Dynasty Warriors 6/Weapon Movesets

From Koei Tecmo Wiki
Sun Shang Xiang wielding the bow in battle.

Several characters in Dynasty Warriors 6 share the same weapon movesets albeit with minor differences. Dynasty Warriors 6: Special later gave six characters unique weapon movesets, leaving two of the eight shared weapon categories with only one owner.

Shared Weapons

* indicates a character who initially started out with a cloned moveset until receiving their own weapon in Dynasty Warriors 6: Special.

Legend

Attack Button Input
Square Renbu String Infinite Square
Triangle Renbu String Infinite Triangle
Charge Attack Hold Triangle
Musou Attack Circle
True Musou Attack Low Health + Circle
Dash Attack Dashing + Square
Dash Charge Dashing + Triangle
Jump Attack X Square
Jump Charge X Triangle
Evasion R1
Grapple Attack L1 + Square
Grapple Charge L1 + Triangle
Counter Attack Counter + L1 + Square
Counter Charge Counter + L1 + Triangle
Deadlock Attack Deadlock + Square
Horse Charge Attack Riding Horse + Triangle
Horse Normal Attack Riding Horse + Square Square Square Square Square Square
Horse Musou Attack Riding Horse + Circle


Movesets

Keys: Square Normal Attack • Triangle Charge Attack Circle Musou X Jump/Mount

Spear

Main Attacks
Square Renbu String 1: Launches three swings and a frontal stab.
Square Renbu String 2: Similar to the first Square Renbu string, but adds a diagonal slash to the lower left, a spinning swipe leading up to a rightward round slice, and a slanted strike using the spear's blunt end.
Square Renbu String 3: Similar to the second Square Renbu string, but includes a low slash to the right and two twirling swipes done back and forth.
Square Renbu String Infinite: Similar to the third Square Renbu string, but includes six criss-crossing upward strikes. Sun Ce's version sends out several energy waves in a row, giving it more range.
Triangle Renbu String 1: Unleashes two diagonal spin swipes in a row.
Triangle Renbu String 2: Similar to the first Triangle Renbu string, but adds another diagonal spin swipe. Zhang He's version of this attack adds a pink flowery tornado around him for additional range, though it will not be able to damage gates and obstacles as a result.
Triangle Renbu String 3: Similar to the second Triangle Renbu string, but adds another diagonal spin swipe. Zhang He's version of this attack adds a pink flowery tornado around him for additional range, though it will not be able to damage gates and obstacles as a result. Both Taishi Ci and Sun Ce send out a diagonal energy wave forward with their iterations of the move, but this also prevents the attack from being able to properly dent through stronghold gates.
Triangle Renbu String Infinite: Similar to the third Triangle Renbu string, but includes a thrust that has different properties depending on the user performing the move. Ma Chao's version sends out a linear shockwave traveling forward. Zhang He's version has him hurl another flowery tornado forward instead. Taishi Ci sends out a conal wind gust that cuts down on distance in favor of more coverage. Sun Ce unleashes a wide radial burst that damages surrounding foes.
Charge Attack: Performs a wide twirling spin slash. Some users are able to produce special effects with it once their Renbu gauge is full. Zhang He's version lets out a dome of frigid energy that freezes enemies solid. Sun Ce's version releases a diagonal energy wave forward.
Musou Attacks
Musou Attack: Does an empowered version of the first to third Square Renbu string repeatedly with the chain's lone thrust releasing a small energy projectile each time. The finisher is comprised of a side twirl followed up by a frontal thrust releasing a medium projectile forward. Every user's accompanying finisher is different with Ma Chao triggering a fire elemental tremor via low stab, Zhang He emitting an icy shockwave while posing, Taishi Ci generating a large burst of energy on the floor, and Sun Ce projecting both a mobile shockwave forward and a larger wave of energy radiating around him.
True Musou Attack: Similar to the regular Musou attack, but adds the fire attribute to each hit.
Auxiliary Attacks
Dash Attack: Does a low slash to the right.
Dash Charge: Hits foes with a slanted spin swipe while hopping forward.
Jump Attack: Does a downward swipe to the right while leaping in mid-air.
Jump Charge: Hovers in the air with spear lifted up, then smashes it on the ground below. Each spear wielder adds their own unique spin to the attack with Ma Chao inflicting a minor tremor that burns foes, Zhang He producing a slamming effect, Taishi sending out a mobile shockwave traveling forward, and Sun Ce creating a mid-range shockwave burst.
Evasion: Rolls forward on the ground.
Grapple Attacks
Grapple Attack: Does a simple stab. If the attack connects, the user will perform several crouching slices done in looping motions before doing one last thrust while holding spear from behind.
Grapple Charge: Performs an ascending spin slash. If the attack connects, the user will impale their target's torso before knocking them away with a circular slash.
Counter Attack: Rams upward with spear held horizontally.
Counter Charge: Performs a hopping spin slash to counter enemy attacks.
Deadlock Attack: Jump kicks into foe while pole vaulting before knocking them away with a single spear swipe.
Horse Attacks
Horse Charge Attack: Launches a fierce swing towards the right. Can be performed while in the middle of doing the normal horse attack string.
Horse Normal Attack: Delivers a series of rightward swipes while on horseback. The number of hits can be increased by filling up the Renbu gauge.
Horse Musou Attack: Unleashes multiple swipes to the right, ending the assault with one last powerful swing.

