Last Blade 2

Last Blade 2

10.10.2008 18:36:03
~B
Bakumatsu Rouman Dai Ni Maku
Gekka no Kenshi
Tsuki ni Saku Hana, Chiri Yuku Hana

"The Last Blade 2"
FAQ version 1.5
by Deuce (deuce@classicgaming.com)

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

Last Blade and all associated names, story events and characters are the
sole copyright of SNK, and are used without permission. All other aspects
of this document are Copyright Jeff Nussbaum, aka Deuce.

Neither this FAQ nor any portion of it may be reprinted in any strategy
guide, periodical, CD-ROM collection of FAQs, or the like. Don't even ask

me, the answer is no. You may distribute this FAQ as often as you like,
wherever you like, provided it is not modified in ANY way and that there is
NO charge for the distribution. Under NO circumstances should any
distribution have anything added or removed except by the author. If you
wish to include portions of this FAQ in another document, email the author
for permission and detail exactly how and why, and he will contact you back
personally.

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

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

1.0 -- Overview
1.1 -- Version History
1.2 -- Credits
1.3 -- Notations

2.0 -- Game Features and Conventions
2.1 -- Speed Mode
2.2 -- Power Mode
2.3 -- EX Mode
2.4 -- The Super Meter
2.5 -- Repelling
2.6 -- Desperation Moves
2.7 -- Super Desperation Moves
2.8 -- Combo Specials
2.9 -- Super Cancels
2.10 -- Chain Combos
2.11 -- Overheads and Unblockables
2.12 -- Airblocking
2.13 -- Air recoveries
2.14 -- Ground Recoveries
2.15 -- Interrupting Normal Moves
2.16 -- Guard Cancels
2.17 -- Pounce Attacks
2.18 -- Throws
2.19 -- Damage Ratios and Levels

3.0 -- Character Specifics
3.1 -- Common Moves
3.2 -- Amano Hyo
3.3 -- Genbu no Okina
3.4 -- Ichijo Akari
3.5 -- Kaede
3.6 -- Kagami Shinnosuke
3.7 -- Kanzaki Juzo
3.8 -- Lee Rekka
3.9 -- Minakata Moriya
3.10 -- Mukuro
3.11 -- Naoe Shigen
3.12 -- Sanada Kojiro
3.13 -- Setsuna
3.14 -- Takane Hibiki
3.15 -- Washizuka Keiichiro
3.16 -- Yuki
3.17 -- Zantetsu

4.0 -- Hidden Characters
4.1 -- Hagure Hitogata
4.2 -- Kaede (normal version)
4.3 -- Naoe Kotetsu
4.4 -- Kouryu (boss)

5.0 -- What's Left
5.1 -- Stuff that's needed
5.2 -- Contacting the author


--------------
1.0 - Overview
--------------
Welcome to the Last Blade 2 (aka "Bakumatsu Rouman Dai Ni Maku -
Gekka no Kenshi: Tsuki ni Saku Hana, Chiri Yuku Hana") FAQ. Most of
you who are reading this have probably read my FAQ for the original
Last Blade. As the original's format met with approval from every
reader who chose to comment on it, I'm sticking with it. Some of it
will be completely unaltered from the original, as it doesn't need
changing (joystick notation, for instance). I hope to make this as
comprehensive as it can be, and explain every aspect of the game
possible, in order to allow everyone who plays it to get the most out
of it. Thanks for reading, and enjoy.


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

1.0 - Released 2/13/99
As big as this document is, there actually isn't much here.
Just a movelist. Thing is, there are quite a lot of
characters, and each one has a good number of moves. Each
move is described here, to give you some idea of what to
expect. Future versions will contain more "goodies" like
character poses, ending transcriptions, and so on. But in
the meantime, this should function well for anyone seeking
to learn any character in the game.
1.5 - Released 2/25/99
Added notes on damage in the general information section
as well as normal move interruptibility charts for all
characters. Corrected a lot of errors and omissions (I had
the Kouryu code in wrong, for one thing). Damn, this thing
is large, and I haven't even done ending transcriptions yet.


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

SNK (http://www.snkusa.com, http://www.neogeo.co.jp)
For providing us with an excellent followup to an already great
2D fighting game.
Pedro Colman-Arrellaga (hissatsu@concentric.net)
For providing me with Romanizations of Japanese move names, as
well as a much more complete movelist than that contained in the
instruction manual. Without his help, this initial version would
not be nearly as complete as it is. Also, for multiple corrections
and added notes about damage calculation.
Justin Boley (jboley@sas.upenn.edu)
For various miscellaneous corrections and additions.
Lord Grynn (grynn@hotmail.com)
For other miscellaneous corrections and additions.


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

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

jump up (u)

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

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

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

crouch (d)

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

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

A B C D

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


-----------------------------------
2.0 - Game Features and Conventions
-----------------------------------

Last Blade 2 has an entirely unique gameplay system. There are two modes
of play which can be selected when you choose your character: Speed and
Power, along with a new mode, accessible via a code when you select your
character. This innovative system allows one to choose a mode which
caters to his/her favorite style of play. The two play very differently,
so experiment to find which one best suits you.

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


----------------
2.1 - Speed Mode
----------------

In Speed Mode, your character
- can chain multiple normal moves together, and interrupt into specials.
- does less damage per hit, but this is offset by the chains.
- does not do tick damage with normal moves.
- can do an overhead (must be blocked high) move by pressing BC.
- cannot use Super Desperation Moves.
- can do the Combo Special when Super Meter is full. (see below)


----------------
2.2 - Power Mode
----------------

In Power Mode, your character
- does more damage per strike.
- will do tick damage when normal moves are blocked.
- cannot use chain combos.
- can do an unblockable (slow but powerful) move by pressing BC.
- can interrupt certain special moves into his/her Desperation Move.
- cannot use the "Combo Special."
- can do Super Desperation Moves when lifemeter is flashing and
Super Meter is full.


-------------
2.3 - EX Mode
-------------

EX (or Extreme) Mode is a new addition to Last Blade 2, one which
combines the best of both Speed and Power, at the price of a severe
damage handicap. A character in this mode has many options at
his/her disposal, but can take very little punishment before being
defeated.

To access EX Mode, select your character. Then set the mode to
Speed, then press C six times, then move the mode to Power, press
B three times, move back to Speed and press C four times. EX Mode
will now be selected.

In EX Mode, your character
- does less damage per strike.
- takes significantly more damage when hit.
- takes longer to charge up his/her Super Meter.
- can use chain combos.
- can interrupt certain special moves into his/her Desperation Move.
- can do Super Desperation Moves when lifemeter is flashing and
Super Meter is full.
- can do Combo Specials when Super Meter is full (see below).


---------------------
2.4 - The Super Meter
---------------------

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


---------------
2.5 - Repelling
---------------

In Last Blade 2, one of the fundamentals of play is the "Repel." In doing
so, you effectively parry the attack and leave the opponent open to a
counter. If Repel is pressed at the wrong time (too early or too late),
then you will be left open to a counter yourself. Repelling is
considerably more stringent this time, requiring even better timing and
anticipation than before.

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

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

Standing and crouching attacks simply leave the opponent open when
successfully Repelled, and if you are quick, you can unleash a quick
offensive to regain the upper hand. By pressing D a second time after a
Repel, you will counter automatically, but this will not do as much damage
as a full-fledged combo.

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

New to Last Blade 2 is the ability to Repel in midair. By pressing D
while jumping, your character will trail blue shadows. If this is done
just before an attack strikes, your character will knock the opponent
off guard. If the Repelled attack is done from the ground, then the
opponent will be stunned for a moment and can be comboed. If the attack is
from the air, he/she will bounce into the air, allowing you to land and
perform a move to juggle. The timing is especially strict on these.


-----------------------
2.6 - Desperation Moves
-----------------------

Desperation Moves (or DMs) are special power moves which can only be done
under two circumstances.

1) Your Super Meter is full, or
2) your lifemeter is flashing red.

These are moves which, if done properly, can drain the opponent of a lot
of life in a very quick fashion. Each one is unique to each character.
Desperation Moves are available in modes of play. Use them wisely, or
pay the price....


-----------------------------
2.7 - Super Desperation Moves
-----------------------------

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

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

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


--------------------
2.8 - Combo Specials
--------------------

A Combo Special (or CS) is an ability available to any character in
Speed or EX Mode (but NOT in Power). The conditions for use are more
specialized. In order to use one, you must have a full super meter.
Your life may be flashing red, but it makes no difference. If you do
not have a full Super Meter, a CS cannot be performed under any
circumstances.

In order to start the CS, perform the following motion:

| | + A (hits high) or B (hits low)
O O

When this is done, the background switches to a starfield for a moment,
and then your character begins to flash blue. During this time, you must
perform the following sequence of commands in the proper timing:

A, B, C, A, B, C, A, B, | \ -O + C
O O

Once mastered, this will do significant damage to the opponent. The
timing is fairly strict, so this will take plenty of practice to do
reliably during a competitive match. Spazzing on the buttons will most
definitely NOT work.


-------------------
2.9 - Super Cancels
-------------------

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


-------------------
2.10 - Chain Combos
-------------------

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

1) back + A, A, A, B, forward + B / forward + C / down-forward + C
2) A, B, C (always knocks down)

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


---------------------------------
2.11 - Overheads and Unblockables
---------------------------------

In order to avoid the so-called "style" of playing in which a player
does nothing but sit in a crouch block and never attack or be
aggressive (often referred to as "turtling"), Last Blade 2 includes
two means of forcing players to always be on alert and encouraging
aggressive play, in the form of Overheads and Unblockables, slow
attacks which the opponent must avoid in some form or another.

Overheads:
- are accessible in Speed and EX Mode only.
- must be blocked high.
- always knock down.
- can be interrupted into like any special move.
- allow the user to followup with another attack upon their
successful use.
- do little damage on their own.

Unblockables:
- are accessible in Power Mode only.
- cannot be blocked in any way, shape or form (of course).
- always knock down.
- do approximately 40-50% of one lifebar when successfully
connected.
- cannot be followed up by any other moves.


------------------
2.12 - Airblocking
------------------

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

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

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

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


---------------------
2.13 - Air recoveries
---------------------

When you are hit in midair and are about to fall to the ground, you may
press the D button to recover in midair and land on your feet, ready to
attack or defend. In order to do this, you must press D while your
character is still ASCENDING. Once he/she begins to actually fall, you
cannot Air Recover. This is an extremely useful ability, but there is
one caveat: if you Air Recover, you are once again vulnerable to attack
until you hit the ground and can block. If you miss the opportunity to
Air Recover, you may get the chance to do a Ground Recover (see below).


