SENGOKU BASARA 3 Skill List and Gameplay Guide Written By Draewon/Wodash version 2.1 Contents I. Introduction II. version history 1. Gameplay Basics 1a. Controls 1b. In-game mechanics and terms 1c. Elemental properties 1d. The Clashing System 1e. Multiplayer Features 2. Character's Move List 2.1 Tokugawa Ieyasu 2.2 Ishida Mitsunari 2.3 Date Masamune 2.4 Sanada Yukimura 2.5 Saika Magoichi 2.6 Kuroda Kanbei 2.7 Tsuruhime 2.8 Otani Yoshitsugu 2.9 Maeda Keiji 2.10 Shimazu Yoshihiro 2.11 Chosokabe Motochika 2.12 Fuuma Kotaro 2.13 Mouri Motonari 2.14 Honda Tadakatsu 2.15 Oichi 2.16 Oda Nobunaga 3. Contact 4. Acknowledgements and Thanks 5. Legal ============================================================================= I. Introduction ============================================================================= Hullo and good day to you all,welcome to my Sengoku Basara 3 Skill List and Gameplay Guide This guide covers most,if not all gameplay aspects that you need to know in order to get a hang of the game,or at least stops you from dying all the time. Since this is based off the JP version of the game it will have a complete list of romanized names for all of the skills in the game,it will also have their english translations,BUT,it won't reflect the names on the US version of the game. It will also have some explanation of what they do, what properties they have and level up features,unlike the previous installments there's not much customization/setups here,mainly because you can bring 90% of your moves all at once,so i won't mention any skill setups unless its very good. Also please pardon my English,if there's any mistakes in grammar and such,just understand that Masamune is the one to blame,since his bad engrish rubs on me after a while >.< ============================================================================= II. Version History ============================================================================= 0.9: the first draft,covered gameplay basics and character's move list up to Ishida Mitsunari 1.0: added character's move list up to Saika Magiochi 1.1: added character's move list up to Tsuruhime 1.2: added character's move list up to Maeda Keiji 1.4: added character's move list up to Fuuma Kotaro,added more notes to Magoichi's assault rifle moveset and all of Yoshitsugu's Skills 1.7: added character's move list up to Honda Tadakatsu,corrected several typos in the guide,and added a note about clashing in the clashing section 2.0: added character's move list up to Oda Nobunaga,finished the character movelist section,the guide is mostly completed since SB3:utage/PARTY is going to be released soon,i will discontinue the updating of this guide until i got a clearer info whether the SB3 gameplays and characters are still relevant on that game as well or not if the answer is yes,then i will modify this guide to include additional SB3U contents and stop updating the SB3 one if the answer is no,i'll probably finish the bodyguard moveset for each character on this guide and then make a separate guide for SB3U 2.1:added some more tidbits about gameplay and fixed most of the typos 2.2:added additional moves and notes for ieyasu,mitsunari,yukimura,and fuuma corrected several bits about nobugaga and yoshitsugu ============================================================================= 1. Gameplay Basics ============================================================================= Written in here is the list of controls for the game and terms used in the guide,if you already know about all these,then go ahead and skip these parts ----------------------------------------------------------------------------- 1a. Controls ----------------------------------------------------------------------------- For this guide, I'm using the basic buttons setup the game had for PS3, which is: Square: Normal attacks,also called S-string Triangle: Special skill#1 Triangle while jumping:heavy aerial attack Direction+triangle:Special skill#2 Triangle+L1:Special skill#4 Circle: Basara attack X: Jump R1: Special skill#3 R2: Secret skill L1: Guard/Parry/Dodge/Reset camera L2: Sengoku Drive/hero time/slo mo boost D-Pad&Left analog stick:move characters around,after a while they will "dash" and run faster than normal Right analog stick:manual camera control Start: Pause game Select: Taunt/Bodyguard command Note that this can be changed in the options menu. pro tip: swap triangle with R1,this will be a GREAT help for several characters and will nevertheless help other characters too,plus you'll get access to special#4 easier/smoother by pressing L1+R1 instead of L1+triangle ----------------------------------------------------------------------------- 1b. In-game mechanics and terms ----------------------------------------------------------------------------- Special Skill: The ones being explained in this guide.you will at first have two of them by default and will get two more during level ups Secret Skill:similar to special skill but you can only choose one of three selectable skills,you will have none at first and will gain them by levelling up both skill types sometimes have "levels" attached to them meaning that you can gain a more powerful version of them later on,you can't level them up manually though,it happens automatically,so don't bother using it 24/7 hoping it'll get stronger by the end of the stage a rough estimation of skill unlocking would be something like this 3rd normal skill - lvl 5. 4th normal skill - lvl 10. 1st secret skill - lvl 20. 2nd secret skill - lvl 30. 3rd secret skill - lvl 40. inbetween those levels you might get upgrades for certain skills instead of new ones and some can get their secret skills faster than others. Basara attack: A special attack activated with the circle button. In order to use it, you must fill the Basara gauge,the blue bar located below the Life gauge. While the characters is performing his or her Basara Skill,he/she becomes invincible. you can also activate the attack in midair, doing so will make your character automatically land(even whle attacked) and perform the Basara attack,you are also invulnerable throughout the landing process. Activating your Basara attack while in Sengoku Drive results in a Extreme Basara attack that deals more damage Basara gauge can also be used when riding a horse as a speed boost,unlike Basara attack,you don't need a completely full gauge to activate it They also have some particularities: -the length of a Basara gauge differs from one character to the other, this does not mean that the ones that has a longer gauge has a more powerful Basara or vice versa,but its an indicator of which character is more proficient with a horse,since longer gauge means longer possible horse boost -The enemies can't block but can (and will try to) dodge your Basara Attacks, and even better,they can't parry your Basara attacks for some strange reason -The CPU bosses have their own BASARA gauge to fill, once filled they may opt to use their BASARA attack,this however,can only happen for once throughout the stage,after they perform it they won't do it again even if their gauge is filled the second time,and most of them can be blocked or even parried, making their attacks short lived -Bosses Basara attacks CANNOT be interrupted by your Basara attack, instead you and your enemy will clash(note this is diferent from the "clash" mechanics on the later section,this one just clashes normally without the button prompt),this will deal a sliver of damage to the boss over time but not to you,it is possible to kill a major boss during his Basara but it needs them to be at very critical health -However,an ultimate BASARA attack CAN hit an enemy out of their BASARA attack -Basara Assist:when you activate your Basara attack,you have a bodyguard near you and their icon is flashing yellow/gold then they will perform their Basara Assist allong with you,this will do two thing at once: 1.they will give you a stat boost/healing(depending on their bodyguard type) 2.they will perform a signature special attack/combo,note that this is NOT their Basara attack,so don't expect them to help you clean a map using this feature once you performed this,you won't be able to use it again for a while, the bodyguard needs a few seconds to "recharge" Sengoku Drive (or Hero Time): A special mode you can enter by pressing the L2 button,which makes your character almost invincible and powers ups all of his/her moves.the most prominent feature being that time is slowed down and only you move at normal speed -it also lets you to connect all of your Basara attack hits easily towards a target,several character's BASARA attack is hard to focus their attacks on a single opponent when its not the drive/ultimate version -the final,and almost unnoticeable feature is the startup shockwave,this move cancels everything your enemy is doing prior to your drive activation, including BASARA attacks!,this is the only other way to stop the enemy's BASARA attack aside from parrying -to use the drive you need to rack on KO counts,each enemy will add a little of the gauge,also,conquering a base and defeating a boss will instantly fill about 1/4 of the gauge. Auto Dash:keep running in any direction for a while and you will automatically dash,this increases your overall mobility and your jump distance,certain characters also have a specific attack which are only doable while dashing Manual Dash:double tap any direction twice to instantly dash towards said direction,keep to stick held to run,it has all the properties of auto dash and one more:some of the character's moves and recovery frames can be canceled by dashing,and thus creates more opportunity to combo afterwards, this is called "dash canceling" Guard: Holding the L1 button makes your character guard. While guarding, you avoid most of the enemy's attacks,except for bombs. If you take too many hits while in this state, your defense crumbles and you'll be damaged normally. Dodge: Moving the control stick while guardding makes your character do an evasive jump or roll. This can be made in any of the four directions.you cannot be hit when doing this but can be hit while recovering from it, and each character's dodge are different,several characters have more invincibility frames than others,while some others recover faster. Parry: By pressing the L1 button at the exact time an enemy attacks you, you'll parry. When you do so, the screen will flash and the enemy will bounce back and receive damage, becoming completely vulnerable for a while. -Higher ranking enemies CAN (and will very often) parry your attacks, but not your Basara attack. Note that you can also parry arrows,bullets(from soldiers,these two will be reflected back to the shooter,usually killing them) and other projectile attacks(like playable character projectiles,this will be negated instead of reflected),and even Basara attacks!,also you can now parry in MIDAIR,its harder to do since you cannot air guard,only parry. Special note about dodge and guard:there's an option in the game setting to toggle priorities between these two features(you can also do this in the mid stage pause menu),whether you want the dodge to be prioritize or the guard,while it sound trivial at first this is actually VERY important in your playstyle,here's what they do -Prioritize guard:whenever you press L1 you will instantly guard whenever possible,stopping any action you've done,this is good for emergencies such as when a boss suddenly activates his Basara attack when you least expect it, most likely this will parry their attack. -Prioritize dodge:you won't instantly guard whenever you press L1,but will instantly dodge when you press dir+L1,only by selecting this option gives you access to the "dodge cancel" feature,which enables you to cut the recovery of certain moves and continue attacking as you please,the moves that could be cancelled by this maneuver is DIFFERENT that those of "dash cancel",so having them both available will up your offense greatly. Taunt: Pressing the select button makes your character provoke nearby enemies and can actually piss them off, bosses will be more aggressive and have their attack increased,normal soldiers will attack at will. -The payoff is that,if you sucessfully do a taunt near any enemy, your Basara gauge will fill as well(emphasis on SUCCESSFULLY,meaning you must finish the taunt unharmed in order to actually gain free Basara gauge),the amount it fills depends on how close your enemies are,how many are they,and whether a boss character is also around,the closer they are the more you will gain gauge(and most likely get killed by them,LOL) -this also commands your bodyguard to do their assist command if they are near you,you don't need to taunt to use this feature,pressing select anytime, even when you're down or jumping will still make them do the command some characters have special use of their taunts,this will be elaborated more in the skill section ----------------------------------------------------------------------------- 1c. Elemental Properties ----------------------------------------------------------------------------- Sengoku BASARA series had always been known for their flashy elemental weapons,which triggers their elemental effects at every single hit of any attacks you do,sadly in SB3 the effects had been somewhat tweaked, its not that bad,but its less flashy that it was in its prequels, instead of activating on every hit, the elements will only have about 10% chance of activating now, which can be increased using certain items there are a total of six possible elements with different effects,They are: Light: deals 1500 damage and Stuns for 2 seconds,against bosses only the extra damage is applied,they cannot be stunned Ice : deals 1800 damage and Stun/freezes for 1 second,this is the only "stun/restrain" status effect that can affect bosses,the ice will break if you hit them though Fire : deals 2000 damage Sets on fire for 5 seconds which does continuous damage on a target Lightning: deals 2000 damage and Stuns for 2 seconds, and can electrocute soldiers near the elemental attack when its triggered,the stun doesnt work against bosses Dark: deals 2000 damage,instantly kill soldiers/extra damage against bosses and absorbs life from them Wind: deals 2500 damage and Stuns for 1 second(makes them spin while foating in place like a ballerina),adds an additional 3 hits towards your combo counter,stun doesnt work against bosses Elemental properties of weapons and skills are shown trough icons near the weapon's picture,they're fairly easy to recognize. ----------------------------------------------------------------------------- 1d. The Clashing System ----------------------------------------------------------------------------- New to the Sengoku Basara series but not so new in the beat em up/hack and slash/swordfighting genre is the weapon clash sistem. Basically,when you and a boss attacks at the same time using your normal attacks you will "clash" with each other,both of you will bounce back a bit, doing this 3 times in a row will trigger actually weapon clash battle. When this triggers the camera will most likely spin around both of your character and a "tug of war" gauge appears in the center of the screen,mash the normal attack button fill your gauge and beat tne enemy,note that harder difficulties equals more mashing to win and higher chance of losing the clash During this session three things will happen: -while you're clashing with the boss both of you will emit shockwaves,this will damage surrounding enemies and