SAMURAI SPIRITS: ZANKURO MUSOUKEN FAQ v1.5 aka "Samurai Shodown 3: Blades of Blood" for the Neo*Geo (Arcade) and Sega Saturn (import) Written by Chris MacDonald Unpublished work Copyright 1996-2001 Chris MacDonald This document is protected by US Copyright Law, and the Berne Copyright Convention of 1976. It is for private and personal use only--it cannot be reprinted in part or in whole, or reproduced in any way or in any form (written or otherwise). It is a free document that cannot be used in any sort of commercial transaction, including selling it or giving it away as a gift. This FAQ cannot be referenced, altered, or used by anybody (including webmasters, publishers, and magazine staff) without my express written permission. This FAQ was created and is owned by me, Chris MacDonald . It can be found exclusively at (www.GameFAQs.com). All copyrights and trademarks are acknowledged and respected that are not specifically mentioned herein. I expressly forbid the following publishers/publications from using this FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer), Future Publishing, Ltd. (publishers of PlayStation Power, Official UK PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games, and Prima Games. Remember, plagiarism is a crime and is punishable by law. Samurai Spirits: Zankuro Musouken is (c) SNK Corporation of Japan. ================= TABLE OF CONTENTS ================= 1. HOW TO PLAY - Controls and FAQ Notation - Basic Commands 2. CHARACTER MOVELISTS - Basara Kubikiri - Gaira Kafuin (Caffeine) - Galford - Genjuro Kibagami - Hanzo Hattori - Haohmaru - Kyoshiro Senryo - Nakoruru - Rimururu - Shizumaru Hisame - Tokisada Shiro Amakusa - Ukyo Tachibana - Zankuro Minazuki 3. GAMEPLAY NOTES - Modes of Play - Game Progression - Desperation Round - During the Battle - Gameplay Glossary 4. MISCELLANEOUS - Secrets and Tricks - Options - Endings - Translations 5. AUTHOR'S NOTE - Special Thanks - Revision History ======================================================================== 1. INTRODUCTION ======================================================================== Hi, and welcome back. This FAQ was originally written for the Saturn version of SS3, but since I have it and the arcade game, I've expanded the FAQ a little to include both games (not like that's a far stretch by any means). The only thing this really changes is that the Kick button (which is 'D' in the arcades and 'Z' in the Sega Saturn version), will be referred to as 'D' throughout the FAQ. Terminology wise, I've tried to keep the general command and stuff in English, just so it makes since, but move names are in Japanese, 'cause they're official ;) A list of translations for all terminology in this FAQ can be found at the end of the 'Miscellaneous' section. BTW, you need a RAM cart to play this game (as far as I know, both the SNK 1-meg and CAPCOM 4-meg versions work). The ROM cart (the kind that came with The King of Fighters '95) won't work with this game. With that out of the way, on with the FAQ! ------------------------------------------------------------------------ CONTROLS AND FAQ NOTATION ------------------------------------------------------------------------ ub u uf Jump Back Jump Up Jump Forward \ | / b -- n -- f Retreat / Guard Neutral Advance / | \ db d df Crouch Guard Crouch Offensive Crouch All commands and moves listed in this FAQ are to be used when facing right. If you are facing in the opposite direction (left), then reverse all left/right motions. ARCADE BUTTON LAYOUT ------------------------------------------------------------------------ B C D Medium Slash Strong Slash Kick Attack A Weak Slash SEGS SATURN BUTTON LAYOUT ------------------------------------------------------------------------ L R (no effect) Weapon-Breaker X Y Z Evade / Spin Around Surprise Attack Kick Attack A B C Weak Slash Medium Slash Strong Slash You can change the button setup in the Option Menu, under Key Config. FAQ NOTATION ------------------------------------------------------------------------ qcf Roll the controller / joystick d,df,f qcb Roll the controller / joystick b,db,b hcf Roll the controller / joystick b,db,d,df,f hcb Roll the controller / joystick f,df,d,db,b AC / BZ Press A+C or B+Z at the same time ABC / BCZ Press A+B+C or B+C+Z at the same time AB / BC / CD Press A+B, B+C, or C+D at the same time Slash You can use A, B, or C. overhead The attack looks like it can be blocked low but in fact must be blocked high. ------------------------------------------------------------------------ BASIC COMMANDS ------------------------------------------------------------------------ Obviously the Basic Commands have Japanese names, but to prevent confusion, I've just used the US names here and left the Japanese names in the translation section near the end of the FAQ: Standing Guard Hold b when attacked Crouching Guard Hold db when attacked Mid-Air Guard Hold b / db when attacked while in air Stun Guard Guard an opponent's weapon attack Backstep Tap b,b Dash Tap f,f (hold f to run) Slash Attacks Press A / B / C when armed Unarmed Attacks Press A / B / C when unarmed Unblockable Dash Attack While dashing or running, press C Other Dashing Attacks While dashing or running, press A / B / D * Standing Kick Press Z or b + Z Crouching Kick Press d + Z or db + Z Low Kick Press f + Z Tripping Kick Press df + Z Guard Destroyer... (see below for both types) ...Push Away Throw Press f + C (misses from afar) ...Push Across Throw Press b + C (misses from afar) Spin Around Press AB when close (used to switch sides) Attack Dodge Press AB (used to avoid attacks) Surprise Attack Press BC (an overhead attack) POW Gauge Charge Press and hold ABC until gauge is full Roll and Get Up When knocked down, press b / f Weapon Pick Up When near your weapon, press A / B / C. Unarmed Weapon Catch When unarmed, input hcf to catch foe's weapon Armed Weapon Catch When armed, input hcf to stop Slash attacks Sword Clash Contest Attack each other at the same time or dash into each other when both armed. - The Sega Saturn instruction booklet lists 'b + Z' and 'db + Z' as seperate kick attacks with their own special name, but in fact nobody in the game has such a kick, and they all come out the same as a standing or crouching kick. Of course, the booklet (and the arcade game) also instruct you to input f + BC for an overhead attack, but of course it's done simply by pressing BC. So go figure. ^_^; ======================================================================== 2. CHARACTER MOVELISTS ======================================================================== Characters are listed alphabetically, in their default form (which is "Shura" in the Sega Saturn or "Slash" in a US arcade game), and then in their alternate form ("Rasetsu" for the Sega Saturn, "Bust" for the US arcade version). The last move in every person's move list is their POW Special, which requires a full POW Gauge to use. ------------------------------------------------------------------------ BASARA KUBIKIRI [ SHURA / SLASH ] ------------------------------------------------------------------------ Sora Sashi In air, qcf + Slash Chisashi qcf + Slash Kage Nui hcb + Slash Kage Sui qcb + Z, move b / f Tomobiki hcf + A (misses from afar) Nue Dama b,df,d,db + C Sashi Ashi In air, d + Z (can repeat) Zugai Wari In air, db / df / f + Z Sankaku Tobi Jump ub against a wall, then press uf Kage Mai: Mukui hcf,b + AB Weapon needed for: all moves but Kage Sui, Nue Dama, Sashi Ashi. - The Nue Dama homes in on an opponent. - You can move back or forward after the Sashi Ashi, allowing you to use this move repeatedly. ------------------------------------------------------------------------ BASARA KUBIKIRI [ RASETSU / BUST ] ------------------------------------------------------------------------ Sora Sashi In air, qcf + Slash Chisashi qcf + Slash Kage Damashi f,b,f,b + any button Kage Sui qcb + Z, move b / f Tomobiki hcf + A (misses