----------------------------------------------------------------- xxxxx xxxxxxxxx xxx xxx xxxxx xxx xxx xxxxxxx xxxxxxxxx xxxx xxx xxxxxxx xxxx xxx xxxx xxxx xxxxx xxx xxxx xxxx xxxxx xxx xxxx xxxx xxxxxxxxx xxxxxxxxx xxxx xxxx xxxx xxxxxxxxx xxxx xxxx xxxxxxxxx xxxxxxxxx xxxx xxxxxxxxx xxxxxxxxx xxxx xxxx xxxx xxx xxxxx xxxx xxxx xxx xxxxx xxxxxxx xxxxxxxxx xxx xxxx xxxx xxxx xxx xxx xxxxx xxxxxxxxx xxx xxx xxxx xxxx xxx xxx Shiranui, that is... ----------------------------------------------------------------- A Player's Guide to the Butt-Ugly Evil King of Samurai Shodown II ----------------------------------------------------------------- As Set Forth by Dustin Stwalley, his loyal fan ----------------------------------------------------------------- Version 1.0 ----------------------------------------------------------------- OK, here's the deal. I love to play SSII, and there are many reasons for it: (a) It's a challenge, (b) The characters are for the most part distinct, (c) It actually allows you, or even forces you, to develop strategies for each fight, and (d) You can literally win with anybody. The last is the most important to me as I've seen too many games where you don't stand much of a prayer if you use anyone other than one of the "select few," most of which I avoid because everyone else is using them for this very reason. I choose fighters because of their style, sometimes. Other times, I choose them for completely arbitrary reasons. As evidence, I offer my preferred choice of characters for several games below, and the reason I use them. Mortal Kombat -- Sonya -- She's a babe and that leg thing is too cool. Mortal Kombat II -- Kung Lao -- Anybody who flips themselves over their opponent just to throw them is my kind of fighter. Primal Rage -- Talon -- That victory dance cracks me up. Street Fighter II -- E. Honda -- Grr. Fat boy slap you upside the head. Darkstalkers -- Raptor -- Gosh, that's a goofy looking walk. So you see, I go for quirkiness, and Shiranui Gen-an fits the bill in SSII. I first started using him because he was just so darn ugly, and the more I played using him, the more I began to like the character. Now, I hardly use anyone but him, and I'll tell you why. He's perfect. Really. There's nothing he can't do. He can whoop you on the ground or slash you out of the air. It doesn't really matter to him, but when the fight is over, you know who will be left standing. The following blurb is adapted from the TAPFAQ: 4 Good Reasons to play as GEN-AN SHIRANUI: --> Regular attacks quick and long-ranged (You know it, baby.) --> Quick slide that can be repeated (Repeated, blah. Only if you're into cheese.) --> Nasty air AB slash (Not to mention the Almost-As-Nasty air B slash.) --> That maniacal laugh (Ya, ha, ha, ha.) Plus don't forget: --> Decent choice for alternate color, a nauseating purple --> Awesome-looking Freddy Krueger type weapon --> That great butt scratch 3 Bad Things about GEN-AN SHIRANUI: --> Standing AB has big initiation and recovery time (True, but ooooooouuuuuuch!) --> Special moves kinda suck (I beg to differ.) --> HE EATS PEOPLE, FOR CRYING OUT LOUD (Where'd you get that idea? That's an alien in his stew.) And now my own feature, a listing of each of the other characters, and why not to use them (in alphabetical order)! Cham Cham: Lousy range, specials too easy to block Charlotte: Does little damage, bitchy in general Earthquake: Slow as molasses in January Galford: Predictable Genjuro: Too aggressive, too pink, and too loud Hanzo: Cheeseball of the century Haohmaru: For simple minds Jubei: Way too easy to counter Kyoshiro: That jump is ridiculously slow Nakoruru: Zero range and almost no damage Nicotine: Almost impossible to hit anything Sieger: Very clumsy Ukyo: Everyone and their mother uses Ukyo Wan-Fu: Can you say 'dork'? Gen-an's Standard Moves (also taken from TAPFAQ with some modification): ------------------------------------------------------------------------ Standing Far -- A/B: Claw Thrust AB: Lunging Forward Slash C/D: Side Kick CD: Backflip Kick Standing Close -- A/B: Claw Swipe AB: Upward Swipe Crouching Far -- A/B: Claw Thrust AB: Upward Swipe C: Short Slide D: Medium Slide CD: Full Slide with a High Kick Crouching Close -- A/B: Claw Slipe Jumping -- A: Claw Swipe B: Upward Forward Slash AB: Downward Circular Slash C: Knee Thrust D: Side Kick CD: Somersault Kick Notes on the above: The first time you use Gen-an, you may find that you keep doing the same moves over and over despite different joystick/button combinations. This is not an accident. Many of his moves look a lot alike. However, they differ significantly in power, which means you could easily fool a human opponent into thinking you doing a rather benign A slash when in reality your doing a much meaner B slash, hitting them for quite a bit more damage. This also works in reverse. You could be doing a very quick A slash when your opponent is thinking you are doing a more aggressive B slash; consequently, they jump at you, thinking you will be wide open, and you quite ungracefully knock them out of the air for making such a foolish mistake. As stated before, Gen-an has great range with his claw, as good as Charlotte's epee, and almost as good as Kyoshiro's naginata. In addition, it is a very quick weapon, especially the A slashes, which means you recover fast enough to block an incoming strike and then counter with one of your own. The standing B slash will likely be your workhorse, though, along with the crouching B slash, which looks almost exactly like it. These are quick moves which take off a decent chunk of damage and have good range. In close, they retain their speed and damage causing capability, and are great for punishing those who try to jump over your head. Gen-an's AB slashes are rarely useful during the course of the battle, but when they are use them above all else. The standing far AB slash has an enormous reach and does heinous amounts of damage, but has such lag before and after that it is dangerous to attempt. Save this for stunned victims, or, if you're really good, for swiping at people as they land. The up-close AB slash is even less useful during the battle. You can try it on the larger opponents when they're stunned (Earthquake, Wan-Fu, Sieger), and it does as much if not more damage than the far AB slash. However, it will outright miss the smaller folks, and it seems to be a little less consistent about showing up when you want it. Therefore, stick with the far slash; you'll be glad you did. But don't rely upon the claw, as great as it is. Gen-an's kicks are quick