Battle Arena Toshinden 2 Plus - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Battle Arena Toshinden 2 Plus - Strategy Guide (Page 02).
------------------------------
Damage: From Least to Greatest
------------------------------
1) Blocking FT (Least)
-Depending on the FT performed and how much life a character has, the block damage
varies between 1-4% with each hit.
2) Clean Hit
-Attack strikes regularly, hitting a character in the front.
3) OD's Rage
-Attacks are boasted with 1-2% more strength. Follows the same rules as when a Clean Hit
is executed.
4) Counterattack
-3-4% more damage is added to any attack that strikes a character who's executing any
type of Fatal Technique (Hidden Techniques included).
5) Striking From Behind (Greatest)
-Attack is enhanced with nearly 50% more strength.
Note that projectiles and combustions will be the same no matter what, always having the effect
as a Clean Hit attack.
===================================================================
===================================================================
----------------------
K) Characters' Profile
----------------------
-Here's some terms that are used. This'll help you while reading each character's profile and
their different attributes:
A=Air level attack and/or any type of block will do
U=High block only
D=Low block only
B=Either high or low block is good
N=No block can be done; unblockable
;=If written in between two different damage readings or blocking methods,
means that the move is a multihitter/hits on different levels. The following blow/block
that's seperated by ";" mark means that its reading/block method is different from the
fromer. Apart from that, this separates W and H readings of an attack.
( )=Can mean that the attack/block may differ under certain conditons.
{ }=The OD version of an attack, when the Overdrive is filled
===================================================================
===================================================================
**EIJI SHINJO**
"His Strength Grows in the Presence
of a Stronger Warrior"
Height: 175cm
Weight: 63kg
Blood Type: A
Age: 22
Nationality: Japan
Occp: Adventurer
Weapon: Byakko no Tachi (White Tiger's Sword)
Health Gauge: 552
STAGE: Aizu Mountain
RIVAL: Kayin Amoh
==============================================================================================
STORY
After returning from the last Batlle Arena Toshinden with his dreams unfulfilled, Eiji
continued to dream about fighting and beating his brother. His dreams were very real. No other
opponent would satisfy him - it had to be his brother. He is now facing the next Battle Arena
Toshinden, believing that his brother will be there and the
fight of his dreams will happen at last.
==============================================================================================
<<>>
DURING SELECTION SCREEN:
Yosh~~a!!
-Trans: All ri~~ght!
DURING TAUNT:
Saa, ikuze!
-Trans: Okay, let's do it!
=Victory Quotes=
FANTASTIC:
Rakushou da ze!
-Trans: No Problem!!
SKILLED:
Itchou agari!
-Trans: I did it!
ROUGH:
-Mata yarou ze!!
-Trans: Let's go at it again!!
RING OUT:
Anta, sono teido ka yo.
-Trans: Hey buddy, that won't get my respect.
(Lit. That isn't the [right] attitude)
========================================
========================================
========================================
<<>>
THROW: SEOI NAGE (Shoulder Throw)
NOTES: Damage is a bit weak, but is essential as a counter against aggressive foes, turning the
game into your hands. Range is okay, and is important when playing Eiji's close pressure game.
Can tag in his Close Range Down Attack once you've grounded your foe. Also, if an opponent has
you near the edge of the ring, you can easily switch places with, or ring out, your foe with
his throw.
Damage: 96 Range: Far
=BASIC ATTACKS=
WS
--
STAND
--Close: Short-ranged handle punch. Comes out fairly quickly, so you can stop aggressive foes'
assaults. Best used in combos.
Damage: 24 Block: B 2-in-1: Yes
--Far: Sword stab. Has long range and is fairly quick. Reversing or countering attacks, or
poking at foes to put pressure on is possible with this. Also good in linking combos.
Damage: 24 Block: B 2-in-1: Yes
CROUCH
--Close: Arching, short-ranged sword swipe. Slightly slow in execution, as well as recovery
time. Use in pressuring attacks or on opponents that're wide open.
Damage: 24 Block: B 2-in-1: Yes
--Far: Low sword stab. Fairly quick in execution, as well as in recovery time. As good reach,
and can reverse some attacks, especially high. Poke gingerly at opponets, or perform link
combos.
Damage: 24 Block: B 2-in-1: Yes
AIR
--Jump: A quick stab. Has a slight angle in attack. Fast in execution, but ends pretty quick.
Use to counter attacks or close pressure.
Damage: 37 Block: U
--Flying: A flying stab angled downwards. Good as a jump in, for its reach is great. Weak, but
will stop anyone who tries to challenge you. Safe to use in any situation.
Damage: 37 Block: U
HS
--
STAND
--Close: A upward sword swipe. Will stop most airborn attack, for it reaches high in the air.
However, against a foe on the ground it's reach is slightly short, and will miss often due to
its range of execution (even a few inches away, it tends to come out). May also miss foes that
are crouching low, especially on small characters. It's strengthis good, and should be used in
close, quick 1-2 chain combos.
Damage: 49 Block: B 2-in-1: Yes
--Far: Downward sword swipe. It's reach is fairly good and protects well against other attacks.
Just don't abuse it's reach too much, or you'll be swinging wildly. In some cases, could miss
foes that are crouching if far enough, especially on small characters. Alone, it's strong, but
comes out slightly slow. Recovery time is even worse, so you should always follow up with
another attack. Best in combos and as a counter on wide open foes.
Damage: 49 Block: B 2-in-1: Yes
CROUCH
--Close: A low, outward sword slice. It's speed is good in execution, while its recovery time
is slightly slower. Since it strikes low, this makes it effective in Eiji's top-down games, for
just about all of his other sword strikes have to be blocked high. Its reach is okay, but should
be followed up with another attack. Great in 1-2 chains or for punishing foes after they mess up.
Damage: 43 Block: D 2-in-1: Yes
--Far: A lunging sword stab/raise that strikes on two levels. Stab strikes low, comes out
extremely fast, and has long, long reach. Raise strikes on the air level, able to counter air
opponents. Timing as a air counter is crucial due to its forward motion. Slow execution due to
the previous attack, but will work if executed early. Can easily be punished if done too close
to a foe, now that the raise doesn't strike foes on the ground anymore (back in TSD 2). High
priority in reversing attacks and, if done far, will strike and give Eiji time to recovery,
making it great as a pressure move and in link combos. The only one bad thing about this move
is it can't be cancelled into FT (if it did, Eiji would be even more fearful).
Damage: 40(stab); 40(raise) Block: D 2-in-1: No
AIR
--Jump: An upward sword swipe. Great strength, and comes out fairly quickly, but the timing to
actually hit a foe is tricky. Must be done instantly against an air foe, especially if they're
close. On a foe on the ground, must be done slightly early as you descend, just before you reach
your opponent. Use when you're certain that it'll connect.
Damage: 74 Block: U
--Flying: A downward sword chop. Its range is short, while its attack point is even shorter, for
its moment of impact lasts for a little more than a split second. Too difficult to effectively use,
as well as risky. Slightly quick in execution. Must be done a second early when you're about to
reach your opponent for it to use. Avoid using this, unless you're sure it'll his or you just want
to be stylish.
Damage: 74 Block: U
WK
--
STAND
--Close: A knee kick. Quick execution and recovery, so can almost be done repeatedly. Strikes on
mid level, making it easy to connect with crouching foes. Great at linking, chains, and pressuring.
Damage: 24 Block: B 2-in-1: Yes
--Far: A high side snap kick. Fast execution and safe recover. Reach is good on standing opponents,
but doesn't strike most crouching foes. Can also nail airborne opponents. In some cases, this move
will strike twice, turning into a knee/snap kick combination. Best in combos, especially those that
are links.
Damage: 24(+24) Block: A 2-in-1: Yes
CROUCH
--Close & Far: A low ground kick. Quick everything. Nuff said. Use in combos, poking, and applying
pressure.
Damage: 24 Block: D 2-in-1: Yes
AIR
--Jump & Flying: An aerial snap kick. Comes out fairly quick and lasts for a second or two before
recovering. Good against other airborne foes due to its horizontal angle. Not too good as a jump in.
Weak. Best used against airborne foes.
