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Shogun Warriors
FAQ By: Giygas (
[email protected])
Presented By: Goh_Billy (
[email protected])
Version #: 2.0
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Sections
--------
1. Legend
2. System
2.1 Basics
2.2 Throws
2.3 Aerial Recovery Pushback
2.4 Bonus Stages
2.5 Regional Differences
3. Characters
3.1 Samurai
3.2 Kappa
3.3 Sabu
3.4 Ninja
3.5 Kabuki
3.6 Sumo
3.7 Geisya
3.8 Shogun
-----------------------------
3.9 Oni
3.10 Tengu
3.11 Benkei
3.12 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 + - And
\ | / b - Back HP - Heavy Punch K - Any Kick / - Or
b-- n --f u - Up LK - Light Kick 2P - both punches , - Then
/ | \ d - Down HK - Heavy Kick 2K - both kicks
db d df n - Neutral
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 exact motion and the type of
close throw is listed in each
character's movelist
Escape Throw wiggle joystick left
and right when
caught in a single
or mashable throw
Block High b
Block Low db will not block overheads
**************
* 2.2 Throws *
**************
Probably the most unique part of this game is the throw system. In many older
fighting games, to perform a single throw, you do the motion and the enemy
can't do anything and the mashable throws can be escaped by spinning the
controller like crazy while pressing all buttons. In this game, the single
throws CAN be avoided but it's not easy by any means (the game usually favors
the attacker when it comes to throws).
When you perform a single throw, you must press any attack button in roughly
the amount of times specified below to activate. For the opponent to escape it
without harm, they must wiggle the controller left or right roughly the amount
of times specified below. Single throws have a set duration (5 ingame seconds
more or less if no one presses a button or direction) and when said timer
reaches 0, the single throw will activate regardless if the enemy pressed
almost all of the necessary directions needed to escape it or not.
For mashable throws, the character doing it must simply press any attack
button roughly the amount of times specified below to speed up the throw's
animation and do another hit. For the enemy to escape the throw, they must
wiggle the controller left or right the exact amount of times specified below.
Mashable throws have infinite duration and won't stop until the enemy presses
left or right the number of times described below.
Single Throw = 14/20 button presses to activate - 23 directions registered to
escape
Mashable Throw = 5/8 button presses to do another hit - 29 directions
registered to escape
Sumo and Ninja have a jumping single throw but this one requires no
additional buttons presses to happen other than the throw's motion and the
enemy can't escape it.
Note = The amount specified above (except for the directions that must be
pressed to escape a mashable throw which is always the same) may vary if you
test them yourself so it's not a 100% warranty.
********************************
* 2.3 Aerial Recovery Pushback *
********************************
If you try to walk forward after a throw, a Special Move that knocks down, or
after hitting the opponent while they are in the air, you will notice there is
some sort of force field that pushes you back quite a bit. The pushback can be
partially avoided if you jump towards the opponent instead of walking. There
are some special moves that move you forward that are not affected by said
pushback (listed in each character's specific notes, if they do have them).
********************
* 2.4 Bonus Stages *
********************
After the 3rd, 5th and 7th stage, you are treated to a bonus stage where you
need to destroy a statue/doll and which one you face depends on the stage:
3rd Stage = Shigaraki Tanuki (61/64 attacks to destroy it)
5th Stage = Maneki-neko (76/80 attacks to destroy it)
7th Stage = Daruma Doll (91/96 attacks to destroy it)
The exact number of hits it takes to destroy them depend on attack
strength/speed of the move. LP attacks may do the same damage as HP and so on.
The amount specified above seems to be the same between characters so
basically Ninja requires the same number of attacks as Shogun.
Note = This was calculated using normal moves. Multi-hit special moves may
require more than the above number from what was tested (more than double
the hits than it would normally take, approximately).
