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* WeakButSkilled: Within its own skill tree, Sword lacks any abilties that dominate each other in effectiveness, so there's no one skill that can carry a player. Playing Sword effectively requires becoming familiar with its vast amount of skills, and it has one of the most diverse distribution of skill inputs. Sword best embodies the "easy to learn, difficult to master" sentiment among the weapon types but it's not quite a SkillGateCharacter since it being easy to learn doesn't necessarily make it ''good'' at the start either, especially compared to some other weapons. High-level play with Sword will look more like effortlessly dismantling threats with a constantly changing variety of abilities than simply using the "strong" ones.

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* WeakButSkilled: Within its own skill tree, Sword lacks any abilties that dominate each other in effectiveness, so there's no one skill that can carry a player. Playing Sword effectively requires becoming familiar with its vast amount of skills, and it has one of the most diverse distribution of skill inputs. Sword best embodies the "easy to learn, difficult to master" sentiment among the weapon types but it's not quite a SkillGateCharacter {{Skill Gate Character|s}} since it being easy to learn doesn't necessarily make it ''good'' at the start either, especially compared to some other weapons. High-level play with Sword will look more like effortlessly dismantling threats with a constantly changing variety of abilities than simply using the "strong" ones.



* SkillGateCharacter: As mentioned above, Sign of the Cross is incredibly powerful, while also being able to be fully mastered [[DiscOneNuke as early as after the second Main Mission]]. In fact, most of its Active Skills are available by the time you reach Adept Mastery. Combine this with God of Wind II as a basic combo finisher, and Mind's Eye to help dodge and you have an incredibly simple, but core moveset that can deal with most enemies even in the learning stages of the game. However, it also has little else going for it. Many of its counters conflict with each other, with The Shrike generally being the most useful with a near-instant activation window allowing players to use it on reflex, on top of leaving most enemies grounded for a Final Blow afterward. An experienced Dual Swords user can get great returns on Water Sword and Double-Headed Slice, but skills like Mortal Flow and Raijin have far less speed and reach than the rest of its moveset, so its moveset can feel a bit more limited compared to other weapons.

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* SkillGateCharacter: SkillGateCharacters: As mentioned above, Sign of the Cross is incredibly powerful, while also being able to be fully mastered [[DiscOneNuke as early as after the second Main Mission]]. In fact, most of its Active Skills are available by the time you reach Adept Mastery. Combine this with God of Wind II as a basic combo finisher, and Mind's Eye to help dodge and you have an incredibly simple, but core moveset that can deal with most enemies even in the learning stages of the game. However, it also has little else going for it. Many of its counters conflict with each other, with The Shrike generally being the most useful with a near-instant activation window allowing players to use it on reflex, on top of leaving most enemies grounded for a Final Blow afterward. An experienced Dual Swords user can get great returns on Water Sword and Double-Headed Slice, but skills like Mortal Flow and Raijin have far less speed and reach than the rest of its moveset, so its moveset can feel a bit more limited compared to other weapons.



* SkillGateCharacter: It is perfectly viable to completely disregard the Odachi's unique trait in the Waking Winds and Sunset Breeze skills that allow you to chain normal attacks from one stance into another. Twin Moons is a very powerful skill that's available immediately, Bolting Boar too is a basic skill that can defang many troublesome Yokai. Groundquake meanwhile provides ImmuneToFlinching that early on can be spammed to deal with certain enemy types. Mastering Bolting Boar can consequently leave a player unfamiliar with Yokai's actual combos if they're too used to stopping them in their tracks. Later on, Odachi will run into an issue when needing to deal big bursts of ki damage or applying status debuffs due to their overall low hit count outside of Tiger Blade and Moonlit Snow Redux. Odachi has a ''very'' strong start compared to other weapons, but they'll need to get creative much later on to keep fights from dragging out too long.

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* SkillGateCharacter: SkillGateCharacters: It is perfectly viable to completely disregard the Odachi's unique trait in the Waking Winds and Sunset Breeze skills that allow you to chain normal attacks from one stance into another. Twin Moons is a very powerful skill that's available immediately, Bolting Boar too is a basic skill that can defang many troublesome Yokai. Groundquake meanwhile provides ImmuneToFlinching that early on can be spammed to deal with certain enemy types. Mastering Bolting Boar can consequently leave a player unfamiliar with Yokai's actual combos if they're too used to stopping them in their tracks. Later on, Odachi will run into an issue when needing to deal big bursts of ki damage or applying status debuffs due to their overall low hit count outside of Tiger Blade and Moonlit Snow Redux. Odachi has a ''very'' strong start compared to other weapons, but they'll need to get creative much later on to keep fights from dragging out too long.
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* ArchEnemy: Of Hide, with the final DLC outright calling him the arch-nemesis of the protagonist.
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Trope was cut/disambiguated due to cleanup


* DropTheHammer: A subtype within the Axe classification. They possess the striking damage modifier (-25% less health damage, +25% ki damage, shared by wooden weapons, Tonfa, Fists, and Splitstaves), and scale with Constitution as a secondary stat, with Courage being a minimal tertiary stat.

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* BalanceBuff: It was already a solid weapon, so ''2'' only added Dual Dragon. However, including hidden skills, that adds another four, it had the most hidden skills until the DLC chapters released, giving Sword a total of six hidden skills.
** Version 1.20 added Winter Wind and Spinning Dragon.

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* BalanceBuff: It was already a solid weapon, so ''2'' only added Dual Dragon. However, including hidden skills, that adds another four, it had the most hidden skills until the DLC chapters released, giving Sword a total of six hidden skills.
**
skills. Version 1.20 added Winter Wind and Spinning Dragon.



* DoubleUnlock:
** Punish the Proud is obtained from [[spoiler:Imagawa Yoshimoto]].
** Dragon Claw is obtained from [[spoiler:Saito Yoshitatsu]].
** Double-Headed Slice is obtained from [[spoiler:Tokichiro]].
** Ultimate Sign of the Cross is obtained from [[spoiler:Tokichiro as well]].



* TheArtifact: Spear Flourish is the earliest example of a ki pulse attack in the series, but its condition was simply ki pulsing in high stance. Later equivalent skills would add a forward input while ki pulsing to execute, letting players better control when they wish to activate them, this can make Spear feel a bit clunkier to work around in comparison. This is also why the Mystic Art Fluidity is actively avoided by Spear players, since it makes ''every'' ki pulse, something that should theoretically speed up recovery, longer by adding an attack, forcing players to ki pulse by dodging otherwise.
* BalanceBuff: ''2'' removing weapons bouncing off walls benefitted Spear the most, allowing them to make use of their wide crowd control swings in tight spaces without recoil. The added skills include Rainbow Ruse, which gives low stance even more mobility, and a brief moment of invulnerability (and a more sensible input than Spear Flourish) as well as Resounding Lunge, except this one hasn't been very useful even though it's been buffed. Its two hidden skills, Bracing Breeze and Triple Threat, both dropped by Maeda Toshiie are highly practical. The former being a counter with near-instant activation window, the latter having superior reach and damage compared to many of its other skills.

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* TheArtifact: Spear Flourish is the earliest example of a ki pulse attack in the series, but its condition was simply ki pulsing in high stance. Later equivalent skills would add a forward input while ki pulsing to execute, letting players better control when they wish to activate them, this can make Spear feel a bit clunkier to work around in comparison. This is also why the Mystic Art Fluidity is actively avoided by Spear players, since it makes ''every'' ki pulse, something that should theoretically speed up recovery, longer by adding an attack, forcing players to ki pulse by dodging otherwise.
* BalanceBuff:
BalanceBuff:
**
''2'' removing weapons bouncing off walls benefitted Spear the most, allowing them to make use of their wide crowd control swings in tight spaces without recoil. The added skills include Resounding Lunge and Rainbow Ruse, which gives low stance even more mobility, and a brief moment of invulnerability (and a more sensible input than Spear Flourish) as well as Resounding Lunge, except this one hasn't been very useful even though it's been buffed. Flourish). Its two hidden skills, Bracing Breeze and Triple Threat, both dropped by Maeda Toshiie Threat are highly practical. The former being a counter with near-instant activation window, the latter having superior reach and damage compared to many of its other skills.



* DoubleUnlock: Triple Threat and Bracing Breeze are obtained from [[spoiler:Maeda Toshiie]].
* EarlyInstallmentWeirdness:
** Spear Flourish is the earliest example of a ki pulse attack in the series, but its condition was simply ki pulsing in high stance. Later equivalent skills would add a forward input while ki pulsing to execute, letting players better control when they wish to activate them, this can make Spear feel a bit clunkier to work around in comparison. This is also why the Mystic Art Fluidity is actively avoided by Spear players, since it makes ''every'' ki pulse, something that should theoretically speed up recovery, longer by adding an attack, forcing players to ki pulse by dodging otherwise.
** Most weapons' running attacks are similar to the start of that stance's combo, but without the ability to combo. Spear's high stance running attack is a surprisingly quick upward slice that doesn't resemble any of their high stance attacks at all, and is also great for combo filler. Like Sword, it is also the only other weapon that possesses a low stance sidespin dodge that has faster recovery than the usual step dodge.



* MechanicallyUnusualFighter: Most weapons' running attacks are similar to the start of that stance's combo, but without the ability to combo. Spear's high stance running attack is a surprisingly quick upward slice that doesn't resemble any of their high stance attacks at all, and is also great for combo filler. Like Sword, it is also the only other weapon that possesses a low stance sidespin dodge that has faster recovery than the usual step dodge.



* DoubleUnlock: Spirit Storm is obtained from [[spoiler:Obsidian Samurai, though only in ''2'']].



* BalanceBuff: ''2'' adding Serpent Bite and Bird of Prey which are hardly must-haves, but the two hidden skills, Second Wind and Water Drop add interesting options for attacks, the former providing a grapple for enemies who try to back away being close to getting winded, and the latter adding an escape or chasing option in the air after Leaping Strike.

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* BalanceBuff: BalanceBuff:
**
''2'' adding Serpent Bite and Bird of Prey which are hardly must-haves, but the two hidden skills, Second Wind and Water Drop add interesting options for attacks, the former providing a grapple for enemies who try to back away being close to getting winded, and the latter adding an escape or chasing option in the air after Leaping Strike.



* DoubleUnlock: Water Drop and Second Wind are both obtained from [[spoiler:Hachisuka Koroku]].



* BalanceBuff: ''2'' added Bolting Boar and Swallow's Wing, the latter originally being exclusive to Sasaki Kojiro in the original game. Curiously, it does not require learning an upgrade that allows it to perform the dodging somersault like Sword does, nor does it require maintaining A rank Agility.

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* BalanceBuff: BalanceBuff:
**
''2'' added Bolting Boar and Swallow's Wing, the latter originally being exclusive to Sasaki Kojiro in the original game. Curiously, it does not require learning an upgrade that allows it to perform the dodging somersault like Sword does, nor does it require maintaining A rank Agility.



* CounterAttack: Bolting Boar has unique trait of not discriminating between [[https://www.youtube.com/watch?v=bW1Mz92U4uY Man nor Yokai]], many DemonicSpider included. Hell, it even works on ''Yoshitsune''. Cuckoo's Call can block at the beginning, letting you charge it to extend the window before the attack. [[DeathOrGloryAttack Thunderbolt]] is an extremely high risk, high reward counter that requires you to ''purposefully'' take a hit before your swing comes down, and if the enemy is a human, immediately retaliates by running the blade through their torso as they fall to the ground. The damage bonus is still available if performed against Yokai, but it won't incapacitate them the same way human enemies would.

