Ninja Master's Move List by Rugalbernstein

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NINJA MASTER'S FAQ: Become a master of " Ninja Master's "!
By Rugalbernstein ( megaevilguy@yahoo.com, bugrom1067@aol.com)
Note: I'm always looking for more combos. Please, if you have any ( or have
discovered any moves I don't know about ) mail me. I'll do some semi-regular
updates to this, too, adding more combos and detailing each character's throws,
air throws, and win poses.

Disclaimer: Ninja Master's is copyright 1996 SNK/ADK. Please don't reproduce
this FAQ without my permission.


Index:
-Boss Code
-Basic commands
-characters
    -Karasu
        -combos
        -special moves
        -supers
    -Sasuke
        -combos
        -special moves
        -supers
    -Kamui
        -combos
        -special moves
        -supers
    -Goemon
        -combos
        -special moves
        -supers
    -Natsume
        -combos
        -special moves
        -supers
    -Nobunaga
        -combos
        -special moves
        -supers
    -Houou
        -combos
        -special moves
        -supers
    -Tennou
        -combos
        -special moves
        -supers
    -Unzen
        -combos
        -special moves
        -supers
    -Kasumi
        -combos
        -special moves
        -supers
    -Ranmaru
        -combos
        -special moves
        -supers
    -Raiga
        -combos
        -special moves
        -supers

***************************************************************************************************


BOSS CODE: If you are first player, highlight Kamui, and then input the
following: left, down, left, up, left, down, left, up, right, down, right, and
up. You should be on Unzen. Now hit C + D to make Ranmaru and Nobunaga
selectable.

If you are second player, highlight Sasuke, and input the following: right,
down, right, up, right, down, right, up, left, down, left, up. Youo should be
on Unzen. Now hit C + D to make Ranmaru and Nobunaga selectable.

***************************************************************************************************

Basic commands:

throw: forward + B. Some characters also have additional " regular " throws;
I'll note this.

Hitting forward


qcf = quarter circle forward

dp = dragon punch

rdp = rear dragon punch

qcb = quarter circle back

hcf = half circle forward

hcb = half circle back

qcd = " quarter circle down " ( forward, down forward, down )

bqcd = " back quarter circle down " ( back, down back, down)


Hyper mode: Hit ABC to enter hyper mode. This can only be done when your super
meter is full. This knocks down opponents who are close, but causes no damage
to them.
----------------------------------------------------------

SUPERS: Okay,now. I'll explain these:

Super Combos: These can only be done when your super meter is full, or when
you're in " hyper " mode.

Desperations: These can be done as many times as you want when your life bar is
flashing; they can also be done when you're in hyper mode.

Finishers: These can be done when your opponent's life bar is " flashing red " 
and your meter is full, or when you're in hyper mode ( of course. )

----------------------------------------------------------

" Powered " moves: Powered up moves may be executed when the Super Meter is
full or when the Life Bar is flashing.  Powered up moves are done by hitting
both punch or both kick buttons, depending on what the move originally called
for (both punches for a punch move, both kicks for a kick move). Obviously,
powered moves generally do more damage, and sometimes work a bit differently
than their non-powered counterparts. I'm currently unsure if all moves can be
powered up; some might very well be, and I just can't tell ( I'll have to watch
the damage closely one of these days. )

Note for Combos: You can start most combos in pretty much any manner you
choose; jump in, do a kick of your choice, start combo.. or just do it
whenever.. whatever you feel like.

********************************************************************************************
1. Karasu:


Some combos for Karasu:

A, B, B, forward + A (without weapon)

A, B, B, B, B (with weapon)

C, C, A, down + B

C, C, D, D

A, B, BC, BC

C, BC, BC, B, B

C, C, BC, BC, BC, B


---------------------------------------------------------------------------
Special Moves:
---------------------------------------------------------------------------

qcf+P, forward twice+P, forward twice+P:
Karasu releases a crow. If you tap forward twice and hit punch each time, he
can shoot up to two more crows. When powered, the crows have a green aura
around them.