counts as a combo(a trivia,the concept of this had existed since sengoku Basara 2) -if you win a clash the enemy will lose a chunk of his lifebar by percentage, meaning that you will always do the same visible damage to all of the bosses, your attack power and their defense doesnt matter,which means it could be insignificant if you win against a boss with fragile defense but its a godsend against bosses with a lot of health and tons of defense -aside from the bonus damage,the boss will be stunned for quite a long while if you win a clash,you can do all sorts of combos,escape,or just taunt him during this moment,some character's slower attacks are also useable without worry while the boss is at this state of course,all that is if you win the clash,if you lose the same thing could happen to you instead,which is very bad.... As i experimented so far,i conclude that you can only (do a successful) weapon clash once with a boss,after that you won't be able to clash with them again,i guess this is to prevent winning the fight easily by just clashing over and over again,if the boss "respawns/revives" however,you can clash with them again addendum:it is said that you can initiate a clash again after a successful one when a few minutes passed,i have yet to confirm this myself,however. ----------------------------------------------------------------------------- 1e. 2P Multiplayer Features ----------------------------------------------------------------------------- First introduced in Sengoku Basara 2 HEROES in a very limited form,Capcom had been quite slow in implementing multiplayer into the series, Sengoku Basara 3 thankfully still included the multiplayer feature in the game,as with previous games there are benefits and disadvantages/limitations when using multiplayer,here are some them. Benefits: +multiplayer is available offline,which means its not an online exclusive feature,unlike several other games like resident evil5 or ninja gaiden sigma2 +it implements a "revive" system,each time one of the character dies the game is not over yet as long as the other is stil alive,the KO'ed character will emit a light ring and starts to regain his lifebar back,if the other player enters the ring,it will refill even faster,once its full the character will be revived this feature can break the game sometimes since even if you don't have a friend to play with you can just leave the other character somewhere safe and fight your way without worry of losing the stage +there is no slowdown in multiplayer and enemy spawn is still plentiful +both players share the same combo counter,with proper character placement you can rack insane ammounts of hits together,teamwork is everything! also,when a character activates Boost the other character can enjoy the benefits too(i.e they are not slowed down),which leads to even easier time to maintain high combo counts,especially if you alternate using boosts if one of you ran out of it Disadvantages: -your EXP multiplier is halfed evenly when you play multiplayer,for example when playing normal difficulty alone the EXP multiplier is 1,5 while on multiplayer each of the character will get 0,7 instead, if you play multiplayer all the time when the characters are still low leveled then their individual development will be WAY slower than when you are playing solo,you might need a lot of multiplayer playthroughs just to unlock all of the skills for one character -weapon collection is also tedious since you since you dont share weapons and have to collect them yourselves,in SB3 weapons are only dropped by bosses and there's usually only one boss in a stage and sometimes two,so its hard to get good weapons for both of the characters at the same time -the merged combo count is a double edged feature,especially if one of you is unskilled or got careless,if any of you got hit while comboing then the counter will drop to zero again,so yeah,double combo gain but double the risk -The weapon clash system is disabled in multiplayer,this makes several skills hard to use and damaging tough bosses a bit harder -you cannot bring bodyguards with you on multiplayer -you cannot encounter "wanted men" in multiplayer,even if you can it'll be very hard to find since you cannot bring hattori hanzou with you -there are no vertical split screen option,for widescreen users the horizontal split screen will make the characters look very small, unless you have a very large TV ============================================================================= 2. Character Move Lists ============================================================================= Keys for reading the list: NAME OF THE CHARACTER ABILITIES -Innate/hidden/bonus abilities:special things that a character has from the get go and is not a part of either normal skills or secret skills SKILL LIST -Romanized name of the skill (skill name translation) -Description/translation of What the skill does -Notes:my notes about said skill BODYGUARD -lists their command assist and their Basara assist when they are selected as bodyguards(in progress) ----------------------------------------------------------------------------- 2.1 Tokugawa Ieyasu ----------------------------------------------------------------------------- Abilities a.Has the ability to charge almost all of his attacks,increasing their power, number of hits,range and sometimes attack propeties,the chargeable attacks are as listed: -his whole S string/normal combo -his jumping S string(instead of a stronger punch ieyasu will do more attack moves when you hold the button 3 times,he'll do a 5~6 punch combo instead of the normal 3 punch air attack) -his jumping heavy attack -his dash attack -Koga Genten -Tentozuki -Yogan Wari -Aoi no Kiwami(lv up version only) -Taishin Banjaku(lv up version only) -Kizuna Ichigan(charging the attack will make the spear land further away, no difference in damage) b.able to perform a dash attack,the attack can be chained directly into his normal combo without any delay c.does a shortened combo when you do a dodge and attack right afterwards,the ending is similar to the normal S string and can be dodge cancelled into the dodge combo again infinitely,the attack itself is also chargeable d.has two different taunts: -the first time you taunt ieyasu will put his hood on,its fast but doesnt gain much Basara gauge,while his hood is on all of ieyasu's attacks can charge significantly faster,but many things can make the hood fall off, like getting hit by an enemy or jumping -the second taunt takes a lot longer to finish,and is only doable if you taunt while ieyasu's hood is on,this has no special property and is a regular taunt e.having his personal item set equipped will have ieyasu's hood attached permanently to his head,this means your charge attacks will have a permanent boost in charging speed,but is it worth it for trading 4 slots of whatever item you've used before? you decide Skill Koga Genten (General of the North Sky) Holding the button down lets you control the distance. If it's charged, it knocks enemies in the air. note:first hit will stun all human bosses aside from nobunaga's alternate form,tadakatsu,and yoshitsugu,stopping at the body blow part is a great setup for ieyasu's slower skills to connect Tentozuki (Sun's Thrust) A straight punch forward. Holding the button down changes its power and area of effect. It's possible to charge it even while moving and attacking. It's also possible to use it at the end of the Basara attack. (at MAX, if you charge it for circa 3 minutes its attack becomes 10x) note:1st level of charge lets out a shockwave after the punch,2nd level makes ieyasu do 2 lv1 charges,using it right after the last punch of his Basara attack counts as a BASARA finish if you kill a boss with it a great way to utilize this is by changing your button confing and swap triangle with R1,that way you can charge this skill with R1 and do anything else without trouble(as opposed to the default triangle) in order to get full hits of the Basara version of the lv2 charge on a single target possible,you need to use it at the end of the extreme Basara attack, using it on a normal Basara will not yield maximum result since the enemy will be blown away before all hits connect, using the 3 minutes charge at the end of an ultimate BASARA attacks are usually overkill for most bosses due to the powerup stacking with extreme BASARA attack up Yogan Wari (Magma Rock Splitter) Ieyasu punches the ground and creates a shockwave. Holding the button down changes its power and area of effect. note:unless you're wearing the hood don't bother charging it,it'll take too long and you'll get hit instead Toufuu no Ranbu (Eastern Wind's Wild Dance) A flurry of punches on a wide range. You can add more hits with the normal combo button. It can be performed in midair but the additional hits(mash square) is only doable if the initial hits connects(credits to runarraw for pointing this out) note:successful hits will juggle the enemies around if they can be juggled the attacks starts up slow but will gain speed along the way,at level up it will gain more hits and faster attacks seeing that ieyasu doesnt have auto air followup moves,the best way to connect with the air version is to do a simple ground version (no button mash) which will lift the enemy upwards and quickly follow with a jumping charged S string(2 presses),cancel into toufuu no ranbu afterwards Secret Skills Aoi no Kiwami (The Hollyhock's Apex) A hollyhock emblem appears at Ieyasu's feet, and throws enemies upwards. It can be charged and grows in AoE after level up. note:maximum charge will instantly kill a pack of soilders surrounding you, best used while you are under the effects of sengoku drive,can lead to infinite slo mo time if you can keep finding a group of grunts to hit this with,one of the easiest attacks you can abuse to get 99999 hits combo Taishin Banjaku (A sturdy heart like a boulder) Ieyasu performs a series of headbutts. After level up it can be charged and more hits can be added. The headbutts can be charged, but if you do it too many times Ieyasu's head will hurt. (But if you charge the 2nd hit and start mashing when the light effect appears, you can let charged headbutts go without charging and Ieyasu's head won't hurt either. Basically, the strongest non-instant death skill in the game) note:charged headbutts breaks guards instantly but is prone to enemy parries, you usually go dizzy after the 6th charged headbutt so stop charging and just mash the button after you used the 5th headbutt for safety and maximum effectiveness,if your Tentozuki extreme Basara attack failed to kill a boss then this attack will guaranteed to finish them for you Kizuna Ichigan (Bonds' wish) Ieyasu throws Tadakatsu's spear forward. The thrown spear drills a hole into the ground where it lands, attracting nearby enemies. After level up a tornado is generated, and the AoE expands. note:the tornado draws nearby soldiers towards the spear ----------------------------------------------------------------------------- 2.2 Ishida Mitsunari ----------------------------------------------------------------------------- Abilities a.Setsuna Has the ability to perform setsuna,a followup teleport that automaticaly tracks the last target you've hit with a skill and make you appear right in front of them(it priorities higher ranking enemies and bosses),most of the skills performed while doing this will instantly come out without any delay, with the right skill and timing,you can make an endless setsuna loop to perform setsuna you need to hold triangle/1st skill button at the correct timing after you've performed a skill,this is the list of skills that you can perform setsuna out off: -Danzai -Zankai -Ukkutsu -Zanmetsu -Strong air attack(credits to runarraw for hinting about this) b.Multiple strikes any normal attacks/S string performed by mitsunari is actually double the amount that is visible to our eye,in order to "see" this,you need to delay your next attack for a bit,when done correctly you should see your victims hit by an invisible blade just after your own attacks hit them this feature works with mitsunari's whole S string,including the finisher, the catch is,the finisher's additional hits only occur after mitsunari sheathes his blade,which usually cancels your combo count,but the additional damage done by it is quite high,and is also an awesome way to finish a boss the timings for each delay differs from one set of attack to the other,the first 3 hits being the hardest to do successfuly,while the next set of attacks(where mitsunari keeps sheating his sword quickly) are much easier to do,the timing for the finisher has already been elaborated above c.The golden lance "cody" trick Failing to time the delay of his first strike usually ends up with a "S string reset" which makes mitsunari does a quick sucession of the first attack in his combo string Using 6 golden lances and the fact that one slice does 2 hits when you delay it,you can permanently stagger most of the bosses by purposely mistiming your delayed hits,which deals massive damage to boot,it can only be broken by a BASARA attack(which you should counter in kind with your own ultimate BASARA) the trick is named as it was because its made famous by cody players in the first Final Fight game,also done by capcom. d.when using his joke weapon mitsunari will do a slightly different taunt than usual,doing this after you managed to kill a stage boss is an awesome way to show them who's boss in the warring states period>.