit more
    useful against multiple officers, with her planted musou.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	32
    Medium Weight
    Fill	20
    Horse	17
    Bow	18
    Defense	18
    Life	17
    
    With all four defense stats on her 4th weapon, Zhen Ji is the most defense
    oriented character. Life and Defense are useful because of Zhen Ji's 
    challenging moveset, but they only let her get hit several more times.
    With fill 20 on her weapon, she is another character with high fill and a 
    short musou. Zhen Ji would be a lot better with attack on her weapon. With an
    attack+20 her jump charge is strong enough to kill peons in one hit.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Ginseng
    Way of Musou
    
    Light Orb
    
    Since her jump charge is so useful against crowds, it would seem that giving 
    her the Herbal Remedy is useful. It turns out however, that her jump charge, 
    as well as her C1 are not affected by the Herbal Remedy. Ginseng is needed,
    and with the maximum of fill 40, she can take on a larger range of crowd
    sizes, because of much faster musou filling. 
    
    The Ice Orb will give her double damage against frozen officers, but the
    safest way to freeze officers is with her C5, and the timing and angle are
    pretty strict if you want it to be 100% efficient. She doesn't gain much
    more cumulative damage anyway because of the low hit frequency in his musou.
    The Light Orb will give make it easier for her C5 to hit officers in crowds,
    and set up nicely for her true musou. This is very useful because her
    musou has an initial lag to it, which makes it very hard to walk right up
    to officers and use it. Although the Light Orb is very useful for her C6
    only in Xtreme Legends, it's still nice to cover the theory in her section 
    here. Because of the extended flinching time, it's much easier to execute
    her C6 in crowds, and this is very useful when facing multiple officers, 
    because it'll set up perfectly for her true musou. But for Dynasty Warriors 5
    her C6 with the Light Orb is often only useful in musou rages. 
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Use her C1 before entering crowds whenever there is enough time.
    If you attack directly after executing her C1 it will burst after her third 
    normal attack. This will sort of act as a fourth attack with good 360 degree 
    range. After this, is a good time to do her jump charge, or run away. This 
    combo is very effective against crowds, and most importantly, the safest 
    effective way of attacking. So the order goes like this: first normal attack, 
    second normal attack, third normal attack, her C1 bubble thingy bursting, and 
    then quick jump charge. This will often return a decent KO count in large 
    crowds, as well as buy her enough time to escape. For those of you who like to 
    counterattack, it is easy to counterattack after this combo. 
    
    Since her jump charge covers good reach and 360 degree range, all peons within
    the attack range will get hit at the same time. This makes it easy to see
    a chance to counterattack, as many of the peons will often attack her also at 
    the same time.
    
    Sadly, her jump charge and C1 do not fill her musou. You will have to
    rely on her normal attacks to fill her musou. The combo above is effective
    for attacking, but not so much for musou filling. Also, the combo isn't 
    abusable at all. But musou filling still isn't too hard for Zhen Ji, because 
    her normal attacks are very fast, and have good range. If her jump charge were 
    to contribute to musou filling, Zhen Ji would have very well been ranked some
    15 ranks higher.
    
    Because of the initial lag in her musou, Zhen Ji lacks the ability to fight
    generals in large crowds effectively. This is a huge disadvantage for her.
    Thus generals are incredibly hard to fight in large crowds, is she
    doesn't have the Light Orb equipped. Because of this,
    you have to learn the charge attacks that will make her musou possible. 
    These are her C3, C5, and second last evolution attack.
    Out of all these, her C5 is the safest and fastest method. Along
    with her fast attacking speed and good attack range, her C5 has
    very fast execution time. This makes it quite possible to pull it off against
    generals in large crowds. This will easily set up a chance to do her true 
    musou. Her C3 is another way of doing this, but obviously, it's less
    effective and less pratical. It may sometimes be safe enough to do her all of
    her normal attacks up to her second last evolution attack, where the general 
    will be hit into the air, to set up for her true musou. This way you will get
    a good 8 hits on the general before her musou. In the end, all these strategies
    for dealing with generals in large crowds really only work for smaller crowd
    sizes. When there are massive crowds present, because of her short reach,
    it is often too dangerous to even lay a finger on the general, until the 
    crowd dies down. 
    
    The best situation to fight in is a crowd size large enough to fill her musou
    and there is quite a decent range in crowd sizes because of her high fill
    and short musou.
    
    It's very noticeable that all her normal attacks have fast recovery 
    except for her fifth one. However, because of her poor reach, it's often
    impractical to use the strategy of stopping purposely, like Guan Yu. It still
    is quite possible, but only in small crowds. Her fast walking speed also helps
    with this; sometimes when attacking with Zhen Ji in a surrounding crowd, you
    might foresee that her C6 is impossible to execute, because of its
    long execution time. This is another disadvantage for Zhen Ji, that she
    doesn't have a good charge attack to serve as a good finishing move. The only
    finishing move, like many other characters, is her musou. But quite obviously,
    in surrounding crowds that are too small to fill her musou completely, 
    her musou isn't an option. But a good solution to this 
    problem is to stop attacking and counterattack, or simply stop attacking and
    run away or jump away. The fast recovery times and her fast walking speed 
    allow her to do this quite easily and safely. 
    
    Her C6 is almost always too impractical to use. It has long execution
    and recovery time, and that's all there is for an explanation on why it isn't
    useful. It is useful only in musou rages, when paired with Light Orb. It is
    very effective against multiple officers, because it will guarantee a full
    true musou on officers, because her musou is planted.
    
    Her C4 is a scattering attack, but because of the minimal
    reach and range, it's very hard to use it properly. 
    
    -------------------------------------------------------------------------------
    _______________
    8.43 - Dian Wei
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "Can anyone stop me?"
    
    Dian Wei is one of only two characters with the innate charge bracer. This
    means that when performing all charge attacks, he will not flinch to any
    normal attacks, but will flinch to charge attacks and musou attacks. Of 
    course damage will still be taken.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	36
    Light Weight
    Charge	15
    Fill	15
    Attack	18
    Musou	17
    Life	17
    
    An excellent 4th weapon for Dian Wei. A short musou would have been a lot 
    better for defense. Speed would help a lot either in the place of musou or
    life.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Way of Musou
    Herbal Remedy/Ginseng
    
    Fire Orb/Ice Orb
    
    Musou filling may be hard for Dian Wei, because of his short reach. His true 
    musou is useful for the good ending. The ending is capable of hitting blocking 
    generals. The Herbal Remedy assists his charge attacks quite well since they 
    have lots of reach and range. Equip two of these three items, for his last two 
    slots. The combination of the Ginseng and Herbal Remedy will help a lot 
    for musou filling with his C4 when dealing with massive crowds. But this isn't
    quite enough to make his musou filling ability good enough for him to have a
    long musou bar. 
    
    The Fire Orb is useful for his C4, as the Ice Orb will hinder
    its scattering potential slightly. Although the Ice Orb is probably more 
    useful because his musou will deal double damage against frozen generals.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Dian Wei's C5 probably has the most attack range out of all the 360
    degree types of charge attacks. The range is mostly in front of him, which
    is a good thing. The charge attack itself is excellent, but because his
    fourth normal attack is totally vertical, pulling off his C5 
    safely, even in small crowds, is very hard to do. Also, the execution time is
    somewhat long. Because of this, it is best to use his C5 to 
    greet large crowds, or any approaching enemies. Whenever you have the safety
    distance, use his C5. The nice thing about his C5, is
    that once you learn how to use it, it can hit both blocking and non-blocking
    generals. As a combo, when generals are not blocking, it will connect if you
    turn away from generals during the execution. This will usually create
    enough safety distance to pull it off. Against blocking generals, just do the 
    same thing. Keep in mind though that reach is minimal directly behind him.
    Instead of facing his back to the general, try to swirve off to the side a bit;
    try to hit the blocking general with the reach of his C5 from the side instead
    of his back. Anyway, no need to get too technical, all it needs is a little 
    practise.
    
    His C4 is quite useful, as a standard scattering C4.
    The reach and range is very good. The attack is quite long so you can steer
    it in any way you like, to cover a potential 360 degrees. However, being such
    a long charge attack may sometimes be a disadvange. It is still quite 
    easy to get hit during the long recovery time. Because it isn't an 
    instantaneous 360 degree attack, but a controlled 360 attack, it's 
    quite hard not to get hit during his C4. Because of these
    reasons, his C4 is far from being full proof in large crowds. 
    But still, his C4 is often the only choice against massive crowds.
    
    His C6 is another useful charge attack. It's because of the 360
    degree range of his fifth normal attack that makes his C6 so useful.
    His C6 does however, have long execution time, which is why I 
    considered Dian Wei to not have an abusable attack. His C6 is not
    quite abusable in large crowds. Because of the long execution and his short
    reach, it may be quite hard to pull off in large crowds. A very minor 
    disadvantage is that his fifth normal attack has somewhat high height, 
    so there is a huge disadvantage when using his C6 on a decline
    slope. It is possible to complete a combo with his C6 on generals
    safely, despite its long execution time. This however, isn't as simple as
    turning your back to the general. Noticing that his fifth normal attack is a
    360 attack going clockwise, you should try to hit the general at the end of
    it, as close as possible to the tip of its attack range. Turn with the attack,
    going clockwise, and position it in a way to hit the general at the
    very end of his fifth normal attack. Doing so will always allow his C6
    to execute, literally in the nick of time. 
    
    Try to take advantage after Dian Wei's true musou, to follow up with attacks,
    if it is safe enough to.
    
    As there is really no abusable attack for Dian Wei, there is always an
    efficient way to fight, in all crowd sizes. His C6 does become
    inefficient in large crowds, but large crowds should be approached differently
    anyway. When fighting massive crowds, his first three normal attacks will
    often fill his musou completely. Because Dian Wei has a long musou bar, giving
    him the Ginseng is a good idea. With the extra fill bonus on his 4th weapon,
    plus the Ginseng, musou filling should be very easy in large crowds. Then, his
    normal attacks should be used in larger crowds with his true musou as a 
    finishing move. Crowds that are too large for his C6 to be possible, will fill 
    his musou with his normal attacks.
    
    His C3 is probably only useful for one on one combat, or small crowds. 
    It's a useful charge attack with practically no execution time, for fighting
    officers.
    
    The fire in his true musou will help a lot with fighting generals in large
    crowds, since Dian Wei lacks the ability to right up and behind officers in 
    large crowds. If officers are blocking, try to get close, and
    hit him/her with the ending of his true musou. If you miss however, it may
    be quite hard to deal with the general directly after.
    
    So far it seems like Dian Wei has the versatility, and the effectiveness, to
    take on anything. But there are many disadvantages in his attacks that make
    him a below average defensive character. The biggest setback is his short
    reach. There is always a possibility to getting hit in the middle of his
    normal attack string. The fact that his fourth normal attack has totally
    vertical range with bad reach is a huge disadvantage. Lastly, there are 
    potholes in all of his useful charges. It's obviously hard to not get hit
    everytime you use his C4. His C5 has the obvious
    disadvantages of long execution time and a terrible fourth normal attack.
    His C6 also suffers from long execution. Another setback in 
    Dian Wei's defensive ability, is his slow walking speed. Learn when to use his
    C1 effectively, and the disadvantage of his slow walking speed can be 
    minimized.
    
    -------------------------------------------------------------------------------
    ________________
    8.44 - Huang Gai
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "I will crush you"
    
    Huang Gai's quite nice to use for more expert players, because you have risk
    going through his normal attacks before executing his later, more useful
    charge attacks. 
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	36
    Medium Weight
    Charge	15
    Luck	16
    Defense	17
    Attack	17
    Life	15
    
    I suppose this isn't a bad weapon. Life and Defense does make him very durable,
    but his defensive potential is in no way fixed from having higher defense.
    The only truly wasted stat would be luck. A high attack with a short musou is 
    very good for a character like Huang Gai, but fill on his weapon would make 
    him a lot better. When configured with fill 40, his first two normal attacks 
    have a good chance of filling his musou completely. A Speed increase would 
    be nice too. Sometimes when he's surrounded, and without a fill 40
    setup, it's very hard for him to escape, so he's left with the only choice of
    using his counterattack.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Way of Musou
    Ginseng
    
    Ice Orb
    
    The ending of his true musou is very useful. Since Huang Gai's most useful
    charge attack is his C6, and it is best to waste his more vertical normal
    attacks, the ending of his musou will make it just slightly easier for this
    to be possible, if he has no enemies behind him after his true musou. 
    
    Since his C6 can hit blocking officers, the Ice Orb of very useful for
    double musou damage.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Huang Gai's bombs and his fourth charge are fire elemental by default. So you
    can rely on these if you like to juggle high defense officers with fire. 
    
    An obvious way for using Huang Gai effectively is to always have some distance
    between him and the enemy. This is just like Zhang Fei, and Zuo Ci. However,
    Huang Gai is far from being as good as Zhang Fei or Zuo Ci because he has to
    go through his risky third and fourth normal attacks to get to either his
    C5 or C6. His fifth normal attack is not bad, but because his third and fourth
    normal attacks will tend to allow larger crowds to surround him, Huang Gai will
    often want to waste even his fifth normal attack. Huang Gai's offense is awesome
    when officers and crowds are approaching from a distance, and the Way of Musou
    will let him continue his method of wasting his normal attacks, because of the
    wide reach and range covered during the ending. 
    
    The execution time and recovery time for his C6 are pretty average, 
    but fairly dependable. His C6 is the best way to freeze officers, especially
    in crowds. It should be considered an unblockable attack. The execution is 
    normally long enough for generals to interrupt it. But if you create enough
    safety distance by turning his back to officers during the execution, his C6 
    will always succeed. In the case that generals are blocking, simply do the 
    same thing. Turn away from the blocking general during the execution, or simply
    execute his it at the right distance, and the gradual radiance effect of the 
    charge attack will often successfully hit the general. This makes his C6 his 
    most useful charge attack by far. Other than saving him from dangerous 
    situations, his musou should be saved for frozen generals. Just unleash his 
    full true musou on a frozen general for some easy and massive damage. 
    
    His C4 and C5 are his secondary charge attacks. Use his C4 if you foresee it 
    to be impossible to execute his C6 safely, although his C4 is still very
    risky to execute in crowds. Unlike his C6, Huang Gai's C3 doesn't work both 
    ways for blocking and non-blocking generals. The execution time is too long, 
    and officers are able to hit him. Since it can't hit officers at all, his
    C4 is limited to only peons. His C5 is also not as versatile as his C6.
    The execution time is too long for it to be successful, however it works very 
    well against blocking officers. Because of its wide range in front, it is 
    essentially unblockable. But generally, his C6 will always do a
    better job, since it is potentially unblockable regardless of whether generals
    are blocking or not. 
    
    Despite its juggling property, his musou is quite strong. Doing it against
    frozen enemies thus, does massive damage. Another good reason to save his
    musou for frozen generals is that its juggle potential is not very reliable.
    Because of its high height, it may be quite hard to keep the enemies you want
    in the air, with his musou attacks. But unlike Sun Shang Xiang's musou, Huang
    Gai's has a consistent solution to it. The height is lowest at Huang Gai's
    left and right sides. So if you position the officer correctly, juggling 
    should be easy.
    
    His jump attack may prove to be very useful in dangerous situations. When
    crowds start to get too close, his jump charge done as quickly as possible, 
    will often free him from danger. The reach is quite decent. But sadly, it only
    works when he's not surrounded. 
    
    His C3 is quite powerful, but because it lacks good attacking range
    it's likely useful only for one-on-one combat. It's nice that the ending will
    hit enemies into the air. This is quite useful if you have the Fire Orb 
    equipped. But because the Ice Orb is by far a better choice, I have excluded
    consideration of the Fire Orb for Huang Gai. 
    
    I don't see his bombs to be of much practical use. It's easy to notice that 
    its actual attack range is much less than it visually seems. The timing for 
    his jump charge is very strict, and if you miss an officer, by doing it too 
    late, it's very easy to get hit. His C1 would be very useful if there were more
    range to it, because then, with a high speed configuration, he can use
    bombing strategies to help waste his risky normal attacks.
    
    There is an alternative setup to consider for Huang Gai. He is able to
    equip the Survival Guide for ATKx2 war axes. He'll get them every time he
    uses his C1 on himself. Be sure to let him fall and lie completely on the
    ground. Doing an L1 somersault will not work. However, this is only an
    interesting alternative, because Huang Gai with his 4th weapon cannot be fast
    enough on foot to really make this strategy useful when facing large crowds.
    His running speed with the Speed Scroll is practically the same as the
    running speed of peons. It's hard for him to create enough safety distance
    to use his C1 and the Survival Guide effectively. However, this is of course
    an evaluation of ground combat only, and thus a limitation by me, this guide, 
    and the ground combat tier lists. This strategy can work quite well if you
    include horse combat. However, some time is wasted if you have to take his
    horse to somewhere safe to use his C1. It's more like an ATKx2 for 20 seconds.
    And of course, you can't even be scratched because he'll have zero health.
    This is a more useful alternative with a speed 40 configuration.
    
    -------------------------------------------------------------------------------
    ________________
    8.45 - Diao Chan
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "This is the end"
    
    I like the characters with heavy 4th weapons, but Diao Chan just attacks way 
    too slow to be compatible with one. However, she has many small aspects that 
    are easy to overlook. She has very fast walking speed, which is very useful 
    for defensive reasons, her true musou is very strong, and like
    Guan Yu and Zhao Yun's, hurls enemies high into the air, and this allows
    for Diao Chan to easily follow up attacking directly after for easy musou
    filling. Lastly, she wields two weapons (you may want to refer to section 6.7),
    and just like Taishi Ci, her two weapons make her jump charge incredibly strong;
    and because it is so damaging, it also has very good musou filling potential.
    Diao Chan like Zhu Rong has slow attacking speed with short reach.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	32
    Heavy Weight
    Fill	18
    Luck	18
    Speed	19
    Defense	16
    Musou	18
    
    This is probably one of the worst 4th weapons in the game. The only useful
    stat is fill. All other stats are either useless or even a disadvantage.
    Luck, speed, and defense do almost nothing to make her better. Having a long
    musou is a disadvantage for a short reach, and slow attacking character
    like Diao Chan. The long musou is a huge disadvantage, because of how
    useful her jump charge is. She would be able to fill her musou much easier
    with a short musou, charge 40, and fill 40. Then with her true musou, she
    is quite deadly. But sadly, it's not possible with this 4th weapon.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Ginseng
    Herbal Remedy/Demon Band/Way of Musou
    
    Ice Orb
    
    Because Heavy weapon wielders benefit most from musou rages, the Demon Band
    may be a good item, depending on the stage. It's mainly her jump charge and
    true musou that makes the Demon Band a good choice. Because attack damage is
    doubled, her musou filling ability is awesome with her jump charge,
    and her true musou will always return a huge KO count. The Demon Band is highly
    recommended for stages like the Yellow Turban Rebellion on Yellow Turbans
    Forces, for her to capitalize in 30 seconds of musou rage, to get as
    many KO's as possible. Otherwise, go with the Herbal Remedy for a higher fill
    with her jump charge, or the Way of Musou for a useful true musou.
    
    The Ice Orb is mildly useful for double musou damage. The advantage isn't big
    though, because her freezing ability isn't great, and the frequency in her
    musou strikes is very low. The Light Orb could be a possibility, but that
    also has very little benefits.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Diao Chan's C3 is the most protective way of attacking. There is a good
    variety of 360 degree strikes. The trick is to enter crowds with her C3,
    because of the long execution time, it's very easy to get hit before 
    executing it. If you always enter crowds with it, the chances of getting hit
    are a lot slimmer. Another way to maximize safety with her C3 is to 
    notice that her second normal attack has only 180 degrees of attack range, 
    and is only to her right side. Simply shift it, so that she can direct this
    attack range in the right direction, by turning to the left, just before it.
    Mastering this, makes a huge difference in her defense with her C3.
    
    She can use her jump charge for musou filling in massive crowds, with only
    short musous, so she can always have a partially filled musou. But crowds
    really do have to be massive. Like Taishi Ci, Diao Chan's only good against
    small and massive crowds. The large range of crowd sizes in between are always
    challenging.
    
    Diao Chan's speed is what makes her really useful. The last part of her true 
    musou is very strong, and hits enemies into the air, which is often perfect to
    follow up with a jump charge. You can often refill her musou bar instantly
    if the group is large enough. This strategy is similar to Guan Yu's. The 
    fact that enemies are thrown perfectly into the air, will allow her to 
    continuously refill her musou bar, but sadly, it only works in very dense
    and massive crowds. It is really fast, unlike ones like Zhang Fei's. The main 
    advantage is that the recovery time is very fast. Since her weapon is heavy, 
    it deals heavy damage. This move is great to use when her musou is about half 
    way charged. Just jump straight into a large crowd, and her musou should almost
    always be filled. It is important to learn how strong it is, therefore, how 
    much of the musou bar it fills. Another advantage is that even if you mess up, 
    it's quite possible to escape by doing it again since the recovery time is so 
    fast. This makes her an incredible effective character in red health.
    
    Her sixth normal attack has very fast recovery. With 360 degrees range, it's
    often a very safe attack to use. Walking away, using her jump charge, or
    anticipating a counterattack are all good options after it. Although her
    C3 is more defensive than her normal attacks, it is still useful to mention
    her sixth normal attack.
    
    Now, if you isolate an enemy general, just use her C5. 
    For some reason, even though the execution time of her C5 is quite 
    slow, generals don't block it, or attack during the execution. 
    Also, given that she is close enough, it is unblockable when generals are 
    blocking. This means that her C5 always hits, just like 
    Pang De's. It is however different from Huang Zhong's C5 only
    because of how enemy generals react to it. Huang Zhong's C5 is
    able to hit blocking generals because it's reach is long enough, and it
    is ground-pounding. Diao Chan's and Pang De's is, believe it not, unblockable
    because of it's slow speed. It's just how the AI functions to react to these
    slow charge attacks. Going straight to the point, these charge attacks have
    an execution time that is long enough that a general ceases to continue 
    blocking, and will attempt to begin attacking, but will never succeed.
    Pang De's and Sun Shang Xiang's have a very good chance of success to hit
    blocking generals with their C5; Diao Chan's still works, but
    is much less reliable. But there is something to relieve this lack of 
    reliability, because Diao Chan has another unblockable charge!! Her C6.
    Paired with the Ice Orb, generals are rendered defensively 
    useless against her when they are isolated. If the general is not blocking
    you can end your attack with her C5; use her musou if the ice
    is successful. If the general is blocking, her C6 will always 
    hit, but only if she is close enough to the general; use her musou if
    the ice is successful.
    
    -------------------------------------------------------------------------------
    ________________
    8.46 - Taishi Ci
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "Lets DO this"
    
    One of my favorite characters, and likely the hardest character to use or to
    master. The major advantage is the fact that he wields two weapons. This makes 
    his jump charge, his C4, and his C5 deal massive damage. 
    These moves make Taishi Ci an incredible offensive character, even though his 
    4th weapon doesn't have an attack bonus. Imagine if it did. Since his 4th 
    weapon has life and defense bonuses, he is also quite a tank, but clearly,
    he is one of the best examples of how defensive items are useless, because
    all they will do is let him get hit more times. It is often a high attack,
    and a high fill that mean's ultimate defense, and in some cases, high speed. 
    He also has minor advantages with his strong horse attack, bow attack, and the
    charge bracer effect only during his C3.
    
    Some people may still think that Taishi Ci should be lowered even more. I'll
    agree that it is debatable. But his ability to dispatch generals
    can match characters like Xiahou Dun, and Wei Yan. But this is obviously, in
    the case of the "perfect game" where you are just so great at counterattacking,
    and attacking "cleverly" with his charge attacks. Likely never to be a final 
    decision, I've ranked him here.
    
    Taishi Ci is ranked 4th place in the top ten fastest general killers in 
    section 14.2. I believe that he could come very close to Zhuge Liang's time
    if his 4th weapon had an extra attack bonus.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	38
    Medium Weight
    Charge	15
    Horse	15
    Bow	15
    Defense	18
    Life	18
    
    With a weapon like this, is one of the few characters in the game with all
    stats devoted to defense. All four of the stats, horse, bow, life and defense
    contribute to a stronger defense. But again, it does almost nothing to make
    his moveset much more defensive at all. The problem with his weapon is the
    absense of attack and fill. With a short musou, his filling ability with
    attack and fill would be a lot higher. Still, it's good to have at least charge
    on it. Something else that Taishi Ci needs, is a speed. Speed 20 is 
    good enough. It makes a huge defensive difference, because this speed 20 is
    enough to allow him to run away from crowds that have surrounded him. Having
    it on his weapon would free him an extra item slot. With attack, charge,
    fill, and speed, Taishi Ci would be a much better character.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Speed Scroll
    Ginseng
    
    Ice Orb
    
    As mentioned above, the Speed Scroll is needed for a much better defense. 
    When Taishi Ci is surrounded, it's really hopeless without the Speed Scroll.
    People who are good at counterattack can usually survive without speed, for
    slow characters, but Taishi Ci's counterattack isn't exactly an ideal one.
    The Ginseng will make it a lot easier for him to fill his musou.
    
    The benefit of ice is mainly for his C5. If the ice is successful, he
    can easily sneak in a jump charge, and then a full musou. This combo deals
    massive damage, because of two double damage charge attacks, and his
    incredible musou. His C5 works best because it has long reach, which makes it
    easier to do a jump charge after it. The recovery of all his other elemental
    charge attacks would often never allow him to use his jump charge after it.
    Another important reason to give him the Ice Orb is that it will eliminate
    the out of sync effect with his musou strikes. Like Zhang Liao's regular musou,
    Taishi Ci's can be a problem because officers can block it quite easily,
    especially in large crowds. Ice will help too when using Taishi Ci's 
    juggling true musou.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Explained above, Taishi Ci has a one hit KO combo against generals, which
    is incredibly valuable. But no matter how valuable it is, he is still ranked
    this low in the tier list, because the combo is hard to pull off, and is 
    not very consistent. 
    
    Because of the lack of reliability in his normal attacks, it's really easy
    to get hit. Usually this can be solved with a good counterattack, but because
    Taishi Ci's counterattack doesn't cover much range, you'll often be left in
    an unsafe situation directly after the counterattack. This makes Taishi Ci a 
    character for expert players.
    
    Taishi Ci is one of those characters that should always avoid his true musou.
    In fact, His true musou may be the worst in the game in terms of
    the degree of how much it is downgraded compared to his regular musou. First, 
    enemies are juggled, so damage dealt in true musou is cut down by 
    half. But secondly, and most importantly, his true musou is by far weaker than 
    his regular musou. It's the ending of his regular musou that does massive 
    massive damage, which is what you want. Forget about 360 degree coverage 
    that deals minimal damage. When he is in low health and thus forced to use 
    his true musou, his general killing potential is greatly diminished, while 
    crowd clearing ability is barely increased.
    
    Try to do his full regular musou, because if you do a short one, it will still
    eat up the entire musou bar. Try to make the most of it. If his musou is
    used for defense, officers will often be blocking. If you can see that the
    officer is close enough for you to get around him/her to successfully
    use the ending, then do so. If not, then try to use it move around and
    have it hit the crowd in a way to scatter peons into the blocking officer.
    The only time to use a short regular musou is when officers aren't blocking
    in massive crowds, because in massive crowds, it's very easy for officers to
    be displaced because crowds are too dense, and this makes it almost 
    unpredictable, and very hard to use his musou with the officer blocking it
    in between musou strikes. It's the ending that deals massive damage anyway.
    Like Zuo Ci and Zhang Fei, Taishi Ci's musou is very strong by default.
    
    As mentioned above, his "double weaponed" charge attacks should be abused. His
    jump charge and his C5 both have good range, and can kill 
    privates in one hit. The amount of damage that they cause fill up his musou 
    gauge quickly. Keep in mind that Taishi Ci is at his best, when enemies are
    somewhat distanced from him, because his jump charge and his C5
    aren't good options when enemies are too close. In massive crowds however,
    you can probably get away with continuously doing his jump charge, followed
    by a musou, just as he lands. This is generally quite safe to pull off,
    until crowds die down, or until you get your next musou rage token. Generally,
    small groups are easy to take care of...large groups are ok, if you keep doing
    his air charge; just have to pray that your musou gauge will fill up. What's 
    dangerous, is troops coming from all different places, but in moderately 
    sized groups. It's hard to fight with Taishi Ci in groups that are too small
    to do the "continuous jump charge" strategy, but too large to really handle with
    regular attacks. The rest is up to your strategic attacking, and keen 
    counterattacking. The major reason why these sort of groups are so hard to 
    deal with is because Taishi Ci isn't fast enough to fun away from crowds. This
    is why he needs the Speed Scroll to waste an item slot. He won't be fast
    enough to be able to use his C5 as a distanced attack. Well, speed 40
    still won't be enough, even if he had a light weapon. When speed will do for
    him is allow him to always be able to attack with enemies only in front of
    him, and this means a much better defense.
    
    His C4 is very strong, and a great scattering move. But likely 
    impractical in most situations because of the lack of reach and range, and
    even more impractical when equipped with the Ice Orb. 
    
    His C6 is obviously useless when surrounded. The only time to use 
    this is probably greeting large crowds, to scatter them.
    
    Use his C2 whenever you can see that there are no enemies outside
    of the reach of the charge, because of course the recovery time will allow
    enemies to attack him. Otherwise this move is decently strong, and has useful
    range. Even if there are enemies outside of the reach of his C2, if
    you know that it will fill his musou, it is not a bad idea to do it.
    
    Lastly, I would stay away from using his C3. The speed is quite
    slow, and the range isn't reliable. The ending is not too bad, but overall a
    very useless attack. Although there is the charge bracer effect during the
    entire sequence of Taishi Ci's C3, it is still pretty useless, 
    because quite frankly in Chaos, you really can't afford to get hit, and for
    Taishi Ci, it is best to not be in red health. 
    
    -------------------------------------------------------------------------------
    _____________
    8.47 - Sun Ce
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "One down, many more to go"
    
    I believe Sun Ce to be one of the hardest characters to use in Chaos mode.
    Easily one of lowest ranked characters with respect to hard mode. Because in
    hard mode, his offensive power is just so great, and you need not ever worry 
    about his defense...or getting hit, because he can take the hits and there is 
    always life to find. Obviously, in Chaos mode, it is the total opposite. 
    Because of his lack of reach, his defensive potential while attack is very
    poor. 
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	36
    Medium Weight
    Charge	15
    Attack	18
    Life	15
    Speed	18
    Musou	15
    
    The problem with this weapon is the long musou and no fill bonus. With Sun Ce's
    short reach, his musou filling ability is not good at all. If fill were
    in the place of musou, his defense would be a lot better, which would
    place him a lot higher in the tier list. With such high fill and high attack,
    his musou should be easily filled with his C4. But with this 4th weapon, 
    he'll always be at risk after his C4.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Ginseng
    Herbal Remedy / Way of Musou
    
    Ice Orb
    
    The Ginseng is extremely important for higher fill. The Herbal Remedy will
    help a little bit with his C4, and C5, for a little higher fill, but it's
    not enough to make a difference. The Way of Musou might be a better choice.
    However, it's probably best to never use his full musou, unless enemy
    officers are frozen. 
    
    The Ice Orb is very useful for double musou damage. It's not too hard to
    freeze blocking officers with his C3.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    It's very disappointing that Sun Ce has such short reach. He would be a much 
    fiercer character if his reach were to be longer. However, the range in his
    normal attacks is quite good. But because of his short reach, it's hard to
    deal with even moderately sized crowds, with his normal attacks. The only
    good things about his normal attacks are that they are very damaging, and he
    has very fast attacking speed. 
    
    His C4 is likely the best move for crowd clearing, but probably
    only safe to do when entering a crowd. This is once again mainly because of the
    lack of reach in his attacks. Also his third normal attack doesn't have much
    range, because it is a jab attack. The scattering effect of his C4 is mainly 
    in front on him, so it is still quite easy to get 
    hit after it. The execution time for his C4 is 
    fast enough that generals do not block it, and this makes it so much more
    useful, because his C4 can be used to fight generals in crowds.
    If it were slow enough that generals were able to block it, then it would be
    much much harder to Sun Ce to deal with generals in crowds. Because it's
    safest to enter crowds with his C4 (or at least his third normal attack), and
    he only scatters enemies in front of him, it is best to use leading techniques
    often with Sun Ce. Creating safe chances to use his C4 shouldn't be too hard
    with his fast walking speed. If you always enter crowds with his C4 while
    keeping enemies only in front of him, his defense can be quite good, even
    with such poor musou filling ability.
    
    His C5 is also useful for dealing with crowds. It's nice that it is
    fire elemental. Just like his C5 the reach is quite good. It does have 360
    degree range, but he moves forward quite a bit during the execution so it
    does require a little practise to use it properly. But because he moves 
    forward a lot during the execution of his C5, it can be used 
    to successfully hit blocking generals: and this is very easily done if he is 
    close enough to the blocking general. Because it can be considered somewhat 
    unblockable, his C5 makes it a bit easier to deal with officers in crowds, 
    when generals are blocking. Another important disadvantage to note is that all 
    parts of his C5 can be considered as an aerial attack, so he's very 
    susceptible to enemy juggle if you get hit during his C5.
    
    People who are good at counterattacking, may enjoy using Sun Ce a lot more.
    This way, you won't really have to lead groups of peons so that he can enter
    crowds with his C4. 
    
    His C1 is very useful because of the fact that generals do not
    block directly after getting up. One reason for using this method against
    generals is that if you try to attack a general head on, there is a pretty 
    high chance that the general will hit him first because of Sun Ce's lack of 
    reach; sometimes generals like to do very quick jump attacks. Using his
    C1 will eliminate this sort of threat. Secondly and most 
    importantly, it is incredibly useful when running away, and a general along 
    with a crowd is running after him. You can use his C1 to lift the
    general of his/her feet, and quickly turn around and do his C4. 
    Since his normal attacking speed is so fast, the timing is perfect; the general
    will get up from the ground just as his C4 will execute. This is a
    very deadly strategy if the general is successfully iced. But it should noted
    that the timing for his C1 is also important.
    
    His musou is very damaging, but is a juggling one, and doesn't hit
    very frequently. Very much like Ma Chao's musou, it's definitely very strong, 
    but not very useful because it doesn't hit very frequently at all. It's
    a bit hard to keep an officer in the air with his musou. It's very
    easy for generals to drop to the ground during his musou and get up just
    as his musou ends, and this is often a fatal situation to be in. His musou 
    is still the perfect thing to do when a general is frozen. When generals are
    frozen you will not suffer the half damage because of juggling, so typically
    his musou will shave off about half of a regular general's health bar. Just
    make sure that you keep generals in the air when the ice wears off. Try to 
    do long musous on frozen officers only. Juggling officers for half damage, 
    and half the attack frequency isn't very worth it. Against frozen officers,
    his musou hits are more frequent, so his musou is very damaging.
    
    His C3 is useful against officers. Because it also has short reach, it's not
    very defensive. Save his C3 for when he has a filled musou. When mastered
    he can have a perfect 60% chance to freeze officers, regardless of blocking. 
    It is best to move to in a clockwise direction because of the way he swings
    his tonfas during his C3. All motions in his C3 benefit from moving in a 
    clockwise direction. He has the most reach on his left side, and the ending of
    his C3 is kind of a hook attack, that also goes in a clockwise direction.
    Because he moves forward a lot during the ending, it's very easy to hit 
    blocking officers with it. With everything tied together, knowing that the
    reach is on his left side, which makes it safest to attacking in a clockwise
    direction, it is natural then, to attempt to freeze officers with his C3, with
    officers positioned to Sun Ce's right hand side. You'll have to master the
    correct distance for his C3 to hit properly, but this isn't hard. The
    basics for using his C3 against officers, in large crowds, is to use it this
    way, with officers positioned always to his right side.
    
    I don't find his C6 to be too useful. The thing I hate most
    about it, is that its execution time is long enough for generals to block.
    If it were fast enough, it would be somewhat useful against generals in crowds.
    It's very easy to get hit during the pummeling sequence. It's not a bad idea
    to greet very large crowds with the ending of it though. Its scattering 
    potential is quite good, and may be useful depending on how big of a crowd you
    are facing.
    
    Lastly, his jump charge like many others (Lu Meng, Sun Quan) doesn't cover
    enough range to be practical. 
    
    -------------------------------------------------------------------------------
    _________________
    8.48 - Zhang Jiao
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "That's one more disbeliever converted"
    
    In comparison with Diao Chan, Sun Ce, Taishi Ci, and many other low tier
    characters, Zhang Jiao is slightly better against
    smaller crowds, but Zhang Jiao almost stands no chance against massive crowds.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	32
    Medium Weight
    Charge	16
    Fill	 9
    Luck	15
    Attack	15
    Musou	17
    
    The only low tier character with attack on his 4th weapon. Attack, fill,
    and charge are all very useful for Zhang Jiao. Although a long musou is often
    risky for him, his C3 is still a very good musou filling move. What's missing
    is speed. With a speed configuration of 40, he will be fast enough to
    always enter crowds with his C3, and this makes a huge difference in Zhang
    Jiao's defense. But with his 4th weapon, he will have to stick with a very
    poor defense. Zhang Jiao fans, please refer to his ideal configuration in
    section 10.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Herbal Remedy
    Ginseng
    Wind Scroll/Demon Band/Speed Scroll
    
    Light Orb
    
    With the Ginseng and the Herbal Remedy equipped, his filling potential with his
    C3 is very high. The Wind Scroll is very useful for his first normal attack,
    but that cannot be abused in larger crowds. The Speed Scroll may be useful,
    but unless with a speed 40 setup, he cannot abuse his C3 with safety, by
    running fast enough. The Demon Band may be a good choice in some stages for
    30 seconds of crowd clearing. However, it's not as effective as Diao Chan's
    Demon Band setup, because Zhang Jiao's C3 has more defensive risks, and a slower
    running speed.
    
    The Light Orb is the best defensive choice. The Ice Orb is another possibility,
    because his C3 can be used to hit blocking officers, but this is very hard to
    do because moving around freely during his C3 is often too dangerous to do.
    Ice won't help much for double damage anyway, because of a low hit frequency
    with his musou. The innate fire for his regular musou is a nice advantage.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Zhang Jiao's musou is the only musou in the game that has bad defense.
    Many aspects of his musou make it the worst defensive musou. The first thing
    is that it is planted. Most other planted musous are very good crowd clearing
    ones like Zhu Rong's, or Zhen Ji's. Because Zhang Jiao's is often limited to
    a single officer, his ability to deal with multiple officers is almost 
    non-existent. Normally, a planted musou isn't a bad musou, defensively, but
    it's the slow recovery in combination of it's planted property that makes it
    a very dangerous musou. Blocking officers are bad news for Zhang Jiao.
    One other musou that comes close to being like Zhang Jiao's is Ling Tong's.
    It's also very hard for Ling Tong to fight against multiple officers when
    not in musou rage, but for Ling Tong, he can avoid his musou easily,
    while Zhang Jiao cannot.
    
    The important thing is to learn how much time it takes to safely execute his 
    C3, so that you know how far the safety distance from an approaching
    group is. It's the shockwave ending that you will be relying on for crowd 
    clearing. His C4 and C6 do very very little damage. They just set fire to his 
    enemies, and deal minimal damage but hit for a lot of combos. This is why 
    sometimes you get large combo count when doing these fire moves (like Zuo Ci's 
    jump charge). So what I mean is the only time you can kill enemies with his 
    C4 or C6 is if you hit them at nearly zero health. The main point is that it 
    is useless. On top of that, both these charge attacks have ridiculously slow 
    execution and recovery times, rendering them totally useless for any sort of
    close combat. 
    
    For crowd clearing, you HAVE to make sure that enemies are in front of 
    him. During the first part of his C3 where his staff is levitating 
    up and down, he is vulnerable to enemy attack from both sides as well as 
    behind him. It's the shockwave that is useful. The damage that the
    shockwave does is very strong, and since it has a really wide 
    radius, charging his musou isn't so hard. Once crowds get too big to 
    handle, run away. A really good move to use to help for safer execution of his
    C3 is his jump attack. It offers quite remarkable reach. So it's very
    useful to continually use this move, in hopes of giving him enough 
    distance to execute his C3 safely. This strategy should be the best
    for Zhang Jiao to be untouchable. However, his jump attack is not good enough
    to make his C3 work in massive crowds. When crowds start to surround his
    C1 may also be useful.
    
    You don't even have to think about ever using his C2 or C5. His C2 has horrible
    range, and is slow enough for generals to block. His C5 although fast enough 
    for generals to not block or interrupt it, has only the reach and range of 
    exactly as you see it. The animation of the four chinese characters, defines 
    exactly the area of damage. It is even possible for officers to be sandwiched 
    safely in between Zhang Jiao and the four chinese characters, therefore not 
    getting hit at all if they are too close to him.  
    
    One good thing about Zhang Jiao's musou is that the fire balls are piercing. 
    Unlike Dynasty Warriors 4, he is able to hit multiple targets with it.
    
    When surrounded, it may be useful to use his first normal attack, and just
    this attack. Just like Pang Tong's, it has very good range, and fast
    recovery time. It is possible to continuously do it, in smaller crowds, when
    he is surrounded. Abuse this attack whenever it is a valid option.
    
    A minor strategy is to use his jump charge. Like Zhu Rong's or Da Qiao's, you 
    can position it so that the fire hits the generals at their feet, thereby 
    setting them on fire, while temporarily keeping them on their feet. This is 
    much easier to accomplish if you choose to equip Zhang Jiao with the Wind 
    Scroll.
    
    Using Zhang Jiao takes a lot of skill and patience, and is not only his
    C3. His jump attack, C1, and first normal attack should
    be mastered, and used for defensive purposes. 
    
    ===============================================================================
    _________________________________________________________________
    9.0 - Individual Character Tips and Strategies for Xtreme Legends [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    This section functions similar to the previous section, section 8. This
    section is an expansion for Xtreme Legends. These analyses will be shorter
    as they are only expansions. Different tips and strategies arise because of
    new items in Xtreme Legends, and different properties such as extended 
    flinching time (refer to section 5.1 - Changes in Xtreme Legends)
    
    Because the character analyses in this section are expanded from Dynasty
    Warriors 5, from section 8, it is recommended that individual character
    analyses from section 8, be digested before reading them here, because 
    I will not repeat the comments on the suggested item configurations, etc.
    