from afar) Kage Ide f,db,d,df + Slash Sashi Ashi In air, d + Z (can repeat) Zugai Wari In air, db / df / f + Z Sankaku Tobi Jump ub against a wall, then press uf Kage Mai: Yumebiki hcf,b + BC Weapon needed for: all moves but Kage Sui, Kage Damashi, Sashi Ashi. - When you use the Kage Damashi, Basara sends a copy of himself to jump forward (A), jump up (B), walk forward (C), or jump up (D). You can attack while your copy is moving, except in the D version, since you actually end up in the air (although you can do a Sora Sashi or Sashi Ashi at this point). ------------------------------------------------------------------------ GAIRA KAFUIN [ SHURA / SLASH ] ------------------------------------------------------------------------ Midare Uchi qcf + AB Jishin Gan d,d + AB Tsukamuzo~ Kumi Tenjou b,d,db + A Tsukamuzo~ Ishi Atama b,d,db + B Tsukamuzo~ Shiri Mekuri b,d,db + C Kachi Age f,d,df + Slash Katsu! qcb + A Buchinomeshi In air, d + C Hyakkan Otoshi In air, d + Z Kenbu qcf,qcf + AB Weapon needed for: Midare Uchi, Jishin Gan, Kachi Age, Buchinomeshi. - If the Jishin Gan misses, your opponent still stumbles forward. You can use this to make your opponent stumble into the attack if they're just out of range. - The Tsukamuzo~ attacks are grapples that all hit in certain ways. The Kumi Tenjou hits high, the Ishi Atama hits at standing height, and the Shiri Mekuri hits low and must be crouch blocked. ------------------------------------------------------------------------ GAIRA KAFUIN [ RASETSU / BUST ] ------------------------------------------------------------------------ Buchikoroshi qcf + Slash Jishin Gan d,d + AB Enshin Satsu~ Ten qcb,f + AB Enshin Satsu~ Chi qcb,f + CZ Katsu! qcb + A Hyakkan Otoshi In air, d + Z Kenbu qcf,qcf + AB Weapon needed for: Buchikoroshi, Jishin Gan, Enshin Satsu~. - The (A) Buchikoroshi only hits jumping opponents. - If the Jishin Gan misses, your opponent still stumbles forward. You can use this to make your opponent stumble into the attack if they're just out of range. - The Enshin Satsu~ moves are unblockable. ------------------------------------------------------------------------ GALFORD [ SHURA / SLASH ] ------------------------------------------------------------------------ Plasma Blade qcf + Slash Rolling Crush f,d,df + C Shadow Copy f,hcf + A / B Replica Attack hcb + AC / BZ Imitate Replica Press AC or BZ when damaged Rush Dog qcb + A Machine Gun Dog qcb + B Replica Dog qcb + C Overhead Crush qcb + Z Plasma Dog qcb,qcb + A Stardust Drop When close, any dir. but ub~uf + C in air Sankaku Tobi Jump ub against a wall, then press uf Double Mega Strike Heads f,hcf + C / Z Weapon needed for: none of the moves. - The Shadow Copy produces two images of Galford that revolve around. Only the real one (A for the left, B for the right) can be hit. - The Replica Attack makes Galford drop from the sky. The AC version makes him drop in front of an opponent, while the BZ version hits from the behind. This also applies to the Imitate Replica. - When the Double Mega Strike Heads is used, C makes the real Galford fall from the front, while Z makes him fall from the behind. In the Saturn version, if you've assigned this move to one button, then it will always be the C version, although you can hold Forward and press that button to make it come out as the D version. ------------------------------------------------------------------------ GALFORD [ RASETSU / BUST ] ------------------------------------------------------------------------ Plasma Break qcf + Slash Lightning Slash f,d,df + C Shadow Copy f,hcf + A / B Replica Attack hcb + AC / BZ Imitate Replica Press AC or BZ when damaged Strike Heads f,d,df + Z (misses from afar) Dash Strike Heads f,d,df + Z while dashing Plasma Factor Press f / df + AB Stardust Drop When close, any dir. but ub~uf + C in air Sankaku Tobi Jump ub against a wall, then press uf Lightning Strike Three hcb,f + C Weapon needed for: Lightning Slash, Plasma Factor. - The Plasma Break only travels about half as far as the Plasma Blade (less than that if A or B is used). - The Shadow Copy produces two images of Galford that revolve around. Only the real one (A for the left, B for the right) can be hit. - The Replica Attack makes Galford drop from the sky. The AC version makes him drop in front of an opponent, while the BZ version hits from the behind. This also applies to the Imitate Replica. - The Strike Heads and Dash Strike Heads are unblockable. ------------------------------------------------------------------------ GENJURO KIBAGAMI [ SHURA / SLASH ] ------------------------------------------------------------------------ Sanren Satsu qcf + Slash, Slash (perform 3 times) Ouka Zan qcb + Slash Touha Kouyoku Jin f,d,df + Slash Kurenai f,df,d + Slash Shizuku Jin b,d,db + C (misses from afar) Gokou Zan f,hcf + AB Weapon needed for: all of the moves. - The Sanren Satsu is done by entering qcf + Slash three times. However, you can add in an extra slash on the first and second hits only by pressing Slash again. So when the entire combo is done, it looks like this: (qcf + Slash, Slash, qcf + Slash, Slash, qcf + Slash). - The Shizuku Jin is unblockable. ------------------------------------------------------------------------ GENJURO KIBAGAMI [ RASETSU / BUST ] ------------------------------------------------------------------------ Sankuu Satsu qcf + Slash (perform 3 times) Ura Ouka: Ayame qcb + Slash (hold Slash if blocked) Touha Kouyoku Jin f,d,df + Slash Shigure f,df,d + Slash Hyakki Satsu f,b,f + Slash Ura Gokou f,hcf + CZ Weapon needed for: all of the moves. - If you hold Slash after performing the Ayame, then if it is blocked, the card while spin into the air and fall down again for another hit attempt. ------------------------------------------------------------------------ HANZO HATTORI [ SHURA / SLASH ] ------------------------------------------------------------------------ Ninpou Baku'en Ryuu: Kai qcb + Slash Ninpou Reppuu Shuriken In air, qcf + Slash Ninpou Kage Bunshin f,hcf + A / B Ninpou Kage d,d + A Ninpou Utsusemi Chizan hcf + BCZ Ninpou Utsusemi Tenbu hcb + BCZ Ninpou Migawari no Jutsu: Hotoke Press AC when damaged Ninpou Migawari no Jutsu: Oni Press BZ when damaged Ninpou Mozu Otoshi f,d,df + CZ (misses from afar) Ninpou Mozu Otoshi Hayate f,d,df + CZ while dashing Kuuten Geki Close, any dir. but ub~uf + C in air Sankaku Tobi Jump ub against a wall, then press uf Fuujite Mijin Gakure d,d,d + AB Weapon needed for: none of the moves. - The Baku'en Ryuu: Kai travels forward a short distance, then turns around and comes back. - The Kage Bunshin produces two images of Hanzo that revolve around. Only the real one (A for the left, B for the right) can be hit. - During the Ninpou Kage, Hanzo disappears for a brief moment and cannot be hit. - The Chizan is an overhead attack, while the Tenbu hits low. The same applies to the Hotoke (overhead), and Oni (low blow) moves. - The Ninpou Mozu Otoshi and N.M.O. Hayate are unblockable. - When the Fuujite Mijin Gakure is performed (whether it hits or not), Hanzo turns invisible. He can only be seen when he makes an attack or performs a special move, or when he is hit. The invisibility wears off pretty quickly. ------------------------------------------------------------------------ HANZO HATTORI [ RASETSU / BUST ] ------------------------------------------------------------------------ Ninpou Baku'en Ryuu: Kai qcb + Slash Ninpou Reppuu Shuriken In air, qcf + Slash Ninpou Kage Bunshin f,hcf + A / B Ninpou Kage: Shizune d,d + A Ninpou Utsusemi Chizan hcf + BCZ Ninpou Utsusemi Tenbu hcb + BCZ Ninpou Enbu b,d,db + any button Ninpou Baku'en Mijin Gakure f,d,df + CZ (misses from afar) Stardust Drop When close, any dir. but ub~uf + C in air Sankaku Tobi Jump ub against a wall, then press uf Fuujite Dokuryuu hcb,f + CZ Weapon needed for: Fuujite Dokuryuu. - The Shizune works the same as the Ninpou Kage (see above). - When the Ninpou Enbu is