< Skills Danzai (Conviction) A Iai blow accompanied by a jump. note:this is the easiest skill to use setsuna ,just keep holding the button and you'll instantly follow your target upwards, while mitsunari doesnt have a lenghty air combo or air special attacks,it doesnt mean that the setsuna followup is useless,the air strong attack(which smacks the enemy downwards) can also be followed with setsuna,which instantly teleports mitsunari downwards this in turn enables him to either do his S string again,or perform any of his skills without lag for more advanced combos Goukyuu (Lamentation) Enemies in front are swept. Pressing the skill button during movement activates the skill at your desired position. note:the attack itself is a bit useless since it does so so damage and has a big lag at the end,the trick is you can cancel the move with any other attack of your choice,most attacks that is canceled from this move will instantly come out without any startup,the list of the no startup attacks are the same with setsuna incidentally,you cannot perform a setsuna after this move. you can,perform goukyuu in quick successions by canceling it with a quick normal attack and doing it again right after it,this in turn is stated to be a much better way of transportation for mitsunari. Zankai (Grieving) A storm of Iai slashes carves up the air in front. If you charge it, the first strike will stop the enemies in their tracks before launching the Iai storm. note:this is another skill that is very easy to activate setsuna with, by default you just need to hold triangle and mash R1 in order to perform a Zankai>Setsuna>Zankai loop,its even easier if you swap triangle with R1 at the config menu Ukkutsu (Anguish) A high-speed skill that slashes enemies in a half-moon motion. Using it after Setsuna (his high-speed tracking motion) is advised. note:the hardest and yet the most rewarding skill to use a setsuna loop, mainly because this move has a heavy startup that can be eliminated by cancelling out from Goukyuu or Setsuna, the good and the bad thing is that this move has almost no recovery at all, which is good since it doesnt leave you open,but its also very hard to time a setsuna loop with due to the speed of the move.. Secret Skills Zanmetsu (Execution) Huge pillar of energy emitted forward in a straight line. The direction can be changed before it's shot. After level up it will throw the enemies in the air,and you can follow up with Setsuna. If you throw it at one of the huge machines (the Horned Mole or Akatsukimaru) it will hit their weak point even when shot from the front. note:much like a projectile danzai since you will end up in midair if you use setsuna,as such all of danzai's notes also apply here Zanshu (Decapitation) Mitsunari pokes forward with the hilt of his sword,when the attack connects, the enemy is downed and his neck slashed.After level up attack power goes up. It doesn't connect against base captains, Yoshitsugu, Tadakatsu and the war machines. Using it to defeat the visitors (the special NPC that yield permanent bonuses) and Kanbei-Yoshihiro (at the Hetsugigawa 3 heroes stage) for some reason marks them as "not killed" In Hetsugigawa you can't proceed, and the visitor doesn't yield you anything, so it's better to avoid it in these cases. note:the skill breaks enemy guard when blocked normally,you can proceed to attack by canceling into other skills when this happens,it still can be parried however,the skill also does not work against nobunaga with his Hametsu no Shoudo active when the skill connects mitsunari will emit a dark field around him which damages and repel soldiers and non super armor enemies away in order to prevent them from interrupting the attack,mitsunari himself is not invincible however,any kinds of attack can hit him out of the attack if it managed to touch him,like projectiles or enemies that cannot be staggered by the field Kyoukou (Dread) Special high-speed movement skill. While activated Mitsunari keeps advancing. After level up activation time extends. While it's active you can attack with the normal combo button, and whenever you hit something speed increases. At highest speed you can damage enemies just by touching them, break boxes, and are faster than the horse. While it's active you cannot use trampolines or gliders. It ends when (about two?) minutes passes, you are hit, press the skill/secret skill button or fail to hit anything when Mitsunari is in walking mode. During this skill you can hit allies too. Equipping the personal item removes the time limit, makes you start at max speed and not lose speed even if you miss with the s-string. note:quite useless since its a very slow skill and is not compatible with any of his other skills,including setsuna when the skill ends(whether due to time out or manually through the skill button),mitsunari will perform a twirling jump and slams his sword to the ground,the jump does multiple hits upon connecting,while the sword slam creates a huge shockwave that does heavy damage. ----------------------------------------------------------------------------- 2.3 Date Masamune ----------------------------------------------------------------------------- Abilities a.Rokusouryuu stance Masamune possesses a unique second moveset called the rokusouryuu (six claws/sword stance),under this mode/stance almost all of his attacks changes properties(hits,power,speed,range),look in "War Dance" for more details Masamune has various ways to activate his second moveset: -through his Basara attack:you will be in the six claws mode for a short period at the end of your Basara attack,this is the earliest way to access his six sword moves -through the secret skill "War Dance":you can manually activate and deactivate the skill,but it uses up a skill slot,its still time limited but it lasts longer than the former method,especially at lv max -through his personal item set:this will lock you permanently in six swords mode,this is more of a handicap rather than an advantadge since you can't cancel the skill and thus is defenseless against attacks,plus it takes away 4 item slots to use,powering you down significantly b.about 90% of Masamune's attacks can be dash canceled at certain points, this enables you to create your own chain of combos and keep pressuring a target or move to another place while keep attacking the surrounding enemies, maintaining a high combo count without pause some of his attacks can also be freely canceled with any other skills he has, these features applies mostly for the six claws versions of the attacks however,the list of free cancelable attacks is as follows: -crazy storm/stream(cancelable at any point of the attack) -magnum strike(six swords only,cancelable after the first lunge forward) c.his joke weapon is a set of lightsabers....with motorcylce mufflers as the scabbards,when you think his anime horse was weird enough,masamune becomes a human bike in this installation with the weapon equipped simply put,performing a dash-run with the joke weapon equipped will make masamune run much faster than a normal dash,with amusing special effects.... Skills One sword version (Six Swords Version) Jet-X (X-Bolt) A X-shaped knock-away skill.Adds 2 extra slices before the "X" in Six-Sword mode. If you dash you can skip the lag after it ends. note:pretty much underused in previous games,the normal version is still a bit so so but the dash cancel feature and the six claw version makes it worthwhile to mix in your combos,good when there's a lot of crowd around you best used to end combos or other skills like magnum strike or crazy stream Death Fang (Death Bite) Does a simple uppercut with 3 swords,juggles all that got hit by it Keep the button pressed to follow enemies to the air. Mash square for more hits. In Six-Sword mode,its adds an additional overhead slash before the uppercut note:"Mash square for more hits" means pressing square after the initial hit will make masamune perform a crowd clearing ground combo with 3 swords, best done if your initial atack misses its target holding the skill button in six claw mode will make masamune spin upwards which deals a lot of hits that often triggers his elemental weapon effects, very powerful for duels,you can then follow up with air combos or a heavy air attack Magnum Step (Magnum Strike) Long range forward rush skill. In Six-Sword mode it becomes a left-> right 2-part hit, and the 2nd hit can be canceled in other skills. Very useful against base captains. The lag after it ends can be dash canceled away. note:on immobile targets,using the normal version+dash cancel is way faster and more powerful than the six sword version this is masamune's bread&butter in chaining a lot of combos,use the six sword version+dash cancel to travel to another crowd while still "dragging" the existing ones when you almost ran out of mooks to hit Crazy Storm (Crazy Stream) Does a multitude of slices using 4 swords while standing still,in Six-Sword mode it changes into a "waving" slice with all six swords that covers a wide 180* arc in front of Masamune A wide-ranged multi-hit skill. Mash square for extra hits. note:enemies hit by crazy storm will still stand(unless they were airborne when they got hit) while enemies hit by crazy stream will be automatically juggled midair(if possible) during the whole attack, crazy storm has constant speed throughout the attack while crazy stream starts slowly and picks up speed as you mash the square button Secret Skills Hell Dragon A long-range electricity beam is shot forward. Charging it increases hits and damage. note:Hell Dragon will automatically fire the fully charged version when done in six claws mode(cannot be charged),a bit slower than the non charged hell dragon but faster than if you used the manual charge obviously you need to use the Basara attack extra effect or masamune's personal item set in order to use the six sword version of hell dragon War Dance Masamune changes into Six-Sword mode, changing his s-string and skills. You can't guard, defense goes down, but being knocked away gets a little harder. It also can be activated in midair. Press the secret skill button during its activation to revert back to One-Sword mode. Activate it in midair to avoid any lag. note:each skill level up will prolong the duration of skill,it is possible to perform an aerial combo right after you activate war dance in midair Testament One-hit kill skill requiring a huge charging time. Unleashing it 6 seconds after activating it lets you release its full power (when the sword sparkles) At Max power it can finish off even machines and NPCs in one hit. ----------------------------------------------------------------------------- 2.4 Sanada Yukimura ----------------------------------------------------------------------------- Abilities a.Senryo Hanabi (Amazing Fireworks) Enemies are blown away with a strike, using all one's strength.to perform hold the normal attack/square button for at least 1 second a hidden skill which comes from the previous game,it no longer have the extra swipes and just the poweful punch,it it also lacks charge level "blink" and only guard breaks at full power,no longer unblockable,it still does decent damage if it connects however. b.able to follow up certain skills with a dashing attack,the dashing attack can be chained into the normal attack combo instantly,to perform it press the normal attack button/square just as the skill ended c.able to do a dashing/running attack,this is basically the "manual" version of said ability above,to perform this just do a normal attack during a dash/run,you can create the same effect of the ability above by using this move to dash cancel your skills d.his joke weapon has a strange ability to "ignite" itself when you perform a combo of over 50 hits,when ignited your attacks will deal fire damage 100% of the time for a short while, after that the fire will die and you won't be able to light it again until: -you perform a BASARA attack,which will instantly give you a fresh pair of matches -a few moments passed(about one~two minutes?),you will then automatically get a fresh pair.....of matches? -you perform a special taunt by mashing square when taunting,this will make you perform more squats and at the end,light up the matches -successfully perform the secret skill "nekketsu daifunka" doing "nekketsu daifunka while the matches are lit will shoot an explosion upwards(credits to runarraw for pointing this out) Skills Hibashiri (Fire Run) A forward sweep skill. Keeping the button pressed changes the distance. note:great for closing distances during boss fights and breaking through barricades,use dash cancel/poke followup to do this in rapid successions. Daisharin (Great Wheel) A double uppercut using each spear Keep the button pressed to follow your target to the air. note:standard classic skill,it doesnt shine much because Koen does about the same thing and is MUCH stonger and versatile,its good until you have koen Rekka > Dairekka (Ardent Flames > Great Ardent Flames) A skill consisting in multiple forward thrusts. It can be activated in midair and mashing square makes Rekka turn into Dairekka. Mashing square during Dairekka can increase the hits by a large amount,there's no limit to the number of hits you can perform so it depends on you finger stamina mostly. It requires less button presses to continue,and thus boasts more power than Gurenkyaku > Daigurenkyaku. note:only the ground version is able to turn into dairekka,the air version ends abruptly with a dashing poke after yukimura lands.this in turn can be chained with any other ground attacks dairekka makes yukimura "slide" forward slowly when you perform it,you can alter the direction of the attack by using guard+directional buttons multiple times Hououraku (Phoenix Swoop) Yukimura spins both spears on the side and smacks the ground after jumping. It can be activated in midair too,it also pulls in enemies from the sides. (ground version only) note:both version do massive damage IF the spinning spear and the spear slam connects on the same target,something that can be achieved quite easily by juggling the enemy and using the airborne version so in the end,on bosses the air version has more damage potential than the ground version,especially if you equip the air combo booster item Secret Skills Gurenkyaku > Daigurenkyaku (Crimson Lotus Kick > Great Crimson Lotus Kick) Yukimura stabs both spears to the ground,the animation deals small damage, you can do one of the two things during this stance -pressing Square button performs a spinning kick move, -pressing the triangle button performs a somersault kick that juggles. Mashing the square button adds hits and changes it into Great CLK. The possible number of hits is limitless. Its range is wider than Rekka, and it can pierce strong guards more easily. note:yukimura is mobile when daigurenkyau is activated,you can control his movements freely during the attack also,you REALLY need strong fingers/thumbs to maintain GCLK constantly Kouen (Tiger Flames) Yukimura performs 3 series of attack that ends with a flaming uppercut Max 3 hits (push the square button 2 times). Powerful and quick, It can hit downed opponents too. Kouen-> Hououraku is Yukimura's quickest & most powerful combo.Use Kouen -> Rekka against enemies that can't float in midair. note:you can charge the attack but it only increases yukimura's reach slightly,no damage or property change is visible Nekketsu Daifunka (Hot Blooded Great Eruption) Attack & Defense go up temporarily, and Yukimura is constantly dashing. It is canceled when activating the Basara skill, a sword clash and falling in red health zone (it also can't be activated while health is in the red zone). Using his personal item makes it permanent, but health gradually decreases. note:the startup animation is actually an attack and can damage enemies that is really close to you mash the square button during the startup to make yukimura charge the skill in a different manner(forming his trademark "ten ha zessou"?),and the fiery glow will burn brighter than just let alone normally,the effects are much stronger in this state and his joke weapon will last a bit longer when burning ----------------------------------------------------------------------------- 2.5 Saika Magoichi ----------------------------------------------------------------------------- Abilities a.Weapon Shift Magoichi is able to shift weapons in real time using one of the three main weapon skill. Once you used one of the three main skills you will use that weapon's moveset until you used one of the other two skill. The weapons that you can wield in you normal movesets are: -handgun:fast,decent firing rate,lacks crowd control ability,using square on the air enables you to fire 3 times before magoichi throws the gun away this is your default moveset,its also activated by using the skill "Soudan - Jobitaki" -shotgun:same mobility as the handgun,slowest firing rate,good crowd control ability,pressing square on the air will fire a 180* spread shot downwards its activated by using the skill "Shoudan - Kurotsugumi" -assault rifle:cannot move around while firing,hold square to fire and the directional button/analog to aim,the best rate of fire,the bullets pierces through enemies,pressing square in the air will make magoichi spin upside down while firing a short salvo it needs reloading after a full ground salvo,the lag can be cancelled by rolling/evading the shots fired using this weapon pierces enemies and gains BASARA at a very fast rate,as magoichi posseses one of the shortest BASARA gauge and arguably one of