Fighting Style

Spear wielders are mobile mid-ranged warriors who can handle various situations. Their normal attacks use both ends of their weapon and are more prone to stabbing during later Renbu levels. Their charge attacks spin the character forward, and the running version is useful for breaking down obstacles. While they may take time to get used to, their grapples are very useful for close-ranged encounters. Compared to the polearm users, these fighters work best by capitalizing their reach for all-out attacks.

The main downside to the spear's fighting style lies in its need for running space. For instance, performing their charge attacks while near a cliff may not be the best idea. Also, their charges leave them open for an attack as they cannot react until they have landed from their spins. They also do not possess many anti-air defenses and are left open to many aerial opponents.

Polearm

Main Attacks
Square Renbu String 1: Unleashes four slashes from left to right with the last two done in a more upward angle.
Square Renbu String 2: Similar to the first Square Renbu string, but adds a turning swing, a slice to the lower right, a round leftward swipe, and a jab using the pike's blunt end.
Square Renbu String 3: Similar to the second Square Renbu string, but includes a slash aimed slightly to the lower right, a slanted swing to the upper left, and two circular swipes with the second one done more diagonally.
Square Renbu String Infinite: Similar to the third Square Renbu string, but adds six one-handed spin slashes done in wide slanted arcs.
Triangle Renbu String 1: Lands two hefty strikes to the right and left.
Triangle Renbu String 2: Similar to the first Triangle Renbu string, but adds another powerful swing towards the right. Xu Huang's version is accompanied by a tremor effect for added range. Cao Ren's version releases an energy wave infused with lightning.
Triangle Renbu String 3: Similar to the second Triangle Renbu string, but adds another powerful swing towards the left. Xu Huang's version is accompanied by a tremor effect for added range. Cao Ren's version releases an energy wave infused with lightning. Lu Meng's version lets out a fiery energy wave directed to the ground, causing it to erupt and burn nearby enemies. Ling Tong's version lets out an icy energy wave that freezes foes in their tracks.
Triangle Renbu String Infinite: Similar to the third Triangle Renbu string, but includes a ground slam by driving pike to the earth. Guan Ping's version unleashes a powerful burst of energy around him. Xu Huang's version produces a larger tremor. Cao Ren's version launches a bursting shockwave traveling on the earth at a somewhat short distance. Lu Meng's version creates a fiery shockwave that sets enemies on fire. Ling Tong's version lets out a massive freezing current radiating from him.
Charge Attack: Performs a sliding diagonal slash. Users can produce unique effects with this attack once their Renbu rank reaches a certain threshold. Guan Ping's version unleashes a powerful burst of energy around him once he reaches infinite rank. Xu Huang's version produces a violent quake effect once he attains third rank. Cao Ren's version releases an electric energy wave traveling at a considerable distance provided he reaches infinite rank. Lu Meng's version lets out a fiery energy wave directed to the ground upon reaching third rank. Ling Tong's version fires an ice elemental energy wave that can freeze foes momentarily.
Musou Attacks
Musou Attack: Does an empowered version of the first to third Square Renbu string repeatedly with the last motions comprised of two horizontal slashes done back and forth and a unique finisher for each user. Guan Ping releases a circular burst of energy by hopping up and slamming the ground. Xu Huang produces a large tremor that causes dirt and debris to come flying out. Cao Ren launches a bursting shockwave traveling on the earth. Lu Meng causes a fiery blast to erupt. Ling Tong's version lets out a massive burst of cold energy that freezes surrounding enemies solid.
True Musou Attack: Similar to the regular Musou attack, but adds the fire attribute to each hit.
Auxiliary Attacks
Dash Attack: Lands a quick diagonal smack with the pike's bottom end.
Dash Charge: Delivers a running overhead slash directed at the ground with each user yielding a different effect for added variety. Guan Ping's version produces a fiery quake effect that sets foes in front of him on fire. Xu Huang's version leaves behind a tremor that knocks enemies down. Cao Ren's version sends out a dark energy wave surging with electricity. Lu Meng's version releases a fiery fissure moving forward. Ling Tong's version fires an ice elemental energy wave.
Jump Attack: Does a frontal round swing angled downward.
Jump Charge: Rises slightly in mid-air before smashing the ground with pike's bladed end. Guan Ping, Xu Huang, and Ling Tong produce tremors that cause dirt to fly out. Cao Ren's version leaves behind a slamming effect. Lu Meng's version creates a fiery surge that sets nearby foes ablaze.
Evasion: Dives to the ground and rolls over to evade enemy attacks.
Grapple Attacks
Grapple Attack: Does a quick diagonal bash with weapon's bottom end. If it connects, the opponent will be impaled and left anchored to the pike's bladed end. The user then proceeds to knock their victim upwards.
Grapple Charge: Delivers a slow stab to the front. If the attack successfully hits a foe, the user will pivot around to smack their target with the pike's bottom shaft before hurling them away afterwards.
Counter Attack: Swats enemies back with an upward swipe while holding pike horizontally.
Counter Charge: Does a swirling spin slash to knock nearby enemies down.
Deadlock Attack: Impales foe, turns to their side, and flings them off from pike.
Horse Attacks
Horse Charge Attack: Launches a powerful swipe towards the right. Can be performed while in the middle of doing the normal horse attack string.
Horse Normal Attack: Delivers several hefty swings to the right while on horseback. The number of hits can be increased by filling up the Renbu gauge.
Horse Musou Attack: Unleashes multiple swipes to the right, ending the barrage with one last hefty strike.

