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Warriors Orochi 4 | Masamune Date Solo Chaotic Difficulty (Patch 1.05)

Ponctan

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Warriors Orochi 4 | Masamune Date Solo Chaotic Difficulty (Patch 1.05)

2 964 просмотра · 7 лет назад
Ponctan
738 подписчиков
2 964 просмотра · 7 лет назад
Dragonhunters*: 50+13 (63) Windslay**, Aggression, Courage, Might, Agility, Absorption, Osmosis, Reach Masamune Date's Unique weapon attack base is 44+19 (63). If he can get a hold of a 3~5 stars gold weapon with a base attack of 51 or higher, it will be stronger than his Unique weapon. This will help maximize every ounce of his physical damage output. ** Windslay or Flameslay are the optimal elemental combination. Boltslay is not recommended, but can be used. Read further for more details. ===== Before we start this video, play search for "Samurai Warriors 4 - Gleaming Blade" for his theme music and play that song over this video's sound... I recommend skimming over 04:25 ~ 6:35 segment because I was gathering a horde of officers for a pileup. Masamune Date is quite good in this game. His C5 was pretty busted strong in SW4 and it still is kinda strong. But Date's main strength lies within his Hyper Dash finishers: ∙ H-S3 (Hyper Dash notation; Triangle x2, Square x1; 00:29) ∙ H-S6/8 (Hyper Dash notation; Triangle x5, Square x1 OR Triangle x7, Square x1; 00:22) ∙ H-S7 (Hyper Dash notation; Triangle x6, Square x1; 00:05) In general, his Hyper Dash is fast. It is so fast that it clocks in faster than Red Hare. His finishers are all really good in elemental activation, and above all, really good at kiting and zoning enemies. In particular, his H-S6/8 is really consistent in dealing two elemental activation with huge control and clear potential (00:35). It benches enough physical damage to OHKO normal officers with just two Slay activation. This is very much his go to Hyper Dash finisher for most situations. After Patch 1.05, H-S7 became very nasty and strong. Koei reverted/extended his animation of the torpedo formation bullet storm. This moveset hurts like hell and procs a very consistent two elemental activation. Aside from electrified enemies, his H-S7 can OHKO almost any officers as long as he lands a near full-hit (00:42, 01:25). This is where a "stronger" base attack weapon will help. If not, then it is no big deal. H-S3 is a 3:2 elemental activation. It will only activate two elements only if the first finisher activates Slay, otherwise, it will be 3:1. The goal of this finisher is to finish leftover enemies. It's early, safe and has good elemental activation (00:29, 07:19). Enemies hit with this moveset will be stunned on the ground, giving him more room to fire off more attacks. His charge attacks are reserved for monsters or finishing off enemies. He can use a combination of his Hyper Dash finishers to chip off some Slay damage then use a charge attack of his choice. All of his charge attack has a maximum of two elemental activation except for C5. C5 just has some exceptional physical damage output. Pick a charge attack, they all work, some are better than others in different situations. His Unique Magic (UM) has awkward motion since he moves around alot and cannot be steered. Make sure the green arrow on the mini-map is facing the desired enemy to know where he is going to fly to. Take a look at the mini-map positioning at 00:17~00:18 as that is the approximate range for him to nail enemies/Chaos Origins. That is what Osmosis is for really since Charge Magic (CM) kind of blows against Chaos Origins. If you plan on using the torpedo formation bullet storm hell Hyper Dash finisher on him, Bolt should be avoided. Bolt will cause enemies to stick on the ground and deflect his attack. If you don't plan on using this moveset, then Bolt will be really good on him.