used, Hanzo disappears and reappears in a certain location (this is the same no matter what side you're on) The locations are: (A) in the air on the left side of the screen, (B) on the ground on the left side of the screen (C) like A, but on the right side, and (D) like B, but on the right side. In the case of (A) or (C), you can follow up with an aerial attack or a Ninpou Reppuu Shuriken. - Hanzo becomes invisible after a successful Baku'en Mijin Gakure, but only for a brief moment. This move is unblockable. ------------------------------------------------------------------------ HAOHMARU [ SHURA / SLASH ] ------------------------------------------------------------------------ Ougi Senpuu Retsuzan qcf + Slash Ougi Kogetsu Zan f,db,d,df + Slash Ougi Resshin Zan b,d,db + Slash Zankousen hcb + C Ougi Hishou Senpuu Retsu Zan In air, qcf + Slash Ougi Shippuu Kogetsu Zan f,db,d,df + Slash while dashing Ougi Hishou Resshin Zan In air, qcb + C Hiougi Tenha Fuujin Zan f,d,df,f,d,df + AB Weapon needed for: all moves. - The Resshin Zan and Hishou Resshin Zan are overhead attack. It's possible to make a blocking opponent stumble back (and take no damage), during the Resshin Zan, but I'm not quite sure how it works. ------------------------------------------------------------------------ HAOHMARU [ RASETSU / BUST ] ------------------------------------------------------------------------ Ougi Senpuu Retsu Zan: Setsu qcf + Slash Ougi Kogetsu Zan f,db,d,df + Slash Ougi Shippuu Kogetsu Zan f,db,d,df + Slash while dashing Nagi Yaiba qcb,f + C Gouha f,d,df + Z Senpuu Ha qcf + Z Gatotsu Press C after standing C hits Hien Press C after crouching C hits Hiougi Tenha Dankuu Retsu Zan f,hcf + CZ Weapon needed for: all moves except Gouha. - An opponent hit by the Senpuu Ha is stunned. - The Nagi Yaiba is a counter-move; anyone getting too close or performing an attack results in Haohmaru doing a mini Kogetsu Zan. Note that he won't counter POW Specials. - The Hien and Gatotsu are simply added attacks you can use after connecting with a standing or crouching C slash. The timing is a little awkward, though. ------------------------------------------------------------------------ KYOSHIRO SENRYO [ SHURA / SLASH ] ------------------------------------------------------------------------ Kaen Kyokubu qcf + Slash Choubi Jishi hcb + Slash Oo Tsunami qcb + Slash Kaiten Kyokubu: Ten f,d,df + Slash Kyoushiro Enbu qcf,qcf + C Gama Jigoku f,hcf + AC Chikemuri Kuruwa In air, d + A Aragotoshi Kyoshiro "Oni no Mai" qcf,qcf + BC Weapon needed for: all moves except Kaen Kyokubu, Oo Tsunami, and Aragotoshi Kyoshiro "Oni no Mai". - The Gama Jigoku must be blocked low. - After the initial breath of fire, the "Oni no Mai" travels along the ground. ------------------------------------------------------------------------ KYOSHIRO SENRYO [ RASETSU / BUST ] ------------------------------------------------------------------------ Kaen Kyokubu: Utage qcf + Slash Choubi Jishi: Ranshin hcb + Slash Kaiten Kyokubu: Chi f,d,df + Slash Kyoushiro Enbu qcf,qcf + C Yamatano Orochi qcb,qcb + C Chikmeuri Kuruwa In air, d + A Aragotoshi Kyoshiro "Oni no Mai" qcf,qcf + BC Weapon needed for: all moves except Utage, Yamatano Orochi, and Aragotoshi Kyoshiro "Oni no Mai". - You cannot hit someone with the Utage if they are right next to you. ------------------------------------------------------------------------ NAKORURU [ SHURA / SLASH ] ------------------------------------------------------------------------ Lela Mutsube qcf + Slash Annu Mutsube b,db,d + Slash, tap Slash rapidly Kamui Rimse b,d,db + Slash Lela O Chikiri f,d,df + Z (misses from afar) Taka ni Tsukamaru qcb + Z (db~df + Z to get off) Taka ni Tsukamari Kougeki Press Slash while riding Mamahaha Kamui Mutsube qcf + C while riding Mamahaha Rerashu hcb + A Shichikap Etu hcb + B Shichikap Am hcb + C Kamui Fum Kesp In air, db / df / f + Z Lela Kishima Tek When close, any dir. but ub~uf + C in air Sankaku Tobi Jump ub against a wall, then press uf Elerush Kamui Rimse hcb,hcb + AB Weapon needed for: Lela Mutsube, Annu Mutsube. - The Kamui Rimse can reflect projectiles. You can tap the buttons for an added hit at the end (semi-hard to pull off). - The Lela O Chikiri is unblockable. - The Annu Mutsube must be blocked low. - You can use the Taka ni Tsukamaru to grab onto Mamahaha. Once this is done, you can move in any direction, and press D to drop down. - The Rerashu makes Mamahaha throw a whirlwind at your opponent. They take damage when the whirlwind hits, and when they land, although you can always approach them and attack them before they fall for some damage of your own (though they won't take the fall damage). - This also applies to the Chichikap Am (hitting them before they fall). - The Shichikap Etu stuns an opponent, allowing you to hit them before they recover. ------------------------------------------------------------------------ NAKORURU [ RASETSU / BUST ] ------------------------------------------------------------------------ Lela Mutsube qcf + Slash Annu Mutsube b,db,d + Slash, tap Slash rapidly Kamui Rimse b,d,db + Slash Lela O Chikiri f,d,df + Z (misses from afar) Epunkine Shikite Press AC when knocked to the ground Ookami ni Matagaru qcb + Z (Z or b / f + Z to get off) Ookami Nori Kougeki Press S while riding Shikuruu Kanto Shikite qcf + C while riding Shikuruu Mer Shikite b,db,d + C while riding Shikuruu Bunri Kougeki b~u~f + C from Kanto / Mer Shikite Imeru Shikite In air, f,d,df + C while riding Shikuruu Kamui Fum Kesp In air, db / df / f + Z Lela Kishima Tek When close, any dir. but ub~uf + C in air Sankaku Tobi Jump ub against a wall, then press uf Nubeki Kamui Shikite hcf,d,df + BC Weapon needed for: Lela Mutsube, Annu Mutsube, Nubeki Kamui Shikite. - The Kamui Rimse can reflect projectiles. You can tap the buttons for an added hit at the end (semi-hard to pull off). - The Lela O Chikiri is unblockable. - The Annu Mutsube must be blocked low. - The Ookami ni Matagaru is used to get on Shikuruu. When riding him you can move back or forward, and jump in any direction. To get off him, press D. - The Nubeki Kamui Shitike takes longer to come out if you're not riding Shikuruu, since Nakoruru has to be on him in order to attack. - Yes the wolf's name really is 'Shikuruu', that's straight from SNK of Japan's page (even I didn't know the proper spellling 'till I checked). You can interpret that as 'Silkloo' or however you'd like. ------------------------------------------------------------------------ RIMURURU [ SHURA / SLASH ] ------------------------------------------------------------------------ Rupush Qual qcf + Slash Rupush Tek Num (Chiu) hcb + B (misses from afar) Konru Nonno f,d,df + A Konru Mem b,db,d + A Konru Shiral In air, f,df,d + A Kamui Shituki qcb,f + C Sankaku Tobi Jump ub against a wall, then press uf Rupush Kamui Emush hcb,hcb + CZ Weapon needed for: none of the moves. - The button used for the Rupush Qual determines the arc and distance of the iceball thrown by Rimururu. - The Rupush Tek Num is an unblockable attack. - An opponent hit by the Konru Mem becomes stunned momentarily. - When the Konru Shiral is used, Rimururu remains upon it until she leaps away, or until a certain amount of time has passed. In either case, the ice will then break and fall, and anyone standing beneath takes minor damage. You can hit them before they fall, but then they'll take your attack damage and not the damage from landing. - The Kamui Shituki can reflect projectiles. ------------------------------------------------------------------------ RIMURURU [ RASETSU / BUST ] ------------------------------------------------------------------------ Rupush Qual qcf + Slash Rupush Tek Num (Yaku) hcb + Z (misses from afar) Rupush Tum Press f / df + AB Konru Mem b,db,d + A Konru Shiral In air, f,df,d + A Upun Op Tap S rapidly Sankaku Tobi Jump ub against a wall, then press uf Rupush Kamui Emush hcb,hcb + CZ Weapon needed for: none