2512 lines
128 KiB
Plaintext
2512 lines
128 KiB
Plaintext
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Samurai Shodown 2 - Nakoruru Strategy Guide
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Version 4.5
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1 Part Complete Version
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____________________________________________
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| ,###########8888888888888888#####|
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| d888b############8888888888888888###|
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| d8888888888b###########888888888888888|
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| d8888888888888888b#########8888888888888|
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| d88P d888PY88888888PY88b#####888888888888|
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| 88P 88888 888888888 88888b####88888888888|
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| 8P 8888' 888888888 88888b###Y8888888888|
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| Y8 8888 88888888b 88888b###8888888888|
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| ` Y88P Y888888 Y8P d8888888888888|
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| \ d888ba, d888 d88888888|
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| , db \ d8888P d888888888|
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| | YO ) d88888P d8888888888|
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| ___ ,' `~~~ d88888P d888888888888|
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| \ d888888P d88888888888888|
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| ) d88888P d888888888888888P|
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| `-- d88888P d888888888888888P d|
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| ' d88888P d88888888888888P ,d8|
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| | d8888P d88888888888888P d888|
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| d8888P d88888888888888P d8888|
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| d8888P----~~~d8888888888888P d88888|
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| d888P d8888888888888P d888888|
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| d888P 8888888888888P 8888888|
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`--------------------------------------------'
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This picture is used with permission from Timothy Heydelaar
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<hydelaar@crash.cts.com>
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This guide (and any future updates of it) is also available via anonymous
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ftp at the following ftp sites:
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brawl.mindlink.net /pub/ss2/guides/nakoruru.guide.hsu
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ftp.netcom.com /pub/vi/vidgames/faqs/ss2nak.txt
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kaiwan.kaiwan.com /user/dvillnva/neogeo_faqs/ss2nak.txt
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cencongopher.concordia.ca /pub/JustTheFAQs/VideoGames/FAQs/ss2nak.txt
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You can also check out the set of the Nakoruru sounds found in SS2 at
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brawl.mindlink.net /pub/ss2/audio/nakoruru/
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please send comments/suggestions/corrections to
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Kenneth Hsu <e3321942@mailbox.uq.oz.au>
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The information contained in this guide is STRICTLY PUBLIC DOMAIN - i.e.
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this guide is FREE and you should NOT pay anyone any money to get this
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guide at all, and no one should profit from selling this guide to anyone.
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============================================================================
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TABLE OF CONTENTS:
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[Part 1]
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Revision History
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Credits/Acknowledgements
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Nakoruru - the transition from SS1 to SS2
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1) Graphics
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2) Game Play
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Character Information
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Special Moves List And Their Uses
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Some Normal Moves And Their Uses
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Throws And Other Information
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[Part 2]
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General CPU Strategies
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1) CPU runs towards you
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2) CPU rolls towards you
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3) CPU just standing there and doing nothing
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4) CPU jumping in
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5) Misc. Strategies
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a) Anticipate your opponents' attack
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b) Luring your opponent to jump-in
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c) Use of Nakoruru's power special
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d) Jump-in attacks
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e) Dealing with opponents' projectiles
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f) Opponents' missed/blocked normal moves
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g) Opponents' missed/blocked special moves
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h) Countering opponents' special moves
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i) When CPU's POW metre is full
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j) When your opponent is dizzy
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k) Finishing off your opponent
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Nakoruru Against Human Opponents
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a) Staying close to your opponent (ticking)
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b) Running in
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c) Rolling
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d) Dealing with projectiles revisited
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e) Punish any close-range or missed B/AB attacks on you
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f) Know all your air counters
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g) Luring your opponents to make mistakes
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h) Opponents running in
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i) Know your opponents' attack ranges
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j) Other things to remember/try
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Combos
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Ending for Nakoruru
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[Part 3]
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Specific Character Strategies (in alphabetical order of character names,
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note under each character there is a section on CPU pattern/general,
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a section on normal move counters, and a section on special move
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counters.)
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Cham Cham Charlotte
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Earthquake Galford
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Gen-An Genjuro
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Haohmaru Hanzo
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[Part 4]
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Jubei Kuroko
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Kyoshiro Mizuki
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Nakoruru Nicotine
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Sieger Ukyo
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Wan-Fu
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My own ranking of CPU opponents from hardest to easiest to defeat using
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Nakoruru
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My own ranking of human opponents from hardest to easiest to defeat using
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Nakoruru
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============================================================================
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Revision History
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v0.1 Initial Release - very disorganised and missing many things....
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v0.2 Added title picture, special moves and rewrote many sections in the
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guide.
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v0.3 Restructured format for Specific Character Strategy section, minor
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revisions here and there.... First version uploaded to Andy Eddy's
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video games FAQ archive at ftp.netcom.com and Dave Kirsch's fighting
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game archive at ftp.krl.caltech.edu
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v1.0 Added ending for Nakoruru, credits/acknowledgement and minor
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revisions here and there... Also got most of the spelling mistakes
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out of the guide (hopefully!) Although there is still bits
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missing this is the first official version (hence v1.0)
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v2.0 Slight format revision (sectioned each character with borders in
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the specific character strategy part for easier viewing), updated
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some of the counters to other characters' special moves as they have
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been verified, a more comprehensive table of contents with
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sub-headings, and all special moves are now called by their proper
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names taken from the SS2 TAPFAQ or the SS2 Move List, added taunts
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and background info on Nakoruru from SS2TAPFAQ.
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v3.0 Ran the whole thing through the spell-checker again.... Minor
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updates on counters for Mizuki (swine curse, demon attacks, mass
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confusion) and Nicotine (Shikigamireifu-fire, spiral kick), Jubei
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(Suigetsutoh), and other little bits here and there. Finally got
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all the special moves names right I think and all special moves
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counters for each character are listed in alphabetical order of the
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names of the special moves..
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v4.0 Major format changes again for easier viewing (also got rid of quite
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a bit of repeated information. Added two new sections for each
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character in Specific Character Strategies (Normal Move Counters,
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Human Challengers Patterns and Strategy) and also general section on
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tactics against human opponents (Nakoruru Against Human Opponents).
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Again minor updates here and there for the strategies (most notably
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on how to beat CPU Kuroko), special moves counters and combos.
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v4.5 The guide is now splitted into four parts for easier viewing and
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also so that when I update something I don't need to post the entire
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guide again - only the relevant parts. Specific Character Strategy
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(CPU Patterns/General) for all characters are re-written into point
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form for easier viewing. Minor updates here and there.
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============================================================================
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Credits/Acknowledgements
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Damone <damone@ios.com> or <rusignm@iia.org> - For info relating to
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Kyoshiro and Sieger, and guide format.
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Robert DeLoura <deloura@pmel.noaa.gov> - For supplying the detailed
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Nakoruru ending
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Andy Eddy <vidgames@netcom.com> - For allowing this guide to be kept at
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his video games FAQ archive.
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Scott Fujitomo <SFUJITOMO@delphi.com> - For info relating to Annu Mutsube.
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Timothy Heydelaar <hydelaar@crash.cts.com> - For the wonderful title
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ASCII picture!
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Shawn Holmes <shawnh@qb.island.net> - For background information, ending,
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and special moves of Nakoruru and info on Mizuki/Kuroko, and also
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verifying counters in this guide on his SS2 at home.
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Dave "GeeSe Howard" <dvillnva@kaiwan.com> - For allowing this guide to be
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kept at his Neo Geo archive.
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Rich Joseph (Hecubus) <rfj105@psu.edu> - For supplying the special moves
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names of other characters in the game
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Dave Kirsch <a00563@giant.mindlink.net>- For keeping this guide at his
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fighting game archive.
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Nakoruru <nakoruru@wam.umd.edu> - For information regarding detecting an
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invisible ninja.
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An Nguyen <acn@macsch.com> - For editing/spelling correction, many good
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suggestions, and testing out many of the counters/combos/strategies in
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this guide on his SS2 at home.
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=========================================================================
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Nakoruru - the transition from SS1 to SS2:
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1) Graphics: Graphically Nakoruru looks more 'mature' than in SS1. She
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is almost completely redrawn, has grown a bit taller (now nearly as tall
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as all the other fighters) and has a slightly altered fighting stance.
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The victory poses are OK and I like the Cape Wrap the best. Some of her
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attacks are altered (e.g. crouching B slash, air A, B slashes). The
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fighting portrait at the vs. screen is excellent but the portrait of the
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alternative colour Nakoruru looks quite 'evil' (dark skin, purple
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eyes....*shudder*)...
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2) Game Play: Delay triple plus.... Most of the special moves has taken
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a turn for the worse (see the Special move listing section for my
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whinings...) And the new one also lags like hell. As for normal attacks,
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standing far B slash also comes out slower now and standing close AB slash
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does not hit ground opponents twice anymore except when you use it on
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Earthquake (and Earthquake must be standing.)
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Looking on a slightly brighter side, Nakoruru has better damage for her
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attacks now. The AB slashes are quite powerful - especially the air AB
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and also standing far AB slashes. They can usually do up to 25% damage.
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The B slashes' damage is also a bit higher and it ranges from 10 to 15%.
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SS2's special moves recognition system is very different from that of SS1
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(where special moves are harder to pull off). In SS2 special moves seem
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to come out left, right and centre - sometimes even when you don't want
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it! This is not good news for Nakoruru as her special moves usually place
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her in very vulnerable positions. To make sure that the right special
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move comes out, do the move slower than usual, making sure that the
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joystick move across all the contact points required for the move, and
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then press the button with a very slight pause after you have completed
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the joystick motion. This is particularly important for execution of the
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Power Special, Apefuchi Kamui Rymuse and to a lesser degree Amube Yatoro.
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==========================================================================
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Character Information
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(taken from SS2 TAPFAQ with permission from Shawn Holmes
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<shawnh@qb.island.net>)
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The Angel Faced Falcon Handler
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NAKORURU
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"Something evil is coming now!"
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"I must hurry up. The world is being destroyed by evil power!"
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"Power, speed, and beauty. I have defeated you in every way."
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This damsel of Diana often stands travels to the centre of her country's
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deep forest to commune with Nature. Recently, the voice of Nature has not
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been too positive. Indeed, it has been silent. "The very soul of Nature
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has been stolen!" screams Nakoruru as she speeds on her journey to the
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Netherworld with her trusty falcon friend, Mamahaha.
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Misc. Info: Nakoruru is one of the Ainu, Japan's indigenous/aboriginal
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people. In 1788, the Ainu still dominated Hokkaido and had not been
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subdued. Today, several thousand Ainu remain. Her bird is a Falcon,
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not an Eagle.
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Fighting Stage: NORTHERN COUNTRY -- SUMMER
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==========================================================================
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Special Moves listing and Their Uses
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The moves are listed for a Nakoruru standing on the left-hand side facing
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right.
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A - Weak Slash, B - Medium Slash, AB - Strong Slash
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C - Weak Kick, D - Medium Kick, CD - Strong Kick
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Moves marked with a '!' sign requires a weapon.
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----------------------------------------------------------------------------
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Annu Mutsube | Slides along ground with sword extended,
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| attacking low for weapon damage.
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O- / | + Slash |
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O O ! |
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----------------------------------------------------------------------------
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Annu Mutsube works best as a 'reactional' counter strike move to
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whatever your opponent does, and it plays a major part in winning using
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Nakoruru. Because of the huge lag time after the move Annu Mutsube is
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not something you can use all day long like Ukyo's Zanzou Fumikomi Giri
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(Spirit Slide). It must be used intelligently. Use it to retaliate any
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missed/blocked normal or special moves and to go through projectiles
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(refer to Specific Character Strategies section).
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In SS2 Annu Mutsube doesn't work as an air counter anymore since it
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hits low only now and thus will not hit an air-borne opponent. However,
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due to the introduction of a delay for late air AB or CD attacks, Annu
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Mutsube can still be used to counter air opponents if they do a late air
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AB or CD attacks. Utilise this delay and stay in the crouching position
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when your opponent jumps in, and if they try to hit you with an AB (for
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the air AB or CD attacks to hit you when you are crouched, they must do it
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very late), go straight into an A Annu Mutsube and get them when they
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land! It works - but requires good timing though. Or you can use Annu
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Mutsube to escape if you're trapped in the corner and opponent jumps in.
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Another use for this move is in combos - see Combos section for more
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details. Also its huge lag time afterwards can actually be used to
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trick your opponents to make mistakes (see Nakoruru Against Human
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Opponents items (g)). Also note that at extremely close range, Annu
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Mutsube is a 2-hit move.
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WEAKNESS: Annu Mutsube has a slight delay time before it starts
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depends on the button you pressed (A Annu Mutsube has shorter start time
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delay than AB Annu Mutsube). And the programmers of SS2 decided to keep
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the HUGE lag time she has after executing the move (while Ukyo's
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equivalent has nearly no lag time at all and starts very quickly too...)
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It also suffered a decrease in priority and can be thrown out of at the
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start and be hit out of any time as long as your opponent can time it
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right (either with ABs or annoying crouching C kicks). Also A Annu
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Mutsube is shorter than in SS1 which also doesn't help in your quest to
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counter-strike your opponent to death....
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----------------------------------------------------------------------------
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Leyla Mutsube | Slides along ground, then rises, with
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| sword extended, attacking medium to air
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| \ -O + Slash | for weapon damage.
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O O ! |
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----------------------------------------------------------------------------
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It is obvious that this move is primarily designed as an air counter
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move. However it is not as easy to use as say Haohmaru's Kogetsuzan
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because it travels forward as well as upwards. To use this move, you
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should first learn the range of her A, B, and AB Leyla Mutsube (how far
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it reaches up and also forward) and then use the appropriate one
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applicable to the situation. Make sure that when you execute a Leyla
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Mutsube, Nakoruru will meet the opponent in the air with the front part of
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her (the knife) touching the opponent only. You might think that using
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Leyla Mutsube is too much trouble, but once when you get it right it is
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very effective. For example, if opponent jumps in but is outside of your
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jumping-forward AB/B slash counter, then doing the Leyla Mutsube will
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counter very nicely. Also, if an opponent jumps away or jumps straight up
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in front of you, then you can execute Leyla Mutsube to hit them.
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Leyla Mutsube can also be used as a counter strike move like Annu
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Mutsube. Leyla Mutsubes reach your opponent slightly faster than their
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Annu Mutsube counterparts (i.e. A Leyla Mutsube reaches an opponent faster
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than A Annu Mutsube) but it does not hit low.
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Leyla Mutsube can also be used to get out of corners. Make sure you
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only use AB and only when your opponent is very close to you. But use
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this sparingly.... Another use of this move is for comboing (see Combos
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section). Also note that at extremely close range, Leyla Mutsube is a
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2-hit move on ground opponents.
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WEAKNESS: As with Annu Mutsube, the move has a slight lag time before
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it starts (which depends on which button you use) and a HUGE lag time after
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you land from it. Therefore you must make sure that Nakoruru starts rising
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before your opponent lands. Also, as with Annu Mutsube, it is not as
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'invincible' as everyone thinks. If your opponents' attack in the air
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touches Nakoruru on the top behind the knife they have a good chance of
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knocking you out of the move or trading with you. Also you can be thrown
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out of the move at the start quite easily.
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----------------------------------------------------------------------------
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Amube Yatoro | Sends Falcon out in a burning attack
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| for fire damage.
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-O \ | / O- + Slash |
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O O O |
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----------------------------------------------------------------------------
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This falcon attack is very important against CPU. This is because the
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CPU, even at higher levels, will nearly always not jump to avoid Mamahaha
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until it has flied forward, this move should be used as much as possible
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against CPU to get them to jump forward (then you can hit them out of the
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sky) or to take blocked damage. The spacing for this to work is such
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that you are at a distance away from your opponents such that your B
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Amube Yatoro will just reach your opponent. Then if they jump in after
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the move you can counter them out of the air.
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Against CPU teleporting ninjas trio (Galford, Hanzo and Earthquake),
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after you knock them down you can also execute a falcon attack that
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reaches them just AFTER they get up. They will usually try the teleport
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move and hit you from above but as you have already recovered from the
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stun time of the falcon attack you can block it and then retaliate.