the most powerful in the game,it is common to spam a lot of BASARA attacks in a very crowded map when using this weapon its activated by using the skill "Rendan - Sankouchou" b.Charged Shots Magoichi can perform charged shots with two out of three wain weapons,hold square until the gun glows and release to fire,you can do this in the ground and midair. -the handgun releases a powerful shot that explodes after a while,the explosion deals massive damage,magoichi throws the gun backwards after the shot,the gun can hit enemies nearby and will make them dizzy,the animation can be skipped by rolling -the shotgun will release a powerful blast that has more range and power than those of a normal shot,magiochi will reload the shotgun after the shot, roll/evade to skip the lag -the air version of both charged shots have no lag after it c.the golden lance setup for the handgun you can repatedly use the first animation of your attack by delaying the second square press for a bit. this fact paired with the "golden lance" item can make magoichi a very powerful character,the item also significantly boost the(already powerful) damage dealt by charge shots d.Ultimate Build? her personal item set makes her handgun shots fire homing missiles(?!) instead of the usual bullets,charged shots fires a salvo of 4 homing missiles Paired with the "golden lance",this basically turns magoichi into a walking cheat code due to its versatility and power,i suggest to not use this setup too early since it takes away the challenge from the whole game. Skills Soudan - Jobitaki (Twin Bullet - Redstart) A forward rush skill whose distance depends on how long you press the skill button. Press square button rapidly right after the first shot to fire additional stream of bullets which ends with magoichi throwing both handguns backwards,which will stun anyone hit by it Using this skill while holding other weapons will make you switch to handguns as the primary weapon note:in order to access the 2nd part of the move you need to hold the skill button until magoichi shoots with two guns,mashing the square button too early will not do anything on the earliest level you can't mash the attack so just holding the skill button suffices to do both parts,but on higher levels you will only do minimal number of shots if you just hold the skill button (credits to runarraw for pointing about holding the skill button bit) on level up you can follow up with more shots during the second phase of the attack you can dash cancel the first phase of the attack Shoudan - Kurotsugumi (Shock Bullet - Thrush) Magoichi advances while shooting with a shotgun while spining 360*. Press square button rapidly right after the first shot to perform additional spinning shots that ends with a jumping shotgun spread Using this skill while holding other weapons will make you switch to shotgun as the primary weapon Kadan - Hirenjaku (Fire Bullet - Waxwing) Several grenades are thrown forward. After level up the number of grenades increases. The number increases with taunting (8 grenades is the max) If you keep the skill button pressed the explosion time changes, and the greandes bounce around on the ground. note:the higher the skill level the less taunt you need to give the skill 8 grenades,the taunt will "flash" when you reached the maximum charge you can hold the skill button and quickly fire your gun(square) to detonate the grenades midair,when hit by the explosion,most human characters will crumble slowly to the floor,enabling additional hits or charging a slow weapon safely Rendan - Sankouchou (Consecutive Bullet - Paradise Flycatcher) Enemies are kicked in midair and shot with a machinegun. Keep the button pressed for a followup attack. The follow-up attack's direction can be changed slightly using directional buttons. Using this skill while holding other weapons will make you switch to assault rifle as the primary weapon Secret Skills Sodan - Kawasemi (Aimed Bullet - Kingfisher) Homing rockets are shot in front. After level up you can move the aim as long as you keep the button pressed. note:if you don't aim manually then the rockets will lock on to the nearest targets available if you can manage to hit a boss with all of the rockets in one salvo you can deal tremedous damage to them,if not outright kill them Setsudan - Kaitsuburu (Planted Bullet - Grebe) A line of fire is created. Make it advance by holding the button, and change its direction with the directional keys. If enemies touch it (before it ignites) they will stop in their tracks. After level up the lines of fire increase in number. note:pressing taunt detonates the explosives sooner Endan - Yatagarasu (Support Bullet - Yatagarasu) The Saika unit provides support fire. Pressing the secret skill button again changes the shooting's direction. After level up its active time lengthens. Every time you push the secret skill button the shooting pattern changes, It ends with a shot from a cannon. ----------------------------------------------------------------------------- 2.6 Kuroda Kanbei ----------------------------------------------------------------------------- Abilities a.Giant Swing and minor attacks special properties -Kanbei can perform a special spinning attack by holding the square button at any point during his S string aside from the finishing hit.The giant swing will eventually make kanbei dizzy due at the end of the move,which can be avoided by roll canceling a few swing before the last one The transition between the normal attack animation and the giant swing differs depending on which move you started to hold the square button at,some are instant while some have great lag before the swing actually starts. -Kanbei's air square attak makes him kick the ball downwards,which increases the height of his jump slightly,coupled with the dash jump this enables kanbei to reach certain high places with ease without the need to use the actual "road" to get there -Kanbei's air triangle attack can be powered up by holding the triangle button in midair,this makes kanbei plant his iron ball on the ground while spinning,dealing multiple hits b.Chain Skills Kanbei can literally chain his skills flawlessly in certain orders,some needs to be used after specific square combo while others needs to be performed right after another skill is used,i will elaborate on this on the next update c.Roll Cancel While several other characters also have the ability to do this,kanbei is an exception,because almost every skill that he have can be roll canceled to skip the recovery animation and continue attacking his personal item set sets bombs during these rolls in order to increase the his offensive ability,its not very useful,but its a fun gimmick to try once in a while d.Iron Body Kanbei can slightly damage enemies and break boxes just by touching them while dashing,he's also slightly harder to juggle when hit by a juggle attack and will land faster Skills Yakudama Tosshin (Calamity Ball Charge) The iron ball is kicked up in front. Holding the button changes it into a spinning dropkick. Activating it after dashing or rolling makes the initial animation a little faster. Yakudama Keri (Calamity Ball Kick) The iron ball is kicked upwards. Hold the button to smash it back on the ground. After it ends it is advisable to connect it into Calamity Ball Charge or Reckless Ball. Yakuatari (Venting Calamity) Kanbei hits the ball causing shockwaves around him. The AoE is huge, even widerthan what it seems. After the 3rd-4th hit it can be canceled into the s-string,roll,or other skills. The 4th hit gathers enemies in front,thus it's better to cancel into the s-string/other skills at this moment. Mettayatama (Reckless Ball) Kanbei uses the ball to smack enemies in front.More hits possible by mashing the square button.After level up the number of additional hits increases. Secret Skills Anagura Otoshi (Cellar Drop) Kanbei will fling his ball and chain forward,if it connects he will grab (one of) the enemy, does a few suplexes and finishes with a spinning piledriver,the move usually prioritize grabbable bosses when a lot of enemies got hit by this move. Pushing the square button when the foe is smashed on the ground increases the hits by 1.Maximum additional suplexes is 10 times. The suplex doesn't work against Tadakatsu,Yoshitsugu,Nobunaga+last skill, machines and animals. If no throwable enemies are around,a whirlwind is caused,which blocks enemy movement for a while and deals multiple hits.No lag at all for Kanbei, so it's easy to attack enemies trapped in the whirlwind or just spam the whirlwind over and over again. note:also known as the "Final Atomic Buster",the move will cause shockwaves during each suplex which deals damage to surrounding enemies,the timing to perform the followups gets faster after every supplex,to get a precise timing just look at the "flashes" that appears during each suplex Wazawai Tenjite (Misfortune turning into Blessing) A skill that allows Kanbei to move with his ball. While spinning you can attack and do a little jump with the square button,or accelerate with the triangle button. note:also known as "sonic mode" there are two tiers of speed while you are on this state -slow,which is easier to maneuver,and attack enemies,you are in this state by default,and will gain speed overtime,to decrease speed,use the square button(you can also alter your direction while midair),which decrease the speed by a bit,or X button,which decreases the speed greatly if you hit a wall while in this speed you will just be redirected to somewhere else and will start to gain speed if you slow down too much then the skill will be canceled/stopped -fast,much faster and hard to control,you will be in this state after a while passed without slowing down,bouncing off walls while in slow speed or pressing the triangle button,which instantly puts you in this state. if you hit a wall during this level of speed you will be slammed against it, which ends the skill abruptly and is vulnerable to enemy attacks Yaku ha Michidzure (Calamity calls for companions) A bomb falls on Kanbei's head, and the ensuing explosions hit surrounding enemies,and will launch kanbei skywards,and soon lands with a huge explosion which deals heavy damage anyone hit by it After the bomb falls,enemy movement is temporarily blocked, so it's not easy to be disrupted,after the first explosion you can change the direction in midair. note:the "flying" animation of kanbei deals multiple hits,and if you could connect all of the attacks(initial explosion,flying animation,and landing) into a single target then it will recieve massive damage. But of course doing so is quite hard to do and is quite impractical. ----------------------------------------------------------------------------- 2.7 Tsuruhime ----------------------------------------------------------------------------- Abilities a.Charged Arrows a multitude of tsuruhime's bow skills can be charged,however,the mechanics differs to that of other characters,in order to get the maximum power you need to release the button right when the arrow flashes,if you keep holding the button the charge will repeat itself until you release it. Releasing the button at any other point of the charge wil just fire the normal version of the skill. The chargeable skills are: -Itobari no Ya (Threadbind Arrow) -Ichi no Neraiya (First Aim Arrow) -Nayuta Issen (Tera Flash) b.Delayed Shots Tsuruhime's S string have different outcomes when you delay the 3rd shot and the last shot by a bit,instead of shooting one arrow she will release several salvos of arrows,Devil May Cry players should've been accustomed by this mechanic already c.if you managed to hit an enemy with the triangle attack while midair you will bounce upwards once again(which is steerable),you can keep doing this as long as there's enemies to hit,mario,anyone? Skills Itobari no Ya (Threadbind Arrow) Arrows are thrown upwards, and the enemies they hit when falling have their movements sealed temporarily. Activating it when the arrow sparkles makes the sealed movement time get longer. Ichi no Neraiya (First Aim Arrow) An arrow is shot straight in front. Hold the button and you can move left or right, while changing the aim up or down. Shoot it when the arrow sparkles for added collateral damage. Araya no Kawashiya (Parrying Pico Arrows) Five arrows are shot forward while jumping backwards. The jump's direction can be controlled with the stick. Tsuruhime is invincible while jumping. The animation after this skill can be cut by canceling in other skills. Nayuta Issen (Tera Flash) A big arrow is shot forward, attracting enemies around it. Releasing it when the arrow sparkles makes for more hits & damage. But if you miss the right timing the recovery lag gets longer. If you shoot it without charging there's no lag but no added power-hits either. note:this skill will push bosses far away while doing multiple hits and pierce through machines using the charged version against Tadakatsu and Muneshige is one of the easiest way to beat them since it pushes them far away while doing heavy damage,enabling you to ready another shot when they recover from it and repeat it all over again. Secret Skills Muryou no Ya (Limitless Arrow) Several arrows float near Tsuruhime for a set amount of time. After level up this time gets longer. While they are active they protect Tsuruhime from any damage once. Here's how it affects her gameplay: S-string: All single hits become multiple/spread shots Midair strong attack: When you land the floating arrows are shot in 360* formation Taunt: The arrows are shot in a straight line in front one after the other. Threadbind Arrow: More arrows & hits,but no more movement sealing.Enemies are also gathered in one place. First Aim Arrow: The arrows line up and are shot all together Parrying Pico Arrows: The arrows spin and can hit enemies. Tera Flash: Attack power up and bigger hitbox for the arrow. After the s-string and Parrying Pico arrows the floating arrows remain, but after the midair attack and the taunt they disappear. With the other skills,if you get the timing right the arrows are replenished. note:when paired with the S-string's initial shot,and the golden lance item, you can create a powerful,yet boring build by just using the initial spread shot on the S string over and over again. Also,its not as powerful as magoichi's version of this setup Seisou Kiraraya (Purifying Mica Arrow) Tsuruhime will draw a big heart using her arrow and after that will fire it forward,it has a wide AOE and most non boss soldiers will be charmed when hit. They will then cheer for Tsuruhime,and her Basara gauge will automatically refill. The more units (allies included) you hit,the faster you can fill the gauge. note:this skill will make tsuruhime pretty much invincible,provided there's a steady supply of grunts to charm,as long as you don't kill your "followers" your BASARA gauge will keep filling like crazy,even during BASARA attacks!,on Sekigahara intrusion this is THE skill of choice. Also,taunting after you charm poeple with this skill will make them explode(!) this does little damage and will end the charm status on them Fukashigiya (Miraculous Arrow) Tsuruhime takes out a giant soap bubble stick and swing it once, enemies hit by it are wrapped in soap bubbles,and float upwards. Hold the button down for more reach (but it doesn't change much). Taunt with trapped enemies present and the bubbles will pop. note:more of a fun skill,its practically useless on a serious combat,makes a fun combo with magoichi's rocket launcher in