=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Shogun Warriors FAQ By: Giygas (almighty_idiot@hotmail.com) Presented By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 2.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 2.1 Basics 2.2 Throws 2.3 Aerial Recovery Pushback 2.4 Bonus Stages 2.5 Regional Differences 3. Characters 3.1 Samurai 3.2 Kappa 3.3 Sabu 3.4 Ninja 3.5 Kabuki 3.6 Sumo 3.7 Geisya 3.8 Shogun ----------------------------- 3.9 Oni 3.10 Tengu 3.11 Benkei 3.12 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 + - And \ | / b - Back HP - Heavy Punch K - Any Kick / - Or b-- n --f u - Up LK - Light Kick 2P - both punches , - Then / | \ d - Down HK - Heavy Kick 2K - both kicks db d df n - Neutral 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 exact motion and the type of close throw is listed in each character's movelist Escape Throw wiggle joystick left and right when caught in a single or mashable throw Block High b Block Low db will not block overheads ************** * 2.2 Throws * ************** Probably the most unique part of this game is the throw system. In many older fighting games, to perform a single throw, you do the motion and the enemy can't do anything and the mashable throws can be escaped by spinning the controller like crazy while pressing all buttons. In this game, the single throws CAN be avoided but it's not easy by any means (the game usually favors the attacker when it comes to throws). When you perform a single throw, you must press any attack button in roughly the amount of times specified below to activate. For the opponent to escape it without harm, they must wiggle the controller left or right roughly the amount of times specified below. Single throws have a set duration (5 ingame seconds more or less if no one presses a button or direction) and when said timer reaches 0, the single throw will activate regardless if the enemy pressed almost all of the necessary directions needed to escape it or not. For mashable throws, the character doing it must simply press any attack button roughly the amount of times specified below to speed up the throw's animation and do another hit. For the enemy to escape the throw, they must wiggle the controller left or right the exact amount of times specified below. Mashable throws have infinite duration and won't stop until the enemy presses left or right the number of times described below. Single Throw = 14/20 button presses to activate - 23 directions registered to escape Mashable Throw = 5/8 button presses to do another hit - 29 directions registered to escape Sumo and Ninja have a jumping single throw but this one requires no additional buttons presses to happen other than the throw's motion and the enemy can't escape it. Note = The amount specified above (except for the directions that must be pressed to escape a mashable throw which is always the same) may vary if you test them yourself so it's not a 100% warranty. ******************************** * 2.3 Aerial Recovery Pushback * ******************************** If you try to walk forward after a throw, a Special Move that knocks down, or after hitting the opponent while they are in the air, you will notice there is some sort of force field that pushes you back quite a bit. The pushback can be partially avoided if you jump towards the opponent instead of walking. There are some special moves that move you forward that are not affected by said pushback (listed in each character's specific notes, if they do have them). ******************** * 2.4 Bonus Stages * ******************** After the 3rd, 5th and 7th stage, you are treated to a bonus stage where you need to destroy a statue/doll and which one you face depends on the stage: 3rd Stage = Shigaraki Tanuki (61/64 attacks to destroy it) 5th Stage = Maneki-neko (76/80 attacks to destroy it) 7th Stage = Daruma Doll (91/96 attacks to destroy it) The exact number of hits it takes to destroy them depend on attack strength/speed of the move. LP attacks may do the same damage as HP and so on. The amount specified above seems to be the same between characters so basically Ninja requires the same number of attacks as Shogun. Note = This was calculated using normal moves. Multi-hit special moves may require more than the above number from what was tested (more than double the hits than it would normally take, approximately). **************************** * 2.5 Regional Differences * **************************** The Japanese version of Shogun Warriors, called "Fujiyama Buster", gives Samurai, Sumo, Sabu, Geisya, Ninja, Benkei and Goemon Japanese voices. For whatever reason, Oni and Tengu speak English in all versions of the game =============================================================================== 3. Characters =============================================================================== Note = The game doesn't allow P1 and P2 to select the same character ******************************************************************************* * 3.1 Samurai * ******************************************************************************* Throw ----- Hilt Bash f/n/b + 2P/2K close opponent ends up in front of (tap P/K rapidly Samurai; mashable throw for rapid strikes) Basic Moves ----------- Quick Jab LP close whiffs on crouching opponent (except on Sumo and Benkei) Punt Kick HK close whiffs if done right in front of Kappa if he's crouching Front Kick HK far whiffs on crouching opponent if done far away (except on Kabuki, Sumo, Geisya, Oni, and Benkei) Command Moves ------------- Jawing Hilt f/b + LP close whiffs on crouching opponent Downward Slice f/b + LP far Crouching Downward Slice d + LP must be blocked low Spinning Crouch Slash db/df + HP must be blocked low Crouching Sword Upper d + HP must be blocked low Killing Stab f/b + HP far Crouching Lunge Kick db/df + HK must be blocked low Special Moves ------------- Zanzouken d, b, f + P LP=fast and doesn't inflict any chip damage, HP=slow; the projectile travels a bit before vanishing; will collide with other projectiles as both will be "destroyed" in the process; overhead Hayabusa Giri b/n/f + press P LP=slower, HP=faster; can rapidly alternate between buttons during the attack; doesn't inflict chip damage; overhead ******************************************************************************* * 3.2 Kappa * ******************************************************************************* Throws ------ Rough Slam 2P/2K close (tap P/K opponent ends up behind rapidly to activate Kappa; single throw throw maneuver sooner) Stinging Elbow f/b + 2P close (tap opponent ends up in front of P/K rapidly for Kappa; mashable throw rapid strikes) Crash Knee f/b + 2K close (tap opponent ends up in front of P/K rapidly for Kappa; mashable throw rapid strikes) Basic Moves ----------- Chop LP close whiffs on crouching opponent Stretch High Kick LK far whiffs on crouching opponent Command Moves ------------- Clawing Uppercut b/f + LP far Crouching Poke d + LP must be blocked low Reaching Slap b/f + HP far whiffs on crouching opponent (except on Sumo and Benkei) Double Arm Push b/db/f/df + HP in air overhead; will bounce to the front if it connects and to the back if the enemy is close to the corner; the bounce's trajectory changes depending at which moment the attack connected with the opponent (connects early=shortest bounce, connects late=longest bounce; can perform another air maneuver after bounce; inflicts chip damage Skyward Stretch db/df + HP must be blocked low Extend Knee b/db/f/df + HK in air overhead; will bounce to the front if it connects and to the back if the enemy is close to the corner; the bounce's trajectory changes depending at which moment the attack connected with the opponent (connects early=shortest bounce, connects late=longest bounce; can perform another air maneuver after bounce; inflict chip damage Slide Kick d + HK must be blocked low Mule Kick db/df + HK must be blocked low; whiffs on Tengu while he is crouching Special Moves ------------- Turtle Spin Clash hcf + P/K LP/LK=fast spin, up to 2 hits (3 if blocking), and doesn't inflict chip damage, HP/HK=slow spin and up to 3 hits (4 if blocking); occasionally this becomes a crossup after the first or second hit if the opponent is struck while crouching; can be grabbed out of this maneuver while spinning; maneuver is not a true combo so you can block the rest of the attack if you are hit by it; bypasses the normal pushback aerial recovery restriction; overhead Ice Bomb LP+HP+LK+HK will collide with other projectiles as both will be "destroyed" in the process; overhead Character Specific Note ----------------------- *With the exception of his air command moves, Kappa's air attacks are not overheads ******************************************************************************* * 3.3 Sabu * ******************************************************************************* Throw ----- Matoi Toss b/n/f + 2P/2K close opponent ends up behind Sabu; (tap P/K rapidly to single throw activate throw maneuver sooner) Basic Moves ----------- Matoi Bash LP close whiffs on crouching opponent (except on Sumo, Oni, and Benkei) Double Matoi Strike LP far has two parts, each with the ability to strike the opponent; first part whiffs on crouching opponents (except on Sumo, Oni, and Benkei); entire maneuver whiffs on Kappa if he's crouching Prop Knee LK far whiffs on crouching opponent (except on Samurai, Shogun, and Oni if done at the closest distance possible) Prop Kick HK far whiffs on crouching opponent (except on Sumo and Benkei) Command Moves ------------- Matoi Stab b/f + LP close Charging Matoi b/f + LP far Handle Strike d + LP must