------------------------
2.14 - Ground recoveries
------------------------

When your character hits the ground after being hit out of the air,
he/she will "bounce" slightly back into the air before settling to
rest. During this bounce time, you may press D to Ground Recover,
allowing you to quickly get back on your feet. While in the process of
recovering, you are again vulnerable to attack.


----------------------------------
2.15 - Interrupting Normal Attacks
----------------------------------

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

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

In the above diagram, the given character, when in Power Mode, can
interrupt everything except for a low (crouching) A, low C, and a forward
+ B and forward + C. In Speed, everything but the forward + B and
forward + C are interruptible. Any other character-specific normal moves
will be listed after the chart. Also note that EX Mode inherits the same
interruptible moves as Speed Mode. The chart uses the following legend:

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


--------------------
2.16 - Guard Cancels
--------------------

When you have at least 50% of your Super Meter full, you may do a Guard
Cancel, which means that you may break out of block stun to do move
which will knock your opponent off guard, allowing you to followup with
your best combo. A very handy tool for getting back on the offensive
against an overly aggressive foe. Take note that performing the Guard
Cancel will drain your ENTIRE Super Meter, regardless of how full it
was before. In order to perform a Guard Cancel (or GC), do the
following motion quickly while blocking an attack:

O- / | + D
O O

In other words, roll the joystick from Back to Down and press D. The
timing is fairly stringent, so it'll take some practice to master.


---------------------
2.17 - Pounce Attacks
---------------------

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

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

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


-------------
2.18 - Throws
-------------

Throws are no longer performed by pressing -O + B or O- + B when close.
Now, you must press C and D together to throw, and you must be very
close. If you miss the throw, your character will go into a "miss"
animation and be vulnerable to attack in the meantime. Throws do not,
as a general rule, do very much damage. Typically, they do the same
as a B slash.


-------------------------------
2.19 - Damage Ratios and Levels
-------------------------------

Damage in LB2 is a complex calculation, determined by the mode of the
character striking, the power of the move, the number of hits in a
combo, the character being struck, and so forth.

There are four basic rules that are followed:
1. A hit on its own does 100% of its basic damage. With each successive
hit in a combo, the percentage done is lessened. For instance, in a
long combo, the first hits will do 100% of their basic damage level,
while those that follow will steadily drop off, ie. 95%, 92%, 87%,
80%. This continues, if the combo is long enough, until a given hit
will do only 1% of its basic damage.
2. Power mode characters do significantly more damage per hit than
Speed or EX mode characters; EX mode characters generally do
slightly more damage per hit than Speed mode characters.
3. EX mode characters take much more damage from hits than Power or
Speed mode characters.
4. Characters fall into 3 tiers of damage resistance. Strong, Moderate
and Weak. The Strong characters take less damage than the rest,
Weak characters take more damage, and Moderate falls squarely in the
middle. Here's the list of who is what:

Strong: Shigen, Juzoh
Moderate: Kaede, Moriya, Setsuna, Amano, Washizuka, Kagami, Kouryuu
Weak: Yuki, Akari, Hibiki, Kojiro, Okina, Mukuro, Lee, Zantetsu,
Normal Kaede

Normally (in single hits), a Strong character takes approximately 92%
of the damage a Moderate character would take. A Weak character would
take about 108% of the damage. Due to the function of rule #1, the
later hits of long combos tend to equal out, regardless of who is being
hit.


-------------------------
3.0 - Character Specifics
-------------------------

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

------------------
3.1 - Common Moves
------------------

-------------------+-----------------------------------------------
A | Weak Slash
-------------------+-----------------------------------------------
O- + A | Weak Punch (usually, slash for some chars)
-------------------+-----------------------------------------------
B | Strong Slash
-------------------+-----------------------------------------------
-O + B | Power Slash
-------------------+-----------------------------------------------
C | Weak Kick
-------------------+-----------------------------------------------
-O + C | Power Kick
-------------------+-----------------------------------------------
\ + C | Low Sweep Kick (always knocks down)
O |
-------------------+-----------------------------------------------
BC (Speed or EX | Overhead slash, slow and must be blocked
Mode) | HIGH. Juggles on a successful hit.
-------------------+-----------------------------------------------
BC (Power Mode) | Slow, unblockable attack. Does around 40-50%
| of a lifebar when it connects.
-------------------+-----------------------------------------------
D or O- + D | Repel (standing/jumping normal attacks)
-------------------+-----------------------------------------------
-O + D | Repel (standing/jumping special attacks)
-------------------+-----------------------------------------------
| or / + D | Repel (low normal attacks)
O O |
-------------------+-----------------------------------------------
\ + D | Repel (low special attacks)
O |
-------------------+-----------------------------------------------
CD | When close, throws the opponent
-------------------+-----------------------------------------------
-O -O | Dash or hop forward (depends on character)
-------------------+-----------------------------------------------
-O -O O | Long jump (press diagonally up-forward while
/ | dashing.)
-------------------+-----------------------------------------------
O- O- | Hop back
-------------------+-----------------------------------------------
| | + A or B | Activate "Combo Special" (Speed and EX Mode
O O | Only)
-------------------+-----------------------------------------------


---------------
3.2 - Amano Hyo
---------------

Amano's not too much different from before, except he has one new move and
slightly less lag all over the place than before. His jumping B is still
useless as a combo starter, but his Super Cancel is still as deadly as
ever, and he has plenty of priority and very high damage. Probably the
weakest character in the game, overall. Not that that says much, though.
His counter move alone makes up for a lot of his deficiencies.

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

back + B: interruptible

Moves:
---------------------------------+------------------------------------------
| Keima's Rage (Keima no Taka)
|
-O | \ + C | Amano slides forward slightly, bringing
O O | his arm up in a ground-based uppercut,
| with energy flowing along his arm.
| Very high priority against jumpers, but
| the slide forward requires proper
| spacing if the move is to be of use.
| Will also reflect projectiles.
|
---------------------------------+------------------------------------------
| Windmill (Fusha)
|
| / O- + A | Amano swings his sake jug around, very
O O | much like Haohmaru in SS2. Slow, but
| it stuns for a moment if connected.
|
---------------------------------+------------------------------------------
| Piercing Sparrow (Suzume Sashi)
|
-O / -O + A/B | Amano dashes forward, ramming his stick
O | into the opponent's gut and sliding
| around to his/her back, apologizing in
[SUPER CANCEL] | Japanese.
|
---------------------------------+------------------------------------------
| Domino Toppler (Shougi Doushi)
|
\ \ + C | Amano reaches forward. If he connects,
O O | he draws the opponent forward and
| headbutts three times.
|
---------------------------------+------------------------------------------
| Badger Bash (Ibisha Anaguma)
|
Press A button repeatedly | Amano swings his staff about wildly,
| hitting several times. Not a very handy
| move, as the last hit will not knock
| down, and there is lag, regardless.
(followed by) |
| (Anaguma no Fundoshi Nugi)
|
| \ -O + B | Amano spins his stick and pokes forward,
O O | which may or may not combo. Usually
| will if done quickly enough during the
| last hit. This DOES knock down.
|
---------------------------------+------------------------------------------
| (Choujouhatsu)
|
| \ -O + START | Amano chuckles and rubs something
O O | against his mouth (looks like soap).
| Very lengthy, but if completed, it fills
| his Super Meter by 50%.
|
---------------------------------+------------------------------------------
| Destiny (Hisshi)
|
-O \ | / O- + B | Amano rears back, swinging his staff in
O O O | a tight circle. When the button is
| released, he lunges forward for a heavy
(can be held) | attack. If held long enough, he will
| attack automatically, and the strike
| will break through the opponent's guard.
| If it connects, it can be followed up
| with his Desperation Move (Power only).
| Can be cancelled by pressing D.
|
---------------------------------+------------------------------------------
| Loudmouth (Takabisha)
|
-O \ | / O- + C | Amano leans forward, taunting the
O O O | opponent. If he/she strikes, he slides
| around to the opponent's back, smacking
| him/her with his staff. Does no damage
| unless the opponent attacks.
|
---------------------------------+------------------------------------------
| Checkmate of the Queen (Banjo Kono
| Itte "Tokin")
[DESPERATION MOVE] |
-O \ | / O- (x2) + AB | Amano rears back, and when the buttons
O O O | are released, tosses a ball down at a
| 30-degree angle, which explodes on
(can be held) | contact with the ground. Very useful in
| the right circumstances.
|
---------------------------------+------------------------------------------
| Checkmate of the Rook (Banjo Kono
| Itte [A "Hisha"/B "Kaku"])
[SUPER DESPERATION MOVE] |
-O \ | / O- (x2) + A/B | As above, Amano rears back, but instead
O O O | of hurling the ball downward, it either
| shoots upward (A version) or straight
[POWER and EX Mode only] | out (B version). If it hits, the
| opponent is bounced around the screen a
| bit, then dropped to the ground. Both
| versions are now unblockable.
|
---------------------------------+------------------------------------------

REASONS TO PLAY AMANO HYO:
- Wine.
- Women.
- Corporal punishment.


--------------------
3.3 - Genbu no Okina
--------------------

Okina's been improved quite a bit. His teleports are now very confusing,
and his air defense has been remarkably improved. He still has the ability
to zone an opponent across the entire screen. The only area in which he
does not excel is in mid-range combat. He doesn't have many far-reaching
normal moves, and those that he does have are very laggy. So if you're
playing as him, work on this area. If you're fighting him, try to stay in
that range.