---------------------------------------------------------------------------

qcb+P (with weapon):
Karasu stabs with his sword several times. You can hit weak punch to finish
with a powerful stab straight forward, or with fierce punch to do a powerful
stab that hits low. The powered version adds more hits and the sword has a
slight glow.

---------------------------------------------------------------------------

qcf+P (in air with weapon):
 Karasu hurls his sword down at an angle. Very useful, quick to come out, and
strong, too. The powered version has a whirlwind around it.

---------------------------------------------------------------------------

half circle " up " ( down, down forward, forward, up forward, up) + B (with
weapon):
Karasu does a tiny hop and throws his weapon downwards at an arc. The powered
version has a whirlwind around it.

---------------------------------------------------------------------------

dp +P: (without weapon):
Karasu slides forward while slashing with his hands, which are covered in
shadow.

---------------------------------------------------------------------------

dp+P: (with weapon):
Karasu does a large upward swing with his sword, which is enveloped in shadows.
He slides forward for the fierce version ( can hit people in the air behind
him. Good stuff. ) The powered version has a green aura.

---------------------------------------------------------------------------

qcf, bqcd +B (w/,w/o weapon):
command throw. Karasu tosses the opponent in to the air and slashes/punches
them away.

---------------------------------------------------------------------------

forward, hcf+AC:
Karasu folds his arms, and concentric rings of energy flow upwards around him.
The powered version is very strong, but uses up his super meter.

---------------------------------------------------------------------------

forward+BC (without weapon):
Karasu's sword turns in to a crow, and flies to him from wherever it is.

---------------------------------------------------------------------------

Super Combo:
C, C, A, B, forward B:
Karasu beats the crap out of the opponent. He lets go of his sword, which
continues to slash the opponent.

C, C, BC, BC, B, forward + B:
Karasu beats the crap out of the opponent. He lets go of his sword, which
continues to slash the opponent.

Note: Karasu seems to have a second super combo, where he does three uppercuts
for a finish, but I am unsure as of how to do this.


---------------------------------------------------------------------------

Desperation move:
hcb, forward+AB:
Karasu fires a BIG crow covered with green fire.

---------------------------------------------------------------------------

 Finisher :
back, hcb+AB (with weapon):
Karasu stabs his sword in the ground, which creates a shadow. Hold the " B "
button and move the stick in the direction you want the shadow to move; when
you let go of the button, a stream of crows erupt from the shadow. This move
temporarily turns Karasu's sword to stone.

---------------------------------------------------------------------------


*********************************************************************************************
2. Sasuke

Notes on Sasuke: Sasuke can triangle jump. He also has a forward + D throw.


some combos for Sasuke:
A, B, C, D (without weapon)

A, B, C, D, D ( with weapon)

A, B, B, B

C, B, BC, B, B

A, B, B, forward B, forward B

A, B, C, B, forward B

D, B, B, B, D
---------------------------------------------------------------------------

Special Moves:
---------------------------------------------------------------------------

qcf+P:
Sasuke throws a shuriken. This shuriken has a fiery swirl around it when
powered.

---------------------------------------------------------------------------

dp+P (three times):
Sasuke does an uppercut. Can be done three times in a row when you use it right
next to the opponent (he punches them a couple of times before doing an
uppercut).

---------------------------------------------------------------------------

qcb+K:
Sasuke flies forward while kicking.

---------------------------------------------------------------------------

qcb while in the air +K:
Sasuke flies downward at an angle while kicking.
f,df,d,db,b+D

---------------------------------------------------------------------------

forward, hcf+AB:
Sasuke makes a burst of energy come out of his hands. When this is done with a
full super meter, the blast becomes larger, and it empties your meter. The
button can be held; if you hold the buttons, he slides forward when you release
it. The longer you hold the  buttons, the further he slides forward.

---------------------------------------------------------------------------

hcb + D: A command throw.
Sasuke grabs the enemy and leaps with them, slamming them in the ground.

---------------------------------------------------------------------------

Super Combo:
A, B, B, B, forward + B (with weapon):
Sasuke beats the crap out of the opponent; he then splits in to four images,
throws the opponent in to the air, and slams
them on the ground.
---------------------------------------------------------------------------

Desperation:
hcb, hcf+ AC:
Sasuke slide forward, and if it connects, he grabs the opponent, leaps in to
the air, and then drills them in to the ground.