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* CounterAttack: CounterAttack:
**
Bolting Boar has unique trait of not discriminating between [[https://www.youtube.com/watch?v=bW1Mz92U4uY Man nor Yokai]], many DemonicSpider included. Hell, it even works on ''Yoshitsune''.
**
Cuckoo's Call can block at the beginning, letting you charge it to extend the window before the attack. attack.
**
[[DeathOrGloryAttack Thunderbolt]] is an extremely high risk, high reward counter that requires you to ''purposefully'' take a hit before your swing comes down, and if the enemy is a human, immediately retaliates by running the blade through their torso as they fall to the ground. The damage bonus is still available if performed against Yokai, but it won't incapacitate them the same way human enemies would.would.
* DoubleUnlock:
** Dragon Horn is obtained from [[spoiler:Saito Yoshitatsu]].
** Swirling Snow is obtained from [[spoiler: Magara Naotaka]].



* BalanceBuff: ''2'' increased Pulverize's ability to turn in order for it to keep up with the increased speed of the game. It also added Fleetfoot to help Tonfa users stay right under their enemies.

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* BalanceBuff: BalanceBuff:
**
''2'' increased Pulverize's ability to turn in order for it to keep up with the increased speed of the game. It also added Fleetfoot to help Tonfa users stay right under their enemies.


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* DoubleUnlock: Storm of Strikes is obtained from [[spoiler:Hattori Hanzo]], but only while using Tonfas.


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* DoubleUnlock: Deadly Spiral is obtained from [[spoiler:Shibata Katsuie, in both forms]].


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* DoubleUnlock:
** Windswept is obtained from [[spoiler:Imagawa Yoshimoto]].
** Fleeting Edge is obtained from [[spoiler:Mumyo]].
** Arc of Chaos is obtained from [[spoiler:Tate Eboshi]].


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* DoubleUnlock: Roar Power is obtained from [[spoiler:Benkei]].


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* DoubleUnlock: Izuna Drop and Tiger Claws are both obtained from [[spoiler:Ren Hayabusa]]. The former is guaranteed on your first clear.

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* BalanceBuff: Received very minimal changes between the first and second game (Shadow Sword, Sword of Celerity, and the hidden True & Through and Dragon Fang). When the second game's DLC chapters came out, it kept receiving more hidden skills all the way through the final DLC.

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* BalanceBuff: BalanceBuff:
**
Received very minimal changes between the first and second game (Shadow Sword, Sword of Celerity, and the hidden True & Through and Dragon Fang). When the second game's DLC chapters came out, it kept receiving more hidden skills all the way through the final DLC.



* BladeSpam: Omnislice, repurposed from the first game's Living Weapon-exclusive skill, Quadrisect. It slices so quickly that enemies will not be able to guard the rest of the strikes if they get hit unlike most other skills. The NecessaryDrawback is how long it takes to perform Omnislice from its parent skill, Blue Moon.

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* BladeSpam: Of two different flavors.
**
Omnislice, repurposed from the first game's Living Weapon-exclusive skill, Quadrisect. It slices so quickly that enemies will not be able to guard the rest of the strikes if they get hit unlike most other skills. The NecessaryDrawback is how long it takes to perform Omnislice from its parent skill, Blue Moon.



* ChargedAttack: True & Through takes after the Odachi's Devastating Rush in function, but naturally it lacks the same reach of an Odachi and doesn't travel quite as far.

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* ChargedAttack: True & Through takes after the Odachi's Devastating Rush in function, but naturally it lacks the same reach of an Odachi and doesn't travel quite as far. Omnislice functions similarly, receiving a potent but brief damage increase if one allows Blue Moon to finish its motion.



* CounterAttack: There's a wide array of options for these, of which multiple can be set simultaneously should you desire despite most of these being limited to mid stance. Leaf Glide neutralizes an attack and grants an attack buff, but doesn't really allow for a powerful follow-up. Its mutually exclusive option, Haze, focuses on doing immediate damage. Oddly, Haze works on small skeleton warriors, but that is the only non-human enemy it affects (aside from the Kamaitachi's single attack mentioned below). Water Shadow is an alternate input option if a player prefers, and is generally easier to perform as its active window starts instantly. Backwave's benefit is that it doesn't have to compete with another skill for its input, since it's a Timely Guard parry, being much safer than the other options and being the most practical way to execute [[BladeLock Tempest]]. Sword of Discernment is the odd one out, as it is an offensive skill that has the ability to block attacks during the sheath poke at the start.
* EasterEgg: Haze uniquely interacts with the Kamaitachi's SignatureMove, parrying it during its sideways jumping spin will have it stumble over Hide, leaving Hide untouched. This cannot be followed up with stab even if the player has learned Haze II unlike any other successful usage of Haze.

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* CounterAttack: There's a wide array of options for these, of which multiple can be set simultaneously should you desire despite most of these being limited to mid stance. CounterAttack:
**
Leaf Glide neutralizes an attack and grants an attack buff, but doesn't really allow for a powerful follow-up. Its mutually exclusive counter-attack.
** The mutually-exclusive
option, Haze, focuses on doing immediate damage. Oddly, Haze works on small skeleton warriors, but that damage and is the only non-human enemy it affects (aside from the Kamaitachi's single attack mentioned below). usable against Skeleton Warriors as well as humans.
**
Water Shadow is easier to execute and uses an alternate input option slot if a player prefers, and is generally easier to perform as its active window starts instantly. Backwave's benefit is that it doesn't have to compete desired, with another skill for its input, since it's slightly less follow-up reward than Haze.
** Backwave is
a Timely Guard parry, being much safer than the other options and being the most practical way to execute [[BladeLock Tempest]]. Tempest]].
**
Sword of Discernment is the odd one out, as it is an offensive skill that has the ability to block attacks during the sheath poke at the start.
* EasterEgg: DoubleUnlock:
** Izuna Drop was originally the only Art of Combat that dropped from an enemy in the first game, from [[spoiler:Jin Hayabusa]], in the sequel, it's a guaranteed drop from [[spoiler:Ren Hayabusa]] upon your first victory against them.
** Dragon Fang is obtained from [[spoiler: Saito Yoshitatsu]].
** True and Through is obtained from [[spoiler: Azai Nagamasa]].
** Kurama Sword Dance is obtained from [[spoiler:Minamoto no Yoshitsune]].
** Severing Spin is obtained from [[spoiler:Minamoto no Yorimitsu]].
** Reverse Impact is obtained from [[spoiler:Fujiwara no Chikata]].
* EarlyInstallmentWeirdness: Downplayed, but it's notably the only weapon whose low stance attacks loop infinitely. It also shares a unique side-spin when sidestepping in low stance with Spear, which has faster recovery than the usual step dodge.
* EasterEgg:
**
Haze uniquely interacts with the Kamaitachi's SignatureMove, parrying it during its sideways jumping spin will have it stumble over Hide, leaving Hide untouched. This cannot be followed up with stab even if the player has learned Haze II unlike any other successful usage of Haze.



* MechanicallyUnusualFighter: Notably the only weapon whose low stance attacks loop infinitely. It also shares a unique side-spin when sidestepping in low stance with Spear, which has faster recovery than the usual step dodge.
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Cloning Blues renamed to Clone Angst as per TRS, specifically about angst from a character discovering that they're a clone.


* ArtificialHuman: [[spoiler:As seen in the lower dungeons upon returning to the Tower of London, Sir John Dee grew Kelley in a laboratory, [[CloningBlues with multiple backup copies of him]]]].

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* ArtificialHuman: [[spoiler:As seen in the lower dungeons upon returning to the Tower of London, Sir John Dee grew Kelley in a laboratory, [[CloningBlues with multiple backup copies of him]]]].him]].

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Been defunct for a while


* CounterAttack: Bolting Boar has unique trait of not discriminating between [[https://www.youtube.com/watch?v=bW1Mz92U4uY Man nor Yokai]], many DemonicSpider included. Hell, it even works on ''Yoshitsune''. Cuckoo's Call can block at the beginning, letting you charge it to extend the window before the attack. [[DeathOrGloryAttack Thunderbolt]] is an extremely high risk, high reward counter that requires you to ''purposefully'' take a hit before your swing comes down, and if the enemy is a human, immediately retaliates by running the blade through their torso ForMassiveDamage as they fall to the ground. The damage bonus is still available if performed against Yokai, but it won't incapacitate them the same way human enemies would.

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* CounterAttack: Bolting Boar has unique trait of not discriminating between [[https://www.youtube.com/watch?v=bW1Mz92U4uY Man nor Yokai]], many DemonicSpider included. Hell, it even works on ''Yoshitsune''. Cuckoo's Call can block at the beginning, letting you charge it to extend the window before the attack. [[DeathOrGloryAttack Thunderbolt]] is an extremely high risk, high reward counter that requires you to ''purposefully'' take a hit before your swing comes down, and if the enemy is a human, immediately retaliates by running the blade through their torso ForMassiveDamage as they fall to the ground. The damage bonus is still available if performed against Yokai, but it won't incapacitate them the same way human enemies would.
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* PleaseDontLeaveMe: A subtle example. [[spoiler: When Hide defects from their forces in horror of what Tokichiro has become, Tokichiro simply watches them go, plaintively saying a quiet “Hey…are you really going?” to himself. Tied in to his fear of abandonment as listed in ParentalAbandonment above.]]
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* OOCIsSeriousBusiness: In a world where several people are [[FantasticRacism distrustful of or actively violent to yokai]] and [[HalfHumanHybrid Shiftlings]], Tokichiro’s easy befriending of Hide and Koroku establishes him as remarkably tolerant. He’s deeply upset by the events of the Bird in a Cage mission, however, and in the Japanese audio version ends his emotional speech about his conflicted feelings profiting from a war that causes so much suffering with a cold remark to Hide that [[DehumanizingInsult a demon like them]] wouldn’t understand. Along with the [[spoiler: red flash of eyes he sees in his reflection,]] this is one of the first hints he’s [[spoiler: beginning to fall under Kashin Koji’s influence.]] Taken further when he unsuccessfully tries to bribe Hide [[spoiler: over to his side after his possession-induced FaceHeelTurn]] and then sneers that he’s “expecting too much from a yokai.”
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Does Not Like Shoes has been renamed and redefined to focus on characters that explicitly or implicitly state a preference for going barefoot. Removing misuse


* DoesNotLikeShoes: He's constantly barefoot (as seen in the image profile on the right).



* DoesNotLikeShoes: She's barefoot during [[spoiler: her boss fight.]]
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Blade On A Stick has been disambiguated


* BladeOnAStick: But of course, if you got it from a Koroka, it's a blade on an oversized tobacco pipe.
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** Beyond that, even though he's something of a coward normally, [[spoiler:after his FaceHeelTurn, he unflinchingly faces Hide when they come to stop him and puts up a pretty good fight. Though how much of his strength was truly his own and how much was from the Amrita stones he'd gather can be debated, he certainly frequently abosorbs Amrita throughout the fight to buff himself.]]
* CameBackWrong: [[spoiler: After Hide kills him, Kashin Koji uses his massive amrita stockpile to resurrect him and then possesses him, turning him into a powerful blue-horned oni.]]

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** Beyond that, even though he's something of a coward normally, [[spoiler:after his FaceHeelTurn, he unflinchingly faces Hide when they come to stop him and puts up a pretty good fight. Though how much of his strength was truly his own and how much was from the Amrita stones he'd gather can be debated, he certainly frequently abosorbs absorbs Amrita throughout the fight to buff himself.]]
* CameBackWrong: [[spoiler: After Hide kills him, Kashin Koji uses his massive amrita stockpile to resurrect him and then possesses him, turning him into a powerful blue-horned purple-horned oni.]]
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* SurprisinglyGoodForeignLanguage: Despite the obvious accent, some players were impressed with Creator/ToshiyukiMorikawa and his grasp with English.
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Badass Baritone has been disambiguated


* BadassBaritone: Courtesy of Creator/ToshiyukiMorikawa.
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* GenderBender: You can change Hide's gender ''mid-game'', and nobody bats an eye. Being a Shiftling enables this kind of thing. The game does enforce GenderNeutralWriting, so barring very specific NPC interactions, Hide's gender isn't made a big deal.

