Overview
Mouri Motonari ensures the opponent dies. Motonari is the best character in the game as well as one of the best characters in arc system works history. He has unblockable loops that he can very easily set up without resources that are completely inescapable in the corner. And while that is very powerful that doesn't compare to Motonari's greatest strength, his reinforcements. Motonari's reinforcements are game breaking because of their insane screen control along with how he can use them more than any other character which is bolstered by his reinforcement level gain rate which is the fastest in the game meaning that he gets level 100 reinforcements before most characters get level 51. He is also able to hit his own reinforcements, which gives him excellent screen control as well as a shockingly high amount of Basara gauge. And he can use his reinforcements and his ridiculous meter build to combo into his 214214C which is the best super in the game which seals your reinforcements and allows him to go into an infinite.
Mouri Motonari ensures the opponent dies.
- Reinforcements: He has the best reinforcements in the game. They give him amazing neutral, can use them for defense, can be spammed, give him ridiculous meter build and has the fastest reinforcement level gain rate which means he gets them very quickly.
- Kinji Te Baku: Motonari has the best super in the game that seals your reinforcements and can go into an infinite. And with his reinforcements he can combo into it from any hit.
- Inescapable Unblockable Loop: Motonari can set up an inescapable unblockable loop which can be done without any resources and is his BNB.
- Small Hurtbox: His hurtbox is small which means that the opponent may have to do less optimal combos.
- Controversial: There have been talks of banning and/or severely limiting him on the Sengoku Basara X discord. However nothing has been set in stone yet so you are free to use him as of this being written. In Japanese arcades it is considered polite to not play as Motonari against new players (like those who don't pick another).
- Looks Stupid: He's an elf that attacks you with a hula hoop. Who came up with that crap?
Normal Moves
5A
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Mid | 6 | 3 | 10 | -4 | 28 | 1 |
5B
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Mid | 8 | 6 | 11 | -4 | 60 | 3 |
5C
6B
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
High | 22 | 2 | 20 | -6 | 60 | 4 |
6C
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Mid,Low | 9 | 3(12)4 | 22 | -10 | 60x2 |
2A
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Low | 6 | 2 | 9 | -2 | 20 | 1 |
2B
2C
j.A
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
High | 5 | 3 | 6 | 30 | 2 |
j.B
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
High | 7 | 4 | 2 | 56 | 3 |
j.C
Universal Mechanics
Ground Throw
6C or 4C
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Throw | 7 | 1 | 14 | 100 |
Air Throw
j.6C or j.4C
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Throw | 3 | 1 | 6 | 80 |
Blowback Attack
5B+C (Hold OK)
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Mid | 17~ | 9 | 21 | -12 | 60 |
Aerial Attack
2B+C
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Mid | 16 | 2 | 17 | -10 | 60 |
Aerial Spike
j.2C after Aerial Attack
Guard Cancel
6B+C while blocking
Reinforcements
Motonari spends reinforcement gauge differently than anyone else. Motonari can use his reinforcement specials without cooldown while costing some reinforcement gauge. He can cancel his reinforcement specials into another special or the same special on hit or whiff. When Motonari runs out of reinforcement gauge he enters into an lengthy cooldown period. At level 100 he can use his reinforcements eight times until the gauge runs out.
5E
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Mid | 9 | 48~69 | 2 |
When Motonari inputs this move his reinforcements enter a short cooldown where he can't use any move that requires his reinforcements. If he runs out of reinforcement gauge when doing this move he enters into a lengthy reinforcement cooldown. The soldier runs forward and spawns behind where Motonari is facing.
This move is why Motonari is in a tier of his own. It completely dominates neutral when it is on screen which will be a lot because of the paltry cooldown. And he can do it while holding any direction meaning that if the opponent has any gap in there blockstring Motonari can press 5E to interrupt the opponents offense. The best move in the game period (well maybe except for Motonari's 214X).Rei Yarihei Joushou
623E
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Mid | 14(18) | 23 | Total 42 (46) | +2 | 48~69 | 4 |
Rei Yarihei Kakou
421E
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
High | 18(22) | 17 | Total 42 (46) | +6 | 48~69 | 2 |
Rei Yumihei Zensha
236E
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Mid | 41(45) | Total 42 (46) | +22 | 28 | 2 |
Rei Yumihei Jousha
214E
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Mid | 49(53) | Total 42 (46) | 28x2 | 2 |
Rei Kyojitsu Secchi
22E
Special Moves
Hajiki Te Heki
236A/B (Hold Ok) (Air OK) or 623A/B (Hold Ok) (Air OK)
Version | Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|---|
236A | Mid | 21~83 | 300~ | Total 36 | 30 | 3 | |
j.236A | Mid | 21~83 | 300~ | Total 36 | 30 |
Motonari spawns a ring depending on the input. The rings stay for a while before dissipating and stay if Motonari is hit. While the rings are out they block most projectiles. The rings don't have an active hitbox (normally) and can only hit the opponent if the opponent is in hitstun from another attack. Motonari can hold one of 8 directions to influence the orientation of the ring as well as where it launches the opponent (and reinforcements). Motonari can hold the input to make a bigger ring that can block more projectiles and last more hits. If Motonari spawns a ring as the same location as another ring, they will merge, making a bigger ring.
Used heavily in combos as well as zoning. Can also be used for stalling because you stay in the air if you charge an air ring.Sen no Te Hatsu
214A/B/C
Version | Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|---|
214A | Total 33 | ||||||
214A detonate | Unblockable | 13 | 10 | Total 24 | 40 | 3 |
Motonari sets a trap with the location depending on the input. Motonari can detonate the trap with the same input he used to set it. Motonari can have up to three traps on the screen and they last until he gets hit.
This is the other best move in the game because the detonation is completely unblockable along with having long active frames. This is what makes Motonari's unblockable inescapable resourceless loops work.Basara Attacks
Kinji Te Baku
214214C
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Mid | 13+33 | 6(29)135 | Total | -64 | 80,2x14 | 5 |
Hasami Te Heki
236236C (~E)
Basara K.O
Mori Gun Shukyoku Saihai
2141236C
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Mid | 5+12 | 8 | 72 | -61 | Fatal |
Colors
- This color is only available in the mirror match. It can only be selected by the second player if they select the same character with the same button that the first player did.