of the moves. - When you don't have your weapon, the f + AB Rupush Tum will not hit above Rimururu. - When the Konru Shiral is used, Rimururu remains upon it until she leaps away, or until a certain amount of time has passed. In either case, the ice will then break and fall, and anyone standing beneath takes minor damage. You can hit them before they fall, but then they'll take your attack damage and not the damage from landing. ------------------------------------------------------------------------ SHIZUMARU HISAME [ SHURA / SLASH ] ------------------------------------------------------------------------ Hitou-ryuu Kirisame Jin: Gouu qcf + Slash Hitou-ryuu Baiu Ensatsu Jin f,db,d,df + Slash Hitou-ryuu Amanagare Kyouraku Zan b,d,db + Slash Hitou-ryuu Hisame Gaeshi hcf + A Hitou-ryuu Samidare Giri hcb + Slash Hitou-ryuu Fuujite Bouu Kyoufuu Zan hcb,hcb + CZ Weapon needed for: all of the moves. - The Kirisame Jin: Gouu can hit on the way towards, or on the way back if it misses at first. - The Hisame Gaeshi can reflect projectiles. It will also knock an opponent down, but it does no damage. ------------------------------------------------------------------------ SHIZUMARU HISAME [ RASETSU / BUST ] ------------------------------------------------------------------------ Hitou-ryuu Kirisame Jin qcf + Slash Hitou-ryuu Baiu Ensatsu Jin f,db,d,df + Slash Hitou-ryuu Amanagare Kyouraku Zan b,d,db + Slash Hitou-ryuu Kosame In air, u + C, move b / f Hitou-ryuu Shigure In air, d + C (can repeat) Hitou-ryuu Fuujite Amanagare Ressatsu Jin f,hcf + AB Weapon needed for: all of the moves. - The Kirisame Jin can only hit while it's flying towards your foe. - When the Kosame is used, Shizumaru floats in the air and can be directed back or forward. You can interrupt this move with the Shigure, then immediately perform the Kosame again if you want. - You can move back or forward after the Shigure, allowing you to use this move repeatedly. ------------------------------------------------------------------------ TOKISADA SHIRO AMAKUSA [ SHURA / SLASH ] ------------------------------------------------------------------------ Shiryou Ha qcf + Slash Nanji, Anten Nyuumetsu Seyo f,hcf + C (then wait or press Slash) Chuushi Press Z during Anten Nyuumetsu Seyo Kairetsu Shou f,df,d + C Shouki Dan b,db,b + A Oumagatoki (Mae) hcf + Z Oumagatoki (Ushiro) hcb + Z Tenshou Fuu'ou Jin b,f,b,f + Slash Sankaku Tobi Jump ub against a wall, then press uf Kyoumei Jussatsu Jin b,f,d,df + BC Weapon needed for: all moves except Kairetsu Shou. - An opponent hit by the Shouki Dan is stunned. However, it will not re-stun a stunned enemy. - The Oumagatoki moves are teleports to move back or forward. - The button used for the Tenshou Fuu'ou Jin determines where Amakusa's weapon appears. ------------------------------------------------------------------------ TOKISADA SHIRO AMAKUSA [ RASETSU / BUST ] ------------------------------------------------------------------------ Meifu Mashou Dan qcf + Slash Nanji, Anten Nyuumetsu Seyo f,hcf + C (then wait or press Slash) Chuushi Press Z during Anten Nyuumetsu Seyo Kairetsu Shou f,df,d + C Shouki Dan b,db,b + A Oumagatoki (Mae) hcf + Z Oumagatoki (Ushiro) hcb + Z Kouma Shourai Ha b,f,b,f + Slash Sankaku Tobi Jump ub against a wall, then press uf Kyoumei Jussatsu Jin b,f,d,df + BC Weapon needed for: all moves except Kairetsu Shou. - An opponent hit by the Shouki Dan is stunned. However, it will not re-stun a stunned enemy. - The Oumagatoki moves are teleports to move back or forward. - The Kouma Shourai Ha must be blocked low. The button used determines how far forward it travels. ------------------------------------------------------------------------ UKYO TACHIBANA [ SHURA / SLASH ] ------------------------------------------------------------------------ Hiken Oboro Gatana qcf + Slash Hiken Sasameyuki qcb + Slash Hi-ken Sasameyuki qcb + Z Hiken Tsubame Gaeshi In air, db,qcf + Slash Hiken Amatsu Kaze hcb + C, then press A Hiken Shimo Kaze hcb + C, then press B Tsubame Rokuren hcb,f + BC Weapon needed for: all moves except Hi-ken Sasameyuki. - The Hi-ken Sasameyuki is a fake-out attack. - If you do nothing after inputting hcb + C for either 'Kaze' move, Ukyo will perform the Amatsu Kaze finisher. Delaying the move will not increase the damage or anything like that. ------------------------------------------------------------------------ UKYO TACHIBANA [ RASETSU / BUST ] ------------------------------------------------------------------------ Hiken Kagerou f,d,df + Slash Hiken Sasameyuki: Sen qcb + Slash Hiken Tsubame Gaeshi In air, db,qcf + Slash Hiken Yume Gasumi df,qcb,f + C Hibari b,f + A Musou Zankou Ka f,b,f + CZ Weapon needed for: all moves. - If the Hiken Sasameyuki: Sen hits once, all the rest of the hits will connect. - The Yume Gasumi is a counter-move. Any attack that hits Ukyo as he is posing results in Ukyo counter-attacking for considerable damage. - The Hibari will stun a hit opponent. ------------------------------------------------------------------------ ZANKURO MINAZUKI [ SHURA or RASETSU / SLASH or BUST ] ------------------------------------------------------------------------ Mugen-ryuu Shippuu Zan qcf + Slash Mugen-ryuu Mugen Hou qcb,f + Slash Mugen-ryuu Tenpou Zan f,d,df + Slash Mugen-ryuu Ittou Zan b,db,d + AB Mugen-ryuu Muhou Ken b,f + A Mugen-ryuu Fudou hcf + D Mugen-ryuu Tenchuu In air, d + C Ougi Musou Shingeki Zan d,d,qcf + AB Weapon needed for: all moves except Muhou Ken. - There are no differences between Slash and Bust Zankuro, aside from the color of your clothing. Lame? You betcha. - The Ittou Zan only hits if an opponent is close enough. However, it can be blocked. - The Fudou is a counter move; if an opponent attacks the green flame that appears, Zankuro attacks back. However, the timing is very difficult to get right. - The stomp during the start of the Shingeki Zan makes your enemy stumble, forcing them to get hit by the second attack (unless they were in air when you did this move). ======================================================================== 3. GAMEPLAY NOTES ======================================================================== ------------------------------------------------------------------------ MODES OF PLAY ------------------------------------------------------------------------ After starting the game and picking your character, you have to pick between the Shura (Slash) or Rasetsu (Bust) version of your character (the default is Shura). The primary difference between the modes of play is that you have different special moves, or else different versions of special moves. Each mode type also has two colors, selectable by pressing A or C (so each character has four colors total). Afterwords, you have to choose your level of experience, ranging from Kensei (aka Upper Grade), Kengou (aka Medium Grade), or Kenkaku (aka Beginner Grade). There are several differences between each grade. - In Upper Grade, you always have a full POW Gauge, meaning that you always do increased damage, and can use your POW Special whenever you want. However, you cannot block at all (this means you have to rely on the AB dodge and hcf weapon catches to avoid getting hit). - In Medium Grade, gameplay is normal (you get no auto-guards or full POW Gauge, but you can still block and your POW Gauge charges up at the normal speed). - In Beginner Grade, you get five auto-guards (the computer will perform a standing, crouching, or jumping guard for you as long as you aren't doing anything else, like attacking). Although the Sega Saturn manual claims you get five auto-guards for each stage, in fact (in both the Saturn and arcade version), you get them for the first round of the first stage you're on, and they're totally gone afterwards for the rest of the game. As a further hinderance, it takes twice as long for you to charge up your POW Gauge using the ABC method, yet that's the only method you can use (you don't earn power by taking damage). Obviously, if you're playing the Sega Saturn version, it's not really necessary to pick Upper Grade, as you can just go into the options and set your POW Gauge power to max from there. ------------------------------------------------------------------------ GAME PROGRESSION ------------------------------------------------------------------------ There are eleven stages you have to fight through before reaching the last boss, Zankuro. After the fourth and eleventh round, you get to see an intermission sequence. On the sixth round, you'll be pitted against the referee from previous SS games, Kuroko (this is mispelled as Kyrokou in the arcade version). However, he'll simply morph into your character once the round starts, always picking the opposite alignment of your character (so if you're using Bust (Shura) Galford, he switches into Slash (Rasetsu) Galford). What's weird about fighting Kuroko is that if you end up in the 'desperation round', it won't switch back even when someone has won. After beating Zankuro in your twelfth battle, he'll return to fight you in a final, one-round battle. In addition, he returns with full power (and if you haven't set the POW Gauge to POW in the Options Menu, then he charges up for his intro pose). If you beat him this time around, the game ends, but if you lose, it's back to the Continue Screen. Even worse, if you "win" by time out, you still lose! The only way to beat Zankuro is to actually kill him. ------------------------------------------------------------------------ DESPERATION ROUND ------------------------------------------------------------------------ If you're on the third round of a stage, and both characters have flashing red Life Gauges, the music will stop and the background will change. This is simply a reminder that both characters are close to death, and they better start playing carefully if they want to win. This also occurs if you're on your fourth and final round (see above), in which case both characters start with full POW Gauges and have the normal amount of time on the clock (unless you've set the time to infinite). Every stage has a desperation background except Zankuro's stage (unless you cound the final battle between a player and CPU Zankuro). ------------------------------------------------------------------------ DURING THE BATTLE ------------------------------------------------------------------------ Before each round starts, you can move backward or forward and position yourself wherever you'd like (although you can't do anything else). To beat the game, you must kill your opponent in the best 2 out of three rounds. If there is a draw game on the third round (time runs out and both players have the same amount of life) or a double fatality (both players kill each other at the same time), then a fourth and final round is held to determine the winner. If that round is a draw, the game ends for both players. During an actual round of play, items will periodically land on the floor. The ones you want are the pieces of chicken, which you can walk over to restore lost life (the bigger the piece, the more life you get back). The ones you want to avoid are the bombs, which explode a moment after they land. Blocking a bomb when armed does no damage, but your guard will be broken momentarily. If you don't have your weapon, you'll take damage as well. If you don't block a bomb, you take damage and stumble back (this applies whether you have your weapon equipped or not). Bombs tend to be aimed at the person who's been staying in the same place the longest (e.g. turtlers). Both characters can be hit at the same time by a bomb, so be careful. ------------------------------------------------------------------------ GAMEPLAY GLOSSARY ------------------------------------------------------------------------ This section offers more info. on the basic commands available to every character. Everything in here is listed alphabetically: ATTACK DODGE ------------------------------------------------------------------------ The Attack Dodge can only be used when you're too far away to Spin Around. In that case, your character will simply lean into the background for a moment, and any attacks that would have hit him or her pass right through. COUNTER HITS ------------------------------------------------------------------------ SS3 has a counter gauge that shows up when you get a counter hit. Counter hits occur when you hit an opponent who is in the middle of an attack, or has just begun or finished an attack. If your attack counterhits, you get a percentage reading, telling you how much additional damage was done. For example, if it red 150%, and your attack did 20 pixels of damage normally (impossible to count, but this is just an example), then it would have done 30 pixels of damage total, or 50% more damage than usual. DASHING ATTACKS ------------------------------------------------------------------------ All characters can press A, B, C, or Z while dashing or running, and they'll perform a special dashing attack. Each attack varies depending on the character, with the exception of a dashing C slash, which is always a slow-to-start but unblockable attack. Dashing Z kicks tend to be low attacks that must be blocked crouching, but this is not always the case (Basara's isn't, and in fact, Gaira's is an overhead attack!) Some characters have overhead attacks as well (like Gaira's dashing A), while others have low hitting attacks (like Genjuro's dashing B or Z). Below is a list of what dashing attacks each character has that actually look different from normal slashes): NAME BUTTONS USED NAME BUTTONS USED --------------------------------------------------------- Basara A B C D Nakoruru B C D Gaira A B C D Rimururu C D Galford B C D Shizumaru A C D Genjuro A B C D Amakusa B C D Hanzo B C D Ukyo B C D Haohmaru A B C D Zankuro C D Kyoshiro A B C D For the unlisted buttons, the attack comes out the same as a normal standing attack and (usually) has the same effect in terms of damage done, etc. DIZZIES ------------------------------------------------------------------------ If you take enough hits, you will become dizzy. You can always tell when someone will be dizzied, because they are knocked down by the attack very quickly. Afterwards, they get up and clutch themselves in pain. Dizzies last for a few moments, and you can do nothing to defend yourself from additional attack. However, you can mash on the buttons rapidly in an attempt to break out of the dizzy faster. Note that a dizzied opponent cannot be hit by a Guard Destroying Throw and will instead simply pop upright. GUARD DESTROYING THROWS ------------------------------------------------------------------------ New to SS3 are guard-destroying throws. These attacks are unblockable, but miss unless done close to your opponent. Instead of simply throwing your opponent for damage, they are instead pushed away or across you for no damage, but they can be hit by an attack while recovering. The b + C version is especially useful for getting defensive players out of corners. You can also use these to set your opponent up for a free POW Special attack (see the POW Special section for details). GUARDING AGAINST ATTACKS ------------------------------------------------------------------------ You take no damage when guarding against normal attacks or a bomb, and reduced damage when blocking special moves or a POW Special. If you've lost your weapon, then guarding weapon attacks does minor damage, although the damage you take from special moves and POW Specials remains the same. In addition, when unarmed, bombs do minor damage when blocked. KICK ATTACKS ------------------------------------------------------------------------ All Kick attacks have been relegated to one button, the D button. However, you can perform various kick attacks, by either kicking while standing, crouching, holding down-foward, or