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Samurai Warriors: Spirit of Sanada; New Characters: Sanada Masayuki, Chacha, Sasuke, Lady Muramatsu, Takeda Katsuyori, Tokugawa Hidetada
Topic Started: Tue Jul 12, 2016 4:15 pm (168,845 Views)
The Outsider
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The Demon's Rival
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Judging from what I've seen, Masayuki is 'Normal' type right? I'm guessing ChaCha is 'Special' seeing as she fights with hairpins, which would make me believe Sasuke is 'Hyper' just like all the other ninjas.

I'm not quite sure what that 'Horde' mode is, it looks like pretty basic gameplay I'd expect from any other mode. I dunno.
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wodash
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undefeated in all directions
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MCG
Tue Sep 20, 2016 2:57 pm
Judging from what I've seen, Masayuki is 'Normal' type right? I'm guessing ChaCha is 'Special' seeing as she fights with hairpins, which would make me believe Sasuke is 'Hyper' just like all the other ninjas.
seeing that he constantly buffed himself i think he's more of a Special type

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I'm not quite sure what that 'Horde' mode is, it looks like pretty basic gameplay I'd expect from any other mode. I dunno.
as previous posts mentions, Horde is just weirdspeak for normal gameplay apparently, the site that provides the video wanted so sound smart or something :wacko:
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The Outsider
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The Demon's Rival
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His buff doesn't extend further though and don't 'Special' type characters start repeating their attacks after the 3rd attack in the normal chain? Masayuki's attacks are all different until his 6th and 7th attacks which suggest they're playing a mid-level normal attack string.
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Valamanj
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Fine, twist my arm...
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AntonKutovoi
Tue Sep 20, 2016 2:10 pm
Masayuki's costume in good quality:
Posted Image


Older Masayuki - Chen Gong
Younger Masayuki - Fa Zheng.
This costume looks really nice, but man are those DW parallels accurate... the eyes and that smirk are indeed pretty reminiscent of Fa Zheng.
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bluefiend
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MCG
Tue Sep 20, 2016 2:57 pm
Judging from what I've seen, Masayuki is 'Normal' type right? I'm guessing ChaCha is 'Special' seeing as she fights with hairpins, which would make me believe Sasuke is 'Hyper' just like all the other ninjas.

I'm not quite sure what that 'Horde' mode is, it looks like pretty basic gameplay I'd expect from any other mode. I dunno.
You know I've never understood the point of hyper types. I mean types in general are pretty weird in this series but hyper types just seem really pointless to me? Why would a character need extra moves on top of a moveset that's already dedicated to wiping out hordes of insignificant peons at once anyway?

I mean peons are usually dead by the end of one hyper string anyway because they have such little health. and even if they aren't, they're just peons and you can easily start up another hyper attack string if they survive as there isn't anything the peons can do about it either way. Sometimes it just feels like it's a way of gimping a characters normal moveset for no real reason.

As for Masayuki, I really like that they seem to be giving him lightning to lean on. It seemed obvious that they'd be going for a fire/wind/lightning scheme for the Sanada's when Nobuyuki got wind, so it's nice to see that confirmed. It also fits Masayuki because his strategies are unpredictable to his opponents just like lightning strikes.
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The Outsider
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Overall, 'Hyper' types are a bit silly because most hyper attacks clear out peons instantly anyway; they do feel a lot more fluid though compared to those who aren't of the hyper type and tend to be a lot flashier so it makes them a little more unique in that field. But yeah I completely agree that most enemies are taken out in one or two hits anyway so overall it can be seen as pointless seeing that you can just start up the hyper chain once again straight after you finish.
Edited by The Outsider, Tue Sep 20, 2016 11:12 pm.
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Last_Stallion
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Strongly agree with Hyper types being completely useless. What makes it even worse is that older characters who were made into hyper styles had attacks taken away from them, like Masamune and the end of his c-strings (and pretty much every former power type).
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wodash
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Last_Stallion
Wed Sep 21, 2016 1:45 am
Strongly agree with Hyper types being completely useless. What makes it even worse is that older characters who were made into hyper styles had attacks taken away from them, like Masamune and the end of his c-strings (and pretty much every former power type).
pretty much, power types are the best type anyways, which is why SW1 versions of the characters is the best version, aside from Goemon and Oichi, they suck by default in SW1(and everything else, in Goemon's case)
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RPGNoZero
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Hyper attacks are worthless addition in the first place anyway. It made everyone pretty much play the same. Just spam hyper attacks to clear peons and then use normal combo in officers.
Because of that, characters also run too fast, doesn't need horse, and can clear the map in seconds. Before SW4, you need to at least think a bit whether you need to clear the area you're on or not, since you may lost an objective if you are too focused on clearing peons.

