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Jeudi 26 octobre 2006
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Jeudi 31 août 2006
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Sengoku Denshyo 2001 Perfect Guide ver 1.1
-This game also know as Sengoku 3-
12/10/2002
Unpublished work by Toxic (also known as Toxic Avanger)
mail: el_baron_toxico@hotmail.com
ICQ:  146473636
Ver 1.1 includes:
- Added "Advanced Techniques" section.
- Added "Ditching the Garbage" section.
- Updated records.
- Updated walkthough (pre-Goemon fight)
It is impossible to find this guide unless you search at:
- www.gamefaqs.com
- http://cheats.de
-----------------------------------------------------------------------
Index:
-----------------------------------------------------------------------
1.- Introduction
2.- FAQ Dictionary
3.- Game History
4.- The Characters
+ Your Characters
+ Interrupt Table
+ The Enemies
+ Advanced Techniques
5.- Survival Techniques
+ Tutorial
+ Ditching the Gabage
+ The Stages
6.- Miscelaneous
7.- Thanks
-----------------------------------------------------------------------
Introduction:
-----------------------------------------------------------------------
First of all, I am happy to see that Sengoku 3 did hit the streets on
the city without semaphores... HA HA!!! Next to that I have to say that
I am one of the few that can survive the travel that the game has to
offer, most of the other players get walloped without clearing any
stages; and after some analysis I have come to discover the reasons of
my success and the reasons of their faliures, for that for about 5 of
the 6 persons that can get to the 5 stage are my disciples... For other
path I have also heard that my explanations are unclear and hard to
understand... that's logical because I am an artist that always aim
high, thus I will never build a simple text feeling good about it; also
that might help you to understand more difficult texts, due that most of
the time you have to do a comprehensive read of what I say, if I sound
like a freak, is because I am.
Of course that this guide is meant for free use and no personal profit,
other than actually improving when playing the game; as usual all of my
guides pretend to give several techniques that can allow the player to
play in a way that will "please the crow" that might be looking, showmanship
is at the escence, must I say; also I have believed this guide to be
necessary because I have only seen only another guide on the net, thus
variety of techniques was required; also I have saw this guide fit for the
plain motives that I like to write, I like to play beat 'em ups, even I love
them more when the toughness of the AI makes it impossible to survive,
because I can survive and I will... more over I was bored, so now on to
business.
-----------------------------------------------------------------------
FAQ Dictionary:
-----------------------------------------------------------------------
A: Weapon attack.
B: Punch attack.
C: Jump.
D: Throw item.
up:  Do you expect me to explain THIS??????!!!!!!??
dn:  Down
bk:  Back
fwd: Foward
* Of course there are possible combinations with the directions, like
uf for up-foward and so. *
, : Means that the move is a follow up from a prior move.
; : Means that the move is different from pior ones.
* : Means that there it will be notes somewhere.
§ : Also means notes.
+ : Also means that there are notes somewhere, I got tired if I see
one symbol for notes through all the guide, you can sue me but
my lawyers will eat you alive and spit your bones afterwards.
All of the other issues are explained on "The Characters" section
and/or the "Survival Techniques".
-----------------------------------------------------------------------
Game History:
-----------------------------------------------------------------------
The first two Sengoku games where about two brave mens fighting the
devil emperor, the great Nobunaga; Nobunaga did enjoyed using his
flying castle to travel through time and conquer all the lands on all
the eras, thus a kind woman (suspiciously resembling to the "leader"
of the heavenly dragons on X-1999 by Clamp) used her powers to send
those two brave mens across all of the lands that where under the domain
of the devil; the humans did used the power of spirits that the meet
through the game (a samurai, a ninja, a dog, a mage that granted you
the power of shooting beams, etc.)... The first two Sengoku games had
some really neat aspects, like that the opposition always used original
methods to enter the stage (running from the back ground, coming out
from statues), the games environment was perfect, but the game play
was HORRIBLE; those games where made for being impossible, even if you
do survive for several stages the patterns that you could use to survive
would be boring... On those games the opposition had always the upper
hand over you... And not only on number, they where superior on power,
range, skill movement... Crap, I have seen no one to survive long on
those games... They are meant for you to lose.
On Sengoku 3 we got that the issue has changed, there is not anything
about time travel; the context that you got is that there it is a ninja
clan that is always prepared for the rising of the Evil on this land,
the English translation call this clan "Ninjas of Peace", within this
clan you got 4 main members, members that you got the privilige of
play and two betrayers; the "traitors" state that they have been
falsely charged, but since the clan did not believed that they decided
to flee and prove their innocence (in fact it is only one "traitor" but
a girl left with him to help him); if the inmortal evil that is causing
disaster this time is the same Inmortal Emperor Nobunaga, that I do not
know, yet I still call him Nobunaga... Note that the intro of the game
shows a "red moon"; I guess that THAT is the sign of the problems that
are to occur on this world.
Now on to the basic.
-----------------------------------------------------------------------
The Characters:
-----------------------------------------------------------------------
++++ YOUR CHARACTERS ++++++++++++++++++++++++++++++++++++++++++++++++++
As a first note I can say that I can not recommed any character or
saying something like "with this guy you only lose", everything gets
to what kind of character you like and how do you intend to play, I have
obtained excellents results with Kongoh (the slowest character) and
with Kurenai (the fastest character), so I advise you to pick a guy
that you like and get used to what he/she can do, not all characters
play the same, believe me.
At the beggining of the game you start with four selectable characters,
after the third scene you can select again your characters, but with
the difference that there are two new faces from where to pick, nice
change for the game, must I say; by the way I will first explain the
special moves that the characters have and then I will list the possible
cancelations that you can use in the game in order to create chains.
**** NOTES ************************************************************
Note that all the people share the same motions for all of their moves,
that will be dn, dn + A for ninja trick 1, dn dn + B for ninja trick 2
and dn, up + A + B for the "desperation move", note that some characters,
Kagetsura and Kongoh namely have an extra ninja trick performed when you
can throw an enemy (either while holding an enemy or weither after three
jabs); on the power bar you can have up to three bars, the ninja tricks
wates a 40% of one bar while the desperation move wastes a full bar, take
notice that I will not describe the dn, up + A + B move since it acts
the same for all characters, but know this; when you perform any move
your characters are invincible during the whole move, also note that the
special moves can not be blocked by the opposition; finally it is the
issue that the desperation move stops all enemies, I mean; they will
cease to do what they where doing to recieve the move, also the move
involves all characters on screen and the damage varies depending on the
enemy that is affected by the move.
-----------------------------------------------------------------------
Kagetsura: The main man of the game, has a patch in the eye and seems
suspeciosly similar to a character from the Samurai Spirits
fame, this character is balanced.
Special Move 1: He will cast a lightning on his sword and then slash
the victim, this move hits twice.
Special Move 2: He will run foward covered by electricity, this move
has a HUGE range, hits three times the enemy and it
will not work if the enemy is out of the screen and-
or the enemy is on the air.
Special Move 3: Using this Kagetsura will perform a move similar to
Hanzo's signature special throw, you can direct the
character to any place that you will like and this
move produces and small explosion when it touches the
ground, of course please note that this move is a
throw, sad thing that Kagetsura can be hit after
the move ends, but that doesn't mean that the move
sucks or something for the matter.
-----------------------------------------------------------------------
Falcon: It is my understanding that this ninja comes from Spain, he
is also balanced but I will say that this character is a little
more focused on speed, he also seems to be suspiciously similar
to another ninja from the fighting game circuit.
Special Move 1: Falcon will 'create' wings on his back to later throw
a fireball aiming foward, note that the wings can hit
an enemy that could be approaching from behind.
Special Move 2: Falcon will run foward, uppon impact he will change the
move for an slash with an uppercut, we are talking about
damage here; this move does not work if the enemy is
out if the screen.
-----------------------------------------------------------------------
Kurenai: The cute little girl that has appeared on so many games (not the
character but the stereotype), even though she looks familiar to me
I can not relate her to any other character that I have seen, she
carries two daggers and is a light character.
Special Move 1: This girl will spin foward giving four slashes to finish
the move with a stronger attack, this move seems specially
suited for defense since it can 'drag' an enemy even tough
if might seem that the move will miss on them because they
where too far.
Special Move 2: The girl will crouch to later throw shadows of herself
in five directions covering almost every angle in a rect
line, nice damage.
-----------------------------------------------------------------------
Kongoh: The typical Machomen of any group, Kongoh has a little more
range than his cohorts, just for the record.
Special Move 1: This lad will hit the enemy on the stomach and upon
success he will perform a fairly damaging throw to
the enemy, note that if the inital attack connected
on several enemies only one will be thrown, even
though the thrown enemy will fall in top of his cohorts.
Special Move 2: Kongoh will throw his weapon foward hitting who ever
meets it's traject, note that the initial impulse can
hit a enemy that could be behind the character.
