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* AwesomeMusic: This is a video game made by a company known for making awesome music, based on an anime known for having awesome music. Awesome music's a given.

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* AwesomeMusic: SugarWiki/AwesomeMusic: This is a video game made by a company known for making awesome music, based on an anime known for having awesome music. Awesome music's a given.
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*** A minor example, but Rob Luuci. He's less of a game breaker in general and more of a "break the boss battles" type deal. His special attacks are small, high damage attacks, rather than grabs that are less reliable, that can readily break through all of the enemy's stun bar when they are in their SuperMode, knocking them out of it, while his normal moveset has a few high damaging combos that need an enemy to be airborne to reach max efficiency. Add on to a few combos that are pretty decent, but not exceptional, at clearing crowds, and he's equipped to handle most situations well, and a few situations exceptionally.
*** This trope is overall played with, since unlike most ''Musou Warriors'' games, this series tends to rely a lot on fast reflexes since many attacks will be as radical as yours vs. opponents you face; making use of mechanics such as storing charged attacks and dash cancelling can really allow you to reach complex heights in this game, and avoid a lot of damage you can easily have inflicted upon you in most fights starting as of the second game. While characters do have cheap bullshit, use it wrong on higher difficulties, and the AI can easily crush you.

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*** A minor example, but Rob Luuci. He's less of a game breaker in general and more of a "break the boss battles" type of deal. His special attacks are small, high damage attacks, rather than grabs that are less reliable, that can readily break through all of the enemy's stun bar when they are in their SuperMode, knocking them out of it, while his it. His normal moveset has a few high damaging combos that need an enemy to be airborne to reach max efficiency. Add on to a few combos that are pretty decent, but not exceptional, at clearing crowds, and he's equipped to handle most situations well, and a few situations exceptionally.
*** This trope is overall played with, since unlike most ''Musou Warriors'' ''Musou/Warriors'' games, this series tends to rely a lot on fast reflexes reflexes, since many attacks will be as radical as yours vs. opponents you face; making face. Making use of mechanics such as storing charged attacks and dash cancelling can really allow you the player to reach complex heights in this game, and avoid a lot of damage you can easily have inflicted upon you in most fights starting as of the second game. While characters do have cheap bullshit, use it wrong on higher difficulties, and the AI can easily crush you.

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* GameBreaker: Whitebeard in the first game. He seems to have a counter for every situation, such as using Haki to stun a boss character who moves around a lot, his attacks all do a crapload of damage and he has a killer range that could put Usopp to shame. Not to mention his level-2 Special can wipe an entire ''territory'' of {{Mooks}}. Sure, [[MightyGlacier he's slow as all hell]], but that doesn't keep him from annihilating everything in sight. Still, Whitebeard is the WorldsStrongestMan InUniverse, so it's probably [[JustifiedTrope justified]]. In the second game, this honor goes to multiple characters;

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* GameBreaker: Whitebeard in the first game. He seems to have a counter for every situation, such as using Haki to stun a boss character who moves around a lot, his attacks all do a crapload of damage and he has a killer range that could put Usopp to shame. Not to mention his level-2 Special can wipe an entire ''territory'' of {{Mooks}}. Sure, [[MightyGlacier he's slow as all hell]], but that doesn't keep him from annihilating everything in sight. Still, Whitebeard is the WorldsStrongestMan InUniverse, so it's probably [[JustifiedTrope justified]]. In While in the second game, this honor goes to multiple characters;characters:


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*** This trope is overall played with, since unlike most ''Musou Warriors'' games, this series tends to rely a lot on fast reflexes since many attacks will be as radical as yours vs. opponents you face; making use of mechanics such as storing charged attacks and dash cancelling can really allow you to reach complex heights in this game, and avoid a lot of damage you can easily have inflicted upon you in most fights starting as of the second game. While characters do have cheap bullshit, use it wrong on higher difficulties, and the AI can easily crush you.
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* GameBreaker: Whitebeard in the first game. He seems to have a counter for every situation, such as using Haki to stun a boss character who moves around a lot, his attacks all do a crapload of damage and he has a killer range that could put Usopp to shame. Not to mention his level-2 Special can wipe an entire ''territory'' of {{Mooks}}. Sure, [[MightyGlacier he's slow as all hell]], but that doesn't keep him from annihilating everything in sight. Still, Whitebeard is the WorldsStrongestMan InUniverse, so it's probably [[JustifiedTrope justified]].
** In the second game, this honor goes to multiple characters;
*** For starters, there's ''every single Logia user in the game'' (except Smoker), particularly the Admirals and Eneru; all of them have high-damaging level-2 Specials that hit in a huge radius (especially Aokiji/Kuzan's Ice Star, and Eneru's Raigou/Kingdom Come), along with easily-spammable moves that also deal big damage from afar or in a huge radius (SSSST/Ice Age for Aokiji/Kuzan, SSST AND SSSST combo for Akainu, SST AND TS AND TTS for Kizaru, and Maximum Voltage SSST/Julungul for Eneru; Eneru also has SSSST/Mamaragan for EliteMooks or stronger characters, if you can force them into a corner). Like Whitebeard, this could be justified by the fact that these characters are just that damn powerful InUniverse.
*** Not to leave out Crocodile, though; his SSST ([[DoNotTouchTheFunnelCloud Sables]]) sucks in nearby Mooks as it moves forward, dealing multiple hits of damage to them and bunching them together for any kind of nastiness you want to do to them. For EliteMooks or stronger, Crocodile has his SSSST (Sables Pesado), which moves forward like Sables but doesn't suck in enemies, instead flooring any enemy it comes into contact with, dealing BIG damage. Not to mention, of course, Crocodile's Level-2 Special (Ground Death), which hits in a large radius.
*** Then there's Bartholomew Kuma; just like the above Logia users (even though he's a Paramecia), he has an easily-spammable move, though Kuma's can hit from a truly ridiculously long range and pretty much instant-kills lesser Mooks AND can even chunk EliteMooks (SSST), he has a single-target hard hitting move for EliteMooks and other characters that can leave them set up for more attacks or even the same combo again (SSSST), his [[SuperMode Style Action]] is Technical-type so all enemies will be slowed down during use, AND he has a Godlike level-2 Special ([[NukeEm Ursus Shock]], of course). Did I also mention that his level-1 Special heals him (albeit not by a whole lot), and the SSST spam will effortlessly build up lots of Meter so you can throw his Specials with little-to-no consequence?
*** Let's not forget Dracule "Hawkeye" Mihawk, either; his Gameplay gimmick is that after he does a full SSSSS combo, he builds up a Charge of power and can do the SSSSS combo again but more damaging. He can build up two charges of Power (3 repetitions of SSSSS), and the extra Power also applies to the T Finishers on said S Combo; one of his best Mook-clearing normal combos is [SSSSS x2]SSSST, with the SSST for single targets. He can also charge up lots of Meter for Special attacks as a result, and may God have mercy on his enemies once he enters Style Mode (where one of his best Combo finishers is SST, as it sends projectiles EVERYWHERE in front of him). Lastly, his Unique Action is a single quick slash... That can be canceled into any of his normal Combos and immediately grants a Combo Charge regardless of whether it hits an enemy or not, so you can get to the fully charged Finishers quicker. [[WorldsStrongestMan World's Greatest Swordsman]], indeed...
*** A lesser example would be Teach; yes, he's not as overpowered as any of the other Logias in the game in terms of spammable combos ([[RunningGag except Smoker]]), but his Specials suck in enemies like crazy. Add on the Warrior's Wisdom skill, and you can get nearly 100 Kills easy with just his level-1 Special (his level-2 special is even better in this regard).

