643 lines
32 KiB
Plaintext
643 lines
32 KiB
Plaintext
THE
|
|
|
|
K K Y Y OOO SSSS H H IIIII RRRRR OOO
|
|
K K Y Y O O S H H I R R O O
|
|
KKK Y O O SSSS HHHHH I RRRRR O O
|
|
K K Y O O S H H I R R O O
|
|
K K Y OOO SSSS H H IIIII R R OOO
|
|
|
|
PLAYER'S GUIDE/FAQ (v.3.3)
|
|
a labor of love by Damone
|
|
|
|
Dedicated to all the players of the bad-ass kabuki master himself:
|
|
KYOSHIRO SENRYO. This is designed to be a complete introduction for
|
|
beginners and advanced players alike for the appreciation and use of
|
|
Kyoshiro.
|
|
|
|
Any replies, cool ascii pictures of Kyoshiro I can use, etc etc, to me,
|
|
Damone (damone@ios.com).
|
|
|
|
This Strategy Guide/Faq is available via annon ftp at FTP.NETCOM.COM in
|
|
/pub/vi/vidgames/faqs.
|
|
|
|
----------------------------------------------------------------------------
|
|
CONTENTS:
|
|
VERSION HISTORY
|
|
ACKNOWLEDGEMENTS
|
|
DISTRIBUTION, ADDITIONS, CORRECTIONS, REQUESTS
|
|
WANTED!!!!
|
|
WHY SHOULD OR SHOULDN'T I PLAY KYOSHIRO
|
|
KYOSHIRO INFORMATION
|
|
ENDMATCH MESSAGES
|
|
MISC. INFO
|
|
GENERAL STRATEGY
|
|
NON-ATTACK MOVEMENTS
|
|
NORMAL ATTACK MOVEMENTS
|
|
KYOSHIRO'S TAUNTS
|
|
THE SPECIAL MOVES AND WHAT TO DO WITH THEM
|
|
COMBOS
|
|
FIGHTING THE SPECIAL CHARACTERS
|
|
WHAT HAPPENS WHEN KYOSHIRO WINS
|
|
CONCLUSION
|
|
|
|
----------------------------------------------------------------------------
|
|
VERSION HISTORY:
|
|
|
|
1.0: First draft. That's it. No neat artwork, info on fighting
|
|
the judge, or individual player strategies.
|
|
1.5: Minor changes and format adjustments.
|
|
2.0: New sections added (WANTED!!!!, COMBOS) and other minor adjustments.
|
|
2.5: Added nifty little title graphic, minor adjustments, and
|
|
format re-arrangement.
|
|
3.0: Additional input from other people added, more combos,
|
|
expanded special moves section, new sections (NON-ATTACK MOVEMENTS,
|
|
NORMAL ATTACK MOVEMENTS, ENDMATCH MESSAGES, MISC. INFO), added historical
|
|
info, new Kuroko info, and minor format changes and corrections.
|
|
3.3: Additional corrections made, reformating of sections, ftp availability.
|
|
|
|
----------------------------------------------------------------------------
|
|
ACKNOWLEDGEMENTS:
|
|
|
|
Most importantly to:
|
|
Shawn Holmes <shawnh@qb.island.net>, author of the SS2 Tapfaq (v. 3.0)
|
|
Scott Fujimoto <ewann@sfu.ca>, curator of the SS Faq (v. 12.0)
|
|
I borrowed move lists and and other items from the faqs. I have
|
|
not properly acknowledged all the contributors to these faqs. Please
|
|
check them out to give respect to all who helped in their efforts. They
|
|
both can be retrieved via annon ftp at FTP.NETCOM.COM
|
|
/pub/vi/vidgames/faqs. Support these worthy efforts.
|
|
Shawn also gave me some feedback on this project and cleared up
|
|
some small errors.
|
|
|
|
Timothy Heydelaar <hydelaar@crash.cts.com>, co-author, Strategy/Combo Faq
|
|
(v.01)
|
|
Rich Joseph <rfj105@psu.edu>, co-author, Strategy/Combo Faq (v.01)
|
|
Got some combo information from it. They started a big
|
|
undertaking. Help them out.
|
|
|
|
Stephen Young <youngs3@rpi.edu>
|
|
Gave great input on combos, strategy, and special moves use.
|
|
|
|
Scott Fujimoto <sfujimoto@delphi.com>, author, Character History Faq (v.2.0)
|
|
Got some historical information on Kyoshiro from the Faq. It has
|
|
an EXTENSIVE list of sources on the characters. Check it out.
