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Rera by Basel

Updated: 04/05/04

-----
Rera
-----

-------------------------------------------
A Word Before We Get Down To The Real Talk:
-------------------------------------------
  What you will read down is my strategy, which means.. it might not be
workable with you as it is with me and may be yes. I really do not need any
E-Mail(s) asking: "What is good or bad" since I will fully talk about
everything about her (including combination attacks). Hope it will somehow be
useful to you and lead your play or skills to a higher level.

=======================================================

--------
Profile:
--------
Name: Rera
Height: 154.5cm
Weight: She won't say
Birthplace: Kamuikotan, Moshiri, Ainu
Birthdate: 1771 October 11th
Blood type: AB
BWH: B75.8,W48.5,H84.8
Fighting Style: Shikanna Kamuiryuu Toubujutsu
Weapon Name: Chichi-ushi
Hobbies: Unknown
Most valued possession: Unknown
Likes:  Shikuru, Rimururu
Dislikes: Those who are morally evil
Complex: Her other self who does nothing but watch
Special skill: She can talk to Shikuru
Her thoughts on fighting: A way of getting rid of evil ones
Who she respects/looks up to: Her father
When she feels peace around him: She hopes she can nap with Shikuru and Rimururu
Type of person she likes: A man like her father

  "Please Stop! Please, calm down!"

  But her words didn't reach it, or were ignored. Not even a faint scream could
be heard. A huge bear many times the size of Nakoruru had struck her. Nakoruru
laid on her side. Before she could even feel her pain, she was losing her
consciousness.

  Within the snowy world, Nakoruru could see. Her other self looking at her.
"Fight Nakoruru. Running won't resolve anything. You will die. Unable to find
your father, unable to protect the nature, leaving Rimururu, and will die. And
that's ok with you?"

  Nakoruru couldn't answer. That was that troubled her continuously.

  "I won't stand for that. Nakoruru, just stay still. I will fight. Just watch."

  As everything around her turns white, her other self gets up. Even though her
entire body is in pain, the other Nakoruru gets up. Rera stands up. With a cold
stare, she stands up to the bear.

  "You've lost yourself after being poised by evil."

  That was the nicest thing that Rera could say to the bear. Within a split
second, Rera was behind the bear. She pulls out the Chichi-ushi and stabs the
bear. A huge thud sounds as the bear falls. Blood pours down onto the ground.
Rera wipes the blood off of the Chichi-ushi and looks at the bear.

  "I need to go find my father. You, you're in my way."

=======================================================

-------
Ending:
-------

Rera: That was quite hard, but do not take it the wrong way. If possible, it is
better if it could be resolved without fighting, as you said... but, it is
certain that there are times when you have to fight. It is wrong to just run...
it is also wrong to just fight. Nakoruru, let's return to one. We will always
be together.

  Rera fanishes then Nakoruru wakes up as her wolf and eagle standing beside
her...

Nakuroro: A dream? Was it a dream? No, it wasn't. It wasn't a dream. I am
Nakoruru... it is wrong to just run... it is wrong to just fight. We will
always be together.

  Suddenly...

???: Nakuroro:
Nakuroro: ?!

???: Nakoruru, you have gained yourself a strong heart...

=======================================================

---------
Why Rera
---------
  Fast, nice character, cute and not that complicated.

  If you played Samurai Spirits 3 and 4 with Nakoruru and Shikuru then you will
be pretty good here. Moreover, Rera has lost a thing or two Nakoruru use to
have in the past games with Shikuru.

  Nothing bad, but still...

=======================================================

-------------
Why not Rera?
-------------
  Some people just do not seem to accept her instead of Nakoruru. So this might
be a bad point though Rera is not that bad at all as a character.

  Easy in some point and more of a tricky character than mind character (mind
you, there is a big difference between the both of them).

