Well I just got her machinegun (wow) and her first super art (bazooka, haven't tried it yet though.
Also, being used to the Musou series, I was not quite prepared for what happened when I first pressed circle.
I think I sat there for a few moments, just kinda stunned. ^^;
I still need to work on figuring out combos for her. I did have problems when trying to hit a single target (like a boss) but I'm guessing that's what the machinegun is for now.
Also, is there a lock-on button? I find it hard to keep track of enemies that move around a lot.
Regarding the Empires games, so you build territory up and stuff. I'm assuming battles play like they do in the regular games? (That video for SW3: Empires is all sorts of wonderful to me.)
I mained Magoichi pretty much the whole time I was playing SBSH, so I'll tell you right now that the machinegun is NOT your single target. Your pistols are. Charge them! It's good. The machinegun is useful largely for its ultra-juggle move that can easily get you over a 1000 hit combo if you have a large enough crowd to sit on the ground and shoot. I figured out an effective way to use her shotgun at some point, but I've forgotten it in my old age. It might be the fact that you can spam its spin attack over and over, which lets you juggle a crowd, and is quite useful defensively (does decent damage, too).
Also, yes, her musou attack is amazing. GUNS GUNS GUNS GUNS GUNS GUNS GUNS
Of her super arts, bazooka is probably the most useful. Get all the locks on a single (boss) target and you'll be disgusted by how much damage it does for a spammable ability, in addition to knocking them high, high into the sky. It gets more lockons as it levels, I believe, so don't worry that it's not so great at level 1. However, all of her super arts are funny, at the very least. Explosives line gets lots of points for style, but sadly I never found a way to be very effective with it.
Yeah, that's what I've been doing so far- spam the spinning shotgun combo in a crowd, then pistol-dash to another group, toss grenades (which usually makes them bounce right back into the air), spinning shotgun, etc.
Now that you've told me about the bazooka super art, I can't wait to try it out. ^_^
I'll admit, Magoichi having a machine gun broke the suspension of disbelief for me just a little too hard. I can deal with super-warriors mowing down tonnes of mooks - Quasi-Legendary Age of Heroes and all that, I get it.
But modern machine guns during the Sengoku?
That's just going too far.
Also the Gundam and the dragon motorbike. That was kind of silly, too.
"Too far"? "Too far"?! There is no "too far"! This is BASARA! 'Sides, Maggie's machinegun looks more early 20th century than modern. And then there's the gatling gun that Nohime keeps under her kimono.
Magoichi's pistol special can be canceled into any of her other specials; grenades, of course, being the most fun. The timing is just about the end of the dash when a red arc appears in front of her. The reload after charged shots can be canceled with a roll, though the shotgun twirl can actually do damage. I moved on from using mostly the shotgun to abusing the charged pistol for everything on hard. It wipes out crowds as well as single targets, and the delay has that wonderful "You're already dead" appeal.
Every time you use her taunt it adds one to her next grenade toss. I never tested to see if there was an upper limit.
In the series Masamune rides a choppa-horse (and Shingen stands astride two horses). It's absence was one of my two major disappointments with 3/Samurai Heroes. The other being the small roster.
Good news! It looks Capcom is going to fix that with Sengoku Basara 3 Utage, though only for Japan. The trailer show eight new playable characters (1 returning, 7 npcs) and the official site has an additional 6 question marks.
Warning: the preceding post may be more sarcastic than it appears. Proceed at own risk. Individual results may vary. Offers not valid in Canada or where prohibited by fraud statutes.
I take it, if magoichi's machinegun is bothering you because it's anachronistic, you haven't played as Ieyasu and flown around on his rocket powered metal vassal/BFF
I take it, if magoichi's machinegun is bothering you because it's anachronistic, you haven't played as Ieyasu and flown around on his rocket powered metal vassal/BFF
No, no, I mentioned the Gundam. It's just that Magoichi's machine gun was, for me, the first sign something was horribly wrong.
