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Changes Guide by Tel

Version: 1.4b | Updated: 01/06/08

                                    by Tel 
 LEGAL: This guide is intended for personal use only, and may not be sold
 or published for profit. This guide will only be hosted at www.GameFAQs.com. 
 You are not allowed to use portions of this guide in your work without 
 permission. Taking first and thanking later is NOT asking for permission.

 DISCLAIMER: While all effort is made to ensure accuracy, I do not claim this
 guide to be free of errors and will bear no responsibilty for rounds lost and
 credits wasted. :)

 1) About This Guide
 2) Game System
 3) Character Notes
    - Basara
    - Charlotte
    - Enja
    - Gaira Kafuin
    - Galford
    - Gaoh
    - Genjuro Kibagami
    - Hanzo Hattori
    - Haohmaru
    - Jubei Yagyu
    - Kazuki Kazama
    - Kusaregedo Youkai
    - Kyoshiro Senryo
    - Liu Yunfei
    - Mina Majikina
    - Mizuki Rashoujin
    - Nakoruru
    - Rasetsumaru
    - Rera
    - Rimururu
    - Shizumaru Hisame
    - Sogetsu Kazama
    - Suija
    - Tam Tam
    - Tokisada Shiro Amakusa
    - Ukyo Tachibana
    - Yoshitora Tokugawa
    - Zankuro Minazuki
    - Boss opening/death scenes
    - About 'censored' Zetsumei Ougi animations
  4) Version history
  5) Special Thanks
  6) Contact information

This guide is simply a list of changes made in SSZsp from SSZ. This guide is
NOT a full movelist, and is intended to be used in conjunction with a movelist
, specifically Kao Megura's SSZsp guide. Besides changes to the system and
characters, I'll note down extra move properties, descriptions of each 
character's Zetsumei Ougi and CPU tactics where applicable.

Note: I'll refer to Samurai Spirits Zero/Shodown 5 Special as SSZsp, Samurai
Spirits Zero/Shodown 5 as SSZ, Samurai Shodown 2 as SSII, and Samurai Shodown
3/4 as SS3/SS4.

This guide is dedicated to the memory of Chris MacDonald aka Kao Megura, the
legend of GameFAQs.

 This diagram represents the joystick direction and commands for Player 1.
 Reverse the forward/backward directions when using Player 2. 

    ub  u  uf               ub = Up, backwards (Backward jump)
     O  O  O                u  = Up (vertical jump)
      \ | /                 uf = Up, forwards (Forward jump)
       \|/                  b  = Backwards (Walk back/Block)
  b O---n---O f             n  = Joystick neutral
       /|\                  f  = Forwards (Walk forward)
      / | \                 db = Down, backwards (Crouching block)
     O  0  0                d  = Down (Crouch)
    db  d  df               df = Down, forward (Crouch)

 A = Light Slash  (LS)
 B = Medium Slash (MS)
 C = Kick         (K)
 D = Special

 AB                       Hard Slash (HS)
 BC                       Surprise Attack (Overhead)
 ub-uf+BC                 Big Pursuit (only when opponent is knocked down)
 db-df+BC near opponent   Small Pursuit (only when opponent is knocked down)
 b/f+CD                   Guard Destroyer: Pushing Away/Pulling Towards
  > S                     Destroyer Slash
 f+C                      Low-Aimed Attack                        
 d+C                      Crouching Kick                          
 df+C                     Leg Sweep 
 Hold D                   Meditation (Drains Rage energy, must not be Raged)
 d+D                      Lie Down
 f+D                      Forward Hop
 b+D                      Vertical Hop
 df+D                     Forward Roll
 db+D                     Backward Roll 
 qcb,f+D                  Deflecting/Serious Swordblade Catch (Armed/Unarmed) 
 qcf+CD when Raged        Weapon-Flipping Technique (WFT)
 ABC                      Rage Explosion
  > qcb+CD                Zetsumei Ougi (aka Over Kill)
 BCD                      Mu No Kyouchi (aka Concentration One)
  > BCD                   Issen
 b,f,fd,d+Start           Jiketsu (Suicide)
 Start(x3)                Weapon Discarding Taunt
 Press A/AB w/unarmed     Weapon Pick-Up (near weapon only)
 Any(x10) during clash    Sword Clash Competition

 Basic moves
 - Not all characters' Surprise Attacks (BC) will knock down.
 - The Lie Down can avoid most jumping and mid-level attacks, as well as ANY
   throw with a miss animation, including Hanzo's Shin Mozu Otoshi and basic
   Guard Destroyer Throws. 
 - The Forward/Vertical Hop can avoid floor-level projectiles and low attacks,
   but you can still be hit by crouching mid-level attacks. It can avoid 
   throws as well.
 - That being said, it's practically impossible to avoid throws by the CPU, as
   it cheats by reading your joystick input. If you Lie Down or Hop when the
   CPU gets within throwing range, it'll simply wait for the move to end
   before throwing you. If you don't, it'll simply throw you. If you try to
   jump, the CPU will launch an appropriate anti-air or simply block if you
   do a mid-air attack. The best way to avoid throws is to use a crouching C
   to make the CPU keep its distance.
 - The Backward/Forward Rolls can avoid certain high and mid-level attacks,
   but low attacks and certain Slashes that arc downwards can still hit.

 Guard Destroyer Throws
 - Guard Destroyer Throws are now performed with b/f+CD. Unlike SSZ, you can
   ONLY followup with the Destroyer Slash; your opponent recovers as soon as
   you regain control of your character. That means your opponent can block 
   if you tried to use any move other than the Destroyer Slash.

 - You can only Meditate when you have Rage energy, but not when your Rage 
   Gauge is full. 
 - Meditation increases the notch above your lifebar, allowing you to use the
   Mu No Kyouchi earlier.
 - Meditation raises your notch at normal speed at first, but as it goes 
   further it'll move more slowly. The notch will hardly move once it's above 
   50%, so it's not practical to Meditate any more than that. In an actual 
   match, it's practically impossible to bring the notch to its maximum level.
 - The rate you increase the notch also depends on how quickly you gain your
   Rage Bar. The hot-tempered characters will see a slower increase in the 
   notch while Meditating. Unlike SSZ however, it's now quite possible for the
   hot-tempered characters to increase their notch significantly. Previously
   when using characters like Kazuki or Mina, you'd barely raise the notch by
   Meditating. However, it's still very difficult to raise Enja's notch.

 Deflecting/Serious Swordblade Catch
 - The Deflecting will now disarm your opponent in addition to stunning them.
   An opponent will be disarmed if you Deflected them while they were using
   an AB Slash or a special move using the AB button. You can only Deflect or
   disarm mid and low-level weapon attacks, but it works against special moves
   as well. 
 - The Deflecting only works on weapon attacks, so punches, kicks, sheathe
   attacks and Mina's shots (projectiles) cannot be Deflected. 
 - The CPU uses the Deflecting like a pro, so be careful. NEVER launch a 
   Slash if the CPU blocks a jump-in or you're just begging to be disarmed.
 - The Serious Swordblade Catch always disarms opponent and knocks them down. 
   Strangely, the CPU uses this very rarely compared with the Deflecting.
 - A Deflectable move makes a clashing sound when it is blocked, as opposed to
   a dull thud for non-Deflectable attacks such as punches or kicks.

 Weapon-Flipping Technique (WFT)
 - Weapon-Flipping Techniques require a full Rage bar or a Rage Explosion to
   perform. You will only lose your Rage Gauge if the WFT hits. Note that
   most WFTs only do damage and disarm opponent at the end of the move.

 Rage Explosion
 - You must have your weapon to trigger the Rage Explosion.
 - The Rage Explosion can be used anytime as long as you're not jumping, even
   while you're being hit. Doing so will cause opponent to abort their attack
   and push them back a little.
 - You are completely invincible while activating the Rage Explosion. If timed
   right, you can avoid attacks with it.
 - The timer will stop counting down during your Rage Explosion. Note that if 
   your WFT hits, the timer will start running again. This can be a problem if
   you used the Rage Explosion when there is very little time left, since most 
   WFTs won't do damage until the move ends.
 - The Rage Bar will not drain while you're knocked down and being hit or 
   thrown. If you've been knocked down, the bar will only drain once you're
   back up.
 - During a Rage Explosion, your Kenki gauge will be refilled and extended 
   past its usual limits. This means attacks tied to the gauge can potentially
   do an additional 33% (or more) damage than usual when the gauge is full.

 Zetsumei Ougi (ZO)
 - You MUST have your weapon and have activated the Rage Explosion to perform 
   the ZO. It's a one-shot move, so if it misses or is blocked, you will lose
   your Rage gauge for the rest of the battle.
 - The Zetsumei Ougi kills your opponent, no matter how much health they had.
 - You can only use the Zetsumei Ougi when your opponent's lifebar has turned
   blue or fallen below the notch for the Mu No Kyochi. That means on a normal
   best of 3 match, you can only use the ZO after you've won a round and your
   opponent's life is at/below the notch.
 - That also means that the more your opponent Meditated, the sooner you can
   use your Zetsumei Ougi.
 - Despite the different animations for each character, the Zetsumei Ougi 
   starts the same for every character; there is a startup flash, then your
   character will dash up to your opponent, disarm and move them to the center
   of the screen before performing their individual ZOs. (see character notes
   for individual ZO descriptions)
 - All ZOs have the same startup time and dashing speed, including Gaira's and
   Kusaregedo's. Its range is about 1/2 screen.
 - Your character is completely invincible during the startup flash of the ZO,
   but not during the forward dash. The ZO is too slow to be used in combos
   but you can connect it upon a successful Deflecting. 
 - Don't worry about the timer running out on you when the ZO hits: the timer
   will change to the word 'Kill', and you will win the round regardless of
   how little time there was when you connected.

 Mu No Kyouchi (MNK)
 - You can activate the Mu No Kyouchi while unarmed, but your lifebar must
   have turned blue before you can use it.
 - The CPU will now use the MNK if its lifebar drops to below 20%. It happens
   pretty rarely though. The CPU will now Meditate as well, but it's an even 
   rarer sight than the MNK. 
 - You can now use the Mu No Kyouchi by default when your lifebar has fallen
   to 20% or below after losing a round. Previously it was around 3%.
 - You now start with more gauge, so now you have time to combo into the Issen 
   unlike in SSZ. Previously, you only have time to launch the Issen if you
   didn't Meditate at all.
 - However, your MNK gauge will also drain more rapidly now, no matter how
   much you Meditated. At best, it'll only last about 5-6 seconds or so. Even
   in Practice mode where I Meditated Suija's notch to 80%, the move still
   lasted only about 7 seconds real time.
 - Although your opponent moves far slower than normal, they can still block
   in real time.
 - Your opponent can also Deflect you in real time, but will be slowed down 
   after the Deflection, so they won't have time to followup. In fact, if you
   didn't lose your weapon, you can actually Issen your opponent while they're
   recovering from the Deflection!
 - The timer still counts down during the MNK, but at a slower pace.
 - If you hit an opponent in mid-air with a non-knockdown move during the MNK, 
   you can juggle them repeatedly.

