==================================== Kunoichi/Nightshade Boss FAQ Written By: Gen2000 Latest Version: 0.3, 12/24/04 ==================================== ============================================================================= Contents ============================================================================= For easier searching through out this FAQ, use the "Find" command in the Menu bar. In Internet Exploder, the shortcut command is (Ctrl + F). Once the Find/Search window is up; just type up the index number(s) plus the section title to quickly jump to that part of the FAQ you're interested in. In case you couldn't tell, this FAQ contains SPOILERS. ================== I. Introduction ================== 1.1 Disclaimer, Copyright Info 1.2 Story =============================== II. Controls =============================== =============================== III. Characters =============================== 3.1 Hibana – Shinobi Agent 3.2 Hisui – Shinobi of Water 3.3 Hotsuma – Master of the Oboro 3.4 Joe – Shinobi of Legend ============= IV. Bosses ============= 4.1 Kurohagane Alpha 4.1.1 Hibana/Hisui 4.1.2 Hotsuma 4.1.3 Joe 4.2 Dangomushi 4.2.1 Hibana/Hisui 4.2.2 Hotsuma 4.2.3 Joe 4.3 Imomushi (Non completed) 4.3.1 Hibana/Hisui 4.3.2 Hotsuma 4.3.3 Joe 4.4 Kazaguruma (Not completed) 4.4.1 Hibana/Hisui 4.4.2 Hotsuma 4.4.3 Joe 4.5 Tokage (Not completed) 4.5.1 Hibana/Hisui 4.5.2 Hotsuma 4.5.3 Joe 4.6 Onibi (Not completed) 4.6.1 Hibana/Hisui 4.6.2 Hotsuma 4.6.3 Joe 4.7 Ga (Not completed) 4.7.1 Hibana/Hisui 4.7.2 Hotsuma 4.7.3 Joe 4.8 Kurohagane Beta (Not completed) 4.8.1 Hibana/Hisui 4.8.2 Hotsuma 4.8.3 Joe 4.9 Jimushi (Not completed) 4.9.1 Hibana/Hisui 4.9.2 Hotsuma 4.9.3 Joe 4.10 Hisui 4.10.1 Hibana/Hisui 4.10.2 Hotsuma 4.10.3 Joe 4.11 Golden Place Door a.k.a "Door of Doom" 4.11.1 Hibana/Hisui 4.11.2 Hotsuma 4.11.3 Joe 4.12 unknown Hellspawn monster 4.12.1 Hibana/Hisui 4.12.2 Hotsuma 4.12.3 Joe 4.13 Kurohagane Final 4.13.1 Hibana/Hisui 4.13.2 Hotsuma 4.13.3 Joe ================ V. Conclusion ================ 5.1 FAQ Version History 5.2 Credits ============================================================================= I. Introduction ============================================================================= This Nightshade (Kunoichi in Japan) FAQ will try to aid in you beating all of the bosses of the game on any difficulty and with any shinobi. ----------------------------------------------------------------------------- 1.1 Disclaimer, Copyright Info ----------------------------------------------------------------------------- This document is Copyright 2002 Alfred "Gen2000" Lynaum. You are free to use this FAQ in any way as long as you don't make a profit off of it. If you want to use this FAQ on your site, you must get permission from me first or else I could take you to court. If that is the case there is a high chance that I will win which is basically free money for me. Writing this FAQ took free time away from me so if you want to use this FAQ on your site then please email me at (gen2000__(at)hotmail dot com). Also if you are going to use this FAQ you cannot modify it in any way. Any information you get from this FAQ you must give credit where it's due. -End of disclaimer- The latest version of this FAQ can always be found here: www.gamefaqs.com ----------------------------------------------------------------------------- 1.2 Story ----------------------------------------------------------------------------- "Akujiki...The ancient, cursed blade has consumed the souls of men for centuries. It is said that he who wield Akujiki, wields absolute power. Many wars were fought to control that power. Many lives were lost. A lone shinobi took it upon himself to end Akujiki's legacy of blood. However, his struggles proved only to be the beginning of yet a new battle." - Nightshade instruction manual. ============================================================================= II. Controls ============================================================================= The default controls for the game and general controls for the shinobi are: Left analog stick = Walk & Run Square = Slash X = Stealth Dash Circle = Jump Triangle = Kick R1 = Lock-On to Target R2 = Switch Targets (when you lock-on to an enemy) R3 = Reset camera angle (click down on right analog stick) L1 = Shuriken L2 = Ninjutsu Start = Pause Menu Right analog stick = Camera Angle A lot of past PS2 Shinobi players I know so far have changed their controls from the default. Even some newcomers to the Shinobi series have change their controls. Throughout the FAQ I will be referring to actual command names instead of buttons (i.e. Stealth Dash instead of X) cause of everyone has a different preference to the "perfect control layout". ============================================================================= III. Character ============================================================================= Information about the different shinobi you can control the game. ----------------------------------------------------------------------------- 3.1 Hibana – Shinobi Agent ----------------------------------------------------------------------------- Hibana is the first character you start off with and the main character of Nightshade. Here is a list of Hibana's moves: - Jump (Jump button) Hibana jumps in the air, not much else to say. Press jump again mid-air during the first jump to perform the double jump. After that you can't perform any more jumps unless you land a successful hit on an enemy. - Wall Running (Jump towards a wall and use the left analog stick to move) Hibana clings to the wall and is able to move forward or backwards on it. The wall running speed is slightly faster than Hibana's normal running speed. - Stealth Dash (Stealth Dash button) Hibana leaves a shadow of herself while blazing pass her enemies. When using this your invincible during the whole period of the dash so you can use this to go through enemies attacks if timed right (i.e. fireballs). If you're locked-on, holding left or right while pressing the Stealth Dash button will make you dash to the side or sometimes behind your enemy which sets up easily for the back slash which causes critical damage (double). - Aerial Stealth Dash Same as the ground version only that it can be performed once in the air unless you land a successful hit on an enemy. When you lock-on to an enemy, pressing the Stealth Dash button will make you dash directly towards that enemy. - Slash (Slash button) Hibana slashes her enemies with Utshushiyo, a replica of the Akujiki. Press Slash button 3 more times to perform a small combo using the sword. As you successfully kill enemies, the sword will glow a color similar to the ways of Akujiki. The more enemies you kill in a row the more colors you will see change. Each color represents a different strength. The color range from light green (weakest) to fire red/pink (strongest). The art of Tate knows which enemies to take out first so you can use your charged sword on stronger enemies to take them down easier. - Roundhouse Slash (hold forward + Slash button when lock-on during combo) When performing the 3 hit slash combo, instead of the normal finisher on the 3rd hit you opt for the roundhouse slash instead by holding the left analog stick towards your targeted enemy and press the Slash button at the 2nd hit of the slash combo. Hibana will do wide spin while slashing anyone in the sword's path. This move is useful cause it knocks down the enemy (or enemies) setting them for easier Tate'ed hits. - Kick (Kick button) Hibana does a high kick. Press the kick button two more times to perform a small combo of kicks. You can perform a kick in the air as well but you can only do one instead of a combo. Please note that you can't kill any enemies with this move. In stages that have aircrafts or subs that fires missiles at you, you can deflect them with the kick and redirect them towards your enemies. Locking-on helps in doing this. Besides that, the most important feature of the kick is its ability to break the armor of your enemies and some bosses which they use that armor to deflect all of your sword and shuriken attacks. - Homing Kick (Jump button, then Kick button when locked-on) Hibana performs a dive kick towards the enemy she is locked on to. Same properties as her ground version of Kick however with the "dash-like" property of the homing kick it can be used as a quasi-air dash when you're trying to close in the gap between you and enemy. A combination of Homing Kick > Stealth Dash (locked on) covers a lot of area. - Short Sword Attack (hold direction away from enemy + Slash button when locked on) Hibana whips out Futaba and spins them around slashing anything near her. Press the Slash button 3 more times to perform a small combo using the short swords, you don't have to hold Back during the whole combo. This move is weak compared to her normal sword attack and doesn't gain any power from dead enemies. The advantage of using the short sword attack though is that any enemy you hit will stay in "place" and not be knocked around. This is useful for fighting enemies on small platforms and you want to keep said enemy in the Tate. Another advantage is that since short sword is so weak, but hits A LOT of times, it's very easy to get 20-30 hits on big enemies which charges up the Chakra Gauge quicker than killing everything with the sword. The higher your combo hits are, the quicker the Chakra Gauge raises. - Shuriken (Shuriken button) Hibana flings a shuriken forward. If locked on, she tosses one at the targeted enemy, which paralyzes them. You can only carry 32 shurikens at a time. This move does very little damage, but can be charged by killing enemies just like the long sword. To even noticed it does damage (i.e. finish a Tate) you will have to kill about 3 or 4 enemies and then spam about 4-7 shurikens to finish off the last one. - Shuriken Burst (Double Jump + Shuriken button at peak of jump) Hibana stops and spins quickly as she releases a "burst" of shurikens everywhere. This move stuns just about every enemy that was on the screen and near Hibana when you did this move. Sometimes one or two might slip through even if you think they should get hit. It cost 8 shurikens to do this move so use only when you have to. You should rarely be using this move anyways. Like normal shurikens, this move also does little damage to your enemies. - Float Kick (hold direction away from enemy + Kick button when locked on) Hibana will perform sweep and if it connects the enemy will be launched high into the air. If you don't perform the follow-up, Air Smash (explained below), the enemy will come crashing down and stunned giving you chance for some free hits. This move can also break armor similar to a normal kick. There is A LOT of lag time after this move if you don't follow up with Air Smash. Like the normal kick, you can't kill anyone with this move. Bosses and some heavier enemies will not be launched into the air but the Float Kick will hit multiple times on them. - Air Smash (jump and Kick button after performing Float Kick) After a successful hit of Float Kick, press the Jump button then the Kick button quickly and Hibana will drop kick the enemy straight into the ground causing a small shockwave. The shockwave will knock down any nearby enemies as well as breaking any armor off them they had any. Even some airborne enemies will be stunned or they armor will break if they're low enough to the ground. This move can be thought of as a "free Shuriken Burst" as the stun/knockdown range is about the same but it doesn't cost anything except for one grounded enemy. - Shadow Attack (hold down Slash button when locked on) Also known as "Kage Bushin". If you have at least one level on the Chakra Gauge you can perform this move. Hibana poses with 4 clones surrounding her and releases 2-4 of clones depending on the levels you have in the Chakra Gauge that seeks out and hits the targeted opponent. This is her strongest move and the easiest way for her to get one hit kills on bosses since killing other enemies in a Tate can charge it. When you first perform this move the clones will be red but they will soon change to a light red color, which means the move is ready to go (release the Slash button to perform). The levels you have for the move is represented in the 3 units next to your Chakra Gauge, one purple filled unit means you have one level, two means you have level two, and three means you can perform a level three Shadow Attack. The higher the level the more clones you send out during the attack. - Level 1 = 2 clones - Level 2 = 3 clones - Level 3 = 4 clones It's best to perform this as far as away from the enemy or boss as you can to make sure that all of the clones hit. If you did this move by mistake, you can cancel it by pressing the Stealth Dash button in another direction and letting go of the Slash button. - Canceling (various button commands) This isn't a command exactly but just a feature of the game you should know about to improve your game. Nightshade is no Devil May Cry, but canceling attacks is still important if you want to get the most out of using Hibana. The rules for canceling is if you hit any enemy on the ground with an attack you are given the ability to cancel into another attack (slashing or kicking), jump, shuriken toss, or stealth dash. For example you may be using the Short Sword attack on one enemy but you feel another enemy is about to hit you with a projectile. Since you were already attacking one enemy with your previous attack you can cancel it into the stealth dash and move out of harms way or THROUGH the projectile and attack the next enemy adding up the Combo counter. When mixing up Slash and Kick combos, you can't go "backwards" in the custom combo. For example you can't do Slash, Kick and press Slash again to go back the first slashing animation as before instead you would perform the second attack of the Slash combo. The only time the combo resets is when