  Short range character. Well, that is all of what I can think of for the
meantime. But seriously, who will not use her just because of THAT?! ^_^

  You will really miss Nakoruru's black color outfit. She looks really evil in
it in Samurai Spirits 4. Sweet, sweet Nakoruru... ^_^

=======================================================

-------
Legend:
-------
A button = Light Slash
B button = Medium Slash
C button = Kick
D button = Special
AB buttons together = Hard Slash

=======================================================

-------------
Command List:
-------------

--------------
Special Moves:
--------------
1)Ookami ni noru: Quarter circle backward + C
-
2)Ookami nori kougeki (on wolf): Press any Slash button
-
3)Oriru (on wolf): Any direction + C
-
4)Mer Shikite (on wolf): Quarter circle forward + A, B or C
-
5)Kanto Shikite (on wolf): Forward, down, down-forward + A or B
-
6)Imeru Shikite (on wolf): Qarter circle forward + A or B
-
7)Bunshin Kougeki: Any direction + C after performing in of the Shikite moves
-
8)Sankaku Tobi: Press up-forward or down-forward when jumping into a wall
-
9)Rera Kishima Teku (on wolf): In the air, any direction + C

-----------
Super Move:
-----------
10)Nubeki Kamui Shikite: Quarter circle forward + CD

----------------
Special Attacks:
----------------
11)Kamui Fumu Kesupu: In the air, down + C
-
12)Unknown: dash (forward, forward) + AB

------
Throw:
------
13)Unknown: Near the opponent, forward + C

=======================================================

---------------
Moves Analysis:
---------------
  To make everything understandable, I will do this for all her Normal Attacks,
Special Attacks, Special Moves, Super Move and Throw! I will go indepth with
everything. I will list everything and point out their good and bad points.
After all, I am the one who likes using Rera and writing this very F.A.Q. at
the same time... nobody else. The more I go indepth, the more I will not be
bothered with the questions. Natural...

===------====
Without Wolf:
===------====
=====
Far A
=====
  Fast and good for a fast match and punish your opponent with a fast attack.
She recovers so fast even if it's defended.

=====
Far B
=====
  Slow and punishable. Try not to use it as it is bad compared to the distance
A. The damage is the same so you should go for the distance A. Better and safer.

=====
Far C
=====
  Another fast Normal Attack. Can be used or abused, but be warned as the AB
attacks take it out easily. So, use it when you are safe and after the opponent
makes a move.

======
Far AB
======
  Damaging and the recovery is okay compared to the other characters. But
still, it is punishable. With a very focused player, he can put you to a long
sleep with a very fast AB... say, Hoahmaru?

  It should be used after the opponent makes a mistake. And not a problem from
time to time with the slow characters or those who cannot completely beat you
when you use it like Basara since his dash is not as good as yours and his long
range attacks are slow and punishable at the same time. So, you should know
when to use it.

==========
Standing A
==========
  Like far A. Fast and not a problem to use. Use it whenever you are close and
you do not want to do mistakes to be punished. Standing A is still better than
B.

==========
Standing B
==========
  Do not use it. Stick with the standing A. More safer and better.

==========
Standing C
==========
  Here, too. Stick with the A since there is nothing wrong with it and has the
same damage, almost.

===========
Standing AB
===========
  Nice and damaging Normal Attack. Be careful though, the recovery is kind of
bad since you are very close to your opponent and you are not on the wolf to
cancel the attack.

===========
Crouching A
===========
  Fast, great and can be abused with no problems. I have noticed that her A
Normal Attacks are greater than Bs and Cs. Well, this is a must in the close
range matches.

  When you get kicked by a certain Normal Attack, do not over look it... but
find a way around it and be fast.

===========
Crouching B
===========
  Very sad this Normal Attack has come to this point. Geez, remember the old
days back in Samurai Spirits 2 and you will understand why.

  Three hits. Great! But what is the point if the opponent defends, you will be
open for a long time? It is not worth it unless the opponent is at a recovery
time... well, there.... you will most of the time use your AB I guess! So, bleh!

===========
Crouching C
===========
  Good and fast for Rera to improve your fast play. But this is mainly for
set-ups. Like, do crouching C twice and then jump backward and ride on the
wolf. You know, just to give a space.

============
Crouching AB
============
  Two powerful hits. Nice. Sometimes she misses the second hit depending on the
character's position and size! ^_^

  I have seen that a lot, but well... still it is damaging. It could be used as
an early anti-air. And when the opponent jumps from a distance and close. Be
careful.

