YMMV / Warriors Orochi

  • Anti-Climax Boss: The fight with Orochi X AKA Shin Orochi in 3 is somewhat less than satisfying, considering the huge buildup all the way throughout the game, including having the player to climb up a huge spiraling staircase to get to him. But when you finally fight him, he's only by himself and a few Musous can quickly take him out. Nezha in the early stages has shades of this as well. Despite shown to be capable of handing Lu Bu his ass with ease in the story, gameplay-wise he's a Glass Cannon who can't take much beating, although he does come with admittedly devastating attacks.
  • Awesome Ego: Taigong Wang, who, while frequently boasts about him being great and magnificent, is indeed an incredibly powerful individual (being a Mystic and all), comes up with numerous strategies for his allies that usually succeed (depending on the player's in-battle performance), and his view of humanity is summed up thusly:
    Taigong Wang: ...I know how strong you humans are. With your combined might, there is no enemy that you cannot defeat.
    • Talking to Xu Shu in Ultimate:
    Xu Shu: I hope that one day I can become more like you.
    Taigong Wang: You hope to become omnipotent? That is a pretty far goal to reach.
    • Even then, it also ties into genuinely expressing surprise at something that beats his plans, no matter what.
  • Crowning Level Of Awesome: The DLC stage in 3 titled "Speed Is Of The Essence". In a nutshell, you are alone, and facing you are tons and tons of constantly respawning enemies. Your goal? Kill as many enemies you can to trigger the appearances of unique generals up until Orochi X, all under 15 minutes. Tons of kill counts, no allies to worry about, no missions to hinder your performance, and the time limit can be eliminated using the Musou Battlefields.
    • Gauntlet Mode (Unlimited Mode in the Japanese version) seems to have caught on. similarly, the mission objective is "fight as hard as you can", but rather than fighting your way up to Orochi X/Shin Orochi, the longer you remain the harder the randomly spawning generals become, not matter how many times you kill them they will end up respawning eventually.But, long story short, the mode works because it assumes you're going to be a badass warrior able to brush aside armies. and then challenges you to do better.
    • Within the main game and outside of DLC levels, the level that brings Sterkenburg into the roster is a very fun one as it involves clearing out a huge chunk of the demon army and racking up a few thousand KOs, then Dong Zhuo's army appears on the other half of the map, leading to another few thousand KOs. It's easily one of the best regular levels for a very high KO count.
  • Base Breaker: Himiko. Some people love her personality, while some wish she was more akin to her Kessen II portrayal. This mainly due to her very deadly Musou Attack as a CPU and her possibly irritating and questionable devotion to Da Ji leading to the fact that she's technically part of the "bad guy's team"; which leads to possible awkward reception towards her when she has more "peaceful" scenarios with the resistance army in Warriors Orochi 3 (as some people may not "easily forgive her"). A select amount of those who have hatred towards Da Ji would not enjoy Himiko any one bit because of this.
    • Sun Wukong. It would be no secret in that due to him evolving into a hero in his origin, he ends up serving the villains, mainly Kiyomori out of a debt due to the evil sorcerer freeing him. He was going as far as making sure Kiyomori revived Orochi (in his debut) as well as brainwashing people (in 3). Needless to say, while some would find it interesting that the overpowered Monkey King of legend is on the villains' side, a few people would no doubt call him a completely ungrateful bastard due to his motivations; his casual reaction to Xingcai and Ina calling out on him in the second game at Wuhong Mountains didn't help matters either. Adding in to Fridge Logic is due to Wukong's Gold Gazing Fire Eyes, his iconic golden eyes with gave him the ability to see evil in all forms (and gave him a weakness to smoke); because of this, it would be rather foolish and enraging towards those who studied the original novel in that why Wukong can't clearly see who he's serving is evil especially since they had a ton if not all of his iconic abilities down to a pat with this portrayal.
  • Character Tiers: Based on character safety, and stage completion time on a stage with proper testing conditions. In general, in a Tier list, the Top Tier upwards qualified as a Game Breaker in their own rights with the God/Broken/S+ Tier and the upper of Top tier as those considered over the top broken. Naturally, the list are reserved for the most efficient and destructive characters (1!Diao Chan, Kunoichi, 1!Guan Ping, 2!Huang Zhong, 2!Cao Ren) or a design flaw (Sun Jian).