|
|
|
|
Kenneth Hsu <e3321942@mailbox.uq.oz.au>, author, Nakaru Strategy Guide v.1.0
|
|
Only other guy I know doing character-specific stuff for SS2, and
|
|
had quite a handful given Nak's downgrading from SS. His strategy guide
|
|
can be retrieved via annonymous FTP from FTP.NETCOM.COM /pub/vi/vidgames/faqs
|
|
|
|
Andy Eddy <vidgames@netcom.com>, curator, games directories at netcom
|
|
He allowed me to put my faq at his site.
|
|
|
|
And to every Kyoshiro enthusiast in the world, here ya go.
|
|
|
|
----------------------------------------------------------------------------
|
|
DISTRIBUTION, ADDITIONS, CORRECTIONS, REQUESTS:
|
|
|
|
This guide is free and public domain. It may be distributed freely and
|
|
archived in its current form. I only ask that if it is archived anywhere
|
|
that I be notified where, so I might update it at a later time if I so
|
|
choose. THE ENTIRETY OF THIS FAQ IS PROTECTED BY PUBLIC COPYRIGHT. IT MAY
|
|
NOT BE SOLD, IN WHOLE OR PART, IN ANY FORM.
|
|
|
|
If you have anything to contribute or correct, complain about, etc,
|
|
please e-mail me at damone@ios.com. I appreciate all input.
|
|
|
|
Please refrain for e-mail requests for this faq. It is now available via
|
|
annoymous ftp at FTP.NETCOM.COM in /pub/vi/vidgames/faqs. Please use
|
|
e-mail requests only if you do not have ftp access.
|
|
|
|
----------------------------------------------------------------------------
|
|
WANTED!!!!
|
|
|
|
-> Any ascii or ascii-ed gifs of Kyoshiro
|
|
-> Any endmatch messages I missed
|
|
-> Any info on fighting Kuroko with Kyoshiro (tactics, etc)
|
|
-> Any Kyoshiro combos you know
|
|
-> Any other Kyoshiro info, etc
|
|
|
|
Send any or all of this to me, Damone, at damone@ios.com.
|
|
|
|
----------------------------------------------------------------------------
|
|
WHY SHOULD OR SHOULDN'T I PLAY KYOSHIRO:
|
|
(Adapted From Tapfaq v.3.0)
|
|
|
|
3 Good Reasons to play as KYOSHIRO SENRYO
|
|
--> Lots of moves make for fun play
|
|
--> Good range for long weapon
|
|
--> His ego is bigger than most can count
|
|
PLUS:
|
|
--> Near complete air superiority
|
|
--> Can do many special moves WITHOUT weapons
|
|
--> *** HE'S THE ONLY ONE TO GET THE GIRL ***
|
|
|
|
3 Bad Things about KYOSHIRO SENRYO (and why they are wrong)
|
|
--> Weak attacks in air, usually loses to a well-timed counter
|
|
- Um, no. This is a lie.
|
|
--> Only character that got ONE new move
|
|
- He was perfect when created ;p
|
|
--> Won't give autographs
|
|
- He will if he likes you.
|
|
|
|
----------------------------------------------------------------------------
|
|
KYOSHIRO INFORMATION:
|
|
|
|
HISTORICAL INFO ON KYOSHIRO:
|
|
(Adapted From Character History Faq v.2.0)
|
|
|
|
SENRYO KYOSHIRO--Getting info on this guy was a real pain, mainly
|
|
because almost all English books on Japan focus on economics, politics,
|
|
and so forth and very little on popular culture. No wonder academics
|
|
are considered out of touch...
|
|
Kyoshiro is based on a fictional character named
|
|
Nemuri Kyoshiro. "Sleepy-Eyed Kyoshiro, Notes on Villany," by
|
|
Renzaburo Shibata was a novel serialized in a post-war magazine and
|
|
later made into a TV series. Kyoshiro was a skilled swordsman, but was
|
|
also an eccentric outcast and a womanizer. I found nothing that said he
|
|
was an actor but the information I have on him is limited...
|
|
Note that Kyoshiro is in the Kabuki costume of a lion, which is why
|
|
he has such long red hair. Also note that fans are an essential part of
|
|
Kabuki theater, and used in dances and such.