    Each character section will begin with item recommendations. Comments on 
    their 4th weapons still remain the same for the most part.
    Following the items, will be the analysis. Similar to section 8, an analysis
    of the characters will be presented. These analyses discuss the changes
    of the characters caused by the new items, extended flinching time, and
    heavy weapon non-flinching property. (refer to section 6.34 - The Dragon Arms 
    for its details and properties)
    
    Since the video clips for this section are all going to be under 10 minutes
    long (thank god), I am going to upload them all onto youtube, for public
    viewing. This way, you don't have to email me for the video clips anymore.
    The video length limit on youtube is 10 minutes, which is why I don't have
    the regular DW5 video clips uploaded on there. For those, you would need
    to email me. Here is the link to my profile; from there you can access all
    the video clips.
    http://youtube.com/DW5chaosmodeguide
    Also, for tier list inquiries and just general questions that you want to 
    direct to me, try to use my email, instead of commenting on the videos.
    Oh ya, the earlier videos are bit outdated. I have mentioned this by either
    saying something about it being outdated or not as good as another one of my
    later videos of the same character, and I'll likely refer you to a better
    video.
    
    Yes, this section will introduce another tier list. This tier list would be
    quite similar to the Dynasty Warriors 5 one, but slighty different. This tier
    list follows the same guidelines and definitions (please refer to section 8.0).
    There are two new movesets in Xtreme Legends, and they are Fu Xi and Nu Wa,
    or more accurately the Broadsword and Rapier.
    
    Because of the new item, True Way of Musou, many characters are now able to
    kill regular non-playable officers in one swift chain of attacks. The 
    usefulness of a character's musou now plays an even greater role in offensive
    power, so it's natural for characters with useful musous and good musou filling 
    to rise above the others. This is one of the major factors that determine each 
    character's placement in the tier list: there are many different ways of 
    defeating regular generals from full health in one chain of attacks, but the
    most valuable the character's musou is, the easier this chain will be.
    Nu Wa's, and Pang De's musous are good examples of valuable musous. Of course,
    any character can defeat a general in one chain of attacks by simply juggling
    with fire, but the focus here, is on the characters' musous, and whether or
    not one musou can kill a regular general from full health, and if it relies on
    the assistance of ice, or a preceding chain of planted normal attacks.
    
    Because of the True Way of Musou item, the changes in the tier list are
    very natural, as characters with good musous would benefit more. 
    
    Here is a short prioritized list of musou general killing ability:
    1) Able to kill a regular general in one full musou or less
    2) Able to kill a regular general in one full true musou
    3) Able to kill a regular general in one musou/true musou with Ice 
    4) Able to kill a regular general in one continuous chain of attacks
       consisting of a full musou/true musou, with a set of preceding normal 
       attacks.
    5) Unable to kill a regular general in continuous chain of attacks
    
    The list above is just a simple guideline for evaluating characters and 
    the ability and usefulness of their musou. This Tier List like the Dynasty
    Warriors 5 one, will decend in defensive ability. With in a group of
    characters who have seemingly equal defensive capabilities is when offensive
    speed comes in to determine sub-tiers, or the ordering within a tier.
    
    Just a note on tier lists: Many people tend to reject tier lists 
    outright, because the common thought is that a tier list is all opinion, and
    that a tier list depends on how good a person is with each character. First
    of all, being good with several characters, for example personal favorites,
    reflects obviously an individual tier list, which is biased, premature, and
    inaccurate; and this has nothing to do with a general all-emcompassing 
    tier list. Secondly, on the common philosophy that tier lists are all, or
    mostly, opinion-based: this cannot be true, as the method for constructing
    an accurate tier list relies on a collection of factual pros and cons of
    each character. When these pros and cons all weight out to a thorough 
    conclusion, characters can be evaluated and placed among one another. When
    a number of characters have seemingly equal pros and cons, is when opinions
    make the negligible impact. There is a "best" way to play each character, and
    this is factual; there is a "best" way to survive or fight protectively with
    each character, and this is factual. I have witnesses perhaps too many times 
    that people make reckless claims and label percentages for tier lists to 
    something like being 95% opinion, and 5% fact. From my brief argument above, 
    this is really hard to except. For the general tier lists in my guide, I have
    organized characters into tiers, and characters in these tiers are ordered.
    It can be thought that characters separated by tiers in the tier lists in
    my guide are factual, very close to being factual. The order of the characters
    within the same tier, normally have similar pros and cons, and may very well
    depend on individual opinion. If it seems to you there might be an error
    in the Tier List, let me know and we can discuss it. I am only one person, with
    this entire guide, and there are bound to be errors. Keep in mind that a
    universally accepted Tier List can be made. If there's a misplacement, it isn't
    due to conflicting opinions, but just an error in my analysis of the characters.
    Lu Bu and Zhang Jiao: I know that I am using two extremes, but the obvious
    point is that, fact or opinion, no matter how you look at it, these two
    characters can never be rivalled. 
    
    Finally, for the video clips, The stage, Battle of Mai Castle, has been chosen,
    for similar reasons as the Siege of He Fei Castle stage, for the video clips
    in section 8. Battle of Mai Castle, has a large number of generals. And
    just like The Siege of He Fei, the stage begins with small peon crowds and
    gradually progresses to large crowds; Mai Castle also begins with a 
    fair number and good variety of regular generals, then playable characters, and
    then the two commanders Lu Meng and Cao Ren. Thus, Mai Castle is again, a 
    perfectly suitable stage to present all the characters effectively. The
    Battle of Mai Castle may actually be a better stage than the Siege of He Fei
    Castle, because of the threat of archers. This would show the importance of
    dealing with archers in crowds, and bring out the importance of walking speed,
    and show the importance of the perfect defense tier of Zhao Yun, Ma Chao,
    and Zhou Tai.
     
    _______________________________________________________________________________
    Dynasty Warriors 5 Xtreme Legends Tier List 
    Chaos Mode; 5-star stages; Mastered Characters
    
    Lu Bu
    _______________ 
    Zhou Tai
    Zhao Yun
    Ma Chao
    _______________
    Lu Xun		
    Wei Yan
    Gan Ning
    Zhang Liao
    Pang De
    Da Qiao		
    Zhuge Liang
    Zuo Ci
    Ling Tong
    Yuan Shao
    _______________	
    Sun Quan
    Sima Yi
    Zhang He
    Nu Wa
    Liu Bei
    Xiahou Dun
    Zhang Fei	
    Jiang Wei
    Xing Cai
    Lu Meng
    Dong Zhuo	
    Guan Yu
    _______________
    Zhou Yu
    Pang Tong
    Meng Huo
    Xu Huang	
    Yue Ying
    Guan Ping
    Xiao Qiao
    Sun Jian
    Cao Pi		
    Cao Cao
    Cao Ren
    _______________
    Sun Shang Xiang
    Zhen Ji
    _______________
    Huang Zhong	
    Fu Xi
    Xiahou Yuan
    Taishi Ci
    _______________
    Xu Zhu
    _______________
    Dian Wei	
    _______________
    Zhu Rong
    Sun Ce
    Huang Gai
    Diao Chan
    _______________
    Zhang Jiao	
    
    -------------------------------------------------------------------------------
    Dynasty Warriors 5 Xtreme Legends
    Tier List Discussion
    -------------------------------------------------------------------------------
    
    Top Tier: Excellent Defense; Excellent Offense; Unparalleled Consistency
      Lu Bu
    
    Not surprisingly Lu Bu still holds the top tier placement. Nothing much has
    changed for him, his offense just got a little better, and defense remains
    about the same. Being able to defeat regular and playable officers easily in
    one simple string of attacks with his C3 and long True Musou, Lu Bu has one of 
    best offenses in the game with the best consistency. Even if crowd sizes are
    too large for him to walk straight up to an officer to start attempt his C3,
    he still has a very good offense, and blocking officers can't do anything about
    it because his C3 can be unblockable. He still has a high chance to kill the
    blocking officer in one musou, if ice is successful. Although Lu Bu still
    has no equal, the other characters are catching up. The True Way of Musou and
    the extended flinching time has upgraded many other characters a lot, while
    Lu Bu has gotten only slightly better.
    
    -------------------------------------------------------------------------------
    
    2nd Tier: Perfect Defense; Good Offense
      Zhou Tai, Zhao Yun, Ma Chao
    
    These three characters are capable of having perfect defense. Ma Chao has his
    jump charge which can be abused for flawless defense. Zhou Tai and Zhou Yun
    need the Dragon Arms to make it work. Because both their C1's grant 
    invincibility, they are capable of achieving a perfect defense because both
    their C1's cover a lot of distance, and the recovery times can be cancelled
    safely with their normal attacks. 
    
    The order is strictly based on offensive performance. Zhou Tai is the only one
    who has a grounded musou, and therefore a much better offense. However, the
    order may be very arguable because Zhou Tai's perfect defense method with his
    C1, may take a lot of time in massive crowds because it doesn't cover as much
    distance as Zhao Yun's. He may find himself having to do his C1 several times 
    before he gets a chance to escape safely. But for most situations, Zhou Tai's
    offense is the fastest. The order may only change in massive crowd situations.
    But whatever happens to the order, Zhao Yun is practically always better than
    Ma Chao because of a better musou. Ma Chao has a chance in the full 
    customization tier list, but because in this tier list where only 4th weapons
    are considered, Ma Chao is better off with a musou bonus on his 4th weapon,
    which he doesn't have. Although Ma Chao can freeze officers much more easily,
    Zhao Yun's musou is a lot longer, and has more frequent hits. Lastly, it's
    slightly easier for Zhao Yun to fit in normal attacks because of his more
    protective normal attacks, before executing his regular musou. Doing this,
    his offense is not too much slower than Zhou Tai's. It is likely a good idea
    to get Zhao Yun and Ma Chao into red health to maximize their offenses, 
    because afterall, they have a perfect defense. In red health, Zhao Yun holds
    the top placement in this tier.
    
    Again, this tier is a more theoretical tier, because the characters in the
    few tiers below this one also have very good defense. Some have good defense
    because of distanced attacks, and some have good defense because of long
    reach and/or high fill. Both of these types are slightly inferior to the
    defensive capabilities of Zhou Tai, Zhao Yun, and Ma Chao. Characters who
    rely dominantly on distanced attacks such as Zhuge Liang or Huang Zhong have
    weaknesses when facing archers. A stage such as Mt Qi will certainly make the
    difference between the defensive potential of this tier and the defensive
    potential of the few tiers below this very apparent. The abundance of archers
    in Mt Qi can be a problem for Huang Zhong. Although it's doesn't necessarily
    do much to make his defense worse. It just greatly limits his offense. Other
    characters with seemingly high defense such as Guan Yu, is still ultimately
    inferior to the characters' defense in this tier. Zhou Tai, Zhao Yun, and Ma
    Chao have no problems facing multiple officers, large number of archers,
    and fast opponents such as Lu Xun. Zhang Fei indeed has a very good defense
    with his C3 and the new extended flinching time. But he may have problems
    when up against Lu Xun. One thing that Zhou Tai, Zhao Yun, and Ma Chao also 
    never need to worry about, is fighting with enemies only in front of them.
    If they ever get surrounded, they can easily get out, or abuse their invincible
    attacks. No other characters are as capable as Zhou Tai, Zhao Yun, and Ma Chao,
    against multiple officers, large number of archers, mounted officers, 
    and fast officers. 
    
    -------------------------------------------------------------------------------
    
    3rd Tier: Very Good Defense; Very Good Offense
      Lu Xun, Wei Yan, Gan Ning, Zhang Liao, Pang De, Da Qiao, Zhuge Liang, Zuo Ci,
      Ling Tong, Yuan Shao
    
    All of the characters in this tier have very good defense and very good and fast
    offense. The order was decided very quickly, so if anyone would like to
    discuss it further, I'd be happy to. Comparing the top characters with the
    bottom characters, they are indeed not too different. Lu Xun and Wei Yan 
    are both capable of killing officers in one musou, and have fast musou filling
    methods. The same can be said for Yuan Shao; he just takes a but longer
    to musou fill. The 4th tier includes characters who have fast musou filling and
    can kill officers in two musous, while the characters in this tier are all
    able to defeat regular officers in simply one musou, and they all have
    quite fast musou filling methods. Ling Tong is the only exception, but his
    high freezing chances with his abusable C4, makes his offense extremely 
    fast, even against playable officers. And this is how I will decide to draw the
    line. It's true that offensive speed with this tier and the one below it,
    decreases very gradually. It's hard to decide where to separate it, but it
    has to be separated somehow at some places, because Lu Xun and Huang Zhong 
    simply cannot be placed in the same tier, because of huge offensive differences.
    
    Lu Xun, I consider as a special case, and should be placed at the top of this
    tier almost for sure. He is the only one who is capable of defeating both
    regular and playable officers in one musou. He also has a very fast musou
    filling method with his incredible C3. His grounded musou itself is enough
    to take out regular officers from full health. And against playable officers,
    he has two methods: All he needs is a C3 preceding his musou. Since his
    C3 strikes are so powerful, then initial damage is enough. Be sure to skip the
    ending of his C3 though because if ice doesn't kick in, officers will be 
    juggled if he were to follow up with his musou. The second method is with his
    C1. Deploying his C1 fire orb, and timing it right will allow him to kill
    playable officers easily with his regular musou. This is very easy to do with
    Lu Xun because of his fast walking speed. Having these two methods to dispose
    of playable officers in one musou means more versatility. His C3 method works
    well in smaller crowds sizes, but when officers are in massive crowds, you 
    can resort to his C1 method. Lu Xun's offense is almost clearly unmatched
    in this tier. He may even deserve to have his own tier by himself. However,
    I will keep him at the top of this tier for now, because his musou filling
    methods are not as fast as others, like Wei Yan's, or Zhang Liao's. He's also
    not as good against multiple officers as many others in this tier. 
    
    Wei Yan needs his Fire Orb configuration to be placed near the top of this tier.
    His C3 and regular musou with the Fire Orb is just enough to kill regular
    officers. And this method is very easy to replicate. What this means though,
    is that he has no chance to kill playable officers quickly. The Ice Orb 
    configuration is still not a bad one. He'll take two musous to kill both
    regular and playable officers 40% of the time, and only one musou 60% of the
    time. Still very impressive.
    
    The three Gan Ning, Zhang Liao, and Pang De have musous that are almost enough
    to kill regular officers in one musou. They also all have very fast musou
    filling. Gan Ning is the highest here because with ice he has a chance at 
    killing playable officers, while Zhang Liao and Pang De don't, unless a 
    Dragon Amulet setup is used. But this means slower fill. Zhang Liao can be 
    quite compatible with the Dragon Amulet for a longer musou bar, but Pang De is
    not. Pang De is only less compatible because he can't abuse normal attacks,
    which means he needs a filled musou after either his C4, or C6, most of the 
    time if he is to be considered to be placed in this tier for high defense. 
    This explains the order, I hope very well. It's important to know how to use 
    Gan Ning's musou against officers without the Ice Orb to achieve the best 
    results, to understand his high placement. 
    
    Da Qiao isn't much different from the three characters Gan Ning, Zhang Liao,
    and Pang De. Her musou itself is enough to kill regular officers. She does 
    indeed have a crack at defeating playable officers quickly but she will need
    ice, and it's not very easy at all for her to freeze officers in large
    crowds. Her musou filling is quite good, her offense overall may be just
    slightly slower, because of potential forced musous after her sixth normal
    attack. She is also considered slightly inferior to others in this tier for
    the worst defense. However, because she won't flinch to normal attacks when
    she's attacking, and since she has high defense, she'll only get scratched
    here and there. And so, it's very easy to get her safely into red health.
    When she's in red health, it's true that her offense would be a bit slower,
    but it doesn't happen too often, even in harder than average stages.
    
    Zhuge Liang, and Zuo Ci both have a one-musou-KO offense
    against officers. Zhuge Liang's musou is a bit better because it can
    take out playable officers in one musou, while Zuo Ci needs ice for it. 
    This should already explain the order for Zhuge Liang, and Zuo Ci. 
    Zuo Ci's C4 is also hard to control in terms of not letting peons
    slip through his beams. He does end up having to waste a few musou here and
    there. But even in close combat, Zuo Ci's musou filling ability is decent.
    
    Ling Tong is the first one in this tier that can almost be placed anywhere
    in this tier. He has the highest, best, or most consistent, officer freezing
    method. And this is because of his unblockable and easy to access C4. No
    other character is capable of a better officer freezing rate. Zhang Fei
    comes close with his C3, but is obviously lacking. Cao Pi does have an 84%
    chance with his C1 and C5 combo, but it is no where near as consistent as
    Ling Tong's C4. Any other candidates? I think not. Ling Tong has a few
    disadvantages, which is why it is very hard to order him accurately in this 
    tier, or any other tier list. He has lots of troubles facing multiple officers,
    and massive crowds. And this is caused by having only one abusable method of
    offense with his C4. Other things that cause this are his short reach, and
    somewhat planted, officer-oriented musou. It's not hard to realize, that even
    in musou rages it can be very hard to take on just two officers at once.
    But then, his scattering jump charge, his fast walking speed, and musou rage
    combat, are all good solutions to his weakness against multiple officers. 
    Because of these solutions, he still has a very good defense, but his offense
    may be much slower in these situations. Place him almost wherever you want.
    in Mt Qi, he may very well be placed a lot lower. But wherever he's placed, 
    Lu Xun should be his upper cap, and Zhang Fei probably the lower cap. 
    
    Next is Yuan Shao. His musou is almost enough to defeat regular officers
    in one musou, and his musou filling methods are very similar to Xing Cai's.
    He has decent musou filling ability and speed, and pretty much a one-musou-KO
    offense against regular officers.
    
    -------------------------------------------------------------------------------
    3rd Tier: Very Good Defense; Good Offense
      Sun Quan, Sima Yi, Zhang He, Nu Wa, Yuan Shao, Xiahou Dun, 
      Zhang Fei, Jiang Wei, Xing Cai, Lu Meng, Liu Bei, Dong Zhuo, Guan Yu
    
    Both Sun Quan and Sima Yi have a musou that is strong enough to take out
    playable officers in one musou, The reason why they are in this tier is because
    they have either a slower musou filling method, or a less consistent one.
    Sun Quan's only choice is often his C6, and this method suffers only slightly
    from wasted musous. But against massive crowds, it's often too dangerous to
    execute his C6, since the execution time could be faster. Dealing with 
    officers in massive crowds with Sun Quan isn't very easy, if you've failed
    take an initiative to scatter the crowd before it gets too dense.
    In the Battle of Shi Ting, a initial C6 to enter the crowd may not even be
    enough. Sun Quan is faster than Sima Yi, in most situations as his flaw isn't
    slow musou filling, but just potentially wasted musous, with his best musou
    filling method. Sima Yi, simply takes some time to fill his musou. All he
    needs is enough safety distance to execute his C4. But if he has to resort
    to his jump charge to scatter crowds that are too close to him, his C4
    may take a while to musou fill. His musou filling ability in massive
    crowds however, is quite impressive, as it scattering a massive crowd 
    often won't matter much to delay his musou filling with his C4.
    
    Zhang He, Liu Bei, and Nu Wa. It may be quite hard to decide 
    between these three, and the three other characters, Zhuge Liang, Sima Yi, 
    and Zuo Ci. Zhang He, Liu Bei, and Nu Wa all have musous that will kill 
    regular officers in one musou. Nu Wa and Liu Bei has no chance at killing 
    playable officers in one musou, while Zhang He is able to with fire, but it's 
    not very easy at all. And because of their short reach, it's often not 
    possible for Nu Wa and Zhang He to have normal attack preceding a musou. These 
    three are placed slightly lower also because of issues with slower musou 
    filling. Zhang He does fill very fast with a maxed out musou bar, which he 
    needs in order to have a one-musou-KO offense. But both Zhang He and Nu Wa 
    often have to waste time for leading techniques to force crowds into favorable 
    positions. This is largely because of their one-charge musou filling methods. 
    While, Liu Bei, is just another Zhou Yu, whose safest and most efficient
    musou filling method is to partially fill his musou and then fill the rest with
    his normal attacks or C5, or C6. It is Liu Bei's marginal reach and his
    jabbing 4th normal attack that makes it very hard for him to abuse his 
    C5, or C6 in crowds. Zhang He needs to use his jump charge carefully to ensure 
    safe landing. Nu Wa just needs a crowd that is dense enough to fill her short 
    musou with her C1 in most situations. Nu Wa is a bit more versatile than 
    Zhang He and Liu Bei, because in massive crowds, she is able to use 
    her C3 to easy musou filling, and setting officers up perfectly, for a 
    true musou. Zhang He also suffers from unwanted displacement when executing
    his musou against officers in massive crowds. But of course, this is a very
    minor limitation, as he would want first scatter the crowd before
    using his musou against an officer. Zhang He or Nu Wa or Liu Bei? Hard to 
    decide. 
    
    Of the two-musou-KO per officer offenses, Xiahou Dun's musou filling is the
    fastest. Although the ordering from Xiahou Dun to Xing Cai is still very
    arguable. Xiahou Dun has a chance of being considered with Zhang Liao, as his
    musou is almost enough to kill officers in one musou with the Fire Orb, and
    a C3 preceding it. This makes him a worse version of Wei Yan actually. 
    But with Xiahou Dun's 4th weapon, it's very hard for him to be placed that
    high. Try him with fill 40 configuration, which is discussed in the full
    customization section. He's a lot better with just an extra 20 fill.
    Anyway, his two-musou per officer offense is still very fast, and with the
    Ice Orb and his easy methods of freezing, he has pretty good chances of
    killing officers in one musou. It's arguable where Zhang Fei should go. Like
    Ling Tong, he has a very high officer freezing potential because of an abusable
    and unblockable charge attack. However, he's far from Ling Tong's capabilities,
    because Zhang Fei's method is slower by default, and he can be forced to
    use his musou after his C3 which forces a two-musou per officer offense, if
    ice doesn't activate. Also, Zhang Fei takes a bit more time to reposition 
    himself because of slower walking speed. Jiang Wei may well have the slowest
    filling ability in this entire tier, because of a long musou with no fill.
    Xiahou Dun has this too, but his charge attacks are a bit better and stronger.
    However, Jiang Wei's placement is also very arguable. He has many ways of
    freezing officers, with his C3, C5, and C6. This is quite versatile, but
    none of them are outright abusable. Xiahou Dun on the other hand has much more
    ease with his C3, C6, and even his unblockable C5. Jiang Wei's musou is also
    very noticeably weaker than Xiahou Dun's. Xiahou Dun beats Jiang Wei in almost
    all areas for defense and offense. But one thing that allows Jiang Wei's
    placement to be arguable is his C1. This gives him another method for
    defeating regular officers in just one musou, if he has several normal attacks
    preceding it. It's not too hard to come by too, because all he needs is
    a filled, or partially filled musou and an officer approaching from a distance.
    Xing Cai has almost clearly the slowest musou filling method, and worst
    musou filling ability. 
    
    Lu Meng comes next. His C1 is definitely an advantage, and like Jiang Wei,
    it's very easy to defeat officers with just one musou. Surprisingly, Lu Meng's
    musou isn't much weaker than Zhang Liao's. This is a very similar comparison
    with Liu Bei's musou and the other four similar sword characters, or
    Meng Huo's musou compared to Pang Tong's and Zhen Ji's. Liu Bei and Meng Huo
    have a lot of extra strikes at the ending, which makes a pretty big difference
    in offensive ability. But the comparison between Lu Meng and Zhang Liao is
    a bit more subtle, because Lu Meng has only one extra strike. But try it out,
    with their 4th weapons, they differ by a whole Tiger Amulet's worth of 
    attack strength, but measuring the total damage dealt in one full musou, they 
    are surprisingly close. Anyway, Lu Meng is placed this low because he has
    no charge attacks that are useful, even in small crowds. And in massive crowds,
    even though the extended flinching time makes his normal attacks offense
    very safe, he may be forced to do his musou. Well, this is just a note on his
    lack of flexibility. Normally in massive crowds, one would probably want to 
    use a musou anyway for a huge KO count. But generally, Lu Meng lacks, pretty
    severely, when facing blocking officers, in even small crowds. With his long
    reach, it's not as easy to creep around blocking officers. If crowd
    sizes are more demanding, you may find that he'll be forced to abuse his 
    normal attacks for quite some time, with the officer blocking the entire time.
    
    Like Lu Meng, and other characters that are placed a bit lower in this tier,
    Dong Zhuo is placed near the bottom for lack of versatility.
    Dong Zhuo often has only one method of musou filling, which often
    includes his jump charge. This is a very safe and effective way to fill his
    musou, but it lack consistency also because of wasted musous to save him
    from danger after his jump charge. Dong Zhuo's placed lower also because he
    has no chance at defeating playable officers in one musou.
    
    As mentioned above, Guan Yu is placed in this tier because he's quite a special
    case. Although he has almost no chance in killing regular officers in one
    musou or one easy combo, he shouldn't be placed with the characters in the
    tier below, because of how his musou keeps officers in the air. Because he
    doesn't scatter officers after his musou, it's very easy to refill his musou
    with his normal attacks directly after. However, he does need quite a large
    crowd to make it happen. In a most or average situations, he isn't capable of
    an offense that is very fast. But when crowd sizes are right, he is one of the
    fastest in this tier, and even in the game. He is also very able to take on
    multiple officers if there are also massive crowds present, by defeating them
    in the air the entire time. Otherwise, in small crowd cases, he should attempt
    his easy to execute C6 for a chance with the Ice Orb. Guan Yu can be slow, 
    or he can be super fast. Because his performance depends on crowd sizes,
    it is very hard to place him in one definite spot in these tier lists.
    One thing that's very sure is that Guan Yu is by far better and faster against
    multiple officers in massive crowds, than Sun Quan and Dong Zhuo, and likely
    everyone else in this tier list, but easily the slowest, in most average
    situations. 
    
    -------------------------------------------------------------------------------
    
    4th Tier: Very Good Defense; Decent Offense
      Zhou Yu, Pang Tong, Meng Huo, Xu Huang, Yue Ying, Guan Ping, Xiao Qiao,
      Sun Jian, Cao Pi, Cao Cao, Cao Ren
    
    Another big tier. Only Zhou Yu, Cao Pi, and Cao Cao are able to kill officers
    in one musou with the assistance of ice. 
    
    Zhou Yu can be considered to be a Liu Bei but with a juggling musou. His musou
    filling methods are as slow as Liu Bei's, in fact, they may very well balance
    to be very equal. Both should prefer to fill their musous partially with
    their jump charges. They both have a musou bonus with no fill on their 4th
    weapons too. Zhou Yu's advantages are that his jump charge is more horizontal,
    and he has a useful musou filling running attack, while Liu Bei's advantages
    are that he has two useful musou filling C5, and C6 charges. Zhou Yu's musou
    filling efforts are quite consistently slower than most the characters in
    the tier above. However, he has two useful methods of defeating officers in
    one simple chain of attacks. The first is with Ice, through his easy to 
    execute C4, and the second is with his C1 fire orb.
    
    Pang Tong's musou filling method with his C1 and first normal attack, can be
    very fast. All he needs is enough distance to get it started. Then, he's the
    typical two-musou-KO per officer.
    
    Meng Huo's musou filling ability is slow, often with his jump charge for the
    first bit, and then either a C3 or a C6. One other problem is that his true
    musou may be too good at crowd clearing. Although there's nothing really wrong
    with one on one combat, but it's ultimately a slower offense. He also has
    not chance at killing officers, and especially playable officers, quickly.
    His true musou against a frozen officer comes close, but doesn't quite do the
    job.
    
    I have always considered Xu Huang and Yue Ying as equals, from the time I
    began writing this guide two years ago. Xu Huang has a light weapon with an
    attack bonus, while Yue Ying has a medium weapon with no attack bonus, and
    as you may know already, they have a very close attacking strength
    rating. Many of their charge attacks are also somewhat similar, with the
    most similar being C5. Both of them have their own arguments on offensive
    flexibility. Xu Huang has two unblockable charge attacks, an unblockable
    jump charge, and a very safe and easy to execute C3, but has long recovery 
    in all of his charge attacks. Yue Ying on the other is much less versatile 
    with charge attacks, but has a lot a flexibility and possibilities with her
    normal attacks, which have fast recovery. Both have pros and cons. I'm
    placing Xu Huang higher because of a consistently faster offense with his C3.
    Because it's so safe to use, he can often use it before doing his musou.
    Yue Ying has a bit more trouble fitting in extra attacks before a musou, or
    just attacking an officer while musou filling at the same. In the end, they
    both belong in this tier because they have strictly two-musou-KO per officer
    offenses (or even three).
    
    Guan Ping lacks in both defense and offense when compared to Yue Ying and
    Xu Huang. Guan Ping's C4 is limited to clustered crowds only, which often
    means he'll need to lead peons that are scatter about, if he wants a good 
    defense. Still, his C3 and C4 will work very well against small crowds. 
    The important thing to remember with his C4 is to make sure that he'll end
    up with a filled musou, because of the long recovery time. This also means
    that Guan Ping will waste more musous on average, than Xu Huang and Yue Ying.
    His C6 is very useful against officers when in massive crowds.
    
    Xiao Qiao's placement is also one that almost be anywhere in this tier.
    She is the only one in this tier who is capable of killing officers in one
    true musou. But it's not her musou filling ability that gives her a slow 
    offense, but the offensive tricks she has to use to setup for her musou,
    if you want it to be successful. And this requires combinations of C3, and C4.
    She isn't considered to have a perfect defense, because she needs to rely on 
    close combat for a good offense. She is placed in this tier, because
    at a glance, she is a lot slower than Zhuge Liang, Liu Bei, Sima Yi, and Zuo
    Ci, whom are all also one-musou-KO per officer characters that take a bit of
    time to musou fill.
    
    Sun Jian's new Dragon Arms configuration is what enables him to be placed this
    high in the tier list, even with the weakest weapon in the game. Despite his
    weak weapon, his musou is strong by default because it is a grounded one.
    His placement is simple. His musou filling ability and speed is average.
    And he needs two musous to kill officers. Although, if crowd sizes aren't too 
    threatening, his light weight attacking speed makes it quite easy for him to
    get lots of preceding normal attacks before his musou.
    
    Again, because Cao Pi and Cao Cao are able to kill officers in one musou with
    the help of ice, their placement in this tier can be argued. But the
    reason why they are in this tier is because of a less efficient offense.
    They both have a useful charge attack, their C5's, but both of them can't be
    executed when crowds get too large. Their normal attacks are very protective
    and very good for musou filling, but not having safe and abusable charge 
    attacks, their style is very similar to Sun Quan's and Dong Zhuo's.
    And it should be clear for Sun Quan and Dong Zhuo to be placed an entire tier
    higher because they have much stronger musous. Thus, Cao Pi and Cao Cao, in
    massive crowds are often forced to waste their musous for defense. 
    Cao Pi is once again placed higher because of his 84% freezing strategy,
    and a longer musou bar with roughly the same musou filling potential as Cao Cao.
    
    Just like in Dynasty Warriors 5, Cao Ren has a very special defense. His bottom
    placement is because of likely the slowest offense (but still close).
    
    -------------------------------------------------------------------------------
    
    5th Tier: Good Defense; Somewhat Slow Offense
      Zhen Ji, Sun Shang Xiang
    
    Zhen Ji's Dragon Arms configuration allows her to have quite a fast offense
    because of continuous 360 degree attacks. The problem with her is that
    her C1 + jump charge combo doesn't musou fill. So she will often need to
    abuse this combo until crowds are small, or until she can kill officers in 
    one on one combat. She is best in small crowds, and massive crowds. When
    crowds are massive and dense, she can use her normal attacks to fill her musou
    and then abuse her musou for a large KO count. But crowds really need to
    be quite small, or quite massive for her to have a fast offense.
    
    The only reason Sun Shang Xiang is placed a tier lower than characters like
    Xu Huang and Yue Ying, is because her musou is very poor at juggling. This
    means that she is very dependant on ice. And, her freezing methods are
    mediocre. Thus, her offense is either very fast, or very slow.
    
    -------------------------------------------------------------------------------
    6th Tier: Good Defense; Slow Offense
      Huang Zhong, Fu Xi, Xiahou Yuan, Taishi Ci
    
    The order in this tier is very hard to determine, because offensive styles are
    very unique, and all the characters have a very wide range of offensive
    speeds, from fast to slow.
    
    Huang Zhong is the only one in this tier with a very consistent or constant
    offense. It's simply abused archery and musou, and then carry on. It should
    be easy to see that Huang Zhong's offense is a lot slower than all the other
    characters above him in this tier list.
    
    Fu Xi and Xiahou Yuan, can potentially have a fast offense, against frozen
    officers. But it's quite hard for Fu Xi to freeze officers because of his
    slow style of attacking. He may take much longer than Huang Zhong, or much 
    faster. The same goes for Xiahou Yuan. It's best to use Xiahou Yuan's musou
    for defense, with a shortened tapped musou. This is because he has no fill
    and a long musou bar on his 4th weapon. But if he does this, his archery,
    and distanced jump charge, are very good ways of musou filling. Even though
    close combat is often a must for Xiahou Yuan, always with a partially
    filled musou, his defense is quite good now, with the extended flinching time,
    making his normal attacks much more protective. Take your pick on Fu Xi or
    Xiahou Yuan. They both have a style that is for expert players, and is
    difficult to master. Both are capable of a fast offense, but lacks consistency.
    Being able to choose whether to scatter the enemy or not is something that is
    very useful in Xiahou Yuan's C6, because, if he doesn't then he benefits with
    a fast recovery time.
    
    Taishi Ci is placed this low because his offense consists of very many forced
    musous. The reason why it is possible for him to have a very good defense
    is his high fill with often a couple of charge attacks always clumped together.
    Taishi Ci is also a character for experts in way, because it's very important to
    master his jump charge to purposely miss officers, but have it land just
    in front of them. This will give him a chance to do a grounded musou. 
    He needs the Speed Scroll to be able to run fast enough to not be surrounded,
    and he needs the Dragon Arms to be able to chain together his strong charge
    attacks for high fill. This leaves out the True Way of Musou item which
    limits his strong musou severely. I'm sure many people can anticipate another
    huge promotion for Taishi Ci in the Full Customization Tier List. To
    start things off, he'll have a light weapon which is stronger than his 
    medium 4th weapon, more stats devoted to musou filling, and speed on his weapon
    to free an item slot for the True Way of Musou.
    
    -------------------------------------------------------------------------------
    
    7th Tier: Good Defense; Very Slow Offense
      Xu Zhu
    
    Not surprisingly, Xu Zhu still has a very slow offense. Nothing has changed
    for him, except that he's a bit safer with the extended flinching time,
    and his musou is 1.5 times stronger with the True Way of Musou.
    
    The characters under Xu Zhu start to have defenses that are poor enough to
    make Chaos Mode challenging. This is a quite a big change from Dynasty Warriors
    5, as the top 44 characters in Xtreme Legends are capable of surviving
    Chaos Mode easily when mastered.
    
    -------------------------------------------------------------------------------
    
    8th Tier: Mediocre Defense; Slow Walking Speed
      Dian Wei
    
    Dian Wei has improved a lot from Dynasty Warriors 5, because the extended 
    flinching time allows for much safer execution of his C6. Being able to
    execute his C6 also gives him a much higher filling potential. With his
    short reach, the one hole in his normal attacks is his fourth one, but
    the longer flinching time has helped a lot to make it less risky. It still
    however, remains as a defensive flaw, as well as the exection of his C6 in
    massive crowds. This is the reason why I recommend the Ginseng for faster 
    fill in massive crowds, with simply his first three normal attacks and perhaps
    C4. His slow walking speed even with the Speed Scroll does mean that his
    red health strategy isn't perfect, but it is still good, and at least a lot
    better than Zhang Jiao's.
    
    -------------------------------------------------------------------------------
    
    9th Tier: Poor Defense; Inability to Fight in Massive Crowds
      Zhu Rong, Sun Ce, Huang Gai, Diao Chan
    
    As covered in their analyses, these characters still have difficulties
    
    The order here is determined by a decrease in both defensive and offensive
    potential. Zhu Rong is the only one with useful distanced combat strategies,
    with her C3. Sun Ce's charge attacks are a bit more defensive than anything
    Huang Gai can hope achieve. Huang Gai has many risks when going through his
    third and fourth normal attacks. Sun Ce's and Huang Gai's offense though are
    quite close. Both can freeze officers quite easily and both musous will
    deal heavy damage then. Although Diao Chan's most defensive method of attacking
    without her musou is her C3 used properly, even it has unavoidable flaws,
    because of both slow attacking speed and short reach. She does however,
    have a very effective red health strategy. In red health, her placement can be
    shifted to Huang Zhong's tier, with very good defense, but still somewhat
    slow offense. 
    
    Two things that all four of these characters have in common are poor
    musou filling ability and severe limitations when facing massive crowds.
    They all also have short reach, except for Huang Gai, although he can probably
    be considered to have short reach since his third and fourth normal attacks
    are so dangerous to use.
    
    -------------------------------------------------------------------------------
    
    10th Tier: Very Poor Defense; Inability to Fight in Massive Crowds;
               Inability to Survive against Multiple Officers; No Good Red
               Health Strategy
      Zhang Jiao
    
    I think the tier outline covers it all. Zhang Jiao's defense isn't too bad
    because he has tricks with his jump attack, first normal attack, and C1.
    But he's even more inept that the characters in the 9th tier against
    massive crowds. And of course the main thing that puts him in his own
    bottom tier is his poor musou. His bad defense with his musou is discussed
    in the Dynasty Warriors 5 Tier List discussion. Nothing has changed for him,
    so please refer to that discussion.
    
    -------------------------------------------------------------------------------
    ____________
    9.01 - Lu Bu [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Ice Orb
    
    Not much of a change. The swapping of the True Way of Musou for the Dragon
    Amulet gives him roughly the same offensive capabilities, but slightly better
    defense because of faster musou filling.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Lu Bu still stands to be the mightiest warrior in the game. Lu Bu remains 
    arguably the best, because of his well-roundedness and consistency.
    As discussed in his tier list reasoning, his offensive consistency is 
    unparalleled. His C3 guarantees safe defense and almost always a filled musou.
    With the ending being unblockable, officers are always vulnerable to free
    setups for his true musou. Since his C3 is so safe and easy to execute, it's
    always very easy to have it preceding his true musou. This allows him to 
    be able to consistently defeat even playable officers in one fast and simple
    chain of C3 + True Musou, with a juggling musou.
    
    Because of the longer flinching time, his C5 will now connect 
    with more reliability. His C4 and C6 attacks still have 
    execution times that are too long to be useful. But ultimately, his C3 is the 
    most abusable, against both crowds and generals.
    
    Because his C3 contributes to both offense and defense, and 
    being the most effective charge attack against both crowds and generals,
    Lu Bu has no need for the Dragon Arms. He is nevertheless, very compatible
    with them because of the wide range and long reach of his jump attack. Lu Bu
    is also capable of the perfect defense in the tier of Zhou Tai, Zhou Yun, and
    Ma Chao. The Way of Musou should still be the most useful
    5th item for Lu Bu, for the fire, and double 360 degree finisher. Use the
    human shield technique when there are archers around, if crowd sizes allow
    for it. This will ensure safety during his C3. The only difficulties he'll have
    is directly after his musou ending, but the chances are slim, and he can take 
    the hits anyway.
    
    Lastly, the four characters that were able to use their bows during their C1's
    (and C5 in Huang Zhong's case), namely Lu Bu, Gan Ning, Huang Zhong and
    Xiahou Yuan, are now unable to do it, in Xtreme Legends. Just an interesting
    fact, as it doesn't change their movesets or offensive/defensive strategies
    at all.
    
    -------------------------------------------------------------------------------
    _______________
    9.02 - Zhou Tai [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Dragon Arms
    True Way of Musou
    Way of Musou
    
    Light Orb/Fire Orb
    
    This is by far the best configuration for Zhou Tai. The Dragon Arms gives him
    a perfect defense. But he's a lot less mobile when compared to Zhao Yun and
    Ma Chao. In massive crowds, it will often mean the he'll have to force his
    C1 many times before he's safe enough to do anything else. This configuration
    gives Zhou Tai the best defense in the game, and one of the best offenses.
    
    Now that Zhou Tai has the Way of Musou item in the recommended configuration,
    the Fire Orb seems a bit useless. The Light Orb is also not too beneficial.
    But here are the facts to help you decide. The Fire Orb obviously still gives
    a small edge with all of his charge attacks for minor damage. The best reason
    to give Zhou Tai the Fire Orb to enable him to do his jump charge after his
    C3. (his C5 works too of course, but it is a lot slower) The Light Orb just
    gives him a bit more flexibility with his C3 in close combat. Officers to walk
    right into his C3 when coming from a distance, but with the Light Orb you can
    still abuse his C3 to break through guards, to set up nicely for his true musou.
    Both give minor benefits. Think for yourself :)
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Zhou Tai's gets a huge promotion, and this is primarily 
    because of the Dragon Arms. First, Zhou Tai's C1 grants 
    invincibility, but it cannot be used to serve as a useful escaping move,
    unlike Zhao Yun's and Lu Bu's normal charges, because of very long recovery
    time. With the Dragon Arms however, this recovery time can be eliminated, by
    doing a quick air attack. Zhou Tai's compatibility with the Dragon Arms is
    accented even more, by the usefulness of his jump attack, as it has long
    reach, and good range. With the Dragon Arms, Zhou Tai can abuse his
    C1 with a quick jump attack after it. The distanced covered during his C1
    is enough to eliminate threats from behind. His quick jump attack with it's long
    reach eliminates threats in front. Zhou Tai's very capable of this perfect 
    defense, but he may need to do this many times in massive crowds. The
    quick jump attack after his C1 does eliminate threats in front of him,
    but it's only immediately in front of him. But the point is, he's capable of
    a perfect defense, because he can execute his C1 just as he lands from his
    jump attack.
    
    The omission of the Wind Scroll doesn't hurt him too much. If you want to
    include the Wind Scroll then his offense is consistently the slowest in his
    tier. With his new high defense Dragon Arms combo, and the extended flinching
    time, Zhou Tai's able to stop directly after his fourth normal attack to start
    his C1 with the Dragon Arms. His reach is still quite safe for this method to
    work in moderate crowds. He will have to stick with just his C1 for musou 
    filling in massive crowds though.
    
    The Dragon Arms will also cancel the long recovery times of his C3 and C4. This 
    makes his C4 much safer to execute. His C3, is extremely abusable, 
    because when done at a distance, officers will walk straight into it. It is
    now even more abusable, since you don't have to worry about the recovery time,
    if his musou doesn't fill up completely.
    
    Another advantage with the Dragon Arms, is that now you can use his jump charge
    directly after his C3. This is useful for one on one combat with
    isolated generals. This is the only reason to give Zhou Tai the Fire Orb.
    
    With the Dragon Arms and the True Way of Musou, Zhou Tai has no flaws that
    stand out. He has long reach, safe attacking speed, an invincible attack,
    an unblockable attack (although not very useful), a one-hit-KO combo for
    regular generals, and a fast duelling offense with his jump charge and the Fire
    Orb. His high tier placement is well deserved.
    
