Sengoku BASARA : Battle Heroes General FAQ By: DDT213 Copyright 2009 DDT213 Platform: Playstation Portable Genre: Action Developer: Capcom Number of Players: 1-4 ------------------------------------------------------------------------------- Disclaimer ------------------------------------------------------------------------------- This document is not to be posted, printed, or any other forms of creation to be distributed out to the public without the sole consent of the writer of this guide. ------------------------------------------------------------------------------- Version update ------------------------------------------------------------------------------- -April 25, 2009 v1.00 FAQ completed. -April 28, 2009 v1.01 1. Password for Challenge Mode revealed. Section 1a updated. 2. Section 5c Password Unlockables added. -April 29, 2009 v1.02 1. Section 3b, Houjou Ujimasa's character analysis updated. 2. Section 2b, Battle Drive updated. 3. Section 3b, Chousokabe Motochika's character analysis updated. 4. Section 3b, Sarutobi Sasuke's character analysis updated. 5. Section 3b, Kasuga's character analysis updated. 6. Section 3b, Mouri Motonari's character analysis updated. 7. Section 3b, Itsuki's character analysis updated. 8. Section 3b, Zabii's character analysis updated. 9. Section 3b, Imagawa Yoshimoto's character analysis updated. -May 1, 2009 v1.03 1. Section 5b. Exclusives corrected. Sanada Yukimura and Date Masamune's Lv10 weapons are unlocked by clearing Story mode on Extreme with 20 and 30 different characters respectively, not through passwords (at least not at the moment). Sorry about the mistake. -May 2, 2009 v1.04 1. Section 3c. Tier List added. Character List moved down to 3d. -May 6, 2009 v1.10 1. Section 3c. Tier List updated. 2. Section 3b. Date Masamune's character analysis updated. Combos added. 3. Section 3b. Katakura Kojuurou's character analysis updated. Combos added. 4. Section 3b. Toyotomi hideyoshi's character analysis updated. Combos added. 5. Section 3b. Takenaka Hanbei's combos added. 6. Section 3b. Sarutobi Sasuke's combos added. 7. Section 3b. Takeda Shingen's character analysis updated. Combos added. 8. Section 3b. Uesugi Kenshin's character analysis updated. Combos added. 9. Section 3b, Kasuga's character analysis updated. Combos added. 10. Section 3b, Mouri Motonari's character analysis updated. Combos added. 11. Section 3b, Itsuki's character analysis updated. Combos added. 12. Section 3b, Zabii's character analysis updated. Combos added. 13. Section 3b, Honganji Kennyo's character analysis updated. Combos added. 14. Section 3b, Imagawa Yoshimoto's combos added. 15. Section 3b, Miyamoto Musashi's character analysis updated. Combos added. 16. Section 3b, Shimazu Yoshihiro's character analysis updated. Combos added. 17. Section 3b, Honda Tadakatsu's character analysis updated. Combos added. 18. Section 3b, Tokugawa Ieyasu's character analysis updated. Combos added. 19. Section 3b, Houjou Ujimasa's character analysis updated. Combos added. 20. Section 3b, Fuuma Kotarou's character analysis upfated. Combos added. 21. Section 3b, Maeda Toshiie's character analysis updated. Combos added. 22. Section 3b, Matsu's combos added. 23. Section 3b, Akechi Mitsuhide's combos added. 24. Section 3b, Mori Ranmaru's character analysis updated. Combos added. 25. Section 3b, Nou-hime's character analysis updated. Combos added. 26. Section 3b, Oda Nobunaga's combos added. 27. Section 3b, Azai Nagamasa's character analysis updated. Combos added. 28. Section 3b, OIchi's character analysis updated. Combos added. 29. Section 3b, Chousokabe Motochika's character analysis updated. 30. Section 3b, Maeda Keiji's character analysis updated. Combos added. 31. Section 3b, Sanada Yukimura's combos added. Big update this time, and probably gonna be my last. I listed some of my most used combos that are chainable with no chance of being blocked, parried, or even counterattacked if your opponent recovers in the air. For certain characters that have trouble connecting their skills with S-string, I also put down some combos that can be done with the help of Battle Drive. There will be a *Battle Drive ONLY* note at the beginning to indicate such conditional combos. Refer to section 3b for the terms and notations used. Also, if you would like to see how the combos are executed, you can find them at the following links. --Part 1: http://www.youtube.com/watch?v=MrMeH9IcEB8&fmt=18 --Part 2: http://www.youtube.com/watch?v=ZNzU4jIxLm4&fmt=18 For the passwords that have yet to be revealed, you can visit the official site here for any possible updates: http://www.capcom.co.jp/basara-bh/main.html Alright that's about it guys. Here's hoping that SB3 comes out soon~ =============================================================================== Table of Contents =============================================================================== 0. Introduction 1. Menu Translation 1a. Main Menu 1b. Prep Screen 2. Basic Gameplay 2a. On-screen Visibles 2b. Controls 3. Character Info 3a. Character Descriptions 3b. Character Analysis 3c. Tier List I. Against CPU on EXTREME II. Against players 3d. Character List I. Sort by Basic Cost II. Sort by Basic HP III. Sort by Basic Attack (with Lv1 weapon) 3d. Ranks 4. Weapons & Armors 4a. Weapons 4b. Armors 5. Unlockables 5a. Unlockable Characters 5b. Exclusives 5c. Password Unlockables 6. Frequently Asked Questions 7. Credits & Acknowledgements 8. Copyrights =============================================================================== 0. Introduction =============================================================================== Sengoku BASARA : Battle Heroes (referred as SB:BH later on) is a 2 vs 2 action game featuring some of the most well-known historical figures during the Warring States of Japan. Anyone who is acquainted with Capcom's GUNDAM Versus series (AvZ, GvG...etc.) will immediately notice the similarities between these games. Basically, replace the mobile suits with Daimyou's and Samurais, however they are portrayed, boom! you get SB:BH. This guide will cover everything from translation to the fundamental gameplay. What I will NOT be focusing on, are stuff like character backgrounds or toponyms because they have very little to no relation to the game. =============================================================================== 1. Menu Translation =============================================================================== Remember, in Japanese games, O is Confirm and X is Cancel. When given 2 options before getting out of a screen, the left choice is Yes and the right one is No. ------------------------------------------------------------------------------- 1a. Main Menu ------------------------------------------------------------------------------- 1) Challenge Mode - ??? at first, unlocked by clearing any 1 of the scenario-ending stages in Mission Mode. ie. Stage 49 and Stage 50 in Yukimura's Mission Mode are both scenario-ending stages. Beat either one of them, and Challenge Mode will be unlocked. The alternative way of unlocking this mode is by entering the password in the option menu (under save). The password is Ki-N-Ni-Ku-No-Sa-I-Te-N, all 9 letters in Hiragana. 2) Mission Mode - Date Masamune Scenario: Soukyuu - Sanada Yukimura Scenario: Guren - Maeda Keiji Scenario: Ouka 3) Story Mode - Normal --> Hard --> Extreme 4) Free Mode - Player / CPU - Team ''Ten'' --> Team ''Chi'' --> Random --> Inactive - Character selection - Attack - Health - Cost - Weapon - Armor - Costume - Character Rank / AI Level 5) Link Play - Free Battle - Co-op Story Mode 6) Options - Game Setting (Free Mode Setting) - AI Level - Health - Time Limit - Battle Drive Increase Rate - Battle Drive Duration (Sound Setting) - BGM Volume - Sound Effect Volume - Voice Volume - Button Configuration (Press Select to set as Default) - []: Normal Attack - /_\: Special Attack 1 - X: Jump - O: Change Target - L: Guard - R: Shift - R+[]: Hinder - R+/_\: Special Attack 2 - Save / Load / Password - Load - Save - Delete Data - Auto-save - Password ------------------------------------------------------------------------------- 1b. Prep Screen ------------------------------------------------------------------------------- Before starting a match in Story Mode or Mission Mode, you will be taken to the prep screen where you can buy stuff and change the setup for the chosen character and your CPU partner(s). To enter the shop, simply press the Select button. To switch to your AI partner's setup screen, press R or L. Left Side: 1) Weapon - Attack Power - Additional Cost 2) Armor - Health - Additional Cost 3) Costume Right Side (Unchangable): 1) Faction 2) Character Name and Element 3) Total Attack Power 4) Total Health 5) Total Cost =============================================================================== 2. Basic Gameplay =============================================================================== This section will cover the basics of the game including the controls and whatnot. ------------------------------------------------------------------------------- 2a. On-screen Visibles ------------------------------------------------------------------------------- 1) Radar: This is shown on the upper right hand corner. You will be marked as a green arrow. Your allies will be shown as blue dots while the enemies are shown in red dots. Unique enemy characters are shown as red helmets. 2) Battle Gauge: This is located on the upper left hand corner. Each bar is composed of 1000 points normally. Your goal is to deplete your opponent's gauge before they do yours. Every character is worth a different cost, and can be changed via equipping weapons and armors. Note that if you win a match without losing ANY points at all, you will be rewarded some extra money for the 'Perfect Win'. 3) Timer: Underneath the Battle Gauges is the timer. In Story Mode, you fail a stage if time runs out. Some stages in Mission mode require the player to defend something or himeself for a period of time. In which case, the battle ends in your favor when time is up. 4) Health: The health bar is shown on the bottom left hand corner in yellow. When your health drops zero, your team loses the amount of points equal to the cost of your character from the battle gauge. 5) Battle Drive: The Battle Drive meter is right under your health bar, shown in blue. It starts out empty, and fills up whenever you land a hit on your opponent or get hit. The meter will start shining when it's full. 6) Boost Gauge: Boost gauge would only appear if you are doing a long step on the ground or an air step. It's on the bottom center of the screen, shown as a grey bar. 7) Command: Whenever you have a unique character controlled by AI as your partner, you will be able to give him/her different commands. The command in effect will be shown just above your health bar. You can change it by pressing the Select button. 8) Lock-on: Your attacks will track whichever enemy you are currently locking onto. Note that when you and your partner are locking on the same target, there will be a big square outside of the original lock-on symbol. 9) Warning Arrow: Whenever you are being targeted, a yellow arrow will appear on the side that you are getting targeted from. When that opponent initiates an attack, the arrow will flash red as a warning signal. ------------------------------------------------------------------------------- 2b. Controls ------------------------------------------------------------------------------- -------- Movement -------- 1) Run: You can move around using either the D-pad or the analog stick. 2) Jump: Press X to jump. The following characters have a mid-air ''gliding'' move that can be done by pressing the jump button again in the air. -Sarutobi Sasuke -Kasuga -Fuuma Kotarou -Honda Tadakatsu Note that for the gliding to start, you will need to HOLD the jump button when you press it the second time. 3) Step: You can perform a step on the ground or in the air by quickly tapping the same direction twice. You may also hold the direction key for the second tap to make your step last longer, which will cost some of your boost gauge. You can cancel any time during a step with either an attack or a jump if you are on the ground. Doing so will reduce the recovery time in between steps. ------- Offense ------- 1) Normal Attack: Each character has a normal attack string that can be chained together by pressing the square button up to 5 times. You can also cancel a normal attack with a step any time during the chain EXCEPT after the last hit. 2) Jump Attack: You can do a jump attack by pressing the square button in the air. There are 3 types of jump attacks in the game. The heavy single hitter (Kenshin, Shingen..etc.), the 3-hit combo attack (Yukimura, Masamune...etc.), and the 5-hit combo which can only be done by the three ninja's. 3) Jump Charge: JC is done by pressing the triangle button in the air. It comes with a guard-breaking property. 4) Special Attack 1: You can perform Sp1 by pressing the triangle button. Some of the characters can charge their Sp attack by holding the triangle button while the others can extend the attack by tapping the button repeatedly. 5) Special Attack 2: You can perform Sp2 by pressing the triangle button while holding the shift button. Some of the characters can charge their Sp2 attack by holding the triangle button while the others can extend the attack by pressing the button again. A handful characters can also use Sp2 to power themselves up. 6) Restrain: You can perform a restraining move by pressing the square button while holding the shift button. The majority of the characters have projectile attacks for their restraining move while some others do a swift thrust at the target. Some Restrains can be charged. 7) Battle Drive: As mentioned above, the meter starts to fill up as the match goes on. You can activate it by pressing the square, triangle , and the cross button at the same time. During Battle Drive mode, your attack power, attack speed, running speed, will be increased drastically. You will not get flinched during Battle Drive so the only way your opponent's gonna stop you is parry you. However, if the opponent is blocking when you activate it, you'll break his guard with the blast. You can also use it as a defensive maneuver and activate it when you get hit. Doing so will not only push whoever that's attacking you out of his combo, but also damage any nearby enemies. Note that since you will never get flinched or knocked away by any attack, you will basically just eat everything thrown at you, which can be lethal if you are playing on higher difficulties. 8) Circling Behiind: Although this is not exactly an attack, I feel that I should list it under Offense. If your attacks are being blocked by the opponent, simply perform a side step, and you will end up right behind him. The next successful attack hitting his back will also become a critial hit. When someone circles behind you, simply step FORWARD, and follow with a jump if one step doesn't get you out of the jam. ------- Defense ------- 1) Guard: You can block your opponent's attack by pressing the L button. 