you use shurikens (Short Sword Attack > Shuriken) or jump (you jump when using Shuriken Burst or Aerial Stealth Dash, so that counts too). Stealth dashing surprising counts as part of the "combo" even if you don't hit an enemy, i.e. Slash > Stealth Dash > Slash > Stealth Dash > Roundhouse Slash. To reset the combos after Stealth Dashes you have to take a small "break" before pressing the attack button again. This is important to know if you want to hit multiple enemies at one time but don't want to include the lag of the other attacks from the combos. Anyone who put any decent time into this game should already know this but there may be some players out there who aren't taking advantage of the canceling ability of this game. Hibana has a lot more moves compared to Hotsuma and co. from Shinobi. Canceling can help reduce the lag off a lot of her moves. For example the Float Kick > Air Smash stuns the enemy for a while but Hibana herself has some noticeable lag time before she can move again and A LOT more if you didn't cancel into Air Smash. Using Float Kick > Stealth Dash instead knocks the enemy high into the air but immediately afterwards you can move on to the next enemy. Of course the armor breaking is an advantage of the Air Smash but it's pointless to go through the whole process if there aren't any enemies around with armor on when you performed the Float Kick. This is useful if you want to stun big enemies and quickly kill some smaller ones for sword power or if you just want to combo into something better after the Float Kick such as Float Kick > Stealth Dash > Short Sword Attack. ----------------------------------------------------------------------------- 3.2 Hisui – Shinobi of Water ----------------------------------------------------------------------------- Hisui is the first character that you unlock in the game. She is supposedly Hibana's rival. She plays similar to Hibana except she runs faster than Hibana normally which makes her an great choice for Time Attack or timed missions in Mission Mode and some of her moves have different properties than Hibana's. Most are pointless, but some actually makes her more effective to use. The changes are: - Normal attacking / Roundhouse Slash (Slash button / Roundhouse Slash command) Hisui umbrella gives her GREAT range. The first slash alone makes Hibana look pitiful. The Roundhouse Slash like attack doesn't cover as much area as it should, but that's ok. Her weapon makes air Tate'ing a breeze (ok, almost). - Repeated Stabbing (Short Sword command) Here is another move that puts Hibana to shame. The range of this move is about the same as the second hit of Hisui's normal combo, which is pretty impressive when compared to Hibana's who has to be very close to her enemies to get the most out of the attack. - Shuriken/Shuriken Burst (Shuriken button/Shuriken Burst command) Since Hisui is the "Shinobi of Water", her moves must have water/ice like effects on them. The most notable one is when she uses shurikens. Instead of the paralyze effect of Hibana's, Hisui shurikens freezes the enemies. They turn blue and some ice covers them. The properties are still the same though (i.e. can still Tate with them, gets charged, etc.). - Water Geyser (Float Kick command) Hisui creates a small water geyser in front of her that launches any enemy that touches it. The speed of this move is the same as Hibana. It seems like Hisui's version is better cause Hibana has to come in with a sweep which creates a small gap for an enemy to interrupt if she doesn't bring that foot in time while Hisui's version comes at the same speed all around in that little circle of water only going upwards, so as soon as you enter the command the enemy is launched (is possible). Could just be an illusion though. - Shadow Attack (Shadow Attack command) Same as Hibana's except Hisui's clones are blue. - Canceling (various button commands) Hisui shares the same canceling properties of Hibana since they have similar moves. ----------------------------------------------------------------------------- 3.3 Hotsma – Master of Oboro ----------------------------------------------------------------------------- Hotsuma plays EXACTLY same as he did in Shinobi so players of that game should know what to expect out of him. He has a very limited movelist when compared to Hibana/Hisui and runs slower than them as well. The only difference you'll notice is his sword is longer than it was in Shinobi. Wielding Akujiki, Hotsuma is the strongest shinobi in the game when it comes to slashing power. One charge from an enemy and Hotsuma can take down most enemies in one swipe even on the Hard difficulty. The drawback of this though is that Hotsuma must ALWAYS be killing something in order to suppress Akujiki's craving for souls (your health bar). Luckily, you easily get more "Ying" (red orbs) in this game compared to Shinobi for killing enemies. A red Akujiki Gauge that drains slowly replaces the Chakra Gauge. If the gauge drains completely, then Akujiki starts taking health away from Hotsuma at a slow rate that can kill Hotsuma if you let it drain away all of your health. The higher the difficulty the faster it drains. Another advantage is that Hotsuma can slash through enemies' armor. Be careful though as enemies can still guard against slashes. This isn't so much a problem vs. grounded enemies but can be when you're trying to complete air Tates. Hotsuma is meant to be played by experienced players only, as in careful management of Tates and energy of his Akujiki Gauge is the key to slaying enemies and bosses in one hit. - Slash (Slash button) Hotsuma does a standard forward slash downward. Press the Slash button three more times to perform a small combo. The last hit of Hotsuma's slash combo that takes a while to come out is possibly the strongest slash of his combo. - Roundhouse Slash (hold forward & press Slash button when locked on) Same knock back power of Hibana/Hisui's but with the length of Hotsuma's sword combined with the power of his slashes this is the best version. - Thunder Kick (hold direction away + Kick button when locked on) This is Hotsuma's version of the "Kick". In Shinobi it was useful for breaking opponent's guard when trying to kill them. It still has it same use in this game, but also can be used to kick by missiles from aircrafts/subs. You can only perform the Thunder Kick on the ground. - Shuriken/Shuriken Burst (Shuriken button/Shuriken Burst command) Hotsuma's Shuriken and Shuriken Burst work the same as Hibana's. - Charge Attack (hold down Slash button when locked on) Hotsuma harness the energy of Akujiki's collected souls and dashes forward with a violent slash. You must have at least one level on the Akujiki gauge to perform this move. This move goes through enemies or bosses armor and guard. Like Hibana's Shadow Attack, this move can be charged by killing enemies in a Tate. Learning how to use this move vs. bosses is the key slaying them in one hit. Even though this move can only be performed on the ground, if you use this move over a gap Hotsuma will dash over it till he's either hits his target or is finished with the Charge Attack animation. If you want to cancel the Charge Attack just perform a Stealth Dash in any direction and release the Slash button afterwards. - Canceling (various button commands) Same properties as Hibana/Hisui except of course Hotsuma has a very limited movelist compared to them so he doesn't get as many options and Thunder Kick also resets his normal Slash combo. ----------------------------------------------------------------------------- 3.3 Joe Musashi – Shinobi of Legend ----------------------------------------------------------------------------- Joe Musashi is the last character you will unlock in the game. He plays similar to Hotsuma except he doesn't have to worry about a sword draining his health and he doesn't have a Charge Attack. He still has the same great range with his sword like Hotsuma but the real advantage comes in his unlimited shuriken ability that caters to Joe's more old school type of game style. He has the same moves as Hotsuma except with different properties. While Hotsuma is stronger, Joe's defensive type gamestyle through the use of Shurikens allows him to be played by any type of player. - Slashing (in general) Unlike Hotsuma, Joe can't slash through the armor of enemies. That's what his Shurikens are for. - Thunder Kick (Thunder Kick command) This move is like Hotsuma's except it knockdowns enemies and knocks them back FAR. It can be used to break armor but the kickback power is so strong sometimes you might boot the enemy right off the ledges. - Shuriken/Shuriken Burst (Shuriken button/Shuriken Burst command) Joe has unlimited Shurikens but they don't paralyze enemies. It's not a problem since Joe's shurikens are the strongest in the game and it's VERY EASY to Tate enemies using ONLY Shurikens. As Joe kills enemies with Shurikens, his sword still gets the charge effect. They almost have limited tracking abilities. Joe's shuriken is stronger than his sword until her gets a 3x charge (i.e. kills three enemies). Even charged though Joe's sword isn't that impressive in power. The most important thing about the Shurikens though is that they break enemies' armor. A big advantage to Joe since he doesn't have to be up close or better yet hanging over a pit trying to break armor of an enemy who might just decide to block. Anyone who plays Hotsuma knows the pain of this. - Canceling (various button commands) Same properties as Hotsuma. ============================================================================= IV. Bosses ============================================================================= There are 13 Stages in the game, 12 are actual levels with a boss on the end while the 13th one is just a fight with the final boss. I will list all of the bosses' attacks and some strategies (if possible) with the different shinobi of the game. I will be listing strategies from a perspective of someone who was trying to get an S rank in the stage. You lose Boss points if you take more than 1 attack to kill the boss, but 2 or 3 are sometimes still enough to squeeze in an S rank if you manage to get high points on everything else (no damage, destruction, items, etc). Using shurikens on bosses doesn't reduce Boss points so remember that. You can beat most bosses in the game be repeatedly hacking away at their health in Easy and somewhat on Normal mode but that WILL NOT cut it on the later bosses of Hard mode. Strategies here are for the infamous one hit kills or two-three powerful strikes at the most. Any strategy listed here is for Hard mode but also can be applied to Easy and Normal modes, which should be even more effective on those difficulties. A general rule for the bosses when moving to higher difficulty is: - Bosses defense gets better the higher - If a boss has a projectile attack, it gets faster. - The enemies that the boss summons get smarter/harder to hit. - Those same enemies also gets better defense There are two types of bosses in this game, Hellspawn Lord and Nakatomi ninja/shinobi types. It's easy to notice the difference between the two as the Hellspawn Lord are big monsters while the Nakatomi shinobi are small but with equally annoying moves. The biggest difference between them that's important to you is how each type reveals their weak spot. Striking a weak spot rewards you with double damage and is the only way for you to get one hit kills in Hard mode even if you Tate every enemy in the room and use a lv.3 Shadow Attack/Charge Attack. For Nakatomi shinobi types, like normal enemies, you can strike them in the back for a critical hit. You can't strike Hellspawn Lords in the back as most don't have a "backside" to slash at. You have to wait for the Hellspawn Lord to perform their Taunt to get critical damage. All except the Hellspawn Lord of Stage 12 will perform the taunt after a certain set of moves are performed. I won't mention any use of offensive ninja magic in this FAQ unless there is a very specific reason to use it. Using ninja magic punishes you hard in the rankings as you won't get any Boss points unless it's Raijin since it doesn't actually strike the boss. You still lose a few Boss points for killing the boss while using Raijin. Besides if you still MUST use ninja magic you can incorporate the use of Ka'en magic or Fuga into the strategies listed. There are few strategies where Raijin really pays off. If going for S ranks though it's important to still collect all of the ninja scrolls and not use any all to help in points. NOTE: Most of the move names for these bosses are made up by me, I call them like I see it so the names might not be the most creative but I named them this way so you can identify with them better. Some bosses actually scream out their move names though. I will refer to each area between checkpoints as "maps". ----------------------------------------------------------------------------- 4.1 Kurohagane Alpha ----------------------------------------------------------------------------- Kurohagane (will be nicknamed "Kuro" from now on) is the first boss you fight in the game. He is a Nakatomi shinobi type and by far one of the easiest bosses in the game. He rarely puts an effort in the fight even in Hard Mode and the few attacks he performs are nothing to be afraid of. If there is any boss you want to get away with being lazy on, then better do it on Kuro, as it will be the last time you can get away with BS and still win vs. a boss in this game. Here are his attacks. Preparations: - Ninja Scrolls *One appears in a box early in the stage *Second appears somewhere after your second encounter with the aircraft. You will have to be on the look out for it as it will come flying by somewhere between the middle and right wing (if you're facing the enemy aircraft). - Chakra Gauge (Hibana/Hisui) This stage is pretty easy to build CG energy in. Just make sure you perform all Tates and you will get rewarded with a lot