I take it, if magoichi's machinegun is bothering you because it's anachronistic, you haven't played as Ieyasu and flown around on his rocket powered metal vassal/BFF
No, no, I mentioned the Gundam. It's just that Magoichi's machine gun was, for me, the first sign something was horribly wrong.
EDIT: Also I suppose you haven't seen Date's "joke" weapon yet.
It's a set of motorcycle pipes for scabbards. With spark-plug hilts, and laser-sword...Swords. The pipes belch smoke when you sprint, and I believe make you run faster.
EDIT: Also I suppose you haven't seen Date's "joke" weapon yet.
It's a set of motorcycle pipes for scabbards. With spark-plug hilts, and laser-sword...Swords. The pipes belch smoke when you sprint, and I believe make you run faster.
Finally bought Sengoku Basara. I'm really enjoying it. The last game of this style I played was one of the first Dynasty Warriors games on the PS2. Played through Ieyasu's story first, then went back and tried the alternate path that opened up. There is a TON of game here.
I think I'll try to get through each character's initial story. That's enough of a goal for me.
It really does have the kind of attitude and personality this sort of game needs to keep it entertaining.
So, everyone has 4 basis specials and 3 Super Arts.
You can only carry 1 Super Art into battle though. So, you have Triangle, Direction+Triangle, R1, and then L1+Triangle (block+triangle, I believe) and then R2 for Super Arts.
Some attacks do level up though. Basically, they get more hits or extended parts of their attacks.
There are a lot of attacks that you can mash square on for more hits. Ieyasu's L1+Triangle is one. Date's L1+Triangle is another. Some others require other inputs and it's really unique to each character. Experiment a lot and you'll find stuff.
One good example is Date's Triangle attack. If you hit just Triangle, he does an upward strike. If you follow it with a square chain, he does an extended combo. If you hold the button, he follows them into the air and you can air combo them. War Dance attacks also have these properties as well.
Yeah, all the characters' combos and moves are pretty different, and take quite a bit of learning and experimentation. There's a lot more differentiation between the various characters than in your average DW game, which is something I really liked about Sengoku Basara.
Hard is also balls-fucking-hard unless you're playing as an extremely powerful character, like Nobunaga. It's really helpful to bring a friend for it, because then you can start doing it (and getting more exp, better weapons, etc.) a lot sooner.
Any suggestions as to what accessories to use/prioritize getting for characters? Or if they're character-specific, I'd prefer to get suggestions for Magoichi.
Also, the weapon selection screen confuses me. There's two columns of weapons (A and but I only use one. Are the others extras? Why are they listed this way?
There are two versions of each weapon type. Each one comes with a different accessory already imbed into it. Also, the elemental percentage may change as well.
I always take one Attack Up, One Folding Fan (take bases faster), one Phoenix (faster Hero mode), and Tiger Skin. Tiger Skin is incredibly hard to get, but it cut's damage by 3/4.
I have the Japanese version, though, so I don't know what to call the stuff in the English version.
Posts
I'd actually like to do a video and just show off some of the awesome stuff you can do in the game.
I mained Magoichi pretty much the whole time I was playing SBSH, so I'll tell you right now that the machinegun is NOT your single target. Your pistols are. Charge them! It's good. The machinegun is useful largely for its ultra-juggle move that can easily get you over a 1000 hit combo if you have a large enough crowd to sit on the ground and shoot. I figured out an effective way to use her shotgun at some point, but I've forgotten it in my old age. It might be the fact that you can spam its spin attack over and over, which lets you juggle a crowd, and is quite useful defensively (does decent damage, too).
Also, yes, her musou attack is amazing. GUNS GUNS GUNS GUNS GUNS GUNS GUNS
Of her super arts, bazooka is probably the most useful. Get all the locks on a single (boss) target and you'll be disgusted by how much damage it does for a spammable ability, in addition to knocking them high, high into the sky. It gets more lockons as it levels, I believe, so don't worry that it's not so great at level 1. However, all of her super arts are funny, at the very least. Explosives line gets lots of points for style, but sadly I never found a way to be very effective with it.
