------------------------------------------------------------------------ SAMURAI SPIRITS ZERO / SAMURAI SHODOWN V FAQ v0.8 for the Neo*Geo / Arcade by Chris MacDonald ------------------------------------------------------------------------ Unpublished work Copyright (c) 2003-2004 Chris MacDonald The guidelines for using this faq are simple; don't sell it or give it away, don't reprint it without obtaining permission, and don't bother posting it on a website (I'm only releasing it for www.GameFAQs.com to host). You may not incorporate any part of this FAQ into your own guide without obtaining my express written permission. Game magazine/guide/site authors are not allowed to use this FAQ, the following in particular: Ziff-Davis Video Game Group (publishers of Expert Gamer), Game 13th Magazine, IDG Media, Future Publishing, Ltd. (publishers of PlayStation Power, Official UK Play Station Magazine), Brady Games, Prima Games and Eric Pratte, CheatCC.com, Shoryuken.com, Guardcrush.com, Kibagami, and IGN. Samurai Spirits and all characters are (c) SNK-Playmore. SSZ is (c) Yuki Enterprises. ================= TABLE OF CONTENTS ================= 1. INTRODUCTION - Author's Note - Revision History - Special Thanks 2. GENERAL INFORMATION - FAQ Notation - Changes from Previous Games - Basic Commands 3. CHARACTER MOVELISTS - Basara Kubikiri - Charlotte - Enja - Gaira Kafuin - Galford - Genjuro Kibagami - Hanzo Hattori - Haohmaru - Jubei Yagyu - Kazuki Kazama - Kusaregedo Youkai - Kyoshiro Senryo - Mina Majikina - Nakoruru - Poppy - Rasetsumaru - Rera - Rimururu - Shizumaru Hisame - Sogetsu Kazama - Suija - Tam Tam - Ukyo Tachibana - Yoshitora Tokugawa - Yunfei Liu 4. CPU CHARACTER MOVELISTS - Sankuro Yorozu - Yumeji Kurokochi - Gaoh Hinowanokami Kyougoku - Ankiou 5. GAMEPLAY NOTES - Cancels / Block Cancels - Counter Hits - Damage Chart - Guard Destroyer - Instant Jump - Issen - Kenki Gauge - Life Gauge - Losing Your Weapon - Meditation - Mid-Air Moves - Mu no Kyouchi - Rage Explosion - Rage Gauge - Stored Input - Suicide Moves - Sword Clash - Triangle Fall 6. MISCELLANEOUS - Secrets and Glitches - Blood / Suicide Enable - Debug DIP Menu - Play as Poppy - Boss Codes - Translations ======================================================================== 1. INTRODUCTION ======================================================================== ------------------------------------------------------------------------ AUTHOR'S NOTE ------------------------------------------------------------------------ Hi, welcome to my SSZ/SSV FAQ. This is just a simple guide for those who want to know the basics. I'm sure someone will write a more detailed guide at some point. If you still want to contribute something, you can reach me at: . Please don't write in about ROM or emulator related questions because I don't know the first thing about either topic. Thanks. Also, I've put a lot of time into this, so please be respectful and not reprint or borrow information from this FAQ without permission. It's happened before and is not something I enjoy dealing with. Someone asked and I thought I should mention, there is an upgrade to SS5 in the works called "Samurai Spirits Zero Special" (dunno what the English title will be). There's some pictures and news about it at the official site; . Though it is in Japanese. Plenty of videogame news sites are also covering it, however You might try the Madman's Cafe BBS: . ------------------------------------------------------------------------ REVISION HISTORY ------------------------------------------------------------------------ Version 0.8 (April 22, 2004) - Added in a lot of contributed info--virtually all of the new info. in this revision comes from Tel, apart from some of my own notes and connections. I rewrote the moveslists and put the translations in a separate section--it's easier to read that way, I think. I liked the previous layout, but it was hard to look at after a while. Version 0.7 (February 28, 2004) - A quick update. I received some really great contributions for Galford, Hanzo, Gaoh, and Enja. Version 0.6 (February 21, 2004) - Added info. on Rage Explosions (thanks Basel), Gaoh, and Rasetsumaru. Brushed up some of the sections a little, and added Gaoh's movenames (taken from his SSZS incarnation, but they should still apply). Version 0.5 (January 3, 2004) - Just some minor updates and a contributed bug. Fixed missing sword clash info. and added other misc info. such as a Rage Gauge Time list and more info. on Gaoh (though I still can't figure out all his moves). ;P Version 0.4 (January 1, 2004) - Major update. Whole FAQ basically rewritten and updated, with all info. tested. Tons of stuff added, as well. Version 0.3 (December 20, 2003) - Minor corrections to some character's movelists, as well as some contributions by readers. Version 0.2 (November 6, 2003) - Minor additions and corrections, as well as info. on using Poppy. Version 0.1 (November 3, 2003) - The first release. I haven't played the game myself, so there are probably a lot of errors. ------------------------------------------------------------------------ SPECIAL THANKS ------------------------------------------------------------------------ Special thanks goes to the following for providing the information found in this guide: Tel - For lots and lots of information on the characters, gameplay notes, etc. He noticed that you could avoid throws using the Lay Down and sent in all of the new Kenki Gauge-related information, too. Harleyquin - Explained how the Rikudou Rekka really works. Grey - Explained how to perform Gaoh's Kurogane Kudaki. Andy Sam - Told me how to properly perform Galford and Hanzo's reversal moves. - Listed Gaoh's official moves for SSZS, which I used in this FAQ. Basel Al-Shehab - Explained how you can use the Rage Explosion while getting hit. A S - Notes on the Senpuu Retsu Zan: Setsu and Yomi Yashiro. iggywhite2 - Mentioned that sword clashes were still in the game. - Info. on Sankuro's name and Gaoh's moves. kenmastersx - For the unarmed Yunfei glitch. C MO Cash - For helping me with Yumeji's moveslist. Maikeru - For advice on getting the jiketsu moves enabled. Eiji - For the boss codes for Kawaks. - For a LOT of info. Advanced gameplay tactics (like instant jumps and cancel block), bug. info, tactics for landing the Rakuin Oshi, etc. A very impressive page. - For dip info. and hidden dip info. for SS4. Charles MacDonald - As always. For letting me hog his computer for hours at a time. GalFord - Corrections for Kyoshiro and Yunfei. - For the correct move names for Basara and Kazuki. (v0.4) For some movelist corrections. - For character movelists. (v0.2) For the Poppy code and moveslist as well as other moves and notes. - For system and gameplay info, and notes on character moves. - For assistance with translations. - For assitance with translations. - For their excellent Japanese word processor. ======================================================================== 2. GENERAL INFORMATION ======================================================================== ------------------------------------------------------------------------ FAQ NOTATION ------------------------------------------------------------------------ [ CONTROLS ] ---------------------------------------------------------- All commands are entered assumed you are facing towards the right. If on the 2P side, reverse your controls. ub u uf Up-Back Up Up-Forward \ | / b -- n -- f Back Neutral Forward / | \ db d df Down-Back Down Down-Forward The button layout has changed from previous games. A / B / AB are the Slash buttons, where AB is the Strong Slash (much like SS2). C is used for both kicks and throws, and D is mainly used for a variety of dodge moves. B C D Medium Slash Kick Special A Weak Slash [ NOTATION ] ---------------------------------------------------------- Here's a list of some of the notation used in this moveslist: S (aka Slash) Press A / B / AB any Can use A / B / C / D dir. Press in any direction a-u Any direction but directly up a-d-u Use any direction but directly up or down qcb Input "d,db,b" (quarter circle back) qcf Input "d,df,f" (quarter circle forward) hcf Input "b,db,d,df,f" (half circle forward) hcb Input "f,df,d,db,b" (half circle back) 360 Spin joystick in a full circle (360 degrees) Charge Hold in first direction for two seconds _ optional additional input (command) _ required additional input (air) Can perform while jumping in air Must perform while jumping can hold Can hold button down rapidly perform repeatedly and quickly x3 Perform three times (x3) Can input three times (xN) Can perform repeatedly near in air You must both be in mid-air and near each other Not the official name used R^ Needs full Rage Gauge or Rage Explosion to use WFT Weapon Flipping Technique Cancel chart info: c Cancelable b Animation is cancelable prior to actual hit - Not cancelable / Divides hits ------------------------------------------------------------------------ CHANGES FROM PREVIOUS GAMES ------------------------------------------------------------------------ [ CHARACTER INFO. ] --------------------------------------------------- - Most of the original cast returns, except for Amakusa and Zankuro. - Four new characters have been added; Mina, Kusaregedo, Yoshitora, and Yunfei. - There are also four almost "new" characters: Enja, Suija, Rera, and Rasetsumaru. They're really just the "Bust" incarnations of Kazuki, Sogetsu, Nakoruru, and Haohmaru (since those characters are based solely off their "Slash" movelists). - There are three "new" bosses, although they are actually based off of older characters. They are; Yumeji (a female Ukyo), Sankuro (Genjuro with a mallet), and finally, Gaoh (Jubei with a polearm). - Yumeji and Sankuro are usable via the debug dips, while Gaoh can only be used via a cheat code (see Section 6 for more info.) - Galford's dog, Poppy, is now a playable character, albeit via a controller code. See section 6 for details. - Oddly enough, Rimururu has been completely re-animated (and has shrunken in size). Too bad they couldn't have re-animated some of the other original cast members, too. [ WHAT'S MISSING ] ---------------------------------------------------- The "Bust" and "Slash" system has been removed. This means that most characters have had both moveslists combined into one. For some characters, this is a good thing (Charlotte has almost all her moves), while others suffer quite a bit (Ukyo retains none of his "Bust" moves). The "Rage Enhanced" special feature has been removed, as well. You may remember than in SS4, when your Rage Gauge was full, one of your specials would "improve", usually becoming a multi-hit move or doing more damage. Sadly, it's a thing of the past. Also, the "Sword Grade" system has been removed. This was the option that gave you autoguard or took away your ability to block based on what class you chose (beginner, medium, or advanced). In addition, the following gameplay aspects have been removed: f + AB (near) Mawarikomi Circle Around Press AB Mikiri Forsake (an attack) Press CD Renzoku Giri Irikomi Continuous Slash Input _f + AABBCCABCCCCC 14 Renzan Fourteen Rapid Slashes _ABC from Rage Explo. Tsurane Giri Cancel Linked Slashes Cancel d + tap any (down) Down Recovery ... ABC from Rage Explode Tsurane Giri Linked Slashes d,d,u,u,f + C Danmatsu Ougi Near Death Secret Art Basically, this means the dodge, circling, 14 slash, life recovery, and ABC auto-combos, and the fatalities are gone. Surprisingly, this game has no English translation. Only the Japanese language setting offers you full text. In any other language, you only get a translated "how to play" screen, and victory messages. The storyline sequences, pre-bout dialogue, and even the endings (!) are all removed. [ WHAT'S NEW ] -------------------------------------------------------- - The button layout has been changed, so that AB is now the Strong Slash attack, and (C) is the Kick button. - You can still do the "guard destroyer" moves with b / f + C when near. Now, you can press S afterward for an automatic follow-up attack. - It is possible, however, to link the guard destroying move into a different attack, if you're quick about it. - The "subsystem" of hopping, rolls, and lying down has returned from SS2. Those moves are now performed using the joystick and the (D) button. - There is a new feature called "Mu no Kyouchi." This can only be used after you've lost a round, and your life has dropped below a certain point (so that the life bar has become blue). By inputting qcb + CD, you can cause your opponent to slow down for a few moments. Doing this also enables the old "Issen" move. - If you have any Rage Gauge energy, you can hold D while standing to meditate, which drains Rage energy but allows you to reduce the amount of lost life required to use the Mu no Kyouchi. - Weapon Flipping Moves are now done as (qcf + CD) instead of the old (b,f,df,d + AB) command. - There is a new gauge beneath your Life Gauge called the "Kenki Gauge," which affects how much damage your moves do. It does down when you attack your opponent, and increases when doing nothing. - The vs. CPU game has 11 battles. Battle #5 is against Sankuro, #9 is against Yumeji, and #10 is against Gaoh. He does not gain any Rage Gauge energy in the first round, but can in the 2nd (although he starts off the 2nd round in his Ankiou (armored) form). ------------------------------------------------------------------------ BASIC COMMANDS ------------------------------------------------------------------------ These are the basic moves any character can use (including bosses and Poppy, unless otherwise stated). For more details on these moves, take a look at the "Gameplay Notes" section. The column to the right indicates whether you must have a weapon equipped (E), or be unarmed (U), or if it doesn't matter either way (-). Hold b when attacked Standing Block - Hold db when attacked Crouching Block - Tap b,b Backstep - Tap f,f (hold f) Dash (Running) - _press ub~uf Dash Jump - _press b Emergency Stop - _press S / C Dashing Slash / Kick - Press A / B / AB Weak / Medium / Strong Slash E Press S when unarmed Unarmed Attack - Press C Kick Attack - f + C Aiming Low Kick - df + C Foot Sweep - f + C when near Guard Destroyer: Pushing Away - _press S Destroyer Slash - b + C when near Guard Destroyer: Pulling Towards - _press S Destroyer Slash - Hold D while standing Meditation - f + D Hopping - b + D Lower Evade - df + D Forward Roll - db + D Backward Roll - d + D Lay Down - qcb,f + D when armed Deflecting E qcb,f + D when unwarmed Serious Swordblade Catch - Press BC Surprise Attack - db~df + BC when foe is down Small Pursuit - ub~uf + BC when foe is down Big Pursuit - press b / f when downed Moving Get-Up - press u when downed Quick Get-Up - qcf + CD R^ Weapon-Flipping Technique ? qcb + CD Circumstance of Nothing / Mu no Kyouchi - _press BCD Flash / Issen - Press ABC Rage Explosion E Press Start 3 times Weapon Discarding Taunt E Press A / AB near lost weapon Weapon Pick-Up U b,f,df,d + Start Suicide E When both weapons hit Sword Clash Competition E - The Dash and Running are cancelable (although you cannot cancel them into the Aiming Low Kick, Foot Sweep, Meditation, Lay Down, Surprise Attack, either (qcb,f+D) move, Mu no Kyouchi, Weapon Discarding Taunt, or Suicide). - The Lower Evade makes you hop upward, while the Hopping makes you hop forward. - You can evade high attacks using the Lower Evade, Hopping, or Lay Down. - The Lay Down can be used to evade ANY throw with a miss animation (so this