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Blood Warrior
FAQ By: Goh_Billy (
[email protected]) &
Giygas (
[email protected])
Version #: 1.0
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Sections
--------
1. Legend
2. System
2.1 Basics
2.2 Spirit Meter
3. Characters
3.1 Arashi
3.2 Ikkyu
3.3 Kasumi
3.4 Kinshiro
3.5 Sanpei
3.6 Syugethu
3.7 Shishimaru
3.8 Benkei
3.9 Goemon
4. Conclusion
4.1 What's Missing/Needed
4.2 Credits
===============================================================================
1. Legend
===============================================================================
ub u uf f - Forward LP - Light Punch P - Any Punch
\ | / b - Back HP - Heavy Punch K - Any Kick
b-- n --f u - Up LK - Light Kick + - And
/ | \ d - Down HK - Heavy Kick / - Or
db d df n - Neutral , - Then
qcf - quarter circle forward (d, df, f)
qcb - quarter circle back (d, db, b)
hcf - half circle forward (b, db, d, df, f)
hcb - half circle back (f, df, d, db, b)
===============================================================================
2. System
===============================================================================
**************
* 2.1 Basics *
**************
Throw b/n/f + LP/HP/LK/HK connects close; exact motion
and the type of throw is
listed in each character's
movelist
Block High b
Block Low db will not block overheads
Dizzy Recovery shake joystick and tap
P and K rapidly
after being dizzied
Multiple Air Normals - You can use multiple air normals during a single jump.
As long as you press another attack button after the
previous animation is finished you will produce another
air normal.
Finishers - After defeating your opponent on the deciding round they
will be dizzied and you are able to perform a finishing
attack. Simply press any attack button to perform one
of your (random?) finishers.
********************
* 2.2 Spirit Meter *
********************
Underneath your lifebar is a meter. This meter builds any time an attack
connects (blocked or not). The meter has four sections which are Purple, Blue,
Green, and Yellow (in ascending order). The Purple section is the "normal"
range of your Spirit Meter and all normals and special moves will not have any
special abilities. As your Spirit meter fills further you will enter the other
sections. Your damage will be increased for normals and special moves in each
section. You will notice visually that your special moves have been upgraded.
Another unique ability that is added is some of your normals will now knock the
opponent off their feet or push them very far away. This can occur in
different colored sections for different maneuvers. The details of these
abilities will be in each maneuver's movelist details (marked with "knockdown"
or "pushback").
It is also worth noting that the Spirit Meter will decrease as well. The
meter slowly decreases on its own, even if you don't attack. Landing a normal
attack (blocked or not) will also decrease your meter further. Using a special
move, even if it doesn't connect, will decrease the meter sharply. So use your
attacks wisely when given the damage boost!
Note - All normals are listed in this guide as there is no set formula as to
what your character's abilities will be.
