YMMV / One Piece Pirate Warriors

  • Awesome Music: 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.
    • 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 (called Wanting to Stay Alive), and a rocking Metal 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.
    • The theme for Gear Second also takes the cake.
  • Game Breaker: 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, he's slow as all hell, but that doesn't keep him from annihilating everything in sight. Still, Whitebeard is the World's Strongest Man In-Universe, so it's probably 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 Elite Mooks 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 In-Universe.
      • Not to leave out Crocodile, though; his SSST (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 Elite Mooks 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 Elite Mooks (SSST), he has a single-target hard hitting move for Elite Mooks and other characters that can leave them set up for more attacks or even the same combo again (SSSST), his Style Action is Technical-type so all enemies will be slowed down during use, AND he has a Godlike level-2 Special (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. 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 (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).
      • There's also 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 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. Not to mention is normal strings have increased power compared to his normal version thanks to the said Tremor-Tremor powers.
    • In Pirate Warriors 3:
      • Shanks! He relies on Shock and Awe 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 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 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.
  • Moral Event Horizon: In Pirate Warriors 2: Teach and Moria use the Fog Dial to make Whitebeard and his crew kill each other, resulting in Whitebeard getting hit by Akainu and the Straw Hats and the Whitebeard Pirates' allies tiring out a berserk Whitebeard. After Whitebeard is weakened enough, Moria kills him by stealing his shadow and Teach twists the knife by stealing his Tremor-Tremor Powers.
  • Scrappy Mechanic: Sanji is unable to damage female 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.
  • That One Achievement: 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 Luck-Based Mission 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 the servers shut down!
  • That One Boss: Admiral Kizaru, at least in PW1. His attacks are incredibly fast, he can become invincible, and teleports all over the place. You're very unlikely to keep your Beat score against him, and he's so damned smug.
    • Eneru also counts in some games, since he moves just as fast as Kizaru and has plenty of coverage on all of his moves.
  • That One Level: 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?
    • 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 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 cannot be blocked like Lucci's SSSST, Ace's R1 and/or Sabo's SSSST (so you can frequently grab them out of 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.
      • 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 render them stunned. Then comes the fact that things may or may not get harder then they activate their Hero Power, depending on the character who's the commander....


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