 - You MUST have your weapon in order to perform the Issen. As with a Zetsumei
   Ougi, the Issen is a one-shot move and using it will end the Mu No Kyouchi.
 - The Issen's damage is no longer affected by your Kenki bar status, nor does
   it drain any Kenki energy.
 - Instead, its damage depends on how much you've Meditated. So if you didn't
   Meditate at all, the Issen'll only do roughly 25% damage. However much you
   Meditate, the move will still only do a maximum of about 66% damage.
 - The Issen MUST connect for you to move on to the next boss, but you don't
   have to kill the boss with it to be able to move on.

 Other System Changes and Notes
 - Poppy, Sankuro and Yumeji have been removed, so don't give me any nonsense
   about being able to use or fight them.
 - If you perform an attack that hits while your Kenki gauge is full, you get
   a damage bonus, which can range from insignificant to a HUGE increase in
   damage (try Basara's Tomobiki). Doesn't apply to moves unaffected by the 
   Kenki gauge or moves that do not drain the gauge.
 - THE JIKETSU (Suicide) NO LONGER GIVES YOU RAGE ENERGY. I wrote it in caps 
   so you have no reason to blame me if you forfeit a round for nothing. :)
 - During a Sword Clash Competition, the CPU will now tap pretty quickly. You
   have to mash the buttons very quickly to win the clash. It's nowhere near
   as insane as in SS3 however, so it is possible to win Sword Clashes.
 - The random select will only work once. After that, you're stuck with that
   character for the rest of the game.
 - To finish the game, view the end credits and enter your initials, you must
   fight and defeat all four bosses (Amakusa, Zankuro, Gaoh and Mizuki). You
   MUST kill off Amakusa, Zankuro and Gaoh either with a Zetsumei Ougi or get
   an Issen to connect (WFTs do not count). If not, you will just see that 
   boss' death scene and the game ends there. With Mizuki, you can beat her 
   any way you want and still view the end credits.

 Aesthetic Changes (skip these if you don't care about cosmetic changes)
 - Death scenes are back. They're now ridiculously easy to get compared with
   previous SS games. (Imagine Basara's close crouching B splitting opponent
   in half - how's that possible when he's using his chain?!) 
 - There's a new death scene where the loser is split vertically from head
   to crotch in a massive spray of blood (drenching the winner), then both 
   halves fall to the side. This only happens to opponents on the ground, and
   the only move I know that gets this death scene for sure is Amakusa's 
   Nanji, anten nyuumetsu seyo (f,d,df+S).
 - With the exception of the bosses, there are no more character-specific 
   stages. The music in the game are stage-based, so there are no more 
   character-specific themes either. Mizuki and Zankuro get new stage themes.
 - All the stages and themes ported over from SS3 and SS4 to SSZ were removed.
   Charlotte/Tam Tam's SSZ ship stage and Yumeji's stage were also removed.
 - Zankuro's SS3 temple stage and the SS4 Kusenbutake (set outside Amakusa's 
   castle) stage was re-added as Amakusa's stage. The pre-fight intro scenes
   are gone however, and the stages have been tweaked a little. There are 
   several new stages, and Mizuki's stage has been completely redrawn.
 - The SSZ stages were all modified a little. Yoshitora's stage background has
   changed into a garden instead of Mt. Fuji and the sword rack is gone. The
   other stages (besides Gaoh's) are now set at a different time of day than 
   when in SSZ. For example, Mina's SSZ stage is now set at night.


 NOTE: I will not be providing a movelist, only additional notes that wasn't
 in Kao Megura's guide, as well as a description of each character’s Zetsumei
 Ougi. If a character's notes seems short, it's because I couldn't find any
 significant changes from SSZ. I'll also provide CPU tactics where noteworthy.
 Characters are listed in the order that they appear in Kao Megura's SSZSp 

 - Most (but not all) characters' dashing A cannot be Deflected.
 - All characters' dashing AB knock down.
 - Most characters have different animations for their close and far crouching
   A and B attacks as well as their standing versions. Certain characters have
   a far crouching AB animation as well.

 NOTE: All CPU tactics are noted with the game set on lvl-8 difficulty. 
 However, most of the tips are pretty cheap, so only use them if you're
 desperate to finish the game. I've tested them thoroughly and they work for
 me, so I won't take any responsibility if they don't work for you. :) 

 The term 'projectiles' refers to Mina's shots or special moves and not WFTs.
 Keep this in mind when I say stuff like 'negates/reflects projectiles' and
 please don't try to reflect Zankuro's Mugen Hou with Gaira's Katsu! :)


 - Basara's far crouching B hits low.
 - Basara's far standing and crouching AB can negate projectiles: floor-level 
   projectiles will still continue on, but it cannot hit.
 - Basara's dashing B is an overhead.
 - The Sorasashi's (qcf+S in air) angle is determined by the button used, with
   A being nearly vertically downward while AB goes straight forward. It is an
   overhead, even if you used the AB version during a backstep.
 - The Chisashi (qcf+S) can be blocked low, and cannot cross-up an opponent 
   even if it hits from behind.
 - Basara is invincible during the startup flash of his WFT.
 - Here's a dirt cheap (and boring) method of beating the game using Basara: 
   Simply throw a Nue Dama (qcf+C) from full-screen distance. The CPU should
   block all the while. When the projectile is pretty near opponent, perform a
   Chisashi. The CPU will stop blocking and get hit by the Chisashi after 
   blocking the Nue Dama.

  (ZETSUMEI OUGI: Gokumon)
 - Basara says "oyasumi" (goodnight) and pulls his opponent into a pit (like
   during his Tomobiki). Blood keeps gushing out of the pit and after a while,
   his opponent's (somewhat shrunken) head is tossed out.
 - Check out Suija, Enja and Kusaregedo's heads if the Gokumon connects.

 - The CPU Basara tends to fight at a distance if you play aggressively, but 
   will be aggressive if you play defensive. One way to beat the CPU is to
   simply turtle and block everything he throws at you. Eventually, he'll do 
   something stupid like launching a far AB or a Sorasashi when up close. Keep
   in mind the CPU will use the Surprise Attack and throws.
 - The CPU is very good at dealing with jump-ins from a distance, but you can 
   try jumping over him when up close to lure it into launching a Chisashi or
   a far AB. This doesn't work always though, as the CPU may launch a 
   vertical AB instead.
 - The CPU tends to do 3 crouching kicks, then either move in with a throw or
   launch a far AB.


 - Her dashing B is an overhead. Her dashing AB only knocks down if the entire
   animation hits.
 - Charlotte's Splash Fount (f+S repeatedly) can go past low attacks and floor
   level projectiles while she is dashing forward.
 - Floor-level projectiles can go under the Tri-Slash (qcf+S), so neither 
   projectiles will negate each other.
 - Her WFT is chainable from her close standing/crouching B. Charlotte is 
   invincible during the startup flash.

  (ZETSUMEI OUGI: Splash Gradation)
 - Charlotte slashes out the image of a star on her opponent, then performs a
   Power Gradation that splits opponent.
 - The CPU Charlotte tends to use her Splash Fount and jumping B pretty often.
   On the ground, the CPU tends to use her far B quite often, followed by
   a far AB. If you keep blocking, she'll move in to throw you. Just Deflect
   her Slashes and punish her when she's stunned. If you managed to disarm
   her, she'll take loads of damage from your attacks.
 - A tactic the CPU uses is to launch a Tri-Slash, then a Power Gradation 
   (f,d,df+S) if you jump at her.


 - Enja's dashing B is cancelable.
 - Enja's jumping and crouching AB are aimed upward, making them useful as 
   anti-airs. However, his jumping AB has trouble hitting most opponents on 
   the ground unless performed late, while his crouching AB has poor forward
 - The Guren Kyaku (f,d,df+S) now does far more damage than in SSZ. Motioning
   b/f and pressing a button repeatedly increases the damage slightly. There 
   are no differences between button versions. Since its damage is so high
   now, you're better off using this over the Rikudou Rekka chain if you can't
   time the Tendou right.
 - If you use the Rikudou Rekka chain when your opponent is near (but not at)
   the corner, the Tendou finisher will miss as opponent will be too high up
   (off screen) after the Gakidou for Enja to reach. The best place to start 
   the Jigoku-dou -> Gakidou is about 1/3 screen distance so that opponent 
   will be just above Enja's head level when you launch the Tendou.
 - If the Tendou doesn't get the proper finisher, your opponent won't be
   knocked down and Enja will slump over, leaving him wide open to attacks.
 - Enja is vulnerable to Slashes during his Kakusei Chuushi WFT, but he can 
   negate projectiles during the move. He can avoid certain high and mid-level
   attacks while recovering from this move (when he slumps forward).

 (ZETSUMEI OUGI: Sanzendaisen-sekai Zen Shoudo)
 - Enja grabs his opponent by the neck and creates a column of flames around
   him (similar to Iori's LDM in KOF2003). He continues burning opponent until
   they disintegrate. Enja then flies off. During the entire move, you can 
   only see a shadowy silhouette of Enja, similar to his WFT.

 - The CPU can get a ridiculous 15 hits from his Guren Kyaku. (The best I got
   was 10 hits, and that was through lots of mashing.)
 - Since Enja builds his Rage gauge fastest in the game, the CPU will allow
   you a couple of weak hits just to stay Raged. 
 - The CPU Enja can get the proper finisher for the Rikudou Rekka (qcf+A ->
   qcf+B -> qcf+C) chain just about every time. If he's Raged (and he most 
   likely will be), prepare to lose anywhere from 50%-90% health if hit. The
   CPU will not launch the Tendou if he's in a position where the finisher
   can't hit (see notes above).
 - Jumping in against Enja almost always results in him launching his Enmetsu
   (b,d,db+S) or his WFT when Raged. However, the CPU isn't very good at
   judging distance, so you can jump just outside of the range of these moves
   and hit Enja as he recovers.


