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

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Published on ● Video Link: https://www.youtube.com/watch?v=6VvZBAFUlsU



Dynasty Warriors 8
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Duration: 13:56
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- Stage: Unique Weapon Acquisition Battle 9 (DLC)
• Liao Hua, Lei Tong, Wang Ping (10:30), Huang Zhong (11:20), Zhou Yu and Lu Su (12:27) are super officers in this stage.

- Weapon 1:
• Dragon Foot (E) 61+10:
Induction, Explosive, Flurry, Frenzy, Velocity, Jubilation

- Weapon 2:
• Tiger Foot (H) 44+10:
Cyclone, Slash, Thunder, Flurry, Velocity, Triumph

- Equip Skills:
• Musou Springs, Rage Springs, Attack Boost, Mighty Roar

- 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. There are no 6-star or alternative 5-star DLC weapons on console for the western release.

- Analysis:
• I have never read of a more useless weapon description where the bonus effect is "Repeatedly hitting your target enables you to perform a variety of consecutive mid-air attacks." Nothing in that sentence screams useful. All that fluff is basically saying, "you whiff, you start over." Not to mention "mid-air" attacks are exploitable offenses. A more fitting name for this weapon would be "Saboteurs" instead.

• Although not mentioned in the game, Sabatons does indeed have a more useful bonus effect. In 8 XL, an Air Switch Attack (Air SA) can be performed _ONLY_ after a successful charge attack from its Normal Strings. This out-of-the-blue condition gutted it so hard. In 8 Original, Sabatons could endlessly perform Air SA without such condition. Understandably, even though it only contained one activation, it was still considered good in 8 Original due to Cyclone, Slash and Thunder having 100% activation. Its offense was kind of unstoppable.

• With the elemental nerfs in 8 XL, Air SA wouldn't be nearly as strong as it once was. Yet still, this condition was put in place. If it wasn't obvious enough, someone at Koei HQ doesn't like Guan Suo. Thank goodness he didn't have Taleria in WO4, lol.

- Movesets:
• Air Switch Attack (Air SA) when possible as it still contains an elemental activation. Air SA does have invincibility frames (yay!), is blockable (for Cyclone) and is decent at combo filling Rage (11:52, use Triumph weapon). Elementals aside, Air SA deals decent physical damage with Induction + Explosive because of the multi-hit grind. Unless it is a super officer, Sabatons will mostly be using Weapon 1 for the damage spike from Induction + Explosive. Air SA can be cancelled with a jump, but should refrain from doing so in front of playable officers as it removes the invincibility and has a ~99.99% chance of getting Musou-countered.

• Switch Attack (SA) does not carry invincibility, but is nice for flinging enemies away to create space.

• Storm Rush is oddly weak coming from a 61 Attack base. Regardless, Air SA is decent at shattering Storm Rush gauges so use that to its advantage (4:14).

• C2→Air SA is mostly used with Weapon 1 to access Air SA as early as possible.

• C3→Air SA is mostly used with Weapon 2 for C3. A successful grab contains one element and nice invincibility frames. C3→Air SA double invincibility attack makes it the safest combo. The VERY nice thing about C3 is it can GRAB AIRBORNE targets ← _THIS_ is legit good.

• Normal Strings→C6 is decently strong, but risky. It is prone to Musou-counter, so make sure to bait it out before performing it (11:20, 12:41).

• Jump Attack (JA) is a nice follow-up after an attack or Air SA to catch officers. JA lunges and kicks them down to the ground for more fluid follow-ups (2:51, 3:47, etc.).

• Jump Charge (JC) is cool and can be repeatedly used in the air as long as it kicks a target.

• C1 is a decent unblock tool that it has, but it doesn't feel very useful. Half of the time, a C1→Normal Strings in front of playable officers lead to a Musou-counter. And if you are already behind to avoid Musou-counter, then you won't need C1. Non-buffed officers are better off with C2→Air SA to deal the most damage, if not, outright KO them. Super officers in general should be dealt with C3→Air SA for unblockable double elemental offense. C1→Normal Strings→C6, maybe useful.

- Option(s):
• Accuracy and Havoc can be considered, but Sabatons is always in immediate danger as soon as it attacks. Having Musou Springs helps it top off its Musou for safety measures.

• To avoid jump cancelling while boosting its elemental game against super playables, double Elemental setup can be used to not have to worry about "switching to the wrong" (physical) weapon after an Air SA. If it wasn't for safety concerns, Induction + Explosive is the way to go because its elemental offense with C3→Air SA is a forced offense against super playables. C3→Air SA really gives it the extra layer of safety in offense to thrive against them. Even then, it can be a struggle if the RNG doesn't cooperate.

===

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
Sabatons
Ultimate
Solo Run
DLC



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