------------------------------------------------------------------------
SAMURAI SPIRITS ZERO SPECIAL / SAMURAI SHODOWN V SPECIAL FAQ v0.1b
for the Neo*Geo / Arcade
by Chris MacDonald
------------------------------------------------------------------------
Unpublished work Copyright (c) 2004 Chris MacDonald
The guidelines for using this faq are simple; don't sell it or give it
away, don't reprint it without obtaining permission, and don't bother
posting it on a website (I'm only releasing it for www.GameFAQs.com to
host). You may not incorporate any part of this FAQ into your own guide
without obtaining my express written permission.
Game magazine/guide/site authors are not allowed to use this FAQ, the
following in particular: Ziff-Davis Video Game Group (publishers of
Expert Gamer), Game 13th Magazine, IDG Media, Future Publishing, Ltd.
(publishers of PlayStation Power, Official UK Play Station Magazine),
Brady Games, Prima Games and Eric Pratte, CheatCC.com, Shoryuken.com,
Guardcrush.com, Kibagami, and IGN.
Samurai Spirits and all characters are (c) SNK-Playmore. SSZ is (c)
Yuki Enterprises.
=================
TABLE OF CONTENTS
=================
1. INTRODUCTION
- Author's Note
- Revision History
- Special Thanks
2. GENERAL INFORMATION
- FAQ Notation
- Changes from SSZ/SS5
- Basic Commands
3. CHARACTER MOVELISTS
- Basara Kubikiri
- Charlotte
- Enja
- Gaira Kafuin
- Galford
- Gaoh Hinowanokami Kyougoku
- Genjuro Kibagami
- Hanzo Hattori
- Haohmaru
- Jubei Yagyu
- Kazuki Kazama
- Kusaregedo Youkai
- Kyoshiro Senryo
- Liu Yunfei
- Mina Majikina
- Mizuki Rashoujin
- Nakoruru
- Rasetsumaru
- Rera
- Rimururu
- Shizumaru Hisame
- Sogetsu Kazama
- Suija
- Tam Tam
- Tokisada Shiro Amakusa
- Ukyo Tachibana
- Yoshitora Tokugawa
- Zankuro Minazuki
4. GAMEPLAY NOTES
- Cancels / Block Cancels
- Counter Hits
- Damage Chart
- Guard Destroyer
- Instant Jump
- Issen
- Kenki Gauge
- Life Gauge
- Losing Your Weapon
- Meditation
- Mid-Air Moves
- Mu no Kyouchi
- Rage Explosion
- Rage Gauge
- Stored Input
- Suicide Moves
- Sword Clash
- Triangle Fall
5. MISCELLANEOUS
- Translations
========================================================================
1. INTRODUCTION
========================================================================
------------------------------------------------------------------------
AUTHOR'S NOTE
------------------------------------------------------------------------
Hi, welcome to my SSZS FAQ. This is just a simple guide for those who
want to know the basics. I'm sure someone will write a more detailed
guide at some point. If you'd like to contribute something, you can
reach me at: <k.megura (at) eudoramail (dot) com>.
Please don't write in about ROM or emulator related questions because
I don't know the first thing about either topic. Thanks. Also, I've
put a lot of time into this, so please be respectful and not reprint
or borrow information from this FAQ without permission. It's happened
before and is not something I enjoy dealing with.
On that note, DJ Tigresa, leave my FAQs alone. You obviously didn't
get your movelists from <www.samurai-zero.jp> as you stated, because
you copied the same mistakes that were in v0.7 of my SS5 FAQ and use
my names for moves instead of theirs. Stop "referencing" my guides
without even asking and do your own work.
------------------------------------------------------------------------
REVISION HISTORY
------------------------------------------------------------------------
Version 0.1b (April 26, 2004)
- The first release. Basically v0.8 of my SSZ/SS5 FAQ with the
moveslists and translations for the new characters and moves added
in, as well as some corrections. Notes on the new characters are
from previous games (SS2, SS4, SS5, etc.) Obviously, some of the
info. may no longer apply. Once I've played the game, I can start
weeding out the differences.
Version 0.1 (April 22, 2004)
- Pre-release version; movelists only.
------------------------------------------------------------------------
SPECIAL THANKS
------------------------------------------------------------------------
Special thanks goes to the following for providing the information found
in this guide:
Tel
- For lots and lots of information on the characters, gameplay notes,
etc. He noticed that you could avoid throws using the Lay Down and
sent in all of the new Kenki Gauge-related information, too.
Harleyquin
- Explained how the Rikudou Rekka really works.
Basel Al-Shehab
- Explained how you can use the Rage Explosion while getting hit.
A S
- Notes on the Senpuu Retsu Zan: Setsu.
iggywhite2
- Mentioned that sword clashes were still in the game.
Charles MacDonald
- As always. For letting me hog his computer for hours at a time.
<
http://planetps2.com/mmcafe/>
- For some location test report info. posted in the forums. MMCafe
is a great site for gaming news (even if updates are sporadic,
there's always new news in the BBS).
<
http://homepage3.nifty.com/gore/samu0/>
- Info. on most character's movenames and movelists.
<
http://www5b.biglobe.ne.jp/~hitokiri/>
- For a LOT of info. Advanced gameplay tactics (like instant jumps
and cancel block), bug. info, tactics for landing the Rakuin Oshi,
etc. A very impressive page.
<
http://samurai-zero.jp>
- For moveslist information (spellings and commands) for all
characters.
<
http://www.t3.rim.or.jp/~y-ukon/ss8/system.html>
- For system and gameplay info, and notes on character moves.
<
http://www.linear.mv.com/cgi-bin/j-e/>
- For assistance with translations.
<
http://www.csse.monash.edu.au/~jwb/wwwjdic.html>
- For assitance with translations.
<
http://www.njstar.com>
- For their excellent Japanese word processor.
========================================================================
2. GENERAL INFORMATION
========================================================================
------------------------------------------------------------------------
FAQ NOTATION
------------------------------------------------------------------------
[ CONTROLS ] ----------------------------------------------------------
All commands are entered assumed you are facing towards the right. If
on the 2P side, reverse your controls.
ub u uf Up-Back Up Up-Forward
\ | /
b -- n -- f Back Neutral Forward
/ | \
db d df Down-Back Down Down-Forward
The button layout has changed since SS4. A / B / AB are the Slash
buttons, where AB is the Strong Slash (much like SS2). C is used for
kicks, and D is mainly used for a variety of dodge moves.
B C D Medium Slash Kick Special
A Weak Slash
[ NOTATION ] ----------------------------------------------------------
Here's a list of some of the notation used in this moveslist:
S Press any Slash (A / B / AB)
any Press A / B / C / D
ub~uf Can use ub / u / uf
db~df Can use db / d / df
uf~df Can use uf / f / df
a-u Any direction but directly up
a-d-u Any direction but directly down or up
n neutral (return joystick to default pos.)
qcf Quarter Circle Forward (d,df,f)
qcb Quarter Circle Back (d,db,b)
hcf Half Circle Forward (b,db,d,df,f)
hcb Half Circle Back (f,df,d,db,b)
360 Spin joystick in a full circle (360 deg.)
_ Indicates follow-up command
x# Perform # of times (N=infinite)
(hold) Can hold the button or direction used
(air) Can perform while airborne
in air Must perform while airborne
when down When knocked down onto the ground
when hit When hit by an enemy's attack
when near Perform when near your opponent
when near in air Both players are airborne and nearby
apex of jump At the height of a jump; before you fall
Charge Hold in 1st direction for 2 seconds
R^ Full Rage Gauge or Rage Explosion needed
Z^ R^ requirements + foe's life is blue
WFT Weapon-Flipping Technique
<name> Not the official name used
Kenki (Sword Spirit) Thin green bar below the Life Gauge
Raged When your Rage Gauge is full, or
once you've used the Rage Explosion
Cancel chart info:
c Cancelable
b Animation is cancelable prior to actual hit
- Not cancelable
/ Divides hits
------------------------------------------------------------------------
CHANGES FROM SSZ/SS5
------------------------------------------------------------------------
- Amakusa, Mizuki, Zankuro, and Gaoh (all the previous SS bosses) have
been added as playable characters. Mizuki has been re-animated.
- Unfortunately, Poppy, Sankuro, and Yumeji seem to have been removed.
- Every character has gained a Zetsumei Ougi (Near-Death Secret) move.
These can be used to kill your opponent outright, but can only be
used in special situations (you must be Raged and your opponent's
Life Gauge has to have turned blue).
- The command for the Guard Destroyer throws has changed (you perform it
as "b / f + CD" instead of "b / f + C."
- The Mu no Kyouchi command is now "press BCD" instead of "qcb + CD"
(which is now the Zetsumei Ougi command).
- Characters have some minor changes, but most seem to have no new moves
or abilities (and some characters have lost moves, like Galford and
Hanzo's teleports, or Yunfei's triangle jump).
------------------------------------------------------------------------
BASIC COMMANDS
------------------------------------------------------------------------
These are the basic moves any character can use. For more details on
these moves, take a look at the "Gameplay Notes" section. The column
to the right indicates whether you must have a weapon equipped (E), or
be unarmed (U), or if it doesn't matter either way (-).
Some moves are more well-known by their Japanese name (i.e. the Issen
and Mu no Kyouchi), so those names are kept with the translations
listed next to them.
Hold b when attacked Standing Block -
Hold db when attacked Crouching Block -
Press u when knocked down Quick Getting Up -
Press f when knocked down Getting Up Forward Roll -
Press b when knocked down Getting Up Backward Roll -
Press ub~uf Jump -
Tap b,b Backstep -
Tap f,f (hold f to run) Dash -
_press b Emergency Stop -
_press ub~uf Dash Jump -
_press S Dashing Slash E
_press C Dashing Kick -
Press A Weak Slash E
Press B Medium Slash E
Press AB Strong Slash E
Press S when unarmed Unarmed Attack U
Press C while standing Upper Kick -
f + C Low-Aimed Attack -
d + C Crouching Kick -
df + C Leg Sweep -
Hold D while standing Meditation -
b + D Lower Evade -
f + D Hopping -
d + D Lay Down -
df + D Forward Roll -
db + D Backward Roll -
qcb,f + D Deflecting E
qcb,f + D Serious Swordblade Catch U
Press BC Surprise Attack -
db~df + BC near w/ foe down Small Pursuit -
ub~uf + BC when foe is down Big Pursuit -
f + CD when near Guard Destroyer: Pushing Away -
_press S Destroyer Slash -
b + CD when near Guard Destroyer: Pulling Towards -
_press S Destroyer Slash -
qcf + CD Weapon-Flipping Technique ?
qcb + CD Zetsumei Ougi (Near-Death Secret) ?
Press ABC Rage Explosion E
Press BCD Mu no Kyouchi (State of Nothingness) -
_press BCD Issen (Flash) -
b,f,df,d + Start Jiketsu (Suicide) E
Press Start x3 Weapon Discarding Taunt E
Press A / AB near your weapon Weapon Pick-Up U
Tap any x10 if weapons clash Sword Clash Competition E
- The Dash and Running are cancelable (although you cannot cancel
them into the Low Aimed Kick, Foot Sweep, Meditation, Lay Down,
Surprise Attack, either (qcb,f+D) move, Mu no Kyouchi, Weapon
Discarding Taunt, or Suicide).
- The Lower Evade makes you hop upward, while the Hopping makes you
hop forward.
- You can evade high attacks using the Lower Evade, Hopping, or Lay
Down.
- The Lay Down can be used to evade ANY throw with a miss animation
(so this excludes Gedo's throws and the Yami Yashiro). Otherwise,
if it's a throw (even ones like Tam Tam's qcf + C throw, or the
Shin Mozu Otoshi, you can dodge it, providing you Lay Down before
the throw comes out. This includes the "Guard Destroyer" throws
that most characters have.
- The Deflecting will momentarily stun your opponent. It only works
against an opponent's weapon (not unarmed attacks or kick attacks).
This includes special moves, however.
- The Serious Swordblade Catch will disarm your opponent. It only works
against an opponent's weapon (not unarmed attacks or kick attacks).
This includes special moves, however.
- The Surprise Attack is an overhead move. You must block high in order
to avoid getting hit.
- You must be near your opponent in order to use the Small Pursuit,
although you can use the Big Pursuit from anywhere on screen (though
it won't hit from too far away). You can hit an opponent with a
pursuit attack more than once, if they don't bother to roll out of
the way (and if you are quick about it).
- You can use the Destroyer Slash even if unarmed, despite the name.
- You have to have a full Rage Gauge (or a draining one, if you've
just used the Rage Explosion) in order to use the Weapon Flipping
Technique.
- Your Life Gauge must be flashing blue before you can use the Mu
no Kyouchi. This occurs when you've lost a round and your life
has dropped below the triangle mark above your Life Gauge.
- To use the Zetsumei Ougi, you must have a full Rage Gauge or have
used the Rage Explosion. However, your opponent must also be able
to (or have already used) the Mu no Kyouchi. This state occurs
when they have lost a round and their life has fallen below a
certain point indicated by the triangle marker above their Life
Gauge, which causes their Life Gauge to turn blue.
========================================================================
3. CHARACTER MOVELISTS
========================================================================
Characters are listed in alphabetical order, with the first names
first instead of family names first. Moves are listed in this order:
special moves, Weapon Flipping Technique, Zetsumei Ougi (aka the
"Near-Death Secret"). The column to the right indicates whether you
must have a weapon equipped (E), or be unarmed (U), or if it doesn't
matter either way (-).
After the moveslist is a chart of cancelable attacks, and then some
notes on that character, if applicable.
