---------------------------------------------------------------------- Orochi Musou/ Orochi Warriors Specials Attack FAQ By Skyrax (email@example.com) v0.1 ---------------------------------------------------------------------- -------------- UPDATE HISTORY -------------- 0.1: Initial draft -------- CONTENTS -------- 1. Introduction/Legend/Why? 2. Special Attacks: What’s different? 3. Power, Technique and Speed: What’s the difference? 4. Legend 5. Special Attacks Indepth - Shu - Wei - Wu - Other - Sengoku 1 - Sengoku 2 6. Frequently Asked Questions 7. Credits/ Legal Info --------------- 1. WHY? --------------- Orochi Musou has 79 characters. That’s a LOT of people to go through. Many changes exist in this game from the ones that came before it, and certain effects aren’t readily apparent, such as buffs or throws. This FAQ aims to explain the intricacies of the Specials so you can get back to doing what you do best; making Orochi cower in fear. ------------------------------ 2. SPECIALS: WHAT’S DIFFERENT? ------------------------------ Specials are one of the many, many changes introduced in Orochi Musou. Special Attacks are attacks that give your warrior a unique attack that allows them to devastate the field. These are separate from Light and Charge Attacks, and although they may consume Musou energy to perform are not Musou attacks, since they can be used even if the gauge is not completely full (unlike the regular Musou attacks). By default, all specials are executed by the R1 button. So you may see them referred to as R1 Specials. There are three classes of Special Attacks: Power, Technique and Speed. -------------------------------------------------- 3. POWER, TECHNIQUE, SPEED? WHAT’S THE DIFFERENCE? -------------------------------------------------- Power, Technique and Speed attacks have their own advantages and abilities. Power: - consume musou to deal devastating attacks and combinations - usually elementless - can not be activated in the middle of strings - are much, much harder to stagger when attacking (they take damage but do not get interrupted easily) Technique: - consume musou to deal modified versions of certain moves - consume musou to deal faster version of charge attacks - consume musou to deal a counterattack if attacked - can be activated in the middle of strings Speed: - attacks may or may not consume musou - can air-dash by pressing X while jumping. - can cancel attacks into jumps (jump cancelling) - can activate attacks in the middle of strings. ---------- 4. LEGEND ---------- L: Left analog stick in any direction. R1: R1 button. S: Square/Light attack T: Triangle/Charge Attack C1/2/3/4/5/6: Charge Attack 1/2/3/4/5/6. SS(R1): Square, Square, R1, etc. -------------------------- 5. SPECIAL ATTACKS INDEPTH -------------------------- ------ A. SHU ------ Zhao Yun (Technique) SS(R1): Zhao Yun jabs forward with blinding speed. Hits four times. Notes: Elements activate on all hits of this attack. The range is a little narrow; however, you can rotate slightly during the performance of attack so you can hit a wide range of people. Guan Yu (Power) R1: Guan Yu jumps forward and strikes the ground, creating a shockwave and also buffing himself. The buff raises his attack power dependent on how little health your teammates have. His speed is also raised. Notes: The shockwave hits for damage. The speed and attack boost work quite well for countering some of Guan Yu’s issues (notably the pauses inbetween his attacks). It doesn’t make his C6 any better, though. Zhang Fei (Power) R1: Zhang Fei rears back, then steps forward with a powerful right cross (the hell?). Notes: It is not a grab, just a close range punch that knocks people back. Can be blocked. A poor move for him, in my opinion. I would have rather had a shout with a shockwave. Liu Bei (Technique) R1: Liu Bei raises his sword, buffing himself. The buff raises attack power. The effect is transferable. Notes: A useful buff, all things considered. Ma Chao (Power) R1: Ma Chao jumps forward and comes down with a powerful jab before sliding to a halt. Notes: Odd range, in my opinion. Doesn’t really hit until he’s coming down, which could make you miss. Also the hitbox is tiny and narrow. Element doesn’t seem to activate on it. Pang Tong (Speed) R1: Pang Tong creates a small tornado. L+R1: Pang Tong creates a larger tornado. Notes: R1 costs no Musou, L+R1 costs Musou. Neither are element capable. Huang Zhong (Technique) SSS(R1): Huang Zhong jumps up and spins upside down, shooting all around him. Notes: It has poor range (enemies have to be much closer than normal to be hit). Although it hits a 360 pattern below him, if an enemy is offscreen they typically don’t get hit. Elements don’t attach to this attack (they