Fighting Style

Similar to the spear, polearm users are user-friendly fighters who can use the medium range of their weapon to close in on foes. Warriors in this style, however, use less movement during their attacks and are slightly slower during their strikes. Their grapples also have a more shallow starting range than the spear, rendering them slightly harder to time with during confrontations.

To compensate for the polearm's insufficient speed, many of their attacks have a longer range than the spear fighters, making them strong defensive fighters with various poking mind games. Their running charge attack can either be used to break an enemy's guard during duels or to clear a small crowd of guards. They continue to share the spear's disadvantages regarding attacks from the air and also require a longer setup to continue their combos.

Sword

Main Attacks
Square Renbu String 1: Lands a counterclockwise spin slash, a diagonal swipe forward, a second spin attack done clockwise, and a thrust that lets out a small air projectile.
Square Renbu String 2: Similar to the first Square Renbu string, but adds two turning slashes with sword held upward followed by another thrust.
Square Renbu String 3: Similar to the second Square Renbu string, but adds a diagonal slash across, a quick stab while standing on one leg, and a horizontal round swing to the right.
Square Renbu String Infinite: Similar to the third Square Renbu string, but includes a series of graceful twirling slices done in a criss-crossing manner with one hand.
Triangle Renbu String 1: Does a stationary slicing motion that lifts opponents to the air.
Triangle Renbu String 2: Similar to the first Triangle Renbu string, but adds two twirling slashes without moving.
Triangle Renbu String 3: Similar to the second Triangle Renbu string, but adds a swipe that releases an energy wave traveling forward.
Triangle Renbu String Infinite: Similar to the third Triangle Renbu string, but includes a hopping spin strike as the combo finisher. Cao Pi's version generates an ice current that can freeze surrounding foes in an instant. Sun Quan's version releases a wider energy wave forward. Yuan Shao's version has him emit a radial shockwave to knock away surrounding foes.
Charge Attack: Performs a spin slash in the air followed by a stronger swing upon landing. Cao Pi's version releases an energy geyser upon reaching higher Renbu ranks. Sun Quan's version produces a massive energy burst radiating from him once he attains infinite rank. Yuan Shao's version unleashes a lightning-infused energy wave forward upon reaching third rank.
Musou Attacks
Musou Attack: Does an empowered version of the first to third Square Renbu string repeatedly. The assault ends with the user cartwheeling forward and somersaulting in the air, landing with both arms outstretched while kneeling on one knee. Each user has their own unique spin on the attack's finisher. Cao Pi and Yuan Shao's versions release a radial shockwave. Sun Quan's version unleashes a powerful blast on the ground.
True Musou Attack: Similar to the regular Musou attack, but adds the fire attribute to each hit.
Auxiliary Attacks
Dash Attack: Launches a spin attack with two slashes done during and after it.
Dash Charge: Performs a strong spinning cut done diagonally with the user starting low and aiming towards the upper right.
Jump Attack: Does a round downward slash to the right while in mid-air.
Jump Charge: Plummets down from the air and slams sword on the floor hard. Cao Pi's version produces a small slamming geyser. Sun Quan's version creates a circular energy burst. Yuan Shao's version sends out a mobile shockwave traveling on the floor.
Evasion: Rolls on the ground while holding sword horizontally.
Grapple Attacks
Grapple Attack: Unleashes a frontal stab. If it connects, the user will then follow up with a leftward slash, a hopping spin swipe, and a diagonal slicing motion while crouching down.
Grapple Charge: Performs a diagonal slash. If the attack hits, the user will then do two hopping spin kicks to send the target flying back.
Counter Attack: Does a frontal smack using sword's grip.
Counter Charge: Performs an acrobatic slash attack to counter enemy hits.
Deadlock Attack: Flips over opponent while rolling down their back, then slices them from behind before doing a spin kick.
Horse Attacks
Horse Charge Attack: Launches a powerful swing to the right while riding horse. Can be performed while in the middle of doing the normal horse attack string.
Horse Normal Attack: Delivers several sword swings to the right side. The number of hits can be increased by filling up the Renbu gauge.
Horse Musou Attack: Unleashes several swipes to the right, ending the barrage with one powerful strike.

