Warriors Orochi 3 Ultimate - Toshiie Maeda Solo Maximization (Regular)

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- Mystic Valor 61+18:
Echo*, Windslay, Flamebolt, Courage, Absorption, Osmosis, Frenzy, Blast
*Echo is a must here and there is no Agility. I'll explain why below.

- Partners:
Msamune Date - Dexterity/ Efficacy
Lu Bu - Efficacy/ Dexterity

- Items:
Fleet Mail, Messenger's Garb, Tengjia Armor, Musou Armor, Dragon's Eye, Lion's Fang

- Stage:
Chaos Regular - Ninjas United - 9 stars

- Analysis:
His analysis and playstyle is almost a copy and paste from the Warriors Orochi 3 game. However, I experimented his weapon build various of times and found out that this setup gave him the best mileage.

Why is there no Agility in his weapon? With Agility, Toshiie Maeda leaps up too fast with his R1 before certain enemies around him even flies up, which can cause him to miss on certain enemies around him.

Why is Echo there? Echo, believe it or not gives him extra 'reach' that Reach+10 couldn't achieve. His hit box becomes so friendly to the point that the second part of his R1 (the pure physical aerial slash) can hit enemies on the ground (at 01:45 and 03:53)! With Echo, his R1 will always be a full-hit (guaranteed if you are not on the wrong side of a very steep hill/terrain; even then, he still hits the officer 99% of the time).

His newly implemented Air R1 was somewhat of a lifesaver due to him being airborne after R1, but he is still not very safe after the fall because he is still airborne up high. However, I have found that JC is the safer alternative to fall instead of Air R1 because JC is fast and has a very good area of effect coverage around him (more so than any other Samurai Warrior characters' JC), allowing him to knock down enemies in the vicinity. After landing with JC, he can cancel using Dragon's Eye with a JA.

The graphics for Toshiie's JC may appear that he's landed on the ground, but in fact, he is actually still airborne (because when he gets attacked during that frame, he gets lifted instead of being grounded; this allows him to take reduced damage if he does get leaped). However, he is much closer to the ground than he is with Air R1 and is able to cancel with Dragon's Eye JA (for some reason he can cancel it despite being 'airborne'), making this the better approach to recover. This is not foolproof to guarantee his landing to be 100% safe, but it is the safer alternative.

Dexterity in the partner build allows him to take even less damage if he was to be leaped during any of his airborne recovery. Two Dexterity + aerial penalty damage taken = even less damage!

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




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