    -------------------------------------------------------------------------------
    _______________
    9.03 - Zhao Yun [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Way of Musou
    Dragon Arms/Way of Musou
    
    Ice Orb
    
    Zhao Yun will need the Dragon Arms to qualify for this theoretical tier.
    With it, he has a perfect defense, that is attainable by only a few characters
    in the game. The effectiveness of the Dragon Arms can be seen in a stage 
    such as Mt Qi. Even Mai Castle can qualify for a good stage to show how
    great his defense is. Without the Dragon Arms, he falls to many placements
    lower. However, in many stages with few archers, or if the stage is just
    relatively easier, the Way of Musou is the better item, for a better offense.
    
    Still stick with the Ice Orb. With the Dragon Arms, he now has an easier time
    with freezing officers, because of charge recovery cancellation.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Because of the new True Way of Musou item, Zhao Yun is now capable of defeating
    regular officers from full health in one continous chain of attacks, but
    only with his true musou. Sneak in as many normal attacks as safely possible - 
    preferrably all normal attacks except for the last evolution attack - and then 
    unleash a full true musou. Regular officers should be very close to being 
    defeated after his true musou. Simply follow up with one or two extra attacks 
    after his true musou to complete the combo. Because Zhao Yun's true musou 
    allows for juggling directly after, this can be considered one chain of attacks.
    Of course, there are many variations of this sort of combo, but it is just so 
    useful, because of how easily it can be done. But then, even with the 
    Dragon Arms, his offense isn't much slower, even with a two musou offense,
    because his musou filling ability is so good.
    
    There are alternative offensive methods with Zhao Yun, now that he has
    the Dragon Arms. The scattering caused by his C1 will often allow for brief
    duelling situations. Even if this theoretical tier didn't exist, Zhao Yun would
    be at the top of a two-musou-KO per officer tier, or perhaps even at the bottom
    of a one-musou-KO per officer tier. His offense is not far from Zhang Liao's
    at all. The Dragon Arms allows him to have so much freedom and flexibility,
    Zhao Yun's truly a special case because other characters are often analysed
    with a more rigid system of determining offensive speed by number of musous
    per officers. This has to exist because these more "rigid" characters have
    almost a distinct musou filling phase, and then a musou phase, like Zhang Liao.
    Wei Yan is a bit better because his C3 can very often be attached to his
    musou, as practically one whole string of continuous attacks, if the crowd
    sizes are large and/or dense enough. Zhao Yun's offense has so many 
    possibilities with the Dragon Arms.
    
    Again, if generals are blocking, use his C5 to make it useless.
    If the general is successfully iced, then he/she is as good as dead.
    But this is obviously limited to smaller crowd sizes, or when he's not
    surrounded. Because of the ability to cancel the recovery time, his C5 may be
    a bit easier to use now.
    
    Because the flinching time is now extended, his C6 MAY connect
    successfully without generals blocking. It is somewhat hard to describe how
    to manipulate it properly, but you simply need to control his fifth normal
    attack correctly so that it strikes the general as late as possible, and then
    his C6 strike as early as possible. Freezing generals with his
    C6, is shown in Zhao Yun's video clip. Since his C6 is 
    now elemental, it is almost as useful as his C4.
    
    His C6 being elemental adds a bit more elegance to his versatility.
    Zhao Yun is still however, a relatively poor character for freezing officers.
    
    -------------------------------------------------------------------------------
    ______________
    9.04 - Ma Chao [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Nothing much has changed for Ma Chao in Xtreme Legends. The Herbal Remedy or
    Ginseng is exchanged for the True Way of Musou, which is a very practical trade.
    
    Now that the flinching time is slightly longer, his C6 is slightly
    easier to pull off.
    
    Ma Chao now has two other characters who have joined him in the perfect defense
    tier.
    
    The extended flinching time makes it much easier for him to abuse his normal
    attacks. His fourth normal attack is pretty much 360 degrees. With its fast
    recovery, his first two normal attacks don't seem to be much of a problem
    anymore because of their less reliable range. Recall that in Dynasty Warriors 5
    with the shorter flinching time, it's much harder to abuse his normal attacks
    continuously. But he still had a very protective method of attacking on ground
    because he can always escape after his fourth normal attack with his jump 
    charge. But in Xtreme Legends now, he's upgrade actually quite a bit. 
    Being able to abuse normal attacks safely means much fast musou filling
    ability, and being able to execute his C6 much more easily in large crowd
    sizes, means so much for Ma Chao's offensive speed.
    
    His C5 is also much easier to execute too because of the extended flinching
    time.
    
    -------------------------------------------------------------------------------
    _____________
    9.05 - Lu Xun [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    True Way of Musou
    Wind Scroll
    Ginseng
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Like Zhang Liao, Lu Xun is greatly improved because his musou strikes don't
    get blocked anymore. Having a grounded long musou, Lu Xun's officer killing 
    ability is excellent.
    
    The same strategies apply. Musou fill with his C3 or jump charge. And bring
    officers to their doom with his musou.
    
    The extended flinching time now enables his C3 to execute fast enough so that
    it doesn't get blocked by officers. This means a lot for Lu Xun, because it's
    easy to do his C3 preceding his musou against playable officers. Back in
    Dynasty Warriors 5, he would need to rely on the extra fire depletion with his
    C1 to deal more musou damage. His C1 method is still a very good one
    against playable officers. Both have their pros and cons, but his C3 is much
    easier to execute, and can be done in more situations. When playable officers
    are approaching from a distance and accompanied by a massive crowd, simply use
    his jump charge for scattering purposes. After that, it should be easy to use
    his C3, and then a musou for a very damaging offense. His C1 would actually be
    a better choice if the timing is correct. This would yield a faster
    offense for him. 
    
    Both the extended flinching time and the True Way of Musou have made Lu Xun
    a very high tier character.
    
    -------------------------------------------------------------------------------
    ______________
    9.06 - Wei Yan [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Ginseng
    
    Fire Orb/Ice Orb
    
    Wei Yan still works well with both orbs. Since it allows him to kill
    officers in one musou with the Fire Orb, it means a lot for offensive speed, 
    and makes it very worth equipping. Although only with his first two normal 
    attacks and full C3, and a full regular musou, can he defeat regular officers 
    in one musou. It takes exactly that many hits, with the stats on his 4th weapon.
    So it's a little on the edge if you miss even one strike with his musou. This 
    is why the Ice Orb is still not a bad choice. It does depend on the stage 
    though. It sounds a bit tedious, but it's very easy for Wei Yan to fit in this 
    combo in almost any situation. But think for yourself on this one. With the 
    Fire Orb, he can potentially kill regular officers in one, easy to access, 
    chain of attacks, but then has no chance against playable officers. With the 
    Ice Orb though, he has consistently a 60% chance to kill any officer in one 
    musou (as long as it's not the commander or a beefed up officer like Pang De). 
    But since most stages have mainly regular officers, the Fire Orb should be the 
    best choice for maximization, and all you really have to master is his musou.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Well, the biggest change for Wei Yan would be his Fire Orb configuration
    discussed above. Having such an abusable chain of attacks that can kill regular
    officers in just one simple chain, that works in very many situations or
    crowd sizes, is very valuable, and is enough to promote Wei Yan to a higher 
    tier.
    
    Another important change, is that because of the extended flinching time,
    Wei Yan doesn't suffer from the "out of sync" effect with his second and third
    normal attacks anymore. 
    
    His C6 is also improved because of the extended flinching time, for easier
    execution. 
    
    -------------------------------------------------------------------------------
    _______________
    9.07 - Gan Ning [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Dragon Arms
    
    Ice Orb
    
    Before Xtreme Legends, I had analysed the differences between his C5, and C6.
    His C5 has risky execution but has fast recovery; his C6 is the other way 
    around with invincible execution but a somewhat slow recovery. With the Dragon
    Arms his C6 is clearly the best charge attack, and now it can be abused to no
    end with very little flaws. The Dragon Arms also allows for a safe recovery
    after his C1. This makes his C1 a lot easier to use, and also very abusable.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Gan Ning's musou with the True Way of Musou item can now almost kill officers
    in one musou, without ice. This is very valuable since he doesn't need to
    rely on ice anymore to defeat officers quickly. The best and fastest offense
    is abusing his C6 and musou. Please take the time to view my "How to Use Gan
    Ning's musou" to see how to control it without ice. The cumulative damage
    dealt is incredible. The extra damage needed to kill officers from full 
    health if his musou is used perfectly, is approximately equal to two C6's.
    Given these facts, Gan Ning basically has two offensive options if we are
    assuming maximization of offense. Execute his C6 to serve as both an offense
    and musou filling. If the officer is iced, then the officer dead. If the officer
    had blocked his normal attacks, and his C6 (remember that it can be consistently
    unblockable) does not freeze, wait until the officer gets up before unleashing
    his musou. And after his musou, it should take just one or two C1's to finish
    the job. In the case that an officer doesn't block his normal attacks before
    his C6, then his musou might be strong enough to kill to officer.
    
    Lastly, the four characters that were able to use their bows during their C1's
    (and C5 in Huang Zhong's case), namely Lu Bu, Gan Ning, Huang Zhong and
    Xiahou Yuan, are now unable to do it, in Xtreme Legends. Just an interesting
    fact, as it doesn't change their movesets or offensive/defensive strategies
    at all.
    
    -------------------------------------------------------------------------------
    _________________
    9.08 - Zhang Liao [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Ginseng
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Because of the True Way of Musou and the extended flinching time, Zhang Liao's
    offense is much better. The True Way of Musou makes his musou strong
    enough to eliminate regular generals in one attack combo very easy; however,
    his musou alone won't get the job done. All you need, though, is just a few 
    normal attacks before unleashing his full regular musou. Doing about three
    normal attacks is good enough
    
    Now that the flinching time is longer, there are no more flaws in Zhang Liao's
    musou. The out of sync effect doesn't matter anymore, and the ending of his
    regular musou can now hit generals without them blocking. This is very valuable
    as his musou is enhanced greatly, from Dynasty Warriors 5. He now doesn't need
    to equip the Way of Musou item, and this gives him a huge promotion, as he is
    now a very fast offensive character, with very good defense.
    
    His C5 can be used against officers now, as part of an attack combo after his
    fourth normal attack, although it still isn't much of a useful charge attack.
    His C6 is much easier to execute against officers because of extended 
    flinching time.
    
    -------------------------------------------------------------------------------
    ______________
    9.09 - Pang De [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Light Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Nothing too, has changed much for Pang De. 
    
    The same abusable offensive methods apply. Fill his musou, negate a general's
    block/guard with his unblockable jump charge, or with his C3 and unleash his 
    true musou.
    
    Pang De's benefits only slightly from the longer flinching time. Generals
    can't block in between Pang De's normal attack string. (they very rarely do)
    
    -------------------------------------------------------------------------------
    ______________
    9.10 - Da Qiao [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Being the only character in the game with a heavy 4th weapon and extra
    attack bonus on it, Da Qiao is the strongest character in the game. This
    makes her musou very damaging, even though it is a juggling one. With the
    True Way of Musou, her true musou itself will defeat regular generals from 
    full health. If you can manage to freeze a regular general (which is 
    unnecessary in XL now) it takes something like only four musou strikes to get 
    the job done. Even so, the Ice Orb is still a recommendation for high defense 
    generals.
    
    Because her fourth and fifth normal attacks have very fast recovery time, and
    her first normal attack is practically instantaneous, attacking generals
    with her normal attacks continuously by using combo strings of four or
    five normal attacks is possible. The extended flinching time is what makes 
    this possible. The obvious flaw that prevents her from being able to abuse 
    this is her short reach. Also, her fifth normal attack actually has slightly
    longer recovery than her fourth; attacking generals continuously is
    quite consistently possible with her first four normal attacks. Doing it
    with her first five normal attack is still possible, but not fullproof.
    
    Because of the new non-flinching property for heavy weapon wielders, Da Qiao
    benefits slightly with a better defense.
    
    Da Qiao has an amazing offensive character, but she has similar flaws as 
    Lu Meng in defense. Her heavy weapon does indeed give her a lot of advantages, 
    but it presents the disadvantage of much longer execution and recovery times
    in her charge attacks. Like Lu Meng, her charge attacks don't have enough
    versatility or reliability, and this often restricts her to only normal 
    attacks. This isn't an issue when crowd sizes are compromising: however,
    in massive crowds, many defensive risks come into play. Despite her short 
    reach, Da Qiao is more stable with her normal attacks because her normal attack
    string has the best range in the game, but it's still easy to get hit during 
    her normal attacks, but only in very large crowds. 
    
    -------------------------------------------------------------------------------
    __________________
    9.11 - Zhuge Liang [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Speed Scroll
    True Way of Musou
    Way of Musou
    
    Orb choice is irrelevant
    
    Like many other characters, Zhuge Liang gains simply a stronger musou
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Because of Zhuge Liang's one and only jump charge strategy with fast walking
    speed, he doesn't benefit from the extended flinching time. It does affect
    his charge attack executions, but I won't waste your time with it, because
    afterall, we are talking about character maximization. 
    
    Having a stronger musou now enables him to kill higher defense characters.
    
    -------------------------------------------------------------------------------
    _____________
    9.12 - Zuo Ci [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Zuo Ci is now able to kill regular officers from full health, in just one true
    musou. This is very nice since his 4th weapon doesn't have attack on it. He is
    able to do this because he has a strong musou by default, much like Zhang Fei
    and Taishi Ci. His musou filling ability is also very easy. The Ice Orb is 
    still a recommendation for double musou damage against high defense generals.
    
    Zuo Ci only lacks in offensive speed when compared to the other high defense,
    fast offense, characters in his tier, because his C4, being the most ideal for
    musou filling, is often a dangerous option in close combat. 
    Musou filling isn't difficult for Zuo Ci, but would be much easier if his
    weapon had an extra attack bonus on it, and if it were light weight. 
    (refer to his analysis in section 10)
    Zuo Ci's close combat skills are still very dependable. The same strategy of
    five normal attacks and then jump charge for an escape, still applies,
    and is in fact a lot easier to do because of the extended flinching time.
    
    -------------------------------------------------------------------------------
    ________________
    9.13 - Ling Tong [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Ling Tong undergoes almost no change. Just like everyone else, he
    benefits from the True Way of Musou for a faster offense.
    
    The extended flinching time does indeed allow for some minor normal attack
    abusing. But the point is, a maximized Ling Tong is all about his C4.
    
    The strategy with Ling Tong is the same. C4 should always be his initial
    offense against officers for maximization. Because Ling Tong's the only one 
    capable of a fast and abusable charge attack that is unblockable (Zhang Fei
    is too, and is the closest to Ling Tong's offensive style, but is still far
    from it), his offense is very very fast and freezing chances are more frequent.
    This is why he's a lot better and faster than other characters who are also 
    two-musou-KO per officer characters, that also needs ice for to kill officers 
    in one musou, for example Xiahou Dun. Do roughly three to five C5's on 
    officers. His musou should be saved for when the Ice kicks in. The probability 
    of not freezing at all within the first five C4's is very low. But after about 
    four or five C4's the officer's health is low enough to not need ice for his 
    true musou to finish the officer off.
    
    His analysis here is practically a reiteration of his maximized offesive
    strategy.
    
    -------------------------------------------------------------------------------
    ________________
    9.14 - Yuan Shao [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Dragon Arms
    
    Ice Orb
    
    Yuan Shao is another character who is compatible with the Dragon Arms, and
    this is because of his useful escaping jump charge.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Like many other characters with strong musous, Yuan Shao and Liu Bei can
    kill regular generals from full health in just one musou. This is valuable
    because when not fighting generals, all you have to do is musou fill, safely.
    
    The Dragon Arms works very well with Yuan Shao's C3. The ending of it is
    often too dangerous to execute in large crowds, without the Dragon Arms. 
    Now, Yuan Shao is able to have a very good defense because he can eliminate
    the charge recovery of his C3. This method is also very fast for musou filling.
    Like Nu Wa, try to musou fill against officers in crowds, to get a little bit
    of initial hits, because without the Way of Musou, his musou isn't quite enough
    to kill officers from full health in one musou.
    
    His C6 should still be used when given the chance for safe execution.
    
    -------------------------------------------------------------------------------
    _______________
    9.15 - Sun Quan [XL] 
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Ginseng
    
    Light Orb/Fire Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Sun Quan is much better in Xtreme Legends, and it's again because of the
    extended flinching time. It's much easier now to get to his C6 safely.
    His C4 is still risky if crowds are too large. Like the five similar sword
    characters, Sun Quan is more able to abuse his first three normal attacks
    safely now, but still works only in somewhat small crowd sizes. The
    extended flinching time also allows for the ending of his regular musou 
    to connect without any interruptions.
    
    The True Way of Musou now enables Sun Quan to defeat officers in one swift
    musou. His defense is a lot better now that it's much easier to execute 
    his C6 safely, and just much easier musou filling in general. The recommendation
    of the Light Orb is to allow his C6 to scatter to full effect. There's no
    reason to give him the Ice Orb anyway. With this configuration, he'll only
    be doing his true musou in musou rages, and his true musou is easily strong
    enough to kill officers without the need of ice for double damage. Now that
    Sun Quan's C6 is elemental, it's a bit safer when used against blocking
    officers. However, it can be a disadvantage at times, because if he does have
    a filled musou, and no peons are in front of the blocking officer,
    you'd want his C6 to scatter everything around the blocking officer, and
    allow the officer to successfully block his C6. This way, it's a perfect
    setup for his musou. This is the only reason to go with the Fire Orb.
    Light Orb is the best defensive choice, but even when Sun Quan doesn't have
    a filled musou and he's up against a blocking officer with the Fire Orb
    equipped, facing the other way to steer his C6 away from the officer is
    always an option. However, it's still quite easy to get hit after doing this.
    
    -------------------------------------------------------------------------------
    ______________
    9.16 - Sima Yi [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Speed Scroll
    True Way of Musou
    Way of Musou/Wind Scroll
    
    Ice Orb
    
    I still recommend the Speed Scroll as an important for Sima Yi, because it
    allows him to run fast enough to use his jump charge with full consistency.
    Both the Way of Musou and Wind Scroll have little benefits. Now with the
    True Way of Musou his musou is strong enough to kill officers easily, so 
    the unblockable ending of his true musou may not be needed.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    The extended flinching time allows all of his charge attacks to connect safely
    without being blocked. This is quite a big difference because none of them 
    can be done with full consistency in Dynasty Warriors 5. But sadly, the
    advantage is quite minimal because his charge attacks aren't that great,
    and being able to hit officers with them doesn't mean much for his offense.
    The one worth considering is his C4. In Dynasty Warriors 5, the execution was
    such that it would sometimes hit officers, and sometimes not. Now, it simply
    works.
    
    Otherwise, nothing has changed for Sima Yi. He is still best with musou filling
    with distanced attacks, and then killing officers easily with his, now
    stronger musou.
    
    -------------------------------------------------------------------------------
    _______________
    9.17 - Zhang He [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Dragon Amulet
    
    Fire Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Equip the Fire Orb on Zhang He to give him a chance at defeating playable 
    officers in one musou. Without fire, his very long musou is strong enough to
    take out regular officers.
    
    As covered in section 8, the thing to learn when using Zhang He is to unlearn
    the popular method of using normal attacks, and charge attack combos. 
    With other tier lists that focus more on overall versatility, Zhang He becomes
    one of the worst characters, because he has short reach, average range
    in his normal attacks, a juggling true musou, and many hops in his attacks. 
    However, this idea of overall disadvantages in his versatility isn't an issue 
    at all, and shouldn't be considered for tier list analyses, simply because 
    they can all be avoid almost completely. Similarly, Ling Tong can avoid all his 
    other poor charge attacks by simply using his C4 all the time, and 
    thus, the disadvantages in his other charge attacks are completely 
    negligible. Abusing Zhang He's jump charge, and occasional combos consisting of 
    his jump charge, C1, C3, and musou, give him an above 
    average offense and a high tier defense. His jump charge can be safely abused
    if you use it properly to ensure that he lands always in a safe situation
    after it.
    
    Something worth considering with Zhang He, is the issue of ease. Ease is
    a minor aspect by the definition of my tier list, but still an important one.
    His musou can be considered to lack reliability simply because it requires 
    mastery to control to use effectively. Nevertheless, Zhang He when mastered, 
    still has the offensive capabilities and defensive reliability, of the 
    characters in his tier. 
    
    The extended flinching time now allows Zhang He's C6 to connect
    successfully when fighting generals. The execution time is still somewhat
    dangerous, so his C6 doesn't have perfect consistency, but it is
    possible. Also, with the Ice Orb equipped, you will have a higher chance of 
    freezing generals, because his C6 consists of two charges.
    
    -------------------------------------------------------------------------------
    ____________
    9.18 - Nu Wa [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    More accurately, the Rapier Moveset. This moveset is a very popular one
    and very fun to use.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	34
    Medium Weight
    Charge	15
    Fill	19
    Bow	16
    Speed	15
    Attack	19
    
    This weapon is probably the most compatible with it's owner, in the game. 
    Nu Wa (this is what I'm going to call this moveset from now on) is best with
    a short musou bar, and very high fill. The high fill and attack bonuses on 
    her weapon are very advantageous. The Speed is also a necessity to be able to
    run away from crowds. With her 4th weapon, her speed seem just good enough.
    Her offense is dominantly her C1 for musou filling, and having a charge bonus
    on this weapon enhances it slightly. Nu Wa won't benefit much from a fifth
    attribute on a weapon, so the Bow bonus doesn't really matter. Although,
    Defense would be the next best choice. 
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Sroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Light Orb
    
    These items should be self-explanitory. A configuration with Ginseng though,
    is not a bad idea. This will give him almost unbeatable defense with such high
    fill with her C1, but she is unable to kill officers in one musou now.
    
    The Light Orb is important for an alternative offensive method with her C3.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Everything about Nu Wa's moveset is speed. Not even Ling Tong deserves this
    statement of praise. Nu Wa's charge attacks all have fast execution and 
    recovery. But sadly, like other characters with short reach, such as Sima Yi,
    she is limited to a few methods of offense for a maximized performance.
    
    Her most useful and abusable offensive method is her C1. Even with fill 20,
    her three parted C1 is often enough to fill her short musou completely.
    This naturally gives her a very good defense. Many people may have found that
    it's hard if her C1 doesn't fill her musou. There are too important points to
    know for mastering her C1. It must be done with a bit of distance from the
    enemy. The distance required is roughly the length of her normal attack reach,
    with the Wind Scroll equipped. If her C1 is executed against enemies that
    are too close to her, it's easy for her C1 to miss. This can create a very 
    dangerous recovery. Secondly, always attack in a circle with her C1, and
    preferably in a clockwise direction. This is the safest method for using her
    C1. It should be only in massive crowds where she would be forced to use her 
    musou because of an unsafe situation after her C1 recovery. 
    
    Her second useful method of offense is with her C3. With the Light Orb, her
    C3 will guarantee a perfect setup for her true musou. Her musou works
    exactly like Zhang He's or Pang De's, in that the officer is still grounded,
    but in the process of falling. This is very useful because using her musou 
    against stunned or disoriented officers will still result in a grounded
    musou for full damage. Her C3 is very protective, and a very good choice for
    when she has a filled, or partially filled musou. Since Nu Wa's full true musou
    isn't quite enough to defeat regular officers in one musou, the last unblockable
    slash of her C3 is often very useful. Also, because her musou isn't quite
    strong enough to kill officers in one single musou, it's recommended to musou
    fill while dealing damage to officers with her C1.
    
    Another mild alternative method of attacking is with her first normal attack.
    Although it's not as abusable as Zhang Jiao's or Pang Tong's, because of
    shorter reach and less attack range.
    
    All other charge attacks should be done leisurely against isolated officers, or
    small crowds only.
    
    Something that is very useful is that her C2 is elemental. Only the two new
    movesets, Nu Wa and Fu Xi have this. It's not of much use for Nu Wa because
    she doesn't need ice, and she's best when opponents are on the ground.
    
    Nu Wa's C5 is her only unblockable move. But again, it's not safe enough to 
    use in crowds. 
    
    One small disadvantage is that her counterattack has very little reach
    and range, and terrible scattering ability. This affects her C1 offense to
    a small degree because people who are good at counterattacking may find it
    easy to counterattack after her C1 in dangerous situations. But, it's not a 
    good move to do with Nu Wa. Nu Wa will have to live with the limitation in
    massive crowds because of forced musous.
    
    Because her goal is to fill her musou with her C1 quickly. The most defensive
    method is to lead enemies. Her offensive speed/limitations, is thus very 
    comparable to Zhang He's. After her scattering true musou, enemies will be
    scattered all over the place. Using her C1 directly after may be quite risky.
    Try to spend some time with leading techniques until crowds start to get a bit
    more dense.
    
    -------------------------------------------------------------------------------
    ______________
    9.19 - Liu Bei [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Like many other characters with strong grounded musous, Liu Bei can
    kill regular generals from full health in just one musou. 
    
    Again, nothing much has changed. Despite not having an extra attack bonus
    on his 4th weapon, his musou length plus the fire from his true
    musou, is just enough to kill regular generals from full health.
    
    He should still resume his jump charge method for safe musou filling, when 
    facing large crowds.
    
    The extended flinching time helps a lot to enable Liu Bei to use his C5, and
    C6 in a larger range of crowd sizes. His first three normal attacks can even
    be used now becaue of dependable reach and range, and fast recovery. But this
    strategy only works in small crowd sizes.
    
    -------------------------------------------------------------------------------
    _________________
    9.20 - Xiahou Dun [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet			
    Green Scroll			
    Wind Scroll			
    True Way of Musou		
    Ginseng			
    
    Ice Orb			
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    In Xtreme Legends, both of the strikes of Xiahou Dun's C6 are 
    elemental. This makes it so much easier to freeze generals with his it. In 
    Dynasty Warriors 5, it is much harder because the first strike is 
    non-elemental, and hits enemies into the air. Also, because of the extended
    flinching time, his C4 is able to connect successfully without 
    generals blocking it. This means that Xiahou Dun can attempt to freeze generals
    with his C3, C4, C5, and C6, although his C4 is less preferrable. When 
    regular generals are frozen, they will be defeated easily in one musou.
    
    About Xiahou Dun's compatibility with the Dragon Arms: He doesn't benefit
    as much as other characters like Zhou Tai, but there are valuable advantages.
    The recovery time of his C6 can be eliminated, in the case that it
    doesn't fill his musou. The Dragon Arms also works well with his C3
    but isn't much of an advantage since his C3 has fair recovery time
    in the first place. The biggest advantage with equipping the Dragon Arms is
    likely for his C1. With the Dragon Arms, his C1 can
    serve as a decent escape move. Eliminating the recovery time of the second
    strike of his C1 is very useful. This makes his C1 an
    abusable musou filling attack, like Gan Ning's C1. In the end, the Dragon Arms 
    adds a touch of flexibility.
    
    The extended flinching time also makes his C3 safer to use in massive crowds
    for easily musou filling, easy freezing chance, and musou setup.
    
    -------------------------------------------------------------------------------
    ________________
    9.21 - Zhang Fei [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Speed Scroll
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    With the True Way of Musou equipped, Zhang Fei can now defeat regular generals
    quickly in one swift chain of attacks, with the assistance of ice. 
    
    The extended flinching time means a lot for Zhang Fei's defense. Just a 
    fraction of a second longer in flinching time can upgrade a moveset so much.
    Zhang Fei now has almost no risks during the rushing sequence of his C3.
    This means so much because all he has to make sure of now, is getting to his
    C3 safely. And this, is also possible simply because of the extended flinching
    time. With the Speed Scroll equipped, his walking speed should be fast enough
    to allow him to enter all crowds with his first normal attack, without
    threats behind him. The flinching time caused by his first normal attack
    is enough to set up safely for his C3. Like Jiang Wei, simply a slight 
    increase in the flinching time has upgraded Zhang Fei's moveset a lot.
    
    All of Zhang Fei's other charge attacks now, are also easier to execute 
    against officers, and against crowds.
    
    The omission of the Way of Musou is because the Speed Scroll is very important
    for always entering crowds with his first normal attack safely. This 
    means a lot for a better defense. The Way of Musou doesn't change too much for
    Zhang Fei, because with or without it, it will still take him two musous to
    kill officers. So equipping the Way of Musou gives him little benefits.
    Zhang Fei's offense is very similar to Ling Tong's, because of a continuous
    360 degree charge attack that is unblockable. Because of this, Zhang Fei is
    very good at freezing officers, and he's given many chances. Like with Ling
    Tong, try to save his musou for frozen officers; attempt his C3 four or 
    five times, and if ice still hasn't kicked it, his long regular musou should be
    enough to defeat the officer from there.
    
    -------------------------------------------------------------------------------
    ________________
    9.22 - Jiang Wei [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Jiang Wei is another character that benefits a lot from the extended flinching
    time. Generals are now unable to block his C6, because of long
    execution time. And this is extremely valuable because in Xtreme Legends,
    Jiang Wei's C6 is elemental. Before Xtreme Legends, his C6 was much less 
    reliable because of the long execution time, and shorter
    flinching time; now, it has a much higher success rate of hitting, and thus
    isn't limited to approaching crowds anymore. Also, Jiang Wei now has another 
    charge attack for freezing generals: this amounts to a total of four charge 
    attacks, although, his C3 and C6 are the most useful. 
    The extended flinching time helps also for his normal attacks. Recall that
    in Dynasty Warriors 5, if he attacks an officer with the very tip of the
    reach of his first normal attack, his second normal attack would miss and
    would prove to be quite problematic. Now, because of the extended flinching 
    time, his attacking speed is fast enough to allow his second normal attack
    to miss, and his third attack to continue. With the long reach and wide
    range in his fourth normal attack, can now safely walk away if no enemies
    are behind him. This means a lot because it means that he now has a much 
    easier musou filling potential. Not being able to do this in Dynasty Warriors 5,
    because of the shorter flinching time, he is often forced to proceed until after
    his sixth normal attack, and after that is always a chance to get hit, or
    waste his musou for defense. Most importantly, Jiang Wei's C3 is a lot easier
    to execute now, both against officers and in crowds. Since missing with his
    second normal attack doesn't really matter, his C3 will connect nicely, just
    as if it were his third normal attack. This allows Jiang Wei to do his C3
    in more situations, and it makes him much more defensive and flexible.
    
    On killing regular generals in one chain of attacks, Jiang Wei also has a lot
    of flexibility. Almost identical to Zhao Yun with the Way of Musou equipped, 
    Generals can be defeated easily, with a full true musou, along with a 
    preceding chain of the maximum number of normal attacks. Likely the 
    best way to go is to use his C6 whenever possible. It is useful because even
    if his C6 doesn't freeze, he still has a chance at doing his musou without
    ice, if your fast enough.
    
    -------------------------------------------------------------------------------
    _______________
    9.23 - Xing Cai [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Dragon Arms
    
    Ice Orb
    
    Xing Cai is very compatible with the Dragon Arms. Her offensive speed is now
    way faster, with her new C3 and jump charge combo. 
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    With the Dragon Arms, her C3 can be abused because her jump charge can be used
    to escape to cancel its recovery time. This gives Xing Cai's a very good defense
    and a much faster offense. This would naturally omit the Light Orb for a
    recommended item. Since her C3 can be abused, it doesn't really matter now if
    she missed blocking officers with it. 
    
    The extended flinching time also makes her C3 easier to execute safely.
    But keep in mind that it's still slightly dangerous during his second normal
    attack. But it's obvious that this flaw can be avoided. 
    
    -------------------------------------------------------------------------------
    ______________
    9.24 - Lu Meng [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Ginseng
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Because of the True Way of Musou, and the extended flinching time, Lu Meng's
    relatively big rise in the tier list is natural.
    
    Similar to Yue Ying, Lu Meng has excellent reach, range, and fast recovery 
    time in his normal attacks. This makes it easy to simply use only his
    normal attacks for a safe and effective offense, and easy musou filling. With 
    the True Way of Musou, it is possible to kill regular generals in one chain of 
    attacks.
    
    The extended flinching time helps Lu Meng greatly by allowing the ending of
    his regular musou to connect successfully. In Dynasty Warriors 5, it is
    often blocked by generals, and may create dangerous situations.
    
    Lu Meng doesn't change very much. His offense of just normal attacks is now 
    very safe because of the extended flinching time.
    
    -------------------------------------------------------------------------------
    ________________
    9.25 - Dong Zhuo [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou/Ginseng
    
    Ice Orb
    
    Make the choice between Way of Musou or Ginseng. Dong Zhuo's musou filling
    ability is a lot better in Xtreme Legends, so the Way of Musou may be
    preferred for some players. His regular musou can be risky at times; just
    be sure to jump towards an officer if he/she is blocking, because after
    he's on the ground, he rolls backwards. Equipping the Way of Musou will make
    Dong Zhuo more able to fight multiple officers.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Even with a short musou bar, Dong Zhuo's full true musou will almost kill
    regular generals from full health. He is similar to Liu Bei and Yuan Shao in
    that his musou is so incredible against both crowds and generals, but he
    lacks only slightly in defense. 
    
    The same strategy of using his jump charge to serve as a finishing move to
    his normal attacks still applies. It's now much safer with the extended
    flinching time. And of course, it's much easier now to just rely on his
    first three normal attacks only in smaller crowds for easy musou filling.
    
    His C6 is much easier to execute safely against officers, but it is still
    limited to small crowds.
    
    -------------------------------------------------------------------------------
    ______________
    9.26 - Guan Yu [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Ice Orb
    
    Because of the slightly extended musou length with the True Way of Musou
    item, Guan Yu's true musou is not a risk anymore against frozen officers.
    Recall that in Dynasty Warriors 5, if he would execute a full true musou
    directly after an officer has been iced (which is often forced), the timing
    of when the officer thaws and the ending of Guan Yu's true musou can be
    dangerous.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    As mentioned in section 8, Guan Yu's only real flaw is his weaker attack
    strength, caused by his light weapon. For Guan Yu, killing generals in one
    chain of attacks isn't impossible or hard, but very limited. Because of his
    light weapon, and his juggling musou, ice is needed for Guan Yu to be able
    make short work of regular generals. Fortunately, Guan Yu's long reach (like 
    Lu Bu, and Zhao Yun) may sometimes allow him to attack generals as they are
    approaching without them blocking. However, this is still a minor advantage.
    Try to start the chain with his first normal attack, and attempt to ice with
    his C6. This shouldn't be too hard with is awesome normal attacks and the
    extended flinching time. If the ice is successful, following up with a full 
    true musou should do the job. His C6 should be simple to pull off against
    generals, even in large crowds. But even if his first attack is his C6, the 
    damage dealt by his musou is still decent, and juggling directly
    after his true musou for several more hits is easy for finishing generals off. 
    A major advantage is the unblockability in Guan Yu's C6, which adds a very 
    valuable touch of flexibility in Guan Yu's ability to defeat generals in 
    crowds.   
    
    The extended flinching time benefits Guan Yu's offensive greatly, because it
    allows a much higher chance of executing his C6 safely in large crowds.
    This is why I mentioned above, that his C6 should be simple to 
    pull off, against generals even in large crowds. Because of the extended
    flinching time, the only peons in a crowd that will interrupt his C6
    during its execution, are the peons that he misses with his fourth normal
    attack. But of course, the vertical range of his fifth normal attack is 
    still a huge disadvantage. His normal attacks can also be abused a lot easier
    not that the flinching time is extended.
    
    -------------------------------------------------------------------------------
    ______________
    9.27 - Zhou Yu [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Zhou Yu has perhaps changed the least from Dynasty Warriors 5 to Xtreme
    Legends. The inclusion of the True Way of Musou still makes him a two-musou
    per officer type of character. All that it gives him is an easier chance to
    kill officers when frozen.
    
    The extended flinching time helps his C6 quite a bit. It's also quite useful
    to stop after his third normal attack or even the first strike of his
    C4, because of the longer flinching time. This allows Zhou Yu to musou fill
    a lot easier and faster.
    
    -------------------------------------------------------------------------------
    ________________
    9.28 - Pang Tong [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Now that Pang Tong has the True Way of Musou equipped, his offensive speed,
    is much faster.
    
    The extended flinching time makes Pang Tong's musou filling ability a lot
    faster now. Please take the time to view my video on Pang Tong's new
    musou filling combo with his first normal attack and his C1.
    The video is titled "Strago: DW5 XL Chaos Mode, Deadly Combo (Pang Tong 
    Moveset)" Generally, you want to time his first normal attack and his C1
    as evenly as possible. The extended flinching time allows for this combo to
    work perfectly, almost like Zhen Ji's new C1 and jump charge combo. 
    
    
    -------------------------------------------------------------------------------
    _______________
    9.29 - Meng Huo [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Again, practically the only thing that has changed for Meng Huo is that now
    he has a stronger musou. But still, with his light weapon, his musou is still
    a relatively weak one. However, killing generals in one chain of attacks is
    still possible. If a freezing charge attack is the first attack on a regular
    general, then his full true musou will almost kill the general. With this,
    you know that you can kill generals with his full true musou with either his
    C3, C5, or C6 preceding it, (with normal attacks too of course) with the 
    assistance of ice.
    
    The extended flinching time makes it much easier to execute his C6
    safely. There is now, no more risk in getting hit out of it by generals, 
    because of long execution time.
    
    The same style applies: abuse his jump charge, C3, and C6.
    His C3 and C6 come in handy when facing larger crowds.
    For crowds that are large enough to fill his musou, his C6 is useful
    since it can be manipulated to hit blocking generals. Again, his C6
    is much more useful because of the extended flinching time. When crowds
    start to get way to big, too big to safely use his C6, is when
    his C3 should be used. His C3 has very protective
    range, similar to Xing Cai's. The reason why his C6 is
    generally better is because it can get blocking generals. When facing generals
    in smaller crowds however, you would of course resort to continuously
    abusing his jumop charge, because his C3 and C6 have long recovery
    times.
    
    -------------------------------------------------------------------------------
    _______________
    9.30 - Xu Huang [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Xu Huang is also another character who has not changed much at all.
    
    The longer flinching time benefits Xu Huang slightly, by allowing his C6
    to be more efficient. 
    
    Otherwise, his strategies all remain the same.
    
    -------------------------------------------------------------------------------
    _______________
    9.31 - Yue Ying [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Very similar to Guan Yu, Yue Ying has long reach, excellent attack range, 
    and fast recovery time, but as covered in section 8, she falls short of 
    Guan Yu in nearly all offensive and defensive aspects.
    
    Even with the True Way of Musou and the Ice Orb, her juggling musou is still
    relatively very weak. This is just simply her weakness by default. 
    
    The extended flinching time makes Yue Ying's normal attack much easier to
    use safely in large crowds, and allows for easier and safer execution of her
    C6.
    
    There are no extra strategies or changes with using Yue Ying effectively.
    With the True Way of Musou, her offense is just upgraded. Like Guan Yu
    and several other characters, it is very possible, and likely safest, to
    rely mostly on her normal attacks for easy musou filling. Try to ice generals
    with her C3 and C6. Her C4 also works, but is obviously
    less useful because of its scattering effect. Her C5 can be 
    unblockable, but just like Guan Ping's the range is very minimal, and the
    reach is pinpointed. However, it is still a useful charge attack to attempt
    freezing blocking generals, if she has a filled musou gauge to back you up.
    
    -------------------------------------------------------------------------------
    ________________
    9.32 - Guan Ping [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Like many other characters, nothing has changed for Guan Ping, just that his
    offense is slightly enhanced, and now he can defeat regular generals from
    full health using ice.
    
    All the same offesive strategies for Guan Ping still apply, and are practically
    unchanged by the extended flinching time. His C3, C4, and C6 offenses are
    all almost identical.
    
    -------------------------------------------------------------------------------
    ________________
    9.33 - Xiao Qiao [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Light Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Xiao Qiao's offense is a lot faster now with the True Way of Musou. Her
    musou is strong enough to take out officers in just one long musou. But still
    she still needs to be keen with her C3, and C4, to set up perfectly for her
    musou.
    
    Otherwise, nothing much has changed.
    
    -------------------------------------------------------------------------------
    _______________
    9.34 - Sun Jian [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Dragon Arms
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Before Xtreme Legends, Sun Jian had the huge defensive flaw of not being able
    to fill his musou bar with his C5, or any other method. Sun Jian would only
    be able to fill his musou in a small range of crowd sizes, either small
    crowds or massive dense crowds. The Dragon Arms now allows him a to have
    a much safer recovery from his C5. He now has a very good defense, and quite
    a fast offense as well. His C5 must be used very strictly to achieve
    extreme defense results. He has to have no threats from behind when entering
    a crowd with his normal attacks. This will enable him to jump backwards.
    Now the trick is to hold L1 while facing forward, to avoid facing the wrong
    direction when jumping backwards. This is important because peons are still
    able to hit him just as he lands. But if this is done correctly, he can do his
    jump attack just before he lands to eliminate any immediate threats. After
    that he should be able to resume attacking again. Please take the time to
    view my Sun Jian video to see this visually.
    
    The extended flinching has helped Sun Jian's moveset a lot. He can abuse his
    first four normal attacks in small crowds for easy musou filling. It's
    also much easier now to sneak in the maximum number of normal attacks before
    his musou. This works even in crowds that are quite large. With the True
    Way of Musou equipped, his offense is now incredible against officers. 
    Imagine what he can do with attack on his 4th weapon. Sun Jian's moveset
    gets a lot better in section 10 of this guide, but this new configuration
    in Xtreme Legends is a big improvement.
    
    -------------------------------------------------------------------------------
    _____________
    9.35 - Cao Pi [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Ginseng
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Cao Pi's style doesn't change much. The extended flinching time does indeed
    help the execution of his C5 a lot, but it's still very hard to execute it
    in massive crowds, or crowds are approaching. His main musou filling method 
    still remains to be his protective normal attacks. He's just a bit more
    flexible now, because the extended flinching time allows him to stop after
    his fifth normal attack in a lot more situations. However, he still is often
    forced to waste his musou after filling it with his normal attacks.
    
    One major change that the extended flinching time causes, is Cao Pi's C1.
    Cao Pi's C1 is the only C1 orb that can be abused over and over again
    because it's the fastest. Of course Pang Tong's and Zhuge Liang's can too, but 
    Cao Pi's is a more useful, being ice elemental. Continuously abusing his C1 
    works only against peon crowds though. This is still a very useful method of
    attacking, even large crowds, with ease.
    
    There is another very safe combo to use with Cao Pi's ice orbs, and this one
    is much easier to execute because it's a continuous string of C2's. Thus, 
    all that is needed is a safe initial C1 execution. After this, his C2 can be
    executed, and the ice orb from the initial C1 will explode after it, which
    will allow safe execution for the ice orb directly after his C2. This combo
    then, can be repeated. This combo is much more useful that simply abusing
    his C1, because it is easier to execute, and it's useful against officers.
    
