Welcome to the Samurai Shodown II Fringe FAQ v3.0 (and Happy New Year!)
=================================================
Preface
-------
Fringe FAQ is appropriately named as its purpose is to present supplemental
information not found in the other SS2 documents. Leave this document entirely
intact and unmodified when reproducing on paper. If some stranger offers
payment for this document, I ask that you accept only $1 at most.
This FAQ owes its existence to the fact that I am fortunate enough to own the
home version of the game. Much time and effort was spent in researching and
producing this document, nonetheless. It is possible that the home version
differs from the arcade in terms of game play. Please relay any
suspicions.
Attacks are named for ease of understanding.
This release is incomplete and sure to have some bugs. Please send any
corrections, additions, comments, questions, etc. to acn@macsch.com.
Constructive criticism is welcome. Read any fine print before flaming, please.
If this document is worth something to you, I'm all ears to gratitude and
compliments. I admit, I'm only human.
-An Nguyen, author/editor, 1/5/95
Acknowledgments
---------------
Thanks and credits to
Brian Choi, Jamie Klein, Jun Saito, and Gamest magazine for cancelling info
Jamie Klein for Galford Mad Dog slash bypass
David Sweeney for BC hop tips
Anastos 'Tiri' Sotiris for damage observations and suggestions
Billy Bissette and Scott Bradburn for damage observations
Scott Fujimoto for damage/dizzy observations and attempting suicide B)
Edward Ju for damage observations and quote suggestions
Rich Joseph, SS2 Moves List editor, for multi-hit additions, countering Cham's
jump scratch, ninja mirror image bombs, and suggestions
Greg Kasavin, Mark Maestas, Jamie Klein, Stan Wong, and James Tao for info on
blocking Genjuro's slide slash
Julien _? for suggestions and a multi-hit addition
Shawn Gumbleton for Ukyo info
If I missed anyone, I apologize. Please let me know.
What's New in v3.0?
-------------------
-New section on cancelling/buffering attacks
-New section on overriding special attacks
-Updates to Preface, Multi-hits, Subtleties & Tactics, and Miscellaneous
Contents (sections partitioned with asterisks)
--------
1. Damage
2. Multi-hit Attacks
3. Attacks with Blocking Damage
4. Subtleties & Tactics
5. Cancelling/Buffering Attacks
6. Overriding Special Attacks
7. Miscellaneous
*******************************************************************************
1. Damage
~~~~~~~~~
In alphabetical order by character:
Attack Damage to healthy (green after hit)