of CG energy throughout the stage for them. You should have lv.3 before last set of enemies or somewhere close. After you kill the last set of enemies the game drops two CG orbs for you get which should get you to lv.3 if you wasn't there already. - Akujiki Gauge (Hotsuma) Make sure you have at least two levels of AG energy. It shouldn't be hard to keep full AG energy in this stage. You can play pretty sloppy throughout this whole stage and Tate the last set of enemies towards the end to get full AG energy for the boss. -Boss Attacks- ***************** >> Punch Combo << ***************** Whenever Kuro gets close gets really close to you he will attempt to perform a small combo (2 hits) of punch attacks. Dash away to avoid. ***************** >> Slash Combo << ***************** Kuro will took a moment to pull out his sword and performs a slashing combo similar to Hotsuma. Slash, Slash, Roundhouse Slash to be exact. He performs this move when you're within range of the slash. You can easily dodge this just by running away. Dash if you want to be sure to avoid. ********************* >> Shockwave Punch << ********************* Kuro leaps into the air and comes down with a powerful punch that releases a small barrier of energy around him. When he's done he will perform a backflip to recover. This is Kuro's strongest move but still easy to avoid. Just jump and/or dash away from him when comes down from the air. *********** >> Block << *********** If you try to repeatedly slash Kuro from the front he will block the attack and counter back with a Punch Combo or the ending Roundhouse Slash from his Slash Combo. **************** >> Quick Dash << **************** Besides casually walking around, Kuro will sometimes do a quick dash in your direction usually to get within range for his Slash Combo attack. ******************** >> Summon Enemies << ******************** Kuro gets tired of trying to chase you and summons 3 Genin Warriors (white/grey ninjas) to fight you. You'll know he has summoned some enemies cause you will hear this weird "robotic" noise. A unique thing about this move and many more like it from other bosses is that he can cancel his other moves into it. He will sometimes reduce the lag time from his Shockwave Punch. It's no big deal since Kuro 1's offensive is very poor from the start anyways. ----------------------------------------------------------------------------- 4.1.1 Hibana/Hisui Strategies ----------------------------------------------------------------------------- Kuro is no problem for Hibana or Hisui. Kuro has very weak defense power that even a full Tate'd lv.2 Shadow Attack can kill him in one hit even from the front on Hard difficulty. ******************************** >> Repeated Slashing Strategy << ******************************** If you just don't give a **** about your rank, you can just slash Kuro to death. This is easiest with Hisui cause of her great attack range but shouldn't be a problem for Hibana either as the guy rarely puts up a fight. This is the only time you will see this type of strategy being listed here and the only boss who it's effective on. *********************************** >> Shadow Attack Strategy (Tate) << *********************************** Doesn't get any easier than this, just avoid Kuro's attacks for a few seconds and when he summons his enemies try to take out the one closest to him first, then kill the rest. Charge up your Shadow Attack after you finish the last normal enemy and let him have it. Kuro's defense is so weak that even an lv.2 Shadow Attack can kill him on Hard mode. ----------------------------------------------------------------------------- 4.1.2 Hotsuma Strategies ----------------------------------------------------------------------------- This is not even a boss fight to Hotsuma. ******************************** >> Repeated Slashing Strategy << ******************************** If you just don't give a **** about your rank, you can just slash Kuro to death. Hotsuma hits hard enough that he should be able to kill Kuro quicker than Hibana/Hisui can do using the same strategy. ************************************ >> Charge Attack Strategy (Tate'd)<< ************************************ Same as Hibana/Hisui's Shadow Attack strategy except you have to be careful that Kuro isn't performing that Shockwave Punch move when you release the button to do the Charge Attack, as you will most likely miss. *************************************** >> Charge Attack Strategy (Bulldozer)<< *************************************** When the battle first begins, do one Charge Attack. This should bring Kuro's energy down to half. He will probably do some close range attack, just run away and create some distance between you and him that was similar to the length of when you did the first Charge Attack. Perform the Charge Attack again and watch Kuro fall. If quick enough you can kill Kuro pretty damn fast (i.e. 10 second battle). Just do this only for bragging rights as you won't get good Tate Bonus points in the rankings. ************************* >> Back Slash (Tate'd) << ************************* Just fight the same way you did for the Charge Attack Tate'd strategy, but instead off killing Kuro off with a Charge Attack, you slash him in the back for the critical hit which should take him down in one blow. You can try Thunder Kick to stun him and dash behind him for the kill. One of the least uses strategies in beating Kuro but still works and probably the only option you have if you don't have enough AG energy (you should though in this stage). ----------------------------------------------------------------------------- 4.1.3 Joe Strategies ----------------------------------------------------------------------------- Fighting Kuro with Joe will probably take the longest since Joe has no real "powerful attack" like Hibana/Hisui or Hotsuma. ******************************** >> Repeated Slashing Strategy << ******************************** If you just don't give a **** about your rank, you can just slash Kuro to death. Joe's sword doesn't have the strength of Hotsuma's but still has pretty good range on it. But if you got unlimited shurikens, why waste your time on this strategy except to look "cool"? ************************** >> Shuriken Spam (Tate) << ************************** This strategy will be used for a lot of bosses with Joe. As soon as the battle starts kill that Shuriken button. Kuro will block 80% of them from the front side, but this is what you want to do. Just advance forward while flinging shurikens. When you get within Shuriken Burst range, perform a pattern of Jumping Shurikens and Shuriken Burst. He won't block the Shuriken Burst and the normal Shurikens puts him in the same position every time. He will summon some enemies but they will most likely be killed in the pattern. Somewhere down to half his health, Kuro will try to get more aggressive by using Quick Dash to close in the space but the pattern should proved to be too much for him. Sometimes after the Quick Dash he will perform the Shockwave Punch attack, just dodge like normal and go back into the pattern. When his life gets somewhere in the dark red wait till he summons the enemies and kill them with shurikens or sword slashes and slash him one time for the Tate. This is one of the easiest ways to get full points vs. him as you will get the "No Damage" Bonus plus full "Vs. Nakatomi Ninja" Bonus points. ***************************** >> Shuriken Spam (No Tate) << ***************************** Same as above, but once Kuro gets out of position by doing the Shockwave Punch don't involve the Shuriken Burst in the pattern anymore cause if you just hit Kuro with normal shurikens he most likely won't turn around and eats up all the damage from them. This is quicker than the above method but you don't get as many points since you didn't kill him in a Tate. ----------------------------------------------------------------------------- 4.1 Dangomushi ----------------------------------------------------------------------------- Dangomushi is the second boss you fight and the first Hellspawn demon type boss. This is a pretty easy battle even on Hard Mode. Preparations: - Ninja Scrolls *In the area of the 3rd map where you first fight the big crab like enemy who can block. If you're playing with Hibana, it's the monster that triggers a small cutscene when it first appears. The box that contains the scroll is to the left of bridge right when you get off. *In the 4th map of the stage and the area right before the boss. It's on one of the sides of the building. - Chakra Gauge (Hibana/Hisui) Kill all flying enemies with jumping Slash attacks toss a shuriken at the bigger enemies and perform the Short Sword attacks on them to rack up in the combo hits to gain a lot of CG energy. In the beginning of the 3rd map of the stage, head right instead of forward you should come across a lot of enemies there, most of them are of the "big" types. If you're fast enough you can score a Combo of 30+ hits. Even better is the box in this area contains even more CG energy and there a few in the breakable "tank" like things here as well. You should be pushing lv.2 when you get through with this area at the least. The area where the second ninja scroll is contains a lot of big enemy types. The first area of the 4th map contains nothing but big enemies type, if you perform a good combo of them and before, you should have a full Chakra Gauge. If not you should be close. Drop off the sides of the building of the same area and you should find some CG orbs to help you build a level. The last area of the stage before the boss contains a purple orb on one of the sides of the building if you STILL didn't have lv.3 CG energy by then. - Akujiki Gauge (Hotsuma) The last area before the boss should provide you with more than enough souls for Akujiki. The most important thing is how you Tate them. If you are trying to collect all of the scrolls, collect the third one before you start to Tate the last set of enemies. First attack the bridge so that it falls, even though it's behind a barrier you can still attack it. When Tate'ing, start off with the enemies farthest away from the door and kill the crab like monster thing last. This way you should be as close to the bridge as you can while still having most of the Akujiki Gauge full when heading towards the boss. - Boss Attacks- ************************ >> Underground Attack << ************************ Dangomushi sticks both of his tentacles into the ground and tries to attack you. The attack looks like two small shockwaves coming after you. In Easy and Normal mode this move travels pretty slow and can be avoided just running away but in Hard mode it moves as fast as most shinobi can run so you will have to use the dash to avoid it. You can also stop it by cutting off Dangomushi's tentacles during the move or before it. It's kind of useless though as he will grow them back very quickly. An important note to remember is that cutting off his tentacles increases the Tate Timer back to full. ***************** >> Roll Attack << ***************** Dangomushi glows then he curls into a ball and rolls after you. If he summoned any enemies he will knock them down causing small damage to them so sometimes he even kill them if he hits them enough times. Pretty easy to dodge, just let him come to you and dash in a circle around him. The higher the difficulty, the faster he moves during this move. By all means do not get hit by this move cause if you get hit once you will most likely get hit multiple times afterwards. When he is done rolling around, he'll make a funny noise and hop back to a random corner of the battle area. You can be damaged if you were in his way when falling. ******************** >> Summon Enemies << ******************** Dangomushi will "wiggle" a little and summon 3 of those four legged type monsters. If he killed any enemy during his Roll Attack they will be replaced a few seconds later after their death while he is still doing the Roll Attack. **************** >> Head Smash << **************** If get within range of Dangomushi's lower area he will try to headbutt you. Miss or hit, he will be stuck to the ground for a while. It's easy to spot this move cause he will "glow" a little before doing it but won't curl up like when he's performing the Roll Attack, just move back away from him when does this. ----------------------------------------------------------------------------- 4.2.1 Hibana/Hisui Strategies ----------------------------------------------------------------------------- This is an easy boss with Hibana or Hisui thanks to their homing Shadow Attack. *********************************** >> Shadow Attack Strategy (Tate) << *********************************** When the fight first begins quickly dash up to Dangomushi and make him perform his Head Smash attack. This should waste time and you don't have to worry about him doing the Underground Attack. Now when he gets up he should summon some enemies and perform the Roll Attack. Don't worry about the enemies and just dodge his Roll Attack. After dodging it for about 3 seconds, start Tate'ing the enemies before Dangomushi gets back in position. Dangomushi will perform the Underground Attack but you should have Tate'd all of the enemies by now. Charge up the Shadow Attack and let Dangomushi have it before you get hit. If (you should) did a lv.3 Shadow Attack, then peace out Dangomushi. This is the best way method to use if you were going for an S rank as it puts you out of harm of any damage, so you can easily score the "No Damage" boss provided you didn't take any hits earlier in the stage. ******************************* >> Weak Spot Strategy (Tate) << ******************************* Do the same as above but now when you Tate'd the last enemy quickly go up to Dangomushi and make him perform the Head Smash move then strike the Akujiki piece with your charged weapon or Shadow Attack if you have enough time. Should kill him in 1-4 hits depending