excludes Gedo's throws and the Yami Yashiro). Otherwise, if it's a throw (even ones like Tam Tam's qcf + C throw, or Hanzo or Poppy's super throws), you can dodge it, providing you Lay Down before the throw comes out. This includes the "Guard Destroyer" throws that most characters have. - You can use the Destroyer Slash even if unarmed. - The Deflecting will momentarily stun your opponent. It only works against an opponent's weapon (not unarmed attacks or kick attacks). This includes special moves, however. - The Serious Swordblade Catch will disarm your opponent. It only works against an opponent's weapon (not unarmed attacks or kick attacks). This includes special moves, however. - The Surprise Attack is an overhead move. You must block high in order to avoid getting hit. - You must be near your opponent in order to use the Small Pursuit, although you can use the Big Pursuit from anywhere on screen (though it won't hit from too far away). You can hit an opponent with a pursuit attack more than once, if they don't bother to roll out of the way (and if you are quick about it). - You have to have a full Rage Gauge (or a draining one, if you've just used the Rage Explosion) in order to use the Weapon Flipping Technique. - Your Life Gauge must be flashing blue before you can use the Mu no Kyouchi. - You must have the violence level set to 2 or 3 in order to enable the jiketsu (suicide) moves. See Section 6 for details. ======================================================================== 3. CHARACTER MOVELISTS ======================================================================== Characters are listed in alphabetical order, with the first names first instead of family names first. The last move listed is always that character's Weapon Flipping Technique. The column to the right indicates whether you must have a weapon equipped (E), or be unarmed (U), or if it doesn't matter either way (-). After the moveslist is a chart of cancelable attacks, and then some notes on that character, if applicable. ------------------------------------------------------------------------ BASARA KUBIKIRI ------------------------------------------------------------------------ qcf + S Chisashi E qcf + S in air Sorasashi E qcf + C Nue Dama E qcb + C (hold) Kage Sui - _move b / f Zengo Idou - f,d,df + S Kage Ide E f,d,df + C when near Tomobiki E b,d,db + A Kage Damashi: Zenpou Jump - b,d,db + B Kage Damashi: Suichoku Jump - b,d,db + C Kage Damashi: Kouhou Jump - b,d,db + AB Kage Damashi: Zenshin - b,d,db + AC Kage Damashi: Zenten - b,d,db + BD Kage Damashi: Kouten - b,d,db + BC Kage Damashi: Tobikomi - d + C in air Sashi Ashi - db / df + C in air Toukotsu Wari - uf~df near a wall in air Sankaku Tobi - qcf + CD R^ Kagemai: Yumebiki E Cancel chart A B AB C ------------------------------------------------ Stand near - c - - Stand far - -/-/- - - Crouch near - c -/- - Crouch far - c/c - - Dashing -/- - - - - The Chisashi and Sorasashi can hit an opponent as long as Basara's weapon is glowing. This means they can even hit on the way back to Basara, but you can still block them normally even though they're coming in from behind you. - The Sorasashi can only be used around the time of the apex of your jump, or during a backstep. It is an overhead attack. - You can attack an opponent while they are getting hit with the Nue Dama. The Kage Ide is a simple follow-up, though it may not get full hits based on range and location. - The Tomobiki is an unblockable throw. - You can use the Kage Sui to avoid attacks, although Basara can be hit while beginning or ending this move. - When the Kagemai is used, a "clone" of Basara will perform the appropriate action while he vanishes. You can control Basara upon reappearing, even if your clone is still on-screen (this includes performing another Kagemai). Unlike previous games, you do not control the clone during the Suichoku Jump. - The Toukatsu Wari is an overhead attack that must be blocked standing. - Basara will rebound after the Sashi Ashi hits or is blocked. You can cancel the rebound with an attack (even another Sashi Ashi). This is an overhead attack. - Basara's near crouching AB hits twice, but the hits don't combo. It hits once on the way out, then again on the way back. - Basara's (f+C) kick is an overhead attack, while his (df+C) hits low. - Basara can avoid attacks during his dash or run (although in the case of the run, keep in mind that he reappears halfway through, then vanishes again). ------------------------------------------------------------------------ CHARLOTTE ------------------------------------------------------------------------ qcf + S (hold) Tri-Slash E qcf + C Lion Lance - f,d,df + S Power Gradation E qcb + S Bayonette Lunge E f + tap S rapidly Splash Fount E qcf + CD R^ Crystal Rose E Cancel chart A B AB C ------------------------------------------------ Stand near c c - - Stand far - - - - Crouch near c c - - Crouch far - - - - Dashing - - - - - The Tri-Slash can't hit anything while it is being delayed. After delaying it long enough, it will fire. - The Lion Lance is a low attack. - The Splash Fount does a high amount of block damage. - Charlotte's (f+C) and (df+C) attacks are cancelable. Both are low, knockdown attacks. - Charlotte's unarmed standing and crouching Slash attacks are cancelable. - Charlotte takes a dramatic increase in damage when she is injured while unarmed. ------------------------------------------------------------------------ ENJA ------------------------------------------------------------------------ qcf + A Rikudou Rekka: Jigokudou E _qcf + B Rikudou Rekka: Gakidou E _qcf + C Rikudou Rekka: Tendou E b,d,db + A / B / C Enmetsu E f,d,df + S Guren Kyaku - _(b + any, f + any) (xN) Tsuika Nyuuryoku - uf~df near a wall in air Sankaku Tobi - qcf + CD R^ Enja Bakunetsu E _press ABCD Kakusei Chuushi E Cancel chart A B AB C ------------------------------------------------ Stand near - c - c Stand far - c - c Crouch near - c c - Crouch far - c c - Dashing - - - - - The Jigoku-dou is a low attack. If it hits, you can follow with the Gakidou and Tendou. If you don't time the Tendou properly, you won't get all the hits (the last kicks knocks them away and the uppercut will miss). - harleyquin sent in some neat info. for the Rikudou Rekka. First of all, the Tendou hits more times if your Rage Gauge is full (he does several uppercuts after the kicks, instead of just one). - Secondly, if you mistime the Tendou, Enja slumps to the floor after he lands. However, if you have really precise timing and hit your opponent when they are directly over you, Enja does a downwards chop at the end that knocks his opponent to the floor for lots of damage, about half a life gauge. Enja then lands without collapsing. This can be combined with the Rage Gauge trick above for even more damage (like, 5/6ths of a gauge). - However, I should stress that the "non-slump" ending is very difficult to time correctly. Even if you get all the hits from the Tendou (3 hits for 5 total, or 7 hits if Raged), the "true" ending with the downward attack may not come out. You have to make sure your opponent is getting hit when they are vertically above you, and not slightly in front of or behind you. However, you have to take into account that your opponent is still traveling overhead when you input the Tendou, meaning you have to do it _just_ before they are directly above you. - Enja is invincible during the start of the Enmetsu. This move causes you to explode (which can hit for damage), then re-appear a few steps back from where you were. If blocked, the Enmetsu hits multiple times and can be used to chip at an opponent's life. - After the Guren Kyaku is used, tap b,f rapidly while tapping any button. This will make Enja kick his opponent repeatedly while rising. - Enja's (f+C) and (df+C) are low attacks. The (df+C) version will also knock down a hit opponent. ------------------------------------------------------------------------ GAIRA KAFUIN ("Caffine" Gaira) ------------------------------------------------------------------------ qcf + S Katsu! - d,d + A / B / C Jishin Gan E b,d,db + A Tsukamuzo~ Kumi-tenjou - b,d,db + B Tsukamuzo~ Ishi-atama - b,d,db + C Tsukamuzo~ Shiri Mekuri - b,ub,u,uf,f + AB Enshin Satsu E _spin 360 (xN) Damage Increase E u + AB in air Hyakkan Otoshi - qcf + CD R^ Niou Bakushin Satsu E Cancel chart A B AB C ------------------------------------------------ Stand near - c -/- - Stand far - - - - Crouch near - c c - Crouch far - c c - Dashing - - - - - The Katsu! will reflect projectiles. - The Jishin Gan is a low attack that hits any character who is standing. They have to crouch-block to defend against the attack. - The Enshin Satsu is an unblockable throw. You must perform this move from up close or it will miss. - Spinning the joystick in a circle repeatedly during the Enshin Satsu will dramatically inrease the amount of damage it does. - The Kumi-tenjou is an anti-air throw. - The Ishi-atama is an overhead attack, so you must block high to avoid getting grabbed. - The Shiri Mekuri is a low attack (so you must block low to avoid it). - The Hyakkan Otoshi is an overhead attack that must be blocked standing. - Gaira's (f+C) and (df+C) are low attacks. The (df+C) version will also knock down a hit opponent. - Gaira's unarmed standing and crouching attacks are cancelable. - Gaira's walking and dashing speed increase when he is unarmed. His jump also increases in range slightly. ----------------------------------------------------------------------- GALFORD ------------------------------------------------------------------------ qcf + S Plasma Blade - qcb + A Rush Dog - qcb + B Machine Gun Dog - qcb + AB Replica Dog - qcb + C Overhead Crash - hcb + AC Replica Attack (Front) - hcb + BC Replica Attack (Rear) - f,hcf + A / B Shadow Copy - f,d,df + S when near Strike Heads - f,b,f,b,f,b,d + AC when hit Imitate Replica: Front - f,b,f,b,f,b,d + BC when hit Imitate Replica: Rear - a-u + C when near in air Stardust Drop - uf~df near a wall in air Sankaku Tobi - qcf + BC R^ Double Mega Strike Heads (Front) E qcf + CD R^ Double Mega Strike Heads (Rear) E Cancel chart A B AB C ------------------------------------------------ Stand near c c - c Stand far c - - c Crouch near c c - - Crouch far c c - - Dashing - - - - - You can hit your opponent while Poppy is mangling them during the Machine Gun Dog (though doing this ends the move). - The Replica Dog is not an overhead attack (unlike Poppy's Replica Dog). - Poppy will bounce off the wall during the Overhead Crash. - The Replica Attacks are overhead attacks. The Rear version must be blocked in the opposite direction, as Galford drops down just behind you. - When the Shadow Copy is used, (A) makes you appear on the left side of the screen, and (B) makes you appear on the right side. - The Strike Heads is unblockable. - The Imitate Replica command is really long, but you can always do the motion beforehand so that you are pressing d + AC / BC as your foe's attack hits you. Only Slash attacks and similar moves will trigger this move (i.e. Haohmaru's close standing A doesn't work, as he hits you with his hilt and doesn't actually slash you). You can use this move during a multi-hit attack, but you can only trigger the move on the last hit (you couldn't use it to escape from the midst of a multi-hit move, in other words). - To perform the Stardust Drop, your opponent must be in air, and you have to jump after they do (so that you are coming up from underneath them). - The D.M.S.H. is an overhead attack. Like the Replica Attacks, the BC version hits in front of you and the CD version hits from behind (so you must block forward to guard the CD version). - Galford's dashing AB slash is an overhead. He stops and spins his sword, then does a jumping slash. - Galford's dashing (B) and (C) attacks hit low, as do his (f+C) and (df+C) attacks (all four are knockdown attacks). - Galford's unarmed standing and crouching attacks are cancelable. ------------------------------------------------------------------------ GENJURO KIBAGAMI ------------------------------------------------------------------------ qcf + S Sanren Satsu (Kiba) E _qcb / qcf + S Sanren Satsu (Tsuno) E _qcb / qcf + S Sanren Satsu (Rin) E qcb + S (hold) Ura Ouka: Ayame E f,d,df + S Touha Kouyoku Jin E f,d,df + C when near Shizuku Jin E b,d,db + S Hyakki Satsu E qcf + CD R^ Gokou Zan E Cancel chart A B AB C ---------------------------------------------- Stand near c c - -/c/- Stand far c - b -/c/- Crouch near c c - c Crouch far c - b c Dashing c -/- - - - Genjuro will not cross up his opponent during the (A) Sanren Satsu. However, the B and AB version can cross up even on the first hit, forcing you to block backward. In general, if Genjuro does this move when you are close by, reverse your block. From far away, these hits cannot cross up, since Genjuro cannot slide past his opponent. - You can no longer perform five hits during the Sanren Satsu (you used to be able to press the button again after the first two inputs for five total). - This move does the same amount of damage on the first input (which is next to nothing), with the damage changing on subsquent inputs depending on what button you used. You can change the buttons you use (i.e. A for Kiba, AB for Tsuno, B for Rin) to affect the damage, range, and cross-up potential. - The last input of the Sanren Satsu hits twice, but the 2nd hit does no damage (though it does knock down). - If you hold the button used to perform the Ayame, the projectile Genjuro throws will bounce up and come back down if it is blocked. In this case, it acts as an overhead attack. You can move around freely once the card begins to rebound. - You can use this to set up traps by using a df+C kick or a dashing B right as the card comes down (since those are low attacks and the card must be blocked high, basically foricng your opponent to take the hit). - The (AB) Touha Kouyoku Jin has the odd property of hitting higher than it used to. This means that it will miss completely against the smaller characters and even some normal sized ones (like Haohmaru). - You can also see a face in the "slashmark" of any strength Touha Kouyoku Jin. - The Shizuku Jin is unblockable. - The Hyakki Satsu can be used to chip at an opponent's life if they are blocking. Surprisingly, the damage done if the move hits does not vary that much between button strengths. - Genjuro's (df+C) kick is cancelable. His (f+C) kick is a low knockdown attack. - The 1st hit of Genjuro's dashing (B) hits low. ------------------------------------------------------------------------ HANZO HATTORI ------------------------------------------------------------------------ qcb + S Ninpou Bakuen Ryuu - qcf + S in air Ninpou Reppuu Shuriken - d,d + S Ninpou Shizune - hcb + AC Ninpou Utsusemi Tenbu - hcb + BC Ninpou Utsusemi Chizan - f,hcf + A / B Ninpou Kage Bunshin - b,d,db + any Ninpou Enbu - f,d,df + S when near Ninpou Mozu Otoshi - Mozu Otoshi while dashing Ninpou Mozu Otoshi -Hayate- - f,b,f,b,f,b,d + AC when hit Ninpou Migwari no Jutsu (Tenbu) - f,b,f,b,f,b,d + BC when hit Ninpou Migwari no Jutsu (Chizan) - a-u + C when near in air Kuuten Geki - uf~df near a wall in air Sankaku Tobi - qcf + CD R^ Shin Mozu Otoshi - Cancel chart A B AB C ------------------------------------------------ Stand near c c c/- c Stand far c - -/- c Crouch near c c - - Crouch far c c - - Dashing - - b - - The (A) Baku'en Ryuu will explode after travelling for a little while, and the explosion cannot hit an opponent, even if they walk into it. - You recover