POW victim who is standing and who has
Character % Attack 0%POW 100%POW
-------------------------------------------------------------------------------
Cham Cham
0 AB standing far 13.5
100 AB standing far 15.5
100 POW special 12
Charlotte
0 B Power Gradation 6.5
0 B missile 11.5
100 B missile 11
0 AB standing far 12.5
100 B standing far 13.5
100 A standing far 6.5
100 AB throw 12
100 CD throw 12.5
100 B throw 11
0 crouch AB close 26
100 crouch AB far? 15.5
100 2-hit B standing close 13
100 POW special 25
100 AB standing close 2-hit 26.5
100 D standing 8
100 jump D 8
100 CD standing 13
100 jump CD 13
Earthquake
0 AB fire breath 18.5
0 AB fire breath up to 10 if blocked by cornered victim!
0 AB standing 2 hits 28
100 POW special 20.5
Galford
0 B standing far 10
0 crouch CD 13.5
100 POW special 27
Gen-An
0 jump D 8
0 glove extension 12 + dizzy (any button)
100 POW special 26.5
Genjuro
0 AB missile 11.5
0 AB standing far 28.5
0 jump AB 34.5
100 jump AB 24
100 CD standing 14.5
100 D standing 8.5
100 slide B or AB (first hit) 8
100 slide A (first hit) 3.5
100 B standing far 18.5
100 AB standing far 35.5
100 crouch B 17
100 crouch CD 14.5
100 jump CD 12
100 AB missile 10
100 B throw 14.5
100 AB throw 15.5
100 CD throw 16
100 POW special 29
Hanzo
0 B standing far 9.5
0 crouch AB 11.5
0 jump AB 22.5
0 CD spinning pile driver 31.5
0 AB standing close 36
100 POW special 22.5
Haohmaru
0 B standing far 15
100 AB standing far 33 30.5
0 Resshin Zan 17.5 (any button)
100 6-hit super uppercut 64.5 46
100 POW special 30.5
Jubei
0 B standing far 14.5
0 AB standing close 28
100 AB standing close 35.5
100 2nd thrust of AB standing far 3
100 crouch A 8
100 crouch D 7.5
100 crouch AB 2-hit 31.5
100 A standing far 10
100 A standing close 9.5
100 B standing close 19-22.5
100 B standing far 17.5-19.5
100 CD standing 16
100 AB throw 17.5
100 B throw 16.5
100 CD throw 17
100 jump AB 19
100 jump A 10
100 jump B 17
100 AB rush and uppercut (4+2 hits) 19
100 3 hit Hasso Happa 13.5
100 POW special 25
Kyoshiro
0 B standing far 13
100 POW special 18.5
Nicotine
0 AB high missile 8.5
0 AB standing 26
100 POW special 23
Nakoruru
0 B flaming dive off bird 21
0 rolling slash 2 hits 25.5
100 POW special 23
Sieger
0 B standing far 13
0 exploding punch 17
100 POW special 31
Ukyo
0 B firebird only 4.5
0 AB firebird only 8.5
100 firebird only (any button) 5
0 3 hit apple slice 9 (any button)
100 3 hit apple slice (any button) 13
0 B standing far 12-13
100 B standing far 16-17
100 B standing close 18-19
100 CD standing 16
100 D standing 10.5
100 CD throw 18.5
100 AB throw 17
100 CD teleport slash 14
100 C or D teleport slash 7.5
100 slash + firebird (any button) 20.5
0 jump AB 22 16.5
100 jump AB 30
100 AB standing close 2-hit 33
0 crouch AB close 2-hit 26.5 (blunt jab, overhead slash)
100 crouch AB far 25.5
100 crouch A far 8
100 POW special 28
Wan-Fu
0 AB 2-hit standing close 22
100 POW special 25
-------------------------------------------------------------------------------
Damage Factors:
---------------
Fortunately, it seems that a character's attack will do approximately the same
damage to all characters, big or small. Unfortunately, damage seems to vary
dynamically according to dizziness, victim health and POW, proximity, if the
victim was hit during a special move, and possibly other factors (maybe if
you are hit while performing or recovering from a normal move) besides the
POW of the assailant. Therefore, these figures are not definitive, but merely
samples measured under certain conditions. I have tried to minimize the
effects of these factors, but proximity is one that is subtle and tough to
'control'.
If a victim is dizzy, he may sustain reduced damage, depending on the attack.
Example: Ukyo B standing far: 14.5% vs. dizzy while 16% vs. normal
When a character's health is flashing, he may not suffer full attack damage.
In other words, an attack that should normally finish him may fail to do so.
This may apply to both AI and human players. However, this phenomenon may
not always occur, and the amount of damage reduced may depend on the attack.
When a victim has more POW, he will sustain less damage. This can depend
greatly on the attack (refer to Haohmaru's AB standing far and super uppercut).
Proximity plays a significant role in determining attack damage. Sometimes
this is obvious for standing attacks (eg a close AB yields 2 hits). However,
the 'sweet spot' for damage is subtle. Example: Ukyo's standing B: 16% far,
17% medium-far, 18% close, 19% very close. It is subtle because this slash
looks exactly the same, regardless of Ukyo's proximity to the victim. All
damage listed above is for victims who were standing only, since air-air hits
make it even harder to control the proximity factor. In general, closer
proximity yields greater damage.
If you are hit while performing a special move, you could suffer more damage
than normal. This may depend on the special move and the attack that foiled
it. Example: 100% POW Charlotte 2-hit standing close B knocks 100% POW and
healthy Jubei out of AB rush/uppercut for 18.5% damage. It is only 13% if
Jubei was merely standing.
Measurement/round-off error is about 1% but the proximity factor could
introduce more inaccuracies.
Notes:
------
The figures with a range (eg 16-17) denote differences due to proximity that
I have been able to discern so far. Refer to proximity factor above.
Since it is much easier to obtain results when both the assailant and victim
have 100% POW all the time (this is an option for the home cartridge), there
are few 0% POW figures.
The results for attack damage are given in terms of the percentage of full
health that the attack deducts. I measured the full health bar with a ruler
and used it as the denominator. The numerator is the measured damage of an
attack. The fraction is then converted to a percentage rounded off to the
nearest .5%. A character who sustained 30% damage has only 70% health.
Galford and Hanzo have a close AB somersault slash that looks just like the far
one but does much more damage. They also have a very close standing AB
downward slash.