I'd rather them add actual unique triangle string like in Pirate Warriors.
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wodash
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RPGNoZero
Wed Sep 21, 2016 2:29 am
Hyper attacks are worthless addition in the first place anyway. It made everyone pretty much play the same. Just spam hyper attacks to clear peons and then use normal combo in officers.
Because of that, characters also run too fast, doesn't need horse, and can clear the map in seconds. Before SW4, you need to at least think a bit whether you need to clear the area you're on or not, since you may lost an objective if you are too focused on clearing peons.
^this guy, this guy really gets it :cry:

it's an interesting special attack/move, but ONLY if it's only 1 dude doing it, case in point SB Yukiden Yukimura has "godspeed", but only him, Gaim Kiwami in the Buttride Wars has godspeed, but only he can do it, and so on, but when everyone has it, it just becomes mundane and boring :wacko:

which is why Musou Stars would be just fine if only Yukimura and Mitsunari are the only ones capable of Godspeed/Hyper(since theyre the only two SW guys so far), makes them feel more unique and makes the whole game feel more unique in return

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I'd rather them add actual unique triangle string like in Pirate Warriors.
Right-O but that means they have to make more unqiue moves for the characters(remember godspeed/hyper is just 1~2 animations repeated over and over) and that's just to hard for them i guess :uh:
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Zai Tong
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StormBlessed
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Alright now I got it Donny yen in the movie hero the blind spear man who jet li fought

That's what made me think masayukis face looked somewhat familiar
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bluefiend
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wodash
Wed Sep 21, 2016 2:51 am
RPGNoZero
Wed Sep 21, 2016 2:29 am
Hyper attacks are worthless addition in the first place anyway. It made everyone pretty much play the same. Just spam hyper attacks to clear peons and then use normal combo in officers.
Because of that, characters also run too fast, doesn't need horse, and can clear the map in seconds. Before SW4, you need to at least think a bit whether you need to clear the area you're on or not, since you may lost an objective if you are too focused on clearing peons.
^this guy, this guy really gets it :cry:

it's an interesting special attack/move, but ONLY if it's only 1 dude doing it, case in point SB Yukiden Yukimura has "godspeed", but only him, Gaim Kiwami in the Buttride Wars has godspeed, but only he can do it, and so on, but when everyone has it, it just becomes mundane and boring :wacko:

which is why Musou Stars would be just fine if only Yukimura and Mitsunari are the only ones capable of Godspeed/Hyper(since theyre the only two SW guys so far), makes them feel more unique and makes the whole game feel more unique in return

Quote:
 
I'd rather them add actual unique triangle string like in Pirate Warriors.
Right-O but that means they have to make more unqiue moves for the characters(remember godspeed/hyper is just 1~2 animations repeated over and over) and that's just to hard for them i guess :uh:
Actually I think hyper attacks would make a great jump pad for getting every character a second moveset/triangle string. Just add a few more attacks and animations to every character, most of the work is already done thanks to hyper attacks.
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Raiko Z
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Their problem is that they keep adding flashy and more powerful stuff without any actual purpose.

They can remove everything and go back to normal charge attack, one musou, and bring back the counter attack and archery feature and play the variables effectively.

Example:
Say Kunoichi is a Speed character, then her normal moveset will be like Hyper attack; fast but weak, and only good against peon. While to fight Generals, she will need to rely mostly on counter attack, which would deal more damage than other characters. Speed musou type will keep enemies sliced for a while, followed by a push back to let Speed character have a safe distance.

Meanwhile, Yukimura is a Strength type character, his movesets are focused to long and strong charge attacks, which makes him a good face to face character to fight generals. He has poor archery damage, but decent counter attack damage. Strength musou type will keep enemies close for further hits.

Then, there's Tech character, like let's say Ina or Magoichi, who will rely mostly on their long range attack/projectiles and counter attack as secondary ability. While their string moves wouldn't be much of their forte. They will be good as saboteurs, but close combat with Speed or Strength character would bring them nightmare. Their musou type will keep enemy far away from them.

