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The trick is to block forward instead of backward when Genjuro sweep over for the first slash of the move. This will block one attack, but Genjuro can go on to continue the combo slash; block backward for the other two moves behind it. If done with the A button, it can be blocked normally.
Counter the move by treating it as a run. Stop it with a well timed weapon slash, or use a move to hit Genjuro before he comes. A particularly good move to use as a counter is Bust Genjuro's Death of 1oo Demons move.
Another way is to simply jump vertically up when Genjuro sweep over for the attack, and by jumping, you get to hack him with a jumping slash from behind, stunning him for another follow up move.
One way to avoid the combo is to shift or jump backward after the projectile hit first time. Jumping before the projectile to avoid it gives a chance for Genjuro to use a jumping slash on you. Another way is to dodge the projectile by using the sideswitch move, and this allow for an attack on Genjuro by yourself after dodging.
Using characters with the ability to teleport (Amakusa, Basara, Sogetsu), or using the two ninjas Galford and Hanzo (with their Shadow Copy move), allow them to avoid the projectile and get away from Genjuro safely.
If the character used against Genjuro is fast enough, examples like Galford and Ukyo, they can sometimes give a slash to Genjuro after the projectile is blocked first time and before Genjuro jump over, though you may get hit by the projectile.
When Genjuro come over after the projectile is rebounded up and block, ready to give a kick when the cube comes down, some characters can attack him and break the projectile. Other characters can attack him while he is releasing the projectile.
They include:
- Nakoruru: (Slash)
+ slash (Use immediately with the projectile.)
- Galford:
+ AC / BD (Use immediately with projectile); (Bust)
+ button.
- Hanzo:
+ slash, (Slash)
+ AC / BD (Use immediately with projectile)
- Ukyo:
+ A (If he block down)
- Genjuro: (Slash)
+ D
- Gaira: (Slash)
+ B / C (Depending on where he is blocking); (Bust)
+ slash.
- Basara: (Slash)
+ button.
- Tam Tam: (Bust)
+ C
- Jubei: (Bust)
+ AB, then
+ A and
+ B.
It is also possible to do a guard crush on him to break the projectile, or use the BC attack if he block low.
Since the move make a perfect trap, the only characters able to escape from it are Amakusa, Basara, Sogetsu, Galford and Hanzo - characters who can teleport or disappear and shift to another place.
If Sogetsu go close to the edge of the screen while doing the trap to an opponent at the corner, the character is unable to be pushed back by blocking the move and is thus forced to blocked all the way. It is better to get hit by the move deliberately and then roll forward, out of the corner position.
Basara Slash, Genjuro Slash, Galford Bust, Hanzo, Gaira and Tam Tam can use their grab moves to catch Amakusa out of the teleport for an attack. A guard crush can also be used, and timing is needed to use these moves just as the shadow of Amakusa teleporting come near.
To prevent him from teleporting continuously, crouch down and use light slashes and kicks at the direction he is to appear at the end of the shift, and he would most likely be hit by the slashes to be able to do the Hornet Gouger again.
One way to find him is to be in the middle of the two images and give a weapon slash or kick. without shifting the stick to any direction. Your character will automatically turn to face the image which is true.
Another way is to stand in the middle and try to shift backward by tapping the stick back twice. If you find your character hopping forward instead, it means that the ninja is going to appear at your former position. For example, if you are on the left and you go forward to the right when you try to shift backward, it means that the image on the left is true.
Then, you can jump vertically up in the middle of the two images just when the character is about to apppear and give a jumping C slash. Your character should turn to the correct side to hack on the ninja that appears, and you can hope that the slash hit him.
Or if you are using Galford or Hanzo yourself, use the same move to discover your opponent's real position, or confuse him with the same move - see the last section on Galford's page.
The best way to deal with the Replica Attack is to avoid it by running over to either end of the screen, just make sure that it is not a dead end. The move attack at the last position where you are, and so he will appear there while you have already run to somewhere else. Do not start running before the move, otherwise, the Replica Attack can track your position and will strike you while you are running.
If you are very good at it, you can also dodge it by using the sideswitch move (AB), and attack Galford / Hanzo immediately after he land.