 - Gaira's dashing B is an overhead that knocks down. 
 - Gaira's Hyakkan Otoshi is actually performed as d+AB and not u+AB as stated
   in Chris' guide. It is an overhead that knocks down.
 - The Jishin Gan (d,d+A/B/C) does more damage the closer Gaira is to his 
 - Gaira's WFT only hits once, so if it blocked, opponent can hit Gaira even
   when the deity is still on screen. Note also that the move cannot negate
   projectiles, and Gaira is completely open to attacks during the entire
   animation (although he can jump over low attacks).

 (ZETSUMEI OUGI: Kachiwaruzo-koraa!)
 - Gaira launches a Katsu! which turns opponent to stone. He then proceeds to 
   bash his opponent with his prayer beads repeatedly before performing a 
   Jishin Gan. Gaira then says a prayer, turning himself to stone while 
   causing his foe to shatter. Talk about divine intervention....

 - The CPU Gaira is a true terror, and will use his Enshin Satsu (b,uf,u,uf,f
   +AB when near) excessively to counter your attacks. However, he likes to 
   use the Small Pursuit a lot after knocking you down, so roll out of the way
   and make him pay. (You should be Raged if you were hit by the Enshin Satsu)
 - The CPU occasionally jumps forward without doing anything. That's your cue
   to score a free hit. :) It's easier to get the CPU jumping like this if you
   keep using jump-ins, but beware of his Kumi-tenjou (b,d,db+A) throw.


 - Galford's dashing B hits low and knocks down. His dashing AB is an overhead
   that knocks down.
 - Galford lost his Shadow Copy (f,hcf+A/B).
 - You can combo into his Plasma Blade (qcf+S) although it doesn't show on the 
   hit counter.
 - There are no differences between button versions of the Strike Heads 
   (f,d,df+S when near). Its damage is really pathetic now. so you're better 
   off using the Guard Destroyer Throw.
 - Galford can combo his close standing/crouching A into a Guard Destroyer 
 - If the Double Mega Strike Heads (his WFT) hits a moving opponent, there
   may be a glitch where opponent will be stunned, but one or both Galfords'
   autocombo may miss entirely. However, the double Strike Heads should still
   hit and the move still does full damage. The hit counter may be inaccurate
   or may not show up at all in such a situation.
  (ZETSUMEI OUGI: Zetsu - Heaven's Wolf - Bad Fang)
 - Galford cheers Poppy on as she literally tears her opponent apart with a 
   barrage of ramming and rolling attacks before finishing with a Replica Dog.
 - Aside from using the Deflecting and Imitate Replica (f,b,f,b,f,b,d + AC/BD
   when hit) very well, the CPU Galford doesn't seem all that different or
   much harder than in SSZ. In fact, I actually find him easier (see below).
 - Galford uses the Imitate Replica pretty often when Slashed. It's quite
   common to have him use it when you hit him, then if you managed dodge it
   and Slash Galford as he recovers, he'll use it again. Simply block in the
   right direction and Slash him again as he recovers. He should do another
   Imitate Replica. You should have an idea what to do next. :)


 NOTE: Gaoh wasn't playable (in arcades) in SSZ, and his movelist was somewhat
 different, so I'll provide an in-depth guide. The movelist and Cancel chart
 was lifted directly from Chris' guide and modified. I used Chris' notations 
 for the Cancel chart, so refer to his guide if you don't know what they mean.
 I've also added hit location properties. They are noted in brackets [], with 
 O=high/overhead, M=mid, L=low , U=unblockable and [-] meaning it doesn't hit.
 * Very special thanks to Charles MacDonald for allowing me to use these from
   Chris's SSZsp guide. 

 qcf + S                        Imi Kagura                              E [M]
 qcb + C                        Ibushi Miyabe                           - [-]
 f,d,df + S                     Kabuto Goma                             E [M]
 f,d,df + C                     Kurogane Kudaki                         - [M]
 f + tap S rapidly              Oboro Bayashi                           E [M]
 qcf + CD                    R^ Naraku Boe                              E [M]
 qcb + CD                    Z^ Yomi Yashiro                            E [M]

        Cancel chart       A       B       AB      C
        Stand near         c[M]   -/c[M]   -[M]    -[L]
        Stand far          c[M]    -[M]    -[M]    -[L]
        Crouch near        c[M]    c[M]    -[L]    -[L]
        Crouch far         c[M]    c[M]    -[L]    -[L]
        Dashing            -[M]   -/c[M]   -[M]    -[L]

 - Gaoh does not have far crouching A and B animations.
 - Gaoh's crouching A and B are cancelable, but if used from a distance, none 
   of his special moves will combo from them. 
 - With the exception of his close standing A, all of Gaoh's crouching and 
   standing Slashes are Deflectable.
 - Gaoh's dashing AB looks like an overhead, but can be blocked low.
 - Gaoh's close/dashing B does 2 hits and are only cancelable on the 2nd hit.
 - Gaoh's crouching AB hits low and knocks down.
 1 IMI KAGURA: Gaoh charges forward with a stabbing attack from his polearm
   that knocks opponent down. Only the A version is chainable. Gaoh hops back 
   before charging forward for the AB version.
 2 IBUSHI MIYABE: Gaoh raises a glowing fist, then smashes it downwards. Gaoh
   can only reflect projectiles; the move cannot hit on its own. However, it
   can reflect normal projectiles of all levels including Mina's jumping and
   crouching shots.
 3 KABUTO GOMA: Gaoh swings his polearm upwards and spins it above his head.
   There are no differences between button versions.
 4 KUROGANE KUDAKI: Gaoh grabs his opponent and heabutts them. The move is
   blockable, but is chainable. It's still a throw and can be avoided by lying
   down. It's the only special throw in the game that you can combo into. You
   can combo into the move from a close standing/crouching A/B.
 5 OBORO BAYASHI: Gaoh steps forward while stabbing his polearm repeatedly.
   There is a short pause before Gaoh attacks, so the move isn't chainable. 
   A does 3 hits, B does 5 and AB does 9, but the stronger the button used, 
   the longer the startup pause is. This move does not knock down.
 6 NARAKU BOE (WFT): This is Gaoh's Rage animation from SSZ; a column of light 
   striking around him. Gaoh is invincible while the light is around him, but
   not during the startup, and the move doesn't last very long. An opponent
   will only be disarmed if the move hits deep enough. The move is blockable

  (ZETSUMEI OUGI: Yomi Yashiro)
 - Gaoh turns into Ankiou, grabs opponent and tosses them upward before 
   impaling them on his horn. A big explosion occurs, and his opponent is
   blown to pieces. This was Gaoh/Ankiou's WFT in SSZ.

 - Gaoh is the 3rd boss you fight, after Amakusa and Zankuro. Don't worry,
   he can't turn to Ankiou anymore. :) If you're wondering what happened to
   Ankiou's stage, use a Rage Explosion.
 - Gaoh is the easiest of the 4 bosses IMO. Since his polearm has such long
   range, it's pretty easy to Deflect him. Killing him is another matter, as
   Gaoh is the only boss smart enough to block your Zetsumei Ougi. Either
   Deflect him when up close and perform the ZO, or disarm him and launch the 
   ZO when he's picking up his weapon. You have to be pretty close though.
 - Otherwise, just Meditate away all your Rage Energy, lose a round on purpose
   then use the Mu No Kyouchi and Issen him to death.
 - More often than not, Gaoh'll perform the Oboro Bayashi if you mistimed your
   Deflection. Still, you can Deflect this move. :)
 - To beat him, just keep jumping at him with Slashes if your character has
   good air-to-ground Slashes. Done right, you can hit Gaoh before he launches
   his Kabuto Goma. Otherwise, just jump outside of the range of his Kabuto
   Goma to lure him into using it, then hit him while he's vulnerable.


 - Genjuro's dashing B hits low on the 1st hit and knocks down on the 2nd.
 - The B/AB Sanren Satsu cannot cross-up a cornered opponent.
 - You can mix and match the 1st and 2nd inputs of the Sanren Satsu (qcf+Sx3), 
   but the damage for the move is determined by the button used for the 2nd 
   input. This means if you used the A button for the 2nd input, pressing AB 
   for the 3rd input will still launch the A version. If you started with the 
   B or AB version, only the A version will combo for the 2nd input.
 - You can combo into his WFT from his near standing/crouching B.
 - Kao Megura's little trick with Genjuro still works well here against the 
   CPU: simply throw a charged (B) Ayame (qcb+S), then do a dashing B when the
   card rebounds after being blocked. The CPU will get suckered every time. 

 (ZETSUMEI OUGI: Fudajimai)
 - Genjuro performs his old 5-hit Sanren Satsu and continues on with his Ura 
   Gokou (his old Bust/Rasetsu WFT), with the last hit splitting his opponent.

 - At a distance, the CPU Genjuro tends to do the (A) Sanren Satsu for the 1st
   input, then use the B/AB 2nd input, so block appropriately. Otherwise, just
   corner yourself and block everything he throws at you normally, and hit him
   back after he performs the 3rd input of the Sanren Satsu.
 - If the CPU moves up close and performs a Sanren Satsu, you can bet it's a
 - Be careful about jumping in against CPU Genjuro, as he'll either use a
   vertical AB or his (A) Kouyoku Jin; both are excellent anti-airs.


 - Hanzo has no far crouching Slash animations.
 - Hanzo's dashing B hits low and knocks down.
 - Hanzo can avoid low attacks during his dashing and far standing AB.
 - Hanzo lost his Kage Bunshin (f,hcf+A/B).
 - The stronger the Slash button used for the Mozu Otoshi (f,d,df+S when near)
   , the more damaging but slower it is.
 - There are no differences between button versions for the Mozu Otoshi
   -Hayate- (f,d,df+S while dashing, near opponent).
 - The Mozu Otoshi and Shin Mozu Otoshi's damage is fixed and is unaffected by
   the Kenki Gauge nor does it drain the gauge.
 # You can tell if Hanzo uses a Tenbu/Motoke (both are overheads) by paying
   close attention to the camera: the camera will pan up slightly, while in
   the case of the Chizan/Oni (low attacks), the camera will remain still. 

 (ZETSUMEI OUGI: Kinki: Mozu Kudaki)
 - Hanzo launches a modified Shin Mozu Otoshi, breaking off both of opponent's
   arms before launching the pile driver. In mid-air, he breaks opponent's 
   ribcage, and the impact upon landing shatters their skull. Ouch.