------------------------------------------------------------------------
BASARA KUBIKIRI
------------------------------------------------------------------------
uf~df near a wall in air Sankaku Tobi -
qcf + S Chisashi E
qcf + S in air Sorasashi E
qcf + C Nue Dama E
qcb + C (hold) Kage Sui -
_move b / f Zengo Idou -
f,d,df + S Kage Ide E
f,d,df + C when near Tomobiki E
b,d,db + A Kage Damashi: Zenpou Jump -
b,d,db + B Kage Damashi: Suichoku Jump -
b,d,db + C Kage Damashi: Kouhou Jump -
b,d,db + AB Kage Damashi: Zenshin -
b,d,db + AC Kage Damashi: Zenten -
b,d,db + BC Kage Damashi: Fumikomi -
b,d,db + BD Kage Damashi: Enbu -
d + C in air Sashi Ashi -
db / df + C in air Toukotsu Wari -
qcf + CD R^ Kagemai: Yumebiki E
qcb + CD Z^ Gokumon E
Cancel chart A B AB C
------------------------------------------------
Stand near - c - -
Stand far - -/-/- - -
Crouch near - c -/- -
Crouch far - c/c - -
Dashing -/- - - -
- The Chisashi and Sorasashi can hit an opponent as long as Basara's
weapon is glowing. This means they can even hit on the way back
to Basara, but you can still block them normally even though they're
coming in from behind you.
- The Sorasashi can only be used around the time of the apex of your
jump, or during a backstep. It is an overhead attack.
- You can attack an opponent while they are getting hit with the Nue
Dama. The Kage Ide is a simple follow-up, though it may not get
full hits based on range and location.
- You can use the Kage Sui to avoid attacks, although Basara can be hit
while beginning or ending this move.
- The Tomobiki is an unblockable throw.
- When the Kage Damashi is used, a "clone" of Basara will perform the
appropriate action while he vanishes. You can control Basara upon
reappearing, even if your clone is still on-screen (this includes
performing another Kagemai). Unlike previous games, you do not
control the clone during the Suichoku Jump.
- Basara will rebound after the Sashi Ashi hits or is blocked. You can
cancel the rebound with an attack (even another Sashi Ashi). This
is an overhead attack.
- The Toukatsu Wari is an overhead attack that must be blocked standing.
- Basara's near crouching AB hits twice, but the hits won't combo.
It hits once on the way out, then again on the way back.
- Basara's (f+C) kick is an overhead attack, while his (df+C) hits low.
- Basara can avoid attacks during his dash or run (although in the
case of the run, keep in mind that he reappears halfway through,
then vanishes again).
------------------------------------------------------------------------
CHARLOTTE CHRISTINE CORDAY
------------------------------------------------------------------------
qcf + S (hold) Tri-Slash E
qcf + C Lion Lance -
qcb + S Bayonette Lunge E
f,d,df + S Power Gradiation E
f + tap S rapidly Splash Fount E
qcf + CD R^ Crystal Rose E
qcb + CD Z^ Splash Gradation E
Cancel chart A B AB C
------------------------------------------------
Stand near c c - -
Stand far - - - -
Crouch near c c - -
Crouch far - - - -
Dashing - - - -
- The Tri-Slash can't hit anything while it is being delayed. After
delaying it long enough, it will fire.
- The Lion Lance is a low attack.
- The Splash Fount does a high amount of block damage.
- Charlotte's (f+C) and (df+C) attacks are cancelable. Both are low,
knockdown attacks.
- Charlotte's unarmed standing and crouching Slash attacks are
cancelable.
- Charlotte takes a dramatic increase in damage when she is injured
while unarmed.
------------------------------------------------------------------------
ENJA
------------------------------------------------------------------------
uf~df near a wall in air Sankaku Tobi -
qcf + A Rikudou Rekka: Jigoku-dou E
_qcf + B Rikudou Rekka: Gakidou E
_qcf + C Rikudou Rekka: Tendou E
b,d,db + A / B / C Enmetsu E
f,d,df + S Guren Kyaku -
_b + any, f + any (xN) Tsuika Kougeki -
qcf + CD R^ Enja Bakunetsu E
_press ABCD Kakusei Chuushi E
qcb + CD Z^ Sanzendaisen-sekai Zen Shoudo E
Cancel chart A B AB C
------------------------------------------------
Stand near - c - c
Stand far - c - c
Crouch near - c c -
Crouch far - c c -
Dashing - - - -
- The Jigoku-dou is a low attack. If it hits, you can follow with the
Gakidou and Tendou. If you don't time the Tendou properly, you won't
get all the hits (the last kicks knocks them away and the uppercut
will miss).
- harleyquin sent in some neat info. for the Rikudou Rekka. First of
all, the Tendou hits more times if your Rage Gauge is full (he does
several uppercuts after the kicks, instead of just one).
- Secondly, if you mistime the Tendou, Enja slumps to the floor after
he lands. However, if you have really precise timing and hit your
opponent when they are directly over you, Enja does a downwards chop
at the end that knocks his opponent to the floor for lots of damage,
about half a life gauge. Enja then lands without collapsing. This
can be combined with the Rage Gauge trick above for even more damage
(like, 5/6ths of a gauge).
- However, I should stress that the "non-slump" ending is very difficult
to time correctly. Even if you get all the hits from the Tendou (3
hits for 5 total, or 7 hits if Raged), the "true" ending with the
downward attack may not come out. You have to make sure your opponent
is getting hit when they are vertically above you, and not slightly
in front of or behind you. However, you have to take into account
that your opponent is still traveling overhead when you input the
Tendou, meaning you have to do it _just_ before they are directly
above you.
- Enja is invincible during the start of the Enmetsu. This move
causes you to explode (which can hit for damage), then re-appear
a few steps back from where you were. If blocked, the Enmetsu
hits multiple times and can be used to chip at an opponent's life.
- After the Guren Kyaku is used, tap b,f rapidly while tapping any
button. This will make Enja kick his opponent repeatedly while
rising.
- Enja's (f+C) and (df+C) are low attacks. The (df+C) version will
also knock down a hit opponent.
------------------------------------------------------------------------
GAIRA KAFUIN ("Caffeine" Gaira)
------------------------------------------------------------------------
qcf + S Katsu! -
b,d,db + A Tsukamuzo~ Kumi-tenjou -
b,d,db + B Tsukamuzo~ Ishi-atama -
b,d,db + C Tsukamuzo~ Shiri-mekuri -
d,d + A / B / C Jishin Gan E
b,uf,u,uf,f + AB when near Enshin Satsu E
_spin 360 rapidly xN Damage Zouka E
u + AB in air Hyakkan Otoshi -
qcf + CD R^ Niou Bakushin Satsu E
qcb + CD Z^ Kachiwaruzo-koraa! E
Cancel chart A B AB C
------------------------------------------------
Stand near - c -/- -
Stand far - - - -
Crouch near - c c -
Crouch far - c c -
Dashing - - - -
- The Katsu! will reflect projectiles.
- The Kumi-tenjou is an anti-air throw.
- The Ishi-atama is an overhead attack, so you must block high to avoid
getting grabbed.
- The Shiri-mekuri is a low attack (so you must block low to avoid it).
- The Hyakkan Otoshi is an overhead attack that must be blocked while
standing.
- The Jishin Gan is a low attack that hits any character who is
standing. They have to crouch-block to defend against the attack.
- The Enshin Satsu is an unblockable throw. You must perform this
move from up close or it will miss.
- Spinning the joystick in a circle repeatedly during the Enshin Satsu
will dramatically inrease the amount of damage it does.
- Gaira's (f+C) and (df+C) are low attacks. The (df+C) version will
also knock down a hit opponent.
- Gaira's unarmed standing and crouching attacks are cancelable.
- Gaira's walking and dashing speed increase when he is unarmed. His
jump also increases in range slightly.
------------------------------------------------------------------------
GALFORD D. WYLER
------------------------------------------------------------------------
uf~df near a wall in air Sankaku Tobi -
qcf + S Plasma Blade -
f,d,df + S when near Strike Heads -
qcb + A Rush Dog -
qcb + B Machine Gun Dog -
qcb + AB Replica Dog -
qcb + C Overhead Crash -
hcb + AC Replica Attack: Head -
hcb + BC Replica Attack: Rear -
f,b,f,b,f,b,d + AC when hit Imitate Replica: Head -
f,b,f,b,f,b,d + BC when hit Imitate Replica: Rear -
a-u + C when near in air Stardust Drop -
qcf + CD R^ Double Mega Strike Heads: Head E
qcf + BC R^ Double Mega Strike Heads: Rear E
qcb + CD Z^ Zetsu - Heaven's Wolf - Bad Fang ?
Cancel chart A B AB C
------------------------------------------------
Stand near c c - c
Stand far c - - c
Crouch near c c - -
Crouch far c c - -
Dashing - - - -
- The Strike Heads is unblockable.
- You can hit your opponent while Poppy is mangling them during the
Machine Gun Dog (though doing this ends the move).
- The Replica Dog is not an overhead attack (unlike Poppy's Replica
Dog).
- Poppy will bounce off the wall during the Overhead Crash.
- The Replica Attacks are overhead attacks. The Rear version must be
blocked in the opposite direction, as Galford drops down just behind
you.
- The Imitate Replica command is really long, but you can always do the
motion beforehand so that you are pressing d + AC / BC as your foe's
attack hits you. Only Slash attacks and similar moves will trigger
this move (i.e. Haohmaru's close standing A doesn't work, as he hits
you with his hilt and doesn't actually slash you). You can use this
move during a multi-hit attack, but you can only trigger the move on
the last hit (you couldn't use it to escape from the midst of a
multi-hit move, in other words).
- To perform the Stardust Drop, your opponent must be in air, and you
have to jump after they do (so that you are coming up from underneath
them).
- The D.M.S.H. is an overhead attack. Like the Replica Attacks, the
BC version hits in front of you and the CD version hits from behind
(so you must block forward to guard the CD version).
- Galford lost his "Shadow Copy" move (the f,hcf + A / B teleport).
- Galford's dashing AB slash is an overhead. He stops and spins his
sword, then does a jumping slash.
- Galford's dashing (B) and (C) attacks hit low, as do his (f+C) and
(df+C) attacks (all four are knockdown attacks).
- Galford's unarmed standing and crouching attacks are cancelable.
------------------------------------------------------------------------
GAOH HINOWANOKAMI KYOUGOKU
------------------------------------------------------------------------
qcf + S Imi Kagura E
qcb + C Ibushi Miyabe -
f,d,df + S Kabuto Goma E
f,d,df + C Kurogane Kudaki -
f + tap S rapidly Oboro Bayashi E
qcf + CD R^ Naraku Boe E
qcb + CD Z^ Yomi Yashiro E
Cancel chart A B AB C
------------------------------------------------
Stand near c -/c - -
Stand far c c - -
Crouch near ? ? ? ?
Crouch far ? ? ? ?
Dashing ? ? ? ?
- The Ibushi Miyabe will reflect projectiles.
- The Kurogane Kudaki is a command throw in which Gaoh headbutts his
opponent. It will miss from afar (and doesn't do much damage), but
it has a really good range.
- Gaoh turns into Ankiou (the old "real" last boss from SS5) during
the Yomi Yashiro. If it's anything like the original Yomi Yashiro,
then you need to be close to your opponent when you use this move.
------------------------------------------------------------------------
GENJURO KIBAGAMI
------------------------------------------------------------------------
qcf + S Sanren Satsu: Kiba E
_qcf / qcb + S Sanren Satsu: Tsuno E
_qcf / qcb + S Sanren Stasu: Rin E
qcb + S (hold if blocked) Ura Ouka: Ayame E
f,d,df + S Touha Kouyoku Jin E
f,d,df + C when near Shizuku Jin E
b,d,db + S Hyakki Satsu E
qcf + CD R^ Gokou Zan E
qcb + CD Z^ Fudajimai E
Cancel chart A B AB C
----------------------------------------------
Stand near c c - -/c/-
Stand far c - b -/c/-
Crouch near c c - c
Crouch far c - b c
Dashing c -/- - -
- Genjuro will not cross up his opponent during the (A) Sanren Satsu.
However, the B and AB version can cross up even on the first hit,
forcing you to block backward. In general, if Genjuro does this
move when you are close by, reverse your block. From far away,
these hits cannot cross up, since Genjuro cannot slide past his
opponent.
- You can no longer perform five hits during the Sanren Satsu (you
used to be able to press the button again after the first two inputs
for five total).
- This move does the same amount of damage on the first input (which
is next to nothing), with the damage changing on subsquent inputs
depending on what button you used. You can change the buttons you
use (i.e. A for Kiba, AB for Tsuno, B for Rin) to affect the damage,
range, and cross-up potential.
- The last input of the Sanren Satsu hits twice, but the 2nd hit does
no damage (though it does knock down).
- If you hold the button used to perform the Ayame, the projectile
Genjuro throws will bounce up and come back down if it is blocked.
In this case, it acts as an overhead attack. You can move around
freely once the card begins to rebound.
- You can use this to set up traps by using a df+C kick or a dashing
B right as the card comes down (since those are low attacks and
the card must be blocked high, basically foricng your opponent to
take the hit).
- The (AB) Touha Kouyoku Jin has the odd property of hitting higher
than it used to. This means that it will miss completely against the
smaller characters and even some normal sized ones (like Haohmaru).
- You can also see a face in the "slashmark" of any strength Touha
Kouyoku Jin.
- The Shizuku Jin is unblockable.
- The Hyakki Satsu can be used to chip at an opponent's life if they
are blocking. Surprisingly, the damage done if the move hits does
not vary that much between button strengths.
- Genjuro's (df+C) kick is cancelable. His (f+C) kick is a low
knockdown attack.
- The 1st hit of Genjuro's dashing (B) hits low.