****************************
* 2.5 Regional Differences *
****************************
The Japanese version of Shogun Warriors, called "Fujiyama Buster", gives
Samurai, Sumo, Sabu, Geisya, Ninja, Benkei and Goemon Japanese voices. For
whatever reason, Oni and Tengu speak English in all versions of the game
===============================================================================
3. Characters
===============================================================================
Note = The game doesn't allow P1 and P2 to select the same character
*******************************************************************************
* 3.1 Samurai *
*******************************************************************************
Throw
-----
Hilt Bash f/n/b + 2P/2K close opponent ends up in front of
(tap P/K rapidly Samurai; mashable throw
for rapid strikes)
Basic Moves
-----------
Quick Jab LP close whiffs on crouching opponent
(except on Sumo and Benkei)
Punt Kick HK close whiffs if done right in front
of Kappa if he's crouching
Front Kick HK far whiffs on crouching opponent
if done far away (except on
Kabuki, Sumo, Geisya, Oni,
and Benkei)
Command Moves
-------------
Jawing Hilt f/b + LP close whiffs on crouching opponent
Downward Slice f/b + LP far
Crouching Downward Slice d + LP must be blocked low
Spinning Crouch Slash db/df + HP must be blocked low
Crouching Sword Upper d + HP must be blocked low
Killing Stab f/b + HP far
Crouching Lunge Kick db/df + HK must be blocked low
Special Moves
-------------
Zanzouken d, b, f + P LP=fast and doesn't inflict
any chip damage, HP=slow;
the projectile travels a
bit before vanishing; will
collide with other
projectiles as both will be
"destroyed" in the process;
overhead
Hayabusa Giri b/n/f + press P LP=slower, HP=faster; can
rapidly alternate between buttons
during the attack; doesn't
inflict chip damage;
overhead
*******************************************************************************
* 3.2 Kappa *
*******************************************************************************
Throws
------
Rough Slam 2P/2K close (tap P/K opponent ends up behind
rapidly to activate Kappa; single throw
throw maneuver
sooner)
Stinging Elbow f/b + 2P close (tap opponent ends up in front of
P/K rapidly for Kappa; mashable throw
rapid strikes)
Crash Knee f/b + 2K close (tap opponent ends up in front of
P/K rapidly for Kappa; mashable throw
rapid strikes)
Basic Moves
-----------
Chop LP close whiffs on crouching opponent
Stretch High Kick LK far whiffs on crouching opponent
Command Moves
-------------
Clawing Uppercut b/f + LP far
Crouching Poke d + LP must be blocked low
Reaching Slap b/f + HP far whiffs on crouching opponent
(except on Sumo and Benkei)
Double Arm Push b/db/f/df + HP in air overhead; will bounce to the
front if it connects and to
the back if the enemy is
close to the corner; the
bounce's trajectory changes
depending at which moment
the attack connected with
the opponent (connects
early=shortest bounce,
connects late=longest
bounce; can perform another
air maneuver after bounce;
inflicts chip damage
Skyward Stretch db/df + HP must be blocked low
Extend Knee b/db/f/df + HK in air overhead; will bounce to the
front if it connects and to
the back if the enemy is
close to the corner; the
bounce's trajectory changes
depending at which moment
the attack connected with
the opponent (connects
early=shortest bounce,
connects late=longest
bounce; can perform another
air maneuver after bounce;
inflict chip damage
Slide Kick d + HK must be blocked low
Mule Kick db/df + HK must be blocked low; whiffs
on Tengu while he is
crouching
Special Moves
-------------
Turtle Spin Clash hcf + P/K LP/LK=fast spin, up to 2
hits (3 if blocking), and
doesn't inflict chip
damage, HP/HK=slow spin and
up to 3 hits (4 if
blocking); occasionally
this becomes a crossup
after the first or second
hit if the opponent is
struck while crouching; can
be grabbed out of this
maneuver while spinning;