 - The CPU Hanzo is very good at avoiding throws and if he dodges your throw,
   you'll be on the receiving end of his AB Mozu Otoshi.
 - The CPU doesn't Deflect very often, but if unarmed, the CPU WILL disarm you
   if you try to chip him with your Slashes. Since Hanzo can use all of his
   special moves/WFT while unarmed, disarming him isn't as big an advantage as
   compared with other characters.
 - Like Galford, the CPU is pretty good at launching his Migawari no Jutsu
   (f,b,f,b,f,b,d+AC/BC) when hit. Worse, you have to decide whether to block
   low or high as well, unlike Galford where you could simply dash forward.
 - The CPU Hanzo is pretty poor in the air, and tends to jump after you if you
   jump often, so that's about the only easy way I know of to beat him. He 
   doesn't really block crouching Kicks, but if you do them too often, he'll
   use his far standing AB to hit you.


 - Like in SSZ, Haohmaru's entire Kenki gauge is emptied if his far standing 
   AB misses. Seems this wasn't a bug after all, but deliberately done so.
 - Haohmaru's dashing B is cancelable.
 - The Kogetsu Zan (f,d,df+S) does less damage against a jumping opponent. The
   move won't knock down if the jumping slash doesn't connect. This usually 
   happens at a distance or if you comboed into the B/AB versions.
 - Correction: The Ougi Shippuu Kogetsu Zan (f,d,df+S when dashing) does 3/5/6
   hits instead of 3/4/5 (A/B/AB).
 - The AB Resshin Zan (b,d,db+S) goes high up.
 - You can combo into his WFT from a close standing/crouching B.

 (ZETSUMEI OUGI: Tenha Seiou Zan)
 - Haohmaru performs his old SSII WFT (a downward slash with a huge cone of
   energy) that splits opponent in half.

 - The CPU likes to do a far standing B/AB when you're about 1/2 screen away, 
   so Deflect him and make him pay.
 - If the CPU Deflects you at close range, you'll be eating his Zankousen 
   (hcb,f+AB), which does tons of damage. However, he does this too if he
   Deflected you at long distance, so hit him as he recovers in that case.


 - Jubei's dashing B hits low, but does not knock down.
 - The (B) Kattotsu Suigetsu Tou (qcf+A/B) has a short pause before Jubei 
   launches the projectile.
 - The Retsu Suigetsu Tou (qcf+AB) can negate projectiles before Jubei 
   launches it. Once launched, it works just like any other projectile, except 
   that it hits 4 times and knocks down. Also, the move hits low before being
   launched, but you can block high once it travels forward.
 - The stronger the Slash button used for the Hassou Happa (f+S repeatedly), 
   the longer its duration. The move won't get full hits normally, but it can
   get full hits during a Mu No Kyouchi for the A version, and nearly all hits
   for the other versions.
 - Jubei's Yagyu Shingan Tou (qcb+A/B/C) moves can only reverse attacks BEFORE
   he completes his animation, which means you launch this move just before
   opponent's weapon hits. 
 - The (B) Yagyu Shingan Tou can reverse crouching normal Slashes if they are
   blockable while standing.

 (ZETSUMEI OUGI: Yagyu Shin'in-ryuu Hiden: Muni Raten)
 - Jubei performs a close standing B, then a Hassou Happa, a close standing AB
   and finishes off with an uppercut similar to his Nikkaku Ratou. Opponent is
   then split into four parts. This is NOT his old SS4 Bust/Rasetsu WFT, 
   although it looks like it at first glance.

 - The CPU Jubei is one of the easier opponents in the game, so you shouldn't
   have too much trouble beating him even at lvl-8 difficulty.
 - However, do NOT poke the CPU Jubei with standing or crouching Slashes or
   you will be countered by his (A/B) Yagyu Shingan Tou or a Deflecting. If 
   Jubei is Raged when his Yagyu Shingan Tou connects, prepare to take a LOT
   of damage (more still if his Kenki gauge is full).
 - Don't worry about the C Yagyu Shingan Tou however, as the CPU can't seem to
   get the timing right against jumping Slashes. :)


 - Kazuki's dashing B is cancelable. It has the same animation as his close 
   standing B.
 - Kazuki's jumping and crouching AB are aimed upward, making them useful as 
   anti-airs. However, his jumping AB has trouble hitting most opponents on 
   the ground unless performed late, while his crouching AB has poor forward
 - All versions of the Shounetsu Kon (qcf+S) and Dai Bakusatsu (f,d,df+S) are 
   chainable from his close standing and crouching B. The hit counter doesn't
   register certain Saien-charged versions as a combo, but they do chain.
 - Kazuki is immune to low attacks and floor-level projectiles during the
   forward charge of his WFT. During the recovery, Kazuki is fully vulnerable,
   but since he's lying down on the floor, most high and mid-level attacks 
   will miss him (although certain downward arcing Slashes can still hit). 

 (ZETSUMEI OUGI: Kyougeki, Hidaruma Dai Tosshin)
 - Kazuki creates a mirror image of himself behind opponent. Both Kazukis tben
   perform their WFT together, with the explosion destroying his opponent's 
   upper torso as Kazuki teleports away.

 - The CPU Kazuki is the toughest CPU opponent in the game IMHO. He uses the 
   Enmetsu (b,d,db+S) far more accurately than CPU Enja, and he will meet a 
   jump-in with a jumping B/AB of his own.
 - Also, the CPU will Deflect your Slashes easily, then combo a dashing B with
   a Dai Bakusatsu, using any Saien charges if available. Kazuki is also one 
   of the few CPU opponents who will use the Serious Swordblade catch when
   unarmed, so forget about chipping him to death with Slashes.
 - Jumping backwards against Kazuki is generally a bad idea. He'll either dash
   forward with a Dai Bakusatsu, throw a Shounetsu Kon or use his WFT when
   Raged (and Kazuki Rages pretty easily too). 
 - The CPU generally uses his (A) Slash (a punch) or Kicks over Slashes, so it
   is very hard to get a Deflecting in.  
 - I don't have any good general tactics to beat the CPU Kazuki, so any help
   here would be welcome. :)


 - Gedo's dashing/crouching B hits low and knocks down. He doesn't have a 
   close crouching B animation.
 - Gedo's jumping B/AB knock down.
 - His f+C is an upward aimed hopping kick that knocks down. It will miss most
   crouching opponents.
 - His far crouching AB is a diagonally upward aimed spinning arm attack while
   the close version has Gedo extending the spikes on his spine, making for
   a nasty anti-air.
 - The Ieki Haki (qcb+A/B) does little damage, but causes a hit opponent to
   stumble and leaves them open to attacks. You can repeat this move to knock
   them down, and again to hit them while they're down. If opponent doesn't
   roll out of the way, you can do this up to 6 times! You have to be close
   to opponent though.
 - The Doro Nage (df,hcb,b,d,db + BC) will miss from up close or when done too
   far away, as the ‘projectile’ has a rather short arc (no crappy jokes 
   please). You have to be very precise when motioning this move or you'll get
   the Surprise Attack instead. 
 - You MUST leave the joystick neutral before performing the final inputs for
   the Gedo no Rakuin Oshi (f,b,d,n,u+C when near) and the Gedo no Emono Gari 
   (f,uf,u,ub,b,db,d,n,u+CD when near). The easiest way to get them to launch
   is to perform the command while jumping or rolling forward and stop at the 
   neutral command, then entering the final input as Gedo lands/gets up from 
   the roll.
 - The Tobi Zutsuki (his primary WFT) negates projectiles. 

 (ZETSUMEI OUGI: Gedo no Banzan)
 - According Chris MacDonald's guide, the move means "Gedo's Dinner". Since
   Gedo isn’t a vegetarian, I'm sure you can guess what he does.
 # For most characters, Gedo spits out a skull after his ZO hits, but the 
   female characters drop different items. Using it on another Gedo drops a 
   really big skull. :)

 - The CPU uses the Rakuin Oshi at every opportunity when up close. He also 
   uses his df+C (the tongue sweep) pretty often now.
 - Be careful about using high attacks against Gedo, as he'll roll under them
   then perform a Rakuin Oshi.
 - The CPU Gedo Deflects rarely compared with most characters.
 - The CPU Gedo isn't terribly hard as he's such a huge target; just don't 
   jump at him when up close or he'll launch his close crouching AB.


 - Kyoshiro's dashing B is an overhead knockdown attack.
 - Only the toad's tongue can hit during the Gama Jigoku (qcb+C). The tongue
   can hit an opponent lying down on the floor, but it does almost no damage.
   Kyoshiro can avoid low attacks and cannot be hit by throws during this
 - Kyoshiro fans, you'll be happy to know that he still does lots of chipping
   damage. :)

 (ZETSUMEI OUGI: Dokudanjou "Oni no Mai")
 - A curtain appears behind Kyoshiro, and Kuroko drops in to cheer him on as
   Kyoshiro performs an autocombo and finishes with a massive explosion that
   destroys his opponent's upper torso.
 - The CPU Kyoshiro is rather annoying. He's content to let you do all the
   attacking, and will simply Deflect you or counter with light Slashes. More
   often than not, you'll win or lose your round by timeout.
 - If you do try to play turtle as well, the CPU will launch his Oo Tsunami at
   a distance to chip you, then move in with a few Slashes. Otherwise, he'll
   move in to throw you.
 - There is an easy way to beat the CPU Kyoshiro. Keep blocking low and do a 
   crouching C when he gets close. The CPU will either Slash repeatedly or 
   launch a Gama Jigoku. Either Deflect him or wait for him to launch a Gama 
   Jigoku and punish him as he recovers. You must time your crouching C well,
   and you can’t do it repeatedly or you'll just get hit by the Gama Jigoku
   (since the move is immune to low attacks).


 - Yunfei has no far standing/crouching Slash animations.
 - Yunfei's dashing B hits low. His dashing C is not an overhead, even though
   it looks like one. 
 - His Surprise Attack is cancelable into an aerial special before it hits.
   His crouching AB is cancelable into aerial specials if it hits or misses.
   You can combo this with the Nichi (AC in mid-air). His standing C is 
   cancelable into aerial specials as well.
 - Yunfei's standing AB is cancelable on the 1st hit. You can combo it with
   the Ten'i Daihou, the Tensatsu Daisai or his WFT.
 - Correction: Yunfei's jumping AB is not cancelable.
 - The Tensatsu Daisai (qcf+AB) now recovers slower, so you can no longer dash
   forward and do a Tenkoku Houra (f,d,df+C) while opponent is blocking in the
   corner. The move won't get full hits and damage against a jumping opponent.

 (ZETSUMEI OUGI: Tenbatsu Soumon)
 - Yunfei hops behind opponent and pulls out a blue ball of fire (which I
   assume is their soul) from his opponent. He then jumps up and slashes the
   soul in half, causing his opponent to vomit blood and drop dead.

