Basic Moves + Key Information
![]() | ![]() | ![]() |
![]() | ![]() | ![]() |
![]() | ![]() | ![]() |
Slash = A or B or AB (rising strengths, A weakest)
Kick = C or D or CD (rising strengths, C weakest)
Dash = a quick FORWARD FORWARD on the joystick
Retreat = a quick BACK BACK on the joystick
Lie Down = to avoid projectiles, a quick DOWN DOWN on the joystick
Roll -> = a quick DOWN RIGHT, DOWN RIGHT on the joystick
Roll <- = a quick DOWN LEFT, DOWN LEFT on the joystick
Taunt 1 = A + C (good distance from opponent)
Taunt 2 = B + D (good distance from opponent)
Hop away = B + C (also cancels taunt at any time)
Hop up = FORWARD + BC (also cancels taunt at any time)
Retreat and Run = Retreat + FORWARD
Dash and Roll = Dash + DOWN RIGHT
To catch your opponent's sword while you are disarmed, perform the
motion:
The following characters can Triangle Jump: Galford, Hanzo,
Earthquake, Nakoruru, Cham Cham, Gen-an, and Mizuki
To triangle jump, jump to the edge of the screen, then push the
joystick in the opposite direction.
The following characters can crawl back and forth: Gen-an, Wan Fu,
and Kyoshiro.
Most characters can interrupt their normal Bs with Special Moves. Some
can interrupt their ABs as well, even if they totally miss their
opponent. These characters are noted separately.
Running Attacks: different characters do different B or AB attacks
if the buttons are pushed while running. The attacks come out
regardless of the distance of the opponent.
Far B/Far AB -- Charlotte, Ukyo, Hanzo
Far B/Close AB -- Genjuro, Kuroko
Close B/Far AB -- Nakoruru
Close B/Close AB -- Haohmaru, Wan Fu, Kyoshiro
Crouch B/Close AB -- Jubei, Cham Cham, Gen-an
Close B/Crouch AB -- Sieger, Earthquake
Crouch B/Far AB -- Nicotine
The introduction has been nicely translated from the original
Japanese
by Kenichiro Tanaka. Thanks...
Quotes: B -- Quote at beginning of game.
BM -- Quote before match.
AM -- Quote after match.
BV -- Quote before mirror match.
AV -- Quote after mirror match.
I -- Interlude quotes. (J = w/Judge, M = w/Mizuki,
A = w/Mizuki and Amakusa)
F -- Quotes before final match.
Background: Any historical or fictional basis for the character. For more details,
check out each SS Character Background. Weapon: What he or she fights
with. Full of: What drops out when he or she gets split. Occupation: What type
of fighter he or she is classified as. Nationality: What country he or she comes
from. Voice: Name of the Voice Actor for the Character Ranking: According
to Gamest, the Japanese magazine for video game fanatics. Notes: Assorted
items of interest.
Normal Attacks: The attacks are usually presented in left and right columns If
the entry does not appear in the right column, then the attack is the same as the
one in the same position in the left column. All jumping attacks, and only
jumping attacks, hit high. Most crouch kicks hit low. Everything else usually hits
neither high nor low. Exceptions are noted as follows: "*" means an attack hits
LOW when normally it would not (slashes and standing kicks). "**" means an
attack does NOT hit low when normally it would (crouch kicks). Whenever a
swing is blocked, the attacking character usually reels back for a second, then
recovers. However, certain swings do NOT reel back; the character continues
to swing while his or her opponent blocks, and recovers
normally. "#" indicates a swing that follows through when blocked. Note that all
kicks do not block reflect.
Special Moves:
Key: "!" means a weapon is required to perfom the Special Move.
"L" means the Special Move hits low.
"H" means the Special Move hits high.
"*" means the Special Move ticks off 1 or 2 points of damage.
"**" means the Special Move ticks off 3 or 4 points of damage.
"***" means the Special Move ticks off LOTS of damage.
Damage: Weapon ---> caused by direct strike from weapon
Fire ---> caused by direct hit from flames
Lightning ---> caused by contact with "electric" attacks
(no label) ---> damage resulting from tosses, grabs, open
handed attacks
Throws: Ground throws are performed by being right next to the opponent, and
pushing towards them while pushing a button. Air throws are performed by
being right next to an air opponent,
then pushing DOWN while pushing a button. Hanzo and Galford have special
throws which are performed by completing the move while next to an
opponent. Throws CANNOT be blocked! Nope, not even softening. :(
Hidden Moves: Certain characters have hidden moves not listed in the manual.
Why all the characters didn't get these moves is debatable, but oh well...
Super Deformation Moves: Changes your character into a doll-like version.
You cannot move or attack normally, and you cannot be thrown. You CAN be
hit. You return to normal if 1) you perform a Special Move, 2) you are hit, 3)
you do a double-tap move, 4) after about 10 seconds have passed.
Taunts: Taunt by pushing both buttons and holding them down until the taunt comes out. You can't just push the buttons quickly. Also, you can't do the taunt while right next to your opponent. You get out of a taunt when you do a Special Move, double-tap move, or you get hit.
Power Specials: Can be done only when you are powered up, according to the
POWER Gauge. If your Power Special hits, your opponent's weapon is
broken, UNLESS you get hit at the same time. If that happens, both players
take damage, but you don't follow through with your attack and you don't
break your opponent's weapon!
Poses: You can select what pose your character does after he/she/it wins! After
defeating your opponent, if you hold your joystick in a specific position (i.e. up,
down, left, or right) until his/her name is called, he/she will do a specific pose.