maneuver is not a true
combo so you can block the
rest of the attack if you
are hit by it; bypasses the
normal pushback aerial
recovery restriction;
overhead
Ice Bomb LP+HP+LK+HK will collide with other
projectiles as both will be
"destroyed" in the process;
overhead
Character Specific Note
-----------------------
*With the exception of his air command moves, Kappa's air attacks are not
overheads
*******************************************************************************
* 3.3 Sabu *
*******************************************************************************
Throw
-----
Matoi Toss b/n/f + 2P/2K close opponent ends up behind Sabu;
(tap P/K rapidly to single throw
activate throw
maneuver sooner)
Basic Moves
-----------
Matoi Bash LP close whiffs on crouching opponent
(except on Sumo, Oni, and
Benkei)
Double Matoi Strike LP far has two parts, each with the
ability to strike the
opponent; first part whiffs
on crouching opponents
(except on Sumo, Oni, and
Benkei); entire maneuver
whiffs on Kappa if he's
crouching
Prop Knee LK far whiffs on crouching opponent
(except on Samurai, Shogun,
and Oni if done at the
closest distance possible)
Prop Kick HK far whiffs on crouching opponent
(except on Sumo and Benkei)
Command Moves
-------------
Matoi Stab b/f + LP close
Charging Matoi b/f + LP far
Handle Strike d + LP must be blocked low
Side Matoi Swipe b/f + HP far
Twirling Matoi d + HP must be blocked low
High Snap Kick b/f + LK far whiffs on crouching opponent
if done far away (except on
Sumo, Oni and Benkei);
whiffs cleaning at any
distance on Kappa, Ninja,
Shogun, and Tengu if they
are crouching
Prop Boot Kick b/f + HK far whiffs on crouching opponent
if done far away (except on
Sumo and Benkei)
Special Moves
-------------
Hûrinkazan qcb, f + P LP=fast spin, up to 3 hits (4
if blocking), and doesn't
inflict chip damage,
HP=slow spin and up to 4
hits; maneuver is not a
true combo so you can block
the rest of the attack if
you are hit by it; bypasses
the normal pushback aerial
recovery restriction;
overhead
Hû'un Daisyarin LP+HP+LK+HK whiffs on crouching opponent
(except on Sumo, Kabuki,
Geisya, Oni, and Benkei);
can be used against an
aerial crossup attack;
doesn't inflict chip
damage; overhead
*******************************************************************************
* 3.4 Ninja *
*******************************************************************************
Throws
------
Shoulder Toss b/n/f + 2P/2K close opponent ends up behind
(tap P/K rapidly to Ninja; single throw
activate throw
maneuver sooner)
Neckringer b/n/f + 2P/2K close in opponent ends up behind
air Ninja; can use during an
opponent's aerial recovery
Basic Moves
-----------
Throat Stab LP far whiffs on crouching opponent
(except on Sumo and Benkei)
Punching Slice HP close whiffs on Kappa and Sabu if
they are crouching
Turn Back Kick HK far whiffs on crouching opponent
Command Moves
-------------
Side Slash b/f + LP far whiffs on crouching opponent
(except on Sumo and Benkei)
Low Blade Slice d + LP must be blocked low
Crouching Uppercut db/df + HP must be blocked low
Rising Blade Uppercut d + HP must be blocked low
Lean Back Kick db/df + HK must be blocked low
Slide Kick d + HK must be blocked low
Special Moves
-------------
Shoi Shuriken qcf + P LP=fast and doesn't inflict
chip damage, HP=slow; will
collide with other
projectiles as both will be
"destroyed" in the process;
overhead
Ninpou Kaenrin LP+HP+LK+HK can be used against an aerial
crossup attack; blue slash
will absorb projectiles;
overhead
Hayate Geri b/n/f + press K LK=slow, HK=fast (can
rapidly alternate between buttons
during the attack);
overhead
*******************************************************************************
* 3.5 Kabuki *
*******************************************************************************
Throws
------
Hair Squeeze b/n/f + 2P close (tap opponent ends up in front of
P/K rapidly for Kabuki; mashable throw
rapid squeezes)
