=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Blood Warrior FAQ By: Goh_Billy (billy_kane_32@hotmail.com) & Giygas (almighty_idiot@hotmail.com) Version #: 1.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 2.1 Basics 2.2 Spirit Meter 3. Characters 3.1 Arashi 3.2 Ikkyu 3.3 Kasumi 3.4 Kinshiro 3.5 Sanpei 3.6 Syugethu 3.7 Shishimaru 3.8 Benkei 3.9 Goemon 4. Conclusion 4.1 What's Missing/Needed 4.2 Credits =============================================================================== 1. Legend =============================================================================== ub u uf f - Forward LP - Light Punch P - Any Punch \ | / b - Back HP - Heavy Punch K - Any Kick b-- n --f u - Up LK - Light Kick + - And / | \ d - Down HK - Heavy Kick / - Or db d df n - Neutral , - Then qcf - quarter circle forward (d, df, f) qcb - quarter circle back (d, db, b) hcf - half circle forward (b, db, d, df, f) hcb - half circle back (f, df, d, db, b) =============================================================================== 2. System =============================================================================== ************** * 2.1 Basics * ************** Throw b/n/f + LP/HP/LK/HK connects close; exact motion and the type of throw is listed in each character's movelist Block High b Block Low db will not block overheads Dizzy Recovery shake joystick and tap P and K rapidly after being dizzied Multiple Air Normals - You can use multiple air normals during a single jump. As long as you press another attack button after the previous animation is finished you will produce another air normal. Finishers - After defeating your opponent on the deciding round they will be dizzied and you are able to perform a finishing attack. Simply press any attack button to perform one of your (random?) finishers. ******************** * 2.2 Spirit Meter * ******************** Underneath your lifebar is a meter. This meter builds any time an attack connects (blocked or not). The meter has four sections which are Purple, Blue, Green, and Yellow (in ascending order). The Purple section is the "normal" range of your Spirit Meter and all normals and special moves will not have any special abilities. As your Spirit meter fills further you will enter the other sections. Your damage will be increased for normals and special moves in each section. You will notice visually that your special moves have been upgraded. Another unique ability that is added is some of your normals will now knock the opponent off their feet or push them very far away. This can occur in different colored sections for different maneuvers. The details of these abilities will be in each maneuver's movelist details (marked with "knockdown" or "pushback"). It is also worth noting that the Spirit Meter will decrease as well. The meter slowly decreases on its own, even if you don't attack. Landing a normal attack (blocked or not) will also decrease your meter further. Using a special move, even if it doesn't connect, will decrease the meter sharply. So use your attacks wisely when given the damage boost! Note - All normals are listed in this guide as there is no set formula as to what your character's abilities will be. =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Arashi * ******************************************************************************* Colors ------ Default - Purple costume w/ Gold belt Alternate - Brown costume w/ Lime belt Throws ------ Overhead Toss b/n/f + 2P connects close; opponent ends up behind Hanging Pummel b/n/f + 2K connects close; tap P/K rapidly for more strikes; opponent ends up in front Riding Flattener b/n/f + 2P/2K in air connects close; opponent ends up in front Basic Moves ----------- Jab LP close Backfist LP far Diagonal Punch u, LP overhead; Green and Yellow=pushback Air Stab ub/uf, LP overhead; Green and Yellow=pushback Driving Uppercut HP close pushback normally; Green and Yellow=knockdown Gut Punch HP far pushback normally; Green and Yellow=knockdown Double Dagger Dig u, HP overhead; pushback normally; Green and Yellow=knockdown Double Dagger Stab ub/uf, HP overhead; pushback normally; Green and Yellow=knockdown Knee LK close Yellow=pushback Side Kick LK far Yellow=pushback Downward Kick u, LK overhead; Blue and Green=pushback, Yellow=knockdown Diagonal Kick ub/uf, LK overhead; Blue and Green=pushback, Yellow=knockdown High Snap Kick HK close Blue, Green, and Yellow=knockdown Roundhouse HK far Blue, Green, and Yellow=knockdown Heavy Jump Kick u, HK overhead; pushback normally; Blue, Green, and Yellow=knockdown Drop Kick ub/uf, HK overhead; pushback normally; Blue, Green, and Yellow=knockdown Command Moves ------------- Crouching Jab d + LP close must be blocked low Crouching Slice d + LP far must be blocked low Bloody Uppercut d + HP close must be blocked