|
|
|
|
INFO ON KYOSHIRO FROM THE ORIGINAL SS:
|
|
(From SSfaq v.12.0: Probably Taken There From The Home Version Manual)
|
|
|
|
Name: Kyoshiro Senryo
|
|
Title: The Kabuki Master
|
|
Origin: Tokyo, Japan
|
|
Alma Mater: Kabuki Kollege of Dramatics and Stage Chewing, Edo Campus
|
|
Weapon: Shishi Ha [Lion's Blade] (naginata)
|
|
Misc. Info: In Japanese literature, Kyoshiro was an actor and a
|
|
swordsman, though in the game, Kyoshiro uses a naginata,
|
|
not a sword. Also, his father is Nao Itsu Oba.
|
|
|
|
INFO ON KYOSHIRO FOR SS2:
|
|
(Taken From The Tapfaq v.3.0: Taken From The Home Version Manual)
|
|
|
|
The Kabuki Master
|
|
KYOSHIRO SENRYO
|
|
|
|
"I will have your spirit," said the crazed Kabuki student before
|
|
Kyoshiro
|
|
resorted to the unspeakable and poked out his eye. A promising student,
|
|
Kyoshiro searches for the demon who possessed the lad. This master of
|
|
Kabuki movements is a formidable adversary and lies in wait for demons who
|
|
seek to destroy the clan of Kabuki. "If you can take my soul, try it. But
|
|
remember, I'm not getting small. It is the theatre that is!"
|
|
|
|
----------------------------------------------------------------------------
|
|
ENDMATCH MESSAGES:
|
|
(From Tapfaq v.3.0: More Exist)
|
|
|
|
"My Kabuki spirits'll beat the evil king!"
|
|
"What a deplorable 'Kabuki'! Commit 'Harakiri'!"
|
|
"Go through the real beauty of 'Kabuki' by your death!"
|
|
"You can't behave like me, even if you imitate my costume!"
|
|
"Fight like dance, and win. That's the soul of Kabuki!"
|
|
|
|
----------------------------------------------------------------------------
|
|
MISC. INFO:
|
|
|
|
--> If anyone successfully performs their POW super move, the audience in
|
|
his background claps.
|
|
--> When choosing to play Kyoshiro, A selects the Red Kyoshiro, and D
|
|
selects the Blue (and inferior-looking) Kyoshiro.
|
|
|
|
----------------------------------------------------------------------------
|
|
GENERAL STRATEGY:
|
|
|
|
Here are some of the most basic points about how to use Kyoshiro as an
|
|
effective player:
|
|
|
|
1) AIR ATTACKS: The air is where Kyoshiro is at his best. He has superior
|
|
range in the air, the AB jump, and the Dance of the Demon (see SPECIAL
|
|
MOVES) are devastating attacks. Remember, damage is still doubled in the
|
|
air, and Kyoshiro can beat nearly everyone in the air without exception.
|
|
9 fights out of 10 can be won by waiting for the opponent to jump in on
|
|
you and then tagging them, especially against the computer. Its that
|
|
simple. Whether you are jumping back with them or jumping into them from
|
|
the other side, Kyoshiro runs the show in the air.
|
|
The thing I will talk about is the 'K' point. This is the place,
|
|
a little more than a body length away from your opponent, that you can
|
|
stand and be at the exact extent of Kyoshiro's range, and thus be out of
|
|
the range of most everyone else. If you stay there, you will run the game
|
|
no matter what. When you are there and you opponent jumps towards you,
|
|
jump back and AB him. You will hit, he will not. Its a beautiful thing.
|
|
If you are not at that point, and/or you are both jumping toward
|
|
each other, some people can beat you. When jumping INTO an opponent, it
|
|
is better to use the Dance of the Demon, which will hit more. If not,
|
|
Gen-an's mid-air uppercut, Caffine's pole slash and hat move, Jubei's low
|
|
jumping slash, and many of Ukyo's moves will catch your AB in the air if
|
|
you are not placed perfectly. As opposed to waiting to do the AB attack
|
|
after they are starting theirs, you want to do an A as soon as possible,
|
|
and you can still beat them in the air, but only if you attack first.
|
|
Ukyo is a particular problem with his Firebirds, but you can adjust to it
|
|
with experience. See SPECIAL ATTACKs section about how to sucker someone
|
|
in the air.