Special Move 3: Kongoh will perform a typical Pile Driver throw,
signature throw of Zangief (in hipotesis is from Haggar,
since Final Fight meet the streets a few months earlier
than Street Fighter 2), you can direct the character
while the move is being performed, when the throw
touches the ground it does product a small explosion
that can damage enemies nearby, Did I mention that this
move is a throw?? unfortunately the character will be
left vulnerable for a moment after performing this,
even with that fault the move is fairly good.
-----------------------------------------------------------------------
Byakki: This character seems to be the quiet type, after all he was
involved on an incident and he was vanished from his clan,
being falsely charged agaisnt the clan...
I guess that THAT was for being to quiet, Huh?, No?, well, in
any event this character is the brother of Kagetsura and it
is also a very balanced fighter.
Special Move 1: Byakki will summon a devil that will slash the enemy
three times, this move can fail if the enemy is too
close, since the move itself appears just in front
of Byakki.
Special Move 2: Byakki will summon a huge demoniachal hand that will
attack the enemy, just as the other move this does
appear in front of Byakki and can fail if the enemy
is to close, but what it makes the move SO great is
that it leaves the enemy open for more attacks.
-----------------------------------------------------------------------
Okuni: A more adult woman, Okuni is the sister if Kurenai and seems to
have the thing for Byakki (As she left with him to help him probe
his innocence), this character is quite agile.
Special Move 1: This female will give a swing with her fan to later add
a more powerful smash on the opposition.
Special Move 2: This woman will throw a fireball foward that will hit
twice, the sad thing is that this move will not work
if the victim is in the air, yet it will still work in
some circuntances (like juggling several enemies).
++++ THE INTERRUPT TABLE ++++++++++++++++++++++++++++++++++++++++++++++
________________________________________
|       |       |      |      |        |
| B B B |  B    |  B   |      |  B     |  Punches
|_______|_______|______|______|________|
|       |       |      |      |        |
|   A   |  A    |  A   |  A * |  A     |  Weapons
|_______|_______|______|______|________|
|       |       |      |      |        |
| First | Sec § | Thrd | Four | Last + |
|_______|_______|______|______|________|
* = This * means that the move needs to be delayed a little bit or
other attack will be performed instead.
§ = This is here because Kagetsura and Kongoh hits twice with this move.
+ = This is here because Falcon, Kurenai and Okuni hits twice with this
move.
This is pretty much the "order" that your moves can trigger, you can
manage several combinations with these moves; for example you can
exchange a punch move of first order for a weapon move of first order,
also you can change a third order punch move for a third order weapon
move, if the explanation is not that clear (fairly frequent fact when I
am the one that explains) you can watch the next example:
If you attack with B successfuly several times you will have that
the character will give three jabs, a stronger attack and then they will
finish the combo with an even stronger attack; that will be:
- B B B, B, B.
Now, if you give weapons attacks continuosly you will get that the
character will give three weapons attack (assuming that you did not
used the delayed attack), that will be:
- A, A, A.
Finally, you just heard that you can combo the punches attack with
the weapons attack, and you also know that they will have a particular
order, so if you do:
- B B, A, A, B, A.
You will have that the character will give two jabs (1st order),
will give a weapon attack (1st order), another stronger weapon attack
(2nd order), then a punch attack (last order) with a finishing weapon
attack (last order) Or to put it simple:
-  B B,   A,    A,    B,    A.
1st | 1st | 2nd | Last | Last
Or you can do:
- B B B,  A,    B,    B,    A.
1st | 1st | 2nd | 3rd | Last
As you might have noticed passing from punch to weapon does not affect
the order but passing from weapon to punch does affect the order, also
the order is altered if you use the same attack type on the enemy, with
that knowledge the longest combo you can perform is:
- B B B, A, B, A, A*, B, A.
* Means that the attack is delayed.
Note that all of the attacks, weither they are punches or weapon can
be canceled with special attacks, and all the attacks EXCEPT a last order
weapon attack can be canceled with running, also please do note that
the third punch (from a first order B B B chain) can be canceled with
a throw.
Also note too that all the attacks leave the enemy vulnerable except
from a last order weapon attack.
With all of that in mind you can perform some crazy combos such as:
- B B B, A, B, A, A*, B, running B; B, B, A, run & jump B, A; B, A,
A, A*, run B; B, run A.
* That A is delayed.
"The sky is the limit", in this game is pretty easy to perform
infinite combos (you could do running B all day), but the true fun
is in creating huge wild combos that will involve several moves, so
you can please the croud that is watching you play; and after all is
sad but true, simple combos are just used by players that don't know
how to play or by players that don't want to improve, and in
any event players that don't want to improve ARE GARBAGE, I know
because I live surrounded of them, and don't worry, getting used to
this system is easy, just be patient and you will learn how to do
it, if even after all this tiresome read you can't still understand
the system I will now list a few extra notes and later some simple
combos that anyone can do.
+ On the bottom of the screen there is a bar that gets filled a little
everytime you attack the enemy, while that bar as energy the game
will count the attack as a combo, weither it is or it is not actually
a combo; that just means that when the bar is empty the number of
hits will not increase, note that after this bar fills starts to
falsh, during that time your characters do more damage, just a little,
like a 5%, no maybe a 2% more per hit, it does not sound that neat
but believe me, MORE IS MORE.
+ Bosses and tougher enemies will escape or block long juggles such
as the one that I just described.
+ Note that jumping attacks can also be chained, for example you can
give a jumping weapon attack, chain it into a punch and then give
another weapon attack.
+ Throws will no leave the throwed enemy open, enemies hit by his
flying body are the same history.
+ A jumping weapon attack will launch and leave the enemy open.
+ A running punch will leave the enemy open.
+ A running weapon attack will NOT leave the enemy open.
+ Running will leave the enemy open if it hits from close (you can
check the range of that attack by pressing fwd, fwd, neutral).
+ For the character that the Last order A hits twice note that the
first hit does leave the enemy open and thus it can be comboed
with a special move.
+ "Tag combos", that is combos that include the attacks of both
players are impossible in Sengoku 3.
+ "The attack must be delayed" means that the attack must be
delayed (duh!), but delay it just a little, like half a second
or something like that, if you tap the button wildly the move
won't come out at all.
+ When using a juggle you can "direct" the direction where the
enemies will be throwed, let's say that you gave a jumping A;
if when you touch the ground you give an attack facing left the
enemy will be thrown left, if by other chance after that jumping
attack you give an attack facing right the enemy will be throwed
to the right; and it does not matter in wich direction you
connected the initial attack.
+ While the enemy is knocked on the air all attacks have the same
properties that have on the ground, that is the order and the
attacks that can leave the enemy open and the attacks that can't
leave the enemy open, also you can throw an air bounced enemy, AS
I SAID BEFORE, note that to perform more complicate juggles you
have to time the attacks to the orbit of the flying body.
Sample combos:
- B, A, A, A*, A.
* Delay that attack.
- B, A, B, B, A.
- B, A, B, B, running A; A, A, A.
- B B B, A, B, A, A.
- B B B, A, B, A, A*, B, running A.
* This attack must be delayed for a brief moments.
- B, A, running B; B, A, A, dn, dn + A*.
* The effectiveness of this combo will vary depending on wich
character uses the move, can also be replaced with dn, dn + B.
- B, B, B, A, B, A, A*, B, A.
* I have been bothering with this one for a while, right? remember
to delay that one attack.
- Hold an enemy, running B;  B, B, A, run & jump B, A; B, A, A, B,
run B; A, A, A.+
+ Hold the enemy but don't throw them, instead cancel that with
the run.
* Kongoh can not use this combo.
Remember that these are the basics, the rest comes with your
creativity, also try that the enemy does not go outside of your range
(that's why the running cancel is so important.
++++ THE ENEMIES ++++++++++++++++++++++++++++++++++++++++++++++++++++++
Soldier: The most basic enemy that you will face through Sengoku 3,
this enemy lacks any strong attacks the will make you watch
out for them, but even though they do not produce much damage
energy is energy and you must be careful not to be hitten,
this enemy in particular hasn't any invincible attacks thus
you can feel free to attack them without worries, within his
attacks you have a "long range attack", that is a stab in the
stomach, a "heavy attack" that knocks down and does a little
more damage than the long range attack but it has less range,
of course and a "jumping attack", that is just like the heavy
attack but jumping, note that these characters have two pallete
swaps, the green ones are "timid" while the blue ones are
by far more aggresive.
-----------------------------------------------------------------------
Lancer: The other most basic enemy of Sengoku three, they use the same
sprite that the Soldier but they had a lot of more range, they
had the same attacks and the same characteristics, but there are
two differences: they had more range and they have an attack
on where they throw their spear to the front, so be more careful
with them since they tend to put out of your range and then hit
you with that damn spear, I remind you that these enemies do not
stand up with any invincible attacks, these enemies have also
two pallete swaps, being brown ones that are the more dangerous.