===============================================================================
3. Characters
===============================================================================
*******************************************************************************
* 3.1 Arashi *
*******************************************************************************
Colors
------
Default - Purple costume w/ Gold belt
Alternate - Brown costume w/ Lime belt
Throws
------
Overhead Toss b/n/f + 2P connects close; opponent ends
up behind
Hanging Pummel b/n/f + 2K connects close; tap P/K
rapidly for more strikes;
opponent ends up in front
Riding Flattener b/n/f + 2P/2K in air connects close; opponent ends
up in front
Basic Moves
-----------
Jab LP close
Backfist LP far
Diagonal Punch u, LP overhead; Green and
Yellow=pushback
Air Stab ub/uf, LP overhead; Green and
Yellow=pushback
Driving Uppercut HP close pushback normally; Green and
Yellow=knockdown
Gut Punch HP far pushback normally; Green and
Yellow=knockdown
Double Dagger Dig u, HP overhead; pushback normally;
Green and Yellow=knockdown
Double Dagger Stab ub/uf, HP overhead; pushback normally;
Green and Yellow=knockdown
Knee LK close Yellow=pushback
Side Kick LK far Yellow=pushback
Downward Kick u, LK overhead; Blue and
Green=pushback,
Yellow=knockdown
Diagonal Kick ub/uf, LK overhead; Blue and
Green=pushback,
Yellow=knockdown
High Snap Kick HK close Blue, Green, and
Yellow=knockdown
Roundhouse HK far Blue, Green, and
Yellow=knockdown
Heavy Jump Kick u, HK overhead; pushback normally;
Blue, Green, and
Yellow=knockdown
Drop Kick ub/uf, HK overhead; pushback normally;
Blue, Green, and
Yellow=knockdown
Command Moves
-------------
Crouching Jab d + LP close must be blocked low
Crouching Slice d + LP far must be blocked low
Bloody Uppercut d + HP close must be blocked low; pushback
normally; Green and
Yellow=knockdown
Downward Crouch Slice d + HP far must be blocked low; pushback
normally; Green and
Yellow=knockdown
Quick Shin Kick d + LK close must be blocked low;
Yellow=pushback
Swing Tap Kick d + LK far must be blocked low;
Yellow=pushback
Back Shin Kick d + HK close must be blocked low; pushback
normally; Blue, Green, and
Yellow=knockdown
Slide Kick d + HK far must be blocked low; pushback
normally; Blue, Green, and
Yellow=knockdown
Special Moves
-------------
Ninpou Kaenrin qcf + P Purple=1 Ninpou Kaenrin and
low damage, Blue=2 Ninpou
Kaenrin and medium damage,
Green=3 Ninpou Kaenrin and
heavy damage, Yellow=4
Ninpou Kaenrin and very
heavy damage; will absorb
projectiles; can be used
against an aerial crossup
attack
Shoi Shuriken b, f + P / Charge b, Purple=low damage,
f + P Blue=medium damage,
Green=heavy damage,
Yellow=very heavy damage;
will collide with other
projectiles as both will be
"destroyed" in the process
Bakudan qcb + P Purple=1/2 screen and low
damage, Blue=3/4 screen
distance and medium
damage, Green=4/5 distance
and heavy damage,
Yellow=full screen distance
and very heavy damage;
will absorb Benkei's Chrome
Break
Hayate Geri b/n/f + press K Purple=foot energy and low
rapidly (hold f to damage, Blue=hawk energy
move maneuver and medium damage,
forward) Green=lion energy and
heavy damage, Yellow=dragon
energy and very heavy
damage
Finishers: Shuriken Explosion, Bakudan Destroyer, or Ninpou Slicer
----------
*******************************************************************************
* 3.2 Ikkyu *
*******************************************************************************
Colors
------
Default - Gray head w/ White undershirt
Alternate - Goldenrod head w/ Yellow undershirt
Throws
------
Blind Heaving Toss b/n/f + 2P connects close; opponent ends
up behind
Death Squeeze b/n/f + 2K connects close; tap P/K
rapidly for more squeezes;
opponent ends up in front
Basic Moves
-----------
Bowing Headbutt LP close
Step In Headbutt LP far
Air Headbutt u, LP overhead; Green and
Yellow=pushback
Head Drill ub/uf, LP overhead; Green and
Yellow=pushback
Mega Headbutt HP close pushback normally; Green and
Yellow=knockdown
Diagonal Mega Head HP far pushback normally; Green and
Yellow=knockdown
Bowing Mega Headbutt u, HP overhead; pusback normally;
Green and Yellow=knockdown
Flying Mega Head ub/uf, HP overhead; pusback normally;
Green and Yellow=knockdown
Quick Snap Kick LK close
Front Kick LK far
Lean Back Knees u, LK overhead; Green and
Yellow=pushback
Spiral Indian Stance ub/uf, LK overhead; Green and
Yellow=pushback
Mega Front Kick HK close pusback normally; Green and
Yellow=knockdown
Mega Blind Kick HK far pusback normally; Green and
Yellow=knockdown
Mega Split Kick u, HK overhead; pusback normally;
Green and Yellow=knockdown
Mega Double Kick ub/uf, HK overhead; pusback normally;
Green and Yellow=knockdown
Command Move
------------
Crouching Headbutt d + LP close must be blocked low
Reaching Crouch Headbutt d + LP far must be blocked low
Mega Crouch Headbutt d + HP close must be blocked low; pushback
normally; Green and
Yellow=knockdown
Mega Head Slice d + HP far must be blocked low; pushback
normally; Green and
Yellow=knockdown
Crouch Punt d + LK close must be blocked low
Relaxed Slide d + LK far must be blocked low
Mega Push Kick d + HK close must be blocked low; pushback
normally; Green and
Yellow=knockdown
Mega Crouch Punt d + HK far must be blocked low; pushback
normally; Green and
Yellow=knockdown
Special Moves
-------------
Diverge Curse qcb + P Purple=1 kanji and low
damage, Blue=2 kanji and
medium damage, Green=4
kanji and heavy damage,
Yellow=6 kanji and very
heavy damage; will collide
with other projectiles as
both will be "destroyed" in
the process
Lotus Method hcf Purple=very slow and low
damage, Blue=slow and
medium damage, Green=medium
and heavy damage,
Yellow=fast and very heavy
damage; absorbs projectiles
Finishers: Diverge Explosion or Lotus Destroyer
----------
*******************************************************************************
* 3.3 Kasumi *
*******************************************************************************
Colors
------
Default - Red costume
Alternate - Magenta costume
Throws
------
Overhead Toss n + 2P connects close; opponent ends
up behind
Release Frankensteiner b/f + 2P connects close; opponent ends
up behind
Mounted Stabs b/n/f + 2K connects close; tap P/K
rapidly for more stabs;
opponent ends up in front
Flipping Flattener b/n/f + 2P/2K in air connects close; opponent ends
up in front
Basic Moves
-----------
Reaching Claw LP close
Open Claw Stab LP far
Downward Claw Poke u, LP overhead; Green and
Yellow=pushback
Diagonal Claw Poke ub/uf, LP overhead; Green and
Yellow=pushback
Rising Claw Strike HP close pushback normally; Green and
Yellow=knockdown
Dropping Claw Strike HP far pushback normally; Green and
Yellow=knockdown
Double Scoop Claw u, HP overhead; pushback normally;
Green and Yellow=knockdown
Double Diagonal Claw ub/uf, HP overhead; pushback normally;
Green and Yellow=knockdown
Knee LK close
Face Kick LK far
Air Boot u, LK overhead; Green and
Yellow=pushback
Diagonal Kick ub/uf, LK overhead; Green and
Yellow=pushback
Rising Kick HK close pushback normally; Green and
Yellow=knockdown
Forward Cartwheel HK far pushback normally; Green and
Yellow=knockdown
Spin Air Kick u, HK overhead; pushback normally;
Green and Yellow=knockdown
Stomping Kick ub/uf, HK overhead; pushback normally;
Green and Yellow=knockdown
Command Moves
-------------
Crouching Claw Scratch d + LP close must be blocked low
Reaching Crouch Stab d + LP far must be blocked low
Claw Dig d + HP close must be blocked low; pushback
