InuYasha: A Feudal Fairy Tale FAQ/Move List
Version 1.4
By Webapprentice
Email: [email protected]
Last Update: May 7, 2003


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Where to Find This FAQ
----------------------
www.gamefaqs.com
www.neoseeker.com
faqs.ign.com



Credits
-------
Rumiko Takahashi for creating this manga and anime.
CJayC for keeping Gamefaqs operational.
Neoseeker.com for keeping its multi-purpose multimedia site operational.


FAQ History
-----------
04/25/2003:
Tip added for Rock Smashing mini-game by Mariano Williner.


04/25/2003:
Spelling error fixed.
Clarification about the spiritual guage in Basic Fighting section
Clarification of throw descriptions for different characters.
Added Mini-Game Tips section


04/20/2003:
Added table of contents.
clarified text in Basic Fighting and Advanced Fighting sections.


04/19/2003:
Fixed throw description of Inuyasha.  Demon Inuyasha move list added.
Fixed descriptions for other characters.


04/18/2003:
All characters, except one, have their moves detailed.
I don't know how to unlock the last one yet.
I could use more combo information.





TABLE OF CONTENTS
-----------------

Search for these headings, which are all in capital letters.

DESCRIPTION

CONTROLLER KEY

BASIC FIGHTING

ADVANCED FIGHTING

MOVE LISTS
-INUYASHA
-KAGOME
-MIROKU
-SANGO
-KIKYO
-KOGA
-SHIPPO
-SESSHOMARU
-KAGURA
-NARAKU
-TOTOSAI
-DEMON INUYASHA

UNLOCKING NEW CHARACTERS

MINI-GAME TIPS


DESCRIPTION
-----------
InuYasha: A Feudal Fairy Tale is the English port of the Japanese
Playstation game InuYasha: Sengoku Otogi Kassen.  This is a fighting
game based on Rumiko Takahashi's manga, InuYasha, which was later
made into an anime.

This FAQ covers the move list in greater detail (both basic and special
attacks) and tries to provide some comboing information.  The game's
instruction manual does provide good information, so I'm not covering
things described in the manual with detail.



CONTROLLER KEY
--------------

D = Down (crouch)
F = Forward (move forward)
B = Back (move backward)
U = Up (jump)
X = X button (Counter Guard)
O = Circle button (Strong Attack)
^ = Triangle button (Weak Attack)
[] = Square button (Special Attack)
R1 = Dash forward
L1 = Dash backward
L2 = Tag teammate (switch characters when you have a tag team)
R2 = Team attack

UF = Up and Forward simultaneously (Jump Forward)
UB = Up and Backward simultaneously (Jump Backward)
DB = Down and Backward simultaneously (Crouching Guard)



BASIC FIGHTING
--------------
Your character's body is divided into high, mid, and low zones.

High is your character's upper body and head.
Mid is your character's waistline.
Low is your character's legs.

So, if an attack is high, that attack will try to hit your character's
upper body or head.

A jump attack is an attack done in the air.  In most cases, it is a
high attack.


Weak Attack:
This is a fast attack but does little damage.


Strong Attack:
This is a slow attack but does more damage.  Some
strong attacks have enough animation frames to be leave you
vulnerable if you miss.


Guard High, Guarding Mid:
Holding B will allow you to block high, mid, and jump
attacks.


Guard Low:
Holding B will allow you to block low attacks


Air Guard:
Holding B in midair will alow you to block aerial attacks.
You can block attacks from a standing opponent, as well
as special attacks and super special attacks!


Crouching Guard:
Holding DB allow you to block low attacks.
This will not block high attacks, jump attacks, or certain mid attacks.


Dash:
Dash forward or backward to cover more ground.  You can hit dash, immediately
followed by an attack button to do a dash attack.  You can also hit dash
twice successively to attack in a dash as well.
Everybody dashes the same distance, which is usually about 2.5-3 body lengths.


Forward Air Dash:
This allows you to dash in the air.  Instead of dashing
horizontally and then falling straight down, your character
sails toward your opponent in a downward direction.  There is no
backward air dash.  Even if you try to dash in the opposite
direction where your opponent is, you still dash towards your oppoent.
Kikyo, Kagome, Hiroku, and Sango cannot air dash.

You cannot attack in an air dash.


Throw:
F + O while close to the opponent will allow your character to throw the
opponent. You can throw crouching opponents!  Throws don't do a lot of damage.


Air Throw:
In the air: F + O while close to the opponent
This will allow your character to throw the opponent.  Some air throws send
the opponent flying backwards, while other air throws simply pull the opponent
straight down.  Air throws don't do a lot of damage.


Spiritual Gauge:
This is the blue bar beneath your life guage.
When it is full and blinking, you can use your character's Super Special
Attack.  You build your spiritual gauge by attacking, being hit, or
guarding.  You can also gain Spiritual energy by collecting your opponent's
jewel shards.  In addition, the more shards you control, the faster the
gauge increases.

The amount of spiritual energy gained in decreasing amounts is:
Jewel shard or being hit by a super special attack
a) Being hit (normal and special attacks)
b) Attacking
c) Guarding

Therefore, to increase your spiritual gauge quickly, you want to take
your opponent's jewel shard.  Note that if you somehow drop your jewel
shard and you pick it up again, your spiritual gauge will increase.

Spiritual gauge increases seem to be of the same proportion for all
characters.  No one character is predisposed to gaining more spiritual
energy for a given hit than another character.


Team Gauge:
In a team fight (Fariy Tale or Dream Fairy Tale mode), there are
3 blocks in the lower part of the screen, above your
teammate's life bar.  It builds up in the same manner as your spiritual
gauge. You need the team energy to perform Double Attacks or to switch
characters in battle.

When your teammate is cheering (your teammate's portrait will be blink
red), successful attacks or guards approximately doubles the team energy
you gain.

A successful weak attack on your opponent will fill up 1/4 of a block.

A successful strong attack on your opponent will fill up 3/4 of a block.

For example, 4 weak successful attacks will fill up one block.
Since you have 3 blocks, it would take 12 weak attacks to fill it up
completely.

If you are hit with a weak attack, it will fill up 1/4 of a block.

If you are hit with a strong attack, it will fill up 2/4 of a block.

You do the math for the rest.



ADVANCED FIGHTING
-----------------

Special Attacks:
Use [] and your controller's directional pad to
execute a character's special attack.  Special attacks generally
do more damage than normal attacks.

Every character has 3 special attacks.  These will cause you and your
opponent's spiritual and team gauges to build up faster.


Super Special Attack:
When your spiritual gauge is full, you can
execute your character's super special attack.  When it is performed,
the spiritual gauge drains to 0.  If you are hit with a super special
attack, your spiritual gauge increases significantly.


Counter Guard:
When your opponent is just about to strike you, press
the X button to counter guard.  This is like an alpha counter from the
Street Fighter Alpha series.  Your character will guard against the
attack and counter attack.  When the opponent is hit by this counter
attack they take minor damage. If you counter guard an attack from a
standing or crouching opponent, the opponent will stagger backward,
giving you an opening to attack.  If you counter guard a jump attack,
the opponent will fly backward and fall to to the ground.
Counter guard cannot be used against special attacks or super special
attacks.

DB + X: Counter guard low attacks and some mid attacks.
B + X: Counter guard high attacks, jump attacks, or most mid attacks.

According to the instruction manual, you can counter guard out of a combo
your opponent is inflictnig on you. I've never been able to pull this off
consistently, because when you are hit in a combo, you are constantly
in the "being hit" animation frame, so you cannot go into your
"counter guard" animation frame.


Yasha Combo:
Press ^ (weak) and O (strong) buttons repeatedly to start
an automatic combo that eventually ends with a special attack.
If you keep pressing the same attack button, the combo ends with a
special attack faster.  If you juggle the weak and strong attack buttons,
you can build some intersting combos.  Unfortuantely, a Yasha combo is
automatic, so there is no way to cancel out of it unless you stop
pressing the attack buttons or get hit.  The game picks up the button
presses quickly, so rapidly hitting the attack buttons will cause your
character to continue the combo past what you may have wanted.
Thus, use this technique with discretion.


Stagger:
Hitting your opponent with a double attack or a counter guard
causes your opponent to stagger.  The opponent cannot guard or attack
during these animation frames, so attack your opponent quickly.


Switch Characters:
When your team gauge is full, you can press L2 to switch to your teammate.
The game will pause, show a large graphic of your teammate, load the
teammate's sprites and voices into memory, and finally bring your
teammate into play.  This consumes the entire team gauge bar.

You can only switch characters if and only if
1) you AND your opponent are standing on the ground
2) you AND your opponent are not donig any special attacks, double attacks,
or super special attacks

So, if you want to mess up your opponent, just keep doing special attacks
or jump in the air to prevent your opponent from switching characters.
This is cheesy, but it is a memory limitation of the Playstation.
This game is not Marvel vs. capcom (arcade).


Double Attack:
Press R2 when the team gauge has at least one block full to execute a double
attack.  This is a 2-part attack.  R2 causes your character to attack the
opponent.  If you succesfully hit your opponent, your opponent will stagger
and your teammate will jump in and do a follow-up attack.  Your opponent is
unable to block for a brief moment after the follow-up attack.
This consumes one block.  (In Myoga's training, it looks like you could
get away with only 3/4 of a block looking at the CPU fight.)

Take note of the double attack combinations.  Some teammates' attacks will
knock the opponent down rather than keep them standing.

Double attacks will vary depending on which two characters you pick.
No matter what, the teammate will always do his or her special attack
as the follow-up attack. The special attack your teammate does is always
the same.

So, a double attack can be described as a regular attack followed by your
teammate's special attack.


Special Attack/Shard Drop:
For each character, one of his or her special attack will cause the opponent
to drop a jewel shard if the opponent is hit with that special attack.  You
can pick up the shard.


Shard Compatibility:
Shards come in 3 flavors: purified (blue), neutral (purple), and cursed (red).

A character trying to pick up a shard that they are not compatible with will
take damage, stagger a little bakcward, and not pick up the shard.  A shard
left on the ground for one second will become neutral, so any character
can pick it up then.  Sometimes, you can cause your opponent to run over an
incompatible shard just to cause the oppoent to become vulnerable.  Watch the
ground carefully!

A purified character cannot pick up cursed shards right away.
A cursed character cannot pick up purified shards right away.
A neutral character can pick up all shards. (useful!)

Purified characters: Inuyasha, Sango, Shippo, Koga
Neutral characters: Kagome, Miroku, Kikyo, Sesshomaru, Totosai
Cursed characters: Kagura, Naraku


No Projectile Cancellation:
Projectiles used in special attacks do not cancel each other.  If you and
your opponent both launch projectiles, the projectiles go right through
each other.


Moves Done Against Walls or Edge of Screens:
In many other fighting games, when a defender is cornered, the
attacker's attacks usually repels him/her/it back from the
defender.  In this game, not all attacks do that.  It is possible
to trap an opponent in the corner permanently.


Stages With No Boundaries:
Certain stages have no edge of screen.  They simply go on horizontally
infinitely.  Other stages are infinite but have obstacles which partition
the infinite stage.  In these stages, you can't corner an opponent forever.