by holding forward. In addition, you also get a special kick attack when you dash (usually this is the dashing down-foward version, but not always). The properties of kicks change for most characters, but in general: - Standing D kicks act as overhead attacks and hit crouch-blockers. - Crouching D kicks hit low and and must be blocked crouching. - f + D kicks hit low and must be blocked crouching. - df + D kicks work like f + D kicks, but knock an opponent down. As I said, this is in general. Amakusa's standing D is an overhead, but Haohmaru's is not. It all depends on the character. LOSING YOUR WEAPON ------------------------------------------------------------------------ Weapons can be lost in three ways. One is if you are hit by a POW Special. Another is if you lose a Weapon Clash and have it flung away. Rarer still is if your unarmed opponent catches your weapon, in which case it is deposited near where you were before you were kicked away. Without your weapon, there may be some special moves you cannot use (depending on your character), and this includes your POW Special. You also take block damage from normal weapon attacks and bombs. To get your weapon back, simply get near it and press any button. POW GAUGE (aka the Anger Gauge) ------------------------------------------------------------------------ The POW Gauge is located at the bottom of the screen. It fills up when you are damaged (except for bomb attacks). Another way to fill it up is to press and hold ABC, although this takes a while and you can't defend or attack while charging. Once the POW Gauge is totally full, it will go on fire, and your character will begin to flash white. Now your character does more damage with each hit, and since their gauge is full, they can perform their POW Special (like Gaira's Kenbu). The gauge empties after a while, or if you attempt a POW Special, and it hits. The gauge tends to stay full longer if you fill it up by taking damage, whereas it empties faster if you filled it up using the ABC method. There are two other ways to get a maxed out POW Gauge. One of them is to simply play in Upper Grade mode or set your POW to MAX in the Options Menu. The other is to take enough damage so that your Life Gauge flashes red. When that happens, the POW Gauge fills up and stays maxed out until the end of the round, giving you an infinite number of uses of your POW Special, not to mention a higher damage capability. Obviously if you eat enough meat to restore your Life Gauge to normal, your POW Gauge will return to normal as well. You cannot carry POW Gauge power over from round to round (unlike previous Samurai Shodown games). For some reason, on the Saturn version, the POW Gauge will stay full forever (or for a very long time) after being maxed out by taking damage. This tends to happen in the Versus Mode more often. It is, as far as I can tell, a bug in the game's programming and nothing more. POW GAUGE CHARGE ------------------------------------------------------------------------ When used, your character stands in place and trembles as they gather up their POW energy to fill out their POW Gauge. There's no drawback to building POW this way, although you are vulnerable to attack while charging. POW SPECIALS (Weapon-Flipping Techniques) ------------------------------------------------------------------------ When these moves hit, they knock an opponent's weapon out of their hands. POW Specials can only be used when you have a full POW Gauge, and unless your life is flashing or you have your POW set to MAX, the Gauge will empty if the POW Special hits successfully. A cheap way to connect a POW Special is to do it after an AB Spin Around or a Guard Destroying Throw, but only certain POW Specials come out fast away to be abused...er 'used' in this manner ^_^; CHARACTER SHURA (BUST) RASETSU (SLASH) -------------------------------------------------------------------- Gaira Kafuin Kenbu Kenbu Galford (n/a) Lightning Strike Three Genjuro Kibagami Gokou Zan Ura Gokou Hanzo Hattori (n/a) Fuujite Dokuryuu Haohmaru Tenha Fuujin Zan Dankuu Retsu Zan Nakoruru Ererush Kamui Rimse (n/a) Amakusa (n/a) Kyoumei Jussatsu Jin Shizumaru Hisame Bouu Kyoufuu Zan (n/a) Ukyo Tachibana (n/a) Musou Zankou Ka Zankuro Minazuki Musou Shingeki Zan Musou Shingeki Zan ROLL AND GET UP ------------------------------------------------------------------------ When knocked to the floor, you can hold back or forward to roll in that direction before rising to your feet. You cannot be attacked by rolling, but it's possible to accidentally roll into someone's attack and get hit by it before it finishes. SPIN AROUND ------------------------------------------------------------------------ When you are standing next to an opponent and press AB, your character will spin around to their backside instantly. This can be used to avoid attacks, but more importantly, it gives you a brief moment to attack before your challenger turns around to face you. A cheap way to take advanage of the Spin Around is to do your POW Special the moment you're on the other side, although this requires that you enter the command in the proper way (i.e. backwards), and not all characters' POW Specials are fast enough to connect (see the chart under the POW Specials section). STUN GUARD ------------------------------------------------------------------------ In previous SS games, doing this was simply a matter of blocking as late as possible. In SS3, Stun Guard always occurs when you block an attack, but it really has no effect on gameplay unless you block a "big" attack, like Haohmaru's standing C. While he is momentarily stunned from the blocked hit, you'll have ample time to counterhit with an attack. SURPRISE ATTACKS ------------------------------------------------------------------------ Everyone can perform a Surprise Attack by pressing BC, even when they're unarmed. What will happen is that they leap into the air and perform an attack that must be blocked standing (it's an overhead attack). WEAPON CATCH (ARMED / UNARMED) ------------------------------------------------------------------------ There are two types of Weapon Catch moves, even though they are both done by inputting hcf (no button is needed). When that command is entered, your character poses for a second, and if hit, they will respond. If they're armed, they'll simply stop your attack and slash back for damage, but if they're unarmed, they'll grab you and kick you away, also forcing your weapons out of your hand. You cannot use the Weapon Catch on an unarmed opponent. Note, too, that timing either Weapon Catch is very hard to do, and to make matters worse, if hit successfully while posing, you take counterhit damage. WEAPON CLASHES (SWORD CLASH CONTEST) ------------------------------------------------------------------------ Weapon clashes occur when you and your opponent make an attack with your weapons at the same time and are close enough, or randomly when both armed characters dash into each other. When this happens, both players will collide together and try to overpower each other with their weapons. You can change the outcome of the weapon clash by rapidly tapping any button. The possible results include: - One person loses their weapon (usually the person who didn't get enough button taps in loses their weapon). - Both characters lose their weapon. - Both characters get knocked back but keep their weapons. - The character who keeps his weapon is able to make a Slash or Kick attack as they leap back. Unlike the previous SS games, wiggling the joystick / control pad has no effect on the outcome of a weapon clash. Also, trying to 'force' a weapon clash by dashing into a dashing opponent is not always effective, as you may just run up to each other, or run through each other, depending. ======================================================================== 4. MISCELLANEOUS ======================================================================== ------------------------------------------------------------------------ SECRETS AND TRICKS ------------------------------------------------------------------------ PLAY WITH ZANKURO (ARCADE VERSION) ------------------------------------------------------------------------ You can only use Zankuro in a 2-Player game. The Character Select screen should look like this (if it doesn't, you're playing the wrong game!) ;P Basara Genjuro Haohmaru Shizumaru Galford Gaira Kyoshiro Ukyo Nakoruru Rimururu Hanzo Amakusa Now, with the cursor on Haohmaru, move all the way left to Basara, down to Kyoshiro, right to Nakoruru, up to Haohmaru, right to Shizumaru, down to Rimururu, right to Amakusa, up to Gaira, then left to Shizumaru again. This sort of looks like a funky infinity symbol, or you can just look at it as going counter-clockwise around the character selection screen, but pausing in the middle to go up, over, and down again. Anyway, you should now be on Shizumaru. The trick to doing this is that you have to input the code with at least 3 seconds remaining on the timer. If you arrive at Shizumaru with more time than that, just wait until the timer says '03', then press Start + ABC at the same time. Voila! PLAY WITH ZANKURO IN VS. MODE (SEGA SATURN VERSION) ------------------------------------------------------------------------ Simply beat the game. He's now selectable in Vs. mode by pressing left when you're highlighting Basara or right on Amakusa. INFINITE STUN TRICK (SEGA SATURN VERSION) ------------------------------------------------------------------------ Play a Shura Amakusa vs. Shura Galford game. Get in the right-hand corner and try to time it so that Galford will jump and land on top of you while you start the Kyomei Jussatsu Jin. If your timing is correct, Galford will be 'frozen' in one of his dizzy animation frames. You can push him by moving against him, but he'll remain stunned until the time runs out or until you hit him with an attack or special move. If you use the Shouki Dan on him, he'll become dizzy, but instantly recover. This is very hard to do, (I've done it three times now) but if you have the time, it's fun to see. PROMOTIONAL TRACKS FOR THE SAMURAI SPIRITS RPG (SEGA SATURN VERSION) ------------------------------------------------------------------------ These tracks showed up on the Neo CD version of Samurai Shodown III, but they've been added to the Saturn version, too. So far, there is no known way to hear them during the game, but if you have a CD player handy (like your Saturn, ahem?), then check out tracks 32-35 (on a normal CD player) to hear Nakoruru and Rimururu tell you all about the Samurai Shodown RPG. It's all in Japanese, of course. THE SAMURAI SPIRITS SONG ------------------------------------------------------------------------ Pop your CD into a normal CD player and listen to track 31 (32 if you're using the Saturn as a CD player). It's a catchy tune sung in Japanese. You can also hear this song if you beat the game with Rimururu (doesn't matter if you die or not). To the person who sent me this info., I'm sorry, I lost your e-mail. However, you do get full credit for this, and if you wouldn't mind contacting me again, I'll include you in the FAQ :) ------------------------------------------------------------------------ OPTIONS ------------------------------------------------------------------------ This sections explains the various options in the Option Screen. LEVEL The difficulty level. Choose from 1 BEGINNER to 8 HARDEST. ATTACK The amount of damage inflicted by attacks. Choose from 0% (attacks inflict no damage) to MAX (attacks kill with one hit). TIME Choose from 30, 60, 99, or infinite-time rounds. POW Choose from NORMAL (fill it yourself) or MAX (the POW Gauge is always full). This setting applies to both you and your opponent. PAD SET Allows you to choose your own button configuration. EDIT allows you to set up the controller the way you like. STAGE SELECT At first, this option isn't available, but every time you beat a stage, it is selectable via this option. Once you've beaten the game, you can even choose to see any character's ending.* AUDIO Choose from MONO or STEREO. * If you choose to start off at the final round against Zankuro, and lose, you'll have to go back and fight the first two rounds against him should you continue. The only way to prevent this is to stop playing and start a new game after choosing to start at the final round again. Every time you don't continue or reset the game, this option also resets, so you'll have to set it each time. ------------------------------------------------------------------------ ENDINGS ------------------------------------------------------------------------ Everyone has similar endings; some text scrolls up over a unique ending picture. There's not much to mention about these, but here's a list of each person's picture: BASARA: A candle; the smoke coming from it forms the vague image of Basara's lover (the same woman who appears in his winning stances). GAIRA: His necklace of prayer beads and Nicotine's ringed staff. GALFORD: A puppy wrapped in a blanket (probably a young Poppy or one of Poppy's litter). GENJURO: A long pipe and some Hanafuda cards (Hanafuda is a card game; Genjuro's attacks use such cards in them). HANZO: Two shuriken (throwing stars). HAOHMARU: His katana (slightly unsheathed), and a jug of sake. KYOSHIRO: A folding fan with a checkered print in the middle. NAKORURU: An eagle's feather. RIMURURU: A snowflake and some drops of water. AMAKUSA: A book with flapping pages and a human skull. HISAME: His umbrella. UKYO: An apple and a flower (maybe the demon flower he was searching for in SS1 and SS2?) Watching the credits is actually pretty fun, as little cards with drawings on them (not to mention some SS2 characters) will fly around. ------------------------------------------------------------------------ TRANSLATIONS ------------------------------------------------------------------------ All translations were done by me and so may be subject to error. When possible, the Japanese name is on the right and the English name is on the left, but in case of particularly long spellings or translations, I use J: to denote the Japnaese name, and E: for the English one. Not that you couldn't tell ^_^; The translations are not in any particular order, primarily since I shifted a few of them around to with the confines of 73 spaces per line. [ BASIC COMMANDS ] ---------------------------------------------------- Tachi Guard Standing Guard Shagami Guard Crouching Guard Kuuchuu Guard Mid-Air Guard Fumikomi Dashing Hikikomi Retreating Kiri Kougeki Slash Attacks Keri Kougeki Kick Attacks Ashiwaza Kick Techniques Kensei Kougeki Diversion Attack Ashibarai Tripping Up Gedan Nerai Kougeki Low Aimed Attack Joudan Geri Upper Kick Bougyo Kuzushi Guard Destroyer Tsukitobashi Thrusting Away Hippari Dragging Towards Mikiri Forsake (an attack) Mawarikomi Spinning Around Fuiuchi (Muiuchi) Surprise Attack Atemi Strike / Blow Shinken Shiraha Tori Serious Whiteblade Catch Tsubazeri Ai Clashing Swords Contest Ikari Gauge Anger Gauge (POW Gauge) Buki Tobashi Waza Weapon-Flipping Technique (POW Special) [ BASARA KUBIKIRI ] --------------------------------------------------- Chisashi Stabbing Earth Sora Sashi Stabbing Sky Kage Sui Shadow Sucker Kage Nui Shadow Stitching Kage Damashi Shadow Trick Kage Ide Shadow Exit Tomobiki Trial Day Nue Dama Spirit of the Chimera Sashi Ashi Stabbing Foot Zugai Wari Skull Splitter Kage Mai: Mukui Shadow Dance: Payback Kage Mai: Yumebiki Shadow Dance: Dream Shot [ GAIRA KAFUIN ] ------------------------------------------------------ Midare Uchi Riot Strike Jishin Gan Earthquake Radius Kachi Age Victory Raiser Katsu! "Scold!" Hyakkan Otoshi Hundred-weight Drop Buchinomeshi "to beat someone up" Buchikoroshi "to kill by hitting" Enshin Satsu~ Ten Center of Circle "Killing--~" Heaven Enshin