control of Hanzo before the smoke from the Shizune vanishes. You can use this move to avoid attacks, but only during the brief moment that Hanzo is vanishing. - When you use the Enbu, (A) makes you appear in the upper-left corner, (B) in the bottom left, (C) in the upper right, and (D) in the bottom left. After the A or C version, you can use the Reppuu Shuriken or make an attack while falling. - The Mozu Otoshi and Shin Mozu Otoshi are unblockable. - When the Kage Bunshin is used, (A) makes you appear on the left side of the screen, and (B) makes you appear on the right side. - The Migawari no Jutsu command is really long, but you can always do the motion beforehand so that you are pressing d + AC / BC as your foe's attack hits you. Only Slash attacks and similar moves will trigger this move (i.e. Haohmaru's close standing A doesn't work, as he hits you with his hilt and doesn't actually slash you). You can use this move during a multi-hit attack, but you can only trigger the move on the last hit (you couldn't use it to escape from the midst of a multi-hit move, in other words). - The Tenbu is an overhead attack, while the Chizan is a low attack. Note that Hanzo now appears low in the air for the Tenbu, instead of falling down from overhead. - When you use either "Utsusemi" move, Hanzo will remain invisible (and unusable) until his opponent is in a position to be attacked. For instance, because the Tenbu falls low to the ground (and the Chizan is a ground-based attack), Hanzo will remain invisible while your opponent is airborne (try this during Suija's Tenshou: Suichuu Ha or after using Yunfei's unarmed AC stomp glitch to see what I mean). - To perform the Kuuten Geki, your opponent must be in air, and you have to jump after they do (so that you are coming up from underneath them). - You can cancel Hanzo's dashing AB into the Reppuu Shuriken before he slashes. His dashing AB can make him go behind an opponent, in which case the slash must be blocked backwards. - Hanzo's dashing (B) and (C) attacks hit low, as do his (f+C) and (df+C) attacks. All are knockdown attacks. - Hanzo's (df+C) kick is cancelable. - Hanzo's unarmed standing and crouching attacks are cancelable. ------------------------------------------------------------------------ HAOHMARU ------------------------------------------------------------------------ qcf + S Ougi Senpuu Retsu Zan E qcf + C "Ougi" Senpuu Retsu Zan E f,d,df + S Ougi Kogetsu Zan E Kogetsu Zan while dashing Ougi Shippuu Kogetsu Zan E b,d,db + S Ougi Resshin Zan E hcb,f + AB Zankousen E qcb + C Sake Kougeki - qcf + CD R^ Hiougi Tenha Fuujin Zan E Cancel chart A B AB C ------------------------------------------------ Stand near c c - - Stand far c - - - Crouch near c c c - Crouch far c c c - Dashing - c - - - The (qcf+C) move is a fake version of the Senpuu Retsu Zan. - The Kogetsu Zan has invincibility on the first swing, before Haohmaru rises. You can use it to beat out incoming attacks with proper timing. - I'm not really sure what's up with the Shippuu Kogetsu Zan. I managed to perform it _once_ out of about a billion tries. I guess it's just me. Tel wrote in and explained that it hits more times than the normal Kogetsu Zan (3,4,5 instead of 1,3,4), and of course you'll know if you did it, since Haohmaru moves forward while flying up instead of just going mostly vertical. - The Resshin Zan is an overhead attack. - The Zankousen does a ridiculously high amount of damage. - The Sake Kougeki is a knockdown attack. It can reflect projectiles. - The intial swing of the Tenha Fuujin Zan has invincibility. - Only the last hit of the Tenha Fuujin Zan will disarm a hit opponent. This can cause trouble, because some hits may miss against a jumping opponent (including the last one). - Haohmaru's (f+C) and (df+C) are both low attacks. (df+C) will also knock down. - Haohmaru's standing and crouching unarmed slashes are cancelable. ------------------------------------------------------------------------ JUBEI YAGYU ------------------------------------------------------------------------ qcf + A / B Kattotsu Suigetsu Tou E qcf + AB Retsu Suigetsu Tou E f,d,df + S Nikkaku Ratou E f + tap S rapidly Hassou Happa E qcb + A Yagyu Shingan Tou: Suigetsu E qcb + B Yagyu Shingan Tou: Souha E qcb + C Yagyu Shingan Tou: Tenra E qcf + CD R^ Zetsu Suigetsu Tou E Cancel chart A B AB C ------------------------------------------------ Stand near c c - - Stand far c c - - Crouch near c c -/- - Crouch far c c - - Dashing c c - - - The Kattotsu Suigetsu Tou: Retsu works like Geese's Double Reppuu Ken. Jubei creates a projectile, then sends it forward with another swing of his sword, causing it to grow in size. - The Yagyu Shingan Tou: Suigetsu will reverse crouching attacks. Jubei will counter with a Suigetsu Tou. - The Yagyu Shingan Tou: Souha will reverse standing attacks. Jubei counters with a standing AB slash. - The Yagyu Shingan Tou: Tenra will reverse jumping attacks, and make Jubei counter with a mini Nikkaku Ratou. - It seems as if only the (A) and (C) Suigetsu Tou can reverse special moves (and they do so regardless of whether the attack is high, standing, or low). - Jubei's (f+C), (df+C) and dashing C all hit low, and all are knockdown attacks (though the df+C knocks down only on the 2nd hit). The (f+C) and (df+C) are cancelable. ------------------------------------------------------------------------ KAZUKI KAZAMA ------------------------------------------------------------------------ qcf + A Shounetsu Kon: Saien Nashi E qcf + B Shounetsu Kon: Saien Hitotsu E qcf + C Shounetsu Kon: Saien Futatsu E qcf + AB Shounetsu Kon: Saien Mittsu E f,d,df + A Dai Bakusatsu: Saien Nashi E f,d,df + B Dai Bakusatsu: Saien Hitotsu E f,d,df + C Dai Bakusatsu: Saien Futatsu E f,d,df + AB Dai Bakusatsu: Saien Mittsu E b,d,db + A / B / C Enmetsu E qcb + C Saien E _AC when knocked down Homura Gaeshi - uf~df near a wall in air Sankaku Tobi - qcf + CD R^ Boubaku: Kaen Geki E Cancel chart A B AB C ------------------------------------------------ Stand near - c - c Stand far - c - c Crouch near - c c - Crouch far - c c - Dashing - c - - - Kazuki is invincible during the start of the Enmetsu. This move causes you to explode (which can hit for damage), then re-appear a few steps back from where you were. If blocked, the Enmetsu hits multiple times and can be used to chip at an opponent's life. - During the Dai Bakusatsu, Kazuki is invincible during the "orange glow" part of the move (when he is sticking his arm out). This move has an interesting property in that if an opponent's attack hits him while he in this invicible phase, they are "sucked in" and grabbed by him automatically, even if they hit him with a long-ranged slash. So, you can use this move not only to avoid attacks, but to punish your opponent. - The Saien creates a ball of flame that hovers next to Kazuki. You can repeat the command to add fireballs to the original ball, making it grow in size (performing the move three times makes it into a really big fireball). The ball of flame can be carried over to future rounds. - Afterwards, you can use the Saien as part of your Shounetsu Kon or Dai Bakusatsu attacks. Performing the moves with (A) uses up no fireballs, (B) uses one fireball, (C) uses two fireballs, and (AB) uses three fireballs. This means if you use the Saien three times (largest size), then perform a (C) Shounetsu Kon, the Saien will shrink to it's smallest size (as 3 - 2 = 1). - If you perform a move without enough Saien energy (such as inputting f,d,df + C when you only used Saien once), it will come out as the appropriate move (in this case, same as the f,d,df + B version). - It's worth noting that if the Dai Bakusatsu misses, no Saien energy is used up. - Also, if you do an AB Shounetsu Kon, Kazuki will be knocked backwards as a result (same as when you use his Weapon Flipping Technique). - The Homura Gaeshi only works if you have used the Saien. However, it seems to do the same amount of damage (and uses up all your Saien energy) regardless of the size of the Saien fireball. - Kazuki's jumping AB is an upward-aimed attack, so it will not hit a standing or crouching character unless done very late and low to the ground. It cannot hit Poppy or a crouching Rimururu at all. - Kazuki's (f+C), (df+C) and dashing (C) are low knockdown attacks. - Also, his (f+C) is cancelable. ------------------------------------------------------------------------ KUSAREGEDO YOUKAI ------------------------------------------------------------------------ qcf + S Akuryou Yobi - qcb + A / B Ieki Haki E b,d,db + C Niku Mochiage E f,b,d,n,u + C when near Gedo no Rakuin Oshi E df,hcf,b,d,db + BC Doro Nage E qcf + CD R^ Tobi Zutsuki - f,uf,u,ub,b,db,d,n,u + CD when near R^ Gedo no Emono Gari E Cancel chart A B AB C ------------------------------------------------ Stand near - - - - Stand far - - -/-/- - Crouch near - - - - Crouch far - - - - Dashing - - - - - The Akuryou Yobi is an unblockable attack. It makes limbs rise out of the ground and grab your opponent, stunning them momentarily. Gedo's expression during this move is just hideous :) - The Ieki Haki makes Gedo vomit onto the floor. This move can hit an opponent who is lying on the ground, and it can be repeated before the vomit disappears, resulting in multiple hits. - The Niku Mochiage makes Gedo lift up his gut. You can avoid most attacks this way, except for those that are high enough to hit Gedo's head. - The Rakuin Oshi makes Gedo leap into the air with his opponent, then scrape them across the ground while they are pinned under his knee. It is an unblockable throw that must be performed when next to your opponent. - Here are two methods to perform the Rakuin Oshi that may prove useful to you. One is to perform the Forward Roll (df+D), then input f,b,d and return the joystick to neutral. Then press up and tap C. Timed properly, Gedo will perform the throw as he recovers, if you're close enough. - Another method can be used if you've been knocked down and your opponent is nearby. You already know that you can use the Quick Get-Up to rise to your feet faster than normal, right? Well, you can combine the command with the Rakuin Oshi by inputting the same command (f,b,d,joystick to neutral), then press up and tap K. This should be timed so that you're inputting u + K as soon as Kusaregedo is lying on his back with his stomach pointing up. As a result, he should instantly (and I do mean instantly) grab the opponent, even though he was lying down. - In either case, remember that you must enter the command very quickly, and allow for the brief pause as you move to neutral. - The Doro Nage makes Gedo throw "something" at his opponent, then say, "Kimochii, ne?" "Doro" means "mud", but I don't think that's what it is ;) - The Tobi Zutsuki makes Gedo's head fly diagonally downward across the screen. It cannot hit once the head begins flying back to Gedo's body. - The Emono Gari makes Gedo perform two Rakuin Oshi attacks, then his head comes from one direction while the body comes from the other, the two colliding together as they hit you. Afterward, Gedo catches his head before it flies past him. It is an unblockable throw that must be performed when next to your opponent. - If you have trouble performing the Rakuin Oshi and Emono Gari, remember that you can always input the command while doing something else, such as a close Niku Mochiage. One reliable method I found for inputting the Emono Gari is to use the Hopping to cross up a character, then perform it normally (as if you were still on the same side), and Gedo will perform it anyway. - Gedo's (f+C) kick will miss if you are crouching. - Yes, Gedo seems to have no cancelable normal attacks. Hmph. - Kusaregedo is a Japanese ghost, by the way. Specifically, he seems to be modeled after a "gaki" or "hungry ghost." ------------------------------------------------------------------------ KYOSHIRO SENRYO ------------------------------------------------------------------------ qcf + S Oo Tsunami - f,d,df + A / B Choubi Jishi E b,d,db + S Kaen Kyokubu - qcb + A / B Choubi Jishi E qcb + AB Choubi Jishi: Ranshin E qcb + C Gama Jigoku - d + S in air Chikemuri Kuruwa E qcf + CD R^ Aragotoshi Kyoshiro "Ketsuniku no Mai" E Cancel chart A B AB C ------------------------------------------------ Stand near c - - - Stand far c - -/- - Crouch near c - - - Crouch far - - - - Dashing - - - - - The Chikemuri Kuruwa is an overhead attack. It can only be used around the time of the apex of your jump. - Despite the energy surrounding Kyoshiro during the Choubi Jishi moves, he can be hit out of them while attacking. - The Gama Jigoku is a low attack. GalFord noted that this move can hit an opponent who is lying on the floor. - Kyoshiro seems to be the king of block damage. His Kaen Kyokubu and Choubi Jishi are bad enough, but the Ketsuniku no Mai does lots of block damage and can be reused repeatedly (since you don't lose your Rage Gauge if your WFT is blocked). - Kyoshiro's (f+C) and (df+C) are both low attacks. In addition, the (df+C) kick is a knockdown attack and is cancelable. - Kyoshiro's dashing C hits low, but it has a pathetic range. - Kyoshiro's unarmed crouching Slash attacks are cancelable. ------------------------------------------------------------------------ MINA MAJIKINA ------------------------------------------------------------------------ Charge b,f + S Jikyuu Shin E Charge b,f + C Tenkyuu Shin E f,d,df + S Shinimabui no Nageki E b,d,db + A (x3) Sungan no Sasoi E _b,d,db + B (x3) Sungan no Mukae E qcb + B Chanpuru, kocchioide E qcb + C Chanpuru, oyasuminasai E d + C in air Kajifuchi - uf~df near a wall in air Sankaku Tobi - qcf + CD R^ Umichimun no Ikari E Cancel chart A B AB C ------------------------------------------------ Stand near - - - - Stand far - - - - Crouch near - - - - Crouch far - - - - Dashing - -/- - - - Most of Mina's Slash attacks make her fire a projectile from her bow. This may seem to be an overpowering feature, but she has no cancelable attacks, either. - Mina's projectile attacks only drain Kenki gauge energy if they hit. Her normal physical attacks (such as kicks or a close slash) still drain Kenki energy if they are blocked. - Regarding her projectiles, her crouching far (B) is a low attack, and her jumping B and AB are overhead attacks. With proper timing, any of her projectiles can cancel an opponent's projectile (i.e. the Senpuu Retsu Zan). - Mina pauses, then fires a volley of arrows at her opponent during the Jikyuu Shin. If used from up close, you can combo off of this move. - For the Tenkyuu Shin, Mina leaps forward and then falls back while firing several arrows diagonally downward. - During the Shinimabui no Nageki, Mina does a spinning jump forward, and fires an arrow behind her while falling. The AB version makes her fire the arrow while still high in the air. This move is designed to cross-up an opponent and hit them from behind, obviously. - The Sungan no Sasoi makes Mina fire an arrow into the air. You can fire up to three arrows this way; any more and the new ones will just fall down from the sky broken (and unable to hit anything). Note that you can hit an opponent with an upward flying arrow, if they jump over you. - Then, you can use the Sungan no Mukae to make the arrows you fired into the ceiling fall back down one at at time. This move has no effect (aside from Mina posing), if you didn't use the Sungan no Sasoi first. - The Kajifuchi isn't a 2-hit combo (you can block the 1st hit and react before the 2nd one strikes), but because there is such a short