be blocked low Side Matoi Swipe b/f + HP far Twirling Matoi d + HP must be blocked low High Snap Kick b/f + LK far whiffs on crouching opponent if done far away (except on Sumo, Oni and Benkei); whiffs cleaning at any distance on Kappa, Ninja, Shogun, and Tengu if they are crouching Prop Boot Kick b/f + HK far whiffs on crouching opponent if done far away (except on Sumo and Benkei) Special Moves ------------- Hûrinkazan qcb, f + P LP=fast spin, up to 3 hits (4 if blocking), and doesn't inflict chip damage, HP=slow spin and up to 4 hits; maneuver is not a true combo so you can block the rest of the attack if you are hit by it; bypasses the normal pushback aerial recovery restriction; overhead Hû'un Daisyarin LP+HP+LK+HK whiffs on crouching opponent (except on Sumo, Kabuki, Geisya, Oni, and Benkei); can be used against an aerial crossup attack; doesn't inflict chip damage; overhead ******************************************************************************* * 3.4 Ninja * ******************************************************************************* Throws ------ Shoulder Toss b/n/f + 2P/2K close opponent ends up behind (tap P/K rapidly to Ninja; single throw activate throw maneuver sooner) Neckringer b/n/f + 2P/2K close in opponent ends up behind air Ninja; can use during an opponent's aerial recovery Basic Moves ----------- Throat Stab LP far whiffs on crouching opponent (except on Sumo and Benkei) Punching Slice HP close whiffs on Kappa and Sabu if they are crouching Turn Back Kick HK far whiffs on crouching opponent Command Moves ------------- Side Slash b/f + LP far whiffs on crouching opponent (except on Sumo and Benkei) Low Blade Slice d + LP must be blocked low Crouching Uppercut db/df + HP must be blocked low Rising Blade Uppercut d + HP must be blocked low Lean Back Kick db/df + HK must be blocked low Slide Kick d + HK must be blocked low Special Moves ------------- Shoi Shuriken qcf + P LP=fast and doesn't inflict chip damage, HP=slow; will collide with other projectiles as both will be "destroyed" in the process; overhead Ninpou Kaenrin LP+HP+LK+HK can be used against an aerial crossup attack; blue slash will absorb projectiles; overhead Hayate Geri b/n/f + press K LK=slow, HK=fast (can rapidly alternate between buttons during the attack); overhead ******************************************************************************* * 3.5 Kabuki * ******************************************************************************* Throws ------ Hair Squeeze b/n/f + 2P close (tap opponent ends up in front of P/K rapidly for Kabuki; mashable throw rapid squeezes) Flying Buster b/n/f + 2K close opponent ends up behind (tap P/K rapidly to Kabuki; single throw activate throw maneuver sooner) Basic Moves ----------- Crashing Elbow LP close whiffs on crouching opponent (except on Sumo and Benkei) Straight Palm LP far whiffs on crouching opponent (except on Sumo and Benkei) Rising Hand HP close whiffs on crouching opponent (except on Sumo and Benkei) Swiping Roundhouse LK close whiffs on crouching opponent (except on Sumo, Oni, and Benkei) High Snap Kick LK far whiffs on crouching opponent Crush Kick HK close whiffs on crouching opponent (except on Sumo and Benkei) Roll Kick HK far whiffs on crouching opponent Command Moves ------------- Stomach Palm b/f + LP far Low Bladed Hand d + LP must be blocked low Clawing Push b/f + HP far whiffs on crouching opponent (except on Sumo, Oni, and Benkei) Reaching Hair Strike d + HP must be blocked low Swiping Roundhouse b/f + HK far whiffs on crouching opponent (except on Sumo, Oni, and Benkei) Special Moves ------------- Spider's Thread d, f + P LP=short duration, HP=long duration; will collide with other projectiles as both will be "destroyed" in the process; overhead Fire Hurricane LP+HP+LK+HK can be used against an aerial crossup attack; overhead ******************************************************************************* * 3.6 Sumo * ******************************************************************************* Throws ------ Torturing Backbreaker n + 2P close (tap opponent ends up behind Sumo; P/K rapidly for mashable throw rapid backbreakers) Rock Crushing Palm b/f + 2P close (tap opponent ends up in front of P/K rapidly to Sumo; single throw activate throw maneuver sooner) Hopping Backbreaker n + 2K close (tap opponent ends up behind Sumo; P/K rapidly to single throw activate throw maneuver sooner) Slap Uppercut b/f + 2K close (tap opponent ends up in front of P/K rapidly for Sumo; mashable throw rapid strikes) Falling Powerbomb b/n/f + 2P/2K close in opponent ends up in front of air Sumo; can use during an opponent's aerial recovery Basic Moves ----------- Quick Slap LP close whiffs on crouching opponent (except on Sumo and Benkei) Quick Palm LP far whiffs on crouching opponent (except on Sumo and Benkei) Swooping