  • Demonic Spiders - Samurai Warriors characters (or characters using the same moveset system) are this when you fight them, since their Musou Attack fires instantly and stuns you when activated, leaving you helpless against the ensuing attacks. Himiko deserves a special mention since her Musou does ridiculous amount of damage and can easily kill you thanks to using this mechanic.
  • Designated Villain - Apart from his Blood Knight attire and a few throw-away lines suggesting it in the first game, Orochi has never explicitly shown any signs of being evil. Even the average mook in his army has probably committed more unholy deeds than the Serpent King himself. Then the second game outrightly retconned him into a Death Seeker who only wishes to escape the fate of suffering for all eternity.
    • The third game plays with this. The world-destroying Hydra is essentially Orochi's power unchained, but at the same time you get to recruit the personification of Orochi's consciousness into your party.
  • Disappointing Last Level: The showdown with Kyubi. Set in the unimpressive Odawara Castle stage, you start out with a small force to fight the enemy, who's got even fewer troops of their own. Then the battle proceeds in an uninteresting fashion with Kyubi sending out croonies one after another, who at this stage of the game would barely pose any threat to the player. Then halfway through the battle, she starts fleeing, and gets chased all over the map while throwing out weak croonies at you again, until she finally gets soundly defeated by the humans, with no remarkable resistance given whatsoever. Not very exciting for a final level, is it?
  • Ensemble Dark Horse - Mizuchi/Diamondback is slowly becoming this, due to the ridicously profuse amount of screen-time he gets in the third game, despite being a generic officer who never became playable (unlike fellow generics Gyuuki and Dodomeki). His Small Name, Big Ego attire certainly helps too.
  • Fridge Horror - The third game's True Ending as explained here.
  • Fridge Brilliance - If you notice and look closely, each face of Orochi, Shuten Doji, and Yinglong looks similar each other. Furthermore, if you compare Yinglong's theme to Orochi X's, you will recognize that they share similar passages.
    • The original characters can either have a Dynasty Warriors moveset (seven charge attacks and a quick musou that takes some of the musou bar) or a Samurai Warriors character (4-5 charge attacks and a musou that takes all of the musou bar but acts like a Super Mode), at first there doesn't seem to be any rhyme or reason to who has what but if you pay attention, the original characters that are based on Chinese history and mythology have the DW moveset while Japanese have the SW moveset. The only characters this logic doesn't work under are the characters from other series since some of them have no relation to China or Japan.
  • Game Breaker: Tons of it. The weapon system in general is this. Amongst the characters, the most stand-out examples are Kunoichi in first two games thanks to her fast offense and Invincibility loop with her R1 Type Action, Diao Chan in the first game (via her R1 buff's powerful effects), Cao Ren and Huang Zhong in the second game (their R1 specials can wreck shit and Cao Ren's newly included hidden one is ridiculous), Sun Jian in both games, and most Dynasty Warriors cast in the first game. Orochi himself counts, as long as you only used his first triangle attack.
    • Sun Jian takes a special note as the Top of the tier list and being broken in a rather different way. His Direction+R1 special allows 10 seconds of infinite musou bar usage at cost of health, which has TONS of usage including spamming Triple Musou or any Musou based move that is normally limited into a couple of uses. Sun Jian is not simply "broken" he is a massive design flaw of a character that can easily break every character in the roster. Not to mention, due to him having a Direction+R1, that means he's a Speed-type character. Translation? He can also pull off their absurd jump-cancel gimmicks and has very little-to-no musou costs for his R1 Type Actions (Sun Jian actually has none). Of course, the third game however, changed him to be Wonder-type.
    • Mitsunari's Direction+R1 shows how powerful certain Speed-type characters could be. The Razor Wind sent out from said attack works with elements, can be jump cancelled, covers a good amount of range via cone-shape, comes out fast, and does a respectable amount of damage. It was eventually nerfed in the second game however via its base damage and hitstun like with all projectiles being all too low.
