------------------------------------------------------------------------------ Warriors Orochi Magoichi Saika Version 1.0 ------------------------------------------------------------------------------ By: Black Murasame63 (c)2008 E-mail address: Suikofreak@gmail.com Table of Contents ------------------ I. What's new...................................(MS001) II. Copyright....................................(MS002) III. Contact......................................(MS003) IV. Introduction.................................(MS004) V. General Overview.............................(MS005) A. Unlocking Magoichi.....................(GN00A) B. Skills.................................(GN00B) C. Personal Item..........................(GN00C) VI. Character Evaluation.........................(MS006) VII. Moveset......................................(MS007) A. Move Analysis..........................(MA00A) VIII.Weapons......................................(MS008) A. Weapon Recomendation...................(WR00A) IX. Credits......................................(MS009) I. What's New (MS001) --------------------- Intial release Version History --------------- January 21, 2008 1.0 Initial release II. Copyright (MS002) --------------------- This FAQ may not be reproduced in anyway except personal and private use. It will not be in any website or distibuted publicity without any permisson. To put this simple don't take it without my permission. If you do, I will find out and send a pack of bloodhounds after you. (c)2008 Black Murasame63 III. Contact Info (MS003) ------------------------- If you have anything to add something, found errors or simply want to talk to me, go here: E-mail address: Suikofreak@gmail.com. The following site are allowed to post my FAQ to their website: - Neoseeker (www.neoseeker.com) - Supercheats (www.supercheats.com) Be sure when the adminstrator of the respective site upload my FAQ. You must let me know that you are doing so. For everyone else,please, by all means, get my permission before putting up this FAQ ojr anyone's FAQ in your website. Also, any E-Mail that does not contain any constructive criticism whatsoever or just simply trolling, I will not bother reading it, and it will be deleted. IV. Introduction (MS004) ------------------------ Magoichi first appear in Samurai Warriors. He is known for his charsima and his womanizing nature. Also, he is one of the few characters that uses a gun as a main weapon. But, you would wonder, how would a bayonet would work in a hack-and-slash game? The bayonet acts a lot like a sword and uses bullets as arrows. In my opinion, he is a fun character to play as. He has a lot of flashy moves using the bayonet and he has an amusing personality. Gameplay wise, he is a versatile character that can adapt to different situation. Although he is an oddball, his style of play is actually effective. This faq will give you in depth analysis to this womanizing character. V. General Overview (MS005) --------------------------- Magoichi Saika is a fictional character based on Suzuki Shigeoki, the actual leader of Saiga Ikki. Magoichi's role in Warriors Orochi is an observer of the battlefield and sometimes a strategist. But for the most part, he is out there on the battle field flirting with every beatiful woman he sees. So, what has has changed during the transition between Samurai Warriors 2 and this game? As the bare bones of the character, Magoichi retains most of his basic moveset from Samaurai Warriors 2. But, in favor of the special type system found in Warriors Orochi, Magoichi loses his 2 R1 specials. That means you can't do the R1 + Square rapid fire attack or the R1 + Triangle homing bullet attack. But, the omission of the R1 specials shouldn't be too much of a loss. ----------------------------- A. Unlocking Magoichi (GN00A) ----------------------------- Magoichi Saika is one the first characters to unlock. Basically just beat Shu chapter 2, "Battle of Hasedo" and you pretty much unlock him. ----------------- B. Skills (GN00B) ----------------- When playing as Magoichi, he has 3 abilities to obtain. Once you satify the condtions, the skill will add up for one more notch. It's benefical to all the characters. He has 3 abilities to get. 1) Recuperate: All standby characters regenerate musou much faster Just Kill 60 enemies. 