Bakumatsu Rouman Dai Ni Maku
Gekka no Kenshi
Tsuki ni Saku Hana, Chiri Yuku Hana
"The Last Blade 2"
FAQ version 2.0
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
1.4 -- Game Story
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.
2.0 - Released 7/1/99
Added diagrams of all the options available when doing Combo
Specials. Many thanks to Anthony for these, and to Pedro for
helping me correct some glitches in the diagrams. Backstory
translations are now included in each character's section, as
well as a translation of the main storyline. These have all
been translated by myself, Chris Cruz and Pedro Colman-
Arrellaga. Lots of general mistakes corrected. If I can get
them done, I also will have translations for the original
Japanese dialogue scenes and endings. It will likely be a
while before then, however.
-------------
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,
added notes about damage calculation, Combo Special research and
translation help.
Justin Boley (jboley@sas.upenn.edu)
For various miscellaneous corrections and additions.
Lord Grynn (grynn@hotmail.com)
For other miscellaneous corrections and additions.
Anthony (dalmo97@aol.com)
For the use of his VERY handy Combo Special charts. Many thanks!:)
Chris Cruz (sylia_stingray@hotmail.com)
For translation help and for being a good friend after all this time.
My eternal thanks.
Mike Pureka (mpureka@wesleyan.edu)
For lots of niggling little corrections that needed to be made.
---------------
1.3 - Notations
---------------
Rather than textual notations, this FAQ will be using joystick diagrams,
because they are, on the whole, easier to read. All joystick motions
displayed assume the character is facing RIGHT.
jump up (u)
(ub) jump backward O O O jump forward (uf)
| /
(b) walk back/guard O- O -O walk forward (f)
/ |
(db) low guard O O O offensive crouch (df)
crouch (d)
Notes:
1. "Forward" always means toward the opponent.
2. "Back" or "backwards" always means away from the opponent.
Last Blade uses the standard Neo*Geo button configuration. There are a
total of four buttons, arranged horizontally, like so:
A B C D
Each attack button (A, B and C) has multiple attacks attached to it,
depending on which direction is pushed when the button is pressed. For
instance, -O + B and B by itself give two different types of attacks.
See "Common Moves" for more details.
----------------
1.4 - Game Story
----------------
Long before humanity existed, in a far off time of myth, death was an
unknown, equally distant concept. But when death first came to the
world, the "Messenger from Afar" was born.
With time, the Sealing Rite was held in order to seal Death behind
Hell's Gate. At that time, two worlds, one near and one far, were
born. Thus the history of life and death began.
Half a year has passed since Suzaku's madness, and the underworld is
still linked by a great portal. Kagami's great sin is still heard as
if ringing from the heavens. Our world has been called upon. Legends
of long ago told of the sealing of the boundary between the two worlds.
The Sealing Rite would be necessary to hold back the spirits of that
far away world.
However, the Sealing Rite brings together the power of the Four Gods
and Sealing Maiden, for the first time properly completing the ritual.
To find the Sealing Maiden, Genbu began searching in the center of the
world, from which all things begin. At the same time in the underworld,
in the depths of darkness, many spirits conspired, plotting to hinder
the Sealing Rite. They had but one wish, to be reborn into our world.
The leader of the Four Gods, Seiryuu, Awakened Kaede.
Looking up to the sky, Moriya sought to understand his own unsettled
past.
Yuki began to feel the signs of a new destiny.
And, miraculously, his life having been spared, Kagami accepted his
own destiny.
Their many hopes joined, they have once again been drawn together
to fight.
-----------------------------------
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 the Neo*Geo CD version of the game, this
code is not necessary.
In EX Mode, your character
- does less damage per strike, slightly more than Speed.
- 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, and will dash at the opponent
and strike. Immediately afterwards, you must input the correct series of
button presses and joystick motions in order to get the most out of the
opportunity. After each character's move list, you will see a flowchart of
sorts, listing what options are available for that particular character.
After the initial hit, the sequence always begins with A, as shown below in
this example:
A --> B --> C +-> A --> B --> C +-> A --> B --> | -O + C
| | O O
| |
| +-> C --> B --> | -O + A
| O O
|
+-> | + C --> A +-> | + C --> -O + BC
O | O
|
+-> BC --> A --> | -O + B
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. The joystick motions shown above correspond, like
all other joystick diagrams in the FAQ, to if your character is facing
right.