    • Zuo Ci's Direction+R1 also took the cake, where not only did he give himself a temporary buff (that increases attack speed and damage), but he also can combine it with Square/the normal attack input for an unlisted R1 special, where he palms forward with his cards. The attack has quite a bit of range, and thanks to his buff cast on him beforehand it can come out absurdly fast, allowing you to spam that move and jump-cancel it with impunity. The offset of Zuo Ci in general is that with Speed-types, he can't take too much of a beating and relies less on C2 spams. The second game nerfed the activation time of his specials, giving them more start-up time and making them slower, but he's still just as powerful if you can use him well. Said hidden special didn't return in the third game, but it made a return in his most recent appearance in his home series as one of his EX attacks.
    • With Cao Ren as mentioned above, he was a Technique-type character, meaning his Charge Attacks can be enhanced with the R1 button, and that his default Type Action special like some Technique-types was part of his normal attack chain (Square, R1; an R1-styled C2 input), as well as having a counter-attack R1. Nothing harmless, right? That is until the second game came in, Cao Ren also gained a hidden R1 skill, which was a more enhanced version of his C3 (Squarex2, Triangle). When R1 was done with it, he causes a spread of Razor Winds to blast out per shot, as opposed to a single one per shot. This enables him to clear out crowds like crazy, and essentially be a reprisal of Mitsunari's broken Direction+R1 special as mentioned above. That, and his original C1-EX-Special no longer was a grab, giving it a new hitbox with more range to make it activate (but at the same time may trigger too soon on the wrong targets). This even carries over the the Japan-exclusive Warriors/Musou Orochi Z, where the characters have changed little right from their second game incarnations; in that case, while it was strong, there were two different maximization setups to achieve which was down to preference. So either way, other characters were better as Cao Ren's C3-EX was able to do a lot of damage but would not always one-shot generals; plus you would need to have the proper elements attached since projectiles were heavily nerfed in the second game.
      • In the same vein, Huang Zhong was a MASSIVE game breaker for a similar reason, only with a more effective setup; he didn't need to rely on any of his Type Action Specials; only his enhanced C1 (with just R1 alone) did the trick with powerful elemental activation and speed; the only downside was Huang Zhong like Cao Ren, was a sitting duck and was not the Stone Wall that he was, so Huang Zhong needed a bit more safety; then again, enemies would always hit him to cause his Musou to refill either way.
    • Just like in its home series, Ryu Hayabusa's Izuna Drop a la his C2 chain. It launches Ryu and the enemy upwards, thereby making him safe from damage, and then the poor schmuck grabbed by Ryu would get piledrived to the ground and causes a ground pound effect for area damage... Note that Ryu is invincible and uninterruptible when he's piledriving and due to him being a Power character, he has less chance of getting staggered and interrupted. And unlike in home series, the AI isn't so overly sadistic-tear-your-hair-apart level so you'll be able to land this move perfectly... A LOT.
    • In the Versus Mode on Warriors Orochi 2, the list of characters with at least one move satisfying this trope actually outstrips the list of characters too horrible to even use. By quite a margin at that.
    • From the third game, while there's tons of broken characters, one character is agreed upon to be the single best character in the whole game, Xiahou Ba. His Type Action increases his attack and movement speed to a ridiculous degree and also works as an Invulnerable Attack, he wields a BFS and can shoot huge Sword Beams and shockwaves out of it twice in succession, and with a maxed out Osmosis, you can easily gain back the amount of Musou the move costs to use by the time it runs out. All of this translates into making him a Lightning Bruiser with insane offensive power.
    • The defensive equivalent is Xu Huang, whose EX Attack gives him an aura that makes it so that everything only does Scratch Damage to him, even on Chaos where enemies can kill any other maxed out character in 4-5 hits. Since it's an EX Attack, he can spam the combo that leads into it all day and use it to beat most stages with little effort. The fact that his attacks have an unique property of getting any enemy he hits stuck into his axe so that they can't escape any followup hits and take full damage from them doesn't hurt either. Plus, he's a Power-type character, meaning he'll always be resistant to nearly every attack that comes his way due to the Hyper Armor function. It works even better on higher difficulties with the Iron Gauntlets item equipped.
      • There's also a number of generic Game Breakers available for all characters added since the second game, called Tenbu AKA Almighty (lit. Heavenly Dance; renamed Brilliance in the third game): this very rare skill makes all elemental skills activate on every hit as long as your Musou bar is full, meaning all your attacks are unblockable, kill mooks in a single hit and do a percentage of damage to anything stronger on every hit, or using one of the 2 characters that block attacks while attacking and giving them equipment that allows them to block attacks from any direction and recover life when blocking. In the third game, there's also others that match it, such as Wrath AKA Tenkou (Heavenly Offense) which works when the HP bar is full, or Grace AKA Ten'yuu (AKA Divine Aid) which works when below half HP. Needless to say, all three of those attributes were often banned when it comes to deciding best characters in Chaos Mode Solo Runs.