Fighting Style

This moveset utilizes Chinese swordsmanship as the basis for most of its attacks. While the range of their moves are more narrow than others, they are executed quickly and capable of pressing a relentless offensive with standard combos. Users of this style are granted with ranged special attacks to better corner enemies, giving them an edge in siege battles.

These characters work best with patient players who can judge the enemy AI well and respond accordingly. Unless they hit higher Renbu levels, characters in this style may experience difficulty while fighting in crowds and may lose to quicker, long-ranged fighters.

Dao

Main Attacks
Square Renbu String 1: Does a round swing to the left, a slash to the lower right, a simple stab, and another diagonal swipe with weapon aimed closer to the rear.
Square Renbu String 2: Similar to the first Square Renbu string, but adds two diagonal swings to the right and two round slashes done almost horizontally.
Square Renbu String 3: Similar to the second Square Renbu string, but includes two more round slashes done back and forth and two turning swipes done diagonally.
Square Renbu String Infinite: Similar to the third Square Renbu string, but includes six wide diagonal slashes with one starting high and the other reversing their trajectory each time.
Triangle Renbu String 1: Lands a powerful stab to the target's torso followed by a diagonal slash. Huang Zhong's version sends out an ice elemental energy wave forward.
Triangle Renbu String 2: Similar to the first Triangle Renbu string, but adds an ascending swing to follow up the aforementioned diagonal slash. Huang Zhong's version sends out an ice elemental energy wave like the last one. Xiahou Yuan's version unleashes a fire energy wave to set enemies ablaze.
Triangle Renbu String 3: Similar to the second Triangle Renbu string, but adds a powerful ground slam. Both Huang Zhong and Xiahou Yuan produce tremors for their attacks while Zhou Tai unleashes a mobile shockwave traveling forward on the earth.
Triangle Renbu String Infinite: Similar to the third Triangle Renbu string, but launches a horizontal energy wave via two-handed slash. Huang Zhong's energy wave can freeze foes while Xiahou Yuan's is able to burn them instead.
Charge Attack: Does a single wide horizontal cut. Huang Zhong's version sends out an ice elemental energy wave forward upon reaching third rank or higher. Xiahou Yuan's version produces a fire energy wave upon attaining third rank.
Musou Attacks
Musou Attack: Does an empowered version of the first to third Square Renbu string repeatedly with the shared finisher comprised of a low spin slash done continuously before following up with a transitioning swipe and another spin slash done at the other direction. Unique effects are also applied with Huang Zhong emitting a dome of frigid air to freeze foes solid, Xiahou Yuan producing a fiery blast that sets foes ablaze, and Zhou Tai releasing an energy wave flying forward.
True Musou Attack: Similar to the regular Musou attack, but adds the fire attribute to each hit.
Auxiliary Attacks
Dash Attack: Lands a quick spin slash.
Dash Charge: Runs a few steps quicker while aiming sharp edge of blade forward. Has some recovery delay after execution.
Jump Attack: Does a quick diagonal slice while up in the air.
Jump Charge: Lifts blade up while in mid-air before slamming it hard on the ground. Huang Zhong's version produces a large tremor that knocks nearby foes away. Xiahou Yuan's version creates a slamming effect that unbalances enemies while setting them on fire.
Evasion: Rolls down on the ground to avoid enemy attacks.
Grapple Attacks
Grapple Attack: Thrusts free hand forward to opponent's chest. If the attack hits, the user will slam their target on the ground with an overhead slash before lifting them up to the air with an ascending swing. Zhou Tai's version unleashes a vertical energy wave forward.
Grapple Charge: Does a quick horizontal swipe. If the attack successfully connects, the user will spin around to entrap their target in a headlock before hurling them to the ground.
Counter Attack: Raises both arms wide while repelling an enemy's attack.
Counter Charge: Does a spinning slash while crouching down.
Deadlock Attack: Eviscerates foe with three different cuts while revolving around them, ending the assault with one last strike.
Horse Attacks
Horse Charge Attack: Does a two-handed swing towards the right before letting left hand go, leaving both arms outstretched. Can be performed while in the middle of doing the normal horse attack string.
Horse Normal Attack: Swings blade to the right back and forth repeatedly. The number of hits can be increased by filling up the Renbu gauge.
Horse Musou Attack: Unleashes a series of strong swings to the right, ending the assault with a powerful swipe.