 - The CPU Yunfei isn't hard to beat as he likes to stay airborne too much. 
   Just remember to block high, and be careful of his Tenkoku Houra.
 - He does like to Deflect a lot, so don't Slash him when both of you are on 
   the ground.
 - The CPU will use his crouching AB if you jump vertically or backward while
   near him. 


 - Mina's close crouching B hits low and knocks down. She has no far crouching
   AB animation.
 - Mina's dashing B hits twice and the 2nd hit knocks down.
 - I could be wrong, but Mina's standing and crouching A shots seem to be a
   little slower now.
 - Mina's WFT can only hit from slightly past half-screen to about 90% screen
 - If the Jikyuu Shin (charge b,f+S) hits, you can follow-up with another shot, 
   as long as it wasn't done at full-screen range.
 - The (A) Shinimabui no Nageki (f,d,df+S) only goes about 1/2 screen distance
   while the B and AB versions goes full-screen. The AB version will miss most
   standing opponents as it's a high shot.
 - All of Mina's unarmed dashing Slashes knock down.

   In case anyone wants a list of Mina's shot patterns, here it is:
   Standing A - Gentle arcing shot, cannot hit standing opponents.
   Crouching A - Shorter arcing shot, can hit opponent at far end of screen.
   Jumping A - Straight forward shot. Not an overhead.

   Standing B - Straight shot aimed 20 degrees upward.
   Crouching B - Straight horizontal ground-level shot that hits low.
   Jumping B - Straight shot aimed 45 degrees downward. Overhead.

   Standing AB - Forward shot that bobs up and down a little. Knocks down.
   Crouching AB - Straight shot aimed 45 degrees upward. Knocks down.
   Jumping AB - Straight shot aimed 85 degrees downward. Overhead.

 (ZETSUMEI OUGI: Niruya-Kanaya no Jubaku)
 - Gee, it's Mina we're talking about. What else can she do besides skewering
   her opponent with volleys of arrows and finishing with an explosive shot
   that blows up their upper torso? :)

 - Since Mina takes horrendous amounts of damage, the CPU will always try to 
   keep away and shoot you. If you try to get near, she will use a Shinimabui
   no Nageki to escape. She can be pretty stupid though and use this from afar
   to get within your striking range. :)
 - If you do get up close, the CPU Mina will attempt to throw or Deflect you.
   Still, she's little more than an annoyance, as you can KO her with 2-3 
   good hits.
 - It's nearly impossible to throw the CPU Mina, so don't bother.


 NOTE: Since Mizuki has been completely redone in SSZsp, I'm doing an in-depth
 coverage of her moves. She's very different from her SSII version so check 
 the notes below for further details. 
 * Very special thanks to Charles MacDonald for allowing me to use these from
   Chris's SSZsp guide. 

 qcf + S                        Juka Soudan                             - [M]
 qcf + AB                       Magauta Tsumabiki                       - [M}
 qcb + S                        Haki Inmetsu Jin                        E [L]
 qcb + C                        Jashin Kyoumei                          - [U]
 f,d,df + S                     Gashin Kyoumei Kon                      E [O]
 f,d,df + C when near           Shinma Messatsu Jin                     E [U]
 b,d,db + S                     Makai Tensei                            - [-]
 qcf + CD                    R^ Tenchi Makyou Jin                       E [M]
 qcb + CD                    Z^ Kyoumashi Engoku                        E [M]

        Cancel chart       A       B       AB      C
        Stand near         -[M]   -/c[M]  -/-[M]   -[M]
        Stand far          -[M]    - [M]    -[M]   -[M]
        Crouch near        -[M]   -/c[M]    -[L]   -[L]
        Crouch far         -[M]    - [M]    -[L]   -[L}
        Dashing            -[M]   -/c[M]    -[M]   -[L] 

 - Correction: Mizuki can't triangle jump.
 - Mizuki's crouching AB is a low attack that knocks down. 
 - Her f+C hits low, but doesn't knock down. Her dashing and df+C knocks down.
 1 JUKA SOUDAN: Mizuki steps forward with a clawing attack that knocks down. B 
   version hits twice, but is slower.
 2 MAGAUTA TSUMABIKI: Mizuki pauses, then does a 6-hit Juka Soudan. You can't
   combo into this move, but it has almost no recovery time.
 3 HAKI INMETSU JIN: Mizuki creates a portal on the ground that moves forward.
   Upon hitting, opponent is sucked in, then thrown out with multiple hits. 
   This move hits low and you can combo into the A and B versions. This move
   does tons of damage, more so when Raged and with a full Kenki bar. It looks
   rather like SS4 Bust/Rasetsu Amakusa's Kouma Shourai Ha (qcb+S) now.
 4 JASHIN KYOUMEI: Mizuki gestures with her index finger, then a blue symbol
   appears at her opponent's location. The move is unblockable and knocks down
   but has slow startup time and does so-so damage. If this move was launched 
   while opponent was already in mid-air, the symbol won't appear. The move 
   cannot hit once the symbol turns red. In case you were wondering, your 
   opponent's controls aren't reversed unlike in SSII.    
 5 GASHIN KYOUMEI KON: Mizuki hops up and her pet beast appears and lunges
   downward, then charges forward. The initial downward lunge is an overhead,
   while the charging attack knocks down. Both hits do not combo into each 
   other, and there are no differences between button versions. Her beast can
   negate projectiles, but the move's damage is pretty weak.
 6 SHINMA MESSATSU JIN: Mizuki turns her opponent into a pig, lifts them off
   the screen, then drops them down with an explosion. Her opponent is then
   reverted back to normal. This move is an unblockable throw, so you can't
   combo into it. 
 7 MAKAI TENSEI: Mizuki vanishes into a portal on the ground, then reappears:
   (A)- At the corner behind her.
   (B)- Directly in front of opponent.
   (AB) - Directly behind opponent.
 8 TENCHI HAKYOU JIN (WFT): Mizuki creates a projectile that travels about 60%
   screen distance before returning to her. It can hit while on its return 
   path. If it hits, the projectile will drag opponent around the screen while
   exploding before finishing with a massive explosion. The projectile will
   disappear if Mizuki is hit, unlike in SSII. You can't combo into this move
 (ZETSUMEI OUGI: Kyoumashi Engoku)
 - Mizuki makes a series of gestures with her index finger, with each gesture 
   doing an invisible hit on opponent while levitating them. Mizuki then
   beheads her opponent with a close standing AB. Her beast then appears and
   she rests on it.

 - Mizuki is the final boss of the game, so if you've made it this far, you
   shouldn't have any trouble beating her. In other words, I'm gonna be lazy
   and skip this one. :)
 - Alright then, just one tip: The CPU Mizuki tends to open the round with a
   crouching AB. What you choose to do about it is up to you. :)

 - Nakoruru has no far crouching Slash animations.
 - Nakoruru's dashing AB can hit up to 3 times, although it doesn't show on
   the hit counter. It always knock down even if it didn't get full hits.
 - Nakoruru can combo her close standing/crouching A into her Guard Destroyer 
 - The Yatoro Pok (qcf+S while on Mamahaha) is an overhead, but doesn't knock
 - You can combo into the Kamui Mutsube (BC while on Mamahaha) from her AB
   Taka Tsukamari Kougeki (S while on Mamahaha), although it doesn't show on
   the hit counter.
 - Nakoruru can combo her close standing B into her WFT.
 - Nakoruru's unarmed standing Slashes have obscene range: she can actually 
   hit Haohmaru out of his far standing AB!

 (ZETSUMEI OUGI: Turuse Sanpe Kiku Mutsube)
 - Nakoruru tosses opponent, then jumps up and slams them down while they're
   in mid-air. She then climbs on top of ther opponent, holds up her knife, 
   says something and finally stabs them in the heart, causing a massive spray
   of blood. Nakoruru then says something.
 # Nakoruru has a different death animation if she was killed by Galford or 
   Shizumaru's ZOs. She kneels, then splits vertically.

 - The CPU Nakoruru can be a pretty tough opponent as she's so fast. She uses
   the Guard Destroyer throw often, and tends to mix her high and low attacks.
 - She will also use her jumping AB quite well if you try to jump. If you
   jump at a distance, she will use a Rera Mutsube.
 - The CPU is very good at avoiding low attacks and throws, and will often
   punish such attacks with a throw, Surprise Attack or her Kamui Mutsube.
   She can avoid attacks using the Kamui Mutsube like you wouldn't believe.
 - The CPU doesn't Deflect very often, but do NOT use a far B/AB to poke or 
   she will Deflect you. She uses the Serious Swordblade Catch when Unarmed. 
 - Still, she isn't overly hard to beat as she takes a lot of damage, so you
   only need to get a in few good hits to KO her.

 - Rasetsumaru's dashing B is an overhead knockdown attack. It is cancelable
   before he strikes.
 - Rasetsumaru does two attacks during his close standing AB; a downward chop
   like Haohmaru's then a forward stab. His crouching AB also consists of two
   Slashes; the 2nd hit knocks down. SS3 fans may remember these being Bust/
   Rasetsu Haohmaru's Gatotsu/Hien followups for his close/crouching HS.
 - There are no differences between button versions for the Nagi Yaiba 
 - The stronger the button used for the Senpuu Retsu Zan: Setsu (qcf+S), the
   higher it juggles opponent. It's pretty difficult to combo this with his
   WFT as it can only hit when opponent is about to land.
 - If you're already Raged, using the Shitatari (qcb+C) will not extend your 
   Rage duration, so don't bother using it while Raged/Rage Explosion.
 - You can combo the Gouha (f,d,df+C) into his Tenha Dankuu Retsu Zan WFT even
   in the open. You always have enough time to get in one Small Pursuit if you
   didn't follow-up the Gouha with his WFT, before opponent can use a Quick or
   Rolling get-up.

 (ZETSUMEI OUGI: Zoubu Eguri)
 - Rasetsumaru stabs his arm into opponent, pulls out their heart and crushes
   it. Strangely, his opponent only dies after their heart is crushed. :)

 - CPU Rasetsumaru is pretty much like CPU Haohmaru: he likes to use a far
   AB on you, and will Deflect you if you try to use a far B/AB of your own
   while he's idle.
 - CPU Rasetsumaru is pretty good at using the Gouha, and if Raged, there's a
   good chance he'll follow it up with his WFT, especially in the corner. In
   fact, I learned the Gouha -> WFT/Small Pursuit trick from the CPU! :)
 - The CPU will use his Shitatari occasionally if he knocked you down at a 
   distance. Just use a quick/rolling get-up and make him lose more life. :)

 - Rera's dashing B is an overhead knockdown attack.
 - Rera's jumps and slashes 4 times during her dashing AB. It works as a
   decent anti-air, but has short forward range. It looks rather like Strider
   Hiryu's LP Excalibur in MvC2. Odd comparison, I know, but once you see it
   you'll understand what I mean.
 - Rera can combo her close standing/crouching A into her Guard Destroyer 
 - If Rera is too far away from Shikuruu, she will simply hop back when you 
   try to use her Ookami ni noru (qcb+C) or her WFT.