multiplayer however. Also,Tsuruhime's personal item set creates the same effect by dashing past enemies while the item set equipped,the bubble cover will dissipate after a while but will be back again after you perform a BASARA attack. ----------------------------------------------------------------------------- 2.8 Otani Yoshitsugu ----------------------------------------------------------------------------- Abilities a.Cursed Body contracting a deadly contagious disease on its era,not many people are eager to touch yoshitsugu directly,this may explain why in-game model of yoshitsugu is immune to all kinds of "throw" attacks the list of attacks that yoshitsugu is immune to is as listed: -Mitsunari's Zanshu/Decapitation -Kanbei's Anagura Otoshi/Suplex (but the tornado part can still hurt yoshitsugu) -all versions of Kotaro's Tsui/izuna drop and Chou (Leap) followups(the first part of the move still damages yoshitsugu normaly) -Oichi's Kudake Hi no Yume (but the hand slam still damages yoshitsugu) b.curse mark almost all of yoshitsugu's skills and attacks has the ability to create a barrier of sorts,any enemies in the vicinity of said barrier will be "marked" for a set duration,during which yoshitsugu's bead attacks will deal additional effects to them here are the attacks/skills that creates barriers when you hold certain buttons during the skill activation: -S-string:hold the S-string/square button at any part of the attack to erect a large barrier right in front of yoshitsugu,while holding you can move freely and the duration of the barrier is indefinite/as long as you hold it -Modoruna Chinsei:Holding down the skill button after the skill ends creates a huge barrier field -Ugatsuna Hachiyo:Creates a mid-size barrier field after the skill if you keep holding the skill button,it will only last for a while before yoshitsugu starts firing again. -Chiruna Tenga:Hold down the skill button,and at the same time as the spheres scatters a barrier field is formed in front. -Hazeruna Ketu:Hold the skill button down to create a huge barrier field in front. -Sekuna Hokoboshi:Holding down the S-string/Square button creates a very small barrier field in front,it last only for a very short while. -Chikaruna Suibou:this skill automatically marks all visible targets onscreen when its used. Having his Personal Item set equipped will add 3 extra hits on marked enemies but whether this additional hits is worth the 4 slot loss is up to you to decide. c.UFO?! Holding the skill 1 button(default is triangle) while jumping will make yoshitsugu float in place while firing a cone shaped ray to the ground that sucks nearby enemies towards him and make them float upwards until you release the button or a moment is passed,during which yoshitsugu will slam his palanquin down with full force. Skills Modoruna Chinsei (Saturn Returns) Several spheres are thrown at mid-distance. The enemies they hit are drawn closer. If the enemies are marked blue spheres are generated, which also have drawing properties. note:very useful for both duelling and crowd control,this does decent damage if there's only one marked person when you used the skill Ugatsuna Hachiyo (The Eighth Day* Proceeds)(It is a branch of Thai astrology) Single long distance strike. You can shoot the spheres behind Yoshitsugu's back, and move while doing it. With the mark on,homing blue spheres that can make enemies float in midair is fired along with the normal forward projectiles. note:Yoshitsugu's bread and butter skill for most of the battles,you can simply strafe the battlefield and clear most maps unscathed using this skill The only bad thing about this skill is that its slow enough for the bosses to avoid and approach you,with that said,you better stick to other skills when fighting a boss unless you're playing multiplayer and is on a supporting role,which makes this skill truly awesome since you can let someone tank for you. Chiruna Tenga (Galaxy Scatters) The spheres spin and then shot in a spreading fashion. More hits to marked enemies. note:another crowd control skill,this one looks cool but the startup is quite slow,so make sure there's no one close when you perform this Hazeruna Ketu (Ketu* Bursts) (the shadow planet in Hindu mythology) Yoshitsugu spins the speres very fast at his sides, gathering enemies, which are then brought upwards and scattered away with the spheres. If the foes are marked they are blasted away regardless of their distance. note:yet another crowd control skill,this one hits everyone near you so its best performed when you're swarmed,but don't get swarmed all the time since you'll bound to get hit if you keep fighting in close range Secret Skills Sekuna Hokoboshi (Spear Comet* Hastens) (It is a type of comet whose tail is shaped like a Hoko, an old style of two-bladed spear.) High speed movement using the spheres as wheels. Speed goes up with the s-string button and down with the skill button. The engine stops with the secret skill button. Jumping is possible. If the foe is marked, the blue spheres cause additional hits. note:a.k.a "gyoubumobile",pressing/holding the skill button while turning will make the "car" drift,after which it will drastically gain speed this skill is essential if you want to travel places fast,the mark bead support attack is definitely the best on this skill,its a very fast salvos of homing beads,too bad the mark field is very small and the speed of the skill is quite hard to control in actual combat,but using this skill you can easily defeat both masamune and kojuuro in their own map/game Chikaruna Suibou (Awn Comet Empowers*) The spheres are inserted in Yoshitsugu's body, raising their attack. All enemies in the field of view are marked. It takes half energy at Lv. 30, 1/3 at lv. 40 and 1/5 at level 50. note:dangerous to use at lower levels,this becomes a godsend when you got it maxed out,its massively increases Otani's attack power while at the same time marks everyone onscreen automatically when you aren't using the first secret skill you should be using this one instead,mainly because Yoshitsugu lacks a "killer" skill at his disposal since the majority of his skills are aimed towards massive crowd control instead Numaruna Amatsu Mikaboshi* (The August Star of Heaven Swamps) A wide-range attack on the ground while floating in midair. A enemy-sucking swamp is formed in front. In marked mode, light bullets from the swamp strike the foes. Using the jump strong attack while this skill is active removes its damaging effect. note:a fun skill,especially for multiplayer mash ups,but otherwise its pales in comparison to the other two skills ----------------------------------------------------------------------------- 2.9 Maeda Keiji ----------------------------------------------------------------------------- Abilities a.Special taunt & BASARA atack taunting succesfully adds one extra spin to the last part of Keiji's BASARA attack,there's no limit to how many extra spin attacks Keiji can perform note:before everyone thinks this is an utterly broken skill,there are setbacks that prevents it from being very abusable,which are: -his taunt animation is the longest in the game,very impractical to use mid battle -compared to previous games,the BASARA attacks in this game have been scaled down in damage,including keiji's,which means unless you add a LOT of extra spins,it won't be much different than a normal BASARA attack -keiji no longer have his old personal item,which allows him to force generic soldier&officers to dance along with him when he taunts,which makes the taunt somewhat safer to do mid battle back then b.Ultimate cancel attribute Since his debut in SB2 keiji's trademark ability is the ability to cancel almost everything he does into the skill "Koi no Kakehiki",which have varying results depending of what move/action keiji canceled into. This trait is also present on this game and offers even more variations and flexibility,for more details,check the "Koi no Kakehiki" skill section Skills Koi Tsudzuri (Love Composition) Keiji swings his oversized sword left and right multiple times. After level up,more hits possible by mashing the s-string/square button. note:see "love tactics" for this skill's special ability Koi no Kakehiki (Love Tactics) The outcome of this skill depends on which skill/movement you cancel it from. Unusable in midair and while riding the horse. Here's the details of the skill: -When used standalone it is a set of special moves that needs precise timing ("just inputs") that loops endlesly if you managed to do it fluently,in order to do the followups succesfully press the skill button right when the "flower icon" appears on the screen. The order of attacks goes like this: 1.Flower toss 2.sneeze 3.spinning blade toss 4.overhead kick 5.spinning foward slash 6.double kick 7.overhead scabbard toss 8.loops back to flower toss -when used along with the S-string it will perform a specific move depending on how many normal attacks you do before you press the skill button. For example,after you attack twice with the S string and press the skill button,keiji will perform the spinning blade toss,which is move #3 in the list,if you attack three times before using the skill it will perform the overhead kick,which is #4 in the list -when used during Koi Tsudzuri,it will have a special followup where keiji flings the opponent upwards and slashes them multiple times in midair,in the previous games this was a standalone skill called "Ukiyo no Koi" you need to mash the square button after the initial slice to perform this additional attack -When you use it early while doing oshi no itte he will trip and slide face-down,this does a multiple hits,great damage and high chance to activate element effects,it also has a high chance of guard breaking,the catch is the recovery lag is horrible and will leave you open for a long while. If you do it late,keiji will perform an overhead pole kick which can be followed up with the next love tactics move,for some unknown reason,the next followup can sometimes change into the oshi no itte again -when you use it during hitomebore before he slams he will place the blade upside down and falls down in front of him,damaging anyone is front,more of a joke move without much practical use... -when you use it to cancel yumegokochi,keiji does a breakdance kick that does multiple hits and decent damage all around him -during Koibumi Okuri you can use it to refuse undesirable presents from Yumekichi (the bomb or the slowing jar) -you can use it to cancel your BASARA attack during any point of the attack, keiji will perform a powerful bodycheck when you do this canceling his BASARA attack is best done after the last hit unless you are feeling generous or just want to mess around,also,its almost impossible to hit with the bodycheck during the last slice of the BASARA attack unless its the ultimate BASARA version -once for each battle,you can cheat death by using the skill just before keiji's death animation completes,this will revive you with a sliver of health left note:do NOT mash the skill button to perform the skill followups,it will most likely fail instead,the flower icon prompts are slow enough to do the followups casually Oshi no Itte (Pressing Forward) A forward charge skill that knocks enemies in the air. Hold the button down for a follow-up midair attack. note:you can add additional attacks while in midair by pressing the square button Hitomebore (Love at First Sight) Keiji puts back his sword in the sheath and smacks the ground with the weapon in scarlet spear mode. Once it hits the enemies you can add more hits with the s-string button. note:the skill can keep going as long as you have enemies to hit,it will stop once you ran out of things to hit Secret Skills Yumegokochi (Almost dreaming) Mash the s-string after it activates to recover health. After level up you'll recover health much faster. note:this is the essential skill for "serious" keiji players,combined with his revival ability,this makes keiji a very tough character to defeat,thank capcom that the CPU cannot use this skill pressing the secret skill button again will cancel the skill and keiji will perform a scabbard toss forwards Koibumi Okuri (Send a Love Letter) Keiji sends Yumekichi on an errand. Yumekichi can bring back one of four items: Onigiri, money box, slowing jar or bomb. This skill is only good if you're a Yumekichi fan, since for healing "Almost dreaming" is way better. note:once you activate this skill it will be active for quite a while, meaning yumekichi will keep bringing stuffs to you. Iromeku Ichidai (Season of Love) Keiji dinks a lot of sake and gets totally wasted. during this state keiji walks slowly and can produce counterattacks with the s-string or skill buttons. The combo counter won't reset while it's active, and if you get a counter right the activation time will increase. When you activate it, and succeed in a counter, the nearby enemies are incited to attack you (same thing that happens as when you taunt) The taunt is also different. Press the secret skill button again to cancel it note:one of the coolest skills in the game,but its quite impractical to use and the attack power isn't that great,it is badass looking however. the taunt in this state is way faster than keiji's normal taunt,but sadly it won't give any additional attacks towards Keiji's BASARA,unlike the normal taunt ----------------------------------------------------------------------------- 2.10 Shimazu Yoshihiro ----------------------------------------------------------------------------- Abilities a.Jigenryuu style S-string Yoshihiro possesses a very unique style of S string,in order to do the following attacks of the S string,you need to connect your first attack into a hittable object,be it an enemy,a blocking enemy,or an item box,only after that you can continue with the rest of the attack should you miss with the initial attack there wil be a huge lag before you can move again,but this can be remedied by performing any special skill,most notably Jigenryu Kappa because it has the fastest startup and has no lag in the end Yoshihiro also have two variations of his S string: -an idle one where you only press the S string without moving,this ends in a heavy overhead slam,this does the most damage but is quite unwieldy -a mobile one where you can control which direction yoshihiro will head to, this S string ends with a slightly weaker upswing attack which can be dash canceled to skip its recovery it is possible to have a mobile S string with the idle finisher as long as you stop pressing the directional button before the final attack b.Focus stance when you hold the S string button Yoshihiro will go into a special stance, during this stance you will only be able to walk slowly but the attack that comes of this stance is slightly faster and easily aimed c.Freakish strength & Short fuse Yoshihiro's main shining point is the amount of damage he deals,even his simple looking S string can outdamage the majority of other character's most damaging skills In fact,yoshihiro can still outperform most of the cast while being outfitted with nothing but novelty equipments or defense boosters He also possesses one of,if not the shortest BASARA gauge in the game,while its not as powerful as some of his other skills(?!),this means you can always bail out of sticky situations since you will almost always have your BASARA filled to the max all the time. d.Iron Body & One Hit Certain Kill technique Yoshihiro can slightly damage enemies and break boxes just by touching them while dashing,he's