Stages with no boundaries are Outside Naraku's Fortress, The Hidden Village,
The Den of the Demon-Wolves, and Ooyama Village.

The Hidden Village has some fallen trees partitioning the stage, but these
can be destroyed by hitting the trees.

The Den of the Demon-Wolves has some large rocks partitioning the stage,
but these can be destroyed by hitting the rocks.



MOVE LISTS
----------

Moves are described with character facing right.
Reverse the directions for a character facing left.


Key:

D = Down (crouch)
F = Forward (move forward)
B = Back (move backward)
U = Up (jump)
X = X button (Counter Guard)
O = Circle button (Strong Attack)
^ = Triangle button (Weak Attack)
[] = Square button (Special Attack)
R1 = Dash forward
L1 = Dash backward
L2 = Tag teammate (switch characters when you have a tag team)
R2 = Team attack

UF = Up and Forward simultaneously (Jump Forward)
UB = Up and Backward simultaneously (Jump Backward)
DB = Down and Backward simultaneously (Crouching Guard)

+ = simultanously
, = successively

A body length is approximately how much a character sprite would take up on
the screen.  This is used to give relative ranges of attacks.


--------------
INUYASHA
--------------

***Regular Attacks***

Knife Hand:
^
Inuyasha's claw goes straight out.  Its range is about 1 body length.


Horizontal Sword Slash:
O
Inuyasha swings his sword with two hands.
Its range is about 3 body lengths!  This is good to stick your sword out and
keep the opponent away.


Dashing Sword Slash:
R1, attack button
R1, R1
Inuyasha long jumps forward and vertically slashes with his sword.
It will hit an aerial opponent that is close to the ground,
but at that point, it is effectively a ground opponent.
The blade's range is about 1.25 body lengths.


Backward Dashing Sword Slash:
L1, attack button
L1, L1
Inuyasha long jumps backwards while swinging his sword vertically
upward.
It will hit an aerial opponent that is close to the ground,
but at that point, it is effectively a ground opponent.
The blade's range is about 1.25 body lengths.


Jumping Downward Slash:
U + O
UR + O
UL + O
Inuyasha swings his sword vertical downard in front of him.
An opponent on the ground can guard high to block this.


Jumping Claw Slash:
U + ^
UR + ^
UL + ^
While in the air, Inuyasha sticks his claw straight out in front of him.
Its range is about 0.75 of a body length.

An opponent on the ground can guard high to block this.


Crouching Horizontal Sword Slash:
D + O
Its range is about 2.75 body lengths!  This is good range.


Crouching Claw Slash:
D + ^
While crouching, Inuyasha strikes with his claw straight out.
Its range is about 0.75 of a body length.  Very short range.


Throw:
While next to opponent: F + O
If the opponent is not female, Inuyasha drives his sword into the
ground, grabs his opponent, punches his opponent, then pulls his
sword out of the ground.

If the opponent is female, Inuyasha drives his sword into the
ground, couches, and kicks the female's legs.  This will do 2-hits.
Finally, Inuyasha pulls his sword out of the ground.


Air Throw:
While next to opponent in the air: F + O
Inuyasha grabs his opponent and punches his opponent with the
hand holding the sword.


***Special Attacks***

Iron Reaver:
[]
In a standing position, Inuyasha takes a short hop forward (about 1 body
length) and strikes with his claws in a downward direction.  This comes
out very fast, so it is hard to see coming.  The claw range is about 1
body length.


Wind Scar:
B + []
Inuyasha grabs his sword with both hands and swings it vertically to the
ground. A small crescent-shaped shockwave moves foward from Inuyahsa.
This has a range of about 4 body lengths.  There is a wind-up at the
beginning Of the move (The first 2-3 frames where Inuyasha raises his sword
and begins to strike down), so you could get hit during that time.

When an opponent is struck with this move, he or she will drop one jewel shard.


Blades of Blood:
F + []
In the air: F + []
Inuyasha throws swirls of blood at the enemy.  This projectile hits high.
This projectile goes right over a crouching opponent.  There is no
need to block.

This projectile goes right over a standing or crouching Shippo.


***Super Special Attack***

Dragon Twister:
D, D, []
Inuyasha is surrounded by light beams, sticks his sword out, and then summons
a horizontal cyclone that launches from his sword to his opponent.  The sword
itself does no damage in this move.

This does 1 hit for about 1/3 of the opponent's life bar.

If you are fighting Inuyasha, you must hit Inuyasha or block when he is
surrounded by the light beams, or you will get hit by this super special
attack.

Your opponent can air guard against this.


***Yasha Combos***
Yasha combos can only be done when you hit your opponent.
If the opponent manages to block an attack in the combo, the combo
will end.  You must actually enter the combo a little ahead of time in
a rhythmic fashion when the first hit connects, so it's a little bit
of memorization and timing to extend the combo chain.

If the combo ends in a Iron Reaver, the combo is over.

^, ^, ^, ^ (standing)
Does 4 hits
This is 2 weak attacks, a short downward claw attack (first half of Iron
Reaver animation) that advances him, and finishes with Iron Reaver.


^, ^, ^, ^ (crouching)
Does 4 hits
This is 2 weak attacks, a 3rd weak attack that causes Inuyasha to lunge
forward a little, and ends with Iron Reaver.  Note that you stand up
again to do the Iron Reaver.


O, O, O, O (standing)
Does 4 hits
This is 2 strong attacks, a 3rd strong attack that that causes Inuyasha
to step forward once, and ends with Iron Reaver.


O, O, O, O (crouching)
Does 4 hits
This is 2 strong attacks, a 3rd strong attack that that causes Inuyasha
to step forward once, and ends with Iron Reaver.  Note that you stand
up again to do the Iron Reaver.


More hits in combos:
The trick to getting more hits is to watch if Inuyasha goes into that unique
animation frame where he advances a little.  This allows you to continue
the combo.  You also have to hit the buttons in a rhythmic pattern, mostly
pressing an attack button at the same time Inuyasha strikes the opponent.

Here are some Yasha combos.

^, ^, ^, (now hit each button as Inuyasha yells and strikes) O, ^, O, ^
This does 7 hits for about 1/4 of the opponent's life bar.

O, O, O, (now hit each button as Inuyasha yells and strikes) ^, O, ^, O
This does 7 hits for about 1/3 of the opponent's life bar.

^, ^, O, (now hit each button as Inuyasha yells and strikes) O, ^, O, ^, O
This does 8 hits for a little more than 1/3 of the opponent's life bar.

I did a 9-hit combo twice, but I haven't been able to repeat it since.
It likely has to do with the timing of the buttons with Inuyasha's attack
frames.


***Other Combos***

None discovered



--------------
KAGOME
--------------

***Regular Attacks***

Slap:
^
Kagome slaps the opponent.  Its range is about 1 body length.


Vertical Overhead Bow Slash:
O
Kagome takes her bow and swings it downward for an overhead slash.
Its range is about 2.5 body lengths.


Dashing Bow Bash:
R1, attack button
R1, R1
Kagome runs a little and then does a little hop before swinging her
bow in a downward, vertical motion.
It will hit an aerial opponent that is close to the ground,
but at that point, it is effectively a ground opponent.
The bow's range is about 1.25 body lengths.


Backward Dashing Bow Bash:
L1, attack button
L1, L1
Kagome hops backwards and then swings her bow vertically upwards.
It will hit an aerial opponent that is close to the ground,
but at that point, it is effectively a ground opponent.
The bow's range is about 1.25 body lengths.


Jumping Downward Bow Bash:
U + O
UR + O
UL + O
Kagome swings her bow vertical downard in front of her.

An opponent on the ground can guard high to block this.


Jumping Slap:
U + ^
UR + ^
UL + ^
While in the air, Kagome tries to slap the opponent.
Its range is about 0.75 body lengths.

An opponent on the ground can guard high to block this.

Crouching Horizontal Bow Bash:
D + O
Kagome horizontally swings her bow from a crouching position.
Its range is about 2.75 body lengths!  This is good range.


Crouching Slap:
D + ^
While crouching, Kagome slaps the opponent.
Its range is about 0.75 of a body length.


Throw:
While next to opponent: F + O
If the opponent is not Inuyasha, Kagome take out her very large backpack
and slugs it downward on the opponent's head.

If the opponent is Inuyasha, Kagome knocks Inuyasha into the ground
face-first and steps on his head.


Air Throw:
While next to opponent in the air: F + O
Kagome grabs her opponent and palm strikes with both hands.
The opponent is sent flying into the opposite wall or edge of screen.


***Special Attacks***

Spiritual Power:
[]
In a standing position, Kagome collects chi into her free hand and pushes
her free hand out.  A short-range chi sphere eminates from her hand.
This is a little better than the short-range fireball Dan from Street
Fighter Alpha uses.

It has a range of about 2.5 body lengths.

This comes out relatively fast, though you can see the 1-frame wind-up .


Curse Deflection:
B + []
Kagome summons spiritual power within herself.  She glows and an aura
surrounds her and emanates slightly outward.  An opponent hit by this is
sent flying to the opposite wall or edge of screen.  This has a range of 1
body length. Its range is a little deceptive as it looks like it needs
to be done at point blank range, but her aura actually has decent reach.

Your opponent can air guard against this.


Purification Arrow:
F + []
Kagome strings her bow with an arrow and fires it horizontally at her
opponent.  This projectile goes right over a standing or crouching Shippo.
This has a rather long wind-up, so there is time to block or counter attack.
This projectile hits high. This projectile goes right over a crouching
opponent.  There is no need to block.

When an opponent is struck with this move, he or she will drop one jewel
shard.

Your opponent can air guard against this.


***Super Special Attack***

Sacred Arrow:
D, D, []
Kagome is surrounded by light beams, strings her bow, and then fires a large
energy arrow horizontally at her opponent.  The bow itself does no damage
in this move.

This does 1 hit for about 1/3 of the opponent's life bar.

If you are fighting Kagome, you can hit Kagome when she is
surrounded by the light beams.  You can block when the energy arrow draws
near.  You need not block immediately after Kagome does this move.

Your opponent can air guard against this.

Shippo cannot crouch or walk under this special attack.


***Yasha Combos***
Yasha combos can only be done when you hit your opponent.
If the opponent manages to block an attack in the combo, the combo
will end.  You must actually enter the combo a little ahead of time in
a rhythmic fashion when the first hit connects, so it's a little bit
of memorization and timing to extend the combo chain.

If the combo ends in Spiritual Power, the combo is over.

^, ^, ^, ^ (standing)
Does 4 hits
This is 2 weak attacks, a horizontal double palm strike that advances her,
and finishes with Spiritual Power.


^, ^, ^, ^ (crouching)
Does 4 hits
This is 2 weak attacks, a 3rd weak double palm strike attack that causes
Kagome to slide forward a little, and ends with Spiritual Power.
Note that you stand up again to do Spiritual Power.


O, O, O, O (standing)
Does 4 hits
This is 2 strong attacks, a 3rd strong double palm strike attack that
causes Kagome to slide forward once, and ends with Spiritual Power.


