Suija: The pagan deidity

(Character FAQ for Suija on his Samurai Spirits Zero incarnation)
  Version 0.5 on 25-11-2004)

  For all purposes this FAQ has been created with microsoft edit and thus
  there shouldn't be any kind of problems with spacing.

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00.- Index
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00.- Index
        + Basic index with the contents of the FAQ.
01.- Legend
        + The nomenclature used in this guide is described here.
02.- Why?
        + Why would I made a FAQ for Suija and the legal disclaimer.
03.- Special Moves
        + Basic description of the special moves.
04.- Desperation Move
        + More descriptions, but this time is about HIS DM.
05.- Move Details
        + A deep in sight for the Special moves and various tactics.
06.- Character Info
        + Profile, Story, Character speeches and anything that would
          help you to understand why Suija is our God.
07.- Personal Take
        + Few comments on my experiences with the character, mostly as
          closing words.
08.- Thanks
        + A big prop to the people who made this FAQ possible.


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01.- Legend:
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A   = weak slash
B   = mid slash
AB  = strong slash
C   = Kick button
D   = special button
cr  = crouching
fwd = foward
bk  = back
df  = down-foward


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02.- Why?:
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Well, I have been a fan of SS games for long. Unfortunately, I was well
aware of 'Samurai Spirits Amakusa K“rin' crappyness (tons of infinites,
tiers are virtually invincible and a long etc.), so I always thought to
myself 'perhaps they could fix it with another game', 'a remake could do
the magic' and a long amount of etc thoughts...
Back in the day, at the mmcafe boards it was revealed that a company
obtained the license for SS games... Everyone thought 'Yuki? Who the hell
are they?' 'Do they only know how to do chess games' 'At least they can
think'... When the beta test period came everyone was surprised. I thought
to myself 'I'll never play the game, so I won't bother with it'... A large
line of good comments came in the way, jokes, praises, bashing, everything;
the game produced a lot of feelings... I remember how Iggy was spealing about
'the holiest person alive' and 'his god' and 'he is too cool' and etc... I
was atonished how could a character could touch so deeply someone with good
taste such as Iggy. Years later (yes ;P) I managed to actually play SS0 and
when selecting a character I thought to myself 'I'll check the looks on the
new characters', and then I saw Him, I couldn't recognize him because I didn't
knew the details, but when I saw the stylish 'dance' like stance I remembered
Iggy's words and knew who to pic right away... After that I have been touched
by the game, the more details I investigate on it the more my opinion improves
about the game. Of course you could be a little girl and say 'Yoshitora is to
tough' 'Yunfei runs away until time over', but believe me, if you would have
really played Korin you'll knew that even tough some match ups are bad here,
they aren't nearly as bad as they where on K“rin.

After that I made my research about the game and it was a hit, new
characters where popular, a great hit; the game was way more interesting and
characters where more fun to play than they where on K“rin or Shin and Suija
was worshiped in everyplace, thus everything was right with the world. ;P

For the record, I have heard that SS0S is an even better improvement over
K“rin, so I'm looking foward to play that game... Sadly enough, I have already
heard that SNK playmore is doing a Samurai Spirits Atomiswave... Considering
their recent failures with completely awful games like KoF '2003 and SvC I'm
already certain that the game will sink like the Titanic.... At least a crappy
game with new sprites could provide Yuki with material to build another
excellent game.

Well, on the legal facts Suija sama and it's followers are trademarks of SNK
playmore as well as the Samurai Spirits games, this faq is not to be reproduced
by any means other than free and electronicaly, it's mean for free use and for
you to laugh at my poor use of the english language.


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03.- Special Moves:
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Move name    : Sankaku Tobi
Move command : press fwd near a wall on air.
  Well, for all purposes this is a triangle jump, with this Suija will
 jump again from the corner.

Move name    : Shizuki (Death Moon)
Move command : In air; Qcb + Slash
  Well, as far as I know this is the only one of Suija's moves that can be
 performed without his weapon, it also doesn't consume Kenji gauge and the
 damage that this move inflicts isn't affected by the Kenji gauge.
  With this Suija will really dive fowards attempting to throw the enemy...
 For all purposes this move is not a throw but a punch, it can be blocked
 and it won't work if the enemy is hit by this on the air; but unlike SS
 k“rin you aren't left vulnerable in that case.

