What do you need help on? Cancel X

Jump to:
Would you recommend this Guide? Yes No Hide
Send Skip Hide

Sasuke Guide by MAllen

Version: 1.2 | Updated: 05/15/1999


Unpublished Work Copyright 1999 Mike Allen


This is as an "easy reference" guide for Sasuke users. The strategies 
are from my Expert FAQ Version 1.38.

Send any questions/comments to:  Mallen1@csulb.edu 









H: high
M: middle (input H+L)
L: low
G: guard
J: jump
S: special button
Basic: standard attack (not moving or using the directional pad)
Step: Step move (tap the directional pad while holding G)
Ducking: a fully-ducked position (hold G)
Rising: "while rising" position (after certain low attacks or ducking)
Walking: direction pad while holding G
Running: direction pad without holding G
j(attack): just-frame attack (exp. "jH" is a just-frame attack with H)


jab = Basic H
combo = if the first hit lands, the rest will connect
mid = an attack that hits middle
low = an attack that hits low
counter = counter-hit
delay = pushing the buttons at a slower speed to alter the timing 
lifter = move that sets up an air combo 
wake-up attack = a move while on the ground after being knocked down
down attack = a move used to hit opponents lying on the ground
sleeper = an opponent who sits on the ground after being knocked down
turtle = an opponent who plays defensively


SASUKE => He's a bad-ass. Make that a CHEAP bad-ass.

Sasuke, huh? Where do I begin? He's a prick with a cheap sword and 
those damn stunballs. Needless to say, I'm not a Sasuke fan. His moves 
are deadly but risky. It's funny how in one round you'll land the 
Jumping H eight times for victory, but in the next you'll miss with it 
three times and get killed. Not my style.

I'm not much for the guys with swords. Basically, there is NO sword 
attack in the game that is 100% based on skill. They all require your 
opponent to mess up in order to work. Does it feel good to win because 
your opponent missed the sword-grab? Not to me. 

It's like in tennis. Which of these two "victories" feels better? 

1. nail the winning shot down the line 
2. have your opponent end the match by double-faulting 

Players who rely on swords obviously don't have a problem with #2. They 
stick with the "Just win, baby!" approach. Whatever. 

Close-Range Fighting

From close-range you'll start with the HH, the Basic M, or the Basic L. 
The Rising H is another technique you'll want to include in your attack 

Follow the HH with:
1. H (can be delayed; can extend the entire link to HHHLH)
2. HjH
3. Basic M (can extend to Basic M links listed below)
4. Basic L (can extend to Basic L links listed below)
5. Basic S
6. Throw
7. 90-degree H


The third hit in the HHH can be HEAVILY delayed. 

You can delay the low in the HHHLH. If your opponent blocks the low, 
you won't be able to add the last H and will get countered.

Follow the Basic M with:

1. M
2. MH 
3. MS
4. Basic L (can extend to Basic L links listed below)
5. Basic S
6. Basic HH (can extend to HH links listed above)
7. Throw
8. 90-degree H


Your best move on the ground is the basic M. It cannot be interrupted, 
counters most moves, and leaves you safe if blocked. If opponents try 
and counter after the M, add the second M to pop them up.

After a successful M, the follow-up M will miss against "light" 

Follow the Basic L with:

1. H
2. Basic HH (can extend to HH links listed above)
3. Basic M (can extend to Basic M links listed above)
4. Throw
5. 90-degree H
6. Basic S


You can intentionally miss with the L as part of the LH to draw your 
opponent to counter, and nail him with the H.

The Rising H

After getting nailed with a slide, most opponents will pull an 
immediate ground recovery. Wait until they recover and input the Rising 
H. Follow with HHHLH for an air combo. 

The rising H hits close downed opponents. Your opponent can get up 
invincibly through the sword and counter.

If you manage a back throw, use a rising H after you launch them (hold 
G after the throw to set it up), and follow with HHHLH. 

Opponents can grab and interrupt the rising H. 

Other Close-Range Attacks

Sasuke's walking attacks (H and L) are quick and make a nice 2-choice. 

The G+L goes under high attacks and has great range. You can follow 
with the Rising H.

Medium-Range Attacks

Here are the basic principles of air combat all Sasuke players need to 

1. Your Jumping H is unblockable, cannot be grabbed, and cannot be 
   interrupted as long as your feet are off the floor when the sword   
   comes out. To input the command correctly you need to hit H just 
   after the peak of a high jump or at the very beginning of a short 

2. If you do the sword slice late (when your feet are on the 
   ground), opponent's can grab and interrupt your attack. 
3. The only thing that can stop a jumping sword attack is an uppercut,  
   a jumping kick, or you screwing up and hitting air. 