Fighting Style

Warriors who use the dao have wider arcs in their attacks than sword wielders and usually hurl more air waves during higher Renbu levels. Their charge attacks can be used to pressure an officer and even double as a good crowd clearer. Being quite versatile, they can be used in almost any situation that focuses more on offense.

Agility-wise, dao users are slightly slower than sword users but move quicker than those who fight with maces. Their moveset is easy to use and a good choice for players testing short-ranged fighters for the first time. Their greatest flaw is that they lack attacks to cover their rear defenses and have slow recovery time from their dashing charge.

Mace

Main Attacks
Square Renbu String 1: Delivers two round swings to the right and left followed by two overhead strikes.
Square Renbu String 2: Similar to the first Square Renbu string, but adds two blunt jabs and a rotating swipe done sideways.
Square Renbu String 3: Similar to the second Square Renbu string, but adds three circular swings done at head level.
Square Renbu String Infinite: Similar to the third Square Renbu string, but includes a series of two-handed whirling swings done counterclockwise.
Triangle Renbu String 1: Delivers two powerful slams on the ground. Wei Yan's version produces green-colored wind pressures. Xu Zhu and Dong Zhuo's versions have them create tremors with each hit.
Triangle Renbu String 2: Similar to the first Triangle Renbu string, but adds another ground slam with slightly wider coverage. Wei Yan's version produces a wind pressure. Xu Zhu and Dong Zhuo's versions have them create wide tremors. Huang Gai's version lets out a fiery surge that sets enemies on fire.
Triangle Renbu String 3: Similar to the second Triangle Renbu string, but adds another ground slam with more coverage than the last one. Wei Yan's version produces a wind pressure. Xu Zhu and Dong Zhuo's versions have them create wide tremors. Huang Gai's version lets out a fiery surge that sets enemies on fire.
Triangle Renbu String Infinite: Similar to the third Triangle Renbu string, but includes a ground slam so wide and powerful that the user is lifted off their feet while performing it. Wei Yan's version produces a wind pressure. Xu Zhu and Dong Zhuo's versions have them create wide tremors. Huang Gai's version lets out a fiery surge that sets enemies on fire.
Charge Attack: Performs a wide swing. Wei Yan's version has him send out a green tornado filled with feathers once he attains third rank. Xu Zhu and Huang Gai's versions generate a radial shockwave around them after they reach higher Renbu ranks.
Musou Attacks
Musou Attack: Does an empowered version of the first to third Square Renbu string repeatedly. The assault ends with a continuous spin attack while holding mace behind neck and batting enemies away. Wei Yan's version unleashes a green feathery tornado moving forward while Huang Gai's version triggers a fiery explosion around him.
True Musou Attack: Similar to the regular Musou attack, but adds the fire attribute to each hit.
Auxiliary Attacks
Dash Attack: Does a diagonal swing aimed to the lower right.
Dash Charge: Attacks foes by rolling forward. Wei Yan and Xu Zhu can prolong their respective versions of this attack by tapping Triangle continuously after reaching second rank.
Jump Attack: Lands a downward swing to the front while up in the air.
Jump Charge: Drops down to smash the earth. Wei Yan's version produces a green-colored wind pressure. Xu Zhu and Dong Zhuo's versions create quaking tremors. Huang Gai's version unleashes a fiery blast that sets opponents on fire.
Evasion: Rolls forward on the ground to evade attacks.
Grapple Attacks
Grapple Attack: Does a short downward strike traveling in a vertical path. If the attack connects, the user will smack their weapon's handle unto their opponent's face repeatedly.
Grapple Charge: Shifts mace into right hand and grabs foe with the other hand. If it successfully connects, the user will lift target off their feet and drag them unceremoniously while walking around mace in a quick circle. It ends with the victim being thrown high into the air before being batted away with a strong swing.
Counter Attack: Rams mace's bottom end slightly upward.
Counter Charge: Launches a quick spin swipe to repel enemy attacks.
Deadlock Attack: Bashes the ground twice, sending foe flying onto the user's back before flinging them off with their shoulder.
Horse Attacks
Horse Charge Attack: Does a two-handed ground slam on the right. Can be performed while in the middle of doing the normal horse attack string.
Horse Normal Attack: Launches quick mace swings towards the right while on horseback. The number of hits can be increased by filling up the Renbu gauge.
Horse Musou Attack: Unleashes continuous mace swings to the right before finishing things off with a two-handed slam.

Fighting Style

Characters wielding maces are powerful close-ranged fighters. Lacking speed and range, they work best by constantly pressuring their enemies with overwhelming strikes. They have mighty grapples and power guards, plus their attacks can cover up weak spots well. Charge attacks double as a solid anti-air move and officer killer. Their running charge attack is a hard-to-aim rolling attack that is good for minor crowd control.

