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I need to branch out with some other weapons but I’ve been enjoying the switch glaive too much. Range, damage, and tracking are all really really good. I’ll have to see how it stacks up later when using sets and paying attention to what stats my stuff has. Bonus points for making use of the magic stat.

Getting near the end. The atmosphere/music on some of these last couple levels as been outstanding. Looking forward to another playthrough with different weapons and more co op.

edit: Let me know what soul cores you guys are finding useful. The one eyed oni fucking wrecks if you can get it to land. Get a boss empty stamina. Go to town. Dodge the wake up attack when they restore stamina and then use the soul core attack. It destroys their stamina and might put them back into empty stamina again immediately. Only costs 4 bars too. Downside is it whiffs half the time if the opp isn’t completely still.

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Last night I went through every single core I had in the dojo training room and so far a lot of them are pretty good I think. There’s a few that seem REALLY bad though, like Rokurokubi’s.

I’m using the GS Shirohami, and it adds poison to Yokai attacks that have no element, so I’ve been using that with Gaki, Namahage, and Tatarimokke. All multi hit. Gaki is a ranged summon but hits a lot and is also decent at amrita generation since it’s cheap to summon. Namahage does a lot of hits really fast but the animation is longish so you want to use it vs enemies that are ki broken or otherwise don’t have hyper armor. Tatarimokke is a great one even on it’s own. The damage is low but the max ki damage is high and it’s ranged. Plus, if you fire while not locked on or any shots miss and hit the ground, it creates Yokai Realms, I have bonuses for purification that heal HP, as well as the shiftling passive that gives me anima for purification, so it works out well.

Yatsu no Kami is an amazing damage focused summon with big hit boxes.

Nure Onna has high Paralyze.

Nurikabe has a combo input and is really efficient because of it. Each attack only costs 2 anima and you can decide how many to do. Good damage and decent ki damage.

Ippon Datara for the quick, high damage and fire debuff potential. Sorta expensive.

Mezuki is an amazing humongous hit box with great damage and it has the Pleiades effect(Amrita Gauge build up increase) on enemy kill. Which btw, doesn’t mean you need to kill with the Yokai skill itself, ANY kill can activate it.

Yoki is quick and high raw power.

Karasu Tengu can flatten human opponents so you can get Final Blows and stuff. Not really a fan but against Humans it’s probably strong.

Waira has some use as an evasion ability since once fully underground you can’t be hit. And the attack part is decently quick. You can stay underground as long as you have Anima.

Koroka is low-ish damage but good at applying fire debuff. Projectile count doubles in Dark Realms.

Ubume is decent. Does Ki damage and pushes enemies out, even if they have hyperarmor. No actual damage. It’s great against a cornered enemy for pressure as well and starts fast. Only issue is the hit rate is sort of slow so not as great at pressuring ki broken Yokai. Cheap though.

Onyudo is damage with element, of which it takes your currently equipped GS type. Pretty strong I think.

Gyuki is big damage and high poison but comes at a very specific range and will have a hard time with fast targets. Still good though.

Wheelmonk is GREAT. Fuckin, try that shit out yourself.

Kasha is one of my favorites. Decent damage, great in groups or single targets, high chance to apply fire. Don’t use it in areas with a lot of non destructible obstacles though. Wide open or enclosed areas are best.

Ryomen Sukuna is basically easy Confusion

Kodama can drop elixirs if the attack hits. In Dark Realms it’s a Sudama instead and does the lightning bolt.

Scampuss can trip human enemies that are out of ki. High movement speed. Not amazing but it is cute lol.

The Oni-bi ones all apply their respective element buff to your weapon, so that’s cool.

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Yatsu no Kami is the best one so far imo. The wall and umbrella are decent too.

I feel like Umbrella is only good against large targets so that multiple needles can hit. Even against a Yoki unless it’s point blank, I just get one hit.

Like it when surrounded. Can cast it twice if you have a full bar.

Adjustments

  • The player will now gain “Proficiency” faster when using a weapon that is not as high in Proficiency as their highest proficiency leveled weapon.
  • Some of the Dojo missions now require less Proficiency.
  • Lowered the health of Gaki and the power of some of their attacks.
  • Lowered the strength of a few overpowered attack used by the following enemies: “Yoki” / “Enki.”
  • Buffed the HP of “Acolytes.”
  • Adjusted the recommended levels of some missions to more adequately reflect their perceived difficulty.
  • When Gyuki charges into the floodgate the horn will stab into it, and Gyuki’s jumping attacks etc. will no longer break the floodgate.
  • Adjusted the defensive strength and the amount of health of Shimotsuma Rairen in “Pervading Waters.”
  • Improved the Homing for the hatchet skill “Arise.”
  • Reduced the wisdom requirement needed to release the Shiftling skill “Murderous Strike.”
  • Made upward adjustment to Guardian Spirit Hiyokucho’s blessing “Medicine Burst” so that it would also affect Acolytes.
  • However, the range of the blessing is now capped from infinite range to seven meters.
  • Extended the distance at which Mujina can recognize gestures.