    There is an interesting timing that can be achieved with Cao Pi's ice orbs,
    and this may give him a Dragon Arms compatibility, for the ones after his
    charge attacks, particularly his C5. I don't think it's full proof, even
    with a light weapon, but I thought it might be worth mentioning. 
    after deploying one of Cao Pi's ice orbs, say for example after his C5. 
    This is a very good example because his C5 often allows room for him to
    execute that extra ice orb charge after it, in the right situations.
    If he does his jump charge as early as possible after deploying the ice orb,
    it can be used and timed nicely to ensure a pretty safe landing, as the
    ice orb explodes. Well, you can see already that this is an interesting fact
    at best. There's really no reason to use this method over his normal attacks,
    or just his C5 alone. But try it out. It's quite fun.
    
    -------------------------------------------------------------------------------
    ______________
    9.36 - Cao Cao [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou/Ginseng
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Cao Cao's normal attacks are much easier to abuse now that the flinching
    time is longer. His fifth normal attack is the most important. It much
    easier now to stop after it and either start attack again or run away to
    reposition him. This is a good reason to not give him the Ginseng.
    The Way of Musou will make his offense a bit faster.
    
    The extended flinching time also makes his C5 a lot easier to execute.
    But like Cao Pi's C5, it still isn't safe in massive crowds. His C6 still
    has an execution time that is too long to use against officers if they
    aren't blocking. So it will remain an option on against blocking officers,
    in small crowds.
    
    Using his C1 before engaging an officer may give Cao Cao quite a good offense.
    It's not too hard to kill an officer in one combo, by doing the maximum
    number of normal attacks with fire depletion from his C1, and then a full
    musou. Often the only difficulty in doing this is timing his C1 and normal
    attacks properly when officers are approaching with large crowds, but are
    not in the lead of the crowd. Otherwise, the extended flinching time, does
    a lot to make this combo easier to execute.
    
    -------------------------------------------------------------------------------
    ______________
    9.37 - Cao Ren [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Ginseng
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Cao Ren also remains pretty much unchanged. His grounded musou is upgraded
    by the True Way of Musou.
    
    His defense is also slightly better when attacking with his normal attacks, 
    because of the extended flinching time.
    
    -------------------------------------------------------------------------------
    ______________________
    9.38 - Sun Shang Xiang [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Like Fu Xi, it is very hard for Sun Shang Xiang to juggle with her musou.
    This also makes her very dependant on ice for a good offense. 
    
    With a heavy weapon and defensive stats, Sun Shang Xiang's defense is lot
    better now in Xtreme Legends because of the new non-flinching property for
    heavy weapon wielders. She has what I called a Special Defense, that only
    Cao Ren had (Xing Cai too, but it doesn't quite work well with her) in 
    Dynasty Warriors 5. Getting hit during her normal attacks is sometimes
    unavoidable in massive crowds, but this new Special Defense, helps her a lot,
    both in getting hit less, and making it easier for her to get into red
    health safely.
    
    The extended flinching time makes her C6 a bit easier to execute now, and
    makes it harder for her to get hit.
    
    -------------------------------------------------------------------------------
    ______________
    9.39 - Zhen Ji [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Dragon Arms
    True Way of Musou
    
    Ice Orb
    
    The Ice Orb is more advantageous now because of a stronger musou. Her musou
    against a frozen officer now deals relatively more damage, than her true
    musou. And with her Dragon Arms configuration, the Ice Orb is more of a
    necessity.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    With the Dragon Arms equipped, Zhen Ji is now very capable of high defense.
    She can now use her C1 and Jump Charge, and with the right timing it is a
    continuous string of 360 degree attacks. Please take the time to view my
    "Zhen Ji's Deadly Combo" video. The edit character in this video has a medium
    weight weapon with maxed out attack, which is why her C1 and Jump Charge is
    killing peons in one hit. Refer to Zhen Ji's analysis in section 10 for more
    info. 
    
    With an defense like this, Zhen Ji rises a lot in the tier list. But if she
    were to abuse this deadly combo of her's, since it doesn't contribute to
    musou filling, her offense is a slow one, especially against massive crowds.
    Small crowds can be fast, because after a few C1's and jump charges,
    it's simple one on one combat.
    
    The extended flinching time makes it much easier for her to stop after her
    fourth normal attack. This gives her a much better musou filling ability, in
    a larger range of crowd sizes.
    
    ------------------------------------------------------------------------------- 
    __________________
    9.40 - Huang Zhong [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Fire Arrows
    True Way of Musou
    Way of Musou
    
    Ice Orb
    
    The choice between the Huang's Bow and the True Way of Musou should be a simple
    one. The Huang Bow gives about only 5/4 and increase of damage with his C1.
    The True Way of Musou gives 3/2. Pretty big difference.
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Huang Zhong's offense is upgraded slightly by the True Way of Musou.
    
    The extended flinching time makes it slightly easier to use his C1 continuously,
    and his C3 directly after his C1 in specific situations.
    
    Lastly, the four characters that were able to use their bows during their C1's
    (and C5 in Huang Zhong's case), namely Lu Bu, Gan Ning, Huang Zhong and
    Xiahou Yuan, are now unable to do it, in Xtreme Legends. Just an interesting
    fact, as it doesn't change their movesets or offensive/defensive strategies
    at all.
    
    -------------------------------------------------------------------------------
    ____________
    9.41 - Fu Xi  [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    Fu Xi, or the Broadsword moveset, is one of the two new movesets introduced
    in Xtreme Legends.
    __________
    4th Weapon
    ŻŻŻŻŻŻŻŻŻŻ
    Power	38
    Medium Weight
    Charge	16
    Fill	16
    Defense	16
    Attack	16
    Life	17
    
    Definitely not a bad weapon for this moveset. Fu Xi works well with a short 
    musou and high fill. The Charge bonus is very useful for all of Fu Xi's 
    versatile charge attacks. Life and Defense may be wasted in the eyes of 
    Fu Xi master. Speed isn't quite a necessity, because his jump attack is very
    defensive, and defensive strategies are similar to Xu Zhu's. But a speed
    bonus would help a lot. It's easy for Fu Xi to isolate officers temporarily
    even in large crowds, but getting to officers quickly enough to capitalize
    may be hard. A speed bonus would grant him more flexibility, which is quite
    important for this moveset.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Dragon Arms
    
    Ice Orb
    
    It's very easy to agree that once you've figure out that it is possible to 
    continously abuse his jump charge with the Dragon Arms equipped, Fu Xi is
    among the better characters in the game. Also, his charge attacks all have
    slow recovery. The Dragon Arms is a very important item for charge attack
    cancellation. His useful jump attack makes him even more compatible with the
    Dragon Arms.
    
    The True Way of Musou will allow Fu Xi to kill generals very quickly when
    iced. 
    
    The Ice Orb is undoubtedly the best orb to equip for Fu Xi's moveset. 
    Because his C1, jump charge, and his C5 are all fire 
    elemental by default, there is no need for the Fire Orb, and little need for 
    the Way of Musou. Fu Xi's musou is strong by default; even when generals with 
    higher defense, like the playable characters, can be defeated very quickly, 
    when frozen. The Ice Orb also helps a lot because it may be hard to juggle 
    correctly with his musou. 
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    The Dragon Arms allows his jump charge to be continuously abused. The range 
    being 360 degrees, makes musou filling ridiculously easy, and grants him
    moderately reliable defense. Even though it can be used over and over again,
    it's not safe enough to abuse it. The reason is the same as Meng Huo's jump
    charge. It's not safe on the way down, if it's used when enemies are close in.
    Only when Fu Xi uses his jump charge to enter crowds is when it is safe.
    
    Fu Xi's C1 is excellent. It is composed of two nearly 360 degree
    slashes; both of them have fire, and both of them are very strong. His C1 is 
    also an excellent musou filling move. With the range not quite 
    covering 360 degrees, there are slight possibilities of getting hit, and this 
    will sweep him off his feet and allow the enemy to juggle him. Another 
    advantage of his C1 is that generals do not block it. Whether it is 
    technically unblockable or not, it can be tested, but the point is, it can be 
    considered completely unblockable, because the AI will not block it. Pressing
    triangle more than once will make the second strike hit enemies into the air.
    The range however, is much less. Pair with its auto-fire property, this is
    a simple way to juggle high defense generals with fire.
    
    For the first time in Dynasty Warriors 5, the two new movesets Fu Xi and Nu Wa
    in Xtreme Legends have an elemental C2. For Fu Xi, this is very beneficial to
    attempt freezing officers quickly. It will often hit officers, even with it's
    long execution time. I believe it's another type that is long enough to
    officer to not block it, but fast enough so that it executes in time before
    officers actually land a successful hit. This is much like Pang De's C5.
    Try to only hit officers with the tip of the reach of his first normal attack
    to ensure safety with his C2 execution.
    
    Fu Xi's C3 has obvious defensive risks, because of the jabbing 
    strikes during its rushing sequence. It is however, 
    a very fast and good way to freeze officers. Other than using it to freeze 
    generals, it has very little use. Use his jump attack or jump charge to 
    eliminate the recovery time.
    
    His C4 has excellent range; it is one of the many ideal scattering
    charge attacks. The only thing to complain about is the somewhat long
    execution time. His C4 is the other good method for freezing 
    generals, but somewhat inferior to his other charge attacks because it hits
    opponents away if ice isn't successful. But it is a bit arguable on the issue
    of it's freezing effectiveness because, his C4 is the only charge attack that 
    can be used in massive crowds to attempt freezing officers. It's not a bad idea
    to use it if an officer happens to not be blocking in a massive crowd.
    
    Since his C1 and jump charge are fire-elemental already, it can be
    argued that the fire is a disadvantage, solely because there isn't a need for
    it to have fire. Because is has auto-fire, it doesn't have the ability to
    activate the equipped orb, thus it is unable to activate the ice. His C5 is 
    another one of those 360 degree ground pounding charge attacks, so
    it is very possible to hit blocking generals with it. If it could ice, his 
    C5 would be much more valuable because it is be able to hit
    generals, both blocking and non-blocking. And just imagine if his C1 were 
    ice elemental. He could be many more placements higher in the tier list.
    
    His C6 may seem to be useless at first glance, but it is his only
    method to freeze blocking officers. The execution time is so long, that 
    generals will stop blocking and attempt to attack him. There are obvious
    risks with doing this, as facing "smarter" generals (playable characters)
    may be dangerous, as they may like to do quick jump attacks. But ultimately,
    it can be mastered properly so that it can freeze blocking generals, everytime
    without getting hit. The main thing to keep in mind to keep a lot of distance
    between him and the officer, and exercising my tips on minimizing the execution
    time; do this by positioning the blocking officer slightly to Fu Xi's left
    side, with the obvious goal of hitting the officer at the end of his fifth
    normal attack. Try to have as much distance as possible, and it should be easy 
    for him to use his C6 with complete safety, with the long reach that he has.
    
    Fu Xi does have very slow walking speed, but this is very minor concern, as
    his jump attack can eliminate this flaw. His jump attack, like Xu Zhu's,
    hit behind him. So running away from crowds is not a hard thing to do.
    
    Fu Xi's musou is very hard to juggle with. There is a method but it's also 
    somewhat hard to replicate. Turning in a counterclockwise direction will
    enable it to hit more frequently, but this isn't enough to solve the
    problem because his musou has high height. 
    
    So what's the best offense for Fu Xi, given such a versatile set of charge
    attacks?
    Since his musou is so hard to use to juggle officers with consistency, the
    goal for Fu Xi should be freeze officers with the Ice Orb, and this is what 
    makes Fu Xi a very fun, and challenging high-mid tier character to use. He
    has so many possibilities with four charges attacks to attempt ice.
    Use his C2 when officers aren't blocking and when crowd sizes are small.
    His C4 should then be last resort if crowds are large. His C3 is useful 
    against approaching officers because they will often walk right into it, 
    because of it's long reach. And of course, his C6 is useful against blocking
    officers, when crowd sizes aren't too threatening. Try abuse Fu Xi's jump 
    attack a lot, in smaller crowd sizes. This will enable a lot of chances to
    catch officers off guard, so that he doesn't have to resort to his C6 to 
    activate the Ice Orb. His C3 is also very useful because of the reach
    after he's scattered an officer with his C4. But again, this also is limited
    to certain crowd situations.
    
    Fu Xi's moveset is the most ideal for crowd clearing. He has many long
    reach and wide range attacks that are all very defensive. Musou filling
    is very simple, and his musou, especially his true musou, is probably the
    most ideal crowd clearing, because it covers 360 degree range with the longest
    musou reach in the game. 
    
    -------------------------------------------------------------------------------
    __________________
    9.42 - Xiahou Yuan [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Speed Scroll
    True Way of Musou/Way of Musou
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    I prefer the True Way of Musou, for a much better offense for Xiahou Yuan.
    The Way of Musou gives him only slightly better defense. The ending can be
    unblockable, which does allow him to take on multiple officers with more
    ease, and just gives puts him in a better situation after his musou in
    general. Freeze an officer the many methods of C3, C5, and C6, and his
    musou will deal massive damage.
    
    The extended flinching time has made Xiahou Yuan a lot better, and a lot
    more playable. His normal attacks are much easier to execute now, and his
    C6 is very easy to get to without much problems. This explains his rise in
    placement, in the tier list. His second normal attack has very fast
    recovery, decent reach and horizontal range. Stopping after it is very possible
    in quite a large range of crowd sizes. This makes his musou filling ability
    much better, and it means a lot since his 4th weapon has no fill, and a long
    musou bar. His C3 is also easier to use in large crowds, because of the
    longer flinching time. It's often a very good way to attempt freezing officers
    even in large crowds. The range covered is nicely on both his sides, and the
    extended flinching time makes it a lot easier to execute now despite it's
    somewhat slow attacking speed. And of course, Xiahou Yuan's distanced combat
    is upgraded too. Peons flinching longer, will make it slightly easier to
    use his C1 more frequently, and when crowds get closer, his jump charge can
    also be used more easily after a C1.
    
    Keeping the Speed Scroll on him, he now has lots of musou filling opportunities,
    and the True Way of Musou allows him make short work of officers when frozen.
    
    Lastly, the four characters that were able to use their bows during their C1's
    (and C5 in Huang Zhong's case), namely Lu Bu, Gan Ning, Huang Zhong and
    Xiahou Yuan, are now unable to do it, in Xtreme Legends. Just an interesting
    fact, as it doesn't change their movesets or offensive/defensive strategies
    at all.
    
    -------------------------------------------------------------------------------
    ________________
    9.43 - Taishi Ci [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Speed Scroll
    Dragon Arms
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Taishi Ci is a lot better defensively, with the Dragon Arms equipped. Before
    Xtreme Legends, when crowds are running after him, he often has his jump
    charge as his only choice, or as his best choice. Now he's able to use his
    C2, and then a jump charge directly after it. Even though he doesn't have
    the preferred weapon stats for high fill, he still has a short musou, and
    being able to clump together two useful charge attacks means a lot for
    easier and more reliable musou filling. 
    
    When given more distance, he's now capable of a slightly better offense
    with a C5 + jump charge combo. This is two double damage charge attacks 
    executed one after the other.
    
    His normal attacks are also much easier to use in crowds because of the
    extended flinching time. His sixth normal attack is quite useful, and has
    fast recovery, and this makes his normal attacks more usable in small crowds.
    
    His performance is much better in massive crowds now too because of the
    ability to use his jump charge after his C2. 
    
    It really sucks that Taishi Ci is almost forced to equip the Speed Scroll for
    good defense. There are many dangerous situations that arise if he's unable
    to run fast enough to reposition himself. The Dragon Arms obviously gives him
    a much better defense. It just kind of sucks to see an item slot wasted
    for the Speed Scroll, because his musou with the True Way of Musou equipped,
    is strong enough to defeat officers in one musou. The ending of it, deals
    massive damage.
    
    Please have a look at Taishi Ci's ideal weapon and analysis in section 10, 
    and view the video that shows his ideal configuration. With a light weapon,
    better musou filling stats, and speed, he's capable very good defense,
    and extremely fast offense. His light weapon configuration is a huge jump
    from his Dynasty Warriors 5 configuration.
    
    ------------------------------------------------------------------------------- 
    _____________
    9.44 - Xu Zhu [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Way of Musou
    True Way of Musou/Ginseng/Dragon Arms
    
    Fire Orb/Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Xu Zhu is actually very compatible with the Dragon Arms. Because his jump
    attack is practically 360 degrees, his C4 can be abused very safely.
    However, it might not be a preferred item for some players because he is
    capable of a better offense with the True Way of Musou, and the Ice Orb.
    
    The same strict strategies apply for Xu Zhu in Xtreme Legends. If you 
    choose to give him the True Way of Musou, it just simply means that you'll have
    to adjust according, and memorize a large crowd threshold crowd size that will
    fill his musou with his normal attacks or his C4. This adjustment actually
    isn't much of an adjustment, because the extended flinching time allows for
    Xu Zhu to abuse his first four normal attacks much more easily when crowds
    are only in front of him. His C4 is also easier to execute, as officer
    have no chance to block it now, after hitting with his third normal attack.
    
    -------------------------------------------------------------------------------
    _______________
    9.45 - Dian Wei [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Speed Scroll
    True Way of Musou/Ginseng
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Again, the Speed Scroll doesn't quite give him a walking speed that is fast
    enough for safe escaping, but it does make it a lot easier for him to
    run temporarily in order to position himself in better situations to attack
    safely.
    
    The major change that is caused by the extended flinching time is Dian Wei's
    C6. It's by far easier to execute in crowds, and against officers. His short
    reach is still a problem for executing his C6 in massive crowds, but it's
    a huge change from Dynasty Warriors 5. Because his offense is now quite
    dominantly his C6, the Ginseng might not be much of a needed item.
    The True Way of Musou will give him a better offense.
    
    -------------------------------------------------------------------------------
    _______________
    9.46 - Zhu Rong [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Speed Scroll
    Ginseng
    
    Ice Orb/Light Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    I still recommend the Speed Scroll to allow for distanced combat with Zhu
    Rong's C3.
    
    The extended flinching time does help her normal attacks a bit, but her
    close combat methods are still very dangerous. The Ginseng is still a very
    important item for high fill. Her C6 is much easier to execute in crowds now,
    but it's still not safe in large crowd sizes. 
    
    Nothing much has changed. Give her the True Way of Musou to allow her to
    kill officers in one musou (or very close at least), if you're feeling bold.
    But she still almost needs the Ginseng for a better defense.
    
    The extended flinching time helps other little things such as execution of
    her C4, C6, and stopping purposely after her fourth normal attack. But none
    of these are huge advantages.
    
    -------------------------------------------------------------------------------
    _____________
    9.47 - Sun Ce [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Dragon Arms
    True Way of Musou/Ginseng
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Sun Ce is now capable of a much better defense with the Dragon Arms.
    His problem is poor musou filling ability, and minimizing the recovery time
    after his charge attacks is a huge upgrade. Although, unlike Sun Jian, there's
    no real fullproof way of guaranteeing a safe recovery.
    
    His C3 is much more easier to use now. Stick with the strategy of using it in
    a clockwise direction. It can be a safe move to use in small crowds, for
    musou filling, if you use the last hit to escape by facing away from the 
    crowd (assuming that no threats are from behind of course). Do either a
    quick jump attack, or jump high. But methods seem equally safe....or equally
    unsafe.
    
    His C4 is a lot more defensive now, because its long recovery is reduced.
    Still try to use his C1, and leading methods, to get crowds a bit more clustered
    before using his C4. Because his C4 thrusts forward, it's very hard to
    ensure a safe recovery. Again, either do a quick jump attack or a high jump.
    The risky execution is still a problem for him.
    
    His C5 seems to be the best charge attack now to use with the Dragon Arms.
    The forward thrust again, is the only reason why he's not capable of Sun
    Jian's extreme defense with the Dragon Arms. It works quite well when
    entering crowds with his C5. But this can't be done all the time.
    
    His C6 is slightly easier to execute because of the extended flinching time, 
    but it's still not a good move to use.
    
    Using his jump charge after his C1 with the Dragon Arms makes it a bit safer
    and more useful, but again, the execution is still a potential problem.
    This tip doesn't even make his C1 any more useful anyway.
    
    -------------------------------------------------------------------------------
    ________________
    9.48 - Huang Gai [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Speed Scroll
    True Way of Musou/Ginseng
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    The extended flinching time makes it a lot easier for Huang Gai to use his
    normal attacks. However, he's still quite a terrible on defense. The
    Dragon Arms won't do too much for him, as execution issues still exist.
    But still, the extended flinching time helps him in many ways: He's more able
    to stop after his second normal attack and restart attacking again.
    These are his only useful normal attacks, and it nice that they are both at
    the beginning of his normal attack string. But it's not at all straight out,
    abusable, because the recovery time isn't that fast after his second normal
    attack. His C4 will now, not get interrupted by officers. This means a lot
    for crowd scattering when officers aren't blocking. The same thing can be said
    for his C5. The longer flinching time now allows his third and fourth
    normal attacks to be used safely, but only in a large range of crowd sizes.
    Since his second normal attack strikes from left to right, aim his third
    normal attack to strike to his left side, and his fourth normal attack
    to strike to his right. By the time his fifth normal attack kicks in, his
    C6 should be much easier to execute. But sadly, Huang Gai's still very
    inept in massive crowds. If only his weapon had fill on it. An extra fill 20
    makes a huge difference for Huang Gai.
    
    There is an alternative setup to consider for Huang Gai. He is able to
    equip the Survival Guide for ATKx2 war axes. He'll get them every time he
    uses his C1 on himself. Be sure to let him fall and lie completely on the
    ground. Doing an L1 somersault will not work. However, this is only an
    interesting alternative, because Huang Gai with his 4th weapon cannot be fast
    enough on foot to really make this strategy useful when facing large crowds.
    His running speed with the Speed Scroll is practically the same as the
    running speed of peons. It's hard for him to create enough safety distance
    to use his C1 and the Survival Guide effectively. However, this is of course
    an evaluation of ground combat only, and thus a limitation by me, this guide, 
    and the ground combat tier lists. This strategy can work quite well if you
    include horse combat. However, some time is wasted if you have to take his
    horse to somewhere safe to use his C1. It's more like an ATKx2 for 20 seconds.
    And of course, you can't even be scratched because he'll have zero health.
    This is a more useful alternative with a speed 40 configuration.
    
    -------------------------------------------------------------------------------
    ________________
    9.49 - Diao Chan [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Dragon Arms/Ginseng
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    I would probably stick with the Ginseng for a faster fill with her C3.
    She isn't that compatible with the Dragon Arms, but it does allow her to
    tack on a damaging jump charge after her C3, or of course after any other
    charge attack. It's very nice to use her jump charge after her C6 if the
    ice orb kicks in, and she has a filled musou. This way she can get right into
    the officer's face to do a double damaging musou. But the best application of
    charge cancellation would be after her C3. It's only a mild compatibility
    because her C3 has a fast recovery anyway. Doing a jump charge doesn't really
    solve any C3 recovery problems. Taking off the Ginseng for a lower fill, but
    always a chance to do her jump charge after her C3, almost balances out,
    in terms of musou filling rate. An alternative configuration would be to have
    both the Dragon Arms and the Ginseng equipped, but still with her long musou
    bar, it's still hard to guarantee a filled musou after any of her moves, but
    this is indeed the best defensive setup.
    
    Her C3 is just slightly safer in crowds because of the extended flinching time.
    Still stick to a shortened C3 for better defensive results. Be sure to enter
    crowds at the beginning of her C3 to eliminate risks of getting hit during
    the execution time. The extended flinching time also helps her fifth normal
    attack quite a bit. But it's still not a huge defensive upgrade for Diao Chan
    because her normal attacks are still inferior to her C3 in terms of defense.
    
    She definitely hasn't changed much. Diao Chan is probably best in red health, 
    because of her fast walking speed, excellent true musou ending, and strong
    jump charge.
    
    Diao Chan gets a lot more interesting with full weapon customization.
    Please take a look at her analysis in section 10.
    
    -------------------------------------------------------------------------------
    _________________
    9.50 - Zhang Jiao [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Speed Scroll
    Ginseng/True Way of Musou
    
    Light Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Zhang Liao still has a lot of problems with his C3 in massive crowds, and
    still has no red health strategy, or more accurately, a very poor one, that
    has a slow offense and is very dangerous against multiple officers.
    
    The one thing that Zhang Jiao is better at doing is abusing his first normal
    attack because of the extended flinching time. This makes things a lot easier,
    but only in small crowds. It's very hard to survive with him in massive crowd
    situations. Having a below average counterattack doesn't help either.
    
    The rushing sequence of his C3 when his staff is levitating up and down, he's
    a bit safer because of longer flinching time, somewhat like Zhang Fei's C3.
    But Zhang Jiao's is merely, a bit safer.
    
    His Ginseng configuration is the safest choice. After his C3 is never a 
    guaranteed safety, so having a filled musou after his C3 is important.
    Not having the True Way of Musou makes is offense a bit slower.
    
    ===============================================================================
    ________________________________________
    10.00 - Ideal Weapon Customization (CAW) [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Many characters are really limited by their poor 4th weapons, whether it
    is because of weapon weight or poor attributes on the weapon. Some characters 
    would benefit overall by having a better 3rd weapon, with a suitable weapon
    weight, and better attributes. This of course would sacrifice the free musou
    rages per 100 KO's. This section discusses full customization of each 
    character's 3rd weapons, covers ideal item configurations, and introduces a 
    new tier list. This tier list can be regarded as a moveset tier list,
    where it is more of a fair ranking of all the movesets in the game, but with
    full weapon customization. Thus, characters who benefit a lot from extra
    speed such as Xiahou Yuan, are capable of pretty extreme defense. This section
    is concerned with maximizing the potential of all characters in Chaos Mode.  
    
    There is a new mode in Xtreme Legends, called Destiny Mode, where you can
    create a warrior, and fight as a soldier under any of the playable characters.
    The duration is 8 stages, and after completion, you are awarded a third weapon
    of the character that you served under, and this third weapon always has
    5 attributes on it, and evolution attacks. This way, we can now make better
    characters with the same movesets as all the playable characters. However, 
    going through Destiny Mode to get 5-attribute 3rd weapons for the "Other"
    characters isn't recommended, because you can't serve under them. There is a 
    way to get a 3rd weapon of Zhu Rong's moveset, but the odds are ridiculously
    low.
    
    As an alternative for these Other characters, or if you're too lazy to create a
    warrior, you may want to use the Internal Time Trick, to acquire weapons with
    4 attributes. You should refer to the Internal Time Trick guide, also on 
    www.gamefaqs.com. There will be a suggested weapon from the Internal Time
    Trick for each of the characters in this section.
    
    Furthermore, after completing any stage, you can earn Bonus Upgrades to enhance
    certain character stats. Here are the following Bonus Upgrades that you can get
    	Life
    	Musou
    	Attack
    	Defense
    	Power
    	Attribute
    Upgrades for Life, Musou, Attack, and Defense will all increase those
    specific stats for any character. The importance of these Bonus Upgrades is
    Power and Attribute. Now that we have these Upgrades, the stats on third 
    weapons can be maxed out. Power can be maxed out to 40, and any Attribute to
    20. Thus, after completing Destiny Mode, and going through several hours of
    acquiring the Power and Attribute upgrades, you can get a third weapon with
    a Power of 40, and 5 Attributes all maxed out to 20.
    
    Lastly, in Destiny Mode, you can capture Supply Captains to obtain weapons.
    If you get these weapons in the 8th stage, the last stage in Destiny Mode, 
    they are also third weapons with 5 attributes and evolution attacks. However,
    the movesets for these weapons may not be the same as the character you are
    serving under, so these weapons are randomly generated. Acquiring weapons
    from Supply Captains in Destiny Mode, is the only way to get a good third 
    weapon with 5 attributes, for the characters not from Shu, Wei, or Wu. Some
    may believe that Diao Chan would be much better in Chaos Mode, if she had
    a Medium weight weapon with an extra Attack+20 stat on it. Well, I'm just 
    telling you that it is possible to do it, but I don't know if anyone is
    crazy enough to do it. The chances of getting the desired moveset is 1/50.
    But the chances of getting the desired weapon is much lower than that because 
    the weight and attributes are randomly generated. So, you'll probably want to
    use the Internal Time Trick for stacked 3rd weapons instead. Well....it's not 
    five attributes, but you can live with four, right? 
    
    Again, video clips for most of the character setups can be found at
    http://youtube.com/DW5chaosmodeguide
    
    Again, just a reminder, it is essential to cover the character analyzes 
    so that you understand everything I say in the tier list discussion, because
    I move through the discussion quite quickly, in a fashion that assumes
    the reader knows exactly how each character's maximized performance is.
    _______________________________________________________________________________
    Dynasty Warriors 5 Xtreme Legends
    Full Customization Tier List
    Chaos Mode, 5-Star Stages, Xtreme Legends, Mastered Characters
    Maxed Base Stats
    
    Zhuge Liang
    Lu Bu
    _______________
    Zhou Tai
    Zhou Yun
    Ma Chao
    _______________
    Sun Jian
    Yuan Shao
    Pang De
    Zhang Liao
    Lu Meng
    Lu Xun		
    Ling Tong
    Gan Ning
    Cao Ren
    Zuo Ci	
    Xu Huang
    Liu Bei
    Wei Yan
    Da Qiao
    Xing Cai	
    _______________
    Sun Quan
    Sima Yi
    Zhang He
    Nu Wa
    Pang Tong	
    Meng Huo
    Zhu Rong
    Guan Yu
    Xiahou Dun
    Zhang Fei		
    Jiang Wei
    Guan Ping
    Yue Ying
    Cao Cao
    Taishi Ci	
    Dong Zhuo
    Xiao Qiao
    Zhou Yu
    Cao Pi
    Sun Shang Xiang		
    _______________
    Zhen Ji
    Huang Zhong
    Diao Chan
    _______________
    Xu Zhu
    Fu Xi
    _______________
    Xiahou Yuan
    Dian Wei
    _______________
    Zhang Jiao
    _______________
    Huang Gai
    Sun Ce
    
    -------------------------------------------------------------------------------
    Dynasty Warriors 5 Xtreme Legends
    Full Weapon Customization
    Maxed Base Stats
    Maximized Characters
    Tier List Discussion
    -------------------------------------------------------------------------------
    
    Top Tier: Excellent Defense; Excellent Offense; Unparalleled Consistency
      Zhuge Liang, Lu Bu
    
    I've decided to analyse Zhuge Liang as Lu Bu's equal. I won't waste your
    time repeating Lu Bu's godly-ness. He's basically unchanged, with full
    customization. Zhuge Liang with his heavy weapon setup has consistently
    the fastest offense in the game. Lets look at all the situations:
    Against singular officers only, in small crowds many other characters are
    capable of the same offensive ability, such as Nu Wa, or Ling Tong, etc, 
    but as crowds increase, it matters little for Zhuge Liang, because his musou
    filling will still take one jump charge, and all he needs to do is run for
    a little while only, with his speed 40 increase. The characters who can rival
    him against singular officers in massive crowds are Sun Jian, Pang De, and
    of course Lu Bu. All other characters should have a bit more difficulty.
    Against playable officers then, Lu Bu gets slightly outclassed by Sun Jian,
    Pang De, and Zhuge Liang. But against mounted officers, there's no other
    character who can rival Zhuge Liang, in offensive speed. Even because in 
    average stages, Zhuge Liang's full potential can't be seen, he still has the
    fastest consistent offense, because his musou can destroy mounted officers
    in one musou only. This is possible because since his musou is so strong,
    he can waste a few of the hits when officers are lying on the ground. 
    Zhuge Liang is by far the best against enemy commanders, or high 
    defense officers such as Pang De at Yang Ping, or
    Ma Chao at Bai Di. Then, in Mt Qi, where all officers are beefed up, 
    Zhuge Liang truly deserves his own top tier placement. But we'll
    keep in mind that this tier list does not include Mt Qi, but only
    emcompasses the average 5-star stage, which is most of the 
    stages anyway.
    
    I've placed Zhuge Liang above the perfect defense tier of Zhou Tai, Zhao Yun,
    and Ma Chao, because Zhuge Liang's distanced combat methods are not at all
    far from perfect defense. There are three arguments with Zhuge's methods that
    make the ordering with him and Lu Bu in this tier quite arguable (leaving
    Mt Qi aside of course). The first, is an offensive argument. Saying that 
    Zhuge Liang needs to waste time with running because he needs to have safety
    distance for executing his jump charge, and comparing his distance combat
    musou filling method with Sima Yi's, Zuo Ci's, or any others, isn't much of
    a good argument. Zhuge Liang can devote a weapon slot and item slot, for a
    speed 40 increase, and he doesn't need to run very much at all. All
    that is needed is the safest distance, and his jump charge will fill his musou
    often in only one jump charge. This is an incredibly fast musou filling
    method, and still very fast in massive crowds. Another point related to this
    argument is that it's most preferred to use his musou against officers at 
    a distance away, so there kind of isn't any "running back" phase, but simply
    just one running away phase to create enough safetly distance. The second 
    argument is defensive one. The only reason why Zhuge Liang doesn't have 
    the perfect defense that Zhou Tai, Zhao Yun, and Ma Chao have, is because 
    of his weakness against archers. But this also, is not much of a good argument, 
    even in Mt Qi, where there are many archer crowds. Unlike Huang Zhong, 
    Zhuge Liang, isn't completely planted when musou filling with his jump charge.
    He stays in one spot for a short period of time when he's in the air, but 
    otherwise, it's a quite a continuously moving attack. Zhuge Liang's defense is 
    not far from being perfect at all. The third argument is perhaps the only good 
    one for nailing Zhuge Liang. The only true weakness in Zhuge Liang's jump 
    charge is terrain. But even this, is a weak argument for Zhuge Liang's 
    weaknesses, because it is basically on uphills when he can't quite use his 
    jump charge. Unlike Huang Zhong or Xiahou Yuan, Zhuge's at a disadvantage 
    only on steep uphills, while Huang Zhong's and Xiahou Yuan's C1's can't be 
    used if the terrain is even slightly slanted. Also, slopes altogether are a 
    slight disadvantage for Zhuge Liang's musou, but the solution to this is 
    obviously to use his musou when close to an officer. Anyhow, steep slopes 
    are rare, and he shouldn't be nailed badly on this weakness. 
    
    -------------------------------------------------------------------------------
    
    2nd Tier: Perfect Defense; Good Offense
      Zhou Tai, Zhao Yun, Ma Chao
    
    Nothing has changed for these three characters. They are still here for
    their perfect defense. The order is the same, descending in offensive 
    ability. Ma Chao is the only one who has actually changed, with a longer musou
    bar. Zhao Yun, having perfect defense with the Dragon Arms is a bit
    better than Ma Chao's abusable jump charge, because of more flexibility. 
    
    -------------------------------------------------------------------------------
    
    3rd Tier: Excellent Defense; Excellent Offense
      Sun Jian, Yuan Shao, Pang De, Zhang Liao, Lu Meng, Lu Xun, Ling Tong, 
      Gan Ning, Cao Ren, Zuo Ci, Xu Huang, Liu Bei, Wei Yan, Xing Cai, Da Qiao
    
    Again, the 3rd and 4th tiers are quite large, and the trend is the same, but
    that these two tiers are a lot larger because more characters are able to
    rise with full weapon customization. And again, the decrease in offensive
    potential is very very gradual, and I have simply chosen to draw the line
    at Da Qiao and Sun Quan.
    
    Sun Jian is at the top of this tier. His new configuration allows him to musou
    fill very quickly, and gives him an offense that is fast against regular
    and playable officers. There's nothing much to comment on his placement. He
    is only one in this tier with no wasted musous when musou filling (or 
    at least it's at a minimum) and his musou is capable of defeating playable 
    officers in just one musou. With attack 20, charge 20, and fill 20, his musou 
    filling method is very easy with his first four horizontal normal attacks, and
    a very valuable C5 almost eliminates wasted musous for defense. Yuan Shao is
    basically a Sun Jian with slightly slower musou filling. Yuan Shao however,
    is a bit more flexible with his escaping jump charge. Both Sun Jian and
    Yuan Shao with the Dragon Arms are very solid high tier characters.
    
    All the characters from Pang De to Cao Ren, are capable of defeating playable
    officers in one musou. Zuo Ci is near the bottom of this list, because
    he needs safety distance to use his C4, and it can sometimes miss, and allow
    peons to slip through. Pang De's C3 still works quite well, even with a fill
    20 only, and a long musou bar, but obviously only in massive crowds.
    His other musou filling methods are his C4, C6, and possibly his jump charge.
    Both his C4, and C6 are excellent, but may force him to waste musous for
    defense once in a while; the fact the recovery time for these two charge
    attacks are quite long, is what causes potentially wasted musous.
    Something worth considering though, is that because Pang De's musou is
    planted, he is the best in this tier, or perhaps in this game, against
    multiple officers. Zhang Liao and Lu Meng would waste a lot less musous for 
    defense, but their musous are a bit lacking against playable officers. Lu 
    Meng's musou is stronger than Zhang Liao's because of one extra hit, and this 
    is quite an important difference. Lu Meng needs only two or three normal
    attacks preceding his musou, to defeat playable officers, as fast as Sun Jian,
    or Pang De. And this is very easy to achieve. Zhang Liao, only the other hand,
    needs more normal attacks, and the fact that he will have to get past his
    risky third normal attack to be able equal Lu Meng's offensive ability against
    playable officers. However, Zhang Liao's scattering jump charge is quite
    useful for offsetting this disadvantage. Zhang Liao's C6 makes him a bit
    better than Lu Meng for musou filling purposes, more flexibility, and 
    less wasted musous. Zhang Liao or Lu Meng....take your pick.
    Lu Xun should be next. He has two methods for defeating playable officers
    quickly, but neither are as effective as the characters that are above him.
    His C1 method needs proper timing, and enough safety distance to execute it.
    His C3 also needs some safety distance to execute. Gan Ning is incapable of
    defeating playable officers in one musou without ice, if you equip him with 
    the Dragon Arms. However, if you give him the Way of Musou, it is possible,
    but it would mean that he needs to waste a lot of musous after his C6,
    now that he doesn't have the Dragon Arms to cancel the recovery time. 
    The Dragon Arms setup is by far the best way to go. Even without it, his
    offense, like Ling Tong's, needs only a few extra hits to defeat playable 
    officers, and this could be his C6, C5, or his very abusable C1 with the
    Dragon Arms. Like Gan Ning, Ling Tong needs ice to defeat playable officers,
    but, he is not far from it at all, as he needs only several hits to complete
    the damage needed to deplete a health bar of a playable officer. And with the
    most consistent freezing method in the game, Ling Tong's offense is incredibly
    fast. He still has flaws when facing massive crowds or multiple officers
    though. His placement should be a little lower in those cases. But it's hard to
    make this call, because his jump charge is useful for isolating multiple
    officers. Cao Ren, is basically an inferior Pang De. His C3 can be abused when 
    given the chance. But in close combat he'll have to resort to his C6, which can 
    make him waste musous for defense. Zuo Ci is similar to Cao Ren with both 
    distanced combat methods and close combat methods for musou filling, but 
    both of Zuo Ci's are inferior to Cao Ren's. Zuo Ci's C4 takes longer to execute 
    and has some potholes. When in close combat, Zuo Ci's normal attacks, and 
    escaping with his jump charge, simply is less effective than 
    Cao Ren's C6. 
    
    Xu Huang's placement is quite strictly, right here. His long musou plus
    his C3 will defeat regular officers in one combo, while musou filling at the
    same time. Against playable officers, he only needs ice to kick in, so he 
    pretty much has a 60% chance to secure a one-musou-KO offense against
    a playable officer. His C1 and jump charge are also very useful against 
    mounted officers. 
    
    The problem with the ordering in this tier is that I've valued characters
    who can defeat playable officers in one musou, higher. But in most situations-
    against singular regular generic officers - the ones that musou fill the fastest
    are the best. Liu Bei deserves quite a high rank in this tier, when not 
    fighting against playable officers. But since he has no chance at 
    kill playable officers in one musou, he has to be placed here, because
    he is at a disadvantage against playable officers. 
    
    From Liu Bei to Xing Cai, are characters who are capable of a one-musou
    offense against regular officers, but not playable officers. The exception
    is Da Qiao, but her freezing methods aren't very reliable. Liu Bei has
    the fastest musou filling method with his C3. The problem with Liu Bei, is
    his fourth normal attack, and just because of this one jabbing strike, it
    makes him incompatible with a long musou, or I should say, he's most compatible
    with his recommended setup. If you want to give him a long musou in hopes of 
    raising his offense against playable officers, it can't quite be done, because
    his offensive speed overall is a lot slower. The point with his configuration
    is a short musou and fill 40. This enables him to musou fill easily with a
    short C3. With his jabbing fourth normal attack, his defense is at risk.
    If you want to give him a long musou bar, the way to fight defensively then, is
    to enter crowds with his C5, but this can't always be done, so he's left with
    partial musou filling with his jump charge. Then basically he's another Zhou Yu,
    but with a stronger musou. This would demote him to the tier lower, as
    he wouldnt be much different from Sun Quan's or Sima Yi's offensive speed. 
    
    Wei Yan, and Xing Cai, like Liu Bei have no chance at defeating playable
    officers on one musou, with their suggested configuration. If you give them
    the Ice Orb, you have roughly a guaranteed 60% chance to defeat both regular
    and playable officers in one musou only, but because most officers in a 
    stage are regular officers, I recommend the Fire Orb. Xing Cai is at the bottom,
    because it's a lot harder for her to set fire with her C3, especially in
    large crowds. Da Qiao's offense is basically musou filling with her normal
    attacks, and then using her true musou. She does have a chance at freezing
    officers with her C3, C4, or C5. Her C5 is the best choice for the reasons 
    that, her fourth normal attack is very protective, her C5 will hit
    officers regardless of blocking, and if ice fails, she'll still be able to 
    use her true musou to juggle the officer. I've placed her here however, because
    playable officers tend to come in massive crowd sizes, and pulling off her C5
    safely, isn't easy, and isn't practical. 
    
    -------------------------------------------------------------------------------
    4th Tier: Excellent Defense; Good Offense
      Sun Quan, Sima Yi, Zhang He, Nu Wa, Guan Yu, Xiahou Dun, Zhang Fei, 
      Jiang Wei, Guan Ping, Pang Tong, Meng Huo, Zhu Rong, Taishi Ci, Dong Zhuo, 
      Xiao Qiao, Zhou Yu, Yue Ying, Cao Cao, Cao Pi, Sun Shang Xiang
    
    This tier is an interesting one. There shouldn't be a separation between the
    two types of characters, fast fill but two-musou-KO offense per officer, 
    and slow fill but one-musou-KO offense per officer. If you try to do 
    consistent time tests or something like that, these characters are very close.
    The point is, they are within the same tier, but it's impossible to measure
    and place them accurately because they are of two different types of offense,
    and it really depends on the situation. Sun Quan and Sima Yi are at the top
    of this tier, while all the others can almost be ordered freely. However,
    with the two-musou-KO per officer characters, the order should almost be
    clear, as Guan Yu, Xiahou Dun, Zhang Fei, Guan Ping, Yue Ying, Cao Cao,
    Cao Pi. There may be a good arguement for Xiahou Dun being higher, but this
    should be accurately, the order. And this order is set because of an overall
    analysis on musou filling ability, and most importantly, officer freezing 
    ability.
    
