Samurai Shodown Fencing Pack - [Samurai Shodown 2 Strategy Guide] (Page 01)
Below are the cheat codes, hints and help for Samurai Shodown Fencing Pack - [Samurai Shodown 2 Strategy Guide] (Page 01).
Samurai Shodown II TAPFAQ
----------------------------------------------------------------------------
You can find this TAPFAQ (and future updates) in:
1) ftp.netcom.com in the /pub/vi/vidgames/faqs directory,
2) sanar.kaiwan.com in the /user/dvillnva directory, or
3) brawl.mindlink.net in the /pub/SS2 directory.
----------------------------------------------------------------------------
These people helped me compile this TAPFAQ as quickly as possible. No
particular order is chosen, as they are all equal in the eyes of God
(and Haohmaru):
Galen Komatsu --> gkomatsu@uhunix.uhcc.Hawaii.Edu
CREATOR OF SS1 FAQ/ASCII ART/OVERALL GODLIKE PRESENCE
Scott Fujimoto --> sfujimoto@delphi.com
MAIN EDITOR/TAPFAQ MAINTENANCE/KNOWS WHAT'S HE'S DOING
Ewan Ng --> ewann@sfu.ca
CO-CREATOR OF ORIGINAL SS 1 FAQ
John Bailon --> H20ORSNO@aol.com
MOVELISTS/MY MAIN MAN IN SOUTHERN HILLS GOLFLAND
Rich Joseph --> rfj105@psu.edu
THE RIVAL FAQ WRITER (BWAH HAH HAH HAH!!)...oh yeah, info, too.
GeeSe Howard --> dvillnva@kaiwan.com
NEOGEO MASTER/THE GUY THAT THROWS DOUBLE REPPUKEN
Mark Maestas --> maestas@cs.arizona.edu
CO-CREATOR OF ORIGINAL SS 1 FAQ
Ivan Nue --> IDN4694@UTARLG.UTA.EDU
INSIDE INFO MAN/ENDINGS AND SECRETS ACHIEVER
James Irwin --> irwin@cis.ohio-state.edu
EXTENSIVE HISTORICAL RESEARCH/GENERIC SS NUT
Chris Ozols --> ozolschr@student.msu.edu
ENDINGS/HEY, HE PLAYED THE GAME BEFORE I DID
Joshua Holmstrom --> jholmstr@violin.aix.calpoly.edu
TRIVIA ADDITIONS/CORRECTIONS/COOL LAST NAME
Kevin Lew --> Kevin_Lew-RA1628@email.sps.mot.com
CORRECTIONS/FELLOW ANIME FREAK
Masahiro Abe --> pen@cc.win.or.jp
JAPANESE TRANSLATIONS/OVERSEAS INFO/GALEN'S SUPERIOR
Mitch Burton --> peidor@netcom.com
TRANSLATIONS/CORRECTIONS/THE OFFICIAL SS PLAYER
Brian Gilmore --> briang@OCF.Berkeley.EDU
TRANSLATIONS/THINKS GALFORD'S BETTER THAN HANZO (HAH!)
Iain Sinclair --> axolotl@socs.uts.EDU.AU
HISTORICAL ARGUEMENTS/CORRECTIONS/OUR FRIEND, THE NINJA
Dave Kirsch --> a00563@giant.mindlink.net
TAPFAQ HOST/ALL AROUND NICE GUY WHO THINKS FIGHTING GAMES RULE
Mike Lloyd Economides --> mleconom@eos.ncsu.edu
COMBO ADDITIONS/JOINING THE FIGHT AGAINST SIEGER STEROID ABUSE
Also, thanks to:
Damone (damone@ios.com)
Kenichiro Tanaka (tanaka@maya.com)
An Nguyen
Jamie Klein (yanknir@tiac.net)
Master Cho (achau@usc.edu)
Alex Tellez
The Emerald Dragon (emerald@dartmouth.edu)
Kenneth Hsu (e3321942@student.uq.edu.au)
Shawn would like to extend a personal thanks to:
Scott Fujimoto: For doing an excellent job at maintenance/
editing throughout versions 5.0-7.0.