    • In the third game, you can access the most Egregious example by far, in the 'Triple Thrift' combo. The 'Thrift' ability reduces the consumption of the Musou Gauge, and is possessed by two characters from the Samurai Warriors series - and Motochika Chõsokabe. Combine them with a Thrift-using character from another series (Your choice of Dong Zhou, Zhang Jiao or Liu Shan), get them all to Proficiency S, and your Musou-gauge will decrease at snail's pace, allowing the Samurai Warriors-flavor Musou (which is normally a brief Super Mode) to last pretty much an entire battle... making you entirely invulnerable until it runs out, and since you can refill your musou just by hitting enemies with charge attacks with the right weapon skills equiped, it never will. And if you DO get knocked out of it by a cutscene, a bath, or a slide down a mountainside, you can just switch to the OTHER character and jump right back into invulnerability. Makes Chaos Mode a walk in the park, if somewhat dull...
      • A bigger roster was added in Ultimate, as well as promotions allowing every character to take on a second skill. Xu Shu has it as his first skill, and he himself is almost a minor game breaker with both Thrift and a very, very spammable ground Type Action that summons a rain of arrows in front of him for several seconds that will flinch anybody (a lot like his second Musou Attack in Dynasty Warriors 8 in terms of the quote and gesture), and characters with the secondary skill, such as Liu Bei and Hundun are the ones with single shot style Musou Attacks, while Ayane, Yinlong, Mitsuhide Akechi, and Nene all have Samurai Warriors-styled super modes, meaning now, with some grinding, you can have a team of 3 (or 5 in Gauntlet Mode) party members staying perpetually under Super Mode.
      • And even if you are not using Musous, several characters such as the aforementioned Xu Shu have overpowered Special Moves/Type Actions, such as Susano'o's which are obscenely high damaging and leave you invincible throughout them unlike in the original games.
    • Gauntlet/Unlimited Mode in Ultimate can easily be abused to break the story mode, due to how easily you can grind it for obscene amounts of gems and experience. However, due to the difficulty of the mode you will need all the game breakers in order to beat it.
    • Oh Bombast. It's a golden weapon skill, which can be found in orb form off enemies in high level miasma in gauntlet. What it does is it gives you the Imperial Seal item effect, 10 seconds of unlimited musou, upon reaching a 500 combo. it may seem far off, but with the right characters you can make it activate it far more than you should. Remember the above mentioned Xu Shu's arrow attack? yeah, it can actually be used to reach this milestone due to arrows hitting many times, covering an area, and not even knocking any enemies away. Motochika, from the above mentioned tripe thrift, is also really good for this, due to all his attacks being multi-hitting and crowd focused, and in super mode it never gets rid of your combo, so you can start it at the beginning and then get a 500 combo at a later point. It's also worth noting that in story mode, having Xu Shu use the arrow/bombast combo basically turns him into Sun Jian from the earlier games without the health cost.
      • But on the flipside, with Xu Shu in general, while he kills people fast without a doubt via an Aggression-power ground Type Action with Blast, Frenzy, Flak and a few other attributes, he's not one for item collecting; usually, having to wait for item drops from enemies at hit the ground WHILE THEY ARE STILL BEING JUGGLED from your R1 spams tends to be a pain, and on higher difficulties and in high miasma levels in Gauntlet Mode, spamming R1 is a bit of a must to make sure you stay invincible at any turn (though aiming at another direction tends to help).
      • Many new elements introduced in Ultimate can easily break the game with the right setup, like those which give you Power-Ups when you reach a certain combo. Since the combo counter counts the total hits landed on all targets (as oppose to individually for each target), reaching the threshold would be a walk in the park given the enemy density in the game (EVEN for the PS Vita port).
