SASUKE FAQ
VERSION 1.2
5/15/99
Unpublished Work Copyright 1999 Mike Allen
FORWARD
-------
This is as an "easy reference" guide for Sasuke users. The strategies
are from my Expert FAQ Version 1.38.
Send any questions/comments to:
[email protected]
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TABLE OF CONTENTS
-----------------
I. STRATEGIES
II. COMPLETE MOVES LIST
III. V.S. SASUKE
IV. REVISION HISTORY
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KEY:
====
H: high
M: middle (input H+L)
L: low
G: guard
J: jump
S: special button
Basic: standard attack (not moving or using the directional pad)
Step: Step move (tap the directional pad while holding G)
Ducking: a fully-ducked position (hold G)
Rising: "while rising" position (after certain low attacks or ducking)
Walking: direction pad while holding G
Running: direction pad without holding G
j(attack): just-frame attack (exp. "jH" is a just-frame attack with H)
Terminology:
------------
jab = Basic H
combo = if the first hit lands, the rest will connect
mid = an attack that hits middle
low = an attack that hits low
counter = counter-hit
delay = pushing the buttons at a slower speed to alter the timing
lifter = move that sets up an air combo
wake-up attack = a move while on the ground after being knocked down
down attack = a move used to hit opponents lying on the ground
sleeper = an opponent who sits on the ground after being knocked down
turtle = an opponent who plays defensively
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SASUKE => He's a bad-ass. Make that a CHEAP bad-ass.
=======
Sasuke, huh? Where do I begin? He's a prick with a cheap sword and
those damn stunballs. Needless to say, I'm not a Sasuke fan. His moves
are deadly but risky. It's funny how in one round you'll land the
Jumping H eight times for victory, but in the next you'll miss with it
three times and get killed. Not my style.
I'm not much for the guys with swords. Basically, there is NO sword
attack in the game that is 100% based on skill. They all require your
opponent to mess up in order to work. Does it feel good to win because
your opponent missed the sword-grab? Not to me.
It's like in tennis. Which of these two "victories" feels better?
1. nail the winning shot down the line
2. have your opponent end the match by double-faulting
Players who rely on swords obviously don't have a problem with #2. They
stick with the "Just win, baby!" approach. Whatever.
Close-Range Fighting
====================
From close-range you'll start with the HH, the Basic M, or the Basic L.
The Rising H is another technique you'll want to include in your attack
patterns.
Follow the HH with:
-------------------
1. H (can be delayed; can extend the entire link to HHHLH)
2. HjH
3. Basic M (can extend to Basic M links listed below)
4. Basic L (can extend to Basic L links listed below)
5. Basic S
6. Throw
7. 90-degree H
Notes:
The third hit in the HHH can be HEAVILY delayed.
You can delay the low in the HHHLH. If your opponent blocks the low,
you won't be able to add the last H and will get countered.
Follow the Basic M with:
------------------------
1. M
2. MH
3. MS
4. Basic L (can extend to Basic L links listed below)
5. Basic S
6. Basic HH (can extend to HH links listed above)
7. Throw
8. 90-degree H
Notes:
Your best move on the ground is the basic M. It cannot be interrupted,
counters most moves, and leaves you safe if blocked. If opponents try
and counter after the M, add the second M to pop them up.
After a successful M, the follow-up M will miss against "light"
opponents.
Follow the Basic L with:
------------------------
1. H
2. Basic HH (can extend to HH links listed above)
3. Basic M (can extend to Basic M links listed above)
4. Throw
5. 90-degree H
6. Basic S
Notes:
You can intentionally miss with the L as part of the LH to draw your
opponent to counter, and nail him with the H.
The Rising H
-------------
After getting nailed with a slide, most opponents will pull an
immediate ground recovery. Wait until they recover and input the Rising
H. Follow with HHHLH for an air combo.
The rising H hits close downed opponents. Your opponent can get up
invincibly through the sword and counter.
If you manage a back throw, use a rising H after you launch them (hold
G after the throw to set it up), and follow with HHHLH.
Opponents can grab and interrupt the rising H.
Other Close-Range Attacks
-------------------------
Sasuke's walking attacks (H and L) are quick and make a nice 2-choice.
The G+L goes under high attacks and has great range. You can follow
with the Rising H.
Medium-Range Attacks
====================
Here are the basic principles of air combat all Sasuke players need to
understand:
1. Your Jumping H is unblockable, cannot be grabbed, and cannot be
interrupted as long as your feet are off the floor when the sword
comes out. To input the command correctly you need to hit H just
after the peak of a high jump or at the very beginning of a short
jump.
2. If you do the sword slice late (when your feet are on the
ground), opponent's can grab and interrupt your attack.