delay between hits, the 2nd one is likely to counter hit instead. - Mina's (qcb + B) move makes Chanpuru (her little pet), run over to her and hide underneath her dress. He shows up again when you repeat the command. You can't use her (qcb + C) move while Chanpuru is missing. - Her (qcb + C) move makes Chanpuru go to bed, using a leaf as a blanket. He wakes up when you repeat the command. You can't use her (qcb + B) move while Chanpuru is asleep. - The Umichimun no Ikari makes Mina fire herself (!) into the air. She then dives down a few spaces in front of her with a stomp attack. - On one hand, this move cannot hit on the way up, does no damage if blocked, and has a fixed range (it won't home in on the opponent). Also, Mina is left without her weapon for a few moments afterwards. However, it does a ton of damage (60%), and can cross up an opponent from the proper distance (requiring them to block backwards or take the hit). - Tel suggests that this move may work well against jumping opponents, who wouldn't be able to block it as it comes in, although this requires that you know the exact range of the move and use it fairly early. - Chanpuru seems to have no tactical use in the game. Then again, his annoying and continuous stream of quotes is enough to make any opponent go insane. ;) - Mina's dashing (C), (f+C) and (df+C) are all low, knockdown attacks. The (f+C) has an interesting property, as Mina rolls backward after using it. - Yes, Mina has no cancelable attacks. ------------------------------------------------------------------------ NAKORURU ------------------------------------------------------------------------ qcf + S Rera Mutsube E b,db,d + S Annu Mutsube E b,d,db + S,S Kamui Rimse - qcb + S Amube Yatoro - qcb + C, move in any dir. Taka ni tsukamaru - _db~df + C Oriru - _press S Taka tsukamari kougeki - _press BC Kamui Mutsube - db~df + C in air Kamui Fumu Kesupu - a-u + C when near in air Rera Kishima Tek - uf~df near a wall in air Sankaku Tobi - df,qcb,f,d,df + BC Apefuchi Kamui Rimse U qcf + CD R^ Elerush Kamui Rimse - Cancel chart A B AB C ------------------------------------------------ Stand near c c -/- c Stand far - c b c Crouch near c b/-/- b/- - Crouch far c b b - Dashing - - - - - The Rera Mutsube is a low attack. - You can use the (qcb+C) move to ride on Mamahaha, if it is close enough. You will fall off after enough time has passed, or if you are hit. You can use the Oriru to fall in the desired direction at any time, as well. - The Kamui Rimse can reflect projectiles. Oddly enough, the Ura Kamui Rimse and Apefuchi Kamui Rimse cannot. - The Taka Tsukamari Kougeki and Kamui Fumu Kesupu are overhead attacks. - No matter how low it hits, the Kamui Mutsube is an overhead attack. - You must be unarmed in order to use the Apefuchi Kamui Rimse. - Nakoruru's dashing (C) and (df+C) are low knockdown attacks. - Her (f+C) can hit up to three times from up close. - Nakoruru's standing and crouching unarmed slashes are cancelable. ------------------------------------------------------------------------ POPPY ------------------------------------------------------------------------ qcf + A / B Rush Dog - qcf + AB Machine Gun Dog - qcb + S Replica Dog - f,d,df + C when near Strike Dog - Press C (air) Silent Dog - qcf + CD when near R^ Mega Strike Dog - Cancel chart A B AB C ------------------------------------------------ Stand near - c - Stand far - c - Crouch near - c -/- Crouch far - c -/- Dashing - - - - - Poppy cannot block (!) or use the Guard Destroyer or any kind of Kick (excluding a dashing kick). He has no weapon, so he cannot lose it or use the Deflecting or Weapon Discarding Taunt (well, he taunts, but that's it). - However, he can still use moves that normally require weapons, like the Rage Explosion and Weapon Flipping Techniques. - Poppy can avoid attacks using the Silent Dog. - The Replica Dog makes Poppy appear above his opponent and attack. This is an overhead move that must be blocked standing, unlike Galford's Replica Dog. - The Strike Dog and Mega Strike Dog are unblockable. - Poppy's standing A, crouching A/B, and all jumping attacks do not drain Kenki energy unless they hit. - Poppy's standing AB (and any of his dashing attacks) will knock down a hit opponent. - Poppy's crouching AB hits twice, but the hits don't combo together. - Although it doesn't count on the combo meter, you can do a close standing B into the Rush Dog for 2 hits. - To play as Poppy, highlight Galford and input the following code: f, b, f, b, b, f, f, b, b, f + any button - Note that if you are playing a vs. CPU game as Poppy and the second player joins in, you will end up using Galford for the rest of the game (unless you die and re-enter the Poppy code). ------------------------------------------------------------------------ RASETSUMARU ------------------------------------------------------------------------ qcf + S Senpuu Retsu Zan: Setsu E qcf + C Senpuu Ha E f,d,df + S Nagi Yaiba E f,d,df + C Gouha - qcb + C Shitatari E qcf + CD Tenha Dankuu Retsu Zan E Cancel chart A B AB C ------------------------------------------------ Stand near c c - - Stand far c c - - Crouch near c c - - Crouch far c c c - Dashing - - - - - The Senpuu Retsu Zan: Setsu travels upward as it moves forward. - "A S" notes that you can juggle a hit opponent while they are trapped in the whirlwind, unlike Haohmaru's Senpuu Retsu Zan. Easy juggles include the Nagi Yaiba, a jumping attack, or the Tenha Dankuu Retsuzan. - The Senpuu Ha is a knockdown attack. You can no longer combo off of it, though it will hit an opponent who is lying on the floor (although it will only hit once in that case). - The Nagi Yaiba will counter standing and crouching attacks. It is also triggered if Rasetsumaru is close enough to his opponent. - The Gouha is a knockdown attack. - When you use the Shitatari, Rasetsumaru will cut himself and lose quite a bit of life. However, doing this will fill your Rage Gauge to max. You can't kill yourself with this move, so if your life is low you can use it repeatedly to keep your Rage Gauge full all the time. - Rasetsumaru's (f+C) and (df+C) are both low attacks. (df+C) will also knock down. - Rasetsumaru's standing and crouching unarmed slashes are cancelable. ------------------------------------------------------------------------ RERA ------------------------------------------------------------------------ qcb + C (can move freely) Ookami ni noru - _press S Ookami nori kougeki - _press C or dir. + C Oriru - _b,db,d + S * Mer Shikite - _f,d,df + S * Kanto Shikite - _qcf + S in air * Imeru Shikite - a-d-u + C from any * move Bunshin Kougeki - db~df + C in air Kamui Fumu Kesupu - a-u + C when near in air Rera Kishima Tek - uf~df near a wall in air Sankaku Tobi - qcf + CD R^ Nubeki Kamui Shikite E Cancel chart A B AB C ------------------------------------------------ Stand near c c -/- c Stand far c c - c Crouch near c b/-/- b/- - Crouch far c b - - Dashing - - - - - When qcb + C is inputted, Rera will ride upon her wolf (if the wolf is close enough). During this time, you can move, crouch, jump around, and even dash forward or backstep (the dash can pass through your opponent). You can slash while standing or crouching, and perform dashing slashes and the Surprise Attack (BC). - Beyond that, however, most of the "basic moves" (like rolls and pursuit attacks, are unavailable to you). - You cannot earn back Kenki Gauge energy while riding the wolf, but Rera's attacks will only drain Kenki Gauge energy if they hit or are blocked. - One interesting thing is that normal standing and crouching attacks can be canceled into a dash or backstep while on the wolf. And the dash itself can be canceled into a backstep or a backward dash (if you cross up your opponent). - You will fall off your wolf if you are hit while riding it. - The Oriru makes you jump off your wolf. You can hold back or forward to make Lela jump in the desired direction. You can also dismount from the wolf in mid-air. - The Bunshin Kougeki can be used during the Mer, Kanto, or Imeru Shikite. It will make Rera perform a flying slash attack in the desired direction, although she cannot fly directly up or down. - If not already riding your wolf when the Nubeki Kamui Shikite is used, Rera will attempt to jump onto it before attacking. It is possible to miss and land on the ground if your wolf is not nearby. - The Kamui Fumu Kesupu is an overhead attack. - Rera's dashing (C) and (df+C) are low knockdown attacks. - Her (f+C) can hit up to three times from up close. - Rera's standing and crouching unarmed slashes are cancelable. - Rera no longer has the Epunkine Shikite (AC when knocked off the wolf). ------------------------------------------------------------------------ RIMURURU ------------------------------------------------------------------------ qcf + A / B Rupush Kuare (Nishi) - qcf + AB Rupush Kuare (Toitoi) - f,d,df + S Konru Nonno - b,d,db + S Kamui Shituki - qcb + S Konru Mem - f + tap S rapidly Upun Op - d + S in air Konru Shirar - _press ub~uf Nidan Jump - AC while dashing Rupush Kamui Weisan Pekoru (Atama) U BC while dashing Rupush Kamui Weisan Pekoru (Ashi) U AC while dashing R^ Rupush Kamui Weisan Pekoru Ruyanpe (Atama) U BC while dashing R^ Rupush Kamui Weisan Pekoru Ruyanpe (Ashi) U uf~df near wall in air Sankaku Tobi - qcf + CD R^ Rupush Kamui Emush (Toitoi) - Cancel chart A B AB C ------------------------------------------------ Stand near - c - - Stand far - c - - Crouch near - c - - Crouch far - c - - Dashing - - - -/- - The Rupush Kuare (Toitoi) can hit low if travels forward far enough. - The Kamui Shituki will negate projectiles (odd that it wouldn't reflect them, as she says, "Kagami da!" (mirror!) during the move). - The Konru Mem is a low attack. A hit opponent is stunned momentarily. - When the Konru Shirar is used, Rimururu sits on a platform of ice. If you jump away, the platform will fall and can hit your opponent. The same thing happens if you wait long enough, but Rimururu will fall with the ice and crash into the ground, leaving her open to attack. While this move is on screen, the only other special move you can use is the Upun Op. - The Konruru Shirar not only acts as an overhead attack, but there is now a lag between Rimururu jumping off of it and it falling down. You can use this to switch up your opponent by doing the Shirar on top of them, then jumping over them. They'll switch sides and will be left open to the falling ice platform if they're not quick enough. - The "Rupush Kamui Weisan Pekoru" moves can only be used if you are unarmed. The "Ruyanpe" versions only work when your Rage Gauge is at MAX. They cause Rimururu to tumble forward for multiple hits after she stumbles. - Oddly enough, the Rupush Kamui Weisan Pekoru moves act as overhead attacks, but the "Ruyanpe" versions do not. - Although the first hit of Rimmy's WFT does no damage, the move will do less damage overall if it misses. - Rimururu's Weapon Discarding Taunt can hit an opponent who is lying on the ground. - Rimururu's (f+C) and (df+C) are low, cancelable attacks. The (df+C) is also a knockdown attack. - Rimururu's dashing C is a low attack on either hit, and it can be canceled into the Konru Shirar when you're in the air. The unarmed version only hits once, but is still a low attack. ------------------------------------------------------------------------ SHIZUMARU HISAME ------------------------------------------------------------------------ qcf + S Hitou-ryuu Kirisame Jin E qcf + C Hitou-ryuu Hisame Gaeshi E f,d,df + S Hitou-ryuu Baiu Ensatsu Jin E qcb + S Hitou-ryuu Samidare Giri E d + S in air, move b / f Hitou-ryuu Shigure E u + S in air, move b / f Hitou-ryuu Kosame E _press AB Hitou-ryuu Raiu E _press d Chakuchi E Hold D for 1.5 sec., release Ichidan: Kyouraku Zan E Hold D for 3.5 sec., release Nidan: Amanagare Kyouraku Zan E Hold D for 6.5 sec., release Sandan: Amanagare Kyouraku Zan E Hold D for 20.5 sec, release Yondan: Amanagare Kyouraku Zan E uf~df near a wall in air Sankaku Tobi - qcf + CD R^ Hitou-ryuu Kinjite Bou Kyoufuu Zan E Cancel chart A B AB C ------------------------------------------------ Stand near - c - c Stand far - - - c Crouch near - c c/c/- - Crouch far - c c/c/- - Dashing - - - c - The Kirisame Jin can destroy projectiles, but only those that are on the same "level" as Shiz's umbrella (like the Baku'en Ryuu). A projectile that is particularly low or high (like the Suigetsu Tou or Tam Tam's skulls) will not be affected. - The Hisame Gaeshi will reflect projectiles. - When the Shigure is use, Shizumaru will "pogo jump" off of his opponent's head indefinitely (or until he misses and hits the ground). You can control your rebound by holding left or right after striking. - The Kosame will only work if performed just after the apex of a jump. Shizumaru will open his umbrella and begin floating down. You can move left or right during this time, or press down to fall. While holding onto the umbrella, you can follow with the Raiu or Shigure. While falling, you can cancel this move with an attack, the Shigure, or another Kosame. - GalFord notes that the command for the "Kyouraku Zan" moves does indeed overlap the Meditation command. You can get around this by doing something else while charging the move (i.e. hold D while in air or making an attack, or when your Rage Gauge is empty). - You can even begin charging this move before the round starts. - Also, Shizumaru can be hit while dashing during the "Kyouraku Zan" moves. - Shizumaru's close crouching (A) isn't cancelable, but you can link it into an (A) Baiu Ensatsu Jin. - Shizumaru's (f+C) and (df+C) are both cancelable, low attacks. The (df+C) kick is also a knockdown attack. ------------------------------------------------------------------------ SOGETSU KAZAMA ------------------------------------------------------------------------ qcf + S Fuzuki E qcf + hold S, move freely Fuzuki Sousui E f,d,df + S Gekkou E qcb + S Tsukigakure E uf~df near a wall in air Sankaku Tobi - qcf + CD R^ Shouha: Fuugetsu Zan E Cancel chart A B AB C ------------------------------------------------ Stand near c c - - Stand far c - - - Crouch near c - - c Crouch far c - - c Dashing - - - - - When the Fuzuki is used, Sogetsu creates a sphere of water. (A) keeps it near you, while (AB) is furthest away. If you hold down the button used, you can move the ball around in any direction for a few moments (although you're left open to attack during this time). - If you perform the Fuzuki while a water sphere is already on screen, it will burst as the new one is created. An opponent hit by this move will be stunned momentarily. - The Gekkou is a column of water that appears in one of three locations. (A) is closest to you, (AB) is furthest away. - The Tsuki-gakure makes you warp to a new location. (A) is towards the left edge of the screen, (B) towards the right, and (AB) makes you appear behind your opponent, if that is possible. - The Fuugetsu Zan only disarms your foe on the last hit, so against a jumping opponent, only one slash may connect while the rest miss, leaving your opponent with their weapon intact, to boot. - Sogetsu's Weapon Discarding Taunt can hit an opponent who is lying on the ground. - Sogetsu's dashing (C), (f+C) and (df+C) are low attacks. The (df+C) kick and dash (C) will also knock down a hit opponent. ------------------------------------------------------------------------ SUIJA ------------------------------------------------------------------------ qcb + S in air Shizuki - db,qcf + S in air Shougetsu E b,d,db + S in air