normally; Green and
Yellow=knockdown
Short Claw Uppercut d + HP far must be blocked low; pushback
normally; Green and
Yellow=knockdown
Front Shin Kick d + LK close must be blocked low
Sweeping Shin Tap d + LK far must be blocked low
Reaching Stab Kick d + HK close must be blocked low; pushback
normally; Green and
Yellow=knockdown
Rolling Stab Kick d + HK far must be blocked low; pushback
normally; Green and
Yellow=knockdown
Special Moves
-------------
Kaen db, f + P / Charge Purple=small projectile and
db, f + P low damage, Blue=medium
projectile and medium
damage, Green=large
projectile and heavy
damage, Yellow=very large
projectile and very heavy
damage; will collide with
other projectiles as both
will be "destroyed" in the
process
Tsuru No Mai hcf Purple=slow speed and low
damage, Blue=medium speed
and medium damage,
Green=fast speed and heavy
damage, Yellow=very fast
speed and very heavy
damage; clawing forward
portion absorbs projectiles
Neko Kizu b/n/f + press P Purple=very small energy and
rapidly (hold f to low damage, Blue=small
move maneuver energy on claws and medium
forward) damage, Green=medium energy
on claws and heavy damage,
Yellow=large energy on
claws and very heavy damage
Finishers: Tsuru Explosion or Kaen Destroyer
----------
*******************************************************************************
* 3.4 Kinshiro *
*******************************************************************************
Colors
------
Default - Chamoisee costume w/ Blue trim
Alternate - Chestnut costume w/ Vermilion trim
Throws
------
Single Arm Toss b/n/f + 2P connects close; opponent ends
up behind
Hilt Bash n + 2K connects close; tap P/K
rapidly for more bashes;
opponent ends up in front
Impaler f/b + 2K connects close; tap P/K
rapidly for more thrusts;
opponent ends up in front
Basic Moves
-----------
Reaching Hilt LP close
Overtop Slice LP far Yellow=pushback
Diagonal Stab u, LP overhead; Blue and
Green=pushback,
Yellow=knockdown
Air Overtop Slice ub/uf, LP overhead; Blue and
Green=pushback
Finishing Stab HP close pushback normally; Blue,
Green, and Yellow=knockdown
Straight Stab HP far pushback normally; Blue,
Green, and Yellow=knockdown
Air Upward Slice u, HP overhead; pushback normally;
Blue, Green, and
Yellow=knockdown
Controlled Cutter ub/uf, HP overhead; pushback normally;
Blue, Green, and
Yellow=knockdown
Shin Kick LK close
Side Kick LK far
Air Boot u, LK overhead; Green and
Yellow=pushback
Flying Jump Kick ub/uf, LK overhead; Green and
Yellow=pushback
High Snap Kick HK close pushback normally; Green and
Yellow=knockdown
Skyward Kick HK far pushback normally; Green and
Yellow=knockdown
Air Sweep u, HK overhead; pushback normally;
Green=knockdown,
Yellow=pushback
Grind Kick ub/uf, HK overhead; pushback normally;
Green and Yellow=knockdown
Command Moves
-------------
Knee Slicer d + LP close must be blocked low
Crouching Stab d + LP far must be blocked low
Crouching Sword Upper d + HP close must be blocked low; pushback
normally; Blue, Green, and
Yellow=knockdown
Swiping Slicer d + HP far must be blocked low; pushback
normally; Blue, Green, and
Yellow=knockdown
Short Shin Tap d + LK close must be blocked low
Prop Kick d + LK far must be blocked low
Push Kick d + HK close must be blocked low; pushback
normally; Green and
Yellow=knockdown
Sweeping Leg d + HK far must be blocked low; pushback
normally; Green and
Yellow=knockdown
Special Moves
-------------
Sonikkuken qcf + P Purple=low damage,
Blue=medium, Green=heavy
damage, Yellow=very heavy
damage; absorbs projectiles
Zanzouken b, f + P / Charge b, Purple=1 energy slash and
f + P low damage, Blue=2 energy
slashes and medium damage,
Green=3 energy slashes and
heavy damage, Yellow=4
energy slashes and very
heavy damage; will collide