-----------------------------------------------------------------------
Samurai: A not so basic enemy that can give you more troubles, they have
an extremely bothersome "running attack" that is fairly hard
to hit, so I rather suggest you to dodge them when they do it,
also they have two basic slashs, one in the stomach and one on
the head, but I had noticed no difference between them, the
main problem with this enemy is that they can stand up with
invincible attacks, so don't get near them when they are on the
floor, they come in two colors, yellow that has nothing special
and green, that is the same as yellow but they can use a three
hit combo.
-----------------------------------------------------------------------
Assassin: This girl looks like a thief, their jumps can cover a very
big part of the stage, so be careful as they can surround
you with ease, these enemies can throw bombs from time to time
but that is fairly unusual, keep in mind the fact that these
enemies had a lot of range and that they can stand up with
an invencible attack WITH A LOT OF RANGE, so keep your distance,
they come in two colors, brown that has nothing special and
purple on where they can use a three hit combo, be afraid of
their long range, also they usually will "parry" if you
try to use a running weapon attack... Darn those Kunoichi.
-----------------------------------------------------------------------
Skull: A ratherly elusive enemy on Sengoku 3, this enemy acts like a
fireball, it's duty is to pass by the screen attempting to hit
you, dodge them and they will not comeback, they can be hit but
it is fairly difficult to do so, they come in to colors, blue
(travels in rect line) and gray (travels in rect line but rises,
making it harder to jump), those enemies can't be throwed.
-----------------------------------------------------------------------
Vampire: This old man looks like a monk, they can shoot bats from under
their sleeves and they can hit you with the draggers that they
are holding, these enemies can stand up invincible so be careful
also note that when you are using complicated juggles on them
they will rather teleport to another side of the screen other than
recieve all of the attacks, quick as hell and they can use a
jumping attack.
-----------------------------------------------------------------------
Frog: These are one of the smallest enemies in Sengoku 3, they are so
small that standard jabs will miss, but most of the other attacks
works fine on them; they can stand up invincible so be careful with
them; within their resorts they can use their thounge (fairly large
attack, must I add) and they can throw a spit (that hits twice),
please do note that these enemies can't be throwed, also note that
these enemies are always 'flying' so there are attacks that won't
work on them, I for one advise running attacks agaisnt these
creatures.
-----------------------------------------------------------------------
Devil: These enemies can throw their head at you, so be careful, they
can also slash you with their claws for some damage, those enemies
are easy, I believe that they don't stand up invincible like
most of the others, but since they usualy come in large groups and
in conflictive situations you need to be careful with their heads.
-----------------------------------------------------------------------
Face: This creature can not be throwed and it is always flying so there
are attacks that won't work on them; they can stand up invulnerable
so keep that in mind, they can also shoot fireballs, and they had
two tipes of rushing attack, one that can be hit (but it is hard)
and one thay can't be hit, and you can difference them because the
attack that can't be hit will make this enemy turn red upon
performing.
-----------------------------------------------------------------------
Eagle: These enemies can stand up invulnerable so be careful -AGAIN- and
they had a bothersome jumping attack that might catch out of guard;
in "face to face" combat they don't have much to say, note that
these enemies come in two colors, redish that has nothing to brag
about and the blue one that can use a three hit combo.
-----------------------------------------------------------------------
Warrior: A very large man that carries an axe, this enemy can use a three
hit combo and can throw his axe front to made some damage, but
aside of that I have noticed that they have nothing to write home
about, also note that they can not stand up invulnerable, so feel
free to abuse.
-----------------------------------------------------------------------
Dogs: Dogs can be annoying like frogs but they can be hit by jabs, but
in exchange they can use a jumping attack that is hard to avoid,
they don't have many resorses so bash them quickly.
-----------------------------------------------------------------------
Half-Devil: Those enemies will only show up on the Gate mid-boss, they use
the same sprite that the devil enemy but they had only two
actions, attack and disappear, while they are traveling on
the floor as a flame they can not being hit, by the way you
can hit them as they transform to attack you (a basic jab
works fine), they die with anything, weak creatures...
++++ ADVANCED TECHNIQUES ++++++++++++++++++++++++++++++++++++++++++++++
After reading that you should pretty much know everything that will
become handy in surviving the game... But you know just the basic rules
that apply to everyone, you have no idea of what so ever are the
different characteristics of your characters, believe when I said this:
If you try to play every character on the same way you will end up
playing badly.
Now I intend to tell my differents experiences with the characters and
I will add some comments on how I think that things must be done; the
characters are listed on no particular order:
-----------------------------------------------------------------------
- Falcon:
With this character I pretty much stick to simple strategies, he
can hold the enemy on the air easily with a jumping 'B, A'; his
fireball is excellent for defensive purposes, the only problem that
I got when playing this character is that when I try to juggle with
the weapon attacks I got to delay them a little. The second hit of
his jumping A launches the enemy. I will say that is best approach
to conflictive enemies is a running B; I will also add that in some
situations is better to use a running attack instead of his last
order A; because that uppercut might leave you in a conflictive
situation if it miss and/or if there are too many enemies around; of
course that if it hits everyone there is no problem, also note that
his second order B does not hit small enemies (Frogs namely).
* It is easy to give three or four air attacks with this character,
I don't even need to advise a particular order.
-----------------------------------------------------------------------
- Kagetsura:
I play the same way with Kagetsura and Falcon, sadly that is not the
most effective way to play them; in any event one of the advantages
that I have noticed that his jumping A last the whole jump, I mean
that if you tap quickly C, A the attack will last during the whole
jump; besides the use of his special throw I have been not in the
need of developing any special surviving techniques nor anything
special; most of the time this character ditches damage with no shame.
* To give three hits while jumping do A, B, A while on the air, you
can make that a four hit juggle if you let the A hit twice.
-----------------------------------------------------------------------
- Kongoh:
* Kongoh takes more time than onther characters in building up the
power bar *
I have noticed that you must keep several things on mind when playing
this character, thus I believe that his gameplay differs from the rest
of the crew; first of all is the fact that his jumping A has the biggest
range of any of your jumping attacks, so at a safe distance you can use
and abuse as you like; a jumping A, B chain is my best approach to an
enemy group, the only thing that you must keep on mind is that that
attack comes out slow, so you must have space when you use it. Second
of all is the fact that he can not run when holding an enemy, but that
does not mean that you must be happy with a throw; when you hold an
enemy what for them to free from the grab, and just when they touch the
ground bash them with your chains, sadly this is only advisable of there
are not many enemies around you; but is 'grab' is great (by grab
understand holding an enemy without hitten them) because you can walk
around with the enemy for a long time; for example on one of the toughest
fights of japan I 'grab' an enemy and keep him alive while my partner
destroy the rest of the opposition, this is great because instead of
fighting with 4 enemies he have to fight with just two (because when
there are three enemies more won't come until 1 or more are defeated)
to successfuly do this you must grab again the enemy you where holding
when you release him; don't grab him inmediatly but rather wait a little
since after the grab he will be invincible against throws for a moment.
When playing this character also keep in mind that his last order
attacks take a long time to recover, so try not to use them unless you
can attack everybody with them; also note that his last order B attack
has very little range thus be careful with it. Also note that his dn, dn
+ B move won't connect from close (only one hit), and that might leave
you in troubles.
* It is hard to do three hits jumping with this guy, use A, B, A.
-----------------------------------------------------------------------
- Kurenai:
* Kurenai takes less thime than other characters in building up the
power bar *
I -for one- think that this character has the most unique game play from
the whole crew, fist of all is the fact that his first order A attack
has no back range, thus it will miss in some oportunities that other
characters could it (like the enemy just on top of you) also is the
issue that her last order attacks has less range than the other attacks,
and also have that small gap behind the character; thus I won't advise you
to use them from far, so against bosses I tell you to only use short chains
to don't give them space to use any invincible attack; for example:
+ If you use a chain like B B B, A, B, B; dn dn + A and you are not
at the closest range the boss might have time to interrupt you
on the special move, since you both are invincible no one will be
hit, but guess who will be on the upper hand?? The boss of course.
+ But if you use B B B, A, B, A, tap A you will be safe on most
cases (tap A to avoid the delayed attack).
* Remeber that any chain is safe against normal enemies, but you
have to handle with care the bosses *
Those look as some ungly disadvantages, right?? but Kurenai has one
last resort to deal heavy damage, this resort is TOO GREAT in my humble
opinion; you will see, Kurenai's jumping A attack is the quickest of it
all, Of what use is this?? simple, you can give five attacks to the
enemy; and not only if they are on the air, the five attacks can catch
the enemy on the floor too; this small combo does A LOT of damage;
most enemies will die ratherly easi with it; here is one example:
+ Give a "B B B, A, B, B" chain at the furthest distance, any other
normal attack will miss; but you got time to input a running jump
A, then interrupt it five times, with this you will have:
* B B B, A, B, B; run & jump A, B, A, B, A
Of course that this combo does not end here as the enemy is left
open to more attacks, other characters like Kagetsura & Byakki
can use this, but it is not nearly as deadly as it is with Kurenai.