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

Moves:
---------------------------------+------------------------------------------
| Turtle Thrust (Ki Paku)
|
| \ -O + A/B/C | Okina holds out his basket and a large
O O | Galapagos Tortoise hops out and moves
| fairly quickly across the screen. With
| A, the turtle will travel only along
| the ground. With B, the turtle flies
| forward in a shallow arc first. With C,
| a shoftshell turtle comes out and crawls
| back to Okina. If Okina touches this,
| he is healed a little bit. If the C
| turtle touches the opponent, it is
| knocked away and the OPPONENT is healed
| instead of Okina.
|
| There is a random chance that the
| turtle that's released will be flashing
| as it crawls. In this case, it will go
| MUCH faster. Also, Okina may release a
| blue turtle. When it lands, it will
| transform into the form of Genbu, as in
| his SDM. This does heavy damage if
| connected.
|
---------------------------------+------------------------------------------
| Turtle Tremor (Kame Mai Chi)
|
-O \ | / O- + A/B | Okina spins himself around, whacking his
O O O | opponent's legs repeatedly. If the last
| hit of the B version connects, the
[SUPER CANCEL] | opponent falls forward and gives time
| for his DM to be done.
|
---------------------------------+------------------------------------------
| Tortoise Tromp (Kame Mai Ten)
|
-O \ | / O- + C | Okina jumps forward, tumbling through
O O O | the air. Works as reasonably decent air
| defense.
|
---------------------------------+------------------------------------------
| Fisherman's Feint (Chouka Tairyou)
|
-O | \ + A/B/C | Okina tosses out a turtle attached to
O O | a fishing line. If it connects, it
| knocks the opponent off his/her feet.
| The button used determines the distance
| of the throw. The move is unblockable,
| but has significant lag if whiffed.
|
---------------------------------+------------------------------------------
| Pacifist Pounce: Feint (Mukuyu Jin)
|
O- | / + A | Okina vanishes, reappearing at the far
O O | end of the screen. No attack or damage.
|
---------------------------------+------------------------------------------
| Pacifist Pounce: Earth (Mukuyu Chi)
|
O- | / + B | Okina vanishes, reappearing at the
O O | bottom of the screen. He leans forward
| and a turtle pops its head out. This
| must be blocked LOW.
|
---------------------------------+------------------------------------------
| Pacifist Pounce: Heaven (Mukuyu Ten)
|
O- | / + C | Okina vanishes, reappearing at the top
O O | of the screen to drop on the opponent's
| head for damage. Must be blocked high.
|
---------------------------------+------------------------------------------
| Genbu Blast (Genbu no Hoko)
[DESPERATION MOVE] |
-O O- / | \ -O + AB | Okina spins about with his basket again,
O O O | this time summoning up a small tornado
| which carries the opponent high up the
| screen.
|
---------------------------------+------------------------------------------
| Rage of Genbu (Genbu no Ikari)
[SUPER DESPERATION MOVE] |
-O O- / | \ -O + B | Okina holds out his basket, and a HUGE
O O O | turtle (Dragon Turtle, actually) flies
| out and lands on the opponent, trampling
[POWER and EX Mode only] | for big damage. The landing tracks the
| opponent, so the move cannot be dodged,
| only blocked.
|
---------------------------------+------------------------------------------

REASONS TO PLAY GENBU NO OKINA:


------------------
3.4 - Ichijo Akari
------------------

Akari is still as obnoxious and strong as ever. She's received some new
moves and additions to existing ones, and with a little bit of effort, is
easily one of the most powerful characters in the game. Her projectile
can no longer be blocked in midair (which is stupid), and she still has
very little lag on any of her moves. Truly deadly in the right hands.

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

back + B: interruptible

Moves:
---------------------------------+------------------------------------------
| Messianic Blast (ShikiGami Tenku)
|
| \ -O + A/B | Akari summons a blue energy creature to
O O | fly at the enemy. Standard fireball.
| B version is stronger, but does not go
| very far. Neither version is blockable
| in the air now (WHY?).
|
---------------------------------+------------------------------------------
| Astro-Revolve (Tenmon Hoshi no Meguri)
|
| O + C | Akari hops into the air, blue energy
O | | swirling around her.
|
[SUPER CANCEL] |
(followed by) | (Tenmon Kakageshi Tenshin)
|
| O + B | Akari spins her staff upward, shocking
O | | the opponent.
|
(or) | (Tenmon Tenzuru Hokuto)
|
| O + C | Akari raises a hand, sparks of
O | | electricity emitting from it. If it
| connects, the opponent flies off,
| bathed in electricity.
|
---------------------------------+------------------------------------------
| Rice Patty Demon Dicer (Gaiki DorotaBou)
|
-O | \ + A (in front) | Akari vanishes into the ground, and
O O B (behind) | a giant head appears, spewing her at the
C (above) | opponent for damage. The button used
| determines where she will appear.
|
(followed by) | (MeiRyu Mari Otoshi)
|
| + C | With A or B version, Akari bounces back
O | down after landing, and can get another
| hit on the ground if timed right. With
| C version, she starts spinning in the
| air and dives through the opponent,
| doing multiple hits.
|
(or) | (MeiRyu Mari Houri)
|
O + C | Akari hops up in the air, typically
| | away to safety. No damage.
|
(or) | (MeiRyu ?? Houri)
|
O + B | Akari hops up into the air and comes
| | back down with a heavy stomp.
|
(or) | (MeiRyu MariKoroge)
|
hold A/B | Akari rolls away from (A) or toward (B)
| the opponent after landing. Can not be
| done with C version of the move.
|
---------------------------------+------------------------------------------
| Koumyou Gojuugo
| (Reifu Uou Saou) [A version]
| (Reifu Tenchi Muyou) [B version]
| (Reifu Anchuu Mosaku) [C version]
|
O- | / + A/B/C | Akari leans forward and slaps a talisman
O O | on the opponent. Depending on the
| button used, the result varies, but the
[Uses up Super Meter] | effect only lasts five seconds.
|
| A: Left/Right controls reversed
| B: Up/Down controls reversed
| C: Victim can't do special moves
|
---------------------------------+------------------------------------------
| Pure Princess Parry (Gaiki KiyoHime)
|
-O \ | / O- + A | Akari stabs her staff into the ground,
O O O | and if the opponent is close enough, a
| huge bell drops onto him/her and is
| crushed, doing fire damage. The move is
| unblockable, and is MUCH slower in Power
| Mode than in Speed.
|
---------------------------------+------------------------------------------
| Changing Troll (Kawari HitoGata)
|
-O \ | / O- + B | Akari falls asleep, a bubble of snot
O O O | (yes, snot. It's an anime convention)
| coming out of her nose. If she is
| struck during this time, she vanishes
| and reappears from a portal above,
| landing on the opponent.
|
---------------------------------+------------------------------------------
| Transforming Troll (Henka HitoGata)
|
-O \ | / O- + C | Akari tosses out a paper talisman, and
O O O | appears as a mirror image of her
| opponent, including the opponent's mode
[Uses up Super Meter] | (Speed, Power or EX)! She can access
| any special moves, but no DMs or SDMs.
| If she is hit, she will instantly change
| back. Otherwise, it lasts around ten
| seconds.
|
---------------------------------+------------------------------------------
| Sextet Synthesis (ShikiGami Rikugou)
[DESPERATION MOVE] |
| / O- / -O + AB | Akari places a talisman in front of her
O O O | opponent's legs. This move must be
| blocked LOW. If it connects, a giant
| centipede is summoned and hits the
| opponent multiple times, then she hops
| off and a large column of energy strikes
| the opponent.
|
---------------------------------+------------------------------------------
| 100 Demon Sabbath (ShikiGami HyakkiYakou)
[SUPER DESPERATION MOVE] |
-O \ | / O- -O + B | Akari spins her staff upwards. If this
O O O | connects, the screen goes dark and a
| HUGE parade of Japanese spirits roar by,
[POWER and EX Mode only] | trampling the opponent. This time,
| Akari herself also gets caught up in it,
| but appears to take no damage.
|
---------------------------------+------------------------------------------

REASONS TO PLAY ICHIJO AKARI:


-----------
3.5 - Kaede
-----------

Kaede is... well, he's Kaede. The fireball/uppercut character of the game.
Granted, he's considerably deeper than Ken and Ryu of Street Fighter
infamy, but he's not particularly difficult to use effectively. He has
only fallen slightly in the character rankings, but that's only because
others have been improved so much. As he is always in Awakened form, he
has been balanced out pretty well, about to the point Normal Kaede was in
the first game. He's strong, but not so strong that one can afford to be
reckless with him.

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

Moves:
---------------------------------+------------------------------------------
| Morning Star Squall (Shinmei Hayate)
|
| \ -O + A/B | Kaede swings his sword along the ground,
O O | resulting in a bolt of electricity which
| travels along the ground.
|
---------------------------------+------------------------------------------
| Morning Star Wind Fang (Shinmei Kuga)
|
-O | \ + A/B | Kaede leaps into the air, slashing
O O | upwards as he goes, followed by a bolt
| of lightning. Suitable for air defense
| and combos. B version may be repeated
| for a higher leap and more hits.
|
---------------------------------+------------------------------------------
| Morning Star Fillet Flash
| (Shinmei RenjinZan)
|
| / O- + A/B | Kaede runs forward, slashing as he goes.
O O | Always results in three hits, but the
| second hit of the B version sends the
| opponent into the air.
[SUPER CANCEL] |
---------------------------------+------------------------------------------
| (Shinmei Oite)
|
| \ -O + A/B (in air) | Kaede swings his sword and fires out a
O O | bolt of electricity which travels down
| at a 45-degree angle. B version causes
| him to drop back slightly, while A makes
| him continue on his normal leaping arc.
|
---------------------------------+------------------------------------------
| East Wind Wallop (Shinmei TabaKaze)
|
| / O- + C | Kaede rolls forward. This can bring
O O | him to the rear of the opponent, but it
| grants no invincibility and is rather
| slow as well.
|
---------------------------------+------------------------------------------
| Ittou RaiTei
(in air) |
O + CD | Kaede snatches the opponent from midair,
| | and slams him/her to the ground with a
| bolt of lightning.
|
---------------------------------+------------------------------------------
| Morning Star Storm Blast
| (Shinmei ArashiUchi)
|
(close) O- / | \ -O + C | Kaede does a series of slashes, followed
O O O | by an upwards electrical punch which
| knocks the opponent into the air for a
| juggling combo opportunity.
|
---------------------------------+------------------------------------------
| Morning Star Pounce (Kasshin FukuRyu)
[DESPERATION MOVE] |
| / O- / -O + AB | Kaede strikes the ground in front of him
O O O | with the tip of his sword, summoning a
| lightning bolt for big damage if it
(can be held) | hits the opponent.
|
---------------------------------+------------------------------------------
| Lively "Bad Dragon Rising"
| (Kasshin KouRyu)
[SUPER DESPERATION MOVE] |
| / O- / -O + B | Kaede strikes the ground in front of him
O O O | with the tip of his sword, and FIVE
| bolts of lightning strike, juggling the
[POWER and EX Mode only] | opponent into each other as they hit.
|
---------------------------------+------------------------------------------
| Morning Star Revival (Kasshin SeiRyu)
[DESPERATION MOVE] |
| \ -O | \ -O + AB | Kaede's sword extends and glows with
O O O O | energy, and he holds it above his head
(can be held) | until the AB button is released, and he
| brings it down with a huge crash. Has
| virtually no effect on an airborne
| opponent, but if the buttons are not
| held, it comes out blindingly fast, and
| works well as a punisher move.
|
---------------------------------+------------------------------------------
| Morning Star Lance (Kasshin SouRyu)
[SUPER DESPERATION MOVE] |
| \ -O | \ -O + B | Similar to the normal DM, but this one
O O O O | begins as a very short body charge. If
| it hits, he begins a small automatic
[POWER and EX Mode only] | combo, finally ending with a huge blast
| of dragon-shaped electricity bursting
| from the bottom of the screen.
|
---------------------------------+------------------------------------------

REASONS TO PLAY KAEDE:


-----------------------
3.6 - Kagami Shinnosuke
-----------------------

Kagami may be dethroned as the boss character, but he still possesses
a lot of potential. He no longer has the blue flames which typefied
his moves as before, and he now has a crouching animation as well. Still,
he is one of only two characters in the game who can charge their own Super
Meter, and he is still a capable fighter in the right hands.