Flying Buster b/n/f + 2K close opponent ends up behind
(tap P/K rapidly to Kabuki; single throw
activate throw
maneuver sooner)
Basic Moves
-----------
Crashing Elbow LP close whiffs on crouching opponent
(except on Sumo and Benkei)
Straight Palm LP far whiffs on crouching opponent
(except on Sumo and Benkei)
Rising Hand HP close whiffs on crouching opponent
(except on Sumo and Benkei)
Swiping Roundhouse LK close whiffs on crouching opponent
(except on Sumo, Oni, and
Benkei)
High Snap Kick LK far whiffs on crouching opponent
Crush Kick HK close whiffs on crouching opponent
(except on Sumo and Benkei)
Roll Kick HK far whiffs on crouching opponent
Command Moves
-------------
Stomach Palm b/f + LP far
Low Bladed Hand d + LP must be blocked low
Clawing Push b/f + HP far whiffs on crouching opponent
(except on Sumo, Oni, and
Benkei)
Reaching Hair Strike d + HP must be blocked low
Swiping Roundhouse b/f + HK far whiffs on crouching opponent
(except on Sumo, Oni, and
Benkei)
Special Moves
-------------
Spider's Thread d, f + P LP=short duration, HP=long
duration; will collide with
other projectiles as both
will be "destroyed" in the
process; overhead
Fire Hurricane LP+HP+LK+HK can be used against an aerial
crossup attack; overhead
*******************************************************************************
* 3.6 Sumo *
*******************************************************************************
Throws
------
Torturing Backbreaker n + 2P close (tap opponent ends up behind Sumo;
P/K rapidly for mashable throw
rapid backbreakers)
Rock Crushing Palm b/f + 2P close (tap opponent ends up in front of
P/K rapidly to Sumo; single throw
activate throw
maneuver sooner)
Hopping Backbreaker n + 2K close (tap opponent ends up behind Sumo;
P/K rapidly to single throw
activate throw
maneuver sooner)
Slap Uppercut b/f + 2K close (tap opponent ends up in front of
P/K rapidly for Sumo; mashable throw
rapid strikes)
Falling Powerbomb b/n/f + 2P/2K close in opponent ends up in front of
air Sumo; can use during an
opponent's aerial recovery
Basic Moves
-----------
Quick Slap LP close whiffs on crouching opponent
(except on Sumo and Benkei)
Quick Palm LP far whiffs on crouching opponent
(except on Sumo and Benkei)
Swooping Palm HP close whiffs on crouching opponent
(except on Sumo, Oni, and
Benkei)
Heavy Palm HP far whiffs on crouching opponent
(except on Sumo, Oni, and
Benkei)
High Knee LK close whiffs on crouching opponent
(except on Kabuki, Sumo,
Geisya, Oni, and Benkei)
Blind Side Kick LK far whiffs on crouching opponent
(except on Sumo, Oni, and
Benkei)
Sumo Kick HK close whiffs on crouching opponent
(except on Sumo, Oni, and
Benkei)
Command Moves
-------------
Crouching Palm d + LP must be blocked low
Sumo Push b/f + HP far whiffs on crouching opponent
(except on Sumo and Benkei)
Back Slap db/df + HP must be blocked low
Shin Cracking Palm d + HP must be blocked low
Special Moves
-------------
Tatsunoko Attack d, df + P LP=low jump, HP=high jump;
only hits aerial opponents;
can be used against an
aerial crossup attack
Sumo Tackle LP+HP+LK+HK overhead
*******************************************************************************
* 3.7 Geisya *
*******************************************************************************
Throw
-----
Spike Frankensteiner b/n/f + 2P/2K close opponent ends up behind
(tap P/K rapidly to Geisya; single throw
activate throw
maneuver sooner)
Basic Moves
-----------
Weak Slap LP close whiffs on crouching opponent
Bop Punch LP far whiffs on crouching opponent
Heavy Slap HP close whiffs on crouching opponent
Backfist HP far whiffs on crouching opponent
Skyward Kick LK close whiffs on crouching opponent
(except on Sumo, Oni, and
Benkei)
Double Hop Kick LK far has two parts, each with the
ability to strike the
opponent; overhead; whiffs
on Kappa, Sabu, Ninja,
Tengu, and Goemon if they
are crouching
Over Shoulder Back Kick HK close whiffs on crouching opponent
(except on Sumo, Oni, and
Benkei)
Command Moves
-------------
