Dynasty Warriors 8 XL - Stele DLC Ultimate Solo Run (PS4, no audio)

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Dynasty Warriors 8
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Duration: 12:29
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- Stage: Unique Weapon Acquisition Battle 9 (DLC)
• Liao Hua, Lei Tong, Wang Ping (10:19), Huang Zhong (11:03), Zhou Yu and Lu Su (11:57) are super officers in this stage.

- Weapon 1:
• Brimstone Wrath (H) 66+10:
Induction, Explosive, Flurry, Frenzy, Velocity, Jubilation

- Weapon 2:
• Basilisk's Bane (E) 57+10:
Slash, Induction, Explosive, Flurry, Velocity, Triumph

- Equip Skills:
• Accuracy*, Rage Springs, Attack Boost, Mighty Roar
* Havoc can be used for additional range or elemental setups.

- Animal:
• Red Hare

- Bodyguard Support Skills:
• Signal - Rage & Signal - Energy

- DLC Exhibition:
• This is a DLC weapon showcase video, so I will refrain from using (Air) Musou and (True) Rage Musou for offense.

- Analysis:
• Stele is so fun and funny to use, yet also very good. Its Normal Strings are far reaching, wide, and fast, and its colorful moveset makes it a monster crowd clearer/controller. What makes Stele interesting to play is that it _kind of_ has 3 different assortments of weapon to play with the [D]efault (totem) pole, [M]ushroom and a Palm [T]ree.

• All 3 individual weapon type have their own gimmicks and I will be notating them as such [D], [M], [T] to indicate which weapon is being talked about. In general:
[D] has very strong damage and good at crowd clear. _(Accessible through Switch Attack (SA), C1 and C4)_
[M] has the weakest damage and shortest reaching, but can poison enemies. _(Accessible through C2 and C5)_
[T] has inconsistent (strong) damage, but excels at crowd control and Storm Rush shattering. Naturally combo fills overtime through the coconuts. _(Accessible through C3 and C6)_

- Movesets:
• [D] Normal Strings S5 is the most consistent damaging variation of all the 3 weapon types. The damage from [D] S5 is also ridiculously strong considering that it is coming from a 66 Attack base weapon (11:03).

• [D] Normal Strings S1 with Triumph is really good as a Rage combo filling attack on dead bodies (2:22, 5:30, etc.). The range of [D] S1 is ridiculous. So ridiculous that it can match Zhou Yu's Staff's S1 (5:58, 7:24), but it definitely deals a lot more damage. Note: S1-repeat grind combo filling is limited to [D]. [T] lifts enemies and scatters them while [M] lacks range.

• [T] Normal Strings fling coconuts as its gimmick. The damage is inconsistent, but is stupidly good at chipping away Storm Rush gauges (even better with Induction + Explosive). The coconuts, in a way, they function similarly to Lu Meng's C1-EX orbs, flinching enemies that walk over them. But since it is not an EX, it will not flinch Affinity disadvantage and electrified officers. Note: Only the "fresh" coconuts that have been recently deployed have hitboxes, the old one's don't.

• C3 zones stupidly hard. Both the "pick up" and "slam" of C3 are guard break. The guard break is difficult to land consistently because one: being a Whirlwind-type knocks nearby enemies out of guard break range and two: the coconuts pushes enemies back. Most of the time, C3 contains only 1 element, but can contain up to 2 with a lucky hit. The coconuts with Induction + Explosive will very easily shatter Storm Rush gauges (2:40, 9:15, 10:19, 12:00). C3 is very spammable solely for how well it zones and shatters Storm Rush.

• C6 is also very good at shattering Storm Rush gauges, but at point-blank. Used mostly if the player is in the middle of a crowd.

• Storm Rush from Stele is incredibly strong. With the 66 Attack base weapon, a full-hit Rage Storm Rush hit can OHKO double Defense super playable officers in late game stages. With how easy and safe it is to shatter them, Storm Rush offense is insane from Stele.

• Switch Attack (SA) from Stele _actually_ contains invincibility frames since for some reason, most DLC weapons don't. The recovery and forward momentum isn't exactly "safe" or good for follow-up, but the large unblockable AoE makes up for it.

- Option(s):
• C2 poison mist is guard break on the initial charge attack animation. After that, the attack is blockable and compatible with Cyclone. The cool thing about C2 is the lingering poison mist can reactivate elements if C2 is used back-to-back. This is similar to how Yuan Shao's C4-EX arrow rain can carry elements.

• C5 is a late charge and guard break by default (just like most of its charge attacks). C5 can inflict poison on-hit and contains triple elements. It is decent, but difficult to utilize since Stele outranges the capoeira attack and can usually smash the enemies to submission by then (very cool though). Guard break at that close of a range will usually result in Musou-counter.

• Slash is a good option as it can make up for C3's inconsistent damage and deal with pileups since double Defense officers are inevitable. Realistically, Stele can go Pure Physical setup on both with Jubilation and Triumph difference.

===

No audio because this was recorded through the features in PS4.




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Tags:
Dynasty Warriors 8
Dynasty Warriors 8 XL
Dynasty Warriors 8 Xtreme Legends
Stele
Ultimate
Solo Run
DLC



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