also slightly harder to juggle when hit by a juggle attack and will land faster he's also a proud owner of not one,but two instant kill techniques in the game in the form of the skill "Jigenryuu dangan" and his personal item set, which makes everyone including himself,die in one hit this however,does not affect your multiplayer partner and the enemies they dealt with,which means when playing with another player its very possible to blast through a stage in mere seconds with the "revival insurance" from another player Skills Jigenryu Gekishou (Jigen Style Brilliant Strike) A multi-hit spinning lightning slash. Lightning elemental. note:basic attack,downs enemies,pretty slow startup....not quite worth it Jigenryu Shungeki (Jigen Style Instant Fury) A horizontal slash after jumping. Pressing the s-string button continues it into Jigenryuu Ukibune (Jigen Style Floating Boat). Floating boat is a Slash up->side slash->side slash 3-part skill. After the first jumping strike you can cancel it into other skills. You can cancel the lag after the last slash by dashing. note:your basic crowd control and dueling method,its fast and covers a large area,plus you can skip the recovery animation by dash canceling when using the instant kill item set you should be doing nothing but this skill>dash cancel>repeat since its both safer and and effective this way Jigenryu Kappa (Jigen Style Yelling Destruction) Nearby enemies are blown away by a shout of pure spirit! Shields and boxes canbe destroyed too. It causes small damage at point blank. note:lesser grunts that got hit by this skill will sometimes lose the will to fight and run away,it has a very fast startup and decent AoE,too bad only the point blank range will instantly kill your enemy when using the PI set a great skill to cancel into when you miss with your attack or S string Jigenryu Rengoku (Jigen Style Multiple Judgement) A series of slashes from a firm position. You can add more hits by mashing the s-string button. The final part can be canceled into other skills. note:not that good of a skill since the power of each individual slash is lacking,only useful for racking combos,something which you should not be doing anyways with yoshihiro... Secret Skills Jigenryu Tenrai (Jigen Style Sky's Lightning) The weapon's power and reach increase. The falling lightning during startup damages nearby enemies. note:a decent skill when you first got it,it becomes pretty much obsolete after you unlock the other two skills Jigenryu Kijin* (Jigen Style Swift Demon)(phonetically,it means Demon God) A long-distance energy wave is shot forward. You can charge it to choose the timing of the shot, but its power won't increase. note:severely downgraded from the previous installment version where it can deal massive damage to a boss when fully charged,it is still an exceptional skill in this game,with the correct placement,one shot can instantly max out your BASARA gauge when paired with the instant kill item set it becomes deadly against everything in front of you,as long as there's no one near you that is Jigenryu Dangan (Jigen Style Boulder Divider) One slash to terminate anything! You have super armor while charging,can change the direction slightly after fully charged . note:the description says it all,this is the deadliest skill in the whole series since day 1,there are a few tweaks this time around: -it no longer damages/kills enemies that is directly behind you -the area of effect is greatly reduced,and replaced with a slight aiming capability -due to the parry recovery time difference between this game and the prequel you can no longer successfully land a clean hit on a stunned boss after a parry -the addition of sword clashes&the slo mo drive negates the above setback however,and guarantees almost 100% kill chance should you win the clash/used it while in slo mo -at the highest difficulty,muneshige and "last life" nobunaga can survive the attack but will still take massive damage,about 70% for muneshige and 50% for nobunaga ----------------------------------------------------------------------------- 2.11 Chosokabe Motochika ----------------------------------------------------------------------------- Abilities a.Im a Pirate! when you got a boss trapped in your net and another player kills them you will still get the items/weapons they drop no matter how far apart you are from them when you have his personal item equipped,enemies hit by Isshoku will drop gold coins. Skills Sabaki (3 Subjugating Demon Judgment) 2 Blows with the spear in flames. The first blow can smash shields, and the second can guard break. Post-lag is dash-cancelable. note:you can also followup with another skill after it ends,including with the same skill again,which makes an infinite loop,but don't get carried over since the lag between the first blow and the second is quite large its pretty good for base captains and large crowds,but is not the best choice for duelling Isshoku (1 Hook) Enemies are fished up and drawn close. Keep the skill button pressed for a follow-up strike on close enemies. More hits possible after level-up. note:you can followup with any kinds of attack after each "fishing" animation including the S string Shibaku (4 Restraining Strike) Enemies in front are trapped in a net. Keep the skill button pressed for follow-up hits. After level up the net lasts longer. Unusable against Tadakatsu, Yoshitsugu,demon nobunaga and the tiger. You can also end the skill prematurely by holding the skill button,this will make motochika do a 3 hit combo that ends with a stab that destroys the net, the attack does tremendous guard damage(guaranteed guard break on 2nd hit), and will also deal heavy damage(almost a full string combo worth of damage) should every hits connect,this is best performed when you see the enemy guarding right as you are using the skill note:the net lasts ridiculously long on max level,this is motochika's main way of duelling bosses,its boils down to you to find a fun way to torture the bosses once you have them trapped some suggestions includes: -Sabaki loops -ground Tobi loop -Rokugen loop -taunting the boss at point blank to gain BASARA gauge also,its seems that the damage an enemy recieves while trapped is scaled down quite a lot,so fast multihit attacks is better than powerful ones when you got them trapped,which means the BASARA attack,and a perfectly timed Gekirei is a bit useless on a trapped boss the alternative attack done by holding the button is also a good way to troll base captains due to its sheer strength and guard break ability Tobi (10 Fly) Jump attack by swinging with the spear. Usable in midair. note:used to be a so so skill in the prequels,its not beefed up quite a bit, with the correct timing,you can do an endless loop of this skill,which has multiple uses such as, -a mobility skill,you can use the ground Tobi loop to traverse the map pretty quickly,change directions right after the skill ends to steer your way -base killer,by keeping the Dpad/analog stick in neutral you can perform a constant Tobi againt the guard captain,each "sail" will severely damage him and will easily break its guard overtime However,its not doable with air version because in SB3 you can only perform 2 air skills in succession,the next one you attempted to perform will end up being a normal air strong attack instead Secret Skills Rokugen (6 Limit) Multiple hits with the spear. Pressing the s-string button adds more hits. It can continue into 1 Hook after it ends. note:a neat new skill for Aniki,perfectly tailored to hit enemies that is trapped within the net,it also have a somewhat endless loop with the Hook skill,but in truth bosses can escape from that loop quite easily,so trapping them within the net is still the way to go for duelling Gekirei (Cheering Strike 0) The spear is spun and then smashed into the ground, causing a shockwave. Get the right timing for added power. The spear hits enemies even while spinning, and you can also move (slowly) while spinning it. note:an old skill extremely revamped,its now Aniki's strongest means of dealing damage,mastery of the timing of the skill lets you perform a lot of impressive feats such as one shotting a base captain or a wild tiger this also deals massive damage to bosses but needs a safe momentum to pull off due to the slow startup of the skill The best timing is after the second "ANIKI!" call,after the spear has been spun twice and is above Aniki's right shoulder,release the button right at that moment and you should see the ground exploding and all hell breaks loose Goukyuu (Dreadnought 9) Aniki uses his anchor spear to surf the battlefield casually You can make a 2-stage attack with the s-string button,jump,and execute the finisher with the skill or secret skill button,swerving left/right will cause flame blasts appear from the opposite side,which deals damage. note:having Chosokabe Motochika playable without having his trademark skill is a sin of the highest degree apparently,even thought it has little use in actual combat,its no exception in this installment the skill had been massively revamped from the previous installment that it allows infinite surfing until you manually stop it or got hit by something the new S string attack covers 360* around you and can easily kill off surrounding grunts but lacks power to fight officers and bosses it also lacks speed levels that other character mobility skill possesses so its not that useful in the oushuu horse race map,but in turn its much more easier to handle and steer compared to the speedier skills ----------------------------------------------------------------------------- 2.12 Fuuma Kotaro ----------------------------------------------------------------------------- Abilities a.Lightweight body Fuuma has a unique jump animation where the upwards momentum is very fast but is very slow to land,almost as if he is floating in the air b.Air dash fuuma also possesses the only "double jump" motion in SB3 in the form of air dash,accessible by pressing the jump button twice,the startup animation damages enemies slightly and the attack that comes out of it is a spread shuriken toss instead of an air attack/S string you can do another air dash as long as you managed to connect an aerial attack of any form c.Aerial skills several characters in the game has special skills that is doable both in the ground and while airborne,in Fuuma's case however,almost everything he can do on the ground,he can perform much better while airborne simply put,there's only two skils that doesnt have an aerial version for Fuuma,which is Shitsu (swiftly) and Han (counter) also,almost all of his ground skills ends up with both fuuma and its target airborne,suggesting you to continue the offensive on the sky Fuuma also possesses a unique air S string that deals 5 hits with an actual finisher where he kicks the target away,the only other character with a "complete" aerial attack string is ieyasu with his charge air string. all aerial attacks in the game have the same rule:you can keep doing them as long as you alternate between attacks and all attacks successfully hit a target,failing to satisfy either one of this conditions will end your combos abruptly d.Alternate S string Holding the square/S string button during any part of the ground S string will make Fuuma perform an a juggle starter,pressing S multiple times immediately will make him follow up with a special aircombo where Fuuma teleports and slashes through the enemy multiple times its moderately stronger than the normal air string but the ender smacks the enemy back into the ground while you still floats midair,making it a bit harder to followup with certain attacks and skills delaying a bit will cause fuuma to simply teleport upwards and follow up with the normal air string also,aerial heavy attack can launch enemies and can be jump canceled so you can either start/continue an aircombo after it or keep chaining the heavy attack Skills Shitsu (Swiftly) Does a dashing slash using both Ninjato while spinning them in high speed. Can be dash canceled,it's easier to control if you dash before doing it. note:has a potential of a great attack,too bad the skill button is shared with another skill which will usually ruin the possibility of a loop with this skill theoreticaly,Shitsu>dash cancel loop can devastate even Tadakatsu when equipped with a wind element weapon,but most of the time you will end up performing Chou (leap) instead............ if you managed to find a way to go around this uncomfortable situation then this skill can be very powerful indeed,kinda like Masamune's repeated Magnum Steps "a simple solution to this problem is to dash with the directional buttons (press up twice)while holding the analog stick in the direction of your path" (a very brilliant suggestion by runarraw,thank you!) Chou (Leap) Performs a drill kick diagonally upwards. After level up you can hold the skill button down for a follow-up attack. note:Fuuma's basic aircombo starter,easy to use and deals decent damage, too bad it shares the same button with Shitsu which complicates its use in battle after level up fuuma gains an additional move that is used to be a separate skill in previous installments called "Kou" (strangle) the move is an aerial heel drop that has different results depending on where the enemy was hit, -If the foe is on the ground, Fuuma will grab his neck,spin him around and toss him forward.the spin animation damages nerby enemies -If the foe is on midair,fuuma will slit a throat of a single enemy,which deals heavy damage due to the skill being a 3 in 1 skill now its pretty hard to actually aim for the ground followup since there will be enemies bound to be flung upwards with you during the first part of the move San (Scatter) Kotaro turns into shurkines that slice & dice the surroundings. It makes enemies float in midair. While Kotaro is invisible, he will still take damage from enemy attacks. note:very wide area and multiple hits will make this skill seem to be overpowered,but people must realize that the skill does little in damage and is not invulnerable at all,so it must be used sparringly instead Fuuma recovers in midair after the skill is finished,you can followup with any kinds of attack,including the air version fo this skill also,the air version sucks nearby enemies to it Han (Counter) Fuuma performs several hand seals,during which if an enemy attack him he will counter with a series of teleport slashes Works while guarding and taking damage too. It can be used as an emergency avoiding method. NPCs don't receive knockback from its hits so the final lag could be fatal. note:a cool looking but somewhat inferior counter skill compared to the former playable ninjas Sasuke and Kasuga used to have,the damage isnt that great and its not as abusable as the two's counter skill Fuuma also ends up in midair when the skill is sucessfuly performed Secret Skills Fuu (Seal) A circle is drawn on the ground, which attracts enemies inside and then blows them up. Usable in midair. Hold down the button to teleport near the floating enemies. note:right after the teleport mash the S string buton quickly to perform Fuuma's special teleport combo,a.k.a his alternate S string if you delay the buttonpress for just a bit it will just come out as the normal air string Sen (Rotation) A huge shuriken is thrown in front, which sucks up & slices enemies all around. Usable in midair. In this case, keep the button pressed and the shuriken will crawl along the ground as if "orbiting". note:a very versatile skill and