O, O, O, O (crouching)
Does 4 hits
This is 2 strong attacks, a 3rd strong double palm strike attack that
that causes Kagome to slide forward once, and ends with Spritual Power.
Note that you stand up again to do Spritual Power.


More hits in combos:
The trick to getting more hits is to watch if Kagome goes into that unique
animation frame where she advances a little.  This allows you to continue
the combo.  You also have to hit the buttons in a rhythmic pattern, mostly
pressing an attack button at the same time Miroku strikes the opponent.

Here are some Yasha combos.

^, ^, ^, (now hit each button as Kagome yells and strikes) O, ^, O, ^
This does 7 hits for about 1/4 of the opponent's life bar.

O, O, O, (now hit each button as Kagome yells and strikes) ^, O, ^
This does 6 hits for about 1/3 of the opponent's life bar.

^, ^, O, (now hit each button as Kagome yells and strikes) O, ^, O, ^, O
This does 8 hits for a little more than 1/3 of the opponent's life bar.


***Other Combos***

None discovered



--------------
MIROKU
--------------

***Regular Attacks***

Staff Jab:
^
Miroku pokes with the bottom of his staff.  Its range is about 1 body length.


Vertical Overhead Staff Bash:
O
Miroku takes his staff and swings the top of it downward for an overhead blow.
Its range is about 2.5 body lengths.


Dashing Staff Bash:
R1, attack button
R1, R1
Miroku long jumps forward a little before swinging his
staff in a downward, vertical motion. It will hit an aerial opponent that
is close to the ground,  but at that point, it is effectively a
ground opponent.  The staff's range is about 1.5 body lengths.


Backward Dashing Staff Bash:
L1, attack button
L1, L1
Miroku hops backwards and then swings his the bottom of his staff
vertically upwards. It will hit an aerial opponent that is close to
the ground, but at that point, it is effectively a ground opponent.
The bow's range is about 1.5 body lengths.


Jumping Downward Staff Bash:
U + O
UR + O
UL + O
Miroku swings his staff vertically downward in front of him.
This has a range of about 1.5 body lengths.

An opponent on the ground can guard high to block this.


Jumping Staff Poke:
U + ^
UR + ^
UL + ^
While in the air, Miroku jabs his staff forward.
Its range is about 1.5 body length.  This has
longer range than his standing weak attack.

An opponent on the ground can guard high to block this.


Crouching Horizontal Staff Bash:
D + O
Miroku horinzontally swings his staff from a crouching
position. Its range is about 2.5 body lengths!  This is good
range.


Crouching Staff Poke:
D + ^
While crouching, Miroku jabs his staff forward.
Its range is about 0.75 of a body length.


Throw:
While next to opponent: F + O
If the opponent is male, Miroku pokes the opponent with
the bottom of his staff, picks the opponent up with
the staff, and throws the opponent over his
shoulder in the opposite direction.

If the opponent is female, Miroku gets behind the opponent
and feels the opponent's rear.  The opponent, surprised at being
felt up, clumsily falls to the ground.


Air Throw:
While next to opponent in the air: F + O
Miroku jabs the opponent with the bottom of his staff and pushes
the opponent almost straight down to the ground in front of him.
The trajectory isn't completely straight down (more like 5 degrees
away from Miroku).


***Special Attacks***

Ashen Salt:
[]
In a standing position, Miroku throws ashen salt at the opponent.
It has a range of about 2.5 body lengths.  There is a little bit of a
wind-up (about 2 frames), so watch yourself. This projectile hits mid.
This projectile will not fly over a crouching opponent.  You must block
from a crouching position.

This projectile goes right over a standing or crouching Shippo.


Spirit Ward:
F + []
Miroku throws a pair of flaming talismans horizontally at the opponent.
An opponent hit by this is knocked back about 1 body length.  This
projectile executes slightly faster than Ashen Salt.
This projectile hits mid.  This projectile will not fly over a
crouching opponent.  You must block from a crouching position.

This projectile goes right over a standing or crouching Shippo.

Your opponent can air guard against this.


Spirit Hold:
D + []
Miroku makes a glowing talisman appear about 2.25 body lengths in front
of him and he chants.  If it connects, Miroku will long jump forward and
follow up with a staff bash.  If the opponent is inside this 2.25 body
length range, Miroku will not hit him or her.

There is a 1-2 second recovery time while he is chanting, so if Miroku
misses, he can be counterattacked.

When an opponent is struck with this move, he or she will drop one jewel shard.
This move is good because the first hit will knock the opponent back, and
the second hit will position Miroku over the shard.

Your opponent can air guard against this.

Cheese alert: If you do this move against a jumping opponent who air guards,
the second hit of this move will hit them.  This is probably because the
computer allows you to block one attack at a time.  Opponents fighting Miroku
should be careful not to be against a wall or the edge of the screen.

Cheese alert 2: Certain stages have no physical edge of screen, but do have
destructable walls, such as The Hidden Village.  If Miroku does this move on
a cornered opponent, the talisman will miss, but he will still long jump to do
the second hit.


***Super Special Attack***

Wind Tunnel:
B, B, []
Miroku is surrounded by light beams, unwraps his hand, sticks his hand
horizontally at his opponent to use his Wind Tunnel curse.

This does 8 hits for about 1/3 of the opponent's life bar.

If you are fighting Miroku, you can hit Miroku when he is
surrounded by the light beams.  You must hit or block during this frame,
or you will get hit by this super special attack.

Sometimes when fighting the computer, the light beams don't even appear,
so you don't get any warning.

Your opponent can air guard against this.


***Yasha Combos***
Yasha combos can only be done when you hit your opponent.
If the opponent manages to block an attack in the combo, the combo
will end.  You must actually enter the combo a little ahead of time in
a rhythmic fashion when the first hit connects, so it's a little bit
of memorization and timing to extend the combo chain.

If the combo ends in Ashen Salt, the combo is over.

^, ^, ^, ^ (standing)
Does 4 hits
This is 2 weak attacks, a unique 3rd staff strike that advances him, and
finishes with Ashen Salt.


^, ^, ^, ^ (crouching)
Does 4 hits
This is 2 weak attacks, a unique 3rd staff attack that causes
Miroku to slide forward a little, and ends with Ashen Salt.
Note that you stand up again to do Ashen Salt.


O, O, O, O (standing)
Does 4 hits
This is 2 strong attacks, a unique 3rd staff attack that
causes Miroku to slide forward once, and ends with Ashen Salt.


O, O, O, O (crouching)
Does 4 hits
This is 2 strong attacks, a 3rd strong staff attack that
that causes Miroku to slide forward once, and ends with Ashen Salt.
Note that you stand up again to do Ashen Salt.


More hits in combos:
The trick to getting more hits is to watch if Miroku goes into that unique
animation frame where he advances a little.  This allows you to continue
the combo.  You also have to hit the buttons in a rhythmic pattern, mostly
pressing an attack button at the same time Miroku strikes the opponent.

Here are some Yasha combos.

^, ^, ^, (now hit each button as Miroku yells and strikes) O, ^, O, ^
This does 7 hits for about 1/4 of the opponent's life bar.

O, O, O, (now hit each button as Miroku yells and strikes) ^, O, ^
This does 6 hits for about 1/3 of the opponent's life bar.

^, ^, O, (now hit each button as Miroku yells and strikes) O, ^, O, ^, O
This does 8 hits for a little more than 1/3 of the opponent's life bar.


***Other Combos***

None discovered



--------------
SANGO
--------------

For a demon slayer, Sango is not a great character in this game.
2 of her 3 special moves have tremendous recovery times.
Her main advantage is that many attacks have very good range.
You must be precise in your battle plan, as it is really easy
to make a mistake and set yourself up for a counterattack.

***Regular Attacks***

Short Uppercut Blade Slash:
^
Sango does a short uppercut slash with her blade.  Its range is about
1 body length.


Boomerang Jab:
O
Sango takes her boomerang and jabs with one end of it at the opponent.
Its range is about 1.5 body lengths.


Dashing Vertical Boomerang Bash:
R1, attack button
R1, R1
Sango long jumps forward a little before swinging her
boomerang in a downward, vertical motion.
It will hit an aerial opponent.
This has a range of about 2.5 body lengths.


Backward Dashing Blade Slash:
L1, attack button
L1, L1
Sango hops backwards and then swings her blade upwards.
It will hit an aerial opponent that is close to the ground, but at that
point, it is effectively a ground opponent.
This has a range of about 2 body lengths.


Jumping Downward Boomerang Bash:
U + O
UR + O
UL + O
Sango swings her boomerang vertically downward in front of her.
This has a range of about 2.75 body lengths.

An opponent on the ground can guard high to block this.


Jumping Chain Rope:
U + ^
UR + ^
UL + ^
While in the air, Sango launches her chain rope horizontally.
Its range is about 3 body lengths!

An opponent on the ground can guard high to block this.


Crouching Horizontal Boomerang Bash:
D + O
Sango horizontally jabs her boomerang from a crouching
position. Its range is about 1.5 body lengths.


Crouching Uppercut Blade Slash:
D + ^
While crouching, Sango does a short uppercut with her blade.
Its range is about 0.5 of a body length.  This is easily
one of the shortest ranges.


Throw:
While next to opponent: F + O
Sango grabs the head of the opponent and throws the opponent
forward.


Air Throw:
While next to opponent in the air: F + O
Sango grabs the head of the opponent and throws the opponent
nearly straight down in front of her.  The trajectory isn't
completely straight down (more like 5 degrees away from Sango).


***Special Attacks***

Poison Powder:
[]
Sango throws purplish poison powder in front of her while she
hops away.  It has a range of about 0.75 of a body length.
This has very little wind-up.

Hiraikotsu:
F + []
Sango throws her boomerang horizontally at her opponent.  This
will go all the way to the opposite side of the screen and then
fly back to Sango.  It covers low, mid, and high body areas, so
an opponent must jump to avoid it, including Shippo.

The boomerang only hits once during the round trip.  So, if an
opponent blocks it on its way out, the boomerang will not hit
on its return trip.  Likewise, if an opponent jumps over it on
its way out, it will hit on its way back.

Sango remains in the throwing animation frame until the boomerang
returns to her.  An opponent who dodges the boomerang on its way
out can attack Sango easily.

If Sango is hit before the boomerang returns to her, the boomerang
will magically reappear on her back.  Sango's "getting hit"
animation frame includes the boomerang, so the game automatically
returns the errant boomerang to Sango if she is hit while doing
this special attack.


Chain Attack:
D + []
Sango throws her chain rope at a 45-degree angle upward in front of
her.  This is a great anti-air maneuver.

There is little wind-up to the beginning of this move, but once the rope is
fully extended, it stays thre for a 1-2 seconds, so you are vulnerable if this
move misses.

You can also use this move on a ground opponent, but its range is 0.75 of a
body length, so you must be close to use it.

In any case, an opponent hit by this move is flung in the opposite direction
that Sango is facing.

When an opponent is struck with this move, he or she will drop one jewel shard.

Your opponent can air guard against this.