|
|
|
|
2) GROUND ATTACKS: Kyoshiro isn't shabby at all on the ground either. He
|
|
has superior air defence with his back-AB and kabuki flame. In close, his
|
|
As and Cs have very high priority, and can quickly back off anyone too
|
|
close. You generally want to keep your distance from opponents because
|
|
you have reach, so use it. If they do come in too close, you can use your
|
|
pole throw to get them away (see SPECIAL MOVES section). If you stay at
|
|
the 'K' point, you can nail most people on the ground who are preparing
|
|
special moves, including Hanzo and Galford. While most of the time you
|
|
want to be in the air countering special attacks, it is possible to do
|
|
this as well on the ground. The only person who can beat his reach is
|
|
Ukyo. Strategies to go after him are useful in all cases. If they throw a
|
|
special at you, duck it, roll forward in, and start wailing away with the
|
|
A or C, and set them up for an AB stunner.
|
|
Kyoshiro's duck and dash tactics are similar to everyone else's,
|
|
except that he has less distance to go because of his reach. Remember to
|
|
use it to your advantage. Dash or roll in only to the point where you can
|
|
hit them and they can't hit you. Dashing in and using a variety of
|
|
Kyoshiro's special attacks is a great tactic. If you dash in and use the
|
|
same special (Flying Lion's Tail, Dance of Fire) at the same intensity
|
|
(CD or AB), your opponent will eventually catch on and nail you. Dash in
|
|
a couple of times using a C Lion's Tail, to the point where the opponent
|
|
is ready to counter your dashes by blocking and jumping you. Next time
|
|
in, do an AB Dance of Fire and fry him as he jumps (See SPECIAL MOVES
|
|
section for more). Or dash in and throw them away on the pole. Use your
|
|
judgement. The point is to mix it up. Kyoshiro's got the depth to do
|
|
this. You should stay airborne, but you can pull off a ground offensive
|
|
if you need to change the pace against humans.
|
|
|
|
3) UNARMED FIGHTING: Kyoshiro is one of the best unarmed fighters in the
|
|
game because he can still use many of his powers without his weapon,
|
|
unlike characters like Ukyo and Charlotte who are useless without their
|
|
weapons. You can go either one of two ways. You can stall by throwing
|
|
fans and kabuki flames to keep opponents away until the weapon returns,
|
|
or you can go on the offensive. Unarmed, you get priorities on most
|
|
attacks, so you can get away with some pretty nasty Bs and ABs. In close,
|
|
kicking is the best. The low CD combo is especially good if you are
|
|
trying to drive someone back, and C them to death in a corner, or follow
|
|
up with a kabuki flame. Remember that you can only use C, D, and CD
|
|
throws when you are unarmed. Catching the opponents weapon can do some
|
|
devastating damage, too, but is a trick to get right. Well worth the
|
|
practice though.
|
|
|
|
----------------------------------------------------------------------------
|
|
NON-ATTACK MOVEMENTS:
|
|
|
|
Dash forward -> Joystick forward twice
|
|
Dash back -> Joystick back twice
|
|
Fake back -> Joystick back once, forward once
|
|
Roll forward -> Joystick down diagonal front twice
|
|
Roll back -> Joystick down diagonal back twice
|
|
Duck -> Down twice (dodges specials)
|
|
Hop forward -> Forward BC
|
|
Hop back -> Backward BC
|
|
Catch opponent's weapon (unarmed) -> Forward half-circle
|
|
|
|
----------------------------------------------------------------------------
|
|
NORMAL ATTACK MOVEMENTS:
|
|
|
|
Here is the list of moves that Kyoshiro performs with each button combo:
|
|
(Adapted From SSfaq v.12.0: Not Complete)
|
|
|
|
-SLASHES- -KICKS-
|
|
-STANDING FAR- -STANDING FAR-
|
|
A - Twirl Pole C - Weak Pole Kick
|
|
B - Thrust D - High Pole Kick
|
|
AB - Arc Slash CD - Twirling Pole Kick
|
|
-STANDING CLOSE- -STANDING CLOSE-
|
|
A - Spin With Pole C - Front Kick (weak)
|
|
B - Forward Slash D - Front Kick (medium)
|
|
AB - Upward Slash (2 hits) CD - Roundhouse
|
|
-CROUCHING FAR- -CROUCHING FAR-
|
|
A - Weak Low Thrust C - Low Kick (weak)
|
|
B - Medium Low Thrust D - Low Kick (medium)
|
|
AB - Strong Low Thrust CD - Leg Sweep
|
|
-CROUCHING CLOSE- -CROUCHING CLOSE-
|
|
A - Fan Smack (weak) C - Weak Low Kick
|
|
B - Fan Smack (medium) D - Medium Low Kick
|
|
AB - Fan Smack (strong)? CD - Leg Sweep
|
|
-JUMPING UP- -JUMPING UP-
|
|
A - Weak Downward Thrust C - Front Kick
|
|
B - Medium Thrust D - Side Kick
|
|
AB - Upward Slash (2 Hits) CD - Pole Back Kick
|
|
-JUMPING AT ANLGE- -JUMPING AT ANGLE-
|
|
A - Weak Downward Thrust C - Front Kick
|
|
B - Medium Downward Thrust D - Side Kick
|
|
AB - Strong Downward Thrust CD - Pole Back Kick
|
|
|
|
----------------------------------------------------------------------------
|
|
KYOSHIRO'S TAUNTS:
|
|
|
|
AC - Kyoshiro makes move like going for flaming fan and pulls out a
|
|
regular fan, which he unfurls.