effective as well, especially the sliding trio. A CPU Gen-an just loves to do multiple sliding C kicks at you (sometimes 5 in a row!) and then follow up with a slash. You should feel free to do the same if the need arises. My personal favorite is the CD sliding kick, though. It's quick and has great range. In addition, even if the opponent blocks the first part, he has to watch out for the follow through. I've beaten many a CPU opponent with this move as they jump in the air to avoid the slide, only to land on my foot on their way down. In the air, Gen-an rules. If on the offensive, you can use the extremely quick AB slash. This takes off mondo damage and is great for catching opponents beneath you. On the defensive, Gen-an can slash almost anybody out of the air with his upward arcing B slash. It has quite a long reach, and can only be countered (as far as I've seen) by a long-distance Kyoshiro slice, a too-close Cham Cham face-scratcher, or the occasional Sieger bellyflop. Anything else that beats it is usually a fluke. Even more reliable, and surprisingly so, are Gen-an's air kicks. The angle on these seems to be just right so as to catch any who gets near him in the air, making these an effective counter to the Cham Cham and Sieger moves mentioned above. I will admit that I don't use these very much because the claw just seems to work wonders when you're airborne. General fighting style with Gen-an is really up to the person playing him. You could use him quite aggressively and do just fine; that is how the CPU uses him and it is very tough when doing so. Yet, I prefer to be a little more conservative with this guy, which really seems to make him even tougher. With the reach that the claw gives him, Gen-an is wonderful at blocking and counterattacking, and his straight jumping B slash will take out almost any incoming opponent. He is quick enough to stop moves such as Ukyo's Snowfall Slash before they get started, and does enough damage in the process to make it really count. Experiment with him and you'll see that you really can go either way with it. Even better is to mix the two styles, switching back and forth arbitrarily so as to confuse the opponent. This _will_ work. Gen-an's Special Moves (and there was much rejoicing): ------------------------------------------------------ Poison Cloud Puff: | \ -O + Slash O O Gen-an reaches into his vest pulls out a little jar, turns back, takes in a big breath of air, and blows across the rim of the jar, producing a noxious purple cloud. The damage done by the cloud is proportional to the strength of the slash used, as is the speed with which it travels across the screen. Of course, it also takes longer for Gen-an to blow out the more powerful poison clouds, but not so much longer as to make a difference most of the time. Using the poison clouds is next to impossible up close. It is too easy for an opponent to swat you and stop the sequence of animation dead in its tracks. In fact, it is also very difficult to use the poison cloud as a missile counter, as it just takes so long to produce the sucker. What it is good for is (1) catching jumpers, providing you have a good sense of timing and (2) shielding yourself from attacks. The second use is especially for the A poison cloud as it barely moves from its original position. If you hit someone with a poison cloud while they are on the ground, they will turn purple, ugh, and sit there and cough for a few seconds then fall down. During this time, they are immune to all attacks, something I hope will change in the near future as it is rather annoying to see your opponent sitting there wide open for a gigantic AB slash and knowing that nothing will happen if you try. Granted, the poison cloud does do more damage than most other missiles, but I would gladly sacrifice damage for a true stunning capability, rather than this melodramatic crap. Slaughter House Tumble: -O | \ + Slash O O Gen-an curls up into a little ball and rolls across the floor in the direction of the opponent, screaming the entire way, making for a rather noisy maneuver indeed. If jumped over, he proceeds up the side of the screen then falls back off at an angle. It blocked, he hits a seemingly random number of times, taking off a little damage with each hit, then rebounds much as if he had hit a wall. The bigger the slash you throw into this one, the faster Gen-an rolls and the more he flies up into the air after coming into contact with something. Note: This move can be performed without the weapon; it just doesn't look nearly as cool. As a personal preference, I almost always use the AB slash with this move because with either A or B alone, Gen-an moves so slowly that it is easy to knock him out of the tumble with a low slash or kick. Granted, I leave myself wide open to missile attacks if I miss, but (1) human opponents often can't time it well enough to hit and (2) CPU oppnents often don't bother. Against opponents in the corner, this move just rocks. If they don't knock you out of it, then either they have to block it, losing several pixels of damage anyway or they have to jump over it in which case Gen-an often baps them on the way down, because he is just as deadly at the end of the tumble as he is at the beginning. This move is good for knocking off that last little bit of health off an opponent because it often hits multiple times even if blocked, and each of those hits takes off just a little bit of damage. After 3 or 4 of these blocked hits (often as a result of just one tumble) almost any opponent who is desperately clinging onto life will drop. This move is extra effective in tight, where opponents do not have time to knock the little bugger out of it before he runs into them. It is a quick move to pull off and gives no warning of its impending destructiveness. A warning about using this move on later matches: Skilled CPU opponents will simply not let you near them with this move, by perfectly timing a low slash or kick to knock you out of it (a feat most humans could only accomplish due to a pure, unadulterated accident). Charlotte will lunge low, Haohmaru will slash at your feet, and Mizuki will absolutely murder you if you try this from any distance. You must be in close to do this move towards the end of the game. If the opponent still knocks you out of it, it was not meant to be. Blood Grip: -O \ | / O- + Slash O O O In this move, Gen-an tosses his claw, which is attached to a previously hidden chain, at his opponent, then pulls it and the opponent back toward him. If it connects, the foe is also stunned for a few seconds in