Samurai Shodown 64
Hanzo mini FAQ ver 1.3
    
by Alan Tan
email:anntlh@pacific.net.sg
    
    
    
This FAQ will list the main moves and some of the multiparts which I know 
of. I would like to thank two very nice Japanese, Daxing, who provided me 
with the multiparts and Sekuin for his throw breaks. There will be a little 
discussion for vs combat. any useful feedback is welcomed esp VS combat and 
mistakes in FAQ. 
NOTE: I've tried to give all the info as accurately as possible but I did 
not proof read it. If any move did not work after trying for like 10 times, 
pls email me. I might have made a mistake.
    
What's new in ver 1.3
rectified a mistake in low reversal throw. Added a few more combos, one 
instant kill.
    
What's new in ver 1.2
added Multipart for low reversal and throw breaks which will be in brackets 
beside the throw.
    
    
Moves:
I'll be using numbers for direction with 6 being forward and 4 back, 2 down 
and so on. The moves are not complete but I will definately mention moves 
that are more useful and special.
    
common moves(bust and slash)
6A+B: mid move, short range, float on hit, very very useful
    
6B: mid move, short range, float on MC (major counter)
    
(22B or 2D,B),B: low kick followed by high kick
    
33: low dash in
    
A+B: strong slash, mid, good damage, slow recovery
    
A,A,A,9C: punch(high),punch(high),punch(mid), throw. The throw is NOT a 
combo.
    
A,A,B: a true combo (high)
    
A,A,A,special. note you MUST be very FAST in doing your special.
    
B: high kick, can be cancelled into specials. This is the only move I find 
which can be cancelled. Is there any other ones??
    
2A: quick punch(low) safe and irritating
    
2B: low kick. quite safe but if opponent is good he can counter (refer to 
counter in vs section)
    
(3B or 3D,B),2A+B : mid slash,low slash. Useful but recovery slow.
    
6A or 3D,A: mid hit. quite fast. stumbles crouchers allowing you to move in 
and low throw.
    
2D,A,A: two low attacks after dodge
    
9B: useful attack on ground opponent
    
    
    
SLASH
    
214C: bomb implant (mid) very very very nice move. NOTE the opponent is 
vulnerable when bomb explodes. There he cannot guard esp against the 
issen(one shot kill). or you can do the 63214A as followup.
    
641236 A or B: teleport move, useful after a hit 214C as if you time it 
properly, you can be very close to the exploding opponent :)
    
214 A, exploding flame. can combo special after it
    
63214 AorB, Heaven or Earth Slash. if opponent hit you during the animation, 
a block of wood appears and opponent is staggered allowing for a confirm 
hit.
    
22B+C, invisibility. Drains stamina continuously. Very dangerous. To 
reappear either get hit or block an attack or 22B+C (requires stamina) very 
useful with the teleportation move and during RAGE (ABC when power meter 
full)
    
236A: shuriken
    
Power up special
236AB: combo it into float.
    
Float combos: 
A,AB,9B
A,236AB(special)
A,B,B,236AB or 214C(requires you to move forward between moves)
A,214C
    
    
BUST
    
421 AorBorCorD: teleport
    
641236 AorB: teleport
    
22A: teleport
    
236A: shuriken, dangerous when powerup, allowing for up to 3 continuous hit. 
If near wall, opponent will not move back after hit, after two hits, Jump B, 
special. Huge damage.
    
4B+C: high reversal. Can follow ANY throw. Just key in command.
    
1B+C: mid reversal. Can follow ANY throw
    
2B+C: low reversal
follow: BC,A,D -> ABC,B,BCD,C -> A,C,B,D,AB,CD,ABCD (D to break) (it works. 
two bone breaks, one stab followed by the spinning piledriver)
    
623C (A to break): spinning throw. Can be done in the air(unconfirmed)
    
63214C (C to break): flip throw
follow: AB,CD,BC (D to break)
or follow: D,C,B,A (C to break) -> ABCD,CD,AB
    
41236C(B to break): bone breaks
follow: A,B,C,D (B to break)-> AD,BC,ABCD (head stomp)
or follow: B,C,BC (A to break) -> A,C,B,D,BC (knife slash) 
    
66C: throw can follow with ground throw
    
9C: Headbreaker. hits crouchers
    
1C (B to break): ground throw 
    
3C (A to break): ground throw
follow: ABCD,CD,AB
    
623AB: powerup special. can move a LITTLE then ground throw after successful 
hit.
    
Float combos:
6+A+B,A,AB,6(walk),ground throw (DAMAGING)
    
Ground combos
when powerup...
236A(multi shuriken),JB,Special (works only in enclosed spaces)
    
    
VS combat
    
dodging:
3D is useful in close combat esp after a opponent block your move. when 
opponent jumps towards you, DODGE.
4D allows you to block even when retreating. 6(hold)+D to run
    
    
General combos:
JB (jump B), any throw
JAB, 6A+B, float combo
    
instant kill: JB, 41236. C+D (SCS), A*4, A*4, A*3, 2(hold) C(repeatedly) to 
cancel the last sword stab and execute the low throw, complete the low throw 
and the opponent will die. Note you must have close to full stamina to 
execute. 
 
Counters:
after you block something, you can IMMIDIATELY execute a special but you 
must be fast.For hanzo bust, his shuriken when powerup is a VERY effective 
counter. 
    



    Source: geocities.com/tokyo/bay/5892

               ( geocities.com/tokyo/bay)                   ( geocities.com/tokyo)