Move name    : Shougetsu (Flying Moon)
Move command : In air; db, Qcf + Slash
  This move makes Suija spin his weapons while in air, this move will last
 for a fixed amount of time, so if you perform it at the beggining of jump
 the move will stop before touching the ground, but if you perform it when
 the jump is about to touch the ground Suija will keep spinning on the
 ground until the fixed time for the move finishes. There is seems to be no
 difference between the weak, mid or strong versions of the move.

Move name    : Getsurin Ha (Moon Wave)
Move command : In air; Rup + Slash
  Using this will make our unholy deidity throw balls of water towards the
 ground in a 45 degree or so angle, the weak version throws 1, mid version
 throws 2 and the strong version throws 3.

Move name    : Engetsu (Crescent Moon)
Move command : In air; Upc + Slash
  This move will create a ball of water that will protect the Holyness
 called Suija from any damage from the unfidel. The strenght of the button
 determinates how long the bubble will last, being weak the shortest time
 and strong the longest one.

 Move name    : Kuuchuu Idou (Mid-air Movement)
 Move command : press any direction
   After the bubble dispels Suija choose to fall in any direction he sees
  fit, you are able to attack before the holy one poses his feet on the
  ground, if you didn't realize I'll tell you that you can jump again;
  also note that this move needs to be performed before the bubble initial
  bubble dispels..


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04.- Desperation Move:
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Move name    : Tenshou: Suichuu Ha (Ascension: Water Pillar Wave)
Move command : In air, Qcf + CD
  Using this Suija will surround himself from purifying pillars of water,
 if touched said pillars will cast to oblivion whoever was foolish enough
 to come near out god.


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05.- Move Details
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- About the power bar.-
   Suija needs to take a lot of damage in order to fill his power bar; this
  is mainly because the non believer can do little things to anger Suija...
  In any event this fact acts in the benefit of the Mu no Kyouchi, as Suija
  can meditate a lot of bar easily. The only problem would be meditating
  while you are safe; otherwise you will eat damage. Depending on the enemy
  you won't be able to meditate for long periods of time, patience must be a
  quality of this god. Also of by any event you choose to commit suicide
  Suija will earn a small amount of power bar.
   If by any event your bar is filled be aware that it will last a long time;
  the fixed amount of time for it is something like 30 seconds acording to
  Kao Megura's FAQ. Also be aware that the countdown for the bar will stop
  if you are being hit, this also aplies for the Rage Explosion.
   This is one of these characters that have good uses for both, the Rage
  Explosion and the Mu no Kyouchi.

- About basic tactics.-
   Well, there is what I like to call 'movement tactics'; said tactics are
  using to bait out the enemy or to train reactions to the enemy; for
  example my favorite and most used is the 'run in' tactic where you just
  run and stop to run, that would be fwd, fwd, bk, fwd, fwd, bk. This tactic
  must be used when the enemy is far and when they are on a defensive mood
  (you got the tide of the match); when using this tactic you can resource
  to every kind of special move, running attack, you can also roll and jump
  if you see it fit. In true there is no TRUE 100% neat benefict from this
  tactic, but it's not as predictable running foward the enemy; also, if
  from time to time you run in with a throw it might be unexpected because
  the enemy was looking out from this tactic.
   Another basic tactic that works greatly with Suija is to do the bk + D
  jump oftenly, sometimes 2 or 3 or more times in a row; that's because
  Suija has mainly 3 good moves to pull of from that jump; these are the
  Shougetsu, he Engetsu and the Tenshou: Suichuu Ha, the better you know
  how to and when to use these moves the better this tactic will be... I
  usually combine this with the 'run in' tactic for better results, but
  just like the previous tactic there is no 100% true neat benefit for it,
  it's just something to keep the enemy on it's nerves.