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* GenderBender: You can change Hide's gender ''mid-game'', and nobody bats an eye. Being a Shiftling enables this kind of thing. The game does enforce GenderNeutralWriting, GenderInclusiveWriting, so barring very specific NPC interactions, Hide's gender isn't made a big deal.

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* EverythingsBetterWithSpinning: It would be easier to list the skills that ''didn't'' involve spinning, but Spinning Dragon in particular puts the rest to shame by flying into the air while spinning at incredible speed, and then spinning back down, it's rather evocative of a Magatsu Warrior's attack. Mind's Eye adds a spin as a mostly-invulnerable safety net when dodging in low stance.



* SpectacularSpinning: It would be easier to list the skills that ''didn't'' involve spinning but Spinning Dragon in particular puts the rest to shame by [[InstantFlightJustAddSpinning flying into the air while spinning at incredible speed]], and then spinning back down, it's rather evocative of a Magatsu Warrior's attack. Mind's Eye adds a spin as a mostly invulnerable safety net when dodging in low stance.



* EverythingsBetterWithSpinning: The aptly named Spinning Crab deals a good amount of ki damage. The hidden skill Deadly Spiral is also quite useful, spinning repeatedly before throwing the Hatchets spiraling outward.



* SpectacularSpinning: The aptly named Spinning Crab deals a good amount of ki damage. The hidden skill Deadly Spiral is also quite useful, spinning repeatedly before throwing the Hatchets spiraling outward.



* EverythingsBetterWithSpinning: Spinning to dodge even yokai attacks, spinning around enemies while attacking, deflecting projectiles, spinning to grab winded enemies... We mean ''everything''.


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* SpectacularSpinning: Spinning to dodge even yokai attacks, spinning around enemies while attacking, [[SpinToDeflectStuff deflecting projectiles]], spinning to grab winded enemies... We mean ''everything''.
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* EverythingsBetterWithSpinning: Spinning to dodge even yokai attacks, spinning around enemies while attacking, deflecting projectiles

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* EverythingsBetterWithSpinning: Spinning to dodge even yokai attacks, spinning around enemies while attacking, deflecting projectilesprojectiles, spinning to grab winded enemies... We mean ''everything''.

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Weapon types are expansive enough, similar to job classes in an RPG, for now including them in the main character section as if they were classes for William and Hide


[numlist:1]
Comments
Leaving this hidden until complete and someone approves
Because weapons share all of the same attacks within their type, and their fighting styles are expansive enough to be akin to a character class in an online game, I feel there are enough tropes that can apply to each weapon that justify making a section here for now
Remove numlist block and comments when complete



* ChargedAttack: Twisting Spear, combined with some WeaponTwirling while charging it to increase the power and distance traveled.



* BalanceBuff: Between the original and ''2'', it was probably the worst off of all weapon types with the least amount of changes despite arguably needing them the most. Southpaw is an unremarkable combo finisher, and the hidden skill Spirit Storm offered little as a counter. Version 1.20 added a practical and quick finisher with High Kick, which follows into Tidebreaker. Spinning Slide is an evasive counter that works on any attack, which was sorely needed with how much more complicated enemy attacks became in ''2'', allowing Axe users to quickly charge their big hits after doing so.

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* BalanceBuff: Between the original and ''2'', it was probably the worst off of all weapon types with the least amount of changes despite arguably needing them the most. Southpaw is an unremarkable combo finisher, and the hidden skill Spirit Storm offered little as a counter. Version 1.20 added a practical and quick finisher with High Kick, which follows into Tidebreaker. Spinning Slide is an evasive counter that works on any attack, which was sorely needed with how much more complicated enemy attacks became in ''2'', allowing Axe users to quickly charge their [[ChargedAttack big hits hits]] after doing so.



* ChargedAttack: Devastating Rush, a "parallel thrust" that must be held to maximize the distance traveled and damage dealt.

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* ChargedAttack: Devastating Rush, a "parallel thrust" that must be held to maximize the distance traveled and damage dealt. Moonlit Snow must also charged to maximize its power with each swing, signaled by the "seasonal" SwordLines.



[[/folder]]
[/numlist]

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[[/folder]]
[/numlist]
[[/folder]]

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* ChargedAttack: True & Through takes after the Odachi's Devastating Rush in function, but naturally it lacks the same reach of an Odachi and doesn't travel quite as far.



* DropTheHammer: A subtype within the Axe classification. They possess the striking damage modifier (-25% less health damage, +25% ki damage, shared by wooden weapons, Tonfas, Fists, and Splitstaves), and scale with Constitution as a secondary stat, with Courage being a minimal tertiary stat.

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* DropTheHammer: A subtype within the Axe classification. They possess the striking damage modifier (-25% less health damage, +25% ki damage, shared by wooden weapons, Tonfas, Tonfa, Fists, and Splitstaves), and scale with Constitution as a secondary stat, with Courage being a minimal tertiary stat.



Introduced in the DLC "Dragon of the North" from the original game.

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Introduced in the DLC "Dragon of the North" from the original game. Odachi are large, heavy swords that can extend their combos by moving from one stance to another. By default, they scale primarily with Strength, followed by Stamina, and minimally with Heart.



* AIBreaker: Most human enemies will notoriously insist on standing in the way of the hidden skill [[SpinAttack Swirling Snow]], which will usually end in them getting ki broken as they try to block in vain, or die shortly after because they simply didn't.
* AntiInfantry: Possesses the unique Passive Skill Sword of Severance which increases the damage Odachis deal to human enemies.
* BalanceBuff: ''2'' added Bolting Boar and Swallow's Wing, the latter originally being exclusive to Sasaki Kojiro in the original game. Curiously, it does not require learning an upgrade that allows it to perform the dodging somersault like Sword does, nor does it require maintaining A rank Agility.
** Version 1.20 added Thunderbolt and Moonlit Snow Redux, the latter, again, originally belonging to Sasaki Kojiro, it's a faster, higher damage-per-second variant of Moonlit Snow but is more vulnerable to being staggered unlike any other Odachi skill.
* {{BFS}}: It goes without saying, but it's especially true of the Yokai Odachis, like the Namahage's Bloodstained Blade or Ryomen Sukuna's Sword.
* ChargedAttack: Devastating Rush, a "parallel thrust" that must be held to maximize the distance traveled and damage dealt.
* CounterAttack: Bolting Boar has unique trait of not discriminating between [[https://www.youtube.com/watch?v=bW1Mz92U4uY Man nor Yokai]], many DemonicSpider included. Hell, it even works on ''Yoshitsune''. Cuckoo's Call can block at the beginning, letting you charge it to extend the window before the attack. [[DeathOrGloryAttack Thunderbolt]] is an extremely high risk, high reward counter that requires you to ''purposefully'' take a hit before your swing comes down, and if the enemy is a human, immediately retaliates by running the blade through their torso ForMassiveDamage as they fall to the ground. The damage bonus is still available if performed against Yokai, but it won't incapacitate them the same way human enemies would.
* EveryJapaneseSwordIsAKatana: Averted like Sword. Odachis that have deeper curved blades balance its Stamina and Heart scaling. Special mention goes to the Kamui, whose design is partially inspired by Ainu blades.
* IaijutsuPractitioner: Imperative Strike. Rather impressive given the size and weight of an Odachi. It trades the speed and distance of Dual Sword's Sign of the Cross and the power of Sword's Iai Quickdraw for a much wider swing.
* LauncherMove: Retrograde Flow launches on its second hit if it depletes a human enemy's ki, [[AwesomeButImpractical it's easier said than done beacuse of the first hit more often than not, though]].



* SkillGateCharacter: It is perfectly viable to completely disregard the Odachi's unique trait in the Waking Winds and Sunset Breeze skills that allow you to chain normal attacks from one stance into another. Twin Moons is a very powerful skill that's available immediately, Bolting Boar too is a basic skill that can defang many troublesome Yokai. Groundquake meanwhile provides ImmuneToFlinching that early on can be spammed to deal with certain enemy types. Mastering Bolting Boar can consequently leave a player unfamiliar with Yokai's actual combos if they're too used to stopping them in their tracks. Later on, Odachi will run into an issue when needing to deal big bursts of ki damage or applying status debuffs due to their overall low hit count outside of Tiger Blade and Moonlit Snow Redux. Odachi has a ''very'' strong start compared to other weapons, but they'll need to get creative much later on to keep fights from dragging out too long.
* SwordPlant: Undaunted has Hide wrench their Odachi into the ground [[BladeBrake to brace against incoming strikes]].



[[folder:Tonfas]]
Introduced in the DLC "Defiant Honor" from the original game.

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[[folder:Tonfas]]
[[folder:Tonfa]]
Introduced in the DLC "Defiant Honor" from the original game. Tonfa are characterized by unstoppable chains of strikes to tear through enemies' defenses. By default, they primarily scale with Skill, followed by Constitution, then Dexterity. ''2'' changes the primary stat to Courage.



* AttackAttackAttack: Attacks ki pulse into Demon Dance, which can be followed into Pulverize... which can be ki pulsed into Demon Dance again. Further enforced with Demon Dash allowing Tonfa to push even further in their offense.
* BalanceBuff: ''2'' increased Pulverize's ability to turn in order for it to keep up with the increased speed of the game. It also added Fleetfoot to help Tonfa users stay right under their enemies.
** Version 1.20 added Demon Dash and Demon Fang, an offensive oriented variation of Demon Dance, and a grapple finisher for human enemies when Pulverize has worn down their ki, respectively.
** "Darkness in the Capital" added the first inherent Blessed Weapon with the Pagoda Tonfa. Previously, Tonfa players would have to randomly forge Tonfa with Purity.
* BareFistedMonk: Meant to evoke the spirit of the trope... until ''2'''s "Darkness in the Capital" added a "proper" hand-to-hand weapon type.
* ChargedAttack: Focused Strike, which sends human enemies tumbling to the ground.
* CounterAttack: Thousand Tongues, which is a standard counter that doesn't require as many skill points as the other option, Impenetrability, a Timely Guard parry. Impenetrability requires learning the follow-up attacks, which ends with a {{Shoryuken}}.
* GlassCannon: Invoked by the Tonfa-exclusive Buoyancy passive that increases damage dealt based on [[FragileSpeedster the lightness of your equipment]]. Much of its offense relies on dodging through Demon Dance rather than blocking (despite having a better Block stat than many other weapons), so you can immediately retaliate with Pulverize.
* LagCancel: The Mystic Art Kannagi uniquely allows you to cancel at ''any'' point during a skill into Demon Dance, effectively removing nearly all openings in your offense. This can also be abused to begin a skill and immediately cancel into Demon Dance instead of having to ki pulse into it, becoming an alternate method for dodging.
* MixAndMatchWeapon: Sarutobi's Gunsticks come with the "Tonfa Gun" trait, hollowing out the inside of the sticks with a gunpowder mechanism that allows for short range explosions with the Crimson Lotus and Devastation skills. Tonfa Gun can then be obtained on any Tonfa, don't think too hard about how an ordinary Wooden Tonfa gets gunpowder loaded into them without it breaking into pieces. Tonfa are the only weapon type that have skills reliant on the weapon's effects list.
* SimpleYetAwesome: Discounting that Demon Dance and Pulverize must be learned for each stance, Tonfa has one of the smallest skill lists of any weapon, and even then it leans heavily on Pulverize, which can be considered its primary skill. Because it's a skill, it doesn't get deflected by guarding enemies while dealing solid health and ki damage, can be dropped into a dodge at a moment's notice and then resuming offense all the same. Most of Tonfa's offense will come to Pulverize.



Introduced in ''2''

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Introduced in ''2''''2''. Possesses a myraid of ways they can be thrown at enemies. By default, scales primarily with Skill, followed by Courage, and minimally with Magic.