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

Moves:
---------------------------------+------------------------------------------
| Swallow Wings of Flight (Hien Yoku)
|
| \ -O + A | Kagami swings his arm upward, launching
O O | a small burst of flame across the
| screen.
|
---------------------------------+------------------------------------------
| Flaming Talon of Retribution (Gouen Sou)
|
| \ -O + B | Kagami swings his arm upward, leaving a
O O | trail of orange flames in its wake. If
| connected, it can be followed up with...
|
(followed by) | Shiranui
|
| \ -O + B | Kagami lunges forward with his sword,
O O | setting the opponent aflame and knocking
| him/her down.
|
---------------------------------+------------------------------------------
| Char-Broiled Blast (Sho Hoko)
|
-O | \ + A/B | Kagami spins upward into the air, orange
O O | flames flying off of his sword.
|
[SUPER CANCEL] |
---------------------------------+------------------------------------------
| Blazing Bawler (En Hoko)
(close) |
-O \ | / O- + A/B | Kagami lifts the opponent into the air,
O O O | then stabs him/her, pulling away with a
| burst of fire.
|
---------------------------------+------------------------------------------
| (Shizuka naru Kodou)
|
-O \ | / O- + C | Kagami crouches and places his hand on
O O O | the ground. Energy bursts up around him
| and his Super Meter slowly charges.
|
---------------------------------+------------------------------------------
| Like a Furnace (Kouenshou)
|
(in air) | + C | Kagami dives downward from the air, arms
O | spread. Stuns just long enough to combo
| into something else after hitting the
| ground, typically "Sho Hoko."
|
---------------------------------+------------------------------------------
| Sparrow of the Red Lotus Thrust
| (Guren Suzaku)
[DESPERATION MOVE] |
(in air) |
O- / | \ -O + AB | Kagami dives downward from the air, and
O O O | if he connects, he blasts off at a wide
| angle, dragging the burning opponent
| into the air.
|
---------------------------------+------------------------------------------
| Heavenly Phoenix (Houou Tenshou)
[DESPERATION MOVE] |
-O O- / | \ -O + AB | Kagami throws an arm upward, sending a
O O O | large wave of flames along the ground.
| Slow and not too terribly useful, but it
| is unblockable. Seems there to punish
| spazzing more than anything else.
|
---------------------------------+------------------------------------------
| Phoenix Rising Hack
[SUPER DESPERATION MOVE] |
(in air) |
O- / | \ -O + AB | Kagami dives downward from the air, and
O O O | if he connects, he blasts off at a wide
| angle, this time enshrouded in the image
[POWER and EX Mode only] | of a phoenix, then landing in a crouch.
|
---------------------------------+------------------------------------------


------------------
3.7 - Kanzaki Juzo
------------------

Of all the returning characters in the game, Juzoh has received the most
change. Only two of his original moves have returned in a familiar form,
and he has received a host of new ones. Whereas he was fairly weak in the
first game, he is now a force to be reckoned with.

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

Moves:
---------------------------------+------------------------------------------
| Bopper (Happa)
|
| \ -O + A/B | Juzoh lunges forward, slamming his club
O O | into the ground with a small fiery
| explosion.
|
---------------------------------+------------------------------------------
| (Yasegaman)
|
| \ -O + C | Juzoh turns red and charges forward,
O O | running into the opponent. Seems to do
| no damage, but while running, he has
| temporary Super Armor, and the run can
| be interrupted out of.
|
---------------------------------+------------------------------------------
| Rock Crusher (Iwakudaki)
|
hold -O, O- + C | Juzoh rears back, then lunges in with a
| huge headbutt. Unblockable in Power
| Mode, but can be followed up in Speed
| with the following:
|
(followed by) | (Tetsu Atama)
|
| \ -O + C (x3) | Juzoh does another headbutt with each
O O | motion, the last of which is
| unblockable.
|
---------------------------------+------------------------------------------
| Violent Quake (Yurashi)
|
-O | \ + A/B | Juzoh hops and strikes the ground with
O O | his club. If the opponent is too close
| and not blocking low, it will knock him/
| her to the ground for damage. Can also
| be used as a pounce attack. The B
| version has about a half-screen range.
| If used as a Super Cancel, only the A
| version will combo.
[SUPER CANCEL] |
---------------------------------+------------------------------------------
| (Mozuhana)
|
| / O- + C | Juzoh sneezes, stomping his foot on the
O O | ground. Slow and blockable. Not much
| use outside of humiliation value.
(cen be held) |
---------------------------------+------------------------------------------
| Piledriver Burial (Tatakitsuke)
|
-O \ | / O- + A | Juzoh reaches into the air. If he
O O O | catches a jumping opponent, he slams
| him/her to the ground. If not followed
| up on, he knocks the opponent away with
| a swing of his club. Otherwise, he does
| the following:
|
(followed by) | (Suritsubushi)
|
| \ -O + B | Juzoh slams the end of his club into the
O O | opponent's back twice, then knocks
| him/her away with a big swing.
|
(or) | (Bokunaguri)
|
| \ -O + A | Juzoh swats repeatedly at the opponent's
O O | back, then either knocks him/her away,
| or...
|
(followed by) | (Ranmoku!)
[DESPERATION MOVE] |
-O \ | / O- x2 + AB | ...does two big hops, driving the club
O O O | into the opponent's back, then does one
| large leap, landing with an explosion.
|
(followed by) | (Chougeki Dou jai!)
[SUPER DESPERATION MOVE] |
| \ -O | \ -O + B | At the second hop of the previous move,
O O O O | perform this motion and Juzoh will leap
| again, this time coming down with a
| HUGE explosion for more damage.
|
---------------------------------+------------------------------------------
| Hammer Whop (Bunnage)
|
(close) -O \ | / O- + B | Juzoh picks up the opponent and tosses
O O O | him/her off the top of the screen...
|
(followed by) | (Kattobashi)
|
| \ -O + B | then swings the club like a bat, hitting
O O | the opponent back into the air.
|
(followed or replaced by) | (Futtobashi)
|
| \ -O + C | Finally, another swing sends out a large
O O | blast of energy to hit the opponent
| before landing.
|
| Alternately, the Hammer Whop can be
| followed with this Desperation Move:
| Homerun (Houmuran)
[DESPERATION MOVE] |
| \ -O + AB | Juzoh swings his club upward, hitting
O O | the opponent with explosive force, then
| he grins and poses.
|
---------------------------------+------------------------------------------
| "Just Dandy" Invincible (Daitan Muteki)
[DESPERATION MOVE] |
| \ -O | \ -O + AB | Juzoh leaps upward and slams his club
O O O O | into the ground. Has EXTREME priority
| against jumpers and does heavy damage.
| If connected, there is a huge explosion.
|
---------------------------------+------------------------------------------
| Ultraviolent Eruption
| (Chougekiretsubouzen Gyoutendaifunka)
[SUPER DESPERATION MOVE] |
| \ -O | \ -O + B | Juzoh headbutts, then slams the opponent
O O O O | into the air, finally ending by slamming
| his club into the ground with a huge
[POWER and EX Mode only] | explosion as the opponent lands at the
| point of impact.
|
---------------------------------+------------------------------------------


---------------
3.8 - Lee Rekka
---------------

Aside from a few motion changes and one addition to an existing move, Lee
hasn't really changed much. The most readily noticeable difference is that
he now runs instead of hops, giving him much greater mobility. His Serpent
Rush is now much more useful, and he's a much more viable Power Mode
character than before.

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

Moves:
---------------------------------+------------------------------------------
| Dragon Hammer (Ryu Tsui Sen)
|
| / O- + C (x3) | Lee hops forward, his legs aflame. If
O O | the first motion connects, it may be
| repeated twice more for extra damage,
| gradually taking the opponent into the
| air and slamming him/her back to the
| ground with the final hit.
|
---------------------------------+------------------------------------------
| (Ryu Shou Sen)
(in air) |
| / O- + C (x2) | Lee spins in midair, legs aflame as in
O O | the Dragon Hammer. If connected, it may
| repeated once more.
|
---------------------------------+------------------------------------------
| Fan of Flames (En Sen Shou)
|
| (hold) O + B | Lee leaps into the air, swinging his fan
O | | upwards and trailing fire. Good for
| both air defense and combos.
(followed by) |
|
| + B | Lee kicks downward from the air, sending
O | the opponent slamming into the ground.
|
---------------------------------+------------------------------------------
| Mist Mauler (Kasumi)
|
A + B | Lee dodges into the background. This
| may be followed up with A, B or a low
| C attack.
|
(followed by) | (Hokage)
|
A | Lee spins around, whacking the opponent
| with his closed fan.
|
(or) | (Homura)
|
B | Lee does an overhead flaming flip kick.
| Must be blocked high and always knocks
| down.
|
(or) | (Senpuu)
|
C | Lee does a low kick. Can be followed
| up with a second and third low C, the
| second of which can be interrupted into
| another special move.
|
(or) | (Hakkei)
|
D | Lee does a one-handed palm strike at
| chest level.
|
---------------------------------+------------------------------------------
| Serpent Rush (Enryu Haibi)
|
-O \ | / O- + A/B | Lee slides forward and swings with his
O O O | burning fan. Not too terribly useful,
| as it allows too much time for the
[SUPER CANCEL] | opponent to recover even if it hits.
|
(B version followed by) |
O- / | \ -O + B | Lee slides forward again, this time
O O O | projecting a blast of energy from his
| hands. This will now combo from the
| first motion, unlike the first game.
|
---------------------------------+------------------------------------------
| Invisible Kick (Muei Kyaku)
(in air) |
| \ -O + C | Lee does a diving kick, and if he hits,
O O | follows up with a series of quick kicks
| to the opponent's face and body.
|
---------------------------------+------------------------------------------
| (Ibuki)
|
hold START button | Rather than a typical taunt, Lee will
| get into the Iron Horse stance and focus
| as long as the button is held, and
| slowly build up life. There is a LOT of
| lag coming out of this, so it's not as
| useful as it sounds. Best used if an
| opponent is dizzy.
|
---------------------------------+------------------------------------------
| Hidden Serpent Slam (Ougi Enryu Tenshin)
[DESPERATION MOVE] |
| / O- / -O + AB | Lee tosses his fan into the air and
O O O | slides forward, bursts of fire erupting
| from the ground behind him.
|
---------------------------------+------------------------------------------
| Concealed Javelin of Judgement
| (Hiougi Soten Muei Kyaku)
[SUPER DESPERATION MOVE] |
| / O- / -O + B | Lee dashes forward into the opponent.
O O O | If he connects, he begins a long auto-
| combo move (similar in style to the
[POWER and EX Mode only] | Ryuuko Ranbu in AOF/KOF).
|
---------------------------------+------------------------------------------