Damage: 37 Block: U
HK
--
STAND
--Close: An axe kick that strikes on two levels. At the initial startup, as Eiji brings his
foot over his head, kick will stop airborne opponents only. Timing is tricky, since startup
is a tad slow. Unlike in TSD 2, this part no longer hits foes on the ground. At its second
point, when Eiji brings his foot down, will hit foes on the ground, even if they're crouching
(not an overhead, sadly). Since only the second part hits on the ground, this attack is quite
slow, even on its recovery time. Must cancel into a FT quickly if you don't want to be stuffed
with a combo. Try not to use this much, unless you want to psych out a foe with its slowness.
Damage: 49(Air);49(Ground) Block: B 2-in-1: Yes
--Far: A high spin kick. Move strikes on both head and air level, but will flail by
crouching opponents. Risky move to stick out carelessly. A bit slow on startup, while its attack
point is also short. Timing is also tricky against airborne foes, for it has to be done early.
Unless foe is directly infront of you, attack tends not to connect. Best in combos on standing
foes or big characters (just pause a bit after initial hit before using this attack so to
align with foe).
Damage: 49 Block: A 2-in-1: Yes
CROUCH
--Close: A low, mid level spin kick. Comes out fairly quick, but easily punishable if blocked,
especially since it doesn't push foes away. However, if you connect this, you can follow up
with another basic attack, making excellent link attacks. Can counter air attacks, but a bit
risky. Best in combos.
Damage: 37 Block: B 2-in-1: Yes
--Far: A low reverse sweep. Execution is quick, and has good reach. Safe if blocked, so you
don't usually have to worry about being countered. Instant knockdown, making it essential when
you want to turn the tide against overly aggressive foes. This move is also cancelable, so you
can follow up with a W Mukurowari for a quick overhead if sweep is blocked. Great in quick
combos, top-down games, or as a low reversal.
Damage: 37 Block: D 2-in-1: Yes
AIR
--Jump: A double front kick. Timing and attack point is too difficult to use. Strong, but
relatively useless. Don't use.
Damage: 74(1st); 74(2nd) Block: U
--Flying: Flying side kick. Quick, long reach, and has a slight angle shift. Strong, will
beat alot of air attacks, and essential as a jump in.
Damage: 74 Block: U
=BACK ATTACKS=
High S: Turning downward chop. Very strong attack with good reach. Slow in execution. Little
hop will go over some low attacks. Best as a counter from a distance.
Damage: 74 Block: B
High K: A backward drop kick. Unlike in TSD 2, Eiji now turns to face his foe after the attack,
positioning him to prepare to fight. Has good reach (moves towards foe as he prepares to attack),
while startup and recovery time is decent. Whether move hits or not, Eiji propels away from foe,
staying out of harm's way. Best as a quick hit upclose or counter against charging foes.
Damage: 49 Block: U
Low S: A low sword thrust. Slightly slow in execution, but recovery time is quick. If it
connects, you can immediately follow up with another attack. Has good reach, as well as good
strength. Use against aggressive foes, if your aim is to start a combo.
Damage: 49 Block: D
Low K: A back reverse sweep. Startup has a slight hesitation, but recovery time is decent.
Range is short, but strength is good. Instant knockdown, which'll get an opponent out of your
hair. Use a low counter close.
Damage: 49 Block: D
=DASH ATTACKS=
WS: A lunging sword stab. Quick in execution, but recovery time is now horrible. Whether
blocked or connects up close, Eiji's a sitting duck to anything a foe wants to do to him. Has
long reach, so it should be done at its maximum range, so to have the chance to recover just as
you hit your foe almost instantly. Not much usage, though, except as a far counter or to getting
a clutch hit.
Damage: 18 Block: B
HS: A charging, rising sword slice. Slow in execution, making it almost impossible to counter
an opponent. Its forward momentum also leaves him as a target for any sudden attacks from your
opponents. If it does connect, however, you can usually follow up with another attack, if you're
quick enough. Can also strike airborne foes due to its upward angled attack, but proves very
difficult to time. Use after a deep jump in or if your foe is totally wide open.
Damage: 62 Block: B
WK: A leaping spin kick. Scores two hits. Fairly quick in execution, but can be punished if
blocked. Works as an overhead, an essential key in Eiji's top-down games. Can follow up with
any attack once it connects.
Damage: 18+18 Block: U
HK: A charging flip kick. Fairly quick, but its attack range is very short. Have to be close. Can
nail airborne opponents if timed carefully. Also works as an overhead, adding to Eiji's top-down
games. Use wisely, for if you miss you'll be wide open for punishment.