Dave Kirsch: Too much to list here. :]
Derek Liu: New information/translations.
Brian Chan: Excessive Humour/Hard Drive provider :]
Jim Lee: Excessive complaining but still a nice guy. :]
I hope all you guys above are going to be around in the next few months
I have a feeling I'm going to be starting the SS3 TAPFAQ very soon...
----------------------------------------------------------------------------
INTRODUCTION
"Long long ago, there was a man who tried to make his skills the
ultimate. Because of his bloody life, it was no accident that he was
involved in the troubles..."
Yes! It has arrived! Samurai Shodown II is back with a vengance. This
game is, by far, one of THE most anticipated sequels since people uttered
the words "Street Fighter II". It is one of the largest games ever,
clocking in at 202 megs, 84 more megs than the first SS. You all want to
know about the game, so let's get to it!
----------------------------------------------------------------------------
OLD THINGS/NEW THINGS
-->Characters that have returned: CHARLOTTE, NAKORURU, HAOHMARU, UKYO
TACHIBANA, GEN-AN SHIRANUI, GALFORD, JUBEI YAGYU, KYOSHIRO SENRYO,
HANZO HATTORI, EARTHQUAKE.
-->Characters that are new: GENJURO KIBAGAMI, CAFFEINE NICOTINE,
CHAM CHAM (with her monkey PAKU PAKU), NEINHALT SIEGER.
-->TAM TAM is gone (let's have a moment of silence, please). AMAKUSA
is no longer a boss in the game, though he makes a brief appearance
near the end, and TAM TAM has passed his knowledge onto his sister
CHAM CHAM.
-->To diversify gameplay even more, all characters can now lie flat on
their stomachs to let air projectiles fly over them. As well,
all characters can roll forward or backwards.
-->All characters have two taunts now (like Art of Fighting and Fatal
Fury).
-->Also, as in AoF and FF, characters now have a special complicated
"death blow" maneuver. Some characters require a full POW meter,
and their weapon, to peform this move, while others require only a
full POW meter. When these POW moves are successful, they are
powerful enough to destroy your weapon!
-->When weapons are broken, they are now replaced after about a ten
second delay; the judge throws your weapon back into the stage.
-->Everyone has a Super Deformed transformation move--that is, their
heads grow, their bodies shrink, and they become so damn cute that
you would never want to hurt them...would you?
-->The boss of the game is a really bitchy, possessed Shinto priestess
named MIZUKI. There's also a hidden character in the game, KUROKO,
whose actually the judge sitting in the background during matches.
What? You don't think he wants to have fun, too?
----------------------------------------------------------------------------
TAPFAQ VERSION HISTORY
(11/08/94)
0.5 = It's less than 1 because of it's unofficiality; most of the character
descriptions are taken from Samurai Shodown I, or made up. New moves
are taken off the arcade placard, and many are still missing,
incorrect, and/or incomplete.
(11/14/94)
0.74 = It's a whole 24% better! Still not quite official, but
I've now had a chance to view the game (Oh my lord!!), and give more
detailed descriptions of moves, characters, etc. Errors are
diminishing, and endings are beginning to filter through.
(11/21/94)
1.0 = Official release, TAPFAQ now available from multiple FTP sites.
Much more historical background added, moves almost completely
cleared up. Galen has added beautiful ASCII artwork (finally!) and
the response to the TAPFAQ is becoming unrecordable (I'm gonna have
to split this in half soon...).
(11/28/94)
1.48 = TAPFAQ now split into two, had to add a table of contents to ease
confusion. More moves are being cleared up, and almost all endings
are in. Anybody got any combos they want to add? (The game is 202
megs? Holy mother of...)
(12/06/94)
2.0 = Now I've had a chance to play the game (I am thanking you) so the
inconsistencies are diminishing fast. Too big again, so it's been
split into thirds. Joystick movements are neatened up (small seems
to be better). Combos are coming in, Japanese translations are added
and the cartridge is now on its way (hee hee hee hee).