2) Speed: Increases the strength power for all speed type characters Kill 70 enemies along with 3 generals 3) Karma: Increases your chances of enemies dropping an item Within 10 minutes from the start of the battle, defeat 100 enemies without using any attacks that uses up musou ----------------------- C.Personal Item (GN00C) ----------------------- Saika Overcoat: Raises the Parameters of Magoichi's stats To get Magoichi's Personal item play chapter 4 at the Shu storyline called, "The Battle of Nan Zhong." Within 8 minutes do the following: Rescue all the allies while killing 300 soldiers. Getting his personal item is not an easy feat. Doing all of this within 8 minutes seems to be too short especially all of Meng Huo's allies are all over the place. First off before you start make sure you have equipped Cavalier, Karma and Impulse. Having Cavalier and impulse will get to your destination faster. Also having Karma increases your chance of getting an item enhancement. It may not be the speed sandals all the time. But, your chance of getting it increases. Also, intern save is your best friend. Oh, make sure cavalier is above level 3 or higher. The higher level your cavalier is, the faster horse you get in battle. Now, I assume you have saved Zhu Rong at the beginning, right? Anyways, once you do so, immediately go for Jinhuan Sanjie first. He is located the far eastern end below Dong Tu Na. He is the most likely to get killed off than the other two generals. Use the shortcut available in that area and pursuit the general at that area. Once you rescue Sanjie, head southwest to rescue Ahui Nan. I suggest you do an interm save here. There are some pots that contain item enhancements. But, if you feel that Ahui Nan has not died, just go on ahead. He situates where a hure body of water with floating planks. Kill the general on that area. Once you do so, DO AN INTERM SAVE!!! Go back where the pots, or if you are lucky, you might have the speed sandals in your disposal. If not, exit and load your interm save to get the item you want. Now, for those who have the speed sandals, use your precious 30 seconds to backtrack through the hidden passage and onto the third and final ally to save. He should be down a little below half of his health. Kill the general in that area and SAVE!!! You should have some breathing room by now. From there, kill any soldiers you see. But, I suggest go for the ones in a really huge clusters. If you manage to kill 300 soldiers along with saving 3 allies, you should trigger an event that a hidden item has been discovered. Go to that point and get your prized overcoat. VI. Character Evaluation (MS006) --------------------------------- In terms in overall performance, Magoichi can hold out very well. Because of his versatility, he can handle various situation on his own all thanks to his movelist. His C4 alone can do many wonders. He can knock away crowds and he can take off a significant portion of the major general's health. For the most part, Magoichi is one of the good general killers out there. Any bullet he shoots can stagger the blocking opponent leaving you with an opening. His C2, C3, C4 and his S String can take out a lot of damage. Also, since Magoichi is a technique type, his moves gets better with the benefits he is given. For example, the S String, His R1 barrage special and his C4 move can knock off nearly half of the major general's health. What's so special about that is that he can do that much damage without depending a lot on Slay. Being a technique type grants him to do any counter attacks. His R1 special thrusts forward giving damage for those who try to attack him. His thrusts can go so far that he can escape from the crowd very easily. Best of all, the counterstrike grants him invincibility. So even if you don't have a full musou to escape the overwhelming crowd, you can be sure that the R1 thrust can get you out in a pinch. While being a technique type is great in all, there are drawbacks. Most of his charged attacks have a very slow start up. It takes a small jab to stop his destructive power. Some of his charged moves aren't ideal for overwhelming crowds. For example, his C1 and C4 really need some distance between the enemy and you. Also, most of his basic moves are easily interupted. The cause of that is that most of his combo stands in one place. When he does his bullet rounds such as his C2 he is very vulnerable all over the place. It takes a few or even one person to stop all of his combo string. Last but not least, his combo is too linear. He cannot link up one of his charged moves with another. So, for those who wanted to do some bread & Butter combo, Magoichi is definitely not the right person to do the job. The only way to compensate his weakpoints, he seriously need to equip agility to its maximum. At least Magoichi can initiate his move a little faster. Also being a technique type can reduce the frustration a bit. When you use the R1 enhancement as the start of the combo instead of the triangle string. You can punish enemies by doing your counter attack if they try to interupt your combo. So if you