don’t attach to arrow attacks in the game). Wei Yan (Speed) R1: Wei Yan blows a fireball in front of him. It goes forward a little ways, then explodes in a shockwave. L+R1: Wei Yan uses his blade as a helicopter to lift himself forward, then come down with a vertical slice. Notes: R1 has fire element attached. Range is decent. Knocks enemies down on hit. Can be blocked, but has some pushback. L+R1 has a really narrow hitbox. Despite what you might think, can’t be used midair. Jiang Wei (Speed) R1: Jiang Wei creates an arc of lightning in front of him. L+R1: Jiang Wei does a jumping kick forward. Notes: The kick is unblockable. Elements do not attach, but it is very quick on startup. Yue Ying (Technique) R1: Yue Ying summons a large ball of energy. Notes: It persists slightly longer than normal. Can form traps if you throw down multiple ones at the same time. Zhuge Liang (Technique) R1: Zhuge Liang stretches out his arms, creating a wide arc of multiple lightning bolts covering 180 degrees in front of him. Guan Ping (Power) R1: Guan Ping performs a powerful swipe of his blade. Note: Short range. Can be blocked. Not that powerful, considering how strong some of his other charges can get. Xing Cai (Speed) R1: Xing Cai jabs forward with the face of her shield. Breaks guards. L+R1: Xing Cai flips backward, creating a wave of air that shoots forward. Notes: R1 breaks guards. Elements do not attach. ---- WEI ---- Xiahou Dun (Speed) R1: Xiahou Dun creates a small tornado that travels forward a little ways before dissipating. Notes: Identical to Pang Tong’s tornado. Slightly longer startup. L+R1: Xiahou Dun spins forward and slightly upward, drilling his foes. Notes: Generous hitbox considering the animation. Elements do not attach. Dian Wei (Technique) SS(R1): Dian Wei punches the ground, then smashes his axe. Notes: Two shockwaves. Fire element. Untechable in that the opponent goes spinning head over heels; this allows you to continue combos. Really powerful. Oh, and Dian Wei has one of the lowest Musou requirements for his techniques, allowing him to really wreak havoc. Xu Zhu (Power) R1: Xu Zhu leaps into the air and bellyflops the earth, creating a shockwave. Xu Huang (Technique) SS(R1): Xu Huang spins round twice. Knockback on second hit. Notes: Slightly better range than the basic SSTT. Rather unimpressive looking; however, elements attach, making it pretty powerful as you upgrade his weapons. Zhang Liao (Power) R1: Zhang Liao spins his polearm in front of him, creating a small blast of energy. Notes: Relatively low Musou cost. Can combo if opponent is trapped by a wall. Cao Cao (Speed) R1: Cao Cao poses with his sword, buffing himself. As long as the buff is in effect, Cao Cao gains a boost to his attack and defense. Notes: The effect is transferable (a team buff). L+R1: Cao Cao summons a hail of arrows for cover fire. Notes: Elements do not attach, sadly. Zhen Ji (Speed) R1: Zhen Ji dashes forward and grabs an opponent. She smacks them several times then knocks them away with a powerful slap at the end. Notes: The smacks can draw in enemies if they are too close while she attacks. L+R1: Zhen Ji jumps forward and blows a tune on her whistle, creating a circular wave of energy. If it hits an enemy, it does some damage and slows them down for a while. Notes: If the attack hits an enemy and Zhen Ji is in range (which is pretty much always), her own attack will slow her down. Switching out instantly negates this effect. Pang De (Power) R1: Pang De dashes forward, creating a small cone of air in front of him as he does so. Blows people away on hit. Notes: Elements don’t attach. Zhang He (Speed) R1: Zhang He jumps forward, slashing to create an X in front of him. L+R1: Zhang He slides forward, slashing multiple times. Notes: It seems that Death element is attached to R1. Cao Ren (Technique) S(R1): Cao Ren dashes forward really quickly and grabs. If the grab is successful, Cao Ren lifts the opponent up and blasts them away with a shock wave of dark energy. Notes: Cao Ren finally got a shockwave in his normal moveset? Amazing. Elements attach to the shockwave. Xiahou Yuan (Power) R1: Xiahou Yuan shoots out a barrage of arrows from left to right. Notes: No elements. For best damage, trap your opponent near a wall. Cao Pi (Technique) SSSSS(R1): Cao Pi gestures and blasts of blue light fall down in an advancing pattern in front of him. Notes: Goes quite a ways. Elements do work on this. Sima Yi (Speed) R1: Sima Yi creates an ice shower in an area in front of him. Notes: There is a gap in front of him when he creates the attack, so you could actually miss if the opponent runs right at you. L+R1: Sima Yi creates a small chunk of ice and shoots it straight ahead of him. Notes: The attack