on the attack you use and difficulty. No real advantage of killing him this way. This is just a method to kill him by striking the Akujiki piece on his back. If you didn't have any CG energy, this would be your only way to take him down fast. ----------------------------------------------------------------------------- 4.2.2 Hotsuma Strategies ----------------------------------------------------------------------------- This boss can be kind of annoying with Hotsuma if you were trying to go for S rank, but with practice it shouldn't be a problem. *********************************** >> Charge Attack Strategy (Tate) << *********************************** When battle first begins and the moment you have control of Hotsuma dash up to the boss as quickly as you can and within range of the Head Smash move. If you were fast enough, he will perform the move but if you were too slow he will do the Underground Attack. You may as well start over (or Retry) if he performs the Underground Attack or you want to continue the different strategy below of killing him as it takes too long for the Underground Attack to recover even if you stop it by cutting off his tentacles which means you won't have enough AG energy to perform the Charge Attack. If you were successful, just wait for him to recover from the Head Smash attack and quickly go up to him and perform one Thunder Kick. He should let out a scream. Dash away somewhere towards the area of when you first begin in the battle and wait for him to summon the enemies. He will perform an Underground Attack right afterwards. Kill each of the enemies slowly but still in a Tate so when the Underground Attack ends you'll be open and able to do the Charge Attack (you will barely have enough energy to perform so don't mess up). One Tate'd powered Charge Attack should kill him in one blow. This method is the quickest way to beat him and if you're good at dodging the Underground Attack while at the same time Tate'ing, the best way to get the "No Damage" bonus as well. On Hard Mode the two biggest problems that comes from this strategy is not getting to Dangomushi quick enough so he performs the Head Smash attack at the beginning of the battle which sets up for the rest of the patterns and the second is messing up your Tate when being chased by the Underground Attack. If you mess up any of those key points, you won't have any AG energy left to perform the Charge Attack and you will have to move on to another way of killing him. To completely get rid of the second problem you can choose to use the Raijin magic, which makes Tate'ing the enemies very easy but you lose points in the "Tactical Success" and "Scrolls" portion of the rankings. ******************************* >> Weak Spot Strategy (Tate) << ******************************* Same method as with Hibana/Hisui except with Hotsuma can only strike him with his sword but Hotsuma's sword gets really strong when used in Tate's so you should be able to take down the boss in one or two hits. If you failed at the Charge Attack strategy, this will be the only way for you have to kill the boss quickly. ******************************************** >> Last Resort Strategy (Tate or No Tate) << ******************************************** This can apply to Hibana/Hisui as well, but they shouldn't need this. If the two above methods of taking down Dangomushi is too tough you can always focused your powered up sword on the lower area of him. After you strike that part of the boss he should try the Head Smash attack, move back and strike the weak spot of the boss. Be careful though, sometimes he will perform the Roll Attack instead after you hit the lower area. This method makes the boss fight pretty long as you will have to deal with repeated Underground Attacks as well as the Roll Attack which you would never see using the above methods. One pattern of this should take his health down half on Hard mode and probably more on the lower difficulties. Usually after the first pattern, he will perform the Roll Attack after you hit his lower area, which makes this method the longest way to kill him. You can get a "No Damage" bonus this way if you're good at dodging all of his attacks but it's pretty pointless to aim for as you will have poor Boss points and most likely won't get an S rank for the stage as well. ----------------------------------------------------------------------------- 4.2.3 Joe Strategies ----------------------------------------------------------------------------- No matter which method you choose it's going to be a long battle with Joe cause the boss acts so "sensitive" towards Joe's shurikens. ************************************* >> Shuriken Spam (Tate or No Tate) << ************************************* Just repeatedly spam shurikens into Dangomushi's lower area right at the beginning of the battle. After 3 or 4 shurikens he will perform the Roll Attack even if he was in the middle of doing the Underground Attack. Dodge the Roll Attack and repeat. This is pretty much all you do till you get his down towards the red area (about 2 or 3 bars left). Then you have three options: - Tate the enemies and strike his lower area with the powered up sword or more shurikens (if his the boss health is low enough) for a Tate finish. - Continue on with the spamming of shurikens for a normal kill. - Wait till some enemies are summoned and make him perform the Head Smash attack, quickly Tate the enemies with shurikens and strike his weak spot with your powered up sword. To make this easier, kill one enemy first before making him do the Head Smash move. Don't even worry about trying to reveal his weak spot through the Head Smash and flinging shurikens at it as he will perform the Roll Attack after ONE shuriken hits that area. This is the longest way to beat him since you have to dodge so many Roll Attacks, but the easiest way to get the "No Damage" bonus and full Boss points. ******************************************** >> Last Resort Strategy (Tate or No Tate) << ******************************************** Same way as Hotsuma's method, but will take longer cause Joe's sword isn't that strong but it's easier cause Joe's shurikens makes Tate'ing the normal enemies easier. ----------------------------------------------------------------------------- 4.10 Hisui
----------------------------------------------------------------------------- The Shinobi of Water, Hisui, shows no mercy as she lets out of her rage against you for killing her master Jimushi. She has some serious defense in Hard Mode but shouldn't be much of a problem in lower difficulties. She alters her fighting style a little when fighting Joe. Preparations: - Ninja Scrolls *First map, right when you start the stage head to your left and the scroll is in an item box hanging the ledge of the bridge. *One the third map. After scrolling the vertical wall, it's hanging on the rail on the right side of the broken bridge. It's on the platform area where you perform a second 3 enemy Tate on. - Chakra Gauge (Hibana/Hisui) There are 4 boxes in this stage that contains purple orbs worth one level on the Chakra Gauge so there you shouldn't have any problems having full CG energy by the time you reach the boss area. They are easy to find. - Akujiki Gauge (Hotsuma) Kill the last set of enemies with full Tate. Killing the big crab like enemy last helps you have the most Ying when entering the boss area. - Boss Attacks - ****************** >> Stealth Dash << ****************** Similar Stealth Dash as when you're controlling her. She uses this to move around quickly. ************** >> Shuriken << ************** Hisui tosses out one shuriken that has decent tracking abilities. If it hits you then you will become frozen. Press the Stealth Dash + any direction rapidly to break away faster. This move doesn't go through objects, so you can hide pieces of the bridge to avoid them or just dash out of they get near you. ******************************************** >> Shuriken Counter-Attack (Vs. Joe only) << ******************************************** If you attack Hisui with Joe's shurikens she will counter with a stealth-dash to either the left or right and tosses 2 to 3 shurikens at once. She may even toss 2-3 more after the first set. This attack is easy to avoid the closer you are to Hisui cause you can just jump over them and the tracking abilities of the shurikens doesn't kick in until they travel outward some. I recommend not trying to avoid them but instead try canceling them with your own shurikens (with Joe only). It only takes one hit to cancel one shuriken from Hisui. An important thing to remember is that canceling a shuriken from this attack raises the Tate timer back to full. *************** >> Rainstorm << *************** If you repeatedly try to attack Hisui at close range she will counter by leaping high into the air and performing a Shuriken Burst. This move has limited range compared the real Shuriken Burst as it only covers a small area in around Hisui. Just dash away when you she her jump into the air to avoid. ********************* >> Umberalla Swipe << ********************* If you get too close to Hisui she will perform the first attack of her Slash button combo. This move is easy to avoid since this move has noticeable start-up time. If you remain close to her after the first attack she will continue with the combo. *********************** >> Repeated Stabbing << *********************** If Hisui doesn't perform the Umbrella Swipe when you're near her, she will do this move instead. She yells out "Die!" as she performs the same Short Sword type attack when you're controlling her but it doesn't hit multiple times. ****************** >> Water Geyser << ****************** Another attack Hisui performs if you're too close to her. This is the one you should look out for the most though when at close range. Hisui yells out "You're mine!" and summons up a Water Geyser similar to the one she uses when you're controlling her and using the Float Kick command. It doesn't have the Float Kick like properties but it hits multiple times and appears in the location your shinobi was standing when she performed the move making this one of Hisui's strongest attacks. ******************** >> Frigid Stinger << ******************** Hisui's Umbrella glows a little then she rushes forward quickly with a violent thrust with her weapon covered in ice. This is Hisui's strongest move. It comes out very fast and covers some good distance but the start-up time makes it easy to avoid. She will perform this when you're at a mid-range distance and usually after she performs a normal Shuriken attack. After the attack, there is some lag time for her to recover and it's the only time her "backside" is open for attack (hold in the dirty thoughts please). ***************** >> Water Blade << ***************** Hisui yells "You won't get away!" as she sticks her Umbrella into the ground and releases a shockwave like projectile of water that travels quickly in your direction. This move has decent tracking abilities and is tall enough to damage you if you don't double jump over it. It's better to dash away from it instead. She pulls out this move randomly at mid-range distance. ***************** >> Water Flood << ***************** Hisui hops to one side of the battle area, says "Get ready!" then performs an upgraded version of the Water Blade attack that lets out multiple Water Blades but they lack the tracking ability. Right afterwards she floods the whole area with water that comes up to the shinobi knees. The water slows you down and prevents you from doing the Stealth Dash on the ground. When she performs this move, 5 of those hovering type Genin Warrior enemies appears. Afterwards Hisui "skates" across the top of the water flinging two shurikens and one Water Blade attack at the same time each time she reaches one end of battle area. You can cancel the whole flooding process by getting near Hisui before she takes off skating. She will try to attack you with an Umbrella Swipe ending the Water Flood. ----------------------------------------------------------------------------- 4.10.1 Hibana/Hisui ----------------------------------------------------------------------------- Hibana and Hisui has the easiest time in fighting the boss on Easy and Normal Mode. On Hard Mode, it's not so much difficult to take her down, but difficult to get a one hit kill. *********************************** >> Shadow Attack Strategy (Tate) << *********************************** Make sure you have an lv.3 Shadow Attack ready to go. Just dodge Hisui's opening attacks and when she gets ready to perform her Water Flood attack, get close to right side or her. You basically want to be in her way when she starts skating towards the wall. She will stop and try her Umbrella Swipe, just perform a double jump and dash forward. You will cancel the whole Water Flood process and she will jump to the other side of the battle area. If you messed up just try to get close to her as she is skating across the water, she will try to perform a Frigid Stinger instead. Either way the enemies she summons during this move will still be around so kill them as quickly as possibly before she gets back near you. After you kill the last enemy in the Tate, land and try to create some distance away from Hisui while charging your Shadow Attack. Let her have it, peace out Hisui. HARD MODE: The above is a one hit kill in Easy and Normal, but in Hard Mode since Hisui's defense is so damn high you only take off half of her health bar even if you use a lv.3 Shadow Attack. If you want a one hit kill strategy for Hard Mode, skip down to the method below. Otherwise if you want to finish off Hisui on Hard Mode, continue using the method above. After you use your lv.3 Shadow Attack, perform an lv.2 Shadow Attack to drain her close to death and use your lv.1 Shadow Attack to finish her off. Obviously you won't get that many points in rankings doing this. ******************************************* >> Perfect