  Still, there is another good Normal Attack for the air attacks which is fast
jumping AB. However, this could be useful against the giant monster. ^_^

=========
Dashing A
=========
  Same as far A and with the dashing. Great if you want to go for punishing.
Like when Hoahmaru does far AB, you could run and punish fast since you are a
close range character.

  Still, the damage is not that all good, so you might go for the throw instead.

=========
Dashing B
=========
  Same as the above attack.

=========
Dashing C
=========
  Do not use it and stick with the dashing A more.

==========
Dashing AB
==========
  Great as an anti-air and does a great deal of damage. Also, it makes the
opponent fall slowing so you can wait and do crouching BC or plan for the next
trick you have or even ride on the wolf. It all depends on what you prefer and
see what fits to you.

================
Down-forward + C
================
  A knockdown attack. Great and comes out so fast and has a little recover. Use
it from a good range to make it safe and with the giant monster it is almost
safe anywhere.

===========
Forward + C
===========
  Three great hits and a knockdown attack. Well, You can do it when the
opponent is about to land from a jump or any air attck.

==
BC
==
  Nothing for mind and trick games. This is greatly noticeable and punishable
with any throw, yet can be good if used right.

  Your best way to use it is from a good range, not so close and not so far. By
this, even if the opponent defends it, you could still recover fast from it and
do any other attack.

=========
Jumping A
=========
  As the other A attacks. Good and useful. This becomes handy when the opponent
depends on the air AB a lot.

  One of the good and dangerous rules in the game is the light attacks beat the
hard ones in the air. But that does not mean you can be happy becuse you have
to be fast enough and have a good reaction.

  Remember if you are very slow, then you will put yourself in a very unwanted
position as the air AB does a lot of damage and A can hardly do any. Its
usefulness comes when you want to shut your opponent up with your fast attacks
to rule the match but still, a very focused player can take you on with his
good reflex and believe me, the best thing about this game is that it needs "a
player with a good reflex."

  You can go and use all your moves and lose (even with a powerful combo),
yet... a player with a good reflex can come and win without using the moves and
only depend on the Normal Attacks like Hoahmaru.

  So, you get my drill.

=========
Jumping B
=========
  Not to say it is useless, but stick with a jumping A.

=========
Jumping C
=========
  Fast and a little bit good. You can use it when jumping backward though!

==========
Jumping AB
==========
  Pretty fast and good to use. When a player depends on the air AB a lot, you
could use this to beat his AB. Rera's air AB is one of the fast AB. She just
needs a good reflex or a fast player.

  Always either jump forward or upward, not forward... if you are really going
for this attack. The recovery is great (when the opponent defends it) and safe.
So do not worry about anything.

=================
Kamui Fumu Kesupu
=================
  The laughable thing about this Special Attack is that it stuns the opponent
for a very short time. No body could possibly notice it unless is really
focusing.

  If you are going for the wolf moves when you land from a jump, then go for it
and make it so deep. Some crouching attacks can still take you out easily.

===============
Unarmed Attacks
===============
  You can still ride on the wolf and do the wolf moves. Do not use the Normal
Attacks a lot as the opponent will focus to not make you take your Chichi-ushi.
Not to worry since you can take it easily with a good tricky game.

  Just be careful with them. You can cancel some of them. Nothing to be used a
lot.

==----==
On Wolf:
==----==
=====
Far A
=====
  To get into the opponent's nerve... use it. Fast, good and great recovery.

=====
Far B
=====
  Same as above.

======
Far AB
======
  You do not have to use it that much. Stick with what is safer for you. And
since you are on the wolf, you have a lot of good options.

==========
Standing A
==========
  Great, great and here is another great! Fast and good to use. And it can
easily be canceled to anything. Use it.

==========
Standing B
==========
  Same as above.

===========
Standing AB
===========
  It can be canceled. GREAT! So, it is completely safe. You can abuse it and
not get punished because you will always be safe as long as you cancel it to
dashing at least.

  You can easily do it and then cancel it to dashing A! Lovely, isn't?

===========
Crouching A
===========
  Fast and no recovery. Can be canceled. Use it. But remember that it is a
close range attack.

===========
Crouching B
===========
  Same as above.