has homing properties and ice element (obviously). ---- WU ---- Zhou Yu (Technique) R1: Zhou Yu creates a stream of flame in front of him. Notes: He recovers before the fire attack ends, so juggling shouldn’t be an issue. Fire element attaches. Da Qiao (Technique) Da Qiao waves her fans slightly, buffing herself. The buff increases the rate at which inactive characters regain Musou. Notes: If you’re in an absolute pinch, it can be useful, although characters regain Musou pretty quickly while resting anyway. Xiao Qiao (Speed) R1: Xiao Qiao moves forward. If she hits an enemy, she knocks them into the air. L+R1: Xiao Qiao jumps up and forward, performing a flying kick. Knocks down on hit. Notes: Neither are element capable, but they are useful in crowd control. Gan Ning (Speed) R1: Gan Ning bows down, temporarily becoming invincible. L+R1: Gan Ning jumps forward and strikes as he lands. Narrow hitbox, although he can be controlled quite easily in midair. Notes: R1 seems best used as a parry than a buff. Since Speed characters can interrupt their strings with R1 attacks it can be fairly useful if done right. Huang Gai (Power) R1: Huang Gai slides forward and grabs. If he grabs an opponent, he jumps up, spins and head drops them into the dirt, jumping off them as they explode. Notes: The explosion hits surrounding foes for fire damage. Ling Tong (Speed) R1: Ling Tong steps forward and unleashes a barrage of kicks. L+R1: Ling Tong jumps forward, turns upside-down and spins rapidly, striking with his feet (wow. Just…wow). Notes: Not element capable, and their rage can not be increased because he is not using his weapon. They combo well, though. Lu Meng (Speed) R1: Lu Meng gestures and several volleys of fire arrows fire forwards from behind him. L+R1: Lu Meng parries. Near as I can tell, the only real advantage over regular blocking is that you can block back attacks as well(Omniscience from SW2). You can not hold this block. Lu Xun (Technique) R1: Lu Xun creates a stream of fire in front of him that moves from the left side to the right. Notes: He recovers before the attack ends, so you can juggle them for fire damage. Sun Ce (Power) R1: Sun Ce unleashes a stream of hits with his tonfa, ending with a powerful knockback hit (12 or so hits total). Works very well with juggles, especially if you launched them with C5 (fire attached). Sun Jian (Speed) R1: Sun Jian unleashes an advancing shockwave. Fire element. L+R1: Sun Jian inflicts sizeable damage on himself. In exchange, the party gains unlimited Musou for 10 seconds. Notes: After use, all party members’ Musou is completely drained, whether you used them or not. Paired with Mitsunari, this combination can be ridiculously broken. Sun Quan (Power) R1: Sun Quan charges his sword with energy and performs a powerful left-to-right horizontal swipe. Notes: Fire element attached. Odd attack, since the damage isn’t too hot and it doesn’t juggle too well. Sun Shang Xiang (Speed) R1: SSX creates two discs that circle around a spot for a few moments. L+R1: SSX shoots out several arrows. Notes: Both attacks do very little real damage, although R1 can be chained into itself quite easily. Taishi Ci (Speed) R1: Taishi Ci smashes the ground with his rods, creating a shockwave. Taishi finally got a shockwave? Bout time. L+R1: Taishi Ci jabs forward with his rods with blinding speed. Notes: R1 has fire attached. Zhou Tai (Speed) R1: Zhou Tai slashes once, then turns around and sheathes his blade. This creates an odd shockwave effect. L+R1: Zhou Tai slashes quickly, creating a wave of are that extends upwards slightly. Notes: Not element-capable, but it seems as though R1 has a slight touch of death in it. ----- OTHER ----- Diao Chan (Technique) R1: Diao Chan spins once, buffing herself. The buff reduces the amount of Musou needed to perform R1 attacks. The effect is transferable to other members. Notes: The buff stacks on top of the item that reduces Musou consumption. Quite useful although, being such a beast in the game, she doesn’t really need it. Lu Bu (Power) R1: Lu Bu rushes forward. If he grabs someone, he will charge forward a ways, then slam them into the ground. Notes: Non elemental. The charge knocks people out of his way and damages them but does not inflict damage on the person who is being carried. Like all ground attacks in the game, if he falls off a ledge, he will immediately stop the throw. Dong Zhuo (Power) R1: Dong Zhuo steps forward and grabs with both hands. If the grab is successful, Dong Zhuo will grab them, jump upwards while spinning, and hurl them away at the apex of the jump. Notes: There is no shockwave on impact, oddly enough. Yuan Shao (Technique) R1: Yuan Shao gestures, buffing himself. The effect of the buff is