-------------------
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
---------------
STORY:
After 1000 years, during which the cherry trees blossomed in all their
glory, the sky has suddenly taken on a gloomy appearance, and remains that
way day after day. It was in these circumstances that the beloved sword,
"Otokomae" was first drawn. Surprisingly, the sword had lost its edge.
So, he went to visit his old friend, Takane Genzou, in hopes of getting
the blade reforged.
But when he arrived, Genzou had already passed away. Genzou's favorite
daughter, Hibiki, had already left. Uneasy about this, Amano set out to
find her.
Age: 28
Symbol Item: Cherry blossoms and gold
Style: Self-taught Drunken Style
Voice: Akio Otsuka
GAMEPLAY INFORMATION:
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.
|
---------------------------------+------------------------------------------
Combo Special Chart:
A --> B --> C +-> A --> B --> C +-> A --> B --> | -O + C
| | O O
| |
| +-> C --> | -O + B
| O O
|
+-> | + C +-> | + C --> -O + BC
O | O
|
+-> BC --> | -O + B
O O
REASONS TO PLAY AMANO HYO:
- Wine.
- Women.
- Corporal punishment.
--------------------
3.3 - Genbu no Okina
--------------------
STORY:
The seal on Hell's Gate was imperfect. Since ancient times, the legend of
the "Sealing Maiden" had been passed down through the generations. Without
her, Hell's Gate could not be closed as it should. To make certain of
this, Okina told Kaede and Yuki to seek her out.
Many events transpired at once. Yuki suddenly disappeared. The legendary
"Messenger from Afar" had come once more. Moriya was rumored to have
returned. And a familiar evil spirit made its presence felt. Time was
short, and all these occurences spurred Okina to action.
And so, the old warrior rises from his usual resting place to do battle
once more.
Age: 128
Symbol Item: Fishing rod and fish basket
Style: Magokoro Ryuu Ichi no Tachi
Voice: Nakai Shigefumi
GAMEPLAY INFORMATION:
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.
|
---------------------------------+------------------------------------------
Combo Special Chart:
A --> B --> C +-> A --> B --> C +-> A --> B --> | -O + C
| | O O
| |
| +-> C --> B --> | -O + A
| O O
|
+-> | + C --> A +-> | + C --> -O + BC
O | O
|
+-> BC --> A --> | -O + B
O O
REASONS TO PLAY GENBU NO OKINA:
------------------
3.4 - Ichijo Akari
------------------
STORY:
When Hikari fell ill, her loving sister Akari became very nervous and
worried. At that time, their father called for her. She sat restlessly
before her grim faced father.
"Akari," he said, "listen carefully to what I have to say. Hell's Gate
has..."
"What!" interrupted Akari. "Hell's Gate is causing trouble again? I'll
have to punish them again. It's revenge this time!"
Akari flew out of the room, her mind set on curing her big sister's
illness all on her own by sealing Hell's Gate, misguided though she was.
"Hey! You didn't finish listening to what I was saying!" exclaimed her
father, and was left glaring after her...
Age: 13
Symbol Item: Currency and ribbon
Style: Ichijo Ryuu In'youjutsu
Voice: Omimura Mayuko
GAMEPLAY INFORMATION:
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.
|
---------------------------------+------------------------------------------
Combo Special Chart:
A --> B --> C +-> A --> B --> C +-> A --> B --> | -O + C
| | O O
| |
| +-> C --> B --> | -O + A
| O O
|
+-> | + C --> A +-> | + C --> -O + BC
O | O
|
+-> BC --> A --> | -O + B
O O
-----------
3.5 - Kaede
-----------
STORY:
In the six months following the event which Kagami set into motion, Kaede
gradually gained more control over his Awakening. When the time was right,
he travelled with Yuki to visit Okina, in order to get information on the
"Key to Hell's Gate."
Once there, they discovered that in order to properly seal the Gate, a
ceremony from the dimmest recesses of history was necessary. It was called
the "Sealing Rite," and its most important component was the "Sealing
Maiden."
At the same time, he learned of the "Messenger from Afar," one who would
kill the Maiden. In order to protect her, and to see that the ceremony is
properly completed, Kaede once again departs.
Age: 17
Symbol Item: Autumn colors
Style: Kasshin Ittou Ryuu Unorthodox Fencing
Voice: Suizu Kouji
GAMEPLAY INFORMATION:
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
|