***Super Special Attack***

Kirara:
B, B, []
Sango is surrounded by light beams and summons her fiery fox companion, Kirara.
Kirara flies from behind Sango towards the opponent.  Your opponent must jump
over Kirara to avoid the attack.

This does 1 hit for about 1/3 of the opponent's life bar.

If you are fighting Sango, you can hit Sango when she is
surrounded by the light beams.  You must hit or block during this frame,
or you will need to block or jump over the incoming Kirara.

Your opponent can air guard against this.


***Yasha Combos***
Yasha combos can only be done when you hit your opponent.
If the opponent manages to block an attack in the combo, the combo
will end.  You must actually enter the combo a little ahead of time in
a rhythmic fashion when the first hit connects, so it's a little bit
of memorization and timing to extend the combo chain.

If the combo ends in Poison Powder, the combo is over.

^, ^, ^, ^ (standing)
Does 4 hits
This is 2 weak attacks, a 3rd blade slash that advances her, and finishes
with Poison Powder.


^, ^, ^, ^ (crouching)
Does 4 hits
This is 2 weak attacks, a unique 3rd chain rope attack that causes
Sango to slide forward a little, and ends with Poison Powder.
Note that you stand up again to do Poison Powder.


O, O, O, O (standing)
Does 4 hits
This is 2 strong attacks, a unique 3rd horizontal boomerang slice attack
that causes Sango to slide forward once, and ends with Poison Powder.


O, O, O, O (crouching)
Does 4 hits
This is 2 strong attacks, a unique 3rd boomerang bash attack that
that causes Sango to slide forward once, and ends with Poison Powder.
Note that you stand up again to do Poison Powder.


More hits in combos:
The trick to getting more hits is to watch if Sango goes into that unique
animation frame where she advances a little.  This allows you to continue
the combo.  You also have to hit the buttons in a rhythmic pattern, mostly
pressing an attack button at the same time Sango strikes the opponent.

Here are some Yasha combos.

^, ^, ^, (now hit each button as Sango yells and strikes) O, ^, O, ^
This does 7 hits for about 1/4 of the opponent's life bar.

O, O, O, (now hit each button as Sango yells and strikes) ^, O, O
This does 6 hits for about 1/3 of the opponent's life bar.
Note that the last move is not a ^ like other characters.

^, ^, O, (now hit each button as Sango yells and strikes) O, ^, O, ^, O
This does 7 hits for a little more than 1/3 of the opponent's life bar.
It actually tries to hit an 8th time, but Poison Powder has too short of a
range to strike, unless the opponent walks forward to Sango.


***Other Combos***

None discovered



--------------
KIKYO
--------------

Kikyo is like a powered-up Kagome.  2 of her special moves have good range
and her attacks have slightly better range than Kagome's attacks.

***Regular Attacks***

Bow Bash:
^
Kikyo sticks her bow out and tries to jab with it.  Its range is about
1.25 body length.  It has slightly more range than Kagome's ^ attack.


Serpent Strike:
O
Kikyo extends forth her spiritual serpent out horizontally to attack
the opponent. Its range is about 2 body lengths.


Dashing Bow Bash:
R1, attack button
R1, R1
Kikyo long jumps forward a little before swinging her
bow upward and downward.  It will hit an aerial opponent that
is close to the ground,  but at that point, it is effectively a
ground opponent.  It looks like it will hit twice, but it only hits
when the bow is swinging downward.  This has a range of about 2 body
lengths.


Backward Dashing Bow Bash:
L1, attack button
L1, L1
Kikyo hops backwards and then swings her boomerang upwards.
It will hit an aerial opponent that is close to the ground, but at that
point, it is effectively a ground opponent.  This has a range of about
2 body lengths.


Jumping Downward Serpent Strike:
U + O
UR + O
UL + O
Kikyo extends her spiritual serpent at a 45-degree angle downward
toward the opponent.  This has a range of about 1.5 body lengths.

An opponent on the ground can guard high to block this.


Jumping Bow Bash:
U + ^
UR + ^
UL + ^
While in the air, Kikyo sticks her bow out to attack.
Its range is about 1 body lengths.

An opponent on the ground can guard high to block this.


Crouching Horizontal Serpent Strike:
D + O
Kikyo horizontally extends her spiritual serpent from a crouching
position.  Its range is about 2.5 body lengths.


Crouching Bow Bash:
D + ^
While crouching, Kikyo sticks out her bow to attack.
Its range is about 1 body length.


Throw:
While next to opponent: F + O
If the opponent is Inuyahsa, Kikyo leans over to him and puts her head and
hands on his chest. Inuyasha, surprised at the affection, clumsily falls
backwards to the ground.

If the opponent is not Inuyahsa, Kikyo paralyzes the the opponent, steps back,
and summons a serpent from the ground at a 45-degree angle to attack the
opponent. This throw does a 3-hit combo.


Air Throw:
While next to opponent in the air: F + O
Kikyo grabs the opponent and double palm strikes the opponent
into the opposite wall or edge of screen.


***Special Attacks***

Purification:
[]
Kikyo summons 5 spiritual serpents that lash out horizontally
at an opponent.  They have a semi-random pattern when they
materialize, but this will hit low, mid, and high body areas,
so the opponent can't crouch to avoid it.  Depending on how the
serpents emerge, its range is on average 4 body lengths!

This can hit up to 5 times.

When an opponent is struck with this move, he or she will drop one jewel shard.

Your opponent can air guard against this.


Curse Deflection:
B + []
Kikyo holds her hands together, closes her eyes, and summons
chi to surround her much like Kagome's Curse Deflection.
This attack has a range of 0.5 body lengths.

Your opponent can air guard against this.


Ascension:
F + []
Kikyo throws a spiritual serpent at the opponent.  This hits low, mid, and high
body areas, so an opponent cannot crouch to avoid it, including Shippo.

Your opponent can air guard against this.


***Super Special Attack***

Sacred Arrow:
D, D, []
Kikyo is surrounded by light beams and fires a large energy arrow horizontally
at the opponent.

This does 1 hit for about 1/3 of the opponent's life bar.

If you are fighting Kikyo, you can hit Kikyo when she is
surrounded by the light beams.  You can block when the energy arrow draws
near.  You need not block immediately after Kagome does this move.

Your opponent can air guard against this.

Shippo cannot crouch or walk under this special attack.


***Yasha Combos***
Yasha combos can only be done when you hit your opponent.
If the opponent manages to block an attack in the combo, the combo
will end.  You must actually enter the combo a little ahead of time in
a rhythmic fashion when the first hit connects, so it's a little bit
of memorization and timing to extend the combo chain.

If the combo ends in Purification, the combo is over.  Because of
Purification, Kikyo can get a lot of hits in a combo.

^, ^, ^, ^ (standing)
Does 6 hits
This is 2 weak attacks, a 3rd bow bash that advances her, and finishes
with Purification.


^, ^, ^, ^ (crouching)
Does 6 hits
This is 2 weak attacks, a 3rd bow bash that causes
Kikyo to slide forward a little, and ends with Purification.
Note that you stand up again to do Purification.


O, O, O, O (standing)
Does 7 hits
This is 2 strong attacks, a unique 3rd serpent attack that causes
Kikyo to slide forward once, and ends with Purification.


O, O, O, O (crouching)
Does 7 hits
This is 2 strong attacks, a unique 3rd serpent attack that
that causes Kikyo to slide forward once, and ends with Purification.
Note that you stand up again to do Purification.


More hits in combos:
The trick to getting more hits is to watch if Kikyo goes into that unique
animation frame where she advances a little.  This allows you to continue
the combo.  You also have to hit the buttons in a rhythmic pattern, mostly
pressing an attack button at the same time Kikyo strikes the opponent.

Here are some Yasha combos.

^, ^, ^, (now hit each button as Kikyo yells and strikes) O, ^, O, ^
This does 9 hits for about 1/4 of the opponent's life bar.

O, O, O, (now hit each button as Kikyo yells and strikes) ^, O, ^
This does 8 hits for about 1/3 of the opponent's life bar.

O, O, O, (now hit each button as Kikyo yells and strikes) ^, O, O
This does 9 hits for about a little more than 1/3 of the opponent's life bar.

^, ^, O, (now hit each button as Kikyo yells and strikes) O, ^, O, ^, O
This does 10 hits for a little more than 1/3 of the opponent's life bar.


***Other Combos***

None discovered



--------------
KOGA
--------------

***Regular Attacks***

Knee Kick:
^
Koga tries to knee kick his opponent.  Its range is about
0.5 of a body length.


Front Kick:
O
Koga takes her boomerang and jabs with one end of it at the opponent.
Its range is about 1 body length.


Dashing Punch:
R1, attack button
R1, R1
Koga rushes forward before punching the opponent.
It will hit an aerial opponent that is close to the ground, but at that
point, it is effectively a ground opponent.
The punch itself has a range of about 1 body length.


Backward Dashing Front Kick:
L1, attack button
L1, L1
Koga rushes backwards and then does a front kick
It will hit an aerial opponent that is close to the ground, but at that
point, it is effectively a ground opponent.
The kick itself has a range of about 1 body length.


Jumping Downward Kick:
U + O
UR + O
UL + O
Koga does a kick at a 60-degree angle downward.
This has a range of about 0.5 of a body length.
The angle of the kick is very steep, so Koga tends
not to have enough range to hit another jumping opponent
whose air attacks go horizontally.

An opponent on the ground can guard high to block this.


Jumping Front Kick:
U + ^
UR + ^
UL + ^
While in the air, Koga kicks horizontally.
Its range is about 1 body length.  This kick has better
range than the Jumping Downward Kick.

An opponent on the ground can guard high to block this.


Crouching Horizontal Kick:
D + O
Koga horizontally kicks his opponent from a crouching
position. Its range is about 1 body length.


Crouching Claw Slash:
D + ^
While crouching, Koga claws at his opponent.
Its range is about 0.75 of a body length.


Throw:
While next to opponent: F + O
Koga grabs the head of the opponent and knee kicks the opponent's
head 5 times.

If the opponent is Kagome, Koga picks her up at the waist/rear with his
hands and tosses her a short distance away from him.


Air Throw:
While next to opponent in the air: F + O
Koga grabs the opponent and knee kicks the opponent
straight down in front of him.

If the opponent is Kagome, Koga kicks her straight down to the ground.


***Special Attacks***

Wolf Kick:
[]
Koga does a short hop before delivering a roundhouse kick.
Its range is about 2.5 body lengths.  There is a 1-frame
wind-up where you could be hit.

Your opponent can air guard against this.


Demon Kick:
B + []
Koga does a hand plant and crescent kicks the opponent straight up.
As the opponent falls back down, Koga jumps up and kicks (looks like
a Jumping Downward Kick) the opponent to the ground.  This is a
2-hit special attack.  This move has no wind-up.

If the opponent blocks the first attack, Koga will not jump to do the
second attack.

Its range is 0.75 of a body length.

Your opponent can air guard against this.


Wolf Wind:
F + []
Koga rushes forward fast with a cyclone surrounding him and
tries to ram the opponent.  Koga will rush to the other side
of the screen if he misses his opponent.
There is no wind-up for this move.