which time, Gen-an can do what he wills to him. A rather quirky feature of it is that the B slash seems to have the longest post-move delay of all three versions while the AB slash seems to be the quickest one for Gen-an to finish. So if you're going to do it, go for the AB slash, it is by far the most efficient. This move is slower than Nicotine's very similar Choke Chain, and has a longer delay afterwards while Gen-an blinks. It does moderate damage itself, mega damage with the follow-up strike, and looks pretty darn cool. Unfortunately, the delays both before and after make it far from practical. It works well against newbies who tend to get caught totally by surprise and against lower level CPU opponents, but against anyone else, the net result of trying this maneuver is usually a slash across your own chest. One good this about this move is that it, like the Tumble, is good for knocking off those last few pixels worth of health, especially when the opponent is expecting a Poison Cloud Puff or a Slaughter House Tumble. Blocking does no good if an opponent is low on health, and it generally moves too fast to jump over unless you see it coming. Super Shredder: BCD when attacked This move is rather like an airborne version of the Slaughter House Tumble. If the buttons are pressed when Gen-an is hit, he will, after a brief pause, launch himself through the air spinning around with his weapon extended. If blocked, he bounces off and lands a few feet away. If he flat out misses, he lands normally. The hard part about this move is timing. Guessing when you are going to get hit and pressing three buttons at that time is nigh impossible, though it seems that you can press the buttons slightly after you get hit and still get the same effect. If the opponent continues to slash at you, he will end up being torn to shreds with your counterattack. If he stops, you will likely bounce off his block and land on the ground safely out of range. This move is good in that it is safer than the Tumble once it is actually started, as knocking Gen-an out of the air is not a doable feat. Also, a rather neat glitch, unless you fall victim to it, is that sometimes Gen-an ends up slightly behind the foe as he comes down, meaning the block does no good and he tears into them as if they were just standing there. Anybody who has experience fighting Cham Cham will know exactly what I mean because her Face Scratcher sometimes does the same thing. In addition, it is wonderful against human opponents who tend to hack and slash away at you while you're next to them, meaning that they will get nailed when you fly at them with this move. Unfortunately, you still have to take some damage in order to pull this one off, and I don't think I've ever hit a CPU opponent with it. Like Hanzo's and Galford's retaliation moves, this one is more for the CPU's use than yours. Manual Shredder: \ | / + BCD O O O The appearance of this move is the same as the Super Shredder. The difference lies in that you do not have to be hit to actually start it. That's a significant difference. No timing to worry about, no damage to eat. However, it seems damn near impossible to pull off. I have yet to actually do it, despite numerous attempts. I usually end up with a B Poison Cloud Puff (Note the similarities between the moves). That's rather disappointing as this would be the ultimate for finishing off an opponent. *POW* Magic Diving Claw: -O \ | / O- -O + AB O O O This is a fun one to watch. Gen-an stands up like he going to do his standing far AB, but then rushes forward at the opponent, screaming and sending off sparks. If blocked, he finishes the same as a standing far AB with the omission of the little crawl forward he does after that move. If not, oh boy, then the fun begins. Gen-an grabs the opponent like he is going to kick the crap out of them, but instead tosses them onto the ground and dives, claw first into their abdomen, where he spins around screaming with glee. He then leaps off and the opponent's weapon breaks. This is a rather difficult move to pull off and actually do anything. Smart opponents will just block then proceed to kick the dookie out of you. Therefore you must learn to be sneaky about it. First off, figure out how to do the move quickly; granted, this is not easy, but it can be done. Second, and just as important, wait for your foe to be vulnerable. Wait for them to taunt you or jump needlessly. Another alternative is to time this so you reach the foe as they get up. Or even throw this in at the end of one of your own jumps. If you limit your attempts to these situations, your success rate will go up very quickly, and you will get to watch your opponents squirm more often. Note: A CPU Nicotine gets hit with this a _lot_. With all the sneezing and stuff that he goes during the battle, he leaves himself wide open to getting nailed. A Few Other Things courtesy of the TAPFAQ: ------------------------------------------------ Throws: -O + B, AB, D, or CD Gen-an grabs the opponent then kicks them in the stomach several times with his knees before tossing them to the ground and hopping away. Super Deformed Transformation: -O \ | / O- -O \ | / O- + C O O O O O O I have not seen this, or any of the other transformations myself, so I cannot confirm them, and, given the joystick motions involved, I doubt I will ever be able to do so. :P Taunts: AC: Laughs. BD: Lowers weapon, blinks. (Note: He also does this after Blood Grip) AC without weapon: Pulls hair from head, looks at it. BD without weapon: Same as AC without weapon. I have done these. They do work. Good for annoying people, especially the laughing taunt. ----------------------------------------------- Gen-an's Movement: This guy has some rather special mobility which makes him a very interesting character to play. First off, he can do what is known as a triangle jump. This consists of jump up against the edge of the screen then jumping off the edge higher up and farther out that you could normally. It is a rather effective strategem for getting out of corners, especially when combined with a jumping AB slash which could hit from behind. Cham Cham, Earthquake, Galford, Hanzo, Mizuki, and Nakoruru can do it, too. Gen-an can also crawl forward or backward. The backward crawl is nice because it lets you move away from your opponent and automatically block any incoming low attacks. The forward crawl is good for making human players of stunned opponents antsy while you creep towards them. He also has an interesting little roll forward maneuver, I refer to as the spider hop. I call it this because