---------------------------------------------------------------------------

" Finisher ":
down, qcb, forward + AB (without weapon): Sasuke slams his hands on the ground
and a small burst of energy surrounds him. It's much more useful than it looks.



**********************************************************************************************
3. Kamui

Notes on Kamui: Kamui can cling to the wall. Jump and hold back to stick to the
wall; you can crawl up and down it by hitting up and down (obviously). Hitting
another button will make him do one of several things:

A: Kamui does a little punch.

B: Kamui spins off the wall, head first.

C: Kamui does a little kick.

D: Kamui jump kicks off the wall.

Another note about Kamui: Most of his moves ( including supers ) have priority
over Sasuke's. Just who's the main character, here? -_-
---------------------------------------------------------------------------

Some comboes for Kamui:
A, A, B, B

B, A, B, B, B, B

B, C, C, D

B, A, B, D

B, A, B, down and D

----------------------------------------------------------------------------

Special Moves
----------------------------------------------------------------------------

qcf+P:
Kamui throws out several kunai. These become golden when powered up.

---------------------------------------------------------------------------

dp+P:
Kamui does a regular ol' uppercut.

---------------------------------------------------------------------------

hcb + AB ( in air ):
Kamui hurls a fireball straight beneath him; it makes a pool of fire appear
there for a moment. He throws several in the powered version, but it uses up
his super meter.

---------------------------------------------------------------------------

qcb + K ( three times ):
Kamui does a chain of kicks while flying forward. The last kick knocks down.

---------------------------------------------------------------------------

Forward, bqcd + D:
Kamui grabs the opponent's neck between his legs and flips them over.

---------------------------------------------------------------------------

Super Combo:
D, B, B, forward B:
Kamui drills in to the opponent, then leaps back and hurls a fireball that
explodes in to a pillar of fire.

---------------------------------------------------------------------------

Desperation:
hcb, hcf + AC:
Kamui slides forward. If he connects he performs a long combo on the opponent
with a " strobe " effect; he finishes by sliding past them, slashing them for a
good bit of damage ( lots of blood flies out, too )

---------------------------------------------------------------------------

Finisher:
Down, qcb, forward + AB (with weapon):
 Kamui stabs his knife in to the ground. He causes three pillars of flame to
erupt in front of him.

---------------------------------------------------------------------------



***********************************************************************************************

4. Goemon:
Notes on Goemon: I prefer him without his weapon drawn, but it's good to draw
it once in a while to mix things up a bit. His jumping B with his weapon drawn
has high priority against other opponents in the air. Use his qcf + K 3 times
move as much as possible, it's VERY useful, strong, and is easy to tack on to
the end of a combo.

some combos for Goemon:
D, D, D

A, B, D, B, forward+B

A, B, B, down D

A, C, C, back B

down-forward A, B, B, B, qcf + B ( with weapon...awesome combo, by the way. ^_^
)

A, C, C, D, D

A, C, C, back + B

---------------------------------------------------------------------------

Special Moves:
---------------------------------------------------------------------------

Down + B ( in the air ):
 Goemon lashes downwards at an angle with a ball and chain.

---------------------------------------------------------------------------

back + B: Goemon has a few chains slide out of his sleeve.

---------------------------------------------------------------------------

qcf+P (without weapon):
 Goemon throws a spiked iron ball which rolls along the ground. It hits low and
is pretty fast. The powered version is gold-coloured and has a " fire " effect
when it hits.

---------------------------------------------------------------------------

qcf+P (with weapon):
Goemon shoots a fireball out of his cannon. The powered version is larger and
faster.

---------------------------------------------------------------------------

qcb+P (without weapon):
Goemon waves his arm and creates a trail of fire. Works as anti-air; the
powered version flashes various colours.

---------------------------------------------------------------------------

dp, hold diagonal down forward +P:
Goemon throws a bomb at an angle while leaping backwards. Good for finishing
comboes. The powered version is golden, and has a larger explosion. This move
can be held for a couple of seconds.