- About normal moves.-
   Well, one of the great improvements of SS Zero over K“rin is how speeds
  is used in the game; for example in K“rin almost all normal weak and mid
  attacks leave you either on a 'neutral position' or with some 'advantage'
  (read, you recover either at the same time or before than the enemy), that
  fact alone was enough reason to sit down and press weak slash or mid slash
  all say (don't tell me you haven't seen those Tam Tam); in Zero we got a
  g.r.e.a.t. improvement where most attacks doesn't produce advantage when
  they are blocked... It's true that you can't be punished from most mid and
  weak attacks, but the 'advantage' that they produce is not enough to abuse
  all day; even if the enemy goes into a tapping buttons all day that will
  not work for long, it can be escaped because of how distance is handled by
  the game, and because the game itself posses many evasive measures.
   With Suija here we got that he has good pokes with the far B and the
  cr B, the weak slash are quicker but they don't recover as fast as the
  mid; and surprisingly the cr AB doesn't produce a huge 'disavantage',
  even tough there is enough space there for you to eat a quick mid slash
  or a quick special move, Also note the df + C travels an obscenely far
  distance; also note that Suija's BC move overhead move isn't as safe as
  it is with other characters, In Samurai Spirits Zero Special this BC move
  can be canceled in air moves; that's the only 'powerful' difference for
  Suija between SSZ and SSZS, every other tip can be used on both games.
   And do remember whenever you win a match with Suija it is mainly because
  you made a neat tactic with your moves, not because you where pocking all
  day...
   That was the basic stuff, now for the 'not so basic' issue we got that
  the cr AB can be canceled with air moves, to do so you have to input the
  move on the last frames. The far standing AB can also be canceled, but you
  have to cancel it before the attack comes out, and that means do the move
  right after the AB, same aplies for the standing C...These two are the
  most important offensive cancels, they are not easy to do but learn them
  well.
   Well, with the basic moves your best friends here are the running B and
  the fwd + C, the fwd + C kick is good because you got great advantage after
  it; you can use fwd + C, B and it will combo; you can also do fwd + B into
  the Mu no Kyouchi if you meet the requirements for it. The running B is
  your friend because before the attack Suija will do a small jump; and
  during that small jump you can Suija moves giving a somewhat easy to use
  surprise tactic with the moves.

- About the Shizuki.-
   The Shizuki is mainly a move to handle distance; the most basic use for
  it would be to jump from afar, if the enemy does something that it's safe
  you do the Shizuki and punish him for it; I don't advise this use for the
  move. It can be helpful if you manage to jump a standing mid slash or a
  strong slash and punish the enemy for it, for example I was in a low time
  situation where the enemy had the upper hand by just some energy, he was
  Sougetsu, to avoid the possiblity of a throw he stood far and throwed weak
  and mid slashes using a unpredictable pattern, I used the 'run in' bait
  tactic to keep him slashing, I tried to jump when he was about to hit and
  I noticed the mid slash, I did the Shougetsu, that won the match and my
  friend spoke to himself with a soft tune 'overconfident'. This all
  happened quickly, in 3 or 4 seconds. Also remember that for the example
  to work you must be jumping before the enemy mid slash comes out, other
  wise they most likely will react in time to block.
   Well, I said that the Shizuki was to handle distance, didn't I?? Taking
  that in notice you might realize that the move can be used to c.r.e.a.t.e.
  distance; that would be using it from close the enemy to be far from the
  enemy, it's hard to know when to use this, to use this you have to somewhat
  predict what the enemy wants to do. The most basic requirement for this use
  is that the enemy musn't be expecting it... Do note that this tactic is one
  of the most used for Choi players.
   Lastly do remember that if you perform the Shizuki at the right distance
  you will hit the enemy from behind, making a cross up and forcing the enemy
  to block the other way, hard to achieve but it has it's rewards, in my book
  one of the best uses for the Shizuki, remember that to use this as a cross
  up you need the right distance and the right height.

- About the Shougetsu.-
   Whoopi, a new move... This move is similar to Ukyo's Tsubame Gaeshi, but
  the use for this move is completely different to Ukyo's counter part...
  Ukyo uses his as a tactical overhead move and an almost all purpose strong
  defensive move; but the Shougetsu has much less range than the Tsubame, so
  you have more limitated uses for it... Even if it can be used as somewhat
  reliable air to air move the main pupose of this move is tactical cheap
  strikes.
   For example you are on a tight moment, both players with low life, both
  players n.e.e.d. damage; then from far do a cr AB and cancel the last
  frames of it with the Shougetsu... If the enemy wasn't especting this he
  will try to hit you between the AB and the Shougetsu, and thus he will
  eat the move. The less you use this tactic the more effective it is, the
  enemy musn't be expecting it, otherwise you might eat a full kenji gauge
  strong attack or combo.
   Another example would be being somewhat close to the enemy and doing a
  running B and cancel it with the Shougetsu, if done properly the jumping
  attack will go through the enemy and the Shougetsu will hit him from
  behind; same as before, the less use of this tactic the more use it has,
  and if the Shougetsu lands really close to the enemy it gets hard to
  notice... And if the enemy was expecting this a running B would be a mix
  up, because the enemy was expecting an attack and you didn't do it, also
  running B with Shizuku could also provide a mix up, there is no true
  'panacea' for this, it's all about how you feel how the enemy feel and
  how are the conditions of the match.
   The most basic use for the move is the somewhat weak defensive tactic;
  and that's to input the bk + D jump evade and then use the Shougetsu,  I
  use this to stop jumping attack (even though some jump attack will rip
  open throug this) and to avoid throws, on SSZS you can't do this so you
  could try to a C kick into the shougetsu or BC into Shougetsu, I don't
  quite advice use the typical 'jump foward with Shougetsu', it doesn't matter
  how quickly you input the move, because the move posses some small start up
  time and because the move has short range you could miss in some cases
  getting yourself to be caught naked out there.
   Another basic use for the move that helps as an anti turtle tactic is
  to give a far AB and cancel it quickly on the Shougetsu, this will give
  you a fast almost half screen overhead move, considering that the df + C
  is a fast almost half screen low move you can play a guessing game from
  afar with Suija... If the enemy likes turtling you can score some decent
  hits using these tactics, and let us not speak about the 'psychological
  damage' on the enemy, just yesterday some noob asked me 'Is ThaT MOV
  UnblOcKablE?'.