low; pushback normally; Green and Yellow=knockdown Downward Crouch Slice d + HP far must be blocked low; pushback normally; Green and Yellow=knockdown Quick Shin Kick d + LK close must be blocked low; Yellow=pushback Swing Tap Kick d + LK far must be blocked low; Yellow=pushback Back Shin Kick d + HK close must be blocked low; pushback normally; Blue, Green, and Yellow=knockdown Slide Kick d + HK far must be blocked low; pushback normally; Blue, Green, and Yellow=knockdown Special Moves ------------- Ninpou Kaenrin qcf + P Purple=1 Ninpou Kaenrin and low damage, Blue=2 Ninpou Kaenrin and medium damage, Green=3 Ninpou Kaenrin and heavy damage, Yellow=4 Ninpou Kaenrin and very heavy damage; will absorb projectiles; can be used against an aerial crossup attack Shoi Shuriken b, f + P / Charge b, Purple=low damage, f + P Blue=medium damage, Green=heavy damage, Yellow=very heavy damage; will collide with other projectiles as both will be "destroyed" in the process Bakudan qcb + P Purple=1/2 screen and low damage, Blue=3/4 screen distance and medium damage, Green=4/5 distance and heavy damage, Yellow=full screen distance and very heavy damage; will absorb Benkei's Chrome Break Hayate Geri b/n/f + press K Purple=foot energy and low rapidly (hold f to damage, Blue=hawk energy move maneuver and medium damage, forward) Green=lion energy and heavy damage, Yellow=dragon energy and very heavy damage Finishers: Shuriken Explosion, Bakudan Destroyer, or Ninpou Slicer ---------- ******************************************************************************* * 3.2 Ikkyu * ******************************************************************************* Colors ------ Default - Gray head w/ White undershirt Alternate - Goldenrod head w/ Yellow undershirt Throws ------ Blind Heaving Toss b/n/f + 2P connects close; opponent ends up behind Death Squeeze b/n/f + 2K connects close; tap P/K rapidly for more squeezes; opponent ends up in front Basic Moves ----------- Bowing Headbutt LP close Step In Headbutt LP far Air Headbutt u, LP overhead; Green and Yellow=pushback Head Drill ub/uf, LP overhead; Green and Yellow=pushback Mega Headbutt HP close pushback normally; Green and Yellow=knockdown Diagonal Mega Head HP far pushback normally; Green and Yellow=knockdown Bowing Mega Headbutt u, HP overhead; pusback normally; Green and Yellow=knockdown Flying Mega Head ub/uf, HP overhead; pusback normally; Green and Yellow=knockdown Quick Snap Kick LK close Front Kick LK far Lean Back Knees u, LK overhead; Green and Yellow=pushback Spiral Indian Stance ub/uf, LK overhead; Green and Yellow=pushback Mega Front Kick HK close pusback normally; Green and Yellow=knockdown Mega Blind Kick HK far pusback normally; Green and Yellow=knockdown Mega Split Kick u, HK overhead; pusback normally; Green and Yellow=knockdown Mega Double Kick ub/uf, HK overhead; pusback normally; Green and Yellow=knockdown Command Move ------------ Crouching Headbutt d + LP close must be blocked low Reaching Crouch Headbutt d + LP far must be blocked low Mega Crouch Headbutt d + HP close must be blocked low; pushback normally; Green and Yellow=knockdown Mega Head Slice d + HP far must be blocked low; pushback normally; Green and Yellow=knockdown Crouch Punt d + LK close must be blocked low Relaxed Slide d + LK far must be blocked low Mega Push Kick d + HK close must be blocked low; pushback normally; Green and Yellow=knockdown Mega Crouch Punt d + HK far must be blocked low; pushback normally; Green and Yellow=knockdown Special Moves ------------- Diverge Curse qcb + P Purple=1 kanji and low damage, Blue=2 kanji and medium damage, Green=4 kanji and heavy damage, Yellow=6 kanji and very heavy damage; will collide with other projectiles as both will be "destroyed" in the process Lotus Method hcf Purple=very slow and low damage, Blue=slow and medium damage, Green=medium and heavy damage, Yellow=fast and very heavy damage; absorbs projectiles Finishers: Diverge Explosion or Lotus Destroyer ---------- ******************************************************************************* * 3.3 Kasumi * ******************************************************************************* Colors ------ Default - Red costume Alternate - Magenta costume Throws ------ Overhead Toss n + 2P connects close; opponent ends up behind Release Frankensteiner b/f + 2P connects close; opponent ends up behind Mounted Stabs b/n/f + 2K connects close; tap P/K rapidly for more stabs; opponent ends up in front Flipping Flattener b/n/f + 2P/2K in air connects close; opponent ends up in front Basic Moves ----------- Reaching Claw LP close Open Claw Stab LP far Downward Claw Poke u, LP overhead; Green and Yellow=pushback Diagonal Claw Poke ub/uf, LP overhead; Green and Yellow=pushback Rising Claw Strike HP close pushback normally; Green and Yellow=knockdown