These are the notes I took while doing my research and it's just here to mainly serve the function as something you can look to for the basics and my thoughts on the characters including some stuff I "forgot" to mention. If you have any questions don't be hesitant to ask at all.
What You Need To Know
7 8 9
4 5 6
1 2 3
A B C
A = Light Attack
B= Medium Attack
C= Heavy Attack
E = Engun Call
Hold 4/1/7 = Guard 4 (Standing), 1 (Crouching) 4/1/7 (Air Guard)
44 & 66 = Back Step/(Dash) & Forward Dash (Also In Air)
1/2/3 to 7/8/9 = Super Jump
7/8/9 While Mid Air = Double Jump
4/6+C = Throw (Also In Air)
A → B → C = Basic Chain (Can include Crouching Attacks)
6+B Universal Mid Attack
2+BC =Universal Launcher (7/8/9 to Pursue and Attack)
2+C (In The Air) = Aerial Spike
BC = Blow Away Attack (Can be pursued by pressing 6 and you can attack during this time. A fully charged version is unblockable and you can also pursue.)
Timed 4/1/7 = Guard 4 (Standing), 1 (Crouching) 4/1/7 (Air Guard) = Just Defense (Just as in other games it heals back a portion of Blue Health if available.)
4/1/7 + AB = Perfect Guard (Also In Air) (Costs a steady amount of Basara Gauge)
Timed 4/1/7+AB = Just Perfect Guard (Costs a small amount of Basara Gauge and produces a full screen Guard Push.)
6+BC (While Guarding) = Guard Cancel Attack (Costs 50% Guard Gauge & 1 Level of Basara Gauge)
A/B/C while attacked = Recovery
7/8/9 After Hitting The Ground = Quick Get Up
Enguns, their attack attributes and how much they can be used change depending on what Level they’re at. Below 50, 50-99 & 100. And the rate in which an Engun can level from 1 to 100 depends on the character in question. Mouri, Honda & Motochika charge the fastest in that order and the rest of the cast gets there in varying degrees of time after them.
E = Standard Engun Call
1/2/3+E = Engun Launcher
5 or 7/8/9 + E = Engun Counter (Costs Full Engun Gauge, Engun Reduced 30 Levels & Varing Levels of Basara Gauge Depending On The Usage & How Many Times It Has Been Used) (7/8/9 + E are only valid when using Another Mode which is activated by holding Start while selecting a character.)
E During Any 214214+C Basara Attack = Basara Engun Assist (Costs 1 Additional Basara Gauge & Empties The Engun Gauge Upon Use)
Oda Nobunaga & his Enguns, Noh-Hime & Mori Ranmaru
Nobunaga is the best character in the game for the simple fact that his infinites take the least setup and some of those setups don’t even need Noh-hime to setup for. Because of this fact is that he is the character that the rest of the cast are judged upon. Infinites aside is that he has the tools to either rushdown or zone at midrange but because your key is to make sure you opponent fears your normals when powered up is landing his infinite to take control of the matchup in all facets is key very early.
Hideyoshi Toyotomi & his Engun, Takenaka Hanbei
Hideyoshi is all about command grabs. These are keys to everything he has including all of his infinites. However he does need the assistance of Hanbei at Level 50+ for the setup into his various infinites or fish for a counter hit at anything below 50 to start it in most instances. Hanbei is very helpful with this because his Engun attack brings the foe closer to Hideyoshi and this effect is strengthened as the Engun levels up. Outside of this is that Hideyoshi has awesome tools to get in and stay in and if this wasn’t a video game where a standing jab couldn’t lead to death then this would be awesome. Regardless of this he’s still one of the best characters in the game however.
Masamune Date AKA The One-Eyed Dragon & his Engun, Katakura Kojurou
Date is 1 of 2 of the shoto’s and because of this has some decent tools for fans of the character to have someone easy to grasp the mechanics of the game. Those tools being very good chains to hit confirm off of to land his special & super moves. Has an infinite as well but he needs Kojurou at 50+ for the setup into his Wall Street infinite.
Sanada Yukimura & his Enguns, Takeda Shingen & Sarutobi Sasuke
(Note: Only Sasuke is involved in attacking the opponent in any way.)
(Note: Only Sasuke is involved in attacking the opponent in any way.)
Yukimura is the game’s other shoto and because of this also great for beginners or fans of the character. Has an awesome mid range game because of his quick & multi hitting normals which are great for hit confirms outside of rushdown range. Just like Date is that he needs Sasuke at 50+ to assist in his Wall Street infinite. Sasuke is a great Engun that helps solidify that mid range game by being a great Engun that can hit confirm or continue long stings for Yukimura.
Oichi & her Engun Azai Nagamasa
Oichi is the definition of Touch of Death. If the setup is correct. Her Full Kill combos completely break what was supposed to keep her in line. This mechanic is a meter which limits how much and how long she can use Hirake Ne No Koku (Shadow Mode). Very similar to Eddie from Guilty Gear in the mode with the use of Shadow Mode controlled by a meter. There are some A.B.A & Zappa influences if you look closer at her as well. Normally she’s able to use it for about 6 seconds and refills in about the same time after some cool down. The thing that makes this so dangerous is that any move that hits with a shadow including one of her supers elicits random status effects that include anything bad that can happen to her opponents. Worst of all is these effects seem to happen one behind the other and in some instances stack. Combine this with one of those effects being disabling your Engun which cuts you off from using an Engun Counter. Oichi has everything she needs to be a pillar of this game’s echelon. From a SF3 like parry, useful normal and attacks in both modes including some normals & specials outside of rushdown range to start chains and all the mayhem she causes in Shadow Mode. Nagamasa does have some use as an Engun to set up some variations of her 100% & infinite combos but not much use outside of it seeing as some of her setups require at least being at 50+ for 2 Engun calls. But for all of this she stills falls short of Nobunaga because of the setup needed to activate her infinites.
