Character In-Depth faq Naruto: Narutimate Hero 3 (PS2) Made by: Curori Yamanaka Ino Character Guide ....................................................................... Index (1) Basic terms and Controls (2) General Strategy, Pros and Cons (3) Movelist (4) Jutsu (5) Combos (6) Button Locks (7) Ougi (8) Shunpo (9) Wavedash (10) Infinites Bounce and Semi Infinites (11)Credits, Contact, Copyright ………………………………....................... Version History 1.0 28/01/07 Basic stuff: Why Ino?, Movelist, Jutsu, Locks, Ougi, Shunpo, Wavedash, Infinites and Credits/Contact/Copyright 2.0 30/01/07 yes two days later >_> Pros and Cons, more basic terms, tweaked movelist, basic combo section, and bounce/semi-infinites ....................................................................... (1) Basic Terms and Controls: X-Jump []-Throw Projectiles /\-Charge Ougi O-Attack L2/R2-Block/KnJ (Kawarimi No Jutsu) L1/R1-Rotate items Left and Right Kawarimi No Jutsu aka KNJ - The act of replacing yourself with a log/teleport. This action is done in NH3 by pressing L2/R2 the second before you are attacked. Button Lock: After certain moves are completed and finished with a [] the opponents X, O and block (R2) are disabled for a certain amount of time. Shuriken Cancel: [] at certain point in chains, jutsu or ougi animations to stop the characters movements and actions. Shunpo-Another term for ''Flash Step''. When a Shunpo is done the character does a quick dash and is invisible during this animation. An example of a Shunpo is Sandaime's >OO, []. Dash-in: X, X - dashes into the opponent while deflecting shuriken. Setup for aerial combos. Ou Ouchi: aka. KNJ Battle, Example: Ino OO>O >O. Tech: X while you are at the height of a spin or bounce or about hit the ground or wall. ....................................................................... (2) Why Ino? ~ General Strategy. Ino is an annoyer. Firstly her poison is "unblockable" (yes I know you can X-dash away from it). Secondly, her combo strings are really good at annoying/confusing your opponent, especially her O starters. Lastly, she's an all-around decent character and does not take damage as bad as other female characters (Tayuya, Sakura and Hinata) . I would back-up all of you nay sayers, with the fact that I have repeatedly beaten high level characters (Neji, Kisame, Jiraiya) with adept users, using Ino. Ino Strategy 1. Hit them with VOO, ^^O Untechable jutsu, ‘nuff said. 2. Mix-up with her >OO, OO>O, aerial VOO and O - 10% DAMAGE - Same setup as above with the final hit consisting of a Dynamic entry-ish kick, that can lead to KNJ battle (oui ouichi). This move can lead to ougi or jutsu if done towards a wall. Akileasu no Suteppu (Steps of the Achilleas) OOOO - 5% DAMAGE - Ino does a dancing elbow thrust towards the opponent and then finishes up with a lunging punch. This move can be cancelled into her ^OO rather easily, catching your opponent by surprise. The initial startup off this move is a countering push back, so avoid hitting her at this time. Liatolisu no Omoi (Passion of the Liatris) ^OO - 5% DAMAGE - Ino does a pleat-like upwards turning back-kick. If she is hit during the spin she counters the opponent. Useful for opponents who like to jump and VO. Can be SHCed right before the kick to Shunpo on some characters (Correct me if I’m wrong). Odoru Hime Yuri (Dance of the Lily Princess) VOO - 8% DAMAGE - Ino does a forward propelled slipping kick (breaks guard) and then does a scissor-like flip kick with both legs. Can be used to connect instantly (aka. Untechable Jutsu) with her ^^O and other strings. However, this move is slower than others and can be KNJed with some ease. Kuroba no Yakusoku (Promise of the Clover) OO and her VOO almost instantly. The move is also not easy to KNJ. Untechable, VOO , ^OO (no wait). VVO - Poisonous Roses - Ino pulls her roses out of her pockets and gathers them at her head in order to throw them. Can throw to other plains as well as different heights (depending on the length of charge). ITS UNBLOCKABLE., but because of the spread of the arrows it is almost impossible for your opponent to time a KNJ. The damage if done up close is relative to TenTen’s Kagura Shuriken. This is by far her best weapon to take down turtlers and Jiraiyas because of its potency against blockers and for its damage capabilities, respectively. It can almost always be cancelled into from most of her strings as long as she is on the ground. ………………………………....................... (5) Combos Cancel into combos: >OO, ^^O Use the ^^O’s punch to cancel the move’s punch. >OO, VVO Best used when the opponent is blocking and you are sure they’ll keep blocking. VO, VVO/^^O counter > VVO Ino turns away in a blocking pose, if she is hit a this time (not thrown) she will counter with an upward punch. After she punches the opponent up hit them with poison. Back to wall O ([]), ^^O/VVO Towards a wall: OOO, OOVO, [], ^^O Towards a wall: OOO, X, X, OOO x7, ^^O Only plausible if your opponent doesn’t tech (or of coarse KNJ, obviously), which in my opinion, is hard to do with that move. However, to wall tech the OOO is not impossible, it can be done and yes, I can do it. Use this move mainly on noobs and people who have no hope in the way of wall teching. ....................................................................... (6) Button Locks: OOVO, [] Can be comboed into her Justus. But the move itself is easy to KNJ, so it won’t be used very often. OO>O, [] Can be comboed into her Justus but only when used with Ino facing a wall. The dynamic entry-ish kick comes out fast and is not easy to KNJ. Better move to use if you want to use a jutsu and your opponent frequently KNJ’s her ^^O. OOOO) Lvl 2 -30 Dmg, STR+30, SPD+10- Shintenshin no Jutsu (Mind Body Switch Technique) Ino's father takes control of the opponent's body, giving Ino time to punch them. Animation - Dynamic Entry - Ino Style (Horrible hit frames) Lvl 3 -25 dmg, STR+10, SPD+10, CHK+20, SFX+10- Kuge Okuri (Flowers for You) Ino confesses her love for the opponent and gives them a bouquet of exploding flowers. Animation - Ino does a flip into the air (Picture Amy from GG’s Forward anchor vault) *Leaves Ino in a chou or powered-up state, makes her faster and stronger. Recommended Ougi: I would definitely recommend her third version, Lvl one ougi. Firstly, it only costs one bar and we want to save most of her chakra for KNJing and jutsu (VV/^^O). Secondly, the Lvl 2 has horrible hit frames and therefore it is very hard to connect with anything at all. Lastly, her Lvl 1 gives her 30+ speed up so, it gives you more options (jutsu/combo strings) and speed (of course) when your done the ougi. As a rule of thumb it is wise not to use Lvl 3's; all of your chakra is gone and you are open to infinites and semi-infinites. Ougi Set-ups: (Back to wall) O, /\, O Lvl 1 and 3 (correction?) (Facing Wall) OOOO,[] (Especially after her lvl 3 ougi boost) OO, [] Cancel after the second kick to "wave dash" shunpo less than half a stage length (read furhter) OOVO, [] Right before she ends the swirling kick. ....................................................................... (9) WAVEDASH Ino has a Wavedash that can be turned on/off (In My Opinion, Just like Chouji), every time you try to cancel the move with a [] you will usually always land the dash. OO, [] > [] right as she jumps up. To turn off: jump. ....................................................................... (10) Semi/Bounce Infinites (Only plausible without a tech) : Back to a wall: O, ([]), OO>O, ([]), OO>O ([])…….. Locking optional OO