2) Parry: A well-timed block will not only defend yourself from the attack, but also render your opponent totally vulnerable for counterattacks. Characters with big, but slow attacks are often victims of Parry since you would have much more time to plan your block right before they hit you. You can tell a successful Parry from the pink flash and the sharp clashing sound upon occuring, followed by the victim getting his ass kicked, of course. --------- Targeting --------- 1) Lock off: This game uses an auto-lock on system, which means you will always be targeting someone on the map. However, by holding the circle button for a second or so, you can switch it off. It won't do much good though since it's not exactly free roam anyway. ------ Others ------ 1) CPU Command: You can give your UNIQUE CPU allies commands by pressing the Select button during the battle. There are 5 commands in total. -Normal : CPU plays normally. -Focus : CPU will always try to target the same opponent. -Disperse : CPU will always try to target a different opponent from yours. -Assault : CPU plays more aggressively. -Evade : CPU plays more conservatively; uses a lot of Restrain. ^ In that specific order. Don't expect too much from the CPU though; it fails in terms of following orders (Sigh, why can't Capcom just get this right?). =============================================================================== 3. Character Info =============================================================================== This section will cover everything about the characters from their stats and attacks to what they look like in the game for those who are not familiar with the Japanese language. ------------------------------------------------------------------------------- 3a. Character Descriptions ------------------------------------------------------------------------------- 1) Date Masamune: Guy in blue armor with a huge crescent on his helmet. -Weapon: Sword / 6 Swords 2) Katakura Kojuurou: Guy in brown coat and green boots. Masamune's retainer. -Weapon: Sword 3) Toyotomi Hideyoshi: Huge guy in red and black armors. Grabs people. -Weapon: Barehanded (Gauntlets) 4) Takenaka Hanbei: White hair, purple half mask. Dressed in white and purple. -Weapon: Chain sword 5) Sarutobi Sasuke: Ninja in dark green with spiky hair. -Weapon: Shurikens 6) Takeda Shingen: Big guy in red tiger skin. Has horns on his helmet. -Weapon: Giant Axe 7) Uesugi Kenshin: Feminine guy in white and light blue clothes. -Weapon: Iai Katana 8) Kasuga: Blonde Kunoichi (female ninja). In love with Kenshin. -Weapon: Kunai 9) Mouri Motorai: Guy in green hat and green robe. -Weapon: Ring blade 10) Itsuki: Lo...I mean little girl with silver hair. -Weapon: Hammer 11) Zabii: Missionary in black robe. -Weapon: Dual cannons 12) Honganji Kennyo: Muscular guy with gold cap and gold boots. -Weapon: Staff 13) Imagawa Yoshimoto: Guy wearing white make-up. -Weapon: Fan 14) Miyamoto Musashi: Short, half-naked guy with spiky hair. -Weapon: Wooden sword and oar 15) Shimazu Yoshihiro: Old man with white beard. -Weapon: Giant sword 16) Honda Tadakatsu: Gundam. -Weapon: Drill 17) Tokugawa Ieyasu: Short guy in yellow. Usually comes out with Tadakatsu. -Weapon: Spear 18) Houjou Ujimasa: Old man in light blue and purple armor. -Weapon: Spear 19) Fuuma Kotarou: Ninja in black. Never speaks. -Weapon: Dual ninja swords 20) Maeda Toshiie: Half-naked guy. Usually accompanied by his wife. -Weapon: Spear 21) Matsu: Woman in light green clothes and bandanna. Shows up with Toshiie. -Weapon: Naginata / Animals 22) Akechi Mitsuhide: White long hiar, dark clothes. Laughs like a maniac. -Weapon: Dual scythes 23) Mori Ranmaru: Kid in purple. -Weapon: Bow & Arrow 24) Nouhime: Woman in Kimono. -Weapon: Dual pistols 25) Oda Nobunaga: Guy in silver armor with a red cape. -Weapon: Gun x Sword 26) Azai Nagamasa: Guy in silver and red armor. -Weapon: Sword & Shield 27) Oichi: Sad-looking girl in pink / purple with long, dark hair. -Weapon: Double-Naginata 28) Chousokabe Motochika: Pirate. -Weapon: Anchor 29) Maeda Keiji: Guy with ponytail and feathers on the back of his head. -Weapon: Giant blade / spear 30) Sanada Yukimura: OYAKATASAMA! (YUKIMURA!!) OOOYAKATASAMAAAA!!! -Weapon: Dual spears *31) Matsunaga Hisahide: Guy in black and white clothes. Uses flames. -Weapon: Sword / Fire *He is NOT playable. ------------------------------------------------------------------------------- 3b. Character Analysis ------------------------------------------------------------------------------- Some terms I will be using in this section... -S-string: Normal Attack string -JA: Jump Normal Attack -JC: Jump Sp Attack -Sp1: Triangle button -Sp2: Shift + Triangle button -Restrain: Shift + Square -Charging: Hold the corresponding button -AoE: Area of Effect. Refers to how much ground an attack covers. -Cut: Combo interrupted by opponent's partner. -Hyper Armor Effect: Attacks that do not get interrupted by normal S-string or Restrain are said to have hyper armor effect. Damage calculation still applies. -Priority: When two attacks clash, the one that comes out on top is said to have the higher ''Priority''. Reach is not taken into considerations here. -Flinched: Staggered by your opponent's attack. You will NEVER get flinched during Battle Drive mode. Note that the combos and damage calculation is done in Free mode. The numbers will vary outside of Free mode depending on the difficulty and the weapons you are using. ''>>'' means to cancel out normal attacks with a step, preferably a forward one so you can catch up and stick to your target. Ex: S2 >> S2 >> Sp1 means Square x2, step, Square x2, step, Triangle. While Ex: S2 - Sp1 - Restrain means Square x2, Triangle, Restrain with no pauses in between. I also made a couple of videos showing exactly how the combos are executed. They can be found at the links below. The ones shown in the videos match what's listed in this FAQ. Part 1: http://www.youtube.com/watch?v=MrMeH9IcEB8&fmt=18 Part 2: http://www.youtube.com/watch?v=ZNzU4jIxLm4&fmt=18 ----------- 01 Masamune ----------- _____________________________________________________________________________ | Name | MAX Rank Title | Cost | HP | Attack | Faction | |__________________|____________________|______|______|________|______________| | | | | | | | | Date Masamune | OuShuu Hittou | 470 | 1000 | 190+10 | Date | |__________________|____________________|______|______|________|______________| ++++++++++++++++++ -Sp1 |++ Death Fang ++| ++++++++++++++++++ Hold Tri button to elevate. You can then follow up with JA combo, or keep the button held for a JC. *Skill Analysis: -- +++++++++++++++++ -Sp2 |++ War Dance ++| +++++++++++++++++ Enters 6-claw stance. Stomp with small AoE upon activation. Loses the ability to block. Stance ends once flinched by opponent. Can also do a stance-ending attack by inputting the command for Sp2 again. The skill comes with a hyper armor effect. *Skill Analysis: Ridiculously overpowered. The fact that you can't block during War Dace doesn't really matter now that Masamune's attacking speed, recovery time, and reach are improved immensely, which means you'll constantly keep the offensive tempo on your side. The boost in attack power is just outrageous. Take advantage of the attack speed and you can perform some pretty nasty combo without giving your opponent any chance to recover or block. +++++++ -Restrain | N/A | +++++++ High-speed lightning bolt. *Skill Analysis: Executes pretty fast and the bolt itself is fast as well. -Combos: 1) S3 - Sp1 (elevate) - JA x 3 - Restrain. Damage: 350 2) *Sp2* S3 >> S2 >> S2 >> S1 >> Sp1 (hold). Damage: 500 3) *Sp2* S2 >> S2 >> S2 >> S2 >> S4 - Sp2. Damage: 640 Comments: An all-around character with decent cost. While lacking a bit in normal stance, Masamune makes up with the ever deadly War Dance mode, which is very useful vs CPU as well as players. Abuse it by all means; that's what makes Masamune a top tier material. ARE YOU READY GUYS?? PUT YOUR GUNS ON!!!! ----------- 02 Kojuurou ----------- _____________________________________________________________________________ | Name | MAX Rank Title | Cost | HP | Attack | Faction | |__________________|____________________|______|______|________|______________| | | | | | | | | Katakura Kojuurou| JinKou GiKyou | 400 | 1000 | 160+10 | Date | |__________________|____________________|______|______|________|______________| ++++++++++++++ -Sp1 |++ Gekkou ++| ++++++++++++++ Hold Tri button to elevate. You can then follow up with JA combo, or keep the button held for a JC. You could also extend the attack by pressing Tri button again which does an additional slash to the ground. *Skill Analysis: Fast execution with a very nice AoE as well as good damage output. Kujuurou's bread and butter move. This attack could also blow your opponents so far away that they can't recover in the air and come back to counterattack you, given that you hold the Tri button, which I recommend instead of pressing Tri button again. +++++++++++++++++++++++++ ++++++++++++++++++++++ -Sp2 |++ Mugetsu Gokusatsu ++| w/ |++ Oboro Zangetsu ++| +++++++++++++++++++++++++ ++++++++++++++++++++++ In exchange for attack power, Kojuurou loses the ability to block during the stance. S-string becomes a combination of punches, kicks, and headbutt. Stance ends once flinched by opponent. You can also do a stance-ending attack by inputting the command for Sp2 again. Comes with hyper armor effect. *Skill Analysis: Kojuurou's ass-kicking mode. Play Sengoku BASARA 2 Heroes, and you will get to see the story behind this attack. Compared to Masamune's Sp2, it doesn't increase Kojuurou's reach all that much, if any, but his attack power and attacking speed are both raised drastically. This alone makes Kojuurou a very formidable character. Although in Kojuurou's case, not being able to block WILL hurt him as he does not get boost in terms of reach. Oh well, Masamune does cost 70 points more. Guess it's only fair. *The ending slash for this move is the ''Oboro Zangetsu'' from SB2: Heroes. ++++++++++++++++ -Restrain |++ Sengetsu ++| ++++++++++++++++ Inazuma thrust. *Skill Analysis: Executes a bit slow. Dashes in a straight line and sends any enemy on the path flying. A good PvP move. -Combos: 1) S3 >> S3 - Sp1 (hold). Damage: 350 2) S3 >> S3 >> S3 - Restrain. Damage: 350 3) *Sp2* S1 (2 hits) >> x4 >> S3 (5 hits) - Full Sp1. Damage: 700 Comments: Masamune's right eye. Senior retainer of the Date clan. Compared to Masamune, Kojuurou has an S-string with longer reach, a better Sp1, and a lower cost of 400. Like Masamune, Kojuurou can dish out some crazy damage thanks to his Sp2. Note that during his Sp2, both S1 and S2 consist of 2 hits instead of 1 so it might take a while to get used to the timing for canceling. All in all, Kojuurou's an all-around character with a very good damage output. Work Sp2 into your combos and watch your opponents drop like flies. ------------ 03 Hideyoshi ------------ _____________________________________________________________________________ | Name | MAX Rank Title | Cost | HP | Attack | Faction | |__________________|____________________|______|______|________|______________| | | | | | | | |Toyotomi Hideyoshi| RetsuKai BuTei | 550 | 1300 | 190+10 | Toyotomi | |__________________|____________________|______|______|________|______________| +++++++++++++++++++++ -Sp1 |++ Denshou Rekki ++| +++++++++++++++++++++ Can be charged and increase the duration of the dragging part and increase the damage output. Can control the direction and damage any enemy on the path during dragging. *Skill Analysis: -- +++++++++++++++++++++ -Sp2 |++ Tenchi Sousou ++| +++++++++++++++++++++ Can be charged and increase the numbers of thrusts to the ground and the damage output. Unblockable move. Comes with hyper armor effect. *Skill Analysis: -- ++++++++++++++++++++++ -Restrain |++ Kongou Hametsu ++| ++++++++++++++++++++++ 360 shock wave. *Skill Analysis: Good execution time with a VERY nice AoE. It also works surprisingly well against enemies in the air for some reason. -Combos: 1) S4 - Charged Sp1. Damage: 420. 2) *Battle Drive ONLY* S4 >> S4 - Charged Sp1. Damage: 720 3) Comments: Hideyoshi might seem pretty good at first with all the grabbing and the high damage output, but he's actually pretty hard to get used to. First, his Sp1 can be chained perfectly, but his S-string is just horrible, making this point moot. The good things about this move are that your opponents do not gain any Battle Drive gauge while being dragged around, and of crouse, the collateral damage that comes from it. Second, you'll get severely punished for every missing grab. I know this can be said for the majority of the skills in the game, but it affects Hideyoshi more because the grabs are all he's got. Good as his Restrain might be, you can't exactly live on it. When up against players, once your opponents start turtling and jumping around, you're toast. Being horrendously slow doesn't help the cause either. Of course, Hideyoshi can be good against CPU opponents since all you need to do is wait and grab. Bottom line, using Hideyoshi will require a great deal of patience and some nimble fingers. I find the whole charging scheme so anti-ergonomics. --------- 04 Hanbei --------- _____________________________________________________________________________ | Name | MAX Rank Title | Cost | HP | Attack | Faction | |__________________|____________________|______|______|________|______________| | | | | | | | | Takanaka Hanbei | SouRetsu ShunRin | 370 | 800 | 150+10 | Toyotomi | |__________________|____________________|______|______|________|______________| ++++++++++++++++++ -Sp1 |++ Hanayakani ++| ++++++++++++++++++ Press Tri button repeatedly to increase the number of slashes and the damage output. *Skill Analysis: Hanbei's bread and butter move. Hanayakani has a very nice hitbox during the slahsing part, and it comes with a decent finisher. Also comes in quite handy when you want to fill your Battle Drive gauge in a hurry. +++++++++++++++++++++++ -Sp2 |++ Ikari wo Komete ++| +++++++++++++++++++++++ Can be charged to increase Hanbei's attack power for a set time. Stomp with a small AoE upon activation. *Skill Analysis: Handy power-up move. It takes a while to charge for the power-up effect, so use it after you've sent your opponent flying. The downside of this move is that it does not have hyper armor while you're charging, but the good part is, the effect continues even if you get hit, unlike some of the other power-up moves in the game, and the amount of increase is just amazing. +++++++ -Restrain | N/A | +++++++ Dark energy sphere. *Skill Analysis: Travels slowly, but tracks and keeps tracking for a VERY long time. A lot of times when you release the 2nd one, you can still see the 1st one circling around the field trying to hunt down the target. -Combos: 1) S2 >> S2 >> S2 - Sp1. Damage: 290 2) *Charged Sp2* S2 - Sp1. Damage: 320 3) Comments: Ahh...dear Athrun *cough*. Hanbei did not get his Inochi Taeruyouni (the running attack) from SB2...such a shame. That being said, Hanbei is still a decent character with good damage potential. Watch out for his S-string though...it's a Parry trap, and quite frankly, not worth your time. Use the first 2 hits and mix up with step to create chances to launch Sp1. Sp2 will increase Hanbei's attack power drastically even though it takes a while to execute. Do use it whenever it's safe. --------- 05 Sasuke --------- _____________________________________________________________________________ | Name | MAX Rank Title | Cost | HP | Attack | Faction | |__________________|____________________|______|______|________|______________| | | | | | | | | Sarutobi Sasuke | SouTen Shikku | 400 | 1000 | 160+10 | Takeda | |__________________|____________________|______|______|________|______________| +++++++++++++++++++++++++ -Sp1 |++ Hikiyose no Jutsu ++| +++++++++++++++++++++++++ -- *Skill Analysis: Great crowd-control skill. The shuriken arcs to the right side and covers a huge area before circling back to Sasuke. This is very useful for Sasuke given the fact his S-string and other attacks don't have much reach. Sp1 - Sp2 - back step - Sp1 - Sp2 *rinse and repeat* will get you out of the jam unharmed when you're up against CPU grunt waves. +++++++++++++++++++++++++++ -Sp2 |++ Kumogakure no Jutsu ++| +++++++++++++++++++++++++++ Shock wave with small AoE upon activation. Opponent loses lock and the ability to target you for a few seconds. *Skill Analysis: One of the most broken skills in the game. Fast execution with no drawback or any sort of limitations at all. If your opponents decide to go after you, you can easily get around and counterattack. If they opt to ignore you, just run straight up and attack them on the back. +++++++ -Restrain | N/A | +++++++ Dark energy sphere. Can be charged for for an additional sphere. *Skill Analysis: Travels slowly, but tracks and keeps tracking for a VERY long time. Recovery time is a bit long compared to the others'. -Combos: 1) Sp1 - S2 >> S2 >> S2 - Sp2. Damage: 270 2) S2 >> S2 >> S2 >> S4 - Sp1. Damage: 340 3) Comments: No doubt a top tier in PvP thanks to his Sp2. What other attacks he has does not really matter anymore. You can do a double jump and HOLD the jump button the second time to perform a gliding move. Though all 3 ninjas can do this, Sasuke's gliding has the shortest landing recovery, which is another plus. His Sp1 is amazing in PvP as well. It has large hitbox on the right side, and it hits the opponent on the back which makes it hard to get away from. More PvP power ftw! ---------- 06 Shingen ---------- _____________________________________________________________________________ | Name | MAX Rank Title | Cost | HP | Attack | Faction | |__________________|____________________|______|______|________|______________| | | | | | | | | Takeda Shingen | SenJin HaOu | 470 | 1300 | 190+10 | Takeda | |__________________|____________________|______|______|________|______________| ++++++++++++++++++++++++++++++++++++ -Sp1 |++ Ugokazarukoto Yama no Gotoku ++| w/ ++++++++++++++++++++++++++++++++++++ ++++++++++++++++++++++++++++++++++++++++++++ |++ Ugokukoto Kaminari no Furuuga Gotoku ++| ++++++++++++++++++++++++++++++++++++++++++++ Extend the attack by pressing Tri button again, which does a horizontal swing. Comes with