that he gains an attack boost. Notes: The boost is relative to the health of the other party members. The more health they have, the higher the boost. Zhang Jiao (Technique) R1: Zhang Jiao creates a giant image of himself and stomps. The image’s attack is unblockable. Notes: Zhang himself does no damage. Meng Huo (Power) R1: Meng Huo walks forward slowly but steadily, arm outstretched. If his grab is successful, he will slam his opponent 3 times, creating 3 shockwaves. Notes: All shockwaves inflict damage. The person being held will not take damage until the last hit. Zhu Rong (Power) R1: Zhu Rong summons an afterimage (I assume she’s channeling her inner goddess of fire) and hurls three fireballs that spread out horizontally for a short while). Notes: Fire element, clearly. Knocks down on hit. Zuo Ci (Speed) R1: Zuo Ci shoots out five dark orbs that strike for damage. Any character within range, friend or foe, also takes takes a hit on defense ability (friendlies don’t take damage but are still affected for some reason). L+R1: Zuo Ci stomps the ground, buffing himself. He gains extra speed on all his attacks, and some increased damage. This is not transferable to other characters. Notes: If you press Square immediately after L+R1, Zuo Ci will perform a straight palm thrust with his cards. This attack is quite powerful, albeit with short range. Orochi (Power) R1: Two afterimages appear in front of Orochi as he winds up a powerful overhead strike. All three images strike as one. Notes: Not that great considering the sheer power of his moveset; the hit box is quite narrow. Da Ji (Technique) R1: Da Ji creates a purplish-pink ghostly image that disappears and reappears 5 times in an advancing pattern in front of her when she started. Notes: She recovers almost immediately from this move, which makes it a fine zoning attack. --------- SENGOKU 1 --------- Sanada Yukimura (Technique) R1: Yukimura dashes forward. If he hits an enemy, he will lift them up, strike with a flurry of spear slashes, and knock them away. The knock back does not create a shockwave on impact. Notes: He is not invincible during the air combo, but he is hard to hit because of the range of his weapon. He can be shot out of the air, though. Maeda Keiji (Power) R1: Keiji gestures then stomps, creating a shockwave and buffing himself. While he is buffed all his attacks benefit from an attack boost. The strength is dependent on how little health your team has. All attacks also become unblockable. Notes: It has a use over simply equipping a Light element weapon because elements only activate on charges, but the buff makes ALL hits unblockable. And stronger. Enjoy it. Oda Nobunaga (Technique) R1: Nobunaga throws out a small, slow-moving orb. Notes: By itself the orb does no damage. If you enter ST, the orb will turn into a flat rotating disc that spins for a few seconds before vanishing. If you enter SST, the orb explodes in a shower of energy arrows (like Cao Pi’s normal C5). The obvious function of the move is for traps; if an officer is trapped in the rotating disc, a fully charged C4 within range does devastating damage. Akechi Mitsuhide (Speed) R1: Mitsuhide spins forward in midair, knocking foes back. L+R1: Mitsuhide sheathes then quickly unsheathes his sword, creating a gust of air that strike in front and slightly above him. Notes: Neither is element-capable. Ishikawa Goemon (Power) R1: Goemon performs 9 forward palm thrusts, then a powerful finishing palm thrust (looks like a sumo technique, only without forward movement). Notes: The various effects that appear around him don’t seem to actually serve as attacks (they’re just razzle-dazzle). He has an elemental-capable jump Charge, by the way. Uesugi Kenshin (Power) R1: Three large afterimages of Kenshin appear behind him, and all four of them perform a series of advancing jabs. After the attack is finished, one afterimage remains for a little while longer, doing whatever Kenshin himself does. Notes: It basically creates the Bishamonten ability from SW2. Increased range, and doubled attack power while it’s active. Oichi (Technique) R1: Oichi lashes out with her kemari, letting it hang for a moment before bringing it back. Breaks guards; while their guard is broken, the next few hits enjoy a damage boost. Notes: Element-capable. Odd attack for her to have as a special technique, in my opinion. She doesn’t have easy access to powerful techniques, which means you’d be best off switching the instant you land a guard break. Okuni R1: Okuni gestures with her parasol, buffing herself. This buff raises attack power. It is transferable to other characters. Notes: Her buff seems to last a little shorter than others, and personally she not worth using a slot on for this