When an opponent is struck with this move, he or she will drop one jewel shard.

Your opponent can air guard against this.


***Super Special Attack***

Demon Pack:
D, D, []
Koga is surrounded by light beams and summons a pack of wolves.  He
points at his opponent to notify the pack to attack.
The wolf pack rushes along the ground at the opponent.

Your opponent must jump over the entire wolf pack to avoid the attack.
This is hard since the wolf pack is long.

This does 9 hits for about 1/3 of the opponent's life bar.

If you are fighting Koga, you can hit Koga when he is
surrounded by the light beams.  You must hit or block during this frame,
or you will need to block or jump over the incoming wolf pack.

Koga cannot move while this super special attack occurs.  If the opponent
jumps over the wolf pack, Koga can be hit while the animation is still
going.

Your opponent can air guard against this, but if the opponent blocks
only the front of the pack, he or she could still get hit by the back of
the pack if your character is close to the ground, because the computer</pre><pre id="faqspan-2">
will consider you on the ground and cancel the air guard.  So,
Koga can still score 2-3 hits from this.


***Yasha Combos***
Yasha combos can only be done when you hit your opponent.
If the opponent manages to block an attack in the combo, the combo
will end.  You must actually enter the combo a little ahead of time in
a rhythmic fashion when the first hit connects, so it's a little bit
of memorization and timing to extend the combo chain.

If the combo ends in Wolf Kick, the combo is over.

^, ^, ^, ^ (standing)
Does 4 hits
This is 2 weak attacks, a unique 3rd roundhouse kick that advances him,
and finishes with Wolf Kick.


^, ^, ^, ^ (crouching)
Does 4 hits
This is 2 weak attacks, a unique 3rd uppercut that causes
Koga to slide forward a little, and ends with Wolf Kick.
Note that you stand up again to do Wolf Kick.


O, O, O, O (standing)
Does 4 hits
This is 2 strong attacks, a unique 3rd kick attack with the other leg
that causes Koga to slide forward once, and ends with Wolf Kick.


O, O, O, O (crouching)
Does 4 hits
This is 2 strong attacks, a unique 3rd kick with two legs that causes
Koga to slide forward once, and ends with Wolf Kick.
Note that you stand up again to do Wolf Kick.


More hits in combos:
The trick to getting more hits is to watch if Koga goes into that unique
animation frame where he advances a little.  This allows you to continue
the combo.  You also have to hit the buttons in a rhythmic pattern, mostly
pressing an attack button at the same time Koga strikes the opponent.

Here are some Yasha combos.

^, ^, ^, (now hit each button as Koga yells and strikes) O, ^, O, ^
This does 7 hits for about 1/4 of the opponent's life bar.

O, O, O, (now hit each button as Koga yells and strikes) ^, O, O
This does 6 hits for about 1/3 of the opponent's life bar.
Note that the last move is not a ^ like other characters.

^, ^, O, (now hit each button as Koga yells and strikes) O, ^, O, ^, O
This does 8 hits for a little more than 1/3 of the opponent's life bar.


***Other Combos***

None discovered



--------------
SHIPPO
--------------

Shippo is short and is able to dodge many standing attacks that would
hit a taller opponent.  It is better not to block with Shippo
in some attacks, because his guard frame is taller than he is.

Some of Shippo's attacks cause him to jump up to hit the
opponent's upper body, so he can avoid low attacks.


***Regular Attacks***

Acorn Toss:
^
Shippo jumps up and throws an acorn at a tall opponent's head.
Its range is about 1.5 body lengths.  Shippo can avoid a low attack
with this move.


Snake Attack:
O
Shippo jumps up and whips a snake at a tall
opponent's head.  Its range is about 2 body lengths.
Shippo can avoid a low attack with this move.


Dashing Horse Headbutt:
R1, attack button
R1, R1
Shippo changes into a horse, rushes towards the opponent and tries
to headbutt them. It will hit an aerial opponent that is close
to the ground, but at that point, it is effectively a ground opponent.
The headbutt has a range of about 2 body lengths.


Backward Dashing Front Kick:
L1, attack button
L1, L1
Shippo changes into a horse, rushes backwards and tries
to headbutt them. It will hit an aerial opponent that is close
to the ground, but at that point, it is effectively a ground opponent.
The headbutt has a range of about 2 body lengths.


Jumping Snake Swing:
U + O
UR + O
UL + O
While in the air, Shippo swings his snake in a forward
circular motion once. Its range is about 2 body lengths
against an aerial opponent, but 1.5 body lengths if you try
to his a ground opponent with it (you're hitting the opponent
with the snake as the snake is at the bottom of the swing).

An opponent on the ground can guard high to block this.


Jumping Tail Swing:
U + ^
UR + ^
UL + ^
While in the air, Shippo swings his tail at his opponent.
Its range is about 0.75 of a body length.

An opponent on the ground can guard high to block this.


Crouching Horizontal Kick:
D + O
Shippo hops over to his opponent and then tres to claw slash the opponent.
Its range is about 3 body lengths.  If the opponent blocks this move, you
will be vulnerable.


Crouching Acorn Toss:
D + ^
While crouching, Shippo tosses an acorn at his opponent.
Its range is about 1.75 of a body length.


Throw:
While next to opponent: F + O
Shippo jumps at the opponent's chest and proceeds to slap the opponent's head.


Air Throw:
While next to opponent in the air: F + O
Shippo grabs the opponent and throws the opponent straight down in front of him.


***Special Attacks***

Multiply Spell:
[]
Shippo concentrates and makes 3 copies of himself that leap out in front of him
to claw at the opponent.  This can hit up to 9 times at close range.

Its range is about 4.5 body lengths, but at this range you noly get 2 hits.
There is a 1-frame wind-up where you could be hit.

Your opponent can air guard against this.


Fox Fire:
B + []
Shippo hops up a little and a blue flame surrounds him. This is a
3-hit special attack.  This move has no wind-up.

Its range is 0.75 of a body length.

When an opponent is struck with this move, he or she will drop one jewel shard.

Your opponent can air guard against this.


Fire Bombs:
In the air: []
While in the air, Shippo throws a firecracker at the opponent.  The
firecracker flies in an downward arc until it hits the ground.

If you throw at the height of his jump, Shippo can hit something 5 body
lengths away.

Note that if an opponent moves under the firecracker's flight arc, he or
she can hit you.

Your opponent can air guard against this.


Transformation:
D + []
Shippo transforms into a copy of the opponent.  A mushroom is over the
head of transformed Shippo to differentiate between the two.

Shippo loses all his moves and gains all the moves of the copy including
the voice tracks.

Shippo cannot freely transform back to himself.  He must be hit to change
back.


***Super Special Attack***

Illusory Top:
F, F, []
Shippo throws a top at the opponent.  The top keeps going until it flies
off the screen.

If the top hits the opponent, a giant top lands on the opponent to inflict
damage

This does 9 hits for about 1/3 of the opponent's life bar.

If you are fighting Shippo, you can hit Shippo when he is
surrounded by the light beams.  You must hit or block during this frame,
or you will need to block or jump over the incoming top.

Your opponent can air guard against this.


***Yasha Combos***
Yasha combos can only be done when you hit your opponent.
If the opponent manages to block an attack in the combo, the combo
will end.  You must actually enter the combo a little ahead of time in
a rhythmic fashion when the first hit connects, so it's a little bit
of memorization and timing to extend the combo chain.

If the combo ends in Multiply Spell, the combo is over.

^, ^, ^, ^ (standing)
Does 5 hits
This is 2 weak attacks, a unique 3rd advancing attack where Shippo
leaps up to headbutt the opponent, and finishes with Multiply Spell.


^, ^, ^, ^ (crouching)
Does 3 hits, followed by 2 hits
This is 2 weak attacks, a unique 3rd attack where Shippo
headbutts the opponent and that moves Shippo forward a little,
and ends with Multiply Spell.  Note that you stand up again to do
Multiply Spell.

Due to some timing issue, you can't get 5 hits.


O, O, O, O (standing)
Does 8 hits
This is 2 strong attacks, a unique 3rd attack where Shippo
headbutts the opponent and that moves Shippo forward a little,
and ends with Multiply Spell.


O, O, O, O (crouching)
Does 9 hits
This is 2 strong attacks, a unique 3rd attack where Shippo
swings his tail at the opponent and that moves Shippo forward
a little, and ends with Multiply Spell.  Note that you stand up
again to do Multiply Spell.


More hits in combos:
The trick to getting more hits is to watch if Shippo goes into that unique
animation frame where he advances a little.  This allows you to continue
the combo.  You also have to hit the buttons in a rhythmic pattern, mostly
pressing an attack button at the same time Shippo strikes the opponent.

Here are some Yasha combos.

^, ^, ^, (now hit each button as Shippo yells and strikes) O, ^, O, ^
This does 8 hits for about 1/4 of the opponent's life bar.

O, O, O, (now hit each button as Shippo yells and strikes) ^, O, O
This does 9 hits for about 1/3 of the opponent's life bar.
Note that the last move is not a ^ like other characters.

^, ^, O, (now hit each button as Shippo yells and strikes) O, ^, O, ^, O
This does 9 hits for a little more than 1/3 of the opponent's life bar.


***Other Combos***

Illusory Top, Multiply Spell
This does a maximum of 18 hits.
When Illusory Top is about to end, use Multiply.  If you are at point
blank range when you start Illusory Top and immediately follow up with
Multiply Spell, you can get an 18-hit combo.



--------------
SESSHOMARU
--------------

***Regular Attacks***

Knife Hand Strike:
^
Sesshomaru does a knife hand strike on his opponent.  Its range is about
1 body length.


Claw Strike:
O
Sesshomaru swings his hand from above to strike at his opponent with his claw.
This has a range of about 1.5 body lengths.


Dashing Claw Strike:
R1, attack button
R1, R1
Sesshomaru rushes forward before doing a claw strike at his opponent.
It will hit an aerial opponent that is close to the ground, but at that
point, it is effectively a ground opponent.
The claw strike has a range of about 1 body length.


Backward Dashing Claw Strike:
L1, attack button
L1, L1
Sesshomaru rushes backwards before doing a claw strike in an upward direction.
It will hit an aerial opponent that is close to the ground, but at that
point, it is effectively a ground opponent.
This has a range of about 1 body length.


Jumping Arm Strike:
U + O
UR + O
UL + O
While in the air, Sesshomaru swings his arm upward, and his fur "scarf"
trails the path of his arm, giving him more range.  This will hit twice
if you are close to the opponent.

This has a range of about 1.5 body lengths, but at this range, you will ony
hit once.

An opponent on the ground can guard high to block this.


Jumping Knife Hand Strike:
U + ^
UR + ^
UL + ^
While in the air, Sesshomaru does a knife hand strike at his opponent.
Its range is about 1 body length.

An opponent on the ground can guard high to block this.


Crouching Claw Strike:
D + O
Sesshomaru does a claw strike from a crouching position.
Its range is about 1.5 body lengths.


Crouching Knife Hand Strike:
D + ^
While crouching, Sesshomaru does a knife hand strike at his opponent.
Its range is about 1.25 body lengths.