============
Crouching AB
============
  Great attack. Many guys forget to block low, so this is the right answer to
wake them up. And you can cancel it so you know the drill. ^_^

  Lovely to do a damaging attack over and over and cancel over and over again.

==
BC
==
  Can be used as an anti-air and overhead attack. But you do not have to use it
that much, only from time to time.

  There is a little recovery so the opponent might go for a throw right after
he defends your attack.

=========
Jumping A
=========
  Still useful as always and still fast. Remember that your jumps with the wolf
is a bit slower than without the wolf, so do not depend on air reflex
strategies that much. Just when you are going for tricky tactics.

=========
Jumping B
=========
  Not better than above, but almost the same.

==========
Jumping AB
==========
  Great and as great as the air AB without the wolf. The difference is little,
your jump with the wolf is a bit slower. But still, the Normal Attack is great
and powerful.

=========
Dashing S
=========
  It leaves you open. Yes, it has a recovery time but can be used with combos
like standing AB and then cancel it to dashing S. Looks great, really!

===============
Unarmed Attacks
===============
  You can still ride on the wolf and do the wolf moves. Do not use the Normal
Attacks a lot as the opponent will focus to not make you take your Chichi-ushi.
Not to worry since you can take it easily with a good tricky game.

  Just be careful with them. You can cancel some of them. Nothing to be used a
lot.

==============
Ookami ni noru
==============
  This is basically to ride upon her wolf. You will not be invincible, so you
can be attacked while she is jumping on the wolf. Do it when you are completely
safe.

  She will miss most of the time if the wolf is not around her or out of the
screen (when you are right the end of the screen).

  You can pass an opponent with the wolf (when you run).

===================
Ookami nori kougeki
===================
  Simple and useful attacks that were explained above.

=====
Oriru
=====
  Here where the mind and tricky games come. You can go to the opponents and
make him do anything and then jump off the wolf to the opponent and punish with
a painful AB (COUNTER). Now look at the damage! ^_^

  Will be explained in depth in the Strategy Section.

===========
Mer Shikite
===========
  Fast and has a great priority. You can follow up, too. But there is a little
recovery time so you can go for the follow up when the opponent is going to
wait and attack.

  You can even do it with the combinations. The wolf attacks fast...

=============
Kanto Shikite
=============
  Same as above with the same priority, but use it when you are far from the
opponent to make the wolf hits the opponent and not miss. Even if you miss, you
will be safe.

  Just do not do it just like that as the opponent can wait and fight
accordingly.

=============
Imeru Shikite
=============
  Same as the other two I talked about above. This is about reflex, when the
opponent does a heavy move, use it and follow up with the Bunshin Kougeki.

===============
Bunshin Kougeki
===============
  Be warned, this is a very dangerous move. It does a good damage (not that
good) but leaves your sweet thing (Rera) SO OPEN! The recovery time is LONG, so
watch it. Even if you play with a slow character, you can be punish, too. Yes,
watch the recovery... so do it when you are pretty sure that the wolf hits or
when you are completely safe.

=================
Rera Kishima Teku
=================
  GREAT! So great. This can be used in many ways. It can first make you do "a
double jump". You jump with the wolf and then do up-forward + C for a higher
jump!

  You can jump to the opponent and make him do anything and then fast do upward
+ C and then punish with air AB! Also, you can jump backward to fool the
opponent and then when the opponent runs, do forward + C and attack. ^_^

============
Sankaku Tobi
============
  Great for a triangle hop. This is greatly useful when Yoshitora performs his
scary Special Move, Floating Butterfly Flower. When you have little life bar
left, that is.

  This is just to escape anything. Good and useful.

====================
Nubeki Kamui Shikite
====================
  As you know, if you are not already riding your wolf when the Nubeki Kamui
Shikite is used, Rera will attempt to jump onto it before attacking. It is
possible to miss and land on the ground if your wolf is not nearby (from Kao
Megura).

  You can use it with combos and punish almost everything. Even when Haohmaru
does far AB, you can punish him if you are fast enough. Just be on the wolf and
you will be safe (to make it fast).

  The bad thing about it is the glitches. You can check down below (bottom of
the FAQ) to know why.