(12/12/94)
3.0 = I now own the game (oh yeah) so all moves represented in this TAPFAQ
are 100% confirmed. Character descriptions are rewritten to coincide
with the new manual. All move names confirmed. All endings finished
and added. More data, more trivia, more info, and I'm working on the
code for KUROKO...I'll get it, I promise!
(12/14/94)
3.4 = Why so quick to update? THE CODE TO PLAY AS KUROKO! I wanted
everybody out there to get this as quick as possible, so here it is.
Kuroko code is the only main addition, plus minor spelling errors and
such.
(12/19/94)
4.0 = Just a minor update. Taunts are added, as well as a few
bits and pieces here and there. The next version will be split into
necessary parts. Hey...hey Galen. Hey...hey, over here! Over here
for a CHAM CHAM picture? HEY!?!
(2/27/95)
5.0 = Hi! I'm Scott Fujimoto, the guy who did the final revision to the SS1
FAQ. Yes, I couldn't help but edit this one too! Changes include
adding all normal attacks, identifying all attacks that hit low,
tick off damage, etc, notes on some Special Moves, adding complete
backgrounds to all the characters, revising all the quotes and
endings, and various minor corrections and updates.
(3/10/95)
5.2 = A few additional notes and corrections were added after I posted
the TAPFAQ to rec.games.video.arcade. This version is the one
archived in the ftp directories.
(6/1/95)
6.0 = Was about to release this, but then new info starting coming in...
(8/25/95)
7.0 = The big addition here is the pose information, plus many other
corrections and additions. This is probably the last version, so
enjoy!!
(9/13/95)
8.0 = Shawn Holmes returns! Last version? NEVER! I didn't call it
a TAPFAQ for nothing. Now, equipped with a ton of info to
translate, version 8.0 of the TAPFAQ includes new, never before
found bugs, more in-depth techniques of beating Mizuki with
each character, plus loads of info, from combos, to jumping
distances, to a new Kuroko move. Give it a read!
(12/27/95)
8.1 = Shouldn't I be working on the SS3 TAPFAQ? I am! But, got one
last nifty addition for this version...check out Ukyou's huge
apple in Strange But True...
----------------------------------------------------------------------------
TO DISCOURAGE CHALLENGERS
If you push your own Player Start button during a CPU game, the flashing
sign on the other side will change to "No Challenger is Acceptable."
Apparently, people STILL can join in if they want to, but this sign
politely tells them not to.
----------------------------------------------------------------------------
THE BLOOD CODE!!
For those of you who own the cartridge at home for your NEO GEO, and
have not had your system modified to have blood and fatalities, fear not!
You can make that green stuff go away by simply going to the options menu,
selecting "Japan" as the country, then exiting. After that, go back
directly into options, and select "USA" as the country. Voila, English
text and red blood/full fatalities!
----------------------------------------------------------------------------
HOW TO GET UNLIMITED POW
In the manual of the home SS2, there is mention of an option that allows
for unlimited POW, yet when many players go into the option menu, it isn't
available! Because of the vagueness of the manual, not many people know
how to do it. Here's clearing up the vagueness for you:
1. Press "start" on the player 1 joystick.
2. Move the arrow to "options" with the player 1 joystick.
3. Press "start" on the player 2 joystick.
4. In the "options" menu, the POW can now be changed from NORMAL to MAX.
----------------------------------------------------------------------------
THE CHARACTERS
AND THEIR MOVES
----------------------------------------------------------------------------
Map: Slash = A or B or AB (rising strengths, A weakest)
Kick = C or D or CD (rising strengths, C weakest)
Dash = a quick FORWARD FORWARD on the joystick
Retreat = a quick BACK BACK on the joystick
Lie Down = to avoid projectiles, a quick DOWN DOWN on the joystick
Roll -> = a quick DOWN RIGHT, DOWN RIGHT on the joystick
Roll <- = a quick DOWN LEFT, DOWN LEFT on the joystick
Taunt 1 = A + C (good distance from opponent)
Taunt 2 = B + D (good distance from opponent)
Hop away = B + C (also cancels taunt at any time)
Hop up = FORWARD + BC (also cancels taunt at any time)
Retreat and Run = Retreat + FORWARD
Dash and Roll = Dash + DOWN RIGHT
--> To catch your opponent's sword while you are disarmed, perform the
motion: O- / | \ -O
O O O
--> The following characters can Triangle Jump: Galford, Hanzo,
Earthquake, Nakoruru, Cham Cham, Gen-an, and Mizuki
To triangle jump, jump to the edge of the screen, then push the
joystick in the opposite direction.
--> The following characters can crawl back and forth: Gen-an, Wan Fu,
and Kyoshiro.
--> Most characters can interrupt their normal Bs with Special Moves. Some
can interrupt their ABs as well, even if they totally miss their
opponent. These characters are noted separately.
--> Running Attacks: different characters do different B or AB attacks
if the buttons are pushed while running. The attacks come out
regardless of the distance of the opponent.
Far B/Far AB -- Charlotte, Ukyo, Hanzo
Far B/Close AB -- Genjuro, Kuroko
Close B/Far AB -- Nakoruru
Close B/Close AB -- Haohmaru, Wan Fu, Kyoshiro
Crouch B/Close AB -- Jubei, Cham Cham, Gen-an
Close B/Crouch AB -- Sieger, Earthquake
Crouch B/Far AB -- Nicotine
----------------------------------------------------------------------------
The introduction has been gracefully translated from the original Japanese
by Kenichiro Tanaka.
Quotes: B -- Quote at beginning of game.
BM -- Quote before match.
AM -- Quote after match.
BV -- Quote before mirror match.
AV -- Quote after mirror match.
I -- Interlude quotes. (J = w/Judge, M = w/Mizuki,
A = w/Mizuki and Amakusa)
F -- Quotes before final match.
Background: Any historical or fictional basis for the character. For
more details, check out the SS Character Background FAQ.
Weapon: What he or she fights with.
Full of: What drops out when he or she gets split.
Occupation: What type of fighter he or she is classified as.
Nationality: What country he or she comes from.
Jumping Rages: Each character has a different range for jumping forward,
backward, and straight up. The values are expressed in
X and Y values, so naturally, the "jumping up" value of
X is always 0. The range of X is -10 to 10, and Y is
0 to 10.
Voice: Name of the Voice Actor for the Character
Notes: Assorted items of interest.
Normal Attacks: The attacks are usually presented in left and right
columns If the entry does not appear in the right column, then the attack
is the same as the one in the same position in the left column.
All jumping attacks, and only jumping attacks, hit high. Most crouch kicks
hit low. Everything else usually hits neither high nor low.
Exceptions are noted as follows:
"*" means an attack hits LOW when normally it would not (slashes and
standing kicks).
"**" means an attack does NOT hit low when normally it would (crouch kicks).
Whenever a swing is blocked, the attacking character usually reels back for a
second, then recovers. However, certain swings do NOT reel back; the
character continues to swing while his or her opponent blocks, and recovers
normally.
"#" indicates a swing that follows through when blocked.
Note that all kicks do not block reflect.
Special Moves:
Key: "!" means a weapon is required to perfom the Special Move.
"L" means the Special Move hits low.
"H" means the Special Move hits high.
"*" means the Special Move ticks off 1 or 2 points of damage.
"**" means the Special Move ticks off 3 or 4 points of damage.
"***" means the Special Move ticks off LOTS of damage.
Damage: Weapon ---> caused by direct strike from weapon
Fire ---> caused by direct hit from flames
Lightning ---> caused by contact with "electric" attacks
(no label) ---> damage resulting from tosses, grabs, open
handed attacks
Throws: Ground throws are performed by being right next to the opponent,
and pushing towards them while pushing a button.