Note: If this is done when standing next to the opponent, Goemon does not leap
back; he pulls out the bomb and it blows up as soon as it touches the opponent.

---------------------------------------------------------------------------

qcb, forward+AB:
 Goemon slams a large ball and chain on to the ground. The powered version is
gold coloured and quite damaging; it empties the super meter.

---------------------------------------------------------------------------

qcf+K (three times):
Goemon hits the opponent for each consecutive " qcf + K " . The last one knocks
down. Easy to work in to comboes.

---------------------------------------------------------------------------

rdp + D:
command throw. Goemon punches his opponent away from himself. If his weapon is
drawn, he shoots them, instead.

---------------------------------------------------------------------------

Super Combo:
A,down-forward+A,B,forward B:
Goemon hits the opponent several times, then throws them in to the air and
blasts them away with a large energy punch.

---------------------------------------------------------------------------

Desperation:
back, dp + AC:
Goemon makes a burst of fire appear in his hand, then does a flaming swing.

---------------------------------------------------------------------------

Finisher:
rdp, forward + AC (without weapon):
Goemon lifts his arms and lets a variety of pointy implements on chains spring
out of his sleeves.


*************************************************************************************************

5. Natsume:

Notes on Natsume: Very sexy.

Some combos for Natsume:

down-forward A, forward A, forward A, B

A, D, B

forward A, B, D

A, B, forward-back B, leap + forward and B ( air throw )
A, B, dp + P

-------------------------------------------------------------------------

qcb+P rapidly:
Natsume does many quick slashes with her hands ( or weapon ). You can keep
tapping the button to do this move indefinately. The powered version is yellow
and does more damage; keep in mind you need to hit BOTH buttons rapidly to keep
doing the powered version.

-------------------------------------------------------------------------

dp+P:
Natsume does a spinning uppercut. She does two in a row for the powered
version.

-------------------------------------------------------------------------

hcf+P (with weapon):
 Natsume throws her little blade thing. The powered version is faster and has a
swirl of energy around it.

-------------------------------------------------------------------------

qcf + K (three times):
 Natsume leaps up with a high kick, which cannot be blocked low. She then
performs many fast kicks on the enemy. The last kick knocks the enemy down.

-------------------------------------------------------------------------

qcb + K:
Natsume does a strange flopping kick forward. Kind of like Kim's " hangetsuzan
". The powered version goes much further forward than the regular versions.

-------------------------------------------------------------------------

rdp + D:
Command throw. Natsume grabs the opponent, leaps and slams them on the ground.

-------------------------------------------------------------------------

forward, hcf + CD:
Natsume leaps forward and performs a very strong kick. Difficult to hit with.
She kicks multiple times in the powered version; it uses up the super meter.

-------------------------------------------------------------------------

Super Combo:
down-forward A, forward A, forward A, A, forward B:
Natsume performs a long combo on the enemy. She then launches them in to the
air, leaps after them and continues to hit them in the air, leaping away when
she's finished.
-------------------------------------------------------------------------

Desperation:

hcb, qcf + AC:
Natsume performs a long combo on the opponent: She then launches them in to the
air, leaps, and then slams them on the ground, posing and taunting after she
finishes.

--------------------------------------------------------------------------

Finisher:
qcd, qcd + AB ( without weapon ):
 Natsume grabs the opponent, and releases a burst of energy in to them for
massive damage.


***********************************************************************************************

Nobunaga:
Notes on Nobunaga:
The MAN! Bwa ha ha! I want a cloak like that... Anyway, here's some simple
advice for Nobunaga users. His jumping D is awesome against opponents on the
ground; It cancels all sorts of things ( barring Sasuke and Kamui's uppercuts )
and it's very easy to cross-over using this. (leap, D, combo from behind )
Nobunaga's comboes don't change much if his weapon is drawn or not, unlike some
other characters ( but maybe this is becuase he always has at least one sword,
no? ^_^ ) His crouching D also has deceptively long range.