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Amube Yatoro is, however, only moderately useful against human
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opponents. Good human opponents will automatically jumps forward when
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they see Nakoruru turns to summon the falcon, so use it only to get one
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tick of blocked damage when you are sure the falcon will hit (e.g. as your
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opponent gets up, or while your opponent is reeling back from a previous
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attack of yours etc), or when you are very far away (use AB Amube
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Yatoro).
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It is possible to use this as an air counter but you need nearly
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perfect spacing and timing for it to work.
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WEAKNESS: Again its delay time lets Nakoruru down again. Amube
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Yatoro has delay at the start (while she turns around and then gestures
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for Mamahaha to attack) and at the end (hmm, I never knew that putting one
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arm down and go back into a fighting stance takes that long...). The
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attack path in which hawk travels is also the same with no variation and
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it is very easy for opponents at medium to close range to roll under or
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jump and then retaliate. Also, the Falcon doesn't hit opponents more than
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once if blocked anymore.
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----------------------------------------------------------------------------
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Mamahaha Flight | Falcon grabs character; control then
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| switches to bird for around 5-6 seconds,
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| / O- + C | after which, character falls back to
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O O | ground.
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----------------------------------------------------------------------------
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Apart from being the move that you have to do before you can dive off
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to attack with Yatoro Poku or Kamui Mutsube, getting on your falcon has
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other uses. Most importantly is that it might tempt your opponent to try
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to jump attack you, then as soon as you see them jumping you can then get
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them with Yatoro Poku or Kamui Mutsube off the hawk. If your opponent
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has an upper-cut special move (e.g. Haohmaru, Wan-Fu, Charlotte etc.),
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as soon as you see them walking close under you and starting the move,
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Yatoro Poku in forward direction off the falcon, this way your opponents'
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uppercut move will miss and you will have time to retaliate after landing.
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Also, it is useful when you are ahead on energy, and time is nearly up
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(say about 4 or 5 seconds left). Then getting onto the falcon, moving it
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up and away as much as possible and waiting for a time-out win or luring
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them to attack you is also very useful.
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WEAKNESS: Well, you eventually fall down from the hawk (and again,
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there is a damned delay after landing....). So if your opponent decide
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not to do anything while you are on the hawk, better quickly move it as
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far away from your opponent as possible or Yatoro Poku off the bird away
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from your opponent as quickly as possible.
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----------------------------------------------------------------------------
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Yatoro Poku (While flying) | Spins downward from Falcon, in direction
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| corresponding to joystick, attacking with
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| or \ or / + Slash | weapon for damage.
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O O O or Kick |
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----------------------------------------------------------------------------
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|
This attack off the falcon is not as useful as it was in SS1. Although
|
|
it is still quite confusing to some human challengers and you can attack
|
|
at different angles to produce confusion as to which direction to block.
|
|
But apart from this I don't usually use this move much. It does hit
|
|
multiple times on all opponents if it hits (regardless whether your
|
|
opponents blocks it or not) so it is also useful as a finishing move
|
|
(but you need to worry about whether or not it will hit.... ) It does
|
|
have very high priority in the air and if anyone tries jumping to hit
|
|
you while you are on the falcon, executing this move will hit them out
|
|
cleanly. Also you can use this move to escape corners - get on the
|
|
hawk, move the hawk up and out of the corner while watching for any
|
|
attacks from your opponent, and then Yatoro Poku off in the opposite
|
|
direction away. Also see above section on 'Mamahaha Flight'.
|
|
|
|
WEAKNESS: In SS2 this move now lags after Nakoruru lands!!! And
|
|
because Nakoruru spins so slowly sometimes the move will not hit
|
|
altogether... If you miss your opponent with this move or if they block
|
|
it, you must quickly try either a crouching A or B slash or throw them
|
|
after you land and recover from your lag time. The crouching A or B
|
|
slash will hit your opponent if they try an AB slash on you.
|
|
|
|
----------------------------------------------------------------------------
|
|
Kamui Mutsube (While flying) | Flies down from Falcon in burning attack,
|
|
| sword extended, hitting for fire damage.
|
|
Slash or Kick (joystick must |
|
|
not be in the position for |
|
|
the Yatoro Poku move) |
|
|
----------------------------------------------------------------------------
|
|
|
|
Kamui Mutsube is now actually a better choice for attacking off
|
|
Mamahaha in my opinion. It does more damamge to your opponent than
|
|
Yatoro Poku, has the same high priority in the air and you are guaranteed
|
|
that it will hit your opponent! Like Yatoro Poku, this attack will take
|
|
multiple blocked damamge on your opponent. Up to three ticks of blocked
|
|
damage can be achieved if you aim for your opponents' head at medium to
|
|
close range with Kamui Mutsube. This move is thus great for finishing
|
|
the other fighters off when they don't have very much left and most
|
|
people don't know this. It can also be used to get out of corners like
|
|
Yatoro Poku. To compensate for the longer lag time, Kamui Mutsube
|
|
actually travels further away than Yatoro Poku, so it is actually a
|
|
better choice for getting out of the corner IMHO. You can also use it
|
|
to attack so that it will hit your opponent at the back of his/her head
|
|
so that if they manage to block it, you will still be far away enough
|
|
not to be retaliated.
|
|
|
|
WEAKNESS: It does have a longer lag time than Yatoro Poku attack off
|
|
falcon so you must make sure you will hit them or you will finish them
|
|
off with this attack even when they block it.
|
|
|
|
----------------------------------------------------------------------------
|
|
Kamui Ryuse | Twirls around, whipping cloak out to
|
|
| create shield that reflects projectiles
|
|
| / O- + Slash | back at opponents, as well as inflicting
|
|
O O | damage.
|
|
----------------------------------------------------------------------------
|
|
|
|
Whipping the cloak about has several important uses actually. The
|
|
most important one being that it makes you invulnerable to pet attacks
|
|
and also that it reflects projectiles. This however takes a bit of
|
|
practice to get the timing right (sometimes I still have trouble
|
|
reflecting Kyoshiro's fans). Also make sure you use A Kamui Ryuse to
|
|
reflect projectiles so that if your opponent jump over their own
|
|
projectile you will have time to block/counter.
|
|
|
|
The second usage for this move is for air countering. It works
|
|
fairly well as long as your opponent doesn't have an air slash attack
|
|
which stays out below his/her body when he/she is air-borne (e.g. Kamui
|
|
Ryuse will not work as an air counter against Ukyo's air AB). It works
|
|
on all air kicks however (well, most of the ones I tried it on).
|
|
|
|
Most people think that this move is not very powerful which it is not
|
|
if you only manage to hit your opponent with the edge of your cape.
|
|
However, if you can manage to envelope your opponent with the cape at
|
|
extreme close range and hit them. This move does mega-damage, hits
|
|
multiple times and often dizzies your opponent!!! So the best time to
|
|
use this move is when your opponent has missed an upper-cut special move
|
|
or when they are dizzy. Then you should walk up to them and execute the
|
|
AB Kamui Ryuse at very close range and watch what happens (hee hee...)
|
|
I am also trying to walk under and then execute this move but has been
|
|
unsuccessful so far... But it should be possible theoretically....
|
|
|
|
Since it hits multiple times at close range, you can also use it to
|
|
finish up your opponent when they don't have much left and is knocked
|
|
down. In this case, walk up to them and then execute an AB Kamui Ryuse
|
|
as they get up.
|
|
|
|
WEAKNESS: Again this move has a very long lag time after its
|
|
execution such that if you hit your opponent once with the edge of your
|
|
B or AB Kamui Ryuse they can recover quicker than you do and retaliate!
|
|
So make sure you don't do this move mindlessly... Also because of the
|
|
joystick motion for the move sometimes Kamui Ryuse will come out when
|
|
you are actually trying to execute Amube Yatoro and thus put you at
|
|
grave situations (especially against Mizuki, she will always send that
|
|
energy pool on the ground whenever this happens...)
|
|
|
|
----------------------------------------------------------------------------
|
|
Apefuchi Kamui Rymuse | Performs three quick Kamui Ryuse and
|
|
| finishes by sending out a "shadow" of
|
|
\ | / O- -O | \ + BC | Falcon, allowing for four consecutive hits
|
|
O O O O O | (if close to opponent).
|
|
----------------------------------------------------------------------------
|
|
|
|
This 'not-so-secret-now' secret move for Nakoruru, while it doesn't
|
|
have the range nor the damage as Haohmaru's Tempa Fuzzin Zan, is quite a
|
|
nifty move in itself. The first thing is that Nakoruru does not travel
|
|
very far forward in this 4-hitter and thus there is less fear of
|
|
retaliation afterwards (actually she almost ends up in the same position
|
|
as she started after the move is finished). It does pretty good damage
|
|
if all 4 hits hit. And, like Haohmaru's Tempa Fuzzin Zan, Nakoruru is
|
|
invulnerable to all projectile (and possibly pet attacks too) while she is
|
|
doing the first three quick Kamui Ryuses. So use this move when your
|
|
opponent is dizzy for variety and style, or when your opponent does a
|
|
silly projectile (or pet attack?) at close range, or use it to finish an
|
|
opponent off who doesn't have very much energy left (the move actually
|
|
takes five ticks of blocked damage if all four cape whips connects because
|
|
the last whip with the cape stays out longer and takes two tick of blocked
|
|
energy).
|
|
|
|
(note: When using this move on dizzied opponents, make sure you are
|
|
very close to ensure all 4 hits hit. And also make sure your opponent is
|
|
not up against the corner because they won't get pushed back when hit
|
|
while you still moves forward with your move, and therefore your
|
|
opponent will have a chance to escape/block the other hits or throw you
|
|
in the process. Also don't use Apefunchi Kamui Rymuse when your
|
|
opponents' POW metre is nearly full as they will POWer up after blocking
|
|
or getting hit by the first one or two hits from this move and then you
|
|
will be thrown.
|
|
|
|
You can also use it as an air counter like Kamui Ryuse if you want to.
|
|
Also, against all CPU characters (and some human characters with a
|
|
smaller weapons range), after you air AB an opponet out of the sky, you
|
|
can execute this move straight after you land to get some more blocked
|
|
damage without fear of being retaliated.
|
|
|
|
WEAKNESS: This move has a bit of a lag after execution and people
|
|
with long range attacks like Haohmaru or Ukyo can get you if they block
|
|
the move.
|
|
|
|
----------------------------------------------------------------------------
|
|
POWER SPECIAL: Irusuka Yatoro | Glowing, sends bird down, and if
|
|
Lise | strike is successful, five more
|
|
-O O- / | \ -O + A | energy falcons dive into victim for
|
|
O O O | breaking damage.
|
|
----------------------------------------------------------------------------
|
|
|
|
Ok, this move looks good when it hits. But it is not that useful.
|
|
You can try using it as an air counter like Amube Yatoro but it is hard
|
|
to time and get the spacing right. I only use this when I am in range
|
|
and my opponent throws a slow-speed projectile. Because the falcon
|
|
travels faster than the slow-speed projectile and cancels them in its
|
|
path while it still travels forward to get your opponent. Even if it
|
|
doesn't cancel the opponents' projectile, as long as it hits the opponent
|
|
first, Nakoruru will be invulnerable to the incoming projectile as five
|
|
more falcons plunge into your opponent's body on the ground.
|
|
|
|
WEAKNESS: Apart from the situation mentioned above, I will strongly
|
|
advise against using this move - especially against human opponents as
|
|
they will see it coming miles away. Also because of the stuffed-up
|
|
special move recognition system in SS2 you will sometimes execute a
|
|
Mutsube move instead of the power special if you don't do it slowly
|
|
enough...
|
|
|
|
==========================================================================
|
|
|
|
Some Normal Moves and Their Uses
|
|
|
|
(For the ground attacks, if not specified whether it is a close or far
|
|
attack, it means that either close or far attacks are the same, or it
|
|
applies to both)
|
|
|
|
Crouching C kick: This move is very fast - great for keeping opponents
|
|
away when they are very close to you.
|
|
|
|
Crouching D kick: This move has a slightly longer range than crouching
|
|
C kicks and comes out fairly fast. But it retracts a bit slower, but you
|
|
are usually safe from retaliation even if your opponent blocks it. Use
|
|
crouching D kicks also to keep your opponents away and is great for
|
|
combos (see combos section).
|
|
|
|
Crouching CD kicks: This is an excellent air counter move against CPU
|
|
and also human challengers. Just make sure the kick is out before your
|
|
opponents' air attacks and also your opponent is in front of you. It is
|
|
also a vital move in demolishing CPU Genjuro (see Specific Character
|
|
Strategies section - Genjuro) After you have air countered your opponent
|
|
with the crouching CD kick, send the falcon to get one more blocked
|
|
damage.
|
|
|
|
Standing close B and crouching B slashes: They have limited range I
|
|
know. But the good thing is that they are great in combos (see combos
|
|
section). The moves are great for walking under and then slashing your
|
|
opponents with. If your opponent 'reels back' on the ground after you
|
|
walk under and B slash him/her, follow it up with an A Annu Mutsube. If
|
|
your opponent jumps back after you B slash them, send the falcon to get
|
|
one more blocked damage.
|
|
|
|
Crouching AB slash: Another good air counter for Nakoruru. Again you
|
|
must make sure the spacing/timing is right as if you miss with it you
|
|
will put yourself in grave danger.
|
|
|
|
Standing C kick: Comes out fast and retracts fast enough to prevent
|
|
retaliation. Great for keeping opponents away. It is also particularly
|
|
useful for ticking (see Nakoruru Against Human Opponents). The move is
|
|
also great against CPU Sieger (see Specific Character Strategies section
|
|
- Sieger)
|
|
|
|
Standing D kick: Like standing C kick, this move is also great against
|
|
CPU Sieger (see Specific Character Strategies section - Sieger)
|
|
|
|
Standing close AB slash: Thr first hit of this move, although it does not
|
|
hit ground opponents, is great air counter for jump-in opponents who is
|
|
nearly on top of you. Hit AB when opponent has just gone past the highest
|
|
point in their jumping arc. Can also use it for combos (see Combos
|
|
section). Also, this move is interruptable in between the first hit
|
|
(lift sword up) and the second hit (slash down). Therefore you can sort
|
|
of use it to fake an AB attack at close range and instead of slashing
|
|
down go straight into a special move to catch your opponent by surprise.
|
|
|
|
Standing far AB slash: Mega damage move and can be used for air
|
|
counters on opponents landing in front of you (the move has the
|
|
same/similar animation frames as the jump-forward air ABs). Hit AB when
|
|
your opponent is near the top of their jumping arc but haven't gone past
|
|
it yet. Can also combo with this move (see Combos section)
|
|
|
|
Jumping forward/backward A, B and AB slashes: Good priority air counter
|
|
attacks. B and AB ones does very good damage and can be used in combos
|
|
(see Combos section). For air counters make sure that only the knife
|
|
part touches your opponent so that the chance of your being slash/kick
|
|
out of the counter is minimised. If using air AB to counter, make sure
|
|
that it has ample time to slash up before you meet the opponent in air.
|
|
Also see Special Moves Listing and Their Uses section - Apefunchi Kamui
|
|
Rymuse for relevant information.
|
|
|
|
Jumping straight-up A, B and AB slashes: Good alternative air counters
|
|
for jump-in opponents who is nearly on top of you. Again B and AB ones
|
|
does very good damage.
|
|
|
|
Jumping forward C, D, and CD kicks: The three kicks are good offensive
|
|
air attacks for jumping in on your opposition. They can also be used in
|
|
combos (See Combos Section)
|
|
|
|
Jumping straight-up CD kick: This move stays out for quite long. For
|
|
it's uses refer to the section Nakoruru Against Human Opponents section
|
|
(J1).
|
|
|
|
==========================================================================
|
|
|
|
Throws and Other Information
|
|
|
|
Throws:
|
|
----------------------------------------------------------------------------
|
|
Two-Handed Toss | Grabs opponent, and tosses overhead for
|
|
when close, -O + B | damage.
|
|
----------------------------------------------------------------------------
|
|
Twirl-and-Strike | Trips opponent, and twirls, driving
|
|
when close, -O + AB ! | weapon in for damage.
|
|
----------------------------------------------------------------------------
|
|
Triple Kicks | Grabs opponent, and steps over him/her,
|
|
when close, -O + D or CD | kicking three times for damage.
|
|
----------------------------------------------------------------------------
|
|
Bitch Slap Royale (without | Locks onto opponent's shoulders, and
|
|
weapon)| begins repeatedly bashing for massive
|
|
when close, -O + AB | damage (what a bitch...).
|
|
----------------------------------------------------------------------------
|
|
Air Toss (while jumping) | Grabs opponent in mid-air, and flips,
|
|
when close, | + B or AB | tossing opponent away and down for damage.
|
|
O |
|
|
----------------------------------------------------------------------------
|
|
|
|
It doesn't really matter which throws you use I think as they all do
|
|
pretty much the same damage. Although the AB/CD throws seem to do a
|
|
little big more than the B/D throws. As with all the other 'hold'
|
|
throw, the AB throw without the weapon has a set number of hits now and
|
|
now it doesn't matter how furiously you pound on the joystick, the AB
|
|
weaponless throw will do exactly the same damamge.
|
|
|
|
The air throw does more damamge than all the other throws. It is a
|
|
good idea to get into a habit of pulling down on the joystick when you
|
|
jump in the air. This way when you do a B or AB slash a throw will come
|
|
out in the right situation.
|
|
|
|
A final note: THROW AS MUCH AS YOU CAN!!!! (Especially against human
|
|
players...)
|
|
|
|
----------------------------------------------------------------------------
|
|
Mamahaha Call (When disarmed) | Whistles to Falcon, calling bird to leave
|
|
| / O- + C or | weapon, re-joining the fight again. This
|
|
O O | allows for Mamahaha Flight or Amube Yatoro.
|
|
|
|
|
-O \ | / O- + Slash |
|
|
O O O |
|
|
----------------------------------------------------------------------------
|
|
|
|
When your weapon is stuck on the ground, your Mamahaha will decide to
|
|
take a rest and perch on your fallen sword. Of course you should
|
|
immediately summon the lazy falcon back to aid you as quickly as possible
|
|
or pick up your sword..... However, in SS2 Mamahaha now has a hearing
|
|
problem and Nakoruru needs to whistle on for quite a while to get its
|
|
attention, thus giving your opponent a good chance of hitting you when
|
|
you are whistling away so make sure you have plenty of room between you
|
|
and your opponent before you start calling your falcon back.
|
|
|
|
----------------------------------------------------------------------------
|
|
Super Deformed Transformation
|
|
|
|
-O \ | / O- -O \ | / O- + D
|
|
O O O O O O
|
|
----------------------------------------------------------------------------
|
|
Taunts:
|
|
1. AC: Tightens bow in hair, "Yosh!"
|
|
2. BD: Stretches back and yawns.
|
|
3. AC(weaponless): Same as 1.
|
|
4. BD(weaponless): Same as 1.
|
|
|
|
note: To cancel a taunt press BC.
|
|
----------------------------------------------------------------------------
|
|
Misc.: Nakoruru can do a 'triangle-jump' in which she firstly jump back
|
|
against the side of the screen and then bounces forward from the side of
|
|
the screen to reach an even greater height in her jumps. To do this,
|
|
first jump back against the wall by pushing joystick to back/up
|
|
position, then push the joystick in a forward position. However, if you
|
|
have done an attack in the air already when you jump back against the
|
|
wall, you cannot perform the triangle-jump (some people might have
|
|
played SF2 too much and in SF2 you can do this...)
|
|
|
|
==========================================================================
|
|
|
|
General CPU Strategies:
|
|
|
|
SS2's AI is a lot more intelligent and also aggressive than that of SS1.
|
|
Against Nakoruru, CPU controlled characters seem to advance upon Nakoruru
|
|
quite a lot. They stay outside of Nakoruru's attack range and wait there
|
|
for you to make a move (where if you attack you will miss and if you jump
|
|
you will over jump). And if you just crouch defending there the CPU will
|
|
move in and throw or jump in with an air attack and throw. Nakoruru
|
|
players should be aware of this and know how to deal with this situation
|
|
when CPU is advancing upon you.
|
|
|
|
Below is a general summary of tactics for Nakoruru players when CPU is in
|
|
the above mentioned position (i.e. outside of your normal attack range but
|
|
within their own attack range). Some of these are actually pretty basic
|
|
and applies to any human characters fighting CPU characters but anyway
|
|
here goes...
|
|
|
|
1. CPU runs towards you: This happens quite a lot with for example CPU
|
|
Galford and Wan-Fu. This also happens when CPU is lower on the energy bar
|
|
and there is not a lot of time left. Keep the CPU away with
|
|
crouching/standing C kicks and/or crouching D kicks. Nakoruru can usually
|
|
get a few of these kicks in the CPU to tick off some damage. Make sure
|
|
you stop the standing C kicks straight away when you have pushed them
|
|
outside of your standing C kick range and then go back into defensive
|
|
crouch. Any missed moves on your part can cost you dearly. If CPU has
|
|
already run in too close to you then you should do crouching C or D kicks
|
|
to keep them away and then maybe add one or two standing C kicks (again
|
|
make sure that you do NOT miss any crouching kicks).
|
|
|
|
2. CPU rolls towards you: Be careful when CPU decide to roll toward you
|
|
just outside your attack range. This happens in many situations. For
|
|
example when you have kicked them in the face too many times with the
|
|
standing C kicks, or when you just crouch there and do nothing, or when
|
|
you send Mamahaha to attack at close range.
|
|
|
|
There are many ways to deal with CPU rolling in on you, and it depends on
|
|
where the CPU character is after rolling in. If CPU will be very close
|
|
to you after rolling in (e.g. CPU might have rolled under your series of
|
|
standing C kicks). When I say close, I mean the sprites of Nakoruru and
|
|
the opponent are overlapping. In this case I would suggest that you
|
|
quickly get away. CPU will usually throw after it comes out of the roll
|
|
and in very close situations like this counter-throwing is often
|
|
difficult. Hop back, jump back with an air C kick or if you see it coming
|
|
or AB Leyla Mutsube to get away.
|
|
|
|
If CPU lands in front of you when it has finished rolling, then quickly do
|
|
a lot of crouching C kicks to push them away - you will usually get a few
|
|
hits like this. As soon as they are outside your crouching C kick range,
|
|
switch to standing C kicks to push them away further. If opponent's roll
|
|
finish in front of you, there is a better chance of throwing the opponent
|
|
so it is a viable option.
|
|
|
|
3. CPU just standing there doing nothing: Since CPU is still outside your
|
|
attack range don't be foolish and try attacks on the spot which will miss.
|
|
CPU is very good at detecting this and then will use their advantage of
|
|
having a better range to hit you as you are recovering from your attacks.
|
|
Don't be tempted to jump forward - at this position if you jump forward
|
|
you will over-jump and will get slashed/kicked/thrown on the back as you
|
|
land. And if you are corner-trapped don't be tempted to jump back against
|
|
the wall either. CPU usually will find a good way to hit you out of the
|
|
air. I will usually try moving forward a little bit at a time so that
|
|
opponent is in my standing C kick range and then try kicking them.
|
|
Sometimes CPU also backs off if you move forward bit by bit. This has
|
|
proven to be quite useful.
|
|
|
|
4. CPU jumping in: If when they jump in, they will be almost on top of
|
|
you, you must think of a way to counter their attack or escape. If you
|
|
do not have time to escape/counter and blocked their move, immediately go
|
|
into crouching C kicks or do a crouching A slash when you have blocked
|
|
CPU's air attack - this will minimise your chance of getting thrown.
|
|
Refer to the Special Moves Listing and Their Uses section and Some
|
|
Normal Moves and Their Uses section for air counter moves.
|
|
|
|
|
|
Misc. General Strategies:
|
|
|
|
a) Anticipating opponent's attack: Since our Nakoruru has no range at
|
|
all for her attacks :-(, to beat opponents who just keep on using their
|
|
big range slashes, you must learn to anticipate and counter strike
|
|
successfully against every other characters in the game with a better
|
|
weapon-range. The Mutsube moves should be used here. Generally, you
|
|
should only attempt to use the A Mutsube moves as B or AB starts too
|
|
slowly. Anticipating is hard to do against the CPU but nevertheless you
|
|
should try and it is vital you can do this when fending off human
|
|
challengers :-). Many of other characters' standing slashes will miss
|
|
if you get your Mutsube moves out in time too - see Specific Character
|
|
Strategies section for more information.
|
|
|
|
b) Luring your opponent to jump-in: The only way Nakoruru is going win
|
|
against anyone (especially against CPU) is getting some of those nice air
|
|
ABs into your opponent. But in SS2 the CPU rarely jumps. So you must
|
|
find some ways to force them to. To lure them to jump use Mamahaha,
|
|
sending the falcon to attack will usually make the CPU characters jump (if
|
|
not forward, then upward). If they jump forward then you must find a way
|
|
to hit them out of the air. Sometimes CPU also jumps in after blocking
|
|
your Mamahaha, and also after you have executed a B or AB Kamui Ryuse far
|
|
away. See Specific Character Strategies section for a list of CPU
|
|
characters with greater tendency to jump.
|
|
|
|
c) Jump-in attacks: Nakoruru's air attack does not have very much
|
|
range. Also due to Nakoruru's long jumping arc it is very easy to
|
|
over-jump and miss an attack completely. First thing to make sure is that
|
|
this does not happen. CPU will murder you if you do. Hop back until you
|
|
have enough space and will not overjump. Usually you will have enough
|
|
space to jump in safely after your opponent blocks your A or B Mamahaha
|
|
attack and gets pushed back. When you have jumped in correctly make sure
|
|
your air attack hits. The safest attack to jump in with is of course
|
|
Nakoruru's kicks. But you can also use her B or AB slashes which does
|
|
good damage and can be comboed afterwards. Against small characters like
|
|
Cham Cham it is safer to use the kicks since the air slashes will
|
|
sometimes miss her if she is crouched. If you have over-jumped, I would
|
|
suggest you either try counter-throwing, doing a crouching AB roll slash
|
|
or crouching C kicks or go into a A Mutsube move straight away as you
|
|
land. When jumping in, if opponent blocks your attack, you can try
|
|
immediately throwing them when you land (if you are close to them) or do
|
|
an attack that needs to be blocked low - CPU is usually susceptible to be
|
|
hit by the first low attack you do after you jump in). If the air attack
|
|
hits combo them!!! (refer to combo section below)
|
|
|
|
d) Dealing with opponents' projectiles: See Special Moves Listing
|
|
and Their Uses section, and also Specific Character Strategies on this
|
|
subject. Alternatively roll forward or lie flat on the floor and wait for
|
|
projectile to go past you. Certain projectiles can be slashed off by
|
|
Nakoruru in SS1 (Tam Tam's Skull, Kyoshiro's flaming fans and Hanzo's
|
|
Shuriken) with her slashes. It is still possible to do it in SS2. At
|
|
least with Kyoshiro's fans you can slash it in half with Nakoruru's
|
|
standing A slash or the standing B slash. Also, if you block an
|
|
opponent's projectile at a close range, you usually still have time to
|
|
nail them with an Annu Mutsube before they come out of their projectile
|
|
stun time.
|
|
|
|
e) Opponent's missed/blocked normal moves: Again, learn to counter any
|
|
missed normal moves and blocked AB slashes at close range with the A
|
|
a list of normal moves which can be retaliated/countered with the Mutsube
|
|
moves.
|
|
|
|
f) Opponents' missed/blocked special moves: It seems that there is
|
|
generally a slight lag whenever a characters land from special moves. So
|
|
it is a lot easier to retaliate when you block an opponent's special moves
|
|
or if opponent misses with their special moves. See Special Moves
|
|
Listing and Their Uses - Kamui Ryuse, and Combos Sections for more
|
|
information.
|
|
|
|
g) Countering opponents' special moves: Many of the other fighters'
|
|
special moves can be countered using Nakoruru's Mutsube moves. Refer to
|
|
the specific opponent strategies section below.
|
|
|
|
h) When CPU's POW metre is full: Be careful, although CPU doesn't do
|
|
it often, when CPU's POW metre is full you should think twice about
|
|
jumping in. Many CPU characters are programmed to execute their power
|
|
special if you jump in and their POW metre is full. Or when you are
|
|
trapped in the corner and CPU's POW metre is full, don't be tempted to
|
|
jump back against the wall with a C kick hoping that CPU will move forward
|
|
and get hit, they will simply do their power special!
|
|
|
|
i) When your opponent is dizzy: Refer to Special Move Listing (Kamui
|
|
Ryuse and Apefunchi Kamui Rymuse) and Their Uses section and Combos section
|
|
to see how you can best inflict mega damage on your opponents.
|
|
|
|
j) Getting out of the corner when trapped: Refer to Special Move
|
|
Listing and Their Uses - Leyla Mutsube, Yatoro Poku and Kamui Mutsube.
|
|
|
|
k) Finishing off your opponent: Refer to Special Moves Listing and
|
|
Their Uses for a list of multiple-hit special moves to finish off a
|
|
nearly-dead opponent with lots of style....
|
|
|
|
==========================================================================
|
|
|
|
Nakoruru Against Human Opponents
|
|
|
|
Although Nakoruru is not great as a character for challenging,
|
|
nevertheless I dutifully tried using her at the local arcade in Taiwan
|
|
(I was on a short holiday overseas...) which was infested with lots of
|
|
Haohmarus and Ukyos. After a great deal of practise (and loss of money),
|
|
I can finally defeat average challengers most of the time and also
|
|
sometimes beat advanced human challengers. So I feel it is time for me
|
|
to include some tips on this subject - but if you have any good tips
|
|
against against any human characters please let me know.....
|
|
|
|
a) Staying close to your opponent (ticking): Okay, now our Nak has
|
|
hardly any range for her attacks, and her long range falcon summon is
|
|
really not that hard to avoid. So what does a Nak player do to win?
|
|
Stay close to your opponent and tick the !#^&@$ out of your opponent!!!
|
|
Move in closer bit by bit until you are within your standing C kick range,
|
|
and then standing C kick, move forward, standing C kick etc. You get the
|
|
idea. Don't get monotonous with this, your opponent will try a quick
|
|
A slash on you usually as you do your standing C kicks but usually your
|
|
standing C kick is faster than theirs. Just make sure you don't miss.
|
|
Also, vary the attack pattern. Tick once or twice and then Annu Mutsube
|
|
(at the same time your opponent is trying to get even with his/her longer
|
|
range attacks), or tick and then run in and throw (see below)
|
|
|
|
b) Running in: To make up for Nakoruru's lack of range in her attacks.
|
|
You must learn to use run-ins effectively. Run in and throw is a
|
|
MUST-HAVE skill for any Nakoruru players. OK, this is considered as
|
|
'cheap' by some but if they cannot counter it it is their incompetence as
|
|
it is counterable. Firstly, get to know Nakoruru's throw range properly.
|
|
Then, practise running in, and then as soon as you get into range press
|
|
one of the throw buttons. I personally like the D throw the best and it
|
|
seems to work best for me. Only do this run and throw thing if you start
|
|
running at medium to close range (so your opponent doesn't have enough
|
|
time to react). After a few of these run-and-throws your opponent will be
|
|
expecting a throw when you start running, then vary your tactics - run in
|
|
and then A Annu Mutsube, run in and go back into defensive crouch, run in
|
|
and do a standing C or D kick, or crouching A or B slash, or run in and
|
|
then jump forward (over those Haohmaru ABs and Bs...) etc.
|
|
|
|
c) Rolling: Rolling forward and throw also works. But make sure you
|
|
roll in at very close range so Nakoruru's sprite overlaps with your
|
|
opponents' sprites at a very early stage of the roll so that they cannot
|
|
crouch-attacking you out of the roll. Then push forward and start
|
|
pressing your throw button... You can also do a variation of (b) as
|
|
mentioned above by running forward, and then as soon as you run close to
|
|
your throw range push the joystick to offensive crouch position to roll
|
|
forward and then throw. Do this if your opponent gets to used to your
|
|
other running-in and throw tactics.
|
|
|
|
d) Dealing with projectiles revisited: People who has not played very
|
|
much against human Nakoruru's don't usually know that Nakoruru can slide
|
|
through/under many projectiles. So if they are stupid enough to do the
|
|
move and the situation is right for you Annu Mutsube through to hit them!
|
|
Also, human players have a higher tendency to throw projectiles to you
|
|
(and also at a closer range), make sure you get them afterwards after
|
|
blocking a close range projectile (say, they did the projectile as you
|
|
get up at close range) or again slide through with Annu Mutsube, or
|
|
reflect it if you can. A note on reflecting projectiles, use it only
|
|
when opponents throw their projectiles at close, medium range so that
|
|
your opponent has less time to react to it. After you reflect it, move
|
|
forward. If your opponent jump forward over their own projectile, air AB
|
|
slash them out of the air, or if they jump upwards, Leyla Mutsube to get
|
|
them. If they block it, send Mamahaha to attack at the same time.
|
|
Sometimes, your opponent they will move forward a bit and then jump
|
|
forward straight after they throw their projectile, anticipating your
|
|
reflecting of the projectile so watch out.
|
|
|
|
e) Punish any close-range or missed B/AB attacks on you: Referring to
|
|
the list in the Specific Character Strategies section, if your opponent
|
|
miss any of their AB attacks, or if you block their long-lagtime attacks
|
|
at close range, makes sure you make them pay.
|
|
|
|
f) Know all your air counters: Againt the CPU usually all you need to
|
|
know how to do is the air AB and crouching CD kick for air defence. But
|
|
against human opponents, mix up your air countering tactics (they are many
|
|
you can use which will work in the same situation) so that you don't get
|
|
too predictable. Especially if you are used to use air AB as air counter,
|
|
sometimes substitute say a close standing AB as air counter as if you get
|
|
too predictable, your opponent will simply jump in with a C kick instead
|
|
and you will be hit out of the air AB a lot easier. The only one I will
|
|
use extensively is walking under and throw/attack. Don't miss any chance
|
|
of an air counter as a good human player will seldom jump against you...
|
|
|
|
g) Luring your opponents to make mistakes: Well I can only give
|
|
examples here:
|
|
|
|
(1) When you knock someone down, go up to them and do a standing far
|
|
AB timed such that you will finish the move at the same time that
|
|
your opponent can attack. Many people get fooled by this and will
|
|
attempt a slash or block. Then since you are quite close, do a
|
|
crouching B slash to hit them (if they are attempting to slash you
|
|
in anyway), or if they are simply blocking, move in and throw.
|
|
|
|
(2) Execute an A Annu Mutsube so that you will finish the move just
|
|
outside your opponents' furtherest attack range, then then do
|
|
another A Annu Mutsube if your opponent attempts to slash you
|
|
with their big-range ABs.
|
|
|
|
h) Opponents running in: Many good players will also try the running
|
|
tactics I stated above on you. There are many ways to deal with this.
|
|
As with the CPU, the safest is of course to do the standing C kick. But
|
|
watch out for them stopping early and slashing you with their longer range
|
|
attacks. Or you can try A Annu Mutsube as they run in to quite a close
|
|
range. It usually catches them off-guard and will get them. And of
|
|
course counter-throwing is very important. If your opponents run in and
|
|
then stops not too far away from you, run in and throw them also works.
|
|
Watch out for Haohmarus or Genjuros running in and then doing their
|
|
upper-cut special moves. Also watch for people with sliding attacks like
|
|
Cham Cham's sliding kick running in and then sliding attack you.
|
|
|
|
i) Know your opponents' attack ranges: You must know by heart all
|
|
your opponents' weapon ranges. In your quest to move in closer to them,
|
|
many people will try and catch you off guard with one of their big ABs
|
|
or CD kicks, or when you have made to closer to them, it will then be the
|
|
A, B slashes or C, D kicks. If you don't know what to expect then you
|
|
are more likely to be caught and hit by one of those when you try to move
|
|
forward. If you know these attacks ranges well, you can anticipate and
|
|
counter, or stay just outside these ranges and then if your opponents
|
|
don't know the ranges as well as you do and miss, Annu Mutsube to get
|
|
them. This is quite hard at first but it gets easier as you get more
|
|
experienced with the game I guess.
|
|
|
|
j) Other things to remember/try: Another list of examples....
|
|
|
|
(1) When you have knocked down someone, stand next to them, jump
|
|
straight up and then do a CD kick in the air as your opponent gets up,
|
|
this must make them block. Then you land and throw. Or if they get
|
|
hit, then do an A Annu Mutsube.
|
|
|
|
(2) Get on the falcon at medium to close range, move the falcon up
|
|
to give yourself a bit of room. And if your opponent tries to jump
|
|
up and attack you or get your with an upper-cut special move, get them
|
|
with a Kamui Mutsube off the falcon immediately.
|
|
|
|
=========================================================================
|
|
|
|
Combos:
|
|
|
|
SS2's combo system as I understand it: It seems to me that in SS2, when
|
|
a character is hit, only the first few 'reeling back' frames can be hit
|
|
by a subsequent attack. If your opponent's 'reeling back' frame goes
|
|
beyond those first few frames they won't be hit. So when comboing you
|
|
must make sure your second hit hits your opponent before your opponent
|
|
'reels back' too much.
|
|
|
|
Combos in SS is mainly based on using a short-range attack followed by
|
|
a longer range attack and so on. Since Nakoruru lacks in long-range
|
|
attacks it is harder for her. But two-hit combos on the ground with
|
|
just normal moves are quite possible when you are really close. For
|
|
example:
|
|
|
|
a) crouching C kick followed by crouching CD kick.
|
|
b) standing close A or B slash followed by crouching or standing CD
|
|
kick.
|
|
c) crouching C or D kick, standing C or D kick.
|
|
|
|
etc... experiment and see what works and get into the habit of executing
|
|
the second attack of the above if the first one hits.
|
|
|
|
Other multi-hitters include the crouching AB roll, standing close CD
|
|
kick, jumping straight-up CD kick (if executed very late before you
|
|
land), Kamui Ryuse, Leyla Mutsube and Annu Mutsube. These moves will hit
|
|
opponent twice if executed at very close range. Apefunchi Kamui Rymuse
|
|
hits four times maximum.
|
|
|
|
Mutsube moves can be chained also after some medium and heavy attacks to
|
|
form 2-hit combos, too. These attacks are: close standing B slash, close
|
|
standing D kick, crouching D kick, crouching B slash, close standing AB
|
|
slash and far standing AB slash. A Annu/Leyla Mutsube should be used
|
|
after the medium attacks (B slashes and D kicks) and B Annu Mutsube should
|
|
be used after the heavy attacks. Refer to the combos (3) and (8) below
|
|
for more information.
|
|
|
|
Here are some more possible combos:
|
|
|
|
-------------------------------------------------------------------------
|
|
1) Air AB slash or air CD kick, A/B/AB Annu Mutsube.
|
|
|
|
Against small characters like Cham Cham and Nicotine use CD kick instead
|
|
of AB slash since AB slash is a down-to-up slash and can easily miss on
|
|
these characters. You must make sure your AB strike fairly late before
|
|
you land for this combo to work. Otherwise your Annu Mutsube will not
|
|
hit them even though they are not blocking yet. Try to use A Annu Mutsube
|
|
more as it comes out faster.
|
|
|
|
NOTE: the above combo does not work on Kyoshiro often for some strange
|
|
reason... Kyoshiro seems to go into the invulnerable part of the reeling
|
|
back frame a lot faster than anyone else.... So unless you strike
|
|
Kyoshiro with the AB in the last possible moment before you land, don't
|
|
attempt this combo.
|
|
|
|
A variation of (1) is to substitute the air AB with either air B or air
|
|
D, but with these two you must make sure you hit your opponent in fairly
|
|
late before you land and you must be close. The second attack must be
|
|
an A Annu Mutsube in this case.
|
|
|
|
-------------------------------------------------------------------------
|
|
2) Air C kick, close standing B slash or crouching B slash into A
|
|
Annu/Leyla Mutsube (carried over from SS1).
|
|
|
|
If you use standing slash for the second hit you should combo with Annu
|
|
Mutsube, if you use crouching slash for the second hit use Leyla Mutsube
|
|
for the third hit (this is just a suggestion for fluid joystick movement
|
|
since when you do standing close B slash you will most of the time be
|
|
pulling back, then it is easier to just move the joystick down to do Annu
|
|
Mutsube. And similarly if you are crouching attacking it is more natural
|
|
to move the joystick from that position to do Leyla Mutsube). And note
|
|
you must be very close for the second attack (character sprites must be
|
|
nearly overlapping or even closer) so that the opponent will not have
|
|
enough time to recover to block the third Mutsube attack.
|
|
|
|
A variation of (2) is to substitute the first air attack with either air
|
|
B slash or air D kick, but the air B or D attack must hit your opponent
|
|
at the back of their head (i.e. you must be extremely close) or otherwise
|
|
the second B slash will miss.
|
|
|
|
-------------------------------------------------------------------------
|
|
3) Close standing or crouching B slash, A Annu/Leyla Mutsube.
|
|
|
|
This is basically (2) without the air attack. Can also use close standind
|
|
or crouching D kick instead of the B slash for the first attack. You must
|
|
make sure you execute the A Annu Mutsube as fast as possible after the
|
|
first attack hits or otherwise sometimes you will miss.
|
|
|
|
-------------------------------------------------------------------------
|
|
4) Air attack, crouching AB roll slash
|
|
|
|
You will get 3 hits if you don't use air AB or air CD kick for the first
|
|
air attack. If you use air AB or CD the crouching AB roll will only hit
|
|
once for 2 hits altogether.)
|
|
|
|
-------------------------------------------------------------------------
|
|
5) for a easy combo, do air C kick, one or two crouching C kicks and
|
|
ending with a standing C kick (optional).
|
|
|
|
-------------------------------------------------------------------------
|
|
6) Air attack (not AB or CD), crouching C/D kick or crouching A/B slash
|
|
and then CD kick works fairly well.
|
|
|
|
-------------------------------------------------------------------------
|
|
7) Carried over combo from SS1: Start the joystick motion for Mamahaha
|
|
attack by pushing the joystick to forward position and at the same time
|
|
do a standing close A slash, then as the joystick in moved in a backward
|
|
continuous half-circle motion, do a crouching A slash as the joystick is
|
|
moved to the down position, and then complete the half-circle motion and
|
|
press A for the Mamahaha attack for 3 hits (haven't really tried this to
|
|
see if it still works).
|
|
|
|
-------------------------------------------------------------------------
|
|
8) Standing far/close AB slash, B or AB Annu Mutsube
|
|
|
|
This combo is good for retaliating blocked/missed upper-cut-like special
|
|
moves or when opponent is dizzy - mega damage like combo 1 - especially
|
|
if you use standing far AB slash for the first hit.
|
|
|
|
NOTE: this combo does not work on Kyoshiro AT ALL for some strange
|
|
reason... Kyoshiro seems to go into the invulnerable part of the reeling
|
|
back frame a lot faster than anyone else.... Against Kyoshiro use combo
|
|
(3) instead.
|
|
|
|
-------------------------------------------------------------------------
|
|
9) Air B slash or D kick, Apefunchi Kamui Rymuse
|
|
|
|
The trick is to start the joystick motion for Apefunchi Kamui Rymuse in
|
|
the air - even before your air attack. If you are very close after the
|
|
air B or D, you can use a A Kamui Ryuse instead of Apefunchi Kamui
|
|
Rymuse.
|
|
|
|
-------------------------------------------------------------------------
|
|
10) Air AB or CD, start the joystick for Amube Yatoro as you land from
|
|
the air attack, after landing and as the joystick passes to the down
|
|
position do a crouching B slash, and then complete the joystick motion
|
|
and do an A Amube Yatoro. (not verified)
|
|
|
|
-------------------------------------------------------------------------
|
|
11) Very close air AB slash or CD kick, crouching CD kick.
|
|
|
|
-------------------------------------------------------------------------
|
|
=========================================================================
|
|
|
|
Ending for Nakoruru:
|
|
|
|
Below is a description of the Nakoruru ending. It is a mixture between
|
|
Robert DeLoura (a translation from the Japanese ending) and the ending
|
|
taken from SS2 TAPFAQ (the ending of the English version of SS2).
|
|
|
|
I will only add here that Nakoruru's sister (Rimururu in Japanese
|
|
translation) doesn't have a name in the English version, and she doesn't
|
|
call Nakoruru 'sister' in the English translation, she just calls
|
|
Nakoruru by name.)
|
|
|
|
The standard canned bit takes place first... that's the same for
|
|
everyone.
|
|
|
|
The standard forest scene.
|
|
Cut to Nakoruru, stretched out on the ground unconscious, with Mamahaha
|
|
perched on her. Poppy walks in, and does her "crying" animation (she
|
|
does this in the game sometimes when Galford loses) from across the
|
|
screen. Galford walks in behind Poppy, and says "Nakoruru!".
|
|
|
|
Nakoruru sits up and says, "Galford...".
|
|
|
|
Galford says something like, "I was worried about you"
|
|
|
|
Nakoruru says, "...Galford...I...."
|
|
|
|
The forest starts to flash red, and Nakoruru jumps up on Mamahaha (the
|
|
falcon-carry move). Galford says, "Nakoruru!" again.
|
|
|
|
Nakoruru says, "The forest is still being destroyed by evil power. I must
|
|
go." She flies away on Mamahaha.
|
|
|
|
Cut to that rocky outcropping that everyone stands on just before they
|
|
go to fight Mizuki in the game.
|
|
|
|
Nakoruru then says something like "God of great nature, save them and the
|
|
forest... please...."
|
|
|
|
A wide beam of light strikes Nakoruru, and she turns into a small ball
|
|
of light, which rises up and radiates out into the forest (which is
|
|
still flashing red), after the small ball of light vanishes into the
|
|
forest, the forest goes back to normal. Her sword falls to the ground,
|
|
and Mamahaha chirps.
|
|
|
|
Cut back to Nakoruru's village. Mamahaha has apparently brought the sword
|
|
back. Nakoruru's parents are there, and the girl being held by the bear
|
|
in the background of Nakoruru's stage is there also. (She is Nakoruru's
|
|
sister, Rimururu. The name might be different in the English version, but
|
|
that's her name in the Japanese one.) Rimururu is holding Nakoruru's
|
|
sword, and says "Sister...."
|
|
|
|
The sword glows, and Rimururu says, "That voice is... sister?"
|
|
(in the English version, the sword glows and says "This is Nakoruru's
|
|
voice" instead)
|
|
|
|
The scene cuts to a background that's an air-brushed picture of Nakoruru,
|
|
and text is overlaid on top of the picture. The text says, "Please don't
|
|
cry...My soul will always be here as a guardian of nature. From now, you
|
|
have to fight to protect them." The scene fades back to the family, and
|
|
Rimururu stands up and says, "I understand... Sister."
|
|
|
|
-- END --
|
|
|
|
==========================================================================
|
|
|
|
Specific Opponent Strategies:
|
|
|
|
The following section contains general CPU patterns and strategies against
|
|
CPU specific to each fighter, a list of a characters' normal moves (and
|
|
how they can be countered/retaliated), a list of each fighter's special
|
|
moves and how they can be countered/retaliated), and a section called
|
|
human opponent pattern/strategies, which describes what patterns a human
|
|
challenger might use against your Nakoruru and how to deal with them.
|
|
|
|
--------------------------------------------------------------------------
|
|
|
|
Cham Cham:
|
|
|
|
CPU patterns/general:
|
|
- Missed Leyla Mutsube will get countered by CPU with boomerangs
|
|
- Use kicks when jump attacking since the slashes will generally miss.
|
|
- Keep Cham Cham at approximately the position of your B Amube Yatoro
|
|
attack and do the B Amube Yatoro. Cham Cham will sooner or later
|
|
jump over it or block it and then jump over it. Then counter her
|
|
out of the sky with air ABs, Leyla Mutsube or crouching CD kick.
|
|
- Make sure you can determine whether Cham Cham is jumping normally or
|
|
is doing a jumping scratch (Cham Cham shouts "Heh!" when she does the
|
|
jumping scratch and she shouts "Jump!" when she jumps). Also her
|
|
jump is faster when she does the jumping scratch.
|
|
- Also make sure you can determine which way to block the jumping
|
|
scratch - you need to block FORWARD when the jumping scratch lands
|
|
just behind you and thus reversing the joystick motion for blocking.
|
|
|
|
Special move counters:
|
|
Boomerang: With the horizontal Boomerang, I have Annu Mutsubed under
|
|
it a couple of times but it depends on when you Mutsube through and
|
|
also on which Boomerang toss Cham Cham used (A, B or AB). The
|
|
horizontal boomerang curves slightly downwards as it travels so say
|
|
if Cham Cham used AB Boomerang and you are far away you can NOT Annu
|
|
Mutsube through it. However, if you are close and see the move coming,
|
|
you can most of the time Annu Mutsube though it, or if you are close
|
|
enough, block it, and then Annu Mutsube to hit Cham Cham while she is
|
|
still recovering from her Boomerang stun time.
|
|
|
|
Jumping Scratch: There are many ways to counter this move....
|
|
|
|
To counter without blocking, do a standing close AB slash when Cham
|
|
Cham comes into range with the jumping scratch. Or if you are an
|
|
expert with timing and spacing, you can try jumping back with a C or
|
|
D kick or A or B slash to get her but I can only do this sometimes.
|
|
I think a well-timed Kamui Ryuse will also get Cham Cham.
|
|
|
|
Or you can block the jumping scratch and retaliate afterwards. You
|
|
must get her before she lands as Cham Cham doesn't have a lag time
|
|
after landing from a blocking jumping scratch. A and B Leyla Mutsube
|
|
can be successfully used to get her most of the time. If Cham Cham is
|
|
relatively close to you after bouncing back, you can run to get into
|
|
range and do a standing far AB to hit her out before she lands.
|
|
|
|
You can also make her miss by hopping/rolling back or running/rolling
|
|
forward. If Cham Cham misses (i.e. lying flat on the ground), Annu
|
|
Mutsube and crouching AB roll will hit her as she lies flat on the
|
|
ground. Of course you can also use the crouching kicks but they
|
|
don't do as much damage.
|
|
|
|
(note: don't try countering the jumping scratch with Leyla or Annu
|
|
Mutsube without first blocking it, the jumping scratch cancels the
|
|
Mutsube moves)
|
|
|
|
Lion Rush (Power Special): Block and retaliate with any attack.
|
|
|
|
Mura Gaburu (Paku Paku toss an skull): Reflect using Kamui Ryuse.
|
|
Might be able to slash it off like in SS1... You CANNOT Annu Mutsube
|
|
under the skull because it is so low now.
|
|
|
|
Pakupaku Deos (Paku Paku spins forward): Kamui Ryuse (Make yourself
|
|
invulnerable to it) or you can Annu Mutsube through Paku Paku safely
|
|
too (make sure you are already away and sliding when you meet Paku Paku
|
|
with the Annu Mutsube.
|
|
|
|
Paku Gaburu (Paku Paku rises and spits a fireball): If you are sure
|
|
you can Annu Mutsube through it before the fireball explodes on the
|
|
ground, then do it!! You will hit Cham Cham along with it too. Or
|
|
otherwise jump away or block it (make sure you have enough energy left
|
|
to block it!)
|
|
|
|
Normal Move Counters:
|
|
Crouching CD kick (sliding): If see it coming, Annu Mutsube straight
|
|
through, or the crouching AB slash will hit her out. Or if close (Cham
|
|
Cham is still sliding after you block), retaliate after blocking.
|
|
|
|
Human Player Patterns/Strategy:
|
|
(1) Crouching D kick until you are out of range, then crouching CD
|
|
kick you: Know the pattern and then Annu Mutsube after you have
|
|
been pushed out of range by the crouching D kick.
|
|
|
|
--------------------------------------------------------------------------
|
|
|
|
Charlotte:
|
|
|
|
CPU patterns/general:
|
|
- If trapped against the wall and CPU Charlotte is very close it's
|
|
usually safe to just AB Leyla Mutsube away to get out.
|
|
- Get on the falcon and immediately start moving the falcon up and
|
|
over Charlotte. CPU Charlotte is programmed to do her AB power
|
|
gradation in this situation. When you see this coming, quickly
|
|
Yatoro Poku off the falcon to avoid the Power Gradation, and then
|
|
combo Charlotte as she lands from her missed power gradation (combo
|
|
3 or 7)!
|
|
- Don't jump or hop back at close range or will be hit by her quick A
|
|
pokes.
|
|
- Don't do any missed attack or Charlotte will poke you with her
|
|
weapon.
|
|
- Get away so you have enough distance to jump in. Then jump in with
|
|
a air D kick (for more damage), and if she blocks and you land close
|
|
enough do either a crouching D kick and she will usually get hit by
|
|
the second attack from you. After that do a standing C kick to push
|
|
her away. If any of the D kicks hit follow up with an A Annu
|
|
Mutsube.
|
|
- Never jump in with a slash! Charlotte's standing D kick and Power
|
|
Gradation will get you before yours hit her.
|
|
|
|
Special move counters:
|
|
Power Gradation: Block and retaliate - see combo section, Special
|
|
Moves Listing and Their Uses Section (Kamui Ryuse, Apefunchi Kamui
|
|
Rymuse).
|
|
|
|
Splash Fount: If Charlotte does her splash fount from far away and you
|
|
have time to get your Annu Mutsube out (i.e. Nakoruru has time to start
|
|
sliding before Splash Fount hit you), then Annu Mutsube will hit her
|
|
out. Otherwise, if you are too close to the move to get your Annu
|
|
Mutsube started, you need to block FIRST, and Annu Mutsube afterwards.
|
|
Or jump over and retaliate from the other side.
|
|
|
|
Splash Gradation (Power Special): Block it and then as the 7-pointed
|
|
star starts fading, Annu Mutsube through to hit Charlotte.
|
|
|
|
Sword Flash (Triangle Projectile): Kamui Ryuse to reflect it or Annu
|
|
Mutsube under it.
|
|
|
|
Normal Move Counters:
|
|
|
|
Human Player Patterns/Strategy:
|
|
|
|
--------------------------------------------------------------------------
|
|
|
|
Earthquake:
|
|
|
|
CPU pattern/general:
|
|
- Jump in on CPU Earthquake STRAIGHT AWAY at the beginning of each
|
|
round as CPU Earthquake nearly always attacks with a A or B slash
|
|
at the start of a round. Then combo him after jumping as he is
|
|
still retracting from his first weapon attack.
|
|
- Generally just jump in and attack and attack and combo him if air
|
|
attack gets him. If he blocks your jump-in attack, when you land do
|
|
a crouching kick or slash which will usually hit him.
|
|
- If CPU jump towards you counter with air AB slash will usually work.
|
|
- Be careful when sending Mamahaha away, since Earthquake now can do
|
|
portal drop he will do that sometimes as you send the bird away.
|
|
Also don't send Mamahaha away when you are too close or you will eat
|
|
a crouching AB.
|
|
- Earthquake will sometimes do a Fat Copy and then go straight into his
|
|
Power Special as well so watch out for it.
|
|
|
|
Special move counters:
|
|
Fat Bounce (bouncing butt attack): The safest thing to do is to send
|
|
Mamahaha to burn him but Leyla Mutsube through his fat butt looks more
|
|
'stylish' :-) But you have to make sure again that Nakoruru's knife
|
|
slice through Earthquake first before any part of her body touches
|
|
Earthquake. Or otherwise it is a trade usually. Also you can just
|
|
jump and slash him out of it, or do a standing slash will also work.
|
|
|
|
Fat Chainsaw: Annu Mutsube through it will hit him out. Or if too
|
|
close, block and then Annu Mutsube or crouching AB roll slash.
|
|
|
|
Fat Press: Jump in over the flame and attack Earthquake (yes you can
|
|
do it), or if not sure jump over him and attack from the other side.
|
|
If you need to, block it all and nail him with an Annu Mutsube
|
|
afterwards.
|
|
|
|
Fat Copy: If you are not in between the two images, just AB Annu
|
|
Mutsube through both images. The bomb that appears from the false
|
|
image won't explode in your face since you already slide past it and
|
|
you will hit the real image too. If you are in between the two image,
|
|
you can look at the top of the screen where Earthquake's name is
|
|
displayed, it is replaced by the motion of the move he performs so you
|
|
can work out which image he is from the button pressed (A=left,
|
|
B=right). Otherwise just take your pick I guess....
|
|
|
|
Portal Drop: There are two ways to counter this....
|
|
|
|
You can either do a standing close AB slash to counter as Earthquake
|
|
falls down on you from the sky - thus not blocking at all. (maybe a
|
|
Kamui Ryuse or crouching AB slash will work too)
|
|
|
|
Or you can block and then B Annu Mutsube to get him as he lands. You
|
|
can also do a last-minute Annu/Leyla Mutsube just before Earthquake
|
|
hits you with the belly attack from above. You can NOT do this when
|
|
countering Galford and Hanzo's portal drop since they attack with their
|
|
swords (which is steel) instead of their bellies (which is flesh :-) )
|
|
|
|
Yo Yo Gama (Power Special): Can Annu Mutsube through provided you
|
|
slide through when blue hand is waving up. Therefore, you should Annu
|
|
Mutsube straight away after the blue hand has waved down. This way you
|
|
will get Earthquake 100% of the time. Alternatively send Mamahaha to
|
|
get him. Or jump over and attack from the other side.
|
|
|
|
Normal Move Counters:
|
|
Crouching AB slash: Block it, and as soon as Earthquake's weapon
|
|
travels past you, Annu Mutsube to hit him.
|
|
|
|
Human Player Patterns/Strategy:
|
|
|
|
--------------------------------------------------------------------------
|
|
|
|
Galford:
|
|
|
|
CPU pattern/general:
|
|
- Keep CPU Galford away with lots of standing C kicks which will hit
|
|
many times even if CPU is at high difficulty level. Stop the kicks
|
|
as soon as you are out of your attack range.
|
|
- Take advantage when Galford jumps, if you can walk under him, then
|
|
standing B slash him on his back as he lands.
|
|
- Get on Mamahaha, CPU Galford will either do a portal drop himself,
|
|
or send the dog to drop from the sky. If he sends the dog, quickly
|
|
Kamui Mutsube off the bird to get him! The dog will drop at the
|
|
position where the falcon was so you won't get hit. If Galford
|
|
does the Portal Drop himself, a well-timed Kamui Mutsube will also
|
|
hit him out. Or quickly Yatoro Poku off the bird, then block
|
|
Galford's Portal Drop and then retaliate.
|
|
- When Galford executes the Dog Rush move, the dog rushing forward
|
|
has a colour outline. You can slide through this move. The Machine
|
|
Gun Dog move does not. So if you want to Mutsube through the dog
|
|
make sure you can distinguish between the two of them. Also the
|
|
Rush Dog is a lot faster then either the Machine Gun dog or Replica
|
|
Dog.
|
|
|
|
Special move counters:
|
|
Fake Wood/Portal Drop: The same counter as with Earthquake.
|
|
|
|
Invisibility: Find him! When Galford turns invisible he isn't
|
|
entirely 'invisible'. You can tell what he is doing by sounds, like
|
|
the 'whooshing' when they jump or the footfalls when they run.
|
|
|
|
Most importantly though it isn't necessary to strike him to know where
|
|
he is. Swinging away with Nakoruru's limited range isn't helpful.
|
|
The key to knowing where he is lies in looking at Kuroko. He always
|
|
places himself in between the two fighting characters.
|
|
|
|
This fact is useful because from that you can roughly guess where the
|
|
invisible ninja is (IE: If the ninja is approaching you, Kuroko will
|
|
be moving towards you as well. If he is running then Kuroko will stay
|
|
in place and you 'should' hear footfalls).
|
|
|
|
Kuroko only stays in place when (obviously) both characters don't move
|
|
or one character jumps/hops/runs (well, he also stays in place if
|
|
there's been a blocked slash : where he'll shake his head or a hit
|
|
slash: where he'll raise a flag. Either one being irrelevant because
|
|
then the ninja will have given away his position).
|
|
|
|
Machine Gun Dog: use Kamui Ryuse, cannot use Annu Mutsube since this
|
|
cancels Annu Mutsube out and you will get munched to death by the dog.
|
|
|
|
Plasma Blade: Reflect using Kamui Ryuse, or Annu Mutsube under it.
|
|
|
|
Poppy Power (Power Special): Jump over it and attack.
|
|
|
|
Replica Dog: If you see it coming and Galford is relatively close,
|
|
Annu Mutsube to hit Galford before the dog reappears. Or if you see
|
|
it coming hop/roll back or run/roll forward and the dog will miss.
|
|
Don't know if Annu Mutsube cancels it or if Kamui Ryuse works?
|
|
|
|
Rush Dog: Annu Mutsube through it or use Kamui Ryuse to make your-
|
|
self invulnerable to it. Make sure you are already sliding with your
|
|
swords extended when you meet poppy.
|
|
|
|
Shadow Copy: The same counter as with Earthquake's Fat Copy.
|
|
|
|
Strike Hez (SPD-like throw): Pray that he doesn't get that off on
|
|
you!!!!
|
|
|
|
Normal Move Counters:
|
|
Crouching AB slash: Block and Annu Mutsube.
|
|
|
|
Human Player Patterns/Strategy:
|
|
(1) There is a expert Galford player here locally you can nearly always
|
|
run in and Strike Hez me as I am getting up from being knocked down
|
|
and I don't know how to counter it - if anyone has any ideas please
|
|
tell me...
|
|
|
|
(2) Galford players love their standing far Bs and crouching CD kicks
|
|
so watch out for those when you try to move in. Galford is like
|
|
Nakoruru - fast but with a lot more range so it is quite tough for
|
|
Nak. Don't jump too much or you will be air ABed to death since
|
|
Galford has a lot more air range than you do and is just as fast
|
|
with his air AB.
|
|
|
|
(3) Watch out when Human player does the Shadow Copy, retaliate
|
|
immediately. Good Galford player can always Strike Hez you as the
|
|
2 image appear on the screen straight away so you need to be fast.
|
|
|
|
--------------------------------------------------------------------------
|
|
|
|
Gen-An Shiranui:
|
|
|
|
CPU pattern/general:
|
|
- Missed or Blocked Leyla Mutsubes will be countered with a Butcher
|
|
Thrust by CPU.
|
|
- CPU Gen-An also uses the quick sliding D/CD kick a lot when he is
|
|
close in succession. Make sure you block all of them low. Note
|
|
that Gen-An kicks up after sliding in when he does the crouching CD
|
|
kick. Also CPU Gen-An sometimes will do a quick crouching A slash
|
|
after sliding in with a kick so watch out.
|
|
- CPU Gen-An jumps a lot. Whenever Gen-An jumps, air AB slash him
|
|
out of the sky.
|
|
- Nearly every time after CPU Gen-An blocks your Mamahaha he will jump
|
|
forward. Also at the start of the round he will usually triangle
|
|
jump off the wall or just jump forward about 45% of the time.
|
|
|
|
Special move counters:
|
|
Butcher Thrust: If have time, Annu/Leyla Mutsube through it will
|
|
counter. Or Block it, and Annu/Leyla Mutsube to retaliate as he spins
|
|
back. When using the Mutsube moves to counter the Butcher Thrust, you
|
|
must make sure the Butcher Thrust move doesn't touch Nakoruru from the
|
|
top or she will be hit out of the Mutsube or will trade damage with
|
|
Gen-An (i.e. Nakoruru's knife MUST meet Gen-An's spin first before any
|
|
other part of her body).
|
|
|
|
Or you can block it, then send Mamahaha to attack but this is harder to
|
|
time. Or you can use standing far B slash to slash him out of it
|
|
quite easily. Standing C kick also kick him out of this move easily.
|
|
If you meet his Butcher Thrust in the air and you are on top sometimes
|
|
your air kicks will also hit him out of the Butcher Thrust.
|
|
|
|
Death Twister (Power Special): Not quite sure if you can jump in on
|
|
it. Send Mamahaha to burn him if you have time. Or otherwise block
|
|
and then retaliate with anything.
|
|
|
|
Glove Extension: If hit by it, usually you will have enough time to
|
|
wiggle your way out of the dizzy and maybe retaliate with a Annu
|
|
Mutsube. If you block it, you can also immediately go into an A Annu
|
|
Mutsube to hit Gen-An but this needs really good timing. It is also
|
|
possible to Annu Mutsube under the Glove Extension without blocking at
|
|
all.
|
|
|
|
Poison Blizzard: Jump in and attack him. Or just block or reflect it
|
|
with your cape. Or Annu Mutsube through the cloud.
|
|
|
|
Second Skin: Wait for Gen-An to spin forward, block it and then A or
|
|
B Leyla Mutsube to get him as he spins backward. Or you can counter
|
|
it with a Leyla Mutsube without blocking if you are far enough away
|
|
such that only knife Portion hits Gen-An first. If Gen-An misses with
|
|
it and lands close to you just slash him with anything before he lands.
|
|
When Gen-An is emerging from the skin, if you are close enough do a
|
|
Leyla Mutsube which hits him just as he starts to spin upward. This
|
|
also hits him out of the move. Or time a falcon attack so that the
|
|
falcon hits him as he emerges from the skin to spin upwards also works.
|
|
|
|
Normal Move Counters:
|
|
(1) Standing far AB: If you see Gen-An start his long-range AB, you
|
|
will have time to hit him either before he hits you (Annu Mutsube
|
|
when you see his first AB animation frame) or after (block it and
|
|
Annu Mutsube).
|
|
|
|
Human Player Patterns/Strategy:
|
|
(1) Good Gen-An players will utilise Gen-An's crouching A, B slashes
|
|
and the crouching D and CD kicks. A very popular pattern is that
|
|
Gen-An does the crouching D sliding kick a couple of times until he
|
|
gets relatively close and throw. Or he does one or two sliding D
|
|
kicks and then follow it up with a crouching A or B slash. So know
|
|
these patterns and don't fall for it. A well-timed crouching
|
|
attack after blocking Gen-An's sliding kick will usually break
|
|
the pattern.
|
|
|
|
--------------------------------------------------------------------------
|
|
|
|
Genjuro (Kibagami Genjuro):
|
|
|
|
CPU pattern/general:
|
|
All the following strategy is based on crouch CD kicking CPU Genjuro
|
|
at the maximum range of the crouching CD kick (or just outside the
|
|
range). So try to stay at this position all the time and crouching
|
|
CD kick CPU Genjuro and act on CPU's reaction to it described below:
|
|
- CPU Genjuro will sometimes at the same time try an attack on you
|
|
(Oukazan, or just a slash or something). But in doing so he will
|
|
be hit by your crouching CD kick.
|
|
- CPU Genjuro might run in or walking forward (to throw you) as your
|
|
crouching CD kick is retracting, in this case quickly start your
|
|
crouching C or D kicks as soon as you retract from your crouching
|
|
CD kick. If you use a D kick and it hits then follow up with A
|
|
Annu Mutsube.
|
|
- CPU Genjuro also might try a BC hop above your crouching CD kick,
|
|
but as your crouching CD kick stays out quite long he will still
|
|
get hit by it since the BC hop is quite short.
|
|
- CPU Genjuro will also sometimes anticipate your crouching CD kick
|
|
with perfect timing and jump forward, but at the distance specified
|
|
above (i.e. at the maximum range of your crouching CD kick), he will
|
|
over-jump and you will have just enough time to slash him on the
|
|
back with a standing close B (and don't forget to follow up with
|
|
either an Annu Mutsube or a Amube Yatoro)
|
|
- CPU might jump straight up in response to your crouching CD kick and
|
|
then do an air AB as he is coming down. I haven't worked out how to
|
|
deal with this yet except for just blocking it since you don't have
|
|
much time after you retract from your crouching CD kick. Maybe it's
|
|
possible to Mutsube Genjuro in time in this case (I've never tried
|
|
though).
|
|
|
|
Other things to be aware of:
|
|
- Don't do AB Leyla Mutsube to get out of his way - or he will send his
|
|
projectile cards after you when you land!
|
|
- Use Amube Yatoro to attack often, Genjuro doesn't jump over the bird
|
|
very much. But he will jump forward AFTER he blocks it often. If he
|
|
does jump forward, counter with a crouching CD kick or an air AB.
|
|
|
|
Special move counters:
|
|
Card Game (Power Special): Block and A Annu Mutsube to retaliate only
|
|
if Genjuro is very close when he attempted the Power Special (i.e.
|
|
Genjuro is within your A Annu Mutsube range he is close enough).
|
|
|
|
Oukazan (card projectile): Reflect using Kamui Ryuse or Annu Mutsube
|
|
under it.
|
|
|
|
Sanrensatsu (dashing slashes): Annu Mutsube will hit Genjuro cleanly
|
|
out of his Sanrensatsu everytime but the move is so fast it is hard
|
|
to counter like this. Also, if Genjuro is still sliding forward you
|
|
can throw him out of the dashing slashes. Otherwise block it all
|
|
(block in the same direction as the first - but make sure you know
|
|
when to block in forward position. This happens when Genjuro uses a
|
|
B or AB Sanrensatsu at close range), then retaliate.
|
|
|
|
Toha Kouyokujin (rising purple slash): Block and retaliate when he
|
|
lands. Refer to the Combos Section, Special Moves List and Their
|
|
Uses Section on Kamui Ryuse and Apefunchi Kamui Rymuse
|
|
|
|
Normal Move Counters:
|
|
Standing Far AB slash: Annu Mutsube - You will have time to get
|
|
Genjuro if you executed your Annu Mutsube as soon as you see the first
|
|
animation frame of his standing far AB (where he lifts his sword up)
|
|
and if you are close enough. If he just misses you with the move you
|
|
can also B Annu Mutsube to get him.
|
|
|
|
Human Player Patterns/Strategy:
|
|
|
|
--------------------------------------------------------------------------
|
|
|
|
Haohmaru:
|
|
|
|
CPU pattern/general:
|
|
- Play turtle. Watch Haohmaru's move and act on it.
|
|
- If you jump in on CPU Haohmaru he will usually attempt a crouching AB
|
|
slash to counter it. Therefore, intentionally over-jump and get CPU
|
|
after you land as he is still retracting from the crouching AB.
|
|
- Stay in defensive crouch and wait for Haohmaru to do his attack. CPU
|
|
Haohmaru will move in and do series of quicker slashes. And if you
|
|
block them all, he will usually move away a bit and try a standing
|
|
far AB slash. Recognize this and counter with Annu Mutsube.
|
|
- Sometimes after CPU does a series of slashes, he will back away
|
|
further and then send a Senpuretsuzan. So when he backs away follow
|
|
him and then counter as he is sending the Senpuretsuzan.
|
|
- CPU Haohmaru will also sometimes stay just outside your attack range
|
|
and do a couple missed slashes or kicks. Know when he will do these
|
|
and then A Annu Mutsube to counter these missed moves.
|
|
- If Haohmaru jumps in, use crouching CD kicks or air AB to counter.
|
|
- If CPU presses in too closely can do a AB Leyla Mutsube to get out of
|
|
the way. CPU generally won't retaliate effectively.
|
|
- Make sure you don't try to send Mamahaha away when you are WITHIN
|
|
Haohmaru's standing AB range, or otherwise you will eat a standing AB
|
|
before you have time to summon the bird.
|
|
|
|
Special move counters:
|
|
Energy Slice (Power Special): Block it and then Annu Mutsube to get
|
|
him afterwards.
|
|
|
|
Kogetsuzan (rising uppercut slash): Block and retaliate. Use combo
|
|
(7) listed in the combo section below. Also, you can Annu Mutsube
|
|
through to hit Haohmaru out of his Kogetsuzan if his circle slash at
|
|
the start does not hit you. This is actually not too hard to do and
|
|
you have quite a good chance of hitting him out.
|
|
|
|
Resshinzan (leaping somersault slice): This move has a reasonably
|
|
short lag time after it so you need to retaliate with caution. Block
|
|
it and Annu Mutsube to retaliate only if Haohmaru is very close to
|
|
you after he execute the move. Or you can substitute Annu Mutsube with
|
|
either crouching CD kick or crouching AB roll slash. Also, if you see
|
|
it coming, a quick A Leyla Mutsube as Haohmaru jumps forward in his
|
|
Resshinzan (before he starts slicing) will get him too.
|
|
|
|
Sake Attack: You can Annu Mutsube through it. Or block it first and
|
|
then Annu Mutsube to retaliate.
|
|
|
|
Senpuretsuzan (energy tornado)/False Senpuretsuzan: If you see
|
|
Haohmaru start his tornado move (no matter whether it's a fake or a
|
|
real one) do your Mamahaha attack straight away. If it's a real
|
|
tornado it will cancel and if it's a fake Haohmaru will have to take a
|
|
tick of blocked damage or if your falcon comes out fast enough you
|
|
might hit him too! Nakoruru can also slide through Senpuretsuzans with
|
|
Annu Mutsube right before Senpuretsuzan hits her. Once again you can
|
|
reflect it with Kamui Rymuse. Also see Special Move Listing and their
|
|
uses section - Irusuka Yatoro Lise.
|
|
|
|
Tempa Fuuzin Zan: If you see it coming, jump over it (and then
|
|
retaliate after he lands from his final Kogetsuzan). If there is no
|
|
time to jump, block it all and then retaliate. Or send Mamahaha to hit
|
|
him if you have time. Also, as with the Kogetsuzan, Haohmaru can be
|
|
hit out of his Tempa Fuuzin Zan combo by the Annu Mutsube if you can
|
|
slide when his sword is not at the bottom slashing. I usually go for
|
|
it, especially when I am very low on energy and my opponent is trying
|
|
to finish me off with a Tempa Fuuzin Zan.
|
|
|
|
Normal Move Counters:
|
|
Standing Far AB slash: If missed B Annu Mutsube to get him. If
|
|
blocked at close range (Say within your crouching CD kick range) also
|
|
Annu Mutsube to hit him.
|
|
|
|
Standing B slash (poking with sword): If just missed Annu Mutsube to
|
|
hit him. (Need to be quick)
|
|
|
|
Human Player Patterns/Strategy:
|
|
(1) Haohmaru's who likes sending out his Senpuretsuzan should be
|
|
punished for their siliness. At far range, reflect it back. At
|
|
close range Annu Mutsube through it to hit him. If he does one
|
|
when you get up and he is close enough to be reached by your
|
|
crouching CD kick, A Annu Mutsube to hit him after blocking it.
|
|
|
|
(2) Against Haohmaru's who knows how to do Tempa Fuzzin Zan, you
|
|
should regularly checks his 'joystick' for the motion of the move
|
|
and if he is attempting it, Annu Mutsube to get him.
|
|
|
|
(3) Human Haohmarus also like to use the Resshinzan to get blocked
|
|
energy off you (it takes about 3 ticks). Many of them also like
|
|
to add a Kogetsuzan after it so that your retaliation move will
|
|
get hit.
|
|
|
|
(4) Watch out when Haohmaru runs towards you. Some of them like to
|
|
run in and then do a Kogetsuzan in front of you to get you as you
|
|
might be trying to hit them. Well watch out for this and block and
|
|
counter it. (Or you can Annu Mutsube at the last moment as you see
|
|
them running in)
|
|
|
|
--------------------------------------------------------------------------
|
|
|
|
Hanzo Hattori:
|
|
|
|
CPU pattern/general:
|
|
- Hanzo will do a roll forward at the start of the round very often.
|
|
- Generally keep him away with standing C kicks as he gets into range.
|
|
- Don't jump in to attack when CPU Hanzo is not doing anything. CPU
|
|
sometimes will time a perfect Bakuen Ryuu to hit you as you jump in
|
|
CPU Hanzo will also sometimes jump forward and counter you with his
|
|
air AB.
|
|
- Be careful when CPU Hanzo is running towards you, he might pull off a
|
|
Bullhead Blast on you.
|
|
- If he runs in after his fire snake make sure you reflect the fire
|
|
snake with your cape! It will get him occasionally.
|
|
- Amube Yatoro attack should be used rarely. CPU Hanzo will sometimes
|
|
time a perfect portal drop from above to get you.
|
|
|
|
Special move counters:
|
|
Aerial Shuriken: If the shuriken doesn't hit you, move forward a bit
|
|
and A Annu Mutsube to get him. Or you can jump forward over the
|
|
shuriken and get Hanzo. In some situations you can block it and still
|
|
have enough time to nail Hanzo with an Annu Mutsube afterwards provided
|
|
that he is very close. Or reflect it with Kamui Ryuse? Slash it in
|
|
half like in SS1?
|
|
|
|
Bakuen Ryuu (fire snake): Reflect it using Kamui Ryuse - especially if
|
|
Hanzo is running towards you after it. Or jump forward to attack. You
|
|
can also watch the projectile carefully and Annu Mutsube through when
|
|
the projectile has just leaped from the ground but this is harder to
|
|
do.
|
|
|
|
Bullhead Blast (SPD-like throw): Pray that he doesn't get that off
|
|
on you!!!!
|
|
|
|
Fake Wood/Portal Drop: If Hanzo does a portal drop from above the
|
|
counter is the same as with Earthquake/Galford. But after blocking the
|
|
Portal Drop, instead of using B Annu Mutsube, you shoud move forward a
|
|
bit and use A Annu Mutsube instead. The reason is that Hanzo can do a
|
|
Fake Wood after you nail him with the B Annu Mutsube and get you back
|
|
because you haven't recovered from your B Annu Mutsube in time to block
|
|
it. Annu Mutsube can hit him out of his fake wood attack from below
|
|
easily. So if Hanzo does a Fake wood, wait for a split second and go
|
|
into an A Annu Mutsube which will hit him as he reappears. Or you can
|
|
block first and then do the A Annu Mutsube straight after (and you must
|
|
be do it very quickly straight after and only A Annu Mutsube will work
|
|
if you want to block first). If Hanzo does disappear again after
|
|
getting hit by your A Annu Mutsube, do another one and another one
|
|
until he gives up :-).
|
|
|
|
Hellfire (Power Special): Hanzo doesn't seem to have much stun time
|
|
after he executes this move and there is probably no time to
|
|
retaliate after blocking it. The move however takes a while to come
|
|
out. If you see that fire of circle on the ground maybe there is
|
|
enough time to Annu Mutsube forward to hit him first?
|
|
|
|
Invisibility: See Galford's invisibility.
|
|
|
|
Ninja Multiplier: Same counter as with Earthquake's Fat Copy.
|
|
|
|
Normal Move Counters:
|
|
See the same section on Galford for reference.
|
|
|
|
Human Player Patterns/Strategy:
|
|
(1) See the same section on Galford for reference.
|
|
|
|
--------------------------------------------------------------------------
|
|
|
|
Jubei Yagyu:
|
|
|
|
CPU pattern/general:
|
|
- If trapped in the corner AB Leyla Mutsube to get away is usually OK.
|
|
- Standing C kick him if he gets into range. If you standing C kick
|
|
CPU often CPU will then switch to a Mikkaku Ratoh as you C kick him
|
|
so watch out for that.
|
|
- Make sure you can distinguish whether he is just running forward or
|
|
is doing Mikkaku Ratoh. If he is just running forward keep him away
|
|
with standing/crouching C kicks.
|
|
- If you run towards a CPU Jubei, he will usually start a Hasso Happa
|
|
as you get into range. So utilise this and run towards him and block
|
|
as you get into range when he starts Hasso Happa. Then retaliate.
|
|
|
|
Special move counters:
|
|
Hasso Happa (100-sword Strikes): You can Annu Mutsube through this
|
|
with no problem usually - but I have been hit by it while trying to
|
|
Annu Mutsube through it too. Or block it for a while and then Annu
|
|
Mutsube through it as Jubei is about to stop.
|
|
|
|
Mikkaku Ratoh (charge forward then rising slash): Block and then
|
|
retaliate as he lands (combo 7 again!). It is NOT possible to Annu
|
|
Mutsube to counter it without blocking at close range - you will be
|
|
hit out. If your Annu Mutsube is already away and sliding I think
|
|
it's OK.
|
|
|
|
Suigetsutoh (ground wave projectile): Reflect using Kamui Ryuse or
|
|
jump over and attack. Or block it. You can also Annu Mutsube
|
|
through it I think.
|
|
|
|
Yagyu Shingantou (block with one sword/attack with another): There
|
|
is not much you can do if you are caught in it except for being
|
|
slashed... But you should try to recognise when Jubei is doing the
|
|
move - when Jubei does the move he is frozen on the spot for about
|
|
nearly 1 second. CPU will sometimes do this, if you see this and you
|
|
are close Annu Mutsube to hit him as he is frozen on the spot?
|
|
|
|
Zetsu Suigetsutoh (Power Special): See Hanzo's Hell Fire special.
|
|
|
|
Normal Move Counters:
|
|
recognise these two Jubei's standing slashes - the first one is where
|
|
he just pokes forward with the sword, if he misses you with this you
|
|
will have time to A Annu Mutsube him. The second one is the one where
|
|
he does a two-hit both of his swords, after blocking the first one
|
|
immediately A Annu Mutsube to hit him.
|
|
|
|
Human Player Patterns/Strategy:
|
|
|
|
--------------------------------------------------------------------------
|
|
|
|
Kuroko:
|
|
|
|
CPU pattern/general:
|
|
CPU Kuroko Strategy which I worked out while I was in Taiwan playing
|
|
those modified SS2 arcades which replaced a normal Character with
|
|
Kuroko are stated below:
|
|
- Get into a position where you can hit Kuroko if you execute your A
|
|
or B Annu Mutsube and then crouch defending there and wait for Kuroko
|
|
to make a move.
|
|
- If CPU doesn't do anything, do one or two crouching C kicks and
|
|
Kuroko should react to that. He will do one of the two things:
|
|
* If he react by jumping in, then just walk under and standing close
|
|
B slash him and then send Mamahaha to get one more blocked damage
|
|
straight after.
|
|
* If Kuroko react by sending a projectile to you. Annu Mutsube
|
|
through it to counter. Although the projectiles themselves are
|
|
quite fast, Kuroko has a delay before and after all his projectile
|
|
moves which is long enough for you to Annu Mutsube to get him
|
|
provided that you are within the range of your B Annu Mutsube.
|
|
- Use the falcon to get as much blocked damage as you can but don't
|
|
send the falcon out at close range, Kuroko will roll under the falcon
|
|
attack and throw you afterwards.
|
|
- When Kuroko's POW meter is up he will attempt his POW special many
|
|
times so watch out for them.
|
|
|
|
Special move counters:
|
|
Koh Ken (single fireball): Annu Mutsube under it or Kamui Ryuse to
|
|
reflect it.
|
|
|
|
Haoh Sho Koh Ken (massive double-sized fireball): Annu Mutsube under
|
|
it or Kamui Ryuse to reflect it.
|
|
|
|
Double Koh Ken: Annu Mutsube under it works. I think you cannot
|
|
reflect both Koh Kens in one go though....
|
|
|
|
Mega Smash (cylindrical energy missile): Kamui Ryuse can reflect it.
|
|
Annu Mutsube goes under it as well.
|
|
|
|
Ressen Kyaku (grab and kick for six times): Make sure you don't get
|
|
grabbed by this...
|
|
|
|
Gekihou (Bends and produce giant self-projection):
|
|
|
|
Double Senbei Shuriken (throws two cookies, one on top of the other):
|
|
Annu Mutsube under it should work. Not sure about Kamui Ryuse.
|
|
|
|
Kaiser Wave (moon-shaped projectile): Kamui Ryuse to reflect or Annu
|
|
Mutsube under it?
|
|
|
|
Flags of Fury (sends flags out on chain): Same as Gen-An and
|
|
Nicotine's weapon extension move.
|
|
|
|
Mass Slash (swipes flag in downward arc - reflects projectiles):
|
|
|
|
Spike Ball (Hurls a black orb covered with barbs): Annu Mutsube
|
|
under it. Reflect using Kamui Ryuse?
|
|
|
|
Side Splitters: Not quite sure about this. Maybe Annu Mutsube
|
|
through both the top half and the bottom half?
|
|
|
|
Ryuuko Ranbu (Power Special - charges forward and if hit, begins a
|
|
barrage of attacks): Block! Or jump over it. Kuroko will usually
|
|
do one or two in a row by the way.
|
|
|
|
Curse Ball (Power Special): Haven't seen this.....
|
|
|
|
Normal Move Counters:
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Kyoshiro Senryo:
|
|
|
|
CPU pattern/general:
|
|
- Use your falcon as much as possible. CPU Kyoshiro will usually jump
|
|
over them. Then counter him in air.
|
|
- CPU Kyoshiro will throws his fan as if you send Mamahaha to attack
|
|
and sometimes both of you get hit!
|
|
- If trapped AB Leyla Mutsube to get away.
|
|
- Be careful not to jump in on his power special.
|
|
- If jumping in to attack Kyoshiro make sure you use a kick - you have
|
|
a better chance of hitting Kyoshiro out of his rotating slashes (see
|
|
below)
|
|
- If you are going to counter Kyoshiro jumping in on you with your air
|
|
AB make sure you do it quick as sometimes CPU Kyoshiro will do his
|
|
rotating slashes to hit you.
|
|
- Also don't jump away from close range or CPU will also get you with
|
|
the rotating slashes.
|
|
- Do a few crouching C kicks and sometimes CPU will throw a fan at you,
|
|
Annu Mutsube under to hit him.
|
|
|
|
Special move counters:
|
|
Aragotoshi Kyoshiro "Chiniku-no mai" (Power Special): Block it all
|
|
and get him with an Annu Mutsube afterwards. Or if Kyoshiro is just
|
|
spinning there, send Mamahaha to burn him.
|
|
|
|
Chi Kemuri Kuruwa (falling rotating slash): It's safer to block it
|
|
and get Kyoshiro as he lands. Leyla Mutsube will can counter provided
|
|
that the knife touches Kyoshiro first. Or otherwise you might trade or
|
|
Kyoshiro will hit you out of Leyla Mutsube. You can also use crouching
|
|
CD kick to get him as long as he doesn't do this move on top of you.
|
|
|
|
Chobi Jishi (flips forward on stick in a fiery spin): Block and
|
|
then get him with an Annu Mutsube as soon as you are pushed out of
|
|
range of this attack. Alternatively send the falcon to burn him.
|
|
|
|
Fuuretsusen (Fire Fan): Reflect with Kamui Ryuse or Annu Mutsube
|
|
under it. You can also slash it in half with Nakoruru's standing
|
|
A slash, and with Nakoruru's standing B slash as well. See Special
|
|
Moves Listing and Their Uses section on Irusuka Yatoro Lise.
|
|
|
|
Kaenkyokubu (Dance of fire): You can Annu Mutsube through at least
|
|
the A and B Kaenkyokubu. Not sure about AB one as the flame looks
|
|
larger but it should be OK. Or you can jump over him and attack from
|
|
the other side.
|
|
|
|
Kaiten Kyokubu (rising rotating slash): Nakoruru's kick can fairly
|
|
easily hit Kyoshiro out of his Vertical Rotating slash if her kick hits
|
|
Kyoshiro from the top and hits approximately in the centre of the
|
|
spin. This is why it is wise to jump in mostly with a kick, not a
|
|
slash.
|
|
|
|
Normal Move Counters:
|
|
|
|
Human Player Patterns/Strategy:
|
|
|
|
--------------------------------------------------------------------------
|
|
|
|
Mizuki:
|
|
|
|
CPU pattern/general:
|
|
- Don't miss ANY chances of air counters when Mizuki jumps in on you
|
|
(it's about the only time you have an advantage over her), punish
|
|
Mizuki with some nice big air ABs whenever she jumps.
|
|
- Play very defensively. Stay in defensive crouch and counter
|
|
Mizuki's move accordingly. If she approaches you to within the
|
|
range of your standing C, crouching C or D kick range then do the
|
|
corresponding move to hit her.
|
|
- Even though it's dangerous, it is worth it trying to jump in a few
|
|
times to try and attack (she doesn't do that perfect-timing with
|
|
projectiles/demon thing if you don't jump in too much) Sometimes
|
|
you will get her. Have a quick look to see if the beast, any
|
|
projectile or the energy pool is forming once you jumped in before
|
|
you decide what you going to do when you land from you air attack,
|
|
if nothing is there and your air attack hit then combo her).
|
|
- Mizuki also teleports quite a bit and she usually will appear behind
|
|
you. She will teleport in the following situations:
|
|
* She sends out a Swine Curse Ball or Mass Confusion Projectile.
|
|
(That's why it's better to jump over these so that you don't have
|
|
to worry about blocking in forward joystick position once Mizuki
|
|
teleported)
|
|
* You attempted either Irusuka Yatoro Lise or Apefunchi Kamui Rymuse.
|
|
(That's why it's not wise at all to use the above moves -
|
|
especially Apefunchi Kamui Rymuse).
|
|
- When Mizuki teleports the safest thing is to jump in the direction
|
|
she has just disappeared from (i.e. forward).
|
|
- Try keep your distance and send Mamahaha to do some blocked damage.
|
|
- Be careful of Mizuki's Power Special Projectile, it travels forward
|
|
and then backwards if you jumped over it.
|
|
- AB Leyla Mutsube out of the corner is NOT a good idea..... Mizuki
|
|
has too many ways to punish you...
|
|
- The Rush Demon move has a bit of electricity (or lightning) at the
|
|
front of the beast and the Mad Demon move doesn't.
|
|
|
|
Special move counters:
|
|
Bitch Slap from Hell (multiple slaps with one hand): Nothing you can
|
|
do if you are in range except blocking (the slaps doesn't push you
|
|
away either.. Geez..) Mizuki can do this both standing and crouching.
|
|
I think the Mutsube moves will be hit out by her slaps if she does the
|
|
crouching slaps but if Mizuki does the standing slaps she can be hit
|
|
out of by any attacks that hits low.
|
|
|
|
Hell Tempest (power special - although Mizuki doesn't need to be
|
|
POWered up to do this move - a black sphere): Kamui Ryuse to reflect
|
|
it? Annu Mutsube Under it?
|
|
|
|
Mass Confusion (while & flashing projectile): Kamui Ryuse can be used
|
|
to 'cancel' the confusion projectile. I.e. upon contact with the cape
|
|
the confusion projectile disappears. Annu Mutsube under it?
|
|
|
|
Passage through Hell (slides portal under opponent and two hands pull
|
|
opponent in): Block in defensive crouch and you won't be pulled in.
|
|
|
|
Rush Demon/Mad Demon: Like Galford's Rush Dog and Machine Gun Dog, You
|
|
can only Annu Mutsube through the Rush Demon. I will only recommend
|
|
doing this if Mizuki sends the demon at very close range though (she
|
|
does that often). But since it's hard to tell which move it is you
|
|
have a 50-50 percent chance - either you slide through and get Mizuki
|
|
along with it, or you get mauled to death by the demon. I usually go
|
|
for it though.... Not quite sure about using Kamui Ryuse to make
|
|
yourself invulnerable though...
|
|
|
|
Swine Curse (a small lightning ball released by her pet demon): Kamui
|
|
Ryuse doesn't seem to reflect it - I have only tried it a couple of
|
|
times though so I may be wrong. You can Annu Mutsube under it
|
|
though. But by the time you realise that it is the swine curse
|
|
coming it's usually too late since Mizuki has already recovered from
|
|
her special move stun time.
|
|
|
|
Normal Move Counters:
|
|
Standing Wipe with that stick of hers (AB?): If missed, Annu
|
|
Mutsube. If blocked, also Annu Mutsube to get her afterwards.
|
|
|
|
--------------------------------------------------------------------------
|
|
|
|
Nakoruru:
|
|
|
|
CPU pattern/general:
|
|
- Crouch defending on the spot and wait for CPU Nakoruru to make a
|
|
move.
|
|
- Sometimes she won't do anything either so in this case do some
|
|
crouching C kicks to make her do something. The following is a list
|
|
of things CPU Nakoruru will try:
|
|
* If she jump towards you, walk under and standing close B slash her
|
|
(and then send the falcon to attack for one blocked damage)
|
|
* If she runs towards you or roll towards you, continue your
|
|
crouching C kicks. (and at all times watch her to see if she is
|
|
going to Annu Mutsube)
|
|
* If she get on the falcon, stop crouching C kicks and wait for her
|
|
to attack, block it and retaliate.
|
|
* If she Annu Mutsubes, block and retaliate. If she Leyla Mutsubes,
|
|
block and then retaliate.
|
|
* If CPU Nakoruru sends her Mamahaha to attack counter as specified
|
|
below.
|
|
- Don't worry if you are trapped in a corner, just continue to do what
|
|
is said above.
|
|
- NEVER, EVER do a AB Leyla Mutsube to get out of the corner, or you
|
|
will get Annu Mutsubed on the back as you land.
|
|
|
|
Special move counters:
|
|
Amube Yatoro (Falcon Summon): If you see it coming and is close enough
|
|
(i.e. CPU is within your A or B Annu Mutsube range) then A Annu Mutsube
|
|
forward to hit her. Or when you see Nakoruru starts turning around and
|
|
are about to summon the falcon, jump forward then and attack. The
|
|
falcon will nearly always miss you this way. Otherwise block.
|
|
|
|
Annu Mutsube: Block and then do any attack. Or alternatively, you
|
|
can do your own Annu Mutsube when she starts hers. The trick is to
|
|
do the move after CPU Nakoruru finishes shouting out "Annu Mutsube".
|
|
Then you do yours.
|
|
|
|
Apefunchi Kamui Rymuse (Super Kamui Ryuse): Block it! Don't think
|
|
there is much you can do about it. If you see it coming maybe jump
|
|
over it and attack?
|
|
|
|
Falcon Carry: Jumping up to attack CPU Nakoruru while she is on the
|
|
bird is generally not a good idea. But sometimes if I judge it
|
|
correctly I use Leyla Mutsube to get her.
|
|
|
|
Irusuka Yatoro Lise (Power Special): If you are close - Annu
|
|
Mutsube forward to get Nakoruru. If not, just block it or jump
|
|
over it and attack.
|
|
|
|
Kamui Mutsube/Yatoro Poku (attacks off the falcon): Block and then do
|
|
any crouching attack (I always use crouching AB roll slash). Yatoro
|
|
Poku has a shorter lag time after Nakoruru lands from the attack so
|
|
make sure you are quick enough.
|
|
|
|
Kamui Ryuse: Block and Annu Mutsube if Nakoruru used a B or AB Kamui
|
|
Ryuse. Cannot Annu Mutsube through the cape without blocking first I
|
|
think.
|
|
|
|
Leyla Mutsube: If CPU does a Leyla Mutsube that flies over your to
|
|
the other side, start a AB Annu Mutsube after she flies over you (i.e.
|
|
you've turned around) and this will get her on the other side.
|
|
Alternatively you can run after her and retaliate, or send Mamahaha
|
|
after her if you can time it right.
|
|
|
|
Normal Move Counters:
|
|
Standing Close AB slash: Annu Mutsube as soon as you see the first
|
|
part of the move.
|
|
|
|
Crouching CD kick: Block and Annu Mutsube.
|
|
Crouching AB Rolling Slash: Block and throw/retaliate. Or Annu
|
|
Mutsube through it.
|
|
|
|
Human Player Patterns/Strategy:
|
|
|
|
--------------------------------------------------------------------------
|
|
|
|
Nicotine (Caffeine Nicotine):
|
|
|
|
CPU pattern/general:
|
|
- Your standing attacks will miss altogether if Nicotine is crouched.
|
|
- CPU Nicotine will also sometimes try running in and then crouching
|
|
CD kick you so make sure you block that.
|
|
- Try to get him to jump and counter him in the air with either the air
|
|
AB slash or Leyla Mutsube.
|
|
- If you AB Leyla Mutsube to get out sometimes Nicotine will send a
|
|
projectile after you so do it sparingly.
|
|
- Be careful if you want to walk under and slash as Nicotine as two air
|
|
moves which will hit opponents on the back (the spiral kick and the
|
|
air AB slash).
|
|
- For some strange reason CPU Nicotine does his 'sneezing' taunts quite
|
|
often. Make sure when you see it you hit him before his finishes
|
|
sneezing!
|
|
|
|
Special move counters:
|
|
Bakusa Jougeki (staff extends via a chain): the same counter as
|
|
Gen-An's glove extension.
|
|
|
|
Confusion: Just make sure you don't get hit by it! Block and then
|
|
retaliate. As soon as the talisman starts falling and change to a
|
|
different colour you can retaliate.
|
|
|
|
Shikigamireifu, fire (fire demon - run low along ground): Reflect it
|
|
with Kamui Ryuse, or jump over and attack, or block LOW. You can
|
|
also Annu Mutsube under this projectile right before it hits you.
|
|
|
|
Shikigamireifu, thunder (electric bird - flies at head level):
|
|
Reflect it with Kamui Ryuse, or jump over and attack, or Annu Mutsube
|
|
under it, or crouch and let it fly above you.
|
|
|
|
Spiral Kick: Don't think there is anything you can do when he does
|
|
this spiral kick in the air..... Block and retaliate afterwards with
|
|
an Annu Mutsube.
|
|
|
|
Summoning Atavakah (Power Special): Block it for a short while and
|
|
then Annu Mutsube to hit a still-stunned Nicotine.
|
|
|
|
Normal Move Counters:
|
|
|
|
Human Player Patterns/Strategy:
|
|
|
|
--------------------------------------------------------------------------
|
|
|
|
Sieger (Neinhalt Sieger):
|
|
|
|
CPU pattern/general:
|
|
- Don't send Mamahaha away too many times in succession (especially if
|
|
you are corner-trapped), CPU will do the Blitz Siege when you are
|
|
about to send the falcon to attack (even though CPU usually miss with
|
|
the Blitz Siege but it is not wise to try sending the falcon too many
|
|
times in succession (except when you have your pattern going - see
|
|
below).
|
|
- Whenever Sieger gets in your standing C kick range kick him!! You
|
|
can also get offensive and move into range and standing C kick him.
|
|
- If jumping in it is best to use C kick - and kick as early as
|
|
possible since CPU Sieger will usually counter by jumping and doing
|
|
his CD kick belly attack which has very high priority.
|
|
- Don't use Leyla Mutsube to get out of the way or otherwise you will
|
|
get comboed with that backbreaker thing (OUCH!).
|
|
- A very useful pattern for Sieger, send the falcon to attack, Sieger
|
|
will nearly always jumps forward over the falcon and then you standing
|
|
C or D kick him! (you might need to move forward a little bit to get
|
|
into range though.) Then as he gets kicked back, you send the falcon
|
|
again (he will jump over it again) and repeat. Can substitute
|
|
standing kicks with a crouching AB roll slash, crouching CD kick or
|
|
you can jump forward and counter with your air AB slash. Just watch
|
|
out he doesn't do the Blitz Siege move instead of jumping again. If
|
|
he did the Blitz Siege, counter as specified below.
|
|
- Be careful when Sieger is close to you - CPU may attempt a Wolf Fangen
|
|
throw - this throw has a slightly longer range than your standing C
|
|
kick.
|
|
- Sieger has an air throw also so be careful when jumping in.
|
|
|
|
Special move counters:
|
|
Atomic Blast (Power Special): Block and then retaliate either with
|
|
an Annu Mutsube, or use combo 7.
|
|
|
|
Blitz Sieger: Do either Leyla Mutsube or Annu Mutsube when he is
|
|
about to hit you. You will hit him cleanly out of the Blitz Sieger.
|
|
Alternatively you can block it and then Annu Mutsube (or block and
|
|
then use combo 7). Sometimes CPU will do a Blitz Sieger which will
|
|
land just behind you and you need to make sure that you do the
|
|
Mutsube to go on the other side or you will miss. Kamui Ryuse or
|
|
crouching AB to counter?
|
|
|
|
Finger Flick (reflects projectile): No concern for Nakoruru - she
|
|
does not have a projectile!
|
|
|
|
Tiger Kopf/launching punch/backbreaker: CPU will not do the Tiger
|
|
Kopf if it is not going to hit. But say if he did, block it and
|
|
then Annu Mutsube or just do any slash I guess or throw. You might
|
|
also be able to Annu Mutsube through to hit him out of the Tiger Kopf?
|
|
|
|
Velcan Weinen (turn arm into flamethrower): I am afraid there is no
|
|
counter for this move. There is not enough time to Annu Mutsube after
|
|
blocking it. And you cannot Annu Mutsube through it. The only thing
|
|
is if you can see it coming (it takes a while to start) then you can
|
|
probably Annu Mutsube to hit him before the arm starts firing. Or to
|
|
be sure when you see it coming, jump and attack from the air.
|
|
|
|
Wolf Fangen (arm extends along ground and grabs): If you stay in
|
|
defensive crouch Sieger's Wolf Fangen cannot grab you. Sometimes you
|
|
can retaliate with an A Annu Mutsube - but this depends on how close
|
|
Sieger attempted the throw. So the safest thing to do is to send
|
|
Mamahaha to take a tick of damamge after you block it low.
|
|
|
|
Normal Move Counters:
|
|
|
|
Human Player Patterns/Strategy:
|
|
(1) Sieger players like to use that big cannon of theirs to blast you
|
|
whenever you come into range. So if you get into range and see
|
|
them preparing for that big blast - jump over them.
|
|
|
|
(2) Many Sieger players also like to get in close and then tag you
|
|
with a crouching D kick into the Velcan Weinen.
|
|
|
|
--------------------------------------------------------------------------
|
|
|
|
Ukyo Tachibana:
|
|
|
|
CPU pattern/general:
|
|
- When you are knocked down, CPU Ukyo will sometimes do his apple
|
|
slices as you get up, counter accordingly as stated below.
|
|
- Do AB Leyla Mutsube to get out of the way if CPU Ukyo gets too close.
|
|
He usually won't do any effective retaliation after he blocks it.
|
|
- If Ukyo moves in too close don't miss any crouching attacks or CPU
|
|
will do a perfectly-timed SSS firebird to get you.
|
|
- Stay in defensive crouch and watch for Ukyo's moves. If he moves too
|
|
close push him away with standing C kicks or crouching C or D kicks.
|
|
- Use the falcon to do some blocked damage.
|
|
- A pattern here for you: if Ukyo blocks your first B Mamahaha attack,
|
|
do another one immediately after which CPU Ukyo will almost always
|
|
jump over but he will be in perfect distance for you to crouch CD
|
|
kick him out of the sky.
|
|
- If CPU Ukyo jumps, you must be careful, you can usually counter with
|
|
a jumping air AB provided you hit him out very early in his jump.
|
|
Crouching CD kick also does NOT work as an air counter on Ukyo if
|
|
he jumps in and does a late firebird.
|
|
- Also don't hop back at close range or CPU Ukyo will sometimes do the
|
|
spirit slide to hit you as you hop back.
|
|
|
|
Special move counters:
|
|
Hiken Sasame Yuki (apple splice): If you see Ukyo toss an apple and
|
|
you are close enough to reach him with an Annu Mutsube BEFORE he starts
|
|
slicing then get him with an Annu Mutsube. Or otherwise wait until he
|
|
is about to finish with his apple slicing (start the Annu Mutsube after
|
|
he slices down for the third time) and then Annu Mutsube to get him.
|
|
It seems not possible to jump in and attack when he is slicing the
|
|
apple now so if you really want to jump in - jump over him and attack.
|
|
DO NOT do the Annu Mutsube while he is still doing the apple slice -
|
|
you can slide past if you go through only if his sword is not slashing
|
|
down but it is very hard to time. Sometimes CPU will do this special
|
|
move as you get up. If CPU does this move very close to you as you get
|
|
up, you can also usually throw him out of the move (since CPU usually
|
|
throws out the apple too late and hence you will have time).
|
|
|
|
Hiken Tsubame Gaeshi (Swallow Swipe firebird - air or ground): If Ukyo
|
|
jumps in and does a Swallow Swipe firebird where his sword touched
|
|
you as you block it, Ukyo then will most likely bounce back. Execute
|
|
Annu Mutsube straight away after blocking to hit him as he lands. If
|
|
Ukyo just jumps straight up and does the Swallow Swipe firebird,
|
|
quickly go into Annu Mutsube to hit him as he lands from the move (the
|
|
firebird won't get you provided that Ukyo doesn't do it in the last
|
|
minute befor he lands). Just make sure you will reach him in time.
|
|
As for the ground ones, if he hops back and do a firebird, you can only
|
|
block it or jump over it I guess. You CANNOT Annu Mutsube through
|
|
those hop-back ground firebirds! Also, you can always try and reflect
|
|
those firebirds with Kamui Ryuse if you can time it well.
|
|
|
|
Tsubame Roku Ren (Power Special): Block it, and as Ukyo is bouncing
|
|
back do an Annu Mutsube to get him as he lands.
|
|
|
|
Zanzou Fumikomi Giri (Spirit Slide): Block and retaliate with any
|
|
attack? This move has a very short recovery time though. Annu
|
|
Mutsube will counter this move but you must be quick.
|
|
|
|
Normal Move Counters:
|
|
Standing Far AB slash: If Ukyo misses, Annu Mutsube straight away to
|
|
get him.
|
|
|
|
Crouching AB slash: Block and Annu Mutsube, or just Annu Mutsube if
|
|
missed.
|
|
|
|
Human Player Patterns/Strategy:
|
|
(1) Constant bombardment of SSS firebirds: Against Ukyos who just
|
|
jumps up and down and does his firebirds all day. Against these
|
|
human Ukyos you should try and stay close all the time. When he
|
|
jumps and does a firebird you should jump forward over it if
|
|
after you jump over you are not in range of his standing B or AB
|
|
slash. Or you can block it and then run forward a bit. If you get
|
|
close enough and he does a firebird, then jump over and do a air D
|
|
kick as you land. Or you can roll or duck under the firebirds
|
|
and then move forward. Ground SSS firebirds are much more of a
|
|
nuisance. Just make sure you get in close as quickly as possible
|
|
as good Ukyos won't attempt a SSS firebird at close range and so
|
|
they will have to use some other attacks. When reflecting human
|
|
SSS firebirds make sure you be careful and only do it either at
|
|
close range or very far away. As at medium distance, if you
|
|
reflect a late Ukyo SSS firebird, it will be reflected under ground
|
|
but Ukyo will have time to get you with a spirit slide while you
|
|
are still recovering from the stun time of Kamui Ryuse. If your
|
|
POW meter is up, and human Ukyo does a firebird quickly do your
|
|
POW special to get Ukyo!
|
|
|
|
(2) Spirit slide then throw/A slash pattern: After blocking the
|
|
spirit slide you should immediately push forward to throw if Ukyo
|
|
is close enough. Or if he is a bit further and he uses spirit
|
|
slide and then slash tactic, do an Annu Mutsube after blocking
|
|
the spirit slide. Or if you see the spirit slide coming, just
|
|
Annu Mutsube to slash him out of the move.
|
|
|
|
(3) SSS firebird and then spirit slide pattern
|
|
|
|
--------------------------------------------------------------------------
|
|
|
|
Wan-Fu:
|
|
|
|
CPU pattern/general:
|
|
- When trapped in the corner, AB Leyla Mutsube to escape is not a good
|
|
idea since CPU Wan-Fu will sometimes decide to do a standing AB slash
|
|
which will get you as you land on the other side (2-hit as well!)
|
|
- Standing C kicks are very useful in keeping big slow Wan-Fu away from
|
|
you. But beware of that spinning fire column move he does on the
|
|
ground - he will do it occasionally if you tap on your C buttons too
|
|
many times.
|
|
- Don't stay trapped in the corner for too long, and don't jump back
|
|
against the wall when you are trapped in the corner cause Wan-Fu will
|
|
just step forward and then do his Confucious Slash to hit you out of
|
|
the air...
|
|
- Pray that CPU does the Benpatsu Attack.....
|
|
- When trapped in the corner, CPU Wan-Fu likes to jump in with a butt
|
|
drop (air C?) and then throw you afterwards so watch out.
|
|
|
|
Special move counters:
|
|
Benpatsu Attack (Exploding Confucious - drains health to power up the
|
|
POW meter); LET HIM!!! You cannot Mutsube to hit him while he is
|
|
pounding his head on the column (I think). Send Mamahaha to burn him
|
|
when you see him do this move.
|
|
|
|
Confucious Slash (rising flame pillar): Block and retaliate (combo 7).
|
|
|
|
Confucious Swipe (sweep with column): Block and then retaliate. Annu
|
|
Mutsube does NOT go under it when the column is at its lowest swing
|
|
arc. Note that Wan-Fu is vulnerable whenever his back is towards you
|
|
when he sweeps with the column so you might have time to do a quick
|
|
A/B slash or C/D kick to hit him out of the move if he is close and his
|
|
back is facing you. Or if you time your Annu Mutsube well you can get
|
|
him as his column goes past it's lowest point.
|
|
|
|
New Confucious Thunder Bomb (leap and throw weapon): If you see it
|
|
coming, then Annu Mutsube before the Column comes down and you should
|
|
nail Wan-Fu as he lands. Otherwise block! Be careful of Wan-Fu
|
|
running in to throw you if you blocked. AB Leyla Mutsube away after
|
|
you block the fire column generally works to get away from a running
|
|
in Wan-Fu and also sometimes preventing him from getting his column
|
|
back. You also get a tick of blocked damage....
|
|
|
|
Shin Kikou Dai Bakuten (Power Special): Same as with New Confucious
|
|
Thunder Bomb.
|
|
|
|
Normal Move Counters:
|
|
Standing far AB: Block it and immediately do either B/AB Annu
|
|
Mutsube, crouching B or AB slash or crouching CD kick. You will hit
|
|
him before he has time to start retracting from the attack.
|
|
|
|
Human Player Patterns/Strategy:
|
|
|
|
-------------------------------------------------------------------------
|
|
=========================================================================
|
|
|
|
My own ranking of CPU opponents from hardest to easiest to beat using
|
|
Nakoruru (Just MHO, and it is constantly changing!)
|
|
|
|
1) Mizuki 2) Kuroko
|
|
3) Charlotte 4) Ukyo
|
|
5) Jubei 6) Wan-Fu
|
|
7) Hanzo 8) Haohmaru
|
|
9) Galford 10) Kyoshiro
|
|
11) Nicotine 12) Genjuro
|
|
13) Gen-An 14) Cham Cham
|
|
15) Nakoruru 16) Sieger
|
|
17) Earthquake
|
|
|
|
=========================================================================
|
|
|
|
My own ranking of human opponents from hardest to easiest to beat using
|
|
Nakoruru (Just MHO, and it is constantly changing!)
|
|
|
|
1) Ukyo/Charlotte 3) Sieger
|
|
4) Haohmaru 5) Jubei
|
|
6) Galford 7) Hanzo
|
|
8) Gen-An 9) Kyoshiro
|
|
10) Genjuro 11) Nicotine
|
|
12) Cham Cham 13) Nakoruru
|
|
14) Wan-Fu 15) Earthquake
|
|
|
|
=========================================================================
|
|
End of SS2 Nakoruru Strategy Guide.
|