Air throws are performed by being right next to an air opponent,
then pushing DOWN while pushing a button.
Hanzo and Galford have special throws which are performed by
completing the move while next to an opponent.
Throws CANNOT be blocked!
Hidden Moves: Certain characters have hidden moves not listed in the manual.
Why all the characters didn't get these moves is debatable, but oh well...
Super Deformation Moves: Changes your character into a doll-like version.
You cannot move or attack normally, and you cannot be thrown. You CAN be
hit. You return to normal if 1) you perform a Special Move, 2) you are hit,
3) you do a double-tap move, 4) after about 10 seconds have passed.
Taunts: Taunt by pushing both buttons and holding them down until the taunt
comes out. You can't just push the buttons quickly. Also, you can't do the
taunt while right next to your opponent. You get out of a taunt when you do
a Special Move, double-tap move, or you get hit.
Power Specials: Can be done only when you are powered up, according to the
POW Gauge. If your Power Special hits, your opponent's weapon is broken,
UNLESS you get hit at the same time. If that happens, both players take
damage, but you don't follow through with your attack and you don't break
your opponent's weapon!
Poses: You can select what pose your character does after he/she wins! After
defeating your opponent, if you hold your joystick in a specific position
(i.e. up, down, left, or right) until his/her name is called, he/she will
do a specific pose.
----------------------------------------------------------------------------
"Time has passed since the last trouble. New battles are going to
start now, again."
----------------------------------------------------------------------------
The Sake-Drinking Swordsman of Samurai Shodown
HAOHMARU
"Haohmaru, do not get involved with demons." The warnings of Nicotine, his
master, could not stop Haohmaru. That day, Haohmaru drank with his master
for the first time in a while and set out on a journey--to find the demon
that was after his soul. "Shurado,* huh? This should be interesting."
*"Shurado" is the way of war, after the Hindu/Buddhist god of war,
Shura/Ashura. Samurai Nuts will remember that if you completed
Samurai Shodown 1 perfectly with Haohmaru, his secret ending mentioned
something about him following the path to "Shurado"
B: "What's this wind? I feel something bad."
BM: "Wow! I am (a) champion, I will kill all enemies with my sword!"
AM: "How weak you are! I might kill you as well as tofu with my sword!"
BV: "What, my imitation? You have guts!"
AV: "I slay my imitation with my sword together with Mt. Fuji!"
IA: "I don't like this ominous feeling!"
"I can't believe he saved us..."
F: "I reached the evil world!"
"I'll show you the soul of (a) samurai!"
Background: Based on the classic model of the samurai, Miyamoto Musashi.
Weapon: Katana
Full of: Sake bottles
Occupation: Kensai
Nationality: Japan
Jumping ranges: Forward : X=9, Y=7
Backward : X=-5, Y=5
Up : Y=3
Voice: Masaki Usui
Notes: His girlfriend's name is Oshizu. Nicotine was his mentor.
Oshizu can be seen by the nearest torii. If Haohmaru wins, she
clasps her hands. If he loses, she turns away.
THE GAIRYU ISLE -- EVENING
----------------------------------------------------------------------------
Standing Far Standing Close
A -- Down Slash A -- Hilt Butt
B -- Thrust B -- Down Slash
AB -- Far Down Swing AB -- Up, then Down Swing
C/D -- Medium Kick
CD -- High Kick
Crouching
A/B -- Low Slash *
AB -- Upward Swing
C/D -- Crouch Kick
CD -- Slide
Jumping
A/B -- Side Slash
AB -- Down Swing
C/D -- Down Kick
CD -- Down Kick
----------------------------------------------------------------------------
Cyclone Slash | Throws whirlwind that catches enemy, and
(Ougi Senpuuretsuzan) | lifts him/her into the air, dropping
| \ -O + Slash | for damage. Note: use kick instead of
O O *! | slash to fake this move.