---------------------
3.9 - Minakata Moriya
---------------------

Moriya may not have received any new moves, but he's certainly different.
His New Moon and Glancing Blade Haze are virtually identical, but the
Glancing Blade Moonlight has been radically altered, which in turn changes
his gameplay significantly, as most of his combos use it as their base.
As I am a diehard Moriya player from LB1, the changes took a fair amount of
getting used to, but I have to say I like it.

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

EXTRA NORMALS: back + B, interruptible
down-forward + A, interruptible

Moves:
---------------------------------+------------------------------------------
| Glancing Blade Haze
| (Ittou Oboro "Jodan" [A version])
| (Ittou Oboro "Chuudan" [B version])
| (Ittou Oboro "Gedan" [C version])
|
| / O- + A (high slash) | Moriya turns away, hand on the hilt of
O O B (middle slash) | his sword. Depending on the button that
C (low slash) | is used, he will strike out high, middle
| or low. Can be used as a fakeout trick
(D cancels the move) | or air defense. If the button is kept
| pressed, the move is held until the
| button is released. D cancels the move,
| but there is still slight lag. If held
| long enough, the blade will slash out
| automatically, and will have more range.
| By pressing A/B/C again immediately
| after releasing, Moriya will prepare
| another slash, but there is significant
| lag before it can be released.
|
---------------------------------+------------------------------------------
| Glancing Blade New Moon
| (Ittou Shingetsu [A version])
| (Ittou Shingetsu Ura [B version])
|
-O | \ + A/B | Moriya steps forward, swinging upwards
O O | with his blade, creating the image of a
| moon in the air. Functions kind of like
| an uppercut, but its priority as air
| defense is fairly low. In Speed or EX
| Mode, the A version can be followed up
| with the B version (only if it hits).
| This followup is called "Ittou Sogetsu."
|
---------------------------------+------------------------------------------
| Glancing Blade Moonlight
| (Ittou TsukiKage)
|
| \ -O + A(x3)/B(x4) | Moriya slides forward, slashing once,
O O | which can be followed up by more
| applications of the motion (3 total for
| A, 4 for B). This provides the meat of
[SUPER CANCEL] | most of Moriya's combos. Unlike the
| previous game, you cannot switch from A
| to B or back. However, you CAN
| interrupt most of the hits into his
| uppercut in both modes, offering much
| greater flexibility in his combos.
|
---------------------------------+------------------------------------------
| Sash Blade Moonwalk (Taitou Hogetsu)
|
O- / | + A (away from opp.) | Moriya vanishes in a blur of motion,
O O B (to front of opp.)| reappearing at a point specified by the
C (behind opponent) | button used to do the move. Good for
| faking out an opponent, but there is a
| noticeable amount of recovery lag. If
| you press A, B or C during the teleport,
| Moriya will immediately go into his
| Glancing Blade Haze stance and slash,
| but there is a considerably greater lag
| time before the move is released.
|
---------------------------------+------------------------------------------
| Life and Death Moonlight Flash
| (Kassatsu Izayoi Gekka)
|
[DESPERATION MOVE] | Moriya holds his hand on the hilt of his
-O O- / | \ -O + AB | sword, like above, but when the buttons
O O O | are released, he attacks in a flurry of
| high, middle and low slashes. Good in
(can be held) | combos, and does up to 16 hits when done
| close to the opponent.
|
---------------------------------+------------------------------------------
| Life and Death Wild Seasons
| (Kassatsu MidareSetsu Gekka)
|
[SUPER DESPERATION MOVE] | Moriya dashes forward, sword extended.
-O O- / | \ -O + B | If he connects, the background goes
O O O | black as he begins a long series of
| powerful slashes, doing severe damage to
[POWER and EX Mode only] | the opponent.
|
---------------------------------+------------------------------------------


-------------
3.10 - Mukuro
-------------

Wow, death sure improves some people. Where Shikyoh in the first game was
only an average character, Mukuro is easily twice as good. His tactics
have changed very little, aside from the modifications made to his blade
throw, but he now does incredible amounts of damage, and he can no longer
be so easily disarmed. Very powerful character.

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

Moves:
---------------------------------+------------------------------------------
| Bald Eagle Swoop (Hage Washi)
|
| / O- + A/B | Mukuro hurls his blade upwards at an
O O | angle, then it comes back along the
| ground. B version travels further and
| faster than A version. If he is hit
| while the blade is out, the blade will
| fall to the ground and must be manually
| retrieved.
|
(followed by) | (Tsuibami)
|
O + B | In midflight, the blade will spin up
| | into the air, then return to Mukuro's
| hands. Will do a second hit if timed
| properly.
|
---------------------------------+------------------------------------------
| Rotation Evisceration (Kaiten Kimo Eguri)
|
-O | \ + A/B | Mukuro sticks his blade straight out (A
O O | version) or upward at an angle (B
| version) and spins it rapidly for many
| hits.
(followed by) |
press A/B repeatedly | Repeatedly pressing the same button you
| used to start the move will cause the
| blade to fly away from Mukuro's hand
| a moment, for more range and hits.
|
---------------------------------+------------------------------------------
| Weasel's Slash (ZanNiku Kamaitachi)
|
O- / | \ -O + A/B | Mukuro crawls quickly along the ground.
O O O | If unblocked, he will climb onto the
| opponent's chest, stab and flip off.
|
---------------------------------+------------------------------------------
| Land Licking Slider (Ji Name Suberi)
|
-O O- -O + C | Mukuro crawls quickly along the ground,
| and will continue to do so until the
| joystick is released. Looks identical
| to the Weasel's Slash, but has shadows
| trailing and can crawl through the
| opponent.
|
---------------------------------+------------------------------------------
| Scissor Slice (ZanNiku Obasami)
|
(jump) | / O- + A/B | Mukuro pauses in the air, then dives
O O | to the ground vertically (A version) or
| at a 45-degree angle (B version), blades
| first.
[SUPER CANCEL] |
---------------------------------+------------------------------------------
| Merciless Mash (Mujihi Sashi)
|
(close) -O \ | / O- + C | Mukuro lays the opponent on the ground
O O O | and stabs him/her in the stomach, then
| grinds his blade around several times.
|
---------------------------------+------------------------------------------
| Delirium Drubber (MeiKyoShisui Kyoki)
[DESPERATION MOVE] |
| \ -O | \ -O + AB | Mukuro lunges forward and spins his
O O O O | blades madly. If an opponent is caught
| in this on the ground, it does MAJOR
| damage.
|
---------------------------------+------------------------------------------
| Wild Hunger Wallop
| (MeiKyoShisui Kyoki [different Kanji])
[SUPER DESPERATION MOVE] |
| \ -O | \ -O + B | Mukuro dashes forward, slashing several
O O O O | times if he hits as he dashes about the
| screen, creating the pattern of a large
[POWER and EX Mode only] | Kanji character.
|
|
---------------------------------+------------------------------------------


------------------
3.11 - Naoe Shigen
------------------

Shigen is moving up in the world. Whereas in the first game, he was
fairly ineffectual, he's been given an amazing repertoire of special throws
and followups, and is capable of doing a lot of damage in a very short
amount of time. In Power mode, he possibly the game's most powerful
character, but he's not the easiest to use.