Getsurin Ha E f,d,df + S in air Engetsu E _press in any dir. Kuuchuu Idou E uf~df near a wall in air Sankaku Tobi - qcf + CD in air Tenshou: Suichuu Ha E Cancel chart A B AB C ------------------------------------------------ Stand near - - - b Stand far - - b b Crouch near - - c - Crouch far - - c - Dashing - b - - - Even though all of Suija's moves are performed in air, some of his normal attacks take him off the ground, and so are cancelable for the brief moments that he is airborne. With the exception of his crouching AB, though, you have to perform the move so early that his normal attack will not hit. For the crouching AB, it's only cancelable after Suija has leaped into the air. - In addition to the moves listed above, you can also cancel his Surprise Attack (BC) and Lower Evade (b+D) into a mid-air move. - When unarmed, only his standing C and Lower Evade can be canceled into into the Shizuki. - The Shizuki is an overhead attack. Note that this move can throw an opponent who is standing or crouching, but will only "hit" someone who is in mid-air. If done low off the ground (i.e. qcb,ub + S or from a canceled attack), it may miss. Try to make sure you are at least a little ways into the air before using it. - Also, the Shizuki doesn't lose Kenki energy when it hits, and it's damage potential is not affected by your current Kenki level. - The Shougetsu is an overhead attack. If you input this move as (db,qcf,uf + S), he will arc up in the air while performing it. Although he stops spinning as he nears the ground in this case, it can still hit a standing opponent with proper placement. - Also, the Shougetsu seems to be unaffected by what button you use. The A version and the AB version have the same properties. - When the Getsurin Ha is used, Suija fires some water orbs diagonally downward. (A) fires one orb, while (AB) fires three. - When the Engetsu is used, Suija surrounds himself with a water bubble that can negate projectiles. After the bubble pops, you can use the joystick to fall back or forward, or jump in any upward direction. - Suija's far standing AB and crouching AB will knock down a hit foe. - Suija's (f+C) and (df+C) are low knockdown attacks. Surprisingly, his dashing C is a low attack but does not knock down. ------------------------------------------------------------------------ TAM TAM ------------------------------------------------------------------------ qcf + A / B (x3) Moora Moora - qcf + C Gaburu Gaburu - f,d,df + S Ahau Gaburu - b,d,db + S Paguna Dios - f + tap S rapidly, hold f Paguna Paguna E qcf + CD Magnas Dios Zarl E Cancel chart A B AB C ------------------------------------------------ Stand near c c -/- c Stand far - c -/- c Crouch near c c - c Crouch far c c - c Dashing c -/-/- - - - The (A) Moora Moora makes Tam Tam throw a skull across the screen, while (B) makes it roll across the ground. You can perform either move three times or interchange the two for up to three skull tosses in a row. The (A) version travels so high that it may miss some standing characters, but the (B) version is a low attack. - The Gaburu Gaburu is an unblockable throw. - There is a delay before the (B) Paguna Dios, and Tam Tam will actually backstep before attacking during the (AB) version. - The Magunas Dios Zarl only hits once if blocked, so you are able to attack Tam Tam before he recovers in such a situation. - Tam Tam's (f+C) and (df+C) kicks are low knockdown attacks, and both are cancelable. - Tam Tam's dashing C is a low, knockdown attack. ------------------------------------------------------------------------ UKYO TACHIBANA ------------------------------------------------------------------------ qcf + S Hiken Oborogatana E db,qcf + S in air Hiken Tsubame Gaeshi E qcb + S Hiken Sasameyuki E qcb + C "Hiken" Sasameyuki - qcf + CD R^ Tsubame Rokuren E Cancel chart A B AB C ------------------------------------------------ Stand near c c -/- c Stand far c - - c Crouch near c c -/- - Crouch far c - - - Dashing - - - - - The Tsubame Gaeshi is an overhead attack, no matter how close you are to the ground when it hits. - Ukyo can perform the Tsubame Gaeshi off the ground by inputting (db,qcf > ub~uf to jump > press Slash). You can actually wait for a bit between inputting the motion and jumping, which makes it easier to jump backwards or straight up, if you want. You can also use this method to perform the Tsubame Gaeshi immediately upon leaving the ground, as opposed to waiting until you are in the air. - Ukyo's dashing B makes him warp behind his opponent and attack. If he's not close enough to get behind them, he still ends up attacking behind himself, leaving you open to attack. - Ukyo's (f+C) is a low, knockdown attack. His (df+C) is not a low attack, but does knock down a hit opponent. - Ukyo's dashing C is a low, knockdown attack. - Ukyo's jumping C hits twice, though the hits won't combo. ------------------------------------------------------------------------ YOSHITORA TOKUGAWA ------------------------------------------------------------------------ qcf + S * Ichi no Tachi: Nadeshiko E f,d,df + S * Ni no Tachi: Shirayuri E qcf + S in air * San no Tachi: Botan E b,d,db + S * Yon no Tachi: Tsubaki E qcb + S * Go no Tachi: Asagao E f,d,df + C when near * Roku no Tachi: Yuugao E use all * moves _hcb,f + BC Nana no Tachi: Yuchouka E qcf + CD R^ Aoi E Cancel chart A B AB C ------------------------------------------------ Stand near c c/c c/c/c/- - Stand far - c/c/c -x5 - Crouch near c c/- -/- - Crouch far - c/- -/- - Dashing - c/- - - - The (A) Nadeshiko is a low attack. The (AB) version hits high and so will miss some standing opponents. - Yoshitora does not attack during the (A) Tsubaki. All versions of this move have autoguard while Yoshitora is leaping forward. - The Yuugao seems like a throw move, but it is blockable. - If you hit your opponent with all of the six "Tachi" moves, you can use the Yuchouka, which causes Yoshitora to send a wave of energy across the screen. What's more, you can use it as often as you'd like. Otherwise, inputting (hcb,f + BC) before connecting with all six moves simply makes Yoshitora grasp at his sword and put it back. - One thing to remember is that while you don't have to connect with all six moves in one round, you can only use the Yuchouka on the round that you finish using all six. So, if you use all six in the first round, you can't use the Yuchouka in the second. And if you do four moves in the first round and two in the second, you can use the Yuchouka on the second round, but not on the third. - If you are hit out of one of the "Tachi" moves, it will not count towards the total needed to use the Yuchouka, even if it hits. So, make sure your moves hit squarely and that you are not counter- hit while performing one. - Finally, remember that the (A) Tsubaki doesn't count towards the total (since it can't hit), and the Asagao doesn't count if only the last hit connects (the rapid stabs must hit as well). - The Aoi is a low attack. This move can still hit an opponent while Yoshitora is finishing his "circle" slash in the beginning (i.e. if they dash towards you thinking the move will not hit). - Yoshitora's dashing C, (f+C) and (df+C) are all low, knockdown attacks. - After losing his weapon, Yoshitora can hit an opponent while picking his weapons up (the hit occurs when he picks up his long sword). ------------------------------------------------------------------------ YUNFEI LIU ------------------------------------------------------------------------ qcb + A Tenki Shichiyou: Tsuki - qcb + B Tenki Shichiyou: Hi - qcf or qcb + A in air Tenki Shichiyou: Mizu - qcf or qcb + B in air Tenki Shichiyou: Ki - qcf or qcb + C in air Tenki Shichiyou: Kin - qcf or qcb + D in air Tenki Shichiyou: Do - Press AC in air Tenki Shichiyou: Nichi - qcf or qcb + AB in air Tenmou Konji: Zenpou E qcf or qcb + CD in air Tenmou Konji: Kouhou E qcf + S Ten'i Daihou E f,d,df + C when near Tenkoku Houra E _qcf + AB anytime afterward Tensatsu Daisai E a-u + C when near in air Tensui Choukan - uf~df near a wall in air Sankaku Tobi - qcf + CD R^ Tenkai Unri E Cancel chart A B AB C ------------------------------------------------ Stand near b - c/- -/c Stand far b - c/- -/c Crouch near - - c - Crouch far - - c - Dashing - - - c Jumping c c c c - Yunfei's major asset is the "Tenki Shichiyou" moves, which allow him to move around in the air. All of these moves can be canceled into each other, but not themselves. They can also be canceled into other mid-air moves (like the Tenmou Konji), or plain mid-air Slashes or Kicks. If you touch the wall after using one of these moves, you can use the Sankaku Tobi. - What's more, because Yunfei's jumping attacks are cancelable, you can use a Shichiyou move, perform a mid-air attack, then cancel that into a Shichiyou move again. - The direction you use for these move is immaterial; you get the same result whether you use qcf or qcb. Here's a chart of each move's effect: Name Command Effect --------------------------------------------------------------- Tsuki qcb + A Flies f and then uf into air Hi qcb + B Flies ub into air Mizu qcf / qcb + A in air Flies uf into air, then db Ki qcf / qcb + B in air Flies ub into air, then df Kin qcf / qcb + C in air Flies f in air Do qcf / qcb + D in air Flies b in air Nichi press AC in air Falls down w/ a stomp kick - Whether intential or accidental (see the "Stored Input" entry in Section 5), you can tap a different button immediately after performing the first six "Shichiyou" moves to perform another one. In the case of the Tsuki and Hi, you can tap the same button, since you'll get the Mizu or Ki when airborne. This only works for the first input you make (so you couldn't tap buttons all day to constantly switch between the moves), though if you tried inputting (qcb + A, tap A, qcf/qcb + B, tap D), that would work (in this case, resulting in four moves). - However, you can simply cancel a "Shichiyou" move into another one as you normally would in order to remain in air indefinitely. - When the Nichi is used, Yunfei performs a diving stomp. It is an overhead attack, and you can control the direction Yunfei leaps in as he rebounds. While rebounding from this attack, you can make your own attack, cancel into a "Shichiyou" move, or even repeat the Nichi. - The Tenmou Konji makes Yunfei dive either diagonally down-forward (if AB is used), or diagonally down-back (if CD is used) while slashing with his sword. - When you use the Ten'i Daihou, Yunfei fires a small whirlwind of green energy from his palm. This move will negate projectiles. - The Tenkoku Houra is an unblockable throw. It does no damage, but a hit opponent will have their Rage Gauge completely drained, even if it is full. If they have used the Rage Explosion, then that move will end (and they are stuck without a Rage Gauge for the rest of the battle). - After connecting with the Tenkoku Houra, you can input (qcf + AB) at any point during the rest of the battle (not just that round) to use the Tensatsu Daisai, which is a much larger and more damaging version of the Ten'i Daihou. - However, you can only use the Tensatsu Daisai once, after which you have to grab your opponent with the Tenkoku Houra before you can use it again. Although, if you get hit out of the Tensatsu Daisai before it is performed, you still perform it again. - Tel points out an easy way to abuse the Tensatsu Daisai: since you recover after using it while your opponent is still blocking, you can dash up and throw them with the Tenkoku Houra as the Daisai ends, and repeat this (Houra > dash > Daisai > dash > Houra, etc.) to chip an opponent to death, as long as they keep blocking. - The Tenkai Unri causes a column of green wind to rise around Yunfei's body. However, if the move misses (or is blocked), Yunfei will not perform the entire move, only the beginning of it. - Like Suija's crouching AB, this move is cancelable into a mid-air move only once Yunfei has risen into the air. It is cancelable even if it misses. - Yunfei's (f+C) and (df+C) are both low, knockdown attacks. The (df+C) is also cancelable. - Yunfei's unarmed dashing and jumping attacks are cancelable. ======================================================================== 4. CPU CHARACTER MOVELISTS ======================================================================== Both Sankuro and Yumeji are playable by messing with the debug dip switches (see Section 6). Gaoh seems to only be playable via a cheat code (I have one for Kawaks listed under Section 6). It isn't yet known if any of these characters can be used normally. Unless stated otherwise, they can use all of the abilities a normal character can, such as the Rage Explosion, Mu no Kyouchi, Issen, Jiketsu, etc. ------------------------------------------------------------------------ SANKURO YOROZU ------------------------------------------------------------------------ qcf + S Sushi - qcb + A Goshichi - qcb + B Ippachi - qcb + C Fuyo - qcf + CD R^ Hajiki - Cancel chart A B AB C ------------------------------------------------ Stand near c c - - Stand far c - - - Crouch near c c - - Crouch far c - - - Dashing - - - - - Sushi makes Sankuro devour a plate of sushi. The (B) version seems to restore less life than the (A) or (AB) versions. When Sankuro's Rage Gauge is full (either from getting hit or using the Rage Explosion), using any button makes him eat a special plate of sushi that restores lots of lost life. - Goshichi is a man with huge fists who dives down from above your opponent and smashes into them. This is an overhead attack and must be blocked high. - Fuyo is a woman who will perform a sliding attack that travels across the screen. It hits low and will knock down an opponent. - Ippachi is a skinny man who appears from the opposite end of the screen to grab your opponent. His range extends well beyond his arms and you are open to attack while being grabbed. This move is also unblockable. - The Hajiki is an invisible gun shot that does a lot of damage. It is also unblockable. Since your Rage Gauge doesn't disappear unless your WFT hits or is blocked, this move can be abused quite a bit when your Rage is full. You can avoid it by jumping over it or using any of the (db / d / df + D) moves. - Sankuro's far crouching (B) is a low attack. - Sankuro's (f+C) is an overhead attack. Both it and his df+C kick are knockdown attacks. - Sankuro does not lose Kenki Gauge energy unless his attacks hit or are blocked. ------------------------------------------------------------------------ YUMEJI KUROKOCHI ------------------------------------------------------------------------ qcf + S Shin Musou Ittou-ryuu: Kagerou E qcb + S Shin Musou Ittou-ryuu: Sasameyuki: Sen E qcb + C Yagyu Shingan Tou: Souha E db,qcf + C Hiken Tsubame Gaeshi E f,d,df + A Ougi Kogetsu Zan E f,d,df + B Bayonette Lunge E f,d,df + AB Ninpou Mozu Otoshi E f,d,df + C Sanren Satsu (Rin) E b,d,db + A Choubi Jishi E b,d,db + C Yon no Tachi: Tsubaki E b,db,d + S Annu Mutsube E f,df,d + S Rupush Kamui Weisan Pekoru (Ashi) E Cancel chart A B AB C ------------------------------------------------ Stand near c c -/- - Stand far c c - - Crouch near c c -/- - Crouch far c - - - Dashing c - - - - An opponent hit by the Kagerou is stunned and is left open to attack. - A neat little touch is that she throws a persimmon during the Sasameyuki: Sen, instead of an apple. - Yumeji morphs into the appropriate character for all of her moves, except the Kagerou and Sasameyuki: Sen. She is immune to attack while morphing (either into a character or back into