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* GameBreaker: Whitebeard in the first game. He seems to have a counter for every situation, such as using Haki to stun a boss character who moves around a lot, his attacks all do a crapload of damage and he has a killer range that could put Usopp to shame. Not to mention his level-2 Special can wipe an entire ''territory'' of {{Mooks}}. Sure, [[MightyGlacier he's slow as all hell]], but that doesn't keep him from annihilating everything in sight. Still, Whitebeard is the WorldsStrongestMan InUniverse, so it's probably [[JustifiedTrope justified]].
**
justified]]. In the second game, this honor goes to multiple characters;
*** ** For starters, there's ''every single Logia user in the game'' (except Smoker), particularly the Admirals and Eneru; all of them have high-damaging level-2 Specials that hit in a huge radius (especially Aokiji/Kuzan's Ice Star, and Eneru's Raigou/Kingdom Come), along with easily-spammable moves that also deal big damage from afar or in a huge radius (SSSST/Ice Age for Aokiji/Kuzan, SSST AND SSSST combo for Akainu, SST AND TS AND TTS for Kizaru, and Maximum Voltage SSST/Julungul for Eneru; Eneru also has SSSST/Mamaragan for EliteMooks or stronger characters, if you can force them into a corner). Like Whitebeard, this could be justified by the fact that these characters are just that damn powerful InUniverse.
*** ** However, Eneru's case is somewhat averted in the third game due to being overall nerfed, his Mamaragan sends out less lightning bolts while his moves do overall less damage, but are still pretty top notch if used right.
**
Not to leave out Crocodile, though; his SSST ([[DoNotTouchTheFunnelCloud Sables]]) sucks in nearby Mooks as it moves forward, dealing multiple hits of damage to them and bunching them together for any kind of nastiness you want to do to them. For EliteMooks or stronger, Crocodile has his SSSST (Sables Pesado), which moves forward like Sables but doesn't suck in enemies, instead flooring any enemy it comes into contact with, dealing BIG damage. Not to mention, of course, Crocodile's Level-2 Special (Ground Death), which hits in a large radius.
*** ** Then there's Bartholomew Kuma; just like the above Logia users (even though he's a Paramecia), he has an easily-spammable move, though Kuma's can hit from a truly ridiculously long range and pretty much instant-kills lesser Mooks AND can even chunk EliteMooks (SSST), he has a single-target hard hitting move for EliteMooks and other characters that can leave them set up for more attacks or even the same combo again (SSSST), his [[SuperMode Style Action]] is Technical-type so all enemies will be slowed down during use, AND he has a Godlike level-2 Special ([[NukeEm Ursus Shock]], of course). Did I also mention that his level-1 Special heals him (albeit not by a whole lot), and the SSST spam will effortlessly build up lots of Meter so you can throw his Specials with little-to-no consequence?
*** ** Let's not forget Dracule "Hawkeye" Mihawk, either; his Gameplay gimmick is that after he does a full SSSSS combo, he builds up a Charge of power and can do the SSSSS combo again but more damaging. He can build up two charges of Power (3 repetitions of SSSSS), and the extra Power also applies to the T Finishers on said S Combo; one of his best Mook-clearing normal combos is [SSSSS x2]SSSST, with the SSST for single targets. He can also charge up lots of Meter for Special attacks as a result, and may God have mercy on his enemies once he enters Style Mode (where one of his best Combo finishers is SST, as it sends projectiles EVERYWHERE in front of him). Lastly, his Unique Action is a single quick slash... That can be canceled into any of his normal Combos and immediately grants a Combo Charge regardless of whether it hits an enemy or not, so you can get to the fully charged Finishers quicker. [[WorldsStrongestMan World's Greatest Swordsman]], indeed...
*** ** A lesser example would be Teach; yes, he's not as overpowered as any of the other Logias in the game in terms of spammable combos ([[RunningGag except Smoker]]), but his Specials suck in enemies like crazy. Add on the Warrior's Wisdom skill, and you can get nearly 100 Kills easy with just his level-1 Special (his level-2 special is even better in this regard).



*** ''Fujitora'' in Pirate Warriors 3, full stop. His unique action (which has unlimited uses) is severely overpowered compared to every other character's; he can call down meteors that create an explosion, and they get bigger the longer you charge the button. Well, the 3rd level meteor has enough power to ''completely'' fill both your Kizuna Gauge and your special attack gauge, kill an entire territories-worth of {{Mooks}}, and one-shots most bosses under level 60. This in turn means you can then spam your Kizuna rush and special attacks endlessly because his unique action just about always gives him a full bar. Equip Fujitora with the "quick charge +" perk and you really don't have to use his combos at all. Also, his attacks in general are ''very'' fast for his size and they cover a massive range of area, and this is turn covers the one weakness with his unique action; the main problem with his R1 is that there sometimes is a bit of a bug where it doesn't connect properly at all, leaving you open to attacks if you don't act fast. So, with his attack speed and range, you can quickly clear any enemies surrounding you before using it.

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*** ''Fujitora'' in Pirate Warriors 3, full stop. His unique action (which has unlimited uses) is severely overpowered compared to every other character's; he can call down meteors that create an explosion, and they get bigger the longer you charge the button. Well, the 3rd level meteor has enough power to ''completely'' fill both your Kizuna Gauge and your special attack gauge, kill an entire territories-worth of {{Mooks}}, and one-shots most bosses under level 60. This in turn means you can then spam your Kizuna rush and special attacks endlessly because his unique action just about always gives him a full bar. Equip Fujitora with the "quick charge "Quick Charge +" perk skill and you really don't have to use his combos at all. Also, his attacks in general are ''very'' fast for his size and they cover a massive range of area, and this is turn covers the one weakness with his unique action; the main problem with his R1 is that there sometimes is a bit of a bug where it doesn't connect properly at all, leaving you open to attacks if you don't act fast. So, with his attack speed and range, you can quickly clear any enemies surrounding you before using it.
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* ThatOneLevel: In the third game during the Dream Log battles, is when you end up with the object to have to stop the enemy commander from reaching a certain territory (or else it's defeat for you), gets MASSIVELY annoying when you're trying to kill all the important character that appears alongside them just for more bonuses, only to have them reach the territory behind you and make you lose the battle (depending on your level, character used and the stage being played). This gets even more infuriating with the fact that even if you intercept the commander, they'll go marching right back on their way if you ignore them just after getting their aggro, since the other character that appears with them may be too far away from them and killing the commander will end the stage. Should I also mention that even if you take their destination/territory for yourself, you'll still lose if you let them reach it?