Shadow Attack Strategy (Tate) << ******************************************* This strategy can apply to Easy and Normal Mode, but you don't have to worry about this unless playing Hard Mode and you want to get a one hit kill. You basically do like before, but now when you kill the last enemy of the Tate try to be near Hisui so she will perform the Frigid Stinger then QUICKLY perform your lv.3 Shadow Attack on her backside. The lv.3 Shadow Attack damage + the critical hit damage bonus from hitting in her back will allow you to kill her in one hit. The difficult part of this strategy is making Hisui do her Frigid Stinger while having enough time on the Tate Timer to let off a Shadow Attack afterwards. Remember that you can cancel your Shadow Attack if you feel you're not in the right position or better yet can used to draw out the Frigid Stinger from Hisui. For example after killing the last enemy of the Tate, land and charge the Shadow Attack. If you were at the right distance Hisui will charge up her Frigid Stinger, just stealth dash twice away from her as she passes you by and charge up your Shadow Attack again. Let go for the one Tate hit kill. It's all about carefully managing the Tate Timer and drawing out Hisui's Frigid Stinger in Hard Mode for the one hit kill. ----------------------------------------------------------------------------- 4.10.2 Hotsuma ----------------------------------------------------------------------------- Just like with Jimushi, careful management of Tates is the key to beating Hisui with Hotsuma. The higher the difficulty the more precise you have to be with your killings during Tate. *********************************** >> Charge Attack Strategy (Tate) << *********************************** First off if you don't have a near full Akujiki Gauge when you start the battle you may as well start over if playing Hard Mode. Dodge Hisui's opening attacks and wait for the Water Flood technique. Get close to her and cancel it the same way you do when using Hibana/Hisui. Now how you go on from here depends on the difficulty. Easy and Normal Mode: Simple, kill all enemies starting with the one in the far corner and work your way up towards Hisui. After killing the last enemy land and charge up your Charge Attack. If Hisui is open, let go and finish her off the one hit kill. If she performs the Frigid Stinger cancel the Charge Attack with one dash to the side and perform the Charge Attack on her backside for the one hit kill. If you don't have enough energy for the Charge Attack wait for Hisui to perform the Water Flood technique. When she summons the enemies don't kill them right away but instead wait a little before she performs the Water Flood technique again but not too late cause the enemies will disappear. The best way to do this is to hit every enemy ONE time with a jumping slash, starting right when the water drains down after you cancel the Water Flood technique. If the enemy blocks your jumping slash, count that as if you actually hit the enemy and move on to the next one. When you get to the last enemy start your Tate by killing that same enemy and working your way down on the other enemies. By the time you finish the last enemy Hisui should be preparing to do another Water Flood technique and your Tate should be "failing" by then giving you some red orbs for the Akujiki Gauge. Afterwards just go through the same process as before to kill her off with the Charge Attack. Hard Mode: You want to kill all of the enemies and absorb the red orbs just as she performs the Water Flood technique again. To get the exact time wait until all of the water is drained out of the area from the canceled Water Flood technique then hit every enemy once with a jumping Slash and then start your Tate on the last enemy just like before. The difference is that you have to be very precise in doing this so that when Hisui floods the area you should JUST be getting all of the red orbs from the dead enemies of the "failed" Tate. If it worked then you're on your way to finishing her off. If not, repeat the process until you get it down right. You cannot slack up on this process. Now cancel the second Water Flood technique like usual and kill just TWO of the summoned enemies. I would suggest any two from the front area away from the walls. Let the Tate "fail" so the two enemies die while you dash towards the enemy in the far corner and start your Tate again by killing him, your Tate timer should be ending just as your start slashing at him. The red orbs from the previous dead enemies should just arriving to you somewhere around the time you finish the second Tate giving you one level and half on the Akujiki Gauge. Land then charge up the Charge Attack but make sure your at the right distance so the Charge Attack will hit multiple times (about the same distance away that makes her do the Frigid Stinger) and let Hisui have it for the one hit kill. If it doesn't hit at least 3 times then Hisui from the front or 2 times from the back Hisui will live. ----------------------------------------------------------------------------- 4.10.3 Joe ----------------------------------------------------------------------------- Hisui steps up her game when fighting Joe by spamming as many shurikens as he can! Be prepared to wear out that Shuriken button. Compared to the other shinobi though, Joe has the easiest time in taking down on any difficulty. *********************************** >> Shuriken Spam Strategy (Tate) << *********************************** Dodge Hisui opening attacks until she performs the Water Flood technique as usual and be sure not to throw any shurikens at her. This just makes her perform the Shuriken Counter-Attack and wastes time. Cancel the Water Flood technique by getting in Hisui's way when she starts skating. Kill the enemies using your sword. If you try to Tate them with the shurikens, this will trigger Hisui to do her Shuriken Counter-Attack. It will take many hits with Joe's sword since his is the weakest, but this is the safest way to go about killing them. After you kill the last enemy land and start spamming shurikens at Hisui. Try jumping and tossing out the shurikens since you throw more that way making it easier to cancel out Hisui's shurikens. If you somehow work Hisui in a corner or in the open you can just stand on the ground pressing the Shuriken button and you shouldn't get hit. Since canceling one of Hisui's shurikens raises the Tate timer back to full, you just repeat the spamming of shurikens after you kill all of the enemies until you get the Tate finish. You will get full "Vs. Nakatomi Ninja" Bonus points. If for some reason you mess up the Tate (i.e. you got hit by one of Hisui's shurikens and the Tate timer ran out), just repeat the whole process again and finish her off. ----------------------------------------------------------------------------- 4.11 Golden Palace Door a.k.a "Door of Doom" ----------------------------------------------------------------------------- Nicknamed the Door of Doom. This is Stage 11's attempt at a boss. It was the boss of Stage 8-A in Shinobi and it returns again. Surprisingly when using Hibana or Hisui this boss is harder than Kuro Alpha when played at the higher difficulties because of the armor you have to break from the enemies it summons. Preparations: - Ninja Scrolls *First map, you should see an item box on a ledge right when you start the stage. Just make your way around to that area and get the scroll out of the box. *Third map, in the area where you fight 4 flying type enemies and a small green platform. It's in the item box. - Shurikens (Hibana/Hisui) While not required, having at least 8 shurikens can make fighting this boss A LOT easier. Shuriken Burst breaks enemies armors instantly but cost 8 shurikens to perform. - Chakra Gauge (Hibana/Hisui) There are plenty of purple orbs just hanging on the many walls you have to run across on this stage and some in boxes such as in that area on the second map where you have to perform the 10 enemy Tate. You should have no problems having an lv.3 Shadow Attack ready by the time you reach the boss. - Akujiki Gauge (Hotsuma) You can either kill the last set of enemies before reaching the boss area or kill all of the enemies the boss summons and let them die. It won't take a full Akujiki Gauge to beat this boss. - Boss Attacks - ******************** >> Summon Enemies << ******************** This isn't really an attack of the boss but when you reach the boss area 4 of those flying type enemies will show up. After a while 5 more enemies appear including 1 big armored monster in the pack. If you kill all of the enemies but didn't finish the boss in a Tate then they will reappear. They basically just keep coming until you finish off the boss. ----------------------------------------------------------------------------- 4.11.1 Hibana/Hisui ----------------------------------------------------------------------------- If it wasn't for the fact that Hibana and Hisui had to break the armors of their enemies before damaging them they would be tied with Hotsuma for the easiest time in taking down the boss. *********************************** >> Shadow Attack Strategy (Tate) << *********************************** If you have enough shurikens, then wait until all 9 enemies are summoned then stand in the middle of the pack and perform the Shuriken Burst. All of the armor from the enemies should be broken except maybe the big armored monster on Hard Mode. Start striking down all of the enemies afterwards to begin your Tate. If you didn't have enough shurikens for a Shuriken Burst then I would recommend knocking off the armor from all of the enemies first then start on your Tate. If the big monster gives you a hard time, start your Tate off on him first and continue on with the weaker flying enemies. After your finish the last enemy land and perform an lv.3 Shadow Attack, which should "kill" the boss in one hit. ----------------------------------------------------------------------------- 4.11.2 Hotsuma ----------------------------------------------------------------------------- Hotsuma doesn't even break a sweat with this boss since Akujiki slices through armor. To slash the enemies that can block, attack them from their backside. *********************************** >> Charge Attack Strategy (Tate) << *********************************** The only thing you have to think about is which enemy you want to start killing first in the Tate. Just wait for all 9 enemies to be summoned and go to work. If you have enough shurikens for Shuriken Burst you can use that to calm down the flying type enemies from firing projectiles at you. The big armored monster shouldn't be too much of a problem. If you saved him to be killed last in the Tate he will go down in one hit from the charged sword. Kill him last so you will be close to the door, land and perform your Charge Attack on the door for the one hit Tate finish. If you don't have enough energy to perform the Charge Attack then just kill all of the enemies and let the Tate "fail" and absorb the red orbs to fill up the Akujiki Gauge to about level 2 and go through the Charge Strategy as normal. There's no reason for you to not use a Charge Attack on this boss. ----------------------------------------------------------------------------- 4.11.3 Joe ----------------------------------------------------------------------------- The only hard part about this boss with Joe is getting to him. ********************************************** >> Shuriken Spam Strategy (Tate or no Tate) << ********************************************** Way too easy. Just kill off every enemy with Joe's shurikens and keep flinging shurikens at the door afterwards. The easiest way to this is stand against the invisible wall that was made when you entered the boss area and jump around from left to right while repeatedly tossing shurikens. This way you will avoid the enemies projectiles and the lock on system will target all the enemies in order for you with the boss being the last target. If you're quick enough with the shurikens you can keep the Tate timer "steady" until the your drain all of the health from the boss for the Tate finish. Most likely though the Tate timer will run out on higher difficulties before you can Tate the boss but you should have put in a lot of damage before then. If the Tate time runs out, get a few extra shuriken hits in on the boss and repeat the process once the enemies are summoned again. ----------------------------------------------------------------------------- 4.12 Unknown Hellspawn Lord ----------------------------------------------------------------------------- Another one of my favorite Hellspawn Lord type bosses, mostly for its theme song. This boss can be a real pain or you can actually breeze through the battle with the girls and Hotsuma depending if you prepared yourself correctly. Sadly Joe has the most difficulty time with this boss, especially on Hard Mode due to a lack of a "powerful" attack such as the Shadow Attack or Charge Attack. If you try spamming shurikens you will be in for a very long battle. This boss has 2 forms, the first form has very limited movelist and doesn't have a health bar but only takes 3 hits to take down while the second form has more moves and a health bar. Preparations: - Ninja Scrolls *First map, the room where you have to perform a 10 enemy Tate in. It's in the box right next to the big armored enemy. *Third map, on the right side on the "third" level of platforms. It's guarded by another big armored type enemy. - Shurikens (Hibana/Hisui/Hotsuma) Having enough shurikens for the Shuriken Burst can make a BIG difference in this battle. The enemies the boss summons requires you to break their armors first before killing them. This is not so bad in Easy and Normal Mode as it only takes one kick to break the armor but in Hard Mode it takes 2 kicks. This wouldn't be so bad if it wasn't for the fact that the enemies on Hard Mode are some of the most