      • Using this as a Samurai Warriors-moveset character that has a high combo inducing Musou (e.g. Masamune Date) can essentially give you perpetual Super Mode, being unable to take damage as long as you are in the Musou. Easily exploitable in Gauntlet mode where enemies spawn by the player, which leads to killing enemies in increasingly higher miasma which is really useful for Level Grinding and getting better rewards like extremely powerful weapons. However, you have to make sure to hit generals from behind though; they'll be sure to block whenever they can once you approach them in your Musou Attack state still. Thus, from there you need to make sure not to take it for granted too much and waste your time hitting them as they'll always block when you're nearby.
    • However, almost none of this up above compares to Kiyomasa Katou, who's R1 Type Action is the strongest in the game when maxed out with the Frenzy and Blast attributes. His C5's great at wave clearing and can easily activate sustaining attributes. With the said Type Action, he can 1-to-2 shot any generals in his way, even on Chaos difficulty. There's a reason why in some circles they say he has arguably the fastest offense in the game.
      • But on the flipside; in Gauntlet Mode from Ultimate where crowds are easily increased in number (ESPECIALLY at high/max miasma levels), Kiyomasa arguably has a harder time with his normal setup (as his C5's a bit detached from his moveset), and combo-ability activation is where it's normally at to make sure you survive as much as possible (however his midair R1 Type Action helps greatly here in a dense crowd). People like Wei Yan and Nobunaga with their broken midair R1 Type Actions take his place instead, since they do lots of damage and generate a ton of combo.
  • God Damn Bats: Wolves in the 3rd game, mainly Gauntlet/Infinity Mode. They cannot be flinched or sent flying by your attacks, unlike enemies such as tigers from Dynasty Warriors 8 which, while still difficult to deal with, would at least respond to your attacks. They also come with a bite attack that can stun you, making them a serious problem if you can't manage to take them out fast. In Gauntlet Mode, they are constantly leveling up from the Miasma, meaning that it's less likely for you to kill them quickly, and once they get powerful enough, you would be running the risk of having a pack of them hunting you down all over the map, and if you get stunned, you're almost assured to die.
    • Sorcerers, being absent from the Dynasty games for so long, now return in Gauntlet Mode, and become more of a pest than ever. Elemental damage aside, their projectiles are now fast and deadly accurate, capable of knocking you over, and some even slows your movement. At a low Miasma level they are simply an annoyance, but under higher levels getting hit by volleys of spells is almost assured death.
      • Charm Sorcerers are even more so since their blasts severely slow down your character, leaving them a sitting duck if you don't have a formation with Hi-Speed.
  • Good Bad Bugs - In the first game, defeating a playable officer with Xu Huang's Jump Charge locks him in the same animation, making him spin like an helicopter until he gets hit. Merging this with Ginchiyo's R1 glitch can cause him to fly like one.
  • HoYay/FoeYay/LesYay - Zhao Yun & Yukimura, Cao Pi & Mitsunari, Sun Shangxiang/Xingcai & Inahime, to name a few... Koei games in general are built upon these.
    • Himiko and Da Ji are pretty cute also... In one particular mission in the second game, you overhear a concerned Da Ji desperately screaming for Himiko to escape from the Shu forces. Himiko expresses concern toward Da Ji taking this battle all for herself. And, in the last chapter, Himiko will pray for Da Ji's safety if she engages in battle.
      • In the third game, if, after you've gotten them as player characters, you take them back to battles where they're the enemy, special dialogue is triggered where they flip out at the thought of fighting each other.
    • Ding Feng and Okuni bring romantic/flirtatious undertones to most of their dialogue, no matter who they're talking to.
  • Magnificent Bastard - Nobunaga, naturally.
    • Don't forget about Cao Pi (in the first game) and Cao Cao (in the sequel).
  • Most Wonderful Sound: In 3 Ultimate: Get a Scroll Of Enlightenment (makes every enemy drop an experience scroll for a limited time) go to a large group of enemies and unleash a Musou or a similar crowd clearing attack and just listen to the stream of level up "dings".
    • For the series in general, it can be pretty cool since that the Warriors/Musou series is well-known for some rather bland attack animations and nothing too over-the-top or unique, to hear that awesome altered classic Musou attack when you hit the R1 button and thus are treated to a cool-looking attack called the 'Type Action', with possibly rewarding effects; the sound was mostly for Power-types (and a few select Speed and Technique-types) only in the first two games and Z, but was added for all character types in the third game.