 (ZETSUMEI OUGI: Irusuka Emush Newa Shikite)
 - Rera performs a short autocombo comprising of kicks before launching her
   opponent into the air then slashing them up and out of the screen. She then
   hops back while Shikuruu moves to the opposite end of the screen. As her
   opponent reappaers, both Rera and Shikuruu leap toward and through opponent
   and a massive cross of light appears. Her opponent is then split in half 
   and Rera does one of the following poses:
   1. Pats Shikuruu and says something.
   2. Spins out her blade and blood drips off it as Rera says something.
 # Rera has different a death animation if she was killed by Galford or 
   Shizumaru's ZOs. She kneels, then splits vertically.

 - You will never fight Rera in single-player SSZsp and SSZ. 


 - Rimmy's dashing B is a palm attack that doesn't knock down, but is not
 - Rimururu can combo her close standing/crouching/dashing A into her Guard
   Destroyer throw.
 - Rimmy can move shortly after launching a Rupush Kuare (qcf+S). If this 
   move hits, you can hit opponent while they're frozen. This move negates
 - There are no differences between button versions used for the Konru Mem
 - There are no differences between button versions used for the Konru Nonno 
   (f,d,df+S). The move may not get full hits against a jumping opponent.
 - There are no differences between button versions used for the Kamui Shituki 
   (b,d,db+S). If the "mirror" hits up close, the projectile that she throws
   will miss, thus the move will do almost no damage.
 - The Upun Op (f+S repeatedly) does more hits and damage the stronger the 
   Slash button used. Its damage is still pretty weak however.
 - Rimmy's unarmed dashing Slashes knock down.

 (ZETSUMEI OUGI: Konru Sutu Poro)
 - Rimmy freezes her opponent, creates a HUGE ice hammer, raises it and....

 - The CPU Rimmy is relatively easy to beat so long as you don't jump in from
   a distance. If you do, she'll use either a jumping AB or her Konru Nonno.
 - CPU Rimmy uses her Konru Nonno as an anti-air, but she isn't very good at
   timing it, so an easy way to beat her is to to jump over her then block.
   She'll mistime her Konru Nonno and either launch it when you've passed
   over her or after you've landed. In any case, she's wide open to attacks.


 - Shizumaru has no far crouching Slash animations.
 - Shizumaru's dashing B is now cancelable.
 - You can combo his WFT from any cancelable Slash except for the 1st hit of
   his crouching B.

 (ZETSUMEI OUGI: Oni no Kioku: Mugen Hou )
 - Shizumaru charges up, and a ghostly image of Zankuro appears behind him.
   Shizumaru performs a close standing AB that doesn't hit, while Zankuro
   performs a Mugen Hou that splits opponent from top to bottom as Shizumaru
   collapses. Zankuro then disappears. Upon getting up and seeing his opponent
   dead, the shocked Shizumaru says something while kneeling.

 - The CPU is pretty good at dealing with jump-ins, using either his Ensatsu
   Jin (f,d,df+S) or a jumping AB. 
 - It is possible to jump in over or out of range of his anti-airs to lure him
   into using them, but it won't work repeatedly like it does with CPU Enja.
 - When you're cornered, do not try to Slash him when he is idle or he will 
   Deflect you. He doesn't use the Serious Swordblade Catch however.
 - One (rather boring) way of beating Shizumaru is to simply corner yourself
   and block high (the CPU won't use low attacks, but will use the Surprise
   Attack if you block low). The CPU should move in and do a few Slashes
   and then a Samidare Giri (qcb+S) or Ensatsu Jin. Either Deflect him or 
   wait until he recovers from either special move. He will dash in with a 
   throw after a while, but the damage is negligible compared with his other 
 - Thanks to harleyquin for this tip: Shizumaru tends to dash in with a 
   throw or another attack. If you can time your Slashes well, you can hit 
   him (and do Counter Damage) before he can stop and block.


 - Sogetsu has no far crouching Slash animations.
 - Sogetsu's dashing B is an overhead knockdown attack. If done too near 
   opponent, Sogetsu will end up behind them without hitting. Surprisingly,
   this move does the same damage as his dashing AB. He can avoid low attacks
   during the jump.
 - In SSZ and SSZsp, Sogetsu's far and crouching AB knocks down.
 - If his far AB hits, Sogetsu will switch sides with opponent. He can avoid 
   low attacks and floor-level projectiles during the forward dash.
 - Sogetsu has a very low profile during his crouching AB. You can avoid most
   high and mid-level attacks with it. The move hits low and knocks down.
 - The button pressed for tbe Tsuki-gakure (qcb+S) determines where Sogetsu
   appears. (A) goes to the corner behind Sogetsu, (B) stops in front of
   opponent and (AB) goes behind them.
 - The Gekkou (f,d,df+S) can negate projectiles.
 - The Fuzuki (qcf+S) cannot hit an opponent who's very near Sogetsu (not even
   the A version). It's extremely difficult to use this move against the CPU
   as it will dash forward and attack every time you launch it at less than
   90% screen distance.
 - Sogetsu is invincible during the startup flash of the Shouha: Fuugetsu Zan 
   (his WFT).
 - Sogetsu's Weapon Discarding Taunt can hit an opponent lying on the ground, 
   but it does no damage.

 (ZETSUMEI OUGI: Kotsuki: Suikyou no Jin)
- Sogetsu creates a mirror image behind his opponent, then each Sogetsu
  performs a different set of Slash combos that both end in a close standing 
  B. They then stop for a moment, then finish with a simultaneous far standing
  AB and vanish with a splash as opponent is split diagonally from shoulder 
  to waist.

 - The CPU Sogetsu isn't terribly hard, but he can really punish you with his
   far AB if your attacks miss. If you throw a projectile with slow startup
   such as Haohmaru's, he will launch a far AB if you're within range (doing
   Counter damage).
 - The CPU Sogetsu isn't very good at Deflecting, and is the only character 
   I've noticed that actually mistimed a Deflecting. That being said, using 
   Slashes too often will still end up with you getting Deflected.
 - Jumping against Sogetsu will almost always result with him using a jumping
   B or a Gekkou. Don't bother trying to jump behind him as he'll simply do
   a backward jumping B.
 - The CPU likes using a dashing C often at mid-range. Block low, then hit him
   as he recovers.


 - Suija's dashing B is an overhead that knocks down. You can cancel it before
   it hits. The Shougetsu (db,qcf + S in air) can cross-up in this case.
 - Suija's crouching AB knocks an opponent into the air. You can combo it with
   a Shougetsu or his WFT. If this hits during your Mu No Kyouchi you can keep
   juggling opponent with it until they're very high up, then finish with
   several jumping AB Slashes. That's assuming you've Meditated quite a bit.
 - Suija's far AB knocks down, but doesn't switch sides. Like Sogetsu, the
   forward dash can go past low attacks and floor-level projectiles. You can
   cancel this into his specials/WFT before it hits. However, you have to be 
   very quick at it as it is only cancelable before Suija swings his arm out. 
   If you canceled into a Shougetsu, it will go straight forward.
 - The Shizuki (qcb+S in air) will not hit from any of his cancelable attacks 
   or when done from the ground (qcb,ub+S) as the move can only hit if Suija
   manages to grab opponent's head.
 - Surprisingly, Suija's WFT doesn't negate projectiles, so he can still get
   hit by mid-level ones. However, an opponent trying to Slash Suija will most
   likely get hit by the WFT and take Counter damage. Yoshitora's far AB is
   an exception though, since it has such long range.
 - The duration of the bubble during the Engetsu (f,d,df+S in air) depends on
   the button pressed, with AB lasting longest. Suija is completely invincible
   while in the bubble.
 (ZETSUMEI OUGI: Byoudou-katsu Shinseinaru Sabaki)
 - Suija throws opponent to the ground. While they're down, Suija lifts his
   arm to levitate opponent upwards. Once they're out of the screen, Suija
   clenches his fist and says "yahari shinei" while opponent's lifebar is 
   emptied. He then poses as blood rains down on him.

 - The CPU Suija uses high attacks often, so always block high against him. 
   The damage from a throw or a kick is negligible compared to his combos.
 - It's quite difficult to throw the CPU. He will either perform a Shizuki or
   an Engetsu from off the ground. If he does an Engetsu, he'll followup with
   a jumping B -> crouching AB -> Shougetsu, which does major damage.
 - NEVER try to jump at the CPU Suija when up close as he'll simply perform a 
   Shougetsu off the ground or a crouching AB -> Shougetsu.
 - Thankfully, the CPU Suija doesn't Deflect (at least I've never seen him).
 - Here's an easy way to beat the CPU Suija: stay about 1/2 screen away from 
   him, then jump towards him without attacking. He should perform a Shougetsu
   AFTER you land, which leaves him wide open to attacks.


 - Tam Tam has a higher jump ceiling than most characters.
 - Tam Tam's dashing A is a weapon attack and can be Deflected.
 - Tam Tam's dashing B is an overhead knockdown attack. It is cancelable
   before it hits.
 - Tam Tam stays at the same spot during the (B) Paguna Dios (b,d,db+S).
 - The Paguna Paguna (f+S repeatedly) does lots of blocking damage, more so
   with the AB version. The stronger the button used, the faster and further 
   Tam Tam can move forward during the move. The damage and number of hits
   only varies slightly between button versions however.
 - The Maguna Dios Zari (his WFT) can negate projectiles, but Tam Tam is still
   vulnerable to Slashes (although the only one that can hit is Yoshitora's
   far AB).

 (ZETSUMEI OUGI:Ahau Casteegar)
 - Tam Tam launches an Ahau Gaburu (f,d,df+S) that lifts opponent off-screen.
   Cham Cham then appears and both of them howl together. You can see pygmies
   dancing around opponent before the Ahau Gaburu launches. 
 - Check out Tam Tam's mask when he's launching the projectile.
 - As with Gedo's ZO, opponent's skull will be dropped after this move hits,
   except for the female characters. Using it on Kusaregedo will drop a really
   big skull. :)

 - The CPU Tam Tam is quite easy to beat, as he tends only to use the Ahau 
   Gaburu from a distance, and the Paguna Dios (b,d,db+S) when you jump in.
 - The CPU does Deflect every now and then, and uses the Serious Swordblade
   Catch when unarmed.
 - To beat him very easily, jump-in without attacking when near him. He should
   launch an AB Paguna Dios when you're landing. Just block it and hit him as 
   he recovers. 