Bug Fixes

  • Fixed an issue where the Divination Talisman does not enhance your compass correctly.
  • Fixed an issue where all enemies would stop attacking at times.
  • Fixed an issue where the switchglaive could perform a Ki pulse before successfully landing a grapple skill.
  • Fixed an issue with the switchglaive where if the player performs an attack that is repelled, the player’s following low stance strong attack would not hit properly under certain conditions.
  • Fixed an issue where the throwing skill of the hatchets did not hit enemies in the Yokai Realm.
  • Fixed an issue that caused the sword skill “Swift Step” to allow the player to fall off when used near cliffs.
  • Fixed an issue where the two sword skill “Random Slice” could be executed under certain circumstances even if it had not been acquired.
  • Fixed an issue where the spear skill “Chidori” would have problems homing when used against certain enemies.
  • Fixed an issue where the Kusarigama skill “Foot Sweep” was being reflected off of walls.
  • Fixed an issue where Gyuki’s Yokai ability would not hit properly on some terrain.
  • Fixed an issue that prevented the guardian spirits Shin-roku and Saoirse from buffing the player.
  • Fixed an issue where switchglaive attacks from the Sohaya (human enemy) were not hitting properly under certain conditions.
  • Fixed an issue when the player used Genbu’s guardian spirit skill on Azai Nagamasa, Nagamasa would stop moving for a while.
  • Fixed an issue where the Shuten Doji would step in the same direction over and over again repeatedly.
  • Fixed an issue where Magara Naotaka and Ryomen-sukuna would take a long time to fall back to the ground when they rose up into the air.
  • Fixed an issue in all missions where a Nurikabe which attacked from long range would not attack the player until they were adjacent.
  • Fixed an issue in the mission “The Mysterious One Night Castle” where the Lesser Umi-bozu in the riverbed would respawn.
  • Fixed an issue in the mission “A Way Out” where enemies would be stuck in walls when performing a falling attack in particular areas.
  • Fixed an issue in the mission “A Way Out” where destroying a specific object would not cause the boss to flinch.
  • Fixed an issue in multiplayer during the mission “Corpses and Ice” where Mumyo would not follow the player.
  • Fixed an issue in “The Frenzied Blaze” where the number of hair locks displayed on the mission selection screen is different from the number that can be obtained in the mission.
  • Fixed an issue in the multiplayer of “Dream of the Strong” parts mission “The Golden Castle,” “Lady Osakabe” where even if her Ki meter was completely depleted she would still not fall.
  • Fixed an issue in sub-mission “Song of the Yokai” where the player could not enter the battle area under certain conditions.
  • Fixed an issue in multiplayer during the mission “The Bravest of the Brave” after the mission was cleared if the host chose to “end mission” it would automatically do so for the visitor as well.
  • Fixed an issue when using the save date of the online storage infinite “Glory”s could be produced through “Donation.”
  • Fixed an issue where the player could receive two “Possessed Kodama Bowl” smithing texts.
  • Fixed an issue where, at times, when the Soul Core effect “When the player health hits zero Yokai form will activate (Dark Realm)” applies the player would have odd behaviors like getting stuck in the ground.
  • Fixed an issue where the Visitor’s name display was not consistent with the chosen online option setting.
  • Fixed an issue when while online, if the visitor’s health bar is set to “Display if changed,” the multiplayer partner’s gauge could disappear.
  • Various other minor fixes.
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Praise the Nioh gods.

edit: unless I’m missing something its still a bitch to grind this on ng+ even for 1 or 2 weapons. I’ve already beaten the game and want to try out other styles. I don’t want to do 12 missions to see if I like the playstyle of another weapon.

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After 71 kills on the boss I FINALLY GOT BOTH KUSARIGAMA SKILLS. And fuck they are COOL too. Fucking thank god

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Beat it.

Fuck that was a damn good ending.

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Working on farming some of the skills. Drop rates suck but the ones I’ve gotten so far do look really cool.

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Took me 71 kills on Koroku for both his Kusa ones. About 68 for both of Toshiie’s.

So yeah lol

You have any kusa tips? Its the next weapon I wanna get leveled up but I never really used it or axe in the first game. Dual swords were a lot more fun that I remembered them being. Tonfas really good for fucking up stamina bars. Not looking forward to faming more smithing texts to try out some different set ups.

Kusa is a weapon that has a tool for every job. It’s not the best at anything but it can handle any situation.

One of the big things is that the utility of quick Vs strong is kind of reversed for low and mid stances. Low strong is actually faster than low quick, but it won’t combo on back attacks. Low quick is great for element and status application as well as back combos where high quick would take too long.