------------------------------------------------------------------------
HANZO HATTORI
------------------------------------------------------------------------
uf~df near a wall in air Sankaku Tobi -
qcb + S Ninpou Baku'en Ryuu -
qcf + S in air Reppuu Shuriken -
d,d + S Ninpou Shizune -
b,d,db + any Ninpou Enbu -
f,d,df + S when near Mozu Otoshi -
Mozu Otoshi while dashing Mozu Otoshi -Hayate- -
hcb + AC Ninpou Utsusemi Tenbu -
hcb + BC Ninpou Utsusemi Chizan -
f,b,f,b,f,b,d + AC when hit Migawari no Jutsu: Hotoke -
f,b,f,b,f,b,d + BC when hit Migawari no Jutsu: Oni -
a-u + C when near in air Kuuten Geki -
qcf + CD when near R^ Shin Mozu Otoshi -
qcb + CD Z^ Kinki: Mozu Kudaki -
Cancel chart A B AB C
------------------------------------------------
Stand near c c c/- c
Stand far c - -/- c
Crouch near c c - -
Crouch far c c - -
Dashing - - b -
- The (A) Baku'en Ryuu will explode after travelling for a little
while, and the explosion cannot hit an opponent, even if they
walk into it.
- You recover control of Hanzo before the smoke from the Shizune
vanishes. You can use this move to avoid attacks, but only during
the brief moment that Hanzo is vanishing.
- When you use the Enbu, (A) makes you appear in the upper-left corner,
(B) in the bottom left, (C) in the upper right, and (D) in the
bottom left. After the A or C version, you can use the Reppuu
Shuriken or make an attack while falling.
- The Mozu Otoshi and Shin Mozu Otoshi are unblockable.
- The Tenbu is an overhead attack, while the Chizan is a low attack.
Note that Hanzo now appears low in the air for the Tenbu, instead
of falling down from overhead. The same distinction applies to
his "Hotoke" (overhead) and "Oni" (low attack) moves.
- When you use either "Utsusemi" move, Hanzo will remain invisible (and
unusable) until his opponent is in a position to be attacked. For
instance, because the Tenbu falls low to the ground (and the Chizan
is a ground-based attack), Hanzo will remain invisible while your
opponent is airborne (try this during Suija's Tenshou: Suichuu Ha
to see what I mean).
- The Migawari no Jutsu command is really long, but you can always do
the motion beforehand so that you are pressing d + AC / BC as your
foe's attack hits you. Only Slash attacks and similar moves will
trigger this move (i.e. Haohmaru's close standing A doesn't work, as
he hits you with his hilt and doesn't actually slash you). You can
use this move during a multi-hit attack, but you can only trigger the
move on the last hit (you couldn't use it to escape from the midst of
a multi-hit move, in other words).
- To perform the Kuuten Geki, your opponent must be in air, and you
have to jump after they do (so that you are coming up from underneath
them).
- Hanzo lost his "Kage Bunshin" move (the f,hcf + A / B teleport).
- You can cancel Hanzo's dashing AB into the Reppuu Shuriken before he
slashes. His dashing AB can make him go behind an opponent, in which
case the slash must be blocked backwards.
- Hanzo's dashing (B) and (C) attacks hit low, as do his (f+C) and
(df+C) attacks. All are knockdown attacks.
- Hanzo's (df+C) kick is cancelable.
- Hanzo's unarmed standing and crouching attacks are cancelable.
------------------------------------------------------------------------
HAOHMARU
------------------------------------------------------------------------
qcf + S Ougi Senpuu Retsu Zan E
qcf + C Ougi Senpuu Retsu Zan (Fake) E
b,d,db + S Ougi Resshin Zan E
f,d,df + S Ougi Kogetsu Zan E
f,d,df + S while dashing Ougi Shippuu Kogetsu Zan E
hcb,f + AB Zankousen E
qcb + C Sake Kougeki -
qcf + CD R^ Hiougi Tenha Fuujin Zan E
qcb + CD Z^ Tenha Seiou Zan E
Cancel chart A B AB C
------------------------------------------------
Stand near c c - -
Stand far c - - -
Crouch near c c c -
Crouch far c c c -
Dashing - c - -
- The Kogetsu Zan has invincibility on the first swing, before
Haohmaru rises. You can use it to beat out incoming attacks with
proper timing.
- The Shippuu Kogetsu Zan seems difficult to perform. Tel wrote in and
explained that it hits more times than the normal Kogetsu Zan (3,4,5
instead of 1,3,4), and of course you'll know if you did it, since
Haohmaru moves forward while flying up instead of just going mostly
vertical.
- The Resshin Zan is an overhead attack.
- The Zankousen does a ridiculously high amount of damage.
- The Sake Kougeki is a knockdown attack. It can reflect projectiles.
- The intial swing of the Tenha Fuujin Zan has invincibility.
- Only the last hit of the Tenha Fuujin Zan will disarm a hit opponent.
This can cause trouble, because some hits may miss against a jumping
opponent (including the last one).
- Haohmaru's (f+C) and (df+C) are both low attacks. (df+C) will also
knock down.
- Haohmaru's standing and crouching unarmed slashes are cancelable.
------------------------------------------------------------------------
JUBEI YAGYU
------------------------------------------------------------------------
qcf + A / B Kattotsu Suigetsu Tou E
qcf + AB Retsu Suigetsu Tou E
f,d,df + S Nikkaku Ratou E
f + tap S rapidly Hassou Happa E
qcb + A Yagyu Shingan Tou: Suigetsu E
qcb + B Yagyu Shingan Tou: Souha E
qcb + C Yagyu Shingan Tou: Tenra E
qcf + CD R^ Zetsu Suigetsu Tou E
qcb + CD Z^ Yagyu Shin'in-ryuu Hiden: Muni Raten E
Cancel chart A B AB C
------------------------------------------------
Stand near c c - -
Stand far c c - -
Crouch near c c -/- -
Crouch far c c - -
Dashing c c - -
- The Retsu Suigetsu Tou works like Geese's Double Reppuu Ken. Jubei
creates a projectile, then sends it forward with another swing of
his sword, causing it to grow in size.
- The Yagyu Shingan Tou: Suigetsu will reverse crouching attacks. Jubei
will counter with a Suigetsu Tou.
- The Yagyu Shingan Tou: Souha will reverse standing attacks. Jubei
counters with a standing AB slash.
- The Yagyu Shingan Tou: Tenra will reverse jumping attacks, and make
Jubei counter with a mini Nikkaku Ratou.
- It seems as if only the (A) and (C) Shingan Tou can reverse special
moves (and they do so regardless of whether the attack is high,
standing, or low).
- Jubei's (f+C), (df+C) and dashing C all hit low, and all are knockdown
attacks (though the df+C knocks down only on the 2nd hit). The (f+C)
and (df+C) are cancelable.
------------------------------------------------------------------------
KAZUKI KAZAMA
------------------------------------------------------------------------
uf~df near a wall in air Sankaku Tobi -
qcf + A Shounetsu Kon: Saien Nashi E
qcf + B Shounetsu Kon: Saien Ittsu E
qcf + C Shounetsu Kon: Saien Futatsu E
qcf + AB Shounetsu Kon: Saien Mittsu E
f,d,df + A Dai Bakusatsu: Saien Nashi E
f,d,df + B Dai Bakusatsu: Saien Ittsu E
f,d,df + C Dai Bakusatsu: Saien Futatsu E
f,d,df + AB Dai Bakusatsu: Saien Mittsu E
b,d,db + A / B / C Enmetsu E
qcb + C (x3) Saien E
_press AC when knocked down Homura Gaeshi -
qcf + CD R^ Boubaku: Kaen Geki E
qcb + CD Z^ Kyougeki, Hidaruma Dai Tosshin E
Cancel chart A B AB C
------------------------------------------------
Stand near - c - c
Stand far - c - c
Crouch near - c c -
Crouch far - c c -
Dashing - c - -
- During the Dai Bakusatsu, Kazuki is invincible during the "orange
glow" part of the move (when he is sticking his arm out). This
move has an interesting property in that if an opponent's attack
hits him while he in this invicible phase, they are "sucked in"
and grabbed by him automatically, even if they hit him with a
long-ranged slash. So, you can use this move not only to avoid
attacks, but to punish your opponent.
- Kazuki is invincible during the start of the Enmetsu. This move
causes you to explode (which can hit for damage), then re-appear
a few steps back from where you were. If blocked, the Enmetsu
hits multiple times and can be used to chip at an opponent's life.
- The Saien creates a ball of flame that hovers next to Kazuki. You
can repeat the command to add fireballs to the original ball, making
it grow in size (performing the move three times makes it into a
really big fireball). The ball of flame can be carried over to
future rounds.
- Afterwards, you can use the Saien as part of your Shounetsu Kon or
Dai Bakusatsu attacks. Performing the moves with (A) uses up no
fireballs, (B) uses one fireball, (C) uses two fireballs, and
(AB) uses three fireballs. This means if you use the Saien three
times (largest size), then perform a (C) Shounetsu Kon, the Saien
will shrink to it's smallest size (as 3 - 2 = 1).
- If you perform a move without enough Saien energy (such as inputting
f,d,df + C when you only used Saien once), it will come out as the
appropriate move (in this case, same as the f,d,df + B version).
- It's worth noting that if the Dai Bakusatsu misses, no Saien energy
is used up.
- Also, if you do an AB Shounetsu Kon, Kazuki will be knocked backwards
as a result (same as when you use his Weapon Flipping Technique).
- The Homura Gaeshi only works if you have used the Saien. However,
it seems to do the same amount of damage (and uses up all your Saien
energy) regardless of the size of the Saien fireball.
- Kazuki's jumping AB is an upward-aimed attack, so it will not hit a
standing or crouching character unless done very late and low to
the ground. It cannot hit a crouching Rimururu.
- Kazuki's (f+C), (df+C) and dashing (C) are low knockdown attacks.
- Also, his (f+C) is cancelable.
------------------------------------------------------------------------
KUSAREGEDO YOUKAI
------------------------------------------------------------------------
qcf + A Akuryou Yobi -
qcb + A / B Ieki Haki E
b,d,db + C Niku Mochiage E
f,b,d,n,u + C when near Gedo no Rakuin Oshi E
df,hcb,b,d,db + BC Doro Nage E
qcf + CD R^ Tobi Zutsuki -
f,uf,u,ub,b,db,d,n,u + CD when near R^ Gedo no Emono Gari E
qcb + CD Z^ Gedo no Banzan E
Cancel chart A B AB C
------------------------------------------------
Stand near - - - -
Stand far - - -/-/- -
Crouch near - - - -
Crouch far - - - -
Dashing - - - -
- The Akuryou Yobi is an unblockable attack. It makes limbs rise out
of the ground and grab your opponent, stunning them momentarily.
Gedo's expression during this move is just hideous :)
- The Ieki Haki makes Gedo vomit onto the floor. This move can
hit an opponent who is lying on the ground, and it can be repeated
before the vomit disappears, resulting in multiple hits.
- The Niku Mochiage makes Gedo lift up his gut. You can avoid most
attacks this way, except for those that are high enough to hit Gedo's
head.
- The Rakuin Oshi makes Gedo leap into the air with his opponent, then
scrape them across the ground while they are pinned under his knee.
It is an unblockable throw that must be performed when next to your
opponent.
- Here are two methods to perform the Rakuin Oshi that may prove
useful to you. One is to perform the Forward Roll (df+D), then
input f,b,d and return the joystick to neutral. Then press up and
tap C. Timed properly, Gedo will perform the throw as he recovers,
if you're close enough.
- Another method can be used if you've been knocked down and your
opponent is nearby. You already know that you can use the Quick
Get-Up to rise to your feet faster than normal, right? Well, you
can combine the command with the Rakuin Oshi by inputting the
same command (f,b,d,joystick to neutral), then press up and tap K.
This should be timed so that you're inputting u + K as soon as
Kusaregedo is lying on his back with his stomach pointing up.
As a result, he should instantly (and I do mean instantly) grab
the opponent, even though he was lying down.
- In either case, remember that you must enter the command very
quickly, and allow for the brief pause as you move to neutral.
- The Doro Nage makes Gedo throw "something" at his opponent, then
say, "Kimochii, ne?" "Doro" means "mud", but I don't think that's
what it is ;)
- The Tobi Zutsuki makes Gedo's head fly diagonally downward across
the screen. It cannot hit once the head begins flying back to Gedo's
body.
- The Emono Gari makes Gedo perform two Rakuin Oshi attacks, then his
head comes from one direction while the body comes from the other, the
two colliding together as they hit you. Afterward, Gedo catches his
head before it flies past him. It is an unblockable throw that must
be performed when next to your opponent.
- If you have trouble performing the Rakuin Oshi and Emono Gari,
remember that you can always input the command while doing something
else, such as a close Niku Mochiage. One reliable method I found for
inputting the Emono Gari is to use the Hopping to cross up your foe,
then perform it normally (as if you were still on the same side), and
Gedo will perform the move anyway.
- Gedo's (f+C) kick will miss if you are crouching.
- Yes, Gedo seems to have no cancelable normal attacks. Hmph.
- Kusaregedo is a Japanese ghost, by the way. Specifically, he seems
to be modeled after a "gaki" or "hungry ghost."
------------------------------------------------------------------------
KYOSHIRO SENRYO
------------------------------------------------------------------------
qcf + S Oo Tsunami -
qcb + A / B Choubi Jishi E
qcb + AB Choubi Jishi: Ranshin E
qcb + C Gama Jigoku -
b,d,db + S Kaen Kyokubu -
f,d,df + S Kaiten Kyokubu E
d + S in air Chikemuri Kuruwa E
qcf + CD R^ Aragotoshi Kyoshiro "Ketsuniku no Mai" E
qcb + CD Z^ Dokudanjou "Oni no Mai" E
Cancel chart A B AB C
------------------------------------------------
Stand near c - - -
Stand far c - -/- -
Crouch near c - - -
Crouch far - - - -
Dashing - - - -
- Despite the energy surrounding Kyoshiro during the Choubi Jishi moves,
he can be hit out of them while attacking.
- The Gama Jigoku is a low attack. GalFord noted that this move can
hit an opponent who is lying on the floor.
