For the most part, Dragon Column can block/counter any attacks thrown at it, be it a grab Musou, unblockable attacks, projectiles, trap enemies, etc. I have yet to come across something that it cannot block/counter. This video also showcases that Counter Stance (B#) can flinch/knockback Affinity disadvantage + electrified officers (Lu Bu).
The video also demonstrates the Block-(Hold)-Jump technique (not shown in the Solo Run video). It allows to convert Block-(Hold)-Jump to a Dive→B3 if the player is close enough to the ground or just flung away far off into the distance if the player is not close to the ground.
- Time Stamp (all done on Ultimate difficulty, except for Challenge Mode map):
0:00 - Lu Bu's unblockable Air Musou*
0:07 - Lu Bu's Musou 1
0:12 - Block-(Hold)-Jump→Dive→B3 tech (close to the ground)
0:27, 0:35 - Block-(Hold) fling (not close to the ground)*
0:43 - Lu Bu's grab Musou 2
1:10 - Trap enemies (arbalests, pyrocannon/juggernaut, tigers)
* I think unblockable Musou will still deal a small portion of damage to the player, so it will not be 100% damage block.
In a nutshell, Dragon Column's gimmick with Steely Heart results in the player becoming a sturdy fighter, but at the cost of slow offense. Because of that, its shortcomings will usually be at the mercy of being unable to kill things fast consistently, aka turtling too much.
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