of the position Gen-an takes when performing it; his legs are spread out much like a spider's. This is effective for getting up very close to your opponent so you can throw them, but only effective when you are already somewhat close. It is also good for ducking under certain projectiles, e.g. Nicotine's electric hawks, without sacrificing an aggressive stance. On top of all this, the spider hop just looks downright wicked. Gen-an's Victory Poses: Which one of these comes up depends upon (1) whether you have your weapon or not and (2) which direction the joystick is pointed when you deliver the final blow. I do not know as of yet which direction delivers which pose, but I hope to determine this very soon. Anyway, here they are in order of least cool to most cool. * - Gen-an (weaponless) bows to the opponent. ** - Gen-an does a claw thrust, sticks the weapon in the ground, then bows to the fallen foe. *** - Gen-an watches as his kids leap from his clothes. All three then laugh at his opponent. Kinda gross if you ask me. **** - Gen-an tosses the claw high into the air, turns around, and catches it on his left hand, making an 'eep' sound as it presumably nicks him. ***** - Gen-an tosses the claw high into the air, turns around, and proceeds to miss catching it entirely. In an attempt to hide his mistake, he scratches his rear with his left hand and scuttles off the screen. Translations (or, What Is He Screaming About, Anyway?) ------------------------------------------------------ I don't know Japanese, but Kenichiro Tanaka does, and he not only figured out what Gen-an (and every other character) was saying, but what it meant. I offer you now some insight into Gen-an's ravings. Phrase: Shine! Translation: Die! Occurrences: Gen-an screams this when he does the Super Shredder. He also screams it repeatedly when doing the POW Special. Phrase: Azami! Translation: Azami! (That's his wife :P) Occurrences: Gen-an cries this out when he loses. :( Phrase: Koroshicharu! Translation: I'm going to kill you! Occurrences: Gen-an screams this out when he gets angry. It is also the phrase you hear when you select him to play. Other things that he says (in broken English) -- Beginning of game: 'Who? Who awakens me?' Before a match: 'I drag your soul into the evil world.' After a match: 'Dead! You are dead! Serve you right! He he he!' Before a mirror match: 'Who is the real king of evil? Let's have it our (sic)!' After a mirror match: 'I'll take your clothes and talons. Oh a perfect fit!' During the interlude (after match #8): 'I have killed all, keeping my word.' [to Mizuki] 'OK.' [to Mizuki] 'The evil king is me!' Just before the final match: 'The evil king? I'll get you at any cost!' 'So I said I'm the king of evil!' Gen-an's Ending: ---------------- Blah. This is pretty silly, but I'm trying to be as complete as possible, so here it is. Gen-an is shown in a forest. He does victory pose **** (the one where he catches the claw and eeps) and says, 'Don't make me laugh. I'm the evil king. Well, who will be my next game?' He then leaps off the left side of the screen. The scene changes to his underworld stage with the boiling pot in the background. On his right stands Todo from Art of Fighting in a battle stance. Gen-an instructs Todo, 'Kill! Hate! Live up to your anger!' Todo replies, obviously not realizing just what Gen-an has accomplished, "Hmph! You inexperienced...you are not my...Hey!' The last part is due to the fact that Azami has just rushed in. 'Azami!' Gen-an exclaims. She replies, 'Stop doing such things please, my darling!' Gen-an turns his back and harumphs, "Ha! The evil king has no place for women!' Todo can be seen tapping his foot impatiently. Suddenly, Gen-an's kids leap out of his clothes, one of them landing on Todo's head, and they plead with their father, 'Let's go home, Dad. Mom is with baby...I want to have dinner with everyone.' Gen-an sighs and lowers his head, '...All right.' In response, the son cheers, 'Yey!' The scene fades to black with Todo standing out, and he remarks, 'Nice story!' ONE YEAR LATED (sic) Azami is shown holding a normal looking baby. Gen-an beams, 'Oh, good boy.' As his kids ran past with his claw he says, 'Hey!' He chases them around for a bit, sometimes scuttling after them, sometimes rolling. The screen then freezes and a Japanese text appears. Individual Character Strategies (Woo woo!) ------------------------------------------ In this section, I hope to detail each of the characters found in SSII and give you an idea on how to fight them using Gen-an. The tactics listed below are not guaranteed to work by any means, but they are the ones I use, and they seem pretty darn effective. In addition to strategies, I include with each character my opinion of how difficult I think they are to beat, on a scale of 1 to 10, with 10, naturally, being practically impossible. If you have a method of beating a certain character which seems to work fairly consistently, and consequently makes the character easier to beat than the method I have listed here, please let me know. I'm always open to suggestions, and anything which would provide a little more consistency to my game play and that of everyone else is surely welcome. Cham Cham (2): This little one is probably the easiest opponent you could possibly have with Gen-an. He just rocks her world. First of all, her reach stinks, which means Gen-an already has a big advantage. In addition, she jumps a lot, something Gen-an is great at punishing. These two facts add up rather quickly to a defeated Cham Cham and a sad Paku Paku. My approach is quite simple: crouching A a lot, with an occasional standing A, crouching B, or standing B. Every once in a while, I throw in a nice CD slide for good measure. All Cham Cham can do against the quick slashes is either block them or jump over them. If she jumps over them and towards you, jump up to meet her in the air and do a nice big B slash. She'll eat it every time. Note that if you use a B slash to get her up in the air, you often don't recover quite fast enough to jump up and nail her. That's why you should use mostly A's. You should also learn very quickly the difference between Cham Cham's jump and her Face Scratcher launch. With the latter, there is a sound like a rubber band and her screaming 'Ay!' This should be your signal to block rather than jump and slash. Sometimes you can catch her with the slash anyway when she launches herself at you in this manner, but you're better off blocking and sticking her after she bounces off. Charlotte (7): Charlotte is quick and that will cause you