----------------------------------------------------------------------------
Crescent Moon Slash | Performs a vertical leap with sword
(Ougi Kogetsuzan) | extended to cut enemy for weapon damage.
-O / | \ + Slash |
O O O *! |
----------------------------------------------------------------------------
Ougi Resshin Zan | Leaps upward, and twirls, bringing
| sword down in a flash of energy
-O | \ + Kick | hit for weapon damage.
O O *! |
----------------------------------------------------------------------------
Sake Attack | Swings out bottle of rice wine to hit
(Sake Kogeki) | for damage, and also deflect any
| / O- + A | projectile attack back at opponent.
O O |
----------------------------------------------------------------------------
Throws:
AB or B Slam opponent onto ground
CD or D Backflip toss
----------------------------------------------------------------------------
Hidden Move:
Kogetsuzan Rush | Leaps into the air doing seven
(Tempa Fuuzin Zan) | consecutive Kogetsuzans hitting for
\ O- / | \ -O O- | / + BC | weapon damage.
O O O O O O ***! |
----------------------------------------------------------------------------
Super Deformed Transformation:
-O \ | / O- -O O- + B
O O O
----------------------------------------------------------------------------
Taunts:
1. AC: Puts arm inside gi, sword over shoulder, "Doshita, doshita!"
2. BD: Drinks sake, wipes mouth, says "Umeh!" ("that feels good!")
3. AC(weaponless): Puts hand on belt, waves to opponent, "Doshita,
doshita!" ("What's wrong?")
4. BD(weaponless): Same as 3.
---------------------------------------------------------------------------
Power Special:
Flame of the Conqueror | Strikes with full AB attack weapon
(Tempa Seikouzan) | range, creating a blow of
-O \ | / O- -O + A | concussive energy that hits for
O O O *! | breaking damage.
----------------------------------------------------------------------------
Poses:
- Sheath: He spins and sheaths sword
- Bow: He slashes air with sword, bows, says "Yosh!" ("Okay!")
- Shoulder: He puts sword on shoulder and says "Osa! Osa!" ("Come on!")
- Thinker: He puts sword away, puts hand on chin, says "Hmmph!"
- Yosh: Tugs shirt, bows and says "Yosh!"
- Hmmph: Tugs shirt and puts hand on chin, says "Hmmph!"
First and Second Win: First and Second Unarmed Win:
Up: Sheath, Bow Yosh, Yosh
Down: Thinker, Sheath Hmmph, Yosh
Left: Sheath, Bow Yosh, Yosh
Right: Shoulder, Thinker Yosh, Yosh
----------------------------------------------------------------------------
Combos:
- Jumping D, Standing AB (2 hits)
- Jumping AB, Standing AB (2 hits)
- Close crouching AB, Resshin Zan (F, D, DF) with A (2 hits)
- Close crouching AB, Kogetsuzan with AB (3 hits)
- Close crouching AB, Tempa Fuzin San (7 hits)
----------------------------------------------------------------------------
Ending:
Haohmaru wakes up in a beautiful forest. He is wounded badly. Suddenly,
Genjuro leaps in. "You had a hard fight, Haohmaru. Now, I'll kill you!"
Haohmaru replies "You bas..." but then Oshizu jumps between them. "Stop
it!" she says, "He is wounded. You should challenge him when he feels
better." "You are quite right," Genjuro says, "All right, I will overlook
this for now." He then leaps away. "Oshuzi..." Haohmaru says. Oshizu
turns toward him and says, "Forgive me, Haohmaru, but I wanted you to live."
The scene then changes to a closeup of Haohmaru and Oshizu embracing each
other passionately. Presumably, Haohmaru is talking. "Don't say (anything)
more... I dedicated myself to the sword world (way of the sword)... Forgive
me, Oshizu..."
Cut to the empty forest. Gen-an walks in, and says, grinning. "Your words
move to tears."
----------------------------------------------------------------------------
The Haohmaru Horoscope:
If you play as Haohmaru, you:
- Prefer the standard fireball trap fighting style
- Like to gloat a lot
- Don't care what other people think.