her normal form), but can be hit once she's fully morphed into another character. - Yumeji's Yagyu Shingan Tou looks like the Souha version, but it in fact can counter jumping, standing, and crouching attacks. - The Tsubame Gaeshi is an overhead attack. - The Mozu Otoshi is unblockable. - Yumeji can't cross up her opponent with the Sanren Satsu. This move only does damage on the third slash (though it does quite a lot of damage). - You can hit Yumeji out of the Choubi Jishi, despite the energy surrounding her body. - The Tsubaki has autoguard while Yumeji is leaping forward. - The Annu Mutsube is a low attack. - The Rupush Kamui Weisan Pekoru (Ashi) is an overhead attack. - Yumeji seems to have no Weapon-Flipping Technique. - It seems odd, but Yumeji has a move with b,d,db + A and C, but not B. - You have to be very precise with the command for the Choubi Jishi, or you will get the Annu Mutsube instead. I find it's best to "tap" in the inputs instead of doing it as one smooth motion. - Yumeji's dashing C is a low, knockdown attack. - Yumeji's jumping C hits twice, though the hits won't combo. ------------------------------------------------------------------------ GAOH HINOWANOKAMI KYOUGOKU (normal mode) ------------------------------------------------------------------------ d + A Ibushi Miyabe - db + AB Kabuto Goma - qcf + B Imi Kagura - b,b + S Oborobayashi - f,f + AB when near Kurogane Kudaki - db / df + C - When Rage Gauge fills R^ Naraku Boe - Cancel chart A B AB C ------------------------------------------------ Stand near c -/c - - Stand far c c - - - All of the above moves (except the db/df+C attack and Naraku-Boe) are special moves and can be canceled into. - Gaoh cannot crouch, dash, run, or use the Small Pursuit. He has no Weapon-Flipping Technique and can't lose his weapon, either. - Gaoh does not lose Kenki Gauge energy unless his attacks hit or are blocked. - The Ibushi Miyabe will reflect projectiles. - To perform the Oborobayashi, you have to press the Slash button at the same time you finish inputting b,b, or Gaoh will simply backstep. - The Kurogane Kudaki is a command throw in which Gaoh headbutts his opponent. It will miss from afar (and doesn't do much damage), but it has a really good range. - When you attempt the Weapon-Discarding Taunt or Rage Explosion (or if your Rage Gauge fills completely), Gaoh performs the Naraku Boe, in which he is struck by a multi-hit beam of light (it is unblockable but does no damage). He then dons a suit of armor and his soul is consumed by the evil spirit Ankiou (see the next section for info. on using Ankiou). - Afterwards, Gaoh is completely invincible until the armor vanishes. Normally, this occurs after enough time has passed, but if you donned the armor using the Weapon-Discarding Taunt, he retains the armor for the entire round. ------------------------------------------------------------------------ ANKIOU (gaoh in armored mode) ------------------------------------------------------------------------ hold b / f - Press A / B / AB - Press C - f + C - d / db + C - df + C - press BC - u + tap any lightly - u + BC when foe is down - d,df,hold f + hold B - qcb + CD when life is blue - (The following moves are only available if you became Ankiou by filling up your Rage Gauge or using the Rage Explosion. If you used your taunt to turn into Ankiou, you cannot use these moves): press D - d + A - db + AB - qcf + B - b,b + S - f,f + AB when near - qcf + CD when near R^ Yomi Yashiro - Cancel chart A B AB C ------------------------------------------------ Stand near c c c - Stand far c c c - - While wearing armor, Gaoh is completely invincible. - He cannot lose his weapon. - These are the only moves you can use (meaning, you cannot jump, dash, or even block, etc.) - The Dashing Horn Toss is rather difficult to perform. It hits multiple times if blocked. If you taunted in order to turn into Gaoh, you can actually cancel into this move (since that version of armored Gaoh doesn't change back to the original version during special moves). - Also, the Dashing Horn Toss can be canceled into itself repeatedly regardless of how you became Ankiou. - The Yomi Yashiro cannot be used if you taunted in order to turn into Ankiou, since it is considered to be a WTF and requires Rage Gauge energy to use. - However, your opponent will not lose their weapon when hit with the Yomi Yashiro, and using it does not drain your Rage Gauge. - See the section on "Gaoh" above for more information. ======================================================================== 5. GAMEPLAY NOTES ======================================================================== ------------------------------------------------------------------------ CANCELS / BLOCK CANCELS ------------------------------------------------------------------------ Unlike most fighting games, if a character's basic Slash or Kick attack is cancelable (including the f+C and df+C kicks), it can be canceled even if it misses entirely. You will note that if your opponent blocks your attack, you experience a "recoil" effect. In fact, the recoil is cancelable, but you have to be very quick about it. An easy example is Hanzo's blocked crouching (B) into Baku'en Ryuu. If done correctly, Hanzo will not go into the recoil animation at all--you will hear the sound of his weapon being blocked but he will do the fireball move instead. However, this only works for attacks that are already cancelable. Non- cancelable attacks cannot have their recoil canceled out of. What's more, you can only cancel a blocked attack into a special move, Weapon Flipping Technique, Deflecting, or Suicide. ------------------------------------------------------------------------ COUNTER HITS ------------------------------------------------------------------------ If you hit an opponent while they are making an attack (or some other action, such as running), you will get a counter hit. This may make your attack inflicted added damage (the amount of which is listed when the "Counter" message appears). ------------------------------------------------------------------------ DAMAGE CHART ------------------------------------------------------------------------ Below is a list of each character's defensive power (in this case, determined by Haohmaru's close standing B). "A" is for an armed character, "U" is unarmed, and "A/U" means either armed or unarmed: Hit # Type Name ------------------------------------------------------------------------ 9 U Charlotte. 11 A Mina, Poppy. U Basara. 12 A Basara. U Nakoruru, Rera, Rimururu. 13 A Kazuki, Nakoruru, Rera, Rimururu. U Gaira, Genjuro, Hanzo, Haohmaru, Jubei, Kazuki, Kyoshiro, Rasetsumaru, Sankuro, Sogetsu, Yoshitora, Yumeji. U/A Galford, Shizumaru, Ukyo, Yunfei, Tam Tam. 16 A Gaoh, Genjuro, Hanzo, Haohmaru, Jubei, Kyoshiro, Rasetsumaru, Sankuro, Sogetsu, Yoshitora, Yumeji. U Kusaregedo. U/A Enja, Suija. 18 A Charlotte, Gaira, Kusaregedo. Going by the chart, an unarmed Charlotte takes the most damage, while an armed Charlotte, Gaira, or Kusaregedo take the least. ------------------------------------------------------------------------ GUARD DESTROYER ------------------------------------------------------------------------ Each character can use the "Guard Destroyer" moves, which are unblockable attacks that leave an opponent open to attack. Just get next to your opponent and input (b / f + C) to either push them behind you or in front of you. It's worth noting that you can dodge this attack with the Lower Evade, Hopping, or Lay Down, but not with either roll. In SS5, pressing any Slash button after using the Guard Destroyer will make you perform an attack. However, it's still possible to follow the Guard Destroyer with the attack of your choice if you're quick enough. An example would be any character's Issen or Gaira's Enshin Satsu. However, you have to be very precise with the timing, or you'll just perform the follow-up attack as usual. ------------------------------------------------------------------------ INSTANT JUMP ------------------------------------------------------------------------ Press ub~uf as you land from the air, just as you touch the ground. Instead of pausing after landing from a jump, you will immediately jump again. ------------------------------------------------------------------------ ISSEN (Flash) ------------------------------------------------------------------------ You can only use this move after using the Mu no Kyouchi (when your opponent has been slowed down). Before the Mu no Kyouchi wears off, press BCD to perform the Issen. This move is blockable, but you can combo into it. The amount of damage it inflicts is determined by how full the Kenki Gauge, although it still does a lot of damage even when the Kenki Gauge is empty. This move can be used to juggle an opponent who is falling in mid-air (an example might be to use Rasetsumaru's Senpuu Retsu Zan: Setsu, then trigger the Mu no Kyouchi, then juggle with the Issen). ------------------------------------------------------------------------ KENKI GAUGE (Sword Spirit Gauge) ------------------------------------------------------------------------ This is the thin green gauge beneath your Life Gauge. The lower the Kenki Gauge gets, the lower your damage potential becomes. This applies to Kick attacks, too. Not doing anything will cause the gauge to refill on it's own, although it takes longer to refill as it approaches 100%. The gauge will decrease when you make a Slash attack (even if it should miss), or an attack that hits (even if it is an unarmed or kick attack). Oddly enough, the factors are not cumulative, so a standing (A) Slash drains the same amount whether it hits or misses. Unarmed attacks and kicks do not drain the Kenki Gauge unless they hit. Special moves do not drain the gauge unless they hit or are blocked. In all of the above cases, the Kenki Gauge will simply stop refilling while you are making your attack. Similarily, performing the Forward Roll, Backward Roll, Lay Down, Surprise Attack, or Guard Destroyer will make the Kenki Gauge pause momentarily. Some moves do not drain Kenki Gauge energy even if they hit, and some moves do the same amount of damage regardless of your current Kenki level. Examples include: Damage unaffected No energy drained if hit ---------------------------------------------------------------- Strike Dog, Mega Strike Dog Strike Dog, Mega Strike Dog Strike Heads Strike Heads Shizuki Shizuki Mozu Otoshi, Shin Mozu Otoshi Your Kenki Gauge can increase in length if your Rage Gauge is filled to max (though it goes back down once the gauge empties). If you use the Rage Explosion, it will increase even further. Obviously, in either case, your damage potential increases (since the gauge will be able to fill up beyond 100%). When you use a Weapon Flipping Technique, the damage is affected by the Kenki Gauge, but it is based on any amount _below_ the normal gauge length. This is because although the Kenki Gauge increases after a Rage Explosion or full Rage Gauge, it returns to it's normal length when the WFT connects. This is also why you will get the same amount of damage from a WFT done at max Kenki from both a full Rage Gauge or a Rage Explosion. It's also worth mentioning that some characters lose no Kenki Gauge energy if their WFT hits (like Rimruru), while others do lose energy (like Kyoshiro). ------------------------------------------------------------------------ LIFE GAUGE ------------------------------------------------------------------------ The Life Gauge starts off yellow, though a portion at the end of it will be colored orange. This orange portion can be increased by using the Meditation. After you've lost a round, the portion is red and will turn blue if your life drops down to that level. See the section on "Mu no Kyouchi" for more information. ------------------------------------------------------------------------ LOSING YOUR WEAPON ------------------------------------------------------------------------ There are three main ways to lose your weapon. One is to get hit by a Weapon-Flipping Technique. Another is to use your Weapon-Discarding Taunt. You can also lose your weapon if you are in a sword clash. When you are disarmed, your character's Slash attacks become punches, and they may lose the ability to use some or all of their moves (depending on which ones are weapon-based). Also, you take block damage from an opponent's attacks when unarmed (you can't really block a sword with your arm, now can you?) One major advantage to being unarmed is that you can now use the Serious Swordblade Catch in place of the Deflecting (input qcb,f + D). This allows you to counter your opponent's weapon attack, and you will then disarm them, leveling the playing field somewhat. You can retrieve your weapon by getting next to it and pressing A or AB. ------------------------------------------------------------------------ MEDITATION ------------------------------------------------------------------------ This can only be used if there is some energy in the Rage Gauge, but not if it is full (from getting damaged), or draining (from using the Rage Explosion). To use the Meditation, hold D while standing (doing it from other circumstances will not work, even if you then enter a neutral, standing state). It will quickly drain your Rage Gauge for as long as you hold the button down, and in return, the small white marker above your Life Gauge will move towards the front end of the gauge (it normally starts off near the end). What does this mean? Well, since you can use the Mu no Kyouchi when your Life Gauge turns blue (which occurs when you're on your last round and your life has gone past the marker), meditating allows you to use this move when you have more life left than usual. Tel made the interesting observation that a character earns less "blue gauge" from meditation if they are the kind of character whose Rage Gauge charges up quickly. For example, if Enja tries to use the Meditation, his Rage Gauge will drain very quickly, without much gain to the "blue" part of the bar. On the other hand, a character like Suija (who earns Rage Gauge power very slowly), can Meditate for some time before his gauge empties, resulting in a higher "blue gauge" allowing for an earlier use of the Mu no Kyouchi. ------------------------------------------------------------------------ MID-AIR MOVES ------------------------------------------------------------------------ SSZ has very lax timing on performing mid-air moves from the ground. For example, with Hanzo, you can input qcf, then press ub~uf and press Slash upon leaving the ground to do his Ninpou Reppuu Shuriken. Here is a list of moves that can be used in this way: Hanzo's Reppuu Shuriken qcf,ub~uf + S Shizumaru's Shigure ub~uf,d + S Suija's Getsurin Ha b,d,ub~uf,db + S Suija's Shougetsu db,qcf,ub~uf + S Suija's Shizuki qcb,ub~uf + S Suija's Engetsu f,d,df,ub~uf + S Suija's Tenshou: Suichuu Ha qcf,ub~uf + CD Ukyo's Tsubame Gaeshi db,qcf,ub~uf + S Yoshitora's San no Tachi: Botan qcf,ub~uf + S Yunfei's Tenki Shichiyou Mizu qcf,ub~uf / qcb,ub~uf + A Yunfei's Tenki Shichiyou Ki qcf,ub~uf / qcb,ub~uf + B Yunfei's Tenki Shichiyou Kin qcf,ub~uf / qcb,ub~uf + C Yunfei's Tenki Shichiyou Do qcf,ub~uf / qcb,ub~uf + D Yunfei's Tenki Shichiyou Nichi ub~uf + AC Yunfei's Tenmou Konji qcf,ub~uf / qcb,ub~uf + AB / CD This is particularly useful for Suija's Suichuu Ha, which has no downward range. Also, the following moves can be done during a backstep: - Hanzo's Reppuu Shuriken, Kyoshiro's Chikemuri Kuruwa, Rimururu's