problems. Then again, her speed causes everyone problems. Her special moves for the most part stink royally, so there's not much need to watch out for those, but some of her regulars are real whoppers. Her standing CD leaping forward boot to the head is bad news if you don't block it, because she'll generally follow that with a couple of pommel bops to ring your bell. But fear not, brave Gen-an player, she is not impossible. First and foremost, start the round with a crouching A. She almost always starts with a quick lunge forward, and you'll catch her with this just before her epee connects with your eye. Follow it up with more low A's and B's, and the occasional slide. You've got to keep her back on her heels, and force her to become very aggressive. Get her to jump at you then leap back and slash at her. This is difficult because her jump is so quick, but it works rather consistently. Blow poison clouds at her a lot, too; she seems inexplicably susceptible to them, often walking right into the things. Generally avoid Slaughter House Tumbling at her, because she'll just block it then stick you with a Power Gradation. Either that, or knock you out of it with a well-timed low thrust. Jump at her using quick attacks to counter her quick attacks, and sometimes a nasty AB. Never, never, never jump at her when she's angry. She'll whip out a star slash faster than you can blink, then you and your weapon will be history. Earthquake (3): He may be big and have great range, but the Texas Ninja Bandit should get eaten alive by Gen-an's relative quickness. Jump at this guy a lot, and do whatever you like when you're up there. B slash, AB slash, D kick, it doesn't matter. About half the time, you will connect; even more often than that at the beginning of the round where Earthquake _always_ tries to hit you low. Follow up your slash or kick with a crouching version of the opposite when you land and you've got a nice combo which he will likely not block at all. Repeat this process as necessary. Oh, you can stay on the ground and slash at Earthquake's feet all day, but he's got a big range advantage and you'll often take more than you give that way. Defense is almost entirely unnecessary when fighting this guy. You should be on the attack almost constantly, and you'll need to be to do enough damage to win. However, you've got to watch him. Whenever he disappears, he is going to do a 'b', a 'c', or a 'd': buzzsaw, clone, or death from above. No matter which it is, go into a block at first, until you see what's he's going to do. If he buzzsaws, block and wait until he stops then slash at him. If he clones, pick one and use an A slash; if it's wrong, you'll often have time to hit the other. If goes for death from above, just block it, and you just might be able to stick him after he deflects. One final note: Don't worry too much if he hits you with his POW. Your kicks are effective enough, especially the slides, that you should be able to stall until your weapon returns. Galford (5): Galford is tough to rate because his difficulty can vary widely depending upon how cheap the CPU is feeling that day. Most of the time, he's not too tough, though, as long as you remember the key word: move. Stay moving against this guy. He's going to be jumping and charging a lot, so you should do the same. If you don't he'll take you apart piece by piece while you stand there confused. Use lots of A and B slashes as anything else will have too much delay on it to be useful. A well timed Tumble can be effective if you've got him in a corner, but otherwise it's generally not worth the effort. Jump with him; your air superiority will tear him to shreds, especially if you use the B slash. The reason for this is that he'll generally be higher than you in the air, and the upward arc of the jumping B slash will catch him before he kicks you. If Galford starts ordering Poppy around, just block and wait it out. You'll take minimal damage, and sometimes, if Galford is too close when he sends the dog after you, you can stick him before he gets his defenses back up. Don't try to guess whether the dog will charge at you or fall from above; you'll always be wrong. And I do mean always. This is an unfortunate bit of cheat code in the game -- if you jump in the air to dodge the dog, he'll fall from the sky and bop you every time. Wait until you know what the dog's going to do before you react to it. By the way, Galford's retaliation move really stinks. If you slash at him and he disappears, block. He'll appear from the sky, bounce off your block, and be wide open for a claw to the belly. His other disappering tricks can be countered in much the same way as Earthquake's. Gen-an (6): Fighting a mirror match is tough for any character, but I think fighting another Gen-an is probably one of the most difficult. The reason: Gen-an just rocks as you well know if you're a dedicated player, and the CPU knows how to use all his little tricks, especially the cheap ones like the repeated C slide. But a little knowledge is a dangerous thing and the easiest way to counter Gen-an's tricks is to know about them; the easiest way to know about them is to use and learn all of Gen-an's intricacies yourself! Do a lot of countering against the CPU. He will be quite aggressive, so consequently you should take a defensive stance to defeat him. This will allow you the time to react effectively to his maneuvers. Block or jump over a Tumble and slash at him when he lands. Throw a Blood Grip through a Poison Cloud. Do a jumping AB slash to stop the multi-slide. Overall, use his aggressiveness against him. He will jump a lot, sometimes at you. Go up to meet him, using a B slash to get him from below before his AB can get you from above. Genjuro (4): Fighting the loudest warrior of the bunch is much like fighting the mirror match, only not near as difficult. The CPU Genjuro is ridiculously aggressive. Just wait for him to make a mistake. He will, and he will often. Genjuro leaves himself open for counterattacks a lot, whether it's from a poorly-timed AB slash or a wildly swung Flash of the Phoenix. When he does so, nail him. It's that simple. Oh, he'll hit you every once in a while, and it will hurt badly, but he always tries to do too much. Wait him out, and he'll drop with little sweat on your part. Hanzo (6): If it wasn't for one particular move, Hanzo would only rate about a 3 or 4 in difficulty. But, it seems that the CPU Hanzo can do the Shrike Dash just about whenever it feels like it and so you can hardly afford to get close to this one. Keep Hanzo back with A and B slashes, sliding