|
|
BD - Kyoshiro stands up and takes out a long pipe, lights up, and smokes it.
|
|
|
|
No change with or without weapon.
|
|
|
|
----------------------------------------------------------------------------
|
|
THE SPECIAL ATTACKS AND WHAT TO DO WITH THEM:
|
|
(All Special Attack Patterns Taken From The Tapfaq v.3.0)
|
|
(! Denotes weapon needed for move)
|
|
(* Denotes does damage against blocking character)
|
|
|
|
----------------------------------------------------------------------------
|
|
Flying Lion's Tail | Drives weapon into ground to use as
|
|
(Chobi Jishi) | leverage, and twirls, emitting blasts of
|
|
| / O- + Kick | fire to hit for fire damage.
|
|
O O *! |
|
|
----------------------------------------------------------------------------
|
|
|
|
This on has several useful applications, and is a very good move.
|
|
In the first step of the move, it brings Kyoshiro back out of reach of
|
|
enemy attack, then drives the opponent back and out of range with the
|
|
attack itself. In addition to all that, it does blocking damage. Be
|
|
careful using it on an opponent too close to the corner, however (See
|
|
last section on this move).
|
|
Remember that you can use it as a C, D, or CD attack, getting
|
|
progressively slower and higher in damage. If someone is jumping in on
|
|
you, you can catch him with a C one before he hits the ground or gets an
|
|
attack in. You need EXTREMELY good timing for this to work, however.
|
|
If someone is dazed, go at him with a CD. If he is preparing a
|
|
complex super move, jump in with a D or CD. Dashing in with a C one is
|
|
good, and can drive your opponent back into the corner as well. Mix up
|
|
the special moves you use with the in-dash for added effectiveness.
|
|
WEAKNESSES: If you have someone in the corner, or are using a CD
|
|
attack, be very cautious with this move. It is very counterable if you do
|
|
no not knock them back far enough. This move is also VERY susceptible to
|
|
long range low attack counters (Nak's ground slide, etc etc), which
|
|
cannot be blocked in time if you do not hit with this move, so use
|
|
caution. This move CAN be jumped over and is susceptible to attacks from
|
|
above, so be aware and don't use a CD when a C is appropriate.
|
|
|
|
----------------------------------------------------------------------------
|
|
Swirling Dance of the Demon | Twirls into the air, holding weapon along
|
|
(Kaiten Kyokubu) | shoulders to attack for weapon damage.
|
|
-O | \ + Slash |
|
|
O O *! |
|
|
----------------------------------------------------------------------------
|
|
|
|
This one is (guess what?) primarily an air attack. You get
|
|
multiple hits with it as well (see COMBOS), so it is a potentially
|
|
powerful move. If you know you have someone caught jumping, pulling this
|
|
one results in mega-damage. Better for jumping INTO someone, as opposed
|
|
to away.
|
|
Another use is fighting your way out of corner safely. If you use
|
|
an A one while you are trapped in a corner, one of several things will
|
|
happen: a) You will clear you opponent and be out of the corner b) You
|
|
will hit you opponent with the move, while driving him back. c) He will
|
|
block, taking blocking damage as he is driven back. Get the picture?
|
|
WEAKNESSES: Apparently this move can be countered by some kicks.
|
|
It is also possible that he can be slashed out of this move by an
|
|
opponent in the air.
|
|
|
|
----------------------------------------------------------------------------
|
|
Dance of Fire | Exhales a huge, spiraling flame into the
|
|
(Kaenkyokubu) | air to strike for fire damage.
|
|
| \ -O + Slash |
|
|
O O * |
|
|
----------------------------------------------------------------------------
|
|
|
|
This one is also a multi-task power. You can use it to catch
|
|
someone jumping in or to consume an enemy's projectile. A quick A one can
|
|
counter some relatively fast air attacks.
