<(x_x<)... <(^_^<) <(^_^<) <(^_^<) <(^_^<) <(^_^<) <(^_^<) <(^_^<) <(^_^<)...
------------------------------------------------------------------------------
Yu Yu Hakusho: Dark Tournament
------------------------------------------------------------------------------
(>^_^)>=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=O <(O_O<)
Team Toguro FAQ
Author: "Dragoner", a.k.a. Javer
Created: October 24, 2004
Version: 0.99
Table of Contents:
-+-+-+-+-+-+-+-+-+-
(To find what you're looking for, just use Ctrl+F (Find) and type in the Roman
numeral or name of the section you want.)
PART ONE: Intro
-+-+-+-+-+-
1-I. Updates
1-II. Introduction
1-III. Y. Toguro's Past
1-IV. "Spirit Energy usage"
PART TWO: Fight 1, Kurama vs. Karasu
-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
2-I. Fight Conditions
2-II. Kurama's Moves/Combos
2-III. Karasu's Moves
2-IV. Dragoner's Strategy
2-V. Strategies From Other Users
2-VI. Hints and Tips
PART THREE: Fight 2, Hiei vs. Bui
-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
3-I. Fight Conditions
3-II. Hiei's Moves/Combos
3-III. Bui's Moves
3-IV. Dragoner's Strategy
3-V. Strategies From Other Users
3-VI. Hints and Tips
PART FOUR: Fight 3, Kuwabara vs. Elder Toguro
-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
4-I. Fight Conditions
4-II. Kuwabara's Moves/Combos
4-III. Elder Toguro's Moves
4-IV. Dragoner's Strategy
4-V. Strategies From Other Users
4-VI. Hints and Tips
PART FIVE: Fight 4, Yusuke vs. Younger Toguro
-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
5-I. Fight Conditions
5-II. Yusuke's Moves/Combos
5-III. Younger Toguro's Moves/Combos
5-IV. Dragoner's Strategy
5-V. Strategies From Other Users
5-VI. Hints and Tips
PART SIX: Aftermath
-+-+-+-+-+-+-+-+-+-+-
6-I. Spoils of Battle
6-II. Contact
6-III. Special Thanks
6-IV. Copyrights (And Other Legal Junk)
Now let's start the show, shall we?
PPPP A RRRR TTTTTTT 1111
P P A A R R T 1
P P A A R R T 1
PPPP AAAAA RRRR T 1
P A A R R T 1
P A A R R I 1
P A A R R T 11111
--------------------------------------
intro
Intro
INTRO
--------------------------------------
1-I. Updates
-+-+-+-+-+-+-
0.35 - 10/24/04
Man, I got a lot done today! Sections I-IV are done, with only combo damages
left to do in section V. VI is a lot of work though, I'll do that later.
0.85 - 10/26/04
Woo! Almost done! I've completed sections VI through XI, although I have yet
to collect any strategies from other users for section VIII. I've also redone
the Special Thanks section to include new sources of inspiration, information,
and other stuff too.
0.90 - 10/27/04
Added some strategies to "Strats From Other Users" from Mad Bomber Karasu,
Youkohiei, DBZdigiboi, and Ice Master. The FAQ got rejected for being-- what
was it? Oh yes, overspecialized. I'll find out more on that and resubmit.
0.90 - 10/28/04
Added one more strategy by Hiei Is The Best.
0.20 - 10/30/04
The hell with it. They want general? I'll give them general. This is now
going to be a full-out FAQ on defeating the entire Toguro Team. Updated the
table of contents accordingly, and rewriting the intro. Also completed Part
Two, sections I and II.
0.60 - 11/5/04
Finished Part Two, but I need some more strategies from people on the boards.
I'm proud of myself-- completed almost all of Part Three today. Again, all I
need is some strategies from other users.
0.90 - 11/6/04
Finished Parts 3, 4 and 6, and redid the section system for easier navigating.
Could use a few more strategies (people aren't being very cooperative), but
apart from that all I need to do is scan through, look for mistakes, and add
the finishing touches.
0.99 - 11/7/04
Took care of all the mistakes I could find. This should be the final draft.
1-II. Introduction
-+-+-+-+-+-+-+-+-+-
Listen up, ladies! This here is where you'll be briefed on your situation and
what in sam hill is going on! So pay attention, 'cause I'm only gonna type
this once, you hear?