occasionally to keep him off balance. Jumping at Hanzo is generally a bad idea, because he'll just catch you before you land and slam you into the ground one way or another, though occasionally you can get a slash in and keep him from doing so. Be warned, these occassions are few and far between; don't expect more than one or two per battle. With better reach than Hanzo, you really don't need to get inside on him, so don't. Stay back and remain calm. Overall, be patient. This may not be pretty or fancy, but it works. Watch for his teleportation tricks like you do for Earthquake and Galford. The same tactics will remain effective, with one slight change. Hanzo's BCD retaliation appears low on the ground, not from the sky. So instead of blocking and then countering, jump up if he disappears when you stick him. He'll appear crouching just underneath you, and you can slash away. Haohmaru (7): Haohmaru sucks. Using him requires no skill whatsoever and is an act taken by impatient dweebs. Doing cheesy things with him is a strategy used by cowardly dweebs, the CPU included. Now that that is off my chest, I'll explain to you what you should do when you have to fight this cheeseball. It's going to require some work and no small amount of luck, because the CPU seems to almost always order extra cheese with this pizza face. Haohmaru has an extremely long range with his AB slashes _and_ they are very quick. If you ask the CPU when fighting it, it will say that they are quicker than your A slashes, which of course is crap, but like I said, the CPU tends toward the unfair side with him. You've got to watch for those big slashes and block them. Block low so he doesn't get your feet either. Then, stick him. Lots of damage is not a priority, you just have to whittle this guy down little by little. Sliding kicks are somewhat effective. You'll end up on your back as often as he will, but that's the price you pay for being aggressive. Do not jump at Haohmaru unless he is already in the middle of something. He will do a Crescent Moon Slash faster than you can say it, and he will do it every time. Even if he happens to miss with it, he'll likely slam you into the ground anyway. So, hang back and counter, if you can. If he tosses a whirlwind at you, which he does a lot so that you'll jump over it and he can nail you, toss a Blood Grip at him. It'll cancel the cyclone most of the time and stun him. Heh, that's what he gets for being such a cheesehead. Something to note is that sometimes, Haohmaru will be very susceptible to crouching A and B slashes. He will try to do a Crescent Moon Slash to hit you before you hit him and fail miserably. Let me emphasize that this only happens sometimes. Test it out once or twice in a round. If he falls prey to this tactic, milk it for all it's worth. This guy is too cheesy to waste your money trying to reason with the CPU. Jubei (4): Patience is the key in fighting Jubei. Never get too anxious or this samurai will punish you for it. Taunt him with A and B slashes, some standing, some crouching. Slide at him, too, a move which often connects. Jubei will block most of your attacks, but one out of every six or so will get through, if you have to patience to persevere. Jumping is rarely effective against Jubei. More often than not, he'll toss you away like a stinky pair of socks. If you do jump, go straight up so that if he wants to hit you, he must become the aggressor, something which he does not do particularly well. That, combined with Gen-an's air defense spells doom for Jubei. Be sure to block a lot when fighting this guy, especially right after your own attacks. He is an expert swordsman and fights as such, parrying and thrusting, parrying and thrusting. After blocking one of your attacks, he will often try to stick you. Block this incoming attack and you will quite likely be able to connect with a quick A claw thrust. He's not terribly imaginative, but he is effective at what he does. Kyoshiro (3): The kabuki master may have more reach than you, but the CPU almost never uses it to its advantage. This is a good thing, or Kyoshiro could wipe Gen-an up rather quickly. Believe me, I know, I have actually seen the CPU decide to use it's reach, and it wasn't a pretty picture. One thing you can count on with Kyoshiro is that he will jump a lot. As if this wasn't bad enough for him when fighting Gen-an, his jumps are slow to boot, meaning the player using Gen-an has plenty of time to think about what awful thing he is going to do to the guy. True he has some nasty air moves, but he rarely uses them effectively, mainly because their range of motion is so small that it is difficult to actually hit anyone with them. On the ground, Kyoshiro is even worse. He's still slow, even if his range is good. You can get inside on him and just wail away with lots of B's. There is little he can do to counter. Have fun with this guy. Nakoruru (5): For a little girl, Nakoruru can be a real pain in the tush when it comes to fighting. With such great speed and range of motion, all her activity makes her difficult to get a hold on. If she were to stay moving constantly, she would cause problems, but there is one time when she must slow down. That is when she wants to use her bird, and she just loves to use that bird. Whether she's sending it at you to fry your bum or she's jumping up into its claws to drop down on you, she has to stand relatively still to do so. This is when you should attack, and attack hard, especially when she is flying on the bird. In the meantime, jump around. Stay moving, like you do with Galford, using quick attacks with little delay or recovery time. It you don't move, she'll nickle and dime you to death. Unlike the American ninja, however, be a little more aggressive. Nakoruru will not punish you quite so severely for jumping in on her at a bad time, so go after her when you feel the urge, just don't do it constantly, or she'll slice you up the middle and use you as an overcoat. Nicotine (5): Haohmaru's master is thankfully not the one who taught him his cheese. Instead, he is a crafty fighter who knows his strengths, and how to use them. Watch out for this one and don't underestimate him because of his size. His small height, in fact, gives him quite an advantage. You can fight Nicotine much like you fight Cham Cham, but you've got to make sure you stay back on the air slashes. That staff of his is a great tool for knocking people out of the sky, but due to Nicotine's bizarre style, it's longest ranged attacks reach more down than over, so you can hit him with a B slash from a good