  • Porting Disaster: While the Wii U version is by no means bad, it does have some draw-distance issues that make soldiers seem to pop up right out of nowhere. Similar problems exist in the Vita version of Ultimate, and are much less excusable given that similar issues are not present in the more-advanced port of Dynasty Warriors 8 XL.
  • Scrappy Mechanic - I get to control three characters, but why is it when the character I control dies, it's an automatic game over? What becomes of the other two?
    • The first two games forced your co-op partner to use the same team as you. Thankfully changed in Z (albeit not released internationally) and 3.
    • The Musou Battlefields in 3, due to them being pretty limited to what you can create, such as having a limit to the edits you can do, unable to type in your own dialogue for units, and overall being very limiting with the ways you can customize each battle. Thankfully Ultimate fixed practically all these issues, making the mode much better.
    • The relationship mechanic in 3 can be this, simply because specific characters are needed to reach a specific relationship level to unlock some extra levels. It doesn't help that these characters often include hard to play characters. Thankfully, the teahouse makes this much easier to do (especially when you reach chapter 4).
  • So Cool, It's Awesome - Worth noting that WO3, barring that one chink of no English VA, is thus far, the highest rated, most praised Warriors game ever that even the reviewers that usually hated the 'repetitive' Warriors games caved in for praise, considering it the ultimate definition of Warriors/Musou games.
  • Surprisingly Improved Sequel - Warriors Orochi 3 is probably the best Koei "Warriors" game yet made, highly rated even by reviewers who usually say they hate the repetitiveness of the franchise. For the Orochi sub-franchise especially this is significant because WO2 got only middling scores at best. Why? A variety of little reasons; inclusion of many characters beyond just Samurai/Dynasty Warriors (like Ryu Hayabusa and Joan of Arc!), better combat variety between characters in general in form of giving different charge attacks to everyone so that the only shared move between characters that use the same weapon is their basic combo, the hundreds of unique conversations in the camp between your characters, and most likely the mission progression. Instead of having a few story modes for different sides, everyone the player controls is on one side and you add more and more guys to your collection with each stage you conquer, leading to an addictive Gotta Catch 'Em All mentality.
    • Even Better Sequel: And then Ultimate comes along and is even better! Featuring an incredibly in-depth Gauntlet mode, more characters, including more characters from other franchises, and 4 more chapters in the story!
  • That One Achievement: While Ultimate has a roster of nearly 150 playable characters, the trophy for earning everyone's Mystic Weapon is not this! The title instead goes to the "Complete every request in Gauntlet Mode." There are 80 requests and they all boil down to "Kill X number of generics, officers, famous officer, otherworld invaders, troop types, or a particular officer." The only problem is only 5 requests can be accepted at a time and very few can be stacked together, thus adding a huge degree of Fake Longevity. It's very telling when trophy progress tracking sites showcase this one as having a lower completion percentage than the one for collecting all the Mystic Weaponsnote .
  • That One Attack: Many Musous can count as this, namely ones that do a lot of damage with one strike, since on higher difficulties they can very much One-Hit Kill you, and Musous that juggle you since the opponent has invincibility frames during this and can't be hurt by assists.
  • That One Boss: Susano'o in 3. Unless if your prepared you will probably get wrecked by his high damaging attacks and Musou which is nearly always a One-Hit Kill by that point in the game. The first time he appears, one of the allied officers even has a "do not pursue"-like warning.
    • Himiko is the bane of many; for her far reaching, hard to dodge, attack that can quickly chip away health and her Musou that comes out instantly and can stunlock you.
  • That One Level: WO3 has at least 2: Battle of Ueda Castle has a disproportionately high number of allies you need to protect which tend to be positioned far apart from each other, and since it's the second actual stage in the game not counting the intro level, you really don't have many leveled-up or otherwise overpowered characters to help you out, which can easily lead into one of the allies getting killed while you're busy trying to save another one. Wang Yuanji in particular seems almost suicidal; after you reach her and clear out the surrounding enemies, she wanders off by herself while you're dealing with Yuan Shao's newly-arrived forces. Next thing you know, she's alone, surrounded by five enemy officers, and on the verge of defeat on the other side of the map.
    • The second one is Battle of Xuchang, due to how easy it is to lose if you don't know what happens beforehand: one of the main objectives is capturing Shuten Doji, and the second you kill off Dong Zhuo, he'll start fleeing. Since he's positioned very close to an escape point, it's extremely easy to fail to get to him in time before he runs away which causes you to lose the mission.