- The Chikemuri Kuruwa is an overhead attack. It can only be used
around the time of the apex of your jump.
- Kyoshiro seems to be the king of block damage. His Kaen Kyokubu and
Choubi Jishi are bad enough, but the Ketsuniku no Mai does lots of
block damage and can be reused repeatedly (since you don't lose your
Rage Gauge if your WFT is blocked).
- Kyoshiro's (f+C) and (df+C) are both low attacks. In addition, the
(df+C) kick is a knockdown attack and is cancelable.
- Kyoshiro's dashing C hits low, but it has a pathetic range.
- Kyoshiro's unarmed crouching Slash attacks are cancelable.
------------------------------------------------------------------------
LIU YUNFEI
------------------------------------------------------------------------
qcf + A / B Ten'i Daihou E
qcb + A Tenki Shichiyou: Tsuki -
qcb + B Tenki Shichiyou: Hi -
qcf / qcb + A in air Tenki Shichiyou: Mizu -
qcf / qcb + B in air Tenki Shichiyou: Ki -
qcf / qcb + C in air Tenki Shichiyou: Kon -
qcf / qcb + D in air Tenki Shichiyou: Do -
Press AC in air Tenki Shichiyou: Nichi -
qcf / qcb + AB in air Tenmou Konji: Zenpou E
qcf / qcb + CD in air Tenmou Konji: Kouhou E
f,d,df + C when near Tenkoku Houra E
_qcf + AB anytime afterward Tensatsu Daisai E
a-u + C when near in air Tensui Choukan -
qcf + CD R^ Tenkai Unri E
qcb + CD Z^ Tenbatsu Soumon E
Cancel chart A B AB C
------------------------------------------------
Stand near b - c/- -/c
Stand far b - c/- -/c
Crouch near - - c -
Crouch far - - c -
Dashing - - - c
Jumping c c c c
- When you use the Ten'i Daihou, Yunfei fires a small whirlwind of green
energy from his palm. This move will negate projectiles.
- Yunfei's major asset is the "Tenki Shichiyou" moves, which allow him
to move around in the air. All of these moves can be canceled into
each other, but not themselves. They can also be canceled into other
mid-air moves (like the Tenmou Konji), or plain mid-air Slashes or
Kicks.
- What's more, because Yunfei's jumping attacks are cancelable, you can
use a Shichiyou move, perform a mid-air attack, then cancel that into
a Shichiyou move again.
- The direction you use for these move is immaterial; you get the same
result whether you use qcf or qcb. Here's a chart of each move's
effect:
Name Command Effect
---------------------------------------------------------------
Tsuki qcb + A Flies f and then uf into air
Hi qcb + B Flies ub into air
Mizu qcf / qcb + A in air Flies uf into air, then db
Ki qcf / qcb + B in air Flies ub into air, then df
Kin qcf / qcb + C in air Flies f in air
Do qcf / qcb + D in air Flies b in air
Nichi press AC in air Falls down w/ a stomp kick
- Whether intential or accidental (see the "Stored Input" entry in
Section 4), you can tap a different button immediately after
performing the first six "Shichiyou" moves to perform another one.
In the case of the Tsuki and Hi, you can tap the same button, since
you'll get the Mizu or Ki when airborne. This only works for the
first input you make (so you couldn't tap buttons all day to
constantly switch between the moves), though if you tried inputting
(qcb + A, tap A, qcf/qcb + B, tap D), that would work (in this
case, resulting in four moves).
- However, you can simply cancel a "Shichiyou" move into another one
as you normally would in order to remain in air indefinitely.
- When the Nichi is used, Yunfei performs a diving stomp. It is an
overhead attack, and you can control the direction Yunfei leaps in
as he rebounds. While rebounding from this attack, you can make
your own attack, cancel into a "Shichiyou" move, or even repeat the
Nichi.
- The Tenmou Konji makes Yunfei dive either diagonally down-forward
(if AB is used), or diagonally down-back (if CD is used) while
slashing with his sword.
- The Tenkoku Houra is an unblockable throw. It does no damage, but a
hit opponent will have their Rage Gauge completely drained, even if
it is full. If they have used the Rage Explosion, then that move will
end (and they are stuck without a Rage Gauge for the rest of the
battle).
- After connecting with the Tenkoku Houra, you can input (qcf + AB) at
any point during the rest of the battle (not just that round) to use
the Tensatsu Daisai, which is a much larger and more damaging version
of the Ten'i Daihou.
- However, you can only use the Tensatsu Daisai once, after which you
have to grab your opponent with the Tenkoku Houra before you can use
it again. Although, if you get hit out of the Tensatsu Daisai before
it is performed, you still perform it again.
- Tel points out an easy way to abuse the Tensatsu Daisai: since you
recover after using it while your opponent is still blocking, you
can dash up and throw them with the Tenkoku Houra as the Daisai
ends, and repeat this (Houra > dash > Daisai > dash > Houra, etc.)
to chip an opponent to death, as long as they keep blocking.
- The Tenkai Unri causes a column of green wind to rise around Yunfei's
body. However, if the move misses (or is blocked), Yunfei will not
perform the entire move, only the beginning of it.
- Like Suija's crouching AB, this move is cancelable into a mid-air
move only once Yunfei has risen into the air. It is cancelable even
if it misses.
- Yunfei's (f+C) and (df+C) are both low, knockdown attacks. The (df+C)
is also cancelable.
- Yunfei's unarmed dashing and jumping attacks are cancelable.
------------------------------------------------------------------------
MINA MAJIKINA
------------------------------------------------------------------------
uf~df near a wall in air Sankaku Tobi -
Charge b,f + S Jikyuu Shin E
Charge b,f + C Tenkyuu Shin E
f,d,df + S Shinimabui no Nageki E
b,d,db + A (x3) Sungan no Sasoi E
_b,d,db + B (x3) Sungan no Mukae E
qcb + B Chanpuru, kocchi-oide E
qcb + C Chanpuru, oyasumi-nasai E
d + C in air Kajifuchi -
qcf + CD R^ Umichimun no Ikari E
qcb + CD Z^ Niruya-Kanaya no Jubaku E
Cancel chart A B AB C
------------------------------------------------
Stand near - - - -
Stand far - - - -
Crouch near - - - -
Crouch far - - - -
Dashing - -/- - -
- Most of Mina's Slash attacks make her fire a projectile from her bow.
This may seem to be an overpowering feature, but she has no cancelable
attacks, either.
- Mina's projectile attacks only drain Kenki gauge energy if they hit.
Her normal physical attacks (such as kicks or a close slash) still
drain Kenki energy if they are blocked.
- Regarding her projectiles, her crouching far (B) is a low attack, and
her jumping B and AB are overhead attacks. With proper timing, any
of her projectiles can cancel an opponent's projectile (i.e. the
Senpuu Retsu Zan).
- Mina pauses, then fires a volley of arrows at her opponent during the
Jikyuu Shin. If used from up close, you can combo off of this move.
- For the Tenkyuu Shin, Mina leaps forward and then falls back while
firing several arrows diagonally downward.
- During the Shinimabui no Nageki, Mina does a spinning jump forward,
and fires an arrow behind her while falling. The AB version makes
her fire the arrow while still high in the air. This move is
designed to cross-up an opponent and hit them from behind, obviously.
- The Sungan no Sasoi makes Mina fire an arrow into the air. You can
fire up to three arrows this way; any more and the new ones will
just fall down from the sky broken (and unable to hit anything).
Note that you can hit an opponent with an upward flying arrow, if
they jump over you.
- Then, you can use the Sungan no Mukae to make the arrows you fired
into the ceiling fall back down one at at time. This move has no
effect (aside from Mina posing), if you didn't use the Sungan no
Sasoi first.
- Mina's (qcb + B) move makes Chanpuru (her little pet), run over to
her and hide underneath her dress. He shows up again when you
repeat the command. You can't use her (qcb + C) move while Chanpuru
is missing.
- Her (qcb + C) move makes Chanpuru go to bed, using a leaf as a
blanket. He wakes up when you repeat the command. You can't use
her (qcb + B) move while Chanpuru is asleep.
- The Kajifuchi isn't a 2-hit combo (you can block the 1st hit and
react before the 2nd one strikes), but because there is such a
short delay between hits, the 2nd one is likely to counter hit
instead.
- The Umichimun no Ikari makes Mina fire herself (!) into the air.
She then dives down a few spaces in front of her with a stomp attack.
- On one hand, this move cannot hit on the way up, does no damage if
blocked, and has a fixed range (it won't home in on the opponent).
Also, Mina is left without her weapon for a few moments afterwards.
However, it does a ton of damage (60%), and can cross up an opponent
from the proper distance (requiring them to block backwards or take
the hit).
- Tel suggests that this move may work well against jumping opponents,
who wouldn't be able to block it as it comes in, although this
requires that you know the exact range of the move and use it
fairly early.
- Chanpuru seems to have no tactical use in the game. Then again,
his annoying and continuous stream of quotes is enough to make any
opponent go insane. ;)
- Mina's dashing (C), (f+C) and (df+C) are all low, knockdown attacks.
The (f+C) has an interesting property, as Mina rolls backward after
using it.
- Yes, Mina has no cancelable attacks.
------------------------------------------------------------------------
MIZUKI RASHOUJIN
------------------------------------------------------------------------
uf~df near a wall in air Sankaku Tobi -
qcf + S Juka Soudan E
qcf + AB Magauta Tsumabiki E
qcb + S Haki Inmetsu Jin E
qcb + C Jashin Kyoumei -
f,d,df + S Gashin Kyoumei Kon E
f,d,df + C Shinma Messatsu Jin E
b,d,db + S Makai Tensei E
qcf + CD R^ Tenchi Makyou Jin E
qcb + CD Z^ Kyoumashi Engoku E
Cancel chart A B AB C
------------------------------------------------
Stand near ? ? ? ?
Stand far ? ? ? ?
Crouch near ? ? ? ?
Crouch far ? ? ? ?
Dashing ? ? ? ?
- The Haki Inmetsu Jin is a low attack.
- An opponent hit by the Jashin Kyoumei has their controls reversed
momentarily.
- The Gashin Kyoumei Kon makes Mizuki's pet beast attack you.
- The Shinma Messatsu Jin is an unblockable throw.
- The Makai Tensei is a teleport move.
- After the Tenchi Makyou Jin flies forward a certain distance, it
will then return to Mizuki in a straight line, possibly hitting
her opponent from behind if they aren't careful.
------------------------------------------------------------------------
NAKORURU
------------------------------------------------------------------------
uf~df near a wall in air Sankaku Tobi -
qcf + S Rera Mutsube E
b,db,d + S Annu Mutsube E
b,d,db + S,S Kamui Rimse -
qcb + S Amube Yatoro -
qcb + C, move freely Taka ni tsukamaru -
_press S Taka tsukamari kougeki -
_press C or dir. + C Taka ni oriru -
_press BC Kamui Mutsube -
_qcf + S Yatoro Pok -
a-u + C when near in air Rera Kishima Tek -
d + C in air Kamui Fumu Kesupu -
df,qcb,f,d,df + BC Apehuchi Kamui Rimse U
qcf + CD R^ Elerush Kamui Rimse -
qcb + CD Z^ Turuse Sanpe Kiku Mutsube E
Cancel chart A B AB C
------------------------------------------------
Stand near c c -/- c
Stand far - c b c
Crouch near c b/-/- b/- -
Crouch far c b b -
Dashing - - - -
- The Rera Mutsube is a low attack.
- You can use the (qcb+C) move to ride on Mamahaha, if it is close
enough. You will fall off after enough time has passed, or if you
are hit. You can use the Oriru to fall in the desired direction at
any time, as well.
- The Kamui Rimse can reflect projectiles. Oddly enough, the 2nd
input for the Kamui Rimse and the Apefuchi Kamui Rimse cannot.
- The Taka Tsukamari Kougeki and Kamui Fumu Kesupu are overhead attacks.
- No matter how low it hits, the Kamui Mutsube is an overhead attack.
- You must be unarmed in order to use the Apefuchi Kamui Rimse.
- Nakoruru's dashing (C) and (df+C) are low knockdown attacks.
- Her (f+C) can hit up to three times from up close.
- Nakoruru's standing and crouching unarmed slashes are cancelable.
------------------------------------------------------------------------
RASETSUMARU
------------------------------------------------------------------------
qcf + S Senpuu Retsu Zan: Setsu E
qcf + C Senpuu Ha E
f,d,df + S Nagi Yaiba E
f,d,df + C Gouha -
qcb + C Shitatari E
qcf + CD R^ Tenha Dankuu Retsu Zan E
qcb + CD Z^ Zoubu Eguri E
Cancel chart A B AB C
------------------------------------------------
Stand near c c - -
Stand far c c - -
Crouch near c c - -
Crouch far c c c -
Dashing - - - -
- The Senpuu Retsu Zan: Setsu travels upward as it moves forward.
- "A S" notes that you can juggle a hit opponent while they are trapped
in the whirlwind, unlike Haohmaru's Senpuu Retsu Zan. Easy juggles
include the Nagi Yaiba, a jumping attack, or the Tenha Dankuu
Retsuzan.
- The Senpuu Ha is a knockdown attack. You can no longer combo off of
it, though it will hit an opponent who is lying on the floor (although
it will only hit once in that case).
- The Nagi Yaiba will counter standing and crouching attacks. It is
also triggered if Rasetsumaru is close enough to his opponent.
- The Gouha is a knockdown attack.
- When you use the Shitatari, Rasetsumaru will cut himself and lose
quite a bit of life. However, doing this will fill your Rage Gauge
to max. You can't kill yourself with this move, so if your life
is low you can use it repeatedly to keep your Rage Gauge full all
the time.
- Rasetsumaru's (f+C) and (df+C) are both low attacks. (df+C) will also
knock down.