Some comboes for Nobunaga:

forward A, forward A, forward A, forward A

down-forward + A, B, B, A

Down-forward + A, C, D, B, C ( with weapon)

down-forward+A, A, B, A

down-forward+A, B, B, C

----------------------------------------------------------------------

Special Moves:

-----------------------------------------------------------------------
qcf+ P:
Nobunaga smacks his opponent away.

-----------------------------------------------------------------------

dp+ P:
Nobunaga swings his sword upwards at an ark. The powered version flashes
colours.

-----------------------------------------------------------------------

qcf+K:
Nobunaga floats forward, performing a combo on the opponent. His " disarmed "
version knocks the enemy in to the air; if his weapon is drawn, he smacks them
down to the ground instead.

------------------------------------------------------------------------

qcb, hcf + AB:
Nobunaga plunges his sword in to the ground, creating a ring of blue fire
around himself. The powered version becomes red, and uses up the super meter.
As a note, you can sometimes knock people out of the air with the initial "
sword plunge " motion of this move.

-------------------------------------------------------------------------

forward, rdp + D:
Command throw. Nobunaga grabs the opponent with one hand, charges energy up in
his other, and punches the enemy to the other side of the screen. I like this
move.

-------------------------------------------------------------------------

charge back, forward + P, back-forward P, back-forward P:
 Nobunaga flies forward and rams the enemy with his cape. If you perform the
second part, he then dives towards the opponent again with his knee; for the
third part, he performs an upward slash with his sword, knocking the opponent
away.

NOTE: You only need to charge for the first part; the other two parts are
simply " forward-back " motions, done very quickly.

--------------------------------------------------------------------------

Charge down, up + K, K:
Nobunaga leaps in to the air and rams the opponent with his cape. If you hit a
" kick " button a second time, he then dives down at an angle, slamming the
opponent with his knee.

---------------------------------------------------------------------------

Super Combo:
down-forward A, forward D, B, D, forward B:
Nobunaga rams in to the opponent, and then plunges his sword in to the ground,
creating a tornado.

---------------------------------------------------------------------------

Desperation:
Back, hcb + AB:
Nobunaga hurls his flaming sword at the opponent. If it connects, it slashes
the opponent to ribbons while slowly rising in to the air as Nobunaga stands
back and gestures. This move goes through other projectiles, which is quite
nice. If you miss, (or if it's blocked ) his sword turns to stone for a period
of time (ouch.)

---------------------------------------------------------------------------

Finisher:
qcb, hcb + AC ( without weapon ):
Nobunaga reaches out with his cloak. If it connects, his opponent is sucked in
to it, and is then launched in to the air with blood streaming behind them ( if
you've seen inside his cloak, you'll understand why. ^_^ )


****************************************************************************************************

Houou:
Notes on Houou: Houou's crouching fierce punch with his weapon drawn is
excellent anti-air. He has a forward + D throw.

Some combos for Houou:
D, D, D, D

B, A, B, D

B, A, B, down + D

A, B, A, forward + C

---------------------------------------------------------------------------

Special moves:

charge back, forward + P:
Houou shoots a spark of energy straight forward. The powered version is larger
and yellow.

---------------------------------------------------------------------------

charge back, forward + K:
Houou shoots a spark of energy that slides along the ground. It hits low. The
powered version is larger and yellow.

---------------------------------------------------------------------------

hcf + P, qcf + P, qcf + P:
Houou punches, then kicks, then does  a little backflip thing that knocks down.

---------------------------------------------------------------------------

charge down, up + K:
Houou spins in to the air with energy around him and some kanji written on him.
The powered version goes higher and he has a larger field of energy around
himself.

---------------------------------------------------------------------------

forward, qcd + B:
Command throw. Houou grabs the opponent, and then punches them away.

---------------------------------------------------------------------------

qcb, forward + AB:
Kanji spins around Houou, and he shoots a blast of energy out of his hands. The
powered version flashes various colours, is quite strong, and uses up your
super meter.
NOTE: This move can be held, and it charges up your super meter for as long as
you hold the buttons. If you hold it until your meter is full, he releases the
powered version, which empties your super meter again. I find it effective to
let go of the buttons right before the meter is almost full.