- About the Getsurin Ha.-
   This move is used in basic tactics, and the more you use basic tactics
  the better chances that complicated tactics have the chance to work...
  For example if you try to cross up with the running B and the Shougetsu
  all the time it will soon become a useless tactic. So since you don't
  want that you can 'buy time' with a Running B and the Getsurin Ha...
  This move is not a 'really safe move'; in order to be safe you have to
  use this at the right distance, and in order to use it at the right
  distance you have to be sure that the enemy w.i.l.l. b.l.o.c.k., if the
  enemy jumps, rolls or run you could be toast; but if the enemy did that
  and you used another tactic they are toast, get it now??; also, nothing is
  definitive here, for example if the enemy runs towards you odds are
  against you but you still got some chances. If you do know how to mix up
  'run in' tactics that could help you to keep the enemy waiting, also if
  the enemy was expecting the Shougetsu cross up odds says that he would
  waiting to block it... For the record it seems that all the versions of
  this move have the same recovery time for you.
   To make long story short, every time you use this move you want it to
  be blocked from afar and you are doing it to 'buy time' and my experience
  does tell my that the only proper height and distance can be achieved with
  a running B; if you jump the enemy will have too many time to run behind
  the move and if you do a bk + D hop the move will be easily jumped OR you
  will be punished after it is blocked, but remember that all circunstances
  can be different, use your own criteria.
   Against some characters (Ukyo for example) there is *almost* no safe point
  for the Getsurin Ha, your best bet to be safe there is if the enemy was
  expecting three balls and you throwed 1 or 2 instead, this will make him
  react a little slower and could give you more chances to block.

- About the Engetsu.-
   The Engetsu is for all purpose a high risk tactical move; the main two
  concerns when using this move is on what height you want to do it and with
  what lenght you want to use it. For example against some Upc happy enemies
  I usually do a running B with the A Engetsu, if the where quick enough
  they will input their uppercut and it will be stopped by the Engetsu, giving
  you time to hit the with a Shougetsu or a fierce slash. The AB Engetsu is
  mainly used for distraction and to buy time, and in most cases you will
  have to jump again or eat the damage.
   For the record the engetsu is not a 'perfect' move, it can be hit right
  before it comes out and right after it banishes, it's not easy to be hit;
  but remember that luck can be on the enemy side...
   I like two uses for the Engetsu, on is doing it at low height, that would
  be a back dash, a bk + D hop and a running B, in this case you most likely
  want the engetsu to block and attack and finish quickly enough for you to
  pound the enemy mistake, this particular use can make the enemy to go from
  agressive mood to passive mood. The other use is to jump right on top the
  enemy and do an engetsu; in this case the enemy has to take into
  consideration two factors -> How long the engetsu will last and what will
  Suija do after the engetsu finishes; this move is a high stake, because
  if the enemy can properly tell what you are aimming to do you will be
  punished; if you do the proper choices you will have the chance to land
  the shougetsu or perhaps a shizuki if the circustances are crazy enough...
  There is not a really a neat benefit from using this except buying time,
  and remember that if the enemy choose to run away the moment they saw the
  engetsu this tactic will have little to no use. Before attempting this
  tactic remember that you can jump -> bounce off the wall -> engetsu ->
  jump -> bounce of the wall and then a special move... It's almost like a
  Yunfei 'I want time over' tactic XD
   Lastly I haven't tested, but perhaps if you perform a strong engetsu the
  moment the enemy goes into Mu no Kyouchi you could be protected from a big
  part of the punishment, remember that you move r.e.a.l.l.y. slowly when the
  enemy goes into the Mu no Kyouchi, that would mean that the time that the
  engetsu last would be increased greatly.
   If you plan to use the Engetsu as a 'in your face' move you could try to
  use it from a neutral C kick, this will make the engetsu have very little
  height but it will come out quickly as hell, so you could use the A version
  for a 'fast' gameplay. From this you should try a foward mid slash or a
  kick, if they hit they will hit really deep, so you have guaranteed a
  follow up... If you go for the mid slash be sure to hold foward or the
  slash will be a neutral jump one and since it's slower it won't come out.
   To put it into few words, this is really useful if you can predict the
  enemy actions and as a bait tactic... To predict the enemy actions you have
  to know and create the possible the circunstances and knowing how to react
  and improvise according the circunstances that the enemy produced, and that
  needs a lot of experience and intelligence. The basic bait use for this move
  doesn't need that much experience, just back hop from afar and do one of
  the engetsu, if the enemy is really turtling you could do a strong one to
  bait him out of the other corner, it's all about experience.