Konru Shirar, Shizumaru's Kosame or Shigure, any of Suija's moves, Ukyo's Tsubame Gaeshi, Yoshitora's San no Tachi: Botan. ------------------------------------------------------------------------ MU NO KYOUCHI (Circumstance of Nothing) ------------------------------------------------------------------------ This is used by inputting qcb + CD. However, it only works under these conditions: - You've already lost a round. - Your life has become so low that the gauge has turned blue. You can increase the point at which your Life Gauge turns blue by using the Mediation feature (see above). This causes the triangle indicator to move "up" the gauge, allowing you to have more life when your gauge finally turns blue. Once you've met the requirements and input qcb + CD, your Rage Gauge is replaced by a "nothing gauge" (it looks like a blue, draining Rage Gauge). Until it empties, your opponent will move incredibly slowly, and they will remain in hit stun for a longer period of time when hit. This allows you to perform long strings of attacks that will all combo. You are also able to juggle your opponent basically indefinitely if they are airborne, due to the increased hit stun and slowdown. If your opponent was performing an attack when you used the Mu no Kyouchi, they will continue to perform it at a very slow rate. However, if they hit you, the Mu no Kyouchi will automatically end. Once the blue gauge empties, the Mu no Kyouchi ends. This also causes your Rage Gauge to disappear, as if you'd used up the Rage Explosion. Note that amount of energy in the blue gauge is determined by how far the white marker has travelled up your Life Gauge (this occurs when you Meditate more often). So if you haven't meditated much, the marker will be nearer to the end of your gauge, and using the Mu no Kyouchi will cause the blue gauge to not be very full as a result. In fact, if you haven't Mediated at all, you will really only have enough time to use the Issen before the Mu no Kyouchi stops. Everyone's "nothing gauge" drains at the same rate (i.e., Suija would not outlast Enja during a Mu no Kyouchi, even though he would for most other gauge- related comparisons). Remember, that this move can ONLY be used if you have already lost one round. Nothing will happen if your life gets too low and you haven't lost a round yet. If both players have lost a round (or after a round ending in a draw), it's possible for both characters to use the Mu no Kyouchi. In this case, if you perform your Mu no Kyouchi after your opponent does his, both characters will be slowed down (although depending on your nothing gauge length, your Mu no Kyouchi may outlast his or vice versa). ------------------------------------------------------------------------ RAGE EXPLOSION ------------------------------------------------------------------------ To use this, press ABC at any time (even when lying down). A reader also pointed out that you can use this while getting hit, which allows you to interrupt your opponent's attack (even if it hits multiple times). When used, you perform an unblockable attack, although it does no damage and doesn't knock your opponent down (in fact, they are only pushed away a short distance). After using the Rage Explosion, your Rage Gauge is filled to max and your Kenki Gauge increases in length (moreso than if you fill your Rage Gauge normally) and is completely refilled. What's more, the game timer will remain frozen until your Rage Gauge drains. However, the marker above your Life Gauge will vanish, meaning that you cannot use the "Mu no Kyouchi" for the rest of the battle. When you use the Rage Explosion, the Rage Gauge does not remain full and will immediately begin to drain. It will empty completely if you perform a Weapon Flipping Technique, but only if it hits. If the WFT is blocked or misses, the gauge continues to drain. Once the Rage Gauge has emptied, it will vanish for the remainder of the battle (not just that round). So use this move with caution. One neat touch added to the Rage Explosion is that it changes the background when used, like those "near death" scenery changes that occured in SS3. The background stays changed even after the Rage Explosion ends. ------------------------------------------------------------------------ RAGE GAUGE ------------------------------------------------------------------------ This is the gauge located at the bottom of the screen (it reads "Ikari" in Japanese and "POW" under other language settings). It fills up only when you are damaged. When it is full, you can use your character's Weapon Flipping Techniques, and your Kenki Gauge increases in length. Below is a list of how quickly a character's Rage Gauge will fill (in this case, determined by Haohmaru's close standing B). "A" is for an armed character, "U" is unarmed, and "A/U" means either armed or unarmed: Hit # Type Name ------------------------------------------------------------------------ 3 A Enja. . U Enja. 4 U Charlotte, Sankuro. 5 A Sankuro. . U Rimururu. 6 A Kazuki, Rimururu. . U Gaira, Genjuro, Kazuki, Kyoshiro, Rasetsumaru. 7 A Basara, Galford, Gaoh, Genjuro, Mina, Tam Tam. . U Basara, Galford, Mina, Tam Tam. 8 A Gaira, Kyoshiro, Rasetsumaru. . U Haohmaru. 9 A Charlotte, Poppy, Shizumaru. . U Nakoruru, Shizumaru, Yoshitora. 10 A Nakoruru, Yoshitora. 11 A Rera. . U Jubei, Rera, Sogetsu, Yumeji. 12 U Kusaregedo. 14 A Jubei, Kusaregedo, Sogetsu, Yumeji. . U Ukyo. 15 A Ukyo. . U Hanzo. 18 A Hanzo. 20 A/U Suija. 24 A/U Yunfei. So, Enja's gauge fills the quickest (3 hits to max out), while Yunfei's takes the most (24 hits). BTW, I should mention that I forgot to leave on the infinite Kenki Gauge code when I tested this (see Section 6), so only the first blow was done at full power. Nonetheless, since it was the same for every character, these results should still be accurate in terms of ranking (if not hits). It's also worth mentioning that this gauge reflects how quickly a character's Rage Gauge drains during Meditation (going by the chart, Enja's drains the fastest, and Yunfei's drains the slowest). See the entry on "Meditation" for more information. Once your Rage Gauge is full, it remains that way for a set period of time, depending on the character. It can even carry over between rounds if time allows. Here is a list of times ranked by timer counts: Time Character ------------------------------------------------------------------------ 6 Kazuki. 7 Nakoruru, Rimururu. 8 Enja, Genjuro, Mina, Rasetsumaru, Shizumaru. 9 Gaira, Hanzo, Kusaregedo, Sankuro, Sogetsu. 10 Galford, Gaoh, Haohmaru, Poppy, Rera. 11 Yoshitora. 12 Charlotte, Tam Tam. 18 Jubei. 20 Basara, Ukyo, Yumeji. 30 Suija. 60 Yunfei. Going by the chart, Kazuki retains a full Rage Gauge for the shortest amount of time (six counts), while Yunfei retains it for the longest (60 counts). Though I should mention that your Gauge empties on the count listed, so Yunfei really gets 59 counts' worth out of his full Rage Gauge, while Kazuki gets 5). ------------------------------------------------------------------------ STORED INPUT ------------------------------------------------------------------------ When unable to attack (such as when lying on the ground or getting hit), press the button used for a special move rapidly after entering the command (i.e. qcf + tap P). This will cause you to perform the move as soon as available without needing precise timing. You can't do this too early, though, or the move will not come out. An example would be entering f,d,df + P in air with Mina. If you keep tapping P, she will do the Shinimabui no Nageki upon landing. ------------------------------------------------------------------------ SWORD CLASH ------------------------------------------------------------------------ If both characters perform weapon attacks at the same time, there is the possibility that both weapons will hit each other before or instead of striking a character. In this case, both characters will move towards each other and a Sword Clash will occur. During this time, you are instructed to tap any button. Doing so raises the counter above your character's head. Whoever has the highest button count in 10 seconds will "win" the clash, resulting in their opponent's weapon being flung away. If both people have the same count, they will both lose their weapons. ------------------------------------------------------------------------ SUICIDE MOVES ------------------------------------------------------------------------ The Suicide move returns from SS4. You must be armed to perform it, but it can be done at any time by entering (b,f,df,d + Start). However, the game's violence level must be set to 2 or 3 in order to enable the Suicide moves in the first place. See section 6 for details on how to do this. When you perform a Suicide move, you will automatically forfeit the round, giving your opponent a win. In SS4, doing this would fill up your Rage Gauge in the next round. In SS5, the amount seems to vary by character. Some characters get a full gauge, while others may get only half or a third. Below is a list of how much energy is earned by each character, determined by Haohmaru's close standing (B). Obviously it will take less hits if you are disarmed in the next round (see the "Rage Gauge" entry for details). Hit # Name ------------------------------------------------------------------------ 0 Charlotte, Enja, Gaira, Galford, Gaoh, Genjuro, Kazuki, . Kyoshiro, Rasetsumaru, Rimururu, Sankuro, Tam Tam. 1 Basara. 2 Mina, Haohmaru. 3 Shizumaru, Yoshitora. 4 Poppy. 5 Nakoruru. 6 Kusaregedo. 7 Rera. 8 Sogetsu, Jubei, Yumeji. 14 Ukyo. 16 Hanzo. 19 Suija. 27 Yunfei. As you can see, Charlotte and quite a few other characters are fully maxed out after using the suicide move (meaning they start the next round with it completely full), while Yunfei earns the least amount of Rage Gauge power from comitting suicide. If you perform a suicide move on the final round, you will, of course, lose the game to your opponent. If you're losing pretty badly, you can always go out with honor (or at least spare a humiliating defeat). ;) ------------------------------------------------------------------------ TRIANGLE FALL ------------------------------------------------------------------------ Anyone with a Triangle Hop can fall instead of hop off the wall, but only under the condition that you are jumping over your opponent's head into the wall opposite you (you can't just jump back into the wall behind you). While doing this, hold in the appropriate direction (ub~db) and you will Triangle Jump. Immediately press Slash or Kick at the same time, and your character will fall diagonally downward while attacking. ======================================================================== 6. MISCELLANEOUS ======================================================================== ------------------------------------------------------------------------ SECRETS AND GLITCHES ------------------------------------------------------------------------ Yunfei Vanish - kenmastersx submits this bug; if you are unarmed and perform Yunfei's mid-air stomp (press AC in air), Yunfei vanishes after his opponent is hit or is blocked. He then reappears a short while later in the same place. Upon reappearing, you can perform an attack in mid-air or cancel into a mid-air move. You can't seem to take any action (nor can you be hit), while you are invisible, although a character with an air throw can grab you at any time (in fact, using this glitch leaves you completely vulnerable to air throws). Remember, this bug only works when you don't have your weapon equipped. Kusaregedo Stumble - Supposedly, if you pick Kusaregedo and input f + D as you land from a jump, the game will freeze. The only thing that I have noticed is that he sometimes lands on his belly instead (looks like his forward roll, but he doesn't move and the ground shakes) and makes an exasperated sound. Dunno what this is. Low-Hitting Dog - I had read that if you performed the Strike Heads after doing the Replica Dog, it would become unblockable. That didn't seem to work. However, I found that if you do Galford's (df+C) just before Poppy hits, the move hits low (!) In other words, a crouching character can block it but a standing character cannot. This also works with the Machine Gun Dog. Pursuit Reset - Pick Jubei and perform a Big Pursuit when unarmed (press u + BC when your opponent is down). The game will reset. No Damage Kick - Rasetsumaru's armed dashing C does no damage at all. The unarmed version will injure you, however. (D) Button Strong Slash - In the following examples, pressing D will make your character perform a mid-air AB slash: - As Basara, have your opponent block or get hit by the Sashi Ashi. Then, hold down press D. - As Shizumaru, jump and use the Kosame. Then, hold down and press D. - As Suija, perform the Engetsu. Then press in any direction but ub~uf and press D. - As Yunfei perform any of the "Shichiyou" moves. Then while falling, hold down and press D. Sleep in Mid-Air - Pick Mina and have your opponent go to one end of the screen. Get next to them and input (qcb + C) to make Chanpuru go to sleep. Now go to the opposite end of the screen and repeat the command to wake him up. Normally, Chanpuru will hop backwards to your location, but if you input (qcb + C) again, he will fall asleep in mid-jump. Useless but fun. Kenki Gauge Drain - Haohmaru's standing AB slash will completely drain his Kenki Gauge if it misses, even if he is Raged or has used a Rage Explosion. Possible Mina Infinite? - Against Kusaregedo, with him in the far corner and Mina in the other, I've managed to get a 4-hit combo against Kusaregedo with repeated standing A attacks (the arrow will arc down and hit Kusaregedo in the back). I wonder if someone with better timing than me could get more hits. Secret Win Pose - If you get a Perfect win in the second round with Galford, one of Poppy's puppies will show up and run forward, only to stumble and land on it's stomach. Costume Color Select - Everyone has four outfit colors chosen by A / B / C / D. The (D) button ones seem to be the oddest ones (try Ukyo or Kusaregedo to see what I mean). ------------------------------------------------------------------------ BLOOD / SUICIDE ENABLE ------------------------------------------------------------------------ Normally, the game does not allow you to use the Jiketsu (Suicide) move, and the blood in the game is white. Here is how to do this when using Kawaks: - Go under "Game" to "NeoGeo Settings" and set the game to "Arcade." - At the title screen, press F11 to enter the Test Menu. - Choose "Setting up the Soft dip" - Choose "SamuraiShodown 5" - Go to the sixth option. It reads "Violence/SP" if the game is set to English, or "Zangyaku Level" if it's set to Japanese. - Set that option to Level 3. In English, you can choose "Level3/With" or "Level3/Without." I don't know what the difference is, but either setting gets you red blood and usable suicide moves. - Press C twice to return to the test menu, then choose "Exit." - The game will start. Yes, this means that it is apparently not possible to enable blood and suicides in console mode. ------------------------------------------------------------------------ DEBUG DIP MENU ------------------------------------------------------------------------ Below is a list of effects for the Debug DIP switches. It's based off of the DIPs for SS4, so there may be some inaccuracies. Anyone who can figure out anything I'm missing is welcome to write in. The numbers are going left to right (so 2-3 is second row, third dip switch). [ ROW 1 ] ------------------------------------------------------------- 1-1 1-2 1-3 1-4 1-5 Stops game timer 1-6 Infinite life for both players Character select (hold A, press D repeatedly) 1-7 Infinite life for 1P 1-8 [ ROW 2 ] ------------------------------------------------------------- 2-1 2-2 2-3 Infinite Weapon Flipping Techniques 2-4 2-5 2-6 2-7 2-8 Infinite Rage Explosion use. Used to enable secret 3rd & 4th row of dips (see below) Makes characters' skin turn red. Displays this list when the round ends: DUEL END ## DUEL RSLT## WIN SCRL ## BACK SCRL## ENDPOSE1 ## ENDPOSE2 ## TMLIMIT ### Not that I know what all of it means, though. [ ROW 3 ] ------------------------------------------------------------- 3-1 Stage Select 3-2 Enemy Select 3-3 CPU Stop 3-4 Used with 3-5. 