* BalanceBuff: Version 1.20 added Dual Hawks and Wild Surge.
* BrutishCharacterBrutishWeapon: ''2'' is fond of giving bandits hatchets. Subverted with the Sohaya, due to hatchets being equally associated with the mountain-climbing asceticism of Shugendo... [[VanHelsingHateCrimes which won't stop them from trying to kill]] [[HalfHumanHybrid Hide]] anyway.
* ChargedAttack: The majority of Hatchet throws have some charged component to them.
* CombatPragmatist: The general concept of the weapon is using its throwable nature to play keep away with enemies. Also observed in Demon Undercut, which throws a hatchet at an enemy's foot for large amounts of ki damage and can lead to a unique grapple state where they clench their foot in pain as opposed to the usual landing on their butt and getting back up winded. [[DifficultButAwesome Getting the most of its pragmatism may be easier said than done, however]].
* CounterAttack: Spiked Wall is a skill that blocks before it attacks, while Tile Shaker is a Timely Guard parry.
* EverythingsBetterWithSpinning: The aptly named Spinning Crab deals a good amount of ki damage. The hidden skill Deadly Spiral is also quite useful, spinning repeatedly before throwing the Hatchets spiraling outward.
* IaijutsuPractitioner: Justifiably averted, the Hatchets have two good Sheathed Active Skills, but because the weapon lacks a technique to resheathe them quickly, they can be awkward to use except at the beginning of a fight. This is, ironically, [[ArtisticLicenseMartialArts closer to how Iaijutsu techniques for swords are applied in real life]].
* JustFrameBonus: Dual Hawks throws the Hatchets such that they orbit around Hide, timing the swing correctly will cause them to bat the other Hatchet out of the air towards the enemy at full speed. The Mystic Art Trained Throw also increases damage for releasing charged attacks at the correct time.
* MechanicallyUnusualFighter: By far the most unusual weapon in the duology. It has many mobility and ranged options inherently with many different properties, lacking more traditional skill list options like combo finishers. Dragonfly in particular has the unique trait of being able to root enemies in place temporarily. Its unorthodox moveset and many caveats for maximizing its damage give Hatchets possibly the largest difficulty floor and curve of all weapons in ''Nioh''.
* [[ThrowingYourSwordAlwaysWorks Throwing Your Hatchet Always Works]]: The modus operandi of the weapon, each stance has a unique throw and a different trait you can apply to it between decreasing the charge time or increasing the maximum throwing distance. Indeed, because they count as projectiles, this makes them susceptible to being reflected back at the wielder through Gust Talismans or the Yata Mirror, among other things.



Introduced in ''2''

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Introduced in ''2''''2''. A fantastic tri-form weapon made by the Sohaya for Yokai-slaying that is part-scythe, part-glaive, and part-guillotine. By default, they primarily scale with Magic, followed by Constitution and Skill.



* AttackAttackAttack: The Switch Stance skills allow linking together each stance's quick attack combos as long as your ki allows. The Mystic Arts, Wildfire Flux and Tempest Flux give stacking bonuses for each Switch Stance attack landed between attack power and ki consumption respectively, up to 5 stacks.
* AwesomeButImpractical: The Active Skill finisher for Wildfire/Tempest Flux consumes all stacks for a slow, short, two-step attack that does truly impressive damage, but is far too easy to whiff, which will cause all the stacks to go to waste, regardless of whether it hit anything or not. On top of that, the stacks have a very short duration, and can only be increased if the Switch Stance attacks inflict damage, so guarding enemies can cut the buffs short if they don't cooperate.
* BalanceBuff: Version 1.20 added Cyclone and Kiboshi Kicker, adding faster-paced combo finishers to its skill list. "The First Samurai" also adds the hidden skill Arc of Chaos.
* CounterAttack: Tranquil Edge. Just Reprisal works on Yokai attacks as well.
* DamnYouMuscleMemory: Switchglaive's Switch Stance skills have to be activated before a ki pulse window in order to extend combos, however, it can be just as easy to ki pulse Flux while trying to Switch Stance... or vice versa.
* EverythingsBetterWithSpinning: Spinning to dodge even yokai attacks, spinning around enemies while attacking, deflecting projectiles
* HurricaneKick: Kiboshi Kicker, of the "Spinning Bird Kick" type, it follows up with a grapple if it depletes a human enemy's ki.
* ImpossiblyCoolWeapon: Again, it transforms between a scythe, glaive, and hand-guillotine. [[VideoGame/{{Bloodborne}} The Hunter's Workshop]] would be proud.
* JustFrameBonus: Cyclone II adds a conditional strike grapple to Cyclone, with the glaive form driving the blade through the enemy's torso, and the scythe form dragging them across the ground.
* MechanicallyUnusualFighter: Holds the sole distinction of having a Mystic Art that acts in some way as a unique Active Skill. The Switch Stance skills also are somewhat more fluid than Odachi's Sunset Breeze and Waking Winds skills, but involve switching stances using the appropriate stance changing inputs directly in the middle of the combo rather than as a standard combo finisher. Additionally, its own Sheathed Active Skill forces you into mid stance due to utilizing the glaive form, and it has a unique second grapple in high stance that uses the quick attack input rather than strong attack.
* SpinToDeflectStuff: Whirling Blade, which (mostly) negates the need for such things as a Gust Talisman or Yata Mirror, for Switchglaive players, it'll likely be their first capability for dealing with projectiles too.
* [[ThrowingYourSwordAlwaysWorks Throwing Your Scythe Always Works]]: Arc of Chaos, [[PrecisionGuidedBoomerang which naturally returns to Hide]]. After all, what's a scythe but an unusually large and somewhat-misshapen boomerang?



Introduced in the DLC "The Tengu's Disciple" from ''2''

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Introduced in the DLC "The Tengu's Disciple" from ''2''''2''. A staff that splits in multiple ways, using centrifugal force to attack more or extending the weapon's reach by holding attack inputs. By default, they scale primarily with Magic, followed by Courage, and minimally with Strength.



* BalanceBuff: Version 1.20 added Heron Kick and Changing Ways. Changing Ways was notably strong enough on its release to be nerfed soon afterward.
* BoringButPractical: Shin Crusher is the undisputed leader in ki damage, and much safer than many of Splitstaff's fancier skills that have you flying through the air. It simply amounts to hitting enemies' legs with the detached end of the staff like a speedbag.
* CounterAttack: Shockstopper is a skill with a guard window at the start. Deft Counter is a Timely Guard parry, you also recover from it so fast while the enemy is still stumbling back up that you're guaranteed to land the next attack as long as it's not Roar Power.
* DeathOfAThousandCuts: It's a double-edged sword for Splitstaff that allows them to apply elemental debuffs easily and in general, easily ki break. The weapon lacks singular powerful strikes, which can make certain encounters tedious, such as small staggerable Yokai like Koroka and Yamanba, or human enemies blocking in the middle of extended attacks that will cause the entire Splitstaff to deflect off their guard.
* MechanicallyUnusualFighter: Every attack and skill has a variation for holding its inputs called Fluid Form. Even multi-stage skills like Twin Phoenix require holding the skill input for each step. Extending the staff consumes extra ki, so care must be taken to not overexert. For Darting Cloud, the repositioning ki pulse skill (similar to Spear's Rainbow Ruse), rather than holding an attack button, requires holding the ki pulse button. Additionally, the stance a skill is assigned may change how the extension property changes with the skill, either extending its reach or granting more hits. Because of Fluid Form, each stance's normal attacks are very short in sequence that discourage ButtonMashing.
* MixAndMatchWeapon: A MartialArtsStaff [[BifurcatedWeapon that splits at the center]] making two oversized InstantChucks using the chains at both ends of the staff for flails... or keeping the center connected while activating the nunchaku part, making it something of a Sanjiegun too. The hidden skill [[ChargedAttack Roar Power]] adds a bit of TelescopingStaff for good measure.
* SituationalSword: Like Dual Sword's Water Sword, Dragon Dance is a very powerful sustained damage skill. Even though you walk forward during it, it's large range and knockback still prevent it from being used to solve every problem. On top of that, if you manage to fully deplete your ki while finishing it, you can grant yourself one of the most powerful attack buffs in the game which is also unique, making it very risky to go for total ki expenditure, but very rewarding. You'll need a very large opening to fully perform Dragon Dance while getting the buff.
* ShoutOut: Quite a few of its attacks are references to the [[VideoGame/NinjaGaiden2004 Lunar]].



Introduced in the DLC "Darkness in the Capital" from ''2''. Not to be confused with the weaponless, bare-handed attacks, these are gloves designed for devastating hand-to-hand martial arts (called "Tekko" in Japanese). By default, they scale primarily with Strength, followed by Dexterity, and minimally with Heart.

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Called "Tekko" in Japanese. Introduced in the DLC "Darkness in the Capital" from ''2''. Not to be confused with the weaponless, bare-handed attacks, these are gloves designed for devastating hand-to-hand martial arts (called "Tekko" in Japanese).arts. By default, they scale primarily with Strength, followed by Dexterity, and minimally with Heart.



* BareFistedMonk: Less emphasis on the "bare" part, but considering most enemies wield swords and spears that this "weapon" has no trouble getting around, it still stands out. While its attacks draw inspiration from a variety of martial arts, UsefulNotes/WingChun seems to be the biggest of them.



* IdleAnimation: Notably different in style than every other weapon. While wielding a weapon necessitates properly maintaining its ''kamae'', standing still with Fists ready has Hide constantly shifting forms, keeping their hands ready and limber regardless of what stance they're in, emphasizing the need for fluidity.



* NecessaryDrawback: Beyond Infinity's sheer power is held back twofold by its length, risk of retaliation is an obvious one, but it also prevents you from refreshing Unbroken, and if you've maxed out its stacks, it'll likely run out by the time you finish using the skill. Regardless, it's not a significant drawback because the skill is absurdly powerful.

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* NecessaryDrawback: Beyond Infinity's sheer power is held back twofold by its length, risk of retaliation is an obvious one, but it also prevents you from refreshing Unbroken, and if you've maxed out its stacks, it'll likely run out by the time you finish using the skill. Regardless, it's It's not a significant drawback because the skill is absurdly powerful.powerful, but it's a drawback nonetheless.

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* ButNotTooForeign: Some of the preset options for Hide make them appear to be of European or African descent, but they're meant to be Japanese.



* LegacyCharacter: [[spoiler: Saito Dosan bestowed parts of his former name, Hidetatsu, onto his twin children Hide and Yoshitatsu.]]
* LongLostRelative:
** [[spoiler: Saito Dosan reveals himself to be Hide's father after seeing their name inscribed on their wakizashi.]]
** [[spoiler: Saito Yoshitatsu, who bears the exact same face as Hide, is their twin sibling.]]

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* LegacyCharacter: [[spoiler: Saito [[spoiler:Saito Dosan bestowed parts of his former name, Hidetatsu, onto his twin children Hide and Yoshitatsu.]]
* LongLostRelative:
** [[spoiler:
LongLostRelative: Their father is revealed to be none other than Saito Dosan reveals himself Dosan. This in turn makes Dosan's children, Yoshitatsu and Nohime, to be Hide's father after seeing siblings [[spoiler:with Yoshitatsu in particular being their name inscribed on their wakizashi.]]
** [[spoiler: Saito Yoshitatsu, who bears the exact same face as Hide, is their twin sibling.
twin.]]



* TheMagicGoesAway: [[spoiler: After Otakemaru's true final defeat in "The First Samurai" DLC, with his hatred taking the form of Kshin Koji cleansed once and for all, upon heading back to their own time, the Sohayamaru, the sword used to defeat Otakemaru and passed down through the generations after, loses its luster for good, no longer able to allow for Time Travel]].

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* TheMagicGoesAway: [[spoiler: After [[spoiler:After Otakemaru's true final defeat in "The First Samurai" DLC, with his hatred taking the form of Kshin Koji cleansed once and for all, upon heading back to their own time, the Sohayamaru, the sword used to defeat Otakemaru and passed down through the generations after, loses its luster for good, no longer able to allow for Time Travel]].Travel]].
* {{Mukokuseki}}: Ethnically Japanese, but players can make them look like they were of European or African descent through character customization.