|
|
If you've knocked someone down, run up to him and do a B or AB.
|
|
He will either block it and take blocking damage, or swallow full damage.
|
|
Ditto someone stuck in a corner.
|
|
WEAKNESSES: This does NOT counter ninja's portals. The A and B
|
|
Dance of Fire does NOT protect against certain low attacks, like Nak's
|
|
ground slide.
|
|
|
|
----------------------------------------------------------------------------
|
|
Blood Mist Slice (jumping) | Performs the Kabuki Crunch Dance in the
|
|
(Chi kemuri kuruwa) | middle of a jump.
|
|
while jumping, | + AB |
|
|
O * ! |
|
|
----------------------------------------------------------------------------
|
|
|
|
This is a great bluff out power. Eventually, whoever your
|
|
opponent is will assume that you jumping means an AB attack. Wait for
|
|
them to start an air defense for it and then spin away. It is also useful
|
|
as the first move in a combo (See COMBOS).
|
|
Another use that has proven effective is jumping straight up when
|
|
in close and performing the Blood Mist Slice on the way down. Most
|
|
anti-air attacks will be overcome by the range of the Blood Mist Slice,
|
|
and it will, at the least, drive your opponent back for blocking damage.
|
|
This CAN knock Cham Cham out of the Face Scratcher if done right.
|
|
WEAKNESSES: There are several ways this can be countered by your
|
|
opponent. If it is blocked, you will be lagged for a second. Quick, low
|
|
attacks can also catch you when you land. Also characters with superior
|
|
reach (Kyoshiro, Ukyo, etc) can catch you with an anti-air attack.
|
|
Long-reach kicks may also be able to knock you out of it.
|
|
|
|
----------------------------------------------------------------------------
|
|
Kabuki Swirl | Throws a flaming kabuki fan at opponent to
|
|
(Fuuretsusen) | hit for fire damage.
|
|
| / O- + Slash |
|
|
O O |
|
|
----------------------------------------------------------------------------
|
|
|
|
The most basic projectile attack. You can use it to negate an
|
|
enemy projectile or harass, but these are the most strategically basic
|
|
uses for the fan.
|
|
Throw one at an opponent to sucker him into jumping and follow
|
|
the fan in with a jumping AB. Enemy keeping doing jumping in place
|
|
attacks? Catch him on the way down with a fan. Dozens of fun uses.
|
|
Remember, use A when want speed, AB when you want power.
|
|
WEAKNESSES: There is a significant lag when you go into your
|
|
shirt for the fan, so don't use it when you are too close unless you have
|
|
REALLY good timing.
|
|
|
|
----------------------------------------------------------------------------
|
|
Spear Throw | Grabs opponent and tosses with spear for
|
|
when close, -O + B or AB ! | damage.
|
|
----------------------------------------------------------------------------
|
|
Hair Toss | Grabs opponent with hair and tosses for
|
|
when close, -O + D | damage.
|
|
----------------------------------------------------------------------------
|
|
Hair Strangle | Grabs opponent, and wraps hair around
|
|
when close, -O + CD | neck, strangling for multiple hits of
|
|
| damage.
|
|
|
|
|
----------------------------------------------------------------------------
|
|
|
|
The only strategical differences with these throws is that the
|
|
spear throw gets the opponent farther away from you after completion. In
|
|
trouble and need to get the guy way? Use the spear throw. Got him on the
|
|
ropes and want him in close to finish him off (or got no weapon)? Use one
|
|
of the C and D throws.
|
|
|
|
----------------------------------------------------------------------------
|
|
Super Deformed Transformation
|
|
|
|
-O O- / | \ -O O- + D
|
|
O O O
|
|
----------------------------------------------------------------------------
|
|
|
|
Everyone knows about these darlings. The only thing it does is
|
|
make you look cute and makes you immune from throws. You can get surprise
|
|
on your side by coming out of it with a special move. If you are way on
|
|
the other side of the screen from your opponent, you could SDT and catch
|
|
him with a fan on the way in, but it is so difficult to pull off, it is
|
|
strategically a bad idea unless you REALLY want to embarrass a neoephite.
|
|
|
|
----------------------------------------------------------------------------
|
|
POWER SPECIAL: Aragotoshi Kyoshiro "Chiniku-no mai"
|
|
(Flesh Flail Dance of Kyoshiro) | Spins across floor, creating large flames
|
|
-O O- / | \ -O + C | that burrow into opponent, hitting for
|
|
O O O * ! | fire and breaking damage.
|
|
----------------------------------------------------------------------------
|
|
|
|
The best time to zap someone with this is, ideally, when they are
|
|
stunned, but there are other ways. One is getting them right after you
|
|
have knocked them down, or if they are jumping in. An enemy without a
|
|
weapon against Kyoshiro's reach is dead meat quickly. Remember you can
|
|
move while you do this. If someone jumps at you, swirl back or forward
|
|
and catch them on the way down.
|
|
This can also be used a temporary defense if you are at full POW.
|
|
When you begin the move (forward-back with no buttons pressed and full
|
|
POW) you are invulnerable for a second or two to all attacks. I have
|
|
gotten skilled at this enough to be able to pull off the second of
|
|
invulnerability fairly regularly and use it as a defense, especially
|
|
close in.
|
|
WEAKNESSES: Be careful of players who block this or players with
|
|
long reach if you do not start the move right next to them. You will get
|
|
countered in the first case and attacked coming in on the second case.
|
|
That second of invulnerability can also come back to haunt you.
|
|
When doing moves and attacks that require a back movement while on full
|
|
POW, the computer always likes to make you start the Flesh Flail anyway,
|
|
so be careful. You are lagged for a second or two after your
|
|
invulnerability and you can get tagged badly if you did not expect/plan
|
|
to do it.
|
|
|
|
----------------------------------------------------------------------------
|
|
COMBOS:
|
|
(Some Taken From Strategy/Combo Faq v.01)
|
|
(NOTE: These are just combos that have worked in the past, or have been
|
|
confirmed. This is currently not an exhaustive list by far.)
|
|
-> Jump forward C or D kick, standing close B slash into C Lion's Tail
|
|
-> Standing A, Low CD, into C Lion's Tail
|
|
-> Blood Mist Slice, Standing AB, AB Kabuki Flame, Standing A
|
|
-> Blood Mist Slice, Standing A, C Lion's Tail
|
|
-> Straight up jumping AB followed by a back-AB when you land (Swear to God)
|
|
-> Blood Mist Slice, Dance of the Demon, and a close, crouching AB can
|
|
hit multiple times.
|
|
|
|
----------------------------------------------------------------------------
|
|
FIGHTING THE SPECIAL CHARACTERS:
|
|
|
|
Kuroko (The Judge):
|
|
I finally fought him for the first time recently. For all the
|
|
watchers who are trying to figure out when he shows up, he originally
|
|
challenged a Jubei player who thrashed me with a special moves bazar. Use
|
|
of special moves have anything to do with it? Couldn't tell you.
|
|
As far as strategy, this guy is pretty impossible. I know that I
|
|
will not have enough opportunities to fight him in the arcade as I did
|
|
with Mizuki (you can't continue a game after you lose to Kuroko), but I
|
|
can offer some hints on staying alive with Kyoshiro against him:
|
|
|
|
- Use A and C attacks. Anything that has any lag time longer than
|
|
an A or C attack is countered very quickly. I actually got quite a rally
|
|
going by just countering him coming in with As and Cs, but he still got
|
|
to me. The point here is keep your attacks quick.
|
|
|
|
- Keep a defensive posture at all times. Kuroko whips out special
|
|
moves faster than Mizuki. Always stay low and stay blocking. Use
|
|
'back-slash' or 'back-kick' attacks so you can stay blocking. It lessens
|
|
the damage he can sneak in on you.
|
|
|
|
- Dodge and counter. Get really good at ducking and rolling and
|
|
you can dodge his attacks and follow up with an A or C barrage, and roll
|
|
back out. It was the only semi-successful tactic I found.
|
|
|
|
This is by no means authoritative. It is just the listing of
|
|
tactics that were most successful in my brief encounter. I appreciate all
|
|
other input on fighting him with Kyoshiro.
|
|
|
|
Mizuki Rashoushin (End Boss):
|
|
It is my firm conviction that Mizuki Rashoushin is 'Bullshit
|
|
Damage' in Japanese. She is the queen of the bullshit moves that do mega
|
|
damage. She can hit with multiple attacks at the same time. At one time
|
|
once, I was hit with the Mass Confusion, Swine Curse, and her special
|
|
(Hell Storm) all at once. Needless to say, I was dead. I can offer some
|
|
general tips on how to stay alive long enough to kill her. I've finished
|
|
the game on one credit, so this strategy does work.
|
|
|
|
- Stay in the air. 6 times out of 10, its the best place to be.
|
|
She seems to be partially susceptible to air attacks, keeping off the
|
|
ground saves you from getting dragged into her Portal to Hell, and it is
|
|
a good place to be against most of her projectile powers. You can also
|
|
catch her most of the time when she is doing her teleport. Be careful, as
|
|
you cannot jump over her Mass Confusion, but you CAN get in a hit while
|
|
also getting hit by it, and sometimes that it a good trade, if you can
|
|
get used to reverse joystick movements (like me). You want to do as much
|
|
damage as possible with each hit, so in the air is the place to be.
|
|
|
|
- Stay away from her. In close, she will kick your ass hard and
|
|
fast. Use As and Cs to knock her back fast. Keeping back also lets you
|
|
see what she is doing and react to her, which is the only way to survive.
|
|
You are fodder in close. Don't be there. If you can get to the 'K' spot,
|
|
you can get in with an AB or B while she is preparing special moves.
|
|
|
|
- Use her special moves against her. After a while, you will
|
|
learn what each one looks like. Outside of nabbing her while she is
|
|
preparing them, your key to success is to know what each attack will do
|
|
and hit her while she is vulnerable. If she uses any of the demon dog
|
|
attacks, jump over it and nail her with a jumping AB. If she throws a
|
|
Mass Confusion at you, block it and follow up with a B or jump into it
|
|
with a jumping AB which will do more damage to her than you. If she
|
|
throws a Portal to Hell at you, jump it with an AB. Ditto her Teleport.
|
|
|
|
- Be very careful when her POW meter is full. He POW special
|
|
(Hell Storm) can get you going BOTH ways, so watch it. She tends to start
|
|
rapid fire specials when she is at full POW, and if you get hit by one of
|
|
them, go back to the well for another 50 cents.
|
|
|
|
----------------------------------------------------------------------------
|
|
WHAT HAPPENS WHEN KYOSHIRO WINS:
|
|
WHAT HAPPENED WHEN HE WON IN SS:
|
|
(From SSfaq v.12.0)
|
|
|
|
Ending scene description:
|
|
Kyoshiro says, "Having been trounced, I think you now realize the
|
|
sublimity of Kabuki." He looks at the background. "Hey, what a great
|
|
place. Why, of course..." Cut to a big curtain on the screen. "Lords,
|
|
Ladies, come hither." It opens up, revealing the musicians from Tokyo
|
|
sitting around Amakusa's area and a big audience at the bottom of the
|
|
screen. Kyoshiro comes out and starts dancing and whipping his hair
|
|
around. The audience cheers and throw flowers.
|
|
|
|
|
|
|
|
WHAT YOU GET IF YOU FINISH THE NEW GAME WITH KYOSHIRO:
|
|
(Ending Info Taken From Tapfaq v.3.0)
|
|
|
|
Kyoshiro is standing on the cliff, overlooking the forest. He says,
|
|
"I've had enough of dancing solo. I'll dance in pairs next." He then sees
|
|
something and leaps off the cliff into the forest.
|
|
Scene changes to forest. Mizuki is lying unconscious on the ground.
|
|
Kyoshiro takes a puff of his pipe, and tosses "dust" onto Mizuki, which
|
|
awakens her. She stands and says, "I can move on my own will. I'm free
|
|
now." Kyoshiro says, "You tried to control him but he did control you."
|
|
Mizuki says, "I thought I was the strongest, but my pride gave him the
|
|
chance to control me." Kyoshiro points to the sky, and Mizuki looks. In a
|
|
flash, the scene changes to Kyoshiro's background. He says, "Well, I'll
|
|
tell you the best job to train your mind. It's the job to dance a Kabuki
|
|
with me, and popularize it among the people." A heart flutters up from
|
|
Mizuki, and she smiles and nods. Then, while she plays a flute, Kyoshiro
|
|
goes on a wild Kabuki dance for everyone.
|
|
(NO CHANGE IF DONE ON ONE CREDIT)
|
|
|
|
----------------------------------------------------------------------------
|
|
CONCLUSION:
|
|
|
|
Well, that's it. If you have any additional ideas, corrections,
|
|
archive requests, etc etc, mail me at damone@ios.com.
|
|
|
|
Kabuki is the way.
|
|
|
|
Damone
|
|
(damone@ios.com)
|
|
|
|
Selling faqs is the problem. Free distrobution is the answer.
|
|
|
|
----------------------------------------------------------------------------
|
|
|