*******************************************************************************
2. Who and what are multi-hit capable?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In alphabetical order:
Character Attack Potential Hits
-------------------------------------------------------------------------------
Cham Cham AB standing close 3
AB standing medium-far 2
crouch AB close 2
Charlotte Splash Fount 4?
AB standing close 2
Earthquake crouch AB close 3
standing AB close 3
Galford crouch CD close 2
Gen-An AB standing close 2
Genjuro uppercut close 2
standing CD 2? (I thought I saw it once)
Hanzo crouch CD close 2
Haohmaru sake swing close 2
uppercut close 2
super uppercut close 6 (special special)
AB standing close 2
Jubei AB standing far 2
crouch AB close 2
Hasso Happa 3 typically vs. cornered victim
AB rush and uppercut 6 (4+2)
B rush and uppercut 4 (2+2)
A rush and uppercut 3 (1+2)
Kyoshiro AB standing close 2
helicopter slice down 3
Nakoruru spin slash off bird 2
ground rolling slash 2
multi cape flicks 4 (special special)
AB standing close 2 vs. EQ only
Nicotine standing D 2 (only sometimes?)
Sieger crouch AB close 2
standing CD close 2
flamethrower punch 2
Ukyo AB standing close 2
crouch AB close 2 (blunt jab, overhead slash)
apple slice 4 (typically 3 vs. cornered opponent)
crouch CD close 2
Wan-Fu AB standing close 2
uppercut close 2
-------------------------------------------------------------------------------
Notes:
------
POW specials are excluded from this list.
A character's multi-hit attack may not necessarily do more damage than another
character's single hit attack.
Close attacks that look like 1 hit but that inflict damage comparable to 2 hits
are Galford's and Hanzo's AB standing somersault slash, Haohmaru's crouch AB,
and Jubei's AB standing.
Running slashes may automatically enable 'close' hits (eg Haohmaru's 2 hit AB
or Ukyo's 2 hit AB).
The max # of multiple hits are typically achieved by being close to the victim.
*******************************************************************************
3.Attacks with Blocking Damage (they inflict damage even if
blocked)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In alphabetical order by character:
Character Attack
-------------------------------------------------------------------------------
Cham Cham boomerang throw
monkey attacks
Charlotte Power Gradation
triangle missile
Earthquake chainsaw
fire breath (up to 10% damage to cornered victim!)
(refer to Damage section for restrictions)
Galford Plasma Blade
dog attacks
Gen-An spinning slashes
Poison Cloud Puff
Genjuro card missile
uppercut
sliding slash
Hanzo fire snake
shuriken
Haohmaru uppercuts
Resshin Zan
tornado
Jubei rush and uppercut
Kyoshiro helicopter slice
flaming fan
fire breath
flaming kick
Nicotine high and low missiles
Nakoruru spin slash off bird
flaming dive off bird
4 cape flick special
cape flick
bird attack
flying mutsube's
Sieger flaming belly flop
flamethrower
Ukyo firebird
apple slice
sliding slash
Wan-Fu flaming pillar throw
flaming uppercut
flaming 360 pillar swing
-------------------------------------------------------------------------------
Notes:
------
All POW specials probably inflict blocking damage.
Some attacks inflict more blocking damage than others.
If you block while cornered, you will likely suffer more blocking damage
against attacks with 'duration' (eg fire breath or apple slice) since you
cannot be 'pushed back' when these attacks first hit you.
There doesn't seem to be a difference between strength of attack (eg A, B, or
AB) for blocking damage.
Use these attacks to finish off an opponent who's barely 'alive,' especially if
you're in the same boat. But be careful (refer to Damage Factors).
*******************************************************************************
4. Subtleties & Tactics
~~~~~~~~~~~~~~~~~~~~~~~
Misc.
-----
Galford is not supposed to be able to slash when Poppy is chewing up the
opponent, but this can be bypassed by running then pressing AB. I tried this
but the slash wouldn't register a hit while Poppy was still biting. Maybe it
must be timed so that it hits right after Poppy finishes biting.
Glove and staff extensions do not hit low.
Wan-Fu is vulnerable during his flaming 360 pillar sweep when his back is
towards you. Counterattack with a well-timed, quick attack.
If you slash the wrong ninja mirror image, a 'ninja bomb' will hit you. To
be safe, use only kicks.
Charlotte's crouching kicks are her only attacks that need to be low blocked.
Earthquake cannot throw another Earthquake who is blocking.