arguably the best skill of the 3 secret skill,its very safe and easy to use,and can deal decent damage with the correct setups like almost every other skill,the ground version ends with fuuma slightly floating in midair Tsui (Fall) Fuuma does a pose and dashes forward,enemies in front are kicked up,and one is grabbed and finished with a vertical drop. Usable in midair. In midair Kotaro advances straight, but keep the button pressed to make him aim at the ground. A huge lag is created if it misses, but it's easy to connect in midair. note:also known as the "izuna drop" a famous ninja technique that fuuma suprisingly just added recently to his arsenal of skills,its a grab technique,meaning certains enemies are immune to it,but the ones that does,gets totally cheesed out by this skill its advised to use the horizontal aerial version above anything else since it has the fastest startup and has no recovery lag at all the trick is to perform a really short jump and quickly press the skill button to perform it in the ground ----------------------------------------------------------------------------- 2.13 Mouri Motonari ----------------------------------------------------------------------------- Abilities a.Extra skill:Nukite "Retsu" (Removing Move "Violence") Motonari spins his sword, delivering lots of hits, and then launches enemies in the air.You can change the direction of the skill at any time with the analog stick/d-pad. to peform this,hold the square button during any if the square attack string animation except for the S string finisher,you can end the skill prematurely by releasing the square button early b.master of insults motonari is the proud owner of the fastest taunt the the whole BASARA series, his taunt animation takes only around 1~1,5 seconds to finish,along with this fact,you can do a lot of things with it,such as: -fill your BASARA gauge quickly while fighting hordes of enemies and/or boss/es(make sure you stall them with motonari's various traps though) -detonate your shadow copy early -send controled soldiers into a suicide run c.chessmaster to motonari,except for himelf,everyone else in the field is merely his pawns, including his own allies,and thus he can hit his own allies,this can be used in conjuction with several skills of his to his benefit,such as -Kaeshite "Ten":allies hit by this becomes a "human projectile" that deals decent damage upon contact with enemies -Fuujite "Kai" :allies hit by this can be controlled directly to attack enemies,and can also be detonated to deal damage to surounding enemies Skills Meijite "Sha" (Ordering Move "Shooting") Motonari calls 4 archers behind him,which fires arrow volleys forward. If you hold down the skill button you can control the firing squad's aim, but after you release the button you can no longer control them. (and they will continue firing at that direction until they got hit) note:as with everyone else,you can hit these archers and send them flying, but you can't control them using fuujite "kai" this skill can become quite deadly when paired with one ot two "walls" so they reflect back and forth while hitting a target repeatedly,even moreso if you have motochika as 2P to trap the target with his net summon these fellows anytime you want a quick set of pawns to fire at a target Kaeshite "Ten" (Returning Move "Revolution") Motonari spins his ring blades in front while jumping. All enemies hit by this are blown away directly in front of Motonari. note:this deals HEAVY damage,and is motonari's core skill in his gameplay, with this skill you can easily manipulate your "walls" and reposition them to do fatal damage to bosses,or create a set of human projectiles from your allies its suggested that you end his S string with this attack since it deals much more damage than the finisher and gives you room and time to set up traps Hajikite "Heki" (Repelling Move "Wall") A wall repelling enemies, arrows and bullets is formed in front. Hold the skill button to determine where the barrier will show up. (the longer you hold the further it goes) The barrier can be hit to change its location. At level 2 you can create 2 of them, and at level MAX they also suck up enemies. note:another staple skill on motonari's gameplay,but now its more versatile than ever because you can reposition it any way you wanted by using S string or "ten" various things you can do with this skill includes: -hold out a barrier or two in front of you and taunt the enemies repeatedly to gain BASARA gauge -put two barriers parallel to each other,enemies that touches one barrier will be bounced back and forth between barrier until it expires,dealing heavy damage,more pain can be registered if you put a firing squad aiming at them, and/or fire the solar beam that will be powered up twice by the walls -place a wall inside the Kinjite "Baku" ring to reset the size and prolong its effect -kill/deal fatal damage to a boss using the infamous "deathwall" trap,the trick is to corner the boss into the edge of an area and create a wall very near(or if you can,INSIDE them), this way they will suffer very rapid damage from the wall that which most likely will kill them outright or leave them with very little health left this trick originates from SB2 where motonari debuts,but its quite "hardcore" to do back then because you need precise timing and a very good opening to set up the trap,in SB3 you can reposition the wall quite easily to suit your need,making this trick much more abusable Sasoite "Gen" (Inviting hand "Illusion") A copy of Motonari is created, which attracts the enemies' attention. It explodes when hit, after a certain time passes, or if you taunt. Its AoE is wide and damage is pretty high too. Enemies don't guard while it's active (The "visitor" doesn't either) note:pay attention to the last feature of this skill,it can be easily abused to create easy openings against bosses,especialy when you play 2P co op, with that said,always have a shadow copy readied when you're facing a boss Secret Skills Fuujite "Kai" (Sealing Hand "Hold") Enemies hit by Motonari's attack fall under his control. At max level you can control 4 enemies at a time. Only normal soldiers and giant soldiers can be controlled. When you taunt,the units you control will run forward and explode. This also happens when you activate the Basara attack too. note:a fun skill,but doesn't have much practical use,4 giant soldiers spinning at once may seem amusing but its less likely to happen and they won't last very long anyways,the explosion they cause is also nothing to write home about Owari no Te "Teru" (Final Move "Shining") Enemies are burned with the help of the Great Sun. Not a trap, so unaffected by Motonari's personal item. Hold down the button and you can change the light's direction. If you aim it at a "wall" trap the light will be reflected and become horizontal. Shooting it from a lower position to an upper one gives more hits and power. note:another fun skill,it looks quite poweful but it only chips the bosses health bit by bit,the good thing is,if they managed to get hit by it,the will be stagerred by the skill until the skill ends,which means they'll eat the whole beam,which has a quite englty duration,that is of course,if no one else hits you out of it can be powered up by placing two parallel walls which thickens the beam upon hitting them this skill is blockable but with the help of the shadow copy skill,bosses that turtles is no longer an issue Kinjite "Baku" (Forbidding Hand "Bind") Lobs a giant ring fly forward; the enemies trapped inside are crushed to death. Charging the skill enlarges the ring diametre,it can be charged longer after level up. note:used to be motonari's "end all/win button" skill,the damage it did in SB2&H and its duration are so immense that if the boss didnt die,your BASARA gauge would already filled to the brim if you taunt the boss while they are trapped inside the ring,and hence they will become BASARA fodder once the skill ends. in SB3,the damage its deals are severely reduced,and so does the ability to stun bosses(they can sometimes escape from it),the only good thing is that now you can use the wall skill to prolong its duration and reset its size twice(making the duration three times longer) ----------------------------------------------------------------------------- 2.14 Honda Tadakatsu ----------------------------------------------------------------------------- Abilities a.Iron body Tadakastu can take light hits/rock/heavy projectiles without staggering, and can break boxes as well as damaging enemies just by running them over this sometimes can be a double edged sword if your tadakatsu has a low defense stats and takes a lot of "light hits" in hard mode,so always be ready to guard/dodge/counter incoming attacks Tadakatsu also cannot ride horses b.combo gadgets the majority of tadakatsu's skills are powerups/enhancements that can be stacked with each other to give various effects to his avaiable attack options,there are a multitude of combinations that you could use,all of which are listed on the skill list Skills Engo Keitai (Back-up Mode) Deploys a multitude of small drones,who will provide support fire. Enemies are brought near Tadakatsu. You can force them to fire by taunting. The drones will retreat inside tadakatsu after a while and needs to be redeployed,it does not have any startup animations and can be done anytime, even during attacks and while jumping. note:this used to be a very powerful skill in SB2/H,since the drones deals decent damage AND attacks by circling its target whenever tadakatsu attacks using the S string,making his S string about thrice as powerful and is unblockable to boot now,the damage is cut quite severely and in exchange it seems to have an "AI" of its own,which makes them target multiple enemies surrounding tadakatsu randomly you can combine this skill with any other skill that tadakatsu has,but except for Tosshin Keitai,it will only offer its standard features. Using his Personal Item set will make the drones never retreats unless you manually do so. Tosshin Keitai (Charge Mode) Performs a front sweep,if you hold the button down Tadakatsu will charge forward. You can also change its direction while charging the spear. note:when paired with other modes,the effects are as following: -Back-up Mode: The drones create a pyramid-like barrier in front of Tadakatsu,this increases range and power and can pick up downed enemies too. -Cannonfire-Lightningshot-heavy Mode: unusable -Flight Mode: The charge's distance doubles(meaning the attack duration is also longer) -Electromagnetic Mode: A magnetic field envelops the spear -Backup Mode + Electromagnetic Mode: Attack AoE widens + Lightning Element added -Backup Mode + Flight Mode: Attack AoE widens + Charge's distance doubles The last one is the most powerful combo in tadakatsu's arsenal. Hougeki Keitai (Cannonfire Mode) Cannons come out of Tadakatsu's back and blast enemies. Shoot with the s-string button. You're immobile while this is active. (but can still turn and aim) It can hit close enemies too this time,since the shots are straight forward. note:drastically changed in SB3,the cannons now provide close range combat ability as well,but you're no longer able to use this and the normal S string together anymore when used standalone,the skill feels slugish and risky since you canot move or guard,and the startup is very slow,but you can pair it with other skills to up your odds in defense. -with electromagnetic mode,you will fire plasma rounds which are much more powerful and have bigger splash area,plus you also have the electromagnetic field to soften up enemies that is near you,don't be in this state for too long though since it drains your health. -with flight mode it becomes a very powerful skill with a lot of new features such as: 1.the ability to move around while on the ground 2.the ability to guard while firing on the ground 3.the ability to activate the skill in midair(which has way faster startup) 4.the ability to fire it while hovering and moving(has faster rapid shots and higher damage potential,and also safer against crowds) Raigeki Keitai (Lightningshot Mode) The drones shoot lightning at tadakatsu's drill spear from above,which diverts the lightning into smaller pillars of lightning around him note:at first the skill seems very intimidating since it looks almost like his BASARA attack,but aside from the slow startup and high combo hits when you managed to pull it out,it has nothing in common,the damage is so so and has a very small area of effect i guess this is capcom's attempt to give tadakatsu a multihit combo attack (possibly best used when paired with hero time),but everyone knows that tadakatsu is not mean to be played as a combo machine,so yeah..... Secret Skills Juuki Keitai (Heavy Artillery Mode) A mode focusing on forward offense.Tadakatsu summons an attachment for his drill spear,changing it into a Gunlance/Pilebunker hybrid,tadakatsu's movement is restricted to walks and jumps,no running or dashing,you also cannot guard,and his whole moveset will be changed. note:the Gunlance is a famous weapon from another capcom franchise called "monster hunter",like the name states,its a lance that has the ability to fire blank shells,the moveset that tadakatsu uses si also borrowed heavily from that game which is as following -S string becomes a 6 hit stab combo:one button press equals 2 stabs,there's a slight lag after the third stab,the damage of each double stab is immense, one full loop of the stab combo should be enough to take down a base captain -the first skill button(cannonfire mode) serves as a strong sweeping attack where tadakatsu fires his cannons to the right and use the recoil as a momentum to perform a powerful left swing that covers a huge area in front of him,everyone that got hit will be sent flying. -jumping attack and strong attack is unchanged -all other skill buttons becomes an attack that is called "wyvern fire", tadakatsu will charge his lance while standing still and unleash a big explosion from the lance,the startup animation can hit and "lock" enemies to they can't run away from the blast all in all its a very powerful skill and a bit of a fresh air for tadakatsu players because usually,tadakatsu focusses on crowd elimination and ranged combats which at times makes him melee attacks very unwieldy since it skids and dashes everywhere this skill allows you to focus on a target and deal crippling blows to him while still having some crowd control options,definitely a must if you have troubles beating bosses with tadakatsu's other means of attacks. Hikou Keitai (Flight Mode) Tadakatsu activates rocket verniers from his backpack,this significantly increases his mobility. Not only that,by holding the jump button you are able to fly around and move even faster than you are on the ground since you can also dash in the air with it. note:while flying,Tadaktasu steadily decreases its height while in midair, but you can press/hold the jump button to re-ascend,holding down the guard button can make you turn in midair without moving forward. Tadakatsu's air strong attack is changed to a driling forward ground stab which covers more area than its default one but is hard to aim at a single target this mode can be paired with his two other skills,cannonfire,and charge mode, both results in a very versatile and powerful combinations,look above for more details notice that tadakatsu cannot ride horses?well,with skills like these,who needs one? Denji Keitai (Electromagnetic Mode) An electromagnetic