Dropping Claw Strike HP far pushback normally; Green and Yellow=knockdown Double Scoop Claw u, HP overhead; pushback normally; Green and Yellow=knockdown Double Diagonal Claw ub/uf, HP overhead; pushback normally; Green and Yellow=knockdown Knee LK close Face Kick LK far Air Boot u, LK overhead; Green and Yellow=pushback Diagonal Kick ub/uf, LK overhead; Green and Yellow=pushback Rising Kick HK close pushback normally; Green and Yellow=knockdown Forward Cartwheel HK far pushback normally; Green and Yellow=knockdown Spin Air Kick u, HK overhead; pushback normally; Green and Yellow=knockdown Stomping Kick ub/uf, HK overhead; pushback normally; Green and Yellow=knockdown Command Moves ------------- Crouching Claw Scratch d + LP close must be blocked low Reaching Crouch Stab d + LP far must be blocked low Claw Dig d + HP close must be blocked low; pushback normally; Green and Yellow=knockdown Short Claw Uppercut d + HP far must be blocked low; pushback normally; Green and Yellow=knockdown Front Shin Kick d + LK close must be blocked low Sweeping Shin Tap d + LK far must be blocked low Reaching Stab Kick d + HK close must be blocked low; pushback normally; Green and Yellow=knockdown Rolling Stab Kick d + HK far must be blocked low; pushback normally; Green and Yellow=knockdown Special Moves ------------- Kaen db, f + P / Charge Purple=small projectile and db, f + P low damage, Blue=medium projectile and medium damage, Green=large projectile and heavy damage, Yellow=very large projectile and very heavy damage; will collide with other projectiles as both will be "destroyed" in the process Tsuru No Mai hcf Purple=slow speed and low damage, Blue=medium speed and medium damage, Green=fast speed and heavy damage, Yellow=very fast speed and very heavy damage; clawing forward portion absorbs projectiles Neko Kizu b/n/f + press P Purple=very small energy and rapidly (hold f to low damage, Blue=small move maneuver energy on claws and medium forward) damage, Green=medium energy on claws and heavy damage, Yellow=large energy on claws and very heavy damage Finishers: Tsuru Explosion or Kaen Destroyer ---------- ******************************************************************************* * 3.4 Kinshiro * ******************************************************************************* Colors ------ Default - Chamoisee costume w/ Blue trim Alternate - Chestnut costume w/ Vermilion trim Throws ------ Single Arm Toss b/n/f + 2P connects close; opponent ends up behind Hilt Bash n + 2K connects close; tap P/K rapidly for more bashes; opponent ends up in front Impaler f/b + 2K connects close; tap P/K rapidly for more thrusts; opponent ends up in front Basic Moves ----------- Reaching Hilt LP close Overtop Slice LP far Yellow=pushback Diagonal Stab u, LP overhead; Blue and Green=pushback, Yellow=knockdown Air Overtop Slice ub/uf, LP overhead; Blue and Green=pushback Finishing Stab HP close pushback normally; Blue, Green, and Yellow=knockdown Straight Stab HP far pushback normally; Blue, Green, and Yellow=knockdown Air Upward Slice u, HP overhead; pushback normally; Blue, Green, and Yellow=knockdown Controlled Cutter ub/uf, HP overhead; pushback normally; Blue, Green, and Yellow=knockdown Shin Kick LK close Side Kick LK far Air Boot u, LK overhead; Green and Yellow=pushback Flying Jump Kick ub/uf, LK overhead; Green and Yellow=pushback High Snap Kick HK close pushback normally; Green and Yellow=knockdown Skyward Kick HK far pushback normally; Green and Yellow=knockdown Air Sweep u, HK overhead; pushback normally; Green=knockdown, Yellow=pushback Grind Kick ub/uf, HK overhead; pushback normally; Green and Yellow=knockdown Command Moves ------------- Knee Slicer d + LP close must be blocked low Crouching Stab d + LP far must be blocked low Crouching Sword Upper d + HP close must be blocked low; pushback normally; Blue, Green, and Yellow=knockdown Swiping Slicer d + HP far must be blocked low; pushback normally; Blue, Green, and Yellow=knockdown Short Shin Tap d + LK close must be blocked low Prop Kick d + LK far must be blocked low Push Kick d + HK close must be blocked low; pushback normally; Green and Yellow=knockdown Sweeping Leg d + HK far must be blocked low; pushback normally; Green and Yellow=knockdown Special Moves ------------- Sonikkuken qcf + P Purple=low damage, Blue=medium, Green=heavy damage, Yellow=very heavy damage; absorbs projectiles Zanzouken b, f + P / Charge b, Purple=1 energy slash and f + P low damage, Blue=2 energy slashes and medium damage, Green=3 energy slashes and heavy damage, Yellow=4 energy slashes and very heavy damage; will collide with other projectiles as both will be "destroyed" in the process Hayabusa Giri b/n/f + press P Purple=low damage, rapidly (hold f to Blue=medium damage, move maneuver Green=heavy damage, forward) Yellow=very