3. The only thing that can stop a jumping sword attack is an uppercut,
a jumping kick, or you screwing up and hitting air.
4. If you do the sword slice every time you jump, players will uppercut
your ass all the way to hell. It is crucial you mix-up your jumping
patterns by:
- jumping up and doing nothing
- jumping in various directions and at different heights
- mixing in the Stunball (jumping S)
5. The Stunball is a primary technique to mix-up your air attacks. A
successful Stunball will (obviously) stun your opponent. Wait until
your opponent turns his back and input the Running HHH. If your
opponent doesn't know how to "break" the back-throw, input the throw
and follow with HHHLH.
6. You need to practice learning the delayed and quick versions of the
Stunball. The delayed Stunball is input just before you come down
from a jump, and is useful against opponent's who hit air at close-
range or are charging in to nail you. The quick Stunball is input
immediately after a short jump.
7. You only get three Stunballs each round. If you're not landing at
least one stun ball per round, you need more practice mixing up your
jumps and learning the Stunball's range. I advise refraining from
interrupts and other S attacks because the stun balls rule.
Notes:
Against uppercuts, jump and head towards your opponent as if you're
going to do a sword slice. Just after the peak of your jump, pull back
so they hit nothing but air, and drop a low-height stun ball.
If your opponent is heading towards a box-weapon, jump up. If you see
them reaching down to pick it up, you have almost a second (that's a
LONG time) to hit them with a stun ball.
Other Medium-Range Attacks
--------------------------
Use the L+S, L against opponents who walk around at medium-range. Since
this attack hits low, your opponent can't interrupt. Unless he let's
off the G button quickly , your L+S, L will hit clean.
You can do air combos after a successful Step LH, but you need to base
them on your opponent's weight and whether or not the Step LH was a
counter hit.
From a half-screen away, the Step H is a nice ranged-attack.
If the first hit on the running HHH can do enough damage to kill the
opponent, it makes a GREAT finishing move.
Wake-Up Games
=============
Against opponents who ground recover, jump up and throw out a Stunball.
Don't do it too early or they'll be stunned on the ground.
You can jump straight up to avoid wake-up attacks and input the sword
or a Stunball.
Against Airborne Opponents
==========================
Use the running HHH against opponents who jump straight up. It usually
hits 3 times even when they're airborne.
Countering Opponent's Mistakes
==============================
After blocking a low attack, the Rising H is your best counter.
Unfortunately, opponents can grab and interrupt this technique. You
might need to settle for the Basic M.
After blocking high attacks, do a short jump and immediately input the
H. You can substitute this with a backward jump to unleash the
Stunball.
Other
=====
Sasuke's M attack from a higher elevation is the worst in the game.
Don't use it.
SASUKE'S COMPLETE MOVES LIST
============================
HHH
HHHjH
HHL
HHHLH
H (hold), jHHHHjL
90-degree (either way), H
360-degree (H or L), push S to jump
H+S, H
H+S, jL
LHH
L+S, L
MMH
Walking H
Walking LL
Running HHH
Running L
Running M
Projectile-Evasion, H
G+H
G+L, H
J+H
J+L
Step H
Step LH
Step LLH
Step (delay) M
Ducking HHH
Ducking L
Rising H
Throws
------
front
front, hold (H or L), G, G
left
right
back
360-degree
Specials
--------
S
S (hold)
S (hold), H
S (hold), L
Running S
J, S
M+S (when white meter is 100% full; counters enemy attack)
M+S (when white meter is not 100% full; restores white meter)
S (white meter empty)
V.S. SASUKE
===========
Against the Sword
-----------------
Learn to grab (or interrupt)the following sword moves:
Rising H
Running HHH
HHH
J+L
Jumping H (if his feet are on the ground)
Even if all three hits in the running HHH connect, you can sit Sasuke
with a wake-up attack.
Against the Stunball
--------------------
If you're hit by a stun ball push the buttons and directional pad as
fast as you can. Being hit with the running HHH hurts less than a
rising H followed by an air combo. If you recover during the running
HHH when your back isn't turned, you can grab the last slice.
Be VERY careful using wake-up attacks. If he jumps up and you miss,
he'll get you with the Stunball or a jumping H.
Other
-----
The 360-degree, (H or L) "spinning-sword" move can be ducked.
Don't expect Sasuke players to interrupt much. They'll save the white
meter for Stunballs.
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IV. REVISION HISTORY
--------------------
1.0- used Expert FAQ Version 1.3
1.1- used Expert FAQ Version 1.33
1.2- used Expert FAQ Version 1.38
I won't update this FAQ again. New Sasuke strategies will appear in my
Expert FAQ first.
Send any questions/comments to:
[email protected]
Unpublished Work Copyright 1999 Mike Allen