field is created,which damages nearby enemies for a set time. Health decreases while it's active. note:Tadakatsu moves at a slower speed while this skill is active the skill has not changed much from the prequels,its a very powerful crowd control tool but to downsides are just too much to actually make it worthwile to use it,especially since his other two scret skills is way more versatile and less risky to use. ----------------------------------------------------------------------------- 2.15 Oichi ----------------------------------------------------------------------------- abilities a.independent hands the majority of oichi's skills are not a part of oichi's own body/moveset, meaning she can perform most of them whlie doing something else and can use most of them all at once Skills Kudake Hi no Yume (Crush, Bitter Dream) A dark hand comes out of the ground a slight distance from Oichi, and grabs foes. Hold the button down for the enemies to be smacked on the ground a few times and then thrown towards Oichi.Even if it hasn't grabbed anything, the hand's blows on the ground do damage. It can aslo grab enemies while smashing around. note:oichi's new bread and butter attack,it works much like motochika's net but can only capture a small number of targets and ends faster than a maxed net the bright side is,its way easier to connect with the move since you can move around while doing it and even if it misses it will stay there as long as you hold the skill button and will attempt to capute the target again should they pass near it the most popular strategy is capturing a boss,go near them and taunt them to fill your BASARA gauge Sabake Se no Tsumi (Judge, Burdening Sins) A dark hand is summoned in front,which then claws forward. Even if enemies guard, they are pushed away. note:a great "filler" move since this practially needs no special requirements to perform,you can use this anytime you want,its also double as a "running attack" of sorts to break boxes,grab its contents and still run at the same time use it inbetween S string,on grabbed enemies,on pressed enemies,or defensively by pushing them away with it. Tsukame Utsuro no Tsuki (Grasp, Hollow Moon) Enemies in front are crushed thanks to the hands summoned on Oichi's back. Hold the button down will make oichi grow "wings" and fly diagonally upwards. Powerful and useful to make the base captain lose focus. note:the standalone version is a one hit heavy damage attack with slow recovery,while the hold button version is an aerial launcher that does multiple hits,both are sadly mediocre since you cannot followup with anything(except for regular air attack for the launcher version) Kizame Ku no Hi (Carve, Traces of Suffering) Two dark hands appear in front (mid-distance) and crush the enemies between themselves. Also works as a shield to reflect bullets and arrows. note:not that useful against bosses since they can easily dodge/escape it but can rack massive combos and destroy bases easily when properly positioned in a crowd and enemy base make sure to learn the distance where the hands will show up and gather the enemies right there before using this skill to gain maximum profit Secret Skills Odore Shikabane no Ude (Dance, Corpse Arms) Numerous dark hands come out of the ground, sweeping, grabbing and throwing enemies. Hold the button down to suck up health from the grabbed enemies. Enemies are also sucked up towards it. 5 enemies can be grabbed at the same time. note:the secret skill of choice if you want balanced offense and defense,by not holding the button it will work as a quick crowd clearer,while holding the button lets you absorb massive amounts of HP from your target (asuming you managed to catch 5 victims) this skil does massive damage (and sometimes outright kill) enemy officers but bosses doesnt seem to be affected much by it,that is okay as long as you have fresh crowds to gain life back Nozoke Ne no Umi (Peer, Sea of the Depths) Oichi sits down, and after a while a pool of darkness is formed, from which dark hands come out and attack. After it starts appearing, even if Oichi is attacked it won't be interrupted. It sucks up enemies and is pretty powerful. NPCs can't be sucked up but can be hit even while downed. note:being her signature move in her debut game as an NPC this skill has its ups and downs,it leaves you totally open to attacks but also deals massive combo and damage potential,sadly(thankfully?) the damage doesnt rely on how low oichi's HP is anymore Hibike Mu no Uta (Resound, Song of Nothingness) After a little time dark hands start appearing around the battlefield and attack enemies. the final attack are 2 dark lasers beside Oichi. Press the secret skill button again to cancel the dark hands' attacks, jumping straight to the lasers. note:the ultimate support skill,fire and forget,the hands will keep appearing and attack everywhere for quite a while,ending with a massive laser attack from a random position the only downside is that the startup is very slow and the whole attack will stop if oichi is hit at any time the skill is skill active,quite bothersome if you have problems dodging attacks,use this on multiplayer sessions along with magoichi's final skill for maximum mayhem ----------------------------------------------------------------------------- 2.16 Oda Nobunaga ----------------------------------------------------------------------------- abilities a.additional attacks most of nobunaga's repertiore has an additional effect if you held the respective button that performs said move these are the list of actions with additional moves built in them: S string:holding the square button for a while during each presses wil result in an additional attack for each hit,effectively doubles the S string damage output and combo potential,depending on which mode you are on the followups will differ air S string: -for shotgun mode,holding the button will fire the shotgun downwards,doing this will make you land instantly if there's no mook to hit -for demon mode you can do it at any part of the attack and it replicates what you do while slowly descending,its possible to hold the button for all 3 part of the air attack even if it whiffs jumping strong attack: -for shotgun mode,after a strong air attack you can fire a charge shotgun shot (can be held longer for stoner shot) -for demon mode,the demon will perform a heavy slash just as you landed for special skills effects refer to each individual skill section b.dual modes nobunaga posseses two different movesets,but unlike masamune,both are quite similar to each other,the diference being the properties of each attacks and special skills using the skill "Suikaku suru Rokuma" allows you to switch between these modes c.spirit hoarder nobunaga has one of,if not the longest BASARA gauge in the game,it takes twice as much BASARA items to fill his gauge compared to most of the characters,this combined with the fact that his (new) BASARA attack sucks is made as a counterbalance to his overpowering moveset and skills he still does have a benefit in having the longest BASARA horse dash in the game though Skills(for nobunaga the special skils are divided into 3 categories:shotgun, demon,and universal,which covers both modes) UNIVERSAL SKILL Suikaku suru Rokuma (The Slumbering Six Demons) Changes to and from shotgun mode-demon mode. In demon mode, the added attacks after the s-string strikes- the skills become not shots but demon slashes. note:this skill is skill #4 on the list,by default tis activated by pressing Triangle and R1 the skill activation doubles as an attack,changing to demon mode emits a shockwave with a small AoE around nobunaga,while switching to demon mode fires a shotgun round sideways to keep track which mode you are on,just look at nobunaga's weapons,if the red orb is in the shotgun it means you're in shotgun mode,if its on the sword then you are in demon mode this is the core skill of nobunaga's gameplay,shotgun mode gives nobunaga greater control over crowds and more combo potential, while the demon mode....is simply there to kill stuff,all of the demon's actions do the same damage(read:very powerful)no matter how low or high nobunaga's ATK stats are. just by staying in demon mode all the time guarantees victory over anything you encountered on the stage,but it will get boring after a while,so i suggest to not overuse it Shisso suru Kyoki (Dashing Ecstasy) Forward dash slash followed by either shooting with the shotgun or a slash of the King of the 6 Demons. In shotgun mode, the midair follow-up is a multi-hit attack. In demon mode, if you hit the enemy just right they will freeze for a second note:this skill is skill #3 on the list,activated by pressing R1 by default hold the skill button to drag the enemies upwards and continue attacking in midair SHOTGUN SKILL Kyuuten Haruka (Distant Ninth Heaven) 2 quick shots upward. You can jump cancel after both shots, thus making midair follow-up attacks easy. The similar upward shots performed sometimes in the s-string have the same properties. note:this is skill #1 in the list,to activate press Triangle by default you can also use this skill in midair,which makes nobunaga two shots downwards,it also resets the s-string midair counter,thus allowing longer air chains. Enrai haruka (Distant Thunder) A shot forward. Charge it-mash the button for different effects. note:this is skill#2 on the skill list,to activate hold any direction and press triangle by default a bit awkward to use since you have to keep moving in order to use it, press the skill button repeatedly to fire normal shotgun rounds hold the button to fire a charged shot(shaped like a small fireball,covers longer distance) DEMON SKILL Ruten no Agaki (Struggling of the Living) A counter-clockwise sword swing. note:this skill replaces Kyuuten Haruka when you switch to demon mode a classic skill given a major overhaul,the initial attack is quick but has short reach and marginally low damage,but if you hold the button for a while the demon will add a very powerful slash with a huge range that does fixed heavy damage not depending on your attack stats the demon slash sends the enemies hit by it flying forward Haigan no Yurushi (Permission of Audience) With the left hand a blast of red miasma is shot forward. If it hits, the demon slash afterwards carries enemies to Nobunaga. note:this skill replaces Enrai haruka when you switch to demon mode a strong skil on its own,despite the deceptively small projectile,it can hit a lot of targets back to you,this enables you to ping-pong them back and forth using Ruten no Agaki and this skill over and over again,and to some extent this works wonderful on most of the bosses sans tadakatsu Secret Skills Yakusai no Toge (Calamity Thorns) Many thorns appear on the ground. They can stop the enemies briefly. note:another classic skill,aside from the additional damage this skill has nothing new to write home about,still useless against bosses and now he has better means for crowd control you can charge it up to 2 levels,no charge makes a group of spikes appear near you,each charge levels adds spike groups a bit forward,resulting in 3 spike groups appearing on max level nobunaga can be interrupted while charging Doukokusuru Tamashii (Wailing Souls) Miasma is gathered and shot forward. Charge it to make the miasma shot suck in enemies. The less health you have, the more distance & power the shot will have. While charging it you can receive damage but will never be interrupted or die. note:yet another classic skill,it has both buffed and nerfed at the same time how it used to work is activating the skill enables you to collect "souls" (max of 4 souls),which will significantly buff every attack nobunaga has including his S string,and pressing the skill button again fires the souls forward,the damage it deals depends on how many souls you have in SB3,only the shooting part is left,and it now uses SB2H oichi's low HP mechanics to boost its damage,the good news is that with proper equips (6 gold mantisses) and a a very low HP lets you insta kill almost everyone in the game. paired with the fact that you cannot die while charging makes this a very overpowered skill with low risk involved,but this is stil nothing compared to his last secret skill... Hametsu no Shoudo (Scorched Earth's Annihilation) The great King of the 6 Demons appears. After level up he will stay longer. After activation health gradually decreases, you can only walk, not jump or sidestep. Using its skills makes you lose more health, but while it's active you can't die. note:i present to you the cheese of all cheese,the end all skill,the win button,the DMC4 devil trigger mode basically,this skill makes you pretty much immortal with a lot of buffs,such as increased attack power,increased range,and homing attacks the details of the moveset when you activate this skill is as follows: -the S string is now a huge left and right slashes by the demon,deals heavy damage,you can hold the button to delay the slashes and increase the power by a bit,this consumes a bit of HP per swing -the #1 skill button(default triangle),fires a multitude of homing dark orbs that will hit the enemies several times before disappearing,this move drains a medium amount of health per shots fired -the #3 skill button(default R1),makes the devil stabs the ground and creates a multitude of ground explosions that expand outwards and increase in numbers as they go further,this attack consumes a large amount of health per use and is not suggested to be used against bosses since it will most likely miss all of the attacks above have dark element built in them ----------------------------------------------------------------------------- 4. Acknowlegdements and Thanks ----------------------------------------------------------------------------- I'd like to thank: -Japan,for giving us Capcom and the sengoku era,so Capcom can mess them up into an awesome game,be strong,we all hope you will recover soon -Capcom, for making this game -Hiroyuki Kobayashi,for not leaving capcom (yet?) and keep making SB games -My friend Mike for letting me hijack his PS3,and for the great SB3 multiplayer sessions -Oboro Tennosuke/Nine Demons Yoshitaka,for providing great translations for everything that is SB related,including the bulk of this guide -Tengumaru,for the guide template,which is based on his SB2H guide,show up more often man! -AdawgDaFAB,for his SB3 guides and keiji's love tactics list -runarraw,for a lot of additional infos and corrections -ZexxCrine for pointing out mitsunari's hidden ability -BlackKite,for being an example to us all,and not buying the western version of SB3,Motochika Chosokabe indeed!>.< -DEATHSCHILD,for being one of the first dudes i've encountered in GameFaqs and still lasts up to this day,cheers! -Oojin,for being an okay pupil and changing usernames every so often -and the rest of the KW forum crew:Shokatshin,HokutoNoBen,Crimsondramon, Mr.Honda,Balder,Matsunaga and many more.... -you,who is reading this now,i would like to borrow the wise words of Date Masamune and say, "Shankyou fol praying,have a pharthay!!" ----------------------------------------------------------------------------- 5. Legal ----------------------------------------------------------------------------- Copyright 2010,2011 Tony Indrawan This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Sengoku Basara is a copyright of Capcom. I am not affiliated with Capcom in any way nor is this document an official guide authorized by Capcom.
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