- About the Tenshou: Suichuu Ha.-
   This move is very simple to use, it's just an 'almost perfect' defensive
  move, so you only use this when the enemy is attacking and if the enemy
  doesn't attack then you don't use it. The fastest way to get the Shichuu are
  Qcf, uf + CD; far AB into Qcf + CD (this goes foward a little, so it's
  useful), far C into Qcf + CD and perhaps back D into Qcf + CD.
   As I said, this move is mainly to suck in enemy attacks, because the move
  is just to flashy I don't advise to use it in any 'fool the enemy' tactics.
  you can be knocked out of this move but that is not likely.


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06.- Character Info
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- Suija quotes -
  In this part we got Suija's quotes, including every battle quote and many
 unused quotes, including ones that would be later used for SS0S.
  Almost every data on this section is here thanks to Iggy, a fluent and
 well know japanese speaker (and an almost japanese person if you ask me),
 most autor comments are done by himself, considering his big contribution
 on this you should raise your hat to him.

  The quotes are like this.-

   'what Suija is doing'
    'what Suija is saying'
     'what's the translation'
      'Iggy's comments'


When you select Him
 Kisama gotokini ayatsureruka ?
  Do you think I will let someone like you control me ?

Main intro (vs game only)
 Saa, odor“ka
  Let's dance, shall we?

Taunt
 Taikutsudanaa...
  I'm so bored...

Picking up his weapon
 Naruhodo
  Is it so ?

Being hit
 Bureimono
  What a rude person!

Performing Sh“getsu
 Sh“getsu!
  Flying moon

Performing Shizuki
 Kire sei... (or is it kiriofuse?)
  Come here...

Performing Tensh“: Suichuu Ha
 Kire, Tensh“: Suichuu Ha
  Come, Ascension: Water Pillar Wave

Win first round with more than 25% of energy
 Warewo agameyo, warewo tataeyooooo
  Adore me, admire me !

Win first round with less than 25% of energy
 Taikutsudanaa...
  I'm so bored...

Win second round with less than 25% of energy
 Soshite, watashiwa kamini naru
  And that's how I'll become a god
   (weird sentence : I thought He was already thinking He was a god ?
   And it's the only time He uses "watashi" and not "ware" to say "Me")

Performing Rage Explosion
 Banshini ataisuru
  I'll make you suffer a thousand deaths !

Performing Issen
 Kamino sabakiwo ukeyo
  Receive the judgement of [your] god.
   (once again, divine intonation when He says it)

Dying Scream
 Warewo... agameyooo !!
  Adore... meeee

* Unsorted quotes *

 Warewa kami
  I am a god

 Shinbatsu da
  It's a divine punishment

 OMAENO KARADAGA HOSHIIZO
  I want your body
   (I love that sentence, and the way He says it ! Maybe He should
   have said it to S“getsu ? Maybe not used ? Have to check) (you
   have to hear the way He says it. It's the kind of intonation that
   lubrificates instantly all the holes of a human body)

 Saa, hayaku koroshitemiro !
  Come on, let's see how fast you're going to kill me
   [not sure of the english translation... It's like some guy said
   "I'll kill you easily" and He answers with amusement and
   contempt)

 Zetsub“ shiro
  Lose all hopes

 Inochigoiwo shiro
  Beg for your life
 Yahari shine
  No, finally, die.
   (these two are used in his AWESOME bukkake-zetsumei).