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** Version 1.20 then added 3 very practical additions with Blue Moon, Omnislice, and Light in Darkness. It had very few Skills that used the "Guard+Quick Attack" input (Haze and Leaf Glide are restricted to mid stance, Sword of Discernment was the only other Skill that used that input), until adding Kurama Sword Dance, Severing Spin, and Blue Moon/Omnislice. Two of these are hidden Skills.

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** Version 1.20 then added 3 very practical additions with Blue Moon, Omnislice, and Light in Darkness. It had very few Skills skills that used the "Guard+Quick Attack" input (Haze and Leaf Glide are restricted to mid stance, Sword of Discernment was the only other Skill skill that used that input), until adding Kurama Sword Dance, Severing Spin, and Blue Moon/Omnislice. Two of these are hidden Skills.skills.



* BladeSpam: Omnislice, repurposed from the first game's Living Weapon-exclusive Skill, Quadrisect. It slices so quickly that enemies will not be able to guard the rest of the strikes if they get hit unlike most other Skills. The NecessaryDrawback is how long it takes to perform Omnislice from its parent Skill, Blue Moon.
** The hidden Skill Severing Spin creates a large sphere of slashes around you that would make [[VideoGame/DevilMayCry3DantesAwakening Vergil]] proud.
* BoringButPractical: Was firmly this until the Complete Edition of 2, when other weapons were taking more and more after Team Ninja's [[VideoGame/NinjaGaiden2004 grandfather series]], Sword was much more down to earth, but no less effective. Most exemplified by its Mystic Art, Sword of Execution, which just further increases damage dealt from behind with a Sword, when most other weapons' were impractical, niche, or just outright bad. The second game's DLC and updates later gave it plenty of powerful and flashy Skills.

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* BladeSpam: Omnislice, repurposed from the first game's Living Weapon-exclusive Skill, skill, Quadrisect. It slices so quickly that enemies will not be able to guard the rest of the strikes if they get hit unlike most other Skills. skills. The NecessaryDrawback is how long it takes to perform Omnislice from its parent Skill, skill, Blue Moon.
** The hidden Skill skill Severing Spin creates a large sphere of slashes around you that would make [[VideoGame/DevilMayCry3DantesAwakening Vergil]] proud.
* BoringButPractical: Was firmly this until the Complete Edition of 2, when other weapons were taking more and more after Team Ninja's [[VideoGame/NinjaGaiden2004 grandfather series]], Sword was much more down to earth, but no less effective. Most exemplified by its Mystic Art, Sword of Execution, which just further increases damage dealt from behind with a Sword, when most other weapons' were impractical, niche, or just outright bad. The second game's DLC and updates later gave it plenty of powerful and flashy Skills.skills.



* CounterAttack: There's a wide array of options for these, of which multiple can be set simultaneously should you desire despite most of these being limited to mid stance. Leaf Glide neutralizes an attack and grants an attack buff, but doesn't really allow for a powerful follow-up. Its mutually exclusive option, Haze, focuses on doing immediate damage. Oddly, Haze works on small skeleton warriors, but that is the only non-human enemy it affects (aside from the Kamaitachi's single attack mentioned below). Water Shadow is an alternate input option if a player prefers, and is generally easier to perform as its active window starts instantly. Backwave's benefit is that it doesn't have to compete with another Skill for its input, since it's a Timely Guard parry, being much safer than the other options and being the most practical way to execute [[BladeLock Tempest]]. Sword of Discernment is the odd one out, as it is an offensive Skill that has the ability to block attacks during the sheath poke at the start.

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* CounterAttack: There's a wide array of options for these, of which multiple can be set simultaneously should you desire despite most of these being limited to mid stance. Leaf Glide neutralizes an attack and grants an attack buff, but doesn't really allow for a powerful follow-up. Its mutually exclusive option, Haze, focuses on doing immediate damage. Oddly, Haze works on small skeleton warriors, but that is the only non-human enemy it affects (aside from the Kamaitachi's single attack mentioned below). Water Shadow is an alternate input option if a player prefers, and is generally easier to perform as its active window starts instantly. Backwave's benefit is that it doesn't have to compete with another Skill skill for its input, since it's a Timely Guard parry, being much safer than the other options and being the most practical way to execute [[BladeLock Tempest]]. Sword of Discernment is the odd one out, as it is an offensive Skill skill that has the ability to block attacks during the sheath poke at the start.



** Izuna Drop in the original game is this, as nothing previously suggested bosses could drop Skills, and it was the only Skill that dropped; the other hidden drop was a Ninjutsu.

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** Izuna Drop in the original game is this, as nothing previously suggested bosses could drop Skills, skills, and it was the only Skill skill that dropped; the other hidden drop was a Ninjutsu.



* JackOfAllStats: Steady damage-per-second, burst damage, crowd control, counters, (eventually) respectable reach, decent pressure and ki breaking capability. There are few categories it's not already beat by another weapon type, but you'd be hard pressed to find a weapon that has it all and without having to fight over which Skills to assign to its slots, despite how many choices Sword has.

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* JackOfAllStats: Steady damage-per-second, burst damage, crowd control, counters, (eventually) respectable reach, decent pressure and ki breaking capability. There are few categories it's not already beat by another weapon type, but you'd be hard pressed to find a weapon that has it all and without having to fight over which Skills skills to assign to its slots, despite how many choices Sword has.



* MagikarpPower: Especially in ''2'', it suffers more from its EarlyGameHell without its plethora of Skills, lacking reach and damage in particular, as well as having to suffer the rarity of Skill drops from bosses later in the game. The necessity of all of its Skills coming together makes earning its Skill Points a great exercise in patience. It eventually comes around to becoming an incredibly versatile weapon.

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* MagikarpPower: Especially in ''2'', it suffers more from its EarlyGameHell without its plethora of Skills, skills, lacking reach and damage in particular, as well as having to suffer the rarity of Skill skill drops from bosses later in the game. The necessity of all of its Skills skills coming together makes earning its Skill Points a great exercise in patience. It eventually comes around to becoming an incredibly versatile weapon.



* SpinningPiledriver: Izuna Drop, the only secret Skill, available to Sword in the original game. The sequel would also give Fists the ability to use it too.

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* SpinningPiledriver: Izuna Drop, the original game's only secret Skill, skill, was exclusively available to Sword in the original game.Sword. The sequel would also give Fists the ability to use it too.



* SwordAndFist: A number of Skills involve kicking, the [[ExactlyWhatItSaysOnTheTin Kick]], namely. Heaven Flash requires the user to kick off an enemy to jump up, and the hidden Skill Kurama Sword Dance mixes a kick in with a graceful sword combo. Shadow Sword has Hide swing their ''sheath'' like a haymaker. Most of these emphasize doing ki damage more than health damage.
* WeakButSkilled: Within its own skill tree, Sword lacks any abilties that dominate each other in effectiveness, so there's no one Skill that can carry a player. Playing Sword effectively requires becoming familiar with its vast amount of Skills, and it has one of the most diverse distribution of Skill inputs. Sword best embodies the "easy to learn, difficult to master" sentiment among the weapon types but it's not quite a SkillGateCharacter since it being easy to learn doesn't necessarily make it ''good'' at the start either, especially compared to some other weapons. High-level play with Sword will look more like effortlessly dismantling threats with a constantly changing variety of abilities than simply using the "strong" ones.

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* SwordAndFist: A number of Skills skills involve kicking, the [[ExactlyWhatItSaysOnTheTin Kick]], namely. Heaven Flash requires the user to kick off an enemy to jump up, and the hidden Skill skill Kurama Sword Dance mixes a kick in with a graceful sword combo. Shadow Sword has Hide swing their ''sheath'' like a haymaker. Most of these emphasize doing ki damage more than health damage.
* WeakButSkilled: Within its own skill tree, Sword lacks any abilties that dominate each other in effectiveness, so there's no one Skill skill that can carry a player. Playing Sword effectively requires becoming familiar with its vast amount of Skills, skills, and it has one of the most diverse distribution of Skill skill inputs. Sword best embodies the "easy to learn, difficult to master" sentiment among the weapon types but it's not quite a SkillGateCharacter since it being easy to learn doesn't necessarily make it ''good'' at the start either, especially compared to some other weapons. High-level play with Sword will look more like effortlessly dismantling threats with a constantly changing variety of abilities than simply using the "strong" ones.



* AttackAttackAttack: Its Skills lend itself to mounting offensives that only end when you run out of ki. Winter Wind allows Dual Swords to use ki pulses as an advancing attack. Even a guarding enemy can't stop it, as Moon Shadow deals an incredible amount of ki damage to blocking enemies, and is only usable when bouncing off blocking enemies too. One of its Mystic Arts simply reduces ki consumption as you attack, further encouraging Dual Swords users to stay in the fight, it's even called Momentum!
* BalanceBuff: It was already a solid weapon, so ''2'' only added Dual Dragon. However, including hidden Skills, that adds another four, it had the most hidden Skills until the DLC chapters released, giving Sword a total of six hidden Skills.

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* AttackAttackAttack: Its Skills skills lend itself to mounting offensives that only end when you run out of ki. Winter Wind allows Dual Swords to use ki pulses as an advancing attack. Even a guarding enemy can't stop it, as Moon Shadow deals an incredible amount of ki damage to blocking enemies, and is only usable when bouncing off blocking enemies too. One of its Mystic Arts simply reduces ki consumption as you attack, further encouraging Dual Swords users to stay in the fight, it's even called Momentum!
* BalanceBuff: It was already a solid weapon, so ''2'' only added Dual Dragon. However, including hidden Skills, skills, that adds another four, it had the most hidden Skills skills until the DLC chapters released, giving Sword a total of six hidden Skills.skills.



* BifurcatedWeapon: The hidden Skill Double-Headed Slice has Hide [[spoiler:or Tokichiro]] connect the two swords at the hilt and twirls it around for many hits.

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* BifurcatedWeapon: The hidden Skill skill Double-Headed Slice has Hide [[spoiler:or Tokichiro]] connect the two swords at the hilt and twirls it around for many hits.



* EverythingsBetterWithSpinning: It would be easier to list the Skills that ''didn't'' involve spinning, but Spinning Dragon in particular puts the rest to shame by flying into the air while spinning at incredible speed, and then spinning back down, it's rather evocative of a Magatsu Warrior's attack. Mind's Eye adds a spin as a mostly-invulnerable safety net when dodging in low stance.

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* EverythingsBetterWithSpinning: It would be easier to list the Skills skills that ''didn't'' involve spinning, but Spinning Dragon in particular puts the rest to shame by flying into the air while spinning at incredible speed, and then spinning back down, it's rather evocative of a Magatsu Warrior's attack. Mind's Eye adds a spin as a mostly-invulnerable safety net when dodging in low stance.



* SkillGateCharacter: As mentioned above, Sign of the Cross is incredibly powerful, while also being able to be fully mastered [[DiscOneNuke as early as after the second Main Mission]]. In fact, most of its Active Skills are available by the time you reach Adept Mastery. Combine this with God of Wind II as a basic combo finisher, and Mind's Eye to help dodge and you have an incredibly simple, but core moveset that can deal with most enemies even in the learning stages of the game. However, it also has little else going for it. Many of its counters conflict with each other, with The Shrike generally being the most useful with a near-instant activation window allowing players to use it on reflex, on top of leaving most enemies grounded for a Final Blow afterward. An experienced Dual Swords user can get great returns on Water Sword and Double-Headed Slice, but Skills like Mortal Flow and Raijin have far less speed and reach than the rest of its moveset, so its moveset can feel a bit more limited compared to other weapons.

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* SkillGateCharacter: As mentioned above, Sign of the Cross is incredibly powerful, while also being able to be fully mastered [[DiscOneNuke as early as after the second Main Mission]]. In fact, most of its Active Skills are available by the time you reach Adept Mastery. Combine this with God of Wind II as a basic combo finisher, and Mind's Eye to help dodge and you have an incredibly simple, but core moveset that can deal with most enemies even in the learning stages of the game. However, it also has little else going for it. Many of its counters conflict with each other, with The Shrike generally being the most useful with a near-instant activation window allowing players to use it on reflex, on top of leaving most enemies grounded for a Final Blow afterward. An experienced Dual Swords user can get great returns on Water Sword and Double-Headed Slice, but Skills skills like Mortal Flow and Raijin have far less speed and reach than the rest of its moveset, so its moveset can feel a bit more limited compared to other weapons.