heavy damage Finishers: Zanzouken Destroyer or Sonikkuken Slicer ---------- ******************************************************************************* * 3.5 Sanpei * ******************************************************************************* Colors ------ Default - Green skin and shell Alternate - Blue skin and shell Throws ------ Rough Toss b/n/f + 2P connects close; opponent ends up behind Stinging Headbutt b/n/f + 2K connects close; tap P/K rapidly for more headbutts; opponent ends up in front Slamming Flattener b/n/f + 2P/2K in air connects close; opponent ends up in front Basic Moves ----------- Hook Punch LP close Upward Stretch Punch LP far Stretching Sky Beak u, LP overhead; Green and Yellow=pushback Air Stretch Punch ub/uf, LP overhead; Green and Yellow=pushback Cross Arm Strike HP close pushback normally; Green and Yellow=knockdown Straight Stretch Punch HP far pushback normally; Green and Yellow=knockdown Heavy Air Stretch Punch u, HP overhead; pushback normally; Green and Yellow=knockdown Double Stretch Punch ub/uf, HP overhead; pushback normally; Green and Yellow=knockdown Quick Snap Kick LK close Headstand Stretch Kick LK far Stretch Side Kick u, LK overhead; Green and Yellow=pushback Downward Stretch Kick ub/uf, LK overhead; Green and Yellow=pushback Rolling Double Kick HK close pushback normally; Green and Yellow=knockdown Stretch Double Boot HK far pushback normally; Green and Yellow=knockdown Downward Double Boot u, HK overhead; pushback normally; Green and Yellow=knockdown Layback Stretch Kick ub/uf, HK overhead; pushback normally; Green and Yellow=knockdown Command Moves ------------- Crouching Punch d + LP close must be blocked low Extend Beak d + LP far must be blocked low Crouching Push d + HP close must be blocked low; pushback normally; Green and Yellow=knockdown Sliding Beak d + HP far must be blocked low; pushback normally; Green and Yellow=knockdown Shin Tap d + LK close must be blocked low Double Stretch Boot d + LK far must be blocked low Turtle Flip d + HK close must be blocked low; pushback normally; Green and Yellow=knockdown Stretch Back Boot d + HK far must be blocked low; pushback normally; Green and Yellow=knockdown Special Moves ------------- Noodling b, df + P / Charge b, Purple=small burst and low df + P damage, Blue=medium burst and medium damage, Green=large burst and heavy damage, Yellow=very large burst and very heavy damage; absorbs projectiles Ice Bomb db, f + P / Charge Purple=1 ice cloud and low db, f + P damage, Blue=2 ice clouds and medium damage, Green=3 ice clouds and heavy damage, Yellow=4 ice clouds and very heavy damage; will absorb Benkei's Chrome Break Turtle Swim Clash hcf Purple=very slow and low damage, Blue=slow and medium damage, Green=medium and heavy damage, Yellow=fast and very heavy damage; absorbs projectiles Finisher: Noodling Explosion or Turtle Swim Destroyer --------- ******************************************************************************* * 3.6 Syugethu * ******************************************************************************* Colors ------ Default - Auburn armor trim Alternate - Seal Brown armor trim Throws ------ Arc Toss b/n/f + 2P connects close; opponent ends up behind Blaster Impalement b/n/f + 2K connects close; tap P/K rapidly for more thrusts; opponent ends up in front Basic Moves ----------- Quick Stab LP close Side Slash LP far Diagonal Stab u, LP overhead; Green and Yellow=pushback Downward Air Swipe ub/uf, LP overhead; Green and Yellow=pushback Back Upper Slash HP close pushback normally; Green and Yellow=knockdown Double Blade Dig HP far Diagonal Air Stab u, HP overhead; pushback normally; Green and Yellow=knockdown Double Downward Stab ub/uf, HP overhead; pushback normally; Green and Yellow=knockdown Knee LK close High Kick LK far Thrust Knee u, LK overhead; Green and Yellow=pushback Diagonal Air Kick ub/uf, LK overhead; Green and Yellow=pushback Hop Spin Kick HK close pushback normally; Green and Yellow=knockdown Back High Kick HK far pushback normally; Green and Yellow=knockdown Heavy Jump Kick HK in air overhead; pushback normally; Green and Yellow=knockdown Command Moves ------------- Crouching Stab d + LP close must be blocked low Crouching Swift Slice d + LP far must be blocked low Crouching Downward Slice d + HP close must be blocked low; pushback normally; Green and Yellow=knockdown Double Crouch Stab d + HP far must be blocked low; pushback normally; Green and Yellow=knockdown Quick Foot Kick d + LK close must be blocked low Sweeping Foot Tap d + LK far must be blocked low Prop Mid Kick d + HK close must be blocked low; pushback normally; Green and Yellow=knockdown Reaching Heavy Kick d + HK far must be blocked low; pushback normally; Green and Yellow=knockdown Special Moves ------------- Crescent Break qcf + P Purple=low damage, Blue=medium damage, Green=heavy damage, Yellow=very heavy damage; absorbs projectiles Drill Energy f, b, f + P / Charge Purple=small projectile and f, then b, f + P small damage, Blue=medium projectile and medium damage, Green=large projectile and heavy damage, Yellow=very large projectile and very heavy damage; collide with other projectiles as both will be "destroyed" in the process Kamikaze Attack b/n/f + press P Purple=low damage, rapidly (hold f to Blue=medium damage, move maneuver Green=heavy damage, forward) Yellow=very heavy damage Finishers: Drill Explosion or Crescent Slicer ---------- ******************************************************************************* * 3.7 Shishimaru * ******************************************************************************* Colors ------ Default - Gold costume w/ Red hair and trim Alternate - Silver costume w/ Orange hair and trim Throws ------ Whipping Spin b/n/f + 2P connects close; opponent ends up behind Hair Squeeze b/n/f + 2K connects close; tap P/K rapidly for more squeezes; opponent ends up in front Basic Moves ----------- Pushing Palm LP close Hair Swipe LP far Concentrated Air Headbutt u, LP overhead; Green and Yellow=pushback Stretching Hair Strike ub/uf, LP overhead; Green and Yellow=pushback Clawing Uppercut HP close pushback normally; Green and Yellow=knockdown Hair Whip HP far pushback normally; Green and Yellow=knockdown Spiral Hair u, HP overhead; pushback normally; Green and Yellow=knockdown Air Hair Whip ub/uf, HP overhead; pushback normally; Green and Yellow=knockdown Knee LK close Side Kick LK far Swift Jump Kick u, LK overhead; Green and Yellow=pushback Back Jump Kick ub/uf, LK overhead Raising Kick HK close pushback normally; Green and Yellow=knockdown Rolling Dropkick HK far pushback normally; Green and Yellow=knockdown Air Front Kick u, HK overhead; pushback normally; Green and Yellow=knockdown Double Jump Kick ub/uf, HK overhead; pushback normally; Green and Yellow=knockdown Command Moves ------------- Palm Push d + LP close must be blocked low Crouching Hair Whip d + LP far must be blocked low Clawing Uppercut d + HP close must be blocked low; pushback normally; Green and Yellow=knockdown Reaching Hair Strike d + HP far must be blocked low; pushback normally; Green and Yellow=knockdown Quick Foot Tap d + LK close must be blocked low Balance Kick d + LK far must be blocked low Spin Sweep d + HK close must be blocked low; pushback normally; Green and Yellow=knockdown Heavy Low Kick d + HK far must be blocked low; pushback normally; Green and Yellow=knockdown Special Moves ------------- Fire Hurricane qcf + P Purple=3 very slow hair spins and low damage, Blue=4 slow hair spins and medium damage, Green=5 medium speed hair spins and heavy damage, Yellow=6 fast hair spins and very heavy damage; absorbs projectiles Kabuki Gust b, f + P / Charge b, Purple=1 fireball and low f + P damage, Blue=2 fireballs and medium damage, Green=3 fireballs and heavy damage, Yellow=4 fireballs and very heavy damage; will collide with other projectiles as both will be "destroyed" in the process Spider's Thread d, b + P / Charge d, Purple=very quick lightning b + P and low damage, Blue=quick lightning and medium damage, Green=medium lightning and heavy damage, Yellow=long lasting lightning and very heady damage; absorbs projectiles Finishers: Kabuki Explosion, Spider's Destroyer, or Fire Slicer ---------- ******************************************************************************* * 3.8 Benkei * ******************************************************************************* Colors ------ Default - Off White costume w/ Red headband Alternate - White costume w/ Blue headband Throws ------ Brain Busting Spear b/n/f + 2P connects close; opponent ends up behind Nakiri Slice b/n/f + 2K connects close; tap P/K rapidly for more slices; opponent ends up in front Basic Moves ----------- Schimitar Slash LP close Yellow=pushback Naginata Slash LP far Yellow=pushback Schimitar Downward Stab u, LP overhead; Blue and Green=pushback, Yellow=knockdown Diagonal Naginata ub/uf, LP overhead; Blue and Green=pushback, Yellow=knockdown Crushing War Hammer HP close pushback normally; Blue, Green, and Yellow=knockdown Spiked Club Side Smash HP far pushback normally; Blue, Green, and Yellow=knockdown Spiked Club Air Bash u, HP overhead; pushback normally; Blue, Green, and Yellow=knockdown Air Crushing War Hammer ub/uf, HP overhead; pushback normally; Blue, Green, and Yellow=knockdown Sneaky Axe LK close Yellow=pushback High Kama Slice LK far Yellow=pushback Kama Downward Slice u, LK overhead; Blue and Green=pushback, Yellow=knockdown Air Axe Smash ub/uf, LK overhead; Blue and Green=pushback, Yellow=knockdown Upward Cane Swing HK close pushback normally; Blue, Green, and Yellow=knockdown Side