hyper armor effect. *Skill Analysis: Slow, but hurts a lot. The execution is so slow that you can't chain it from S-string. The only ways to use this against players is to either do it after a successful parry, or read your opponent and tank a few hits to get it out. It is not chain-able during Battle Drive either. One way to abuse this skill against the CPU is to knock them down, keep a safe distance long enough that neither their attacks or yours will reach, and then launch this move. The CPU will see this as an opening thus going after you. When they finally get close enough, your axe will be just in time to smash them away. Rinse and repeat. It's a similar technique as Keiji's Sp2. During Battle Drive, a simple full set of Sp1 deals about 370 damage so don't be afraid of trading hits. You have the HP advantage anyway. *The 2nd swing of the attack is the ''Ugokukoto Kaminari no Furuuga Gotoku'' from SB2: Heroes. +++++++++++++++++++++++++++++++++ -Sp2 |++ Hayakikoto Kaze no Gotoku ++| +++++++++++++++++++++++++++++++++ Can be charged to extend the duration for the spinning and increase damage output. Skill comes with hyper armor effect. *Skill Analysis: Comes out slightly faster than Sp1 thus making it chain-able during, and ONLY during Battle Drive. Not much use in any other situations. The damage output isn't exactly worth the risk either. ++++++++++++++++++++++++++++++++++ -Restrain |++ Shinryakusuru Hi no Gotoku ++| ++++++++++++++++++++++++++++++++++ Fire punch. *Skill Analysis: YUKIMURA!! *punch* Good execution time, good damage, and sends the enemy flying. A very practical move, good against CPU and players. Also Shingen's ONLY attack that is actually chain-able through S-string without the help from Battle Drive. Abuse this by all means. -Combos: 1) S4 (5 hits) - Restrain. Damage: 200 2) *Battle Drive ONLY* S3 >> S3 >> S3 - Sp2. Damage: 580 3) Comments: Oyakatasama's all about the Restrain. Being a slow attacker, you'll not get a lot of chances to really make use of his S-string and Sp2. Take advantage of Shingen's range and quickly cancel into the Restrain to create 2v1 situations. Sp1 comes out slowly, but hurts like hell. The second swing can catch your opponents off guard sometimes. Pretty useful against hoards of CPU grunts too. You can pretty much forget about doing combos with Shingen because it'll be a total waste of time. Instead, focus on sitcking with your partner and wait for your chances. ---------- 07 Kenshin ---------- _____________________________________________________________________________ | Name | MAX Rank Title | Cost | HP | Attack | Faction | |__________________|____________________|______|______|________|______________| | | | | | | | | Uesugi Kenshin | ShinSoku SeiShou | 470 | 800 | 160+10 | Uesugi | |__________________|____________________|______|______|________|______________| +++++++++++++++++ -Sp1 |++ Shinretsu ++| +++++++++++++++++ Extend the attack by pressing Tri button repeatedly. *Skill Analysis: Kenshin's bread and butter move. Still good as ever and fills up Battle Drive gauge nicely. Its range got nerfed just a bit compared to the other BASARA games so if you want to chain with S-string, do it on the first 3 hits or it could miss the target. +++++++++++++++ -Sp2 |++ Shinjin ++| +++++++++++++++ Can follow up with S-string or Sp1 after freezing the opponent. *Skill Analysis: Still takes a while to pull it off. I never really found any use for this move as Kenshin's other attacks were just so amazing. The icicle does cover a pretty big area though. +++++++++++++++ -Restrain |++ Shinzan ++| +++++++++++++++ Kenshin does an Iai slash forward. *Skill Analysis: Nerfed. BIG TIME. It's still a 2-hitter, but instead of the sheathing pose being the second hit, Kenshin now _pushes_ the opponents before he sheathes the Katana, which gives PLENTY of time for them to counterattack now that Kenshin doesn't actually cut through the enemies. It doesn't curve or freeze enemies on track anymore either. Damnit, give me my drifting Kenshin-sama back. -Combos: 1) S3 - Full Sp1. Damage: 250 2) Sp2 - (close in) Full Sp1. Damage: 270 3) S2 >> S2 >> S2 >> S2 >> S2 - Retrain. Damage: 340 Comments: Kenshin-sama~~~~~~ *cough* Despite more than one attack being nerfed, Kenshin is still a good character with a lot to offer (Yes, he was just THAT good before). Shinzan without the sheathing hit means you will actually have to watch out for the recovery time now. It's still very good when chained into a combo as it will prevent your opponent's partner from making a cut. Also pretty handy when you need to save your partner you can't reach with your S-string. It can also be used to chase down knocked-away targets such as JA - Restrain, which does about 120 damage. Not a whole lot, I know, but better than nothing right? It's a shame that Kenshin did not get Shinsoku, his trademark move. Kinda puts his title in vain. Also, Kenshin is the kind of fast characters with a lower HP compared to the others of the same cost. Avoid making hasty moves that leave yourself vulnerable, or you're not gonna get the cost's worth with just 800 HP plus armor. Regarding to the Story mode, Kenshin's got one of the worst last stage ever. You have your destined rival, Takeda Shingen, for entre and his two well-versed subordinates, Yukimura and Sasuke, as appetizer. Believe me, that can be REALLY difficult when you're playing on Extreme. Do stay away from his story if you're just looking for an easy one to unlock the weapons. --------- 08 Kasuga --------- _____________________________________________________________________________ | Name | MAX Rank Title | Cost | HP | Attack | Faction | |__________________|____________________|______|______|________|______________| | | | | | | | | Kasuga | Gekka IKun | 320 | 800 | 160+10 | Uesugi | |__________________|____________________|______|______|________|______________| ++++++++++++++++++++++++++++ -Sp1 |++ Mitsugi ''Getsurin'' ++| ++++++++++++++++++++++++++++ Can extend the attack by pressing Tri button repeatedly. *Skill Analysis: This move turns out to be surprisingly useless. First, it doesn't have much reach, and the damage isn't that great either. Second, due to the flip Kasuga does before she starts spinning, it actually gives your opponent enough time to block it, which can very easily turn into a Parry since by the time your opponent is able to start blocking, it'll be RIGHT before your spin kicks in. So S-string - Sp1 is out of the question on higher difficulty. That leaves, again, 2 options: Parry, and Battle Drive. Unfortunately, both are conditional...well, you get the idea. +++++++++++++++++++++++++++++ -Sp2 |++ Mitsugi ''Yamikeshi'' ++| +++++++++++++++++++++++++++++ Can extend the attack by inputting the command for Sp2 again, which will detonate the web and blow opponents away. *Skill Analysis: Crowd-control skill. While not being able to re-track, the web does cover a pretty good area, and the effect is continuous, meaning those who try to get close to Kasuga from the front will get caught any time during the attack. This is a life saver for Kasuga given that her S-string and Getsurin do not work that well against grunts. You can also safely initiate a combo against enemy officers with it by not detonating the web and wait for the CPU just walk right into it. This skill also hurts a lot and fills up Battle Drive gauge rather nicely. The downside is, you can't chain it, not even during Battle Drive. +++++++ -Restrain | N/A | +++++++ Light energy wave. Can be charged for an additional wave. *Skill Analysis: Same as Motonari, Yoshimoto, and Nagamasa's. -Combos: 1) S2 >> S2 >> S2 >> S2 >> S2 - Restrain. Damage: 330 2) *Battle Drive ONLY* S3 >> S3 >> S3 - Sp1. Damage: 550 3) Sp2 -Battle Drive- Full Sp1. Damage: 550 Comments: Kenshin's ''Gorgeous Blade''. Oh Kasuga's gorgeous alright. Unfortunately, that's about as much as she has to offer. Gameplay-wise, she's got 2 not-so-useful skills, and a fast, yet short-reached S-string, which means she's not exactly a beginner friendly character. Like mentioned above, her major weakness is, as a fast character, none of her skills can be connected properly through S-string. This forces her to rely on her S-string canceling combo as listed above. Not only does that take a long time to pull off, 1 off-timing step during the combo, it'll give your opponent a chance to escape or even fight back. And CPU on higher difficulty WILL fight back (most likely parry you), let alone human players. Her story mode is also one of the hardest of all. It's basically like Kenshin's except that Kasuga doesn't have what it takes to complete the tasks on Extreme. A friend of mine and I failed probably more than 10 times before we finally beat the last stage on Extreme, and we certainly got lucky that time. Put it simply, stay away from her story if you're just looking for an easy one to unlock the weapons. On a side note, Kasuga, like the other 2 ninjas, can perform a gliding move by doing a double jump and hold the jump button. Kasuga has the longest landing recovery time out of all 3 so it's a good idea to cancel it by doing a JA just before her feet touch the ground. That way, you can move immediately after you land. This will come in handy when someone's chasing you. If someone gets too close to your that it's not safe to JA, turn the lock off by holding O button. ----------- 09 Motonari ----------- _____________________________________________________________________________ | Name | MAX Rank Title | Cost | HP | Attack | Faction | |__________________|____________________|______|______|________|______________| | | | | | | | | Mouri Motonari | KiKei ChiShou | 350 | 1000 | 160+10 | Mouri | |__________________|____________________|______|______|________|______________| +++++++++++++++++++++++++ -Sp1 |++ Nuki Te ''Retsu'' ++| +++++++++++++++++++++++++ Extend the attack by pressing Tri button repeatedly. *Skill Analysis: Not worth extending to be honest. Do it when there's only 1 opponent on the field and you're in need for some Battle Drive. Otherwise, just quickly blast them away. ++++++++++++++++++++++++++ -Sp2 |++ Hajiki Te ''Heki'' ++| ++++++++++++++++++++++++++ Hold Tri button to set the wall farther away from Motonari. Skill comes with hyper armor effect. *Skill Analysis: This is actually more useful than it looks. Not only do the traps limit your opponent's movement, they can also act as barriers against most Restrains and other projectiles in the game. The only ones that they can't block for you are the fire ball Restrain, cannon shots, both of which will arc over the top of the rings given a certain distance, and the whirlwind Restrain which sneaks right through the bottom. It can also be properly chained through S-string during Battle Drive. +++++++ -Restrain | N/A | +++++++ Light energy wave. *Skill Analysis: Same as Kasuga, Yoshimoto, and Nagamasa's. -Combos: 1) Sp2 - Full Sp1. Damage: 280 2) S4 >> S3 - Sp1. Damage: 290 3) S4 >> S4 >> S2 - Restrain. Damage: 330 4) *Battle Drive ONLY* S4 >> S4 >> S4 - Sp2. Damage: 680 Comments: Motonari has a very reliable S-string that works in pretty much any situations, and honestly, that's all you need to clear the game on the highest difficulty. Just S4 loops all the way. Sp1 isn't really worth extending since it doesn't cover that big of an area for a move that leaves you completely stationary, so you should just aim for the finishing blast. The damage is subpar at best too. Sp2 is a handy set-up move good for breaking grunt waves and isolating your target. It also works wonders on those big, annoying Oni soldiers. Too bad one ring will only work on one target this time around. Note that the rings will shift directions so they ALWAYS face Motonari. Take advantage of this by moving to the opposite direction that your opponents are approching you from. That way they'll have a tough time getting around them. Opponents that get hit by the rings will always be blasted towards Motonari. You can then follow up with a full Sp1 or JA, and of course, if you happen to have a second ring ready, 200 easy damage right there (each ring does 100). Quite versatile, is it not? Overall, Motonari is fun and easy to use. Get the canceling timing down for his S4, and you're good to go; the traps are just icing on the cake. On a side note, Motonari cannot hit his own allies anymore like he used to. --------- 10 Itsuki --------- _____________________________________________________________________________ | Name | MAX Rank Title | Cost | HP | Attack | Faction | |__________________|____________________|______|______|________|______________| | | | | | | | | Itsuki | TenShin RanMan | 350 | 800 | 160+10 | **Ikki | |__________________|____________________|______|______|________|______________| +++++++++++++++++++++ -Sp1 |++ Yukikaki Ondo ++| +++++++++++++++++++++ Hold Tri button to elevate. You can then follow up with JA, or keep the button held for an additional smash with the hammer. I recommend doing JA which can prevent your opponent from recovering in the air and come back for a quick counterattack. *Skill Analysis: Fast execution on the 1st swing thus making it perferctly chain-albe through S-string without getting bloacked or parried. Both hits cover a lot of ground as well. A very practical move. Best chaining point during S-string is after the 3rd hit. ++++++++++++++++++++++ -Sp2 |++ Ora sa Chikara ++| ++++++++++++++++++++++ Can be charged for a bigger hammer that covers a wider area. *Skill Analysis: The old hammer ditching move. A couple changes though... 1) The start-up swings no longer make any sort of contact with the enemies, which means you're not safe until the hammer actually goes out. 2) The hammer now comes back, boomerang style, and you can step forward and start a combo with the 2nd hit. 3) No more barehanded running attack. For shame; I think everyone can agree that move was pure awesomeness, in so many ways. +++++++ -Restrain | N/A | +++++++ Small icicle that travels in a straight line on the ground. *Skill Analysis: Not much tracking, if any, same as Ujimasa's. The less effective Restrain type in the game simply because it often gets screwed up by terrains. -Combos: 1) S4 >> S3 - Sp1 (elevate) - JA. Damage: 380 2) Charged Sp2 - S3 - Sp1 (elevate) - JA. Damage: 400 3) Comments: **: Ikki refers to a group of people gathered together for the same cause. Not exactly a specific faction or anything, but it is said that she represents the Ainu tribe. A little girl with an oversized hammer, um...yummy. Itsuki's S-string got severely nerfed in terms of reach while maintaining the same attacking speed. This puts her at a natural disadvantage in PvP when you really need to get that first swing in. However, her special attacks more than make up for it. Her Sp1 comes out pretty fast and has a nice tracking ability. The smash on the 2nd hit also has a nice AoE on it. And the good thing about this move is, of course, that you will rarely get cut. You can also do a quick JA to smash your target far away, and then go after the other opponents. Very useful against CPU and players. Her Sp2 is slightly different now, but still nasty as ever. Note that you do NOT have to wait for the hammer to go out to start charging for a 2nd shot. With some easy timing, you can pretty much keep throwing big hammers over and over again. The hit-back quality of this attack will also come in handy against players. On a side note, Itsuki probaby has one of the easiest story mode in the game mainly because all the boss fights consist of 1 enemy officer + 2 grunts, and no reinforcements. So if you're looking for an easy story mode to unlock those high level weapons, go for Itsuki's. -------- 11 Zabii -------- _____________________________________________________________________________ | Name | MAX Rank Title | Cost | HP | Attack | Faction | |__________________|____________________|______|______|________|______________| | | | | | | | | Zabii | NanBan GaDou | 370 | 1000 | 190+10 | **Zabii | |__________________|____________________|______|______|________|______________| +++++++++++++++++++++ -Sp1 |++ Totsugeki Are ++| +++++++++++++++++++++ -- *Skill Analysis: A funny move. Instead of firing shots from his cannons, Zabii himself goes out spinning. Although slow, it will track and keeps tracking for a VERY long time until Zabii hits something or gets hit. Very good damage output as well. Don't abuse the attack though. Once you lose the surprise element and your opponent starts blocking, you're screwed. ++++++++++++++++++++ -Sp2 |++ Tenbatsu Are ++| ++++++++++++++++++++ Hold Tri button to adjust the firing timing. Comes with hyper armor effect. *Skill Analysis: Throws a mini Zabii. This skill is all you need against CPU. It's fast, and deals decent