distance away before he can bop you on the head with the staff. His most straightforward air staff strike has a relatively short range, so if you jump straight up or back to meet him, he'll miss you with it. His hat is a bit of a pain in that it generally gets in the way, but it does so little damage as to be inconsequential in the end. On the ground, Nicotine has a little more to offer than Cham Cham does, so you have to keep your eyes peeled. He has three different basic card attacks: the confusion card, the electric hawk, and the flaming dog. Of these, the last is the only real worry. The first has such short range that you can block it and stick Nic. The second can be ducked or spider hopped under. The last must be blocked low or jumped over. This gets to be a hassle when trying to get within weapon range, even more so when it actually hits, because it does some significant damage. The one to really watch out for, though, is his POW card; that's the big one he can toss out there very quickly. If you get hit by that, get away and beg for your weapon back. Without your claw, Nicotine has a huge range advantage on you, not to mention more tricks up his sleeve. Sieger (6): He of the bald head and the thick accent can be a real problem to fight sometimes. He's got a pretty good reach with the mechanical arm, and he has all sorts of things he can do with it, the most annoying of which by far is the Wolf Fangen -- that's the one where he grabs you by the toes, stuffs you into his arm, then shoots you across the screen, a very painful experience. What makes it extra difficult to deal with is that it hits low, meaning you're going to have to block low, and Sieger seems immune to everything else while he does it, a fact which is quite annoying. To be successful against Sieger, you're going to have to watch out for this move, and be prepared to jump over it. For somebody who's not supposed to be very good in the air, Seiger seems to do an awful lot of damage up there. Consequently, you should avoid getting into a dogfight with him if at all possible. If you are unfortunate enough to get caught in the air when he launches himself at you, try countering with a big AB slash. The downward motion of the move will catch the clumsy Sieger, who will almost always be below you. The exception to this is when he either jumps first or tries a Blitz Jaeger (the flaming bellyflop). If he is stupid enough to do either of these, make him pay with an upward-cutting B slash just before he lands. The CPU Sieger does lots of Blitz Jaeger's, most of them needlessly, and you can tick away lots of health by slicing him when he does so. One peculiar thing about Sieger is that he does seem rather vulnerable low, so do A and B claw thrusts at his feet. Many times you will hit, but if you don't quickly hop away so as to avoid a retaliatory Wolf Fangen. Sliding kicks are also nice, as is the occasional Slaughter House Tumble, but be careful, because he can and will Wolf Fangen you out of these manuevers. Ukyo (5): The mystery man is truly a mystery. He has a huge variety of effective manuevers which he could use to slice you up into little bits (Why do you think every uses him?), but the CPU Ukyo almost never uses any of them effectively. The Swallow Swipe does minimal damage unless he actually catches you with the sword in the process, and the Afterimage Attack is rarely successful. More often than not you will knock Ukyo out of the latter by attacking with numerous A's and B's as well as sliding kicks. His Snowfall Slash you can see coming from a mile away; once he tosses that apple, do a quick A claw thrust, and he'll never get started. Even if he does get this move off, you can hit him with a low thrust while he is busy slashing at the air. In the air, Ukyo can be very dangerous, especially if the CPU is being liberal with its use of Swallow Swipes. If Ukyo has a POW move in hand, do _not_ jump at him. As Gen-an you can be quite effective on the ground against this guy, so don't blow it by getting torn to shreds off of it. Ukyo does have a mean little diving AB slash which can take out your feet. It is a very fast maneuver, especially for an AB, and does quite a good chunk of damage. Be prepared for it by blocking low, and countering with something painful. After a few unsuccessful attempts at taking out your feet, the CPU will generally give up on this move, especially if you sticking him afterwards. Wan-Fu (7): Of all the regular characters, this is the one I dislike fighting the most. It's not because of any particular weakness Gen-an has against him or because of his general toughness. It's because the CPU likes to pull of a number of lame stunts with this guy, especially if you get ahead. The only move he has which should cause any real problem is the Confucious Swipe, during which he can spin around once, twice, or even three times. The CPU will pull this move off at will, but most often when you have a lead and are going for a low slash or kick. The CPU has the advantage in that it doesn't have to wait for the animation of a move to react to it; it reacts to your joystick movements. So if it suspects you are going to try to stick Wan-Fu in the feet, it will react by initiating a Confucious Swipe to prevent you from doing so. This is not to say that it does this all the time. At the beginning of the match, A and B slashes, crouching and standing, seem to be quite effective, especially after one of Wan-Fu's botched long pillar slams. On occasion, you can even catch him with a standing AB and revel in the wonderful slicing sound that it makes when it connects. Wan-Fu is generally bad in the air, except when he is actually above you. In this situation, he has a variety of moves he can perform while airborne all of which he can follow up with a quick Confucious Slash, making for a nasty combo. Therefore, don't jump second at this guy; you'll only regret it. Aggressively jumping has moderate effectiveness, mostly when combined with AB slashes. Of course if you miss, Wan-Fu can throw you just like every other character in the game can do. One rather amusing thing which Wan-Fu does is his Benpatsu maneuver. This one you will recognize immediately because Wan-Fu will place his pillar on the ground, then start banging his head on it. This costs him some of his health, but increases his POW meter to full. Translation: Stick him before he finishes. Be careful not to touch the pillar when he is doing this as you will only get hurt. Instead use something with a long reach, like a B slash, a Poison Cloud Puff, or a Blood Grip. Do _not_ try a