* TheArtifact: Spear Flourish is the earliest example of a ki pulse attack in the series, but its condition was simply ki pulsing in high stance. Later equivalent Skills would add a forward input while ki pulsing to execute, letting players better control when they wish to activate them, this can make Spear feel a bit clunkier to work around in comparison. This is also why the Mystic Art Fluidity is actively avoided by Spear players, since it makes ''every'' ki pulse, something that should theoretically speed up recovery, longer by adding an attack, forcing players to ki pulse by dodging otherwise.
* BalanceBuff: ''2'' removing weapons bouncing off walls benefitted Spear the most, allowing them to make use of their wide crowd control swings in tight spaces without recoil. The added skills include Rainbow Ruse, which gives low stance even more mobility, and a brief moment of invulnerability (and a more sensible input than Spear Flourish) as well as Resounding Lunge, except this one hasn't been very useful even though it's been buffed. Its two hidden Skills, Bracing Breeze and Triple Threat, both dropped by Maeda Toshiie are highly practical. The former being a counter with near-instant activation window, the latter having superior reach and damage compared to many of its other Skills.

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* TheArtifact: Spear Flourish is the earliest example of a ki pulse attack in the series, but its condition was simply ki pulsing in high stance. Later equivalent Skills skills would add a forward input while ki pulsing to execute, letting players better control when they wish to activate them, this can make Spear feel a bit clunkier to work around in comparison. This is also why the Mystic Art Fluidity is actively avoided by Spear players, since it makes ''every'' ki pulse, something that should theoretically speed up recovery, longer by adding an attack, forcing players to ki pulse by dodging otherwise.
* BalanceBuff: ''2'' removing weapons bouncing off walls benefitted Spear the most, allowing them to make use of their wide crowd control swings in tight spaces without recoil. The added skills include Rainbow Ruse, which gives low stance even more mobility, and a brief moment of invulnerability (and a more sensible input than Spear Flourish) as well as Resounding Lunge, except this one hasn't been very useful even though it's been buffed. Its two hidden Skills, skills, Bracing Breeze and Triple Threat, both dropped by Maeda Toshiie are highly practical. The former being a counter with near-instant activation window, the latter having superior reach and damage compared to many of its other Skills.skills.



* CombatPragmatist: Outspacing enemies with Spear's reach is not only easy, but wholly recommended. Combining Triple Threat with the Stability Mystic Art gives it utterly massive reach, letting you attack even large yokai from a safe distance. Other Skills include Body Swap, throwing enemies' backs to you, and Entangle, which sweeps their feet.

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* CombatPragmatist: Outspacing enemies with Spear's reach is not only easy, but wholly recommended. Combining Triple Threat with the Stability Mystic Art gives it utterly massive reach, letting you attack even large yokai from a safe distance. Other Skills skills include Body Swap, throwing enemies' backs to you, and Entangle, which sweeps their feet.



* JustFrameBonus: Triple Threat becomes much more powerful if you time the following thrusts based on a perfect ki pulse. It's a bit unusual for being treated as a ki pulse within the Skill's attacks. Despite this, the proper version of the Skill can be executed even if Reckless Slice (increases damage of a Skill but removes the ability to ki pulse after it) is applied to it.

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* JustFrameBonus: Triple Threat becomes much more powerful if you time the following thrusts based on a perfect ki pulse. It's a bit unusual for being treated as a ki pulse within the Skill's skill's attacks. Despite this, the proper version of the Skill skill can be executed even if Reckless Slice (increases damage of a Skill skill but removes the ability to ki pulse after it) is applied to it.



* ShoutOut: Windmill looks an awful lot like [[VideoGame/SamuraiWarriors Maeda Keiji's Charge Attack 4]], funnily enough, in ''Nioh 2'' he uses it as a miniboss too.

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* ShoutOut: Windmill looks an awful lot like [[VideoGame/SamuraiWarriors Maeda Keiji's Keiji's]] [[SpinAttack Charge Attack 4]], funnily enough, in ''Nioh 2'' he uses it as a miniboss too.



* BalanceBuff: Between the original and ''2'', it was probably the worst off of all weapon types with the least amount of changes despite arguably needing them the most. Southpaw is an unremarkable combo finisher, and the hidden Skill Spirit Storm offered little as a counter. Version 1.20 added a practical and quick finisher with High Kick, which follows into Tidebreaker. Spinning Slide is an evasive counter that works on any attack, which was sorely needed with how much more complicated enemy attacks became in ''2'', allowing Axe users to quickly charge their big hits after doing so.
* DishingOutDirt: A number of Axe Skills' area of effect property comes from driving it through the ground to kick debris up alongside the shockwaves the impacts make.
* DropTheHammer: A subtype within the Axe classification. They possess the blunt weapon damage modifier (-25% less health damage, +25% ki damage), and scale with Constitution as a secondary stat, with Courage being a minimal tertiary stat.

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* BalanceBuff: Between the original and ''2'', it was probably the worst off of all weapon types with the least amount of changes despite arguably needing them the most. Southpaw is an unremarkable combo finisher, and the hidden Skill skill Spirit Storm offered little as a counter. Version 1.20 added a practical and quick finisher with High Kick, which follows into Tidebreaker. Spinning Slide is an evasive counter that works on any attack, which was sorely needed with how much more complicated enemy attacks became in ''2'', allowing Axe users to quickly charge their big hits after doing so.
* DishingOutDirt: A number of Axe Skills' skills' area of effect property comes from driving it through the ground to kick debris up alongside the shockwaves the impacts make.
* DropTheHammer: A subtype within the Axe classification. They possess the blunt weapon striking damage modifier (-25% less health damage, +25% ki damage), damage, shared by wooden weapons, Tonfas, Fists, and Splitstaves), and scale with Constitution as a secondary stat, with Courage being a minimal tertiary stat.



* MultiformBalance: Downplayed, as using these Skills isn't required, but The Adamantine increases defense at the cost of movement speed, Rage increases power at the cost of ki consumption, while Battle Focus decreases attack ki consumption by increasing dodge ki consumption. Since there are only 3 of these Axe-specific buffs, one can be applied to each stance.

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* MultiformBalance: Downplayed, as using these Skills skills isn't required, but The Adamantine increases defense at the cost of movement speed, Rage increases power at the cost of ki consumption, while Battle Focus decreases attack ki consumption by increasing dodge ki consumption. Since there are only 3 of these Axe-specific buffs, one can be applied to each stance.



* SituationalDamageAttack: Lumber Chop deals its best damage when hitting at the end of the weapon towards the axehead, being too close deals suboptimal damage.

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* SituationalDamageAttack: Lumber Chop deals its Attacks deal the best damage when hitting at the end of the weapon towards the axehead, being too close deals suboptimal damage.



Short sickles with a long chain and metal weight attached to the end of them, which allows for attacking at both long and short range. By default, scales primarily with Dexterity, followed by Skill, then minimally by Strength.



* BalanceBuff: ''2'' adding Serpent Bite and Bird of Prey which are hardly must-haves, but the two hidden skills, Second Wind and Water Drop add interesting options for attacks, the former providing a grapple for enemies who try to back away being close to getting winded, and the latter adding an escape or chasing option in the air after Leaping Strike.
** Version 1.20 added Hornet Sting, a follow-up attack to the Timely Guard skill, and Deadly Mark, a risky skill that has long recovery if it whiffs but does great damage while homing in on the target.
* CounterAttack: Waterfall is the most traditional example in its class, Serpent Bite and Bird of Prey are skills that can block at the start, and Masterful Guard is a Timely Guard parry. Weirdly, Masterful Guard didn't have any proper follow-up to it till Hornet Sting was added.
* MechanicallyUnusualFighter: Of the original five weapon types, there aren't any parallels to draw to any other weapon from ''VideoGame/DarkSouls'', so it may seem like a bit of an oddity in how it handles. With the exception of high stance, sickle strikes are relegated to strong attacks, and quick attacks are entirely with the weight. It's also one of the only weapons that uses the "Hold Quick Attack" input for a skill, and having a variety of skills that involve pulling enemies toward you or vice versa depending on their size. It has many traits of a FragileSpeedster archetype, but has some rather powerful high-commitment attacks, as well as Reaper, which is stationary like Dual Swords' Water Sword, and doesn't slash as fast as it, but doesn't inflict as severe knockback and does a deceptively large amount of ki damage as well. Bird of Prey is also a unique high stance specific counter, the kind of skill that would normally be exclusive to mid stance.
* MultiformBalance: Downplayed like Axe, there are three Kusarigama-specific buffs, so one can be assigned to each stance, but they aren't required to use. Summer Twilight is alternate take on a GlassCannon buff, increasing attack but increasing ki damage taken, rather than health damage taken. Autumn Dusk [[FragileSpeedster decreases dodge ki consumption while decreasing defense]], and Winter Dawn increases ki damage dealt while increasing attack ki consumption.
* {{Shoryuken}}: Leaping Strike. Unfortunately, it lacks invulnerability, but you can still use it to dodge some attacks in an unorthodox manner. You can then follow-up with a Drop Attack or if you've got the hidden skill Water Drop, execute an angled [[DivingKick dive kick]].
* ShownTheirWork: With the exception of maybe [[DiscOneNuke Reaper]], most of your damage (and ki damage) on a Kusarigama will come from the metal weight. Historically, due to farming sickles being ill-suited for combat, they were mostly an improvised solution, what with farmers being one of the most common disguises for ninja. They were just there as a backup if someone somehow got past the chain weight, which is a big "if" considering how dangerous it was. [[RuleOfCool Throwing the sickle, on the other hand, is just pure fantasy indulgence]].
* WrestlerInAllOfUs: The hidden follow-up skill Second Wind [[YouWillNotEvadeMe pulls enemies in if it ki breaks them]], and then delivers an epic body slam.



* AttackAttackAttack: The Unbroken passive allows you to immediately follow a Skill with another Skill or even any normal attack. This can also be used to change stances mid-combo as necessary, creating combos as long as your ki allows. In addition, Rising Gale allows you to attack with your ki pulses, and its Skills are generally ''better'' at closing distance than most other weapons, allowing them to stay right in their faces. The Unbowed Mystic Art reduces ki consumption when activating Unbroken in fights. It's quite welcome considering how high the ki consumption on this weapon is by default.

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* AttackAttackAttack: The Unbroken passive allows you to immediately follow a Skill skill with another Skill skill or even any normal attack. This can also be used to change stances mid-combo as necessary, creating combos as long as your ki allows. In addition, Rising Gale allows you to attack with your ki pulses, and its Skills skills are generally ''better'' at closing distance than most other weapons, allowing them to stay right in their faces. The Unbowed Mystic Art reduces ki consumption when activating Unbroken in fights. It's quite welcome considering how high the ki consumption on this weapon is by default.



* CounterAttack: Takedown, [[CoolButInefficient as cool as it is to launch people into air and slam them into the ground between your legs]], only works on human enemies. Opportunist on the other hand, works on just about any attack and is much more adaptable, being able to weave it between enemy combos and allowing you to stand your ground. Defensive Drop requires you to set up by laying prone and then catching the enemy strike with your legs.
* DeathOrGloryAttack: Limitless sets your ki to zero the moment you initiate the Skill, where even the slightest breeze ''will'' wind you. It delivers a rather satisfying [[PunchedAcrossTheRoom wallop]] that will stagger even large Yokai if it didn't kill them, even better if you somehow manage to land a back attack with it.
* DifficultButAwesome: For someone coming from the slower and methodical ''[[VideoGame/DarkSouls Souls]]'' series, the actions-per-minute, having to remember all the combos or which stances Skills are applied, and switching stances on the fly to suit the situation can seem rather overwhelming. On the other hand, a FightingGame player is likely going to feel right at home, being able to switch from offense to defense in the same breath. It's a veritable MasterOfAll, ''if'' you find your way around its enormous ki consumption.