This rock-paper-scissor idea above isn't polished. But this will make the whole tag team feature more than just "because I like these chars / because I want to listen to their conversation", goddammit.
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The Outsider
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Just a small point though, I'd rather there not be penalised for using certain characters as pairs though. Sometimes it's better to use two characters together because of the story and I'd rather not have to worry about for example I pick Nobuyuki to play then I need to pick let's say a power type character in order to enjoy and get through the stage. I hate games that give you a choice but punish you for not making the one the gane wants you too.
Edited by The Outsider, Wed Sep 21, 2016 9:53 am.
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wodash
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undefeated in all directions
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Raiko Z
Wed Sep 21, 2016 6:27 am
Their problem is that they keep adding flashy and more powerful stuff without any actual purpose.
^this, on both SW and DW tho more with DW, since they actualy added individual gimmicks for certain characters and weapons from DW8 onwards, whereas SW only added....godspeed :uh:

tho rather than removing them, i'd say GIVE them a purpose, one of the most obvious thing is Liu Shan's Dragon Stool moveset, with enemy AI as dumb as SW and DW, it just didn't have anytime to shine with all that counter moves that will never get to counter anything because the peons just kept circling you like a dumbass, even in the harder diffs, they just hit harder, not more aggro/smarter :wacko:
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Raiko Z
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Dynasty Recon Chinalands
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MCG
Wed Sep 21, 2016 8:48 am
I hate games that give you a choice but punish you for not making the one the gane wants you too.
I don't like spoonfed game too. My idea there is not to force player to do exactly what the dev want.

Like I said, there has to be variables and the dev HAVE TO work for it.

If let's say you want to pick a team of 2 Speed characters, then the game should generate you tasks that suitable for your Speed characters. You can go ahead and ignore it however. But when you do, then there has to be a result that reflects to your decision as a player, positively or negatively. This will make the game to have more depth and interactivity towards the player's decision. Otherwise, we will go back to flat-out rule-less quantity-over-quality game design as what the series is currently suffering.
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Makörë
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Maybe if the enemy officers' AI wasn't so bad, hyper attacks and flashiness wouldn't be much of an issue, they would actually be necessary.
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bluefiend
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Even with better AI hyper attacks would still be ridiculously overpowered. Hyper attacks as a concept are just all around terrible, they:

- make peons pointless
- make players faster than horses
- allow players to charge they're various gauges way too fast
- essentially make it so that using anything other than hyper attacks against peons is a waste of time
- can't be used on officers

all of these could be solved if they instead simply made hyper attacks into a regular second attack string(and of course brought it more In line with regular movesets). we'd even get nice benefits out of it as it'd allow players to cancel from one moveset into another. we also wouldn't get bored as fast with twice as many attacks per character.
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Raiko Z
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Dynasty Recon Chinalands
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No, man. All we need is to apply another button to activate Hyper Horse Rush where we can trample every single enemy in our way to reach absolute victory.
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Amakusa
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Raiko Z
Thu Sep 22, 2016 3:28 am
No, man. All we need is to apply another button to activate Hyper Horse Rush where we can trample every single enemy in our way to reach absolute victory.
You can already do that... if you weren't too busy using Hyper attacks on them to bother getting on a Horse.

Actually from a grinding standpoint the Horse Musou is better than Hyper attacks in SW4-II
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Andreas-andi
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Samurai Warriors Sanada Maru coming West
Here are the sources, and the information:
1- http://www.dualshockers.com/2016/09/08/atelier-firis-nights-of-azure-2-toukiden-2-and-samurai-warriors-sanada-maru-coming-west/
2- http://www.koeitecmoeurope.com/news/77119/KOEI-TECMO-ANNOUNCES-GAME-LINE-UP-FOR-TOKYO-GAME-SHOW-2016-AND-CONFIRMS-TITLES-BOUND-FOR-WESTERN-RELEASE/




Edited by Andreas-andi, Thu Sep 22, 2016 4:47 am.
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bluefiend
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Raiko Z
Thu Sep 22, 2016 3:28 am
No, man. All we need is to apply another button to activate Hyper Horse Rush where we can trample every single enemy in our way to reach absolute victory.
Nobody else seems to see it, but I think you just might be on to something here Raiko. In fact I think we should take it even farther! normal hyper attack strings should now go on infinitely, affect officers, and be unblockable! Why should we bother having silly things like gameplay interrupt stage flow and mission completion?

Also, Ty for the info Andreas-andi! Really glad to hear it's coming our way. This means I'll be able to actually understand chacha!
Edited by bluefiend, Thu Sep 22, 2016 5:09 am.
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Rance
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Yuki Oh. No.
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Raiko Z
Thu Sep 22, 2016 3:28 am
No, man. All we need is to apply another button to activate Hyper Horse Rush where we can trample every single enemy in our way to reach absolute victory.
Brilliant. When you press triangle on a horse characters should go 5x as fast and do 5x as much damage. Then the game would be greatly improved.
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Fūma
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The Dragon Has Returned
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Andreas-andi
Thu Sep 22, 2016 4:47 am
This same information was actually announced on their website about two weeks ago.
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NINJA Toad
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🐸 NINJA Toad. Pronounced "NINJA Toad."
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I had totally missed that news though. Nice to see that it's getting localized pretty soon.
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