    Sun Quan is placed in this tier because often his most useful charge attack is
    his C6, and because it scatters, it is ultimately inferior to Sun Jian's C5.
    Sun Jian is much better in all crowd sizes. In massive crowds, having four
    horizontal normal attacks followed by a 360 charge attack, Sun Jian's
    offense is incredible. Therefore, he's only in this tier for slower offense
    because of wasted musous, much like Nu Wa, and Dong Zhuo. There's quite a huge
    difference between Sun Quan's musou filling methods, and everyone else's in
    the 3rd tier. The same sort of argument goes for Sima Yi. It's not hard to
    keep enemies at the preferred distance, so his musou filling is quite good,
    but a lot slower than Zhuge Liang's, and Zuo Ci's. Sun Quan and Sima Yi are
    placed at the top because they are superior to all others in this tier, 
    against playable officers. 
    
    Zhang He has a slight chance at defeating playable officers in one musou 
    if you set fire with his C3 before his musou. But this is very hard, because
    playable officers often come in massive crowds. And in massive crowds, it
    not easy to use his musou effectively because of unwanted displacement. This is
    somewhat like Xiao Qiao's musou problems, but a lot less problematic. Often
    one jump charge will be enough to scatter crowds to set up for his musou.
    Although Zhang He does have fast musou filling methods, I've placed him here,
    because his musou isn't completely consistent, in large crowd sizes, his
    musou rage combat is one of the worst, and his jump charge musou filling method
    requires always a safe landing. When crowds are scattered, he will need to
    lead crowds for a bit until they are more clustered together. Nu Wa is very
    similar to Zhang He. She has no chance at defeating playable officers in one
    musou, while Zhang He has a very small chance. Nu Wa's C1 musou filling method,
    becomes a problem in massive crowds, because she will often have to waste her
    musou. Also, against mounted generals in large crowds, she has no choice but
    to use her true musou to dismount them. And like Zhang He, after
    her true musou, crowds are scattered, which means she will have to lead 
    crowds until they are dense enough for safe musou filling with her C1. 
    However, against unmounted regular officers, her offense is very very fast.
    Having two methods of musou filling for Nu Wa means a lot for versatility.
    Her C1 is incredible in smaller crowd sizes. And when crowds are larger,
    her C3 will be enough to musou fill easily, and set up officers for her
    true musou at the same time.
    
    Meng Huo musou fills quite quickly with his jump charge, or his C3.
    The Light Orb gives him a much faster offense against officers, but the
    Ice Orb is the best choice for maximized offense. Although, it's very hard
    to freeze playable officers because his C3 is slow, and playable officers
    are often in massive crowds. Meng Huo also doesn't have a good crowd scattering
    attack. Zhu Rong is in some ways similar to Meng Huo. They are both 
    capable of musou filling quite quickly, and both have a very hard time
    defeating playable officers in one musou. Zhu Rong, like Zhang He, needs to
    set fire through her C3. 
    
    Guan Yu, as usual is one that is definitely hard to place. He shouldn't really
    be nailed for haing a relatively weaker attack, against playable officers,
    because playable officers often come in massive crowds, and Guan Yu's
    offense is maximized in massive crowds. Even though his offense against
    playable officers is often a series of short true musous, it is one of the
    fastest offenses, because officers and peons are all staying in one spot, for
    easy musou refilling. Against regular officers, with a longer musou now, he
    has a chance at killing them in one musou with ice, and freezing officers with
    his C6 is very easy to do. Even if he doesn't use ice, his offense is still
    a very fast one, despite his light weapon and juggling musou. One short true
    musou, and then a full one, is often enough to defeat regular officers,
    and this is possible in quite a large range of crowd sizes. The crowd size
    needed is a size that is large enough to refill his musou after a short
    true musou. There aren't many situations where Guan Yu's offense is slow.
    The only one is against playable officers in small crowds, but this is quite
    rare. Xiahou Dun's offense is quite close to Guan Yu's. Guan Yu's is easier
    to execute, and faster because of his useful true musou ending. But Xiahou Dun
    is much better at freezing officers, with his C3, and because his musou
    is very officer-oriented, musou filling is very very easy with him. 
    Xiahou Dun's offense is very fast, in most crowd sizes. Zhang Fei's C3
    does have one of the best officer freezing potentials in the game, but it's a 
    lot less effective than Ling Tong's. In large crowds, he's basically forced to
    execute his musou, which isn't a big deal obviously. He's still basically 
    guaranteed a 60% chance of freezing officers, just that he is not as flexible
    as Ling Tong is. His offense is basically like Xiahou Dun's, with a C3 that
    has high freezing chances, and a strong juggling musou. Xiahou Dun's musou
    is a bit better in terms of ability to quickly refill musou. And Xiahou Dun's
    musou filling is a bit faster with a shorter musou bar. Jiang Wei's also
    another Xiahou Dun and Zhang Fei, except with a musou that is a bit better
    at crowd clearing, which I have considered as more of a bad thing than a good
    thing, if we are measuring offensive speed against officers in crowds.
    Jiang Wei's C3 is a lot less effective, if we compare it to Xiahou Dun's or
    Zhang Fei's. Xiahou Dun's is very safe to execute, even in the middle of
    massive crowds, while Zhang Fei's is unblockable. Jiang Wei's C3 needs a bit
    more care, since during his second normal attack and the execution of his
    C3, is where his weakness is at. This simply means that he can't walk
    straight up to an officer in a massive crowd and simply execute his C3. 
    In massive crowds, his offense is quite strictly, musou filling, and then 
    using his musou, while others, such as Guan Yu and Xiahou Dun are capable of
    a much faster or more efficient offense. However, Jiang Wei does have a very 
    useful C1, that can be used against approaching officers for a very quick 
    victory over regular officers. Jiang Wei also has very many ways to freeze 
    officers, which is kind of nice, however having many methods doesn't mean 
    very much for versatility, as Zhang Fei's C3 itself, is ultimately better at
    freezing officers. Guan Ping, like Jiang Wei, has fast musou filling and a 
    fast offense against regular officers with two musous, without ice. Guan Ping 
    also lacks an abusable officer freezing method, while Xiahou Dun has his C3, 
    Guan Yu has his C6, and Zhang Fei has his C3. Guan Ping's C3 is very useful 
    and can be compared to Jiang Wei's C1, because both enable them to defeat 
    officers in one musou only, but requires safety distance, and often work only 
    against officers approaching from a distance. The difference is that Jiang 
    Wei's C1 has 100% consistency, while Guan Ping's has 60%, because it relies 
    on ice. Guan Ping is also a lot less able, in freezing officers with his 
    other charge attacks. His C5 is very hard to master, and his C4 as a 
    scattering attack is not as useful because if ice fails, he's scattering 
    crowds, and potentially wasting musous because of long charge recovery. 
    Jiang Wei is better than Guan Ping, in almost every way. Yue Ying is last in 
    this long subsection for likely the worst ability in freezing officers. 
    Her C3 is useful, but works in smaller crowd sizes only, and requires enemies
    to be only in front of her. Her only unblockable charge attack is her C5, but 
    it's not so easy to make use of it, because of strict distances or 
    positioning. However, because her normal attacks are so incredible with safe 
    musou filling, and because she has a long musou bar and thus a long true 
    musou, she is a lot better against playable officers, even though her freezing
    ability is very poor against playable officers in massive crowds. Cao Cao 
    gets a very small promotion, because his C3 is now very useful in massive 
    crowds with his fill 40 configuration. He is now essentially a Liu Bei with a 
    juggling musou. Nothing much to note on Cao Cao; he is now very versatile, 
    and is able to take on almost any crowd size you throw at him. His C6 is the 
    best against officers in very small crowd sizes, for the highest freezing 
    probability in the game. His C5 will work in a large range of medium crowd 
    sizes, and then his C3 will take care of massive crowds. Very versatile
    indeed.
    
    Taishi Ci is also somewhat hard to place. He is another character that is
    capable of defeating regular officers in one musou, and playable officers
    with ice, but his flaw lies only in limitations with his musou filling
    methods. You really have to have Taishi Ci mastered to realize his high 
    placement. It's important to aim his jump charge in the right direction, 
    to purposely miss officers or let them block his jump charge, for a perfect
    musou setup. But, this is often not an easy thing to do. Against playable 
    officers, he needs ice to be successful on his C5. After that, he can 
    add a jump charge after it, for two double damaging charge attacks. His
    musou then, will take care of the rest. Like Meng Huo and Zhu Rong, he has
    a chance at defeating playable officers in one swift combo, but it's not 
    easy to execute, as he needs to have a lot of safety distance, to pull it
    off. There's also a small range of crowd sizes that is hard for him to fight
    in. And he has some problems against multiple officers. In my Ru Xu Kou
    video for Taishi Ci, an example of this is when Im facing Zhang Liao and
    another officer at the same time, with small crowd sizes. 
    
    Dong Zhuo has very fast musou filling, but his method with his jump charge
    means high potential for wasted musous. He also has no chance at killing
    playable officers in one musou. Although he could be compared to the other
    type of characters in this tier, whom are two-musou-KO per officer types,
    because in massive crowds his normal attacks will be enough to fill his 
    short musou bar, and he can easily maneuver behind officers with his
    musou to deal damage with some of his musou strikes. However, in most
    crowd sizes, his best musou filling method involves his jump charge,
    which means a high chance of wasted musous. He isn't too different from Taishi
    Ci, as it is best to aim his jump charge, in a way to purposely miss
    officers, to set up for his musou.
    
    Zhou Yu and Xiao Qiao are the slowest of that one-musou-KO type, in this tier.
    Zhou Yu's musou filling often consists of his jump charge for partial musou
    filling, and then his normal attacks. Against massive crowds, his running
    attack works quite well, but crowds really need to be massive, and dense.
    Zhou Yu needs ice to defeat playable officers in one musou, and Xiao Qiao's
    musou itself is strong enough, but requires no interference from surrounding
    crowds, because of unwanted displacement. Although Xiao Qiao's musou is
    very strong, her offense is a relatively slower one, because she needs to
    make use of crowd scattering strategies to set up properly for her musou.
    
    Cao Pi remains the same, as his most ideal setup is probably not much
    different from his 4th weapon. He is very deadly with his many
    ice orb charge attack combos, and it is very easy to abuse them before
    crowds start to surround him, and it takes very massive crowds to really
    limit him to using only normal attacks. This is the only reason why I've
    place him this high. If you only use his C5 charge attack itself, and his
    normal attacks in massive crowds, he is just another Sun Quan or Dong Zhuo,
    with lots of wasted musous, but a slowest offense with a juggling musou. 
    His C2 and C2 ice orbs are very safe and very effective against officers
    in almost all crowd sizes, and his freezing ability is very good.
    
    Sun Shang Xiang is placed in this tier for a two-musou-KO offense,
    without ice. Her freezing ability isn't very good, because she can't walk
    up to officers in the middle of crowds and attack recklessly. And having no
    useful unblockable attacks, it's a bit harder for her to freeze officers.
    Since we are considering mastered characters, I have still decided to place
    Sun Shang Xiang in this tier. Although, her musou is one of the hardest in
    the game to control properly to juggle officers. And her musou
    basically has no potential against multiple officers. She also needs to waste 
    her musou for dismounting officers. Perhaps the best way to freeze an officer
    is with a C6 (which officers will likely block). Knowing that officers will
    likely block it, you can easily control it to scatter peons into the blocking
    officer (and musou fill at the same time of course), and then quickly
    attempt to freeze the officer as he/she gets up, with her C3. The idea behind
    this method is quite similar to Xiao Qiao's strategies of isolating officers 
    temporarily in large crowds, to set up for her musou.
    
    -------------------------------------------------------------------------------
    5th Tier: Good Defense; Mediocre Offense
      Zhen Ji, Huang Zhong, Diao Chan
    
    The order here is not important. It's impossible to compare Zhen Ji and Huang
    Zhong accurately, because Huang Zhong's offense is very consistent, while Zhen 
    Ji's is a lot more freestyle. Her offense is quite fast in small crowd
    sizes, because of her C1 and jump charge combo. She is placed lower, in this 
    tier, because even though this combo is very deadly, it doesn't contribute to
    musou filling. Her offense is also quite slow in massive crowds. She is
    able to fill her musou easily with just her normal attacks if crowds are
    very large and dense, but it just means again, that her crowd clearing
    ability is excellent, and her offense against officers, is yet again,
    an attempt to isolate officers by defeating crowds of peons quickly. 
    
    No real need to discuss Huang Zhong. His archery methods give him a much
    faster offense. He just needs to be in the right place to execute his C1
    safely, and his offense is often consistently two C1's, one C3, and full
    true musou, against regular officers in quite a large range of crowd sizes. 
    His offense is only a notch below the ones in the 4th tier.
    
    Diao Chan does have the worst defense in this tier, but it doesn't mean very
    much, since she's quite compatible with a heavy weapon, which gives her
    the non-flinching property. With the Dragon Arms equipped, the C3 musou
    filling strategy I have mentioned in her section, fills her musou in a large
    range of crowd sizes, and best of all, because of her jump charge, she is
    able to guarantee success with her musou regardless of whether officers are 
    blocking or not. This mean's that she is more flexible and more
    consistent than Xu Zhu and Fu Xi. Although she has a short musou bar, with
    the strongest attack strength in the game, her offense against regular
    officers is a quick, two-musou offense. 
    
    -------------------------------------------------------------------------------
    6th Tier: Good Defense; Slow Offense
      Xu Zhu, Fu Xi
    
    Xu Zhu and Fu Xi are very similar. Both are very slow on foot, which
    means after scattering officers, they can't quite hope to capitalize on the
    opportunity to strike for an easy way to activate the Ice Orb for double
    musou damage. Both of them have very good musou filling ability, but no
    charge attack that is useful for a fast offense against officers. Others
    like Zhang Fei and Xu Huang have charge attacks that musou fill, and
    don't scatter. And other characters who lack unblockable charge attacks, like
    Sun Shang Xiang and Xiao Qiao, can resort to scattering charge attacks,
    because of their fast walking speed. Both Xu Zhu and Fu Xi rely on primarily
    their C4's or normal attacks for musou filling, both have musous that are hard
    to juggle officers with, both have very slow walking speed, both have
    relatively poor methods of freezing officers, and both have very useful
    jump attacks to repel the enemy. Although Xu Zhu's C5 is likely his only
    method of freezing officers in large crowds, it's better than any other
    method Fu Xi has. Fu Xi's C6 comes close, but the execution time is much longer.
    Xu Zhu's C5 is essentially the same as Yue Ying's or Xu Huang's as they
    all require strict distance calculations, or positioning, and a very useful
    fourth normal attack preceding it. Fu Xi's C2, and C3 work against officers
    that aren't blocking, and in small crowds only. Generally, both these two
    have a hard time freezing officers, and somewhat of a hard time
    juggling officers with their musous. Xu Zhu's a bit better because it's a bit
    easier to juggle officers with his musou, and he gets the fire
    from his true musou. Fu Xi, having the need to equip to the Dragon Arms, 
    must go through his C1 to set fire to officers, and this requires a bit of
    safety distance to pull off. Two very similar characters. The order should
    be apparent here.
    
    -------------------------------------------------------------------------------
    7th Tier: Good Defense; Slow Offense
      Xiahou Yuan, Dian Wei
    
    Xiahou Yuan's offense is just slow. His defense is now obviously excellent.
    Killing officers in one musou with ice isn't easy. With the Ice Arrows, 
    he needs officers to be in the front lines of a crowd. Against officers
    in small crowd sizes, Xiahou Yuan is excellent, but his offensive speed
    decreases greatly in massive crowds. His Ice Arrows method doesn't work
    in this case. He is forced to musou fill with a hit and run method with his
    C1 purposely skipping his C1 ending. Musou filling should be quick in one
    C1, and then his offense is quite strictly a two-musou-per officer type of
    offense....just that there can be a whole lot of running sometimes. 
    
    Dian Wei now has high fill and a short musou. Like Xiahou Yuan, his offense
    is quite fast against officers in small crowds, and his C5 and C6 are very
    good at freezing officers. But in massive crowds, his offense is a lot slower
    because his choices are limited. Like Cao Pi, his normal attacks are quite
    good in massive crowds, and his C4 is another possibility, but both of these
    possibilities have a result of wasted musous. With the short reach of his
    fifth normal attack, his C6 executes well in only smaller crowd sizes.
    
    -------------------------------------------------------------------------------
    8th Tier: Decent Defense; Very Slow Offense
      Zhang Jiao
    
    Zhang Jiao now has a very good defense, and surprisingly, with full weapon 
    customization, the top 48 characters have very reliable survival strategies
    in Chaos Mode. 
    
    Zhang Jiao's good defense is very simple. He is now fast enough to enter
    any crowd with the beginning of his C3. This pretty much secures his 
    defense, and all that he needed was fast walking speed. There are still
    very minor flaws, but as I said, they are very minor. His C3 does have potholes.
    It may be hard if you do it against a crowd that is very wide, which means
    it's easy for the crowd to surround him. But of course, this can be
    avoided, and is simply just a limitation. The only real pothole, is that
    his C3 is his only method of attacking safely in larger crowd sizes, and
    he's vulnerable against running attacks. He's at a slight disadvantage when
    using his C3 against an approaching officer.
    
    -------------------------------------------------------------------------------
    9th Tier: Poor Defense
      Huang Gai, Sun Ce
    
    New candidates for the bottom tier, are Huang Gai and Sun Ce. Both Huang
    Gai and Sun Ce are incapable of a very good defense, even when configured
    with a short musou bar and high fill. 
    
    Lets look at Huang Gai first. 
    Huang Gai's flaw is the lack of range in his third and fourth normal attacks,
    and the fact that he has nothing useful, before these normal attacks.
    He needs to get past his third and fourth normal attacks in order to
    execute his C6. Although his first two normal attacks have decent reach
    and horizontal range, it is still not good enough for musou filling, 
    when configured with fill 40, and the recovery after his second normal attack
    is also not quite fast enough. Because of these results, I have decided to
    give him a light weapon to minimize the risks when going through his
    third and fourth normal attacks. If you keep enemies always in front of him
    only, his defense is not too bad with a light weapon. His C4 and C6 are
    much easier to execute now.
    
    Sun Ce has almost no defensive benefits from a light weapon. His attacking
    speed with a medium weight weapon is very fast already. Sun Ce suffers from
    short reach, and none of his charge attacks are safe or abusable. Also, he
    is only mildly compatible with the Dragon Arms. The safest offense is to
    use his C4 and C5 to enter crowds, and cancel the recovery time with the
    Dragon Arms. Use his C1 to buy time for safer execution of his C4, and C5.
    It is tough to execute both these charge attacks safely. But the flaw with
    Sun Ce is, even after working hard to make his C4 and C5 safe to execute, 
    even with the Dragon Arms, a safe recovery is very hard to secure. This
    brings me back to the point on Dragon Arms compatibility with characters
    who don't have escaping jump charges, and many rely on the properties of
    their charge attacks for Dragon Arms compatibility. Sun Jian's first four
    normal attacks and C5 give him a very safe recovery with the Dragon Arms,
    and this is mainly because his C5 has 360 degree range, decent reach, and is
    planted. Sun Ce's C5 is the safest option because after you get a safe
    execution, a safe recovery isn't too hard. His C5 isn't quite planted, but
    it can be controlled in a way to hit enemies with no threats behind him.
    Because he moves forward during his C4, there's no way to perfect his jumping
    to ensure 100% safety after it with the Dragon Arms. Jumping forward isn't
    a good option. Jumping backwards is probably the best option, but still not
    a good one. Jumping anywhere else is just as dangerous. Doing a very short
    jump with a quick jump attack is another option, but another one that isn't
    any better. His C3 can be used in a very specific way, by positioning officers
    slightly to his right side, while steering his C3 in a clockwise direction.
    This is important to direct his C3 strikes only from his left side, as this
    maximizes the reach. This makes his C3 execution very safe, and all he needs
    is no threats behind him. Make use of the distance he covers during his
    C3 ending, to escape and then jump away. This method is a very slow 
    musou filling method, but Sun Ce's safest method of offense. The execution
    is easy to maximize, and the recovery is the safest of all his possibilities.
    But it's easy to see that this method is quite limited in large crowd sizes.
    
    -------------------------------------------------------------------------------
    _____________________________
    10.01 - Bonus Attribute Chart
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Here is a simple chart to show how many Bonus Attributes are acquired after
    battle depending on the difficulty setting, and the difficulty of the stage 
    itself.
    
    Just a reminder, all stages in Legend Mode are equivalent to 5-star stages.
    
    Unfortunately, the appearance of these Bonus Attributes are random.
    
    Before checking out this chart, my recommendation is to just do it on Chaos.
    At the Battle of Shi Ting, you can rush Cao Xiu. Doing it with Lu Bu or others
    in the top tiers, should be simple. The stage should take only about a 
    minute to complete, and you'll get 6 Bonus Attributes after. There is however,
    a time limit to this. If you take too long, Cao Pi will show up, and then,
    the victory conditions change, and you'll have to deal with him instead.
    
    Here's my recommendation. Get a Heavy weapon for Zhuge Liang, with attack and
    musou on it of course. And each time you play Shi Ting, pick up the Musou 
    Rage Token from the crate near the center of the stage, rush Cao Xiu, and
    it should take less than one musou in Musou Rage to kill him.
    
    Here's the chart indicating the numbers of Bonus Attributes acquired
    The legend is simple:
    The rows represent the stage difficulty
    The columns represent the difficulty setting
    
     	  	   *	   **	   ***	   ****	   *****
    
    	NOVICE	   1	   1       1       1       1		
    	
    	EASY       1       1       1       2       2
    	
    	NORMAL     1       1       2       2       3
    	
    	HARD       1       2       2       3       3
    	
    	CHAOS      2       4       4       6	   6
    
    -------------------------------------------------------------------------------
    ___________________
    10.02 - Zhuge Liang [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    
    Power	40		Power	32
    Heavy Weight		Medium Weight
    Attack	20		Charge  18
    Musou	20		Fill    15
    Speed	20		Bow     15
    Fill	20		Defense 18
    Charge	20		Musou   20
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 16:34:57
    Evolution YES
    Attack	__
    Musou	__
    Life	__
    Fill	__
    
    sorry, I don't have the base numbers for the stats on this weapon, and it's
    not listed in the Internal Time Trick Guide. 
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    True Way of Musou
    Speed Scroll
    Way of Musou/Herbal Remedy
    
    Elemental Orb is irrelevant
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    I have lots to say about Zhuge Liang. First, I highly recommend checking out
    my "Zhuge Liang Heavy Weapon Setup" video, to see the capabilities of this
    weapon. As you can see from the video summary, he defeats 6 officers in 126
    seconds. That's six officers in roughly two minutes. One thing worth noting
    is that this musou length is perfect because it will allow him to kill even
    playable officers mounted on horse (Taishi Ci in the video). Obviously,
    a short musou bar is enough, but with a long one, his musou filling ability is
    not worsened, and he is allowed to miss with a few beams during the time
    officers at hit off their horses. This offense is the fastest attainable in
    the game. However, this is an issue with consistency in massive crowds, as
    Lu Bu then, would claim that trophy for fastest consistent offense.
    
    His heavy weapon compatibility is quite exciting. Lets take a look at the
    attack comparison:
    ________________________________________________________________________
    
    Weapon Number		4th 			3rd
    Weapon Weight		Medium			Heavy
    Weapon Power		+32			+40
    Weapon ATK Bonus	 +0			+20
    Maxed ATK Value		+40			+40
    Tiger Amulet		+20			+20
    Green Scroll		x1.5			x1.5
    Weight Multiplier	x1.0			x1.25
    Damage Calculation	[(32/10)+40+20]*1.5	[(40/10)+40+20+20]*1.25*1.5
    Resulting Damage	94.8			157.5
    ________________________________________________________________________
    
    The result is a 1.66 increase in damage. This isn't perfectly accurate as my
    formula does have sources of error, but you can consider it an extra Green
    Scroll equipped. A bit more actually. This is a pretty huge increase in
    strength. This upgrade is similar to the three characters, Sun Jian, Xu Zhu,
    and Huang Zhong, in that upgrading a weight heavier, and adding on attack,
    will be roughly 1.5 times stronger. But Zhuge Liang is quite different.
    Since these are multipliers, the effect is more incredible for Zhuge Liang,
    because it is his musou that is his offense. Thus, the damage is more like
    multiplying both by another 1.5 with the True Way of Musou item equipped.
    The ratio between musou strength is obviously the same at 1.66, but it's the
    difference that matters. At such a high number the damage difference is huge.
    And this is why Zhuge Liang is probably the top tier character for Mt Qi.
    His musou is now strong enough to take out commanders with one musou in a musou
    rage. And you can imagine the even greater difference, despite the same 
    attack ratio. And really, no other character is capable of doing this.
    Well of course, Sima Yi would, but he isn't even compatible with a heavy weapon.
    Gan Ning can obviously do it, but with assistance of ice and a wall.
    The point is that Zhuge Liang has both compatibility and consistency.
    No doubt, if we exclude musou rage opportunities with the massive crowds in
    Mt Qi, and set out to test each character's moveset a bit more accurately,
    Zhuge Liang holds the top tier, if such a Mt Qi tier list existed. There's just
    no comparison in damage. But even if we exclude Mt Qi, his offense is still
    extreme in the average stage. Sure, he may need to waste time run around and
    leading in massive crowds, and his musou isn't quite consistent against
    multiple officers, but his ability to be the fastest against mounted officers,
    high defense officers, playable officers, and commanders, is enough to
    compensate.
    
    One important thing is, whatever testing I do with Zhuge Liang, I have to keep
    in mind that he has only a speed 20, and charge 20 configuration with this
    heavy weapon. Well, speed 20 is all he needs, and charge 20 won't give him 
    much, but my point is, this extra speed 20 make his musou filling slightly 
    faster. But a pretty noticeable difference can be seen when facing massive
    crowds. His weapon wasn't even maxed out in my video, and he's still capable of
    some pretty nasty damage. His theoretical limit has yet to be tested, but
    it's easily confirmable, that he is not in a tier higher than Lu Bu. This extra
    speed 20 and charge 20, should make the most difference in duelling situations
    when he is forced to fight without a musou. His one on one abilities are not
    bad with this Internal Time Trick weapon, but imagine his capabilities with
    faster walking speed and an extra 20 charge. Lastly, the Way of Musou, for 
    a true musou is only a recommendation against enemy commanders and high
    defense characters, oh and probably mounted playable officers. It also allows 
    for musou error, in the case you mess up, but we should ignore that for
    a tier list evaluation. In the end, for an average stage, the Way of Musou 
    is a useless item. But then, so is the Herbal Remedy. But imagine what his
    duelling abilities would be like (for those of you who have tried one on one
    combat with this weapon with his jump charge) if he has an extra speed 20, and
    charge 40! Decide between the Speed Scroll, Way of Musou, and
    Herbal Remedy, or maybe even the Demon Band, for the last item slot, depending
    on the stage. Think for yourself.
    
    -------------------------------------------------------------------------------
    _____________
    10.03 - Lu Bu [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    His weapon, and his overall performance isn't changed much at all, just that 
    his stats are more focused on offense.
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th
    
    Power  40		Power 	40		
    Medium Weight		Medium Weight
    Attack 20		Horse   20
    Musou  20		Defense 20
    Charge 20		Attack  20
    Speed  20		Musou   19
    Fill/Def/Life 20	Life	19
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 15:50:53
    Evolution NO
    Attack 16
    Musou  15
    Charge 16
    Speed  20
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Almost no need for an analysis at all. Lu Bu gains a Charge 20, Fill 20, and
    a Speed 20. The Charge will make his C3 ending stronger, which is always
    a good thing. Having that fill on the item probably isn't going to do much at
    all, since his C3 will practically fill his musou anyway without
    the fill bonus. So it may be best to go with either Life or Defense. But
    no doubt, anything you put in that last slot will end up being a wasted stat,
    because Lu Bu doesn't need a 5th stat. Should this guide emcompass horse 
    combat however, that last slot should be Horse.
    
    For the ITT weapon recommendation, the four most important stats should be
    Attack, Musou, Charge, and Speed. However, there are no evolution attacks on 
    this weapon, but this changes almost nothing at all for Lu Bu's maximized
    gameplay.
    
    Lastly, while Lu Bu doesnt really need to upgrade his defense at all, also
    noted in his Xtreme Legends analysis, he qualifies as one of the 5 characters
    in the game that has perfect defense. This perfect defense means offense is
    possible with evasion of archers. The five characters are Lu Bu, Zhao Yun,
    Zhou Tai, Ma Chao, and Xiao Qiao. Lu Bu with the Dragon Arms equipped is 
    capable of making a never ending string of C1 followed by a quick
    jump attack. 
    
    -------------------------------------------------------------------------------
    ________________
    10.04 - Zhou Tai [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    
    Power  	40		Power  	36
    Medium Weight		Medium Weight
    Attack 	20		Fill   	16
    Musou  	20		Attack 	17
    Charge 	20		Life   	15
    Fill   	20		Speed  	15
    Speed  	20		Musou  	18
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 20:03:07		
    Evolution NO		
    Musou	15		
    Attack	13		
    Fill	13		
    Speed	14	
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Dragon Arms
    True Way of Musou
    Way of Musou
    
    Light Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Zhou Tai also doesn't change too much. His recommended weapon is very similar 
    to his 4th. Strategies with him remain the same: he still has that perfect
    defense, and the fastest offense in his tier.
    
    
    -------------------------------------------------------------------------------
    ________________
    10.05 - Zhao Yun [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Like most of the reigning top tier characters, Zhao Yun doesn't change much
    at all.
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    
    Power  	40		Power 	36
    Medium Weight		Medium Weight
    Attack 	20		Charge  16
    Musou  	20		Defense 17
    Charge 	20		Attack  17
    Fill   	20		Musou   17
    Speed  	20		Life    17
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 15:50:53
    Evolution NO
    Musou  15
    Attack 16
    Charge 16
    Speed  20
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Dragon Arms/(Way of Musou)
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Because this tier emphasizes perfect defense, Zhao Yun should be configured with
    the Dragon Arms in order for him to remain in this tier. This does, give him
    a slower offense, so the Way of Musou is a good alternative if he is played in
    an easier stage. But with the Way of Musou equipped, he would then be demoted 
    to the tier below, and likely hold the bottom position just above the bottom
    line, either above or below Nu Wa. He has more flexibility than Nu Wa, but
    ultimately a weaker true musou. But even though Zhao Yun's true musou isn't
    enough to take out an officer from full health, his incredible normal attacks
    should allow him to come very close, as is the case in Xtreme Legends with his
    4th weapon. This placement seems accurate, as his offense seems to be 
    consistently lower than everyone else above. Other than this quick tier list
    discussion, Zhao Yun doesn't change much at all, as his recommended 3rd weapon
    is only slightly stronger than his 4th.
    
    -------------------------------------------------------------------------------
    _______________
    10.06 - Ma Chao [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    
    Power  	40		Power   38
    Medium Weight		Medium Weight
    Attack 	20		Horse   20 
    Musou  	20		Defense 16
    Charge 	20		Life    15
    Fill   	20		Speed   15
    Speed  	20		Attack  17
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 15:50:53
    Evolution NO
    Attack 16
    Musou  15
    Charge 16
    Speed  20
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    The only difference worth mentioning is the extra Musou bonus on his 
    recommended 3rd weapon. This extra musou length should be obvious, since his
    musou filling is quick and "free". This longer musou length doesn't change his
    offense too much, as it will still take a bit over one full true musou to 
    take out regular officers, but the difference can be seen when facing
    stronger officers, such as playable characters. This makes his offense a bit
    closer to Zhao Yun's. Both of their offense and defense are about the same
    now.
    
    -------------------------------------------------------------------------------
    ________________
    10.07 - Sun Jian [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		Recommended (alt)	4th Weapon
    Power	40		Power	40		Power	34
    Medium Weight		Light Weight		Light Weight
    Attack	20		Attack	20		Fill	18
    Musou	20		Musou	20		Defense	16
    Charge	20		Charge 	20		Horse	16
    Fill	20		Fill	20		Musou	15
    Speed	20		Speed	20		Life	15
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 20:03:07		Time 13:27:25	
    Evolution NO		Evolution NO
    Musou	15		Musou	17
    Attack	13		Attack	16
    Fill	13		Charge	13
    Speed	14		Speed	13
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Dragon Arms/Ginseng
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Just imagine what Sun Jian is capable of now. He was a mid-low tier character
    in Dynasty Warriors 5, because of terrible musou filling ability. He
    rises to mid-high tier in Xtreme Legends with his 4th weapon, because the
    Dragon Arms allows him to elinimate the recovery time of his C5, thus
    eliminating his terrible musou filling ability. And now, with full weapon
    customization, he's gained an extra attack 20, and a weapon weight. The
    ratio is the same as Zhuge Liang's weapon improvement. Sun Jian is now 
    quite a high tier character. 
    
    First of all, he's very compatible with a short musou setup. His style then
    is very similar to Liu Bei's, with very fast musou filling, with his
    superb normal attacks and C5, and a musou that is almost strong enough to
    kill regular officers in one musou. This is what I had in mind for Sun
    Jian before, but then I thought, why not give him a long musou bar?
    Sun Jian's C5 along with his first four normal attacks is enough to fill
    roughly 4/5 of his musou with a weapon with a musou bonus, when done against
    only a group of five peons. And this is with the Dragon Arms equipped.
    This means that his musou will fill in any crowds that are larger, which
    basically means it'll fill his musou in almost all situations. This is why
    the Ginseng might not be much of a need item. The Dragon Arms now isn't much
    of a needed item as well, because he doesn't quite need to eliminate his C5
    recovery time. But because he doesn't need the Ginseng, keep the Dragon Arms on
    for more flexibility with his C1. It's quite a useful attack if its recovery
    is also eliminated. The charge bonus on the weapon, is what makes his musou
    filling ability so great. A charge 20 bonus for a charge attack only, 
    contributes just as much musou filling, as a fill 20 bonus. This means, he
    basically has a fill 40 sort of thing working for him when he's using his C5.
    And of course, he gets the extra charge damage. 
    
    Now Sun Jian is a Liu Bei, with a longer musou, and roughly the same musou
    filling abilities. Both have a very good musou filling method, and both methods
    allow for officers to block a charge attack, in order to easily catch them 
    off guard afterwards. This adds a very nice touch to their offensive 
    versatility. The difference between Sun Jian and Liu Bei now, is that Sun Jian
    is capable of killing playable officers, and he has a fire built-in C5.
    Sun Jian's long musou alone comes very very close to killing playable officers.
    All he needs is about one normal attack preceding. 
    
    Sun Jian is also quite compatible with a strong light weapon, with the
    same weapon statistics. Musou filling is slower, and musou strength is a lot
    weaker, but his offense is still quite fast, because his light attack speed
    enables him to do his many horizontal normal attacks even in massive crowds.
    He's capable of the same kind of offense if he uses normal attacks before
    he executes his long musou. However, this should be an inferior alternative,
    because it's ultimately slower and weaker. One thing that this light weapon
    setup offers is a safer C5 execution, and thus a better defense.
    
    It's quite sad that there's only one light Internal Time Trick weapon with
    an attack and musou bonus that has evolution attacks, and that one isn't quite 
    so useful.
    
    Please check out my Sun Jian video, which shows this most ideal configuration.
    I made it with an edit character, by the name Leo. 
    
    -------------------------------------------------------------------------------
    _________________
    10.08 - Yuan Shao [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    Power	40		Power	34
    Medium Weight		Medium Weight
    Attack	20		Fill	15
    Musou	20		Horse	15
    Charge	20		Bow	15
    Fill	20		Defense	18
    Speed 	20		Musou	17
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 20:03:07		
    Evolution NO		
    Musou	15		
    Attack	13		
    Fill	13		
    Speed	14		
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Dragon Arms
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Like Sun Jian, Yuan Shao's musou filling methods allow for him to have a longer
    musou bar, and thus a better offense. He still has that awesome musou filling
    method with the Dragon Arms, that is similar to Xing Cai's. All that has
    changed for Yuan Shao is an extra attack bonus on his weapon. Like Sun Jian,
    his offense is very fast, and he's capable of defeating playable officers
    in one musou.
    
    -------------------------------------------------------------------------------
    _______________
    10.09 - Pang De [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    
    Power	40		Power	36
    Medium Weight		Light Weight
    Attack	20		Luck    15
    Musou	20		Horse   17
    Charge	20		Defense 15
    Fill	20		Attack  16
    Speed	20		Life    18
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 20:03:07
    Evolution NO
    Musou	15
    Attack	13
    Fill	13
    Speed	14
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Ginseng
    
    Light Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Pang De is upgrade by a lot, with a heavier weapon weight, and a longer musou
    bar. The longer musou bar and the extra fill 20, give him roughly the same
    musou filling ability as with his 4th weapon, which gives him a short musou
    bar, but no fill bonus. Pang De's musou filling ability is basically
    unchanged, but now he has one of the games best offenses. His C3 still work
    against officers in large crowds, and his true musou will make short
    work of them. His long true musou itself is enough to defeat playable officers
    in one musou. He is only slightly inferior to Sun Jian, because he doesn't
    have fast normal attack recovery, which means in smaller crowd sizes,
    he'll have to use his C4 or C6, which is a lot less efficient for musou 
    filling. 
    
    -------------------------------------------------------------------------------
    __________________
    10.10 - Zhang Liao [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    
    Power	40		Power	36
    
    Medium Weight		Medium Weight
    Attack	20		Fill   	15
    Fill	20		Luck   	15
    Speed	20		Horse  	18
    Charge	20		Attack 	17
    Musou	20		Life   	17
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 20:03:07
    Evolution NO
    Musou	15
    Attack	13
    Fill	13
    Speed	14
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Ginseng
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Zhang Liao gradually rises in the each tier list. The major difference is the
    extra musou bonus. Everything else is pretty much the same. The problem
    with Zhang Liao with a shorter musou bar is that he can't quite kill even
    regular officers in one musou alone. He can however fit two normal attacks in,
    but this is sadly not enough. Sure, I'm being very picky here, because with
    his 4th weapon, a full musou plus two normal attacks preceding is just so 
    close to him a one-musou-KO per officer type character, but this is necessary
    for tier list evaluations. Luckily he has a useful jump charge to deliver the
    final blow. Oh, and, I'm only considering two preceding normal attacks, because
    his third normal attack is very dangerous in massive crowds. With the extra
    speed on his recommended weapon, it's much easier for him to just walk 
    straight up to an officer in a massive and dense crowd to just start with his
    first two normal attacks before he uses his musou. But think about it;
    a extra musou 20 will solve all the problems. Since he has long reach, 
    safe normal attacks, a whopping fill 40, and an incredible C6, there's no
    reason why he shouldn't have a longer musou bar. With this musou bar length,
    he now has an offense that kills playable officers in one musou. This 
    enough to compare with Lu Xun, as he was the only one in the Xtreme Legends
    tier list with this capability. Gan Ning has no problems filling his musou
    with just a fill 20, and shorter reach, with his C6, Zhang Liao should be even
    better. This changes the strategies with his C6. In Dynasty Warriors 5, it
    would be recommended that you hit blocking officers with it. When now, 
    if an officer is blocking, you want his C6 to be blocked. And this is the
    element that separates Lu Meng from Zhang Liao, the importance of the 
    difference between these two characters. Both of them have very similar 
    normal attacks, and thus similar musou filling methods; both their musous
    are very similar as well. But, Zhang Liao is much more compatible with a 
    longer musou bar simply because of his C6. And the way his C6 works against
    blocking officers is just perfect.
    
    -------------------------------------------------------------------------------
    _______________
    10.11 - Lu Meng [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		Recommended (alt)	4th Weapon
    
    Power	40		Power	40		Power	36
    Medium Weight		Medium Weight		Medium Weight
    Attack	20		Attack	20		Charge	15
    Speed	20		Musou	20		Horse	16
    Fill	20		Fill	20		Bow	15
    Charge	20		Charge	20		Defense	17
    Defense/Life 20		Speed	20		Life	17
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 20:03:07		Time 05:29:22
    Evolution NO		Evolution YES
    Musou	15		Attack 	19
    Attack	13		Charge	18
    Fill	13		Fill	20
    Speed	14		Speed	19
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Ginseng
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    It's no surprise for Lu Meng to be compared to Zhang Liao. It's now possible
    to analyse the differences, now that Lu Meng isn't stick with a weak
    4th weapon.
    
    The first recommended weapon is the preferred one. He is often better than
    Zhang Liao against both regular officers and playable officers, if both are to
    have this same weapon, because against regular officers, Lu Meng's musou 
    is much easier to use to defeat them in one musou because he has one extra
    strike, and this extra strike makes quite a big difference. Against playable
    officers, doing a fire musou with his C1 will take out playable officers.
    This method of course lacks consistency, but it is still not too hard to do with
    this set up. 
    
    The alternative is the same as Zhang Liao's ideal weapon, which has an extra
    musou bonus. Lu Meng is however, both, less in need of an extra musou bonus, 
    because of his better offensive capabilities than Zhang Liao explained above,
    and less compatible with a longer musou bar. The lack of useful charge attacks
    is what makes him less compatible with an extra musou bonus. But his normal
    attack musou filling methods are very safe, and there's really no crowd size
    that presents defensive threats for Lu Meng. This configuration is the one
    that will be used to maximize Lu Meng, for the tier list. Going further
    though, his C1 is in no way wasted. It will prove to be very useful against,
    high defense officers.
    
    -------------------------------------------------------------------------------
    ______________
    10.12 - Lu Xun [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    
    Power	40		Power	34
    Medium Weight		Medium Weight
    Attack	20		Fill	15
    Musou	20		Luck	18
    Charge	20		Speed	20
    Fill	20		Attack	15
    Speed	20		Musou	19
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 20:03:07		
    Evolution NO		
    Musou	15		
    Attack	13		
    Fill	13		
    Speed	14
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Ginseng
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    No real need to make an edit character through destiny mode or get a new
    weapon by the Internal Time Trick. Lu Xun's 4th weapon is close enough to his
    ideal weapon. Lu Xun is still capable of the same high tier offense and
    defense.
    
