Kojirō Sasaki/Movesets

All the movesets for Kojirō Sasaki in the Warriors franchise.

Samurai Warriors 2: Empires

 * undefined: Kojirō swings his sword back then delivers a powerful diagonal slash.
 * , undefined: An upward slash that launches the enemy up.
 * ,, undefined: Kojirō swings his sword back then delivers a powerful downward slash.
 * ,, , undefined: A shockwave that knocks enemies away.
 * ,, , , undefined: Jumps in the air making multiple tornadoes circle Kojirō.
 * ,, , , , undefined: Grabs the handle, and back of the sword and drives it forward in a charge.
 * ,, , , , , undefined: A grab attack that impales the enemy, Kojirō then throws them forward, dashes up to them before they hit the floor and slashes them.
 * ,, , , , , , undefined: Kojirō holds his sword to the left then jumps forward and spins around hitting enemies in a 360 area with great range.
 * Kojirō does slow upward slashes while advancing on the enemy.
 * R1 + : Braces himself then quickly dashes through the enemies with a slash to the right.
 * R1 + undefined: Whistles for his horse.

Ground Moveset

 * , : A midair inward slash to his left diagonal at the ground.
 * , undefined : Falls down with his nodachi in an upright planting fashion, causing a quake to hit downed foes with.
 * Dashing : The only non-charge attack to involve his broadsword(s). Steps/advances forward while sliding to a brake where he gestures his free left-hand to summon a broadsword forward and downward to knockback his foe(s), similar to his C1.
 * R1 + : Kojirō charges for a moment and performs his Tsubame Gaeshi (Swallow Return). He does an unblockable upward cut from a quick downward swing.
 * R1 + undefined : Using a bit of Musou, Kojirō prepares to take a step back as he gestures with his blade outward to the right, temporarily making himself invisible. If he attacks, the effect will wear off but his attack will be stronger.
 * Personal Skill : (Intimidation) Shockwave produced when entering special stance.

Mounted Moveset

 * , undefined: Swings a broadsword straight down.
 * ,, undefined: Swings a broadsword forward at a downward at an angle.
 * ,, , undefined: Sends two broadswords flying directly in front of him.
 * ,, , , , , , : Three swings with his spear before he stabs multiple times towards his right.


 * Warriors Orochi 2
 * ,, , , R1: Another form of his Tsubame Gaeshi. Spins his broadswords in front of him in a manner similar to two windmills next to each other (along with ripples from his C7 flashing on his blades), grinding his foes in between. Launches foes upward.


 * R1 (Counter): All in one quick move, Kojirō rears back to summon his broadswords as they spin like a windwill to knockback foes in a similar manner to a shield or barrier of sorts.


 * Triple Attack 1: Conjures gusts of air by telekinetically hurling both swords in a cross formation.
 * Triple Attack 2: Summons swords that spin around rapidly, creating a tornado in the process.
 * Triple Attack 3: Sends out a long current of air via slash.


 * Warriors Orochi 3
 * R1: Creates a large projection of his nodachi as he rears back during a delay before doing a large two-handed slash to the left, which knocks back with a crashing effect.
 * , R1 (Ultimate only): Sends down at a diagonal angle a bladed wind-ring that sucks in enemies with an inward left-hand wave, followed by cutting wave via a two-handed left slash to slash away at any gathered enemies. Another possible form of his Tsubame Gaeshi.

Samurai Warriors 4
Mighty strike is the same as Deadlock Attack. Moveset returns with some changes.


 * ,, , , , , , undefined: Conjures multiple red and black swords to orbit above and around the area in front of him before slicing to his front.
 * Finisher changes to summon five glowing red and black demonic swords that float about in front of him a few moments, before spiraling forward to slash at his opponents.
 * Rage Attack/Musou Gokui effect: Activates Ultimate/Kaidan Musou if is used. Performs ending pose for previous  if the effect ends without activating Ultimate/Kaidan Musou.
 * (Ultimate/Kaidan): Summons two broadswords that stand straight up, and then begin spinning around his body while damaging opponents. This generates a black and red aura under him that spreads out a great distance, forming a red and black pool of energy under him and his enemies, continuously dealing damage. He then holds his hand up into the air, the two broad swords shoot straight up into the sky, this action summoning countless black and red energy swords to follow the two broadswords, continuing to damage enemies while also sending them flying.