Throw:
While next to opponent: F + O
Sesshomaru grabs the opponent and throws the opponent back.


Air Throw:
While next to opponent in the air: F + O
Sesshomaru grabs the opponent and throws the opponent
straight down in front of him.


***Special Attacks***

Poison Claws:
[]
Sesshomaru causes his hand to glow green, and then he dashes forward to
do a knife hand strike on his opponent.  If Sesshomaru is close to the
opponent, this move will do 2 hits.

Its range is about 4 body lengths.

Sesshomaru is vulnerable while he is charging up his hand.

Your opponent can air guard against this.  If you are close to your
opponent, your opponent may sometimes only air guard the first hit of
this special attack, but get hit by the second because the opponent is
considered on the ground by the computer and cancel the air guard.


Whip of Light:
B + []
Sesshomaru spins around in place like a top and his whip surrounds him during
the spin.  The whip starts close to him, but then extends its range.

At close range, this will hit 4 times.  This move has almost no wind-up (0.5
second windup).

Its range is about 2.25 body lengths.

Your opponent can air guard against this.


Tokijin:
D + []
Sesshomaru takes out his sword, raises over his head, and slashes downward
in front of him.  The slash covers the vertical range of the screen, so
the opponent cannot try to jump attack him.  There is a 1-frame wind-up
(where he draws his sword) for this move where he is vulnerable.

Its range is about 3.25 body lengths.

When an opponent is struck with this move, he or she will drop one jewel shard.

Your opponent can air guard against this.


***Super Special Attack***

Demon Transform:
F, F, []
Sesshomaru is surrounded by light beams, disappears, and transforms into
his demon form.  The demon form is a giant wolf that pounces at the
middle third of the screen.  After the pounce, Sesshomaru falls down from
the top of the screen at the location where he started this super
special attack.

This attack always hits the middle third of the screen.  So, if the opponent
is at the opposite side of the screen or next to you, this attack will not hit.
The good thing about this move is that Sesshomaru is completely removed from
the screen and cannot be hit until he reappears.

This does 1 hit for about 1/3 of the opponent's life bar.

If you are fighting Sesshomaru, you can hit Sesshomaru when he is
surrounded by the light beams.  You must hit or block during this frame,
or you will need to block the giant wolf.


***Yasha Combos***
Yasha combos can only be done when you hit your opponent.
If the opponent manages to block an attack in the combo, the combo
will end.  You must actually enter the combo a little ahead of time in
a rhythmic fashion when the first hit connects, so it's a little bit
of memorization and timing to extend the combo chain.

If the combo ends in Poison Claw, the combo is over.

^, ^, ^, ^ (standing)
Does 4 hits
This is 2 weak attacks, a unique 3rd sword slash that advances Sessohmaru,
and finishes with Poison Claw.


^, ^, ^, ^ (crouching)
Does 4 hits
This is 2 weak attacks, a unique 3rd claw strike that causes
Sesshomaru to slide forward a little, and ends with Poison Claw.
Note that you stand up again to do Poison Claw.


O, O, O, O (standing)
Does 4 hits
This is 2 strong attacks, a unique 3rd sword slash attack that advances
Sesshomaru to slide forward once, and ends with Poison Claw.


O, O, O, O (crouching)
Does 4 hits
This is 2 strong attacks, a unique 3rd sword slash attack that causes
Sesshomaru to slide forward once, and ends with Poison Claw.
Note that you stand up again to do Poison Claw.


More hits in combos:
The trick to getting more hits is to watch if Sesshomaru goes into that unique
animation frame where he advances a little.  This allows you to continue
the combo.  You also have to hit the buttons in a rhythmic pattern, mostly
pressing an attack button at the same time Sesshomaru strikes the opponent.

Here are some Yasha combos.

^, ^, ^, (now hit each button as Sesshomaru yells and strikes) O, ^, O, ^
This does 7 hits for about 1/4 of the opponent's life bar.

O, O, O, (now hit each button as Sesshomaru yells and strikes) ^, O, ^
This does 6 hits for about 1/3 of the opponent's life bar.

^, ^, O, (now hit each button as Sesshomaru yells and strikes) O, ^, O, ^, O
This does 8 hits for a little more than 1/3 of the opponent's life bar.


***Other Combos***

None discovered



--------------
KAGURA
--------------

***Regular Attacks***

Back-handed Slap:
^
Kagura slaps with the back of her hand.  A small crescent gust
of wind appears in front of her slap and adds range to the attack.
Its range is about 1.5 body lengths.


Fan Strike:
O
Kagura swings her fan at her opponent.  A small crescent gust
of wind appears in front of her fan and adds range to the attack.
This has a range of about 2 body lengths.


Dashing Fan Strike:
R1, attack button
R1, R1
Kagura dashes forward and then strikes with her fan in an overhead
smash motion. It will hit an aerial opponent that is close to
the ground, but at that point, it is effectively a ground opponent.
The fan strike has a range of about 1.25 body lengths.


Backward Dashing Back-handed Slap:
L1, attack button
L1, L1
Kagura dashes backward before doing a back-handed slap in an upward direction.
It will hit an aerial opponent that is close to the ground, but at that
point, it is effectively a ground opponent.
This has a range of about 1.25 body lengths.


Jumping Fan Strike:
U + O
UR + O
UL + O
While in the air, Kagura swings her fan in an overhead smash motion.
This has a range of about 1.5 body lengths.

An opponent on the ground can guard high to block this.


Jumping Knife Hand Strike:
U + ^
UR + ^
UL + ^
While in the air, Kagura swings her fan horizontally at her opponent.
A small crescent gust of wind appears in front of her fan and adds
range to the attack.  Its range is about 1.75 body lengths.

An opponent on the ground can guard high to block this.


Crouching Fan Strike:
D + O
Kagura strikes her fan horizontally from a crouching position.
A small crescent gust of wind appears in front of her fan and adds
range to the attack.  Its range is about 1.75 body lengths.


Crouching Back-handed Slap:
D + ^
While crouching, Kagura slaps with the back of her hand.  A small
crescent gust of wind appears in front of her slap and adds range to
the attack. Its range is about 1 body length.


Throw:
While next to opponent: F + O
Kagura summons a creepy hand from the ground.  The hand grabs and
holds the opponent in place while Kagura lightly taps the opponent's head
with her fan.


Air Throw:
While next to opponent in the air: F + O
Sesshomaru grabs the opponent and throws the opponent
straight down in front of him.


***Special Attacks***

Dance of Blades:
[]
In the air: []
Kagura throws a gust of wind, shaped like a circular donut, that
travels horizontally towards the opponent.

There is short wind-up in which Kagura pulls her fan back before
throws the wind blade, so she is vulnerable in this state.

If this special attack is done in the air, Kagura lands a step backward
from her original position.

Your opponent can air guard against this.


Dance of the Dead:
B + []
Kagura summons forth a dead warrior.  The warrior does an overhead strike with
his sword while Kaugra holds up her fan in front of her and giggles devilishly.
A small crescent gust of wind appears in front of the sword and adds range to
the range.

Its range is about 3 body lengths.

If Kagura is less than 0.5 of a body length from the opponent, this special
attack will not hit.  You cannot be standing right next to your opponent when
doing this special attack.

While there is no wind-up, Kagura is vulnerable as she is laughing.  If your
opponent is next to Kagura, he or she can hit her.

Your opponent can air guard against this.


Kanna:
D + []
Kagura summons a child holding a mirror.  Blue rays of light are drawn into the
mirror (soul drain?).  While the mirror attacks, Kaugra holds up her fan in
front of her and giggles devilishly.

Just like Dance of the Dead, if Kagura is less than 0.5 of a body length from
the opponent, this special attack will not hit.  You cannot be standing right
next to your opponent when doing this special attack.

While there is no wind-up, Kagura is vulnerable as she is laughing.  If your
opponent is next to Kagura, he or she can hit her.

When an opponent is struck with this move, he or she will drop one jewel shard.

Its range is about 4 body lengths.

Your opponent can air guard against this.


***Super Special Attack***

Dragon Dance:
F, F, []
Kagura is surrounded by light beams, waves her fan in a circular motion, and
summons a tornado that covers the vertical height of the screen.  The tornado
travels to the opposite side of the screen.  There is no way to avoid this.
The opponent must guard against this.

This does 1 hit for about 1/3 of the opponent's life bar.

If you are fighting Kagura, you can hit Kagura when she is
surrounded by the light beams.  You must hit or block during this frame,
or you will need to block the tornado.


***Yasha Combos***
Yasha combos can only be done when you hit your opponent.
If the opponent manages to block an attack in the combo, the combo
will end.  You must actually enter the combo a little ahead of time in
a rhythmic fashion when the first hit connects, so it's a little bit
of memorization and timing to extend the combo chain.

If the combo ends in a miniature verision of Dance of Blades, the combo
is over.

^, ^, ^, ^ (standing)
Does 4 hits
This is 2 weak attacks, a unique 3rd slap that advances Kagura,
and finishes with Dance of Blades.


^, ^, ^, ^ (crouching)
Does 4 hits
This is 2 weak attacks, a unique 3rd slap that causes
Kagura to slide forward a little, and ends with Dance of Blades.
Note that you stand up again to do Dance of Blades.


O, O, O, O (standing)
Does 4 hits
This is 2 strong attacks, a unique 3rd fan strike slash attack that
advances Kagura, and ends with Dance of Blades.


O, O, O, O (crouching)
Does 4 hits
This is 2 strong attacks, a unique 3rd fan strike attack that causes
Kagura to slide forward once, and ends with Dance of Blades.
Note that you stand up again to do Dance of Blades.


More hits in combos:
The trick to getting more hits is to watch if Kagura goes into that unique
animation frame where she advances a little.  This allows you to continue
the combo.  You also have to hit the buttons in a rhythmic pattern, mostly
pressing an attack button at the same time Sesshomaru strikes the opponent.

Here are some Yasha combos.

^, ^, ^, (now hit each button as Kagura yells and strikes) O, ^, O, ^
This does 7 hits for about 1/4 of the opponent's life bar.

O, O, O, (now hit each button as Kagura yells and strikes) ^, O, ^
This does 6 hits for about 1/3 of the opponent's life bar.

^, ^, O, (now hit each button as Kagura yells and strikes) O, ^, O, ^
This does 7 hits for a little more than 1/3 of the opponent's life bar.


***Other Combos***

None discovered



--------------
NARAKU
--------------

***Regular Attacks***

Tentacle Root Strike:
^
Naraku whips out one hand, which then turns into a tentacle root to strike
the opponent.  Its range is about 0.75 of a body length.


Large Tentacle Root Strike:
O
Naraku whips out his hand, which then turns into a tentacle root
to strike the opponent.  This has a range of about 1.75 body lengths.


Dashing Tentacle Root Strike:
R1, attack button
R1, R1
Naraku dashes forward and then strikes with his tentacle root in an overhead
smash motion.  It will hit an aerial opponent that is close to
the ground, but at that point, it is effectively a ground opponent.
The tentacle root strike has a range of about 1.25 body lengths.