Damage: 37 Block: U
=DOWN ATTACK=
Close Range: A simple sweep kick. Fairly quick in execution, although recovery time is slow. Works
well after quick knockdowns or after a throw. Weak, but good for putting a dent in the foe's health
gauge.
Damage: 18 Block: B
Far Range: A leaping stomp. Must be done quick if you want to nail a quickly fallen foe. Execution
is quick (for a jump attack), and does good damage. Rebound after attack will keep you away from foe
that had quickly stood up. Also effective if you do it as your foe stands, so to strike them before
they know what's going on. Be careful, though, for this move now tends to cross over foe after
impact. If foe is near the ring out point, you will bounce right out.
Damage: 43 Block: B
<<>>
REKKUZAN ("Air-Ripping Slash" or "Sonic Slash")
MOTION: D,DF,F + W or H Slash
NOTES: W has slower speed and shorter reach, while H has greater speed & distance. Use the
different strengths in 'fireball' games and traps.
DAMAGE: WS =31; HS =37 BLOCK: B
HISHOUZAN-KAI (Flying Slash - Revised)
MOTION: F,D,DF + W or H Slash
NOTES: Must-use if you want to win. W will reverse anything thrown at Eiji. Its reach is long,
and will strike instantly. H should only be used in combos, or to counter some high attacks or
projectiles. Will also nail airborne foes if they're directly above him.
DAMAGE: WS = 62{65}; HS = 37+37{39+39} BLOCK: B
MUKUROWARI (Body Splitter)
MOTION: B,D,BD + W or H Slash
NOTES: Use W mainly as an overhead and/or surprise attack. From afar, turns into a short slide.
H should be used as a counter attack against projectiles, for the somersault motion will go
over most projectiles. Can be controlled.
DAMAGE: WS = Chop | Slide HS = 65+37+37{65+39+39} BLOCK: U;B during slide
37{39} | 37+37 {39+39}
RYUUSEIKYAKU (Meteor Kick)
MOTION: D,DB,B + W or H Kick (Air)
NOTES: Good for quick air attacks, counters, or surprise hits. May also cancel some projectiles.
DAMAGE: WK=43{52}; HK=28x3{29x3} BLOCK: U
SHUUGEKIDAN (Charging Kick)
MOTION: DF + W or H Kick
NOTES: W works well in top-down games & as a low counter. H should be utilized in long, Chain-
Link Reaction combos. Will only go under high attacks and projectiles.
DAMAGE: WK=6; HK=9x6 BLOCK: D
=ULTIMATE SACRED TECHNIQUE=
(When Overdrive Gauge is filled)
JIGOKUMON (Hell's Gate)
MOTION: WS+WK+HK+HS simultaneously
NOTES: Initial slice will stop most projectiles. The same during its burning rush. Great as a combo
ender.
DAMAGE: 12+(14x8) BLOCK: B; N upclose
=SECRET FATAL TECHNIQUE=
(When Health Gauge is low and flashing)
HYAKKI MOUSHUU KEN ("Sword of 100 Demons' Violence" or "100 Demons' Fierce Assault Sword")
MOTION: F,D,B,D,F + HS
NOTES: Will go under some projectiles. Great as a combo ender.
DAMAGE: (1x7)+149 {[1x7]+158} BLOCK: B
=HIDDEN TECHNIQUE=
ENJIN SHURA HA ("Blade of Inferno Annihilation" or "Fire Blade Ashura [War] Break")
MOTION: F,D,F,D,F + HS
NOTES: Sparkles on blade will stop most projectiles, making it essential for counterattacking. Great
in projectile fights & traps.
DAMAGE: 62 + 99 BLOCK: B
=UNIQUE ABILITIES=
URA-TE JAKUZUKI (Reverse-hand Weak Thrust)
MOTION: D,DF,F + HS (Air)
NOTES: Basically his Flying WS
DAMAGE: 37(39) BLOCK: U
URA-TE KYOUGIRI (Reverse-hand Strong Slice)
MOTION: D,DF,F + WS (Air)
Notes: Basically his Flying HS
DAMAGE: 74(78) BLOCK: U
========================================
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<<>>
=Chain System=
Close Far
----- ---
STAND CROUCH STAND CROUCH
WS=HS WS=HS WS=HS WS=HS
WS=HK WS=HK WS=HK WS=HK
WK=HS WK=HS WK=HS WK=HK
WK=HK WK=HK WK=HK WK=HK
=Extra Link=
D,DB,B + WK(Stand WK) D,DB,B + HK(Stand HK)
--------------------- ---------------------
=Hits: 2 =Hits: 1
=2-in-1: Yes =2-in-1: Yes
=Chain: Yes =Chain: No
=Air Chain=
Jump WS (done just as he leaves the ground):
-------------------------------------------
=Ryuusekyaku (just as he recovers, before
he lands)
==============================================================================================
ENDING
Eiji grew up in awe of his brother Sho, the mighty warrior, and never imagined he could
ever surpass him. His quest to find Sho eventually led him to victory in the Toshinden Battle
Arena. Looking at the one who fought to protect the secret organization, he finally understands
a great truth - that the power to shape our destiny lies in our own hands....
==============================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**KAYIN AMOH**
"Revenge Is What Changed This Man"
Stats
------
Height: 178cm
Weight: 64kg
Blood Type: AB
Age: 23
Nationality: England
Occp: Bounty Hunter
Weapon: Carriburn Saber
Health Gauge: 552
STAGE: Bronx
Rival: Eiji Shinjo
STORY
================================================================================================
Believing that fighting brings about tragedy, Kayin put away his sword after the last
Battle Arena Toshinden. However, to ensure Kayin's participation, the Himitsu Kessha kidnapped
Kayin's foster daughter Naru . After much personal struggle, Kayin decided that there are
fights that result in happiness, and he went to the last battle to win back his daughter. He
now longer holds any doubts, as he returns to this Battle Arena Toshinden ready to fight.
================================================================================================
<<>>
DURING SELECTION SCREEN:
-Ikuze!
Trans: Let's go!
=Victory Quotes=
FANTASTIC:
Maji ni yarou ze.
-Trans: Let's settle this for good.
(Lit. Let's really fight now.)
SKILLED:
Yeeeeah!
ROUGH:
Jigoku deau ze, baby.
-Trans: I'll see you in Hell, baby.
RING OUT:
Kakkowarii na, kimi.
-Trans: Hey man, you're a zero (and I'm #1).
========================================
========================================
========================================
///MOVES AND TECHNNIQUES\\\
THROW: ROLLING THROW
NOTES: Not the strongest of throws, but has a lot of uses due to Kayin's close game. Turn the
tables on aggressive foes once they get close (this is much easier than one would think) with a
counter throw. Against missed attacks, you can dash up to an opponent (Kayin's ability to stop
early in his dash is a plus) and floor them. When on the offense, throw anyone that huddles up
and stays on the defense, which will annoy the hell out of them. The only problem with this is
it doesn't give you any real advantage to taking control of the match. In other words, you can't
follow up with a Ground Attack or, since your back is turned after the throw, can't set up any
traps so easily since the opposition will be getting up as you turn to face them. Also note,
that if you are being pounded near the edge of the ring, you can switch places with your
aggressor or simply ring them out (even better). A great way to end alot of matches.
Damage: 96 Range: Far
=BASIC ATTACKS=
WS
--
STAND
--Close: Sword handle punch. Fast and effective. Good upclose in combos, applying pressure, or
stopping an opponent's offense.
Damage: 24 Block: B 2-in-1: Yes
--Far: Sword stab. This attack is very fast. Not only does it start up fast, but its recovery
time is almost instant! Combos involving links are easy with this. The only problem is it has
no reach. Still, quite useful in combos, poking, and countering & reversals.
Damage: 24 Block: B 2-in-1: Yes
CROUCH
--Close: Low sword swipe. Very fast startup and decent recovery time. Since it works only
upclose, use mainly in combos.
Damage: 12 Block: B 2-in-1: Yes
--Far: Low sword stab. Fast startup and recovery time! Almost impossible to be countered. Reach
isn't too great, however, and it's very weak. Good for poking, countering attacks, and in combos.
Damage: 12 Block: B 2-in-1: Yes
AIR
--Jump & Flying: Diagonal sword stab. Quick and lasts about throughout the jump since it arcs
downwards, it's very effective in jump ins and stopping air attacks as long as you're above
them.
Damage: 37 Block: U
HS
--
STAND
--Close: An upward sword swipe. Start up is okay, but recovery time is slow. Sword range is very
short, so you will be hitting air only most of the time if you're not close to your foe.
Crouching foes (especially short characters) will usually not be hit by this move unless you're
extremely close. Will hit airborne foes above him. Use sparingly, especially in close 2-in-1
combos.
Damage: 49 Block: B 2-in-1: Yes
--Far: A downward sword slash. Start up and recovery time is a bit slow, making it a very risky to
use on its own. Has short range, making it a bad choice if you're making long link combos. Can
also be ducked under slightly (especially by short characters). Use near foes, especially in short
combos, or as a counter against other attacks.
Damage: 49 Block: B 2-in-1: Yes
CROUCH
--Close: A double-whirling sword slice. In TSD 2, this move was very effective and reliable. Now,
it has a lot of flaws. Most of the times only the first slice will hit, with the second slicing
through thin air. Moreover, if you do get both hits in, it's almost impossible to follow up with a
FT, since the 2nd strike makes you to unalign with your opponent. If used, do a quick 2-in-1 after
the 1st hit.
Damage: 24+24 Block: B 2-in-1: Yes
--Far: A low double-handed sword stab. Has great reach, striking almost up to far range. Start up
is pretty quick, but has slow recovery time. Don't do it near a foe due to this. Since it can't
2-in-1, its usage is limited. A plus to this is that it will go under many high attacks and
projectiles just as Kayin stabs forward, making it an essential counter. Best at poking from afar,
or as a counter.
Damage: 43 Block: B 2-in-1: No
AIR
--Jump: An upward sword swipe. Great strength, and comes out fairly quickly. The timing to hit a
foe is tricky, depending on where they are. Against an airborne foe, must be done instantly. On a
foe on the ground, must be done slightly early as you descend, just before you reach your opponent.
Use if you're certain that it'll connect.
Damage: 74 Block: U
--Flying: A downward sword chop. One of Kayin's best jump ins. Comes out fairly quick and lasts
throughout his jump. Whether you do this as Kayin jumps or at the top of his jump, this attack stays
effective until he touches the ground. Also quickens Kayin's descent. Use it and abuse it. It's hard
to counter against.
Damage: 74 Block: U
WK
--
STAND
--Close: A knee kick. Fast execution and recovery. Little risk (although insanely weak). Great in
combos (all types).
Damage: 12 Block: B 2-in-1: Yes
--Far: A high snap kick. Slightly fast execution and recovery. Its reach is okay, but its strength
is terrible. Will hit both airborne and standing foes. Not aimed towards air level, so it will also
hit big crouching foes. May also hit twice, turning into a knee/snap kick combination. Best in link
combos and poking (against big characters).
Damage: 12 (+12) Block: A (B) 2-in-1: Yes
CROUCH
--Close & Far: A low ground kick. Fast execution and recovery! Safe at poking, or in link combos.
Also very effective at reversals and countering. Strength is also good (for a weak attack).
Damage: 24 Block: D 2-in-1: Yes
AIR
--Jump & Flying: An aerial snap kick. Comes out fairly quick and lasts for a second or two before
recovering. Since it's a horizontal-leveled attack, it's effective against air attacks. Not very
effective as a jump in.
Damage: 37 Block: U
HK
--
STAND
--Close: A mid-high level roundhouse. Execution is a tad slow, making it blockable if done alone.
Fairly safe if blocked, but can be countered if opponent attacks with a fast move. The most
interesting part of this attack is that it has a slight upward angle and hits on two levels,
depending on range and foe. Will hit mid on all standing characters close, but whiffs by many
crouching foes. The good part about this is you can follow up with any other attack that you
please, for its stun on a character is pretty long. All in all, great in combos (links
especially).
Damage: 37 Block: A(B) 2-in-1: Yes
--Far: A mid-level spin kick. Best substitute to use when sword attacks aren't working. Slow on
execution, but its reach is long. Can't be ducked under, making it almost impossible to counter.
All-purpose attack, for it can be used in any type of combos (long link combos are a plus),
poking & applying pressure, and as a counter.
Damage: 37 Block: B 2-in-1: Yes
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