----------------------------------------------------------------------------
The Angel Faced Falcon Handler
NAKORURU
As usual, Nakoruru stood with her eyes closed among the birches and
tried to talk with nature. But that day, she couldn't hear the voice
of nature. Something was wrong. Nakoruru could feel the spirit of
nature being sucked away into the demon world. "I must hurry. Let's
go Mamahaha!"
B: "Something evil is coming now!"
BM: "Whoever defiles nature shall feel my wrath!"
AM: "I must hurry up. The world is being destroyed by evil power!"
BV: "Wao! You are like me! But I am stronger than you!"
AV: "Power, speed, and beauty. I have defeated you in every way."
IJ: "Now King's power is increasing. Hurry up!"
"What happen now?" (classic SS2 dialogue here)
F: "Terrible, evil power, but I can't lose!"
"Spirits of nature, give me your power!"
Background: Nakoruru is one of the Ainu.
Weapon: Kodachi
Full of: Cherry blossom petals
Occupation: Protector of nature
Nationality: Japan
Jumping ranges: Forward : X=7, Y=10
Backward : X=-9, Y=7
Up : Y=5
Voice: Harumi Ikoma
Notes: Her hawk's name is Mamaha. Her weapon is named Hahama,
after her father. She has a younger sister named Rimururu.
She has feelings of affection toward Galford.
If Nakoruru wins a round, her sister claps and the bear yawns. If
she loses, both of them look at each other and nod.
The alternate color for Nakoruru has a different face for her close
up!
NORTHERN COUNTRY -- SUMMER
(Ezo, or Hokkaido today)
----------------------------------------------------------------------------
Standing Far Standing Close
A -- Side Slash
B -- Down Slash
AB -- Up Slash AB -- Down, then Up Slash
C/D -- Side Kick
CD -- Side Kick CD -- Double Kick
Crouching
A/B -- Side Slash
AB -- Rolling Slash #
C/D -- Crouch Kick
CD -- Thrust Kick **
Jumping Diagonal Jumping Straight
A/B -- Angled Side Slash A/B -- Side Slash
AB -- Up Slash AB -- Side Slash
C/D -- Down Kick
CD -- Down Kick CD -- Somersault
----------------------------------------------------------------------------
Annu Mutsube | Slides along ground with sword extended,
| attacking low for weapon damage.
O- / | + Slash |
O O *!L |
----------------------------------------------------------------------------
Lela Mutsube | Slides along ground, then rises, with
| sword extended, attacking medium to air
| \ -O + Slash | for weapon damage.
O O *! |
----------------------------------------------------------------------------
Amube Yatoro | Sends Falcon out in a burning attack
| for fire damage.
-O \ | / O- + Slash |
O O O * |
----------------------------------------------------------------------------
Mamaha Flight | Falcon grabs character; control then
| switches to bird for around 10 seconds
| / O- + C | after which, character falls back to
O O | ground.
----------------------------------------------------------------------------
Yatoro Poku (While flying) | Spins downward from Falcon, in
| direction corresponding to joystick,
| attacking with weapon for damage.
| or \ or / and Slash/Kick |
O O O *H |
----------------------------------------------------------------------------
Kamui Mutsube (While flying) | Flies down from Falcon in buring attack,
| sword extended, hitting for fire damage.
Slash or Kick |
* |
----------------------------------------------------------------------------
Mamaha Call (When disarmed) | Whistles to Falcon, calling bird to leave
| / O- + C or | weapon, re-joining the fight again.
O O | allows for Mamaha Flight or Amu
|
-O \ | / O- + Slash |
O O O |
----------------------------------------------------------------------------
Kamui Ryuse | Twirls around, whipping cloak out to
| create shield that reflects projectiles
| / O- + Slash | back at opponents, as well as inflicting
O O * | minor damage.