    • Rescue at Osaka Castle from Wu's campaign in the first game is unanimously hated among players. Basically, you need to rescue Sun Jian and a few other generics, who are kept separately in each of the castle keeps. Sounds easy enough, except that the keeps are scattered all over the castle, have multiple levels and are barred by closed gates, meaning that you have to circle around all the way from one end to another just to get to them. What's more is, once Sun Jian has been rescued, you still need to escort him to the escape point, dealing with incessantly appearing ambushes and seal off every enemy entry point along the way, or else he refuses to move a single step, adding unnecessary frustrations and overall just makes the level look like a blatant Fetch Quest. Not to mention that after all the hard work you've done to get him out, Sun Jian still manages to get himself re-captured at the end of this level, essentially giving the player the finger for his efforts. To add insult to the injury, finishing the stage in Story Mode does not unlock any new character at all!
    • Wu's other levels are no better, either. Half of them are filled with overly long banters that do little more than delaying scripted events (Gate opens, route cleared, etc.) thus slow down your progress, while the other half throws in egregious amounts of Escort Missions or stages in flames/filled with poisonous air that gradually eats away your health, earning lots of resentments from players.
    • Battle of Itsukushima from Ultimate. Most of the terrain is engulfed in poisonous fog, which drains your health down to about 30%, leaving you vulnerable to enemy attacks. And it causes more problem to allied NPCs since this makes them very vulnerable due to their reduced health, which forces you to stick close to your commander so he doesn't give you a game over. But you have two commanders; your stated initial mission is to help Fu Xi reach whoever is causing the mist, but while you're doing that Kaguya is off by herself very, very far away from you and you can't lose either of them. So you have to either race back and forth between the two (next to impossible) or blast through every officer in Fu Xi's way in record time. (And just to make things even more interesting, the enemy officers are concealed on the map by the poison mist.)
    • Also from Ultimate: The level to access Stage 2 of Gauntlet Mode. Not only is it the first level where you need to go through three sets of battlefields but the last one is a forced battle against Nobunaga and his forces in Honnouji. The problem is that he's all the way on the other side of the map from you and midway through, Mitsuhide appears with several officers and creates a fire while locking the doors until they are defeated, severely draining your health and wasting precious time while the Miasma level rises. Not to mention when you finally get to Nobunaga, he is surrounded by several other famous officers and is quite resilient, especially if the Miasma levels are high.
    • Yet another from Ultimate: Battle of Yan Province. Upon meeting up with Kasumi, the stage proceeds to push objective after objective on you. Not only do you have to protect two important generics, (both of whom are separated from you by gates; and one's on the exact opposite side of the map!) but Kiyomori and Sun Wukong will also crash the party. Even if you've defeated every enemy general at this point, the enemy reinforcements are scripted to arrive anyway and will make a beeline for the NPC farthest away from you. Plus, if Kiyomori catches up to Kasumi (which due to the planned assault, they are almost guaranteed to run into) and is able to say his trigger lines, you lose immediately with absolutely no warning unless you're right next to them. Oh, and your generics will probably last a grand total of one minute before warning messages herald their doom. So to recap, Enemies are targeting NPCs in your main camp and you can't stop them because of Gates making the stage linear, you have a lot of ground to cover in a limited amount of time; and an important enemy can one-shot you off-screen. This means that to win, you need to go against the conservative instincts the game has trained you to follow and blindly pull a Leeroy Jenkins on Kiyomori and Wukong, hoping you can win before your NPCs kick the bucket. Hope you made an in-battle save!
  • That One Sidequest: Getting Lu Bu on your team in 3. Unlike nearly every other character, which are unlocked either automatically through completion of stages; Gaiden stages; or Redux stages, Lu Bu requires you to go back to a stage, with Diao Chan, where he fights Nezha. The most reliable stage for this is one in Chapter 3. However, he is behind two strongholds that you need to beat a general to unlock, wasting precious time if the game decides to throw a lot of messages at you while you wait for the gates to open, and when you do reach him, you need to defeat Nezha before he can defeat Lu Bu. The problem? Until Diao Chan finishes a conversation with him, he is still aggro'd against you! Meaning that you could very well accidentally kill Lu Bu by mistake or Nezha could kill him before Diao Chan's conversation finishes.