Hyper Moveset

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Samurai Warriors
His Empires moveset combines elements from Mitsuhide, Ranmaru, and Kenshin's movesets. His chain is based on Kenshin save for the last 4 hits which are Mitushide. Of his charges, his C1 is borrowed from Nagamasa Azai's C1 and uses Sakon Shima's C3 as his C3. His C2, C4, C6, and Musou are all Kenshin's moves while his C5, C7, and C8 are all Mitsuhide's. His R1+ and his ending stance after finishing his Musou attack are like Ranmaru's.

His moveset is flexible and rather plain with few really flashy moves, but useful in many situations, as most of his attacks hits large groups, but also tend to break defense, making them good against general and crowd alike. C4, C5, and C8 hit large areas in a 360 degree area making them ideal in dealing with crowds quickly. As for generals all three of his last charges break guards, with the last two even damaging blocking generals. C7 is a grab attack with a small area, but as it is a grab a guard is useless if it connects, and C8 is an attack that breaks guard on impact and hits twice, so if a general guards, his block will be broken in the first swing, and he'll be open for the second. Another note is his R1 + does a lot of damage to its target (about twice that of an average charge attack), which means while it is easily guarded against it is also recommended for generals

As far as what works best with Kojirō, Ice is one recommended element for the fact that it doubles the damage of his special making it very potent, doing 4 times the damage of what Kojiro's Charge attacks would do. Another recommended element is the death element, as some of his charges hits large crowds it kills a large portion of them. Everything else on a weapon boils down to personal preference.

In the Xtreme Legends expansion, Kojirō's fighting style differs in regards to which of his two weapons he is using; his nodachi or his two magic broadswords that can appear in place of his nodachi and sending in the air by distance control. When using his nodachi (mostly in his regular attacks) he attacks with reasonably wide sweeps and very precise attacks, this gives him an overall good range but makes it hard to hit with some of his attacks, particularly when he is using thrust attacks. When using his magic broadswords (only in charge attacks) his range becomes exceptional, hitting both far out in front of him and far around him.

His nodachi attacks could be compared to fencing as he does a lot of thrusting attacks with it, but typically he uses it like how any other sword-user uses their swords. His broadswords cannot really be compared to a fighting style as he never actually wields them; they appear trans dimensionally and he simply moves his hand to move them, as if he is directing them with his hands.

Overall, Kojirō is very versatile due to his two weapons but his precise attacks can make him difficult to master, however, as this only applies to a few of his moves he is a great crowd clearer and suitable for most players. The Ice element does wonders to keep enemies in place for him to rack up damage a la area-of-effect style, and his Musou and charge attacks enable him to fight at almost any range.

Warriors Orochi
In Warriors Orochi 2, Kojirō makes an appearance with his Xtreme Legends style moveset. He is largely the same, but relies even heavier on his charge attacks. His new special attack is not too useful, so Kojirō has a chance to use his Musou often which is still as powerful as in Xtreme Legends. In his weapons however Range is worthless, as with Oichi, Kojirō's attacks aren't considered within the length of his weapon, and so none is added to his charge attacks. Ice is debatable to add, as some players like the improvement it brings to Kojirō. However, due to some unfavorable usage of Kojirō's Critical Hit with him being a Technique character, prefer to add the Air attribute instead. He also doesn't have much with his R1 special, seeing in that it has a bit of a high musou cost and the damage isn't much worth it.

In the 3rd title, Kojirō still plays the same, though his new special attack enables him to clear crowds well, albeit being slow. He's been brought up to most if not several characters' levels and vice versa, making him a solid choice as before, but not as powerful as in the past. His new R1 special is also much slower than is original one, but it works great with more range and gives good breathing room.