damage. +++++++++++++++++ -Restrain |++ Honoo are ++| +++++++++++++++++ Projectile cannon shot. Can be charged into a double shot. *Skill Analysis: -- -Combos: 1) S4 >> S5. Damage: 320 2) *Battle Drive ONLY* S4 >> S4 >> S3 - Sp1. Damage: 820 3) Comments: **: As a fictional character, Zabii does not really belong to any faction. If anything, he spreads his love around and tries to convince people to see his way. He is said to be based on the Catholic missionary Francisco Xavier. Zabii is slow, but he can dance around the field (literally) with his quick, and long steps. Not much of an S-string to just rush in and start something, so you'll have to rely on your partner to do that and you capitalize with your Sp1. Quite a passive character IMO. Fortunately, he's got a nice amount of HP for his mid-low cost so he can stay alive long enough to wait for his chances. Against CPU, Zabii's Sp2 is the way to go. The range and speed on that thing is just amazing. It also overrides the majority of the Restrains in the game, and you can manually adjust the timing at which you fire the shot off. Very absuable against grunts as well as officers. Regarding to Zabii's step, it actually comes with hyper armor effect. Guess all that spinning ain't just for show. --------- 12 Kennyo --------- _____________________________________________________________________________ | Name | MAX Rank Title | Cost | HP | Attack | Faction | |__________________|____________________|______|______|________|______________| | | | | | | | | Honganji Kennyo | ShinZai SeiOu | 350 | 1000 | 160+10 | Honganji | |__________________|____________________|______|______|________|______________| +++++++++++++++++++++++++ -Sp1 |++ Kinniku Tatsumaki ++| +++++++++++++++++++++++++ -- *Skill Analysis: Low damage, short reach, but fills up Battle Drive gauge quickly. Use it in combination with Sp2. For some reason, this move recovers surprisingly fast for a skill, not that it matters a whole lot or anything. +++++++++++++++++++++++++++ -Sp2 |++ Tokusen Kinnikudama ++| +++++++++++++++++++++++++++ Increases attack power and range. Also affects Sp1. Stomp with small AoE upon activation. Can turn back to normal size by inputting the commands for Sp2 again. *Skill Analysis: Use in combination with Sp1 for good crowd control. +++++++++++++++++++++++++++++ -Restrain |++ Yakudousuru Daitaikin ++| +++++++++++++++++++++++++++++ Drop kick. *Skill Analysis: Fast execution. Breaks Guard. A very practical close-range move. -Combos: 1) S4 >> S4 - Restrain. Damage: 280 2) *Sp2* S4 >> S2 - Sp1. Damage: 300 3) Comments: Slow character with a below average S-string. Kennyo relies heavily on his Sp2 to survive grunt waves. Not only does it turn his Sp1 into a killing machine, it also helps with his otherwise awkward normal attacks. Always try to find a safe spot to activate Sp2 or you'll find yourself struggle in many situations. ------------ 13 Yoshimoto ------------ _____________________________________________________________________________ | Name | MAX Rank Title | Cost | HP | Attack | Faction | |__________________|____________________|______|______|________|______________| | | | | | | | | Imagawa Yoshimoto| KyoChou SeiSei | 320 | 800 | 160+10 | Imagawa | |__________________|____________________|______|______|________|______________| +++++++++++++++++++++++++ -Sp1 |++ Nanairo Harebutai ++| +++++++++++++++++++++++++ Extend the attack by pressing Tri button repeatedly. *Skill Analysis: No reach whatsoever. Don't extend it unless you are sure that no one else is around to interrupt you. ++++++++++++++++++++++++ -Sp2 |++ Kimagure Ukiougi ++| ++++++++++++++++++++++++ Can be charged for a bigger fan that covers a wider area. Breaks guard if it's charged. *Skill Analysis: Set-up move. Probably Yoshimoto's best attack. The downside of this attack is that Yoshimoto remains in the same spot while charging. Oh well, it's still your go-to move against everything. +++++++ -Restrain | N/A | +++++++ Light energy wave. *Skill Analysis: Same as Kasuga, Motonari, and Nagamasa's. -Combos: 1) S3 - Full Sp1. Damage: 260 2) S3 >> S3 >> S4 - Restrain. Damage: 320 3) Comments: Short-reached S-string, short-reached Sp1, Yoshimoto really struggles against ...well, pretty much anyone who's not barehanded. But let's focuse on what he CAN do instead of going through all the obvious flaws he has. First, one of his best assets is his quick and long steps, which means he's good at escaping. Oh why am I not surprised? Of course, it also allows him to quickly cancel out his attacks and keep the tempo in his favor. Second, his Sp2 is useful to set up the table for him to move in with his normal attack or Sp1. The fact that it breaks guard means that your opponent will actually have to jump out of the way or back off since the charged Sp2 covers a pretty wide area. Either way, it'll buy you some time to think about what you're gonna do next. That's about it. If you constantly find yourself unable to start something with Yoshimoto, don't feel bad. It's probably time to switch to some other better characters. When you're playing certain stages in mission mode where you are forced to use him, namely Yukimura's 23, learn to drain with your Battle Drive. Otherwise, you can just forget about getting a Perfect Win. It's simply too hard to play normally. ---------- 14 Musashi ---------- _____________________________________________________________________________ | Name | MAX Rank Title | Cost | HP | Attack | Faction | |__________________|____________________|______|______|________|______________| | | | | | | | | Miyamoto Musashi | TenKyou DouChi | 220 | 500 | 130+10 | None | |__________________|____________________|______|______|________|______________| +++++++++++++++++++++++++++++++++++++++++++++++ -Sp1 |++ Nitenichiryuu ''Hissatsu Fukurodataki'' ++| +++++++++++++++++++++++++++++++++++++++++++++++ Extend the attack by pressing Tri button repeatedly. *Skill Analysis: Musashi's go-to move. Can be connected from S1, S2, or S4. This attack downs the opponent regardless of how you chain it. +++++++++++++++++++++++++++++++++++++++ -Sp2 |++ Nitenichiryuu ''Isshinnyuukon'' ++| +++++++++++++++++++++++++++++++++++++++ Can be charged for an additional swing. *Skill Analysis: Good luck working this into your combo without Parry or Battle Drive. +++++++++++++++++++++++++++++++++++ -Restrain |++ Nitenichiryuu ''Oku no Te'' ++| +++++++++++++++++++++++++++++++++++ Rock throws. *Skill Analysis: Being a projectile Restrain, the range on the attack is very awkward. You can't extend or charge it to throw more rocks at your opponent anymore either. One of the worst Restrain in the game. Looks hilarious if used to kill your opponent though. -Combos: 1) S3 - Full Sp1. Damage: 270 2) 3) Comments: The legendary swordsman has the lowest cost in the game, and the lowest HP to go with that. Musashi gains his Battle Drive at an AMAZING rate that it might be a good strategy to abuse his low cost for a second chance of Battle Drive in a PvP match perhaps!? Musashi lives on his Sp1 which will annihilate any chances for the opponents to recover. It's also perfectly chainable through S-string except on the 3rd and last hit. Charged Sp2 hurts a lot, but you'll have a tough time initiating an attack with it because while you're charging it up, you're left with nothing but that stupid rock throw. That's not gonna get you anywhere. Parry does work though. Musashi's story mode is definitely one of the most hilarious and easiest one at the same time. It's a good choice for high level weapon unlocking. ------------ 15 Yoshihiro ------------ _____________________________________________________________________________ | Name | MAX Rank Title | Cost | HP | Attack | Faction | |__________________|____________________|______|______|________|______________| | | | | | | | | Shimazu Yoshihiro| Ittou Hissatsu | 470 | 1000 | 190+10 | Shimazu | |__________________|____________________|______|______|________|______________| ++++++++++++++++++++++++++++++ -Sp1 |++ Jigenryuu ''Takanami'' ++| ++++++++++++++++++++++++++++++ Can follow up with another Sp1 if opponent does not recover in the air. *Skill Analysis: Very good execution time and a nice damage output. Sp1 x 2 deals more than 300. Also comes with hyper armor effect. This can be used as a set-up move as well. First, launch Sp1 from a safe distance... 1) If opponent falls for the ground wave, follow up with anything you deem fit. 2) If opponent blocks, you can charge in, or keep him at bay with another one. 3) If opponent tries to jump over, step back, and then launch another wave, which will definitely put him on the defense if he doesn't want to get hit. ++++++++++++++++++++++++++++ -Sp2 |++ Jigenryuu ''Dangan'' ++| ++++++++++++++++++++++++++++ Unblockable. Comes with hyper armor effect. *Skill Analysis: One blow deals around 250-300 damage. Now the attack will actually track the opponent while getting ready. Still not easy to hit someone with it though. ++++++++++++++++++++++++++++++ -Restrain |++ Jigenryuu ''Rokushin'' ++| ++++++++++++++++++++++++++++++ Horizontal slash that thrusts forward. *Skill Analysis: Yoshihiro's best attack in the past BASARA games. Still works very nicely against CPU and players. Covers quite an area and the damage is pretty good for a Restrain too. On top of that, the priority of this attack is surprisingly high (as in when 2 attacks clash, it will come out on top most of the time). Overall, very abusable. -Combos: 1) Sp1 (shockwave) - Sp1. Damage: 340 2) *Battle Drive ONLY* S3 - Sp1 - Sp1. Damage: 640 3) Sp1 - JA >> JA >> JA >>...*JA loops*. Damage: 1000+ Comments: Yoshihiro got buffed quite a lot. S-string still has some coverage problem, but the execution time is pretty good. Sp1 hurts like hell. So does Sp2, of course, if you can manage to land it. Restrain is very practical in PvP as well as against CPU. To add icing on the cake, Yoshihiro has a nasty JA that not only comes out in a blink of an eye, but hurts quite a lot as well (100 damage per slash). It also covers a big area up front. You can really put a dent to an airborne target by connecting your consecutive JA's with the help of forward steps. If done right, you would keep ''picking'' your opponent off the ground with your JA's, and each additional JA will do another 100 damage. Combined with Battle Drive, meaning you will never get interrupted, you can single-handedly destroy your opponent with this move. Finally, Jigenryuu's time has come. ------------ 16 Tadakatsu ------------ _____________________________________________________________________________ | Name | MAX Rank Title | Cost | HP | Attack | Faction | |__________________|____________________|______|______|________|______________| | | | | | | | | Honda Tadakatsu | Sengoku Saikyou | 680 | 1300 | 250+10 | Tokugawa | |__________________|____________________|______|______|________|______________| ++++++++++++++++++++++ -Sp1 |++ Kougeki Keitai ++| ++++++++++++++++++++++ Can be charged for a 3-shot attack. *Skill Analysis: Not much use besides fighting those oni soldiers and Motochika's mobile turret. +++++++++++++++++++ -Sp2 |++ Engo Keitai ++| +++++++++++++++++++ Deploys the funnels around him. Funnels fire during S-string and JA, and form a funnel barrier in front of Tadakatsu during Restrain. Input Sp2 command again for a 360 attack with the funnels, which will be gone after said attack. Hyper armor effect upon activation. Cannot block while funnels are deployed. Effect ends when flinched or parried by opponent. *Skill Analysis: Works pretty much the same as a power-up move as the funnels will increase the total damage output. The activation time is decent; problems is the ending lag which will leave you wide open for a few seconds. To get around said recovery time, you can either initiate an attack, be it JA, S-string, Restrain, Sp1, or Sp2, and down your opponent so you could retrieve the funnels safely, or, you can fall back and find a safe spot to do that. You should be able to shake them off easily with Tadakatsu's flying speed. The funnels will stay deployed when you're attacking or flying. Or, you could always just use Battle Drive. ++++++++++++++++++++++++ -Restrain |++ Totsushin Keitai ++| ++++++++++++++++++++++++ Drill dash in a straight line. Starts up slow, but thrusts forward fast. *Skill Analysis: Not chainable through S-string outside of Battle Drive. -Combos: 1) *Sp2* Full S-string. Damage: 250 2) *Sp2* S4 - Sp2. Damage: 280 3) Comments: Tadakatsu has the highest attack, HP, and cost in the game. Unfortunately, that does not give him the edge over the other characters. At all. Sengoku Saikyou? Hardly. First of all, his basic cost is way too high. Because of that, Tadakatsu has to sacrifice some attack or HP in order to stay under 1000 cost. In the end, other characters would actually surpass his stats with their best set-up while still maintaining a cost under 1000. And second, his S-string, while wide, is just too slow. Opponents can easily block a few swings and counterattack, or even parry you. Of course, having a wide S-string also means he's un-cuttable. Coupled with the fact that a full set will knock down any opponent, it's still your best bet even though it only does 150 damage without having funnels around. Restrain is a pretty good way to rush into a grunt wave. It's also good for saving your partner. Not exactly abusable against player since it takes a while to execute, but there's not a whole lot of options left for Tadakatsu to start something up to be honest. Being a gundam, Tadakatsu can fly in the air by doing a double jump and hold the jump button. To cancel out the landing recovery time, do a quick JA just before you touch the ground, and you'll be able to move right away after that. This will come in handy when you're trying to get out of the way. If your opponents are too close to you, turn the lock off before doing the JA so you don't end up charging with it instead. --------- 17 Ieyasu --------- _____________________________________________________________________________ | Name | MAX Rank Title | Cost | HP | Attack | Faction | |__________________|____________________|______|______|________|______________| | | | | | | | | Tokugawa Ieyasu | TouShou KenGen | 300 | 800 | 160+10 | Tokugawa | |__________________|____________________|______|______|________|______________| +++++++++++++++++ -Sp1 |++ Bouboubou ++| +++++++++++++++++ Can follow up with S-string or hold Tri button for a JC. *Skill Analysis: Holding triangle button for a JC to blast your opponent away is the safe way to go. The only perfect canceling point in S-string is after the FIRST hit of S2, which consists of two swings. Any other time, your opponent CAN block you. Of course, this is not a problem during Battle Drive as everything speeds up. +++++++++++++++++ -Sp2 |++ Gangangan ++| +++++++++++++++++ -- *Skill Analysis: A sequence of attacks that only fully executes when the first swing hits. This is perfectly chainable though S-string, unlike Sp1. +++++++ -Restrain | N/A | +++++++ Lightning bolt. Executes very fast. *Skill Analysis: -- -Combos: 1) S4 >> S4 >> S3 - Restrain. Damage: 310 2) S2 (3 hits) - Sp2 - Restrain. Damage: 320 3) S4 >> S2 (3 hits) -Battle Drive- S4 >> S2 (3 hits) - Sp1 (hold) - Restrain. Damage: 740 Comments: Average S-string with a fast and wide first swing which makes it easy to start a combo. Sp2 has a nice priority and the damage is pretty decent. Ieyasu also has good stats and a low cost that is actually low enough to team up with Tadakatsu without overcosting, which makes sense given their backgrounds. All in all, a solid character with some PvP potential. ---------- 18 Ujimasa ---------- _____________________________________________________________________________ | Name | MAX Rank Title | Cost | HP | Attack | Faction | |__________________|____________________|______|______|________|______________| | | | | | | | | Houjou Ujimasa | RouSei GouKi | 320 | 1000 | 170+10 | Houjou | |__________________|____________________|______|______|________|______________| +++++++++++++++++++++++++++++++ -Sp1 |++ Houjouke Hyouketsu Ougi ++| +++++++++++++++++++++++++++++++ -- *Skill Analysis: Not much of an attack. Leaves you wide open whether you hit or not. The reach is also considerably shorter than S-string making it hard to connect unless you're real close to your opponent to begin with. Ideal canceling point is at S2 or S3. +++++++++++++++++++++++++++ -Sp2 |++ Houjouke Saikoukyuu ++| +++++++++++++++++++++++++++ Attack power AND speed up. Stomp with small AoE upon activation. Hyper armor effect. Can throw the moxibustion at opponent by inputting the Sp2 command any time, which will end the effect. The moxibustion pot throw is unblockable. *Skill Analysis: A very useful power-up move. Hyper armor, good stomp upon activation, and the effect won't stop when you get hit. Not only does it raise Ujimasa's attack power, it also gives the old man what he desperately needs: attacking speed. Houjou family's secret treatment is not just a false reputation! 