Monk Spade Slice HK far pushback normally; Blue, Green, and Yellow=knockdown Downward Monk Spade u, HK overhead; pushback normally; Blue, Green, and Yellow=knockdown Cane Bop ub/uf, HK overhead; pushback normally; Blue, Green, and Yellow=knockdown Command Moves ------------- Beaded Necklace d + LP close must be blocked low; Yellow=pushback Naginata Stab d + LP far must be blocked low; Yellow=pushback Heavy Flail d + HP close must be blocked low; pushback normally; Blue, Green, Yellow=knockdown Kanabo Swing d + HP far must be blocked low; pushback normally; Blue, Green, Yellow=knockdown Double Low Dagger d + LK close must be blocked low; Yellow=pushback Low Kama Slice d + LK far must be blocked low; Yellow=pushback Tanto Thrust d + HK close must be blocked low; pushback
                                                    normally; Blue, Green, and
                                                    Yellow=knockdown
Deadly Monk Spade         d + HK far              must be blocked low; pushback
                                                    normally; Blue, Green, and
                                                    Yellow=knockdown


Special Moves
-------------
Chrome Break              b, df + P / Charge b,   Purple=small bomb and low 
                            df + P                  damage, Blue=medium bomb
                                                    and medium damage, 
                                                    Green=large bomb and heavy
                                                    damage, Yellow=very large
                                                    bomb and very heavy damage;
                                                    Purple, Blue, and Green
                                                    versions will collide with 
                                                    another Chrome Break as both
                                                    will be "destroyed" in the
                                                    process; Yellow version 
                                                    will collide with regular 
                                                    projectiles as both will be
                                                    "destroyed" in the process
Chrome Buster             db, f + P / Charge      Purple=small ball and low 
                            f + P                   damage, Blue=medium ball 
                                                    and medium damage, 
                                                    Green=large ball and heavy
                                                    damage, Yellow=very large
                                                    ball and very heavy damage;
                                                    absorbs projectiles
Iron Maiden               b/n/f + press P         Purple=small ball and low 
                            rapidly (hold f to      damage, Blue=medium ball
                            move maneuver           and medium damage, 
                            forward)                Green=large ball and heavy
                                                    damage, Yellow=very large
                                                    ball and very heavy damage;
                                                    absorbs projectiles


Finishers: Buster Explosion or Break Destroyer
----------




*******************************************************************************
* 3.9 Goemon                                                                  *
*******************************************************************************
Colors
------
Default   - Red trim and face paint
Alternate - Blue trim and face paint



Throws
------
Overhead Toss             n + 2P                  connects close; opponent ends
                                                    up behind
Jumping Piledriver        b/f + 2P                connects close; opponent ends
                                                    up in front
Roaring Tonfa             b/n/f + 2k              connects close; tap P/K   
                                                    rapidly for more strikes; 
                                                    opponent ends up in front
 

Basic Moves
-----------
Gut Punch                 LP close                
Straight Punch            LP far
Diagonal Air Punch        LP in air               overhead; Green and 
                                                    Yellow=pushback
Strong Upper              HP close                pushback normally; Green and
                                                    Yellow=knockdown
Double Forearm Smash      HP far                  pushback normally; Green and
                                                    Yellow=knockdown