3-5 Ending Select (3-4 off for bad ending, 3-4 & 3-5 on for good ending) 3-6 Rensha (rapid fire) Mode 3-7 "Job Meter (Shadow)" 3-8 Displays "jdg-hit / atk-pow" menu (can't figure out how to use). Aside from 3-8, I can't get any of these to have any effect. [ ROW 4 ] ------------------------------------------------------------- 4-1 4-2 4-3 4-4 4-5 4-6 4-7 4-8 To enable the 3rd and 4th row of dips, you have to use the game's built-in "Hidden DIP Menu." Here's how to do this in Kawaks: - Turn on dip 2-8 (go under Game > NeoGeo Settings > Debug dipswitches in the Kawaks menu). - Pause game (F3) and hold 2P Start (F2) - On 1P side, input D,C,B,A,D while still holding 2P Start - The Hidden DIP Menu will appear. - Press 1P Pause to exit (F3). When you use the character select (dip 1-6), you will cycle through the characters in this order: - Haohmaru, Nakoruru, Rimururu, Hanzo, Galford, Kyoshiro, Ukyo, Genjuro, Basara, Shizumaru, Gaira, Yumeji, Jubei, Sankuro, Charlotte, Tam Tam, Kazuki, Sogetsu. You'll notice that you can't pick any of the new characters, namely Enja, Kusaregedo, Mina, Rasetsumaru, Rera, Suija, Yoshitora, Yunfei, Poppy, or Gaoh. However, Poppy is selectable via a controller code (see below), and you can use Kawaks cheats to enable Gaoh (see below as well). Sometimes using the character select simply makes you cycle between two characters. I don't know why this happens. ------------------------------------------------------------------------ PLAY AS POPPY ------------------------------------------------------------------------ You can also play as Poppy, Galford's dog. Seriously. To do it, highlight Galford and input the following code: f, b, f, b, b, f, f, b, b, f + any button Note that if you are playing a vs. CPU game as Poppy and the second player joins in, you will end up using Galford for the rest of the game (unless you die and re-enter the Poppy code). ------------------------------------------------------------------------ BOSS CODES ------------------------------------------------------------------------ [ DIP SWITCH METHOD ] ------------------------------------------------- - Turn on dip 1-6 (go under Game > NeoGeo Settings > Debug dipswitches in the Kawaks menu, or, use the hidden DIP menu (see "Debug Dip Menu," above). - Hold down the A button and press D to cycle through the characters. You will cycle through them in this order: Haohmaru, Nakoruru, Rimururu, Hanzo, Galford, Kyoshiro, Ukyo, Genjuro, Basara, Shizumaru, Gaira, Yumeji, Jubei, Sankuro, Charlotte, Tam Tam, Kazuki, Sogetsu. You'll notice that you can't pick any of the new characters, namely Enja, Kusaregedo, Mina, Rasetsumaru, Rera, Suija, Yoshitora, Yunfei, Poppy, or Gaoh. However, Poppy is selectable via a controller code (see above), and you can use Kawaks cheats to enable Gaoh (see below). [ KAWAKS CHEAT CODES ] ------------------------------------------------ All cheats by Eiji. To use, put the text below in a file called "samsho5.dat", and put it in the "cheats" sub-directory of your Kawaks folder. Then load Kawaks and run the game. You can access the cheats from the "Game" menu. Some other codes (aside from the boss codes) are included. The text is as follows: [0] Name=P1 Lifebar 0=Off,0,0 1=Full,108444,7D 2=Empty,108444,00 [1] Name=P1 Green Bar 0=Off,0,0 1=Full,1085F9,78 [2] Name=P1 Red Bar 0=Off,0,0 1=Full,10844F,40 [3] Name=P1 Long Green Bar 0=Off,0,0 1=On,108555,82 [4] Name=P2 Lifebar 0=Off,0,0 1=Full,108654,7D 2=Empty,108654,00 [5] Name=P2 Green Bar 0=Off,0,0 1=Full,108809,78 [6] Name=P2 Red Bar 0=Off,0,0 1=Full,10865F,40 [7] Name=P2 Long Green Bar 0=Off,0,0 1=On,108765,82 [8] Name=Time 0=Off,0,0 1=On,10836B,60 2=Off,10836B,00 [9] Name=P1 Character 0=Off,0,0 1=Haohmaru,108323,00 2=Nakoruru,108323,01 3=Rimururu,108323,02 4=Hanzo,108323,03 5=Galford,108323,04 6=Senryu Kyoshiro,108323,05 7=Ukyo,108323,06 8=Genjuro,108323,07 9=Basara,108323,08 10=Shzumaru,108323,09 11=Gaira,108323,0A 12=*Yumeji,108323,0B 13=Jubei,108323,0C 14=*Sankuro,108323,0D 15=Charlotte,108323,0E 16=Tam Tam,108323,0F 17=Kazuki,108323,10 18=Sogetsu,108323,11 19=Rasetsumaru,108323,12 20=Rera,108323,13 21=Enja,108323,14 22=Suija,108323,15 23=Yoshtora,108323,16 24=Yunfei,108323,17 25=Mina,108323,18 26=Kusare-Gedou,108323,19 27=*Gaoh Kyougoku,108323,1A 28=Poppy,108323,1B [10] Name=P2 Character 0=Off,0,0 1=Haohmaru,108322,00 2=Nakoruru,108322,01 3=Rimururu,108322,02 4=Hanzo,108322,03 5=Galford,108322,04 6=Senryu Kyoshiro,108322,05 7=Ukyo,108322,06 8=Genjuro,108322,07 9=Basara,108322,08 10=Shzumaru,108322,09 11=Gaira,108322,0A 12=*Yumeji,108322,0B 13=Jubei,108322,0C 14=*Sankuro,108322,0D 15=Charlotte,108322,0E 16=Tam Tam,108322,0F 17=Kazuki,108322,10 18=Sogetsu,108322,11 19=Rasetsumaru,108322,12 20=Rera,108322,13 21=Enja,108322,14 22=Suija,108322,15 23=Yoshtora,108322,16 24=Yunfei,108322,17 25=Mina,108322,18 26=Kusare-Gedou,108322,19 27=*Gaoh Kyougoku,108322,1A 28=Poppy,108322,1B ------------------------------------------------------------------------ TRANSLATIONS ------------------------------------------------------------------------ Translations are provided for amusement purposes only--they probably have a lot of errors, since my Japanese is very poor. BASIC TERMS ----------------------------------------------------------- Hikikomi Backstep Fumikomi Frontstep Hashiru Running Kinkyuu Teishi Emergency Stop Jaku / Chuu / Kyou Giri Weak / Medium / Strong Slash Sude Kougeki Unarmed Attack Keri Kick Gedan Nerai Kougeki Aiming Low Kick Ashibarai Foot Sweep Bougyo Kuzushi Guard Destroyer Tsukitobashi Pushing Away Hippari Pulling Towards Kuzushi Giri Destroyer Slash Meisou Meditate Tobikomi Hopping Gedan Sake Lower Evade Zenten / Kouten Forward Roll / Backward Roll Fuse Lay Down Hajikikaeshi Defleccting Shinken Shiraha Tori Serious Swordblade Catch Fuiuchi Surprise Attack Shou / Dai Oiuchi Small / Big Pursuit Idou Okiagari Moving Get-Up Quick Okiagari Quick Get-Up Buki Tobashi Waza Weapon-Flipping Technique Mu no Kyouchi Circumstance of Nothing Issen Flash Ikari Bakuhatsu Rage Explosion Buki Sute Chouhatsu Weapon Discarding Taunt Buki Hiroi Weapon Pick-Up Jiketsu Suicide Tsubazeriai Sword Clash Competition Sankaku Tobi Triangle Hop BASARA ---------------------------------------------------------------- Chisashi Ground Stab Sorasashi Sky Stab Nue Dama Chimera Soul Kage Ide Shadow Exit Tomobiki Trial Day Kage Sui Shadow Suck Zengo Idou Back / Forward Movement Kage Damashi Shadow Trick Zenpou / Suichoku / Kouhou Forward / Vertical / Backward Zenshin / Zenten / Kouten Forward / Forward Roll / Backward Roll Tobikomi Hopping Sashi Ashi Stabbing Foot Toukotsu Wari Skull Splitter Kagemai: Yumebiki Shadow Dance: Dream Shot ENJA ------------------------------------------------------------------ Rikudou Rekka Six Posthumous Worlds Raging Fire Jigokudou Hell Gakidou Hungry Ghost World Tendou Heaven Enmetsu Destroyer Flame Guren Kyaku Foolish Rapid Kick Tsuika Nyuuryoku Additional Input Enja Bakunetsu Evil Flame (Enja's) Heat Bomb Kakusei Chuushi Awakening Interrupt GAIRA ----------------------------------------------------------------- Katsu! Scold Jishin Gan Earthquake Radius Tsukamuzo~ "Grappling--!" Kumi-tenjou Latticework Ceiling Ishi-atama Stone Head (Inflexible Person) Shiri Mekuri Butt Check Enshin Satsu Circle's Center Kill Hyakkan Otoshi Hundredweight Drop Niou Bakushin Satsu Guardian Deva King's Exploding Quake Death GENJURO --------------------------------------------------------------- Sanren Satsu Triple Rapid Slash Kiba / Tsuno / Rin Fang / Horn / Phosphorous Touha Kouyoku Jin Paulowina Supreme Light Wing Formation Ura Ouka: Ayame Reverse Cherry Blossom: Iris Shizuku Jin Droplet Blade Hyakki Satsu Hundred Demons Slash Gokou Zan Five Lights Slash HANZO ----------------------------------------------------------------- Ninpou Ninja Arts Bakuen Ryuu Blazing Dragon Bomb Reppuu Shuriken Gale Throwing Star Shizune Sound of Silence Utsusemi "Leave a Dummy" Tenbu / Chizan Heaven Dance / Earth Slash Kage Bunshin Shadow Duplicate Enbu Monkey Dance Mozu Otoshi Shrike Drop Mozu Otoshi -Hayate- Shrike Drop -Smoothe- Migawari no Jutsu Technique of Substitution Kuuten Geki Sky Turn Attack Shin Mozu Otoshi True Shrike Drop HAOHMARU -------------------------------------------------------------- Ougi Senpuu Retsu Zan Secret Whirlwind Rip Slash "Ougi" Senpuu Retsu Zan Fake Whirlwind Rip Slash Ougi Kogetsu Zan Secret Crescent Moon Slash Ougi Resshin Zan Secret Disasterous Earthquake Slash Zankousen Steel Slashing Flash Sake Kougeki Sake Bottle Attack Hiougi Concealed Secret Tenha Fuujin Zan Surpreme Heaven Sealed God Slash JUBEI ----------------------------------------------------------------- Kattotsu Scolding Retsu Violence Suigetsu Tou Reflection of Moon Over The Water Blade Nikkaku Ratou Double-Bladed Net Sword Hassou Happa Eight Aspects Explosive Blast Yagyu Shingan Tou Yagyu Mind's Eye Blade Suigetsu Reflection of Moon Over The Water Souha / Tenra Phase Break / Heaven Net Zetsu Die! KAZUKI ---------------------------------------------------------------- Shounetsu Kon Scorching Hot Soul Saien Disaster Blaze Nashi / Hitotsu None / One Futatsu / Mittsu Two / Three Daibaku Satsu Great Self-Explode Enmetsu Destroyer Flame Homura Gaeshi Flame Return Boubaku: Kaen Geki Violent Bomb: Blaze Attack KUSAREGEDO ------------------------------------------------------------ Akuryou Yobi Evil Spirit Summon Ieki Haki Gastric Juice Spit Niku Mochiage Meat Lifter Gedo no Rakuin Oshi Gedo's Branding Iron Press Doro Nage Mud Throw Tobi Zutsuki Flying Headbutt Gedo no Emono Gari Gedo's Trophy Hunt MINA ------------------------------------------------------------------ Jikyuu Shin Earth Bow Heart Tenkyuu Shin Celestial Bow Heart Shinimabui no Nageki Shinimabui's Lament Sungan no Sasoi Sungan's Invitation Sungan no Mukae Sungan's Meeting Chanpuru, kocchioide "You come here, Chanpuru" Chanpuru, oyasuminasai "Good night, Chanpuru" Kajifuchi ? Umichimun no Ikari Umichimun's Rage NAKORURU -------------------------------------------------------------- Taka ni tsukamaru Hold onto eagle Oriru Falling Taka tsukamari kougeki Eagle holding attack RASETSUMARU ----------------------------------------------------------- Senpuu Retsu Zan: Setsu Whirlwind Rip Slash: Temple Senpuu Ha Whirlwind Wave Nagi Yaiba Calm Blade Gouha Strength Break Shitatari Death Curse Tenha Dankuu Retsu Zan Heaven Supreme Sky Sever Rip Slash RERA ------------------------------------------------------------------ Ookami ni noru Ride a wolf Ookami nori kougeki Wolf-riding attack Oriru Falling Bunshin Kougeki Separation Attack RIMURURU -------------------------------------------------------------- Nidan Jump Two-Part Jump Atama / Ashi Heat / Foot KYOSHIRO -------------------------------------------------------------- Oo Tsunami Big Tsunami Kaiten Kyokubu Monumental Task Recicitative Dance Kaen Kyokubu Blazing Recicitative Dance Choubi Jishi Prancing Lion's Tail Choubi Jishi: Ranshin Prancing Lion's Tail: Lunatic Gama Jigoku Hell Toad Chikemuri Kuruwa Spurt of Blood Melodic Wheel Aragotoshi Kyoshiro Ruffian Role-Playing Kyoshiro's "Chiniku no Mai" "Blood and Flesh Dance" SHIZUMARU ------------------------------------------------------------- Hitou-ryuu Scarlet Sword Style Kirisame Jin Drizzle Blade Hisame Gaeshi Hail Return Baiu Ensatsu Jin Rainy Season Circle Slash Formation Samidare Giri Early Summer Rain Slash Shigure Shower In Late Autumn Kosame "a light rain" Raiu Thunder Storm Chakuchi Alight (to ground) Ichidan / Nidan Level 1 / Level 2 Sandan / Yondan Level 3 / Level 4 Kyouraku Zan Insane Drop Slash Amanagare Kyouraku Zan Pouring Rain Insane Drop Slash Kinjite Forbidden Hand Bouu Kyoufuu Zan Exploding Rain Raging Wind Slash SOGETSU --------------------------------------------------------------- Fuzuki Floating Moon Fuzuki Sousui Floating Moon - Water Manipulation Gekkou Moonlight Tsukigakure Hiding Moon Shouha: Fuugetsu Zan Erasing Wave: Nature's Beauty Slash SUIJA ----------------------------------------------------------------- Shizuki Death Moon Shougetsu Flying Moon Getsurin Ha Moon Wave Engetsu Crescent Moon Kuuchuu Idou Mid-air Movement Tenshou: Suichuu Ha Ascension: Water Pillar Wave UKYO ------------------------------------------------------------------ Hiken Tsubame Gaeshi Concealed Sword: Swallow Return Hiken Sasameyuki Concealed Sword: Small Snowflakes "Hiken" Sasameyuki Unconcealed Sword: Small Snowflakes Hiken Oborogatana Concealed Sword: Gloom Sword Tsubame Rokuren Six Continuous Swallows YOSHITORA ------------------------------------------------------------- Ichi no Tachi: Nadeshiko 1st Long Sword: Pink (Flower) Ni no Tachi: Shirayuri 2nd Long Sword: White Lily San no Tachi: Botan 3rd Long Sword: Tree Peony Yon no Tachi: Tsubaki 4th Long Sword: Camellia Go no Tachi: Asagao 5th Long Sword: Morning Glory Roku no Tachi: Yuugao 6th Long Sword: Moonflower Nana no Tachi: Yuchouka 7th Long Sword: Floating Butterfly Flower Aoi Hollyhock YUNFEI ---------------------------------------------------------------- Tenki Shichiyou Profound Secret Weekdays Tsuki / Hi / Mizu Monday / Tuesday / Wednesday Ki / Kin / Do / Nichi Thursday / Friday / Saturday / Sunday Tenmou Konji Sky Fierce Gold Fly Zenpou / Kouhou Forward / Backward Ten'i Daihou Imperial Majesty Great Protection Tenkoku Houra Sky Wail Seal Net Tensatsu Daisai Sky Slash Great Age Tensui Choukon Sky Comet Leap Fall Tenkai Unri Sky Charge Cloud Reverse SANKURO --------------------------------------------------------------- Sushi Sliced Fish Goshichi Five Seven Ippachi One Eight Fuyo Two Four Hajiki Gun YUMEJI ---------------------------------------------------------------- Shin Musou Ittou-ryuu Divine Dream Sword Kagerou Heat Haze Sasameyuki: Sen Small Snowflakes: Flash Yagyu Shingan Tou: Souha Yagyu Mind's Eye Blade: Phase Break Ougi Kogetsu Zan Secret Crescent Moon Slash Ninpou Mozu Otoshi Ninja Arts: Shrike Drop Sanren Satsu (Rin) Triple Rapid Slash (Phosphorous) Choubi Jishi Prancing Lion's Tail Yon no Tachi: Tsubaki 4th Long Sword: Camellia Rupush Kamui Weisan Pekoru (Ashi) Rupush Kamui Weisan Pekoru (Feet) GAOH ------------------------------------------------------------------ Ibushi Miyabe Elegant Smoulder Kabuto Goma Helmet "Spin Like a Top" Imi Kagura Detestable Music Dance Oborobayashi Gloom Orchestra Kurogane Kudaki Iron Smasher Naraku Boe Hades Howling ANKIOU ---------------------------------------------------------------- Yomi Yashiro Hades Shrine Tenpa Kassatsu Supreme Heaven "Life or Death" - "Tenpa kassatsu!" is what Ankiou says during the Yomi Yashiro. Thanks for reading. ------------------------------------------------------------------------ SSZ / SS5 FAQ v0.8 Copyright 2003-2004 Chris MacDonald ------------------------------------------------------------------------