ability. You had best really like playing as her. Kunoichi (Power) R1: Kunoichi jumps backwards. She turns transparent as she does so. As long as she is transparent, she is functionally invincible. Notes: VERY, VERY USEFUL. Nothing can hit her at all. Combined with her high mobility, really fast attacks, and an elemental jump Charge (yes, she is one of two characters that can activate elements with a jump Charge, the other being Goemon), her R1 skill makes her virtually untouchable…if played right. Saika Magoichi (Technique) R1: Magoichi shoots 5 shots almost at once (semi-auto fire). Notes: It has poor range, considering it’s a gunshot. Takeda Shingen (Technique) R1: Shingen lunges forward and grabs. If his grab is successful, Shingen performs a suplex, then a spinning forward headdrop (basically a suplex to an izuna. Old guy’s pretty agile). Notes: The attack doesn’t do as much damage as one would hope. In fact, it bears noting that Shingen is one of the few characters that can be hit out of his R1 counter. Terrible. Date Masamune (Speed) R1: Masamune dives forward, shooting as he spins like a drill. L+R1: Masamune flips forward while spinning, raining bullets on all below him. Nouhime/Noh (Speed) R1: Noh shoots out countless darts in all directions. L+R1: Noh drops a bomb. Notes: Up to six can be laid down (after six, if you lay a bomb one of the existing ones explode). After dropping a bomb, you can make them explode with different effects. ST makes them explode with a greenish tint. SST makes them explode with a grey tint. SSST makes them explode with an orange tint (one would assume fire damage). Hattori Hanzo (Technique) SS(R1): Hattori dives forward, spinning the chain of his weapon around him. In doing so, he creates a clone of himself, which will then do whatever Hanzo does for a short while after. Notes: Knocks down on hit. Does not stack with Bunshin. Attacks in a different fashion than Nene’s clones (Hanzo’s clone tends to stay off to the sides, Nene’s follow right behind her). Mori Ranmaru (Power) R1: Ranmaru strikes the earth, creating a thin shockwave in front of him. Notes: Non-elemental. --------- SENGOKU 2 (It counts SW:XL characters as part of 2) --------- Toyotomi Hideyoshi (Technique) R1: Hideyoshi buffs himself. As long as he is buffed, he attacks at close to triple speed. The effect can be transferred to your entire party. Notes: One of the most powerful techs in the game, in my opinion. Try using it with an enhanced charge attack. Makes the whole game seem like it plays in slow motion afterwards. Imagawa Yoshimoto (Power) R1: Yoshimoto steps forward and trips, striking with his sword as he does so. Notes: By itself, has one of the worst recovery and narrowest hitboxes in the game. Fortunately you can switch out of the shame. Honda Tadakatsu (Power) R1: Tadakatsu swings his Tombo-giri around him then poses, creating a shockwave and buffing himself. He enjoys an attack and speed boost for attacks as long as the buff is active. Notes: He also actively regains health while the buff is in effect, one of the few who enjoy this. Inahime (Speed) R1: Ina shoots a wide pattern of arrows in front of her. L+R1: Ina jumps up and shoots three shockwave arrows in front of her. Notes: None of these stack with elements. Given some of the changes made to her to begin with, these attacks don’t help much, unless you’re in the mood to simply annoy people. Tokugawa Ieyasu (Power) R1: Ieyasu raises his boomstick above his head and shoots a concentrated energy blast. Notes: Has one of the highest hit counts for an attack in the game. VERY powerful. Does not stack with elements unfortunately. Best used after freezing the enemy; otherwise it only does about half the possible damage (they fly straight up during the attack o_O). Ishida Mistunari (Speed) R1: Mitsunari summons a hail of arrows for support fire. R1: Mitsunari creates a spread of 5 shockwaves, covering roughly 120 degrees in front of him. Notes: Elements stack on the shockwaves; one of the most powerful attacks for a speed character in the game, in my opinion. Azai Nagamasa (Power) R1: Nagamasa clasps his lance with both hands and raises it, emitting a bluish-white blast that travels diagonally upwards. Notes: Elements don’t stack on this, and it is blockable. It does tag people in midair quite well, due to its angle. Shima Sakon (Speed) R1: Sakon summons four cannonballs as support fire from behind, hitting slightly in front of him. L+R1: Sakon reaches forward and shoots lightning from his right hand (you read that right). Shimazu Yoshihiro (Power) R1: Yoshihiro charges forward. The attack looks a lot like a longer version of his running S. Notes: The attack is unblockable. Tachibana Ginchiyo (Power) R1: Ginchiyo