=======================================================

-----------------
Strategy Section:
-----------------
  Rera depends on the fast play a lot to confuse the opponent and make him go
for mistakes. Your best thing after your opponent does a mistake is to run and
then throw. Rera runs fast and you know how S.S. games play. You can run and
throw while running. You do not have to stop to throw or anything. When the
opponent depends on the throw as well, be tricky. Like jump AB and then
opponent will now try to throw, do either down + D or instant jump and the
opponent will have to recover after the missing frame. PUNISH!

  Practice to be good on the wolf to block whenever you have to and attack
rapidly. Be tricky with the wolf, try to attack and cancel whenever you can and
pass through the opponent to make the opponent confused. If he is very focused
and hardly moving, do lighting attacks and then throw. Ride the wolf and when
the opponent is about to hit you, get off and then AB. When the opponent is
down, do crouching BC and if rolling then wait. When the Rage Gauge is full, go
for the painful attacks and not only depend on the Super Move because the
opponent will wait and turtle and then punish. Rera's recovery after the Super
Move is fast so that is good for you. When the opponent is using the long range
light attacks, then do not press anything because long range attacks beat you.
So wait for the right moment and then AB!

  With this you can at least beat him. You can use the standing A because it is
good, too. Use the Shikite moves accordingly as I said before and not only do
them just like that. With a good reflex, believe me... everything will be good
with you. Do not worry about the Kenki Gauge and just wait and attack. It will
go back as you run or throw. Rera is not the type to wait and then attack, she
is the type who should attack and confuse the opponent. If you feel that you
are going to lose after taking so many hits, do Meditation. It is okay and when
the opponent gets near you... attack. If you are 100% "SURE" that you are going
to lose the round then do Suicide Move. That is when you have no Rage Gauge
left and about to die. So, you can gain Rage Gauge and do the Super Move from
the start of the second round or do any painful attack.

  If you lose a round, try to do Meditation twice and then fight with all you
have. I prefer to use the Mu no Kyouchi when I am going to die, but if not I
would make it for the third round. It should be used only when the opponent
jumps or does a punishable mistake. Then do the Mu no Kyouchi fast and then
"any fast combo within one and half second at least" and then Issen (depends on
the combo). You could combo it but this is safer if the opponent is going to
die when he takes it. And when your opponent wants to use it, then be sure to
not move and just focus. When he wants to throw you do as I told you. Some guys
go for the throw and then try again so that the opponent would make a mistake
and then perform it. If the opponent did not use the Meditation and about to
get into the Mu no Kyouchi gauge, do not use the light attacks. USE THE PIANFUL
ONES. Like AB, Super Move and any powerful Special Move. To kill him with one
hit. That is the point. Do not rush things with the Rage Explosion, use it when
you take a combo to intrrupt it and only when you are about to lose.

  If you get Sword Clash, the best thing to do is putting your every finger in
each button and NOT press the buttons TOGETHER but RANDOMLY and FAST! And to
gain some speed with your fingers, with the other hand, move the joystick 360
constantly! You know, to feel hot! I reach 69 to 73 most of the time. ^_^ Use
your counter move when you are very sure that the opponent is going for a Slash
attack. But do not risk it, do it once per a match. When the opponent has no
weapon, try to make him/her not reach his or her weapon by attacking with the
far A and when the opponent jumps, jump or do crouching AB! Best thing to be on
the wolf and do standing As and when the opponent jumps, do Kanto Shikite then
Bunshin Kougeki.

  If you do not have a weapon, ride the wolf and then cancel your Normal
Attacks to dash. The opponent then will try to attack, get off the wolf when
you are about to get hit, and then run and throw the opponent. When the weapon
is near the opponent and you get to throw the opponent, do not HIT him... only
push him and then grab the weapon. Do not worry, you will not be punished no
matter what. That's it. Other than that, you are on your own. Best of luck and
happy playing!

=======================================================

---------------
Combos Section:
----------------
  Her combos are very basic. No shiny combos in Samurai Spirits Zero anyway.

==============
Normal Combos:
==============
1)Standing AB, dashing S
-
2)Standing AB, Mer Shikite, Bunshin Kougeki (as follow up only, not really as
you think)
-
3)Imeru Shikite, Bunshin Kougeki (depending on where the opponent is)

===========
Super Move:
===========
4)Standing AB, Nubeki Kamui Shikite

P.S. Note that these are mainly for the gameplay. Nothing to show off about.
Moreover, the Issen combos are quite easy. You just do any attack constantly
(like jumping AB and then repeat) and then do Issen before the time runs out.
Work out with your ideas and you may come up with something. And remember that
the opponent will still take the Issen even if hit AB on the air. If the time
doesn't run out, that is!

=======================================================

-----------------------
How To Beat The Bosses:
-----------------------
  This is mainly for those who have trouble beating up the four bosses of the
game.

==============
Sankuro Yorozu
==============
  "There is no samurai spirit within him. Only cowardice and any meaning to
win."

  Sankuro likes to depend on his dirty friends. Remember their names. He he
calls the air guy, defend backward. When he call the girl, defend
down-backward. When he calls the big nose guy, jump or press D.

  He will most of the time eat something to regain his life bar. The white one
will make him regain some of his life bar and the one with the colors will make
him regain his full life bar. He will go for it when you are far or when the
big nose guy catches you. BE CAREFUL!

  First corner him (just jump and AB until he is cornered). And then jump and
then AB. When he uses any of his Normal Attacks, defend and then FAST run and
throw him. When you can use you Super Move, GO BACK and remember to do so to
avoid the glitch, and use your Super Move. Even when he loses his weapon, he
will still call his friends and use everything, even his Super Move!

  He will use his Super Move whenever he is free to do it (not attacked). Do
either down + D or jump and your best option is to jump.

  The other cheap way to kill him fast is to preform Imeru Shikite over and
over again and he will not do anything about it.

================
Kurokochi Yumeji
================
  "A very respected samurai with no original moves."

  Yumeji likes to block a lot and jump and AB whenever you jump. She will
morphs into certain character whenever she is lost and a bit near her and with
Rera, she likes to morphs into either Hanzo or Charlotte. Sometimes Nakoruru
and Genjuro.

  The best thing is to confuse her with your cancelable attacks while riding
the wolf. By that she will miss you a lot. She does not defend your Super Move
and when she does not have her weapon, she will be completely useless. So, she
will do standing A all the time and try to reach her sword. Just do standing A
over and over again. And when she jumps, do air AB. Or defend and then throw.

  Whenever she performs and does anything, defend and then run and throw. She
will go down in no time.

  The other cheap way to kill him fast is to preform Imeru Shikite over and
over again and she will not do anything about it other than hopelessly morphing
into Hanzo or Haohmaru over and over again.

==========================
Gaoh Hinowanokami Kyougoku
==========================
  "Mizuki, Zankuro and Amakusa are the main reasons why this poor thing looks
so retarded."

  Gaoh is pretty weak compared to the great bosses, Mizuki, Amakusa and
Zankuro. Even Yuga is more powerful than him. Gaoh will go for the repeated
sword attack whenever you are crouching and he is near you. He will not think
twice to throw you when you are near him.

  Sometimes he perform the spinning sword attack when you jump, but not
always... almost when you are near him. He is like Yumeji, he does not seem to
respect the Super Move, so he does not defend it. But he will not lose his
weapon. Just jump AB with the wolf and do the tricks to fool him. He will go
down easily.

  When he goes for the armor mode (Super Move). Go backward (backward,
backward) and he will do the dashing head attack over and over until he reaches
you. When you are cornered, wait and then when he performs the move, jump and
do the same thing again. He does not get him by anything so that is the best
thing for you. Until he goes back to his normal mode.

  The other cheap way to kill him fast is to preform Imeru Shikite over and
over again and he will not do anything about it.

--------------------
The Full Percentage:
--------------------
  So, you know what full percentage is? It is basically the winning percentage,
but the percentage changes. It depends if you want to play by doing a certain
Special Move over and over again (Cheap Fight Percentage)... or play and just
kill them by a certain strategy or by your own skills (Normal Fight
Percentage). It is almost like this (for me).