Maeda Keiji & his Enguns, Maeda Toshiie & Matsu
Keiji has some keep away tools but their use is only to start rushdown offense. Because the PS2 version is different from the AC version is that 2 of his moves that had Guard Break properties no longer trigger this effect. Worst of all is that he has an infinite but because he needs 3 Engun calls to trigger it is that his Engun needs to be at Level 100 and this takes time. The Engun however is pretty decent having some effects in and out of corners. Has a pull in effect outside of corners and juggle properties in the corner.
Chousokabe Motochika & his Enguns, the Nioh Tank, Wooden Giant & Dragon Tank
Motochika is an interesting character because of his dynamic with his 3 Enguns. The way it works is that certain moves and actions earn Motochika gold in which he can spend to build and summon 3 Mechanical Weapons for his Engun call. The Nioh Tank at L1 or higher with 2000 Gold (Summoned with E+A). The Wooden Giant at L50 or higher with 5000 Gold (Summoned with E+B). And the Dragon Tank at L100 for 9999 Gold (Summoned with E+C). There is a way to circumvent spending gold for Enguns however via a round ending glitch. Each Mechanical Weapon has a use and these uses will vary upon player and situation and each of them have a use to set up for a version of an infinite. Outside of all this Motochika has many wonderful tools for all forms of offense, learning them of course key to mastery of the character.
Mouri Motonari & his Enguns, the Mouri Army Soldiers
Motonari is another interesting character because of his Engun dynamic. First off, his Engun gauge is the quickest to reach L100 uninterrupted and even given that he can summon multiple army members at a time even at L1. There aren’t any hard numbers but the gauge does deplete a certain amount depending on which of the 6 summons he wishes to use. The higher the level the more army members he can summon before completely depleting the gauge. Learning what summon does what and how they flow into Motonari’s goal of landing his infinite is the key to winning with him. He can also hit his Enguns but every time he does the Engun level goes down by 1. Once upon a time he was touted as the best character in the game before everybody had to fear any button that can be dash canceled. Regardless of all that he has one of the best toolsets in the game which keeps him at the top of the game in high level play.
Honda Tadakatsu & his Engun, Tokugawa Ieyasu
Honda is another character with a special Engun. When Ieyasu is around Honda gets additional abilities like Qubeley funnels & a lock on ability with his bombs. Ieyasu can also be kidnapped and there are certain moves that actually hit in the background that will free Ieyasu from his captors. Keeping Ieyasu safe is very important to Honda’s game so that he has all his available tools. He’s also the only character in the cast who can Super Cancel a Super. 214214+C XX 236236+C. The thing is this, even with all these cool abilities he’s the worst character in the game because he doesn’t have a legit infinite, even though with the right setup in Training Mode he can do one. He isn’t without his own special ability when it comes to breaking the game. He has a glitch where he can completely freeze the opponent. Problem with that is it’s banned in high level play where it could be a useful tool to use against his opponents. He’s a cool character, with cool stuff in a game where he can’t even compete. Shame that. Note: All of Honda’s normal dashes are managed by his Boost Gauge.
Uesugi Kenshin & his Engun, Kasuga
Kenshin is one of this game’s best characters and for good reason. His special ability to “freeze” his opponents (Which is more to slow down their attack speed) and how quickly everything he does comes out and flows into each other makes him a force to be reckoned with. Given all of this in order to land his infinite is that he needs Kasuga at a minimum to be L50 to take advantage of what she does so he can best perform. Kasuga’s Engun call can be charged for delay and damage and is the only Engun in the game that has such an ability. (In the Arcade Version)
Katakura Kojurou & his Engun, Masamune Date
One of the exclusive PS2 characters and because of this very absent in high level play. Regardless of this fact, Kojurou is a very capable fighter with all the tools necessary to be a threat at any range. This includes wonderful skill set that includes a stance change into Slaughter Mode which gives him more tools to work with. Learning how flow between normal and Slaughter Mode is key to the character and his infinite as well. He does need Date at L50 for 2 Engun calls to pull this off however. He is an excellent addition to the cast and real look at what a sequel could’ve been with additional characters. Date’s Engun attack is the Magnum Step using that adds additional hits and a Lightning attribute at L100.
Takenaka Hanbei & his Engun, Toyotomi Hideyoshi
The other exclusive PS2 character. Hanbei is all about rushdown play through his veiled “rekka” gameplay style. Many of his moves link off of each other for a myriad of combos and mind games at close range. He also has a Counter-Hit-Counter that I quite don’t understand as well. Of course he has an infinite and he does need Hideyoshi to be at L50 for the 2 Engun calls needed. Hideyoshi’s Engun attack is his 214+C Ifuubanjou. It gains the ability to charge at L50 and a range increase at L100.
-Triple Da G.O.D!