Dynasty Warriors 8 (JPN) - Cao Cao Gameplay (Battle of Chibi) (Chaos Difficulty) [HD]
Автор: Wonderpierrot
Загружено: 2013-04-21
Просмотров: 29798
Описание:
In the battle of Chibi, IF condition (if Wei actually defeats Wu + Shu!). :O
His weapon + moveset would be good, dampened by the fact that none of his charges are elemental. As a result, it greatly impairs his ability to effectively utilize the most powerful wind, slash and thunder elements like the rest of the weapons/movesets.
Moveset Breakdown:
C1 does a 360 aura that really has no other uses besides connecting to EX and pulling distant enemies back after C3/C6 for continued comboing. It doesn't want to hit enemies on the ground at all.
EX is the same as DW7/XL/Empires. Freezes targets majority of the time, therefore very good defense move, or to freeze to follow up with combos.
C2 is a simple launcher; however, as all his charges' hits are done with a shadow clone, Cao Cao remains stationary on the ground. Anti-air recovery for officers; hence, good for combos.
C3 thrusts his sword forward and sends his shadow clone for additional attacks. Easily comboed with C1, and C3-C1-EX-Dash.... works a treat.
C4 is identical to C3 but his shadow clone deals many more attacks in a zig zag pattern. Quite difficult to follow this attack up as it sends enemies very far away, even with a dash after it. C1 doesn't work with it.
C5 is a more intricate launcher and deals more hits with his shadow clone. You can combo this with a jump charge. For officers, you'll be needing a perfectly timed jump charge, as doing it any faster or later will fail as the officer can air recovery it (usually immediately after all hits are dealt with the shadow clone).
C6 is similar to C3/C4. Like C3, it can followed up with a C1 to pull enemies back towards you for continued comboing, making this one of his more effective attacks. You can also do C6-C1-EX-Dash like C3, but after the dash, there's no options left except for musou.
Jump attack is non-standard and rather lousy, as it sends enemies much farther away than most. Hence, it's not good for combos or really anything else.
With jump charge, Cao Cao does a ridiculous looking ballet dance in the air with his sword. Unlike most jump charges, this one is multi-hitting and does not send downed enemies back up. It is also very far range. It is useful to use after certain attacks (notably C5) to enable further comboing.
Switch attack causes him to send his sword into the ground, while his shadow clone does a few additional attacks. It can only be comboed prior to a few certain attacks.
Musou 1 is unchanged. Very far range and almost 100% chance of freeze.
Musou 2 is a grab musou. The damage on it is inferior to his other musous and as it's a grab musou, it's more difficult to execute properly.
Air musou is unchanged. Has similar freezing properties and damage as musou 1.
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