Double Air Punch          u, HP                   overhead; pushback normally;
                                                    Green and Yellow=knockdown
Tonfa Swat                ub/uf, HP               overhead; pushback normally;
                                                    Green and Yellow=knockdown
Knee                      LK close
Face Kick                 LK far
Double Knee               u, LK                   overhead; Green and 
                                                    Yellow=pushback
Thrust Kick               ub/uf, LK               overhead; Green and 
                                                    Yellow=pushback
Shin Cracker              HK close                pushback normally; Green and
                                                    Yellow=knockdown
Crushing High Kick        HK far                  pushback normally; Green and
                                                    Yellow=knockdown
Air Snap Kick             u, HK                   overhead; pushback normally;
                                                    Green and Yellow=knockdown
Air Sweep Kick            ub/uf, HK               overhead; pushback normally;
                                                    Green and Yellow=knockdown


Command Moves
-------------
Crouching Tonfa Punch     d + LP close            must be blocked low
Crouching Tonfa Jab       d + LP far              must be blocked low
Tonfa Bash Upper          d + HP close            must be blocked low; pushback
                                                    normally; Green and 
                                                    Yellow=knockdown
Tonfa Uppercut            d + HP far              must be blocked low; pushback
                                                    normally; Green and 
                                                    Yellow=knockdown
Quick Foot Tap            d + LK close            must be blocked low
Slide Kick                d + LK far              must be blocked low
Push Kick                 d + HK close            must be blocked low; pushback
                                                    normally; Green and 
                                                    Yellow=knockdown
Crouching Snap Kick       d + HK far              must be blocked low; pushback
                                                    normally; Green and 
                                                    Yellow=knockdown


Special Moves
-------------
Hell's Fire               db, f + P / Charge      Purple=1 bomb and low damage,
                            db, f + P               Blue=2 bombs and medium 
                                                    damage, Green=3 bombs and
                                                    heavy damage, Yellow=4 
                                                    bombs and very heavy 
                                                    damage; will collide with
                                                    other projectiles as both
                                                    will be "destroyed" in the
                                                    process
Storm Scorcher            f, b, f + P / Charge    Purple=1/2 screen fire and
                            f, then b, f + P        low damage, Blue=2/3 screen
                                                    fire and medium damage,
                                                    Green=3/4 screen fire and
                                                    heavy damage, Yellow=4/5
                                                    screen fire and very heavy
                                                    damage; absorbs projectiles
Flash Tiger Strike        hcf                     Purple=low damage, 
                                                    Blue=medium damage, 
                                                    Green=heavy damage, 
                                                    Yellow=very heavy damage;
                                                    absorbs projectiles


Finishers: Hell's Explosion or Flash Tiger Destroyer
----------




===============================================================================
4. Conclusion
===============================================================================

4.1  What's Missing/Needed
-Clean up and corrections
-Are the Finishing Moves purely random or are there ways to pick your Finisher?
-Any missing Finisher Moves not listed?
-If you have anything to add, any corrections I need to make, please email me 
 at billy_kane_32@hotmail.com. Credit will be given for your contribution.

4.2  Credits
-Kaneko Co., Ltd.
-Atop
-Gamefaqs
-Giygas for the precedent information of Shogun Warriors which helped make this
 guide
-And me for writing this faq