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* ThatOneLevel: In the third game during the Dream Log battles, is when you end up with the object to have to stop the enemy commander from reaching a certain territory (or else it's defeat for you), gets MASSIVELY annoying when you're trying to kill all the important character characters that appears alongside them just for more bonuses, only to have them reach the territory behind you and make you lose the battle (depending on your level, character used and the stage being played). This gets even more infuriating with the fact that even if you intercept the commander, they'll go marching right back on their way if you ignore them just after getting their aggro, since the other character that appears with them may be too far away from them and killing the commander will end the stage. Should I also mention that even if you take their destination/territory for yourself, you'll still lose if you let them reach it?

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** In Pirate Warriors 3:

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** In Pirate ''Pirate Warriors 3:3'':



*** ''Fujitora'' in Pirate Warriors 3, full stop. His unique action (which has unlimited uses) is severely overpowered compared to every other character's; he can call down meteors that create an explosion, and they get bigger the longer you charge the button. Well, the 3rd level meteor has enough power to ''completely'' fill both your Kizuna Gauge and your special attack gauge, kill an entire territories-worth of {{Mooks}}, and one-shots most bosses under level 60. This in turn means you can then spam your Kizuna rush and special attacks endlessly because his unique action just about always gives him a full bar. Equip Fujitora with the "quick charge +" perk and you really don't have to use his combos at all.
*** Also, Fujitora's attacks in general are ''very'' fast for his size and they cover a massive range of area, and this is turn covers the one weakness with his unique action; the main problem with his R1 is that there sometimes is a bit of a bug where it doesn't connect properly at all, leaving you open to attacks if you don't act fast. So, with his attack speed and range, you can quickly clear any enemies surrounding you before using it.

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*** ''Fujitora'' in Pirate Warriors 3, full stop. His unique action (which has unlimited uses) is severely overpowered compared to every other character's; he can call down meteors that create an explosion, and they get bigger the longer you charge the button. Well, the 3rd level meteor has enough power to ''completely'' fill both your Kizuna Gauge and your special attack gauge, kill an entire territories-worth of {{Mooks}}, and one-shots most bosses under level 60. This in turn means you can then spam your Kizuna rush and special attacks endlessly because his unique action just about always gives him a full bar. Equip Fujitora with the "quick charge +" perk and you really don't have to use his combos at all.
***
all. Also, Fujitora's his attacks in general are ''very'' fast for his size and they cover a massive range of area, and this is turn covers the one weakness with his unique action; the main problem with his R1 is that there sometimes is a bit of a bug where it doesn't connect properly at all, leaving you open to attacks if you don't act fast. So, with his attack speed and range, you can quickly clear any enemies surrounding you before using it.



** Akainu is also annoying. While he's not fast, he has a ton of ranged attacks to spam, and when you activate his guard and paramecia along with it, which is done 2 times no matter when he is fought as a boss, he gets even worse about it, and doesn't flinch nearly as much while it's active. This means you'll be spending more time reeling from his attacks or dodging than dealing damage to him when his super mode active, and ranged characters will be even more outmatched due to his [[TheComputerIsACheatingBastard pinpoint accuracy against the player]]

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** Akainu is also annoying. While he's not fast, he has a ton of ranged attacks to spam, and when you activate his guard and paramecia logia state along with it, which is done 2 times no matter when he is fought as a boss, he gets even worse about it, and doesn't flinch nearly as much while it's active. This means you'll be spending more time reeling from his attacks or dodging than dealing damage to him when his super mode active, and ranged characters will be even more outmatched due to his [[TheComputerIsACheatingBastard pinpoint accuracy against the player]]player]].
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* ThatOneAchievement: A truly patience-trying one in the form of "We're Running Away! We Stole Some Gold!" The player is required to activate every coin skill in the game. It sounds simple, but players of the game will know just how painful coin collection is after a certain point, since coin collection will become a huge LuckBasedMission after a while, no matter which stages and characters are used. Worse, one of these coin sets consists of coins that only be gotten by playing online with someone in your friends list. The game doesn't exactly have a huge user base as is, and those in your friends list may very well not have the game. Hope you get it before [[LostForever the servers shut down]]!

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* ThatOneAchievement: A truly patience-trying one in the form of "We're Running Away! We Stole Some Gold!" The player is required to activate every coin skill in the game. It sounds simple, but players of the game will know just how painful coin collection is after a certain point, since coin collection will become a huge LuckBasedMission after a while, no matter which stages and characters are used. Worse, one of these coin sets consists of coins that only be gotten by playing online with someone in your friends list. The game doesn't exactly have a huge user base as is, and those in your friends list may very well not have the game. Hope you get it before [[LostForever [[TemporaryOnlineContent the servers shut down]]!
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*** Also, Fujitora's attacks in general are ''very'' fast for his size and they cover a massive range of area; the main problem with his R1 is that there sometimes is a bit of a bug where it doesn't connect properly at all, leaving you open to attacks if you don't act fast.

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*** Also, Fujitora's attacks in general are ''very'' fast for his size and they cover a massive range of area; area, and this is turn covers the one weakness with his unique action; the main problem with his R1 is that there sometimes is a bit of a bug where it doesn't connect properly at all, leaving you open to attacks if you don't act fast.fast. So, with his attack speed and range, you can quickly clear any enemies surrounding you before using it.
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*** ''Fujitora'' in Pirate Warriors 3, full stop. His unique action (which has unlimited uses) is severely overpowered compared to every other character's; he can call down meteors that create an explosion, and they get bigger the longer you charge the button. Well, the 3rd level meteor has enough power to ''completely'' fill both your Kizuna Gauge and you special attack gauge, kill an entire territories-worth of mooks, and one-shots most bosses under level 60. This in turn means you can then spam your Kizuna rush and special attacks endlessly because his unique action just about always gives him a full bar. Equip Fujitora with the "quick charge +" perk and you really don't have to use his combos at all.