plan to use attack that can leave you wide open such as C2 use the enhance version to fully optimize your attack. Overall, his excellent general killing moves alone makes him capable of soloing an entire mission especially on the higher difficulties. His personality along with his well rounded moveset can tear up the battlefield quite nicely. VII. Moveset (MS007) ------------- Legend: S: Square Button T: Triangle Button O: Circle Button X: "X" Button --------------- Regular Attacks --------------- S: |A horizontal slash from the left SS: |A horizontal slash from the right SSS: |A diagonal slash from the left side SSSS: |Shoots a single bullet (Unblockable) SSSSS: |Shoots another bullet (Unblockable) SSSSSS: |Shoots another bullet (Unblockable) SSSSSSS: |Shoots another bullet (Unblockable) SSSSSSSS: |Finishes off with 3 bullets that fires in 3 different directions (Unblockable) Jump + S: |Does a 180 Degree slash Jump + T: |Pounds the ground using the blade of the musket Dash + S: |Does a forward Kick --------------- Charge Attacks: --------------- C1-TTT: |Shoots several rounds in four compass direction. The 6th shot |goes at a 3 way direction; ends the combo by shooting in the air. | C2-STTT: |Lunges the foe in the air and shoots the foe 5 times. The 6th |and final shot will hurt the airborne foe as well as the foes on |the ground |EX: Does the same thing but more damage | C3-SSTTT: |Does an unblockable slash then does a series of slashes back and |fourth the finishes off with a back flip. |EX: Does the same thing but more damage | C4-SSST: |Shoots an arc of bullets at a 180 degree formation |EX: Shoots a turret of flames instead of bullets. -------- Specials -------- R1: |In close range, Magoichi thrusts his body forward and uses the "Thrust" |blade of his bayonet to stab the enemy. (Grants Invinciblity) | R1: |Shoots a barrage of bullets at a concentrated area which gives "Barrage" |an enemy heavy amount of damage. ----- Musou ----- O: |Does a series of slashes and shoots off several rounds Critical |Does the same thing except it ends with an surrounding blast ----------------- Mounting Attacks: ----------------- A series of squares: |Multiple slashes on one side then shoot several rounds End with a triangle: |Does an unblockable slash Press Circle: |Does multiple slashes while the horse can attack while |Running Press Triangle: |The Horse jumps and stomps ------------------------- A. Move Analysis: (MA00A) ------------------------- The Square string: The square string does a decent damage. For the bullet shot, they are all unblockable. Also, the last shot has a knock-off effect. The problem is that the shots can be awkward at times. Other than that, this move can be linked with the R1 Special. C1-TTT: Despite how flashy Magoichi's gunsmanship is, there's no excuse for poor efficency. This not a good crowd killing move at all. First off it has a slow start up. When you actually initiate the move, it only affects 4 compass directions. Not just that, C1 can be easily interup- -ted. Also the last hit that shoots up in the air is only for show. In terms of gameplay, you are wide open for an attack. Don't do this especially in a crowd. If you actually want to use this move, have a small space between you and your foes. Other than that, avoid this move at all cost. C2-STTT: C2 is a decent general killing move. He lunges the foe in the air and shoot 5 rounds of bullet to the airborne foe. C2 does a moderate amount of damage towards the enemy. The 6th shot unleashes an elemen- -tal damage to the enemy. Not only that, the 6th shot also affects the surrounding foes; thus the enemies suffer the same shot as the the airborne enemy. However, you are left wide open during the firing process. The surrounding enemy could interupt the combo. Use the R1 enhancement to strengthen the attack and give a punishing blow for those who try to attempt to interupt the combo. C3-SSTTT: C3 is another good general killing move. Basically, it does a series of slashes then does a backflip at the end. The damage is very modest damage. If you have slay, your chance of taking a chunk off of health is relatively high. You can use it to escape large crowd. Use C3 if the general is cornered to a wall. Also, use the R1 enhan- -cement to do extra damage or try to escape the overwhelming crowd. C4-SSSTTT: C4 is a very versatile combo. As a regular attack, you can knock out a handful of crowd. On the other hand, if used at a point blank ra- -ge, it can leave a heavy blow to minor generals. C4 has a lot of range. Also, the bullets are unblockable. However, the initiation is very sluggish, so you can be easily interupted. But, the R1 enhancement is whole different ball game. Instead of bullets, its a