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* CounterAttack: Takedown, [[CoolButInefficient as cool as it is to launch people into air and slam them into the ground between your legs]], legs, [[CoolButInefficient only works on human enemies.enemies]]. Opportunist on the other hand, works on just about any attack and is much more adaptable, being able to weave it between enemy combos and allowing you to stand your ground. Defensive Drop requires you to set up by laying prone and then catching the enemy strike with your legs.
* DeathOrGloryAttack: Limitless sets your ki to zero the moment you initiate the Skill, skill, where even the slightest breeze ''will'' wind you. It delivers a rather satisfying [[PunchedAcrossTheRoom wallop]] that will stagger even large Yokai if it didn't kill them, even better if you somehow manage to land a back attack with it.
* DifficultButAwesome: For someone coming from the slower and methodical ''[[VideoGame/DarkSouls Souls]]'' series, the actions-per-minute, having to remember all the combos or which stances Skills skills are applied, and switching stances on the fly to suit the situation can seem rather overwhelming. On the other hand, a FightingGame player is likely going to feel right at home, being able to switch from offense to defense in the same breath. It's a veritable MasterOfAll, ''if'' you find your way around its enormous ki consumption.



* JustFrameBonus: Beyond Infinity is a long and powerful combo Skill that attacks faster if you press the input for the next attack right as your fists glimmer.

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* JustFrameBonus: Beyond Infinity is a long and powerful combo Skill skill that attacks faster if you press the input for the next attack right as your fists glimmer.



* ManaDrain: Wolf Claw has Hide drive their hand into the enemy, gaining a large amount of Anima after. Oddly, this Skill is not a grapple.
* NecessaryDrawback: Beyond Infinity's sheer power is held back twofold by its length, risk of retaliation is an obvious one, but it also prevents you from refreshing Unbroken, and if you've maxed out its stacks, it'll likely run out by the time you finish using the Skill. Regardless, it's not a significant drawback because the Skill is absurdly powerful.

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* ManaDrain: Wolf Claw has Hide drive their hand into the enemy, gaining a large amount of Anima after. Oddly, this Skill skill is not a grapple.
* NecessaryDrawback: Beyond Infinity's sheer power is held back twofold by its length, risk of retaliation is an obvious one, but it also prevents you from refreshing Unbroken, and if you've maxed out its stacks, it'll likely run out by the time you finish using the Skill. skill. Regardless, it's not a significant drawback because the Skill skill is absurdly powerful.



* WolverineClaws: Claws exist as a subtype within the Fists category. They lose the blunt weapon modifier, but are required to execute the hidden Skill Tiger Claws. This is the only Skill whose usage requires a specific weapon subtype. Refashioning Fists into Claws doesn't count either. Generally, the claws attached to the knuckle-side of the gloves are reasonably sized, but they can get pretty ludicrous, ''especially'' the Falcon Claws.

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* WolverineClaws: Claws exist as a subtype within the Fists category. They lose the blunt striking weapon modifier, but are required to execute the hidden Skill skill Tiger Claws. This is the only Skill skill whose usage requires a specific weapon subtype. Refashioning Fists into Claws doesn't count either. Generally, the claws attached to the knuckle-side of the gloves are reasonably sized, but they can get pretty ludicrous, ''especially'' the Falcon Claws.

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* FloatingLimbs: In his demon form, he has several floating hands hovering around him, two of them wielding two of his three swords.



* RaymanianLimbs: In his demon form, he has several floating hands hovering around him, two of them wielding two of his three swords.
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* CounterAttack: Takedown, [[CoolButInefficient as cool as it is to launch people into air and slam them into the ground between your legs]], only works on human enemies. Opportunist on the other hand, works on just about any attack and is much more adaptable, being able to weave it between enemy combos and allowing you to stand your ground.
* DeathOrGloryAttack: Limitless sets your ki to zero the moment you initiate the Skill, even the slightest breeze ''will'' wind you. It delivers a rather satisfying [[PunchedAcrossTheRoom wallop]] that will stagger even large Yokai if it didn't kill them, even better if you somehow manage to land a back attack with it.

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* CounterAttack: Takedown, [[CoolButInefficient as cool as it is to launch people into air and slam them into the ground between your legs]], only works on human enemies. Opportunist on the other hand, works on just about any attack and is much more adaptable, being able to weave it between enemy combos and allowing you to stand your ground.
ground. Defensive Drop requires you to set up by laying prone and then catching the enemy strike with your legs.
* DeathOrGloryAttack: Limitless sets your ki to zero the moment you initiate the Skill, where even the slightest breeze ''will'' wind you. It delivers a rather satisfying [[PunchedAcrossTheRoom wallop]] that will stagger even large Yokai if it didn't kill them, even better if you somehow manage to land a back attack with it.



* NecessaryDrawback: Beyond Infinity's sheer power is held back twofold by its length, risk of retaliation is an obvious one, but it also prevents you from refreshing Unbroken, and if you've maxed out its stacks, it'll likely run out by the time you finish using the Skill.

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* NecessaryDrawback: Beyond Infinity's sheer power is held back twofold by its length, risk of retaliation is an obvious one, but it also prevents you from refreshing Unbroken, and if you've maxed out its stacks, it'll likely run out by the time you finish using the Skill. Regardless, it's not a significant drawback because the Skill is absurdly powerful.



** Takedown looks very similar to Holds from VideoGame/DeadOrAlive.

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** Takedown looks very similar to Holds from VideoGame/DeadOrAlive.''VideoGame/DeadOrAlive''.



** The grapple is ''awfully'' reminiscent of [[Film/IpMan Ip Man's]] signature NoHoldsBarredBeatdown from the original movie.
** Tiger Claws itself is taken wholesale from [[VideoGame/NinjaGaiden32012 Ninja Gaiden 3: Razor's Edge]], even if it's slower.

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** The grapple is ''awfully'' reminiscent of [[Film/IpMan ''[[Film/IpMan Ip Man's]] Man's]]'' signature NoHoldsBarredBeatdown from the original movie.
** Tiger Claws itself is taken wholesale from [[VideoGame/NinjaGaiden32012 ''[[VideoGame/NinjaGaiden32012 Ninja Gaiden 3: Razor's Edge]], Edge]]'', even if it's slower.

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* BalanceBuff: Received very minimal changes between the first and second game (Shadow Sword, Sword of Celerity, and the hidden True and Through). When the second game's DLC chapters came out, it kept receiving more hidden skills all the way through the final DLC. Version 1.20 then added 3 very practical additions with Blue Moon, Omnislice, and Light in Darkness. It had very few Skills that used the "Guard+Quick Attack" input (Haze and Leaf Glide are restricted to mid stance, Sword of Discernment was the only other Skill that used that input), until adding Kurama Sword Dance, Severing Spin, and Blue Moon/Omnislice. Two of these are hidden Skills.

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* BalanceBuff: Received very minimal changes between the first and second game (Shadow Sword, Sword of Celerity, and the hidden True & Through and Through).Dragon Fang). When the second game's DLC chapters came out, it kept receiving more hidden skills all the way through the final DLC.
**
Version 1.20 then added 3 very practical additions with Blue Moon, Omnislice, and Light in Darkness. It had very few Skills that used the "Guard+Quick Attack" input (Haze and Leaf Glide are restricted to mid stance, Sword of Discernment was the only other Skill that used that input), until adding Kurama Sword Dance, Severing Spin, and Blue Moon/Omnislice. Two of these are hidden Skills.Skills.
** These updates also normalized all of the weapon tree passives among all weapons. Previously Sword's passives were almost entirely defensive focused, lacking passives such as increasing damage when at max health.



* JackOfAllStats: Steady damage-per-second, burst damage, crowd control, counters, (eventually) respectable reach, decent pressure and ki breaking capability. There are few categories it's not already beat by another weapon type, but you'd be hard pressed to find a weapon that has it all and without having to fight over which Skills to assign to its slots, despite how many choices Sword has.



* ManaDrain: Saito Yoshitatsu's [[ImpaledWithExtremePrejudice Dragon Fang grapple]] restores a large amount of Anima when Hide uses it, and loses Anima if Yoshitatsu uses it on them.



A highly aggressive and mobile weapon type that boasts a high hit count with its attacks. By default, scales primarily with Skill, followed by Heart, then Strength.



* AttackAttackAttack: Its Skills lend itself to mounting offensives that only end when you run out of ki. Winter Wind allows Dual Swords to use ki pulses as an advancing attack. Even a guarding enemy can't stop it, as Moon Shadow deals an incredible amount of ki damage to blocking enemies, and is only usable when bouncing off blocking enemies too. One of its Mystic Arts simply reduces ki consumption as you attack, further encouraging Dual Swords users to stay in the fight, it's even called Momentum!
* BalanceBuff: It was already a solid weapon, so ''2'' only added Dual Dragon. However, including hidden Skills, that adds another four, it had the most hidden Skills until the DLC chapters released, giving Sword a total of six hidden Skills.
** Version 1.20 added Winter Wind and Spinning Dragon.
* {{BFS}}: Special mention goes to the Yamanba's "Knives" which are larger than most ''katanas'', fit more for the size of [[VideoGame/SilentHill2 Pyramid Head]]. There's also [[spoiler:Daitoren & Shotoren, wielded by Otakemaru and dropped by Nightmare Bringer]], which are incredibly large even after being scaled to your size.
* BifurcatedWeapon: The hidden Skill Double-Headed Slice has Hide [[spoiler:or Tokichiro]] connect the two swords at the hilt and twirls it around for many hits.
* CounterAttack: Even more than Sword, Demon Thrust, Piercing Wheel, the hidden Punish the Proud, Heavenly Flow, Earthly Flow, and the Shrike.
* DamnYouMuscleMemory: Water Sword requires ButtonMashing to keep slashing. In ''2'', you simply hold the button to extend the slashes.
* EverythingsBetterWithSpinning: It would be easier to list the Skills that ''didn't'' involve spinning, but Spinning Dragon in particular puts the rest to shame by flying into the air while spinning at incredible speed, and then spinning back down, it's rather evocative of a Magatsu Warrior's attack. Mind's Eye adds a spin as a mostly-invulnerable safety net when dodging in low stance.
* IaijutsuPractitioner: If Sword didn't have four Sheathed Active Skills, it would count as this more than Sword proper. For some reason, Sign of the Cross activates faster than Sword's Iai Quickdraw and travels farther too. Sign of the Cross II, which makes it ''even faster'' is available as early as completing the ''Novice'' Dojo Mastery Mission, where Sword needs Adept Dojo Mastery in to perform it even half as fast as Sign of the Cross. Sign of the Cross even has a hidden upgrade called Ultimate Sign of the Cross [[spoiler:also performed by Tokichiro]].
* JustFrameBonus: God of Wind III turns the finishing slash into a faster and more powerful double slash while also throwing human enemies off balance, if timed properly after the roundhouse kick.
* ManaDrain: Saito Yoshitatsu's [[ImpaledWithExtremePrejudice Dragon Claw grapple]] restores a large amount of Anima when Hide uses it, and loses Anima if Yoshitatsu uses it on them.
* RoyalRapier: The Tarobo Kanemitsu comes with a rapier in the offhand, the model is reused from Maria's.
* SituationalSword: Water Sword can output a truly disgusting amount of damage, but its short range and stationary nature means the enemy will have to be backed up against a wall, ki broken, large enough that it won't be hit out of range, or more likely some combination of the three conditions.
* SkillGateCharacter: As mentioned above, Sign of the Cross is incredibly powerful, while also being able to be fully mastered [[DiscOneNuke as early as after the second Main Mission]]. In fact, most of its Active Skills are available by the time you reach Adept Mastery. Combine this with God of Wind II as a basic combo finisher, and Mind's Eye to help dodge and you have an incredibly simple, but core moveset that can deal with most enemies even in the learning stages of the game. However, it also has little else going for it. Many of its counters conflict with each other, with The Shrike generally being the most useful with a near-instant activation window allowing players to use it on reflex, on top of leaving most enemies grounded for a Final Blow afterward. An experienced Dual Swords user can get great returns on Water Sword and Double-Headed Slice, but Skills like Mortal Flow and Raijin have far less speed and reach than the rest of its moveset, so its moveset can feel a bit more limited compared to other weapons.