Backward Dashing Hair Strike:
L1, attack button
L1, L1
Naraku dashes backward before his hair extends out and attacks.
It will hit an aerial opponent that is close to the ground, but at that
point, it is effectively a ground opponent. This has a range of about 1.25
body lengths.


Jumping Tentacle Root Strike:
U + O
UR + O
UL + O
While in the air, Naraku strikes with his tentacle root hand in an overhead
smash motion.  This has a range of about 0.75 of a body length.

An opponent on the ground can guard high to block this.


Jumping Tentacle Root Strike:
U + ^
UR + ^
UL + ^
While in the air, Naraku strikes with his tentacle root hand horizontally.
Its range is about 1 body length.

An opponent on the ground can guard high to block this.


Crouching Tentacle Root Strike:
D + O
Naraku crouches and strikes with his tentacle root hand horizontally.
Its range is about 1 body length.


Crouching back-handed Slap:
D + ^
Naraku crouches and strikes with his tentacle root hand horizontally.
Its range is about 0.75 of a body length.


Throw:
While next to opponent: F + O
Naraku grabs the opponent by the head and strikes with his tentacle
root hand.


Air Throw:
While next to opponent in the air: F + O
Naraku grabs the opponent by the chest and strikes with his tentacle
root hand.  The opponent is knocked back.


***Special Attacks***

Miasma:
[]
Naraku levitates for a moment is surrounded by a purple flame.
Each time you do this, you advance forward a little.

Its range is 0.75 of a body length.

Your opponent can air guard against this.


Demon Puppet:
B + []
Naraku holds his hand up to his forehand as if to shield hi head or to
concentrate.  He summons forth a humanoid puppet wearing animal skin.
The puppet lunges forward and does an overhead strike with its sword.

Its range is about 4 body lengths.

If Naraku is less than 1.75 body lengths from the opponent, this special
attack will not hit.  This special attack has a greater gap than Kagura's
Dance of the Dead.

While there is no wind-up, Naraku is vulnerable when he is holding his hand up.
If your opponent is next to Naraku, he or she can hit him.

Your opponent can air guard against this.


Poison Insects:
F + []
Naraku holds out a beehive, and 3 poisonous insects emerge from it and fly
toward the opponent.  This special attack hits 3 times.

When an opponent is struck with this move, he or she will drop one jewel shard.
Since this special attack hits 3 times, the opponent can drop 3 jewel shards
if hit by all 3 insects.

This special attack goes over a standing Shippo.  Shippo can just walk right
under this.

Your opponent can air guard against this.


***Super Special Attack***

Illusory Death:
D, D, []
Naraku is surrounded by light beams, and tentacle roots emerge from the ground
and travel toward the opponent in a wave-like manner.  This attack hits low.

The opponent must guard low against this.  A standing guard does not work.
The opponent cannot air guard against this either.

This does 1 hit for about 1/3 of the opponent's life bar.

If you are fighting Naraku, you can hit Naraku when he is
surrounded by the light beams.  You must hit or block during this frame,
or you will need to block or avoid the roots.

Naraku remains motionless while the super special attack's
animation runs to completion.  If the opponent blocks this special attack,
he or she can move toward you and attack you while you are still vulnerable.
If you are hit while doing this super special attack, the rest of the super
special attack's animation is cancelled.


***Yasha Combos***
Yasha combos can only be done when you hit your opponent.
If the opponent manages to block an attack in the combo, the combo
will end.  You must actually enter the combo a little ahead of time in
a rhythmic fashion when the first hit connects, so it's a little bit
of memorization and timing to extend the combo chain.

If the combo ends in Miasma, the combo is over.

^, ^, ^, ^ (standing)
Does 4 hits
This is 2 weak attacks, a unique 3rd large tentacle root strike that
advances Naraku, and finishes with Miasma.


^, ^, ^, ^ (crouching)
Does 4 hits
This is 2 weak attacks, a unique 3rd large tentacle root strike that
causes Naraku to slide forward a little, and ends with Miasma.
Note that you stand up again to do Miasma.


O, O, O, O (standing)
Does 4 hits
This is 2 strong attacks, a unique 3rd hair strike that
advances Naraku, and ends with Miasma.


O, O, O, O (crouching)
Does 4 hits
This is 2 strong attacks, a unique 3rd hair strike that causes
Naraku to slide forward once, and ends with Miasma.
Note that you stand up again to do Miasma.


More hits in combos:
The trick to getting more hits is to watch if Naraku goes into that unique
animation frame where he advances a little.  This allows you to continue
the combo.  You also have to hit the buttons in a rhythmic pattern, mostly
pressing an attack button at the same time Naraku strikes the opponent.

Here are some Yasha combos.

^, ^, ^, (now hit each button as Naraku yells and strikes) O, ^, O, ^
This does 7 hits for about 1/4 of the opponent's life bar.

O, O, O, (now hit each button as Naraku yells and strikes) ^, O, ^
This does 6 hits for about 1/3 of the opponent's life bar.

^, ^, O, (now hit each button as Naraku yells and strikes) O, ^, O, ^, O
This does 8 hits for a little more than 1/3 of the opponent's life bar.


***Other Combos***

None discovered



--------------
TOTOSAI
--------------

Totosai is a hidden character that is unlocked in the game.  See the
Unlocking Characters section for details.

Totosai's attacks involving his hammer give him greater range, so opponents
need to be wary of this.


***Regular Attacks***

Hammer Strike:
^
Totosai taps his hammer at his opponent.
Its range is about 0.75 of a body length.


Hammer Swing:
O
Totosai swings his hammer out at the opponent.
This has a range of about 3 body lengths!


Dashing Hammer Strike:
R1, attack button
R1, R1
Totosai dashes forward and then strikes with his hammer in an overhead
smash motion.  It will hit an aerial opponent that is close to
the ground, but at that point, it is effectively a ground opponent.
The hammer strike has a range of about 1.25 body lengths.


Backward Dashing Hammer Strike:
L1, attack button
L1, L1
Totosai dashes backward before he swings his hammer in an upward motion.
It will hit an aerial opponent that is close to the ground, but at that
point, it is effectively a ground opponent. This has a range of about 1.5
body lengths.


Jumping Hammer Strike:
U + O
UR + O
UL + O
While in the air, Totosai strikes with his hammer in an overhead
smash motion.  This has a range of about 1 body length.

An opponent on the ground can guard high to block this.


Jumping Hammer Thrust:
U + ^
UR + ^
UL + ^
While in the air, Totosai thrusts his hammer out horizontally
at his opponent.  Its range is about 1.5 body lengths.

An opponent on the ground can guard high to block this.


Crouching Hammer Swing:
D + O
Totosai crouches and swings his hammer at the opponent.
Its range is about 3 body lengths!


Crouching Hammer Thrust:
D + ^
Totosai crouches and thrusts his hammer horizontally at the opponent.
Its range is about 1 body length.


Throw:
While next to opponent: F + O
Totosai takes out a cloth and uses it to scoop up the opponent off the
ground.


Air Throw:
While next to opponent in the air: F + O
Totosai grabs the opponent, strikes with the bottom of his hammer, and
knocks the opponent straight down.


***Special Attacks***

Fire Breath:
[]
Totosai levitates for a moment is surrounded by a purple mist.
Each time you do this, you advance forward a little.

Its range is 2.5 body lengths.

Your opponent can air guard against this.


Giant Hammer:
B + []
Totosai hops forward and strikes the ground with his hammer.  A small pool of
lava splash forward.  The opponent can be only be hit by the lava splash, not
the hammer.

Its range is about 4 body lengths.

When an opponent is struck with this move, he or she will drop one jewel shard.

Your opponent cannot air guard against this.  The opponent must block standing
or crouching.

If the opponent is standing next to Totosai, this attack will not hit, since
the lava splatters 0.5 of a body length from Totosai.  So, Totosai can be
hit if he uses this special attack too close to the opponent.


Momo Drop:
D + []
Totosai points his finger at his opponent to summon a lightning bolt at the
opponent's location.  When the lightning bolt hits the ground, a cow appears!

Cheese alert: This special attack has no range limit.  The lightning bolt
will strike the opponent's location.  The opponent must jump or move away
the moment Totosai points his finger out to avoid the attack.
Otherwise, the opponent must block.

Your opponent can air guard against this.


***Super Special Attack***

Super Hammer:
F, F, []
Totosai is surrounded by light beams, and he hops forward and strikes the
ground with a large hammer.  A large pillar of lava erupts from the ground
at the opponent's location.  The hammer itself can inflict damage.

This does 1 hit for about 1/3 of the opponent's life bar.

If you are fighting Totosai, you can hit Totosai when he is
surrounded by the light beams.  You must hit or block during this frame,
or you will need to block the lava pillar.

Your opponent can air guard against this.

Cheese alert: This super special attack has no range limit.  The lava
pillar will strike the opponent's location.  The opponent must jump or
move away the moment Totosai slams the hammer into the ground to
avoid the attack. Otherwise, the opponent must block.


***Yasha Combos***
Yasha combos can only be done when you hit your opponent.
If the opponent manages to block an attack in the combo, the combo
will end.  You must actually enter the combo a little ahead of time in
a rhythmic fashion when the first hit connects, so it's a little bit
of memorization and timing to extend the combo chain.

If the combo ends in Fire Breath, the combo is over.

^, ^, ^, ^ (standing)
Does 3 hits, then 1 hit
This is 2 weak attacks, a unique 3rd tool (I have no idea what that tool is)
strike that advances Totosai, and finishes with Fire Breath.
The Fire Breath does not combo.


^, ^, ^, ^ (crouching)
Does 3 hits, then 1 hit
This is 2 weak attacks, a unique 3rd tool strike that
causes Totosai to slide forward a little, and ends with Fire Breath.
Note that you stand up again to do Fire Breath.
The Fire Breath does not combo.


O, O, O, O (standing)
Does 3 hits, then 1 hit
This is 2 strong attacks, a unique 3rd bent hammer strike that
advances Totosai, and ends with Fire Breath.
The Fire Breath does not combo.


O, O, O, O (crouching)
Does 3 hits, then 1 hit
This is 2 strong attacks, a 3rd strong attack that causes
Totosai to slide forward once, and ends with Fire Breath.
Note that you stand up again to do Fire Breath.
The Fire Breath does not combo.


More hits in combos:
The trick to getting more hits is to watch if Totosai goes into that unique
animation frame where he advances a little.  This allows you to continue
the combo.  You also have to hit the buttons in a rhythmic pattern, mostly
pressing an attack button at the same time Totosai strikes the opponent.

Here are some Yasha combos.

^, ^, ^, (now hit each button as Totosai yells and strikes) O, ^, O
This does 6 hits for about 1/3 of the opponent's life bar.

O, O, O, (now hit each button as Totosai yells and strikes) ^, O
This does 5 hits for about 1/3 of the opponent's life bar.

^, ^, O, (now hit each button as Totosai yells and strikes) O, ^, O, ^
This does 7 hits for a little more than 1/3 of the opponent's life bar.