When Charlotte does that, her jumping C slash cannot be blocked by shifting back the stick from the apparent direction she is. You will have to block forward instead of backward when she jumps over you and slash, and vice versa. Therefore, you have to keep turning to the opposite side to block if she keep doing that.
Except for blocking her jumping slashes, it is not really advisable to do any action to stop her jumps. Her jumps are too fast for a guard crush and most other moves, she will mostly get you first if you try a jumping slash too to counter her. If you can block the slashes very well, She cannot do anything to you, and will usually back away to try another way to fight.
The A slash which Tam Tam can use to keep opponent away is difficult to counter, and the few ways to escape it is (1) To jump, (2) move back and (3) use a move against Tam Tam. Jumping is not a good option, as he can jump back and use his long C slash in the air. Ukyo's Swallow Swipe move and Galford Bust's Striking Heads are the only two moves I know of that can be used to counter Tam Tam's light slash, used the moment the slash comes out.
Using a blade snag move is an option, though that is very difficult to execute that when Tam Tam's A slash come to disrupt the move. One way is to do a weapon toss challenge (start button X 3), and try to disarm him when the light slashes come. Do the move quickly by spinning the stick in circles (clockwise from the left, anti-clockwise from the right) to try to be faster than the slashes. When Tam Tam jump for a heavy Slash, use the blade snag with weapon in hand to disarm him.
Kyoshiro, Ukyo and Amakusa are the best characters to go against Tam Tam because of their jumping C slash. When you are close to him, it is all right to jump for an attack, you can get to use a jumping C slash on him first if he jump also. But if you are a distance away, wait for him to jump first instead, and counter him in the air with a faster weapon slash like A or B slash. He can jump back and hit you with his C slash if you jump first towards him. For the same reason, do not try to pursue him by running over if he jump back.
The Kazuki Bust combo of
+ A (Hade's Flames),
+ B (Demon Path),
+ C (Heaven's Glow) can have a variation with Kazuki's Super being used instead of the last step of the combo to burn the opponent when they are rebounded from the end of the screen from the Demon Path move.
With the Super-stopping trick, when Kazuki is POWed up and uses the combo right up to the Demon's Path step, use the Super when the opponent rebounds over, and stop it by pressing all four buttons immediately after one hit is registered. If done right, the opponent will suffer most of the damage and is also disarmed, but Kazuki still retains his POW to use again.
When your friends know enough about this move already to block / anticipate it, try this for a difference, and with this trick it is difficult to block against the move even if they know of it.
At close range, do the Triple Death Hack with the A button, which can be blocked by the opponent normally by shifting the joystick backwards. There will be a noticeable pause after that which is almost never taken advantaged of by the opponent (don't ask me why, maybe they are too relieved in blocking that move to do anything after that). Do the same move again, this time with the B / C button, which will result in almost a sure hit.
The thing is that having blocked the first hit the usual way (by shifting back the stick), they will then have to block the second try by blocking forward instead. No one I know can do that usually, as first they have to be very sure that the next mvoe will be a B button Triple Hack move, otherwise it is suicidal to shift your joystick forward for no reason. And I haven't met much people with the reflexes to do that.
After a CD BBC combo hit, follow up with the Secret Cyclone Slash projectile (A button) to hit the opponent up. Then use the Serene Slice (A button) move immediately, which will activate to execute a half Crescent Moon Slash when the opponent comes down. The opponent being hit upwards into the air once more, do the Crescent Moon Slash with the A button this time to complete the combo.
When POWed up, hit the opponent with the CD slash and start doing the infinite combo (14 slash combo, interrupt on 12th slash with Sword Shockwave, CD again), repeating till you drive the opponent to the corner. Once the opponent is trapped there, do this: CD BBC combo, Secret Cyclone Slash projectile, Serene Slice (which will hit opponent as he comes down from the cyclone hit) and end off with the Super immediately after the Serene Slice hit. And yes, kick the opponent when he's down to. Illustrating joystick / button moves:
CD AABBCCABCCC ++ D (repeat to push opponent to corner), CD BBC,
+ A,
+ A,
+ AB,
A. (Minimum 21 hit)