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

EXTRA NORMAL: back + B, non-interruptible

Moves:
---------------------------------+------------------------------------------
| White Tiger Talon (Byakko So)
|
| / O- + A/B | Shigen slashes downward with his stone
O O | hand, hitting twice. A version is
| comboable, while the B version has very
| short Super Armor.
[SUPER CANCEL] |
---------------------------------+------------------------------------------
| White Tiger Pounce (Byakko Shu)
|
| / O- + C | Shigen hops forward and bashes with his
O O | shoulder.
|
(followed by) | Pounce Continued (Byakko Shuu Tsuika)
|
| / O- + C | Shigen kicks upward, as in his forward
O O | + C kick. This followup may only be
| done in Speed Mode.
|
---------------------------------+------------------------------------------
| Exploding Spirit Blast
| (Retsu Hoko [A version])
| Shout Blast
| (Zetsu Hoko [B version])
|
-O | \ + A/B | Shigen rears back, stabbing his hand
O O | outward (A version) or upward (B
| version). B version causes him to grab
| the opponent in midair, then slam him/
| her to the ground. A version will knock
| down the opponent.
|
---------------------------------+------------------------------------------
| Kingfisher Crunch (Hisui Sai)
(close} |
O- / | \ -O + A/B/C | Shigen grabs the opponent, chokes him/
O O O | her a moment, then does a two-hit slam
| into the ground. In the frames before
| he reaches forward, it has a version of
| autoguard on it. Any attacks that hit
| will do full damage, but will not stop
| the move from coming out. A version is
| blockable, but is comboable at short
| range. B version has Super Armor, and
| the C version has the longest range and
| is the fastest.
|
---------------------------------+------------------------------------------
| Diamond Smasher (Kongo Sai)
(close) |
-O \ | / O- -O + C | Shigen grabs the opponent and lifts him/
O O O | her into the air, then slams into the
| ground. If not followed up, spikes grow
| out of the ground, into the opponent,
| and shatter.
|
(first move followed by) | (Kai)
|
O- / | \ -O + A | After the initial Diamond Smasher,
O O O | Shigen lifts the opponent into the air
| then slams him/her back down to the
| ground again. If not followed up on, he
| simply stomps on the opponent for minor
| damage.
|
(followed by) | (Kai [Different Kanji])
|
| / O- + A | After the second slam, spikes emerge
O O | from the ground, and Shigen slams the
| opponent down, shattering the spikes.
|
(or) | (Retsu)
|
| / O- + B | After the second slam, Shigen lunges
O O | forward with his stone hand, sending the
| opponent flying.
|
(or) | (Shinden Taichi)
[DESPERATION MOVE] |
-O \ | / O- x2 + AB | After the second slam, Shigen holds the
O O O | opponent high in the air, then slams
| him/her down into a mass of spikes.
|
|
(first move followed by) | (Aku)
|
O- / | \ -O + B | After the initial Diamond Smasher,
O O O | Shigen lifts the opponent into the air,
| and crushes him/her with his fist. He
| then slams him/her back down to the
| ground again. If not followed up on, he
| simply stomps on the opponent for minor
| damage.
|
(followed by) | (Shou)
|
| / O- + A | Shigen lifts the opponent again, then
O O | lunges upwards with his stone hand, as
| in his Shout Blast.
|
(or) | (Da)
|
| / O- + C | Shigen lifts the opponent again, then
O O | swipes with his stone hand, as in his
| White Tiger Talon, sending the opponent
| to the ground.
|
(or) | (Dohatsu Taiten)
[SUPER DESPERATION MOVE] |
-O \ | / O- (x2) + C | The image of the White Tiger appears
O O O | around Shigen for a moment, then he
| rears back and roars as his hand glows.
[Power and EX Mode only] | Several blades of energy appear and
| slash the opponent multiple times.
|
---------------------------------+------------------------------------------
| (Bouko Hyouga)
[DESPERATION MOVE] |
| \ -O | \ -O + AB | Shigen's body turns to stone and he does
O O O O | a short shoulder dash. If connected, it
| may be followed up with...
|
(followed by) | (Kyouten Douji)
|
-O \ | / O- (x2) + B | Shigen grabs the opponent, smacks him/
O O O | her to the ground, then stomps and
| grinds him/her into the ground.
|
(or) | (Yuuchuu Maisai)
|
O- / | \ -O + C | Shigen grabs the opponent, then lunges
O O O | forward with a stone hand, as in his
| Exploding Spirit Blast.
|
---------------------------------+------------------------------------------
| (Inga Ouhou)
[DESPERATION MOVE] |
O- / | \ -O O- + AB | Shigen crosses his fists for a split
O O O | second. If he is hit during this short
| window of time, he grabs the opponent,
| leaps forward, drives him/her into a
| pile of stone spikes, then smashes them,
| doing about 1.35 lifebars' worth of
| damage (!!)
|
---------------------------------+------------------------------------------
| Destiny's Retribution (Inga Ohou)
[DESPERATION MOVE] |
(close) |
-O \ | / O- (x2) + AB | Shigen grabs the opponent, chokes for a
O O O | a moment, then jumps into the air,
| slamming the opponent into the spikes
| which form on the ground, then hitting
| the opponent with a two-fisted strike.
|
---------------------------------+------------------------------------------


--------------------
3.12 - Sanada Kojiro
--------------------

Kojiro is (despite some confusion) a female. Period. See her ending for
all the proof you need. Regardless, she is not as immediately powerful as
Washizuka, but she has several options at her disposal. Like Washizuka,
her B projectile is only moderately useful, and only as an annoyance
attack, as it's too slow to combo. Given her completely and utterly
worthless Super Cancel, she seems to truly excel in Speed Mode. She has
one of the best attacks in the game, and a solid air defense as well, so
she is quite flexible.

Special Notes:
- In Power Mode, BC can be held until Kojiro flashes. When released,
it can be Super Cancelled out of if connected.
- In Speed and EX Mode, fwd+BC results in a stronger version of the
move, which sends the opponent higher into the air, resulting in
easier juggling attacks.

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

Moves:
---------------------------------+------------------------------------------
| Flashing Flight (Shoubi Sen)
|
| / O- + A | Kojiro slides forward slightly, then
O O | slashes upward, from foot level to head
| level. Only knocks down if she ends up
| behind the opponent.
|
---------------------------------+------------------------------------------
| Black Hole Blade (Mu Myou Ken)
|
| / O- + B | Kojiro steps forward three times,
O O | stabbing straight ahead with each step.
| Super Cancel timing is VERY tight, and
| can only be done at the first slash.
[SUPER CANCEL] |
---------------------------------+------------------------------------------
| (Shunjin)
|
| / O- + C | Kojiro dashes forward, through the
O O | opponent, shadow images trailing behind.
|
(followed by) | (Tenchi)
|
C when close to opponent | Kojiro grabs the opponent and flings
| him/her across the screen.
|
---------------------------------+------------------------------------------
| Empty Death (Koku Satsu)
|
-O | \ + A/B | Kojiro stabs upwards at a 45-degree
O O | angle, taking out airborne opponents.
| Also useful in combos.
|
---------------------------------+------------------------------------------
| Blast-of-Plague Demise (Shikku Satsu)
|
| \ -O + A/B | Kojiro slashes diagonally, sending an
O O | arc of energy flying across the screen.
| in the B version, two slashes are made.
| The first slash stays in place, then the
| second forms an "X" of energy, which
| then flies off.
|
---------------------------------+------------------------------------------
| Black Hole Blade-Eagle (Mu Myou Ken Nie)
[DESPERATION MOVE] |
| / O- / -O + AB | Kojiro charges forward, stabbing several
O O O | times, then, if the hits connect, stabs
| upward diagonally, as in the Koku Satsu,
| with a HUGE blast of energy.
|
---------------------------------+------------------------------------------
| Wolf Fang of Emptiness (RouGa Zero)
[SUPER DESPERATION MOVE] |
| / O- / -O + B | Kojiro poses for a moment, then dashes
O O O | forward, stabbing through the opponent.
| If it strikes, the background goes white
(can be held) | with a huge Kanji character written on
[POWER and EX Mode only] | it. If the button is held, Kojiro runs
| a hand down the blade and glows red.
| When released after this time, the move
| is unblockable.
|
---------------------------------+------------------------------------------

REASONS TO PLAY SANADA KOJIRO:
- Four words: Mulan with a sword.


--------------
3.13 - Setsuna
--------------

Setsuna is a very strong character, but he takes some work. As he lacks
any kind of distance attack, his strengths are in getting close to deal his
damage. Anonymity - Three is an excellent surprise move for turtlers, as
it's fast and must be blocked high, but it shouldn't be overused. He has
only moderately strong air defense. Anonymity - Five should be used any
and every time the opponent gives him breathing room. That single hit that
it stops can easily change the outcome of the match.

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

Moves:
---------------------------------+------------------------------------------
| Anonymity - One (Mumei - Ichi)
|
| \ -O + A/B | Setsuna slashes downward, leaving a
O O | large arc of electricity. B version is
| slower to come out, but does notably
| more damage.
|
---------------------------------+------------------------------------------
| Anonymity - Two (Mumei - Ni)
|
-O | \ + A/B | Setsuna crouches and lunges forward with
O O | his sword, then leaps up into the air.
| Fairly typical uppercut, but only A
| version is useful for air defense. B
| version is best used in combos.
|
---------------------------------+------------------------------------------
| Anonymity - Three (Mumei - San)
|
| / O- + B | Setsuna does a low jump forward into the
O O | air, then brings his sword around in a
| large arcing slash.
|
---------------------------------+------------------------------------------
| Anonymity - Four (Mumei - Yon)
|
-O | \ + C | Setsuna lunges upwards with his free
O O | hand, and purple energy is emitted from
| it. If it connects, he grabs the
| opponent and slams him/her to the
| ground, sending a jolt of electricity
| through him/her.
|
---------------------------------+------------------------------------------
| Anonymity - Five (Mumei - Go)
|
-O \ | / O- + C | Setsuna holds up his sword and an
O O O | electrical charge runs through his body.
| He begins flashing gray, and during this
| time, he can take one hit without being
| knocked out of what he is doing (Super
| Armor).
|
(followed by) | Anonymity - Five Continuation
| (Mumei - Go no Tsui)
|
O- / | \ -O + C | Setsuna performs a waist-level punch.
O O O | If connected, the opponent is stunned
| for a moment and can be comboed.
[SUPER CANCEL] |
---------------------------------+------------------------------------------
| Anonymity - Severance (Mumei - Zetsu)
[DESPERATION MOVE] |
| \ -O | \ -O + AB | Setsuna holds his sword above his head.
O O O O | When AB is released, he swings downward
(can be held) | as in "Mumei - Ichi" with a much larger
| arc and greater damage.
|
---------------------------------+------------------------------------------
| Anonymity - Ultimate (Mumei - Kyoku)
[SUPER DESPERATION MOVE] |
-O \ | / O- (x2) + B | As in "Mumei - Yon," Setsuna holds his
O O O | sword out, but several bolts of
| electricity strike from the sky, and
| his Super Armor lasts around 10 seconds.
|
(followed by) | Anonymity - Ultimate Continuation
| (Mumei - Kyoku no Tsui)
|
O- / | \ -O + AB | While flashing gray, Setsuna will
O O O | perform a short waist-level punch. If
| this connects, the opponent will be
[POWER and EX Mode only] | stunned and a large pane of glass will
| appear in front of him/her. Setsuna
| runs his hand along along it, smearing
| blood, then holds an orb of energy.
| He crushes it in his hand, and the
| glass shatters while the opponent
| stumbles, taking damage. Performing
| this move cancels the Super Armor.
|
---------------------------------+------------------------------------------

REASONS TO PLAY SETSUNA:


--------------------
3.14 - Takane Hibiki
--------------------

Hibiki is a highly technical character, one that will take much practice to
properly master. Most of her moves have a great deal of recovery time
associated with them, but only if they completely miss. If they are
blocked or they connect, then she recovers quickly. She has the most
effective punishing super in the game, but she lacks solid air defense and
high air priority. Definitely not a character for those who wish to be
able to rest on their laurels. Her speed is her greatest asset, so use it.