Palm HP close whiffs on crouching opponent (except on Sumo, Oni, and Benkei) Heavy Palm HP far whiffs on crouching opponent (except on Sumo, Oni, and Benkei) High Knee LK close whiffs on crouching opponent (except on Kabuki, Sumo, Geisya, Oni, and Benkei) Blind Side Kick LK far whiffs on crouching opponent (except on Sumo, Oni, and Benkei) Sumo Kick HK close whiffs on crouching opponent (except on Sumo, Oni, and Benkei) Command Moves ------------- Crouching Palm d + LP must be blocked low Sumo Push b/f + HP far whiffs on crouching opponent (except on Sumo and Benkei) Back Slap db/df + HP must be blocked low Shin Cracking Palm d + HP must be blocked low Special Moves ------------- Tatsunoko Attack d, df + P LP=low jump, HP=high jump; only hits aerial opponents; can be used against an aerial crossup attack Sumo Tackle LP+HP+LK+HK overhead ******************************************************************************* * 3.7 Geisya * ******************************************************************************* Throw ----- Spike Frankensteiner b/n/f + 2P/2K close opponent ends up behind (tap P/K rapidly to Geisya; single throw activate throw maneuver sooner) Basic Moves ----------- Weak Slap LP close whiffs on crouching opponent Bop Punch LP far whiffs on crouching opponent Heavy Slap HP close whiffs on crouching opponent Backfist HP far whiffs on crouching opponent Skyward Kick LK close whiffs on crouching opponent (except on Sumo, Oni, and Benkei) Double Hop Kick LK far has two parts, each with the ability to strike the opponent; overhead; whiffs on Kappa, Sabu, Ninja, Tengu, and Goemon if they are crouching Over Shoulder Back Kick HK close whiffs on crouching opponent (except on Sumo, Oni, and Benkei) Command Moves ------------- Crouching Claw Scratch d + LP must be blocked low Downward Punch b/f + HP far Reaching Crouch Punch d + HP must be blocked low Punt Kick b/f + LK far Side Kick b/f + HK far Special Moves ------------- Tsuru No Mai f, d, df + P LP=fast spin and up to 4 hits (5 if blocking or 3 if opponent is crouching) and does not inflict chip damage, HP=slow spin and up to 4 hits (5 if blocking); maneuver is not a true combo so you can block the rest of the attack if you are hit by it; bypasses the normal pushback aerial recovery restriction; overhead Chou No Mai LP+HP+LK+HK only hits aerial opponents; can be used against an aerial crossup attack ******************************************************************************* * 3.8 Shogun * ******************************************************************************* Throw ----- Blaster Impalement b/n/f + 2P/2K close opponent ends up in front of (tap P/K rapidly for Shogun; mashable throw rapid strikes) Basic Moves ----------- Throat Slice LP close whiffs on crouching opponent (except on Sumo and Benkei) Roll Kick LK/HK close whiffs on crouching opponent (except on Sumo, Oni, and Benkei) High Kick LK/HK far whiffs on crouching opponent (except on Geisya and Oni) Command Moves ------------- Horizontal Slice b/f + LP far Crouching Downward Slice d + LP must be blocked low Vertical Slice b/f + HP far whiffs on crouching opponent (except on Kabuki, Sumo, Geisya, Oni, and Benkei) Crouching Side Slice db/df + HP must be blocked low Double Twirl Blade d + HP must be blocked low Quick Foot Kick db/df + HK must be blocked low Special Moves ------------- Drill Arm db, f + P LP=fast, HP=slow; will collide with other projectiles as both will be "destroyed" in the process; overhead Kamikaze Attack b/n/f + press P LP=slow, HP=fast (can rapidly alternate between buttons during the attack); doesn't inflict chip damage; overhead ------------------------------------------------------------------------------- ******************************************************************************* * 3.9 Oni * ******************************************************************************* Throws ------ Horn Buster b/n/f + 2P close (tap opponent ends up in front of P/K rapidly for Oni; mashable throw rapid strikes) Pounder Buster b/n/f + 2K close (tap opponent ends up behind Oni; P/K rapidly to single throw activate throw maneuver sooner) Basic Moves ----------- Forearm Hammer LP/HP close whiffs on crouching opponents (except on Kabuki, Sumo, Geisya, Oni, and Benkei) Bashing Punch LP/HP far whiffs on crouching opponent (except on Sumo, Oni, and Benkei) Command Move ------------ Crouching Uppercut d + LP/HP must be blocked low Special Moves ------------- Oni Drill qcf + P LP=fast spin and up to 3 hits, HP=slow spin and up to 3 hits; whiffs on crouching opponents Pounder Earth LP+HP+LK+HK will collide with Kabuki's Spider Thread projectile or a mirror match Oni's Pounder Earth as both will "destroyed" in the process; overhead Character Specific Notes ------------------------ *All of Oni's normal moves (standing, crouching and