H: high
M: middle
L: low
G: guard
J: jump
S: special button
Basic: standard attack (not moving or using the directional pad)
Step: Step move
Ducking: a fully-ducked position
Rising: "while rising" attack
j(attack): just frame attack (exp. "jH" is a just-frame attack with H)
I. COMPLETE MOVES LIST
----------------------
HHH
HHHjH
HHL
HHHLH
H (hold), jHHHHjL
90-degree (either way), H
360-degree (H or L), push S to jump
H+S, H
H+S, jL
LHH
L+S, L
MMH
Walking H
Walking LL
Running HHH
Running L
Running M
Projectile-Evasion, H
G+H
G+L, H
J+H
J+L
Step H
Step LH
Step LLH
Step (delay) M
Ducking HHH
Ducking L
Rising H
Throws
------
front
front, hold (H or L), G, G
left
right
back
360-degree
Specials
--------
S
S (hold)
S (hold), H
S (hold), L
Running S
J, S
M+S (when white meter is 100% full; counters enemy attack)
M+S (when white meter is not 100% full; restores white meter)
S (white meter empty)
The third hit in the HHH can be HEAVILY delayed. However, if your
opponent is looking for the sword he'll still grab it. Mix up the HHH,
the delayed HHH, the HHL, the HH, L, and the HH, M. Out of these, the
most important are the delayed HHH, the HH, M, and the HH, L. The first
two hits remain the same, but you can switch up the third hit between
an unblockable, a middle, and a low. Opponents who wise up will try to
counter after the second hit, so mix in the regular HHH if they
counter. If they still like grabbing the sword, do the HHHjH or an HH,
throw.
You can delay the low in the HHHLH. If they block the low you won't be
able to do the last H, so try and mix it up.
Sasuke's walking attacks (H and L) are quick and make a nice 2-choice.
2-choice the basic M and basic L.
Your best move on the ground is the basic M. It cannot be interrupted,
counters most moves, and leaves you safe if blocked. If opponents try
and counter after the M, add the H to pop them up.
You can intentionally miss with the L as part of the LH to draw your
opponent to counter and nail him with the H.
Middle-Range Attacks
--------------------
You can do air combos after a successful Step LH, but you need to base
them on your opponent's weight and whether or not the Step LH was a
counter hit.
From a half-screen away, the Step H is a nice ranged-attack.
If the first hit on the running HHH can do enough damage to kill the
opponent, it makes a GREAT finishing move.
Air Sasuke
-----------
Using only the jumping H and a stun ball (and the running HHH after a
successful stun ball), an experienced Sasuke player can open SEVERAL
cans of whoop-ass on entire legions of opponents.
The jumping sword attack (J, H) is unblockable, cannot be grabbed, and
cannot be interrupted as long as your feet are off the floor when the
sword comes out. To input the command correctly you need to hit H just
after the peak of a high jump. This is one of the CHEAPEST move in the
game.
From the air you need to switch between stun balls and your sword. The
only thing that can stop a jumping sword attack is an uppercut, a
jumping kick, or you hitting air.
If you do the sword slice late (when your feet are on the ground),
opponent's can grab it, so be careful.
Against uppercuts, jump and head towards your opponent as if you're
going to do a sword slice. Just after the peak of your jump, pull back
so they hit nothing but air, and counter heavily. Try dropping a low-
height stun ball if the range is correct.
The jumping S (a.k.a. "stun ball") is NASTY. Follow a stun with the
running HHH when their back is turned.
After an MH, you can stick in another high OR a stun ball (input MHS).
Try not to interrupt or use other S attacks because the stun balls
rule!
Learn the lowest point from a jump that you can still release the stun
bomb. Frustrated opponents will sometimes come running in to pop you
when you land, but a "low-height" stun ball effects the area right in
front of you.
Make a habit of jumping straight-up when your opponent comes at you. If
they miss with an attack, use the jumping H or a "low-height" stun-ball
to nail them every time.
If you're not landing AT LEAST one stun ball per round, you need more
practice.
Want another CHEAP move? If your opponent is heading towards a weapon
jump up. If you see them reaching down to pick it up, you have almost a
second (that's a LONG time) to hit them with a stun ball.
The Rising H
-------------
If you pop an opponent with a basic M and they like to ground recover,
wait until they recover and hit the Rising H for an air combo.
If you block a low attack, the rising H makes a great lifter, and you
can follow with the HHHLH.
The rising H also works on close downed opponents.
If you manage a back throw, use a rising H after you launch them (hold
G after the throw to set it up), and follow with HHHLH.
Opponents will grab the rising H if you're too predictable.
Wake-Up Games
-------------
If you feel them getting up, do a stun ball. Don't do it too early or
they'll be stunned on the ground.
You can jump straight up to avoid their wake-up attack and pop them
with the sword.
Against Airborne Opponents
--------------------------
You can use the running HHH against jumping opponents because it
usually hits 3 times even when they're airborne.
After blocking an attack, a GREAT counter included jumping straight-up.
After inputting the J hit the H button repeatedly to dish out the
jumping H quickly. This is the "short-jump sword slice." You can
substitute this with a backward jump to unleash the stun ball.
Other
-----
Sasuke's M attack from a higher elevation is the worst in the game (to
try and balance the game--yeah right!). Don't use it.
Rising H
Running HHH
HHH
J+L
J, H (if his feet are on the ground)
Even if all three hits in the running HHH connect, you can sit Sasuke
with a wake-up attack.
Against the Stun Ball
---------------------
If you're hit by a stun ball push the buttons and directional pad as
fast as you can. Being hit with the running HHH hurts less than a
rising H followed by an air combo. If you recover during the running
HHH, you can grab the last slice.
Be VERY careful using wake-up attacks. If he jumps up and you miss,
he'll get you with the stun ball or a jumping H.
Other
-----
The 360-degree, (H or L) "spinning-sword" move can be ducked.
Don't expect Sasuke players to interrupt much. They'll save the white
meter for specials.
IV. WHY SHOULD I PLAY SASUKE?
-----------------------------
Winning is fun. But winning cheaply isn't for everyone. To play Sasuke
at his full-potential you'll need to be "ethically-challenged." The
jumping H is a quick, unblockable move that cannot be sword-grabbed or
interrupted. Basically, the only way to counter this move is for YOU to
screw up by hitting air or leaving yourself open to uppercuts. And when
you mix this move with the stun ball, you have everything you need to
KILL anything.