    -------------------------------------------------------------------------------
    _________________
    10.13 - Ling Tong [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    
    Power	40		Power	36
    Medium Weight		Medium Weight
    Attack	20		Charge	16
    Musou	20		Speed 	19
    Charge	20		Life	15
    Fill	20		Luck	16
    Speed	20		Attack	17
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 10:22:41
    Evolution YES
    Musou	19
    Attack	20
    Defense	18
    Charge	18
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    All that has changed for Ling Tong is an extra musou 20. This makes his offense
    even more incredible. His true musou alone now is enough to take out regular
    officers. And with his fast musou filling ability and one of the best
    officer freezing abiltities, Ling Tong is a very fast offensive character.
    His musou now, falls short a bit, against playable officers, but is still
    extremely effective because of his high freezing chances with his C4.
    
    -------------------------------------------------------------------------------
    ________________
    10.14 - Gan Ning [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    
    Power	40		Power	38
    Medium Weight		Light Weight
    Attack	20		Charge	15
    Musou	20		Luck	18
    Charge	20		Speed	15
    Fill	20		Attack	19
    Speed	20		Musou	15
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 20:03:07		
    Evolution NO		
    Musou	15		
    Attack	13		
    Fill	13		
    Speed	14
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou/Dragon Arms
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    This is when Gan Ning gets interesting. His medium weight attacking speed is
    easily safe enough, even with his marginal reach. The only thing to make sure
    is to enter crowds, or danger with his first two normal attacks, or his
    fifth normal attack or C6. The only dangers in his normal attack string is
    during his third and fourth normal attacks. With his easy to execute, and
    unblockable C6, with this weapon it'll fill his musou in even a crowd as small
    as a group of five peons, and this is with only a fill 20. His C6 thus, allows
    him to easily musou fill while fighting against officers. One C6, that's all
    it takes; if the officer is frozen, he's finished. But now, with a medium
    weight weapon, he is capable of killing regular officers without ice, easily
    if you have his musou control mastered. Please have a look at my "How to Use
    Gan Ning's Musou" video. So either way, ice or no ice, he's almost guaranteed
    a KO'd officer. This weapon upgrades his offense quite a bit.
    
    Now, there are two possible configurations. Lets first discuss what Gan Ning
    is capable of without his true musou. With the Dragon Arms equipped, his
    C6 is a charge attack with invincible execution and fast recovery. He needs
    two run throughs of his musou, each hitting twice, to defeat regular officers
    in one musou without ice. Against playable officers, it's not possible.
    Well, it actually is, but the goal is to hit five times in three run throughs.
    Getting in three run throughs is hard with this musou bar length. What you 
    need to do is have the first run through hit only once, so that the officer is
    still on the ground. This maximizes musou time because you'll be doing his
    musou right up in front of officers instead of at some distance away. Now,
    you just need to hit the officer four times in the next two run throughs.
    This isn't shown in the video. It's probably not even worth discussing, and
    showing anyway, because it's extremely hard to do. I just wanted to share
    the theory behind it. It's possible, but very hard because after the first
    run through, the camera angle is not very suitable at all. Anyway, with 
    his Dragon Arms setup, playable officers are only a few slashes away from
    defeat. And this can often be easily done with his C1 with the Dragon Arms.
    
    The alternative is to give him the Way of Musou. This will enable him to
    kill regular officers with just three hits in two run throughs, not including
    the ending. This makes it just a little easier. What the Way of Musou is
    important for is to allow him to defeat playable officers in one musou now.
    The method is the same as against regular officers without the Way of Musou
    equipped: he just needs the same old easier to execute, four hits in two
    run throughs. And then, the ending should deliver the final blow.
    
    Well you can decide what you want, if you want to maximize Gan Ning. 
    The Way of Musou only upgrades his offense slightly, but does make a difference.
    However, with a medium weapon now, his recovery from his C6 is slower. 
    Without the Dragon Arms, he'll be forced to use his musou in large crowds.
    This is often not a big deal, but since the only reason for equipping the
    Way of Musou is to have a better offense against playable officers, and
    since playable officers are often accompanied by large crowds, it's not
    exactly easy to defeat them in one musou at all. And if you need to have his
    back facing officers for his C6 execution, then the camera angle can be a
    problem if you execute his musou facing that way. The Way of Musou as a solution
    to playable officers doesn't seem quite so elegant.
    
    Anyway, there's all the discussion needed. Gan Ning fans, I highly recommend
    this weapon.
    
    -------------------------------------------------------------------------------
    _______________
    10.15 - Cao Ren [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		Recommended (alt)	4th Weapon
    Power	40		Power	40		Power	32
    Medium Weight		Light Weight		Light Weight
    Attack	20		Attack	20		Fill	15
    Life	20		Speed	20		Bow	15
    Defense	20		Musou 	20		Defense	18
    Fill	20		Fill	20		Attack	15
    Speed	20		Charge	20		Life	19
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 02:59:31		Time 09:52:02
    Evolution YES		Evolution NO
    Musou	20		Musou	17
    Attack	18		Attack	15
    Defense	17		Defense	19
    Fill	19		Speed	13
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet		Tiger Amulet
    Green Scroll		Green Scroll
    Wind Scroll		Way of Musou
    True Way of Musou	True Way of Musou
    Tortoise Amulet		Speed Scroll
    
    Fire Orb/Ice Orb	Fire Orb/Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    His first recommendation is obviously the best one. The second one is only 
    listed as more of an interesting fact. With speed 40, he'll be able to run
    fast enough to be able to abuse his C3 with complete safety. This is similar
    to Xiahou Yuan's speed 40 setup. However, this is quite a slow musou filling
    process, because he has to run for a long time when facing massive crowds.
    
    With his first recommended configuration, he still has the same high defense
    no-flinching approach. With a medium weapon, his musou filling is slightly
    upgraded. His offense now, is a lot faster. With a longer musou, and
    a stronger attack, Cao Ren is quite a high tier character now.
    
    The same strategies still apply. Use his C3 for distanced combat, and C6
    for close combat. Equip the Fire Orb, or Ice Orb, to purposely allow officers
    to block his C6. 
    
    -------------------------------------------------------------------------------
    ______________
    10.16 - Zuo Ci [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		Recommended (Alt)	4th Weapon		
    						
    Power   40		Power	40		Power  40
    Medium Weight		Light Weight		Medium Weight
    Attack	20		Attack	20		Charge	15
    Musou	20		Musou	20		Bow	15
    Charge	20		Charge	20		Fill	20
    Fill	20		Fill	20		Defense	15
    Speed	20		Speed	20		Musou	20
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 20:03:07		Time 13:27:25
    Evolution NO		Evolution NO
    Musou	15		Musou	17
    Attack	13		Attack	16
    Fill	13		Charge	13
    Speed	14		Speed	13
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    With a light weapon and an attack bonus on it, Zuo Ci has a slightly higher
    attack rating than with his 4th weapon, which doesn't have an attack bonus.
    The result is a much more defensive Zuo Ci. His C4 executes a lot faster now,
    and with speed 20, his C4 is also easier to use. His offensive strategy is
    still primarily his C4 for musou filling, and then true musou against officers.
    Since he's configured with a light weapon now, his normal attacks are noticeably
    safer, so the alternative method of an offense, with doing his first five 
    normal attacks and then escaping with his jump charge, is much more reliable.
    His C6 also becomes very reliable to use, because the execution time is much
    safer. The recovery time after the first part of his C6 is faster than the 
    second part, so just keep this in mind when using it in crowds, as going
    through to the second part may cause him to waste his musou for defense.
    
    What this light weapon does for him though is make his musou filling a lot 
    easier and his C4 much safer to execute even when using for close combat, 
    because the execution time is a lot faster. But his offensive capabilities
    against officers is roughly the same. 
    
    Since Zuo Ci's still very capable with a medium weight weapon, it seems best
    to sacriface flexibility and ease of use, for a stronger offense. His medium
    3rd weapon recommendation will be his primary one, and the one that
    decides his highest tier list placement. His light weapon recommendation 
    however, should still remain, as an alternative. With this medium weapon,
    and his strong musou by default, his musou is strong enough to take out 
    even playable officers. And again with the speed bonus on it, he is slightly
    easier to use, than with his 4th weapon, because he'll be able to execute
    his C4 a bit more easily.
    
    Something else that is very nice with Zuo Ci's musou is that it's a bit easier
    for him to hit mounted officers, and keep juggling them. Others, like
    Ling Tong's, are not as good for mounted generals. And well, Gan Ning then, 
    would be completely limited to using his regular attacks before he can 
    execute a musou.
    
    -------------------------------------------------------------------------------
    ________________
    10.17 - Xu Huang [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    Power	40		Power	38
    Heavy Weight		Light Weight
    Attack	20		Fill	15
    Musou	20		Luck	15
    Fill	20		Speed	15
    Speed	20		Attack	17
    Life/Defense 20		Life	18
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 16:34:57
    Evolution YES
    Life	__
    Musou	__
    Attack	__
    Fill	__
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Xu Huang is compatible with a heavy weapon believe it or not. This makes his
    moveset a lot less interesting because all he is practically able to do is
    his C3, oh and of course his jump charge. But for maximization, we will
    consider Xu Huang's heavy weapon configuration for his tier list placement.
    But keep in mind a medium weapon is also very good. With a medium his C3 is
    just as easy to execute as with a light. He's basically 1.25 times stronger.
    However, his C6 is a bit harder to execute safely. With a heavy weapon,
    his C3 is still very easy to execute, so he's 1.56 times stronger than with
    his 4th weapon. Transitioning two weapon weights, means as much as another
    Green Scroll equipped.
    
    I have a video showing Xu Huang's heavy weapon capabilities. And the video
    description is quite nice to serve as an analysis. 
    
    ---
    
    His C3 is still very safe in large crowds, but getting hit is almost 
    unavoidable in large crowds. But with a heavy weapon he wont flinch, he'll only
    get scratched, so defensive attributes on the weapon will certainly be a bit 
    useful. This weapon should be configured with a Musou bonus, and Speed bonus. 
    Fill, Atk, Life, and Defense should take up the next three slots. 
    
    Now we have a Xu Huang that will kill regular officers in one musou only with 
    a full C3 preceding. And has roughly 60% chance to kill playable officers, 
    in one musou with the assistance of ice. This is a very fast offense, and also
    a very safe one too. However, the focus of this setup for Xu Huang is never an 
    untouched approach.
    
    The perfect method against officers on horse is to use his C1, and then seeing 
    as Taishi Ci and Lu Xun didnt have crowds immediately behind them, use a quick 
    Jump Charge to stall the officer, to buy a little bit of time for the crowds 
    behind him, to catch up. After that the C3 will give you 60% ice probability,
    with easy musou filling. 
    
    ---
    
    I really don't like having no speed on his weapon. An extra speed 20 makes 
    a big difference for him to walk right up and behind officers to flank them,
    and without speed 20, it's not easy to do in massive crowds.  
    
    -------------------------------------------------------------------------------
    _______________
    10.18 - Liu Bei [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    
    Power	40		Power	34
    Medium Weight		Medium Weight
    Attack	20		Luck	20
    Charge	20		Horse	15
    Fill	20		Speed	18
    Speed	20		Defense	18
    Life/Defense 20		Musou	15
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 05:29:22		
    Evolution YES		
    Attack 	19		
    Charge	18		
    Fill	20		
    Speed	19		
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Ginseng
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    With fill 40 now, and a short musou, Liu Bei is able to fill his musou
    easily with just a short C3 in a very large range of crowd sizes. And with
    his short musou, and attack on this 3rd weapon, his musou like Zhang Liao's
    is almost enough to defeat regular officers. This means he has incredibly
    fast musou filling, and very good officer killing ability. His C3 is also
    very ideal because of the safe ending. If officers are blocking, then he
    is guaranteed a perfect musou setup, as officers will tend to attack
    directly after blocking his C3 ending. That's all the comments needed on 
    Liu Bei's new maximized configuration. C3 and musou, will take care of
    almost everything. 
    
    -------------------------------------------------------------------------------
    _______________
    10.19 - Wei Yan [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    
    Power	40		Power	36
    Medium Weight		Medium Weight
    Attack	20		Charge	16
    Charge	20		Luck	15
    Fill	20		Defense	16
    Speed	20		Attack	18
    Musou	20		Musou	15
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 20:03:07		
    Evolution NO		
    Musou	15		
    Attack	13		
    Fill	13		
    Speed	14
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Ginseng
    
    Fire Orb/Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Wei Yan doesn't change too much at all. He's pretty ideal with his 4th weapon
    already. The difference is an extra fill 20. This enables him to do his
    C3 in a much larger range of crowds sizes, and well...the lower bound is 
    slightly above a group of 5 peons. Which means Wei Yan's defense is pretty much
    secured having such an abusable charge attack.
    
    His most ideal offense is still the same. He still needs to be very careful
    with musou control to be able to kill regular officers in just one musou.
    Keep in mind that it is only this weapon that puts him this high in the tier
    list. 
    
    And, well, nobody says that you can't use his other charge attacks. Putting
    so much detail in his C3 is just for maximization. He still is one of the most 
    versatile characters in this game.
    
    -------------------------------------------------------------------------------
    _______________
    10.20 - Da Qiao [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    Power	40		Power	32
    Heavy Weight		Heavy Weight
    Attack	20		Luck	18
    Musou	20		Attack	16
    Life	20		Life	15
    Defense	20		Defense	15
    Fill	20		Musou	19
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 16:34:57
    Evolution YES
    Life	__
    Musou	__
    Attack	__
    Fill	__
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Nothing too much is changed. Da Qiao with her 4th weapon is the most ideal,
    because of longer reach. The only thing missing is fill, but it's not quite
    worth it, losing reach for higher fill, as Da Qiao's reach is marginally
    safe. All those extra musou rages with her 4th weapon also give her an 
    obvious advantage.
    
    -------------------------------------------------------------------------------
    ________________
    10.21 - Xing Cai [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    Power	40		Power	34
    Medium Weight		Medium Weight
    Attack	20		Horse	15
    Musou	20		Speed	16
    Charge	20		Defense	17
    Fill	20		Musou	17
    Speed 	20		Life	15
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 20:03:07		
    Evolution NO		
    Musou	15		
    Attack	13		
    Fill	13		
    Speed	14
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Dragon Arms
    
    Fire Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    With a stronger attack, Xing Cai is now capable of an offense almost as fast
    as Wei Yan's. She simply spends a bit more time musou filling, and needs more
    C3 mastery to set up for a musou with fire. It does seem boring, but I find it
    quite nice to watch. Her maximized offense is indeed continual abusing of her
    C3, and musou.
    
    -------------------------------------------------------------------------------
    ________________
    10.22 - Sun Quan [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    Power	40		Power	34
    Medium Weight		Medium Weight
    Attack	20		Fill	15
    Musou	20		Bow	15
    Charge	20		Attack	16
    Fill	20		Musou	18
    Speed	20		Charge	17
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 20:03:07		
    Evolution NO		
    Musou	15		
    Attack	13		
    Fill	13		
    Speed	14	
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Ginseng
    
    Fire Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Sun Quan is basically the same. He's pretty ideal with his 4th weapon already.
    He's not quite capable of a high fill short musou setup like Liu Bei, because
    his C3 works a bit differently. The important thing for Liu Bei is that his C3
    guarantees a very safe recovery, and allows him to use his musou very 
    effectively by purposely allowing officers to block his C3 ending.
    Sun Quan on the other hand has that extra vertical slash in his C3
    ending, and just because of this slash, he is incapable of Liu Bei's setup.
    Sun Quan's musou filling in most crowds should still be his C6, and fill 40,
    his musou filling is quite fast.
    
    -------------------------------------------------------------------------------
    _______________
    10.23 - Sima Yi [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    Power	40		Power	32
    Medium Weight		Medium Weight
    Attack	20		Charge	15
    Musou	20		Defense	16
    Charge	20		Musou	19
    Fill	20		Fill	15
    Speed	20		Attack	15
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 20:03:07		
    Evolution NO		
    Musou	15		
    Attack	13		
    Fill	13		
    Speed	14
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Speed Scroll/Way of Musou
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Sima Yi has always been a high tier character; although, this weapon helps 
    his moveset quite a bit with that extra speed 20. He is now just much easier
    to use, and his musou filling is slightly faster. Because only speed 20 is
    manditory to give him extreme defense, he can now equip the Way of Musou as
    a fifth item. It isn't necessary for more damage against officers, but it
    is the unblockable ending that is useful. The Way of Musou allows him to deal
    with multiple officers with ease, while without it, he's quite hopeless.
    But then, since his defense is so great, it would be best to play in red
    health with him, and have the Speed Scroll equipped.
    
    -------------------------------------------------------------------------------
    ________________
    10.24 - Zhang He [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    Power	40		Power 	36
    Medium Weight		Medium Weight
    Attack	20		Fill	15
    Musou	20		Speed	19
    Charge	20		Attack	16
    Fill	20		Musou 	18
    Speed	20		Charge	15
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 20:03:07		
    Evolution NO		
    Musou	15		
    Attack	13		
    Fill	13		
    Speed	14
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Dragon Amulet
    
    Fire Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    No need for an analysis. The stats on his 4th weapon are the most ideal,
    for his awesome jump charge, and musou.
    
    A note on his heavy weapon compatibility though. His jump charge is quite a bit
    slower with a heavy weapon. Although it should be considered as a good
    alternative, but he is practically completely limited to just his jump 
    charge for musou filling. Having a slower jump charge is also slightly
    less defensive. 
    
    -------------------------------------------------------------------------------
    _____________
    10.25 - Nu Wa [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    Power	40		Power	34
    Medium Weight		Medium Weight
    Attack	20		Charge	15
    Charge	20		Fill	19
    Fill	20		Bow	16
    Speed	20		Speed	15
    Life/Defense 20		Attack	19
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time
    Evolution
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Light Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Nu Wa's 4th weapon is also very close to, or practically, ideal.
    Thus, there is no need for an analysis.
    
    Nu Wa is however, somewhat compatible with a heavy weapon. This makes her
    musou a lot stronger, but her musou filling methods are less efficient
    and less safe. Her C1 being slower, with that short reach of her's isn't
    a good thing. It's still very safe to use, but may be quite hard to use in
    massive crowds, such as in Shi Ting. Also, her C3 can't quite be used
    safely now, to fill her musou and set up for her musou at the same time, and
    losing this valuable combo isn't quite worth it for a stronger musou.
    But it is still good to keep in mind that Nu Wa can work well with a heavy
    weapon, and well...her musou is incredible with a maxed out heavy weapon.
    
    -------------------------------------------------------------------------------
    _________________
    10.26 - Pang Tong [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    Power	40		Power	32
    Medium Weight		Medium Weight
    Attack	20		Fill	18
    Musou	20		Luck	15
    Charge	20		Bow	16
    Fill	20		Defense	17
    Speed	20		Life	15
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 20:03:07		
    Evolution NO		
    Musou	15		
    Attack	13		
    Fill	13		
    Speed	14
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Pang Tong is much better with this recommended weapon. His offense is greatly
    upgraded, because of an extra attack 20, and musou 20. Pang Tong now
    musou fills at roughly the same rate as with his 4th weapon, and his
    long true musou is now capable of almost defeating regular officers in one
    musou. Because his first normal attack is so useful, you can always sneak
    it in before and after a musou to deal a bit more damage. With ice, his musou
    will kill playable officers in one musou.
    
    A heavy weapon compatibility has be considered for Pang Tong. His attacking
    speed is too slow to execute his C1 + first normal attack combo safely.
    This means he'll have much slower musou filling, for just a 1.25 times stronger
    musou. This still doesn't quite allow him to defeat playable officers in one
    musou. He has a better chance at doing this with a medium weapon because he
    can freeze officers quite well with his C3. His C3 with heavy weight attacking
    speed, is considerably slower.
    
    -------------------------------------------------------------------------------
    ________________
    10.27 - Meng Huo [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    Power	40		Power	36
    Heavy Weight		Light Weight
    Attack	20		Charge	15
    Musou 	20		Fill	15
    Charge	20		Horse	15
    Fill	20		Attack	18
    Speed/Life/Defense 20	Life	19
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 16:34:57		
    Evolution YES		
    Life	__		
    Musou	__		
    Attack	__			
    Fill	__
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Ice Orb/Light Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Meng Huo is by far better with a heavy weapon. He's very compatible with a 
    heavy weapon because his jump charge can be abused. Take a look at the
    weapon comparison. His attack is more than 1.5 times stronger, transitioning
    from light to heavy, which means more than an extra Green Scroll equipped.
    The extra musou bonus means a much better offense, and having this extra
    musou bonus is very important for Meng Huo, because how I describe Meng Huo's
    musou as being "too good" at crowd clearing. With his light 4th weapon his
    musou will often clear the screen of peons in most cases. Giving him a 
    maxed out heavy weapon and a long musou will allow him to capitalize 
    against officers with his true musou. Now, he needs only one musou to defeat
    regular officers, and thus suffers no disadvantages of fighting without a
    filled musou. Although he still does take more than one musou to defeat
    playable officers. The Ice Orb will help to minimize this. 
    
    Choose between light and ice. His first two normal attacks are quite protective,
    and somewhat similar to Xu Huang, his C3 can still be done quite safely,
    although no where near as safe as Xu Huang's. But the Light Orb can be very
    useful. If his C3 is unblockable, then he can use it to musou fill a lot 
    faster, instead of always using his jump charge. The problem with the Ice Orb
    is that it's useful only against playable officers, and that playable officers
    are almost always accompanied by massive crowds. This means that his C3 
    almost always can't be used.
    
    -------------------------------------------------------------------------------
    ________________
    10.28 - Zhu Rong [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    
    Power	40		Power	34
    Light Weight		Medium Weight
    Attack	20		Charge	16
    Musou	20		Fill	17
    Charge	20		Bow	15
    Fill	20		Defense	15
    Speed	20		Musou	18
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 13:27:25
    Evolution NO
    Musou	17
    Attack	16
    Charge	13
    Speed	13
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Dragon Arms
    
    Fire Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Like Taishi Ci, Zhu Rong is completely different with a lighter weapon, and
    the Dragon Arms. The light weight attacking speed is essential for safe
    charge attack execution, especially because she has short reach. This is why
    the Dragon Arms isn't suggested if she has her 4th weapon equipped. The
    Ginseng is more useful for filling her musou with her C3, or her normal 
    attacks. But now, her C4, and C6, can be made useful: This light weapon
    will allow for much safer execution, and the Dragon Arms will allow for
    much safer recovery. Like Taishi Ci, she goes one weight lighter, but gains
    an extra attack 20. This makes her attack slightly stronger than with her
    4th weapon, which means, she is now faster and stronger.
    
    For characters who don't escaping jump charges,
    the nature of charge attacks means a lot for Dragon Arms compatibility. 
    There's a reason why Sun Jian is very compatible with the Dragon Arms with his
    C5. This is because his C5 is 360 degrees, and is planted. Similarly,
    Zhu Rong's C4 can be very safe, because of the same sort of charge properties
    for Dragon Arms compatibility. If you make sure that there are no threats
    behind her, then the same strategy with Sun Jian's C5 applies for Zhu Rong's
    C4, with holding L1 and jumping backwards. 
    
    Zhu Rong is more versatile that Sun Jian though because her C6 is another
    good choice. Although this versatility means only another possibility.
    For most situations, her C6 is the most useful. It's execution is still
    a bit slow and can get risky in massive crowds, so resort to using her C4
    instead. The way her C6 works, makes her even more compatible with the Dragon
    Arms, likely the most compatible character when compared to all others
    who DON'T have an escaping jump charge. With Sun Jian's C5, and Zhu Rong's
    C4, her option is only to jump backwards, and she needs to have no threats
    behind her. This is more of a limitation for Zhu Rong than it is for Sun
    Jian, because of her short reach, and bad attack range in her third normal
    attack. But with her C6, she has two choices, jumping forward or backward.
    Because she discharges backwards by default, this makes it only easier for
    her to jump backwards. And because her 360 degrees C6 isn't centered on her,
    but shifted a bit in front of her, it leaves an area that safe for her to jump
    to.
    
    Since her attack strength is slightly stronger than with her 4th weapon 
    equipped, it takes only one full regular musou to defeat regular generic
    officers. Against playable officers, she has a small chance in defeating 
    them quickly in one musou. This is the reason to give her the Fire Orb.
    Try to set Fire with her C3. 
    
    Zhu Rong is now one of the better characters in the game, with very safe and
    fast musou filling strategies, and a very deadly musou.
    
    -------------------------------------------------------------------------------
    _______________
    10.29 - Guan Yu [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    Power	40		Power	38
    Light Weight		Light Weight
    Attack	20		Charge	16
    Charge	20		Horse	16
    Fill	20		Defense	17
    Speed	20		Attack	18
    Life/Defense 20	 	Life	18
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 16:07:17		
    Evolution NO		
    Musou	16		
    Attack	13		
    Charge	13		
    Fill	17
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Guan Yu has no problems with musou filling with his 4th weapon, even though
    his 4th weapon has no fill bonus on it. As you may have noticed, or have
    read before, on Cao Cao and Cao Pi comparison, that gaining an extra
    musou 20, but also an extra fill 20, means roughly the same musou filling
    potential. Thus, like Yue Ying, Guan Yu benefits with greatly with this
    recommended weapon. And because of his true musou ending, his offense is
    very fast. He is now very capable of defeating regular officers from 
    full health, with the help of ice. This means a lot with Guan Yu's versatility
    in freezing, with his C3, C5, and C6. Even if ice isn't successful, Guan Yu's
    offense is still greatly upgraded because it'll only take him one short musou
    (only tapping the circle button), and one long musou, to defeat regular
    officers. This is a very important observation, because of Guan Yu's true 
    musou ending. His higher fill of 20, means a lot for this incredible offense
    too. Normally, against officers in massive crowds with his 4th weapon, it's
    best to use a shortest musou possible to allow him to fill his musou
    directly after his true musou ending. Having this extra fill 20 means that he
    is more capable of quickly refilling his musou after his true musou ending.
    
    Now imagine what he can do with fill 40. Because his first two normal attacks
    are so safe, his extra speed 20 which gives him a much safer walking speed,
    and the ability to hit blocking officers with his true musou, it is best to
    fight in red health, with Guan Yu. With a fill 40 configuration, he is
    untouchable, and has a very fast offense. 
    
    -------------------------------------------------------------------------------
    __________________
    10.30 - Xiahou Dun [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		Recommended (alt)	4th Weapon
    Power	40		Power 	40		Power	36
    Medium Weight		Medium Weight		Medium Weight
    Attack	20		Attack	20		Horse	16
    Charge	20		Musou	20		Defense	17
    Fill	20		Charge	20		Attack	17
    Speed	20		Fill	20		Musou	16
    Life/Defense 20		Speed	20		Charge	17
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 05:29:22		Time 20:03:07
    Evolution YES		Evolution NO
    Attack 	19		Musou	15
    Charge	18		Attack	13
    Fill	20		Fill	13
    Speed	19		Speed	14
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet		Tiger Amulet
    Green Scroll		Green Scroll
    Wind Scroll		Wind Scroll
    True Way of Musou	True Way of Musou
    Ginseng			Ginseng
    
    Ice Orb			Fire Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    I have probably mentioned before, that Xiahou Dun is an inferior version of
    Wei Yan. Xiahou Dun has a very abusable C3 for musou filling, and a juggling
    musou. The difference is, Xiahou Dun needs a much large crowd than
    Wei Yan does to fill his musou with a full C3. And unlike Wei Yan, Xiahou Dun's
    regular musou isn't quite enough to kill regular officers with fire.
    He is inferior to Wei Yan in almost every way. Being unable to fill his musou
    against officers in smaller crowd sizes, forces him to use other methods 
    such as normal attacks or his C6. Because Xiahou Dun will almost always need
    two musous to defeat regular officers, he should be best with a short musou
    and high fill configuration. His first two normal attacks, plus a full C3,
    plus a full long musou, may be just enough to defeat regular officers from
    full health, but it is not recommended because he will need somewhat larger
    crowd sizes for his C3 to fill a long musou, and in large crowd sizes, it's
    too easy to miss with his musou sometimes because of unwanted displacement
    caused by dense crowds. If Xiahou Dun misses even one strike, his offense
    changes to a two-musou-per officer offense. Giving him a short musou will
    allow him to have a faster offense in massive crowds, and this is because he
    has an officer oriented musou. After one musou in a massive crowd, he will
    be able to refill his musou right after executing the first one. This is
    still a very fast offense, and as mentioned before, other characters like
    Meng Huo aren't capable of this with a short musou bar, because their
    musous are too good at crowd clearing.
    
    Anyway, I've gone into too much detail. Both of these configurations are good
    for Xiahou Dun, but I favor the first recommendation, because of a faster
    offense overall. Defense is actually better too.
    
    -------------------------------------------------------------------------------
    _________________
    10.31 - Zhang Fei [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    Power	40		Power	39
    Light Weight		Light Weight
    Attack	20		Fill	16
    Musou	20		Horse	16
    Charge	20		Defense	15
    Fill	20		Attack	19
    Speed	20		Musou	17
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 13:27:25
    Evolution NO
    Musou	17
    Attack	16
    Charge	13
    Speed	13
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Speed Scroll/Way of Musou
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    The differences between the recommended ideal weapon and his 4th weapon are
    extra charge and speed bonuses. The speed bonus on his weapon will surely
    prove useful. And like Ling Tong, since Zhang Fei has such an abusable C3,
    that is easy to execute, and unblockable, the charge bonus is quite useful
    for both the extra damage and extra musou filling.
    
    He doesn't really need a speed 40 configuration, but it is not any more useful 
    than the Way of Musou. With or without the Way of Musou, Zhang Fei will still
    need two musous to kill regular officers. However, it will help against
    playable officers of course. The second reason is that since his C3 is 
    unblockable and can be used quite frequently, Zhang Fei has a relatively good
    freezing ability, although it is inferior to Ling Tong's. Another advantage
    that the Way of Musou would give is better defense against multiple officers,
    because of a useful true musou ending.
    
    -------------------------------------------------------------------------------
    _________________
    10.32 - Jiang Wei [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    Power	40		Power	36
    Medium Weight		Medium Weight
    Attack	20		Luck	15
    Charge	20		Speed	15
    Fill	20		Attack	16
    Speed	20		Musou	18
    Life/Defense 20		Life	17
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 05:29:22		
    Evolution YES		
    Attack 	19		
    Charge	18		
    Fill	20	
    Speed	19	
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Like most of the other characters in this tier, Jiang Wei's offense is often
    a two-musou per officer one. Jiang Wei can also defeat officers in one musou
    with ice, but he is a bit more versatile with killing officers in one musou.
    Xiahou Dun and Zhang Fei both have a very effective C3. Jiang Wei's C3 is only
    slightly inferior in terms of freezing ability, but he also has C5, and C6
    that can do the job. Something to complain about though is that Jiang Wei
    doesn't have an unblockable charge attack, although his C3 and C5 can sometimes
    be controlled in a way to hit blocking officers. But Jiang Wei's C1 should
    serve to even out the offensive competition between these two-musou per
    officer characters, like Xiahou Dun and Zhang Fei. With the assistance of fire
    and the maximum number of normal attacks, a short true musou is all Jiang Wei
    needs to defeat regular officers very quickly.
    
    I should comment that Jiang Wei isn't too bad with a musou bonus on his weapon.
    He'll have an offense that is slightly more effective against playable officers,
    but less effective against regular ones. Jiang Wei's musou filling ability
    is a bit better with fill on his weapon, but he will still have much more 
    difficulties than Xiahou Dun and Zhang Fei. Jiang Wei's best method of 
    musou filling safely without wasting a musou is with his C3. But Zhang Fei's
    C3 and Xiahou Dun's C3 and C6 are much better and faster musou filling 
    charge attacks.
    
    -------------------------------------------------------------------------------
    _________________
    10.33 - Guan Ping [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    Power	40		Power	36
    Medium Weight		Light Weight
    Attack	20		Charge	16
    Charge	20		Luck	15
    Fill	20		Bow	15
    Speed	20		Attack	17
    Life/Defense 20		Life	15
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 05:29:22		
    Evolution YES		
    Attack 	19		
    Charge	18		
    Fill	20	
    Speed	19
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    There is no reason why Guan Ping shouldn't be compatible with a medium weapon.
    Enter all crowds with his C3 is possible. It shouldn't be hard to enter most
    crowds with officers with his C3 in most stages. This means a guaranteed 60%
    chance in freezing the officer, which is a 60% chance in defeating them in
    one musou only. But it's only effective when Guan Ping has the safety distance
    to waste his C3 strikes and enter only with his C3 ending. 
    
    He is a lot stronger and better now, with a heavier weapon and higher fill.
    His musou will fill in many crowd sizes when executing his C6, and this 
    guarantees a succesful musou regardless of officers blocking. Two of these then,
    will easily get the job done. His C4 is always a useful secondary charge
    attack to rely on. Basically, he's a lot faster on offense now.
    
    -------------------------------------------------------------------------------
    ________________
    10.34 - Yue Ying [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    Power	40		Power	36
    Medium Weight		Medium Weight
    Attack	20		Charge	15
    Musou 	20		Horse	15
    Speed	20		Bow	16
    Fill	20		Defense	17
    Charge/Life/Defense 20	Life	16
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 20:03:07		
    Evolution NO		
    Musou	15		
    Attack	13		
    Fill	13		
    Speed	14
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Because Yue Ying is so similar to Guan Yu, her recommendations are also very
    similar. It shouldn't be hard to agree that even without attack and fill on her
    4th weapon, she doesn't have much of a hard time filling her musou. 
    Like with Guan Yu, adding an extra musou bonus, and fill bonus, will allow
    her to have a longer musou for a much better offense, with roughly the
    same musou filling potential. Thus, Yue Ying's offense with this
    maximized weapon, is quite a bit faster.
    
    -------------------------------------------------------------------------------
    _______________
    10.35 - Cao Cao [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    Power	40		Power	34
    Medium Weight		Medium Weight
    Attack	20		Charge 	17
    Charge	20		Bow	15
    Fill	20		Life	17
    Speed	20		Horse	17
    Life/Defense 20		Attack	17
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 05:29:22		
    Evolution YES		
    Attack 	19		
    Charge	18		
    Fill	20	
    Speed	19
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Ginseng
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    It quite amusing how simply an extra fill increase of 20 can upgrade Cao Cao's
    offense so much. With a fill 40 configuration, Cao Cao's C3 can be abused
    if crowd sizes are large enough. And like Liu Bei's C3, the limiting size
    is actually quite small. Before this fill 40 configuration, Cao Cao had
    a problem with wasted musous in massive crowds, because of absense of a useful
    charge attack.
    
    Now that Cao Cao's C3 fills his musou easily, he has a much better offense
    in massive crowds. He would resort to his C5 when fighting in smaller 
    crowd sizes. This simple increase of fill 20, has made Cao Cao by far more
    versatile. Master his C3 to hit blocking officers. Like Xing Cai's C3, it's
    not easy to ensure a successful hit, so the best you can do is to maximize it.
    Keep in mind that we are discussing a short C3. Because his C3 sequence 
    is composed of two horizontal slashes, where he moves a lot, it is best to
    have officers positioned slightly to his left side. This is important because
    if his first C3 slash is blocked, he can use the second one for an attempt
    to move closer. The fact that the final slash is a slash from right to left,
    is another reason to have officers positioned slightly to his left, and
    as close to him as possible.
    
    -------------------------------------------------------------------------------
    _________________
    10.36 - Taishi Ci [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    Power	40		Power	38
    Light Weight		Medium Weight
    Attack	20		Charge	15
    Charge	20		Horse	15
    Fill	20		Bow	15
    Speed	20		Defense	18
    Life/Defense 20		Life	18
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 00:46:54
    Evolution NO
    Attack	16
    Fill	17
    Speed	19
    Luck	18
    
    Time 09:22:13
    Evolution NO
    Attack	18
    Charge	16
    Speed	20
    Luck	18
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Dragon Arms
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Here is when Taishi Ci can be seen to full potential. First of all, comparing
    the recommended weapon with his 4th weapon, he has slightly stronger
    attack strength despite the light weight, much higher musou filling potential,
    faster speed which is crucial for Taishi Ci, and faster attacking speed.
    
    There are two weapons that are useful from the Internal Time Trick Guide.
    Both are equally good.
    
    The same offensive strategies still apply. Now that he has higher fill, his
    C2 + jump charge combo will fill his musou much easier, and now that he
    attacks faster, his C5 + jump charge combo is easier and safer to execute
    which means that it is less limited to being only a distanced attacking
    method.
    
    Many would wonder then, or reason that Taishi Ci would be better with a medium
    weight weapon, with these same stats. This does very little to make his
    offense faster, because of higher attack. His offense is still the same
    against regular officers, and playable officers, as the mere 1.25 times
    stronger attack isn't enough. His C2 executes a lot slower, which can cause
    problems in massive and dense crowds. His C1 execute a lot slower, which
    is a major setback when escaping, and just for general flexibility.
    Finally, his C5 is much harder to execute, and is often not a safe option 
    even in small crowds.
    
    Master aiming his jump charge to purposely miss or allow officers to block it,
    and you've mastered Taishi Ci. This is how to minimize the number of wasted
    musous.
    
    -------------------------------------------------------------------------------
    _________________
    10.37 - Dong Zhuo [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    Power	40		Power	36
    Medium Weight		Medium Weight
    Attack	20		Luck	17
    Charge	20		Horse	17
    Fill	20		Defense	15
    Speed	40		Attack	18
    Life/Defense 20		Life	15
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 05:29:22		
    Evolution YES		
    Attack 	19		
    Charge	18		
    Fill	20	
    Speed	19
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Ginseng
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Not too big of a change for Dong Zhuo. Having both fill and charge now on 
    his weapon means a much higher fill with his jump charge. Now, his normal
    attacks plus jump charge techniques are basically an extreme defense, but
    he still suffers from wasted musous. Because of a fill 40 configuration
    now, his first three normal attacks will fill his musou bar completely
    in massive crowds. 
    
    I have tested Dong Zhuo with a heavy weapon, because of his 360 degree
    jump charge. But, even with the highest attack, the heaviest weight, and
    highest fill, Dong Zhuo's jump charge isn't consistent enough for a 
    good defense. Also, his strategy with three normal attacks + jump charge
    doesn't work very well at all anymore.
    
    -------------------------------------------------------------------------------
    _________________
    10.38 - Xiao Qiao [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    Power	40		Power	32
    Heavy Weight		Heavy Weight
    Attack	20		Charge	17
    Charge	20		Fill	15
    Fill	20		Speed	19
    Musou	20		Defense	15
    Speed/Defense/Life 20	Musou	15
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 16:34:57		Time 22:26:35
    Evolution YES		Evolution NO
    Life	__		Musou	__
    Musou	__		Attack	__
    Attack	__		Speed	__
    Fill	__		Horse	__
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Light Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Ok, well there are two recommended Internal Time Trick weapons for Xiao Qiao.
    And like all of the other recommended heavy weapons, these ones don't have
    the numerical stats on the Internal Time Trick guide, but it doesn't really
    matter anyway. The main things needed are Attack and Musou. Fill is a 
    more of secondary one, and so is Speed, so take your pick. Both life and
    horse are wasted stats, so these two weapons are roughly the same. You might
    want to make a character through Destiny Mode if you really like Xiao Qiao,
    because both of these two weapons have only three useful stats. The extra 
    speed on the second recommended weapon is nice to have, but no essential, 
    for easier close combat, because of her scattering C4. I would probably go 
    for the first one, for faster fill, and well I suppose life isn't really 
    as wasted stat. If she had life and defense on her weapon, she can take some
    hits on purpose if you wanted, since she has a heavy weapon.
    
    This makes Xiao Qiao slightly better, since now she has attack on her weapon.
    Her maximized methods still remain the same. However, if you get a weapon with
    Attack and no musou on it, her short musou is just enough to kill regular
    officers, which is quite nice. This is of course with the preceding C3, and
    perhaps C4. The extra musou bonus is just to allow her to defeat playable 
    officers in one musou.
    
    She still has a very defensive method of musou filling with her jump charge.
    Fill her musou partially, then scatter the crowds and the targeted officer
    with her C4 if crowds are either dense or massive, then get a few hits on 
    the officer or use her C3 to set up for her musou. Remember that her C4 is
    useful to make it much easier to juggle properly with her musou, because of
    the unwanted displacement theory. Trying to juggle one officer in the middle
    of a vast and dense crowd is extremely difficult.
    
    -------------------------------------------------------------------------------
    _______________
    10.39 - Zhou Yu [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    Power	40		Power	34
    Heavy Weight		Medium Weight
    Attack	20		Charge	17
    Musou	20		Defense	15
    Charge	20		Musou	18
    Fill	20		Bow	16
    Speed 	20		Attack	16
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 16:34:57
    Evolution YES
    Life	__
    Musou	__
    Attack	__
    Fill	__
    
    same recommended weapon as Zhuge Liang's. The Internal Time Trick Guide doesn't
    have the numerical stats. No big deal anyway, since you're probably going to
    max them all out.
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    This indeed a huge upgrade believe it or not. His defense is just slightly
    decreased, with the exact same offensive methods. Use his jump charge for
    partial musou filling. His first three normal attacks still work quite well,
    in even large crowds with his heavy attacking speed. He is still quite
    capable of freezing officers with his C4. What Zhou Yu basically gains, is
    a more powerful musou, and a more powerful running attack, at the expense
    of slower attacking speed, which isn't enough to really hurt him, defensively.
    He now has the same time of offense as characters like Sima Yi, who have a 
    relatively slow method of musou filling, but an offense that is capable of
    killing officers in one musou. He does however, need ice to defeat playable
    officers from full health in one musou.
    
    -------------------------------------------------------------------------------
    ______________
    10.40 - Cao Pi [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    
    Power	40		Power	34
    Medium Weight		Medium Weight
    Attack	20		Fill	15
    Musou	20		Defense	15
    Charge	20		Musou	19
    Fill	20		Speed	19
    Speed	20		Attack	15
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 20:03:07		
    Evolution NO		
    Musou	15		
    Attack	13		
    Fill	13		
    Speed	14
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Ginseng
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Well, as you can see, Cao Pi's 4th weapon should be pretty close to ideal.
    There's really nothing I can think of to maximize Cao Pi anymore. Unlike
    Cao Cao, giving him a short musou and high fill doesn't really benefit much.
    There may be a good possibility with a light weapon, with short musou and
    high fill. This will give him a much better chance of walking up to 
    officers in massive crowds and just start attacking while surrounded. However,
    this offense quite a slow one. Although it is probably faster than
    with his 4th weapon because he's practically forced to do only his
    normal attacks in massive crowds, his offense with this light weapon
    configuration is considerably slower against officers in smaller crowd sizes.
    Furthermore, because of the extended flinching time, his C1 ice orb can be
    abused, to help him, at least for a while against massive crowds. 
    