Satsu~ Chi Center of Circle "Killing--!" Earth Tsukamuzo~ Kumi Tenjou "Grappling--!" Winding Ceiling Tsukamuzo~ Ishi Atama "Grappling--!" Stone Head Tsukamuzo~ Shiri Mekuri "Grappling--!" Butt Check Kenbu Punch Dance [ GENJURO KIBAGAMI ] -------------------------------------------------- Sanren Satsu Continuous Triple Slashes Sankuu Satsu Triple Air Slash Ouka Zan Cherry Blossom Slash Ura Ouka: Ayame Reverse Cherry Blossom: Iris Kurenai Crimson Shigure Lavender Shizuku Jin Droplet Blade Hyakki Satsu Death of One Hundred Demons Touha Kyouyoku Jin Supreme Paulowina Light Wing Formation Gokou Zan Five Lights Slash Ura Gokou Five Lights Reversed [ HANZO HATTORI ] ----------------------------------------------------- J: Ninpou Kage J: Ninpou Kage Bunshin E: Ninja Arts: Shadow E: Ninja Arts: Shadow Duplicate J: Ninpou Mozu Otoshi J: Ninpou Utsusemi Tenbu E: Ninja Arts: Shrike Drop E: Ninja Arts: Heaven Dance Jig J: Ninpou Enbu J: Fuujite Dokuryuu E: Ninja Arts: Monkey Dance E: Closed Hand Poisonous Dragon J: Kuuten Geki J: Ninpou Utsusemi Chizan E: Racing Attack E: Ninja Arts: Earth Slash Jig J: Ninpou Baku'en Ryuu: Kai E: Ninja Arts: Exploding Dragon Blaze - Modified J: Ninpou Reppuu Shuriken E: Ninja Arts: Gale Throwing Star J: Ninpou Kage: Shizune E: Ninja Arts: Shadow - Sound of Silence J: Ninpou Mozu Otoshi Hayate E: Ninja Arts: Sudden Shrike Drop J: Ninpou Migawari no Jutsu: Hotoke E: Ninja Arts: Technique of Substitution - Buddha J: Ninpou Migawari no Jutsu: Oni E: Ninja Arts: Technique of Substitution - Demon J: Fuujite Mijin Gakure E: Closed Hand Hiding Particle J: Ninpou Baku'en Mijin Gakure E: Ninja Arts: Exploding Blaze Hiding Particle [ HAOHMARU ] ---------------------------------------------------------- J: Zankousen J: Ougi Kogetsu Zan E: Iron-Slashing Flash E: Concealed Crescent Moon Slash J: Nagi Yaiba J: Ougi Shippuu Kogetsu Zan E: Calm Blade E: Concealed Gale Crescent Moon Slash J: Senpuu Ha J: Gouha E: Whirlwind Wave E: Strength Destroyer J: Gatotsu J: Hien E: Piercing Fang E: Flying Swallow J: Ougi Senpuu Retsu Zan E: Concealed Whirlwind Rending Slash J: Ougi Resshin Zan E: Concealed Disasterous Earthquake Slash J: Ougi Hishou Senpuu Retsu Zan E: Concealed Flying Whirlwind Rending Flash J: Ougi Hishou Resshin Zan E: Concealed Flying Disasterous Earthquake Slash J: Hiougi Tenha Fuujin Zan E: Secret Concealed Supreme Heaven Sealed God Slash J: Ougi Senpuu Retsu Zan: Setsu E: Concealed Whirlwind Rending Slash: Temple J: Hiougi Tenha Dankuu Retsu Zan E: Secret Concealed Supreme Air Cutting Violent Slash [ KYOSHIRO SENRYO ] --------------------------------------------------- J: Kaen Kyokubu J: Choubi Jishi E: Blazing Melodic Dance E: Prancing Lion's Tail J: Oo Tsunami J: Kyoshiro Enbu E: Great Tsunami E: Kyoshiro's Banquet Dance J: Gama Jigoku J: Chikemuri Kuruwa E: Hell Toad E: Bloody Smoke Crooked Wheel J: Yamatano Orochi J: Choubi Jishi: Ranshin E: Eight-Headed Giant Serpent E: Prancing Lunatic Lion's Tail J: Kaen Kyokubu: Utage E: Blazing Melodic Dance: Feast J: Kaiten Kyokubu: Ten E: Revolving Heavens Melodic Dance: Heaven J: Kaiten Kyokubu: Chi E: Revolving Heavens Melodic Dance: Earth J: Aragotoshi Kyoshiro "Oni no Mai" E: Hard Working Enterpriser Kyoshiro's "Dance of the Demon" [ NAKORURU ] ---------------------------------------------------------- Taka ni Tsukamaru Hawk Capture Taki ni Tsukamari Kougeki Captured Hawk Attack Ookami ni Matagaru Sit on a Wolf Ookami Nori Kougeki Wolf-Riding Attack Bunri Kougeki Seperation Attack [ SHIZUMARU HISAME ] -------------------------------------------------- J: Hitou-ryuu Kirisame Jin: Gouu E: Scarlet Sword Style: Drizzle Blade - Cloudburst J: Hitou-ryuu Baiu Ensatsu Jin E: Scarlet Sword Style: Rainy Season Deadly Circle Slash J: Hitou-ryuu Amanagare Kyouraku Zan E: Scarlet Sword Style: Pouring Rain Insane Drop Slash J: Hitou-ryuu Hisame Gaeshi E: Scarlet Sword Style: Hail Return J: Hitou-ryuu Samidare Giri E: Scarlet Sword Style: Early Summer Rain Slash J: Hitou-ryuu Fuujite Bouu Kyoufuu Zan E: Scarlet Sword Style Closed Hand Exploding Rain Insane Wind Slash J: Hitou-ryuu Kosame E: Scarlet Sword Style: Light Rain J: Hitou-ryuu Shigure E: Scarlet Sword Style: Shower In Late Autumn J: Hitou-ryuu Fuujite Amangare Ressatsu Jin E: Scarlet Sword Style Closed Hand: Pouring Rain Rending Death Blade [ TOKISADA SHIRO AMAKUSA ] -------------------------------------------- J: Shiryou Ha J: Nanji, Anten Nyuumetsu Seyo E: Ghost Blade E: "You, as the lights lower, die!" J: Chuushi J: Kairetsu Shou E: Abort E: Commanding Violent Palm J: Shouki Dan J: Oumagatoki (Mae / Ushiro) E: Diseased Mind Shot E: Demonic Meeting Time (Forward / Back) J: Meifu Mashou Dan J: Kouma Shourai Ha E: Hades' Evil Shot E: Summoned Demon Invitation Breakage J: Tenshou Fuu'ou Jin E: Phoenix Capturing Sun Goddess Seal J: Kyoumei Jussatsu Jin E: Dark Disasterous Ten Deadly Formations [ UKYO TACHIBANA ] ---------------------------------------------------- J: Hibari J: Hiken Kagerou E: Skylark E: Concealed Blade: Heat Haze J: Musou Zankou Ka J: Hiken Yume Gasumi E: Dream Afterglow Mist E: Concealed Blade: Dream Mist J: Hiken Sasameyuki E: Concealed Blade: Small Snowflakes J: Hi-ken Sasameyuki E: Unconcealed Blade: Small Snowflakes J: Hiken Sasameyuki: Sen E: Concealed Blade: Small Snowflakes - Flash J: Hiken Tsubame Gaeshi E: Concealed Blade: Swallow Return J: Hiken Oboro Gatana E: Concealed Blade: Hazy Sword J: Hiken Amatsu Kaze E: Concealed Blade: Divine Wind J: Hiken Shimo Kaze E: Concealed Blade: Frosty Wind J: Tsubame Rokuren E: Six-Chambered (Gun) Swallow [ ZANKURO MINAZUKI ] -------------------------------------------------- J: Mugen-ryuu Shippuu Zan E: Infinite Style: Gale Slash J: Mugen-ryuu Mugen Hou E: Infinite Style: Infinite Cannon J: Mugen-ryuu Tenpou Zan E: Infinite Style: Heavenly Destruction Slash J: Mugen-ryuu Ittou Zan E: Infinite Style: Single Blade Slash J: Mugen-ryuu Muhou Ken E: Infinite Style: No Technique Fist J: Mugen-ryuu Fudou E: Infinite Style: Immobility J: Mugen-ryuu Tenchuu E: Infinite Style: Heavenly Death Penalty J: Ougi Musou Shingeki Zan E: Concealed Unrivaled Quake Attack Slash ======================================================================== 5. AUTHOR'S NOTE ======================================================================== ------------------------------------------------------------------------ SPECIAL THANKS ------------------------------------------------------------------------ This FAQ was only possible due to the help of the following people: Sylphia's Homepage - For the names of the air throws and Basara and Nakoruru's air kicks. SNK of Japan - For some info on SS3's fighting system. CGN - Next Generation Import Specialists - Although now defunct, they sure were a good company when they were around. Vic - For answering some questions about this game before I bought it. ------------------------------------------------------------------------ REVISION HISTORY ------------------------------------------------------------------------ 1.5 - (March 20, 2000) Another total rewrite; moves have been retranslated, more info has been added throughout, etc. Some extra stuff has been removed (like Ukyo's win quote and Galford's ending), while some stuff has been added as well. And you thought I was done at v1.3, huh? :) 1.4 - The FAQ has been almost completely rewritten. 1.3 - Minor corrections. Probably the last revision of this FAQ. 1.2 - Added Nakoruru's extra cape attack. This FAQ is now found at www.gamefaqs.com. 1.1 - Fixed motions for Genjuro's Shizuku Jin and Haohmaru's two sword sweeps. Included the Amakusa/Galford bug, and Galford's winning quote and ending message. Also included Ukyo's winning quote and the SS3 song. 1.0 - Complete list of moves for each character; basic gameplay info., code to play as Zankuro. Any questions, comments, etc.? Then write to me at kmegura at yahoo dot com. That's all! Unpublished work Copyright 1996-2001 Chris MacDonald