As a sort of an aside to the Musou Missives series, I’ve decided it’s worth noting what discoveries I have made so far regarding Team Building in the game after doing research for the series.
Before I get too in depth, however, there are a few things to cover first:
Not All Characters Are Created Equal
Due to having an incredibly large roster, with diverse weapons and abilities, it’s only natural that some are going to have far better abilities than others, or are better under certain conditions. Add to that the fact that each character has an officer power that can enhance the party as a whole means that certain characters are going to perform better than others overall. If you’re familiar with tiers in various fighting games, this is more or less the same concept.
To use the characters we’ve already discussed for an example: let’s look at Sima Zhao and Hanbei Takenaka. Sima Zhao has a sword technique with decent range, the power armor ability to prevent combos from breaking, and powerful Musou based abilities. Hanbei Takenaka has a short attack range, deals better damage during swap combos, only has a few useful charge attacks, and powerful musou based attacks. Given the choice, Sima Zhao has more options, and so serves better on a team in most scenarios.
Now, in comparison to Sima Zhao, Kaguya has even more advantages though not in the same ways. While Sima Zhao serves better dealing damage flat out, Kaguya has several attacks that setup juggle states, making her better to set up long swap combos. This also helps build the team attack meter, which her power also helps build. Even though Kaguya is generally weaker in damage and defense than Sima Zhao, she is much more useful to a team overall.
It’s an important thing to note when creating teams that certain characters will likely to better under a wider range of conditions compared to others.
There Are No Bad Teams
This seems to contradict my earlier point, but with some exception, there are ways to make just about any team in the game work. Since this is a single player game, it becomes more about what the player wants to deal with, rather than what teams are better than others overall.
That being said, some teams are much more difficult to use than others. The default team of Ma Chao, Sima Zhao, and Hanbei Takanaka is not a team I’m very fond of, for instance. The team is fairly balanced and you can go through the game without need of anyone else. However, a player has to be conscious of how to utilize things like Hanbei’s Fellowship ability, for example, to use the team to it’s greatest benefit.
In the end, it comes down mostly to playstyle I find Fellowship based teams to be difficult for me to use much of the time, but there may be others who don’t. In other words, there is no bad team, but there may be plenty of bad teams for you.
If Both Statements Are True…
The question then is, how do you decide what team to use? The answer is to find characters you like as a starting point. As you progress, you’ll find that certain ones probably don’t match your playstyle or contribute to the playstyle of other characters on your team. It’s best to start with characters you like, rather than characters who are simply more powerful.
My Recommendations Lists
If all that I said is correct than why do I put recommended teams at the end of all my posts, and what do these teams mean? The teams I recommend typically have some or all of these qualities:
1) Highlight said character’s officer ability in some way
2) Have movesets that compliment each other well, as to avoid jarring transitions
3) Have an easy to understand specialization or are versatile in most scenarios
4) Are interesting or fun to play together
Now that those things are clear, we’ll look at some fundamentals of what to look for in a team next time.
Tagged: beat'em up, dynasty warriors, fighting game, gaming, Hanbei Takenaka, kaguya, Koei Tecmo, ma Chao, musou missives, PS3, Sima Zhao, Tecmo Koei, video games, warriors orochi, warriors orochi 3, WiiU, Xbox 360