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*** ''Fujitora'' in Pirate Warriors 3, full stop. His unique action (which has unlimited uses) is severely overpowered compared to every other character's; he can call down meteors that create an explosion, and they get bigger the longer you charge the button. Well, the 3rd level meteor has enough power to ''completely'' fill both your Kizuna Gauge and you your special attack gauge, kill an entire territories-worth of mooks, {{Mooks}}, and one-shots most bosses under level 60. This in turn means you can then spam your Kizuna rush and special attacks endlessly because his unique action just about always gives him a full bar. Equip Fujitora with the "quick charge +" perk and you really don't have to use his combos at all.
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** Also, Fujitora's attacks in general are ''very'' fast for his size and they cover a massive range of area.

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** **** Also, Fujitora's attacks in general are ''very'' fast for his size and they cover a massive range of area.area; the main problem with his R1 is that there sometimes is a bit of a bug where it doesn't connect properly at all, leaving you open to attacks if you don't act fast.
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*** Fujitora. His unique action (which has unlimited uses) is severely overpowered compared to every other character's; he can call down meteors that create an explosion, and they get bigger the longer you charge the button. Well, the 3rd level meteor has enough power to ''completely'' fill both your Kizuna Gauge and you special attack gauge, kill an entire territories-worth of mooks, and one-shots most bosses under level 60. This in turn means you can then spam your Kizuna rush and special attacks endlessly because his unique action just about always gives him a full bar. Equip Fujitora with the "quick charge +" perk and you really don't have to use his combos at all. You often won't need more than 2 casts to charge it from nothing to maximum, meaning it's ridiculously easy for him to get S-ranks for time, kills and !s.
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''Fujitora'' in Pirate Warriors 3, full stop. His unique action (which has unlimited uses) is severely overpowered compared to every other character's; he can call down meteors that create an explosion, and they get bigger the longer you charge the button. Well, the 3rd level meteor has enough power to ''completely'' fill both your Kizuna Gauge and you special attack gauge, kill an entire territories-worth of mooks, and one-shots most bosses under level 60. This in turn means you can then spam your Kizuna rush and special attacks endlessly because his unique action just about always gives him a full bar. Equip Fujitora with the "quick charge +" perk and you really don't have to use his combos at all.

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*** ''Fujitora'' in Pirate Warriors 3, full stop. His unique action (which has unlimited uses) is severely overpowered compared to every other character's; he can call down meteors that create an explosion, and they get bigger the longer you charge the button. Well, the 3rd level meteor has enough power to ''completely'' fill both your Kizuna Gauge and you special attack gauge, kill an entire territories-worth of mooks, and one-shots most bosses under level 60. This in turn means you can then spam your Kizuna rush and special attacks endlessly because his unique action just about always gives him a full bar. Equip Fujitora with the "quick charge +" perk and you really don't have to use his combos at all.

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*** Fujitora. His charged R1 drops a huge meteor on the battlefield, which can one-shot every mook and almost every [[EliteMooks elite mook]] and boss. It can be interrupted by larger enemies, but that can be remedied by simply standing at a distance from them and aiming it. Adding in the Quick Charge skill makes it even better. It also charges the Kizuna gauge ''very'' quickly. You often won't need more than 2 casts to charge it from nothing to maximum, meaning it's ridiculously easy for him to get S-ranks for time, kills and !s.

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''Fujitora'' in Pirate Warriors 3, full stop. His unique action (which has unlimited uses) is severely overpowered compared to every other character's; he can call down meteors that create an explosion, and they get bigger the longer you charge the button. Well, the 3rd level meteor has enough power to ''completely'' fill both your Kizuna Gauge and you special attack gauge, kill an entire territories-worth of mooks, and one-shots most bosses under level 60. This in turn means you can then spam your Kizuna rush and special attacks endlessly because his unique action just about always gives him a full bar. Equip Fujitora with the "quick charge +" perk and you really don't have to use his combos at all.
*** Fujitora. His charged R1 drops a huge unique action (which has unlimited uses) is severely overpowered compared to every other character's; he can call down meteors that create an explosion, and they get bigger the longer you charge the button. Well, the 3rd level meteor on the battlefield, which can one-shot every mook and almost every [[EliteMooks elite mook]] and boss. It can be interrupted by larger enemies, but that can be remedied by simply standing at a distance from them and aiming it. Adding in the Quick Charge skill makes it even better. It also charges the has enough power to ''completely'' fill both your Kizuna gauge ''very'' quickly. Gauge and you special attack gauge, kill an entire territories-worth of mooks, and one-shots most bosses under level 60. This in turn means you can then spam your Kizuna rush and special attacks endlessly because his unique action just about always gives him a full bar. Equip Fujitora with the "quick charge +" perk and you really don't have to use his combos at all. You often won't need more than 2 casts to charge it from nothing to maximum, meaning it's ridiculously easy for him to get S-ranks for time, kills and !s.!s.
** Also, Fujitora's attacks in general are ''very'' fast for his size and they cover a massive range of area.
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*** A minor example, but Rob Luuci. He's less of a game breaker in general and more of a "break the boss battles" type deal. His special attacks are small, high damage attacks, rather than grabs that are less reliable, that can readily break through all of the enemy's stun bar when they are in their SuperMode, knocking them out of it, while his normal moveset has a few high damaging combos that need an enemy to be airborne to reach max efficiency. Add on to a few combos that are pretty decent, but not exceptional, at clearing crowds, and he's equipped to handle most situations well, and a few situations exceptionally.
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* ThatOneAttack: In any game, dealing with any user of Rankyaku will likely make you want to pull your hair out. It'll often be thrown out with a split-second's worth of warning and has a super long range. If it hits you, it ''will'' knock you flying. All of the factors mentioned above make it very spammable by the enemy (be it Blueno, Coby or Marine Commanders), so often if you start to get in a good combo on the enemy... Rankyaku! The good part about this is that in the third game, Rankyaku is an excellent Kizuna attack to use. That One Attack is so much nicer when ''you're'' the one using it.
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** Akainu is also annoying. While he's not fast, he has a ton of ranged attacks to spam, and when you activate his guard and paramecia along with it, which is done 2 times no matter when he is fought as a boss, he gets even worse about it, and doesn't flinch nearly as much while it's active. This means you'll be spending more time reeling from his attacks or dodging than dealing damage to him when his super mode active, and ranged characters will be even more outmatched due to his [[TheComputerIsACheatingBastard pinpoint accuracy against the player]]
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*** Shanks! He relies on ShockAndAwe most of the time (in his SSST and his level-2 Special), uses Conqueror Haki regularly (with his TS and TTS), which can even one shot Boss [[{{Mook}} mooks]] and can even slow down time for 1 second (R1) to link his combos together. Both of his supers hit a very large area, and his aforementioned Haki-based moves can even power up his attacks to grant even more range and damage via energy covering his sword. He wasn't Mihawk's rival for nothing.