To further emphasize their assets, all characters with this moveset have the Swift Attack special, boosting attack power and granting Infinite Renbu. Though useful for solo encounters, they have difficulty retaining Renbu at a constant rate and may lose to enemies with longer reach. Being able to consistently maintain Renbu levels is no longer an issue in Empires, though mace wielders may not be as fast in taking over enemy bases due to their sluggishness.

Bow

Main Attacks
Square Renbu String 1: Fires a volley of three arrows traveling in a fan arc, then does a hopping turn before repeating the combo. The final volley is unleashed while crouching down. Also, the number of arrows increases as the user's Renbu rank rises.
Square Renbu String 2: Similar to the first Square Renbu string, but adds four more volleys of four arrows before doing a frontal flip. The first and last two are done at a lower position due to the user crouching whereas the second is performed while hopping and aimed diagonally downward. Also, the number of arrows increases as the user's Renbu rank rises.
Square Renbu String 3: Similar to the second Square Renbu string, but adds four more volleys. A spin kick is included in the middle of the combo followed by a simple hop done while firing. Yue Ying fires six arrows upon reaching this level while Sun Shang Xiang shoots five instead.
Square Renbu String Infinite: Similar to the third Square Renbu string, but adds six continuous volleys in a row. The user remains at a low position as they fire arrows repeatedly before rolling forward to repeat the cycle. Yue Ying fires six arrows upon reaching this level while Sun Shang Xiang shoots five instead.
Triangle Renbu String 1: Shoots an explosive arrow on the ground while standing with one leg bent, then follows up with a windmill kick forward.
Triangle Renbu String 2: Similar to the first Triangle Renbu string, but adds a powered shot fired at a low position.
Triangle Renbu String 3: Similar to the second Triangle Renbu string, but includes a downward explosive shot on the ground while leaping.
Triangle Renbu String Infinite: Similar to the third Triangle Renbu string, but includes a swift heel drop attack. Yue Ying's version leaves behind a tremor effect upon landing. Sun Shang Xiang's version produces a pink petal whirlwind around her for added range.
Charge Attack: Ducks low and fires multiple arrows in a frontal arc from left to right. The number of arrows increases as the user's Renbu rank rises.
Musou Attacks
Musou Attack: Does an empowered version of the first to third Square Renbu string repeatedly with each volley firing five arrows simultaneously. The move ends with the user launching one last volley in the air before doing an upside-down spinning kick and punching the ground upon landing. Yue Ying's version has her fire a beam of moonlight upward which then lands on her as she finishes the spinning kick motion. Sun Shang Xiang's version has several fiery arrows rain down around her for the final part of the attack.
True Musou Attack: Similar to the regular Musou attack, but adds the fire attribute to each hit.
Auxiliary Attacks
Dash Attack: Hops forward and fires a single arrow on the ground, causing it to explode.
Dash Charge: Launches a flying kick forward.
Jump Attack: Fires a volley of five arrows down on the ground.
Jump Charge: Flips in the air before launching an explosive arrow downward.
Evasion: Does a quick side flip to evade the enemy's assault.
Grapple Attacks
Grapple Attack: Fires a single arrow forward. If the attack connects with both user and target nearby, the former will unleash two spinning roundhouse kicks before firing an arrow while crouching. The arrow itself progressively travels upwards and causes the latter to fall backwards.
Grapple Charge: Fires a single arrow forward. If the attack connects with both user and target nearby, the former will cartwheel their legs onto the latter. With both ankles locked around the victim's neck, they proceed to throw them to the rear.
Counter Attack: Swats enemy back by swinging bow slightly upward.
Counter Charge: Knocks foes away by performing a clockwise spin kick.
Deadlock Attack: Fires two arrows while facing away from the target with the first one shot in a crouching position and the last one launched as the user arches their back and raises their left leg upward.
Horse Attacks
Horse Charge Attack: Shoots numerous arrows upward, causing them to rain down within the user's vicinity. Can be performed while in the middle of doing the normal horse attack string.
Horse Normal Attack: Fires detonating arrows to the right while on horseback. The number of hits can be increased by filling up the Renbu gauge.
Horse Musou Attack: Shoots detonating arrows repeatedly on one side before launching a hail of arrows raining down on the area.

Fighting Style

Archers have attacks with the longest range as well as good ground control. The majority of their attacks are stationary and cover the range of vision in front of them. As long as the player can judge distances well, they will likely win most of their battles against generals and crowds. The held charge attack is especially useful for clearing close-ranged enemies and obstacles since it is quick and multi-hitting.

The general style, however, has a weak deadlock attack and somewhat inconvenient grapples. They are usually used to gain more ground for the archer. They also do not posses many anti-air attacks and have difficult to use mounted attacks, leaving them better off on foot when facing enemy crowds.

Chain Whip

Main Attacks
Square Renbu String 1: Unleashes a series of whip strikes while spinning around.
Square Renbu String 2: Similar to the first Square Renbu string, but adds more spin slashes with a hop added in the middle of the combo.
Square Renbu String 3: Similar to the second Square Renbu string, but adds two whip slashes done while doing forward handstands, a ground strike that generates a petal whirlwind, and a single lash while walking.
Square Renbu String Infinite: Similar to the third Square Renbu string, but ends the combo by whipping the ground six times to produce forceful bursts with each strike. Zhen Ji's version produces a petal burst effect for each hit while Diao Chan's version makes use of a slamming effect.
Triangle Renbu String 1: Does an upward spin strike followed by a ground smash. Zhen Ji's version produces a petal burst effect for the second hit motion. Diao Chan's version, on the other hand, has the petal burst activated for the first hit while producing a slamming effect for the second one.
Triangle Renbu String 2: Similar to the first Triangle Renbu string, but adds a second ground smash while crouching. Zhen Ji's version produces a petal burst upon its execution. Diao Chan's version yields a normal slamming effect.
Triangle Renbu String 3: Similar to the second Triangle Renbu string, but includes a swing that sends out a flowery whirlwind moving forward. Zhen Ji's petal whirlwind has pink-colored winds and violet petals in contrast to Diao Chan's yellow winds and pink petals.
Triangle Renbu String Infinite: Similar to the third Triangle Renbu string, but includes a second flowery whirlwind following the previous one. Zhen Ji's petal whirlwind has pink-colored winds and violet petals in contrast to Diao Chan's yellow winds and pink petals.
Charge Attack: Spins around and rotates whip counterclockwise, hitting foes surrounding the user. Produces a radial shockwave once the user attains higher Renbu ranks.
Musou Attacks
Musou Attack: Does an empowered version of the first to third Square Renbu string repeatedly. The user then finishes up the assault by performing two spinning slashes while sliding, pulling off another spin slash at the opposite direction upon rising up, creating a flowery tornado as they initiate a spin kick, and generating a shockwave while casually tossing their hair. Zhen Ji's version releases a large ice current that freezes surrounding enemies. Diao Chan's version generates a radial shockwave that sends opponents flying back.
True Musou Attack: Similar to the regular Musou attack, but adds the fire attribute to each hit.
Auxiliary Attacks
Dash Attack: Creates a ground slam effect by quickly smacking the floor in front of the user.
Dash Charge: Hurls a petal whirlwind forward while doing a mobile spin. Zhen Ji's petal whirlwind has pink-colored winds and violet petals in contrast to Diao Chan's yellow winds and pink petals.
Jump Attack: Does a quick rotating strike while in mid-air. Can potentially daze foes.
Jump Charge: Rises high into the air in a graceful twirl, then spins around upon landing with both arms stretched upward as if doing a ballet dance. Though both users are enveloped within a petal whirlwind for the duration of the attack, Zhen Ji's petal whirlwind has pink-colored winds and violet petals in contrast to Diao Chan's yellow winds and pink petals.
Evasion: Does a hopping pirouette forward to evade attacks.
Grapple Attacks
Grapple Attack: Snaps whip forward. Should the attack connect, the user will latch onto the opponent's neck and hit them with two strikes.
Grapple Charge: Angles whip to hit foe from a low position. If the attack successfully hits, the user will wrap their whip on the enemy's foot and toss them high into the air. Upon landing face down, the victim is then struck down by a powerful lash. Zhen Ji's version produces a petal burst upon its execution. Diao Chan's version yields a normal slamming effect.
Counter Attack: Does a slight turn while repelling an enemy's attack.
Counter Charge: Performs an upward spin slash while hopping, then crouches down momentarily afterwards.
Deadlock Attack: Beats opponent into submission by rapidly twirling whip back and forth repeatedly before launching a roundhouse kick and a ground slam. Zhen Ji's version produces a petal burst for the final hit. Diao Chan's version yields a normal slamming effect instead.
Horse Attacks
Horse Charge Attack: Spins whip around to deliver a hard swing to the right. Can be performed while in the middle of doing the normal horse attack string.
Horse Normal Attack: Launches a series of whip swings towards the right while riding horse. The number of hits can be increased by filling up the Renbu gauge.
Horse Musou Attack: Unleashes continuous swings to the right before ending it with a stronger slash.

Fighting Style

Ladies who use the whip have an overall balanced moveset that works well in most encounters. Their attacks cover most of the area around them and have excellent reach. All of their charge attacks help with crowd clearing and dueling officers. Being great combo dealers, they can easily reach and maintain higher levels of Renbu.

However, whip wielders need time to perform their attacks and may leave themselves open to quicker attackers. Their normal dashing attacks are best used for breaking down obstacles. While their evade animation is unique, it has a shorter traveling distance than others and is difficult to use consecutively. Therefore, they are strong mid-ranged fighters who excel in higher level difficulties.

Staff

Main Attacks
Square Renbu String 1: Swings staff back and forth while moving forward in a wobbly manner.
Square Renbu String 2: Similar to the first Square Renbu string, but adds a spin swipe followed by three wilder swings. The combo ends with another spin.
Square Renbu String 3: Similar to the second Square Renbu string, but includes a wider swing and three more strikes done back and forth.
Square Renbu String Infinite: Similar to the third Square Renbu string, but includes six strikes that release a magical projectile with each swing. Pang Tong's version hurls gusts of wind forward while Zhang Jiao's version sends out fireballs.
Triangle Renbu String 1: Fires a magic projectile before tossing staff upward. Pang Tong's version sends out a gust of wind. Zhang Jiao's version releases a small fireball moving forward.
Triangle Renbu String 2: Similar to the first Triangle Renbu string, but adds a magic pillar conjured on the ground. Pang Tong's version produces a wind pressure in front of him. Zhang Jiao's version creates a fiery pillar to set foes ablaze.
Triangle Renbu String 3: Similar to the second Triangle Renbu string, but includes a protective field of magic surrounding the user. Pang Tong's version conjures a green tornado covering him. Zhang Jiao's version has him shroud himself within a fiery whirlwind.
Triangle Renbu String Infinite: Similar to the third Triangle Renbu string, but includes a large magical projectile hurled forward while causing the user to recoil. Pang Tong's version releases a funnel of wind traveling fast. Zhang Jiao's version causes a sphere of fire to manifest in front of him momentarily.
Charge Attack: Rotates staff around in an overhead manner twice. Pang Tong's version of the move conjures a green tornado around him and then another moving forward. Zhang Jiao's version releases jets of flame reminiscent of his old Musou attack from past titles.
Musou Attacks
Musou Attack: Does an empowered version of the first to third Square Renbu string repeatedly, then unleashes four bursts of energy followed by a powerful projectile sent forward. Pang Tong's version summons wind pressures followed by a funnel of wind. Zhang Jiao's version conjures four pillars of fire with the last two being larger and a stationary flaming sphere.
True Musou Attack: Similar to the regular Musou attack, but adds the fire attribute to each hit.
Auxiliary Attacks
Dash Attack: Swings staff downward while sliding briefly.
Dash Charge: Glides for a bit in the air as staff briskly revolves around the user clockwise.
Jump Attack: Does a simple downward strike while up in the air.
Jump Charge: Hovers in the air for a brief moment before launching a projectile downwards. Pang Tong hurls a concentrated gust of wind forward while Zhang Jiao sends out a fireball.
Evasion: Rolls on the floor to evade enemy attacks.
Grapple Attacks
Grapple Attack: Delivers a quick smack to the left. If the attack connects, the user will proceed to add two more strikes before levitating the target in a circular motion off their feet. After the victim has been raised slightly higher, they are then released and forced to land on the ground face down.
Grapple Charge: Does a strong jab using staff's head. Upon properly connecting the attack, the user will levitate the target and spin them in mid-air twice. It ends with the user sending them flying via projectile. Pang Tong's version sends out a gust of wind forward. Zhang Jiao's version releases a fireball.
Counter Attack: Interrupts enemy attacks by quickly extending both arms wide.
Counter Charge: Knocks away attacking foes by telekinetically manipulating staff to move around the user clockwise.
Deadlock Attack: Overwhelms target and surrounding foes by waving both hands repeatedly to conjure five magical bursts with the last one being slightly larger and more damaging. Pang Tong's version sends out numerous whirlwinds similar to his old Musou attack from previous games. Zhang Jiao's version creates flame tornadoes instead.
Horse Attacks
Horse Charge Attack: Conjures a magical burst on the right. Pang Tong's version creates a wind pressure. Zhang Jiao's version conjures a fire pillar. Can be performed while in the middle of doing the normal horse attack string.
Horse Normal Attack: Swings staff repeatedly to the right while on horseback. The number of hits can be increased by filling up the Renbu gauge.
Horse Musou Attack: Performs a series of powered swings while riding horse, ending the assault by creating a burst of magic power.

Fighting Style

Staff wielders are akin to "mage" characters in the game. Like Zhuge Liang, their moveset emphasizes sorcery and has fanciful levitating grapples. Their moveset is an eccentric mix of short to mid-ranged attacks, allowing players to comfortably adapt to most situations.

Their charge attack chain offers good crowd control and their held charge is generally useful for dueling officers. Similar to the mace-wielding characters, however, they lack speed and range during their normal attacks. Veteran players may handle this class the best due to its unorthodox set of moves.