1) Use Sp2 2) Use Battle Drive 3) ??? 4) Profit! +++++++ -Restrain | N/A | +++++++ Icicle that travels in a straight line. *Skill Analysis: Not much tracking, if any, same as Itsuki's. It's the less effective type of Restrain in the game simply because it often gets screwed up by terrains. -Combos: 1) *Sp2* S3 - Sp1. Damage: 260 2) *Sp2* S3 >> S4 - Restrain. Damage: 360 3) Comments: Ujimasa seems week at first sight. Slow S-string, subpar Sp1, and an average Restrain. But he actually turns out to be pretty good with his Sp2. Basically, his S-string becomes very lethal and difficult to cut thanks to the speed and coverage. A simple S2 - S5 does over 250 damage just like that. In terms of defense, when someone circles behind you while you are blocking, normally, with other characters, you'll have to quickly step out of the way or you'll be in trouble. Not with Ujimasa though! Since his S-string is SO wide, coupled with the fact that he starts he 1st swing from the back, you can actually just start swinging blindly and still manage to hit your opponent that way (just lock on him later). This is very convenient against CPU as well as players. Overall, abuse his Sp2 as much as possible, and he should be pretty easy to use. As his title suggests: HE STILL GOT IT! ---------- 19 Kotarou ---------- _____________________________________________________________________________ | Name | MAX Rank Title | Cost | HP | Attack | Faction | |__________________|____________________|______|______|________|______________| | | | | | | | | Fuuma Kotarou | Shippuu ShouDou | 450 | 1000 | 190+10 | Houjou | |__________________|____________________|______|______|________|______________| ++++++++++++ -Sp1 |++ Chou ++| ++++++++++++ Hold Tri button to elevate for JA or keep it held for a JC. *Skill Analysis: Chainable through S1 or S2 ONLY. +++++++++++ -Sp2 |++ Sen ++| +++++++++++ Can follow up with S-string or Restrain. *Skill Analysis: Good move to keep your opponent at bay. Pretty big hitbox and actually tracks a bit. Note that the blades come back to you vertically at a certain height it is _possible_ to nail a jumping opponent with them. ++++++++++++++ -Restrain |++ Shitsu ++| ++++++++++++++ Dashes striaght forward with spinning ninja katana on both hands. *Skill Analysis: Fast execution, wide hitbox, a very useful attack for all kinds of situations. -Combos: 1) S2 (3 hits) - Sp1 (hold). Damage: 210 2) S2 (3 hits) - Sp1 -pause 0.5 sec- Full S-string. Damage: 280 3) S2 (3 hits) - Sp1 - S2 (3 hits) - Sp1. Damage: 320 Comments: Houjou's silent mercenary. Fuuma has a fast S-string that moves around, which prevents getting cut, a practical Restrain, and a very nice finisher on his JA combo. His main combo S2 - Sp1 - JA x 5 does over 280 damage with a low chance of getting cut since you'll be in the air during most part of it. Like the other ninjas, Fuuma can glide (more like fly in his case) after a double jump by holding the jump button. To cancel the landing recovery time, do a quick JA just before landing, then you can start moving right away. If your opponents are too close to you, turn off the lock by holding O button for a second so you don't end up charging with the JA instead. All in all, Fuuma's a good character that's fun to use. ---------- 20 Toshiie ---------- _____________________________________________________________________________ | Name | MAX Rank Title | Cost | HP | Attack | Faction | |__________________|____________________|______|______|________|______________| | | | | | | | | Maeda Toshiie | GouHou RaiRaku | 350 | 1000 | 160+10 |**Oda / Maeda | |__________________|____________________|______|______|________|______________| +++++++++++++++++++++++++ -Sp1 |++ Kemono no Rengeki ++| +++++++++++++++++++++++++ Extend the attack by pressing Tri button repeatedly. *Skill Analysis: Can be perfectly chained with S1, S2, or S4. Good execution time on its own as well. ++++++++++++++++++++ -Sp2 |++ Koi, Takayo! ++| ++++++++++++++++++++ -- *Skill Analysis: Since the hawks are coming from the opposite direction, it'll turn your opponent around if he opts to block, which will give you a chance to attack him on the back. Though it doesn't come with hyper armor effect like Matsu's does, and the reach is also considerably shorter...guess it's only fair. Since you can't follow with a whole set of S-string, doing a JA would be the most profitable way to deal some extra damage when your opponent falls down. +++++++++++++++++++++++++ -Restrain |++ Higuchi no Rendan ++| +++++++++++++++++++++++++ Projectile fire ball. *Skill Analysis: You can't spit more than 1 fire ball anymore; nevertheless, it's still decent as a Restrain. Nou, Motochika, and Yukimura share the same Restrain. -Combos: 1) Sp2 - JA - Restrain. Damage: 220 2) S3 (4 hits) - Full Sp1. Damage: 260 3) Comments: For Matsu!!! Toshiie is a solid character with a practical Sp1 and a nifty hawk-summoning to boost. Due to the fact that his Sp1 lifts the opponent up, it'll prevent Battle Drive escape (as in activating it to interrupt your attack) or getting parried should your attack knock the target too far back. His hawks summoming is a good way to set up the table too as it pretty much forces your opponent to either get out of the way, or rush in and attack you before you finish the whistle. It's always a good thing to keep them on their toes. I also highly recommend playing co-op with a friend who uses Matsu for some hawk rampage. It doesn't get any more fun than that. **: As far as faction goes, Toshiie should've really gone under the Oda force. But since his story here has nothing to do with Oda (more like it has always been more about Matsu and Keiji), I also put Maeda there. The couple show up together more often than not anyway. -------- 21 Matsu -------- _____________________________________________________________________________ | Name | MAX Rank Title | Cost | HP | Attack | Faction | |__________________|____________________|______|______|________|______________| | | | | | | | | Matsu | KenSai ShunRei | 320 | 800 | 160+10 |**Oda / Maeda | |__________________|____________________|______|______|________|______________| ++++++++++++++++++++++++++ -Sp1 |++ Koryuu Suiseidzuki ++| ++++++++++++++++++++++++++ Entend the attack by pressing Tri button repeatedly. *Skill Analysis: As far as multi-hitter skill goes, the hitbox is horrible. Use when you've got your opponent pinned down in a chain or it might miss. +++++++++++++++++++++++++++++ -Sp2 |++ Mio, Maeda Sanjuushi! ++| +++++++++++++++++++++++++++++ Hold Tri button and wait for the icon of the animal you want to summmon to appear, and release the button. Comes with hyper armor effect. There are 3 types of animals. In the specific order: 1) Tobe, Taroumaru! : Summons Taroumaru, the hawk. 2) Onegai, Saburoumaru! : Summons Saburoumaru, the mole. 3) Debanyo, Goroumaru! : Summons Goroumaru, the bear. *Skill Analysis: Reach: Mole > Hawk >>>>> Bear. Damage: Bear(250) >>>>> Hawk(100) > Mole(50) Speed: Bear > Hawk >>>>> Mole Tracking: Mole >>>>> Bear > Hawk +++++++ -Restrain | N/A | +++++++ Whirlwind on the ground that travels in a zig-zag pattern. *Skill Analysis: Same as Keiji's. -Combos: 1) Sp2 (hawks) - JA. Damage: 180 2) S3 - Full Sp1. Damage: 270 3) S3 >> S3 >> S3 >> S2 - Restrain. Damage: 320 Comments: Our animal queen is back! I was kinda worried what they would make of all the animals, but fortunately, we got 3 of them (out of 4, missing Jiroumaru)! Each serves a different purpose. 1) The hawks are great for keeping your opponents away. It has good reach, good speed, decent damage, and covers a wide area. And the fact that it's the first one in the lineup means you'll be using them a lot. 2) The moles might seem a bit useless at first, but when you pay attention to how they approach the target, you'd know how they could save your ass. First, they are slow, damn slow, but track like crazy, much like the dark energy spheres Restrain the others have in the game. The way to use the moles is set them off, and you run up to the target. Since they're so slow, you will actually get ahead of them. And when your opponent is busy dealing with you, the moles are ready to sneak one in. Even if they miss the target, they will, get this, CIRCLE BACK and try again. I've seen them redirect 2-3 times before they finally got my opponent. How great is that? And the thing about the moles is, unlike an energy sphere just floating around, a lot of times your opponent won't see them coming, especially if they are re-approaching. 3) Bear is pretty straightforward. Wanna cash in on big openings? Goroumaru! Boom, 250 right there. It doesn't have much reach and is the last one in the lineup, which means you'll have to wait for your chances. The only downside about them animals is that, well, your opponent can see what you're trying to summon. This gives them time to think about how to deal with it. Oh well~ Animals aside, Matsu's S-string is pretty below average, and her Sp1 honestly isn't that great either. But that's not stopping her from being one of the best characters in the game. With a low cost like that, Matsu can pretty much afford having anyone as her partner to protect her and give her room to abuse the animals. On a final note, Matsu's got a great JA. It's the only good attack she has that's not an animal. ------------ 22 Mitsuhide ------------ _____________________________________________________________________________ | Name | MAX Rank Title | Cost | HP | Attack | Faction | |__________________|____________________|______|______|________|______________| | | | | | | | | Akechi Mitsuhide | ReiGan KaKan | 350 | 750 | 160+10 |**Oda / Akechi| |__________________|____________________|______|______|________|______________| +++++++++++++++++++++++++++ -Sp1 |++ Shougekiteki Houyou ++| +++++++++++++++++++++++++++ Press Tri button again for an additional strike. *Skill Analysis: Great attack. Fast execution with a great coverage. Does about 160 damage when both hits land. The attack can be easily chained into a combo without giving your opponent a chance to parry. Though if the first hit only gets the target by the tip of the scythes, there's a good chance that the following ground smash won't reach. Make sure you are close enough when you cancel into this attack. +++++++++++++++++++++++++++++ -Sp2 |++ Koukotsuteki Kyuushuu ++| +++++++++++++++++++++++++++++ Absorbs HP. Press Tri button repeatedly while holding Shift button to increase the amount of HP absorbed. *Skill Analysis: Slow and short reached. Chainable throuhg S-string from S1-S3. Avoid using this directly as it would leave you wide open if you miss. A full absorption (6 ''pumps'') would restore 200+ HP while a short absorption (2 pumps minimum) restores about 70 HP. The amount of damage dealt to the opponent is the same as the amount of HP absorbed. Do try to get as many pumps as possible every time because it will send your opponent flying after you're done. Otherwise, he can just recover in the air and counterattack you right away while you're still in the stance. Don't worry about getting cut off by his partner because you're gonna get hit one way or another. Might as well just go for it. +++++++ -Restrain | N/A | +++++++ Dark energy sphere. Can be charged for an additional sphere. *Skill Analysis: Travels slowly, but tracks and keeps tracking for a VERY long time. A lot of times when you release the 2nd one, you can still see the 1st one circling around the field trying to hunt down the target. -Combos: 1) S4 >> S4 - Full Sp1. Damage: 400 2) S4 >> S3 - Full Sp2. Damage: 440 3) Comments: One of the cheap characters. Thanks to his Sp2, Mitsuhide can survive a lot longer than those high-cost characters, which makes him the best character in Mission mode. His Sp1 is easy to use and gets the job done. Restrain is nice too. I just love those dark energy that keeps going after the opponents. Mitsuhide's weakness is still his speed. He also has a horrible, albeit hilarious, way of stepping that would stop him on track after each step. Luckily, you can cancel it with a jump or any attacks. Overall, Mitsuhide's definitely a top tier. Regarding to the faction, most people probably already knew this a long time ago, but just for the ones who don't, Mitsuhide served under Oda before his revolt at Honnoji, hence the Oda / Akechi up there. ---------- 23 Ranmaru ---------- _____________________________________________________________________________ | Name | MAX Rank Title | Cost | HP | Attack | Faction | |__________________|____________________|______|______|________|______________| | | | | | | | | Mori Ranmaru | HaJa SeiShin | 320 | 800 | 160+10 | Oda | |__________________|____________________|______|______|________|______________| +++++++++++++++++ ++++++++++++++ -Sp1 |++ Aogi Yumi ++| w/ |++ Gourai ++| +++++++++++++++++ ++++++++++++++ Extend the attack by pressing Tri button. *Skill Analysis: Good skill. Chainable throuhg S-string any time from S1 to S4. The finishing blow is the old ''Gorai'' from SB2: Heroes. ++++++++++++++++ -Sp2 |++ Arashiya ++| ++++++++++++++++ Hold Tri button to adjust the release timing for the arrow. *Skill Analysis: Not a whole lot you can do with this combo-wise. It's good for dealing with those annoying archers that don't move at all or those Oni soldiers though. ++++++++++++++++ -Restrain |++ Samidare ++| ++++++++++++++++ Lightning arrow that travels straight. Can be charged into a double shot. *Skill Analysis: A rather unique Restrain that no one else shares. It's actually the old skill ''Samidare'' from SB2: Heroes. Only difference is, the charge attack doesn't shoot multiple arrows anymore. -Combos: 1) S4 - Full Sp1. Damage: 270 2) S4 >> S4 >> S4 - Restrain. Damage: 340 3) S2 -Battle Drive- >> S4 >> S4 >> S4 - Restrain. Damage: 600 Comments: Ranmaru's a solid character. He has a fast S-string that can cancel into Sp1 with no troubles, and an Sp2 good for keeping your opponent at bay. Being able to adjust the firing timing is just icing on the cake. He's also got a nice JA that can be abused against grunt waves. ----------- 24 Nou-hime ----------- _____________________________________________________________________________ | Name | MAX Rank Title | Cost | HP | Attack | Faction | |__________________|____________________|______|______|________|______________| | | | | | | | | Nou | RyouRan MuHi | 320 | 800 | 160+10 | Oda | |__________________|____________________|______|______|________|______________| +++++++++++++++++++++ -Sp1 |++ Orochi no Kou ++| +++++++++++++++++++++ Can manually aim. Press Tri button repeatedly to extend the attack. *Skill Analysis: Used to be one of the most nasty skills back in the days; now it's officially useless. Average damage, crappy aiming, and recovery time can't be helped. It's the kind of attack that will leave you in danger whether you hit or miss. +++++++++++++++++++++++++++ -Sp2 |++ Watatsumi no Nageki ++| +++++++++++++++++++++++++++ Fires a bazooka shot that travels underground. Can mannually control the direction of the shot. Input the command for Sp2 again to manually detonate the shot. *Skill Analysis: Not a bad skill actually, mainly due to the fact that you have total control over the bazooka shot. The explosion has a nice AoE on it as well. Abuse this against CPU. +++++++ -Restrain | N/A | +++++++ Projectile pistol shot. Can be charged in to a double shot. *Skill Analysis: VERY good execution. Charging time is pretty short too, and the butterflies look pretty. ^_^ Toshiie, Motochika, and Yukimura share this very projectile. -Combos: 1) JA - Restrain. Damage: 120 2) S2 (4 hits) >> S2 (4 hits) >> Full S-string - Restrain. Damage: 320 3) Comments: If I say Nou doesn't suck, I'd be lying. Both of her skills leave her totally vulnerable to any sort of counterattack, and the reach on her pistols has been tweaked so much to the point that it's shorter than Hideyoshi's fists. She's definitely one of the worst characters in the game. Now we've got that cleared up, let's focus on what she CAN do. Her best asset in the past games, JA, is still usable. Use it in combination with Restrain and then quickly fall back to a safe spot. Mix up the bazooka and gatling attacks to keep your opponent as far away from you as possible. When they do manage to cross the safe line (and they will, it's not that hard), be prepared to shoot them down with Restrain or JA. The pistols are your life saver. If you're forced to play close combat, know that Nou's S-string consists of 8 hits, but none of which will cover anything more than a small area up front. It's best that you just quickly finish the set and get away. The whole string looks something like this: S1 (2 shots)-S2 (2 shots)-S3 (sweep kick)-S4 (flip)-S5 (toss gun>blast away). It might take a while to get used to her rather unique canceling timing. Also, unlike all the other characters, Nou does NOT need to take the time to recover after the last hit of her S-string. You can quickly cancel it with a step, or even follow up with a Restrain for some additional damage. That's about it. To survive with Nou, you basically have to do the opposite of what you do with the others. Once you get used to that, she can act as a long- range support for the team. ----------- 25 Nobunaga ----------- _____________________________________________________________________________ | Name | MAX Rank Title | Cost | HP | Attack | Faction | |__________________|____________________|______|______|________|______________| | | | | | | | | Oda Nobunaga | SeiTen MaOu | 550 | 1300 | 190+10 | Oda | |__________________|____________________|______|______|________|______________| +++++++++++++++++++++++ -Sp1 |++ Shouheki Shinku ++| +++++++++++++++++++++++ -- *Skill Analysis: Cape sweep with a great reach, damage, and execution time that can be chained easily into a combo. A very useful move against CPU and players. ++++++++++++++++++++++++++++ -Sp2 |++ Doukokusuru Tamashii ++| ++++++++++++++++++++++++++++ Power-up move that increases Nobunaga's attack. Loses the ability to block during power-up mode. Effect ends when flinched by your opponent. Input the Sp2 command again any time to fire a powerful shot with the shotgun, which will end the effect as well. *Skill Analysis: After activating the skill, every time you land the 5th hit of your S-string, you get a soul that will follow you around. The more souls you get, the more powerful you become. The maximum number of souls you can have at the same time is 4. Note that once you get flinched by your opponent's attack, or fire the shot off, you lose ALL the souls, and you will have to start collecting all over again. The shot itself is VERY powerful even without any souls around. A single shot can do almost 250 damage, and you can deal up to 400 when you're powered up by 4 souls. You can also chain the shot through S-string while you're in Battle Drive. +++++++ -Restrain | N/A | +++++++ Dark energy sphere from the shotgun. *Skill Analysis: Travels slowly, but tracks and keeps tracking for a VERY long time. A lot of times when you release the 2nd one, you can still see the 1st one circling around the field trying to hunt down the target. The execution is a bit slower than the rest of the Restrains. -Combos: 1) S4 >> S3 - Sp1. Damage: 350 2) *Sp2* *Battle Drive ONLY* S4 >> S4 >> S3 - Sp2. Damage: 750 3) Comments: One of the most powerful, and easy-to-use characters in the game. Worth every single point of the 550 cost. The cape alone is great against pretty much everything without even using it in a combo. The hitbox is focused on Nobunaga's right hand side, so if you're facing Nobunaga, you want to go to YOUR right. Otherwise you'll get swept away again and again by his cape. It also works great as an anti-air. Nobunaga's Sp2 makes him a very formidable opponent, not because of the souls, but that shotgun. 250 damage per shot is just way too much. The skill even comes with hyper armor effect, which makes it even easier for Nobunaga to abuse the shotgun. Cape in close range, shotgun in long range, good Restrain, good stats, Nobunaga got it all covered. I'm sure Wakamoto will be very pleased with the way his character turned out. ^_^ ----------- 26 Nagamasa ----------- _____________________________________________________________________________ | Name | MAX Rank Title | Cost | HP | Attack | Faction | |__________________|____________________|______|______|________|______________| | | | | | | | | Azai Nagamasa | ShinGi FuTou | 350 | 1000 | 160+10 | Azai | |__________________|____________________|______|______|________|______________| ++++++++++++++++++++++++ -Sp1 |++ Kizan - Juumonji ++| ++++++++++++++++++++++++ Extend the attack by pressing Tri button again. *Skill Analysis: Kizan! Juumonji!! *poses* God I love this skill. It's actually perfectly chainable even though the poses seem as if they're gonna get in the way. Damage output is quite good as well, and the extension will keep opponent away from making a recovery in the air and counterattack you. ++++++++++++++++++++++++ -Sp2 |++ Riryoku - Soukou ++| ++++++++++++++++++++++++ Increase attack and reach for a set time. Stomp with small AoE on the second sword thrust. *Skill Analysis: Riryoku! Soukou!! *moar poses* Not exactly your fastest power-up move due to all the poses, but once you get one out, it'll be faster to pull a second one, provided the 1st power-up is still in effect. The damage boost isn't really that much compared to, say...Hanbei's Sp2, but reach increase really makes a difference when you need get a combo started. Do use it whenever it's safe. +++++++ -Restrain | N/A | +++++++ Shoots light energy wave with shield. *Skill Analysis: Nothing special. Same as Kasuga, Motonari and Yoshimoto's Restrain. -Combos: 1) S4 >> S4 >> S2 - Restrain. Damage: 330 2) S4 >> S4 - Full Sp1. Damage: 340 / 440** 3) Comments: Our justice warrior in the BASARA series. Nagamasa is pretty easy to use. He has a fast 1st swing on his S-string, and decent reach for the rest of the attack, which can be further increased by activating his Sp2. On the subject of Sp2, ideally, you'd want to constantly have it on even though Nagamasa can do just fine without it. The extra reach does help, so try to refresh your power-up whenever it's safe to do so. Besides it goes faster than starting up a Sp2 from scratch. Nagamasa's one of those characters who have a really loose canceling timing in their S-string (thanks to all the poses). You'll rarely get parried even if your timing is slightly off, unlike some others like Nobunaga. Just icing on the cake. Also, his JC is simply awesome. Abuse it against those who like to guard all day long. **: This combo (S4 >> S4 >> Full Sp1) will knock your opponent away on the 1st hit of your Sp1, which deals 340 damage. In which case, the extension won't add anything to the actual combo. You'll be able to recover before he gets up too so no worries there. However, if your opponent recovers in the air, which the CPU LOVES doing, and tries to come back for a counterattack, he WILL get nailed by the red bolts from the extension part of your Sp1. The whole set will then knock him down completely, and deals a whopping 440 damage instead. -------- 27 Oichi -------- _____________________________________________________________________________ | Name | MAX Rank Title | Cost | HP | Attack | Faction | |__________________|____________________|______|______|________|______________| | | | | | | | | Ichi | GenYou GenWaku | 350 | 800 | 160+10 | **Oda / Azai | |__________________|____________________|______|______|________|______________| ++++++++++++++++++++++++++++++ -Sp1 |++ Kurae Kare no Harawata ++| ++++++++++++++++++++++++++++++ Extent the attack by pressing Tri button repeatedly. *Skill Analysis: Can be chanined, but the reach one the first swing is a bit awkward that it might miss the target if you're not close enough to begin with. +++++++++++++++++++++++++ -Sp2 |++ Kitare Ne no Yami ++| +++++++++++++++++++++++++ Opponents that touch the dark hands after they appear will be knocked back. Opponents that get CAUGHT by the dark hands from underneath will be absorbed of their life. Ichi restores 100 HP. This skill is unblockable, and also comes with hyper armor effect for as long as the dark hands stay on the field. *Skill Analysis: A very nice skill, perfectly chainable throuhg S-string. Coupled with the facts that it's unblockable, and the dark hands _can_ act as a barrier, you will be relying on this move a lot. Of course, HP replenish is always welcome. Interesting note regarding to the hyper armor effect that comes with this attack, not only will Ichi not get flinched, she will not die either. In the case where she would supposedly be killed by an attack, she would be left with 1 last drop of HP instead. This continuous effect does not wear off until the dark hands disappear. So if you're trying to finish her off, wait until she's about to get up. You should have enough time to do that before Ichi gets healed or starts moving again. +++++++ -Restrain | N/A | +++++++ Dark energy sphere. *Skill Analysis: Travels slowly, but tracks and keeps tracking for a VERY long time. A lot of times when you release the 2nd one, you can still see the 1st one circling around the field trying to hunt down the target. -Combos: 1) S2 (3 hits) - Full Sp1. Damage: 260 2) S3 >> S3 >> S4 - Restrain. Damage: 330 3) S3 >> S3 >> S2 - Sp2. Damage: 400 Comments: Ichi is all about her Sp2 IMO. Her major weakeness is her attacking speed, which is beyond hopeless. And the fact that her skills will leave her wide open means you will often find yourself trading hits. Regarding to her Sp2, the dark hands will stay on the field for a few seconds after they're done sending the target off, which will prevent your opponent from making a recovery in the air and counterattack. No worries there. Problem's on the other enemies. If it's a human player, you'll be in a world of pain if he's close to you. Hyper armor =/= no damage taken. Only thing you can do is pray that your partner would cover you. Still, this doesn't mean it's not worth the risk. You just have to wait for your chances. **: As you may have already known, Ichi is Nobunaga's younger sister who then married Nagamasa in exchange for the alliance with the Azai clan. A few years after the political marriage, Nagamasa had to betray said alliance and declare a state of war with the Oda clan on behalf of the Asakura family, who had an alliance relationship with the Azai clan generations before that, hence Ichi's Oda / Azai status in the faction up there. ------------ 28 Motochika ------------ _____________________________________________________________________________ | Name | MAX Rank Title | Cost | HP | Attack | Faction | |__________________|____________________|______|______|________|______________| | | | | | | | | Chousokabe | | | | | | | Motochika | TenI MuHou | 350 | 1000 | 160+10 | Chousokabe | |__________________|____________________|______|______|________|______________| ++++++++++++++ -Sp1 |++ Dokyuu ++| ++++++++++++++ Starts surfing on his anchor. Can control direction and jump during surfing. End surfing with a thrust by pressing Tri button any time. *Skill Analysis: Fun skill. Good for attacking and escaping at the same time. Use the d-pad or analog to wiggle / make turns, and press the jump button to flip and jump over obstacles. Opponents that make contact with the anchor while you're wiggling, turning, or jumping will recieve damage. The ending thrust hurts a lot. 2 wiggles --> finish deals more than 250 damage in mere seconds. Remember you will always start towards the direction Motochika is facing, not where the target is, and always watch the radar to make the best of it! +++++++++++++++ -Sp2 |++ Shibaku ++| +++++++++++++++ Unblockable. Opponents that get caught by the net cannot move for a set time. Attacks hitting the net ALL become critical hits. Opponents do not gain any Battle Drive while inside the net. *Skill Analysis: Being a fast and unblockable move makes it beyond broken. However, you cannot normally chain your S-string into it since the starting stance takes just a little too long that would give your opponent a chance to escape, block, parry, or even counterattack if his attack comes out fast enough. So that leaves you 3 options. 1) Use it to capitalize on big openings, such as after dodging/blocking your opponent's special attacks that would leave them vulnerable while recovering. 2) Parry. This is a guarantee hit because your opponent won't recover in time to do anything to stop you, and you'd be in the perfect range. 3) Battle Drive. With the increase in attack speed, it becomes chainable from S-string. You can rack up some crazy damage with it. +++++++ -Restrain | N/A | +++++++ Throws projectile fire ball with anchor. *Skill Analysis: Same as Toshiie, Nou, and Yukimura's. Good for anti-air. -Combos: 1) S3 >> S3 >> S3 >> S2 - Restrain. Damage: 320 2) Sp2 - S2 - Sp1 (start) - Sp1 (end). Damage: 400 3) S3 >> S3 >> S3 - Sp1 (start) - Sp1 (end). Damage: 440 4) *Battle Drive ONLY* S3 - Sp2 - S3 - Sp1 (start) - Sp1 (end). Damage: ~800 Comments: One of THE most broken characters in the game. Opoonents are meat once they get caught by the net, and trust me, in a 2v2 match, they WILL get caught. Every time they get caught, we're talking about 250-400+ damage here. Sp1 comes in quite handy when you need a quick getaway, and it's difficult to get cut when you're using it as an offensive measure too. Motochika's only actual weakness is his feeble S-string, which doesn't really hurt him in a 2v2 match because you'll have a partner to help you out. All you really need to do is wait for your chaces to net them. Not to mention he's a mid-low cost character with good HP to take a beating. He also has a great JA, but that's just icing on the cake. In short, you want an effortless Perfect Win? Go with Motochika! A-NI-KI!!! -------- 29 Keiji -------- _____________________________________________________________________________ | Name | MAX Rank Title | Cost | HP | Attack | Faction | |__________________|____________________|______|______|________|______________| | | | | | | | | Maeda Keiji | KenRei GouSou | 400 | 1000 | 190+10 | Maeda | |__________________|____________________|______|______|________|______________| ++++++++++++++++++++ -Sp1 |++ Koi Tsudzuri ++| ++++++++++++++++++++ Extend the attack by pressing Tri button repeatedly. *Skill Analysis: Bread and butter move. Full set deals just over 200 damage. Chain-able through S-string any time from S1-S4. Though if you want to get the last swing in for the full set, do it between S1-S3. ++++++++++++++++++ -Sp2 |++ Hitomebore ++| ++++++++++++++++++ Can be charged for a stronger smash. *Skill Analysis: Not really chain-able because it takes too long to execute. Deals about 300 damage when charged while a normal Sp2 deals 200 damage. The skill comes with hyper armor effect and has a longer reach than Yoshihiro's Sp2. Works wonders on CPU. For what it's worth, it actually executes much faster than Yoshihiro's Sp2 so it's feasible to capitalize on big openings with it. One way to abuse this against the CPU is knock them down, keep a safe distance, launch the attack and hold it, wait for the CPU to get up and walk into the effective range. +++++++ -Restrain | N/A | +++++++ Whirlwind on the ground that travels in a zig-zag pattern. *Skill Analysis: Same as Matsu's. -Combos: 1) S3 - Full Sp1. Damage: 310 2) S3 >> S3 >> S3 - Restrain. Damage: 330 3) Comments: An all-around character with good stats and a reasonable cost. One of Keiji's strong suits is his fast and VERY wide S-string, which makes it extremely easy for him to start a combo. In fact, the first hit is so fast you can actually do something like S1 > step > S1 > step with it, provided you got the timing down. That will come in handy when trying to prevent cut. His Sp1 is also pretty easy to use with a fast execution that won't get you parried. Combined with his S-string, you can cash in on a lot of opportunities. Another one is his JA. The first swing has a very nice hitbox. Overall, Keiji is quite a beginner friendly character. ----------- 30 Yukimura ----------- _____________________________________________________________________________ | Name | MAX Rank Title | Cost | HP | Attack | Faction | |__________________|____________________|______|______|________|______________| | | | | | | | | Sanada Yukimura | Ten-Ha Zessou | 450 | 1000 | 180+10 | Takeda | |__________________|____________________|______|______|________|______________| +++++++++++++ -Sp1 |++ Rekka ++| +++++++++++++ Extend the attack by pressing Tri button repeatedly. *Skill Analysis: Yukimura's bread and butter move. Very good tracking, decent hitbox, decent damage, and fast execution. It's also easily chained with S-string that won't get you parried. One full set does over 170 damage. An old (it's been in every single BASARA games including BASARA X), yet very practical move. ++++++++++++++++++ -Sp2 |++ Kaenguruma ++| ++++++++++++++++++ Increase the number of spins by pressing Tri button repeatedly while keeping the Shift button held. *Skill Analysis: Neta move. Flashy, but virtually useless. It also got nerfed pretty bad. In BASARA 