    -------------------------------------------------------------------------------
    _______________________
    10.41 - Sun Shang Xiang [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		Recommended (alt)	4th Weapon
    Power	40		Power	40		Power	32
    Heavy Weight		Heavy Weight		Heavy Weight
    Attack	20		Attack	20		Luck	19
    Musou	20		Life	20		Bow	15
    Fill	20		Defense	20		Speed	19
    Life	20		Speed	20		Defense	17
    Defense	20		Fill	20		Life	15
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 16:34:57		Time 09:24:47
    Evolution YES		Evolution YES
    Life	__		Charge	16
    Musou	__		Fill	15
    Attack	__		Defense	20	
    Fill	__		Attack	20
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet		Tiger Amulet
    Green Scroll		Green Scroll
    Wind Scroll		Wind Scroll
    True Way of Musou	True Way of Musou
    Way of Musou		Way of Musou
    
    Ice Orb			Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Because it's very hard to juggle properly with Sun Shang Xiang's musou,
    I have two recommended configurations for her. The first is for those who have
    understood my explanation on how to juggle consistently with her musou.
    and the second is for those who don't even wanna bother. Well these two
    configurations differ only in musou length anyway, so they aren't very
    different at all. The point is, if you aren't going to bother with learning
    how to juggle with her musou, the extra musou bar length is useless. And well,
    of course what's disappointing is that, even if you do find a way to juggle
    properly with her musou, it's inconsistent in massive crowds anyway because of
    unwanted displacement.
    
    Anyway, Sun Shang Xiang is slightly better now, with higher attack, and faster
    fill.
    
    -------------------------------------------------------------------------------
    _______________
    10.42 - Zhen Ji [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    Power	40		Power	32
    Medium Weight		Medium Weight
    Attack	20		Fill	20
    Charge	20		Horse	17
    Fill	20		Bow	18
    Speed	20		Defense	18
    Musou/Life/Defense 20	Life	17
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 05:29:22		
    Evolution YES		
    Attack 	19		
    Charge	18		
    Fill	20	
    Speed	19
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Dragon Arms
    True Way of Musou
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Attack and speed are the two important upgrades for Zhen Ji's big improvement.
    The attack means a lot more than just a stronger musou and higher fill. 
    Her jump charge and C1 are now strong enough to kill privates, the lowest
    ranking peon, in just one hit. This means a lot for her offensive speed,
    as her goal is often a crowd clearing effort now, before she can duel
    officers, by slapping the heck out of them with her C3. Being able to kill
    most peons in one C1 or jump charge almost means that her C1 + jump charge
    combo can be abused more easily. 
    
    The extra speed bonus also helps a lot, to allow her to abuse her C1 and 
    jump charge more easily and frequently.
    
    The slightly higher fill with the stronger attack, by 20, is another
    advantage.
    
    Zhen Ji is a lot better overall with this weapon. She can take on officers
    in any crowd size. Her C1 + jump charge combo with the Dragon Arms will
    work against all crowd sizes, and with a short musou, her normal attacks
    will often be enough to fill her musou in massive crowds.
    
    -------------------------------------------------------------------------------
    ___________________
    10.43 - Huang Zhong [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		Recommended (alt)	4th Weapon
    Power	40		Power	40		Power	36
    Light Weight		Medium Weight		Light Weight
    Attack	20		Attack	20		Fill	18
    Musou	20		Musou	20		Horse	15
    Bow	20		Bow	20		Bow	20
    Fill	20		Fill	20		Defense	15
    Charge/Speed 20		Charge/Speed 20		Musou	15
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 12:19:44		Time 07:28:59
    Evolution YES		Evolution NO
    Musou	15		Musou 	16
    Attack	16		Attack	19
    Horse	19		Fill	19		
    Bow	20		Bow	18
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet	
    Green Scroll
    True Way of Musou
    Fire Arrows
    Way of Musou
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    It's true the a bow 20 increase isn't that much. Another light weapon
    alternative would be one with Attack, Musou, and Fill. Fill is quite important
    for Huang Zhong if he is to have a long musou and a light weapon.
    However, bow should probably be the better choice. This weapon upgrades his
    offense quite a bit, because of a higher attack. And the difference is
    huge if you compare it with his 4th weapon in Dynasty Warriors 5 without 
    the True Way of Musou equipped. Please have a look at my "Huang Zhong
    Jia Meng Gate" video to see his full potential with a light weapon.
    This is definitely the best configuration, because it is the most consistent.
    Here's a comparison of the two: with this light weapon, his offense as seen
    in the video is roughly two C1's, one C3, and a full true musou. I'm listing
    it in this strict order of two C1's and then one C3, because this is all that
    is needed, and he doesn't need to jump charge away. This obviously works
    only against officers in small crowds, and only regular officers.
    Playable officers would require a bit more work, typically with more C3's
    if you don't want to waste time with his jump charge. His medium weight weapon
    alternative then, would be two C1's, and then a true musou. This is indeed
    faster, but only about C1 or C3 faster. The point is, with a medium weapon
    his C1 is much harder to use, and by far less consistent. This means that he'll
    have to jump charge a lot more. Then, in massive crowds, there's just no
    comparison. He has to jump charge a lot more to find openings to execute his
    C1. His C1 recovery is a bit longer which means more forced musous. He's 
    sacrificing a lot of flexibility for just an extra 1.25 increase of damage.
    And unlike Zhuge Liang, the damage comparison with Huang Zhong is from
    light to medium, and the ratio is only 1.25. He really isn't gaining much.
    Something that is also a possibility: If you give him the Wind Scroll, he will
    be a bit more capable in close combat, and with his C5, and C6, he can freeze
    officers for a very fast offense. This setup should give him an offense that
    is similar to Cao Cao's or Cao Pi's, because of very similar offensive style.
    But what would he take out? Fire Arrows? Way of Musou? This makes him even
    worse in massive crowd situations. Huang Zhong should be best with a maxed
    out light weapon.
    
    -------------------------------------------------------------------------------
    _________________
    10.44 - Diao Chan [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    Power	40		Power	32
    Heavy Weight		Heavy Weight
    Attack	20		Fill	18
    Fill	20		Luck	18
    Speed	20		Speed	19
    Defense	20		Defense	16
    Life/Charge 20		Musou	18
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 09:24:47
    Evolution YES
    Charge	16
    Fill	15
    Defense	20
    Attack	20
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Dragon Arms
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Diao Chan's my new favorite character. 
    I always hate weapons without attack on it. Diao Chan should remain the
    most compatible with a heavy weapon, because whatever weapon weight you give
    her, getting hit is unavoidable. We might as well give her a heavy weapon
    for a non-flinching property. This will maximize her offense, and defense.
    
    With higher attack and a shorter musou, her defense is a lot better than with
    her 4th weapon equipped. The Ginseng will allow her short C3 fill her musou
    completely in a large range of crowd sizes. But like Taishi Ci, it is best
    for her to equip the Dragon Arms for overall a better filling ability, by
    clumping together her jump charge, with her charge attacks. She gains
    more flexibility this way too, by being able to time her C6 more freely. 
    With her jump charge, she is able to quickly get close to an officer after
    freezing the officer with her C6. Her C1 with the Dragon Arms also gives her
    more flexibility, for escaping purposes in some situations. 
    
    Stick with her C3 in crowds. It is so easy to hit blocking officers with it.
    And even if an attempt to hit a blocking officer with her C3 fails, she is
    guaranteed a successful musou because of her useful C3 ending. All that is 
    needed is careful timing, as officers will always want to attack after blocking
    a charge attack. Another alternative is simple to use her jump charge after
    her C3 if an officer has blocked her C3 ending. The positioning is perfect.
    
    Charge combinations involving her jump charge will often fill her musou easily,
    now that she has the strongest attainable attack in the game, charge 20,
    fill 20, and the Dragon Arms.
    
    Here's I think the most defensive way to use her. Lets look at her C3. Well 
    before that, you must know that her second normal attack covers only her right 
    side. Attacking while facing straight ahead, with this attack and using her 
    C3, is pretty risky, because she's not hitting enemies to her left before
    the execution time of her C3. The range of this attack is roughly 180 degrees, 
    so turn to the left a bit when executing it to maximize the range. Ok, her C3: 
    If we do a short C3, she has only one vertical attack in the whole string of 
    six strikes, and about two spots where she lags a bit. It is the fourth strike 
    that is vertical. Although it's vertical, it does cover front and back, but 
    still the point is, this strike is risky. So I think the best way to maximize 
    her defense, is use her C3, while positioning her second normal attack 
    properly, but jump out of her C3 after the third strike, or in other words, 
    her first C3 strike. This gives her three horizontal strikes in a row, with a 
    slight lag before the third one. This should fill a good chunk of her musou 
    bar. After that, her jump charge should fill the rest easily, and this method 
    should work in a large range of crowd sizes. Thus, her musou filling method is 
    very similar to Taishi Ci's, just that it's less defensive. 
    
    If you use only her normal attacks, it would seem that it's better because all 
    of her normal attacks have very protective range, especially the last two, but 
    using her C3 is better, because she can guarantee a successful musou on 
    officers, regardless of blocking, while with her normal attacks, she doesn't 
    have a lot of choices if an officer is blocking.
    
    A side note: Diao Chan should theoretically be the best with a weapon
    without evolution bonus. This is because her sixth normal attack has 360
    degrees of range, and have very fast recovery time. Even if she uses it in
    massive crowds, it's very easy to anticipate a counterattack after it. 
    With evolution attacks, there are a lot of risks because of an execution time
    before her first evolution attack. With a weapon like this then, she pretty
    much has two pretty safe methods of attacking. 
    
    -------------------------------------------------------------------------------
    ______________
    10.45 - Xu Zhu [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    Power	40		Power	38
    Medium Weight		Light Weight
    Attack	20		Fill	17
    Musou	20		Bow	19
    Charge	20		Life	20
    Fill	20		Luck	15
    Speed	20		Defense	19
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 20:03:07		
    Evolution NO		
    Musou	15		
    Attack	13		
    Fill	13		
    Speed	14
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Way of Musou
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    As I've complained throughout the guide about Xu Zhu's terrible 4th weapon,
    with a medium weapon, is when Xu Zhu's moveset can be maximized. Even
    with only a fill increase of 20, his musou filling ability is awesome with his
    normal attacks, and stronger attack strength. Try to get around not having
    fill 40 with Xu Zhu, and train yourself to be able to do a visual calculation
    of crowd sizes at a glance, once you've mastered his musou filling capabilities
    with his C4, and normal attacks. It shouldn't be hard to realize that Xu Zhu
    works well with a long musou bar. 
    
    Xu Zhu's offense is greatly enhanced with this more ideal weapon.
    
    -------------------------------------------------------------------------------
    _____________
    10.46 - Fu Xi [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    Power	40		Power	38
    Medium Weight		Medium Weight
    Attack	20		Charge	16
    Musou	20		Fill	16
    Charge	20		Defense	16
    Fill	20		Attack	16
    Speed	20		Life	17
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 20:03:07		
    Evolution NO		
    Musou	15		
    Attack	13		
    Fill	13		
    Speed	14
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Dragon Arms
    True Way of Musou
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    The difference in his recommended weapon is an extra musou bonus and speed
    bonus. Both are minor benefits. It's easy to see that Fu Xi's musou filling
    ability is very good. Having a long musou is useful for a slightly faster
    offense for those of you who have mastered juggling with his musou. It's
    not nearly as hard as Sun Shang Xiang's. The speed bonus is very useful
    for a much easier time against officers, especially after scattering them.
    Fu Xi sure is versatile with getting officers on the ground, but his 
    main problem is that he can't catch up to them.
    
    -------------------------------------------------------------------------------
    ___________________
    10.47 - Xiahou Yuan [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		Recommended (alt)	Recommended (alt)	
    Power	40		Power	40		Power	40		
    Medium Weight		Light Weight		Medium Weight		
    Attack	20		Attack	20		Attack	20				
    Musou	20		Musou	20		Charge	20		
    Bow	20		Bow	20		Fill	20		
    Speed	20		Speed	20		Speed	20		
    Fill	20		Fill	20		Life/Defense 20		
    
    4th Weapon 
    Power	36
    Medium Weight
    Charge	16
    Attack	16
    Life	17
    Bow	19
    Musou	17
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 20:03:07		Time 20:03:07		Time 05:29:22		
    Evolution NO		etc...			Evolution YES		
    Musou	15					Attack	19		
    Attack	13					Charge	18		
    Fill	13					Fill	20		
    Speed	14					Speed	19		
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet		Tiger Amulet		Tiger Amulet
    Green Scroll		Green Scroll		Green Scroll
    Ice Arrows		Fire Arrows		Wind Scroll
    True Way of Musou	True Way of Musou	True Way of Musou
    Speed Scroll		Speed Scroll		Ginseng
    			
    Fire Orb		Fire Orb/Ice Orb	Light Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    It seems that the more ideal weapon at 18:13:56 with ATK, MUSOU, SPD, BOW
    is an error in the Internal Time Trick Guide.
    
    Alright, here's where we get to have some real fun with Xiahou Yuan.
    First of all, speed is manditory on his ideal weapon, because it allows him
    to outrun pursuing crowds. Although speed 20 is pretty much the minimum,
    speed 40 makes things much better. If he's ever surrounded by massive crowds,
    getting out safely with only speed 20, isn't too possible. This is why the
    third recommended setup is the least recommended. However, you can switch
    the True Way of Musou for the Way of Musou for a very safe true musou ending,
    but then that would make his offense a lot slower than the first two
    recommended setups, and thus shouldn't even be included. Well, i'll keep the
    third one up for now, because it's a very interesting close combat
    configuration.
    
    For the three customizations, the weapon, the Internal Time Trick 
    recommendation, and the recommended items are all in their own columns.
    Lets discuss the first two. The first two are quite strictly distanced combat
    setups. The first has Ice Arrows, and the second has Fire Arrows. 
    I used the Ice Arrows setup in my Xiahou Yuan Mt Ding Jun video. Both of these
    setups are quite close, but I'm leaning towards the Fire Arrows setup for
    two reasons. It is more effective in massive crowd situations. Because, for 
    the Ice Arrows to be effective (recall that Xiahou Yuan's C1 ending has very
    high freezing probability) officers need to in the front lines of an enemy
    crowd, Xiahou Yuan has to be close to that officer, and he needs to have a 
    filled musou. The last two conditions can be satisfied easily, but the first,
    having the officer at the lead of a crowd is often not that case, especially
    in massive crowds. This just means that in massive crowds, he will need to 
    thin out the crowds a bit with his C1, without using the ending because it 
    isn't piercing. If crowds are really massive, then he'll have to do a system
    of musou filling with C1, and then using his musou. It should take around 
    two times, to defeat a regular officer. The second reason why the Fire
    Arrows is better, is because the fire damage contributes to musou filling.
    Musou filling with the Fire Arrows, is faster than with the Ice Arrows. With
    the fill 20 on his weapon, his C1 fills his musou very quickly. With the
    Fire Arrows setup, he's slightly better in massive crowd situations because
    of fire depletion. If he is in the center the Shi Ting, where crowds are
    continuous and massive, the Ice Arrows is going to a completely wasted item.
    However, in more average stages, with more average crowd sizes, having a very 
    high freezing chance means a very high chance to kill officers in quick 
    musou. The recommendation of the Fire Orb, is because of his long musou bar.
    It may be better in some situations to just use his C3 to set fire, and
    then execute a full musou. This deals a lot of damage, and needs only a 
    several C1 volleys to deal the sufficient initial damage. And of course, 
    his C1 can still serve as damage after his fire musou. It quite a nice
    setup, with ice and fire, with ice having roughly 80% chance of freezing,
    and fire at 100%.
    
    The third configuration is most devoted to close combat. The keys to this
    are high attack, high fill, and short musou. He is now capable of Liu Bei's
    high fill strategy where one short C3 is enough to fill his musou completely
    if crowd sizes are right, and it doesn't take a large crowd at all for this
    setup to work. Xiahou Yuan, with this configuration is a weak version of
    Liu Bei. The Light Orb is highly recommended, because this C3 strategy 
    is only safe when there are no enemies behind Xiahou Yuan. His C3 is slower
    than Liu Bei's, so you really need to make sure no threats are behind him.
    Because of this, officers are often blocking. And because the ending of Xiahou
    Yuan's C3 has attack range that is no where close to Liu Bei's, it's very
    hard to purposely hit the blocking officer with the ending, and then 
    purposely waiting for a very brief moment to catch the officer off guard, 
    because you know the officer will attack after blocking his C3. This is
    practically impossible to do with Xiahou Yuan's C3 in massive crowds.
    This is why the Light Orb is needed for this configuration to work. 
    Musou filling is very fast, but his offense is a bit slow because of a juggling
    short musou. It'll take three of these C3 + musou combos to defeat regular
    officers. Playable officer then, would take quite some time. Then, when
    it time to fight the enemy commander, he has no fire to really make things
    fast. This is why the first two configurations are superior. The only
    thing that this setup is better against is archers groups. Otherwise,
    it is inferior in every way.
    
    Like Huang Zhong, Xiahou Yuan is also quite compatible with a light weapon.
    His C1 execution time is a lot faster, so a speed 40 setup if much less of a
    need. His C1 volley are of course a lot faster too. The Ice Arrows setup
    is a lot less effective with a light weapon, because what that setup
    take advantage of is double musou damage. But with the Fire Arrows, Xiahou
    Yuan with the Fire Arrows setup should be quite close in offensive speed.
    He will need roughly twice as many C1 volleys to be able to defeat officers
    with that same musou bar length. Twice as many is a lot, so he's slightly
    better and faster with a medium weapon. I don't have a video of this
    setup, but I do have a video of Xiahou Yuan with a light weapon, but with the
    Ice Arrows.  
    
    -------------------------------------------------------------------------------
    ________________
    10.48 - Dian Wei [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    Power	40		Power	36
    Light Weight		Light Weight
    Attack	20		Charge	15
    Charge	20		Fill	15
    Fill	20		Attack	18
    Speed	20		Musou	17
    Life/Defense 20		Life	17
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 00:46:54
    Evolution NO
    Attack	16
    Fill	17
    Speed	19
    Luck	18
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Ginseng
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    Speed is the main benefit here. He doesn't have to waste a slot for the
    Speed Scroll now. Aside from being able to outrun peons now without a Speed
    Scroll, his defense is a lot better because of better musou filling with 
    a shorter musou bar. Dian Wei is capable of taking on practically all
    crowd sizes with either his C4, or his C6. Although, his offense is a bit
    slower, with a short musou and a light weapon, this configuration is by far
    the most defensive setup. 
    
    Dian Wei should be best with a light weight weapon. His C6 execution is
    quite risky with a medium weapon, and this is a huge limitation, if he has
    to rely most often on his C4, a scattering charge attack. His C4 execution
    with a medium weight weapon is also risky, in large crowds. Because of the
    slow recovery from his C4, with a medium weapon, Dian Wei is often forced to
    waste his musou. Thus, he doesn't get much of a chance to make use of his
    1.25 stronger musou.
    
    -------------------------------------------------------------------------------
    __________________
    10.49 - Zhang Jiao [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    Power	40		Power	32
    Medium Weight		Medium Weight
    Attack	20		Charge	16
    Charge	20		Fill	 9
    Fill	20		Luck	15
    Speed	20		Attack	15
    Musou	20		Musou	17
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 05:29:22		
    Evolution YES		
    Attack 	19		
    Charge	18		
    Fill	20	
    Speed	19
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Speed Scroll
    Wind Scroll
    Ginseng/True Way of Musou
    
    Light Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    This is a huge breakthrough for Zhang Jiao, and all that was needed was
    a speed 20 bonus on his weapon. With this speed 40 configuration, he can
    run fast enough to abuse his C3 with very very little defensive risks.
    
    Keep the Wind Scroll equipped because it affects the horizontal reach of
    his C3, when his staff is levitating. I still recommend the Light Orb because
    it's still not a good choice to be moving around freely during his C3 in order
    to hit blocking officers with the Ice Orb. 
    
    Choose between the Ginseng or the True Way of Musou. Zhang Jiao still has
    a flaw, if he is unable to fill his musou after his C3.
    
    Zhang Jiao is simply incredible now. Only an increase in speed 20, has now
    lifted him from his bottom tier placement.
    
    -------------------------------------------------------------------------------
    _________________
    10.50 - Huang Gai [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    Power	40		Power	36
    Light Weight		Medium Weight
    Attack	20		Charge	15
    Charge	20		Luck	16
    Fill	20		Defense	17
    Speed	20		Attack	17
    Life/Defense 20		Life	15
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 00:46:54
    Evolution NO
    Attack	16
    Fill	17
    Speed	19
    Luck	18
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    Ginseng
    True Way of Musou
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    The problem with Huang Gai is the poor attack range in his third and fourth
    normal attacks, and no useful or safe charge attacks before it. His most
    useful charge attack is his C6, but he needs to proceed through his third
    and fourth normal attacks. Thus, the best solution is to give him a light 
    weapon. Although his first two normal attacks, have horizontal range, not even
    a fill 40 configuration will work with Huang Gai, with a medium weapon
    equipped. The best solution is to minimize the danger when going through
    his third and fourth normal attacks. 
    
    Because his third and fourth normal attacks have limited range, always make
    sure there are no enemies behind Huang Gai, and aim these two attacks in
    different directions. So there should be two possibilities only. After his 
    second normal attack, direct his third, either slightly to his right or
    slightly to his left, and then his fourth normal attack in the opposite
    direction/side. The flinching time and his attacking speed should make this
    method quite safe. But not even this attack speed is faster enough to save him
    in massive crowds, because if crowds are wide enough, wider than the attack
    range of his first two normal attacks, then it's very easy for Huang Gai to 
    get surrounded before he gets to his C6. This is when his C4 proves to be
    most useful to scatter the enemy, but it also has some unavoidable flaws.
    
    His main charge attack should still be his C6, and his offense is still quite
    fast if officers are frozen.
    
    -------------------------------------------------------------------------------
    ______________
    10.51 - Sun Ce [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ________________________________
    Weapon Statistics and Comparison
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Recommended		4th Weapon
    Power	40		Power	36
    Medium Weight		Medium Weight
    Attack	20		Charge	15
    Charge	20		Attack	18
    Fill	20		Life	15
    Speed	20		Speed	18
    Life/Defense 20		Musou	15
    __________________________
    Internal Time Trick Weapon
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Time 05:29:22		
    Evolution YES		
    Attack 	19		
    Charge	18		
    Fill	20	
    Speed	19
    _________________
    Recommended Items
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Tiger Amulet
    Green Scroll
    Wind Scroll
    True Way of Musou
    Dragon Arms
    
    Ice Orb
    ________
    Analysis
    ŻŻŻŻŻŻŻŻ
    No matter what you do with Sun Ce, and no matter how it seems like his set of
    charge attacks have versatility written all over it, there's no way make
    Sun Ce's defense a perfect defense. 
    
    Keep the Dragon Arms equipped for charge recovery cancellation. A light weapon
    isn't recommended because it changes nothing for him. His problem still is
    short reach, and his charge attacks have fast execution by default anyway,
    so giving a light weapon doesn't help. Although the Dragon Arms is a very
    important item for Sun Ce's defense, he as compatible with it as others,
    like Zhu Rong, Taishi Ci, or Diao Chan. However, like Diao Chan, with his 
    fast speed, he jumps relatively higher and farther. None of his charge attacks
    guarantees a safe landing; the best you can do is to minimize the danger.
    
    Stick with going in a clockwise direction with his C3, and make use of
    distance he covers during his C3 ending to jump away to a safe place. 
    His C3 is the safest charge attack to use, but has like lowest musou filling
    potential. His C4 only requires a safe execution, because of his jabbing 
    third normal attack. His C5 is even harder to execute because of longer
    execution time, and is much more dangerous because he's not planted on the
    ground. If he has enough safety distance to use his C5, then abuse it as much
    as you can until crowds start to get closer. 
    
    Nothing has changed for Sun Ce in terms of survival strategies, or offensive
    strategies. This weapon only gives him a much better defense with a short
    musou bar, and a fill bonus.
    
    ===============================================================================
    ____________________________________________________________________
    11.00 - Musou Rage Token and Meat Bun Locations for All Other Stages
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Since playing Hard mode with the Green Scroll with an already maxed character
    is, I would consider, a joke, I have made this section primarily for the 
    people who want to explore the easier stages in Chaos. 
    With little practise, defense in hard mode can almost be completely ignored.
    Even if you ever get into red health, there is health all over the place
    anyway. 
    
    Since, Chaos mode is a total different story, knowing the locations of
    all four Musou Rages in a stage will greatly enhance your ability to fight
    in Chaos mode, and increase the chances of completing a stage in Chaos mode.
    4 star difficulty stages, I believe differ a lot from 5 star stages, but
    still obviously requires much skill to complete. Also, this section is more
    importantly for the other 5 stars levels for certain character musou modes.
    I have touched on these stages earlier; the last stage in a character's musou
    mode is at 5-star difficulty. There are 13 of these in total, and are unique
    for certain characters, for example Zhao Yun's final stage is Yi Ling.
    
    There are a total of four musou rages per level: three of which are 
    obtained from defeating an elite guard of specific generals, and one found in
    a crate. There are however, exceptions such as Guan Yu's Escape, or The Trials
    of Sun Ce.
    
    Musou Rages are very useful, especially in the more difficult stages. They
    will often allow you to easily kill multiple generals in just one Musou Rage.
    The properties of the musou rage is very simple. In a musou rage, both your 
    attack and defense will be temporarily doubled. A regular musou rage lasts for
    15 seconds, and a prolonged one lasts for 30 seconds (when the Demon Band is
    equipped). However, a musou rage will not end during a musou; if the 15 seconds
    is used up in the middle of a musou, the musou rage will last until your
    musou is finished.
    
    Gate refers to those ally/enemy troop gates, where troops are generated or
    respawned.
    
    Base refers to any of the three attack/defense/supply bases, unless otherwise
    specified.
    
    Note that some generals come as reinforcements, so they will not be present
    on the map, at the beginning of the stage.
    
    -------------------------------------------------------------------------------
    _______________________________________
    Battle of Xi Liang (Dong Zhuo's Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate at northwest corner of the map
    	Elite Guard of Zhang Liang
    	Elite Guard of Zhang Bao
    	Elite Guard of Zhang Jiao
    
    Meat Bun Locations:
    
    	South of the southern-most base
            Northwest of Zhang Jiao's main camp
            1 supply base *
    
    *There are only 2 meat buns on the field in this stage
    
    -------------------------------------------------------------------------------
    ___________________________________
    Battle of Xi Liang (Yellow Turbans)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate at northwest corner of the map
    	Elite Guard of Dong Ming
    	Elite Guard of Guo Si
    	Elite Guard of Hu Zhen
    
    Meat Bun Locations:
    
    	South of the southern-most base
            Northwest of Zhang Jiao's main camp
            1 supply base *
    
    *There are only 2 meat buns on the field in this stage
    
    -------------------------------------------------------------------------------
    __________________________________________
    Battle of Ji Province (Yuan Shao's Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    	
    	Crate slightly north of Bo Zhang, near the center of the map
    	Elite Guard of Bo Zhang
    	Elite Guard of Pei Yuan Shao
    	Elite Guard of Zhang Bao
    
    Meat Bun Locations:
    
            East of the supply base
    	Near the central gate at the west side of the map
    	In the Altar
    	1 supply base
    
    -------------------------------------------------------------------------------
    ______________________________________
    Battle of Ji Province (Yellow Turbans)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate near the center of the map
    	Elite Guard of Yuan Xi
    	Elite Guard of Yuan Shang
    	Elite Guard of Wen Chou
    
    Meat Bun Locations:
    
            East of the supply base
    	Near the central gate at the west side of the map
    	In the Altar
    	1 supply base
    
    -------------------------------------------------------------------------------
    _____________________________________________
    Battle of Liang Province (Dong Zhuo's Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate south of the center-most base
    	Elite Guard of Pang De
    	Elite Guard of Liang Xing
    	Elite Guard of Han Sui
    
    Meat Bun Locations:
    
    	Northeast gate in Dong Zhuo's main camp
    	In the northern area of the map, east of a base, beside the musou wine
    	Southwest gate in Ma Teng's main camp
    
    -------------------------------------------------------------------------------
    ________________________________________
    Battle of Liang Province (Allied Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    	
    	Crate south of the center-most base
    	Elite Guard of Guo Si
    	Elite Guard of Zhao Cen
    	Elite Guard of Niu Fu
    
    Meat Bun Locations:
    
    	Northeast gate in Dong Zhuo's main camp
    	In the northern area of the map, east of a base, beside the musou wine
    	Southwest gate in Ma Teng's main camp
    	1 supply base
    
    -------------------------------------------------------------------------------
    ______________________
    Struggle for Nan Zhong 
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	South of the only base on the map
    	Elite Guard of Dong Tu Na
    	Elite Guard of King Duosi
    	Elite Guard of Gao Ding
    
    Meat Bun Locations:
    
    	Gate at the southeast corner of the map
    	On the trail between the enemy generals Wu Tugu, and King Mulu *
    	1 supply base
    	
    *There are only 2 meat buns on the field in this stage
    
    -------------------------------------------------------------------------------
    ____________________________________
    Battle of Nan Zhong (Yellow Turbans)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    	
    	Crate near the gate in the poison marsh
    	Elite Guard of Dailai Dongzhu
    	Elite Guard of Dong Tu Na
    	Elite Guard of Jinhuan Sanjie
    
    Meat Bun Locations:
    	
    	Near a gate at the southeast corner of the map
    	East of the southern-most base
    	East of the base that is closest to Meng Huo's main camp, beside the
    		musou wine
    	South of the northern-most base *
    	1 supply base
    
    *This stage has 4 meat buns on the field
    
    -------------------------------------------------------------------------------
    ___________________________________
    Battle of Nan Zhong (Nanman Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ	
    Musou Rage Token Locations:
    	
    	Crate near the gate in the poison marsh
    	Elite Guard of Pei Yuan Shao
    	Elite Guard of Cheng Yuanzhi
    	Elite Guard of He Yi
    
    Meat Bun Locations:
    
    	Near a gate at the southeast corner of the map
    	East of the southern-most base
    	West of the southern-most base, beside the musou wine
    	South of the northern-most base *
    	1 supply base
    
    *This stage has 4 meat buns on the field
    
    -------------------------------------------------------------------------------
    ________________________________________
    The Yellow Turban Rebellion (Han Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate near the center-most gate
    	Elite Guard of Gao Sheng
    	Elite Guard of Deng Mao
    	Elite Guard of Guan Hai		
    
    Meat Bun Locations:
    
    	Northeast of He Jin's main camp
    	Northwest corner of Zhang Jiao's main camp; outside
    	South of the western-most base
    	1 supply base	
    
    -------------------------------------------------------------------------------
    ______________________________________
    Battle of Si Shui Gate (Allied Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    	
    	Crate near the gate north of center-most base
    	Elite Guard of Guo Si
    	Elite Guard of Li Ru
    	Elite Guard of Niu Fu
    
    Meat Bun Locations:
    
    	South of the eastern-most base
    	North of the southern-most base
    	Near Si Shui Gate
    	1 supply base
    
    -------------------------------------------------------------------------------
    ___________________________________________
    Battle of Si Shui Gate (Dong Zhuo's Forces)	
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate near the gate north of center-most base
    	Elite Guard of Han Dang
    	Elite Guard of Guan Yu
    	Elite Guard of Cao Cao
    
    Meat Bun Locations:
    	
    	South of the eastern-most base
    	North of the southern-most base
    	Near Si Shui Gate
    
    -------------------------------------------------------------------------------
    _____________________________________
    Battle of Hu Lao Gate (Allied Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    	
    	Crate near the gate slightly southeast of Li Ru's starting position.
    		also is the southern-most gate.
    	Elite Guard of Xu Rong
    	Elite Guard of Li Meng
    	Elite Guard of Zhang Liao
    
    Meat Bun Locations:
    	
    	Gate just outside of Dong Zhuo's main camp, west side of the map
    	Gate southwest of Yuan Shao's main camp
    	Gate in the northeast corner of the map
    	1 supply bases
    
    -------------------------------------------------------------------------------
    __________________________________________
    Battle of Hu Lao Gate (Dong Zhuo's Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate near the gate slightly southeast of Yue Jin's starting position.
    		also is the southern-most gate.
    	Elite Guard of Cao Hong
    	Elite Guard of Li Dian
    	Elite Guard of Liu Bei
    
    Meat Bun Locations:
    	
    	Gate just outside of Dong Zhuo's main camp, west side of the map
    	Gate southwest of Yuan Shao's main camp
    	Gate in the northeast corner of the map
    	2 supply bases
    
    -------------------------------------------------------------------------------
    ____________________
    Battle of Chang Shan
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    	
    	Crate in Gongsun Zan's main camp
    	Elite Guard of Zuozi Zhangba
    	Elite Guard of Zhao Yun
    	Elite Guard of Yan Gang
    
    Meat Bun Locations
    
    	Near the western-most gate
    	Near the east gate inside Gongsun Zan's fortress
    	2 supply bases *
    
    * There are only 2 meat buns on the field in this map
    
    -------------------------------------------------------------------------------
    _______________________
    Battle of Jing Province
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate in Liu Biao's main camp
    	Elite Guard of Huang Zu
    	Elite Guard of Cai Mao
    	Elite Guard of Lu Gong
    
    Meat Bun Locations:
    
    	Near the gate in the northeast corner of the map
    	Near the western-most gate
    	Near the center of the map
    
    -------------------------------------------------------------------------------
    ____________________________________________
    Battle of the Wu Territory (Sun Ce's Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    	
    	There are three forts; the crate is in the southeast corner of the 
    		northern-most fort, which is also Yan Baihu's fort.
    	Elite Guard of Wang Lang
    	Elite Guard of Yan Baihu
    	Elite Guard of Zhang Ying
    
    Meat Bun Locations:
    
    	Northeast corner of the northern-most fort; also Yan Baihu's fort.
    	East of Liu Yong's main camp
    	North of Liu Yong's main camp
    	2 supply bases
    
    -------------------------------------------------------------------------------
    __________________________________________
    Battle of the Wu Territory (Allied Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ	
    Musou Rage Token Locations:
    
    	There are three forts; the crate is in the southeast corner of the
    		northern-most fort, which is also Dong Xi's fort.
    	Elite Guard of Zhou Tai
    	Elite Guard of Cheng Pu
    	Elite Guard of Zhou Yu
    
    Meat Bun Locations:
    	
    	Northeast corner of the northern-most fort; also Yan Baihu's fort
    	East of Liu Yong's main camp
    	North of Liu Yong's main camp	
    
    -------------------------------------------------------------------------------
    ____________________
    Battle of Wan Castle
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate near the gate in the southwest corner of the map
    	Elite Guard of Jia Xu
    	2 Elite Guards of Zhang Xiu *
    
    Meat Bun Locations:
    
    	Southwest corner of the map **
    
    * It is possible to get Zhang Xiu to show up. This depends of how many task
      force troops you let and don't let through the gate that Dian Wei is supposed
      to be guarding. Two of Zhang Xiu's elite guards drop a Musou Rage.
    
    **There is only 1 meat bun in this stage
    
    -------------------------------------------------------------------------------
    ___________________________________
    Battle of Xia Pi (Cao Cao's Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    	
    	Crate near the gate at the northwest corner of the map
    	Elite Guard of Cao Xing
    	Elite Guard of Gao Shun
    	Elite Guard of Yuan Shu
    
    Meat Bun Locations:
    	
    	Near the center of the map, on the west side of the river
    	Near the gate in the southeast corner of the map
    	At the gate near Cao Xing
    	1 supply base
    
    -------------------------------------------------------------------------------
    _________________________________
    Battle of Xia Pi (Lu Bu's Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate near the gate at the northwest corner of the map
    	Elite Guard of Zhang Fei
    	Elite Guard of Xiahou Dun
    	Elite Guard of Cao Cao
    
    Meat Bun Locations:
    
    	Near the center of the map, on the west side of the river
    	Naer the gate in the southeast corner of the map
    	At the gate near Cao Xing
    	1 supply base
    
    -------------------------------------------------------------------------------
    ____________________________________
    Battle of Guan Du (Cao Cao's Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate at the west side of the map, slightly south of the river
    	Elite Guard of Zhen Ji
    	Elite Guard of Zhang He
    	Elite Guard of Chunyu Qiong
    
    Meat Bun Locations:
    
    	Near the western gate, just above the river
    	In Wu Chao Supply Depot
    	Near a gate in Guan Du Castle
    	Near the gate in the northeast corner; Liu Bei's escape point
    
    *There are four meat buns on the field in this stage
    
    -------------------------------------------------------------------------------
    ______________________________________
    Battle of Guan Du (Yuan Shao's Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate at the west side of the map, slightly south of the river
    	Elite Guard of Liu Yan
    	Elite Guard of Cao Zhang
    	Elite Guard of Cao Pi
    
    Meat Bun Locations:
    	
    	Near the western gate, just above the river
    	In Wu Chao Supply Depot
    	Near a gate in Guan Du Castle
    	Near the gate in the northeast corner; Liu Bei's escape point
    	1 supply base
    
    *There are four meat buns on the field in this stage
    
    -------------------------------------------------------------------------------
    ___________________________________
    Guan Yu's Escape (Cao Cao's Forces)	
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate slightly south of the fifth checkpoint*
    	Gate Captain at the southern-most gate
    	Gate Captain at the northern-most gate
    	Gate Captain at the gate between the third and fourth checkpoints
    
    Meat Bun Locations:
    	
    	Just before the third checkpoint*
    
    *There is only one meat bun on the field in this stage
    *There is a total of five checkpoints that Guan Yu must pass 	
    
    -------------------------------------------------------------------------------
    ___________________________________
    Guan Yu's Escape (Guan Yu's Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    Musou Rage Token Locations:
    	
    	Crate slightly south of the fifth checkpoint*
    	Gate Captain at the southern-most gate
    	Gate Captain at the northern-most gate
    	Gate Captain at the gate between the third and fourth checkpoints
    
    Meat Bun Locations:
    
    	Just before the third checkpoint*
    
    *There is a total of five checkpoints that Guan Yu must pass
    
    -------------------------------------------------------------------------------
    ____________________
    The Trials of Sun Ce
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    	
    	Crate at the west side of the map
    	After defeating the first Yu Ji, four Yu Ji's appear, spread out at the
    		four sides of the map. The Yu Ji that appears in the north
    		drops a Musou Rage.
    	After Sun Ce's troops are turned against him, another four phantom
    		Yu Ji's appear, once again spread out at the four sides of
    		the map. Again, the Yu Ji that appears in the north drops a
    		Musou Rage.
    	At the end, during Yu Ji's last test, lots of phantom Yu Ji's appear.
    		One of these phantom Yu Ji's drops a Musou Rage.
    