That air chain can be use with a running jump or with a normal jump,
just remember that you must be somewhat far to use the whole chain,
becuase her jump is too long, using it from close might leave the enemy
out of range; most of the time I use a running attack to involve more
characters on the juggle; note that to use this chain you got to be fast.
After mastering this technique I got no troubles at all when playing with
Kurenai... But remember not to jump the whole time, you got to "sort" the
enemies and be sure that they can get involved on the chain, I will say
it again; DO NOT JUMP ALL THE TIME, the jumping chain is strong, but if
the first attack misses chances are that you are done for.
* This character can do up to 6 hits while jumping, and that is like
A, B, A, B, A, A.
-----------------------------------------------------------------------
- Okuni:
Okuni is as fast as Kurenai and does more damage than Kagetura or
Falcon, the only drag you haveis that she does not build up the power
bar as quickly as Kurenai, also you might have troubles with her last
order A attack, because just as Kurenai; the first hit as very little
range and might give the enemy space to attack (bosses only); her
projectile is a very abusable attack so you might be sure to use it
when there are tough enemies; I have finished of easily tough figths by
just throwing a few fireballs here and there. Along with all the basic
that you have learned from the three stages and playing the other
characters you should have no troubles in commanding Okuni.
* To give four hits on the air easily use B, A, B, A.
-----------------------------------------------------------------------
- Byakki:
Byakki deals damage, Byakki is not slow, the only drag that you got
is that in his special attacks there is a small gap near him, the
enemy might be safe if he stays close to you, but counting his
advantages, like the only special move that leave the enemy open or
a last order A attack that can not be blocked by bosses if inputted
quickly enough this character has good chances in surviving the stages,
just as Okuni, since you have developed yourself with other characters
you can use that basis and adapt yourself to Byakki.
* To give three hits on the air do jumping A, B, A.
-----------------------------------------------------------------------
Surviving Techniques:
-----------------------------------------------------------------------
First I will review a few basic surviving techniques and then you can go
to the fairly useless walkthrough, must I say that the only useful thing
that the walkthrough includes are bosses strategies or the order of the
food, other than that I found it not that helpful, then again you might
disagree with me, the basic surviving techniques are mostly used during
the whole game, if you need to know my personal record is getting to
the second fight with the Fire Samurai with one credit and the machine
set in level 4 with 01 lives (that's life 01 & life 00), also please do
note that every name for the characters that appear here are made up by
Papa Mono (except the ones for the bosses of Italy and Japan), ha ha ha
ja ja ja ja!!, now on to our business.
++++ TUTORIAL +++++++++++++++++++++++++++++++++++++++++++++++++++++++++
When playing Sengoku 3 you have to keep several things on your mind if
you plan to survive, they should be considered the as basic rules of the
game if you want to keep going... they work for me:
General Tips:
- Energy.
Sengoku is a cheap game when it comes to energy, when clearing a
stage you only get for about 40% and the food is hard to find, also
note that the food quantity is the same for both, one player game or
a two player game.
- Items.
This game contains several weapon items for you to use; if I am to
rate the items I will go with 1.- Kurenai 2.- Bomb 3.- Shuriken
4.- Dish (They are crap), enemies can drop items, so save the more
useful items for the right situation, Kurenais are so cheap because
you can do combos like B B B, A, B, A, A; Kurenai x 9; special move.
- Timming.
Learn the timming of the chains and the combos, otherwise the
opposition might retaliate when you are attacking them, braking
a chain with an attack; of course remember that when juggling you
have to change the timming of the chain to match the orbit that
the enemies are taking, and please do note that canceling chains
into running is escential for juggles and for surviving, people
that does not have any muster on this technique meet disaster, I
can not enphatize this detail enough.
- All enemies have more range than you.
Yes, there is no way around it, thus it is advisable to fight with
big movements (running, jumping, etc.) other than stay still hitting.
- Memorize the order of the enemies.
Basic tip of every beat 'em up, shooting games and several other
games, memorizing the order on wich the enemies appear will help you
to avoid unnecessary damage and will also aid you to slay the
opposition quickly.
- The Oposition always try to surround you.
I guess that you have noticed this, enemies are very threacherous
when you just leave them be, they always try to put theirselves on
good positions (behind you or out of your range), thus you can not
spent much time without the enemy trying to do something; my personal
secret to avoid this is the same "logic" that I use for shooting
games, and that is 'never stare your character'; what I mean by that
is that while you are hitting the enemy and the enemy can not retaliate
don't look at your character, keep an eye on the other characters on
the screen, thanks to that you can see if they are approaching to you
with mean intentions or if they are just sitting around and waiting.
- The power bar is precious.
Don't be silly by using special moves everytime you got the chance,
instead of that save those moves for dangerous situations, for example
let us say that you are hitting a soldier, but a lancer is approaching
and YOU KNOW that he will hit you with those damn long range attacks,
in that moment you got three possible answers: run towards him -hitting
all enemies- run away from them or use a special move; if there are too
many enemies ready to attack the only answer will be a special attack;
so save the move for that moment, also the desperation move is saved
only for the most critical moments, like if you are cornered and there
are enemies at the verge of conquering you... Sengoku is a game of
possibilities and you have to quickly choose the one that will grant
you the best outcome.
- Don't fight furiously, try to protect yourself.
A really important measure that you must always keep on the game, if
you attack single enemies and fight furiously every time odds say
that you will take damage often, and that is the way that the CPU
plays, they drain your life little by little; so to avoid attacks you
will rather fight with strategies, trying to sort all enemies together,
when you got all enemies together you can use your most damaging
juggles and combos to rip them apart.
- Don't spent too many time with an enemy.
This is what happens if you can't apply the other commandment, if
there are enemies everywhere you don't want to spent too many time
with a single enemy, becuase the rest of the enemies could try to
surround you, for this there are two tactics: one is don't use long
chains of single enemies (unless you are sure that others won't
cooperate with them) or use strong attacks so you can dispatch them
quickly, I have watched on the arcade guys who only use weak chains
and juggles to be surrounded in no time and to be slayed in a minute,
players like those can not even clear one stage, not even the easiest
ones...
- Don't corner the enemy outside the screen.
The opposition is at it's finest when it is outside the screen, it
is only logical, since the enemies have more range than you you will
only recieve damage if you throw the enemy outside the screen; try
it for yourself, throw any enemy outside of the screen and go to the
edge hitting, in some oportunities the enemy will walk in to your
attacks, but in other oportunities you will only see the blade of
the enemy piercing you, and in this game you don't want something
that works on a few circunstances, you want something effective.
- Use the screen.
One of the features that make Sengoku a different game from the rest
of the beat 'em up fame is that movement plays a big role, first of
all you have to know the little differences that exist within the
characters (like the fact that Kongoh can fight more than other
characters because his jumping weapon attack has HUGE range -so you
can attack with a jumping attack and then a punch *both attacks on
the air* and then follow with your preference juggle- or like the
fact that Kurenai can hold the enemy on the air when juggling easily
with a weapon, punch, weapon air chain), after you have control over
your character particular style you have to know that you MUST take
advantage on the issue that stages are so huge, a small example could
be the end of the first part of the Italy stage, part on wich you have
to fight three samurais on a very nasty formation, instead of risking
yourself on that situation run away to the right, and when the samurai
catch up with you you will see that they are all thogether waiting
for you to slay them. That is a small example, but it is clear.
- Coordination is the key.
In one player game you have to coordinate your moves with the order
of the incoming enemies, in two player game is by FAR more important
to coordinate yourself with the other player, in my own experience I
can say that in two player game, when both players focus on the same
enemies they will soon meet disaster, yet when they fight away one from
another, without giving any kind of help, they get to go far; but
keep in mind that the players must respect each other (like giving
the other player screen to finish of a powerful enemy even if it
means to stop your combo, or always pointing out that in the corner
is an enemy that you have not killed yet). As I said, that's the
secret I and my parter use, never interfiere with the other player
fights and give more importance to stronger enemies, using those
secrets alone what have gone very far, in fact; some players have
gotten far just by stick a low profile handling weak enemies while
daddy does the hard job.
++++ DITCHING THE GARBAGE ++++++++++++++++++++++++++++++++++++++++++++
Once I was playing at my utmost confidence, showing my skills within
the world of Sengoku 3, then one of those 'bonus' players aproached
and I was so alert that I noticed (he was coming to the machine from
the left side), I wasted no time in putting my knee to avoid the other
player to insert the credit (when I got synchronized to play a solo
game, it must be a solo game; if I get synchronized to play a tag game,
it CAN'T BE a solo game), I did that not because I got one ugly mug;
but also because he was going to ruin my concentration... ten minutes
later another of these 'bonuses' arrived, I wasted no time -again- to
prevent him to insert the credit "why don't you pull of the knee" it
said, "because I like to play alone" I said "the machine is for 2p
game" it said in response "I let you know if I care" I replied, "the
machine is for everyone" it said... At time time I raised the tune too
much and psichal confrontation seemed unevitable... Papa Mono just keep
saying that I should leave the game and hit the guy... Of course that
I did not do that and allowed him to play... By that time he said "good,
because I want to learn how to play"... by that time I realized that
this player will bring me defeat and accepted my future death with
pride.