----------------------------------------------------------------------------

Super Combo:
D, D, A, forward + B:
Houou knocks the opponent in to the air, does two of his charge down up kick
moves on the opponent, and finishes by floating up and having an image of a
buddha appear over him.



----------------------------------------------------------------------------

Desperation:
bqcd, up + AC:
Houou leaps in to the air, an an image of a buddha appears around him.

----------------------------------------------------------------------------

Finisher:
hcb, qcd + AC (with weapon):
Houou forms a sword of fire, and slashes with it.



*************************************************************************************************

Tennou:
Some notes on Tennou: Tennou's crouching D is a sliding kick.

Some combos for Tennou:

A, B, B, B, A, forward B

C, C, B, B, forward A, B

A, B, A, B, B

A, B, B, B ( with weapon )

A, B, C, forward D, forward D (with weapon )

A, B, forward D, forward D, forward D ( without weapon )


---------------------------------------------------------------------------

Special moves:

qcf + P: Tennou throws out an ofuda. If it hits the enemy, it freezes them for
a second. The powered version has some " afterimages " following it, but I
can't tell if it freezes the opponent longer or not.

---------------------------------------------------------------------------

Hit " punch " rapidly (without weapon):
Tennou unleashes a flurry of blows with ofuda. The powered version is
electrified.

----------------------------------------------------------------------------

dp + P,then qcf + P, qcf + P:
Tennou spins around, with a ring of ofuda encircling him. This can be done
three times. The powered versions have a yellow afterimage.

----------------------------------------------------------------------------

hcb + P (without weapon): Tennou makes a circle of ofuda appear around him. The
powered version has him do this twice, quickly. Easily comboed.

----------------------------------------------------------------------------

qcb, hcf + AB:
Tennou holds out an object which creates a small burst of blue fire. The
powered version has slightly better range, does a lot more damage, and empties
the super meter.

----------------------------------------------------------------------------

qcf + K: Tennou flies forward, crashing in to the enemy for damage. He bounces
back after he hits, even if the attack is blocked.

----------------------------------------------------------------------------

rdp + B:
Command throw. Tennou lifts the opponent over his head and throws them.

----------------------------------------------------------------------------

Hold " D " for a few seconds: Tennou flies forward, with a small ring of ofuda
floating around his head.

-----------------------------------------------------------------------------

Super Combo:
A, B, C, forward D, forward B:
Tennou drills in to the opponent, then floats in to the air with them, creating
three rings of ofuda while doing so.

------------------------------------------------------------------------------

Desperation:
hcb, qcd + AC:
Tennou spins forward three times with a ring of fire encircling him.

------------------------------------------------------------------------------

Finisher:
Hold A for a few seconds, qcb + let go of A (without weapon):
Tennou creates a whirlwind of ofuda around himself.

*****************************************************************************************************

Unzen:

Notes on Unzen:

Some combos for Unzen:

B, B, forward B ( without weapon )

B, forward B ( without weapon )

A, B, B, forward A, B (without weapon)

forward A, B, A

C, B, B, D, D (with weapon)

C, B, forward B ( without weapon )


-----------------------------------------------------------------------------

Special moves:

down, down-back, back, up-back, up + P:
A counter move. Unzen shakes his fist in an angry manner; if he is hit, he
punches the opponent away.

------------------------------------------------------------------------------

hcb + P:
Unzen leaps in to the air and slams his fists down on the ground, creating a
small patch of fire where he lands. He leaps a tiny distance for the weak
version, and about three quarters of the screen for the fierce and powered
versions. The powered version results in a larger patch of fire.

------------------------------------------------------------------------------

qcb, hcb + P:
Command throw. Unzen grabs the opponent and leaps in to the air, slamming them
on the ground. He leaps particularly high for the powered version.

------------------------------------------------------------------------------

hcf + B:
Command throw. Unzen slams the opponent on the ground hard.

----------------------------------------------------------------------------

qcf + K three times:
Unzen slides forward and punches the opponent, spins at them, then punches yet
again, knocking them down. He slides further forward for the powered version.