    Meat Bun Locations:
    	
    	In the southern area of the map*
    
    *There is only one meat bun in this stage
    
    -------------------------------------------------------------------------------
    _____________________________________
    Battle of Xia Kou (Sun Quan's Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    	
    	Crate at the gate north of the shore where the boats depart.
    	Elite Guard of Gan Ning
    	Elite Guard of Zhang Hu
    	Elite Guard of Su Fei
    
    Meat Bun Locations:
    
    	There is a meat bun on the very small island joined by two bridges
    	Near the gate that is closest to the ship docks
    	There are two defense bases which guard the entrances to the center
    		area of the map where the ships are. The meat bun is just
    		outside of the east defense base
    
    -------------------------------------------------------------------------------
    _____________________________________
    Battle of Xia Kou (Huang Zu's Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ	
    Musou Rage Token Locations:
    
    	Crate at the gate north of the shore where the boats depart.
    	Elite Guard of Ling Tong
    	Elite Guard of Taishi Ci
    	Elite Guard of Zhou Tai
    
    Meat Bun Locations:
    
    	There is a meat bun on the very small island joined by two bridges
    	Near the gate that is closest to the ship docks
    	Near the allied attack base
    
    -------------------------------------------------------------------------------
    ______________________________________
    Battle of Chang Ban (Cao Cao's Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    	
    	Crate near the center of the map
    	Elite Guard of Zhang Fei
    	Elite Guard of Sun Qian
    	Elite Guard of Guan Yu
    
    Meat Bun Locations:
    
    	Near the western-most gate that is north of the river; Zhao Yun's
    		starting point
    	There are two bases guarding the access of the two horizontal routes.
    		There is meat bun east of both these bases
    	1 supply base
    		
    
    Liu Bei's Forces:
    
    	Crate near the center of the map
    	Elite Guard of Li Dian
    	Elite Guard of Xiahou En
    	Elite Guard of Jia Kui
    
    -------------------------------------------------------------------------------
    ___________________________________
    Battle of Chi Bi (Cao Cao's Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate on the north side of the ship where Huang Gai appears after the
    		fire attack. Also, Xiahou Yuan's starting position is on this
    		ship.
    	Elite Guard of Pan Zhang
    	Elite Guard of Zhu Ran
    	Elite Guard of Zhou Yu
    
    Meat Bun Locations:
    	
    	Gate South of the Eastern Bridge
    	Gate Southwest of the Western Bridge
    	South side of the Boat where Huang Gai appears after the Fire Attack	
    
    -------------------------------------------------------------------------------
    _____________________________________
    Escape from Chi Bi (Cao Cao's Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    	
    	Crate slightly east of where Zhang Fei appears
    	Elite Guard of Chen Wu
    	Elite Guard of Guan Ping
    	Elite Guard of Sun Quan
    
    Meat Bun Locations:
    	
    	Near the western-most gate
    	Near the eastern-most gate
    	Northern edge of the map, in the center
    
    -------------------------------------------------------------------------------
    __________________________________
    Escape from Chi Bi (Allied Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations Forces:
    	
    	Crate slightly east of Han Hao's starting position
    	Elite Guard of Zhang Liao
    	Elite Guard of Man Chong
    	Elite Guard of Yu Jin
    
    Meat Bun Locations:
    
    	Near the western-most gate
    	Near the eastern-most gate
    	Northern edge of the map, in the center
    
    -------------------------------------------------------------------------------
    ______________________________________
    Battle of Tong Gate (Cao Cao's Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate near the gate at the northeast corner of the map
    	Elite Guard of Li Kan
    	Elite Guard of Zhang Heng
    	Elite Guard of Liang Xing
    
    Meat Bun Locations:
    
    	Near the eastern-most gate that is just south of the river
    	Near Tong Gate
    	On the northeastern chunk of land, slightly west of it's geographic
    		center
    	2 supply bases	
    
    -------------------------------------------------------------------------------
    ___________________________________
    Battle of Tong Gate (Allied Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    	
    	Crate near the gate at the northeast corner of the map
    	Elite Guard of Cao Hong
    	Elite Guard of Xu Zhu
    	Elite Guard of Zhang He
    
    Meat Bun Locations:
    
    	Near the eastern-most gate that is just south of the river
    	Near Tong Gate
    	On the northeastern chunk of land, slightly west of it's geometric
    		center
    	3 supply bases
    
    -------------------------------------------------------------------------------
    __________________
    Battle of Cheng Du
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate at the gate slightly east of Yan Yan
    	Elite Guard of Lei Tong
    	Elite Guard of Wu Lan
    	Elite Guard of Zhang Ren
    
    Meat Bun Locations:
    
    	Near the gate, near Liu Bei's main camp
    	Near the gate in the northwest corner of the map
    	Near the southern gate inside Liu Zhang's Castle
    
    -------------------------------------------------------------------------------
    _____________________________
    Battle of He Fei (Wei Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    	
    	Crate near the bridge that Zhang Liao destroys
    	Elite Guard of Pan Zhang
    	Elite Guard of Chen Wu
    	Elite Guard of Xu Sheng
    
    Meat Bun Locations:
    
    	Near the center-most gate
    	There is a base pretty much dead on the geographic center of the map.
    		There is a meat bun north of the base, which is north of this
    		center-most base
    	Near the gate that is northeast of the center-most base
    	5 supply bases
    
    -------------------------------------------------------------------------------
    ____________________________
    Battle of He Fei (Wu Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations: 
    
    	Crate near the bridge that Zhang Liao destroys
    	Elite Guard of Xu Huang
    	Elite Guard of Cao Xiu
    	Elite Guard of Xiahou Dun
    
    Meat Bun Locations:
    	
    	Near the center-most gate
    	There is a base pretty much dead on the geographic center of the map.
    		There is a meat bun north of the base, which is north of this
    		center-most base
    	Near the gate that is northeast of the center-most base
    	7 supply bases
    
    -------------------------------------------------------------------------------
    _____________________________________
    The Invasion of Nan Zhong (Wu Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate at the gate in the southwest corner of the map
    	Elite Guard of Jinhuan Sanjie the 
    	Elite Guard of Zhu Rong
    	Elite Guard of Man Yachang
    
    Meat Bun Locations:
    
    	North of the southern-most base
    	Near the gate in the northeast corner of the map
    	South of the base in the northwest corner of the map 
    	2 supply bases
    		
    -------------------------------------------------------------------------------
    _________________________________________
    The Invasion of Nan Zhong (Nanman Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    	
    	Crate at the gate in the southwest corner of the map
    	Elite Guard of Zhu Huan
    	Elite Guard of Zhou Tai
    	Elite Guard of Ding Feng
    
    Meat Bun Locations:
    
    	North of the southern-most base
    	Near the gate in the northeast corner of the map
    	South of the base in the northwest corner of the map
    	2 supply bases
    
    -------------------------------------------------------------------------------
    __________________________________
    Battle of Mt Ding Jun (Wei Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    	
    	Crate at the eastern-most gate
    	Elite Guard of Wu Lan
    	Elite Guard of Li Yan
    	Elite Guard of Huang Zhong
    
    Meat Bun Locations:
    
    	Near Cao Cao's main camp
    	Near the northwest corner of the map
    	North of the southern-most base
    	1 supply base
    
    -------------------------------------------------------------------------------
    __________________________________
    Battle of Mt Ding Jun (Shu Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    	
    	Crate at the eastern-most gate
    	Elite Guard of Xiahou De
    	Elite Guard of Yue Jin
    	Elite Guard of Xiahou Yuan
    
    Meat Bun Locations:
    
    	Near Cao Cao's main camp
    	Near the northwest corner of the map
    	North of the southern-most base
    	1 supply base	
    
    -------------------------------------------------------------------------------
    _________________________________
    Battle of Fan Castle (Wei Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    	
    	Crate east of the center-most base
    	Elite Guard of Ma Liang
    	Elite Guard of Liu Feng
    	Elite Guard of Zhang Fei
    
    Meat Bun Locations:
    
    	Outside Guan Yu's main camp, on the east side
    	Near the base that is southeast of the map's geographical center
    	East of the base in the center of the map
    	5 supply bases	
    	
    -------------------------------------------------------------------------------
    ________________________________
    Battle of Fan Castle (Wu Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate east of the center-most base
    	Elite Guard of Ma Liang
    	Elite Guard of Zhou Cang
    	Elite Guard of Liu Feng
    
    Meat Bun Locations:
    
    	Outside Guan Yu's main camp, on the east side
    	Near the base that is southeast of the map's geographical center
    	East of the base in the center of the map
    	4 supply bases
    
    -------------------------------------------------------------------------------
    _________________________________
    Battle of Fan Castle (Shu Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate east of the center-most base
    	Elite Guard of Niu Jin
    	Elite Guard of Lu Xun
    	Elite Guard of Man Chong
    
    Meat Bun Locations:
    
    	Outside Guan Yu's main camp, on the east side
    	Near the base that is southeast of the map's geographical center
    	East of the base in the center of the map
    	5 supply bases	
    
    -------------------------------------------------------------------------------
    _____________________________
    Battle of Yi Ling (Wu Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate just outside of Liu Bei's main camp at the center of the map
    	Elite Guard of Guan Xing
    	Elite Guard of Zhang Bao
    	Elite Guard of Ma Su
    
    Meat Bun Locations:
    
    	On the west edge of the map, there is a piece of land that is
    		shaped sort of like a hook. The meat bun is at the gate
    		located at the tip of the "hook"
    	Near the base in the southeast corner of the map
    	South side of Liu Bei's camp in the center of the map
    	In the Stone Sentinel Maze; west side*
    	8 supply bases
    
    *There are four meat buns on the field in this stage
    
    -------------------------------------------------------------------------------
    ______________________________
    Battle of Yi Ling (Shu Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate just outside of Liu Bei's main camp at the center of the map
    	Elite Guard of Ma Zhong
    	Elite Guard of Xu Sheng
    	Elite Guard of Gan Ning
    
    Meat Bun Locations:
    
    	On the west edge of the map, there is a piece of land that is 
    		shaped sort of like a hook. The meat bun is at the gate
    		located at the tip of the "hook"
    	Near the base in the southeast corner of the map
    	South side of Liu Bei's camp in the center of the map
    	In the Stone Sentinel Maze; west side*
    	8 supply bases
    	
    *There are four meat buns on the field in this stage
    
    -------------------------------------------------------------------------------
    __________________________________
    Conquest of Nan Zhong (Shu Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    	
    	There are two western-most gates, the musou rage is in the crate at
    		south gate of these two gates
    	Elite Guard of Ahui Nan
    	Elite Guard of Zhu Rong
    	Elite Guard of Wu Tugu 
    
    Meat Bun Locations:
    
    	Eastern Gate of Meng Huo's Main Camp
    	Eastern Gate of Zhuge Liang's Main Camp
    	Gate West of Guan Xing's starting position
    	1 supply base	
    
    -------------------------------------------------------------------------------
    ________________________________
    Battle of Tian Shui (Wei Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate at the center-most gate, or the gate in Nan An Castle
    	Elite Guard of Zhang Bao
    	Elite Guard of Zhao Yun
    	Elite Guard of Zhuge Liang
    
    Meat Bun Locations:
    
    	Near the gate in the northwest corner of the map
    	Near the gate east of Zhuge Liang's main camp
    	Near the northern-most gate in Ma Zun's main camp	
    	1 supply base
    
    -------------------------------------------------------------------------------
    ________________________________
    Battle of Tian Shui (Shu Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate at the center-most gate, or the gate in Nan An Castle
    	Elite Guard of Cui Liang
    	Elite Guard of Han De
    	Elite Guard of Cheng Wu
    
    Meat Bun Locations:
    
    	Near the gate in the northwest corner of the map
    	Near the gate east of Zhuge Liang's main camp
    	Near the northern-most gate in Ma Zun's main camp
    
    -------------------------------------------------------------------------------
    _______________________________
    Battle of Jie Ting (Wei Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate very near the center of the map
    	Elite Guard of Liao Hua
    	Elite Guard of Guan Xing
    	Elite Guard of Ma Dai
    
    Meat Bun Locations:
    
    	Near the eastern base in Sima Yi's main camp
    	Of the two gates on the northern edge of the map, the meat bun is
    		near the eastern one
    	Near the base in the southeast corner of the map
    	2 supply bases
    
    -------------------------------------------------------------------------------
    _______________________________
    Battle of Jie Ting (Shu Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate very near the center of the map
    	Elite Guard of Xin Pi
    	Elite Guard of Deng Ai
    	Elite Guard of Xiahou Wei
    
    Meat Bun Locations:
    
    	Near the eastern base in Sima Yi's main camp
    	Of the two gates on the northern edge of the map, the meat bun is
    		near the eastern one
    	Near the base in the southeast corner of the map
    	3 supply bases
    
    -------------------------------------------------------------------------------
    ________________________________
    Battle of Chen Cang (Wei Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate at the southeast corner inside Chen Cang Castle
    	Elite Guard of Wang Ping
    	Elite Guard of Huang Zhong
    	Elite Guard of Yang Yi
    
    Meat Bun Locations:
    
    	In the lower half of the stage, the meat bun is in the center of the
    		wide open area
    	The southeast corner of Chen Cang Castle; right beside the Musou Rage
    		Token
    	The west gate in Chen Cang Castle
    
    -------------------------------------------------------------------------------
    ________________________________
    Battle of Chen Cang (Shu Forces)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Musou Rage Token Locations:
    
    	Crate at the southeast corner inside Chen Cang Castle
    	Elite Guard of Fei Yi
    	Elite Guard of Liu Ye
    	Elite Guard of Cao Xiu
    
    Meat Bun Locations:
    
    	In the lower half of the stage, the meat bun is in the center of the
    		wide open area
    	The southeast corner of Chen Cang Castle; right beside the Musou Rage
    		Token
    	The west gate in Chen Cang Castle	
    
    ===============================================================================
    ____________________________
    12.00 - Video Clip Directory
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    I created this section just to show a list of all the video clips that I have
    made, to make it easier for viewers, to see at a glance. These video clips 
    show the best item configurations for all the characters, and how they
    should be used on Chaos. 
    
    Furthermore, probably the most important reason for making these video clips 
    is to show the my Edit characters. These characters are customized with
    better weapons, and are arguably better in Chaos, even without the free
    musou rage tokens per 100 KO's. The best example is probably Sun Jian, who
    has a light fourth weapon with no extra attack bonus on it. Creating a new
    warrior with a third weapon having five bonus attributes on it, all devoted
    to attack, is likely a better choice with using Sun Jian's moveset, for
    most people. Now, you can view these video clips before you go through the
    trouble of creating a new warrior from scratch, in Destiny Mode.
    
    These video clips, except for the walkthrough videos from DW5 (because
    they are over 10 minutes long) and the 10 fastest killing videos, are all 
    uploaded onto Youtube. Here is a link to my profile, where you can access all 
    the video clips.
    
    http://youtube.com/DW5chaosmodeguide
    
    DW5	        DW5 XL	    CAW			     Other
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Lu Bu		Lu Bu	    Odin (Xu Huang)	     Gan Ning (10 fastest)	    
    Zhao Yun	Zhao Yun    Locke (Gan Ning)	     Sima Yi (10 fastest)	
    Wei Yan		Wei Yan	    Beatrix (Sun Jian)	     Zhuge Liang (10 fastest)
    Guan Yu		Ma Chao	    Gilgamesh (Pang De)	     Taishi Ci (10 fastest)
    Ma Chao		Guan Yu     Barret (Cao Ren)	     Ling Tong (10 fastest)	
    Zhang Liao	Zhang Liao  Rosa (Huang Zhong)	     Zhou Yu (10 fastest)			
    Jiang Wei	Jiang Wei   Ramza (Zhang Fei)        Wei Yan (10 fastest)
    Pang De		Pang De	    Cid (Taishi Ci)	     Zuo Ci (10 fastest)	
    Zhou Tai	Zhou Tai    Rikku (Sun Shang Xiang)  Xiahou Dun (10 fastest)
    Gan Ning	Gan Ning    Yuffie (Sun Shang Xiang) Zhao Yun (10 fastest)
    Ling Tong	Ling Tong   Paine (Xing Cai)	     _______________________	
    Zuo Ci		Zuo Ci	    Squall (Liu Bei)	     Refilling Musou (DW3)	
    Xu Huang	Xu Huang    Edgar (Lu Meng)	     Countering Counterattacks	
    Lu Meng		Lu Meng	    Umaro (Xu Zhu)	          (DW4)	
    Yue Ying	Yue Ying    Steiner (Guan Ping)	     _______________________
    Meng Huo	Meng Huo    Freya (Yue Ying)	     Gan Ning (One-Hit-KO)
    Xiahou Dun	Xiahou Dun  Rydia (Zhen Ji)	     Guan Ping (One-Hit-KO)
    Zhang Fei	Zhang Fei   Reina (Xiao Qiao)	     Taishi Ci (One-Hit-KO)
    Guan Ping	Guan Ping			     Diao Chan (One-Hit-KO)
    Zhou Yu		Zhou Yu
    Liu Bei		Liu Bei
    Yuan Shao	Yuan Shao
    Dong Zhuo	Dong Zhuo
    Sun Quan	Sun Quan
    Da Qiao		Da Qiao
    Xiao Qiao	Xiao Qiao
    Cao Cao 	Cao Cao
    Cao Pi		Cao Pi
    Cao Ren		Cao Ren
    Xing Cai	Xing Cai
    Sima Yi		Sima Yi
    Huang Gai	Huang Gai
    Sun Shang Xiang	Sun Shang Xiang
    Xiahou Yuan	Xiahou Yuan
    Dian Wei	Dian Wei
    Sun Jian	Sun Jian
    Lu Xun		Lu Xun
    Huang Zhong	Huang Zhong
    Sun Ce		Sun Ce
    Xu Zhu		Xu Zhu
    Zhen Ji		Zhen Ji
    Pang Tong	Pang Tong
    Zhu Rong	Zhu Rong
    Taishi Ci	Taishi Ci
    Zhuge Liang	Zhuge Liang
    Diao Chan	Diao Chan
    Zhang Jiao	Zhang Jiao
    
    ===============================================================================
    __________________________________
    13.00 - Frequently Asked Questions
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Q: Why is Zhou Tai ranked so low? I think you're crazy, and you don't know
       what you're talkin about.
    A: Well first off, I know exactly what I'm talking about. One big thing about
       proving Zhou Tai's overratedness, is his musou. This is what I hate
       most about the evidence that people give me to try to prove that Zhou Tai's
       one of the best. Sadly, it's often the only support to their argument.
       Well, first I'll tell you why his musou isn't as godly as you think it is.
       The damage done is not spectacular (please don't make me prove this one).
       Sure; the reach and range covered is very useful, but THAT'S IT. That's all
       the reach and range you get, because he's planted on the ground. Since, you
       can't move around, you don't really kill that many peons. Perhaps an 
       explanation to why people are so obsessed with his musou, is that you can
       see all your enemies with all their health depleted right in front of you, 
       and that somehow makes Zhou Tai godly, and places him as Lu Bu's new equal.
       It's characters with musou strengths much stronger than Zhou Tai's, and the 
       ability to move around, who should be credited for they're good musous.
    
       Well, with his musou out of the way, I think these 3 reasons explain why
       people worship Zhou Tai. 
       1. They know or remember that he "was" really really good in DW4.
       2. He looks cool, acts cool, and his moves are really cool.
       3. They've only really played hard mode with him.
       4. His horse combat is incredible
       Quick and obvious answers to these reasons are, even though he could be
       rivaled with Zhao Yun and the others in DW4, Zhou Tai in DW5 will always be
       Zhou Tai in DW5; and I mean c'mon, this is a tier list, not a list of your
       favorite or the coolest characters; as the most distinguishing difference
       from hard mode to chaos mode is that you need to exercise defensive 
       attacking, which is not that easy. Even with the Green Scroll, the damage
       dealt to you by the enemy is a joke. Well, to address that last point, 
       it's not hard to realize that Zhou Tai is one of the best characters to use
       on horse, but my tier list was precisely defined, and it excludes the
       consideration of horse combat.
       
       I hoped that this has helped the people who had sent me those emails 
       recover from their Zhou Tai fever.
    
    Q: Are you as consistent as you are in your video clips?
    A: Well, to tell you the truth, there were several characters that took me 
       a fair number of tries. These were the more challenging characters to use.
       I remember that Sun Ce took me a while. It really takes a lot of skill and
       practice to survive with Sun Ce. Guan Ping's I remember, for some reason
       took me a few tries. Xu Zhu's if I remember correctly, took me 4 tries,
       but I'll say that it was no fun making his, cause he's so damn slow at 
       killing. But most characters above Guan Ping in the tier list were
       essentially a breeze.
    
    Q: Tier List's are all opinion, Tier Lists are BS, My Tier List is different
       from your Tier List, etc......
    A: I'll just copy and paste from the definition section of my tier list.
    
       Just a note on tier lists: Many people tend to reject tier lists 
       outright, because the common thought is that a tier list is all opinion, 
       and that a tier list depends on how good a person is with each character. 
       First of all, being good with several characters, for example personal 
       favorites, reflects obviously an individual tier list, which is biased, 
       premature, and inaccurate; and this has nothing to do with a general 
       all-emcompassing tier list. Secondly, on the common philosophy that tier 
       lists are all, or mostly, opinion-based: this cannot be true, as the method 
       for constructing an accurate tier list relies on a collection of factual 
       pros and cons of each character. When these pros and cons all weight out to 
       a thorough conclusion, characters can be evaluated and placed among one 
       another. When a number of characters have seemingly equal pros and cons, is 
       when opinions make the negligible impact. There is a "best" way to play 
       each character, and this is factual; there is a "best" way to survive or 
       fight protectively with each character, and this is factual. I have 
       witnesses perhaps too many times that people make reckless claims and label 
       percentages for tier lists to something like being 95% opinion, and 5% fact.
       From my brief argument above, this is really hard to except. For the general
       tier lists in my guide, I have organized characters into tiers, and 
       characters in these tiers are ordered. It can be thought that characters 
       separated by tiers in the tier lists in my guide are factual, or very close 
       to being factual. The order of the characters within the same tier, 
       normally have similar pros and cons, and may very well depend on individual 
       opinion. Simple examples are:
       Liu Bei and Yuan Shao, are technically the two most similar or closely 
       related characters in the game. It shouldn't be hard to realized this. 
       There really is very little fact that can evaluate who is better. You'd be 
       surprised to see how many people place them in different tiers.
       Lu Bu and Zhang Jiao: I know that I am using two extremes, but the obvious
       point is that, fact or opinion, no matter how you look at it, these two
       characters can never be rivalled. 
    
    ===============================================================================
    ____________________
    14.00 - Just for Fun
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    This is just a section to include some miscellaneous stuff.
    
    -------------------------------------------------------------------------------
    ______________________________
    14.01 - My Favorite Characters
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    Zhao Yun, Guan Yu, Taishi Ci, Xiahou Dun, Xing Cai, Zhen Ji, Zhou Yu
    Wei Yan, Gan Ning, Fu Xi, Ma Chao
    
    -------------------------------------------------------------------------------
    ___________________________________
    14.02 - Ten Fastest General Killers
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    The 10 fastest general killers. (Non-playable generals from full health)
    (please email me if you have a SIGNIFICANTLY better time that would cause a 
    change in the ranking)
    
    Here is a section for the people who really enjoy reading my guide.
    Keep in mind that this is just for fun. It might look like it took me a long
    time to do this, but it didn't.
    
    Also, I don't think I will make a ranking for Xtreme Legends. Just at a 
    glance, I don't see much change in the ranking, except for Fu Xi definitely
    making the cut, bumping Zhao Yun out of the top ten, and Taishi Ci possibly
    beating Zhuge Liang.
    
    But a new ranking for Fully Customized Weapons....hmmm
    I will do this when someone requests it. 
    Since this is a list of potentially the fastest general killers, I will
    need to obtain heavy weapons, so I might decline on it. 
    Anyway, even if we consider full customization of weapons, this list
    still doesn't change too much. 
    
    I have to stress that these characters are potentially the fastest, which may
    not mean consistently the fastest; or similarly may not be fastest in practical 
    situations.
    
    It should be noted that strategist type generals (ex. Quan Zong; Zhuge Jin) 
    have slightly less health than all other "might" generals.  
    
    I have also provided video clips for visual proof. Refer to the list
    below for the time intervals, so you can just skip straight there. The reason
    that I begin every level from scratch is to show that I am playing on Chaos.
    Using Media Player Classic to analyse these accurately, it allows 15 frames
    per second. This means that each frame spans 60/15 milliseconds = 4
    Not that this much accuracy matters, this just explains how I came up with 
    the data in the rankings below. Lastly, the ones with the stars beside them 
    have to be explained in more detail with specific reference to the clips.
    _______________________________________________________________________________	
    
    1  Gan Ning* 	[02:11:28 to 02:12:20]  			(0.87 seconds)			
    2  Sima Yi* 	[03:22:52 to 03:24:52]				(2.00 seconds)
    3  Zhuge Liang	[01:44:50 to 01:47:00]	 			(2.50 seconds)
    4  Taishi Ci* 	[02:11:56 to 02:15:44]				(3.20 seconds)
    5  Ling Tong*	[01:12:00 to 01:16:32]				(4.53 seconds)
    6  Zhou Yu	[02:56:10 to 02:58:00 + 03:00:32 to 03:03:44]  	(5.03 seconds)
    7  Wei Yan*	[03:32:44 to 03:33:20 + 03:37:08 to 03:41:44]	(5.20 seconds)
    8  Zuo Ci*	[03:21:48 to 03:27:28]				(5.80 seconds)
    9  Xiahou Dun*	[03:17:00 to 03:23:08]				(6.13 seconds)
    10 Zhao Yun	[01:01:48 to 01:08:32]				(6.73 seconds) 
    
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Dong Zhuo, Zhou Tai, Lu Bu, and Sun Quan were the next ones with Dong Zhuo 
    slightly below 7, Sun Quan at 7.00, and Zhou Tai and Lu Bu a little past 7.
       
    *It should be noted that theoretically for Gan Ning to be potentially the 
     fastest, the first hit landed on the general must be the ending of his
     second charge. So the time starts here. Normally corrections would have to be
     made like with the other characters...but I'm sure that everyone can see that
     the damage dealt prior to the ending of this second charge is very much 
     negligible. The biggest error that this could cause would be about 4 
     milliseconds or so. The main point is, that adding on this small error still 
     makes him the potentially the fastest general killer, by far.
    *In Wei Yan's, proper corrections have been made to compensate for the initial
     mistake damage dealt to the general with his true musou at 03:04.
    *Xiahou Dun's ending time had been extended for the case if the general were 
     not a strategist. (non-strategists have slightly more health)
    *With Sima Yi, it's all a matter of steering it correctly to deal maximum 
     damage. I have taken the finish time to be slightly earlier to resemble a more
     theoretical time.
    *I predict that Taishi Ci could come very close to being as fast as Zhuge Liang
     if his fourth weapon had an extra attack bonus, which would enhance the 
     power of his musou quite significantly.
    *Long Tong's start should theoretically begin at his third charge. The initial
     damage dealt by his first three normal attacks is made up for at the end.
    *For Zuo Ci, his time should theoretically begin at his third charge. The 
     initial damage dealt by his first three normal attacks approximately equals
     the damage dealt by one musou hit. Thus there is a slight correction to his
     ending time.
    
    -------------------------------------------------------------------------------
    _______________________________________
    14.03 - Character Normal Attack Ranking
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Here is a ranking of all the characters' normal attacking strengths from 
    strongest to weakest. These statistics are very strictly numerical, and only
    show the relative strengths of normal attacks only. The damage calculation is
    also only a relative value, and not a universal damage value. What I mean by
    "relative" is that in the calculations, I take light weapons to have a no 
    weapon weight multiplier, or in other words a multiplier of 1. Medium weapons
    would differ by a multiple of 1.25; this would mean that "relative" to light 
    weapons, medium weapons are 1.25 times stronger. (refer to section 6.28 for
    weapon weight multipliers) The same argument can be said for heavy weapons.
    
    Obviously, these calculations require that all characters have the same items
    equipped, and that the only thing that makes all characters different from 
    each other are their fourth weapons. Thus, maxed character attack, the Tiger 
    Amulet, and the Green Scroll multiplier are all constant among all the 
    characters.
    
    The calculation formula is:
    [(power/10) + (maxed ATK = 40) + (Tiger Amulet) + (Weapon ATK bonus)] * 
    	(Green Scroll = 1.5) * (Weight Multiplier)
    
    Characters with the same damage value receive the same rank number.
    
    Please refer to the following sections if you want to understand how the 
    values are derived, and how the calculation is conducted:
    	6.27 - Weapon Power
    	6.28 - Weapon Weight Multipliers
    	6.29 - The Green Scroll
    
    Also, note that these only count when characters who have two weapon hit with
    only one weapon. Taking Da Qiao for example, her third normal attack is capable
    of dealing double damage because she wields two fans. So actually, the strength
    of her third normal attack if she successfully hits with both fans 
    (indicated by a +2 in the combo counter) would be 185.63*2, 
    which is well...371.25. Very damaging to say the least.
    _______________________________________________________________________________
    
    	          Weight Power ATK Bonus  Calculation	                Damage	
    1  Da Qiao	    H     32      16      [(32/10)+40+20+16]*1.5*1.56    185.63
    2  Lu Bu	    M     40      20      [(40/10)+40+20+20]*1.5*1.2     157.50
    3  Sun Ce	    M     36      18      [(36/10)+40+20+18]*1.5*1.2     153.00
    3  Wei Yan	    M     36      18      [(36/10)+40+20+18]*1.5*1.2     153.00
    3  Dong Zhuo        M     36      18      [(36/10)+40+20+18]*1.5*1.2     153.00
    4  Ma Chao	    M     38      17      [(38/10)+40+20+17]*1.5*1.2     151.50
    5  Ling Tong	    M     36      17      [(36/10)+40+20+17]*1.5*1.2     151.13
    5  Zhou Tai         M     36      17      [(36/10)+40+20+17]*1.5*1.2     151.13
    5  Xiahou Dun	    M     36      17      [(36/10)+40+20+17]*1.5*1.2     151.13
    5  Zhao Yun         M     36      17      [(36/10)+40+20+17]*1.5*1.2     151.13
    5  Huang Gai        M     36      17      [(36/10)+40+20+17]*1.5*1.2     151.13
    5  Zhang Liao       M     36      17      [(36/10)+40+20+17]*1.5*1.2     151.13
    6  Cao Cao	    M     34      17      [(34/10)+40+20+17]*1.5*1.2     150.75
    7  Zhang He	    M     36      16      [(36/10)+40+20+16]*1.5*1.2     149.25
    7  Jiang Wei        M     36      16      [(36/10)+40+20+16]*1.5*1.2     149.25
    7  Xiahou Yuan      M     36      16      [(36/10)+40+20+16]*1.5*1.2     149.25
    8  Zhou Yu          M     34      16      [(34/10)+40+20+16]*1.5*1.25	 148.88
    8  Sun Quan	    M     34      16      [(34/10)+40+20+16]*1.5*1.25    148.88
    9  Xiao Qiao        H     32       0      [(32/10)+40+20+0]*1.5*1.56     148.13
    9  Sun Shang Xiang  H     32       0      [(32/10)+40+20+0]*1.5*1.56     148.13
    9  Diao Chan	    H     32       0      [(32/10)+40+20+0]*1.5*1.56     148.13
    10 Lu Xun           M     34      15      [(34/10)+40+20+15]*1.5*1.25    147.00
    10 Cao Pi           M     34      15      [(34/10)+40+20+15]*1.5*1.25    147.00
    11 Sima Yi          M     32      15      [(32/10)+40+20+15]*1.5*1.25    146.63 
    11 Zhang Jiao       M     32      15      [(32/10)+40+20+15]*1.5*1.25    146.63
    12 Zhang Fei        L     39      19      [(39/10)+40+20+19]*1.5*1       124.35
    13 Gan Ning         L     38      19      [(38/10)+40+20+19]*1.5*1       124.20
    14 Guan Yu          L     38      18      [(38/10)+40+20+18]*1.5*1       122.70
    14 Dian Wei         L     38      18      [(38/10)+40+20+18]*1.5*1       122.70
    15 Meng Huo         L     36      18      [(36/10)+40+20+18]*1.5*1       122.40
    16 Guan Ping        L     36      17      [(36/10)+40+20+17]*1.5*1       120.90
    16 Xu Huang         L     36      17      [(36/10)+40+20+17]*1.5*1       120.90
    17 Zuo Ci           M     40       0      [(40/10)+40+20+0]*1.5*1.25     120.00
    18 Taishi Ci        M     38       0      [(38/10)+40+20+0]*1.5*1.25     119.63
    19 Pang De          L     36      16      [(36/10)+40+20+16]*1.5*1       119.40
    20 Yue Ying         M     36       0      [(36/10)+40+20+0]*1.5*1.25     119.25
    20 Lu Meng          M     36       0      [(36/10)+40+20+0]*1.5*1.25     119.25
    21 Liu Bei          M     34       0      [(34/10)+40+20+0]*1.5*1.25     118.88
    21 Yuan Shao        M     34       0      [(34/10)+40+20+0]*1.5*1.25     118.88
    21 Xing Cai         M     34       0      [(34/10)+40+20+0]*1.5*1.25     118.88
    21 Zhu Rong         M     34       0      [(34/10)+40+20+0]*1.5*1.25     118.88
    22 Zhen Ji          M     32       0      [(32/10)+40+20+0]*1.5*1.25     118.50
    22 Zhuge Liang      M     32       0      [(32/10)+40+20+0]*1.5*1.25     118.50
    22 Pang Tong        M     32       0      [(34/10)+40+20+0]*1.5*1.25     118.50
    23 Cao Ren          L     32      15      [(32/10)+40+20+15]*1.5*1       117.30
    24 Xu Zhu           L     38       0      [(38/10)+40+20+0]*1.5*1         95.70
    25 Huang Zhong      L     36       0      [(36/10)+40+20+0]*1.5*1         95.40
    26 Sun Jian         L     34       0      [(34/10)+40+20+0]*1.5*1         95.10
    ______________________________________________________________________________
    Comments:
    Da Qiao is almost twice as strong as Sun Jian
    There is a noticeable difference in damage strength in the gap between Cao Ren
    and Xu Zhu.
    There is a noticeable difference in damage strength in the gap between Zhang 
    Fei and Zhang Jiao.
    It is quite ironic that Da Qiao (whom you would think would be one of the 
    weakest) has the strongest normal attacks, and that Xu Zhu (whom you would 
    think would be one of the strongest) has the third weakest normal attacks.
    
    -------------------------------------------------------------------------------
    ___________________________________________
    14.04 - Killing Regular Generals in One Hit [XL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    I took me a while to think of this: it is possible to kill a regular general
    from full health in just one hit. It is possible with a few characters.
    I have made videos of these, so you may refer to the link below to see them.
    
    Gan Ning
    Guan Ping
    Diao Chan
    Taishi Ci
    
    http://youtube.com/DW5chaosmodeguide
    
    For details, it's quite simple. You just need a really strong attack. Taishi
    Ci and Diao Chan are suitable because both their air charges deal double
    damage because of two weapons. And well...Gan Ning and Guan Ping both have
    a naturally strong musou.
    
    To make this happen, attack must be maximized, or close to it. 
    
    Maxed ATK Bar
    Tiger Amulet - Lv20 ATK
    Weapon Attack - Lv20 ATK
    Weapon Power - 40
    Survival Guide / ATKx2 pickup - ATKx2
    Green Scroll - ATKx1.5
    Musou Rage - ATKx2
    True Way of Musou - Musou ATKx1.5
    Herbal Remedy - Stronger Charge Attack
    
    Other characters that are/may be possible:
    Pang De (C5)
    Sun Shang Xiang (Counterattack, centered properly)
    Huang Zhong (Charged Bow Attack) ?
    Xiahou Yuan (Charged Bow Attack) ?
    
    -------------------------------------------------------------------------------
    ____________________________________
    14.05 - Ma Chao's God Tier Placement
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    I thought it would be fun to analyse the best character in the game, with the
    best possible setup. I've placed this analysis in this section because
    this guide does not encompass horse combat. But if some sort of tier list 
    were to be made that includes horse combat, or if a strict horse combat tier
    list were to be made, Ma Chao is at the top of it. I label this one notch
    higher than Top Tier, the God Tier.
    
    Ma Chao
    
    - Heavy Weapon compatibility on Horse
    - With a Heavy 3rd weapon
    	Attack
    	Horse
    	Musou
    	Fill
    	Bow / Life / Defense
      His offense allows for one-musou-KOs against regular officers. This needs a 
      full six hit attack preceding. This is the fastest possible consistent 
      offense in DW5. (Zhuge Liang should be the closest rival (only in offense of 
      course), also with a Heavy Weapon. Zhuge should be slower on average because 
      he functions on a musou filling phase with his jump charge, before he can 
      kill officers with his musou. However, his musou will take out higher 
      defense officers such as playable characters, while Ma Chao will still need 
      two musous)
    - Item Configuration should be
    	Tiger Amulet
    	Green Scroll
    	Ginseng
    	Horned Helmet
    	Demon Band
    - In XL, with the True Way of Musou, he no longer needs preceding normal 
      attacks. This only simplifies his offense against regular officers. But 
      against playable characters as enemy officers, he now has an advantage over 
      Zhuge Liang (again, "offensively" speaking).
    - XL configuration would thus swap the Demon Band for the True Way of Musou.
    - Horse Combat is the most ideal defense. His only flaw is archer crowds, but 
      with the Shadow Runner, he'll only get scratched by arrows.
    - Do not use L1 when doing a full 6 normal attacks against officers in crowds. 
      Creep slowly around the officer during the 6 attacks, never accelerating to 
      the point that will cause the horse to slide to a stop. This defense is 
      perfect, and unparalleled in the game. His ideal defense is more apparent in 
      XL and Empires, where Phantom Soldiers, and Stone Warriors, etc...are more 
      abundant.
    - When doing his musou, position officers near the head of the horse, to 
      maximize the hits, or to not miss with any of the hits.
    
    - The offense notes apply to Chaos. So his offense would only be better in 
      easier difficulties
    - The same all-round-best character notes above also apply to Zhou Tai and 
      Pang De, but Ma Chao should be a bit better, because of fastest attacking 
      speed of the three.
    - Zuo Ci on horse may also be a possibility, because of a musou that will 
      continue to juggle without wasted hits. But 6 preceding attacks before 
      musou, are more dangerous to execute safely.
    
    This is all from memory, as I almost never do Horse Combat. So it might need 
    some corrections.
    
    -------------------------------------------------------------------------------
    _________________________________________________
    14.06 - Dynasty Warriors 5 Musou Strength Ranking
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    I've finally found enough time to make this ranking and the video to show it.
    This is a ranking of musou strength for all of the characters in the game. 
    This was done on Xtreme Legends however, to avoid some of the sync glitches
    from Dynasty Warriors 5.
    ______________________________________________________________________________
    Dynasty Warriors 5 Musou Strength Ranking
    
    1  Zhuge Liang
    2  Sima Yi
    3  Taishi Ci
    4  Zhu Rong
    5  Dong Zhuo
    6  Liu Bei
    7  Cao Ren
    8  Yuan Shao
    9  Sun Quan
    10 Sun Jian
    11 Pang De
    12 Zhang Liao
    13 Gan Ning
    14 Lu Meng
    15 Lu Xun
    16 Zhang He
    17 Xiao Qiao
    18 Nu Wa
    19 Zuo Ci
    20 Da Qiao
    21 Xing Cai
    22 Zhou Tai
    23 Xiahou Dun
    24 Zhang Jiao
    25 Ling Tong
    26 Zhang Fei
    27 Zhou Yu
    28 Cao Cao
    29 Cao Pi
    30 Huang Gai
    31 Ma Chao
    32 Zhao Yun
    33 Dian Wei
    34 Wei Yan
    35 Sun Shang Xiang
    36 Fu Xi
    37 Pang Tong
    38 Guan Yu
    39 Jiang Wei
    40 Lu Bu
    41 Diao Chan
    42 Xiahou Yuan
    43 Sun Ce
    44 Xu Zhu
    45 Guan Ping
    46 Zhen Ji
    47 Yue Ying
    48 Xu Huang
    49 Huang Zhong
    50 Meng Huo
    ______________________________________________________________________________
    
    
    For details on how this video was made, I'll just copy and paste the video
    description here.
    
    This video took me quite some time to make, but I had a lot of fun making it. 
    All of the characters musous can be measured accurately [enough], by keeping 
    all other factors constant. Because of the weapons I had already, the most 
    convenient musou bar length for this video was a Lv20 increase on a weapon. 
    All characters have maxed stats, and an extra Lv20 increase in both attack and 
    musou, either by the Tiger Amulet and Dragon Amulet items, or by including 
    them in the weapons. All weapons are of medium weight with a power rating of 
    20. There are exceptions, Wei Yan and Cao Cao, who have Power21. I had 21 to 
    begin with, and was too lazy to get a new weapon. An extra +1 in power is a 
    lot less than an extra +1 in attack, so the results are unchanged, as this
    increase in 1 power is negligible.
    
    Important notes on accuracy: This video is but a ranking of musou strengths at 
    this particular musou length. While it still is quite an accurate ranking for 
    general musou strength, what I mean is that certain characters gain an extra 
    musou strike or extra repetition of strikes at certain musou bar lengths. This 
    would explain why Dong Zhuo gets an extra two slashes, which is an extra 
    repetition. Ideally, Dong Zhou would be placed a few ranks lower, but for the 
    sake of health depleted, I have not changed the ranking at all. The same would 
    be said for Lu Meng's case. For characters who result in the same damage dealt 
    they should be ranked according to overall usefulness in officer killing. 
    Such qualities include reliability of juggling, musou strike frequency, and 
    ability to defeat multiple officers. An example for each would be, 
    respectively, Huang Zhong's initial strike hits opponents high into the air 
    which causes his second strike to miss. His musou strikes hit the enemy quite 
    high, while Xiahou Yuan's musou is much more consistent; it appears that Da 
    Qiao and Zuo Ci have the same musou strengths in the end, but Zuo Ci's musou 
    should be considered better because against a frozen officer, Zuo Ci's musou 
    take the most advantage of the freeze time, for double damage. Planted musous, 
    such and Pang Tong's has the advantage in multiple officer situations.
    
    Keep in mind that this is a ranking of strictly the damage dealt, with my best 
    efforts to maximize them all, at this musou length. Consistency obviously 
    plays an important role in a more ideal musou ranking. For example, it is very 
    challenging to juggle properly with Sun Shang Xiang's musou. Also, it would be 
    extremely hard to rank all the characters accurately, because of some unique 
    musous, such as Gan Ning's. Depending on the musou bar length, Gan Ning's 
    placement can likely range as much as 30 placements. Another good example 
    would be Taishi Ci, who has a musou ending with three strikes of six hits. In 
    a ranking with the shortest musou bar possible, he would be in first place.
    
    Oh ya, sorry, some of the videos I forgot to turn off the Wu Zhang Plains 
    music. And sorry for the Xiahou Hui interruption in Zhang Liao's musou.
    Sorry about the lag between Zhou Yu's and Zhang Fei's musous. There are TONS 
    of glitches with WinMovieMaker, and Im fed up with it all.
    
    Notes on some characters in order of appearance:
    - Meng Huo's musou is arguably the best in crowd clearing, but the worst in 
      officer killing
    - The last strike in Diao Chan's musou can deal double damage and a combo of 
      two. Although, it's not too easy to control this.
    - Move in this way to juggle properly with Fu Xi's and Sun Shang Xiang's 
      musous.
    - A combo of 10 seems to what Im consistently getting for Ma Chao. Although I 
      have a feeling that 11 is possible. I'll leave this alone until someone 
      approaches me on it.
    - Ling Tong's musou actually does hit officer too high, and a combo of 11 
      should be maximum at this musou bar length.
    - Zhou Tai's musou seems to be widely accepted as one of the best officer 
      killing musou, but Zhou Tai's musou is weakest of all grounded musous as 
      shown. Some juggling musous, such as Zuo Ci's are stronger by default, and 
      would be more than twice as strong as Zhou Tai's with ice.
    - Surprisingly, Xiao Qiao's musou took me one try. Obviously, her true ranking 
      should be lower, because in crowds, it's very difficult to control. It 
      should be maximized in this video, because the last strike hit when Zhuge 
      was pretty much at max height.
    - Gan Ning's is simple. Two hits in two run-throughs.
    - Yea, I've already mentioned some inaccuracies in number of musou strikes, 
      such as Lu Meng, and Dong Zhuo.
    - Taishi Ci's musou ending is composed of three hits each capable of dealing 
      double damage and returning a combo of two.
    - Disregarding the finishers, Sima Yi and Zhuge Liang's musous should deal the 
      same damage, but Sima Yi's is obviously inconsistent. After many trials, 
      this is my best result for Sima Yi.
    
    ===============================================================================
    __________________________
    15.00 - Thanks and Credits
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Devildawg:
    	Special thanks to devildawg, my friend, for helping me make
    	the video clip, Countering Counterattacks for DW4.
    vgss:
    	I thought that it would be consistent to use the same method and 
    	terminology that vgss uses in his/her "Item/Weapon/Wine/Dim Sum 
    	Locations" FAQ to explain the locations of items. It should be noted 
    	that my method of explanation is similar, if not the same, as vgss's.
    Tony Chiu:
    	For making his excellent Internal Time Trick Guide.
    Terry:
    	(1) Suggesting Way of Musou for Huang Zhong for a much faster offense
    	(2) Ice Arrows compatibility with charged volleys during Huang Zhong's
     	    C3, and Xiahou Yuan's C1. There is a very high freezing probability
                with these arrow charge attacks.
    	(3) Zhang Fei's misplacement in the XL Tier List. Important promotion.
    Cleed:
    	Or better known as Mukamuka123. Cleed has helped me with the entire
            Full Customization section. Although he's familiar with only several
    	movesets in the game, he's help contribute lots of suggestions,
            and has helped greatly for the Full Customization Tier List. 
    	I would need a long list to remember and list his contributions.
            But lets see if I can name a few...
            We've talked so much about this game, that it's hard to make a list
            of his important contributions that'll do him justice.
    	- Gan Ning maximization, with his musou without ice, using the
              Way of Musou
    	- Mastering Ma Chao's horse combat
    	- Mastering, and maximizing Ma Chao's horse musou strikes
    	- Ma Chao's perfect defense on horse (more apparent in XL and
              Empires)
    	- Developing Ma Chao's God Tier concept
    	- Controlling Nu Wa's C1
    Xiahou Jia:
    	Quite a DW5 expert. I thank Xiahou Jia for suggesting a possible 
    	configuration for Huang Gai, with the Survival Guide, and presenting
    	the theory of the "damage-free zone"
    
    ===============================================================================
    
    Copyright 2005-2006 Jonathan Leung
    
    
    Dynasty Warriors 5: Chaos Mode Guide by calbee219
    Version 2.05, Last Updated 2008-02-20 View/Download Original File
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