Now that you've told me about the bazooka super art, I can't wait to try it out. ^_^
But modern machine guns during the Sengoku?
That's just going too far.
Also the Gundam and the dragon motorbike. That was kind of silly, too.
And as I was telling one of my friends, I don't think feudal Japan was quite ready for all the pistols, shotguns, grenades, machineguns, bazookas...
Magoichi's pistol special can be canceled into any of her other specials; grenades, of course, being the most fun. The timing is just about the end of the dash when a red arc appears in front of her. The reload after charged shots can be canceled with a roll, though the shotgun twirl can actually do damage. I moved on from using mostly the shotgun to abusing the charged pistol for everything on hard. It wipes out crowds as well as single targets, and the delay has that wonderful "You're already dead" appeal.
Every time you use her taunt it adds one to her next grenade toss. I never tested to see if there was an upper limit.
In the series Masamune rides a choppa-horse (and Shingen stands astride two horses). It's absence was one of my two major disappointments with 3/Samurai Heroes. The other being the small roster.
Good news! It looks Capcom is going to fix that with Sengoku Basara 3 Utage, though only for Japan.
I'm gonna read that as "tremendously great".
Your argument is irrelevant.
EDIT: Also I suppose you haven't seen Date's "joke" weapon yet.
It's a set of motorcycle pipes for scabbards. With spark-plug hilts, and laser-sword...Swords. The pipes belch smoke when you sprint, and I believe make you run faster.
Is this in SB3?
Also someone go kill a few Capcom representatives until they release Utage in the US. Even just as a download.
I think I'll try to get through each character's initial story. That's enough of a goal for me.
It really does have the kind of attitude and personality this sort of game needs to keep it entertaining.
Having your super arts (especially MAX super arts) helps out a lot.
If you've got a decent rank 3-4 weapon, I'd say you are about ready to go.
How do I know if I have all of my attacks? All the blanks are filled in? And for ranked weapons, do I just look at where the weapon is on the list?
Oh yeah, Ieyasu can do Fist of the North Star-style attacks, wtf? I had no idea. Looks like you just mash Square during his 3-punch special attack.
You can only carry 1 Super Art into battle though. So, you have Triangle, Direction+Triangle, R1, and then L1+Triangle (block+triangle, I believe) and then R2 for Super Arts.
Some attacks do level up though. Basically, they get more hits or extended parts of their attacks.
There are a lot of attacks that you can mash square on for more hits. Ieyasu's L1+Triangle is one. Date's L1+Triangle is another. Some others require other inputs and it's really unique to each character. Experiment a lot and you'll find stuff.
One good example is Date's Triangle attack. If you hit just Triangle, he does an upward strike. If you follow it with a square chain, he does an extended combo. If you hold the button, he follows them into the air and you can air combo them. War Dance attacks also have these properties as well.
Hard is also balls-fucking-hard unless you're playing as an extremely powerful character, like Nobunaga. It's really helpful to bring a friend for it, because then you can start doing it (and getting more exp, better weapons, etc.) a lot sooner.
It's pretty much game over in hard.
Also, the weapon selection screen confuses me. There's two columns of weapons (A and
I always take one Attack Up, One Folding Fan (take bases faster), one Phoenix (faster Hero mode), and Tiger Skin. Tiger Skin is incredibly hard to get, but it cut's damage by 3/4.
I have the Japanese version, though, so I don't know what to call the stuff in the English version.
When you say "faster Hero mode," I'm assuming you mean your Hero gauge fills faster?
A thousand times yes.
Hell I might go buy a copy.
As a friend of mine with whom I've perfected a few DW games said, "Dynasty Warriors has more characters. Sengoku Basara has more character."
Jesus fuck, yes. It's the best Dynasty Warriors game out there.
Anyone try that Bleach Soul Spanish Word game yet? I'm curious to see if it's any good.
And as far as Bleach not yet. I want to...
Good day, sir or madam.
Also, make sure to play Oichi. She's balls out awesome.
Hahaha. Sir please.
I shall then.