Ghostwire: Tokyo features an interesting take on first-person combat. Because the game’s enemies are visitors, a form of evil spirits, encounters are unconventional in nature; Instead of guns and melee weapons, you use hand gestures and magic items to invoke various supernatural abilities during battle. Survival in Ghostwire: Tokyo is all about knowing which skills to use and when.
Some abilities provide an escape route or a way to ward off death. Others, like the game’s Ethereal Weaving attacks, allow you to subdue, banish, or completely destroy enemies. All must be unlocked and/or upgraded before they become viable options in encounters. This is especially true during the first few hours of play. To help in this regard, we’ve listed some of the best starting abilities and upgrades in Ghostwire: Tokyo below.
tatoo
One of the best abilities to grab first in Ghostwire is the Tatui. When visitors attack you, you can block by holding down the L1 button on your controller. If you press it just before an attack lands, you’ll perform a perfect block, staggering them while negating incoming damage. However, once you’ve unlocked the Tatenui, you can also gain Ether – the magical material needed to perform Ethereal Weaving attacks – whenever you perform this move.
Running out of Aether during a given fight isn’t much of a problem. However, there are times when the number of enemies increases to the point that managing this resource becomes important. The last thing you want is to run away completely while facing off against a group of tough enemies. For that reason, adding another way to gather this vital material early on makes the Tatenui ability a solid investment.
hook
If landing perfect blocks proves too difficult, you can always go with the Hakkei instead. This skill produces Ether from palm strikes. Simply walk up to a visitor and press the right stick to perform the move. Now you still need to be in close proximity to an enemy ghost and won’t get as much Aether as with the Tatenui, but you don’t have to rely on timing either.
Honestly, I’d grab both the Tatenui and Hakkei skills. The less you have to worry about Aether in combat, the better.
fudo
As mentioned in our Ghostwire: Tokyo Beginner’s Guide, Fudo is a great ability to unlock early. This is because it increases the amount of time an enemy’s core (or heart) is exposed during combat.
When a visitor takes a certain amount of damage, they are placed in a vulnerable state with an exposed core. The game then asks you to forcefully extract the core, destroying the enemy in the process. Unfortunately, this maneuver takes quite a long time. It can also be interrupted by incoming attacks. The Fudo skill can mitigate some of this by increasing the extraction time, allowing you to prioritize surrounding enemies before returning to the weakened opponent.
In addition, the Fudo ability allows you to have multiple enemies in this weakened state at once. Extracting multiple cores at once is a quick way to rid an area of baddies. Just make sure there aren’t any stragglers walking around or they could interrupt the process.
kukurihime
The next skill I would pick up is the Kukurihime. It complements the Fudo skill by accelerating the core extraction rate by 1.5x. This doesn’t seem like much considering it only shaves for a few seconds. In the heat of battle, however, it doesn’t feel like it. Being able to extract an opponent’s core before they attack you, giving you enough time to execute a perfect block, shows the level of crowd control those extra seconds bring.
Takehaya II
Some of the most important abilities in Ghostwire: Tokyo are unlocked automatically as you progress through the game. In these cases, the goal shifts from unlocking skills to improving them. Take the Takehaya or charge attack for example. This ability makes it possible to charge up your wind-based power to unleash two powerful attacks in quick succession. The problem is that it needs to be fully charged to be most effective.
You can improve this stat a bit by upgrading the Takehaya to Tier 2. This reduces his loading time by 25%, making him less likely to be interrupted by an enemy attack. This is a life saver when surrounded by multiple visitors as it tends to either expose their core or at least blow them away.
Note: The Takehaya behaves differently depending on the element used. We’ll discuss the effects of the wind attacks since that’s the element you start with. Things change a bit once you unlock Fire and Water.
Shinatsuhiko
The Takehaya is great against weaker enemies. Stronger variants may require follow-up attacks before being dampened. This is where the Shinatsuhiko ability comes in, as it increases the number of Wind Attacks from 2 to 3.
Unlocking this skill will make it a bit easier to take on the bigger visitors with umbrellas. It also lets you split your attacks and land two on one enemy before hitting an enemy trying to get back on their feet.
Omoigane II
So far, the skills mentioned are mainly used in combat. However, there are a few that can help you avoid a fight. For example, the Omoigane skill grants spectral vision – an ability used to find clues, secret areas, and spot enemies through walls. It’s basically Ghostwire: Tokyo’s Detective Mode or Spidey-Sense.
Omoigane is pretty useful. It unlocks automatically as you progress through the game and is one of the best skills out there. A tier two upgrade provides a significant boost by increasing range. Thanks to this ability, you will not accidentally run into a group of visitors or get lost when following a yokai.
Inubashiri
It’s not enough to be able to see enemies through walls. You should also sneak up behind her to perform a silent takedown. However, the movement when crouching is painfully slow. There were several times where a visitor turned in my direction just as I was about to strike.
Luckily, the Inubashiri skill helps by increasing crouch movement speed by 30%. You will not zoom everywhere. However, you can take out multiple enemies in a given area before being spotted.
Daikoku
The last skill you should get early on is the Daikoku. It allows you to carry more consumables than normal (up to five of each item). The first few hours shouldn’t be really difficult; Much of the first chapter or so consists of multiple tutorials. While your mileage may be high in this regard, you probably won’t use up too many of the health items scattered throughout Tokyo.
Because of this, you will soon run out of inventory space. The Daikoku skill somewhat negates this issue. It won’t directly stop you from filling your pockets, but it will reduce some of the backtracking you’ll be doing by making sure you can grab just about anything in sight.
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