Don't get me wrong, I don't care to play in company of a stranger, but
I know that type of player, they just play with some 'animal instinct'
and don't care for anything, they don't want to improbe, they hit the
machine everytime they recieve an attack and they eat all the meal and
do everything without asking... they should be called 'handicap', and it
is not only that; but it is also that I got into a "parental" role and
try to look for my 'handicap', but they gameplay is so bad that they will
drag you to your death along them; believe me when I tell you that it is
way harder to play with a lousy player than playing alone... And if you
thing that I am some kind of cooky bastard let me tell you that I am...
But is not only that, for the 'handicap' the phrase "I am recently learning
how to play" is after the 200/300 credits... And I am not joking at that,
they are THAT BAD.
By that time I decided to do the same exact thing that the other player
was doing, and that is PLAY AS BADLY AS POSSIBLE AND LET YOUR PARTNER
TO BE KILLED... And it worked, the guy did not cleared one stage because
he dropped death in an instant... I only advise you to do this when you
are playing tag with one of the worst kind of players that you could
met. If the player has somehow a future, I advise you to help him
improve, who knows; he might save your credit when you need him to it.
The few techniques that I used are somewhat hard to get a hold of... It
seems that you need more skill to let another player die than to survive
through the game.
The first rule should stand proud now and say "NEVER ATTACK", that's right
my friends, if you want the other player to be defeated don't make is life
easier killing or holding some enemies, enemies that might possible attack
him on your behalf... The only conditions on wich you are allowed to kill
the enemies is that:
a) The enemies are weak and can't deal with the other player.
b) You need food as soon as possible.
The second rule should be "SAVE THE ITEMS", by save the items I don't
mean "save them for later", but actually I mean to save them from him/her;
I have seen idiots to eat the 100% chicken when they just have been damaged
by 30% (for these 'hadicaps' ANY damage is 'too much', it seems that they
want to play an adventure game on where they can not be touched) you can
do this in two simple ways:
a) Move the screen to leave the food out of range.
b) Eat it yourself first.
* Note that one darn good to eat the food when he wants it is to
leave him break the container and then eat it yourself, the
other most critical meassure is to use your desperation move
(dn, up + A + B) just after the container was broken, in that
way the food will go away before he can ear it (is better to leave
the food to be wated than having 'handicap' for more time)
The thrid rule is "MAKE THE ENEMY HIT", this is not as simple as it sounds;
you will notice that not all enemies attack the 'handicap', some of the
enemies do attack you; thus it is necessary to hang around the 'handicap'
to encourage opposition to attack him (like making sure that fireballs or
running attacks are facing his way), for this it is necessary for you to
use one of the several escapes methods that you should have developed if
you are a decent Sengoku player... this is hard, but with effort you will
see that this will pay off.
That pretty much says everything, just keep one last thing on mind: If
you are trying to make decent or promishing players to meet their fate...
then it is you the garbage that needs to be ditched.
++++ THE STAGES +++++++++++++++++++++++++++++++++++++++++++++++++++++++
Let us review the stages for once, I remind you that the first three
stages can be selected freely and the later three stages must be cleared
on a mandatory order, I will put the stages on the order that I use to
clear them but of course you are not necessarily forced to follow that
order:
* If you can survive without using items I advise you to save the
Kurenai item, it will become very helpful on the last scenes *
++++ ITALY (HARD) +++++++++++++++++++++++++++++++++++++++++++++++++++++
The first "screen" or the first part of this stage is filled with
basic enemies, that will be soldiers, lancers and samurais, on this
first part you can move freely trough a very large part of the ground,
the enemies first approach from the right and then from the left, on top
of the table there is a pizza (10%) and in each of the two chairs there
is a bomb item; samurais only appear once you have beaten the first
group of enemies, I suggest to save the pizza and the bombs until you
meet them, the enemies should not be a problem but keep in mind to stay
near the center of the screen as lancers throw lances from the left
at one part and as soldiers jumps with attacks from the same side later
on, if you had memorized previously the order of the characters you have
nothing to fear as you can hit the enemies as soon as they show up. The
samurais appear on a conflictive formation at the furthest left side, I
suggest you to run away from them (to the right) so you can catch them
all on one side and beat the crap out of them avoiding unnecessary
damage, for the record this first screen seems to be the street outside
a restaurant.
The second part is an alley of the same street, you will face several
groups of enemies here but many of them have one thing on common, there
is a samurai coming from the left at the center of the screen, on the
barrels there is nothing to write home about at first you will face a
group with three people (with a samurai appearing on the left-center of
the screen running) and then you will fight in the same place a similar
group (with another samurai doing the same), once you reach a dead end
a samurai will warp on the left center of the screen, once that group
is done for you will have to fight some assassins, but just as the
other scene and as all others scenes you will have plenty of room to
fight.
The thrid scene looks like the "chore" of a river, the first group is
some assassins, this fight is thought so I advise to use every resourse
that you might had to fight them, the second group is some samurais and
some assassins, another thought fight wich you must deal with care; note
that in the barrels there are some shurikens and some score items, later
the samurais come out running from the upper right and from the lower
right once you can move the screen and since the assassins will came
soon enough to bother you you will have to kill them swiftily.
The fourth and last scene is a "square" next to the river, on the
buzons there are some life (50 % energy) and score, the next fight is
against some assassins, I am usually afraid of these enemies and advise
you to be careful with them since they got a lot of range; the other
fight is against the boss Okuni.
++++ OKUNI ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Okuni plays very similar to your characters, she has one very long
range attack that you must keep in mind, it is a projectil that will
travel foward, so don't keep a straight line between you and Okuni,
just as any boss the main problem is not the boss, in fact bosses are
pretty much easy on this game, the only problem is that there it will
be enemies bothering you during the whole fight, and there is no point
in killing the enemies, that in this case are assassins; note that as
the enemies will show up until you kill the boss, also note that enemies
usually try to surround you in order to finish you, so you mostly had
to wait until you can get all enemies on the same place; but bosses
won't come by their own free will towards you like other enemies, you
will have to wait for a few moments until the boss decides to attack;
also note that the boss does not comes right next to your attacks, but
they put theirselves at a safe distance to attack; so you will mostly
be waiting for the boss to come near where you are and then chase them
with your attacks, also note that bosses can use combinations like you
can so be careful with them and break the combo with a special move or
with an emergency escape.
++++ JAPAN (HARD) +++++++++++++++++++++++++++++++++++++++++++++++++++++
The first screen is a rooftop, easy fight with easy enemies; note that
for you to reach the chicken (100 % healing) that is on top of the
water tanks you must first jump on a block to the right and then jump
to the water tanks, destroying a water tank will made impossible to
adquire the food, the fights here are easy with basic enemies.
The second screen I call a "construction area" but it is in fact just
another roof top; the first fight is easy against some basic enemies,
the other fight is a litter harder because it does include a tougher
enemy, the vampire, so be careful on the first fight; also note that
the vampire walks in with a jumping attack so be sure to dodge that;
on the box there is a sandich (10%), the sandich can be saved for after
the fight with the vampire; note that when the fight finishes you can
adquire a Neo Geo Pocket item far to the right, hidden on the upper right
(you'll have to jump to get where the item is and the conteiner that
holds it is hard to break).
The thrid place is the subway, the first fight is easy with even more
basic enemies and later the things get a little to complicated as
samurais run in to the stage; as you have noticed there are two levels
on where to fight; enemies can access the lower level by walking to it
but they can't jump to the upper level; so you can make thing easier
by luring some enemies down and keep them there as you deal with the
enemies on the upper levels, to lure the enemies your only chance is
to walk down and wait for some enemies to go down, then return up so
the other enemies do not go down there as well. Note that all enemies
appear on the upper level, I DO advise to keep two soldiers alive on
the lower level.
The fourth and last scene is the street; on the sing there is a ice
cream (50%) that you can save your second fight; the first fight is
filled with lancers and samurais, so be careful and use all the resorts
that you can to thwart them, be careful because lancers tend to throw
their spears forcing you to be at the center or the upper/lower sides
of the screen, the second fight is very short, only a few samurais so
try not to lose the food if you where saving it, then it is the boss
Byakki.
++++ BYAKKI ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Byakki fights similar if not equal to Okuni, so that means that the
same strategies can be applied here, with the difference that Okuni
was with some assassins and Byakki comes with some spearmans, that
means that most of the time you will be waiting for the boss to
approach while dodging or throwing out of the way his companions, Byakki
also has a longe range attack but it does not travel the whole screen
and it also travels on rect line; this fight can be won easily with
patience and technique (yes, the same technique that you use to wipe
out all the other enemies); remember that the bosses are invincible
while using their weapon attacks so be careful and they can use combos
like you do.