All Ukyo teleport slashes can be blocked either high or low.
Dizzies may not be consistent. For example, Ukyo's jump AB vs. a standing
opponent can dizzy with 2 or 3 hits.
If frustrated with characters who continually dash or roll in and then throw,
try the quick escaping BC hop and immediately follow up with a fast attack.
Combo-hits can be much more readily performed in SS2 than SS1. The AI takes
advantage of this and will often hit you and hit you again while you are still
reeling from the first hit. It also likes to jump attack high then immediately
follow-up low (eg AI Cham). If you adapt to this, it may adapt by jumping in
then throwing you while you're blocking low. Of course, you can also benefit
similarly and should always try to get combo-hits if your first jump attack is
successful.
If the AI taunts, punish it with a fast long range attack while it's
vulnerable.
Get those turkeys (literally), especially the big ones, to regain health.
Don't let the opponent get it.
If you block the bombs (the classic black & round ball variety), health is not
reduced.
Dizzies:
--------
If an opponent is dizzy, be wise in choosing your attack and do not wait long
against humans since they can shake out of it quickly. Your most powerful
attack depends on your character and many damage factors. It may be a close
normal move, a pow special, a jump then standing combo, or a cancelled combo.
Do not use Ukyo's crouch AB close because the first hit will un-dizzy the
victim, who could then block the overhead slash.
Dizzy Cham Cham cannot be hit with a high standing attack (eg Ukyo's AB
standing) because she 'doubles over.'
Genjuro's Slide Slash
---------------------
Genjuro's B and AB slide slashes often hit behind the victim, especially if
performed at medium or close range. It must be blocked by moving the joystick
towards an incoming Genjuro, but once in a while it can be blocked normally.
If you successfully block the first 'behind the back' attempt, keep blocking
in the same direction to guard against the remaining two slashes, in the case
of a triple card slash combo. The A sliding slash can always be blocked
normally. An alternative to merely blocking would be to always block towards
Genjuro when he slides; when he gets close, press B to attempt to throw him.
If you miss, you may still be successful at blocking his 'behind the back'
slashes.
Another subtlety of the B and AB slide slashes is how you can pull off the
triple card slash combo. Note that he can slide past the victim twice, but the
1/4 circle motion to activate the second and third hits can be performed in
exactly the same direction as the first hit. I mention this for those who may
have thought the motion had to change according to where Genjuro was during the
move (at least I initially did).
Cham Cham's Jump Scratch
------------------------
Her C, D, and CD jump scratch can hit behind you if done at the proper range.
It takes a trained eye to determine if she will be able to jump behind you.
Block towards her if she's going behind. This attack also has very high
priority in the air, so if she does it, be wary of jumping into the air. You
can hit her out of it in the air, but it requires good timing and placement.
You might trade hits though. Other alternatives: jump back, hit the dirt, or
roll away.
She can recover quite quickly if she misses, so your counterattack must not be
late. You can't afford to let her off the hook with such a sneaky and damaging
attack. Your counterattack must hit really low since she lies flat on the
ground. I was a bit surprised when Haoh's crouch AB worked on her.
*******************************************************************************
5. Cancelling/Buffering Attacks
What is cancelling or buffering? It is when you cancel the last few animation
frames of a normal attack (eg you or the victim are still recovering from the
hit) with a special attack. This is done by inputting (buffering) the motion
for a special move while the previous normal attack hits. How do you know if
you've done it right? The special move follows the normal move immediately, so
that a combo results. Not all normal attacks can be cancelled, and not all
special moves combo well, especially ones that are slow to come out. Normal
attacks with long recovery times probably are not cancellable, while A and B
slashes usually are. You might be able to cancel aerial attacks.