with other projectiles as
both will be "destroyed" in
the process
Hayabusa Giri b/n/f + press P Purple=low damage,
rapidly (hold f to Blue=medium damage,
move maneuver Green=heavy damage,
forward) Yellow=very heavy damage
Finishers: Zanzouken Destroyer or Sonikkuken Slicer
----------
*******************************************************************************
* 3.5 Sanpei *
*******************************************************************************
Colors
------
Default - Green skin and shell
Alternate - Blue skin and shell
Throws
------
Rough Toss b/n/f + 2P connects close; opponent ends
up behind
Stinging Headbutt b/n/f + 2K connects close; tap P/K
rapidly for more headbutts;
opponent ends up in front
Slamming Flattener b/n/f + 2P/2K in air connects close; opponent ends
up in front
Basic Moves
-----------
Hook Punch LP close
Upward Stretch Punch LP far
Stretching Sky Beak u, LP overhead; Green and
Yellow=pushback
Air Stretch Punch ub/uf, LP overhead; Green and
Yellow=pushback
Cross Arm Strike HP close pushback normally; Green and
Yellow=knockdown
Straight Stretch Punch HP far pushback normally; Green and
Yellow=knockdown
Heavy Air Stretch Punch u, HP overhead; pushback normally;
Green and Yellow=knockdown
Double Stretch Punch ub/uf, HP overhead; pushback normally;
Green and Yellow=knockdown
Quick Snap Kick LK close
Headstand Stretch Kick LK far
Stretch Side Kick u, LK overhead; Green and
Yellow=pushback
Downward Stretch Kick ub/uf, LK overhead; Green and
Yellow=pushback
Rolling Double Kick HK close pushback normally; Green and
Yellow=knockdown
Stretch Double Boot HK far pushback normally; Green and
Yellow=knockdown
Downward Double Boot u, HK overhead; pushback normally;
Green and Yellow=knockdown
Layback Stretch Kick ub/uf, HK overhead; pushback normally;
Green and Yellow=knockdown
Command Moves
-------------
Crouching Punch d + LP close must be blocked low
Extend Beak d + LP far must be blocked low
Crouching Push d + HP close must be blocked low; pushback
normally; Green and
Yellow=knockdown
Sliding Beak d + HP far must be blocked low; pushback
normally; Green and
Yellow=knockdown
Shin Tap d + LK close must be blocked low
Double Stretch Boot d + LK far must be blocked low
Turtle Flip d + HK close must be blocked low; pushback
normally; Green and
Yellow=knockdown
Stretch Back Boot d + HK far must be blocked low; pushback
normally; Green and
Yellow=knockdown
Special Moves
-------------
Noodling b, df + P / Charge b, Purple=small burst and low
df + P damage, Blue=medium burst
and medium damage,
Green=large burst and heavy
damage, Yellow=very large
burst and very heavy
damage; absorbs projectiles
Ice Bomb db, f + P / Charge Purple=1 ice cloud and low
db, f + P damage, Blue=2 ice clouds
and medium damage, Green=3
ice clouds and heavy
damage, Yellow=4 ice clouds
and very heavy damage; will
absorb Benkei's Chrome
Break
Turtle Swim Clash hcf Purple=very slow and low
damage, Blue=slow and
medium damage, Green=medium
and heavy damage,
Yellow=fast and very heavy
damage; absorbs projectiles
Finisher: Noodling Explosion or Turtle Swim Destroyer
---------
*******************************************************************************
* 3.6 Syugethu *
*******************************************************************************
Colors
------
Default - Auburn armor trim
Alternate - Seal Brown armor trim
Throws
------
Arc Toss b/n/f + 2P connects close; opponent ends
up behind
Blaster Impalement b/n/f + 2K connects close; tap P/K
rapidly for more thrusts;
opponent ends up in front
Basic Moves
-----------
Quick Stab LP close
Side Slash LP far
Diagonal Stab u, LP overhead; Green and
Yellow=pushback
Downward Air Swipe ub/uf, LP overhead; Green and
Yellow=pushback
Back Upper Slash HP close pushback normally; Green and
Yellow=knockdown
Double Blade Dig HP far
Diagonal Air Stab u, HP overhead; pushback normally;
Green and Yellow=knockdown
Double Downward Stab ub/uf, HP overhead; pushback normally;
Green and Yellow=knockdown
Knee LK close
High Kick LK far
Thrust Knee u, LK overhead; Green and
Yellow=pushback
Diagonal Air Kick ub/uf, LK overhead; Green and
Yellow=pushback
Hop Spin Kick HK close pushback normally; Green and
Yellow=knockdown
Back High Kick HK far pushback normally; Green and
Yellow=knockdown
Heavy Jump Kick HK in air overhead; pushback normally;
Green and Yellow=knockdown
Command Moves
-------------
Crouching Stab d + LP close must be blocked low
Crouching Swift Slice d + LP far must be blocked low
Crouching Downward Slice d + HP close must be blocked low; pushback
normally; Green and
Yellow=knockdown
Double Crouch Stab d + HP far must be blocked low; pushback
normally; Green and
Yellow=knockdown
Quick Foot Kick d + LK close must be blocked low
Sweeping Foot Tap d + LK far must be blocked low
Prop Mid Kick d + HK close must be blocked low; pushback
normally; Green and
Yellow=knockdown
Reaching Heavy Kick d + HK far must be blocked low; pushback
normally; Green and
Yellow=knockdown
Special Moves
-------------
Crescent Break qcf + P Purple=low damage,
Blue=medium damage,
Green=heavy damage,
Yellow=very heavy damage;
absorbs projectiles
Drill Energy f, b, f + P / Charge Purple=small projectile and
f, then b, f + P small damage, Blue=medium
projectile and medium
damage, Green=large
projectile and heavy
damage, Yellow=very large
projectile and very heavy
damage; collide with other
projectiles as both will be
"destroyed" in the process
Kamikaze Attack b/n/f + press P Purple=low damage,
rapidly (hold f to Blue=medium damage,
move maneuver Green=heavy damage,
forward) Yellow=very heavy damage
Finishers: Drill Explosion or Crescent Slicer
----------
*******************************************************************************
* 3.7 Shishimaru *
*******************************************************************************
Colors
------
Default - Gold costume w/ Red hair and trim
Alternate - Silver costume w/ Orange hair and trim
Throws
------
Whipping Spin b/n/f + 2P connects close; opponent ends
up behind
Hair Squeeze b/n/f + 2K connects close; tap P/K
rapidly for more squeezes;
opponent ends up in front
Basic Moves
-----------
Pushing Palm LP close
Hair Swipe LP far
Concentrated Air Headbutt u, LP overhead; Green and
Yellow=pushback
Stretching Hair Strike ub/uf, LP overhead; Green and
Yellow=pushback
Clawing Uppercut HP close pushback normally; Green and
Yellow=knockdown
Hair Whip HP far pushback normally; Green and
Yellow=knockdown
Spiral Hair u, HP overhead; pushback normally;
Green and Yellow=knockdown
Air Hair Whip ub/uf, HP overhead; pushback normally;
Green and Yellow=knockdown
Knee LK close
Side Kick LK far
Swift Jump Kick u, LK overhead; Green and
Yellow=pushback
Back Jump Kick ub/uf, LK overhead
Raising Kick HK close pushback normally; Green and
Yellow=knockdown
Rolling Dropkick HK far pushback normally; Green and
Yellow=knockdown
Air Front Kick u, HK overhead; pushback normally;
Green and Yellow=knockdown
Double Jump Kick ub/uf, HK overhead; pushback normally;
Green and Yellow=knockdown
Command Moves
-------------
Palm Push d + LP close must be blocked low
Crouching Hair Whip d + LP far must be blocked low
Clawing Uppercut d + HP close must be blocked low; pushback
normally; Green and
Yellow=knockdown
Reaching Hair Strike d + HP far must be blocked low; pushback
normally; Green and
Yellow=knockdown
Quick Foot Tap d + LK close must be blocked low
Balance Kick d + LK far must be blocked low
Spin Sweep d + HK close must be blocked low; pushback
normally; Green and
Yellow=knockdown
Heavy Low Kick d + HK far must be blocked low; pushback
normally; Green and
Yellow=knockdown
Special Moves
-------------
Fire Hurricane qcf + P Purple=3 very slow hair spins
and low damage, Blue=4 slow
hair spins and medium
damage, Green=5 medium
speed hair spins and heavy
damage, Yellow=6 fast hair
spins and very heavy
damage; absorbs projectiles
Kabuki Gust b, f + P / Charge b, Purple=1 fireball and low
f + P damage, Blue=2 fireballs
and medium damage, Green=3
fireballs and heavy damage,
Yellow=4 fireballs and very
heavy damage; will collide
with other projectiles as
both will be "destroyed" in
the process
Spider's Thread d, b + P / Charge d, Purple=very quick lightning
b + P and low damage, Blue=quick
lightning and medium
damage, Green=medium
lightning and heavy damage,
Yellow=long lasting
lightning and very heady
damage; absorbs projectiles
Finishers: Kabuki Explosion, Spider's Destroyer, or Fire Slicer
----------
*******************************************************************************
* 3.8 Benkei *
*******************************************************************************
Colors
------
Default - Off White costume w/ Red headband
Alternate - White costume w/ Blue headband
Throws
------
Brain Busting Spear b/n/f + 2P connects close; opponent ends
up behind
Nakiri Slice b/n/f + 2K connects close; tap P/K
rapidly for more slices;
opponent ends up in front
Basic Moves
-----------
Schimitar Slash LP close Yellow=pushback
Naginata Slash LP far Yellow=pushback
Schimitar Downward Stab u, LP overhead; Blue and
Green=pushback,
Yellow=knockdown
Diagonal Naginata ub/uf, LP overhead; Blue and
Green=pushback,
Yellow=knockdown
Crushing War Hammer HP close pushback normally; Blue,
Green, and Yellow=knockdown
Spiked Club Side Smash HP far pushback normally; Blue,
Green, and Yellow=knockdown
Spiked Club Air Bash u, HP overhead; pushback normally;
Blue, Green, and
Yellow=knockdown
Air Crushing War Hammer ub/uf, HP overhead; pushback normally;
Blue, Green, and
Yellow=knockdown
Sneaky Axe LK close Yellow=pushback
High Kama Slice LK far Yellow=pushback
Kama Downward Slice u, LK overhead; Blue and
Green=pushback,
Yellow=knockdown
Air Axe Smash ub/uf, LK overhead; Blue and
Green=pushback,
Yellow=knockdown
Upward Cane Swing HK close pushback normally; Blue,
Green, and Yellow=knockdown
Side Monk Spade Slice HK far pushback normally; Blue,
Green, and Yellow=knockdown
Downward Monk Spade u, HK overhead; pushback normally;
Blue, Green, and
Yellow=knockdown
Cane Bop ub/uf, HK overhead; pushback normally;
Blue, Green, and
Yellow=knockdown
Command Moves
-------------
Beaded Necklace d + LP close must be blocked low;
Yellow=pushback
Naginata Stab d + LP far must be blocked low;
Yellow=pushback
Heavy Flail d + HP close must be blocked low; pushback
normally; Blue, Green,
Yellow=knockdown
Kanabo Swing d + HP far must be blocked low; pushback
normally; Blue, Green,
Yellow=knockdown
Double Low Dagger d + LK close must be blocked low;
Yellow=pushback
Low Kama Slice d + LK far must be blocked low;
Yellow=pushback
Tanto Thrust d + HK close must be blocked low; pushback</pre><pre id="faqspan-2">
normally; Blue, Green, and
Yellow=knockdown
Deadly Monk Spade d + HK far must be blocked low; pushback
normally; Blue, Green, and
Yellow=knockdown
Special Moves
-------------
Chrome Break b, df + P / Charge b, Purple=small bomb and low
df + P damage, Blue=medium bomb
and medium damage,
Green=large bomb and heavy
damage, Yellow=very large
bomb and very heavy damage;
Purple, Blue, and Green
versions will collide with
another Chrome Break as both
will be "destroyed" in the
process; Yellow version
will collide with regular
projectiles as both will be
"destroyed" in the process
Chrome Buster db, f + P / Charge Purple=small ball and low
f + P damage, Blue=medium ball
and medium damage,
Green=large ball and heavy
damage, Yellow=very large
ball and very heavy damage;
absorbs projectiles
Iron Maiden b/n/f + press P Purple=small ball and low
rapidly (hold f to damage, Blue=medium ball
move maneuver and medium damage,
forward) Green=large ball and heavy
damage, Yellow=very large
ball and very heavy damage;
absorbs projectiles
Finishers: Buster Explosion or Break Destroyer
----------
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* 3.9 Goemon *
*******************************************************************************
Colors
------
Default - Red trim and face paint
Alternate - Blue trim and face paint
Throws
------
Overhead Toss n + 2P connects close; opponent ends
up behind
Jumping Piledriver b/f + 2P connects close; opponent ends
up in front
Roaring Tonfa b/n/f + 2k connects close; tap P/K
rapidly for more strikes;
opponent ends up in front
Basic Moves
-----------
Gut Punch LP close
Straight Punch LP far
Diagonal Air Punch LP in air overhead; Green and
Yellow=pushback
Strong Upper HP close pushback normally; Green and
Yellow=knockdown
Double Forearm Smash HP far pushback normally; Green and
Yellow=knockdown
Double Air Punch u, HP overhead; pushback normally;
Green and Yellow=knockdown
Tonfa Swat ub/uf, HP overhead; pushback normally;
Green and Yellow=knockdown
Knee LK close
Face Kick LK far
Double Knee u, LK overhead; Green and
Yellow=pushback
Thrust Kick ub/uf, LK overhead; Green and
Yellow=pushback
Shin Cracker HK close pushback normally; Green and
Yellow=knockdown
Crushing High Kick HK far pushback normally; Green and
Yellow=knockdown
Air Snap Kick u, HK overhead; pushback normally;
Green and Yellow=knockdown
Air Sweep Kick ub/uf, HK overhead; pushback normally;
Green and Yellow=knockdown
Command Moves
-------------
Crouching Tonfa Punch d + LP close must be blocked low
Crouching Tonfa Jab d + LP far must be blocked low
Tonfa Bash Upper d + HP close must be blocked low; pushback
normally; Green and
Yellow=knockdown
Tonfa Uppercut d + HP far must be blocked low; pushback
normally; Green and
Yellow=knockdown
Quick Foot Tap d + LK close must be blocked low
Slide Kick d + LK far must be blocked low
Push Kick d + HK close must be blocked low; pushback
normally; Green and
Yellow=knockdown
Crouching Snap Kick d + HK far must be blocked low; pushback
normally; Green and
Yellow=knockdown
Special Moves
-------------
Hell's Fire db, f + P / Charge Purple=1 bomb and low damage,
db, f + P Blue=2 bombs and medium
damage, Green=3 bombs and
heavy damage, Yellow=4
bombs and very heavy
damage; will collide with
other projectiles as both
will be "destroyed" in the
process
Storm Scorcher f, b, f + P / Charge Purple=1/2 screen fire and
f, then b, f + P low damage, Blue=2/3 screen
fire and medium damage,
Green=3/4 screen fire and
heavy damage, Yellow=4/5
screen fire and very heavy
damage; absorbs projectiles
Flash Tiger Strike hcf Purple=low damage,
Blue=medium damage,
Green=heavy damage,
Yellow=very heavy damage;
absorbs projectiles
Finishers: Hell's Explosion or Flash Tiger Destroyer
----------
===============================================================================
4. Conclusion
===============================================================================
4.1 What's Missing/Needed
-Clean up and corrections
-Are the Finishing Moves purely random or are there ways to pick your Finisher?
-Any missing Finisher Moves not listed?
-If you have anything to add, any corrections I need to make, please email me
at
[email protected]. Credit will be given for your contribution.
4.2 Credits
-Kaneko Co., Ltd.
-Atop
-Gamefaqs
-Giygas for the precedent information of Shogun Warriors which helped make this
guide
-And me for writing this faq