++++ CHINA (EASY) +++++++++++++++++++++++++++++++++++++++++++++++++++++
First there is an alley with basic enemies, there is some rice
(meatbuns?) on the table (40%), and in a bicicle there is a sandiwch
(10%) as at the end there is a pizza (10%); as I said there are only
basic enemies here and your biggest threath is a samurai at the end
of the street.
The second part is a square, note that in the tables and chairs there
is no food but there it might be some other items like coins, and at
least they give you score, right?; just as the last fight you will
fight basic enemies and at the end a few samurais that might give you
troubles if you don't "pill them up together".
The third scene is the out side of a temple, there is some rice (that
triangle shaped rice) on the bank (30%) and there are some basic enemies
to be fought, just keep yourself at the upper end or at the lower end
of the screen as some skulls might pass by and they are hard to hit,
if you can kill them they will leave items and if you leave them they be
they will fly away.
The inside of the temple holds some basic enemies, some rice (40%) and
the boss, the rice can be saved for the boss.
++++ FIRE SAMURAI +++++++++++++++++++++++++++++++++++++++++++++++++++++
This boss is the easiest of the first scenes, he posses only one
dangerous attack wich consist in him being engulfed in fire and he begins
to jump towards you, he give only three jumps, a small one, one a litter
higher and a really high jump; since the jumps are directed towards you
you can easily avoid them by moving to another place, and note that the
boss only uses this move when you are far away, if you are close do not
be afraid of him and bash him, his compagnions are only just some
basic soldiers, so feel free to bash to them if you like, this boss
can't use combos like the others and the jump is his only invincible
attack (even thought he can still get up being invincible with some
fire), just kill him the same way you kill an assassin.
++++ BRAZIL (HARD) ++++++++++++++++++++++++++++++++++++++++++++++++++++
The first part is a chore, here there are some frogs and some devis,
remember that frogs can not being hit by regular jabs since they are
so small and remember that devils can "shoot" their heads towards you;
do not be cheap and use all of your resourses on the fight, the pillars
hold food (rice- 30%) and score, the food can be saved for the fight
with the devils; note that after the fight you have two ways that you
can choose, the high way can be reached by jumping and it is a short
cut, the lower way has some enemies, some score and a lot of food, you
can enter the lower way by breaking the wall that is on the right side,
it seems that there is no point in taking the lower way unless you are
looking for some action.
***** ALTERNATIVE PATH ************************************************
Let us assume that you took the lower path, this is a temple where you
will meet the face enemy and you will have to make some "Ninja Gaiden"
jumps on where you will have to be very precise or you will suffer
damage if you touch the spines; I suggest you to give some running jumps
to cross the spikes, but do not run and jump next to the spikes, just
run and jump in a way that you will end up just behind the spikes,
because in most cases there are severals spikes lined up one next to
another and jumping wiyh fooly will only make you lose energy; but if you
are controlling a more agile character (like the females) you will
refrain from using this method and just jump between the lava, the spikes
or what ever there it might be lurking on the floor; an even easier method
to avoid the obstacles is to jump on diagonals, holding up-foward, this
does works thanks to the perspective of the ground, also I suggest not to
fight between the spikes or the lava, because when you do so the character
"moves" thus it is possible that you will end up stepping the spikes because
you where fighting near them, so the strategy here is corner yourself in a
big space and then fight the enemies, also keep positions on the upper or
lower level as a few blue skulls pass by flying; note that there is a pillar
with some ice cream (40%) that can be saved to the end of the this screen;
and note that the faces can shoot so don't stay put on a straight line next
to them waiting to be hit.
Next is the outside of the temple, here you will fight more faces and
some devils, I remind you that devils are though so use all of your
resources here, on the pillar there is a pain reliever (50%) that also
can be saved for the end of the fight (unless you advance the screen to
much and the character will leave, just like the stage before this one).
***********************************************************************
Back in the main road you will end up in a hill, at the begining there
are some frogs, on the pillar there is a sandwitch (10%), then later you
will have to fight some lancers and a few samurais, lacers appear first
near the top and the bottom of the screen and then at the center of the
stage and they will all throw their spears, so keep on the upper or
lower side of the screen as there you can dodge the lancers regardless
their positions, I remind you that they appear several times so be
careful; hard battle, later you will fight the Pheonix mid-boss.
++++ PHEONIX ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Just as any other boss complicated juggles will not work on the Pheonix,
but he does not block the attacks like the other bosses, he will rather
turn into fire and then fly foward in an attempt of hitting you, but you
can still get some hits while he is on the air because he waits to be
attacked a few times before teleporting, it all depends on the chain you
used to set it on the air (he can resist for about 12 hits before turning
into fire and escape, so handle with care this one), just as the vampire
enemy, note that this boss will also teleport after being knocked down
or if you are too far away, note that it's tail is in fire and it can
hit you, so just approach him from the front, after the Pheonix telepots
the technique to dodge it is to run on either the upper or lower level
of the screen, and when you hear it scream go to the opposite level of
the screen (low or high, not right or left), always keep the character
running as it makes him smaller (except Kongoh) and moving up or down
will made dodging the thing easier, note that some characters (like
Byakki) can dodge the creature by just running without moving upwards or
beneath, just running mades them small enough; to safely attack the
boss just keep yourself up or down of it, and just after it fires go in
front of him and bash him; in some oportunities the boss will throw
meteorites to you, if that happens just keep close to him bashing him
with attacks as it is vulnerable to attacks at that time and you will
sure to be safe next to him; REMEMBER that when it turns into fire and
teleports it can hit you and it is quite invulnerable, when two players
face this enemy the got to coordinate similar movements to dodge this
thing, otherwise they will take damage.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
After you bash the Pheonix you will have to fight a few samurais and
and vampire, be careful but the advantage you got is that in the lower
barrel there is a chicken (100%), but remember that if you are in good
condition you can save the barrel for the boss fight; aside of that I
encorauge to use as many resourses as you see convenient to slay these
bastards; note that these are green samurais and the difference that
they got with standard samurais is that they can use combos (only one
of three hit), after the fight you will face the boss Goemon, note that
this stage has a big image of Christ on the back (where you				
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From: deuce@scsn.net (Deuce)
Newsgroups: rec.games.video.arcade
Subject: [SS4] TAPFAQ, v3.0
Date: Fri, 17 Jan 97 05:33:42 GMT
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-----------  ----     -------    -------- ----    ----
'           '          '     '       '
'       -'  '      ---'      '        '
'          '       ---'      '          '        '
'       '-  '      '         '       '-  '        '
'       '    '     '         '       '    '       '
--'    ---'   --' ---'      ---'    ---'   --' ----' 
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
--   -   - -  - -  -    -  -    -- - -  -  -    -  - - - -  -   - --
/    / | / |  | | /   / | |   /   | | /  |  /  | | | | |   | ||
|   |  | | | | | | | / |  | |   |   | | | | | | | | | | | | ||   | ||
  |--| | | | | | |  |--| |      |-| | | | | | | | | | |  |   | ||
| |  | | | | | | | | |  | |     | | | | | | | | | | | | |  |   | ||
/ |  | | | |  / | | |  | |     / | |  / |/   /  | / |  |   | /
--  -  - - - -  -  - - -  - -   --  - -  -  -    -   - -  -  -   - --
-  ---  -  - - - -  -   -  -  -   --  -- -  - -- -  -  --  --
/ | ||| / | | / | | | | / | / | |  | | |_ |  | |_ | | | _  |_
|-| ||| |-| |-  | |    |-|       |-  |  |  | |  | || |  | |
| | ||| | | |  -/ __| | |   __|  |  |_  /  |_ |  |  _| |_
_______________ TAPFAQ version 3.0 __ January 16th, 1997 _________________
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
SAMURAI SHODOWN IV: AMAKUSA'S REVENGE
378 MEGA SHOCK
TAPFAQ
By Deuce (deuce@scsn.net)
---------------------------------------------------------------------------
THANKS TO:
SNK (http://www.neogeo.co.jp, http://www.neogeo-usa.com)
For giving us yet another unique and kickass game!
Kotani Harumi
For sending me a movelist and the translated storyline, as well as
giving me the proper, simplified boss code!
Shawn Holmes (shawnh@medusa.csn.net)
For the original TAPFAQ format.  Plagiarism makes the world go round. :)
John Beppu (beppu@ea.oac.uci.edu)
Lots of initial playtest information
Spencer Olson (torgo@io.com)
For info on the time limit, characters and Finishing Moves
Ron Griffith (srcec@westminster.ac.uk)
For a few endings and some other neat stuff
TuxKamen (jqassar@ucsd.edu)
For Honourable Death listings, the nifty ASCII map, detailed stage
descriptions, tons of character quotes, and every single move description
you see here!  Also, lots of move description "tweaking" for version
2.0.  What a NeoFreak. ;)
Brian Mao (perseus@uclink4.berkeley.edu)
For the first bug report!