1, the Firewheel can keep going and going if you press Tri button with the correct timing. BASARA 2 limited the number of spins and made it not infinite anymore. Now in Battle Heroes, Yukimura can only do about 8 spins before coming to a stop. You can extend it by pressing the Tri button, but it is still not what it used to be. The worst thing is, the priority for this move SUCKS. Any peon can just poke you out of it, and the spin doesn't have much reach to prevent that from happening either. Lame. If by some miracle, you do manage to get every single hit in, the full set can do about 300 damage, which is hardly worth the risk in my opinion. I simply can't find any use for this move. It doesn't even start fast enough after a parry! It's good for some giggles I guess. On a side note, this is what Yukimura used in the 2nd episode of the anime against Masamune's Death Fang when they're trying to decide who gets to finish off Yoshimoto. They didn't show the move though. +++++++ -Restrain | N/A | +++++++ Throws a projectile fire ball. *Skill Analysis: Same as Toshiie, Nou, and Motochika's. Good anti-air. -Combos: 1) S3 (5 hits) - Full Sp1. Damage: 270 2) S2 >> S2 >> S2 >> S2 >> S2 - Restrain. Damage: 340 3) Comments: OOOOYAKATASAMAAAAA!!!! *Cough* I love Yukimura. He's an all-around character that's very easy to use. Slightly higher cost than the majority of the roster, he makes it up by having hotblood yellings and manly interaction with Shingen. ^_^ Joking aside, Yukimura has a solid S-string that can be chained into Rekka easily with very little to no chance of getting parried. Unless, of course, your opponent is pushed too far back you only got him by the tip of the spear, then you MIGHT get blocked/parried on a bad day, but that doesn't happen very often because Rekka has quite a reach on it. Like mentioned above, you can either just ignore his Sp2, or you can try your luck with it. Who knows, maybe you can catch your opponents off guard. I really don't recommend using it though. There are better options. ''Mere castle gate won't stop my spears. TEN! HA! ZESSOU! Sanada Yukimura, kenzan!!!!'' ------------------------------------------------------------------------------- 3c. Tier List ------------------------------------------------------------------------------- After playing this game extensively for over 3 weeks, I have compiled two sets of tier lists, one against CPU on the highest possible difficulty in different modes, and the other against human players. This is only based on my opinions, of course. Take it with a grain of salt. ------------------------- I. Against CPU on EXTREME ------------------------- -S Tier: Ridiculously overpowered. Crazy damage potential during Co-op. _____________________________________________________________________________ | Character Name | Abusable Moves | |________________________|____________________________________________________| | Akechi Mitsuhide | Sp2. Chargable Restrain. | | Chousokabe Motochika | Sp2. | | Oda Nobunaga | Sp2. Sp1. | |________________________|____________________________________________________| -A Tier: Very good characters who can handle most situations effortlessly. _____________________________________________________________________________ | Character Name | Abusable Moves | |________________________|____________________________________________________| | Matsu | Sp2. | | Sarutobi Sasuke | Sp1. Sp2. | | Shimazu Yoshihiro | Sp1. Restrain. JA. | | Date Masamune | Sp2. | | Itsuki | Chargable Sp2. | | Maeda Keiji | S-string. Sp2. | | Takenaka Hanbei | Sp1. Chargable Sp2. | |________________________|____________________________________________________| -B Tier: Solid characters with no fatal flaws, nor any outstanding abilities. _____________________________________________________________________________ | Character Name | Abusable Moves | |________________________|____________________________________________________| | Katakura Kojuurou | Sp1. Sp2. | | Fuuma Kotarou | Sp2. | | Mouri Motonari | S-string. Sp2. | | Mori Ranmaru | S-string. JA. Sp2. | | Sanada Yukimura | -- | | Azai Nagamasa | Sp2. JC. | | Tokugawa Ieyasu | Sp2. | | Maeda Toshiie | Sp2. | | Honda Tadakatsu | Sp2. S-string. Restrain. | | Toyotomi Hideyoshi | Chargable Sp1. Restrain. | |________________________|____________________________________________________| -C Tier: Characters that rely on certain playing style or absuable moves to stay alive. _____________________________________________________________________________ | Character Name | Abusable Moves | |________________________|____________________________________________________| | Uesugi Kenshin | Restrain. | | Takeda Shingen | Restrain. | | Miyamoto Musashi | Sp1. | | Zabii | Sp2. Step. | | Honganji Kennyo | Sp2. | | Houjou Ujimasa | Sp2. | | OIchi | Sp2. | |________________________|____________________________________________________| -D Tier: Characters who can barely hold his/her own. Major liability to the team. _____________________________________________________________________________ | Character Name | Abusable Moves | |________________________|____________________________________________________| | Kasuga | Sp2. | | Nou-hime | JA. Sp2. | |________________________|____________________________________________________| -Joke Tier: Roflcopter. _____________________________________________________________________________ | Character Name | Abusable Moves | |________________________|____________________________________________________| | Imagawa Yoshimoto | Chargable Sp2. Step. | |________________________|____________________________________________________| ------------------- II. Against players ------------------- -S Tier: Ridiculously overpowered. Crazy damage potential during Co-op. _____________________________________________________________________________ | Character Name | Abusable Moves | |________________________|____________________________________________________| | Akechi Mitsuhide | Sp2. Chargable Restrain. | | Chousokabe Motochika | Sp2. Sp1. | | Oda Nobunaga | Sp2. Sp1. | | Sarutobi Sasuke | Sp2. Sp1. Double Jump Bug. | | Matsu | Sp2. | | Date Masamune | Sp2. | |________________________|____________________________________________________| -A Tier: Very good characters who gain the upper hand easily most of the time. _____________________________________________________________________________ | Character Name | Abusable Moves | |________________________|____________________________________________________| | Katakura Kojuurou | Restrain. Sp1. Sp2. | | Shimazu Yoshihiro | Sp1. Restrain. JA. | | Maeda Keiji | S-string. | | Itsuki | Chargable Sp2. JA. Sp1. | | Fuuma Kotarou | Restrain. Double Jump Bug. | |________________________|____________________________________________________| -B Tier: Solid characters with no fatal flaws. _____________________________________________________________________________ | Character Name | Abusable Moves | |________________________|____________________________________________________| | Mouri Motonari | S-string. Sp2. | | Mori Ranmaru | S-string. JA. | | Azai Nagamasa | Sp2. S-string. JC. | | Sanada Yukimura | -- | | Takenaka Hanbei | Sp1. Chargable Sp2. | | Uesugi Kenshin | Restrain. | | Takeda Shingen | Restrain. | | Tokugawa Ieyasu | Sp2. S-string. | | Maeda Toshiie | Sp2. | | Miyamoto Musashi | Sp1. | | Houjou Ujimasa | Sp2. | |________________________|____________________________________________________| -C Tier: Characters that rely on certain playing style or absuable moves to stay alive. _____________________________________________________________________________ | Character Name | Abusable Moves | |________________________|____________________________________________________| | Toyotomi Hideyoshi | Chargable Sp1. Restrain. | | Honda Tadakatsu | Sp2. S-string. Restrain. Double Jump Bug. | | OIchi | Sp2. | | Zabii | Sp2. Step. | | Honganji Kennyo | Sp2. Restrain. | | Kasuga | Double Jump Bug. | |________________________|____________________________________________________| -D Tier: Characters who can barely hold his/her own. Major liability to the team. _____________________________________________________________________________ | Character Name | Abusable Moves | |________________________|____________________________________________________| | Nou-hime | JA. | |________________________|____________________________________________________| -Joke Tier: Roflcopter. _____________________________________________________________________________ | Character Name | Abusable Moves | |________________________|____________________________________________________| | Imagawa Yoshimoto | Chargable Sp2. Step. | |________________________|____________________________________________________| ------------------------------------------------------------------------------- 3d. Character List ------------------------------------------------------------------------------- Here are the lists of the characters in the game, sorted in different ways. --------------------- I. Sort by Basic Cost --------------------- ____________________________________ | Name | Cost | |____________________________|______| | 1) Honda Tadakatsu | 680 | |____________________________|______| ____________________________________ | Name | Cost | |____________________________|______| | 2) Oda Nobunaga | 550 | | 2) Toyotomi Hideyoshi | 550 | |____________________________|______| ____________________________________ | Name | Cost | |____________________________|______| | 4) Date Masamune | 470 | | 4) Takeda Shingen | 470 | | 4) Uesugi Kenshin | 470 | | 4) Shimazu Yoshihiro | 470 | |____________________________|______| ____________________________________ | Name | Cost | |____________________________|______| | 8) Sanada Yukimura | 450 | | 8) Fuuma Kotarou | 450 | |____________________________|______| ____________________________________ | Name | Cost | |____________________________|______| | 10) Maeda Keiji | 400 | | 10) Katakura Kojuurou | 400 | | 10) Sarutobi Sasuke | 400 | |____________________________|______| ____________________________________ | Name | Cost | |____________________________|______| | 13) Takenaka Hanbei | 370 | | 13) Zabii | 370 | |____________________________|______| ____________________________________ | Name | Cost | |____________________________|______| | 15) Chousokabe Motochika | 350 | | 15) Mouri Motonari | 350 | | 15) Azai Nagamasa | 350 | | 15) OIchi | 350 | | 15) Akechi Mitsuhide | 350 | | 15) Maeda Toshiie | 350 | | 15) Itsuki | 350 | | 15) Honganji Kennyo | 350 | |____________________________|______| ____________________________________ | Name | Cost | |____________________________|______| | 23) Kasuga | 320 | | 23) Nou-hime | 320 | | 23) Mori Ranmaru | 320 | | 23) Matsu | 320 | | 23) Imagawa Yoshimoto | 320 | | 23) Houjou Ujimasa | 320 | |____________________________|______| ____________________________________ | Name | Cost | |____________________________|______| | 29) Tokugawa Ieyasu | 300 | |____________________________|______| ____________________________________ | Name | Cost | |____________________________|______| | 30) Miyamoto Musashi | 220 | |____________________________|______| -------------------- II. Sort by Basic HP -------------------- ___________________________________ | Name | HP | |____________________________|______| | 1) Honda Tadakatsu | 1300 | | 1) Takeda Shingen | 1300 | | 1) Oda Nobunaga | 1300 | | 1) Toyotomi Hideyoshi | 1300 | |____________________________|______| ___________________________________ | Name | HP | |____________________________|______| | 5) Date Masamune | 1000 | | 5) Sanada Yukimura | 1000 | | 5) Maeda Keiji | 1000 | | 5) Chousokabe Motochika | 1000 | | 5) Mouri Motonari | 1000 | | 5) Katakura Kojuurou | 1000 | | 5) Azai Nagamasa | 1000 | | 5) Fuuma Kotarou | 1000 | | 5) Sarutobi Sasuke | 1000 | | 5) Maeda Toshiie | 1000 | | 5) Sabii | 1000 | | 5) Shimazu Yoshihiro | 1000 | | 5) Houjou Ujimasa | 1000 | | 5) Honganji Kennyo | 1000 | |____________________________|______| ___________________________________ | Name | HP | |____________________________|______| | 19) OIchi | 800 | | 19) Uesugi Kenshin | 800 | | 19) Kasuga | 800 | | 19) Takenaka Hanbei | 800 | | 19) Nou-hime | 800 | | 19) Mori Ranmaru | 800 | | 19) Matsu | 800 | | 19) Itsuki | 800 | | 19) Tokugawa Ieyasu | 800 | | 19) Imagawa Yoshimoto | 800 | |____________________________|______| ___________________________________ | Name | HP | |____________________________|______| | 29) Akechi Mitsuhide | 750 | |____________________________|______| ___________________________________ | Name | HP | |____________________________|______| | 30) Miyamoto Musashi | 500 | |____________________________|______| ------------------------------------------- III. Sort by Basic Attack (with Lv1 weapon) ------------------------------------------- _____________________________________ | Name | Attack | |____________________________|________| | 1) Honda Tadakatsu | 250+10 | |____________________________|________| _____________________________________ | Name | Attack | |____________________________|________| | 2) Date Masamune | 190+10 | | 2) Maeda Keiji | 190+10 | | 2) Fuuma Kotarou | 190+10 | | 2) Takeda Shingen | 190+10 | | 2) Oda Nobunaga | 190+10 | | 2) Toyotomi Hideyoshi | 190+10 | |____________________________|________| _____________________________________ | Name | Attack | |____________________________|________| | 8) Sanada Yukimura | 180+10 | | 8) Zabii | 180+10 | | 8) Shimazu Yoshihiro | 180+10 | |____________________________|________| _____________________________________ | Name | Attack | |____________________________|________| | 11) Chousokabe Motochika | 160+10 | | 11) Katakura Kojuurou | 160+10 | | 11) Azai Nagamasa | 160+10 | | 11) OIchi | 160+10 | | 11) Sarutobi Sasuke | 160+10 | | 11) Uesugi Kenshin | 160+10 | | 11) Kasuga | 160+10 | | 11) Akechi Mitsuhide | 160+10 | | 11) Nou-hime | 160+10 | | 11) Mori Ranmaru | 160+10 | | 11) Maeda Toshiie | 160+10 | | 11) Matsu | 160+10 | | 11) Itsuki | 160+10 | | 11) Tokugawa Ieyasu | 160+10 | | 11) Houjou Ujimasa | 160+10 | | 11) Honganji Kennyo | 160+10 | |____________________________|________| _____________________________________ | Name | Attack | |____________________________|________| | 27) Mouri Motonari | 150+10 | | 27) Imagawa Yoshimoto | 150+10 | |____________________________|________| _____________________________________ | Name | Attack | |____________________________|________| | 29) Takenaka Hanbei | 140+10 | |____________________________|________| _____________________________________ | Name | Attack | |____________________________|________| | 30) Miyamoto Musashi | 120+10 | |____________________________|________| ------------------------------------------------------------------------------- 3d. Ranks ------------------------------------------------------------------------------- Each character has a rank, which can be leveled up by winning matches consecutively. Ranks do NOT affect your characters in terms of their abilities. But by leveling up, you will be rewarded with some money, as well as additional costumes (pallet swaps). There are 15 levels in total. Every time you get enough wins consecutively, a ''BASARA Qualification Battle'' occurs. It does not change anything in the battle, but after you win that match, you would gain a rank. You can do this in Story Mode, Free Mode, or Ad-hoc VS. The quickest way of gaining ranks is to repeat Free mode matches again and again without getting out. Here is a list of how many matches it takes for the BASARA Qualification Battle to occur, and what you can make out of it. Note that the number only applies to repeating Free Mode. _________________________________________________________________ | Rank | Number of Wins Required | $ Rewarded | Costumes Unlocked | |______|_________________________|____________|___________________| | 01 | -- | -- | -- | | 02 | 3 | 2000 | -- | | 03 | 3 | 3000 | -- | | 04 | 4 | -- | 2nd Color | | 05 | 4 | 5000 | -- | | 06 | 5 | 6000 | -- | | 07 | 5 | 7000 | -- | | 08 | 6 | 8000 | -- | | 09 | 6 | 9000 | -- | | 10 | 7 | 10000 | -- | | 11 | 10 | -- | 3rd Color | | 12 | 12 | 15000 | -- | | 13 | 13 | 20000 | -- | | 14 | 13 | 30000 | -- | | MAX | 16 | -- | 4th Color | |______|_________________________|____________|___________________| =============================================================================== 4. Weapons & Armors =============================================================================== This section covers weapon and armor stats and how to unlock them in the shop. ------------------------------------------------------------------------------- 4a. Weapons ------------------------------------------------------------------------------- The same