Mid strong is just a tad quicker than mid quick but despite looking small it actually still has a nice hitbox, and the 2nd and 3rd mid strongs definitely have great wide range. Mid quick has even more range but it gets beaten by spears a lot because the hit box has to swing around from the right, but it can definitely still be used in group fights.

High quick is a good decent DPS and guard ki pressure tool. There’s actually better attacks for pure DPS but high quick is very easy to access since it’s a normal of course. High strong is for hitting enemies at full range WHILE in an animation. Don’t rely on it much if the enemy isn’t committed to something because the recovery is really long. Still, it does have it’s uses.

Skills in next post

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Tangle Strike is a guard ki crusher. It’s really important to learn when the AI will block your attack from a frontal mid or low quick combo so you can smash this skill right into their guard. Damage is also good so it’s even good for out of ki Yokai. I don’t see people talk a out this skill much but I guess it’s cause people are dumb lol

Whirlwind Kick is your guard ki pressure skill. Homes in, hitbox is sorta bad though and not that fast. Great immediately after a block or if you’ve forced the enemy to block already. And of course being a kick the ki damage is great vs Yokai.

Blade Spin isn’t particular amazing at first glance but it’s VERY fast to start up and has forward movement so it’s also good for interrupting and pressure. Vs Yokai it’s not as amazing but it can be a good way to attack while closing in a bit.

Black Vines/Serpent Strike are the pull skills. Pulls in humans, makes you jump toward Yokai. Amazing for combos for the former and hit and run for the latter. Thing is, you’re allowed to cancel the recovery of a successful grab on humans to any skill. So you can combo this to foot sweep guaranteed to get a Final Blow. Or to Renegade Dragon for some damage amd pressure or Crimson Flurry for status application (if you have a custom skill or buff)

Whirlwind is good crowd control vs enemies without hyperarmor, and gives you hyper armor regardless of your toughness. Which can be a double edged sword if lightly armored but still has its applications.

Reaper is the pure DPS skill. I don’t use this because I prefer Crimson Flurry but it’s definitely the best damage on a ki broken Yokai.

Renegade Dragon is ok damage but the ki damage is great and it’s extremely easy to hit Yokai horns with it, and although high quick is good at that as well, this skill has a lot more range and forward movement, so you can start this at a safe range and punish an attack easily with it. Also it’s fucking cool

The rest of the skills have niche uses or I just prefer other stuff instead, except for Bird of Prey which seems like total shit. I can’t figure out why I’d want to use it.

A note on Leaping Slash. It’s really bad. However, one of Koroku’s skills adds a follow-up, the dive kick from that video, and that skill is actually secretly great. You can start this attack from way out of range, intentionally missing the rising attack, and use the follow-up to hit horns or just hit humans that try to dodge. You can literally dodge some grounded attacks this way. Additionally, because this follow-up exists, Leaping Slash’s speed becomes a lot more usable as well since you have a way to make it safe. So overall it’s application is really niche but and it’s not totally necessary, but it has high creative potential to deal with situations in a way nothing else can. It takes experimenting to get good use out of it, but I think it’s worth it.

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Thanks for the write up. Hopefully I’ll be able to apply some of this tomorrow. Wish there was one of these guides for all the weapons.

I could probably do it for half of em lol but fuck that’s some work. And no one would see it lol

All good. I have most of them on lock: sword, dual sword, odachi, switchglaive, and I’d need to brush up on tonfa. Still haven’t fucked with the hatchets at all. I used spear a lot in nioh 1 but that was a long time ago.

Hatchets I’m still kinda unsure on. The damage is pretty low on normal melee but the axe tosses are kind of decent. The high one especially is strong, and if you’re fighting something with a long hit box, a full charge can get double hits since it has a pierce effect, and that actually is a lot of damage. It has a bunch of interesting tools aside from that but even so the damage just feels so low.

I’ve been avoiding spoilers on sets and how to optimize everything. Definitely harder to make dumb stuff compared to the first game. So far I’m thinking the “+% damage while enemy is under x status effect” might be one of the stronger ones. The dual sword master swordsman set seems great, but I haven’t been able to get the smithing text yet.

I’ve tried to do a Iai quickdraw sword build, but theres only so much you can do with it. I’ve gotten it to hit pretty hard, but its not so impressive over other skills/weapons. There’s a set that gives +40% against a paralyzed enemy. Combine that with sword mystic art for back damage an you can get a fat iai strike. But for all that effort theres a lot else you could be doing.

edit: there’s some middle weight set that has some scorch bonuses that combined with the right gs and weapons could be good too.

edit 2: I’m sure there’s videos shitting all over what I’m saying. Just wanted to try to figure shit out myself a little bit before I look it all up.