4. If you do the sword slice every time you jump, players will uppercut  
   your ass all the way to hell. It is crucial you mix-up your jumping 
   patterns by:

    - jumping up and doing nothing
    - jumping in various directions and at different heights
    - mixing in the Stunball (jumping S)

5. The Stunball is a primary technique to mix-up your air attacks. A 
   successful Stunball will (obviously) stun your opponent. Wait until 
   your opponent turns his back and input the Running HHH. If your 
   opponent doesn't know how to "break" the back-throw, input the throw 
   and follow with HHHLH. 

6. You need to practice learning the delayed and quick versions of the 
   Stunball. The delayed Stunball is input just before you come down 
   from a jump, and is useful against opponent's who hit air at close-
   range or are charging in to nail you. The quick Stunball is input 
   immediately after a short jump.

7. You only get three Stunballs each round. If you're not landing at 
   least one stun ball per round, you need more practice mixing up your 
   jumps and learning the Stunball's range. I advise refraining from 
   interrupts and other S attacks because the stun balls rule. 


Against uppercuts, jump and head towards your opponent as if you're 
going to do a sword slice. Just after the peak of your jump, pull back 
so they hit nothing but air, and drop a low-height stun ball.

If your opponent is heading towards a box-weapon, jump up. If you see 
them reaching down to pick it up, you have almost a second (that's a 
LONG time) to hit them with a stun ball.  

Other Medium-Range Attacks

Use the L+S, L against opponents who walk around at medium-range. Since 
this attack hits low, your opponent can't interrupt. Unless he let's 
off the G button quickly , your L+S, L will hit clean.

You can do air combos after a successful Step LH, but you need to base 
them on your opponent's weight and whether or not the Step LH was a 
counter hit.

From a half-screen away, the Step H is a nice ranged-attack. 

If the first hit on the running HHH can do enough damage to kill the 
opponent, it makes a GREAT finishing move.

Wake-Up Games

Against opponents who ground recover, jump up and throw out a Stunball. 
Don't do it too early or they'll be stunned on the ground. 

You can jump straight up to avoid wake-up attacks and input the sword 
or a Stunball. 

Against Airborne Opponents

Use the running HHH against opponents who jump straight up. It usually 
hits 3 times even when they're airborne. 

Countering Opponent's Mistakes

After blocking a low attack, the Rising H is your best counter. 
Unfortunately, opponents can grab and interrupt this technique. You 
might need to settle for the Basic M. 

After blocking high attacks, do a short jump and immediately input the 
H. You can substitute this with a backward jump to unleash the 


Sasuke's M attack from a higher elevation is the worst in the game. 
Don't use it.


H (hold), jHHHHjL
90-degree (either way), H
360-degree (H or L), push S to jump
H+S, H
H+S, jL
L+S, L
Walking H
Walking LL
Running HHH
Running L
Running M
Projectile-Evasion, H
G+L, H
Step H
Step LH
Step LLH
Step (delay) M
Ducking HHH
Ducking L
Rising H


front, hold (H or L), G, G


S (hold)
S (hold), H
S (hold), L
Running S
J, S
M+S (when white meter is 100% full; counters enemy attack)
M+S (when white meter is not 100% full; restores white meter)
S (white meter empty)


Against the Sword

Learn to grab (or interrupt)the following sword moves:

Rising H 
Running HHH 
Jumping H (if his feet are on the ground)

Even if all three hits in the running HHH connect, you can sit Sasuke 
with a wake-up attack. 

Against the Stunball

If you're hit by a stun ball push the buttons and directional pad as 
fast as you can. Being hit with the running HHH hurts less than a 
rising H followed by an air combo. If you recover during the running 
HHH when your back isn't turned, you can grab the last slice.

Be VERY careful using wake-up attacks. If he jumps up and you miss, 
he'll get you with the Stunball or a jumping H.


The 360-degree, (H or L) "spinning-sword" move can be ducked.

Don't expect Sasuke players to interrupt much. They'll save the white 
meter for Stunballs.



1.0- used Expert FAQ Version 1.3 
1.1- used Expert FAQ Version 1.33
1.2- used Expert FAQ Version 1.38

I won't update this FAQ again. New Sasuke strategies will appear in my 
Expert FAQ first.

Send any questions/comments to:  Mallen1@csulb.edu

Unpublished Work Copyright 1999 Mike Allen

View in: