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Game Cheats » Sony Playstation One (PSX) » Games Starting with the Letter L » Last Blade, The - Strategy Guide (Page 01)

Last Blade, The - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Last Blade, The - Strategy Guide (Page 01).

                    Gekka no Kenshi: "The Last Blade"
                            FAQ version 3.01
                    by Deuce (deuce@classicgaming.com)

----------------------------------------------------------------------------

Last Blade and all associated names, story events and characters are the
sole copyright of SNK, and are used without permission.

Neither this FAQ nor any portion of it may be reprinted in any strategy
guide or periodical.  Don't even ask me, the answer is no.  You may
distribute this FAQ as often as you like, wherever you like, provided it is
not modified in ANY way and that there is NO charge for the distribution.
Under NO circumstances should any distribution have anything added or
removed except by the author.

If you wish to include portions of this FAQ in another document, email the
author for permission and detail exactly how and why, and he will contact
you back personally.

----------------------------------------------------------------------------

-------------------
 Table of Contents
-------------------

1.0 -- Overview
 1.1 -- Version History
 1.2 -- Credits
 1.3 -- Notations
 1.4 -- Game Features and Conventions
  1.4.1 -- Speed Mode
  1.4.2 -- Power Mode
  1.4.3 -- The Super Meter
  1.4.4 -- The Repel Button
  1.4.5 -- Desperation Moves
  1.4.6 -- Super Desperation Moves
  1.4.7 -- Combo Specials
  1.4.8 -- Super Cancels
  1.4.9 -- Chain Combos
  1.4.10 -- Airblocking
  1.4.11 -- Interrupting Normal Moves
  1.4.12 -- Pounce Attacks

2.0 -- Character Specifics
 2.1  -- Common Moves
 2.2  -- Amano Hyo
 2.3  -- Genbu no Okina
 2.4  -- Ichijo Akari
 2.5  -- Kaede
  2.5.1 -- Kaede (Awakened)
 2.6  -- Kanzaki Juzo
 2.7  -- Lee Rekka
 2.8  -- Minakata Moriya
 2.9  -- Naoe Shigen
 2.10 -- Shikyo
 2.11 -- Washizuka Keiichiro
 2.12 -- Yuki
 2.13 -- Zantetsu
 2.14 -- Character Rankings

3.0 -- Bosses
 3.1 -- The Boss Code
 3.2 -- Akatsuki Musashi
 3.3 -- Kagami Shinnosuke
  3.3.1 -- Kagami Shinnosuke (Hyper)

4.0 -- The Endings
 4.1  -- Akatsuki Musashi
 4.2  -- Amano Hyo
 4.3  -- Genbu no Okina
 4.4  -- Ichijo Akari
 4.5  -- Kaede
 4.6  -- Kagami Shinnosuke
 4.7  -- Kanzaki Juzo
 4.8  -- Lee Rekka
 4.9  -- Minakata Moriya
 4.10 -- Naoe Shigen
 4.11 -- Shikyo
 4.12 -- Washizuka Keiichiro
 4.13 -- Yuki
 4.14 -- Zantetsu
 4.15 -- Character Rankings

5.0 -- What's Left
 5.1 -- Neo*Geo CD version
  5.1.1 -- Demo Viewer
  5.1.2 -- What was lost in the CD conversion
 5.2 -- Stuff that's needed
 5.3 -- Contacting the author


--------------
1.0 - Overview
--------------
Welcome to the Last Blade (aka "Gekka no Kenshi") FAQ.  In this, I hope to
provide you with all the information needed to get the most out of this
incredible 2D fighting game that SNK has bestowed upon us.  I will be
giving explanations of the game's specific techniques and detailing the
abilities of each of the characters, as well as eventually providing
transcriptions of endings, win quotes, and other assorted miscellany.  With
that said, enjoy the game, and enjoy the FAQ.


---------------------
1.1 - Version History
---------------------

0.50 - Released 4/7/98
       Just a movelist and basic control rundown... released only to the
       Neo*Geo Mailing List.
1.01 - Released 4/20/98
       Lots of format changes, stage descriptions, alphabetized the
       character roster, added descriptions of the game's engine, and
       lots of various other stuff.  More still to come!
2.0  - Released 5/9/98
       Added Japanese move names, added all followup moves, ending
       transcriptions, corrected lots of niggling errors, and added some
       more game engine notes.
3.0  - Released 7/14/98
       Big update.  Added interruptible moves listings for all characters,
       my own personal character rankings, corrected some oversights and
       errors from the previous version, edited the "suggested mode"
       listings for the characters that needed it, added prefight and win
       pose descriptions, added the code for getting all the endings in
       the Neo CD version, and descriptions for what was lost in the CD
       release.  Also added character rankings.
3.01 - Released 7/14/98
       Corrected a rather stupid error on my part.  Thanks to Kevin Eav
       for pointing it out.


-------------
1.2 - Credits
-------------

SNK
    For making what is possibly THE finest 2D fighter ever seen!
T. Sousui (sousui@phys.sci.hokudai.ac.jp)
    For all the Japanese move names, and miscellaneous other additions.
Mark Zutkoff (mzutkoff@ix.netcom.com)
    For providing me (albeit inadvertantly:) with the English move names.
Kevin "Genryu" Eav (ukyou@maison-otaku.net)
    For general interest and formatting suggestions.
Cassiel Kelner (cassiel@magna.com.au)
    For providing me with her BEAUTIFUL stage descriptions, especially
    since I'm too lazy to do them myself. :)
Chris Cruz (sylia_stingray@hotmail.com)
    For sending me the all-endings Neo CD code.
Matt Greer (mgreer@artic.edu)
    For pointing out a stupid oversight on my part in Okina's moves.  D'oh.
Mike Pureka (mpureka@wesleyan.edu)
    For pointing out LOTS of oversights and noting some side effects of a
    few special moves.
Edwin (riggs@btinternet.com)
    For giving me lots of various moves/finishers, and clarifying a few
    things that were not clear before (either to me or the reader).
Stefano Frigerio (Ixiataaga@iol.it)
    For various suggestions and ending transcriptions.


---------------
1.3 - Notations
---------------

Rather than textual notations, this FAQ will be using joystick diagrams,
because they are, on the whole, easier to read.  All joystick motions
displayed assume the character is facing RIGHT.

                            jump up (u)

       (ub) jump backward   O   O   O   jump forward (uf)
                             \  |  /

      (b) walk back/guard   O-  O  -O   walk forward (f)

                             /  |  \
           (db) low guard   O   O   O   offensive crouch (df)

                            crouch (d)

Notes:
  1. "Forward" always means toward the opponent.
  2. "Back" or "backwards" always means away from the opponent.

Last Blade uses the standard Neo*Geo button configuration.  There are a
total of four buttons, arranged horizontally, like so:

   A  B  C  D

Each attack button (A, B and C) has multiple attacks attached to it,
depending on which direction is pushed when the button is pressed.  For
instance, -O + B and B by itself give two different types of attacks.
See "Common Moves" for more details.


-----------------------------------
1.4 - Game Features and Conventions
-----------------------------------

Last Blade has an entirely unique gameplay system.  There are two modes of
play which can be selected when you choose your character: Speed and Power.
This innovative system allows one to choose a mode which caters to his/her
favorite style of play.  The two play very differently, so experiment to
find which one best suits you.

Both modes are worthwhile to play, but certain characters excel in a
specific mode.  On the whole, bigger characters are not at their best in
Speed Mode, while they excel in Power.  The author's personal suggestion is
to try both modes with a given character to see which you like best.


------------------
1.4.1 - Speed Mode
------------------

In Speed Mode, your character
  - can chain multiple normal moves together, and interrupt into specials.
  - does less damage per hit, but this is offset by the chains.
  - does not do tick damage with normal moves.
  - cannot use Super Desperation Moves.
  - can do the Combo Special when lifemeter is flashing and POW Gauge is
    full.  In this mode, all moves are faster, chainable, and
    interruptible.  Lasts as long as the POW Meter takes to drain.


------------------
1.4.2 - Power Mode
------------------

In Power Mode, your character
  - does more damage per strike.
  - will do tick damage when normal moves are blocked.
  - cannot use chain combos.
  - can interrupt certain special moves into his/her Desperation Move.
  - cannot use the "Combo Special."
  - can do Super Desperation Moves when lifemeter is flashing and POW
    Gauge is full.


-----------------------
1.4.3 - The Super Meter
-----------------------

At the bottom of the screen in either corner is a gauge.  As you do moves
and inflict damage it will gradually fill.  It is filled a tiny bit from
blocking attacks, but the amount is negligible at best.  When it is
completely full, it will flash (blue for Speed mode, red for Power) and
allow you to use your Desperation Move (see below).


------------------------
1.4.4 - The Repel Button
------------------------

In Last Blade, the D button is reserved for one function, and that is to
"Repel" attacks.  In doing so, you effectively parry the attack and leave
the opponent open to a counter.  If Repel is pressed at the wrong time (too
early or too late), then you will be left open to a counter yourself.

By simply pressing D, you will attempt a Repel.  Bear in mind that a normal
Repel will ONLY deflect a normal attack (ie. non-special move).  In order
to Repel a special move, you must press FORWARD and D at the same time.
This will deflect any PHYSICAL attack, involving the opponent striking at
your character with some part (or extension) of his/her body.  Thereby, it
will have no effect on projectiles or the like.  Also, Desperation Moves
and Super Desperation Moves (see below) cannot be Repelled.

Obviously, in order to deflect a low attack (special move or otherwise),
you must be crouching during the Repel.  To deflect a low special move,
press diagonally down-forward (offensive crouch, see above diagram) and
press D at the appropriate time.

Standing and crouching attacks simply leave the opponent open when
successfully Repelled, and if you are quick, you can unleash a quick
offensive to regain the upper hand.

If a jumping attack is Repelled, the attacker is bounced into the air
slightly, allowing the defender time to get off a quick attack to knock
the person out of the air as he/she falls.


-------------------------
1.4.5 - Desperation Moves
-------------------------

Desperation Moves (or DMs) are special power moves which can only be done
under two circumstances.  1) Your Super Meter is full, or 2) your
lifemeter is flashing red.  These are moves which, if done properly, can
drain the opponent of a lot of life in a very quick fashion.  Each one is
unique to each character.  Desperation Moves are available in both Speed
and Power modes.  Use them wisely, or pay the price....


-------------------------------
1.4.6 - Super Desperation Moves
-------------------------------

Super Desperation Moves (or SDMs) are even more powerful than the normal
DMs, and are ONLY accessible in Power Mode.  In order to use one of these,
you must

 1) Have a full Super Meter, and
 2) have a flashing red lifebar.

These will do extreme damage if properly applied, and are (as with most
attacks) best used in combos.


----------------------
1.4.7 - Combo Specials
----------------------

A Combo Special (or CS) is an ability available to any character in
Speed Mode (but NOT in Power).  The conditions for use are the same as for
SDMs, ie. you must

 1) Have a full Super Meter, and
 2) have a flashing red lifebar.

When this is done, the background switches to a starfield for a moment,
and then your character begins to flash blue while the Super Meter slowly
drains to nothing.  During this time, you may do any normal or any special
move repeatedly.  DMs cannot be used during a Combo Special.  While the
blue flashing remains, all moves are faster, interruptible, and chainable.
So get in close and do as much damage as you can within that time.


---------------------
1.4.8 - Super Cancels
---------------------

Super Cancels (or SCs) are a feature only available in Power Mode.  An SC
basically consists of doing a certain special move, then doing the motion
for that characters Desperation Move during it, which can then result in
a bigger combo (and thereby more damage).  Each character has one special
move which can be Super Cancelled.  In the moves listings, these are
labelled (pretty obviously) with [SUPER CANCEL] by the move diagram.


--------------------
1.4.9 - Chain Combos
--------------------

Chain Combos are normal-move combos which are done by a rapid combination
of selected button taps and joystick presses.  There are several variations
at one's disposal, but there is one combo that every character can do.

  back + A, A, A, B, forward + B

The chain may begin at any point and each move (except for forward + B) can
be interrupted with a special move, Combo Special, DM or SDM.  There is a
great deal of variety to be found in the chains, so don't let yourself be
limited by the single one shown here!


--------------------
1.4.10 - Airblocking
--------------------

Last Blade has a basic airblocking system.  Any character can airblock
certain types of moves on a backwards or upwards jump.  The listing is
as follows:

 CAN be airblocked:
   Projectiles
   Uppercuts
   Ground-based special moves
   Air slashes/kicks

 CANNOT be airblocked:
   Any unblockable attacks (natch)
   Any ground-based normal move

After airblocking, a character will be bounced back a fair distance, and
cannot counterattack afterwards until landing.


------------------------------------
1.4.11 - Interrupting Normal Attacks
------------------------------------

Every character has the ability to "interrupt" or "cancel" certain
normal moves.  This consists of doing a normal move, and during that
move's animation, perform the motion for a special move, DM or SDM.  The
animation will be "interrupted" and the special move will follow, which
will typically combo for more hits and damage.  Each character will have
a chart of all the normal attacks available to him/her, and which ones
can be interrupted in which mode.  Make sure you know this, as the
ability to combo effectively can mean the difference between victory and
defeat!  An example follows:

      | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ |
      |   A   |   B   |   C   |  A  |  B  |  C  |  A  |  B  |  C  |  C  |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
POWER |  yes  |  yes  |  yes  | no  | yes | no  | yes | no  | no  | yes |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
SPEED |  yes  |  yes  |  yes  | yes | yes | yes | yes | no  | no  | yes |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+

In the above diagram, the given character, when in Power Mode, can
interrupt everything except for a low (crouching) A, low C, and a forward
+ B and forward + C.  In Speed, everything but the forward + B and
forward + C are interruptible.  The chart uses the following legend:

--------+----------------------------------------------------------------
"Stand" | Standing, joystick typically neutral.
"Low"   | Crouching, not including the low sweep kicks.
b +     | While holding O- (back) on the joystick.
f +     | While holding -O (forward) on the joystick.
df +    | While holding diagonally down and forward at the same time.
--------+----------------------------------------------------------------


-----------------------
1.4.12 - Pounce Attacks
-----------------------

When a character is knocked to the ground, it is possible to get in a
hit while he/she is lying down.  The standard means of doing this is with
a simple press of the C button when close to the downed opponent.
Otherwise, it is done with a combined motion as follows:

   \   + B/C  or  O  + B/C
    O             |

Certain characters can only use B, others can only use C.  Occasionally
special moves can serve as pounce attacks as well.  These will add to
the combo meter.  Juzoh can actually dash across his opponent's body and
hit once as a pounce attack as well.


-------------------------
2.0 - Character Specifics
-------------------------

In this section, we will detail the abilities of each character, along
with (eventually) various other facets of the character's design,
including backstory, quotes, poses, etc.

------------------
2.1 - Common Moves
------------------

-------------------+-----------------------------------------------
       A           | Weak Slash
-------------------+-----------------------------------------------
  O- + A           | Weak Punch (usually, slash for some chars)
-------------------+-----------------------------------------------
       B           | Strong Slash
-------------------+-----------------------------------------------
  -O + B           | Power Slash
-------------------+-----------------------------------------------
       C           | Weak Kick
-------------------+-----------------------------------------------
  -O + C           | Power Kick
-------------------+-----------------------------------------------
  \  + C           | Low Sweep Kick (always knocks down)
   O               |
-------------------+-----------------------------------------------
  BC               | Overhead slash, slow and must be blocked
                   | HIGH.  Juggles on a successful hit in Power
                   | mode.
-------------------+-----------------------------------------------
  D or O- + D      | Repel (standing/jumping normal attacks)
-------------------+-----------------------------------------------
  -O + D           | Repel (standing/jumping special attacks)
-------------------+-----------------------------------------------
  | or  / + D      | Repel (low normal attacks)
  O    O           |
-------------------+-----------------------------------------------
  \  + D           | Repel (low special attacks)
   O               |
-------------------+-----------------------------------------------
  O- or  -O + B    | When close, throws the opponent
-------------------+-----------------------------------------------
  -O -O            | Dash or hop forward (depends on character)
-------------------+-----------------------------------------------
  -O -O   O        | Long jump (press diagonally up-forward while
         /         | dashing.)
-------------------+-----------------------------------------------
  O- O-            | Hop back
-------------------+-----------------------------------------------
  |  | + AB        | Activate "Combo Special" (Speed Mode Only)
  O  O             | 
-------------------+-----------------------------------------------


---------------
2.2 - Amano Hyo
---------------

SUGGESTED MODE: Power.  Amano can hold his own in Speed mode, but his lag-
  filled normal moves interfere with his ability to combo well.  Most of
  his combos are accessible to either mode, and the chains do very little
  for him.  Also, his Super Cancel combo does MASSIVE damage when done
  properly.  Power is definitely the mode of choice for him.

STAGE DESCRIPTION:
  Intro - A beautiful full moon in a clear blue night sky.  A single sakura
    petal falls, landing on the scene and causing gentle ripples... showing
    that it was but a reflection of the real thing.
  Stage - A full moon sails in the deepened blue night sky above.  Brightly
    lit buildings crowd in on both sides, first and second floors all but
    overflowing with happy drunk people.  The players fight on a bridge
    spanning a narrow river.  The moon reflects in the water below, and more
    people crowd both riverbanks and another bridge not far down the river.
    Most of them are watching the fight and cheering for the players.  The
    whole night speaks gaeity.  At each end of the bridge, sakura petals
    scatter the sidewalk, falling from branches barely glimpsed above, and
    the occasional petal drifts past.

Poses:
   Select - taps his stick with his finger and chuckles.
   Start - scratches head, laughs, pulls stick out of kimono and says,
     "Paato iku kai?" (Shall we party?)
   Start (Vs. Yuki) - Leans forward, chuckles, and says, "Ii yume
     ni mirareru ze." (I'll show you sweet dreams.)
   Start (vs. Akari) - Leans forward, chuckles, and says, "Tekagen nashi
     da ze." (I won't show you any mercy.)
   Taunt - leans on pole, slapping forehead with hand and going "grrr!"
     in an amused tone, then leans towards opponent saying "Miteran ne na."
     (You've gotta be kidding.) and grinning.
   1st win - leans on pole, pulls out a pipe, puffs on it and blows a
     Shougi piece in smoke.
   2nd win - pulls out sake bottle, his kimono falling off one shoulder,
     says "Ii yume mina yo," (Sweet dreams!) and drinks from bottle,
     then belches.
   2nd win (vs. Akari) - pats his face, then leans forward, saying, "Acha.
     Kega wa nee kai?" (Oh dear.  You're not hurt, are you?)
   2nd win (vs. Yuki) - leans forward and says, "Taishita kiryou da ne..."
     (Quite lovely...)

Normal Move Interruptibility Chart:
      | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ |
      |   A   |   B   |   C   |  A  |  B  |  C  |  A  |  B  |  C  |  C  |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
POWER |  yes  |  yes  |  yes  | no  | yes | no  | yes | no  | no  | no  |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
SPEED |  yes  |  yes  |  yes  | no  | yes | no  | yes | no  | no  | no  |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+

  back + B: interruptible

Moves:
---------------------------------+------------------------------------------
                                 | Keima's Rage (Keima no Taka)
                                 |
-O  |  \   + C                   | Amano slides forward slightly, bringing
    O   O                        | his arm up in a ground-based uppercut,
                                 | with energy flowing along his arm.
                                 | Very high priority against jumpers, but
                                 | the slide forward requires proper
                                 | spacing if the move is to be of use.
                                 |
---------------------------------+------------------------------------------
                                 | Piercing Sparrow (Suzume Sashi)
                                 |
-O   /  -O  + A/B                | Amano dashes forward, ramming his stick
    O                            | into the opponent's gut and sliding
                                 | around to his/her back, apologizing in
[SUPER CANCEL]                   | Japanese.
                                 |
---------------------------------+------------------------------------------
                                 | Headbutt Grab (Shougi Doushi)
                                 | 
\   \   + C                      | Amano reaches forward.  If he connects,
 O   O                           | he draws the opponent forward and
                                 | headbutts three times.
                                 |
---------------------------------+------------------------------------------
                                 | Badger Bash (Ibisha Anaguma)
                                 |
Press A button repeatedly        | Amano swings his staff about wildly,
                                 | hitting several times.  Not a very handy
                                 | move, as the last hit will not knock
                                 | down, and there is lag, regardless.
(followed by)                    |
                                 | (Anaguma no Fundoshi Nugi)
                                 |
|  \   -O  + B                   | Amano spins his stick and pokes forward,
O   O                            | which may or may not combo.
                                 |
---------------------------------+------------------------------------------
                                 | Destiny (Hisshi)
                                 |
-O  \   |   /  O-  + B           | Amano rears back, swinging his staff in
     O  O  O                     | a tight circle.  When the button is
                                 | released, he lunges forward for a heavy
(can be held)                    | attack.  If held long enough, he will
                                 | attack automatically, and the strike
                                 | will break through the opponent's guard.
                                 | If it connects, it can be followed up
                                 | with his Desperation Move (Power only).
                                 |
---------------------------------+------------------------------------------
                                 | Loudmouth (Takabisha)
                                 |
-O  \   |   /  O-  + C           | Amano leans forward, taunting the
     O  O  O                     | opponent.  If he/she strikes, he slides
                                 | around to the opponent's back, smacking
                                 | him/her with his staff.  Does no damage
                                 | unless the opponent attacks.
                                 |
---------------------------------+------------------------------------------
                                 | Checkmate of the Queen (Banjo Kono
                                 |   Itte "Tokin")
[DESPERATION MOVE]               |
-O  \   |   /  O- (x2) + AB      | Amano rears back, and when the buttons
     O  O  O                     | are released, tosses a ball down at a
                                 | 30-degree angle, which explodes on
(can be held)                    | contact with the ground.  Very useful in
                                 | the right circumstances.
                                 |
---------------------------------+------------------------------------------
                                 | Checkmate of the Rook (Banjo Kono
                                 |   Itte [A "Hisha"/B "Kaku"])
[SUPER DESPERATION MOVE]         |
-O  \   |   /  O- (x2) + A/B     | As above, Amano rears back, but instead
     O  O  O                     | of hurling the ball downward, it either
                                 | shoots upward (A version) or straight
[POWER Mode only]                | out (B version).  If it hits, the
                                 | opponent is bounced around the screen a
                                 | bit, then dropped to the ground.
                                 |
---------------------------------+------------------------------------------

REASONS TO PLAY AMANO HYO:
- Who'd expect a Japanese Elvis impersonator?
- Anyone who can blow a smoke Shougi piece must be doin' SOMETHING right.
- Beating people with a stick is great stress relief.


--------------------
2.3 - Genbu no Okina
--------------------

SUGGESTED MODE: Power.  Okina isn't a particularly combo-friendly character
  in general.  He has a very useful Super Cancel, and his close-in game (on
  which Speed mode relies) is mediocre at best, while he has the best long-
  range game of any character.  His "fishing turtle" is useful at all
  distances.

STAGE DESCRIPTION:
  Intro - A view between leafy branches... the sound of crickets chirping.
    Slowly we pan down to reveal a huge tree in the distance, more leafy
    branches, and an old man, hazy in the fog, fishing in the calm lake
    beneath the large old tree.
  Stage - Green covers the ground beneath feet, only occasionally baring
    patches of dirt and rock. Just behind, an old weatherbeaten boat rocks
    gently in a mist-shrouded lake, the water hidden from view.  In the
    middle of the lake, a huge tree towers, its roots alone twice as tall
    as a man and creating a simple archway through which more distant, fog-
    coated trees can be seen.  Far, far away, mountains peek out of the
    haze.  To each end, the stage fades back into the forest, huge old
    trees and mossgrown piles of rock that curve around to form distant
    cliffs, all but threatening to fall into the lake.  On the shore
    nearby, two ibises watch the fight serenely.

Poses:
  Select: reaches into his shirt and says, "Sate, sate." (Let's see...)
  Start: walks forward into position and says, "Sate, sate." (Let's see...)
  Start: hops off his basket and straps it onto his shoulder.
  Taunt: sneezes, rubs his nose and says, "Chotte matta!" (Wait a sec!)
  1st win: hops onto his basket and sits, saying, "Mada mada mijuku na
    you ja no." (You're still too inexperienced.)
  2nd win: pulls out two balls of rice (?) and fishes one into his mouth.

Normal Move Interruptibility Chart:
      | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ |
      |   A   |   B   |   C   |  A  |  B  |  C  |  A  |  B  |  C  |  C  |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
POWER |  yes  |  yes  |  yes  | no  | yes | no  | yes | no  | no  | yes |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
SPEED |  yes  |  yes  |  yes  | yes | yes | yes | yes | no  | no  | yes |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+

Moves:
---------------------------------+------------------------------------------
                                 | Turtle Thrust (Ki Paku)
                                 |
|  \   -O  + A/B/C               | Okina holds out his basket and a turtle
O   O                            | pops out.  Using A, a small turtle moves
                                 | fairly quickly across the screen.  With
                                 | B, a large Galapagos Tortoise comes out,
                                 | which will knock down the opponent.
                                 | With C, a shoftshell turtle comes out
                                 | and crawls back to Okina.  If Okina
                                 | touches this, he is healed a little bit.
                                 | If the C turtle touches the opponent, it
                                 | is knocked away and the OPPONENT is
                                 | healed instead of Okina.
                                 |
---------------------------------+------------------------------------------
                                 | Turtle Tremor (Kame Mai Chi)
                                 |
-O  \   |   /  O-  + A/B         | Okina spins himself around, whacking his
     O  O  O                     | opponent's legs repeatedly.  If the last
                                 | hit connects, the opponent falls forward
[SUPER CANCEL]                   | and gives time for his DM to be done.
                                 |
---------------------------------+------------------------------------------
                                 | Tortoise Tromp (Kame Mai Ten)
                                 |
-O  \   |   /  O-  + C           | Okina jumps forward, tumbling through
     O  O  O                     | the air.  Works as reasonably decent air
                                 | defense.
                                 |
---------------------------------+------------------------------------------
                                 | Fisherman's Feint (Chouka Tairyou)
                                 |
-O  |  \   + A/B/C               | Okina tosses out a turtle attached to
    O   O                        | a fishing line.  If it connects, it
                                 | knocks the opponent off his/her feet.
                                 | The button used determines the distance
                                 | of the throw.  The move is unblockable,
                                 | but has significant lag if whiffed.
                                 |
---------------------------------+------------------------------------------
                                 | Pacifist Pounce (Muku Yu)
                                 |
|  |  + C                        | Okina vanishes, reappearing at the top
O  O                             | of the screen to drop on the opponent's
                                 | head for damage.
                                 |
---------------------------------+------------------------------------------
                                 | Genbu Blast (Genbu no Hoko)
[DESPERATION MOVE]               |
-O  O-   /  |  \   -O  + AB      | Okina spins about with his basket again,
        O   O   O                | this time summoning up a small tornado
                                 | which carries the opponent high up the
                                 | screen.
                                 |
---------------------------------+------------------------------------------
                                 | Rage of Genbu (Genbu no Ikari)
[SUPER DESPERATION MOVE]         |
-O  O-   /  |  \   -O  + B       | Okina holds out his basket, and a HUGE
        O   O   O                | turtle (Dragon Turtle, actually) flies
                                 | out and lands on the opponent, trampling
[POWER mode only]                | for big damage.  The landing tracks the
                                 | opponent, so the move cannot be dodged,
                                 | only blocked.
                                 |
---------------------------------+------------------------------------------

REASONS TO PLAY GENBU NO OKINA:
- You have a grandiose fetish for shelled reptiles.
- You really, really, REALLY hate to shave.
- What's wrong with being obscenely dizzy *whirwhirwhirthump* anyhow?


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