------------------------------------------------------------------------------

B + D:
Unzen spins with his fists clenched together. Works as anti-air; you can slide
forward or backwards while doing it simply by hitting forward or back ( of
course. ) Unzen can avoid fireballs with this move.

-------------------------------------------------------------------------------

charge back, forward + AC:
Unzen charges up, filling his super meter. He then rushes forward, and if he
grabs the opponent, he gives them a bear hug, causing quite a bit of damage.
Note: If you get knocked out of this while charging, you retain the energy you
charged in your super meter. If this move is done when your super meter is
full, he only charges for a split second. Obviously, this move empties your
super meter.

--------------------------------------------------------------------------------

Super Combo:
A, B, B, forward B: Unzen's hands catch on fire, and he does that sumo "
slapping " thing on the opponent.

--------------------------------------------------------------------------------

Desperation:
back, hcb, forward + AC:
Unzen grabs the opponent and headbutts them several times.

--------------------------------------------------------------------------------

Finisher:
qcb, hcf + AC (without weapon):
Unzen grabs the opponent, punches them a few times, then hits them away with
one massive punch.


**************************************************************************************************

Kasumi:

Notes on Kasumi: Kasumi can triangle jump.

Some combos for Kasumi:

A, B, B, forward + B

A, forward + A, A, forward + B, B, then jump and forward + B (air throw)
A, B, A, B, forward + B



-------------------------------------------------------------------------------

Special moves:

qcf + P three times:
Kasumi elbows the opponent, kicks them, thenk knocks them in to the air. You
can leap up and throw them afterwards.

-------------------------------------------------------------------------------

charge down, up-forward or up-back and K (without weapon):
Kasumi leaps to the side of the screen you indicate ( via up-forward or up-back
) and then leaps forward off the wall.

P while in the air:
Kasumi does a flip that can hit for damage.

K:
Kasumi does a kick.

-------------------------------------------------------------------------------

qcf+K:
Kasumi performs two kicks while hopping forward. She does hops a second time
and does two more for the powered version.

--------------------------------------------------------------------------------

Down + K in the air:
Kasumi spins downward at an angle. The powered version is faster.

--------------------------------------------------------------------------------

hcb +K:
Kasumi does a flopping kick forward. The powered version has better range than
the normal versions.

--------------------------------------------------------------------------------

qcf, back, forward + B:
Command throw. Kasumi flips over the opponent and slams their head on the
ground.

--------------------------------------------------------------------------------

charge back, forward +AB:
Kasumi slides forward, hitting the opponent with her elbow. This move can be
held for a long time ( she crouches and shakes her head if you hold it ). The
powered version doesn't look any different, but does a lot more damage and
knocks down the opponent. It empties the super meter.

--------------------------------------------------------------------------------

Super Combo:
B, B, A, B, forward + A:
A cloud of yellow butterflies form around Kasumi, hitting the opponent for
damage.

---------------------------------------------------------------------------------

Desperation:
hcb, forward + AB:
Kasumi spins forward, drilling in to the opponent.

---------------------------------------------------------------------------------

Finisher:
down, qcb, forward + AC (with weapon):
Kasumi makes a large cloud of yellow butterflies appear around her.

---------------------------------------------------------------------------------

***************************************************************************************************

Ranmaru:

Some notes on Ranmaru:
Ranmaru is a man. If he loses his weapon for some reason, it turns in to a
snake and crawls back to him.

Some combos for Ranmaru:

B, A, A, B, forward +B

D, B ( with weapon )

----------------------------------------------------------------------------------

Special moves:

qcf + P:
Ranmaru shoots out a pink fireball. The powered version is a circle of kanji.

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dp + P (without weapon):
Ranmaru slashes with his hand, leaving a pink streak behind. The powered
version is much " thicker ".

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qcb + K three times:
Ranmaru does a leaping kick which leaves a pink streak. This knocks the
opponent in to the air; Ranmaru then teleports in to the air and smacks the
opponent to the ground. He then teleports back to the ground and smacks them
away. The powered versions of the second and third parts have much thicker pink
streaks. You need to hit both buttons for each consecutive part to perform the
powered versions.
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hcb, forward + AB:
Ranmaru releases a spiraling burst of pink energy from his hand. The powered
version is larger, does a good bit of damage, and empties the super meter.