 NOTE: I will note down which alignment a special move was from, as the SS4 
 Slash/Bust versions had similar move commands. Most of his far and dashing 
 Slashes have been redone from SS4 and may have different properties here. 

 - Amakusa has close and far versions for all his standing/crouching Slashes.
 - Amakusa's standing C can avoid low attacks and floor-level projectiles.
 - Amakusa's far standing A hits low, while his far standing B is an overhead.
   His far crouching A and AB hit low, with AB knocking down.
 - Amakusa's dashing B is an overhead knockdown attack that is cancelable
   before it hits. 
 - His dashing AB is a cross-up attack that knocks down, similar to Ukyo's
   dashing B. It cannot hit an opponent in the corner.
 - Amakusa's close standing AB travels in an arc around him. It can hit an
   opponent who's above or even behind him.
 - Amakusa is completely invincible during the Oumagatoki (qcf/qcb+C).
 - The Shiryou Ha (qcf+S) is no longer chainable unlike in SS4. The AB version
   is slower but does multiple hits (like when Raged in SS4) and negates other
   normal projectiles. The AB version cannot be negated, so if two Amakusas do
   this at the same time, both projectiles will pass each other. You can tell
   the AB version apart from the A/B versions by the startup animation and 
   the colour (it flashes white and orange). (SLASH/SHURA)
 - The A/B Tenshou Fuu'ou Jin (qcb+S) are overheads (B goes further) while the
   AB version hits low. The move must hit cleanly to do damage, as opponent 
   is only damaged after the animation completes, which won't happen if 
   Amakusa is hit. (SLASH/SHURA)
 - The Nanji, anten nyuumetsu seyo (f,d,df+S) can hit while Amakusa is in
   the air. Amakusa will dive down automatically after a while. If blocked,
   this move chips multiple times. Note that Amakusa is still vulnerable to
   attacks throughout the duration of the move.
 - The Kairetsu Shou (f,d,df+C) cannot be chained into. (BUST/RASETSU)
 - You can combo into his WFT from a close standing/crouching B.
 - Correction: Amakusa's unarmed Slashes are no longer cancelable but still 
   hit twice (although it doesn't show on the hit counter).
 # If you're wondering what happened to Amakusa's Shouki Dan (f,d,df+K-BUST),
   use a Deflecting.
 # Use a Rage Explosion in Mizuki's stage. Does the background look familiar?

 (ZETSUMEI OUGI: Nanji, sange seyo. Ware, metsuzai sen.)
 - Amakusa concentrates, then two orbs appear from opponent's body and they 
   orbit around and into opponent, bashing several holes into them. The orbs 
   then reform into one and return to Amakusa, who smashes it into what's left 
   of opponent, causing them to vanish.  

 - Amakusa is the first boss you encounter. Compared with his SS4 incarnation,
   this version is a breeze.
 - Amakusa fights pretty defensively, using his Oumagatoki (qcf/qcb+C) to get 
   out of close situations. He will also Deflect you if you use ground Slashes
   too often.
 - There is no cheap way to beat Amakusa, but he is fairly slow, so being
   aggressive with jump-ins work well. He tends to use a far/crouching Slash
   or his Shiryou Ha at a distance, which leaves him open to attacks if they
 - Be careful about jumping when Amakusa is close to you as he'll use a close
   standing AB which works pretty well as an anti-air.
 - Killing Amakusa with a Zetsumei Ougi is pretty easy as he won't block it.
   Just be sure to launch it fairly near him so that he can't jump over it.
 - Harleyquin notes that you should not use the Issen on its own against
   CPU Amakusa, as he tends use the Oumagatoki to get out of the way.


 - All of Ukyo's Slashes are Deflectable.
 - Ukyo's dashing B cannot hit an opponent in the corner as he can't get 
   behind them to cross-up.
 - Despite the different name, the Zanzou Fumikomi Giri (qcf+S) is in fact the
   Hiken Oboro Gatana. The B and AB versions may not get full hits in the 
   corner when done very close to opponent.
 - The AB Hiken Sasameyuki (qcb+S) is NOT chainable. The A version does 5 hits
   while B does 7 and AB does 10, but can only get maximum 7 hits normally. 
   All 10 hits will connect during a Mu No Kyouchi.
 - The AB Tsubame Gaeshi (db,qcf+S in air) now does multiple hits like when
   Raged in SS4. However, Ukyo will cough a moment after landing, so it has
   even more recovery time than the A and B versions. Worse, it needs to get
   all of the hits in to do full damage. The stronger the Slash button used
   for this move, the more damage it does. I can't see any difference in speed
   or recovery between the A and B versions, so you're better off simply using
   the B version anyway. You can perform this move from the ground by adding
   ub/u/uf after finishing the motion from the ground. So, motioning db,qcf 
   then pressing u+S will get this move to launch vertically.
 - You can combo Ukyo's Tsubame Rokuren WFT from a close standing or crouching
   B. This move is an overhead and can avoid low attacks.

 (ZETSUMEI OUGI: Musou Zankou-Ka)
 - Ukyo does his SS4 Bust/Rasetsu WFT: he blurs back and forth past opponent 8
   times, then stops and spins his sword before re-sheathing it. As soon as 
   his sword is fully sheathed, lines of text appear onscreen. A spray of 
   blood appears from opponent's body, then their upper torso slides off. IMHO
   the move looked cooler back in SS4 with the background turning black and 
   white and opponent being thrown upwards with a massive arterial spray. But
   that's just me. :)

 - The CPU Ukyo can be very easily beaten by using a Deflectng, as he uses
   Slashes often. In fact, you should open the round with a Deflecting. More 
   often than not, he'll start with a far standing AB. If you disarmed him, 
   the round is practically yours.
 - Be careful not to jump at Ukyo however, as he will either perform a Tsubame
   Gaeshi off the ground or use a jumping B/AB. If Raged, he will use his WFT.
 - At about 1/2 screen range, the CPU tends to perform a far standing AB, so
   Deflect him.
 - Always block high against Ukyo. Only his kicks are low attacks, and the
   damage is nothing compared to his overheads. One sneaky tactic the CPU Ukyo
   uses is to do a few crouching kicks, then launch a Tsubame Gaeshi off the

 NOTE: Yoshitora has been changed significantly from SSZ. especially regarding
 his cancels.

 - Yoshitora's far AB can only be Deflected when he raises his arms, before
   he strikes. It can't negate projectiles although it acts like one.
 - Yoshitora's dashing B is now cancelable on the 1st hit instead of the 2nd.
 - Yoshitora's close standing B is now cancelable only on the 2nd hit, while
   his far standing B is now cancelable only on the 2nd and 3rd hits.
 - His crouching B is still cancelable, but none of Yoshitora's specials will
   combo from it anymore. Previously in SSZ only the Yuugao chained from it.
 - Yoshitora's close standing AB is now cancelable only on the 3rd hit. You
   cannot cancel the move before it hits anymore. 
 - Yoshitora's crouching AB is no longer cancelable.
 - All versions of the Nadeshiko (qcf+S) now knock down. The A version is 
   slower and has more recovery time, but is still chainable. The B version
   is far slower and cannot be chained into at all, so you can't abuse this 
   move anymore. The AB version is unchanged. Previously the A/B versions were
   faster with almost no recovery time and the B version didn't knock down.
 - The stronger the button used for the Shirayuri(f,d,df+S), the more powerful
   but slower it is. All versions are still chainable however.
 - There are no differences between button versions for the Botan (qcf+S in
   air). This move is an overhead and knocks down.
 - All versions of the Asagao (qcb+S) are now chainable from a close AB. The
   move does almost no damage on the first hit, and only the last hit does the
   real damage. This means if an opponent somehow avoided the first hit and 
   the multiple slashes but took the last slash, they take nearly full damage
   from this move. However, the multi-hit part must connect to count for the
   use of the Yuchouka. All versions do the same damage, so you're better off
   using the A version in combos unless you're stalling for time.
 - There are no differences between the B and AB versions of the Tsubaki
 - The Yuugao (f,d,df+C when near) now has very short range and is a little
   slower. You can't combo into this move anymore, and it's still blockable.
   If you can get this move to hit, you've definitely earned your right to
   use the Yuchouka! :)
 - The sword slash during the Yuchouka (hcb,f + BC after the other "Tachi" 
   moves hit) can hit opponent, and the projectile that Yoshitora launches 
   will combo with it. The move will do less damage and doesn't knock down in 
   this case. Don't be misled by the term "less": it's still 50% damage. 
 - The Aoi (his WFT) is faster now and can combo from his close AB.

 (ZETSUMEI OUGI: Hyakka-ryouran)
 - Yoshitora performs a long autocombo on his opponent (during which you can
   see all the flowers used in his "Tachi" moves) before ending the combo with
   a Shirayuri canceled into a Botan, leaving them stunned. Yoshitora then
   steps back, unsheathes his longsword and slams it down on opponent. He then
   turns his back on the screen and says something while holding the longsword
   as wind ruffles his now untied hair.

 - The CPU Yoshitora still uses his far AB often at a distance, so if you 
   blocked it, he's wide open to attacks. He also tends to start a round with
   a far AB, so jump to avoid it.
 - Yoshitora is a pretty poor opponent in the air. Aggressive jump-ins work
   very well on him. Surprisingly, the CPU doesn't use the Shirayuri as an
 - The CPU Yoshitora Deflects often (and quite well too), so be careful about
   using Slashes while on the ground. If unarmed, he will use the Serious
   Swordblade catch if you keep chipping him with Slashes.