annoying mofos every put in a Shinobi game. As you're trying to break their armor they sometimes will perform a rush attack on you that grants them invincible frames at the start of the move if they were wearing armor. This is where Shuriken Burst comes in, since it breaks the armor of all surrounding enemies, killing them in a Tate is much easier since you don't have to worry about the whole "kick, kick, dodge a super accurate projectile from enemy + dodge boss attacks" routine. You will only need one Shuriken Burst at the least, but it would probably safe to have two Shuriken Burst ready to go at the boss fight. Remember you need 8 shurikens to perform a Shuriken Burst, at the least you should have 16 come boss time. Hotsuma really doesn't need Shuriken Bursts but it makes the job much easier. I would say you need 32 (maximum amount) on Hard Mode while subtracting 8 when going down to lower difficulties (i.e. Normal Mode = 24, Easy Mode = 16) when playing with Hotsuma. *First map, there are plenty of shuriken items in the different areas of the room. One is hanging in the air of the "t" like section, another is hidden in the green objects you can destroy. There is one sitting next a group of 4 flying enemies lined up vertically. *Fourth map, on the small platform where the health container is on smash the green object above and a shuriken item should be there. I'm not saying you can't use shurikens in this stage cause you surely will need them vs. some enemies. I use one shuriken on about every big type enemy in the first map and didn't use any more until I got to the boss. I still had 32 shurikens when it came boss time. As long as you don't perform any Shuriken Burst before boss fight you should be fine. - Chakra Gauge (Hibana/Hisui) Stage 11 doesn't sit well with a lot of players but I'm glad to say that you can build around 2 levels and half before even reaching the second map. When performing the Tates, kill the flying enemies first while saving the bigger ones for last. On Hard Mode it's probably best to break the armor off all of the flying type enemies first before starting your Tate to avoid it failing because some flying enemy decided to perform the rushing attack against you mid-Tate. On the big crab like enemies, kill them last and always with Short Sword attacks. Mix in one shuriken to stun them if you want. You can easily rack up 50+ combos on those guys. On the bigger enemies that can shoot purple smog at you, it takes 11 jumping Slashes on Hard Mode to kill them without any charge on your weapon. Since you can't use Short Sword attacks on these enemies sometimes it's best to kill all of the other enemies in the room but let your Tate fail so you can perform 11 hit combos on these guys to rack up extra energy in the Chakra Gauge. Now if your Combo counter was already over 11, then continue to kill them normally with your charge weapon to add even more hits on the combo counter. By having 2 and half levels on the Chakra Gauge before even reaching the second map you can avoid A LOT of unnecessary fights and still have an lv.3 Shadow Attack ready for the boss. On the third map there are 2 purple orbs floating on the street walls you have to climb. On the fourth map, there is a huge purple orb hanging on the platform that leads you to the 3rd seal to break, which should boost your Chakra Gauge to lv.3 if you weren't there already. - Akujiki Gauge (Hotsuma) Throughout the stage, skip as many fights as you can only fighting enemies to break the seal barriers. On the fourth map, the last one, when you reach the final seal to break kill the two big enemies first and the 3 flying ones last. After the Tate scene quickly dash to the door but don't go through yet until you got all of your red orbs. SPECIAL HARD MODE S-RANK NOTE: It's possible to skip a majority of the fights and still get an S-rank but you have to take little to no damage or else you will always get an A even if you Tate the boss in one hit. I only mention this cause I know how annoying this stage can be to players. This only applies to Hibana or Hisui cause it's impossible to get an S rank on Hard Mode with Hotsuma and Joe. If you still want an S-rank for this stage do the following: -------------------- - Try to take as little damage as possible or non at all if you can. Break the armor off all enemies before Tate'ing to make it easier. On the big enemies stun them with shurikens to calm them down. At the least you should get a "Little Damage" Bonus at the results screen. - You can skip all fights besides the ones that block you off with a barrier seal. On the first map you can break most seals by flinging a shuriken at them. Only fight in areas you need to for energy on the Chakra Gauge. - On the third and fourth map, it's possible to avoid every fight except the enemies on the platform leading to the two large moving platforms on the fourth map. You will have to take out the flying enemies or your risk getting shot when trying to hang on the moving platforms. - Collect all ninja scrolls, shuriken items, and health items to aid in the Nakatomi Supplies Bonus points area. There are health items in the boss area too. They are easier to get during his first form right after he reveals his weak spot. - Tate the boss in one hit to receive full "Vs. Hellspawn Lord" Bonus points. Don't use any magic, not even Raijin. If you follow the above, you should barely squeeze in the required amount of points for an S-rank. ------------------------ - Boss Attacks: First Form - The boss follows a very strict pattern on both forms, here is the pattern for the first form. - Red Bars - reveals weak spot - Fire Cannon (sometimes a second round will follow the first) - Demon Hands (must kill both hands to end attack) - repeat ************** >> Red Bars << ************** The boss sticks his fingernails (?) into the ground and they travel across the ground taking up 95% of the screen. The first sets of bars are vertical while the second set is horizontal. There are small gaps between the bars that you can use to escape through or you can do the super lazy method of avoiding them by hiding in one of the two corners on the side of the boss before he performs the move. Most players would prefer this method. ***************** >> Fire Cannon << ***************** The boss fires two fireballs toward your shinboi's location and explodes into violent waves when they hit the ground. You can avoid this move by double jumping and dashing into the center of the explosion or you can let the fireballs hit the ground and outrun the waves by dashing repeatedly but you must have enough room to do this. He always performs this move after revealing his weak spot. ***************** >> Demon Hands << ***************** The boss goes into the ground and on the other side of the battle area appears it's two hands. Be sure to not be in way when the hands are rising out of the ground or you will be damaged. The Left Hand shoots fireballs from the palm of its hands while the Right Hand shoots 3 orbs of green blob at you. When the blobs hit the ground they explode into small puddles that can slow down your shinobi if you walk over it. 5 flying type enemies are also summon during this phase. If you kill off the hands first the enemies go away with them. He always perform this move after you hit his weak spot and after using the Fire Cannon at least once. - Boss Attacks: Second Form - He still follows a very strict pattern: - Red Bars (upgraded) - reveals weak spot - Meteor - Summon Enemies (almost at the same time he performs Meteor) - Fire Cannon - Fire Cannon - protects weak spot - repeat *The only exception is that is if you kick he 3 times when he reveals his weak spot, he will perform the Roar of Hell and the pattern alters slightly: Only after Roar of Hell - Summons enemies (if they weren't any on screen before) - Fire Cannon - protects weak spot - goes back to default pattern of attacks starting with Red Bars The boss keeps all of his previous moves except for Demon Hands. Red Bars is now upgraded to 3 sets of bars now, one vertical, one horizontal, and one that covers all areas except for a small gap in the middle which you can either run or dash through. He gains the following new attacks: ************ >> Meteor << ************ The boss fires two meteor like projectiles at you that has decent tracking abilities. If they miss and hit the ground they create small platforms that you can step on. Just keep dashing away from them to dodge and "trick" the projectiles into hitting the ground instead of you. ***************** >> Demon Swipe << ***************** Still not quite sure on the conditions of this move but the boss will swipe from the middle of the battle area to sides. He usually only does this move to get rid of the platforms created from the Meteor attack but I seem him perform this move out of nowhere before. ******************** >> Summon Enemies << ******************** After performing the Red Bars attack and around the same time he performs the Meteor attack the boss will summon 5 flying type enemies that wears armor. The enemies will stay on screen until you kill them or the boss kills them with his Demon Swipe attack. ****************** >> Roar of Hell << ****************** This is the "taunt" of the boss. After you kick the boss in the head a few times he will let a VERY LOUD roar and summon some enemies on screen if there weren't any on screen before. This breaks apart the normal pattern the boss follows, he will do some more Fire Cannon attacks during this period. During this whole time his eyes glows with purple energy indicating that this is his "weak time" allowing you to do double the damage. You have plenty of time to take advantage of this but after he's done he will go back to default pattern of attacks. ----------------------------------------------------------------------------- 4.12.1 Hibana/Hisui ----------------------------------------------------------------------------- Hibana and Hisui may have the hardest time getting to the boss, but they have the easiest time in taking down the boss once they get there. *********************************** >> Shadow Attack Strategy (Tate) << *********************************** ************** | First Form | ************** Avoid the Red Bars attack by hiding in one of the corners on the side of the boss. It doesn't matter which one but I prefer the left side. The boss will then reveal his weak spot, just perform a jumping Slash on the boss and stand near him but have the camera facing him so you can see when he performs the Fire Cannon attack. When he does this just dash repeatedly to the other side of the room. You should outrun the waves this way. If he performs another one just dodge it by using the double jump > dashing method. When he goes into the ground and performs his Demon Hand attack, kill off the Left Hand first. On Hard Mode it takes 11 hits to take down one hand. You can easily do this by doing a jumping Slash > locked on stealth dash > jumping Slash combination. After you take down the Left Hand, go to the Right Hand and finish it off. Don't worry about the enemies but watch out for their projectiles when attacking the hands. If you try to attack the enemies you only waste time if trying to kill them and hitting the hands with your charged weapon cause you have to break off the armor of the enemies first. When you kill the hands go up near the boss but not too close or you will be damaged as he is rising out of the ground. He will perform his Red Bars attack again but you should be hiding in the corner before he does this. Repeat this pattern 3 times to easily kill his first form. *************** | Second Form | *************** When you kill his first form, quickly get out of the boss's way as you can be damaged when he is rising out of the ground some more. After he is done, quickly hide in one of the corners to avoid his upgraded version of the Red Bars attack. After he is done with the Red Bars attack, stand in the center of the boss and wait for the enemies to be summon and dash all the way around in a circle against the walls. This way you will avoid the Meteor attack and any projectiles the enemies fire out. Avoid the first round of the Fire Cannon then perform a Shuriken Burst on the enemies. Go up to boss and perform a double jump as high as you can then perform 3 Aerial Kicks on the boss's face. This will trigger the Roar of Hell. Now quickly go kill off the enemies, perform a Shuriken Burst again if you want to, land but make sure to avoid the Fire Cannon attack before landing and perform a lv.3 Shadow Attack on the boss in his weaken state. If you hit the boss after the Roar of Hell while his eyes is glowing purple with an lv.3 Shadow Attack you will do critical damage and kill him in one hit. Peace out boss. If possible you can try to create a platform in front of the boss from the Meteor attack to aid in you kicking him in the face. If you didn't have enough shurikens for the Shuriken Burst then the best way to go about Tate'ing the enemies is the break the armor off each first then start your Tate. ----------------------------------------------------------------------------- 4.12.2 Hotsuma ----------------------------------------------------------------------------- With the boss's target area being so high in the air it's impossible for Hotsuma to use his Charge Attack against the boss. To beat the boss you will have to resort using charged Akujiki slashes but without an aerial kick to trigger the Roar of Hell you will have to hit the boss repeatedly with charged Akujiki slashes to kill him. If there is a faster, more S-rank like method, for Hotsuma to kill this boss let me know. ******************************************* >> Charged Akujiki Slash Strategy (Tate) << ******************************************* ************** | First Form | ************** Just follow the same methods as when using Hibana and Hisui except when he summons the Demon Hands take out the Left Hand first then kill all of the