jumps up, blade bristling with energy and strikes the floor, emitting a blast of lightning that spreads out in six ways. Notes: Powerful. Can crossup at close range. Lightning element, obviously. Naoe Kanetsugu (Technique) R1: Kanetsugu summons nine darts, arranged in a 3x3 pattern in front of him, and fires them forward. Notes: They have some homing capability, but their overall range is poor. Nene (Speed) R1: Nene creates two afterimages of herself. L+R1: Nene dashes forward and grabs an enemy. If the grab is successful, she performs a forward spinning izuna (head drop). Notes: Her clones move differently than Hanzo’s (Hanzo’s clone tends to stay off to the sides, Nene’s follow right behind her). The clones can not perform izunas, and they will vanish if you get on a horse. Fuuma Kotaro (Speed) R1: Kotaro leans forward and grabs. If the grab is successful, Kotaro raises them up and slams them into the ground. L+R1: Kotaro runs forward and performs a sliding kick. Notes: The kick only hits downed enemies. It can damage archer towers (yay?) Miyamoto Musashi (Technique) R1: Musashi pulls his arms towards him, buffing himself. The buff raises his attack power. Notes: Fairly straightforward effect for a straightforward character. ----------------------------- 6. FREQUENTLY ASKED QUESTIONS ----------------------------- Q: What’s new in Musou Orochi? A: Well: ---------------------------------------------------------------------- New additions: - Can now take trhee characters into battle, and switch between them (using R2 or L2) at any time your character is standing or jumping. Can not switch out while lying on the floor, or being attacked. - Character specific specials now added. Mapped to R1 (which is what this FAQ covers) - Camera is now adjustable with right analog stick (changed from DW, but necessarily new if you played SW2) - Map view is now changed via R3. - All characters can now summon horses (press Select). - Characters now have various abilities depending on R1 special type. - All characters have new alternate colors (only one color though) - 4th weapons no longer have specific requirements (play on Hard or Chaos to get 4th weapons) - Personal Items (unlock gallery pics and increase R1 special effects or duration) - Characters can now Musou Burst (initiate Musou, switch out in the middle, then immediately initiate Musou with the new character). Extra effects trigger based on the party setup. - Characters no longer gain Musou from attacks or being attacked. The only way to regain Musou is to switch out, pick up items or use certain items. ---------------------------------------------------------------------- Changes from Dynasty Warriors 5: - First Person aiming (R1) is now gone - Musou Awakening/Rage (R3) is now gone - Evolution Strings – SSSSSS(SSS)- no longer requires Musou to activate - Weapons no longer determine attack string length; new attacks are gained as characters level up - Declaration-type shockwaves (Zhang Jiao C3, Zhang Fei C3, Guan Ping C3, Lu Bu C3, etc) no longer activate elements. - Ground pound type shockwaves (Zhang Fei C6, Meng Huo C6, Dong Zhuo C6, Huang Gai C6 etc) no longer activate elements. - All DW-centric items (saddles, scrolls, bracers) are gone - Horses now control like SW1-style horses (can jump, can not perform C1, move during mounted Musou) - Hex mark, Storm and Elephants are gone ---------------------------------------------------------------------- Changes from Samurai Warriors 2: - Evade Roll (R2) is now gone - Special Stance (R1) is now gone - Special Stance attacks (R1+S, R1+T) are now gone. - Musou levels are now gone. Also, Musou special effects (support fire, clones, afterimages, etc) are gone. - Character abilities (Omniscience, Agility, Reversal, etc) are now gone - All special horses are gone, with the exception of Matsukaze - Horses no longer have SW-style stamina (DW stamina) - 2x Jump is now gone. Also, ninja paths in levels are no longer accessible (invisible walls block your access). - Nobunaga has returned to a true Charge-type character. His old psycho crusher and other extensions can now be accessed without having to charge up anymore. ---------------------------------------------------------------------- ------------------ CREDITS/LEGAL INFO ------------------ Copyright 2007 Afolabiyi Okubanjo. Normally there’s a lot I write here, but in this case I’ll make an exception and keep it short. Thanks to all who contributed in gathering information on all this, especially on the GameFAQs Musou Orochi forum, including people who figured out how to play the damn game. I can barely understand Japanese. And I don’t want this FAQ posted on CheatCC. Anyone else can host this as long as they give credit, but CheatCC doesn’t.