- Suija's Bio -
  Character bio and fun facts

  Height:  169.7cm
  Weight:  60kg
  Birthplace: Unknown
  Birthdate: Unknown (it is said the he has lived over a thousand years)
  Blood type: Makai B
  Fighting Style: The way of god
  Weapon Name: Rudra no wa (the bracelet of Rudra)
  Likes:  The foolish beings that praise him
  Dislikes: The world lings that praise him
  Complex: None
  Special skill: There is nothing that god cannot do
  His thoughts on fighting: A perfect way to show the power of god
  Who he respects/looks up to: worship me.....
  When he feels peace around him: If you look up to the heavens, you can
                                  hear voices that praise me......
  Type of person he likes: I am god

   Notes.-
    On the blood type 'Makai' means 'World of Evil' or 'Hell', I have also
   seen it translated as netherworld.
    Suija is the biological father of S“getsu, he left him under a bridge
   when he was born (this is an official fact stated by Yuki/SNK), his good
   friend Enja did the same with Kazuki (by now you should realize that Enja
   is Kazuki's biological father).


- Character story -
  This is the official storyline for our God, this was revealed by Yuki on
 the site of SS0.

 "I'm almost positive I sensed evil energy from this area....was it just my
imagination?", a ninja of the Kazama clan wonders. He continues to carefully
search the area as he walks down the river.
 "If it's just my imagination, then there is nothing wrong....."

 The ninja had been told about the possibility of a demon in the area and had
come to investigate. He had come all the way from Hizen to Towada. But if
nothing was wrong, it was in the best interest for him. He distributes his own
ki into the area to investigate.
 "Nothing forward of me. Behind me.....? Ahhhhhhhhh!"

 The surface of the water started to bubble. The water moved as if it was
alive and catches the foot the ninja. The water quickly starts to rise up his
body covering his mouth, eye's, nose, ears. Entering every part of his body.
Eventually entering through his skin. The body of the ninja continuously spasm,
eventually starting to change into something different. His hair changing
first, and eventually, even his face.
 "Hmph......a weak body......but it will have to do."
 The man slowly gets up and moves his arm, shoulders, checking each part of
the new body's limbs.
 "Nothing more than a vessel for me. I will adapt."

 It's name was Suija, a spiritual demon. Suija then starts to speak,
 "Listen to me mortals. A ruler has awakened from his long sleep. I am god!
You will bow to me!"
 He looks up to the sky and opens his arms. It had been a long time since
Suija had gained a body.
 "This energy, his awakening is near."
 Anki-Kou was someone Suija knew. Because of Anki-Kou's energy, the seal on
Suija had weakened allowing Suija to awaken. Suija thanked Anki-Kou in his
heart for this.
 "Anki-Kou, your soul.....it is a perfect sacrifice for the start of a new
age."
 Suija was determined to take the spell of Jinma-Itai.


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07.- Personal Take:
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 Well, Suija is a very technical and hard to use character, you must always
hunger for oportunities and search those cross up points.... Reward? Suija
is fun to play, he is all about evil cancels and mind tricks, it's really
fun seeing a Suija 'at full gear', even more fun if you are the one who sets
him on that 'full gear'; it's really a 'cunning people' type of character,
plus you got the neat touch of Suija's cool personality and the 'I'm a God'
threat.

I play with a lot of characters and from the whole lot Suija is the most fun
of them, my 'high level play' chars include Shizumaru, Haohmaru, Rasetsumaru,
Kazuki, Tam Tam, Kusaregedo, Kyoshiro, Basara, Gaira and more than I could
care to remember.

Fun fact, in K“rin for me and for everyone there where specific 'best
characters', and that was because K“rin is all about tiers and cheap techniques,
in SS0 is all about you and the character, that's why we - in the SS playing
troop - don't have specific best characters and have good chances with almost
everyone.


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08.- Thanks:
--------------------------------------------------------------------------
Iggy
For being a big factor on me playing with Suija and for providing neat and
coherents translations for Suija's speeches, he is also over all the main
guy behind the news and the jokes at the MMcafe board.

Kao Megura
I got the translations and the official names for Suija from his SS0 FAQ.

Saiki
For having a Samurai Spirits plot FAQ, I got Suija's back ground and his
profile from it.

Juan
Well, if you have been reading my FAQs you should know why I always thanks
Juan -> He is crazy.




"Hey! You are not up to dodge ball!!"