  • Tier-Induced Scrappy: Ho boy, WO3 sure did a number on Goemon compared to the previous games. Since he's now a Technique-type character instead of Power, all he gains is an useless sidestep instead of Super Armor he desperately needs to offset his laggy attacks which are the only way to trigger his weapon attributes, which doesn't help him much considering his attacks are lacking in range and mobility to begin with. His attack properties were also changed so that it's difficult to deal large amounts of damage to officers without knocking them away, his special attack is extremely difficult to connect with and his buttbounce has a tendency to make knocked down enemies stand up if it hits them, allowing them to resume attacking Goemon before he manages to recover, basically making it so that you're always an accidental button press away from a near-guaranteed suicide if you ever try to play as him on Chaos for reasons stated above.
    • However, they eventually gave him a great damage buff to his C1 in Ultimate, and with the Heavenly Sash item on him with a proper setup, Goemon can spam his C1 with impunity while step-cancelling it for safety.
    • Gyuuki is also this in 2, due to the fact that all his moves are so slow, on higher difficulties, it's almost impossible to finish off an officer before the surrounding mooks do it to you. You can try to equip skills that are normally considered Game Breakers on him, and it still wouldn't have helped much.
      • His attacks in 3 are still ridiculously slow, but it doesn't matter much thanks to his air charge attack which were introduced in the third game: it is by far his fastest attack, causes a huge shockwave and activates elements, allowing him to dive into large groups of enemies with reckless abandon and come out on top.
    • Noh is seen as this for the first two games thanks a having little reach and large start-up times for her charge attacks. 2 damaged her even further by removing any stun effect from her 'Needle' special (via the universal projectile nerfs), the only move that stopped her from becoming unplayable on the hardest difficulties unless you had the proper elements attached. Thankfully she managed to get a speedboost in 3, helping her out of this position.
    • Magoichi Saika, like Noh, is hurt badly by short-ranged moves and long start-up times. However his first charge attack in 3 saves him from the bottom-rank for having elemental attributes on every hit and being able to leech large amount of health/Musou with the right load-out, especially with the proper setup. While he's considered subpar in Ultimate, having the right combo-attribute setup makes him pretty decent; being a Wonder-type with Echo attached to his weapon allows him to generate combo as much as any Wonder-type in that regard.
    • Musashi Miyamoto sadly, was hit with this by a long-shot. His C3 and normal string final blow (like a few other characters) don't activate elements, his C4 has a very tight execution, and all of his elemental-activation attacks have poor power in them in that his sustainability outright sucks. His new midair R1 Type Action in ''Ultimate'' especially when combined with his unique C2 (via the Typhoon and Echo attributes; Storm optional) allows him to general combo-based abilities with ease; having a free x2 attack with Aggression allows his midair R1 to one-shot everything.
  • What an Idiot: Ultimate's storyline has several, but Yinglong really takes the cake. Tamono tells him that his emperor is using the Divine Mirror to enslave demons, a lie that should only have fooled a five-year-old at best, and he buys it. Then after a feeble effort to investigate, he immediately jumps to conclusions and tries to destroy the mirror, falling right into Tamono's trap and dooms himself forever, and would have doomed the Mystic Realm too if not for Fu Xi and co. travelling back in time to stop him.
  • Woolseyism: In the Japanese version of the game, the Orochi Army's generic Demon officers are all named after famous monsters or supernatural beings from Chinese and Japanese mythology. The English version gives the generic fanged demons names of various snakes, while Gyuuki-type demons have names of minerals and Dodomeki-type demons are named after different types of spiders. Similarly, the Mystic generics in the third game are named after constellations, as opposed to Chinese and Japanese mythology figures in the original script.
    • Several if not all of the "X" examples (such as the X weapons) are actually called "Shin" (true) weapons in the Japanese versions. This also includes Orochi X, who's actually called "Shin" (True) Orochi.
    • The kanji for the Wonder type in the third game actually translates to "flash", meaning that the purple typed characters were literally called the "Flash" type. However, in the original Japanese version, the type is still referred as "Wonder" via Gratuitous English.


http://tvtropes.org/pmwiki/pmwiki.php/YMMV/WarriorsOrochi