Crouching Claw Scratch d + LP must be blocked low
Downward Punch b/f + HP far
Reaching Crouch Punch d + HP must be blocked low
Punt Kick b/f + LK far
Side Kick b/f + HK far
Special Moves
-------------
Tsuru No Mai f, d, df + P LP=fast spin and up to 4 hits
(5 if blocking or 3 if
opponent is crouching) and
does not inflict chip
damage, HP=slow spin and up
to 4 hits (5 if blocking);
maneuver is not a true
combo so you can block the
rest of the attack if you
are hit by it; bypasses the
normal pushback aerial
recovery restriction;
overhead
Chou No Mai LP+HP+LK+HK only hits aerial opponents;
can be used against an
aerial crossup attack
*******************************************************************************
* 3.8 Shogun *
*******************************************************************************
Throw
-----
Blaster Impalement b/n/f + 2P/2K close opponent ends up in front of
(tap P/K rapidly for Shogun; mashable throw
rapid strikes)
Basic Moves
-----------
Throat Slice LP close whiffs on crouching opponent
(except on Sumo and Benkei)
Roll Kick LK/HK close whiffs on crouching opponent
(except on Sumo, Oni, and
Benkei)
High Kick LK/HK far whiffs on crouching opponent
(except on Geisya and Oni)
Command Moves
-------------
Horizontal Slice b/f + LP far
Crouching Downward Slice d + LP must be blocked low
Vertical Slice b/f + HP far whiffs on crouching opponent
(except on Kabuki, Sumo,
Geisya, Oni, and Benkei)
Crouching Side Slice db/df + HP must be blocked low
Double Twirl Blade d + HP must be blocked low
Quick Foot Kick db/df + HK must be blocked low
Special Moves
-------------
Drill Arm db, f + P LP=fast, HP=slow; will
collide with other
projectiles as both will be
"destroyed" in the process;
overhead
Kamikaze Attack b/n/f + press P LP=slow, HP=fast (can
rapidly alternate between buttons
during the attack); doesn't
inflict chip damage;
overhead
-------------------------------------------------------------------------------
*******************************************************************************
* 3.9 Oni *
*******************************************************************************
Throws
------
Horn Buster b/n/f + 2P close (tap opponent ends up in front of
P/K rapidly for Oni; mashable throw
rapid strikes)
Pounder Buster b/n/f + 2K close (tap opponent ends up behind Oni;
P/K rapidly to single throw
activate throw
maneuver sooner)
Basic Moves
-----------
Forearm Hammer LP/HP close whiffs on crouching opponents
(except on Kabuki, Sumo,
Geisya, Oni, and Benkei)
Bashing Punch LP/HP far whiffs on crouching opponent
(except on Sumo, Oni, and
Benkei)
Command Move
------------
Crouching Uppercut d + LP/HP must be blocked low
Special Moves
-------------
Oni Drill qcf + P LP=fast spin and up to 3
hits, HP=slow spin and up
to 3 hits; whiffs on
crouching opponents
Pounder Earth LP+HP+LK+HK will collide with Kabuki's
Spider Thread projectile
or a mirror match Oni's
Pounder Earth as both
will "destroyed" in the
process; overhead
Character Specific Notes
------------------------
*All of Oni's normal moves (standing, crouching and jumping) have no attack
strength difference
*Oni is not banned
*******************************************************************************
* 3.10 Tengu *
*******************************************************************************
Throw
-----
N/A
Basic Move
----------
Stabbing Fingers LP close/far whiffs on crouching opponent
Side Kick LK close/far whiffs on crouching opponent
(except Sumo and Benkei)
Double Swipe Kick HK close/far has two parts, each with the
ability to strike the
opponent; inflicts chip
damage; whiffs on crouching
opponent
Command Moves
-------------
Upward Punch d + LP/HP must be blocked low
Snap Kick b/f + HK whiffs on Kappa, Sabu, Ninja,
Shogun, Tengu and Goemon if
they are crouching
Special Moves
-------------
Hurricane Kick f, df, d + K LK=fast spin and up to 2 hits
(3 if blocking), HK=slow
spin and up to 2 hits (3 if
blocking); whiffs on