level of weapons have identical attack power, cost, and price. Once unlocked, it becomes available for purchase in the shop for every character. There are 8 levels of weapons in total for every character, except Yukimura and Masamune, who both have 10. Their exclusive weapons are unlocked by completing different tasks in the game. Check section 5b ''Exclusives'' for detail. _____________________________________________________________________________ | Level | Attack | Cost | Price | How to Unlock | |_______|________|______|_______|_____________________________________________| | 1 | 10 | 0 | -- | Default Weapon | | 2 | 30 | 20 | 1000 | Available from the start | | 3 | 60 | 50 | 3000 | Clear stage 2 of Story mode on NORMAL | | 4 | 100 | 90 | 8000 | Clear stage 5 of Story mode on NORMAL | | 5 | 140 | 110 | 12000 | Clear stage 2 of Story mode on HARD | | 6 | 190 | 150 | 20000 | Clear stage 5 of Story mode on HARD | | 7 | 240 | 190 | 35000 | Clear stage 2 of Story mode on EXTREME | | 8 | 300 | 250 | 60000 | Clear stage 5 of Story mode on EXTRENE | |*9 | 400 | 330 | -- | Yukimura and Masamune ONLY. See 5b below | |*10 |-80 |-80 | -- | Yukimura and Masamune ONLY. See 5b below | |_______|________|______|_______|_____________________________________________| ------------------------------------------------------------------------------- 4b. Armors ------------------------------------------------------------------------------- The same level of armors have identical stats, cost, and price. Once unlocked, it becomes available for purchase in the shop for every character. There are 3 levels of armors in total for every character, except Yukimura and Masamune, who both have 5. Their exclusive armors are unlocked by completing different tasks in the game. Check section 5b ''Exclusives'' for detail. _____________________________________________________________________________ | Level | HP | Cost | Price | How to Unlock | |_______|______|______|_______|_______________________________________________| | 1 | 250 | 80 | 5000 | Clear Story mode with 3 different characters | | 2 | 500 | 160 | 30000 | Clear Story mode with 10 different characters | | 3 | 750 | 250 | 70000 | Clear Story mode with 20 different characters | |*4 | 1000 | 350 | -- | Yukimura and Masamune ONLY. See 5b below | |*5 |-500 |-160 | -- | Yukimura and Masamune ONLY. See 5b below | |_______|______|______|_______|_______________________________________________| =============================================================================== 5. Unlockables =============================================================================== This section will cover all the unlockables in the game. ------------------------------------------------------------------------------- 5a. Unlockable Characters ------------------------------------------------------------------------------- Clear Story mode on any difficulty to unlock more characters. You can do it alone, or in ad-hoc mode with another player. In co-op Story mode, both players get the credit for clearing the chosen scenario. _____________________________________________________________________________ | Unlockale Characters | How to Unlock | |______________________|______________________________________________________| | Nou-hime | Clear Story mode with Nobunaga | | Mori Ranmaru | Clear Story mode with Nou-hime | | Houjou Ujimasa | Clear Story mode with Fuuma Kotarou | | Imagawa Yoshimoto | Clear Story mode with Houjou Ujimasa | | Uesugi Kenshin | Clear Story mode with Kasuga | | Honganji Kennyo | Clear Story mode with Uesugi Kenshin | | Honda Tadakatsu | Clear Story mode with Chousokabe Motochika | | Tokugawa Ieyasu | Clear Story mode with Honda Tadakatsu | | Takenaka Hanbei | Clear Story mode with Toyotomi Hideyoshi | | Shimazu Yoshihiro | Clear Story mode with Takenaka Hanbei | | Sarutobi Sasuke | Clear Story mode with Sanada Yukimura | | Takeda Shingen | Clear Story mode with Sarutobi Sasuke | | Itsuki | Clear Story mode with Date Masamune | | Zabii | Clear Story mode with Itsuki | | Azai Nagamasa | Clear Story mode with OIchi | | Akachi Mitsuhide | Clear Story mode with Azai Nagamasa | | Mouri Motonari | Clear Story mode with Katakura Kojuurou | | Miyamoto Musashi | Clear Story mode with Mouri Motonari | | Matsu | Clear Story mode with Maeda Keiji | | Maeda Toshiie | Clear Story mode with Matsu | |______________________|______________________________________________________| Quicklist: -Availabe at start --> Unlockable --> Unloackbale -Nobunaga --> Nou --> Ranmaru -Kotarou --> Ujimasa --> Yoshimoto -Kasuga --> Kenshin --> Kennyo -Motochika --> Tadakatsu --> Ieyasu -Hideyoshi --> Hanbei --> Yoshihiro -Yukimura --> Sasuke --> Shingen -Masamune --> Itsuki --> Zabii -Ichi --> Nagamasa --> Mitsuhide -Kojuurou --> Motonari --> Musashi -Keiji --> Matsu --> Toshiie ------------------------------------------------------------------------------- 5b. Exclusives ------------------------------------------------------------------------------- As mentioned above, Sanada Yukimura and Date Masamune both have 2 additional weapons and armors. They can be unlocked by completing different tasks in the game. --------------- Sanada Yukimura --------------- -Level 9 Weapon: Clear all 50 stages in Yukimura's Mission mode with PERFECT Win. You can tell a Perfect Win from the golden center on the war fan as opposed to the red center and small war fan for Easy Win and Struggle. -Level 10 Weapon: Clear Story mode on EXTREME with 20 different characters. -Level 4 Armor: Clear all 50 stages in Maeda Keiji's Mission mode with PERFECT Win. You can tell a Perfect Win from the golden center on the war fan as opposed to the red center and small war fan for Easy Win and Struggle. -Level 5 Armor: Clear Story mode on EXTREME with 10 different characters. ------------- Date Masamune ------------- -Level 9 Weapon: Clear all 50 stages in Masamune's Mission mode with PERFECT Win. You can tell a Perfect Win from the golden center on the war fan as opposed to the red center and small war fan for Easy Win and Struggle. -Level 10 Weapon: Clear Story mode on EXTREME with all 30 characters. -Level 4 Armor: Clear all levels in Challenge mode on the highest difficulty. -Level 5 Armor: Clear Story mode on any difficulty with all 30 characters. ------------------------------------------------------------------------------- 5c. Password Unlockables ------------------------------------------------------------------------------- Password is under ''Option --> Save/Load/Password''. Refer to section 1a. Main Menu if you're not sure which one or where it is. So far the official site has only revealed the first password. Let's hope more are on the way. For those who have trouble with Hiragana, refer to the chart below. _____ _____ _____ | A | | Ka | | Sa | |_____| |_____| |_____| _____ _____ _____ | Ta | | Na | | Ha | |_____| |_____| |_____| _____ _____ _____ | Ma | | Ya | | Ra | |_____| |_____| |_____| _____ _____ _____ | Pun | | Wa | | | |_____| |_____| |_____| This should be what you would see on the keypad. To know which letters you have to enter, simply choose the ones according to the numbers right next to the syllables. For example: Ka3 means the 3rd syllables on the ''Ka'' pad. So go to ''Ka'', and choose the 3rd syllable you see there. 1) Date: April 24 Unlockable: Challenge Mode Password: Ki-N-Ni-Ku-No-Sa-I-Te-N _____ _____ _____ | A | | Ka | | Sa | |_____| |_____| |_____| _____ _____ _____ | Ta | | Na | | Ha | |_____| |_____| |_____| _____ _____ _____ | Ma | | Ya | | Ra | |_____| |_____| |_____| _____ _____ _____ | Pun | | Wa | | | |_____| |_____| |_____| Syllables: Ka2 - Wa3 - Na2 - Ka3 - Na5 - Sa1 - A2 - Ta4 - Wa3 Visual aid: http://www.youtube.com/watch?v=XS9RXOAcrtA 2) Date: May 8 Unlockable: Exclusive free missions in Date Masamune's Mission Mode Password: Ryu-U-Ha-Te-N-Ni-Ka-E-Ru _____ _____ _____ | A | | Ka | | Sa | |_____| |_____| |_____| _____ _____ _____ | Ta | | Na | | Ha | |_____| |_____| |_____| _____ _____ _____ | Ma | | Ya | | Ra | |_____| |_____| |_____| _____ _____ _____ | Pun | | Wa | | | |_____| |_____| |_____| Syllables: Ra2 - Ya5 - A3 - Ha1 - Ta4 - Wa3 - Na2 - Ka1 - A4 - Ra3 Visual aid: http://www.youtube.com/watch?v=C6fxy_Pqs_w 3) Date: May 15 Unlockable: Exclusive free missions in Sanada Yukimura's Mission Mode Password: Ta-Ke-Ru-Ta-Ma-Shi-I _____ _____ _____ | A | | Ka | | Sa | |_____| |_____| |_____| _____ _____ _____ | Ta | | Na | | Ha | |_____| |_____| |_____| _____ _____ _____ | Ma | | Ya | | Ra | |_____| |_____| |_____| _____ _____ _____ | Pun | | Wa | | | |_____| |_____| |_____| Syllables: Ta1 - Ka4 - Ra3 - Ta1 - Ma1 - Sa2 - A2 Visual aid: http://www.youtube.com/watch?v=Qkk5YJMCemU&fmt=18 4) Date: May 22 Unlockable: Exclusive free missions in Maeda Keiji's Mission Mode Password: Ji-Ka-N-Ha-Mo-Do-Ra-Na-I _____ _____ _____ | A | | Ka | | Sa | |_____| |_____| |_____| _____ _____ _____ | Ta | | Na | | Ha | |_____| |_____| |_____| _____ _____ _____ | Ma | | Ya | | Ra | |_____| |_____| |_____| _____ _____ _____ | Pun | | Wa | | | |_____| |_____| |_____| Syllables: Sa7 - Ka1 - Wa3 - Ha1 - Ma5 - Ta11 - Ra1 - Na1 - A2 Visual aid: http://www.youtube.com/watch?v=h3bX4mm3yns&fmt=18 5) Date: May 29 Unlockable: 3rd costume for 10 characters (listed in the video link below) Password: Sa-Ru-Ki-Ji-I-Nu _____ _____ _____ | A | | Ka | | Sa | |_____| |_____| |_____| _____ _____ _____ | Ta | | Na | | Ha | |_____| |_____| |_____| _____ _____ _____ | Ma | | Ya | | Ra | |_____| |_____| |_____| _____ _____ _____ | Pun | | Wa | | | |_____| |_____| |_____| Syllables: Sa1 - Ra3 - Ka2 - Sa7 - A2 - Na3 Visual aid: http://www.youtube.com/watch?v=5U2y5zN1QUU&fmt=18 6) Date: June 5 Unlockable: 3rd costume for 10 characters (listed in the video link below) Password: O-N-Na-No-Mi-Chi _____ _____ _____ | A | | Ka | | Sa | |_____| |_____| |_____| _____ _____ _____ | Ta | | Na | | Ha | |_____| |_____| |_____| _____ _____ _____ | Ma | | Ya | | Ra | |_____| |_____| |_____| _____ _____ _____ | Pun | | Wa | | | |_____| |_____| |_____| Syllables: A5 - Wa3 - Na1 - Na5 - Ma2 - Ta2 Visual aid: http://www.youtube.com/watch?v=QFMoBMg3gjA&fmt=18 7) Date: June 12 Unlockable: 3rd costume for 10 characters (listed in the video link below) Password: Su-Ge-E-Mu-Te-Ki _____ _____ _____ | A | | Ka | | Sa | |_____| |_____| |_____| _____ _____ _____ | Ta | | Na | | Ha | |_____| |_____| |_____| _____ _____ _____ | Ma | | Ya | | Ra | |_____| |_____| |_____| _____ _____ _____ | Pun | | Wa | | | |_____| |_____| |_____| Syllables: Sa3 - Ka9 - A4 - Ma3 - Ta4 - Ka2 Visual aid: http://www.youtube.com/watch?v=36UOolI6fvY&fmt=18 --) Date: Not yet revealed Unlockable: 4th costume for all 30 characters Password: To-O-Ri-Su-Ga-Ri-No-Yu-Ki-Da-Ru-Ma _____ _____ _____ | A | | Ka | | Sa | |_____| |_____| |_____| _____ _____ _____ | Ta | | Na | | Ha | |_____| |_____| |_____| _____ _____ _____ | Ma | | Ya | | Ra | |_____| |_____| |_____| _____ _____ _____ | Pun | | Wa | | | |_____| |_____| |_____| Syllables: Ta5 - A5 - Ra2 - Sa3 - Ka6 - Ra2 - Na5 - Ya2 - Ka2 - Ta7 - Ra3 - Ma1 Visual aid: http://www.youtube.com/watch?v=feeVD01Fkss&fmt=18 --) Date: Not yet revealed Unlockable: Date Masamune's 9th weapon & 4th armor Password: Do-Ku-Ga-N-Ryu-U-No-Tsu-Me _____ _____ _____ | A | | Ka | | Sa | |_____| |_____| |_____| _____ _____ _____ | Ta | | Na | | Ha | |_____| |_____| |_____| _____ _____ _____ | Ma | | Ya | | Ra | |_____| |_____| |_____| _____ _____ _____ | Pun | | Wa | | | |_____| |_____| |_____| Syllables: Ta11 - Ka3 - Ka6 - Wa3 - Ra2 - Ya5 - A3 - Na5 - Ta3 - Ma4 Visual aid: http://www.youtube.com/watch?v=OA65UZHdRbo&fmt=18 --) Date: Not yet revealed Unlockable: Sanada Yukimura's 9th weapon & 4th armor Password: Bu-No-Shi-N-Zu-I _____ _____ _____ | A | | Ka | | Sa | |_____| |_____| |_____| _____ _____ _____ | Ta | | Na | | Ha | |_____| |_____| |_____| _____ _____ _____ | Ma | | Ya | | Ra | |_____| |_____| |_____| _____ _____ _____ | Pun | | Wa | | | |_____| |_____| |_____| Syllables: Ha8 - Na5 - Sa2 - Wa3 - A2 Visual aid: http://www.youtube.com/watch?v=NIvwE6oOwKg&fmt=18 --) Date: Not yet revealed Unlockable: Date Masamune's 10th weapon & 5th armor Password: Ya-Bo-Ha-Na-Shi-Da _____ _____ _____ | A | | Ka | | Sa | |_____| |_____| |_____| _____ _____ _____ | Ta | | Na | | Ha | |_____| |_____| |_____| _____ _____ _____ | Ma | | Ya | | Ra | |_____| |_____| |_____| _____ _____ _____ | Pun | | Wa | | | |_____| |_____| |_____| Syllables: Ya1 - Ha10 - Ha1 - Na1 - Sa2 - Ta7 Visual aid: http://www.youtube.com/watch?v=QhUVQJf5sJ8&fmt=18 --) Date: Not yet revealed Unlockable: Sanada Yukimura's 10th weapon & 5th armor Password: Ya-Ga-I-O-To-Ko-Ma-Tsu-Ri _____ _____ _____ | A | | Ka | | Sa | |_____| |_____| |_____| _____ _____ _____ | Ta | | Na | | Ha | |_____| |_____| |_____| _____ _____ _____ | Ma | | Ya | | Ra | |_____| |_____| |_____| _____ _____ _____ | Pun | | Wa | | | |_____| |_____| |_____| Syllables: Ya1 - Ka6 - A2 - A5 - Ta5 - Ka5 - Ma1 - Ta3 - Ra2 Visual aid: http://www.youtube.com/watch?v=HJccqoYQ9dw&fmt=18 =============================================================================== 6. Frequently Asked Questions =============================================================================== 1) Q: What's this FAQ about? Why is it here? A: It pretty much covers everything game-related. It's here because I felt like making one, and GameFAQs was kind enough to host it. 2) Q: What's that option? I don't understand Japanese. A: See section 1. Menu Translation. 3) Q: Who is this? And how do I unlock him/her? A: See section 3a. Character Descriptions, and 5a. Unlockable Characters. 4) Q: How do I unlock more weapons and armors for my characters? A: See section 4. Weapons & Armors 5) Q: What's the ''???'' in the main menu? How do I unlock it? A: It's Challenge Mode. See section 1a. Main Menu. 6) Q: What's the Password option for? A: You can unlock some stuff by entering the passwords revealed on the official site. See section 5c. Password Unlockables for more detail. 7) Q: Can I change my attacks? Will my characters learn more attacks later on? A: No, and No. All the attacks are pre-set. 8) Q: Is there alternate costumes? A: Yes and No. They're just pallet swaps. 9) Q: How do I do this move? A: See section 2b. Controls, and 3b. Character Analysis. 10) Q: How do I use BASARA attack? A: Unfortunately, you can't. It's been taken out. 11) Q: Are Sasaki Kojirou, Naoe Kanetsugu, Ishida Mitsunari in the game? A: No, none of them is a playable character or unique NPC in the game. 12) Q: Is Matsunaga playable? A: No, he's not, at least not at the moment. 13) Q: Do you know any working cheats? A: No, I don't use cheats. 14) Q: Can you send me the songs? Or tell me where to get them? A: No, that'd be illegal. 15) Q: Who's the best character in the game? Tier list? A: Matter of opinions. See section 3b. Character Analysis, and 3c. Tier List for detail. 16) Q: Would you recommend buying this game? Will I like it? A: If you're a BASARA fan, and have friends who are also fans of the series, yes I do recommend it. Otherwise, I suggest you watch some game play videos first, then decide for yourself. 17) Q: How does the game play? Is it like AvZ / GvG? A: To a certain degree, yes it is. 18) Q: I found a mistake! A: You could help me fix it by sending me an email, or post on the board. I'll be sure to fully credit you. I do not accept any corrections on typo though. 19) Q: Would you create a section for ''xxxxx'' ? A: I would take any REASONABLE, and GAMEPLAY-RELATED suggestions. =============================================================================== 7. Credits & Acknowledgements =============================================================================== Credit goes to the following -Users on Bahamut(Taiwan's BBS) @ gamer.com.tw -Users on JP wiki -DivideR, for various contributions including combos and suggestions. Special thanks to -Capcom, for developing this game and the awesome BASARA series. -GameFAQs, for hosting this guide. -sakuyachan, for his disclaimer. -DivideR, for helping me get through Kasuga, Kenshin, and Ichi's Story mode on Extreme. We had some awesome moments; Full aerial Kaenguruma, Ichi's 5th stage with 7 seconds left on the clock and both of us near death, Kasuga's last stage (god that was a major pain in the ass)...etc. Couldn't have done it by myself. -VitaLemon, ZGMFX10Amod00, zidanet129, jiaodaye, and DivideR for gaming with me. -You, for getting the game and reading this guide. =============================================================================== 8. Copyrights =============================================================================== Sengoku BASARA : Battle Heroes General FAQ (c) 2009 William Hu, DDT213. Sengoku BASARA : Battle Heroes (c) 2009 CAPCOM All Rights Reserved.