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*** Shanks! He relies on ShockAndAwe most of the time (in his SSST and his level-2 Special), uses Conqueror Haki regularly (with his TS and TTS), which can even one shot Boss [[{{Mook}} mooks]] and can even slow down time for 1 second (R1) to link his combos together. Both of his supers hit a very large area, and his aforementioned Haki-based moves can even power up his attacks to grant even more range and damage via energy covering his sword. He wasn't Mihawk's rival for nothing. In addition, his R1 works with co-op partners as well. You can simply spam R1 as Shanks and get free slow time for as long as you want for your co-op partner. Together with Fujitora, see below, [[BoringButPractical the game might as well give you the victory screen as soon as you start.]]
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*** Shanks! He relies on ShockAndAwe most of the time (his SSST and his level-2 Special), uses Conqueror Haki regularly (with his TS and TTS), which can even one shot Boss {{Mook}}s and can even slow down time for 1 second (R1) to link his combos together. Both of his supers hit on a very large area, and his aforementioned Haki-based moves can even power up his attacks to make them have even more range and damage via energy covering his sword. He wasn't Mihawk's rival for nothing.
*** Another Pirate Warriors 3 example, is Magellan. Early on he has great [=AoE=], and can be unlocked relatively early. But the best is his SSSST, Poison Hydra, which will ram so many enemies in a wide line in front of you. It's pretty much guaranteed to fill a good chunk of the Kizuna gauge. You can get S rank for pretty much every mission in under 10 minutes.
*** Fujitora. His charged R1 drops a meteor on the battlefield one-shoting every mook, and most named enemies. It can be interrupted by larger enemies, but that can be remedied by simply standing at a distance from them. Add in the Quick Charge skill also helps. It also charges the Kizuna gauge ''very'' quickly. You won't need more than 2 casts to charge it from base, meaning it's ridiculously easy for him to get S-rank mission rankings for time, kills and !s.
*** Ivankov. Nothing else seems to appeal than his TSSS and TTSSS, since those moves can power up his face to make this Hell's Wink EXTREMELY strong. If used as an assist via the Kizuna gauge, always ending your combos in a T attack just to summon him for his Hell's Wink allows you to get easy damage, kills, Kizuna gauge fill and !s with solid range.

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*** Shanks! He relies on ShockAndAwe most of the time (his (in his SSST and his level-2 Special), uses Conqueror Haki regularly (with his TS and TTS), which can even one shot Boss {{Mook}}s [[{{Mook}} mooks]] and can even slow down time for 1 second (R1) to link his combos together. Both of his supers hit on a very large area, and his aforementioned Haki-based moves can even power up his attacks to make them have grant even more range and damage via energy covering his sword. He wasn't Mihawk's rival for nothing.
*** Another Pirate Warriors 3 example, is Magellan. Early on he has great [=AoE=], and can be unlocked relatively early. But the best is his SSSST, Poison Hydra, which will ram so many through loads of enemies in a wide line in front of you. It's pretty much guaranteed to fill a good chunk of the Kizuna gauge. You can get an S rank for pretty much every mission in under 10 minutes.
*** Fujitora. His charged R1 drops a huge meteor on the battlefield one-shoting battlefield, which can one-shot every mook, mook and most named enemies. almost every [[EliteMooks elite mook]] and boss. It can be interrupted by larger enemies, but that can be remedied by simply standing at a distance from them. Add them and aiming it. Adding in the Quick Charge skill also helps.makes it even better. It also charges the Kizuna gauge ''very'' quickly. You often won't need more than 2 casts to charge it from base, nothing to maximum, meaning it's ridiculously easy for him to get S-rank mission rankings S-ranks for time, kills and !s.
*** Ivankov. Nothing else seems to appeal more than his TSSS and TTSSS, since those moves can power up his face to make this Hell's his Hell Wink EXTREMELY strong. If used as an assist via the Kizuna gauge, always ending your combos in a T attack just to summon him for his Hell's Hell Wink allows will allow you to get easy damage, kills, Kizuna gauge fill kills and !s with solid range.range. Filling up the Kizuna Gauge with him? Trivial.
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*** Then there's Bartholomew Kuma; just like the above Logia users, he has an easily-spammable move, though Kuma's can hit from a truly ridiculously long range and pretty much instant-kills lesser Mooks AND can even chunk EliteMooks (SSST), he has a single-target hard hitting move for EliteMooks and other characters that can leave them set up for more attacks or even the same combo again (SSSST), his [[SuperMode Style Action]] is Technical-type so all enemies will be slowed down during use, AND he has a Godlike level-2 Special ([[NukeEm Ursus Shock]], of course). Did I also mention that his level-1 Special heals him (albeit not by a whole lot), and the SSST spam will effortlessly build up lots of Meter so you can throw his Specials with little-to-no consequence?

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*** Then there's Bartholomew Kuma; just like the above Logia users, users (even though he's a Paramecia), he has an easily-spammable move, though Kuma's can hit from a truly ridiculously long range and pretty much instant-kills lesser Mooks AND can even chunk EliteMooks (SSST), he has a single-target hard hitting move for EliteMooks and other characters that can leave them set up for more attacks or even the same combo again (SSSST), his [[SuperMode Style Action]] is Technical-type so all enemies will be slowed down during use, AND he has a Godlike level-2 Special ([[NukeEm Ursus Shock]], of course). Did I also mention that his level-1 Special heals him (albeit not by a whole lot), and the SSST spam will effortlessly build up lots of Meter so you can throw his Specials with little-to-no consequence?
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** Even MORE infuriating due to even IF you manage to intercept the commander right at the said territory, you somehow end up fighting him/her dangerously close to it. One wrong move and the commander [[UnnecessaryCombatRoll WILL DODGE]] into the territory past your attack, making you lose the stage regardless. The only way around that is to force them to dodge away from you and away from the territory (especially if you have your back against the entrance they're going to use), have your allies conveniently block them via converging on them just right (otherwise the enemy commander will ignore them, even ignoring the territories you've claimed for yourself along their way), make sure your character has a sure-fire grab attack that is not one that can be blocked like Lucci's SSSST or Sabo's SSSST (so you can frequently grab them out of there super-powered states) or use any attack that blasts them back and fairly far away (like a Kizuna Rush Special Attack). You also need to hit them away from the territory since you might accidentally send them flying into it, hence why you need to have your back against the entry the commander is using.

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** Even MORE infuriating due to even IF you manage to intercept the commander right at the said territory, you somehow end up fighting him/her dangerously close to it. One wrong move and the commander [[UnnecessaryCombatRoll WILL DODGE]] into the territory past your attack, making you lose the stage regardless. The only way around that is to force them to dodge away from you and away from the territory (especially if you have your back against the entrance they're going to use), have your allies conveniently block them via converging on them just right (otherwise the enemy commander will ignore them, even ignoring the territories you've claimed for yourself along their way), make sure your character has a sure-fire grab attack that is not one that can cannot be blocked like Lucci's SSSST or SSSST, Ace's R1 and/or Sabo's SSSST (so you can frequently grab them out of there their super-powered states) or use any attack that blasts them back and fairly far away (like a Kizuna Rush Special Attack). You also need to hit them away from the territory since you might accidentally send them flying into it, hence why you need to have your back against the entry the commander is using.
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** Even MORE infuriating due to even IF you manage to intercept the commander right at the said territory, you somehow end up fighting him/her dangerously close to it. One wrong move and the commander [[UnnecessaryCombatRoll WILL DODGE]] into the territory past your attack, making you lose the stage regardless. The only way around that is to force them to dodge away from you and away from the territory (especially if you have your back against the entrance they're going to use, have your allies conveniently block them, make sure your character has a sure-fire grab attack that is not one that can be blocked like Lucci's SSSST or Sabo's SSSST (so you can frequently grab them out of there super-powered states) or use any attack that blasts them back and fairly far away (like a Kizuna Rush Special Attack). You also need to hit them away from the territory since you might accidentally send them flying into it, hence why you need to have your back against the entry the commander is using.

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** Even MORE infuriating due to even IF you manage to intercept the commander right at the said territory, you somehow end up fighting him/her dangerously close to it. One wrong move and the commander [[UnnecessaryCombatRoll WILL DODGE]] into the territory past your attack, making you lose the stage regardless. The only way around that is to force them to dodge away from you and away from the territory (especially if you have your back against the entrance they're going to use, use), have your allies conveniently block them via converging on them just right (otherwise the enemy commander will ignore them, even ignoring the territories you've claimed for yourself along their way), make sure your character has a sure-fire grab attack that is not one that can be blocked like Lucci's SSSST or Sabo's SSSST (so you can frequently grab them out of there super-powered states) or use any attack that blasts them back and fairly far away (like a Kizuna Rush Special Attack). You also need to hit them away from the territory since you might accidentally send them flying into it, hence why you need to have your back against the entry the commander is using.
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* ThatOneLevel: In the third game during the Dream Log battles, is when you end up with the object to have to stop the enemy commander from reaching a certain territory (or else it's defeat for you), gets MASSIVELY annoying when you're trying to kill all the important character that appears alongside them just for more bonuses, only to have them reach the territory behind you and make you lose the battle (depending on your level, character used and the stage being played). This gets even more infuriating with the fact that even if you intercept the commander, they'll go marching right back on their way if you ignore them just after getting their aggro, since the other character that appears with them may be too far away from them and killing the commander will end the stage. Should I also mention that even if you take their destination/territory for yourself, you'll still lose even if you let them reach it?

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* ThatOneLevel: In the third game during the Dream Log battles, is when you end up with the object to have to stop the enemy commander from reaching a certain territory (or else it's defeat for you), gets MASSIVELY annoying when you're trying to kill all the important character that appears alongside them just for more bonuses, only to have them reach the territory behind you and make you lose the battle (depending on your level, character used and the stage being played). This gets even more infuriating with the fact that even if you intercept the commander, they'll go marching right back on their way if you ignore them just after getting their aggro, since the other character that appears with them may be too far away from them and killing the commander will end the stage. Should I also mention that even if you take their destination/territory for yourself, you'll still lose even if you let them reach it?
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*** God save you if they happen to be a Logia-type character; they take a while to whittle down their stunned gauge AND they take no damage and do not flinch while you are hitting them like so (they're also immune to most if not all grabs). You need a Special Attack to get things done the fastest in order to knock them out of their stunned state.

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*** God save you if they happen to be a Logia-type character; they take a while to whittle down their stunned gauge AND they take no damage and do not flinch while you are hitting them like so (they're also immune to most if not all grabs). You need a Special Attack to get things done the fastest in order to knock render them out of stunned. Then comes the fact that things may or may not get harder then they activate their stunned state.
Hero Power, depending on the character who's the commander....
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*** God save you if they happen to be a Logia-type character; they take a while to whittle down their stunned gauge AND they take no damage and do not flinch while you are hitting them like so (you need a Special Attack for that).

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*** God save you if they happen to be a Logia-type character; they take a while to whittle down their stunned gauge AND they take no damage and do not flinch while you are hitting them like so (you (they're also immune to most if not all grabs). You need a Special Attack for that).
to get things done the fastest in order to knock them out of their stunned state.
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** Even MORE infuriating due to even IF you manage to intercept the commander right at the said territory, you somehow end up fighting him/her dangerously close to it. One wrong move and the commander [[UnnecessaryCombatRoll WILL DODGE]] into the territory past your attack, making you lose the stage regardless. The only way around that is to force them to dodge away from you and away from the territory, or use any attack that blasts them back and fairly far away (like a Kizuna Rush Special Attack).

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** Even MORE infuriating due to even IF you manage to intercept the commander right at the said territory, you somehow end up fighting him/her dangerously close to it. One wrong move and the commander [[UnnecessaryCombatRoll WILL DODGE]] into the territory past your attack, making you lose the stage regardless. The only way around that is to force them to dodge away from you and away from the territory, territory (especially if you have your back against the entrance they're going to use, have your allies conveniently block them, make sure your character has a sure-fire grab attack that is not one that can be blocked like Lucci's SSSST or Sabo's SSSST (so you can frequently grab them out of there super-powered states) or use any attack that blasts them back and fairly far away (like a Kizuna Rush Special Attack).
Attack). You also need to hit them away from the territory since you might accidentally send them flying into it, hence why you need to have your back against the entry the commander is using.
*** God save you if they happen to be a Logia-type character; they take a while to whittle down their stunned gauge AND they take no damage and do not flinch while you are hitting them like so (you need a Special Attack for that).
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*** There's also [[spoiler: Double-Ability Teach(separate from normal Teach, who only has the Dark-Dark powers; Double-Ability Teach has the Dark-Dark and Whitebeard's Tremor-Tremor powers)]]. All that needs to be said about how stupidly strong this guy is, is that one of his Specials [[spoiler: is Heaven & Earth Shaker, Whitebeard's above-mentioned Special that can clear out a massive area of Mooks... Except for Double-Ability Teach, this Special is his ''level-1''. You read that right; for the same cost as Whitebeard's game-breakingly strong level-2 Special, Double-Ability Teach can do the same Special '''twice'''.]]

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*** There's also [[spoiler: Double-Ability Teach(separate Teach (separate from normal Teach, who only has the Dark-Dark powers; Double-Ability Teach has the Dark-Dark and Whitebeard's Tremor-Tremor powers)]]. All that needs to be said about how stupidly strong this guy is, is that one of his Specials [[spoiler: is [[spoiler:is Heaven & Earth Shaker, Whitebeard's above-mentioned Special that can clear out a massive area of Mooks... Except Mooks...except for Double-Ability Teach, this Special is his ''level-1''. You read that right; for the same cost as Whitebeard's game-breakingly strong level-2 Special, Double-Ability Teach can do the same Special '''twice'''.]]]] Not to mention is normal strings have increased power compared to his normal version [[spoiler:thanks to the said Tremor-Tremor powers]].

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** One of the most memorable pieces of music in this series of games, bar none, would have to be "I want to Live!", which served as the stage theme for Enies Lobby in the first game. It had a normal mix that wouldn't sound out of place in the anime, a catchy techno mix, and a rocking Metal remix, all three of which are incredible. The third game then proceeds to one-up all of that by remixing the first version of the song into something beautiful while still retaining some of the first version's feel.

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** One of the most memorable pieces of music in this series of games, bar none, would have to be "I want to Live!", which served as the stage theme for Enies Lobby in the first game. It had a normal mix that wouldn't sound out of place in the anime, a catchy techno mix, mix (called Wanting to Stay Alive), and a rocking Metal remix, remix (called Leave It to Us), all three of which are incredible. The third game then proceeds to one-up all of that by remixing the first version of the song into something beautiful while still retaining some of the first version's feel.feel.
** The theme for Gear Second also takes the cake.



* ThatOneLevel: In the third game during the Dream Log battles, when you have to stop the enemy commander from reaching a certain territory, gets MASSIVELY annoying when you're trying to kill all the important character that appears alongside them just for more bonuses, only to have them reach the territory behind you and make you lose the battle (depending on your level, character used and the stage being played). This gets even more infuriating with the fact that even if you intercept the commander, they'll go marching right back on their way if you ignore them just after getting their aggro, since the other character that appears with them may be too far away from them and killing the commander will end the stage. Should I also mention that even if you take their destination/territory for yourself, you'll still lose even if you let them reach it?

to:

* ThatOneLevel: In the third game during the Dream Log battles, is when you end up with the object to have to stop the enemy commander from reaching a certain territory, territory (or else it's defeat for you), gets MASSIVELY annoying when you're trying to kill all the important character that appears alongside them just for more bonuses, only to have them reach the territory behind you and make you lose the battle (depending on your level, character used and the stage being played). This gets even more infuriating with the fact that even if you intercept the commander, they'll go marching right back on their way if you ignore them just after getting their aggro, since the other character that appears with them may be too far away from them and killing the commander will end the stage. Should I also mention that even if you take their destination/territory for yourself, you'll still lose even if you let them reach it?
** Even MORE infuriating due to even IF you manage to intercept the commander right at the said territory, you somehow end up fighting him/her dangerously close to it. One wrong move and the commander [[UnnecessaryCombatRoll WILL DODGE]] into the territory past your attack, making you lose the stage regardless. The only way around that is to force them to dodge away from you and away from the territory, or use any attack that blasts them back and fairly far away (like a Kizuna Rush Special Attack).
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to:

* ThatOneLevel: In the third game during the Dream Log battles, when you have to stop the enemy commander from reaching a certain territory, gets MASSIVELY annoying when you're trying to kill all the important character that appears alongside them just for more bonuses, only to have them reach the territory behind you and make you lose the battle (depending on your level, character used and the stage being played). This gets even more infuriating with the fact that even if you intercept the commander, they'll go marching right back on their way if you ignore them just after getting their aggro, since the other character that appears with them may be too far away from them and killing the commander will end the stage. Should I also mention that even if you take their destination/territory for yourself, you'll still lose even if you let them reach it?

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*** For starters, there's ''every single Logia user in the game''(except Smoker), particularly the Admirals and Eneru; all of them have high-damaging level-2 Specials that hit in a huge radius(especially Aokiji/Kuzan's Ice Star, and Eneru's Raigou/Kingdom Come), along with easily-spammable moves that also deal big damage from afar or in a huge radius(SSSST/Ice Age for Aokiji/Kuzan, SSST AND SSSST combo for Akainu, SST AND TS AND TTS for Kizaru, and Maximum Voltage SSST/Julungul for Eneru; Eneru also has SSSST/Mamaragan for EliteMooks or stronger characters, if you can force them into a corner). Like Whitebeard, this could be justified by the fact that these characters are just that damn powerful InUniverse.
*** Not to leave out Crocodile, though; his SSST([[DoNotTouchTheFunnelCloud Sables]]) sucks in nearby Mooks as it moves forward, dealing multiple hits of damage to them and bunching them together for any kind of nastiness you want to do to them. For EliteMooks or stronger, Crocodile has his SSSST(Sables Pesado), which moves forward like Sables but doesn't suck in enemies, instead flooring any enemy it comes into contact with, dealing BIG damage. Not to mention, of course, Crocodile's Level-2 Special(Ground Death), which hits in a large radius.
*** Then there's Bartholomew Kuma; just like the above Logia users, he has an easily-spammable move, though Kuma's can hit from a truly ridiculously long range and pretty much instant-kills lesser Mooks AND can even chunk EliteMooks(SSST), he has a single-target hard hitting move for EliteMooks and other characters that can leave them set up for more attacks or even the same combo again(SSSST), his [[SuperMode Style Action]] is Technical-type so all enemies will be slowed down during use, AND he has a Godlike level-2 Special([[NukeEm Ursus Shock]], of course). Did I also mention that his level-1 Special heals him(albeit not by a whole lot), and the SSST spam will effortlessly build up lots of Meter so you can throw his Specials with little-to-no consequence?
*** Let's not forget Dracule "Hawkeye" Mihawk, either; his Gameplay gimmick is that after he does a full SSSSS combo, he builds up a Charge of power and can do the SSSSS combo again but more damaging. He can build up two charges of Power(3 repetitions of SSSSS), and the extra Power also applies to the T Finishers on said S Combo; one of his best Mook-clearing normal combos is [SSSSS x2]SSSST, with the SSST for single targets. He can also charge up lots of Meter for Special attacks as a result, and may God have mercy on his enemies once he enters Style Mode(where one of his best Combo finishers is SST, as it sends projectiles EVERYWHERE in front of him). Lastly, his Unique Action is a single quick slash... That can be canceled into any of his normal Combos and immediately grants a Combo Charge regardless of whether it hits an enemy or not, so you can get to the fully charged Finishers quicker. [[WorldsStrongestMan World's Greatest Swordsman]], indeed...
*** A lesser example would be Teach; yes, he's not as overpowered as any of the other Logias in the game in terms of spammable combos([[RunningGag except Smoker]]), but his Specials suck in enemies like crazy. Add on the Warrior's Wisdom skill, and you can get nearly 100 Kills easy with just his level-1 Special (his level-2 special is even better in this regard).