crouching opponents; can
be grabbed out of this
maneuver while spinning;
maneuver is not a true
combo so you can block the
rest of the attack if you
are hit by it; bypasses the
normal pushback aerial
recovery restriction
Spiral Wing LP+HP+LK+HK will collide with other
projectiles as both will be
"destroyed" in the process;
overhead
Character Specific Notes
------------------------
*All of Tengu's normal crouching and jumping moves have no attack strength
difference
*Tengu's standing moves are the same far and close
*******************************************************************************
* 3.11 Benkei *
*******************************************************************************
Throw
-----
N/A
Basic Moves
-----------
Spear Stab LP/LK close/far whiffs on crouching opponent
(except on Kabuki, Sumo,
Geisya, Oni, and Benkei)
Downward Spear Slice HP close/far hits twice on block up close
Standing Spear Twirl HK close/far has multiple parts, each with
the ability to strike the
opponent
Command Moves
-------------
Toe Spear d + LP/HP must be blocked low
Crouching Spear Twirl d + LK/HK must be blocked low; has
multiple parts, each with
the ability to strike the
opponent; sometimes will
become an unblockable
attack
Special Move
------------
Volcano Blast LP+HP+LK+HK will collide with other
projectiles as both will be
"destroyed" in the process;
overhead
Character Specific Notes
------------------------
*All of Benkei's crouching moves have no attack strength difference
*Benkei's standing moves are the same far and close
*Benkei has only has one jumping move
*He has a bug that when he TURNS around after you or the opponent jumps over
him AND he's not blocking, any following move that should whiff on him while
crouching won't whiff
*The above bug only stays active until Benkei blocks, moves, performs an attack
or is damaged
*******************************************************************************
* 3.12 Goemon *
*******************************************************************************
Throw
-----
Roaring Punch b/n/f + 2P/2K close opponent ends up in front of
(tap P/K rapidly for Goemon; mashable throw
rapid strikes)
Basic Moves
-----------
Hop Kick HP close whiffs on crouching opponent
(except Sumo, Oni, and
Benkei); overhead
Flying Kick HP far whiffs on crouching opponent
(except Sumo, Oni, and
Benkei); overhead
High Roundhouse LK close/far whiffs on crouching opponent
(except Sumo, Oni, and
Benkei)
Sobat HK close whiffs on Kappa, Sabu, Ninja,
Shogun, and Tengu if they
are crouching
Command Moves
-------------
Crouching Straight Punch d + LP/HP must be blocked low
Straight Punch b/f + HP whiffs on crouching opponent
(except Sumo and Benkei)
Special Moves
-------------
Tiger Strike f, d, df + P whiffs on crouching opponent
Pouncing Leg Swipe f, d, df + K does up to 3 hits; will
occasionally become a
crossup after the first or
second hit if the enemy is
struck while crouching;
overhead when done from
afar and is not an overhead
if done up close; maneuver
is not a true combo so you
can block the rest of the
attack if you are hit by
it; doesn't inflict chip
damage; bypasses the normal
pushback aerial recovery
restriction; whiffs against
crouching Kappa, Sabu, and
Ninja
Dragon Flame LP+HP+LK+HK will collide with other
projectiles as both will be
"destroyed" in the process;
overhead
Character Specific Notes
------------------------
*Goemon's crouching and jumping attacks have no attack strength difference
*Goemon's standing moves are the same far and close
===============================================================================
4. Conclusion
===============================================================================
4.1 What's Missing/Needed
-Clean up and corrections
-Does Benkei has another special move or is it just the game playing tricks
with the ingame movelist like it does with Goemon?
-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 writing this faq
-Faq presented by me