***Other Combos***

None discovered



--------------
DEMON INUYAHSA
--------------

Demon Inuyasha is a hidden character that is unlocked in the game.  See the
Unlocking Characters section for details.

Demon Inuyasha is in a hunched position, but he is still vulnerable to the
same attacks at high, mid, and low body areas as Inuyasha.


***Regular Attacks***

Weak Knife Hand Strike:
^
Demon Inuyasha knife hand strike his opponent.
Its range is about 1 body length (probably 0.75 of a body length).


Strong Knife Hand Strike:
O
Demon Inuyasha knife hand strike his opponent with the opposite hand.
Its range is about 1 body length (probably 0.75 of a body length).


Dashing Claw Slash:
R1, attack button
R1, R1
Demon Inuyasha dashes forward and then claw slashes at his opponent in
an overhead motion.  The claw marks that trail his strike add more range
to the attack.  It will hit an aerial opponent that is close to
the ground, but at that point, it is effectively a ground opponent.
The hammer strike has a range of about 1.25 body length.


Backward Dashing Claw Strike:
L1, attack button
L1, L1
Demon Inuyasha dashes backward before he claw slashes. The claw marks that
trail his strike add more range to the attack.  It will hit an aerial
opponent that is close to the ground, but at that point, it is effectively
a ground opponent. This has a range of about 1.25 body lengths.


Jumping Knife Hand Strike:
U + O
UR + O
UL + O
While in the air, Demon Inuyasha knife hand strikes the opponent at a
45-degree angle downwards.  This has a range of about 0.5 of a body length.
The angle is steep, much like Koga's Jumping Downward Kick.

An opponent on the ground can guard high to block this.


Jumping Claw Strike:
U + ^
UR + ^
UL + ^
While in the air, Demon Inuyasha strikes horizontally with his claw at his
opponent.  The claw marks that trail his strike add more range to
the attack.  Its range is about 0.75 of a body length.

An opponent on the ground can guard high to block this.


Crouching Downward Knife Hand Strike:
D + O
Demon Inuyasha crouches and knife hand strikes the opponent.  The knife
hand goes downward at about a 15-degree angle.
Its range is about 0.75 of a body length.


Crouching Claw Strike:
D + ^
Demon Inuyasha crouches and strikes horizontally with his claw at his
opponent.  The claw marks that trail his strike do not add more range to
the attack (reall odd since his other ones do).
Its range is about 0.5 of a body length.


Throw:
While next to opponent: F + O
Demon Inuyasha grabs the opponent by the chest, lifts him or her up slightly
and brutally knife hand strikes the opponent's chest.  Ouch!


Air Throw:
While next to opponent in the air: F + O
Demon Inuyasha grabs the opponent and strikes the opponent straight to the
ground with both his claws.


***Special Attacks***

Claw:
[]
This is an enhanced Iron Reaver.  In a standing position, Demon Inuyasha
takes a short hop forward (about 1.5 body lengths)
and strikes with his claws in a downward direction.  This comes out very fast,
so it is hard to see coming.  The claw range is about 1.25 body lengths.

Your opponent can air guard against this.


Charge:
F + []
Demon Inuyasha rushes forward to ram into his opponent.  Demon Inuyasha will
rush to the other side of the screen if he misses his opponent.
There is no wind-up for this move.

When an opponent is struck with this move, he or she will drop one jewel shard.

Your opponent can air guard against this.


Bite:
D + []
Demon Inuyasha takes a very small hop at his opponent.  If he connects with
this, he then proceeds to bite the opponent for 3 hits.  The opponent is
knocked backward after this.  The range of the hop is 0.25 of a body length.
The range is better than a throw, but not by much.


***Super Special Attack***

Demonic Power:
B, B, []

Demon Inuyasha is surrounded by light beams, and a fiery aura surrounds him.
The flame starts off small and quickly expands to cover more range.
The range of the flame at its maximum power is about 0.5-0.75 of a body
length.  You have to be close to the opponent, because hitting B, B quickly
still causes you to step back once, so you need to be careful fo your range.

This does 1 hit for about 1/3 of the opponent's life bar.

If you are fighting Demon Inuyasha, you can hit Demon Inuyasha when he is
surrounded by the light beams.  You must hit or block during this frame,
or you will need to block or avoid the fiery aura.

Your opponent can air guard against this.



***Yasha Combos***
Yasha combos can only be done when you hit your opponent.
If the opponent manages to block an attack in the combo, the combo
will end.  You must actually enter the combo a little ahead of time in
a rhythmic fashion when the first hit connects, so it's a little bit
of memorization and timing to extend the combo chain.

If the combo ends in Claw, the combo is over.

^, ^, ^, ^ (standing)
Does 4 hits
This is 2 weak attacks, a unique 3rd claw strike that advances Demon
Inuyasha, and finishes with Claw.


^, ^, ^, ^ (crouching)
Does 4 hits
This is 2 weak attacks, a unique 3rd downward claw strike that
causes Demon Inuyasha to slide forward a little, and ends with Claw.
Note that you stand up again to do Claw.


O, O, O, O (standing)
Does 4 hits
This is 2 strong attacks, a unique 3rd claw strike that
advances Demon Inuyasha, and ends with Claw.


O, O, O, O (crouching)
Does 4 hits
This is 2 strong attacks, a unique 3rd headbutt attack that causes
Demon Inuyasha to slide forward once, and ends with Claw.
Note that you stand up again to do Claw.


More hits in combos:
The trick to getting more hits is to watch if Demon Inuyasha goes into that
unique animation frame where he advances a little.  This allows you to
continue the combo.  You also have to hit the buttons in a rhythmic pattern,
mostly pressing an attack button at the same time Demon Inuyasha strikes
the opponent.

Here are some Yasha combos.

^, ^, ^, (now hit each button as Demon Inuyasha yells and strikes) O, ^, O, ^
This does 7 hits for about 1/3 of the opponent's life bar.

O, O, O, (now hit each button as Demon Inuyasha yells and strikes) ^, O, ^
This does 6 hits for about 1/3 of the opponent's life bar.

^, ^, O, (now hit each button as Demon Inuyasha yells and strikes) O, ^, O, ^,
O, ^
This does 8 hits for a little more than 1/3 of the opponent's life bar.


***Other Combos***

None discovered



UNLOCKING NEW CHARACTERS
------------------------

You unlock new characters in Fairy Tale mode.  For each character, Myoga
tells you to collect a certain number of shards. When you reach the target
number, you will unlock a new character.

Note: There is actually a typo in the game.  When you start Fairy Tale mode,
Myoga says the following:

You've so far collected "X shards."
Please collect "Y shards" of the Jewel of Four Souls.

Bandai messed up the programming on this.  Where it says "Y shards" is
actually how many shards you've collected so far.  "X shards" is the total
number of shards you need to collect.

Anyway, each character can only unlock one new character.
You may not be able to get the target number of shards during a character's
first trip through his or her story, so be prepared to replay a character's
story a few times.

Pressing START on the map will tell you the number of shards remaining that you
need to collect.

You have to finish the character's tale for all the shards to be added to your
total.

Inuyasha unlocks Koga.
Kagome unlocks Miroku.
Miroku unlocks Sango.
Sango unlocks Shippo.
Shippo unlocks Kikyo.
Koga unlocks Kagura.
Kagura unlocks Sesshomaru.
Sesshomaru unlocks Naraku.
Totosai unlocks Demon Inuyasha
Kikyo unlocks NO new characters.
Naraku unlocks NO new characters.

When you finish the tales of all the characters, a special screen will
appear where Myoga will tell you something special will happen if you beat the
records in the mini-game section of the backpack mode.

If you beat the records, you unlock Totosai.

I don't think you need to complete all the characters' tales to get Totosai.
You could just go to the mini-games when the Backpack becomes available and
beat the records.

To unlock Demon Inuyasha, unlock Totosai and use him in Fairy Tale mode and
collect 43 shards in his tale.  You'll need to go through his tale at
least 3 times.



MINI-GAME TIPS
--------------
There are 3 mini-games in this game.  You can play them during Feudal
Fairy Tale mode or in Kagome's backpack mode when it is unlocked.

The games are as follows:

Rock Smashing:
You must pummel a rock into pieces before the timer goes to 0.
The rock is divided into 4 sections: lower left, upper left, upper
right, and lower right.  Once you destroy the left or right side
completely, you must jump over to the other side to hit the rest of
the rock.  You can't stay on the same side.

The best characters for this mini-game are those who can hit fast or
have multiple-hit attacks.

Kikyo works very well with her Purificiation, which hits 5 times.

Koga also works well, because of his quickness, his Wolf Wind special
attack, and his Demon Pack super special attack.  You are going to fill
the spritiual gauge one time during this game, so you can unleash the
Demon Pack for 9 hits.

_ Tip by Mariano Williner _
1) Choose Inuyasha
2) Use his Wind Scar special attack ("Back + Square"). You have to be as
close to the boulder as you can be until you destroy the left half.
3) Jump to the right side and do the same special attack two more times, and
then use the Dragon Twister super special atack.
4) Continue hitting the rock with the Wind Scar special attack
("Back + Square").



Poison Insects!:
You must swat 45 poison insects in 60 seconds.
The insects can travel along three paths,s tarting from the right side of
the screen: High path, middle path, and low path.  You have to use a jump
attack or an attack that hits in the air to strike insects flying the
high path.  You need a standing attack or an attack that hits high or
mid body areas to hit insects flying the middle path.  You need to use
a low attack or an attack that hits low body areas to hit insects flying
the low path.

Kikyo works very well with her Purificiation, which hits insects
flying the middle and low paths.  Likewise, her Ascension also hits
insects flying the middle and low paths.


Flame Slashing:
Sesshomaru's henchman, Jaken, has unleashed flames from his Staff of Skulls.
You must extinguish the flames and hit Jaken within 60 seconds.  The flames
have three sections before being extinguished.  Each time you inflict
enough hits on the flame, the flame will retract one section.  When the
flames are extinguished, you have 3 seconds to strike Jaken, before the
flames come back out again.  If you get hit by the flames, you are surrounded
by fire and get pushed back.  This wastes about 3 seconds, so try not to
get hit by the flames.

Kikyo works very well with her Purificiation, which hits insects
flying the middle and low paths.  Likewise, her Ascension also hits
insects flying the middle and low paths.  I finished this mini-game with
her in 5 seconds 12.


Mini-Game Insects:
During the Rock smashing and Flame Slashing mini-games, poison insects will
fly and try to hit you.  Likewise, if you get hit by the insects, you are
pushed back.  This wastes about 3 seconds also, so try not to get hit by
the insects.  To add to the problem, occasionally, an insect will carry
an item important to the character.  If you do not hit the insect before
it flies off the screen with the item, you lose 5 seconds.  If you hit the
insect, the item is dropped, and you don't lose time.  There is no other
bonus for hitting that insect.

For Inuyasha, Demon Inuyasha, Kagome, Sango, Koga, Totosai, and Miroku,
the insects are carrying a hapless Shippo.

For Shippo, the insects will carry a Kirara (or something looking like a fox).

For Kikyo, Naraku, Sesshomaru, and Kagura, the insects will carry a blue
soul sphere.