enemies. Don't use Shuriken Burst here, it's a waste. After you kill all of the enemies then go for the Right Hand with your charged sword, which should die in one hit. This way you get a good amount of red orbs back for the Akujiki Gauge and slay the Right Hand quickly. Repeat this pattern until the boss goes into his second form. *************** | Second Form | *************** Again dodge like usually but when boss summons the enemies kill all of the enemies quickly then go up to boss, perform a double jump as high you can then perform a locked on air dash > jumping slash combination. You should be able to slash the boss THREE times with a powered up sword since the Tate timer goes back up slightly when you hit him your sword. To easily do this, start with the enemy furthest away from the boss and finish off the one closest to him last but don't start Tate'ing until after he finishes the Meteor attack. This way you should be airborne the whole time while he is firing his Fire Cannon so you can avoid that. After three hits the boss will protect his weak spot and quickly go back into the beginning of his attack pattern starting with Red Bars. Just hide in the corner to avoid like usual. On Hard Mode 3 charged slashes should take off a nice chunk of damage. You will have repeat this whole pattern four times to kill off the boss for a Tate finish and less on lower difficulties. Of course since you hit the boss so many times you won't do very well in the rankings, which makes it impossible for Hotsuma to get an S-rank in Hard Mode. The lower the difficulty the more damage Hotsuma will do to the boss per charged slash so you could possibly get away an S-rank on Easy Mode using this method. ----------------------------------------------------------------------------- 4.12.3 Joe ----------------------------------------------------------------------------- Poor Joe, the boss treats him worst than Hotsuma. So far I haven't found an effective method of taking down the boss that I'm proud of with Joe. It's possible to use the same strategy as Hotsuma but lack of power from his sword makes this battle way too long. Shurikens aren't effective on the boss as they do pitful damage on Hard Mode. ********************************************** >> Charged Sword Slash Strategy (Temporary) << ********************************************** Follow the same strategy as with using Hotsuma except with a few changes: ************** | First Form | ************** When he summons the Demon Hands you can kill them quickly just by spamming jumping shurikens with Joe. Don't worry about the enemies. *************** | Second Form | *************** Joe has unlimited Shuriken Burst but by the time you all the enemies with just shurikens the boss will be doing his Red Bars attack again. It's better to just use the Shuriken Burst to break the armor and use Joe's sword instead in Tate'ing. Do not hit the boss with shurikens as it will protect its weak spot after a few hits from them. If someone has a better method, I would really like to hear it. ----------------------------------------------------------------------------- 4.13 Kurohagane Final ----------------------------------------------------------------------------- Kuro fuses with Akujiki and reveals his "perfect" form. Fighting with similar style of Akujiki's past master, Hotsuma, with a little dash of Hiruko thrown in, Kurohagane's perfect form proves quite worthy of the title "last boss", at least for Hibana, Hisui, and Joe. Final Kuro has 2 forms. The first form is mostly about breaking down his energy barrier to do damage to him. You only have to bring his health down to half for him to go into his second form. On his second form, he will be more aggressive, have more attacks, and you have to bring his health down completely to kill him. Preparations: - Ninja Scrolls *One scroll is in the box right behind Kuro when the battle first begins. *The other is hanging off the edges to the left of the first scroll. Perform a single jump to it and double jump > dash back to the fighting area. - Chakra Gauge (Hibana/Hisui) This is pretty hard to fill up since you only fight Kuro and no other enemies before the actual boss fight like the rest of the stages. Everytime you knock down Kuro's barrier, you will get some purple orbs to fill up your Chakra Gauge. In Easy Mode, you get at least one level worth of CG energy every time you knock down the barrier, in Normal Mode about half a level and in Hard Mode only about 1/3 of a level. To aid in building CG energy in higher difficulties, get behind Kuro after the barrier breaks and wait about 1 second while he is mumbling "Akujiki! Awaken!" and floating then perform the Short Sword Attack. You should get about 15 or 20 hits depending on how early or late you did the attack when Kuro was landing. While performing the Short Sword Attack he will either block your attack mid way or jump out of it to perform his Leaping Shuriken Attack. If he blocks, quickly jump straight up and perform an Aerial Kick > aerial Slash combo, land and press the Slash button again. If he blocks repeat the pattern again. Sometimes Kuro will try to strike you but you will override his attack and he will get hit. If this happens just press the Slash button again and again as long as Kuro takes the hits. Make sure you hit using only the first slash of the Slash combo. If you try the other types of hits Kuro override them with his Teleport Slash Combo. This method builds extra CG energy slowly but it's better than non at all. If he did the Leaping Shuriken Attack, dash away from him and dodge the shuriken he tosses. Now if you want you can attempt to get close to him to make him fall into the Aerial Kick > aerial Slash combo pattern again but if you mess up your timing of your aerial or ground attack Kuro will attack you first with his Teleport Slash Combo. - Akujiki Gauge (Hotsuma) Hotsuma starts with full AG energy, so he's good to go at the start of every battle vs. Kuro. - Boss Attacks: First Form - ******************** >> Energy Barrier << ******************** Kuro puts a red barrier around him that acts like armor on normal enemies or the armor from Kuro 2 instead of just deflecting attacks normally you will take damage if you try to strike him. This works vs. all attacks except for the Kicks and Hotsuma's Charge Attack. Shurikens will just be deflected normally without taking any damage. You will have to Kick Kuro a certain number of times to break down the barrier so you can do real damage to him. The number depends on the difficulty: Easy: 3 Normal: 5 Hard: 10 While the Energy Barrier is up he will only perform the following moves: - Safety Teleport - Backwards Stealth Dash - Shurikens - Red Wave - Gates of Hell When it's down, he will perform all of the above moves except the Backwards Stealth Dash plus the following moves: - Teleport Slash Combo - Forward Stealth Dash - Block > Counter-Attack - Leaping Shuriken Attack **************************** >> Backwards Stealth Dash << **************************** If you're trying to kick Kuro from the front, he will move backwards quickly with his arms folded to avoid the attack. Sometimes he will counter back with the Red Wave attack or Shurikens. ********************* >> Safety Teleport << ********************* When Kuro runs out of room to dash backwards to, he will teleport to the other side of the battle area while leaving behind a red clone. Your lock on target will still be locked on the clone if you were focused on Kuro before he performed the teleport. *************** >> Shurikens << *************** Kuro performs this move if you're either too far away from him or after performing his Red Wave attack. He yells out "Come here!" and tosses some 4 kunais/daggers at you that has decent tracking ability. To avoid just dash through them, or move in a "Left, Right, Left, Right" pattern to avoid. Getting hit by one causes your shinobi to be paralyzed. Press the Stealth Dash button repeatedly to escape. Usually when you get within close range of Kuro while he is performing this move and he has the Energy Barrier up he will stop but it doesn't work all the time so don't rely on it. ************** >> Red Wave << ************** Kuro floats a little above ground while mumbling something along the lines of "This is Akujiki's Power and Justice" (I can't make out what he really say) while releasing 3 red ground fireballs in your direction at the time when he started the move. To dodge just dash to left or right repeatedly to avoid the first fireball and the second one that follows on either side or perform a double jump over the first one. He will usually perform this move after a Backwards Stealth Dash. You can knock Kuro out of this move before he lets out the fireballs by kicking him. If you dashed behind Kuro to avoid the attack make sure not to be too close while he is finishing the move as the third wave that comes out covers a little of Kuro's backside so it's possible for you to still get hit. ******************* >> Gates of Hell << ******************* Kuro screams "Gates of Hell!" as he floats up and lights up different parts of the battle area with dark red energy. You are shown which areas will be affected briefly before the beams of light come up so dodging this move is a matter of not being in the affected area. There are many patterns of this move, so far I counted up to 6 different patterns but there could be more. He will usually perform this move after the Shuriken attack. ************************** >> Teleport Slash Combo << ************************** If Kuro's Energy Barrier is down and you're near him he will perform this attack. He performs a 5 hit Slash Combo that looks very similar to Moritsune's old combo from Shinobi when you fought him. After each slash of the combo Kuro warps to another area near you to attack. For the first two hits, he doesn't teleport as far but the third hit he can teleport all the way from across the battle area to hit you. You can avoid this move by just dashing away from him when he's near you or you can stop it by jumping up and attacking him with the Aerial Kick or jumping Slash. If Kuro goes off the edge while performing this attack he will do a Safety Teleport. ************************** >> Forward Stealth Dash << ************************** Similar to the Backwards Stealth Dash only that Kuro moves forward (duh). He will usually perform two of these in a row and he does this to get within range so he can do his Teleport Slash Combo. **************************** >> Block > Counter-Attack << **************************** Sometimes when you try to strike Kuro he will block and then quickly try to counter back with a slow moving forward stab. He only does this move when his Energy Barrier is down. To avoid just jump or dash out of way as the counter attack is a very slow. ***************************** >> Leaping Shuriken Attack << ***************************** If you try to strike Kuro up close and he doesn't block it, then he will most likely perform this attack instead. He leaps into the air and falls down with one Shuriken attack that seems to have way better tracking ability than the normal ones. He also will do this move if you're repeatedly attacking him such as with the Short Sword attacks. You can't stop this attack since he is invincible when jumping high into the air. - Boss Attacks: Second Form - Kuro keeps all of his attacks from the first form except the Energy Barrier and the Backwards Stealth Dash. He gains the following moves: - Big Akujiki Slash - Divine Judgment - Shadow Charge Attack Also after the Shuriken attack he will perform the Red Wave attack a lot more instead of doing the Gates of Hell. *********************** >> Big Akujiki Slash << *********************** Kuro lets out an ugly battle cry as he slowly takes Akujiki out of his sheath and performs one huge slash with it. This move covers A LOT of area and is his strongest attack, without any special conditions, as it easily eats away half of your lifebar. He is completely invincible when doing this move so it's not the best time to try to hit him with a Shadow Attack or Charge Attack. To avoid this move just get the hell away from the hit range of this attack or perform a double jump. The hit range of this is so big that you can't avoid it by jumping normally. There is a lot of lag time after this move as Kuro will just stand there but he will be in "block mode" so you can't just normally slash him (your sword will be deflected) you have to use Kick or Thunder Kick and attack afterwards. He will perform this attack randomly out of nowhere or if you managed to damage enough clones from either his Divine Judgment or Shadow Charge Attack. *********************
>> Divine Judgment << ********************* While not the most damaging, this is easily the most annoying move of Kuro's movelist. He summons 6 red clones then they along with Kuro himself all run the edge of the battle area and gathers energy for about 4 or 5 seconds. You can kill the clones with one hit but if you failed to hit a certain number of clones in time they will light up the whole battle area with blue energy, which is impossible to avoid by any normal means. The amount of clones you must kill depends on the difficulty. Easy = 2 clones Normal = 4 clones Hard = 5 clones When you cancel the attack by killing the required amount of clones Kuro will perform his Big Akujiki Slash instead so make sure you're not close to him after killing the last clone. If you failed to kill the required amount of clones, there is one way to avoid taking damage but it involves a magic scroll. Perform a Shuriken Burst then perform the Ka'en magic attack. Doing this you will have enough air time to avoid the attack below. Doing this you will lose some points from the "Tactical Success" and "Item Scrolls" part of the rankings but if you didn't take any damage before and still want to aim for the "No Damage" bonus this is the only way for you to keep it. He usually performs this move after the Red Wave. ************************** >> Shadow Charge Attack << ************************** Combining Hibana and Hisui's Shadow Attack with Hotsuma's Charge Attack results in an attack that has the potential to be Kuro's most powerful one in his movelist. Kuro summons 6 red clones again, but this time they surround Kuro in a circle as Kuro poses and charges up for about 4 seconds. Afterwards he will blaze towards your direction with a powerful strike that can do a little or a lot of damage depending on how many clones you didn't take out before he did the move. If you didn't kill any clones and he performs the attack the damage he can do is even greater than taking a hit from the Big Akujiki Slash. Like Divine Judgment if you take out a certain number of clones you will cancel the attack and he will do the Big Akujiki Slash instead. Same number requirements: Easy = 2 clones Normal = 4 clones Hard = 5 clones He usually performs this move after the Red Wave if he didn't do Divine Judgment instead. ----------------------------------------------------------------------------- 4.13.1 Hibana/Hisui ----------------------------------------------------------------------------- Hibana and Hisui have the second easiest time in taking down Kuro. The hardest thing in fighting Kuro with the girls is having enough CG energy when you get to his second form. This is not a problem on Easy mode as you get one level worth of CG energy every time you take down the Energy Barrier but you will repeatedly have to go through the process of breaking it down and letting him summon it back up again to have enough CG energy in Hard mode. ************** | First Form | ************** This part is actually harder than the second form. - Breaking down the Energy Barrier - Breaking down the Energy Barrier is simple, but requires some patient on higher difficulties. Kuro is only vulnerable to kicks from his backside, when performing his Shuriken or Red Wave attacks. To kick him on his backside just dash up to him quickly, lock on and perform a dash behind him. You should be able to get 2 kicks in on Normal and Hard mode and 3 kicks on Easy mode (the requirement to break down the barrier in that mode). If you attempt a third kick he will perform the Backwards Stealth Dash move and maybe the Red Wave. Just repeat the pattern until you break down the barrier. - When the Energy Barrier is down - Get behind Kuro after the barrier breaks and wait about 1 second while he is mumbling "Akujiki! Awaken!" and floating then perform the Short Sword Attack. You should get about 15 or 20 hits depending on how early or late you did the attack when Kuro was landing. While performing the Short Sword Attack he will either block your attack mid way or jump out of it to perform his Leaping Shuriken Attack. If he blocks, quickly jump straight up and perform an Aerial Kick > aerial Slash combo, land and press the Slash button again. If he blocks repeat the pattern again. Sometimes Kuro will try to strike you but you will override his attack and he will get hit instead. If this happens just press the Slash button again and again as long as Kuro takes the hits. Make sure you hit using only the first slash of the Slash combo. If you try the other types of hits Kuro may override them with his Teleport Slash Combo. If he did the Leaping Shuriken Attack, dash away from him and dodge the shuriken he tosses. Now if you want you can attempt to make him fall into the Aerial Kick > aerial Slash combo pattern again by doing a Slash attack when you get near him but if you mess up your timing of your aerial or ground Slash attack Kuro will attack you first with his Teleport Slash Combo. If you want to make the battle of his first form go by quicker you will take this risk. After a while, he will bring back up the Energy Barrier and you go through the process of breaking it down again. You basically repeat all of this until you get Kuro's health half way down and make him go into his second form. *************** | Second Form | *************** If you got at least two levels on the Chakra Gauge then you shouldn't have any problems. You basically wait for Kuro to do the Divine Judgment or Shadow Charge Attack, take out the clones and finish him off with a Shadow Attack. *********************************** >> Shadow Attack Strategy (Tate) << *********************************** After Kuro goes into his second form if you haven't already, destroy the little fence like structures on the edge of the battle area. It's not needed unless you're going for S rank, but aids you in dodging Kuro's Teleport Slash Combo. Just get near the edges and if Kuro tries to perform the TSC attack, he will go off the edge and teleport to the other side ending the attack. When he does the Shuriken attack, be on the look out for the Red Wave attack afterwards. Usually after he performs that attack, he will follow up with either Divine Judgment or Shadow Charge Attack. - If he performs Divine Judgment, try to kill 1 or 2 clones before they reach the edge of the battle area so it's easier to take down the required amount clones on the higher difficulties. After you done that, charge up the Shadow Attack and wait for Kuro to be through with his Big Akujiki Slash and let him have it for the Tate finish. If you kill about 4 or 5 clones and perform a lv.2 Shadow Attack it should finish him off even on Hard mode. - If he performs the Shadow Charge Attack, kill off the clones by slashing at one, running normally up to the next one and slashing the next one. Once you kill the required amount dash back or away from Kuro to avoid the Big Akujiki Slash and charge up your Shadow Attack. Wait until the extra clones fade away and let Kuro have it for the Tate finish. ********************************************** >> Weapon Attack Strategy (Tate or no Tate) << ********************************************** Go through the same process as above except now when you kill the required amount of clones dash up to Kuro after he performed his Big Akujiki Slash, kick him and attack him with your charged weapon. If you're fast enough you can strike him on his backside for the critical hit but you still most likely won't kill him in one hit. This is easier to do after the Shadow Charge Attack than Divine Judgment. You would only have to resort to this method if you have less than two levels on the Chakra Gauge. ----------------------------------------------------------------------------- 4.13.2 Hotsuma ----------------------------------------------------------------------------- You would think Hotsuma would have the hardest time fighting Kuro but his Charge Attack allows him to sweep through this battle in record time. The Charge Attack goes through armor so you don't have to worry about going through the kicking process. ************** | First Form | ************** The only difficulty part about this form is getting in the right position so your Charge Attack hits multiple times. You should be able to take out Kuro's first form with at least 2 Charge Attacks. If not, you may as well restart. To get in the right position for the multiple hitting Charge Attack try to perform the attack in the dark color section where the item box is. Another "sweet spot" is to the left of the item box where the dark color area sort of forms a "U" shape. The first position is easier to get by following the directions below. - Setting up the right distance for a mega damaging Charge Attack - When the battle first start perform two Stealth Dashes towards Kuro's body. Tap forward slighty so that Hotsuma moves a little to the right of Kuro and perform one jump forward. Right before you land perform another jump and dash forward while holding down the Slash button at the end of the dash. When you land you should be charging and created the perfect distance away from Kuro for a multiple hitting Charge Attack. Release the button and hit Kuro with the Charge Attack. If you were at the right distance you will take all of the health required for him to go into the second form. If you were slightly off you take down about half of the requirement. To make up the damage, quickly go back close to the same spot as before and perform the attack again. Pat yourself on the back as you defeated Kuro's first form in under 3-5 seconds (depending if you got the perfect distance the first time). *************** | Second Form | *************** When Kuro is going into second form, he will get you some Ying (red orbs) that should bring your Akujiki Gauge back to level two. Also Kuro always performs the Big Akujiki Slash for his first attack if you finished his first form off with a Charge Attack. *********************************** >> Charge Attack Strategy (Tate) << *********************************** This is pretty simple. Let Kuro perform his Divine Judgment or Shadow Charge Attack. Kill all of the clones but don't go in for the kill if you don't have enough energy to perform the Charge Attack (you most likely won't on higher difficulties). You basically do this to get some more energy in the Akujiki Gauge. Just wait for Kuro to perform his Divine Judgment or Shadow Charge Attack again, kill the required amount of clones and finish off Kuro with the Charge Attack after he performs the Big Akujiki Slash. If he performed this move after the Shadow Charge Attack dash away to avoid being hit and strike him with the Charge Attack afterwards. If you still didn't have enough energy for the Charge Attack, just absorb the red orbs and wait for the next opportunity to strike him with the Charge Attack. It's easier to strike him after the Shadow Charge Attack since you will be closer when you kill the required amount of clones. ----------------------------------------------------------------------------- 4.13.3 Joe ----------------------------------------------------------------------------- Kuro is the hardest to fight with Joe not because of the difficulty but how long the fight can be on higher difficulties. Thanks to Joe's powerful Thunder Kick though it doesn't take long to break down his Energy Barrier like Hibana and Hisui. ************** | First Form | ************** - Breaking down the Energy Barrier - Get the first hit from the Thunder Kick the same way you did with Hibana or Hisui. Thanks to Joe's powerful Thunder Kick you will knock Kuro off his feet and he will be stunned. Just dash up to him and kick him again. You can basically chain all the required amount of kicks together to break down the barrier. If you are chaining the kicks together be sure to break the chain after you reach the required amount of hits so the barrier will be broken cause you can actually chain the kicks forever as long as you don't let Kuro get up from the stunned pose. - When Energy Barrier is down - Just spam shurikens at him from far away. Using jumping shuriken attacks as you can toss more at once than than the ground version. After a few shurikens Kuro will perform the Leaping Shuriken Attack. Just keep on tossing the shurikens and avoiding Kuro's Shuriken attacks and the Gates of Hell attacks that follow them. *************** | Second Form | *************** Thanks to Joe's Shuriken Burst, killing the clones from Divine Judgment and Shadow Charge Attack is very easy. The only difficulty Joe has is getting Kuro's health down low enough for him to kill him in a Tate. *********************************** >> Shuriken Spam Strategy (Tate) << *********************************** With no barrier to protect him, Kuro is open to all the shurikens Joe tosses at him. Whenever he performs Divine Judgment, you can kill most of them by getting in the center of the clones and using Shuriken Burst before they can run to the edge of the battle area. To kill the clones during Kuro's Shadow Charge Attack, get inside the circle or right in front of the first clone and perform a Shuriken Burst to take them ALL out. Dash away after killing all the clones to avoid Kuro's Big Akujiki Slash attack. You basically just spam shurikens until Kuro's health is in the red area then kill all clones during Divine Judgment or Shadow Charge Attack and then either: - Get close to Kuro after the Big Akujiki Slash, use Thunder Kick canceled into dash forward and slash at Kuro's backside for the Tate finish. This is easier to do after the Shadow Charge Attack since you will be closer to Kuro. - Spam some more shurikens until Kuro has ONE red bar piece left, kill all clones and continue to fling shurikens at Kuro for Tate finish. ============================================================================= V. Conclusion ============================================================================= ----------------------------------------------------------------------------- 5.1 FAQ Version History ----------------------------------------------------------------------------- 12/22/04 – First version of the FAQ, only covers the first 2 bosses and the last boss. I decided to post it up since I read about so many people having problems with the last fight with Kuro. 12/24/04 – Added three more bosses, Hisui, Door of Doom, Stage 12 Boss. ----------------------------------------------------------------------------- 5.2 Credits ----------------------------------------------------------------------------- Sega – For creating this game. Always putting out some of the most fun and creative games on the market even if they aren't that great at advertising. Shinobi/Nightshade GameFAQs Message Board – A lot of experienced players there. No need to name drop, they know who they are. Spenze (Board member) – Helpful info on Stage 12 on how to avoid the Red Bars attack just by hiding in the corners also a lot of technical data such as damage multipliers. Websites: http://page.freett.com/hotsumaonekill/index.htm - Japanese Shinobi/Nightshade site that has links to one hit kill vids with Hotsuma in Nightshade as well some vids with Hotsuma and Moritsune in Shinobi. A lot of the Hotsuma strategy in this FAQ came from those vids. Truly some great players on that site.