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

Moves:
---------------------------------+------------------------------------------
| Distance Slash (Touma ni te Kiru Nari)
|
| \ -O + A/B | Hibiki quickly slashes outward. B
O O | version hits low and always knocks down,
| while A version never knocks down. Both
| versions have extreme recovery time if
| whiffed.
|
---------------------------------+------------------------------------------
| Beckoning Slash (Chikayori te Kiru Nari)
|
-O | \ + B (hold) | Hibiki runs forward until the B button
O O | is released, at which time she dashes
| forward and slashes, as in her A version
| Distance Slash. Will knock down if it
| is timed properly.
[SUPER CANCEL] |
---------------------------------+------------------------------------------
| Piercing Moon Pounce
| (Suigetsu o Tsuku Nari)
|
-O | \ + C (hold) | Hibiki rears back with her sheathed
O O | blade, then jabs forward with it. If
| connected, the opponent will stumble
| to the ground and can be comboed.
|
---------------------------------+------------------------------------------
| Heavenly Being Blade (I o Awasu Nari)
|
O- / | \ -O + C | Hibiki holds up a hand for a moment. If
O O O | she is struck while it is out, she will
| throw the opponent over her shoulder.
|
(followed by) | (Nukaba Kiru Nari)
|
C | Hibiki quickly slashes the opponent out
| of the air.
|
(or) | (Nukazuba Kiranu Nari)
|
BC | Hibiki hits the opponent with her
| scabbard.
|
---------------------------------+------------------------------------------
| (Kami Hitoe ni te Kawasu Nari)

|
AB | Hibiki leans back into the background.
| This will dodge incoming attacks.
|
(followed by) | (Ma o Tsumeru Koto Kanyou Nari)
|
-O + C | Hibiki dashes forward. This can be
| interrupted out of.
|
(or) | (Ma o Oku Koto Kanyou Nari)
|
O- + C | Hibiki hops backward. You can attack
| during this hop.
|
---------------------------------+------------------------------------------
| (Sanae o Okotaranu Kokoro Nari)
|
hold START | Hibiki holds her sword close, and asks
| her father for help. Her sword begins
| to glow, and her Super Meter is slowly
| raised.
|
---------------------------------+------------------------------------------
| Heavenly Spirit of Victory
| (Hasshou Suru Shinki Nari)
[DESPERATION MOVE] |
| / O- / -O + AB | Hibiki quickly dashes forward, past the
O O O | opponent. If connected, the background
| freezes with a gold tint to it, then the
| opponent takes damage.
|
---------------------------------+------------------------------------------
| No Fear Feint
| (Shi o Osorenu Kokoro Nari)
[SUPER DESPERATION MOVE] |
-O O- / | \ -O + B | A flash of light appears on screen, and
O O O | the background freezes gold, as above,
| and Hibiki slowly sheathes her sword.
| When she finishes, the screen becomes a
| black and white negative of sorts as a
| set of four red Kanji characters appear
| in the corner. If not done close, a
| diagonal flash of light appears in
| front of her, doing minor damage.
|
---------------------------------+------------------------------------------


--------------------------
3.15 - Washizuka Keiichiro
--------------------------

Truth be told, Washizuka hasn't changed much. The only new thing he has
is a followup to his Wolf Fang. This followup, however, gives him much
greater flexibility and makes him hard to defend against. His charge
times are still short, and in order to succeed against him, one will have
to play aggressively. He's been given an excellent high-low game in this
incarnation.

Special Notes:
- In Power Mode, BC can be held until Washizuka flashes. When released,
it can be Super Cancelled out of if connected.
Normal Move Interruptibility Chart:
| Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ |
| A | B | C | A | B | C | A | B | C | C |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
POWER | yes | yes | yes | no | yes | no | yes | no | yes | yes |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+

Moves:
---------------------------------+------------------------------------------
| Fatal Flurry (Shikku Satsu)
|
Charge O- then -O + A/B | Washizuka slashes once (A) or twice (B)
| at the air, sending flashes of energy
| flying across the screen. The A version
| is quicker, but doesn't go as far. The
| B version has a LOT of recovery lag, so
| it is best used only in combos.
|
---------------------------------+------------------------------------------
| Foolish Flurry (Koku Satsu)
|
Charge | then O + A/B | Washizuka stabs upward at a 45-degree
O | | angle, taking out airborne opponents.
| B version has a needlelike energy blast
| which accompanies it.
|
---------------------------------+------------------------------------------
| Wolf Fang (RouGa)
|
Charge O- then -O + C | Washizuka charges forward, ramming into
| the opponent, then...
[SUPER CANCEL] |
|
(followed by) | (Rouga Shashiki)
|
| / O- + C | jumps and stabs. This hit is an
O O | overhead.
|
(or) | (Rouga Onshiki
|
| \ -O + C | stabs forward, knocking the opponent to
O O | the ground. In Power Mode, use the DM
| at this point to juggle.
|
(or) | (Rouga Fukushiki)
|
| / O- + B | stabs at the ground, knocking the
O O | opponent off of his/her feet. Hits low.
|
---------------------------------+------------------------------------------
| A Glorious Death (Shun Satsu)
|
| / O- + A/B | Washizuka stabs quickly with his sword,
O O | which, if connected, is then followed
| by...
(followed by) |
|
Press A/B repeatedly | a flurry of stabs at varying heights.
|
---------------------------------+------------------------------------------
| True Fang of the Wolf (Shin RouGa)
[DESPERATION MOVE] |
| / O- / -O + AB | Washizuka charges forward. If he hits
O O O | the opponent, he pushes him/her into the
| far wall, strikes several times, then
| finishes with a large vertical blast of
| energy. VERY similar to Rugal's super
| in KOF95.
|
---------------------------------+------------------------------------------
| Final Wolf Fang (Saishu RouGa)
[SUPER DESPERATION MOVE] |
| / O- / -O + B | Washizuka dashes forward a high speed.
O O O | If he connects, a HUGE Kanji symbol is
| drawn onscreen (meaning "Loyalty"),
[POWER and EX Mode only] | and the opponent slowly falls forward.
| Not too terribly impressive, but it's
(can be held) | unblockable if held long enough.
|
---------------------------------+------------------------------------------


-----------
3.16 - Yuki
-----------

Despite being the focus of the story in several respects, Yuki has not
improved with age. Her new Desperation Move is both unimpressive and
rather weak. She has gained a counter move, at the cost of her projectile
reflector. Her projectile has been sped up, but most of her other moves
now have a greater degree of lag on them.

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

Moves:
---------------------------------+------------------------------------------
| Ice Blade (HyouJin)
|
| \ -O + A/B | Yuki swings her spear upwards, creating
O O | a large shard of ice, which flies off at
| the opponent. A version stuns for a
| moment after connecting, so it can be
| followed with a quick attack if used up
| close. B version knocks down.
|
---------------------------------+------------------------------------------
| Frosty Flasher (SouKa)
|
-O | \ + A/B | Yuki swings her spear upwards, causing
O O | a column of ice to emerge from the
| ground and impale the opponent.
|
---------------------------------+------------------------------------------
| Blizzard Blast (ShunSetsuZan)
|
| / O- + A/B | Yuki dashes forward, slashing downward
O O | with her spear when she reaches the
| opponent.
[SUPER CANCEL] |
---------------------------------+------------------------------------------
| Ice Reflector (HyouKyou)
|
O- / | \ -O + C | With a quick spin of her spear, Yuki
O O O | creates a large disc of ice in front of
| her. If she is hit during this time by
| a jumping or standing attack, she will
| automatically counter.
|
---------------------------------+------------------------------------------
| Split-in-Two Swing (Suizan)
|
(close) -O \ | / O- + C | Yuki begins a four-hit combo, knocking
O O O | the opponent into the air with the last
| hit, which sets up a juggle opportunity.
|
---------------------------------+------------------------------------------
| Glacial Sequoia(Juuyou)
[DESPERATION MOVE] |
| \ -O | \ -O + AB | Yuki stabs forward, her spear encased in
O O O O | a cone of shimmering ice. Looks about
(can be held) | as dull as it sounds, and doesn't do
| much damage. Maybe it can be followed
| up on?
|
---------------------------------+------------------------------------------
| True Frozen Whirlwind (Shin YukishiMaki)
|
[SUPER DESPERATION MOVE] | Yuki spins her spear above her head,
| / O- / -O + B | creating a whirlwind of snow. This will
O O O | pull the opponent forward. If the
| opponent gets too close, he/she will be
[POWER and EX Mode only] | lifted off of the screen, then float
| in midair. Yuki leaps up, then comes
| down with a huge slash across a black
| background. This move is unblockable.
|
---------------------------------+------------------------------------------

REASONS TO PLAY YUKI:
-No self-respecting woman ever let rejection stop HER.
-Despite past emotional trauma, you enjoy being the center of attention.
-You like to keep really, REALLY big secrets.


---------------
3.17 - Zantetsu
---------------

Zantetsu is still as deadly as ever. Though he's received something of a
makeover and his projectile has been turned into his Desperation Move, he's
still quite capable of dishing out lots of damage. His special throw can
now be done in midair, and on the whole, he can be a very difficult
character to catch off-guard.