Ashura (ylee9@gl.umbc.edu)
For confirming the conditions on Poppy's "Strike Heads"
Donny Chan (crs1219@inforamp.net)
For lots of character quotes, and Galford's ending
Sie Kensou (kensou@ix.netcom.com)
For Charlotte's ending
Mark Zutkoff (mzutkoff@ix.netcom.com)
For complete transcriptions of all endings, and the ASCII art for the SS4
logo!  Many thanks!
Shidoshi Naga (shidoshi@west.net)
For the blood code!
Geese Howie (hc198@columbia.edu)
For figuring out how to call up the No Contests!
Jason D. Franks (jf6449@csc.albany.edu)
For various "goodies."
Madman (Crimes@leonardo.net)
For the boss code!
Peter Williamson (baldmann@connexus.apana.org.au)
For all his research into the intricacies of the CD combos!
Flea (100125.2055@CompuServe.COM)
For various minor corrections.
The Neo*Geo Mailing List (neogeo@dhp.com)
For lots of miscellaneous information!
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
TABLE OF CONTENTS
Note: Stuff in all caps denotes something new or modified in this version.
1.  How many versions of the TAPFAQ are there?
2.  What's the game about?
3.  What rumours abound about this game?
4.  Who's new to SS4?
5.  Who is returning?
6.  Which characters didn't make this game?
7.  What new options are in the SS4 game?
8.  How is the control of the players different in SS4?
9.  Any other new stuff I should know about?
10. HOW DO I PLAY AS THE BOSS?
11. What's the blood code?
12. Is Kuroko still in SS4?
13. What are the controls like in SS4?
14. WHAT ARE THE SPECIAL MOVES FOR ALL THE CHARACTERS?
15. HOW DO THE CD COMBOS WORK?
16. What do the background stages look like?
17. Are the endings transcribed here?
18. Are there any "goodies" in the game?
19. How about bug reports?
20. Who can I get in touch with to discuss my favourite character?
21. I have more info on SS4 than what is here.  Can I submit it?
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
1. How many versions of the TAPFAQ are there?
0.50 - Released 11/5/96
Complete (?) movelist, details of new aspects of game engine, still
need lots of information!
0.75 - Released 11/6/96
Reformatted all special moves with joystick diagrams, added two
endings and a few other bits of information.  Oh yeah, and lots of
spelling corrections.
0.80 - Released 11/9/96
Filled in details on Rage Explosion moves.  ASCII map of the
"world" added, along with stage descriptions.  Descriptions of
Honourable Death moves for all characters listed.  Added
translated "purpose statements" from the SNK Japan web page for
all characters.
1.0  - Released 11/14/96
Added in a complete set of move descriptions, thanks to TuxKamen!
Anyone got victory quotes/poses?
1.5  - Released 12/7/96
Corrected some move info on Galford, added in all the quotes, a
bug report...and rumours!
2.0  - Released 12/11/96
Added in complete ending transcriptions for all characters (many
thanks to Mark Zutkoff!), and a royal ton of touchups to the move
descriptions for several characters (thanks again to TuxKamen).
2.5  - Released 1/1/97
I now own the game on cart!  Added a list of character poses and
taunts, courtesy of yours truly.  It's not complete yet, but it
will be in the next version.  Also added the blood code (for the
home versions), courtesy of Shidoshi Naga, and the proper
conditions for the No Contest moves, thanks to Geese Howie.  In
addition, Kuroko has been spotted, along with various others
things, which have been added to the new "Goodies" section.  And
last but not least, the boss code has been found!  It won't work
in the arcade though.
3.0  - Released 1/16/97
Finished up the list of character poses, added in the section on
CD combos, and the nice ASCII art, courtesy of Mark Zutkoff!
Also made some touchups to the move lists, for clarification,
and a modification to the boss code.  This will probably be the
last major update for awhile, unless something big comes up.
Send me what you've got!
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
2. What's the game about?
THE STORY
Early 1789... the disaster which had happened all over the world was
over.  "He" had been ruined by a samurai.  But people still suffered
from various disasters like damage from cold weather, floods, fires,
famines, and so on.
Then, in autumn in Tenmei 8 (1789)...
Shimabara in Hizen was struck by a lightning storm.  Shimabara and the
surrounding area were totally changed since the day when the roaring
sounds of the thunderbolt shook the sky.  Then the castle Shimabara,
which lay in the center of the area, was becoming more and more sinister
day by day and the tragic changes and disasters continued to spread.
A rumour spread among the people that "his" gospel had responded to
the curses of vengeful ghosts, and so they called this castle
"Amakusa-Jo" and prayed for relief from their fears.
It was "he," Amakusa Shiro Tokisada, who was the owner of the evil castle.
He had been killed by the army of the government and rose from the evil
world after 150 years, filled with hatred and lust for conquest.  His aim
was to conquer the world and build his Utopia.
Amakusa Shiro Tokisada resurrected the soul of Minazuki Zankuro, which had
lain in the evil world.  His reason for this was to acquire more power for
the sake of building the professed Utopia, but he was unable to control
Zankuro, who reawoke with far more power than anticipated.  Amakusa was
forced to contain Zankuro in the evil world with magical wards temporarily.
Amakusa consumed the souls of the people to control the power possessed by
Zankuro in order to reclaim the power he once held.  This act caused a wave
of evil to emanate from the castle, which would cover not only Shimabara,
but the entire world.
And the world would soon be plunged into chaos once more...
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
3. What rumours abound about this game?
There's the perennial Kuroko rumour, who may or may not be in the game,
in his nifty SS2 form, or his watered-down SS3 form.  In any case, he does
not show up during the course of a normal game, except for a cameo in
Gaira's ending.
The biggest rumour currently is that of a "Drunk" Haohmaru, as opposed to
Bust or Slash.  Evidently, he holds his sake bottle instead of his sword,
and has a new set of moves!  More to come as this is tested.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
4. Who's new to SS4?
ENTERING THE FRAY
NEW CHARACTERS:
KAZAMA KAZUKI
One of the two brothers who make their way into the SS storyline.  His
attacks are based around the element of fire.  He has abandoned his ninja
clan, to find his sister (who is the girl floating in Amakusa's
background).  He is being hunted by his brother.
KAZAMA SOGETSU
Brother to Kazuki, and extremely proficient in controlling the
element of water.  Ninjas are prohibited from leaving their clan, for the
sake of keeping their secrets.  If a ninja violates this law, as Kazuki
did, he is dubbed "Nukenin," a renegade.  The clan must then choose the
"Oinin," who is essentially an assassin with the very specific task of
killing the Nukenin.  This is the task which Sogetsu must complete before
he can return home.
YAGYU JUBEI
The only samurai proper in the game makes his return in full force.
CHARLOTTE
The French fencer from the first two games.
TAM TAM
To much acclaim, the scimitar-weilding masked man returns.
5.  Who is returning?
OLD CHARACTERS:  Returning to the fight this time are HAOHMARU,
KIBAGAMI GENJURO, KUBIKIRI BASARA, GALFORD, SENRYO KYOSHIRO, TACHIBANA
UKYO, HATTORI HANZO, NAKORURU, RIMURURU, AMAKUSA SHIRO TOKISADA, KAFUIN
GAIRA, HISAME SHIZUMARU, and MINAZUKI ZANKURO.  In other words, all of
the SS3 cast.
6.  Which characters didn't make this game?
GONE CHARACTERS:  CHAM CHAM, CAFFEINE NICOTINE, NEINHALT SIEGER, WAN-FU,
GEN-AN, and EARTHQUAKE are still missing in action.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
7.  What new options are in the SS4 game?
OPTIONS GALORE...
Samurai Shodown IV retains most of the options that players from SS3
will be familiar with...
--> Slash/Bust:
The "split personality" is still in effect.  Players may choose
from "Slash" (Shura), which denotes an ancient Japanese war god, or "Bust"
(Rasetsu), which is a Japanese demon.  This does not translate to "good"
and "evil," or even "Chivalry" and "Treachery," contrary to the oddly-
translated game manual.  Each form has different attacks, and effectively
doubles the cast of playable characters from 17 to 34.
--> Level Select:
The same "Grade" select is still available.  By selecting
"Beginner Grade," you are given the ability to do an automatic 4-hit
knockdown combo by pressing CD, and the ability to do your POW special
instantly by pressing ABCD all at once.  You cannot follow up the CD
attack with a chain combo, like the other grades, and your POW meter
charges more slowly.  Also, you cannot use the "Rage Explosion" in the
Beginner grade.  In "Medium Grade," your POW meter will charge up normally.
"Upper Grade" offers something unique: a faster character and the complete
inability to block!  Your POW meter is *not* always full though, which was
not the case in SS3.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
8.  How is the control of the players different in SS4?
CONTROLLING THE PLAYERS
Play was radically altered in the transition from SS2 to 3, but the
control scheme is mostly the same as in SS3, with a few exceptions.