A common infantry weapon due to its practicality and lesser usage of iron boasting superior reach. By default, scales primarily with Constitution, followed by Strength and Skill.



* AbsurdlySharpBlade: As always, Honda Tadakatsu's Tombokiri's FlavorText describes the mythical event of a dragonfly that flew into the spear's blade at rest and cut itself in two. The extra range added to thrusts with the Stability Mystic Art translates to the [[RazorWind spear making the air around its thrusts sharp enough to cut just as well]].
* TheArtifact: Spear Flourish is the earliest example of a ki pulse attack in the series, but its condition was simply ki pulsing in high stance. Later equivalent Skills would add a forward input while ki pulsing to execute, letting players better control when they wish to activate them, this can make Spear feel a bit clunkier to work around in comparison. This is also why the Mystic Art Fluidity is actively avoided by Spear players, since it makes ''every'' ki pulse, something that should theoretically speed up recovery, longer by adding an attack, forcing players to ki pulse by dodging otherwise.
* BalanceBuff: ''2'' removing weapons bouncing off walls benefitted Spear the most, allowing them to make use of their wide crowd control swings in tight spaces without recoil. The added skills include Rainbow Ruse, which gives low stance even more mobility, and a brief moment of invulnerability (and a more sensible input than Spear Flourish) as well as Resounding Lunge, except this one hasn't been very useful even though it's been buffed. Its two hidden Skills, Bracing Breeze and Triple Threat, both dropped by Maeda Toshiie are highly practical. The former being a counter with near-instant activation window, the latter having superior reach and damage compared to many of its other Skills.
** Bracing Breeze was also subject to this too, funnily enough. Originally, enemies would always recover from hitstun just in time to dodge out of the counter attack, just as players would if Toshiie countered them with this, out of fairness to the player. Slightly speeding it up for the player made it hit much more consistently.
** Version 1.20 added Cull the Herd, an alternate high risk, high reward follow-up to Flying Monkey, and Fatal Thrust, another charging rush that automatically grapples human enemies if the attack depletes their ki.
* BoringButPractical: "Playing it safe" in ''Nioh'' usually brings to mind Spear's mid stance strong attacks, decently powerful thrusts with good speed and reach that kept it from reflecting off walls. It became less prevalent by ''2'', but you'll still see some new players rely on this while they adjust to the EarlyGameHell.
* BladeOnAStick: But of course, if you got it from a Koroka, it's a blade on an oversized tobacco pipe.
* CombatPragmatist: Outspacing enemies with Spear's reach is not only easy, but wholly recommended. Combining Triple Threat with the Stability Mystic Art gives it utterly massive reach, letting you attack even large yokai from a safe distance. Other Skills include Body Swap, throwing enemies' backs to you, and Entangle, which sweeps their feet.
* ImpaledWithExtremePrejudice: Merciless Barrage lets you effortless toss enemies high into the air before making a human kebab out of them and tossing them through the dirt. If that didn't kill them, you'll get a free Final Blow after.
* JustFrameBonus: Triple Threat becomes much more powerful if you time the following thrusts based on a perfect ki pulse. It's a bit unusual for being treated as a ki pulse within the Skill's attacks. Despite this, the proper version of the Skill can be executed even if Reckless Slice (increases damage of a Skill but removes the ability to ki pulse after it) is applied to it.
* MechanicallyUnusualFighter: Most weapons' running attacks are similar to the start of that stance's combo, but without the ability to combo. Spear's high stance running attack is a surprisingly quick upward slice that doesn't resemble any of their high stance attacks at all, and is also great for combo filler. Like Sword, it is also the only other weapon that possesses a low stance sidespin dodge that has faster recovery than the usual step dodge.
* {{Nerf}}: Spear Flourish had its hitstun reduced in ''2'' to prevent infinite combos on some enemies.
* NotTheIntendedUse: Chidori's main gimmick is that if the first hit ki breaks a human, they'll be launched up into a powerful thrust combo while they're in the air. Given [[AwesomeButImpractical how hard that is]], the more common use is to use it on yokai that are large enough that the thrusts can still hit them for high damage, launch capability be damned.
* ShoutOut: Windmill looks an awful lot like [[VideoGame/SamuraiWarriors Maeda Keiji's Charge Attack 4]], funnily enough, in ''Nioh 2'' he uses it as a miniboss too.



A heavy weapon that excels in bursts of damage. By default, scales primarily with Stamina, followed by Courage, and minimally with Strength.



* BalanceBuff: Between the original and ''2'', it was probably the worst off of all weapon types with the least amount of changes despite arguably needing them the most. Southpaw is an unremarkable combo finisher, and the hidden Skill Spirit Storm offered little as a counter. Version 1.20 added a practical and quick finisher with High Kick, which follows into Tidebreaker. Spinning Slide is an evasive counter that works on any attack, which was sorely needed with how much more complicated enemy attacks became in ''2'', allowing Axe users to quickly charge their big hits after doing so.
* DishingOutDirt: A number of Axe Skills' area of effect property comes from driving it through the ground to kick debris up alongside the shockwaves the impacts make.
* DropTheHammer: A subtype within the Axe classification. They possess the blunt weapon damage modifier (-25% less health damage, +25% ki damage), and scale with Constitution as a secondary stat, with Courage being a minimal tertiary stat.
* MightyGlacier: While the stance system generally tries to make sure that every weapon has access to every necessary type of attack rather than keeping them within their usual archetypes, Axe is still this. The Adamantine further emphasizes it, increasing defense in exchange for movement speed.
* MultiformBalance: Downplayed, as using these Skills isn't required, but The Adamantine increases defense at the cost of movement speed, Rage increases power at the cost of ki consumption, while Battle Focus decreases attack ki consumption by increasing dodge ki consumption. Since there are only 3 of these Axe-specific buffs, one can be applied to each stance.
* NoSell: The Adamantine also makes you ImmuneToFlinching. In terms of offense, it is one of the few weapons (the only among the original five) whose mid stance attacks are not deflected by blocking enemies.
* SituationalDamageAttack: Lumber Chop deals its best damage when hitting at the end of the weapon towards the axehead, being too close deals suboptimal damage.
* SpinAttack: Mad Spinner. Stacking ki consumption reduction can let you perform it for quite a long time.
* [[PunchedAcrossTheRoom Thrown Across the Room]]: Cloud Crush takes enemies for a spin before throwing them with the centrifugal force. Unfortunately, since the original game the launch angle has been nerfed downward, so it'll be unlikely to throw anyone into a BottomlessPit.




to:

* ManaDrain: Saito Yoshitatsu's [[ImpaledWithExtremePrejudice Dragon Horn grapple]] restores a large amount of Anima when Hide uses it, and loses Anima if Yoshitatsu uses it on them.



Introduced in the DLC "Darkness in the Capital" from ''2''

to:

Introduced in the DLC "Darkness in the Capital" from ''2''''2''. Not to be confused with the weaponless, bare-handed attacks, these are gloves designed for devastating hand-to-hand martial arts (called "Tekko" in Japanese). By default, they scale primarily with Strength, followed by Dexterity, and minimally with Heart.


Added DiffLines:

* AnArmAndALeg: The Demon Arm Fists, Watanabe no Tsuna's weapon of choice, really is just a female yokai's (implied to be Ibaraki Doji) severed arm, with a matching opposite for good measure. If you unlock the weapon's thoughts, [[{{Irony}} she's not really pleased being used to beat other Yokai to death]].
* AttackAttackAttack: The Unbroken passive allows you to immediately follow a Skill with another Skill or even any normal attack. This can also be used to change stances mid-combo as necessary, creating combos as long as your ki allows. In addition, Rising Gale allows you to attack with your ki pulses, and its Skills are generally ''better'' at closing distance than most other weapons, allowing them to stay right in their faces. The Unbowed Mystic Art reduces ki consumption when activating Unbroken in fights. It's quite welcome considering how high the ki consumption on this weapon is by default.
* BalanceBuff: As if it needed one. Nonetheless, Version 1.20 adds Wolf Claw and Beyond Infinity to its moveset.
* CounterAttack: Takedown, [[CoolButInefficient as cool as it is to launch people into air and slam them into the ground between your legs]], only works on human enemies. Opportunist on the other hand, works on just about any attack and is much more adaptable, being able to weave it between enemy combos and allowing you to stand your ground.
* DeathOrGloryAttack: Limitless sets your ki to zero the moment you initiate the Skill, even the slightest breeze ''will'' wind you. It delivers a rather satisfying [[PunchedAcrossTheRoom wallop]] that will stagger even large Yokai if it didn't kill them, even better if you somehow manage to land a back attack with it.
* DifficultButAwesome: For someone coming from the slower and methodical ''[[VideoGame/DarkSouls Souls]]'' series, the actions-per-minute, having to remember all the combos or which stances Skills are applied, and switching stances on the fly to suit the situation can seem rather overwhelming. On the other hand, a FightingGame player is likely going to feel right at home, being able to switch from offense to defense in the same breath. It's a veritable MasterOfAll, ''if'' you find your way around its enormous ki consumption.
* GatheringSteam: Unbroken increases your damage as you chain combos together, stacking up to ten times. You can extend the timer with perfect ki pulses if you're not able to press the attack.
* JustFrameBonus: Beyond Infinity is a long and powerful combo Skill that attacks faster if you press the input for the next attack right as your fists glimmer.
** Opportunist II adds an additional attack with a "one-inch punch"-like variation for timing the follow-up to the counterattack properly.
* ManaDrain: Wolf Claw has Hide drive their hand into the enemy, gaining a large amount of Anima after. Oddly, this Skill is not a grapple.
* NecessaryDrawback: Beyond Infinity's sheer power is held back twofold by its length, risk of retaliation is an obvious one, but it also prevents you from refreshing Unbroken, and if you've maxed out its stacks, it'll likely run out by the time you finish using the Skill.
* NerfArm: The Scampuss Fists stand out as the sole example in the entire series, which otherwise takes weapon depiction seriously.
* ShoutOut: Where to even begin?
** Fists of Reckoning is very obviously a [[Manga/HajimeNoIppo Dempsey Roll]].
** Beyond Infinity takes a few cues from [[VideoGame/FatalFury Geese Howard's]] Deadly Rave, albeit much easier here.
** Opportunist evokes [[VideoGame/StreetFighterIII the classic fighting game]] parry stance.
** Takedown looks very similar to Holds from VideoGame/DeadOrAlive.
** The mid stance strong attacks perform a "Dragon Kick" followed by the distinctive bounce-step similar to [[BruceLeeClone Jann Lee]], also from the above series.
** The grapple is ''awfully'' reminiscent of [[Film/IpMan Ip Man's]] signature NoHoldsBarredBeatdown from the original movie.
** Tiger Claws itself is taken wholesale from [[VideoGame/NinjaGaiden32012 Ninja Gaiden 3: Razor's Edge]], even if it's slower.
* SpinningPiledriver: The only other weapon besides Sword that can use the Izuna Drop.
* WolverineClaws: Claws exist as a subtype within the Fists category. They lose the blunt weapon modifier, but are required to execute the hidden Skill Tiger Claws. This is the only Skill whose usage requires a specific weapon subtype. Refashioning Fists into Claws doesn't count either. Generally, the claws attached to the knuckle-side of the gloves are reasonably sized, but they can get pretty ludicrous, ''especially'' the Falcon Claws.

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