jumping) have no attack strength difference *Oni is not banned ******************************************************************************* * 3.10 Tengu * ******************************************************************************* Throw ----- N/A Basic Move ---------- Stabbing Fingers LP close/far whiffs on crouching opponent Side Kick LK close/far whiffs on crouching opponent (except Sumo and Benkei) Double Swipe Kick HK close/far has two parts, each with the ability to strike the opponent; inflicts chip damage; whiffs on crouching opponent Command Moves ------------- Upward Punch d + LP/HP must be blocked low Snap Kick b/f + HK whiffs on Kappa, Sabu, Ninja, Shogun, Tengu and Goemon if they are crouching Special Moves ------------- Hurricane Kick f, df, d + K LK=fast spin and up to 2 hits (3 if blocking), HK=slow spin and up to 2 hits (3 if blocking); whiffs on crouching opponents; can be grabbed out of this maneuver while spinning; maneuver is not a true combo so you can block the rest of the attack if you are hit by it; bypasses the normal pushback aerial recovery restriction Spiral Wing LP+HP+LK+HK will collide with other projectiles as both will be "destroyed" in the process; overhead Character Specific Notes ------------------------ *All of Tengu's normal crouching and jumping moves have no attack strength difference *Tengu's standing moves are the same far and close ******************************************************************************* * 3.11 Benkei * ******************************************************************************* Throw ----- N/A Basic Moves ----------- Spear Stab LP/LK close/far whiffs on crouching opponent (except on Kabuki, Sumo, Geisya, Oni, and Benkei) Downward Spear Slice HP close/far hits twice on block up close Standing Spear Twirl HK close/far has multiple parts, each with the ability to strike the opponent Command Moves ------------- Toe Spear d + LP/HP must be blocked low Crouching Spear Twirl d + LK/HK must be blocked low; has multiple parts, each with the ability to strike the opponent; sometimes will become an unblockable attack Special Move ------------ Volcano Blast LP+HP+LK+HK will collide with other projectiles as both will be "destroyed" in the process; overhead Character Specific Notes ------------------------ *All of Benkei's crouching moves have no attack strength difference *Benkei's standing moves are the same far and close *Benkei has only has one jumping move *He has a bug that when he TURNS around after you or the opponent jumps over him AND he's not blocking, any following move that should whiff on him while crouching won't whiff *The above bug only stays active until Benkei blocks, moves, performs an attack or is damaged ******************************************************************************* * 3.12 Goemon * ******************************************************************************* Throw ----- Roaring Punch b/n/f + 2P/2K close opponent ends up in front of (tap P/K rapidly for Goemon; mashable throw rapid strikes) Basic Moves ----------- Hop Kick HP close whiffs on crouching opponent (except Sumo, Oni, and Benkei); overhead Flying Kick HP far whiffs on crouching opponent (except Sumo, Oni, and Benkei); overhead High Roundhouse LK close/far whiffs on crouching opponent (except Sumo, Oni, and Benkei) Sobat HK close whiffs on Kappa, Sabu, Ninja, Shogun, and Tengu if they are crouching Command Moves ------------- Crouching Straight Punch d + LP/HP must be blocked low Straight Punch b/f + HP whiffs on crouching opponent (except Sumo and Benkei) Special Moves ------------- Tiger Strike f, d, df + P whiffs on crouching opponent Pouncing Leg Swipe f, d, df + K does up to 3 hits; will occasionally become a crossup after the first or second hit if the enemy is struck while crouching; overhead when done from afar and is not an overhead if done up close; maneuver is not a true combo so you can block the rest of the attack if you are hit by it; doesn't inflict chip damage; bypasses the normal pushback aerial recovery restriction; whiffs against crouching Kappa, Sabu, and Ninja Dragon Flame LP+HP+LK+HK will collide with other projectiles as both will be "destroyed" in the process; overhead Character Specific Notes ------------------------ *Goemon's crouching and jumping attacks have no attack strength difference *Goemon's standing moves are the same far and close =============================================================================== 4. Conclusion =============================================================================== 4.1 What's Missing/Needed -Clean up and corrections -Does Benkei has another special move or is it just the game playing tricks with the ingame movelist like it does with Goemon? -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 writing this faq -Faq presented by me