--> Air Blocking:
Air blocking, which many players decried in SS3, has been removed.
--> CD Combo:
After pressing CD, it sets you up to utilize a really nasty chain
combo on your opponent, which requires specific buttons to be pressed in
specific orders.  At Beginner Grade, this combo is automatically limited to
four hits and knocks down, but Medium and Upper grade players can follow
it up with many more moves and specials for maximum damage!  Also, if you
cn complete the maximum 14-hit CD combo, your POW meter is automatically
maxed out as a reward!
--> Life Restoration:
Every character now has the ability to restore a small amount of
life whenever he/she is knocked down now!  This completely replaces the
meat which used to be thrown into the fighting area.  Also, bombs are gone
completely!
--> Costume Change:
Every character now has FOUR different colours to choose from.
When you are choosing Slash or Bust, press a or b for a different color.
--> POW Charge:
It is no longer possible to manually charge up your POW meter.
--> Rage Explosion:
By pressing ABC, your POW meter is replaced by a "Rage Meter."  The
Rage meter you get is influenced mostly by how much damage you have taken
in the current round, and also by how much POW you have built up.  The
actual explosion apparently does no damage, but is unblockable.  If you
don't hit your opponent, they can smack a hit on you before you regain
control.  So long as your meter remains, you are considered to be
POWed up, with regard to super/POW moves.  If this is done, you will have
no POW Meter in the following round, assuming the match lasts that long.
--> Combination Slash:
After performing the "Rage Explosion" shown above, you can press
ABC together to perform a "Combination Slash."  This drains a bit of your
Rage Meter (not the POW Meter), and can be used up to four times.  If this
connects, it may be followed up with any special move.
--> Deadly Single Stroke:
After performing the "Rage Explosion," pressing BCD together will
cause your character to go into one super-powerful slash, which will drain
your opponent's lifebar(s) dramatically.  The amount of damage is inversely
proportional to how much life you have left.  If you are near death and land
this move, it will do MUCH more damage than if you land it with a nearly
full lifebar.  This can only be used once.
--> "No Contest" Moves:
Samurai Shodown IV now has "No Contest Moves," better known as
"Fatalities" to the Mortal Kombat crowd.  All are done with the same
joystick motion, and have various effects, depending on the character you
are using.  There will be no No Contest when fighting Nakoruru, Rimururu,
CPU Amakusa, CPU Zankuro or the last CPU enemy.  The motion for these moves
is uniform, and will appear on the screen when you are eligible to do them.
It was originally thought to be random, but that is no longer the case.  To
make the "No Contest" available, your opponent must be on the ground at
the final blow, and the hit must make him/her lean forward (as opposed to
knocking down or leaning back).  The motion will show up onscreen, beneath
the timer, and you can perform it then.  The motion is dn, dn, up, fwd,
fwd + C.  It must be performed while the motion display is onscreen.
--> "Honourable Death"
One of the basic commands is now the ability to automatically kill
yourself, forfeiting the match to your opponent.  The motion is back,
forward, down + Start.  The upside of this is that the next round, assuming
there IS a next round, you will start with full POW.
--> POW Meter Power Up:
Some specials do extra damage (and tick for more block damage) when
you are POWed up!
--> Self-Disarming Taunts:
All characters now have the ability to throw away their weapons and
taunt the opponent by pressing START three times rapidly.
--> Dodging:
If a good distance from your opponent, you can dodge an attack
by pressing AB.
--> Sideswitch:
If close to your opponent, pressing AB will make your character
step to the side, and behind your opponent.  It is slower than it was in
SS3, though.
--> Guard Crush:
You can now grab your opponent, and throw him/her off balance,
to follow up with another attack.  This still takes the place of normal
throws, unfortunately.
--> Hop Crush:
If your opponent is crouching in defense, you can perform a
Hop crush, a quick move that MUST be blocked high.
--> Catch Throw:
Same as the previous SS's...while weaponless, you can catch your
opponent's weapon, and throw them.  But in SS4, just like in SS3, you can
do it even WITH your weapon in hand, but you will not throw the opponent,
simply stun him/her for a split second.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
9.  Any other new stuff I should know about?
a) Shared Backgrounds:  Instead of each character having individual
backgrounds, there are several backgrounds which are shared by all
characters.  Each one shows a progression of being closer to Amakusa's
castle, so this is for the sake of plot (and probably memory).
b) Pre-determined CPU Opponents:  Depending on the character you choose,
you will face a specific set of computer opponents, in a certain order.
This seems to be the case, but requires verification.  Each character
has a short conversation with a certain other character at the
beginning, and will meet up again with that character at the
end.  Here is the list of who meets whom, in no particular order:
+---------------------------+------------------------+
| If you play...            | You'll meet up with... |
+---------------------------+------------------------+
| Tam Tam                   | Galford                |
| Galford                   | Tam Tam                |
| Hanzo                     | Jubei                  |
| Jubei                     | Hanzo                  |
| Sogetsu                   | Kazuki                 |
| Kazuki                    | Sogetsu                |
| Genjuro                   | Haohmaru               |
| Haohmaru                  | Genjuro                |
| Charlotte                 | Haohmaru               |
| Amakusa                   | Hanzo                  |
| Kyoshiro                  | Ukyo                   |
| Ukyo                      | Kyoshiro               |
| Basara                    | Gaira                  |
| Gaira                     | Basara                 |
| Shizumaru                 | Haohmaru               |
| Nakoruru                  | Genjuro                |
| Rimururu                  | Genjuro                |
+---------------------------+------------------------+
c) The Time Limit: Perhaps the strangest new aspect of SS4 is that, in a
vs. CPU game, each character is given a specific amount of time in which
he/she must reach Amakusa's castle, in order to fight Amakusa, or else
the person who spoke to the character before will be the "boss."
d) Double Lifebars: In a similar fashion to Real Bout Fatal Fury, all
characters now have two lifebars per round, so fights tend to last
longer than in SS3, where they were grievously short.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
10.  How do I play as the boss?
The boss code is here!  Unfortunately, it won't work in the arcade.  It's
only for the Neo*Geo CD version.  It's quite simple.  In order to pick
Zankuro, start a two-player game.  Hold down D and press A.  (Not BCD as
was previously believed.)  Voila.  You can now play as Zankuro!
If you have the game on cart, and a MAS-modified cart system, you can
still get it to work.  Before selecting your character, go to the game
debug dip settings screen, and turn dip 2-8 on.  Then input the code.
And there you go!  On the cart, this can be done in one-player mode as
well, but you will not receive any dialogue, and the only CPU opponent
you will face will be Haohmaru.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
11.  What's the blood code?
We got it, thanks to Shidoshi Naga!  Here it is!
At the title screen, hold down START and highlight "Options." Press A to
enter the options screen.  While STILL HOLDING DOWN START, move the
cursor to "Exit," press A+B+C+D simultaneously.  May take a few tries.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
12.  Is Kuroko still in SS4?
He has been spotted, in only ONE place.  In Gaira's ending, when Gaira
is about to attack Nicotine, Kuroko appears, flags to the ground like
when starting a match in SS1 and 2.  It's just for a split second, so you
have to be quick to catch him.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
13.  What are the controls like in SS4?
If you thought it was complex in SS3, get ready to practice.  Here's the
list of basic controller motions and button-press commands.
Basic System
KEY:  uf = up forward   ub = up back
fw = forward  bk = back
df = down forward  dn = down  db = down back
A   Weak slash
B   Medium slash
C   Hard slash
D   Kick
-------------------------+------------------------------------------------
AB (far)                 | dodge
fw + AB (close)          | behind step (move around opponent)
BC                       | hop crush (must be high blocked)
bk + C (close)           | pulling guard crush
fw + C (close)           | pushing guard crush
QCB, fw + D              | (with weapon) block stuns opponent
| (without weapon) catches weapon and throw
df + slash               | (close lying opponent)  Pounce Attack (near)
up + slash               | (within defining range) Pounce Attack (far)
bk or fw                 | (while getting up) roll away
ub or up or uf           | (while getting up) quick recovery
dn + tap button          | (while lying down) restore life
| * You can't use roll away or quick recovery
|   after heal life.
start x 3                | throw away weapon and taunt
A or B                   | (close to weapon) pick up weapon
ABC                      | Rage Explosion
followed by ABC        |    combination slash
or followed by BCD     |    deadly single stroke
fw, fw                   | Forward Dash
bk, bk                   | Hop Back
CD                       | Starts Combination Attack (Chain)
after CD, A, A, A      |    combination attack 1
after CD, A, B, C      |    combination attack 2
after CD, B, B, C      |    combination attack 3
after CD, fw + A,A,B,  |
B,C,C,A,B,C,C,C,C,C  | 14 combination slash
-------------------------+------------------------------------------------
* Basic Moves (Only for Beginner Class)
CD              auto