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

Moves:
---------------------------------+------------------------------------------
| Flowing Shadow Fury (Ryuei Jin)
|
| \ -O + A | Zantetsu swings a blade upwards, which
O O | creates an arc of energy. If it hits,
| the opponent is launched into the air
| and can be juggled.
|
---------------------------------+------------------------------------------
| Devil Drop (Tenma Otoshi)
|
(close) -O \ | / O- + C | Zantetsu wraps the opponent in his cape
O O O | and vanishes, reappearing at the top of
| screen and slamming him/her to the
| ground. This can also now be done in
| midair, which is an excellent followup
| to the Flowing Shadow Fury.
|
---------------------------------+------------------------------------------
| Spirit Drill (Kikou Hou)
|
| / O- + B | Zantetsu thrusts his hand forward, which
O O | sends a small energy blast forward. The
| attack is short ranged.
[SUPER CANCEL] |
---------------------------------+------------------------------------------
| Underwater Undulation (Minamo Gakure)
|
O- | / + A | Zantetsu wraps himself in his cape,
O O | turning himself semi-invisible. His
| image flickers into view periodically,
| and it lasts around 10 seconds. Being
| hit or blocking an attack does NOT
| dispel the effect.
|
---------------------------------+------------------------------------------
| (Mukuro Nui)
(in air) |
| \ -O + A/B | Zantetsu pauses and hurls a trio of
O O | knives at the ground. Opponent must be
| on the ground to be hit. Can be done a
| second time in a single jump.
|
---------------------------------+------------------------------------------
| (Tenma Kyaku)
|
(in air) | + C | Zantetsu comes down with a diving kick.
O | If he connects, he spins to the ground,
| repeatedly kicking the opponent.
(followed by) |
|
| + C | Zantetsu flips upward in the air,
O | knocking the opponent to the ground.
|
---------------------------------+------------------------------------------
| Necromancer's Shadow (Kagehoushi)
|
-O O- -O + C | Zantetsu becomes a shadow and slides
| forward along the ground. Effectively
| a simple teleport.
|
(followed by) | (Tachi Koppa)
|
| / O- + A | Zantetsu slashes forward in a long-
O O | ranged horizontal arc. Looks identical
| to the LB1 finisher to the Flowing
| Shadow Fury.
|
(or) | Mist Slicer (Kasumigiri)
|
| / O- + B | Zantetsu slashes downward. Looks the
O O | same as his old dashing B animation.
|
---------------------------------+------------------------------------------
| (Oboro Giri)
|
-O | \ + C | Zantetsu flips forward into the air,
O O | creating a crescent of energy as he
| kicks upward. Decent air defense.
|
---------------------------------+------------------------------------------
| Steel Crusher (Dankoujin)
[DESPERATION MOVE] |
-O O- / | \ -O + AB | Zantetsu swings both blades downward,
O O O | creating a huge blade of energy which
| flies across the screen. Powerful, but
| slow.
|
---------------------------------+------------------------------------------
| Dark Hunter (YamiGari)
[SUPER DESPERATION MOVE] |
(close) |
-O \ | / O- (x2) + B | Zantetsu wraps the opponent up in his
O O O | cape, and three huge slashes can be
| seen in the darkness, blood flying in
[POWER and EX Mode only] | all directions. A fourth, final slash
| brings both fighters back into view.
|
---------------------------------+------------------------------------------

REASONS TO PLAY ZANTETSU:
-You wish to prove that ninjas CAN be outlandishly dressed.
-They can not.
-Can TOO, dammit!


-----------------------
4.0 - Hidden Characters
-----------------------

These are the available hidden characters in the game, kept separate
because they require a code to be accessible.


---------------------
4.1 - Hagure Hitogata
---------------------

Hagure Hitogata (The Wandering Doll) isn't really a character, per se,
but a means of always generating a mirror match. By selecting it for
use in battle, you will always take the form of your opponent, including
the mode he/she has selected (Speed/Power/EX). Not particularly fun in
Vs. mode, but it's interesting to play through the 1P game as it. It's
good practice in making sure you become competent with any given
character in the game.

To select Hagure Hitogata, place the cursor over Akari on the character
select screen, and within four seconds...
1. Push C eight times.
2. Push B nine times, then wait one second.
3. Push C once.

If done properly, you'll hear a voice. Press A or D and you will be
in control of the Wandering Doll.


------------------
4.2 - Naoe Kotetsu
------------------

Naoe Kotetsu appears not to be a character, but a rather elaborate joke.
By all indications, she is not actually playable. By selecting her, you
will get a different select screen picture, and a new intro, but... you'll
end up playing Shigen anyway. However, the new intro animation is
extremely funny, which makes it worth trying out.

To select Naoe Kotetsu, place the cursor over Shigen on the character
select screen, and within four seconds...
1. Push C five times.
2. Push B ten times.
3. Push C two times.

If done properly, you'll hear Kotetsu say "Ossha!" and you can select her
by pressing A or D.


--------------------
4.3 - Kaede (normal)
--------------------

Normal Kaede (before the Awakening) is a bonus of sorts. He does not
have any new moves or animations, except for the look of his projectile.
He's worth playing for a challenge, but he's definitely not as strong as
his usual Awakened form.

To select Normal Kaede, place the cursor over Kaede on the character
select screen, and within four seconds...
1. Push C nine times.
2. Push B once.
3. Push C four times.

If done properly, you'll hear Kaede's voice, and then you can select
his normal version by pressing A or D.

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

Moves:
---------------------------------+------------------------------------------
| Single Slash Squall (Ittou Hayate)
|
| \ -O + A/B | Kaede swings his sword along the ground,
O O | resulting in a wave of energy which
| travels along the ground.
|
---------------------------------+------------------------------------------
| Single Slash Wind Fang (Ittou Kuga)
|
-O | \ + A/B | Kaede leaps into the air, slashing
O O | upwards as he goes. Suitable for air
| defense and combos. The motion can be
| done a second time for a downward slash
| in EITHER mode for the A version, but
| only Power Mode for the B version.
|
---------------------------------+------------------------------------------
| Single Slash Fillet Flash
| (Ittou RenjinZan)
|
| / O- + A/B | Kaede runs forward, then begins slashing
O O | multiple times (three for A version,
| four for B). Unlike in Last Blade 1,
[SUPER CANCEL] | this cannot be used for juggling, except
| in the case of his Super Cancel.
|
---------------------------------+------------------------------------------
| East Wind Wallop (Ittou TabaKaze)
|
| / O- + C | Kaede rolls forward. This can bring
O O | him to the rear of the opponent, but it
| grants no invincibility and is rather
| slow as well.
|
---------------------------------+------------------------------------------
| Single Slash Storm Blast
| (Ittou ArashiUchi)
|
(close) O- / | \ -O + C | Kaede does a series of slashes, the last
O O O | of which knocks the opponent into the
| air for a juggling combo opportunity.
|
---------------------------------+------------------------------------------
| Lively Dragon Pounce (Kasshin FukuRyu)
[DESPERATION MOVE] |
| / O- / -O + AB | Kaede strikes the ground in front of him
O O O | with the tip of his sword, summoning a
| lightning bolt for big damage if it
(can be held) | hits the opponent.
|
---------------------------------+------------------------------------------
| Lively "Bad Dragon Rising"
| (Kasshin KouRyu)
[SUPER DESPERATION MOVE] |
| / O- / -O + B | Kaede strikes the ground in front of him
O O O | with the tip of his sword, and three
| bolts of lightning strike (looking much
[POWER Mode only] | like dragons), juggling the opponent
| into each other as they hit.
|
---------------------------------+------------------------------------------


-------------------
4.4 - Kouryu (boss)
-------------------

Kouryu is... well, he's a typical SNK boss. Obscenely powerful, stupidly
cheesy. He has lots of high-damage attacks, four DMs, one SDM, and lacking
a crouch animation, so like Kagami in the first game, you can't tell when
he's going to attack low. This character is really not meant for human
use, unless you're one of those types who equates winning with fun (ie.
what is typically referred to as a "scrub").

To select Kouryu, place the cursor over Kaede on the character select
screen, and within four seconds...
1. Push C ten times.
2. Push B five times.
3. Push C four times.

If done properly, you'll hear Kouryu's voice, and then you can select
him by pressing A or D.

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

Moves:
---------------------------------+------------------------------------------
| (Soranuken?)
|
| \ -O + A/B | Kouryu's sword turns into a bow, and he
O O | fires a bolt of energy from it. A
| version is fast enough to combo.
|
---------------------------------+------------------------------------------
| (???)
|
| / O- + A/B (x4) | Kouryu slides forward quickly and
O O | slashes. If connected, can be followed
| up three times. This gives an uppercut,
[SUPER CANCEL] | a second uppercut, then a huge downward
| slash which sends the opponent flying
| back to the ground.
|
---------------------------------+------------------------------------------
| (???)
|
| / O- + C | Kouryu quickly brings his sword down in
O O | a wide arc. Will take down jumpers and
| is an overhead. Very difficult to see
| coming.
|
---------------------------------+------------------------------------------
| (???)
|
press BCD together | Kouryu poses, and switches between modes
| of play (Speed to Power and back again).
| Does not drain the Super Meter, and has
| no effect on him in EX Mode.
|
---------------------------------+------------------------------------------
| (Suzaku?)
[DESPERATION MOVE] |
(in air) |
-O O- / | \ -O + A | Kouryu lunged downward from the air, a
O O O | burst of fire coming from his sleeve.
| If this connects, the Kanji for Suzaku
| appear on the background, and the
| opponent is sent flying, body aflame.
|
---------------------------------+------------------------------------------
| (Byakko?)
[DESPERATION MOVE] |
-O O- / | \ -O + B | Kouryu grabs the opponent and then
O O O | levitates him/her, then he/she is hit by
| multiple slashes in midair, as in
| Shigen's SDM. The Kanji for Byakko
| appears in the background.
|
---------------------------------+------------------------------------------
| (Genbu?)
[DESPERATION MOVE] |
-O O- / | \ -O + C | Kouryu slashes forward, and if he
O O O | connects, the Kanji for Genbu appears in
| the background and the opponent is
| juggled by a whirlwind, as in Okina's
| normal DM.
|
---------------------------------+------------------------------------------
| (Seiryuu?)
[DESPERATION MOVE] |
-O O- / | \ -O + D | Kouryu does an uppercut slash, which, if
O O O | connected, causes the Kanji for Seiryuu
| to flash in the background as the
| opponent is juggled into the air by
| bolts of lightning.
|
---------------------------------+------------------------------------------
| (???)
[SUPER DESPERATION MOVE] |
O- -O \ | / O- + B | Kouryu sends the opponent flying into
O O O | heavens, and a huge spear comes out of
| Hades' Gate, which impales him/her and
| drives him/her into the ground. One
| connected, this takes around 15 seconds
| to be fully displayed.
|
---------------------------------+------------------------------------------


-----------------
5.0 - What's Left
-----------------

In this section goes the assorted miscellaneous random (and sometimes
redundant) stuff that doesn't go anywhere else.

-------------------------
5.1 - Stuff that's needed
-------------------------

These are the items planned for future versions of the FAQ. If you
can provide any of these, please email the author. You will be credited
(if desired) for any contributions made.

1. Special and Normal move damage tallies
3. Normal move interruptibility charts
3. Pose descriptions
5. Lists of character win quotes
5. Profiles of each character (background, physical info if available)
6. Backstory translations
7. Dialogue transcriptions
8. Color palette descriptions
9. Voice actor/actress names


---------------------------
5.2 - Contacting the author
---------------------------

If you need to contact me, email me at deuce@classicgaming.com with
any suggestions/contributions. Please do not mail me asking for tips
on gameplay. If you have something to contribute, please feel free to
send it to me, and I will be glad to include it and credit you for the
contribution. Thanks, and enjoy the game!

 
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