- Rasetsumaru's standing and crouching unarmed slashes are cancelable.
------------------------------------------------------------------------
RERA
------------------------------------------------------------------------
uf~df near a wall in air Sankaku Tobi -
qcb + C, move freely Ookami ni noru -
_press S (air) Ookami nori kougeki -
_press C or dir. + C (air) Ookami ni oriru -
_b,db,d + S * Mer Shikite -
_f,d,df + S * Kanto Shikite -
_qcf + S in air * Imer Shikite -
a-d-u + C from * move (air) Bunshin Kougeki -
a-u + C when near in air Rera Kishima Tek -
d + C in air Kamui Fumu Kesupu -
qcf + CD R^ Nubeki Kamui Shikite E
qcb + CD Z^ Irusuka Emush Newa Shikite E
Cancel chart A B AB C
------------------------------------------------
Stand near c c -/- c
Stand far c c - c
Crouch near c b/-/- b/- -
Crouch far c b - -
Dashing - - - -
- When qcb + C is inputted, Rera will ride upon her wolf (if the wolf
is close enough). During this time, you can move, crouch, jump
around, and even dash forward or backstep (the dash can pass through
your opponent). You can slash while standing or crouching, and
perform dashing slashes and the Surprise Attack (BC).
- Beyond that, however, most of the "basic moves" (like rolls and
pursuit attacks, are unavailable to you).
- You cannot earn back Kenki Gauge energy while riding the wolf, but
Rera's attacks will only drain Kenki Gauge energy if they hit or
are blocked.
- One interesting thing is that normal standing and crouching attacks
can be canceled into a dash or backstep while on the wolf. And the
dash itself can be canceled into a backstep or a backward dash (if
you cross up your opponent).
- You will fall off your wolf if you are hit while riding it.
- The Oriru makes you jump off your wolf. You can hold back or forward
to make Lela jump in the desired direction. You can also dismount
from the wolf in mid-air.
- The Bunshin Kougeki can be used during the Mer, Kanto, or Imeru
Shikite. It will make Rera perform a flying slash attack in the
desired direction, although she cannot fly directly up or down.
- The Kamui Fumu Kesupu is an overhead attack.
- If not already riding your wolf when the Nubeki Kamui Shikite is
used, Rera will attempt to jump onto it before attacking. It is
possible to miss and land on the ground if your wolf is not nearby.
- Rera no longer has the Epunkine Shikite (AC when knocked off the
wolf).
- Rera's dashing (C) and (df+C) are low knockdown attacks.
- Her (f+C) can hit up to three times from up close.
- Rera's standing and crouching unarmed slashes are cancelable.
------------------------------------------------------------------------
RIMURURU
------------------------------------------------------------------------
uf~df near a wall in air Sankaku Tobi -
qcf + A / B Rupush Kuare (Nishi) -
qcf + AB Rupush Kuare (Toitoi) -
qcb + S Konru Mem -
f,d,df + S Konru Nonno -
b,d,db + S Kamui Shituki -
f + tap S rapidly Upun Op -
d + S at apex of jump Konru Shirar -
_press ub~uf Nidan Jump -
AC while dashing Rupush Kamui Waysan-Pekoru (Atama) U
BC while dashing Rupush Kamui Waysan-Pekoru (Ashi) U
AC while dashing R^ Rupush Kamui Waysan-Pekoru Ruyanpe (Atama) U
BC while dashing R^ Rupush Kamui Waysan-Pekoru Ruyanpe (Ashi) U
qcf + CD R^ Rupush Kamui Emush (Toitoi) -
qcb + CD Z^ Konru Sutu Poro -
Cancel chart A B AB C
------------------------------------------------
Stand near - c - -
Stand far - c - -
Crouch near - c - -
Crouch far - c - -
Dashing - - - -/-
- The Rupush Kuare (Toitoi) can hit low if travels forward far enough.
- The Konru Mem is a low attack. A hit opponent is stunned momentarily.
- The Kamui Shituki will negate projectiles (odd that it wouldn't
reflect them, as she says, "Kagami da!" (mirror!) during the move).
- When the Konru Shirar is used, Rimururu sits on a platform of ice.
If you jump away, the platform will fall and can hit your opponent.
The same thing happens if you wait long enough, but Rimururu will
fall with the ice and crash into the ground, leaving her open to
attack. While this move is on screen, the only other special move
you can use is the Upun Op.
- The Konruru Shirar not only acts as an overhead attack, but there
is now a lag between Rimururu jumping off of it and it falling down.
You can use this to switch up your opponent by doing the Shirar
on top of them, then jumping over them. They'll switch sides and
will be left open to the falling ice platform if they're not quick
enough.
- The "Rupush Kamui Weisan Pekoru" moves can only be used if you are
unarmed. The "Ruyanpe" versions only work when your Rage Gauge is
at MAX. They cause Rimururu to tumble forward for multiple hits
after she stumbles.
- Oddly enough, the Rupush Kamui Weisan Pekoru moves act as overhead
attacks, but the "Ruyanpe" versions do not.
- Although the first hit of Rimmy's WFT does no damage, the move will
do less damage overall if it misses. If Rimmy is hit before she
gets to "push" the iceberg forward, it will just crumble away.
- Rimururu's Weapon Discarding Taunt can hit an opponent who is lying
on the ground.
- Rimururu's (f+C) and (df+C) are low, cancelable attacks. The (df+C)
is also a knockdown attack.
- Rimururu's dashing C is a low attack on either hit, and it can be
canceled into the Konru Shirar when you're in the air. The
unarmed version only hits once, but is still a low attack.
------------------------------------------------------------------------
SHIZUMARU HISAME
------------------------------------------------------------------------
uf~df near a wall in air Sankaku Tobi -
qcf + S Hitou-ryuu: Kirisame Jin E
qcf + C Hitou-ryuu: Hisame Gaeshi E
qcb + S Hitou-ryuu: Samidare Giri E
f,d,df + S Hitou-ryuu: Baiu Ensatsu Jin E
d + C in air Hitou-ryuu: Shigure E
u + S at apex of jump Hitou-ryuu: Kosame E
_press A / B Hitou-ryuu: Raiu E
_move b / f / d Zengo Idou / Chakuchi E
Hold any for 1.5 sec. Ichidan: Kyouraku Zan E
Hold any for 3.5 sec. Nidan: Amanagare Kyouraku Zan E
Hold any for 6.5 sec. Sandan: Amanagare Kyouraku Zan E
Hold any for 20.5 sec. Yondan: Shin Amanagare Kyouraku Zan E
Hold any, release when hit Hitou-ryuu Amanagare Ressatsu Jin E
qcf + CD R^ Hitou-ryuu Kinjite: Bouu Kyoufuu Zan E
qcb + CD Z^ Oni no Kioku: Mugen Hou E
Cancel chart A B AB C
------------------------------------------------
Stand near - c - c
Stand far - - - c
Crouch near - c c/c/- -
Crouch far - c c/c/- -
Dashing - - - c
- The Kirisame Jin can destroy projectiles, but only those that are on
the same "level" as Shiz's umbrella (like the Baku'en Ryuu). A
projectile that is particularly low or high (like the Suigetsu Tou
or Tam Tam's skulls) will not be affected.
- The Hisame Gaeshi will reflect projectiles.
- When the Shigure is use, Shizumaru will "pogo jump" off of his
opponent's head indefinitely (or until he misses and hits the ground).
You can control your rebound by holding left or right after striking.
- The Kosame will only work if performed just after the apex of a jump.
Shizumaru will open his umbrella and begin floating down. You can
move left or right during this time, or press down to fall. While
holding onto the umbrella, you can follow with the Raiu or Shigure.
While falling, you can cancel this move with an attack, the Shigure,
or another Kosame.
- GalFord notes that the command for the "Kyouraku Zan" moves does
indeed overlap the Meditation command. You can get around this by
doing something else while charging the move (i.e. hold D while in
air or making an attack, or when your Rage Gauge is empty).
- Also, Shizumaru can be hit while dashing during the "Kyouraku Zan"
moves. However, you can begin charging this move even before the
round starts.
- Shizumaru's close crouching (A) isn't cancelable, but you can link
it into an (A) Baiu Ensatsu Jin.
- Shizumaru's (f+C) and (df+C) are both cancelable, low attacks. The
(df+C) kick is also a knockdown attack.
------------------------------------------------------------------------
SOGETSU KAZAMA
------------------------------------------------------------------------
uf~df near a wall in air Sankaku Tobi -
qcf + A / B / C Fuzuki E
_hold button, press dir. Fuzuki Sousui E
f,d,df + S Gekkou E
qcb + S Tsuki-gakure E
qcf + CD R^ Shouha: Fuugetsu Zan E
qcb + CD Z^ Kotsuki: Suikyou no Jin E
Cancel chart A B AB C
------------------------------------------------
Stand near c c - -
Stand far c - - -
Crouch near c - - c
Crouch far c - - c
Dashing - - - -
- When the Fuzuki is used, Sogetsu creates a sphere of water. (A)
keeps it near you, while (C) is furthest away. If you hold down
the button used, you can move the ball around in any direction for
a few moments (although you're left open to attack during this time).
- If you perform the Fuzuki while a water sphere is already on screen,
it will burst as the new one is created. An opponent hit by this
move will be stunned momentarily.
- The Gekkou is a column of water that appears in one of three
locations. (A) is closest to you, (AB) is furthest away.
- The Tsuki-gakure makes you warp to a new location. (A) is towards
the left edge of the screen, (B) towards the right, and (AB) makes
you appear behind your opponent, if that is possible.
- The Fuugetsu Zan only disarms your foe on the last hit, so against
a jumping opponent, only one slash may connect while the rest miss,
leaving your opponent with their weapon intact, to boot.
- Sogetsu's Weapon Discarding Taunt can hit an opponent who is lying
on the ground.
- Sogetsu's dashing (C), (f+C) and (df+C) are low attacks. The (df+C)
kick and dash (C) will also knock down a hit opponent.
------------------------------------------------------------------------
SUIJA
------------------------------------------------------------------------
uf~df near a wall in air Sankaku Tobi -
db,qcf + S in air Shougetsu E
f,d,df + S in air Engetsu E
_press in any dir. Kuuchuu Idou E
b,d,db + S in air Getsurin Ha E
qcb + S in air Shizuki -
qcf + CD in air R^ Tenshou: Suichuu Ha E
qcb + CD Z^ Byoudou-katsu Shinseinaru Sabaki E
Cancel chart A B AB C
------------------------------------------------
Stand near - - - b
Stand far - - b b
Crouch near - - c -
Crouch far - - c -
Dashing - b - -
- Even though all of Suija's moves are performed in air, some of his
normal attacks take him off the ground, and so are cancelable for
the brief moments that he is airborne. With the exception of his
crouching AB, though, you have to perform the move so early that
his normal attack will not hit. For the crouching AB, it's only
cancelable after Suija has leaped into the air.
- In addition to the moves listed above, you can also cancel his
Surprise Attack (BC) and Lower Evade (b+D) into a mid-air move.
- When unarmed, only his standing C and Lower Evade can be canceled
into into the Shizuki.
- The Shougetsu is an overhead attack. If you input this move as
(db,qcf,uf + S), he will arc up in the air while performing it.
Although he stops spinning as he nears the ground in this case,
it can still hit a standing opponent with proper placement.
- Also, the Shougetsu seems to be unaffected by what button you use.
The A version and the AB version have the same properties.
- When the Engetsu is used, Suija surrounds himself with a water bubble
that can negate projectiles. After the bubble pops, you can use the
joystick to fall back or forward, or jump in any upward direction.
- When the Getsurin Ha is used, Suija fires some water orbs diagonally
downward. (A) fires one orb, while (AB) fires three.
- The Shizuki is an overhead attack. Note that this move can throw
an opponent who is standing or crouching, but will only "hit" someone
who is in mid-air. If done low off the ground (i.e. qcb,ub + S or
from a canceled attack), it may miss. Try to make sure you are
at least a little ways into the air before using it.
- Also, the Shizuki doesn't lose Kenki energy when it hits, and it's
damage potential is not affected by your current Kenki level.
- Suija's far standing AB and crouching AB will knock down a hit foe.
- Suija's (f+C) and (df+C) are low knockdown attacks. Surprisingly,
his dashing C is a low attack but does not knock down.
------------------------------------------------------------------------
TAM TAM
------------------------------------------------------------------------
qcf + A / B Moora Moora -
qcf + C Gaburu Gaburu -
f,d,df + S Ahau Gaburu -
b,d,db + S Paguna Dios -
f + tap S rapidly Paguna Paguna E
qcf + CD R^ Magnas Dios Zarl E
qcb + CD Z^ Ahau Casteegar E
Cancel chart A B AB C
------------------------------------------------
Stand near c c -/- c
Stand far - c -/- c
Crouch near c c - c
Crouch far c c - c
Dashing c -/-/- - -
- The (A) Moora Moora makes Tam Tam throw a skull across the screen,
while (B) makes it roll across the ground. You can perform either
move three times or interchange the two for up to three skull tosses
in a row. The (A) version travels so high that it may miss some
standing characters, but the (B) version is a low attack.
- The Gaburu Gaburu is an unblockable throw.
- There is a delay before the (B) Paguna Dios, and Tam Tam will
actually backstep before attacking during the (AB) version.
- The Magunas Dios Zarl only hits once if blocked, so you are able
to attack Tam Tam before he recovers in such a situation.
- Tam Tam's (f+C) and (df+C) kicks are low knockdown attacks, and
both are cancelable.
- Tam Tam's dashing C is a low, knockdown attack.