arc of flaming turrets. Those turrets comes at the enemy much quicker than the regular version. Great for an overwhelming situa- -tions. But, there is a price. The range is much shorter than the the regular version. But, despite of the limited range, the blow is FAR more devastating. On a full health bar, it can knock off nearly 40% of the health and that excludes slay. C4 overall is great for crowd killing and general killing. R1 Special: The close of range version of the R1 special is very good. The "Short" thrust gives him some inviciblity time. Also, any attempts of interuption during a combo or being attacked, Magoichi can give a punishing blow to those who try to attempt to attack. Also, this special can also help you escape. If Magoichi is in critical condition, he can use the special thrust to escape the overwhelm- -ing crowd. Also, during the thrust, he has all the time of the world to switch. This move alone is excellent even though you may not have full musou to initiate a musou attack. Even though it takes up musou, it's worth the trouble. R1 Attack: The long range version of the R1 special is ideal against generals. "Long" This move has priority. So, if the general is about to make a move you can punish them by using the barrage of bullets toward the general. Not only this move is fast, the damage is very heavy. It takes out nearly a third of the general's health. Use this when situation gets sticky. VII. Weapon (MS008) -------------------- ============================== Weapon name | Weapon Base ------------------------------ Musket | 9 Silver Trigger | 19 Thunder Thrower | 38 Marksman's Pride | 77 -------------------------------- A. Weapon Recomendations (WR00A) -------------------------------- There are many abilities out there. However, there are some abilities that are more useful for that particular character. For Magoichi's case, he is a versatile character. He can adapt to many situations. ===== Slay: ===== This ability is a must for Magoichi. He can rack up huge damage against enemies especially generals. He has a good chance taking out a good chunk of health with that ability especially his Square string of his C3. ======== Agility: ======== Agility is a must for Magoichi. Most of his moves have a very slow start-up. Using agility can speed up his slow moves. Also, this should reduce the chance of being interupted during the start-up. ====== Range: ====== Magoichi also need range. Ironically, his bullets alone should compensate his range. However, since his slashes doesn't have much range, it's ideal to put some range to extend his effectiveness of the charged attacks. ====== Flash: ====== Flash is also a good ability Magoichi Should have. There are a lot of enemies especially the higher difficulties, tend to block a lot. With this ability you can destroy the opponent's guard and finish them off with your combo. ======= Absorb: ======= Since his R1 Spread Shot takes up musou and I assume you are going to use this frequently, it is ideal to add this for your repetoire. Absorb basically takes the enemy's musou and use it to recover your own musou. So, if you are the type that spams on the R1 special, espcially the technique type, use this as one of your ability. ====== Brave: ====== Brave as an ability gives greater damage against generals. Brave should rein- -force his ability greatly since his C2, C3 and C4 can put a dent towards the generals. ====== Might: ====== Well, Might as an ability also works. He can rack up some extra damage against foot soldiers with that ability. It seriously doesn't hurt to rack up extra damage against your foes. ===== Bolt: ===== Bolt gives Magoichi the ability to stun the enemy after your series of hits. This allows you to damage your enemies even further or enough to make your escape. There are several other abilities out there. I don't recommend using air because his c2 is the only one that can do airborne damage. Also, due to his limited combo, he can't do much B&B combos. You could use drain as a filler. But, this could conflict to absorb. If you plan to use ice instead of bolt, use it as a c4 move. If you actually freeze them, you have an opening to do a devastating R1 C4 move. Try other combinations that suits you. IX. Credits: (MS009) -------------------- I would like to thank the following people. Koei/W-Force: For making Warriors Orochi Gamefaqs: For accepting this FAQ. Last but not least, I thank YOU for taking the time to read this faq. I look forward to hear more about the this FAQ. So if you feel like there's something is missing, please feel free to contact me. If it's well thought out, I'll add it and credit you for the next revision. So once again, thank you for taking the time to read this.