 NOTE: Since this is the first time Zankuro is playable outside of the console
 versions, I'll provide a full movelist. Zankuro here is based on his SS4
 * Very special thanks to Charles MacDonald for allowing me to use these from
   Chris's SSZsp guide. 

 qcf + S                        Mugen-ryuu Shippuu Zan                  E [L]
 qcf + C                        Mugen-ryuu Muhou Ken                    - [M]
 f,d,df + S                     Mugen-ryuu Tenhou Zan                   E [M]
 qcb + C                        Mugen-ryuu Fudou                        E [-]
  _if it reverses an attack     Mugen-ryuu Tenchuu                      E [-]
 qcf + CD                    R^ Mugen-ryuu Mugen Hou                    E [M]
 qcb + CD                    Z^ Mugen-ryuu Gokui, Musou Ken             E [M]

        Cancel chart       A       B       AB      C
        Stand near         c[M]   -/c[M]   -[M]   -[M]
        Stand far          -[M]    -[M]    -[M]   -[M]
        Crouch near        -[M]   -/c[M]   -[M]   -[L]
        Crouch far         -[M]    -[M]    -[M]   -[L]
        Dashing            -[M]    -[O]   -/-[M]  -[M]

 - Zankuro's Kenki gauge will be emptied if ANY of his AB Slashes miss. Yes,
   that includes his jumping AB.
 - Zankuro's close standing A is cancelable, but none of his special moves
   will combo from it.
 - Zankuro can no longer chain a jumping AB with a crouching AB, thankfully.
   It didn't show up on the hit counter, but it chained in SS4.
 - Zankuro's dashing B is an overhead that knocks down.
 - Zankuro's crouching C is his only low-hitting normal attack. His f+C and 
   df+C are blockable standing, though his df+C still knocks down.
 - Zankuro's f+C will miss most crouching opponents as it's an upward-aimed 
 1 SHIPPUU ZAN: Zankuro throws a floor-hugging projectile. This move hits low.
   Unlike in SS4, Zankuro can no longer followup after this move hits. You can
   only combo into it at the corner, but any version will work. The move comes
   out a little slower now.
 2 MUHOU KEN: Zankuro rushes forward and punches with a glowing fist. This
   move knocks down, and cannot be Deflected.
 3 TENHOU ZAN: Zankuro does a shoulder charge forward, and if it hits or
   is blocked, he does an upward slash that knocks down. All versions do the
   same damage, but the stronger the Slash used, the further it goes. This 
   move cannot be Deflected. Note that if the shoulder charge hits an airborne
   opponent, the slash will miss.
 4 FUDOU: Reversal move, will counter any mid and low level weapon attacks 
   including special moves. Like Jubei's Shingan Tou, it can only reverse 
   attacks BEFORE Zankuro completes the animation. The Tenchuu's animation has
   changed: Zankuro now does a horizontal swing sideways instead of his far AB
 5 MUGEN HOU (WFT): Zankuro raises and pulls back his glowing daikatana, then
   swings out a massive crescent-shaped projectile that covers the entire 
   vertical screen area. This move is slower than it was in SS4, and you can't 
   combo into it but it still makes a nasty anti-air.

 (ZETSUMEI OUGI: Mugen-ryuu Gokui, Musou Ken)
 - Zankuro stomps his foot in front of opponent, stunning them. He then raises
   and pulls back his glowing daikatana a moment, then swings out a HUGE blast 
   of energy that disintegrates opponent, leaving behind only their feet.

 - Zankuro is the second boss you encounter, after Amakusa.
 - Zankuro may have been toned down from his SS3/SS4 versions, but he's still
   the toughest of the 4 bosses. He's nowhere near as tough as in SS3 though.
 - NEVER throw out a random Slash against Zankuro, be it near or far as he'll
   either use a Deflecting or a Fudou to counter you.
 - Do NOT jump against Zankuro either, or you'll be eating his crouching or
   close AB. If he's Raged, never jump backwards as he'll launch his WFT.
 - You can't turtle against Zankuro, as he'll use low kicks, overheads and
   throws if you keep blocking. If you try to jump out of the way, he'll use
   a crouching AB. Poking him with Slashes to keep him away will most likely 
   get Deflected or reversed by his Fudou.
 - You won't get many chances to Deflect Zankuro, except maybe at the start of
   the round where he MAY (or may not) open a round with a far AB. The CPU
   Zankuro won't Slash you if you turtle, and will simply stalk you and try to
   throw you.
 - There is a sure-fire way to beat Zankuro, but it's not for the faint of 
   heart or inexperienced. Get close to him (just outside throw distance) then
   dash forward with a forward hop (f+D). If you did it right, Zankuro should
   launch a near/far/crouching AB, but you'll dodge it and end up behind him.
   Your distance and timing has to be good for this trick to work. If you
   screw up, you'll definitely get hit by one of his AB Slashes.
 - Harleyquin also added that the trick with Zankuro works better if you let
   him stalk you and get within throwing distance before you hop behind him.
   If it hits or is blocked, Zankuro should either try to move in with another
   throw or simply Slash you. If he Slashes, it's a perfect opportunity to use
   a Deflecting.
 - Beating Zankuro is hard, but thankfully killing him is easy. He won't block
   your Zetsumei Ougi, though he may jump away or hit you if you did it from a

 Below is a transcript of the bosses' opening and death quotes, with the 
 spelling mistakes fixed. Grammatical errors are left intact. :) For Amakusa,
 Zankuro and Gaoh, you'll only see their death scenes if you didn't kill them
 with a Zetsumei Ougi or connected with the Issen, and the game will end there
 with no chance for you to continue.

 I'm your saviour I fear not death
 Confess and repent
 If you follow my divine guidance
 Heaven eagerly awaits you

 Why resist death choose salvation
 Peace ha... only destruction
 Brings me rebirth

 Fight true to save your soul.
 Get out of my way or feel my wrath
 Even in Hell shall I fight
 Come on!!! 

 My life a... winding stream
 Forget not the enemy is within
 I thank you for releasing me

 You have a strong spirit
 But you are no match for me!
 Face me if you dare!
 Die for the new coming

 My wish... death on the battlefield
 To die in such glorious battle
 Witness my end then on your way

 Such a sweet smelling soul
 In this dim age what's your wish
 It is that which exists not!
 Give it to me soul for dinner

 Uh!!! I can not lose
 You are the dirt beneath my feet
 I'll return yet to suck soul

There are no character-specific endings unfortunately.

 About 'censored' Zetsumei Ougi animations
 I've gotten quite a few e-mails about the game being 'censored' in the sense
 that standard Zetsumei Ougi animations aren't shown, and you get an attack
 that looks like the Issen instead. This happens only with the console AES
 versions as well as the (ahem), emulated versions. Personally, I haven't 
 encountered this before, so I don't know any real solutions, but here are
 some tips on getting the actual ZO animations:

 If you're using the AES console:
 1) Return your cart to SNK Playmore. The initial batch of SSZsp carts were 
    censored, and that led to some bugs which can crash the game. SNKP later
    offered to replace the faulty carts with new ones that were reportedly 
    uncensored free of charge. So, if you're one of those who bought the cart,
    try returning it to your retailer. HOWEVER, from what I've read, it would
    appear that some people who had their carts replaced still found that the
    game was censored.
 2) Use the Universe BIOS version 2.0 or greater. There's a built in cheat
    that can re-enable the ZO animations. You'll have to flash your BIOS first
    however. Visit the Universe BIOS homepage for more information.

 If you're playing on emulators:
 1) Download a ROM set that's already fixed. PLEASE DO NOT ASK ME FOR ROM 
 2) Startup using the Universe BIOS and enable the fatalities from the cheats
    menu. I'm not sure how you get the BIOS to load on your emulator though.


 Version 1.0 (10/01/2005)
 - First version.

 Version 1.1 (30/01/2005)
 - Made some changes based on information sent in by Harleyquin. Thank you
   very much!
 Version 1.2 (31/01/2005)
 - Added more stuff based on information sent in by Harleyquin and revised 
   the notes for Charlotte, Jubei, Tam Tam, Ukyo, Amakusa and Zankuro. Thanks 
   again! I've added in the commands for all of the special moves noted in the 
   guide as some were left out unintentionally; so sorry about that.

 Version 1.2a (03/02/2005)
 - Fixed some minor errors and updated tips for beating Gaoh and Mizuki.

 Version 1.2b (06/02/2005)
 - Some minor formatting fixes, no real content updates. Clarified Mina's shot
   patterns a little.

 Version 1.3 (09/02/2005)
 - Some minor fixes and added further details for notes regarding Meditation
   and Kazuki, Gaira and Enja's WFTs.

 Version 1.4 (25/06/2005)
 - Added in a detailed movelist for Gaoh.
 - Some updates for Enja, Tam Tam and Kusaregedo. Fixed up some of the notes. 
 - This is pretty much the final update for the guide, as I'm out of topics to 
   cover. If anyone has any requests or updates for this guide, feel free to 
   e-mail me and I'll see what I can do.

 Version 1.4a (18/08/2005)
 - Added in a section regarding Zetsumei Ougis being censored on the console

 Version 1.4b (01/10/2007)
 - Added in an additional note for Zankuro's Tenhou Zan.
 - Added in additional information for the Rage Explosion and Zetsumei Ougi.


 Very special thanks to:

 Charles MacDonald
 - For kindly giving me permission to use Chris' move names and the movelists
   and Cancel charts for Gaoh, Mizuki and Zankuro. Thanks a lot, I really 
   appreciate it.

 Chris MacDonald (aka Kao Megura)
 - For setting the standard in FAQ writing and inspiring me to write this. 
   Also for being a great correspondent who didn't mind my flooding your 
   inbox. This guide is dedicated to you. All of the move names and certain
   terminologies were taken from the SSZ/SSZsp/SS3 guides. 

 - For writing that brilliant SS4 guide. I got Amakusa's stage name and the
   command for launching Ukyo's ground Tsubame Gaeshi from the SS4 TAPFAQ.

 - For giving me some interesting stuff about certain characters' ZOs and
   some corrections regarding the Deflecting. Thanks also for pointing on
   how to tell if Hanzo's teleports are going to hit high or low and how to
   get full hits for Ukyo's AB Sasameyuki.
 - (ver 1.2) For information regarding Ukyo's Tsubame Gaeshi, Jubei's Hassou
   Happa, Tam Tam's ZO and some CPU tactics for Shizumaru, Zankuro & Amakusa.

 - For making this game. I got some of the move commands initially from the
   official SSZsp site (www.samurai-zero.jp/zerosp.html).

 - For hosting my work. My GameFAQs account is messed up so I can't post on 
   the message boards. I read the message boards, but you'll have to email me
   if you want me to reply.


 Feel free to e-mail me to contribute information, correct mistakes or just
 to give comments about this guide. However, please follow some rules:
 1) NO FLAMING of any kind and no foul language. If you want to criticize my
    work, be constructive about it. "Dude, it sucks" is not constructive 
 2) NO L337 $pe@k and SMS lingo. These will be deleted on sight. Mails are to
    be in English only.
 3) Do NOT send me anything you aren't sure of. I don't put anything in here
    that I haven't seen or couldn't do, and neither should you.
 4) Don't ask for ROM download locations. I won't entertain such requests.

 PLEASE include the word 'faq' (without the inverted commas) in your subject
 when you mail me, as I'm running filters. You can mail me at:
 <remove this>{ragestreak(at)yahoo[dot]com}<remove this too>

 Thank you for reading. 


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