------------------------------------------------------------------------
TOKISADA SHIRO AMAKUSA
------------------------------------------------------------------------
uf~df near a wall in air Sankaku Tobi -
qcf + S Shiryou Ha E
qcb + S Tenshou Fuu'ou Jin E
qcf + C Oumagatoki (Mae) -
qcb + C Oumagatoki (Ushiro) -
f,d,df + C Kairetsu Shou -
f,d,df + S Nanji, anten nyuumetsu seyo E
_press S Ankoku Otoshi E
_press C Chuushi E
qcf + CD R^ Kyoumei Jussatsu Jin E
qcb + CD Z^ Nanji, sange seyo. Ware, metsuzai sen. E
Cancel chart A B AB C
------------------------------------------------
Stand near c c - -
Stand far - - - -
Crouch near c c - c
Crouch far - - - c
Dashing - -/-/-/- - -
- The button used for the Tenshou Fuu'ou Jin determines where Amakusa's
weapon will appear (A is closest, AB is furthest away).
- The Oumagatoki is a warp move. (qcf + C) carries you forward, while
(qcb + C) moves you backward.
- Using the Nanji, anten nyuumetsu seyo makes you leap into the air.
You can then press S to attack your opponent, or C to fall down to
the ground.
- Amakusa's (f+C) and (df+C) hit low. (f+C) is cancelable and (df+C)
will also knock down.
- Amakusa's dashing (C) hits low.
- All of Amakusa's unarmed Slashes hit twice and are cancelable on
either hit (except for his dashing attacks).
------------------------------------------------------------------------
UKYO TACHIBANA
------------------------------------------------------------------------
qcb + S Hiken Sasameyuki E
qcb + C Hiken Sasameyuki (Fake) -
db,qcf + S in air Hiken Tsubame Gaeshi E
qcf + S Zanzou Fumikomi Giri E
qcf + CD R^ Tsubame Rokuren E
qcb + CD Z^ Musou Zankou-ka E
Cancel chart A B AB C
------------------------------------------------
Stand near c c -/- c
Stand far c - - c
Crouch near c c -/- -
Crouch far c - - -
Dashing - - - -
- The Tsubame Gaeshi is an overhead attack, no matter how close you
are to the ground when it hits.
- Ukyo can perform the Tsubame Gaeshi off the ground by inputting
(db,qcf > ub~uf to jump > press Slash). You can actually wait for
a bit between inputting the motion and jumping, which makes it
easier to jump backwards or straight up, if you want. You can
also use this method to perform the Tsubame Gaeshi immediately
upon leaving the ground, as opposed to waiting until you are in
the air.
- Ukyo's dashing B makes him warp behind his opponent and attack. If
he's not close enough to get behind them, he still ends up attacking
behind himself, leaving you open to attack.
- Ukyo's (f+C) is a low, knockdown attack. His (df+C) is not a low
attack, but does knock down a hit opponent.
- Ukyo's dashing C is a low, knockdown attack.
- Ukyo's jumping C hits twice, though the hits won't combo.
------------------------------------------------------------------------
YOSHITORA TOKUGAWA
------------------------------------------------------------------------
qcf + S * Ichi no Tachi: Nadeshiko E
f,d,df + S * Ni no Tachi: Shirayuri E
qcf + S in air * San no Tachi: Botan E
b,d,db + S * Yon no Tachi: Tsubaki E
qcb + S * Go no Tachi: Asagao E
f,d,df + C when near * Roku no Tachi: Yuugao E
use all * moves, hcb,f + BC Yuchouka E
qcf + CD R^ Aoi E
qcb + CD Z^ Hyakka-ryouran E
Cancel chart A B AB C
------------------------------------------------
Stand near c c/c c/c/c/- -
Stand far - c/c/c -x5 -
Crouch near c c/- -/- -
Crouch far - c/- -/- -
Dashing - c/- - -
- The (A) Nadeshiko is a low attack. The (AB) version hits high and
so will miss some standing opponents.
- Yoshitora does not attack during the (A) Tsubaki. All versions of
this move have autoguard while Yoshitora is leaping forward.
- The Yuugao seems like a throw move, but it is blockable.
- If you hit your opponent with all of the six "Tachi" moves, you can
use the Yuchouka, which causes Yoshitora to send a wave of energy
across the screen. What's more, you can use it as often as you'd
like. Otherwise, inputting (hcb,f + BC) before connecting with all
six moves simply makes Yoshitora grasp at his sword and put it back.
- One thing to remember is that while you don't have to connect with
all six moves in one round, you can only use the Yuchouka on the
round that you finish using all six. So, if you use all six in the
first round, you can't use the Yuchouka in the second. And if you
do four moves in the first round and two in the second, you can
use the Yuchouka on the second round, but not on the third.
- If you are hit out of one of the "Tachi" moves, it will not count
towards the total needed to use the Yuchouka, even if it hits.
So, make sure your moves hit squarely and that you are not counter-
hit while performing one.
- Finally, remember that the (A) Tsubaki doesn't count towards the
total (since it can't hit), and the Asagao doesn't count if only
the last hit connects (the rapid stabs must hit as well).
- The Aoi is a low attack. This move can still hit an opponent while
Yoshitora is finishing his "circle" slash in the beginning (i.e. if
they dash towards you thinking the move will not hit).
- After losing his weapon, Yoshitora can hit an opponent while picking
his weapons up (the hit occurs when he picks up his long sword).
- Yoshitora's dashing C, (f+C) and (df+C) are all low, knockdown
attacks.
------------------------------------------------------------------------
ZANKURO MINAZUKI
------------------------------------------------------------------------
qcf + S Mugen-ryuu Shippuu Zan E
qcf + C Mugen-ryuu Muhou Ken -
f,d,df + S Mugen-ryuu Tenhou Zan E
qcb + C Mugen-ryuu Fudou E
_if it reverses an attack Mugen-ryuu Tenchuu E
qcf + CD R^ Mugen-ryuu Mugen Hou E
qcb + CD Z^ Mugen-ryuu Gokui, Musou Ken E
Cancel chart A B AB C
------------------------------------------------
Stand near c c/c - c
Stand far - c - c
Crouch near - c/c - -
Crouch far - c - -
Dashing - c -/- -
- The Shippuu Ken is a low projectile attack.
- The Muhou Ken is a knockdown attack.
- Zankuro only does the finishing Tenhou Zan slash if the initial
rushing hit either connects or is blocked.
- The Fudou is a reversal move that can stop an enemy's standing or
crouching Slash attacks, though they must hit you during the early
animations and not once the Fudou is fully underway.
- Zankuro's dashing A stuns an opponent, leaving them open to attack.
- His dashing AB hits twice, with the first hit knocking an opponent
out of the way of the second hit.
- His dashing C is a knockdown attack.
- None of Zankuro's unarmed Slashes are cancelable.
========================================================================
4. GAMEPLAY NOTES
========================================================================
------------------------------------------------------------------------
CANCELS / BLOCK CANCELS
------------------------------------------------------------------------
Unlike most fighting games, if a character's basic Slash or Kick attack
is cancelable (including the f+C and df+C kicks), it can be canceled
even if it misses entirely.
You will note that if your opponent blocks your attack, you experience
a "recoil" effect. In fact, the recoil is cancelable, but you have to
be very quick about it. An easy example is Hanzo's blocked crouching
(B) into Baku'en Ryuu. If done correctly, Hanzo will not go into the
recoil animation at all--you will hear the sound of his weapon being
blocked but he will do the fireball move instead.
However, this only works for attacks that are already cancelable. Non-
cancelable attacks cannot have their recoil canceled out of. What's
more, you can only cancel a blocked attack into a special move, Weapon
Flipping Technique, Deflecting, or Suicide.
------------------------------------------------------------------------
COUNTER HITS
------------------------------------------------------------------------
If you hit an opponent while they are making an attack (or some other
action, such as running), you will get a counter hit. This may make
your attack inflicted added damage (the amount of which is listed when
the "Counter" message appears).
------------------------------------------------------------------------
DAMAGE CHART
------------------------------------------------------------------------
Below is a list of each character's defensive power (in this case,
determined by Haohmaru's close standing B). "A" is for an armed
character, "U" is unarmed, and "A/U" means either armed or unarmed:
Hit # Type Name
------------------------------------------------------------------------
9 U Charlotte.
11 A Mina.
U Basara.
12 A Basara.
U Nakoruru, Rera, Rimururu.
13 A Kazuki, Nakoruru, Rera, Rimururu.
U Gaira, Genjuro, Hanzo, Haohmaru, Jubei, Kazuki, Kyoshiro,
Rasetsumaru, Sogetsu, Yoshitora.
U/A Galford, Shizumaru, Ukyo, Yunfei, Tam Tam.
16 A Gaoh, Genjuro, Hanzo, Haohmaru, Jubei, Kyoshiro,
Rasetsumaru, Sogetsu, Yoshitora.
U Kusaregedo.
U/A Enja, Suija.
18 A Charlotte, Gaira, Kusaregedo.
Going by the chart, an unarmed Charlotte takes the most damage, while
an armed Charlotte, Gaira, or Kusaregedo take the least.
------------------------------------------------------------------------
GUARD DESTROYER
------------------------------------------------------------------------
Each character can use the "Guard Destroyer" moves, which are
unblockable attacks that leave an opponent open to attack. Just get
next to your opponent and input (b / f + CD) to either push them
behind you or in front of you. It's worth noting that you can dodge
this attack with the Lower Evade, Hopping, or Lay Down, but not with
either roll.
In SS5, pressing any Slash button after using the Guard Destroyer will
make you perform an attack. However, it's still possible to follow
the Guard Destroyer with the attack of your choice if you're quick
enough. An example would be any character's Issen or Gaira's
Enshin Satsu. However, you have to be very precise with the timing,
or you'll just perform the follow-up attack as usual.
------------------------------------------------------------------------
INSTANT JUMP
------------------------------------------------------------------------
Press ub~uf as you land from the air, just as you touch the ground.
Instead of pausing after landing from a jump, you will immediately jump
again.
------------------------------------------------------------------------
ISSEN (Flash)
------------------------------------------------------------------------
You can only use this move after using the Mu no Kyouchi (when your
opponent has been slowed down). Before the Mu no Kyouchi wears off,
press BCD to perform the Issen.
This move is blockable, but you can combo into it. The amount of
damage it inflicts is determined by how full the Kenki Gauge, although
it still does a lot of damage even when the Kenki Gauge is empty. This
move can be used to juggle an opponent who is falling in mid-air (an
example might be to use Rasetsumaru's Senpuu Retsu Zan: Setsu, then
trigger the Mu no Kyouchi, then juggle with the Issen).
------------------------------------------------------------------------
KENKI GAUGE (Sword Spirit Gauge)
------------------------------------------------------------------------
This is the thin green gauge beneath your Life Gauge. The lower the
Kenki Gauge gets, the lower your damage potential becomes. This applies
to Kick attacks, too. Not doing anything will cause the gauge to refill
on it's own, although it takes longer to refill as it approaches 100%.
The gauge will decrease when you make a Slash attack (even if it should
miss), or an attack that hits (even if it is an unarmed or kick attack).
Oddly enough, the factors are not cumulative, so a standing (A) Slash
drains the same amount whether it hits or misses.
Unarmed attacks and kicks do not drain the Kenki Gauge unless they hit.
Special moves do not drain the gauge unless they hit or are blocked.
In all of the above cases, the Kenki Gauge will simply stop refilling
while you are making your attack. Similarily, performing the Forward
Roll, Backward Roll, Lay Down, Surprise Attack, or Guard Destroyer
will make the Kenki Gauge pause momentarily.
Some moves do not drain Kenki Gauge energy even if they hit, and some
moves do the same amount of damage regardless of your current Kenki
level. Examples include:
Damage unaffected No energy drained if hit
----------------------------------------------------------------
Strike Heads Strike Heads
Shizuki Shizuki
Mozu Otoshi, Shin Mozu Otoshi
Your Kenki Gauge can increase in length if your Rage Gauge is filled
to max (though it goes back down once the gauge empties). If you
use the Rage Explosion, it will increase even further. Obviously,
in either case, your damage potential increases (since the gauge
will be able to fill up beyond 100%).
When you use a Weapon Flipping Technique, the damage is affected by
the Kenki Gauge, but it is based on any amount _below_ the normal
gauge length. This is because although the Kenki Gauge increases
after a Rage Explosion or full Rage Gauge, it returns to it's normal
length when the WFT connects. This is also why you will get the same
amount of damage from a WFT done at max Kenki from both a full Rage
Gauge or a Rage Explosion.
It's also worth mentioning that some characters lose no Kenki Gauge
energy if their WFT hits (like Rimruru), while others do lose energy
(like Kyoshiro).
------------------------------------------------------------------------
LIFE GAUGE
------------------------------------------------------------------------
The Life Gauge starts off yellow, though a portion at the end of it
will be colored orange. This orange portion can be increased by using
the Meditation. After you've lost a round, the portion is red and
will turn blue if your life drops down to that level. See the section
on "Mu no Kyouchi" for more information.
------------------------------------------------------------------------
LOSING YOUR WEAPON
------------------------------------------------------------------------
There are three main ways to lose your weapon. One is to get hit by a
Weapon-Flipping Technique. Another is to use your Weapon-Discarding
Taunt. You can also lose your weapon if you are in a sword clash.
When you are disarmed, your character's Slash attacks become punches,
and they may lose the ability to use some or all of their moves
(depending on which ones are weapon-based). Also, you take block
damage from an opponent's attacks when unarmed (you can't really block
a sword with your arm, now can you?)
One major advantage to being unarmed is that you can now use the
Serious Swordblade Catch in place of the Deflecting (input qcb,f + D).
This allows you to counter your opponent's weapon attack, and you will
then disarm them, leveling the playing field somewhat.
You can retrieve your weapon by getting next to it and pressing A or AB.
------------------------------------------------------------------------
MEDITATION
------------------------------------------------------------------------
This can only be used if there is some energy in the Rage Gauge, but
not if it is full (from getting damaged), or draining (from using the
Rage Explosion). To use the Meditation, hold D while standing (doing
it from other circumstances will not work, even if you then enter a
neutral, standing state). It will quickly drain your Rage Gauge for
as long as you hold the button down, and in return, the small white
marker above your Life Gauge will move towards the front end of the
gauge (it normally starts off near the end).
What does this mean? Well, since you can use the Mu no Kyouchi when
your Life Gauge turns blue (which occurs when you're on your last
round and your life has gone past the marker), meditating allows you
to use this move when you have more life left than usual.
Tel made the interesting observation that a character earns less
"blue gauge" from meditation if they are the kind of character whose
Rage Gauge charges up quickly. For example, if Enja tries to use the
Meditation, his Rage Gauge will drain very quickly, without much gain
to the "blue" part of the bar. On the other hand, a character like
Suija (who earns Rage Gauge power very slowly), can Meditate for some
time before his gauge empties, resulting in a higher "blue gauge"
allowing for an earlier use of the Mu no Kyouchi.
------------------------------------------------------------------------
MID-AIR MOVES
------------------------------------------------------------------------
SSZ has very lax timing on performing mid-air moves from the ground.
For example, with Hanzo, you can input qcf, then press ub~uf and press
Slash upon leaving the ground to do his Reppuu Shuriken. Here is a
list of moves that can be used in this way:
Hanzo's Reppuu Shuriken qcf,ub~uf + S
Shizumaru's Shigure ub~uf,d + S
Suija's Getsurin Ha b,d,ub~uf,db + S
Suija's Shougetsu db,qcf,ub~uf + S
Suija's Shizuki qcb,ub~uf + S
Suija's Engetsu f,d,df,ub~uf + S
Suija's Tenshou: Suichuu Ha qcf,ub~uf + CD
Ukyo's Tsubame Gaeshi db,qcf,ub~uf + S
Yoshitora's San no Tachi: Botan qcf,ub~uf + S
Yunfei's Tenki Shichiyou: Mizu qcf,ub~uf / qcb,ub~uf + A
Yunfei's Tenki Shichiyou: Ki qcf,ub~uf / qcb,ub~uf + B
Yunfei's Tenki Shichiyou: Kin qcf,ub~uf / qcb,ub~uf + C
Yunfei's Tenki Shichiyou: Do qcf,ub~uf / qcb,ub~uf + D
Yunfei's Tenki Shichiyou: Nichi ub~uf + AC
Yunfei's Tenmou Konji qcf,ub~uf / qcb,ub~uf + AB / CD
This is particularly useful for Suija's Suichuu Ha, which has no
downward range.
Also, the following moves can be done during a backstep:
- Hanzo's Reppuu Shuriken, Kyoshiro's Chikemuri Kuruwa, Rimururu's
Konru Shirar, Shizumaru's Kosame or Shigure, any of Suija's moves,
Ukyo's Tsubame Gaeshi, Yoshitora's San no Tachi: Botan.
------------------------------------------------------------------------
MU NO KYOUCHI (State of Nothingness)
------------------------------------------------------------------------
This is used by pressing BCD. However, it only works under these
conditions:
- You've already lost a round.
- Your life has become so low that the gauge has turned blue.
You can increase the point at which your Life Gauge turns blue by
using the Mediation feature (see above). This causes the triangle
indicator to move "up" the gauge, allowing you to have more life when
your gauge finally turns blue.
Once you've met the requirements and press BCD, your Rage Gauge is
replaced by a "nothing gauge" (it looks like a blue, draining Rage
Gauge). Until it empties, your opponent will move incredibly slowly,
and they will remain in hit stun for a longer period of time when hit.
This allows you to perform long strings of attacks that will all combo.
You are also able to juggle your opponent basically indefinitely if
they are airborne, due to the increased hit stun and slowdown.
If your opponent was performing an attack when you used the Mu no
Kyouchi, they will continue to perform it at a very slow rate.
However, if they hit you, the Mu no Kyouchi will automatically end.
Once the blue gauge empties, the Mu no Kyouchi ends. This also causes
your Rage Gauge to disappear, as if you'd used up the Rage Explosion.
Note that amount of energy in the blue gauge is determined by how far
the white marker has travelled up your Life Gauge (this occurs when
you Meditate more often). So if you haven't meditated much, the
marker will be nearer to the end of your gauge, and using the Mu no
Kyouchi will cause the blue gauge to not be very full as a result.
In fact, if you haven't Mediated at all, you will really only have
enough time to use the Issen before the Mu no Kyouchi stops. Everyone's
"nothing gauge" drains at the same rate (i.e., Suija would not outlast
Enja during a Mu no Kyouchi, even though he would for most other gauge-
related comparisons).
Remember, that this move can ONLY be used if you have already lost one
round. Nothing will happen if your life gets too low and you haven't
lost a round yet. If both players have lost a round (or after a round
ending in a draw), it's possible for both characters to use the Mu no
Kyouchi. In this case, if you perform your Mu no Kyouchi after your
opponent does his, both characters will be slowed down (although
depending on your nothing gauge length, your Mu no Kyouchi may outlast
his or vice versa).
------------------------------------------------------------------------
RAGE EXPLOSION
------------------------------------------------------------------------
To use this, press ABC at any time (even when lying down). A reader
also pointed out that you can use this while getting hit, which allows
you to interrupt your opponent's attack (even if it hits multiple
times).
When used, you perform an unblockable attack, although it does no damage
and doesn't knock your opponent down (in fact, they are only pushed away
a short distance). After using the Rage Explosion, your Rage Gauge is
filled to max and your Kenki Gauge increases in length (moreso than if
you fill your Rage Gauge normally) and is completely refilled. What's
more, the game timer will remain frozen until your Rage Gauge drains.
However, the marker above your Life Gauge will vanish, meaning that you
cannot use the "Mu no Kyouchi" for the rest of the battle.
When you use the Rage Explosion, the Rage Gauge does not remain full
and will immediately begin to drain. It will empty completely if you
perform a Weapon Flipping Technique, but only if it hits. If the WFT
is blocked or misses, the gauge continues to drain. Once the Rage
Gauge has emptied, it will vanish for the remainder of the battle (not
just that round). So use this move with caution.
One neat touch added to the Rage Explosion is that it changes the
background when used, like those "near death" scenery changes that
occured in SS3. The background stays changed even after the Rage
Explosion ends.
------------------------------------------------------------------------
RAGE GAUGE
------------------------------------------------------------------------
This is the gauge located at the bottom of the screen (it reads "Ikari"
in Japanese and "POW" under other language settings). It fills up only
when you are damaged. When it is full, you can use your character's
Weapon Flipping Techniques, and your Kenki Gauge increases in length.
Below is a list of how quickly a character's Rage Gauge will fill (in
this case, determined by Haohmaru's close standing B). "A" is for an
armed character, "U" is unarmed, and "A/U" means either armed or
unarmed:
Hit # Type Name
------------------------------------------------------------------------
3 A Enja.
. U Enja.
4 U Charlotte.
. U Rimururu.
6 A Kazuki, Rimururu.
. U Gaira, Genjuro, Kazuki, Kyoshiro, Rasetsumaru.
7 A Basara, Galford, Gaoh, Genjuro, Mina, Tam Tam.
. U Basara, Galford, Mina, Tam Tam.
8 A Gaira, Kyoshiro, Rasetsumaru.
. U Haohmaru.
9 A Charlotte, Shizumaru.
. U Nakoruru, Shizumaru, Yoshitora.
10 A Nakoruru, Yoshitora.
11 A Rera.
. U Jubei, Rera, Sogetsu.
12 U Kusaregedo.
14 A Jubei, Kusaregedo, Sogetsu.
. U Ukyo.
15 A Ukyo.
. U Hanzo.
18 A Hanzo.
20 A/U Suija.
24 A/U Yunfei.
So, Enja's gauge fills the quickest (3 hits to max out), while Yunfei's
takes the most (24 hits).
It's also worth mentioning that this gauge reflects how quickly a
character's Rage Gauge drains during Meditation (going by the chart,
Enja's drains the fastest, and Yunfei's drains the slowest). See
the entry on "Meditation" for more information.
Once your Rage Gauge is full, it remains that way for a set period of
time, depending on the character. It can even carry over between
rounds if time allows. Here is a list of times ranked by timer counts:
Time Character
------------------------------------------------------------------------
6 Kazuki.
7 Nakoruru, Rimururu.
8 Enja, Genjuro, Mina, Rasetsumaru, Shizumaru.
9 Gaira, Hanzo, Kusaregedo, Sogetsu.
10 Galford, Gaoh, Haohmaru, Rera.
11 Yoshitora.
12 Charlotte, Tam Tam.
18 Jubei.
20 Basara, Ukyo.
30 Suija.
60 Yunfei.
Going by the chart, Kazuki retains a full Rage Gauge for the shortest
amount of time (six counts), while Yunfei retains it for the longest
(60 counts). Though I should mention that your Gauge empties on the
count listed, so Yunfei really gets 59 counts' worth out of his full
Rage Gauge, while Kazuki gets 5).
------------------------------------------------------------------------
STORED INPUT
------------------------------------------------------------------------
When unable to attack (such as when lying on the ground or getting hit),
press the button used for a special move rapidly after entering the
command (i.e. qcf + tap P). This will cause you to perform the move as
soon as available without needing precise timing. You can't do this too
early, though, or the move will not come out. An example would be
entering f,d,df + P in air with Mina. If you keep tapping P, she will
do the Shinimabui no Nageki upon landing.
------------------------------------------------------------------------
SWORD CLASH
------------------------------------------------------------------------
If both characters perform weapon attacks at the same time, there is
the possibility that both weapons will hit each other before or instead
of striking a character. In this case, both characters will move
towards each other and a Sword Clash will occur.
During this time, you are instructed to tap any button. Doing so
raises the counter above your character's head. Whoever has the
highest button count in 10 seconds will "win" the clash, resulting
in their opponent's weapon being flung away. If both people have
the same count, they will both lose their weapons.
------------------------------------------------------------------------
SUICIDE MOVES
------------------------------------------------------------------------
The Suicide move returns from SS4. You must be armed to perform it,
but it can be done at any time by entering (b,f,df,d + Start).
When you perform a Suicide move, you will automatically forfeit the
round, giving your opponent a win. In SS4, doing this would fill up
your Rage Gauge in the next round. In SS5, the amount seems to vary
by character. Some characters get a full gauge, while others may get
only half or a third.
Below is a list of how much energy is earned by each character,
determined by Haohmaru's close standing (B). Obviously it will take
less hits if you are disarmed in the next round (see the "Rage Gauge"
entry for details).
Hit # Name
------------------------------------------------------------------------
0 Charlotte, Enja, Gaira, Galford, Gaoh, Genjuro, Kazuki,
. Kyoshiro, Rasetsumaru, Rimururu, Tam Tam.
1 Basara.
2 Mina, Haohmaru.
3 Shizumaru, Yoshitora.
5 Nakoruru.
6 Kusaregedo.
7 Rera.
8 Sogetsu, Jubei.
14 Ukyo.
16 Hanzo.
19 Suija.
27 Yunfei.
As you can see, Charlotte and quite a few other characters are fully
maxed out after using the suicide move (meaning they start the next
round with it completely full), while Yunfei earns the least amount
of Rage Gauge power from comitting suicide.
If you perform a suicide move on the final round, you will, of course,
lose the game to your opponent. If you're losing pretty badly, you
can always go out with honor (or at least spare a humiliating
defeat). ;)
------------------------------------------------------------------------
TRIANGLE FALL
------------------------------------------------------------------------
Anyone with a Triangle Hop can fall instead of hop off the wall, but
only under the condition that you are jumping over your opponent's head
into the wall opposite you (you can't just jump back into the wall
behind you).
While doing this, hold in the appropriate direction (ub~db) and you will
Triangle Jump. Immediately press Slash or Kick at the same time, and
your character will fall diagonally downward while attacking.
========================================================================
6. MISCELLANEOUS
========================================================================
------------------------------------------------------------------------
SECRETS
------------------------------------------------------------------------
Secret Win Pose
- If you get a Perfect win in the second round with Galford, one of
Poppy's puppies will show up and run forward, only to stumble and
land on it's stomach.
Costume Color Select
- Everyone has four outfit colors chosen by A / B / C / D. The (D)
button ones seem to be the oddest ones (try Ukyo or Kusaregedo to
see what I mean).
------------------------------------------------------------------------
TRANSLATIONS
------------------------------------------------------------------------
Translations are provided for amusement purposes only--they probably
have a lot of errors, since my Japanese is very poor.
BASIC TERMS -----------------------------------------------------------
Tachi Guard Standing Guard
Shagami Guard Crouching Guard
Quick Okiagari Quick Getting Up
Zenten Okiagari Getting Up Forward Roll
Kouten Okiagari Getting Up Backward Roll
Hikikomi Retreat
Fumikomi Rushing
Kinkyuu Teishi Emergency Stop
Jaku / Chuu / Kyou Giri Weak / Medium / Strong Slash
Sude Kougeki Unarmed Attack
Joudan Geri Upper Kick
Gedan Nerai Kougeki Low-Aimed Attack
Kensei Kougeki Feint Attack (odd name for a low kick...)
Ashibarai Foot Sweep
Meisou Meditation
Gedan Yoke Lower Evade
Tobikomi Hopping
Fuse Lay Down
Zenten Forward Roll
Kouten Backward Roll
Hijiki Gaeshi Deflecting
Shinken Shiraha Tori Serious Swordblade Catch
Fuiuchi Surprise Attack
Shou / Dai Oiuchi Small / Big Pursuit Attack
Bougyo Kuzushi Guard Destroyer
Tsukitobashi / Hippari Pushing Away / Pulling Towards
Kuzushi Giri Destroyer Slash
Buki Tobashi Hissatsu Waza Weapon Flipping Deadly Technique
Zetsumei Ougi Near-Death Secret
Ikari Bakuhatsu Rage Explosion
Mu no Kyouchi State of Nothingness
Issen Flash
Jiketsu Suicide
Buki Sute Chouhatsu Weapon Discarding Taunt
Buki Hiroi Weapon Pick-Up
Tsubazeriai Sword Clash Competition
Sankaku Tobi Triangle Hop
BASARA ----------------------------------------------------------------
Chisashi Ground Stab
Sorasashi Sky Stab
Nue Dama Chimera Soul
Kage Sui Shadow Suck
Zengo Idou Back / Forward Movement
Kage Ide Shadow Exit
Tomobiki Trial Day
Kage Damashi Shadow Trick
Zenpou / Suichoku / Kouhou Forward / Vertical / Backward
Zenshin / Zenten Forward / Forward Roll / Backward Roll
Fumikomi / Enbu Rushing / Abyss Dance
Sashi Ashi Stabbing Foot
Toukotsu Wari Skull Splitter
Kagemai: Yumebiki Shadow Dance: Dream Shot
Gokumon Prison Gates
ENJA ------------------------------------------------------------------
Rikudou Rekka Six Posthumous Worlds Raging Fire
Jigoku-dou Hell Path
Gakidou Hungry Ghost World
Tendou Heaven
Enmetsu Destroyer Flame
Guren Kyaku Foolish Rapid Kick
Tsuika Kougeki Additional Attack
Enja Bakunetsu Evil Flame (Enja's) Heat Bomb
Kakusei Chuushi Awakening Interrupt
Sanzendaisen-sekai Zen Shoudo A Billion Worlds, All Scorched Earth
GAIRA -----------------------------------------------------------------
Katsu! Scold
Tsukamuzo~ "Grappling--!"
Kumi-tenjou Latticework Ceiling
Ishi-atama Stone Head (Inflexible Person)
Shiri-mekuri Butt Check
Jishin Gan Earthquake Radius
Enshin Satsu Circle's Center Kill
Damage Zouka Damage Increase
Hyakkan Otoshi Hundredweight Drop
Niou Bakushin Satsu Guardian Deva King's Exploding Quake Death
Kachiwaruzo-koraa! "Hey, splitting--!"
GALFORD ---------------------------------------------------------------
Zetsu - Heaven's Wolf - Bad Fang
Die! - Heaven's Wolf - Bad Fang
GAOH ------------------------------------------------------------------
Imi Kagura Detestable Music Dance
Ibushi Miyabe Elegant Smoulder
Kabuto Goma Helmet "Spin Like a Top"
Kurogane Kudaki Iron Smasher
Oboro Bayashi Gloom Orchestra
Naraku Boe Hades Howling
Yomi Yashiro Hades Shrine
GENJURO ---------------------------------------------------------------
Sanren Satsu Triple Rapid Slash
Kiba / Tsuno / Rin Fang / Horn / Phosphorous
Ura Ouka: Ayame Reverse Cherry Blossom: Iris
Touha Kouyoku Jin Paulowina Supreme Light Wing Formation
Shizuku Jin Droplet Blade
Hyakki Satsu Hundred Demons Slash
Gokou Zan Five Lights Slash
Fudajimai Death Certificate Dance
HANZO -----------------------------------------------------------------
Ninpou Ninja Arts
Bakuen Ryuu Blazing Dragon Bomb
Reppuu Shuriken Gale Throwing Star
Shizune Sound of Silence
Enbu Monkey Dance
Mozu Otoshi Shrike Drop
Mozu Otoshi -Hayate- Shrike Drop -Smoothe-
Utsusemi "Leave a Dummy"
Tenbu / Chizan Heaven Dance / Earth Slash
Migawari no Jutsu Technique of Substitution
Hotoke / Oni Buddha / Devil
Kuuten Geki Sky Turn Attack
Shin Mozu Otoshi True Shrike Drop
Kinki: Mozu Kudaki Taboo: Shrike Crusher
HAOHMARU --------------------------------------------------------------
Ougi Senpuu Retsu Zan Secret Whirlwind Rip Slash
Ougi Senpuu Retsu Zan (Fake) Fake Whirlwind Rip Slash
Ougi Resshin Zan Secret Disasterous Earthquake Slash
Ougi Kogetsu Zan Secret Crescent Moon Slash
Ougi Shippuu Kogetsu Zan Secret Gale Crescent Moon Slash
Zankousen Steel Slashing Flash
Sake Kougeki Sake Bottle Attack
Hiougi Concealed Secret
Tenha Fuujin Zan Supreme Heaven Sealed God Slash
Tenha Seiou Zan Supreme Horrible Gleam Slash
JUBEI -----------------------------------------------------------------
Kattotsu Scolding
Retsu Violence
Suigetsu Tou Reflection of Moon Over The Water Blade
Nikkaku Ratou Double-Bladed Net Sword
Hassou Happa Eight Aspects Explosive Blast
Yagyu Shingan Tou Yagyu Mind's Eye Blade
Suigetsu Reflection of Moon Over The Water
Souha / Tenra Phase Break / Heaven Net
Zetsu Die!
Yagyu Shin'in-ryuu Hiden: Muni Raten
Yagyu New Shadow Style Secret: Unmatched Heaven Net
KAZUKI ----------------------------------------------------------------
Shounetsu Kon Scorching Hot Soul
Saien Disaster Blaze
Nashi / Hitotsu None / One
Futatsu / Mittsu Two / Three
Dai Bakusatsu Great Self-Explode
Enmetsu Destroyer Flame
Homura Gaeshi Flame Return
Boubaku: Kaen Geki Violent Bomb: Blaze Attack
Kyougeki, Hidaruma Dai Tosshin
Pincer Attack, "Engulfed in Flame" Great Charge
KUSAREGEDO ------------------------------------------------------------
Akuryou Yobi Evil Spirit Summon
Ieki Haki Gastric Juice Spit
Niku Mochiage Meat Lifter
Gedo no Rakuin Oshi Gedo's Branding Iron Press
Doro Nage Mud Throw
Tobi Zutsuki Flying Headbutt
Gedo no Emono Gari Gedo's Trophy Hunt
Gedo no Banzan Gedo's Dinner
KYOSHIRO --------------------------------------------------------------
Oo Tsunami Big Tsunami
Choubi Jishi Prancing Lion's Tail
Choubi Jishi: Ranshin Prancing Lion's Tail: Lunatic
Gama Jigoku Hell Toad
Kaen Kyokubu Blazing Recicitative Dance
Kaiten Kyokubu Monumental Task Recicitative Dance
Chikemuri Kuruwa Spurt of Blood Melodic Wheel
Aragotoshi Kyoshiro Ruffian Role-Playing Kyoshiro's
"Chiniku no Mai" "Blood and Flesh Dance"
Dokudanjou "Oni no Mai"
Field In Which One Acts Unchallenged "Dance of the Demon"
LIU YUNFEI ------------------------------------------------------------
Ten'i Daihou Imperial Majesty Great Protection
Tenki Shichiyou Profound Secret Weekdays
Tsuki / Hi / Mizu Monday / Tuesday / Wednesday
Ki / Kin / Do / Nichi Thursday / Friday / Saturday / Sunday
Tenmou Konji Sky Fierce Gold Fly
Zenpou / Kouhou Forward / Backward
Tenkoku Houra Sky Wail Seal Net
Tensatsu Daisai Sky Slash Great Age
Tensui Choukon Sky Comet Leap Fall
Tenkai Unri Sky Charge Cloud Reverse
Tenbatsu Soumon Sky Crime Mourning Gate
MINA ------------------------------------------------------------------
Jikyuu Shin Earth Bow Heart
Tenkyuu Shin Celestial Bow Heart
Shinimabui no Nageki Shinimabui's Lament
Sungan no Sasoi Sungan's Invitation
Sungan no Mukae Sungan's Meeting
Chanpuru, kocchi-oide "You come here, Chanpuru"
Chanpuru, oyasumi-nasai "Good night, Chanpuru"
Kajifuchi ?
Umichimun no Ikari Umichimun's Rage
Niruya-Kanaya no Jubaku Curse of Niruya-Kanaya
MIZUKI ----------------------------------------------------------------
Juka Soudan Curse Song String Pluck
Magauta Tsumabiki Charm Song Strumming
Haki Inmetsu Jin Ambitious Shadow Destroying Formation
Jashin Kyoumei Evil Spirit Resonance
Gashin Kyoumei Kon My God Resonance Soul
Shinma Messatsu Jin Evil God Annihilation Formation
Makai Tensei Hell Reincarnate
Kyoumashi Engoku Insane Demon Festival Hell Grudge
Tenchi Makyou Jin
Heaven and Hell "Haunts of Wicked Men" Formation
NAKORURU --------------------------------------------------------------
Taka ni tsukamaru Hold onto eagle
Taka tsukamari kougeki Eagle holding attack
Taka ni oriru Falling off an eagle
RASETSUMARU -----------------------------------------------------------
Senpuu Retsu Zan: Setsu Whirlwind Rip Slash: Temple
Senpuu Ha Whirlwind Wave
Nagi Yaiba Calm Blade
Gouha Strength Break
Shitatari Death Curse
Tenha Dankuu Retsu Zan Heaven Supreme Sky Sever Rip Slash
Zoubu Eguri Gouging Out Entrails
RERA ------------------------------------------------------------------
Ookami ni noru Ride a wolf
Ookami nori kougeki Wolf-riding attack
Ookami ni oriru Falling off a wolf
Bunshin Kougeki Separation Attack
RIMURURU --------------------------------------------------------------
Nidan Jump Two-Part Jump
Atama / Ashi Heat / Foot
SHIZUMARU -------------------------------------------------------------
Hitou-ryuu Scarlet Sword Style
Kirisame Jin Drizzle Blade
Hisame Gaeshi Hail Return
Samidare Giri Early Summer Rain Slash
Baiu Ensatsu Jin Rainy Season Circle Slash Formation
Shigure Shower In Late Autumn
Kosame "a light rain"
Raiu Thunder Storm
Zengo Idou Forward / Backward Movement
Chakuchi Alight (to ground)
Ichidan / Nidan Level 1 / Level 2
Sandan / Yondan Level 3 / Level 4
Kyouraku Zan Insane Drop Slash
Amanagare Kyouraku Zan Pouring Rain Insane Drop Slash
Shin Amanagare Kyouraku Zan True Pouring Rain Insane Drop Slash
Amanagare Ressatsu Jin Pouring Rain Violent Slash Formation
Kinjite Forbidden Hand
Bouu Kyoufuu Zan Exploding Rain Raging Wind Slash
Oni no Kioku: Mugen Hou
Recollection of the Demon: Infinite Cannon
SOGETSU ---------------------------------------------------------------
Fuzuki Floating Moon
Fuzuki Sousui Floating Moon - Water Manipulation
Gekkou Moonlight
Tsuki-gakure Hiding Moon
Shouha: Fuugetsu Zan Erasing Wave: Nature's Beauty Slash
Kotsuki: Suikyou no Jin
Moon Over The Lake: Water Mirror's Formation
SUIJA -----------------------------------------------------------------
Shougetsu Flying Moon
Engetsu Crescent Moon
Kuuchuu Idou Mid-air Movement
Getsurin Ha Moon Wave
Shizuki Death Moon
Tenshou: Suichuu Ha Ascension: Water Pillar Wave
Byoudou-katsu Shinseinaru Sabaki
Impartial and Divine Judgment
TOKISADA SHIRO AMAKUSA ------------------------------------------------
Shiryou Ha Ghost Blade
Tenshou Fuu'ou Jin Light Goddess Phoenix Capture Formation
Oumagatoki Demonic Meeting Time
Mae / Ushiro Forward / Backward
Kairetsu Shou Violent Command Palm
Nanji, anten nyuumetsu seyo "You, as the lights lower, die!"
Ankoku Otoshi Dark Descent
Chuushi Attack / Interrupt
Kyoumei Jussatsu Jin Dark Disaster Ten Deadly Formations
Nanji, sange seyo. "You, repent."
Ware, metsuzai sen. "I, undo my crimes." (?)
- "metsuzai" means, "to erase the karmic seeds of one's crimes." I'm
sure someone can do a better translation of Amakusa's Zetsumei Ougi
than I can ;)
UKYO ------------------------------------------------------------------
Hiken Sasameyuki Concealed Sword: Small Snowflakes
Hiken Sasameyuki (Fake) Unconcealed Sword: Small Snowflakes
Hiken Tsubame Gaeshi Concealed Sword: Swallow Return
Zanzou Fumikomi Giri Afterimage Dashing Slash
Tsubame Rokuren Six Continuous Swallows
Musou Zankou-ka Dream Afterglow Mist
YOSHITORA -------------------------------------------------------------
Ichi no Tachi: Nadeshiko 1st Long Sword: Pink (Flower)
Ni no Tachi: Shirayuri 2nd Long Sword: White Lily
San no Tachi: Botan 3rd Long Sword: Tree Peony
Yon no Tachi: Tsubaki 4th Long Sword: Camellia
Go no Tachi: Asagao 5th Long Sword: Morning Glory
Roku no Tachi: Yuugao 6th Long Sword: Moonflower
Yuchouka Floating Butterfly Flower
Aoi Hollyhock
Hyakka-ryouran Profusion of Flowers
- "hyakkaryouran" is also defined as, "many flowers blooming in
profusion" or "a gathering of many beautiful women" or "simultaneous
emergence of many talents and achievements," all of which probably
apply to Yoshitora :)
ZANKURO ---------------------------------------------------------------
Mugen-ryuu Infinite Style
Shippuu Zan Gale Slash
Muhou Ken Technique-less Fist
Tenhou Zan Sky Collapse Slash
Fudou Motionless
Tenchuu Divine Punishment
Mugen Hou Infinity Cannon
Gokui, Musou Ken Essential Point, Unparalleled Sword
Thanks for reading.
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SSZS / SS5S FAQ v0.1b Copyright 2004 Chris MacDonald
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