----------------------------------------------------------------------------
Throws:
B Two-handed toss
AB Sit on top of opponent and stab
D or CD Climb and triple kick
AB (without weapon) Climb and slap opponent repeatedly
Air Throw
B or AB Toss opponent onto ground
----------------------------------------------------------------------------
Hidden Move:
Apefuchi Kamui Rymuse | Performs three quick Kamui Ryuse and
| finishes by sending out a "shadow
\ | / O- -O | \ + BC | Falcon, allowing for four consecutive
O O O O O ** | (if close to opponent).
----------------------------------------------------------------------------
Super Deformed Transformation:
-O \ | / O- -O \ | / O- + D
O O O O O O
----------------------------------------------------------------------------
Taunts:
1. AC: Tightens bow in hair, "Yos!"
2. BD: Stretches provocatively.
3. AC(weaponless): Same as 1.
4. BD(weaponless): Same as 1.
----------------------------------------------------------------------------
Power Special:
Irusuka Yatoro Lise | Glowing, sends bird down, and if
-O O- / | \ -O + A | successful, five more birds hit
O O O * | opponent for breaking damage.
----------------------------------------------------------------------------
Poses:
- Yos: She bows her head and says, "Yos" ("Ok")
- Cape Wrap: She wraps her cape around herself and says, "Un yokatta"
("That went well")
- Bird Praise: Mamaha lands on her hand, and she asks "Kega wa nai,
Mamaha?" ("Are you okay, Mamaha?") The bird chirps.
- Payback: She turns her back and says "Daishizen no shioki desu"
("Punishment in the name of Mother Nature")
- Wink: Mamaha lands on her hand and she winks
- Wink and Poppy: Same as wink but a dog that looks like Poppy comes in,
with a bird on his head
First and Second Win with Sword and Bird:
Up: Cape Wrap, Cape Wrap
Down: Bird Praise, Bird Praise
Left: Yos, Payback
Right: Cape Wrap, Cape Wrap
Unarmed without Bird:
All: Yos
Unarmed with Bird:
Down: Wink and Poppy
All Other: Wink
----------------------------------------------------------------------------
Combos:
- Jumping D, Crouching close AB (3 hits)
- Jumping B, Lela Mutsube (2 hits)
- Standing close AB, Lela Mutsube (2 hits; 75% dizzy)
- Crouching close C, Standing close CD, A Annu Mutsube (4 hits)
- Jumping CD, Standing AB, Annu Mutusbe (3 hits)
- Jumping CD, Standing AB, Kamui Mutsube (3 hits)
----------------------------------------------------------------------------
Note: Nakoruru can triangle jump.
You can move in any direction while on the hawk. You are also
vulnerable to attack.
Almost all of Nakoruru's ground B, AB, D, and CD attacks can
be interrupted with a Special Move.
----------------------------------------------------------------------------
Ending:
Nakoruru is lying in the forest unconscious. Galford runs in and wakes
her up. He then blushes, and says "I was worried about you." Nakoruru
stands up and says, "Galford, I..." Suddenly, the forest turns red, and
Nakoruru jumps up on Mamaha, preparing to fly away. Galford tries to stop
her, but she says "Something evil is still destroying nature, I have to go,"
and she flies away.
Scene changes to up on the cliff overlooking the evil forest. Nakoruru
says, "God of great nature, save them and the forest!!...please..." At
which point, she is enveloped in a beautiful white light. She is absorbed,
and turned into a ball of energy which dissipates over the forest, cleansing
it. Her weapon falls to the ground where she had been standing.
Scene changes to her background. Her mother, father, sister, and Mamaha
all look sad as they view her lonely sword. But as her sister speaks to
the sword, it glows, saying "This is Nakoruru's voice..." The scene fades
to a beautiful airbrushed painting of an angelic Nakoruru speaking from
beyond. She says, "Please don't cry...My soul will always be here as a
guardian of nature. From now (on), you have to fight to protect them."
The scene fades back to the family, and Nakoruru's sister stands up and
says, "I understand...Nakoruru."
----------------------------------------------------------------------------
The Nakoruru Horoscope:
| Next Page » |