standing AB slash as tempting as it may look. Also note that it seems that the CPU has absolutely no idea when this is good move to attempt; sometimes, Wan-Fu will start banging his head when he has almost zero health and is standing right next to you. Slash him when he does this then say, 'Silly boy.' Kuroko (7): My information of Kuroko is pretty sparse to say the least. I have only fought this guy once, and I was just learning how to play the game at the time when he decided I looked like a sucker and jumped in. Despite my inexperience, I did have some success against the judge, and even almost beat him in the very first round! I cannot offer much as far as what to do and what not to do against him, except to tell you to use your strengths. Gen-an has good reach: use it. Keep Kuroko back and slash at his feet. Slide at him, too, to mix things up, but do not get involved in a projectile war as you will lose very quickly. He's got more long-distance attacks than your little brother has baseball cards, and Gen-an's pitiful Poison Cloud Puff is just too darn slow to effectively cancel them out. Kuroko also seems to be one tough customer in the air, but almost all of his air attacks go downward. This means that you should do your best to get above him in the air where your AB slash is at its peak effectiveness. Mizuki (8): The boss character, fittingly, is the one that will cause you, as Gen-an, the most problems. She is super-fast, faster than any other character, and has great reach with her gohei. She has a wide variety of special attacks, which you can only counter in a satisfactory manner if you can recognize them for what they are. Worst of all, she laughs at you when she wins; that's enough to make me scream 'Koroshicharu!' along with the little guy. Mizuki's demon dog really shouldn't cause you any problems. It has three different attacks: the Swine Curse, which is terribly slow, along with the Rush Demon and Mad Demon charges, which can be countered in much the same way as Galford's Poppy attacks. An important difference is that Mizuki's wolf-thing never appears from the sky, so you can safely jump in order to avoid the thing. However, there seems to be a small glitch in the game with the Mad Demon attack. If you try to jump over this one, make sure you get well over it, because if you just barely clear the dog, you will still get caught by his attack. This most likely has something do with a small graphical aura surrounding the dog which is used by the program running the game, and there is nothing that can be done about it. Just be careful, and get a good leap. Mizuki herself has three different different projectile attacks. First, there is the Mass Confusion; you can guess what this does. It is easily recognizable as a shimmering whitish globe which floats through the air at you. If you get hit, all your joystick movements will be reversed, and unless you are very good at switching orientation, stick with simple attacks at this time like crouching (now jumping) slashes. Also, be sure to press _forward_ to block. The second projectile is her Passage Through Hell attack. This appears as a blue portal that zips along the ground; when it gets underneath you, two hands reach out and pull you in. You will then appear from the sky and get slammed into the ground for quite a lot of damage. This is probably Mizuki's most effective attack. It moves quickly, takes off quite a lot of health, and must be blocked low or jumped over. The last, and meanest projectile, is Mizuki's POW move: her Hell Tempest. She creates a black sphere which boomerangs out at you. That is to say, it can hit you going either way! If it does, forget it because you will lose a lot off your health bar and will have no weapon to show for it. Mizuki is very good at tossing this thing out just as you land next to her, so be careful about jumping when she's mad. The most frustrating thing Mizuki can do is teleport, and she does this on a whim. If she starts laughing, that means she is about to disappear and reappear somewhere else. Sometimes this is in front of you, sometimes this is behind you. It is best to assume she is going to pop up behind you, so if she teleports jump back, unless that requires going into a corner in which case jump away. With a little luck, you'll end up with a clean shot at her when she reappears. Enough about what she can do, now I'll tell you what you can do. First off, be patient. It will take some time to be able to recognize all of Mizuki's attacks for what they are, but once you can, she becomes considerably easier. For example, if you can recognize the Mass Confusion and see an opening but have to eat the confusion to slice her, go for it. The Mass Confusion does very little damage, and if you play conservatively, the reversed joystick orientation will not cause major problems. Also, get it through your head that you've got to either block low or jump the Passage Through Hell. This move causes a lot of damage, and if you keep trying to block it normally, you're not going to last very long at all. One thing to note is that Mizuki herself is not a very patient fighter. She will play the aggressor a lot, but don't panic. She may move fast, but she is also quite vulnerable when she does so. Low slashes will catch her a lot when she's charging; use them. She also jumps quite often, and in the air she is very susceptible to your B and AB slashes; which one to use depends upon whether you are below or above her at the time. Mizuki also seems to be what I like to call 'soft in the head.' If you stand directly in front of her and jump straight up, you can often catch her with an AB slash on the way down. Even if she blocks it, you recover so quickly that you can do it again or follow up with different quick slash or slide. She will almost always try to swat you out of the air with her gohei when you do this, but for some reason, her timing is lousy, and she will miss every time, her weapon going right underneath your feet. This is her biggest weakness. Exploit it if you can. That's all for now in this Gen-an player guide. Things I hope to add in future versions: * What joystick positions bring up what victory poses. * Neat ascii pictures of anything associated with Gen-an. * More info on how to fight Kuroko. * Description of Gen-an during the Super Deformed Transformation. If you have any of the above, or anything else which you think should be added to the guide, feel free to let me know by e-mail at dstwalle@dante.helios.nd.edu. My address will be changing in mid-August, but until then, send me the good stuff!