================================
Beating the Bosses - Percentage:
================================
Name           C.F.P.   N.F.P.
================================
Sankuro         100%     87%
================================
Yumeji           92%     73%
================================
Gaoh            100%     80%
================================

=======================================================

--------------------
Questions & Answers:
--------------------
  This section is for those who E-Mailed me about a thing or two about Rera or
some aspects, instead of e-mailing them back, I will answer here so that nobody
would ask the same questions again. Some of the questions were asked in some
threads related to Rera and I answered them, so I will put them in too:

=====
Raed:
=====
Q: Who is Rera, anyway?
-
A: To make it simple, she is the other side of Nakoruru.

===========
Uncle Dave:
===========
Q: Hello there! I am sick of the glitches because of her Super Move. I almost
wanted to change her because her Super Move is really useless! Anything to
comment?
-
A: Uncle Dave! Uncle Dave is here, guys! UNCLE DAVEEEEE! ^_^

  Well, read down below about it and hope it helps somehow. Good to see you
again, Uncle Dave! ^_^

======
Tariq:
======
Q: The updated version will be released soon. Why did you write this FAQ,
Basoool! And What's with the combos?!
-
A: Do you think they will remove her from the updated version? Of course no!
They might change a thing or two and the FAQ will be useful here and then I
will not have to write it when they release the updated version but only remove
and add what they did to her.

  As for the combos, well... I said it was mainly for her gameplay. Nothing to
write home about. I just felt like writing them. At least now "some guys" will
not have troubles "doubting" them, right?! ^_^

=======================================================

-------------------------------------------
A Short Note About the Super Move Glitches:
-------------------------------------------
  About the Nubeki Kamui Shikite...

  Always be on the wolf and be ready to do it. It is so tricky. And it can be
used with combos. BUT (and that is a big but), it has a lot of bad glitches.
Why? Because you are the one who is going to suffer from the glitches not the
opponent. Sankuro can call his air striker out and you hit him with the Super
Move, and still the air guy will beat you and intrrupt any further hits!

  With some ways, Haohmaru and do his far AB and if you do it Rera will do one
hit and miss everything and be open! You did not do anything wrong but because
of the glitch! Moreover, he will not lose the weapon and you will lose the
Super Move and cannot do it again! There are a lot of things to tell.

  Try to combo or do it when the opponent is about to land from a jump. That is
the best way I found. The most glitches will occur with Haohmaru, Sankuro,
Gaoh, Yumeji, Basara, Jubei and Charlotte. When I see more, I will write their
names.

=======================================================

----------
Last Word:
----------
  Okay, Finally... it is finished. Hope I was helpful and useful to you. If
anybody wants to use anything, by all means do so, but tell me so first before
you do that. And if anybody have any doubts about anything, kindly, E-Mail me
and I will explain it more clearly to you.

  See you in Samurai Spirits Zero Special. ^_^ I will go more indepth then
because it is the updated version of this game.

  I will then be with my beloved Amakusa Shiro! ^_^ Thanks to SNK Playmore and
Yuki Enterprises for bringing him back with Zankuro. Hope the very best for
them with the updated version and many thanks for them listening to the fans.

  "Listen, humans. Worship your new savior! In the fires of hell, let your
passion bring action! And pledge your faith to me! Humans! Follow me into
darkness. Do not think! Act as you feel! And obey me forever!!!" - Amakusa
Shiro Tokisada

---------------
Special Thanks:
---------------
1)To SNK Playmore and Yuki Enterprises (good you heard our screams. ^_^ Hope
the best in the updated version)
2)To Gamefaqs.
3)To all Rera's fans.
4)To all my friends for the encouragement.
5)To Chris MacDonald (Kao Megura) for allowing me to use the her move list.
Full credit and acknowledgement to him, of course!
6)To Saiki for Rera's profileand ending. Thanks for the Samurai Spirits series
plot guide, too. Many guys out there have no idea about its plot and the FAQ
will surely help them. Take a look at how nice it is. ^_^

=======================================================
Samurai Spirits Zero is Copyright SNK Playmore Crop. This document Copyright
2003 Basel Al-Shehab

If you need to contact me to add or ask me about anything, E-Mail me at
Mr_Basel@yahoo.com or Mr_Geese@hotmail.com

Credits for GameFAQs, Yuki Enterprises and SNK Playmore Crop.

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