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.

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 user's nodachi before doing a large smacking two-handed slash to the left.
 * , R1 (Ultimate only): Sends down a cutting wave with an inward left-hand wave, followed by another one via a two-handed left slash. Another possible form of his Tsubame Gaeshi.

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 do a lot of thrusting attacks with it, but typically he uses it like 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.

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, some players like the improvement it brings to Kojirō, some however don't like to not make use of Kojirō's Critical hit with him being a technique character, and add Air instead.

In the recent title, Kojirō still plays the same, though his new special attack enables him to clear crows 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.