In alphabetical order (only some confirmed):
Cham Cham
---------
standing A, B, or medium/close AB -> skull or monkey
crouching A, B, or medium/close AB -> skull, monkey, or leaping scratch
Charlotte
---------
standing A, B, or close AB -> triangle missile
crouching A, B, or C -> Power Gradation
Earthquake
----------
standing or crouching A -> fire breath
Galford
-------
standing A, C, or D -> Plasma Blade or ground dog attack
crouching C -> Plasma Blade or ground dog attack
Gen-An
------
standing A, B, or close AB -> spinning attack or glove extension
crouching A or B -> poison cloud
Genjuro
-------
standing A or B -> uppercut, slide slash, or card missile
crouching A or B -> slide slash or card missile
Hanzo
-----
standing A, C, or D -> fire snake
crouching A, B, or C -> fire snake
Haohmaru
--------
standing A, B, or 2-hit AB -> uppercut or Resshin Zan
crouching A or B -> sake swing or tornado
Jubei
-----
standing A, B, or AB far -> rush & uppercut or Ground Wave
crouching A, B, or AB -> Ground Wave
Kyoshiro
--------
standing A, B, or 2-hit close AB -> helicopter slice, fan, or flaming kick
crouching A or B -> fan or flaming kick
Nakoruru
--------
standing A, B, close AB, C, or D -> Annu Mutsube or bird attack
crouching A, B, C, or D -> Leyla Mutsube or cape flick
Nicotine
--------
standing or crouching A, B, or AB -> low missile
Sieger
------
standing A or B -> bellyflop, flamethrower, or sliding kick
crouching A, B, or 2-hit close AB -> flamethrower
Ukyo
----
standing A, B, or 2-hit close AB -> teleport slash or POW special
crouching A, B or 2-hit close AB -> teleport slash
crouching kick -> teleport slash
Wan-Fu
------
standing A, B, or 2-hit close AB -> uppercut or 360 pillar sweep
Another type of buffering is when special moves requiring button tapping
'charge up' while you are slashing normally. This often happens with Jubei
and Charlotte: slash a few times, jump slash, and the next standing slash
results in Hasso Happa or Splash Fount. EQ's chainsaw is another example.
Be wary of this feature, since an accidental charging could result in a
painful counterattack.
*******************************************************************************
6. Overriding Special Moves
~~~~~~~~~~~~~~~~~~~~~~~~~~~
A character whose special move is overridden will receive damage from the
overriding special move. Hits are not traded.
It seems that the boomerang throw will override any other projectile.
Overrider Overriddee
-------------------------------------------------------------------------------
Splash Fount Spinning monkey
Skull throw Annu Mutsube
Annu Mutsube Spinning monkey
Shuriken Leyla Mutsube
Boomerang throw Annu Mutsube
Annu Mutsube Splash Fount
Charlotte POW Annu Mutsube
Annu Mutsube Sake Swing
Annu Mutsube Kyoshiro fire breath
Annu Mutsube Kyoshiro POW
Cape Swirl Annu Mutsube
Flamethrower punch Annu Mutsube
Annu Mutsube Genjuro slide slash
Annu Mutsube Ukyo C slide slash
Ukyo D slide slash Annu Mutsube
Annu Mutsube Wan-Fu 360 flaming pillar sweep
Haohmaru Resshin Zan Annu Mutsube
Annu Mutsube Glove or staff extension
Also, I couldn't get Nakoruru's cape flick to protect her from dog attacks,
monkey fireballs, spinning monkeys, or shurikens. Maybe it's my timing. It
does resist skull throws.
*******************************************************************************
7. Miscellaneous
~~~~~~~~~~~~~~~~
A variation on the jump back/dash move is jump back/roll forward (back back
down-toward).
Wan-Fu cannot commit suicide via pillar-headbanging. A white screen flash will
occur instead.
WAV sound files (recorded by yours truly)
---------------
Available via ftp at these sites and directories:
ftp.krl.caltech.edu /pub/fighting/ss2/audio
kaiwan.kaiwan.com /user/dvillnva/neogeo_wav_files
ftp.dhp.com /pub/neogeo/sound/ss2
Courtesy of Dave Kirsch, GeeSe Howard, and Sean Goller, respectively.
Thanks, fellas.
Read ss2_wav.txt for a description.
JPG screen captures (24 bit 720x480 by yours truly)
-------------------
Available via ftp:
ftp.krl.caltech.edu /pub/fighting/ss2/pictures
kaiwan.kaiwan.com /user/dvillnva/neogeo_ss2_screenshots
ftp.dhp.com /pub/neogeo/pictures/ss2
Memorable Quotes
----------------
"I can look your destiny of death on your face." -Hattori Hanzo
"How foolish, stupid, and silly you are! Get away, chicken!" -Wan-Fu
"I'll be never beaten by anybody who lives in comfort, like you."
-Kibagami Genjuro
"--- to cut a same face ---
--- feel bad ---" -Tachibana Ukyo
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You're welcome
--------------
... to those who appreciated this document in some way: Rich J., Eddie J.,
Shawn H., Julien _, Scott F., Billy B., Ken H.
... and those who appreciated the wav and jpg files: Dave K., Rich J.
-It's a wrap-up for now, folks-
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