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hcb + P (in the air):
Ranmaru does a pink slash with his hand. The powered version is thicker.

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hcb + D:
Command throw. Ranmaru flicks his opponent in the crotch, knocking them away.

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forward, hcf + K:
Ranmaru leaps forward and kicks, then does two more kicks, knocking the
opponent down.

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Super Combo:
A, B, A, B, forward +B:
Ranmaru grabs the opponent, reverses sides with them, drains energy from them,
and then releases the drained energy as a blast that knocks the opponent away.

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Desperation:
back, hcb + AB:
Ranmaru traces a star with his hands; the star then breaks in to several
triangles which fly at the opponent.

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Finisher:
hcf, bqcd + AB (with weapon):
Ranmaru cuts his own hand off (!!!) and it crawls along the ground toward the
opponent. You can hold the buttons to have it crawl further across the screen.
When you let go, it erupts in to a huge arm made out of energy which grasps
towards the sky.

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Raiga:

Some notes on Raiga:
Raiga has a forward + D throw. Combos are very important to Raiga, and he has
some brutal ones. Be careful with his charge throws; be sure to memorize their
ranges.

Some comboes for Raiga:

A, B, B, forward + B

C, D, D, C, forward + B

B, C, B, forward + B

D, B, D, D

C, B, B, B

C, D, D, D

A, B, B, D, C, B

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Special moves:

qcb + P; if it connects, hcf + P:
Raigan slams his fists on the ground, creating a wave of electricity which
slides forward a little ways before dissapearing. If it connects, perform a hcf
+ P to slide forward and then throw the opponent. The powered versions have
better range.

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charge back, forward + P, then back-forward P, back-forward P:
Raiga rams the opponent with his elbow, hits them again, then uppercuts them,
knocking them down.
NOTE: You only need to charge the first part of this move, the other two parts
are just " back-forward " done quickly.

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360 degrees + B:
Command throw. Raiga grabs the opponent, leaps in to the air, and performs a
pile driver on them.

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charge back, forward + K:
Command throw. Raiga rolls forward and grabs the opponent. He performs a single
throw for the weak version, two throws for the fierce version, and three for
the powered version.
Note: Raiga barely rolls at all for the weak version; he rolls about mid-screen
distance for the fierce. The powered version is the same as the fierce, range
wise; it's just faster.

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charge down, up + BD:
Raiga charges up, and creates several spheres of electricity which rotate
around him. These remain around him indefinately, until they touch an opponent
( to whom they cause damage ). Raiga performs this move without charging if
your super meter is already full; it empties the meter.

------------------------------------------------------------------------------------

charge down, up + K:
Command throw. Raiga flips forward and grabs the opponent. He performs a single
throw for the weak version, two throws for the fierce version, and three throws
for the powered version.
Note: The weak version lands directly infront of where Raiga was previously
standing, the fierce version has about a mid-screen range. The powered version
also has a mid-screen range, it's just faster.

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Super Combo:
A, B, B, B, forward +B:
Raiga charges some energy in his hands, then performs three electrified
uppercuts on the opponent.

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Desperation:
qcf, hcf + AB:
Raiga throws his knife forward; it hits for electrical damage.

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Finisher:
back, forward, bqcd + CD (with weapon):
Raiga throws his knife in to the ground; lightning strikes it, creating a cage
of lightning around the knife that remains there for several seconds. Very
useful.


**********************************************************************************************************

Well, that's all for now! I plan regular updates to this FAQ; I will add
descriptions of regular throws, air throws, and win poses next. Again, I'm
always looking for more combos; if you have any ( or know any moves I haven't
listed ) mail me.




NOTES TO SELF: Sasuke: Flopping kick, similar to Natsume's.  Kamui: A 4 hit
combo ending with an aerial kick (like a cartwheel in the air).  Is kamui's
powered up dragon punch invincible? How do you do Tennou's " covered in ofuda
while flying forward move " ? Ranmaru can drain energy even when he's not doing
a super combo? Natsume has a flipping kick, too... How do you do this?