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*** For starters, there's ''every single Logia user in the game''(except game'' (except Smoker), particularly the Admirals and Eneru; all of them have high-damaging level-2 Specials that hit in a huge radius(especially radius (especially Aokiji/Kuzan's Ice Star, and Eneru's Raigou/Kingdom Come), along with easily-spammable moves that also deal big damage from afar or in a huge radius(SSSST/Ice radius (SSSST/Ice Age for Aokiji/Kuzan, SSST AND SSSST combo for Akainu, SST AND TS AND TTS for Kizaru, and Maximum Voltage SSST/Julungul for Eneru; Eneru also has SSSST/Mamaragan for EliteMooks or stronger characters, if you can force them into a corner). Like Whitebeard, this could be justified by the fact that these characters are just that damn powerful InUniverse.
*** Not to leave out Crocodile, though; his SSST([[DoNotTouchTheFunnelCloud SSST ([[DoNotTouchTheFunnelCloud Sables]]) sucks in nearby Mooks as it moves forward, dealing multiple hits of damage to them and bunching them together for any kind of nastiness you want to do to them. For EliteMooks or stronger, Crocodile has his SSSST(Sables SSSST (Sables Pesado), which moves forward like Sables but doesn't suck in enemies, instead flooring any enemy it comes into contact with, dealing BIG damage. Not to mention, of course, Crocodile's Level-2 Special(Ground Special (Ground Death), which hits in a large radius.
*** Then there's Bartholomew Kuma; just like the above Logia users, he has an easily-spammable move, though Kuma's can hit from a truly ridiculously long range and pretty much instant-kills lesser Mooks AND can even chunk EliteMooks(SSST), EliteMooks (SSST), he has a single-target hard hitting move for EliteMooks and other characters that can leave them set up for more attacks or even the same combo again(SSSST), again (SSSST), his [[SuperMode Style Action]] is Technical-type so all enemies will be slowed down during use, AND he has a Godlike level-2 Special([[NukeEm Special ([[NukeEm Ursus Shock]], of course). Did I also mention that his level-1 Special heals him(albeit him (albeit not by a whole lot), and the SSST spam will effortlessly build up lots of Meter so you can throw his Specials with little-to-no consequence?
*** Let's not forget Dracule "Hawkeye" Mihawk, either; his Gameplay gimmick is that after he does a full SSSSS combo, he builds up a Charge of power and can do the SSSSS combo again but more damaging. He can build up two charges of Power(3 Power (3 repetitions of SSSSS), and the extra Power also applies to the T Finishers on said S Combo; one of his best Mook-clearing normal combos is [SSSSS x2]SSSST, with the SSST for single targets. He can also charge up lots of Meter for Special attacks as a result, and may God have mercy on his enemies once he enters Style Mode(where Mode (where one of his best Combo finishers is SST, as it sends projectiles EVERYWHERE in front of him). Lastly, his Unique Action is a single quick slash... That can be canceled into any of his normal Combos and immediately grants a Combo Charge regardless of whether it hits an enemy or not, so you can get to the fully charged Finishers quicker. [[WorldsStrongestMan World's Greatest Swordsman]], indeed...
*** A lesser example would be Teach; yes, he's not as overpowered as any of the other Logias in the game in terms of spammable combos([[RunningGag combos ([[RunningGag except Smoker]]), but his Specials suck in enemies like crazy. Add on the Warrior's Wisdom skill, and you can get nearly 100 Kills easy with just his level-1 Special (his level-2 special is even better in this regard).



** In Pirate Warriors 3
*** Shanks! He relies on ShockAndAwe most of the time, use Conqueror Haki regularly, which can even one shot Boss {{Mook}}s and can even slow down time for 1 second (R1) to link his combos together. Both of his super hits on a very large area. He wasn't Mihawk's rival for nothing.
*** Another Pirate Warriors 3 example, is Magellan. early on he has great AoE, and can be unlocked relatively early. But the best is his SSSST, Poison Hydra, which will ram so many enemies in a wide line in front of you. It's pretty much guarantee'd to fill a good chunk of the kizuna gauge. You can get S rank for pretty much every mission in under 10 minutes.

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** In Pirate Warriors 3
3:
*** Shanks! He relies on ShockAndAwe most of the time, use time (his SSST and his level-2 Special), uses Conqueror Haki regularly, regularly (with his TS and TTS), which can even one shot Boss {{Mook}}s and can even slow down time for 1 second (R1) to link his combos together. Both of his super hits supers hit on a very large area.area, and his aforementioned Haki-based moves can even power up his attacks to make them have even more range and damage via energy covering his sword. He wasn't Mihawk's rival for nothing.
*** Another Pirate Warriors 3 example, is Magellan. early Early on he has great AoE, [=AoE=], and can be unlocked relatively early. But the best is his SSSST, Poison Hydra, which will ram so many enemies in a wide line in front of you. It's pretty much guarantee'd guaranteed to fill a good chunk of the kizuna Kizuna gauge. You can get S rank for pretty much every mission in under 10 minutes.



*** Ivankov. Nothing else seems to appeal than his TSSS and TTSSS, since those moves can power up his face to make this Hell's Wink EXTREMELY strong. If used as an assist via the Kizuna gauge, always ending your combos in a T attack just to summon him for his Hell's Wink allows you to get easy damage, kills, Kizuna gauge fill and !s with solid range.



* ScrappyMechanic: Sanji is unable to damage female characters, so you have to rely on your allies to defeat them when you're using him in a level that features them.

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* ScrappyMechanic: Sanji is unable to damage female characters, characters (he'll always flinch when he hits them as his normal attacks always get deflected, and they are literally immune to his supers save for only a VERY small amount of damage), so you have to rely on your allies to defeat them when you're using him in a level that features them.




to:

** Eneru also counts in some games, since he moves just as fast as Kizaru and has plenty of coverage on all of his moves.
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** One of the most memorable pieces of music in this series of games, bar none, would have to be "I want to Live!", which served as the stage theme for Enies Lobby in the first game. It had a normal mix that wouldn't sound out of place in the anime, a catchy techno mix, and a rocking Metal remix, all three of which are incredible. PW3 then proceeds to one-up all of that by remixing the first version of the song into something beautiful while still retaining some of the first version's feel.

to:

** One of the most memorable pieces of music in this series of games, bar none, would have to be "I want to Live!", which served as the stage theme for Enies Lobby in the first game. It had a normal mix that wouldn't sound out of place in the anime, a catchy techno mix, and a rocking Metal remix, all three of which are incredible. PW3 The third game then proceeds to one-up all of that by remixing the first version of the song into something beautiful while still retaining some of the first version's feel.

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