The battles against the Toguro team are considered the hardest in all of the
entire game, and there are loads of topics asking for help on beating Toguro
the younger and the rest in the message boards. I'm here to help you all out.
You've made your way to level 26 of the Dark Tournament, and everything up
till now has been child's play compared to this fight-- the fight of your
entire existence as a gamer. You, the Urameshi team, are about to tussle with
the biggest, baddest demons this side of Spirit World: the slender and deadly
masked fighter, Karasu; the behemoth who summons giant battleaxes from thin
air, Bui; and the best for last, the infamous Toguro Brothers.
*salutes* Good luck, soldier. You'll need it.
1-III. Y. Toguro's Past
-+-+-+-+-+-+-+-+-+-
Believe it or not, behind that freakishly muscular exterior lies the real Y.
Toguro: a man whose mental strength and ability is surpassed only by his sense
of honor and dignity. Once, Toguro was a normal man . . .
More than fifty years before Yusuke enters the story, there lived a handsome
young man and a a beautiful young woman. Their names were Toguro . . . and
Genkai. Both were rising martial artists and psychics of enormous skill and
power. When Genkai moved in near Toguro's dojo, the two became fast friends,
harboring high respect for one another's strength and knowledge. In fact,
Genkai was frequently invited to sit in on Toguro's classes and assist him in
the training of his students-- although, Genkai did not care in the slightest
for the other Toguro brother, whom she always found watching her in a way that
she did not like at all.
With two young martial artists so equally matched, it was natural that they
became partners. And with so much time spent together . . . it was inevitable
that they would eventually fall in love.
But one day-- one hellish, bloody day . . .
Toguro and Genkai returned home from a training session to the ghastly scene
inside Toguro's school. There on the floor lay his loyal, fatally dedicated
students, slaughtered by the claws of a high-class demon named Kairen. Torn
with fury and sorrow, Toguro swore he would avenge them-- and Genkai, young
and deeply in love, swore to help him.
It all happened very quickly.
He and Genkai discovered an infamous martial arts competition in the Demon
World known as the Dark Tournament, and that Kairen would be competing. The
two formed a team together and in a performance of unprecedented might, slew
Kairen and were proclaimed the champions. Because the tournament's winner was
promised anything he or she desired, they now had to choose.
And for reasons still unknown, Toguro wished for a demon body, a body like the
one Kairen had. He wanted a body that would never age or atrophy, a body that
would make him near-invincible. But Genkai, disgusted with his wish, chose
instead not to join him in immortality. Her wish was to never be bothered by
the Dark Tournament committee again.
Fast-forward to fifty years later. The Toguro brothers, now notorious for
their strength, were hired by a wealthy black-marketer named Tarukane for a
special purpose-- Tarukane had captured Yukina, an ice demon, and he wanted
the two to force her to cry. Because of her demonic blood, all of her tears
would crystallize into valuable gems. When Yusuke and Kuwabara came to rescue
her, Toguro fought with a 30% of his real strength and was defeated. Filled
with intrigue at the strength of his old partner's student, he followed Yusuke
home and ordered him to participate in the Dark Tournament.
The day before Team Urameshi's match with Team Toguro, Toguro and Genkai met
in the forest. They both knew that they would have to fight, and that within
the next fifteen minutes, one of them would die.
The unlucky loser was Genkai; Toguro killed his love with his bare hands.
The next day, in a match of terrifying proportions, Toguro and Yusuke fought
to the death-- one to test his own strength, and the other to avenge his
fallen sensei. Both released powers they didn't know they had, and finally
the battle was over. The winner and champion of the Dark Tournament was . . .
. . . Well, that depends on you now, doesn't it?
1-IV. "Spirit Energy usage"
-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
Throughout this guide, in the Moves and Combos sections, I'll be talking about
Spirit Energy usage, or how much Spirit Energy a particular move uses. Since
I can't determine an actual number, I used a Low-High system. All ratings are
determined by the amount of energy a move uses WHEN THE CHARACTER HAS A FULL
SPIRIT ENERGY BAR. The less Spirit Energy is left in a bar, the less a move
seems to use up.
Low = Uses a very small amount of energy. 1/6 or less of a full bar.
Low-Mid = Uses any amount of energy between Low and Mid.
Mid = Uses a moderate amount of energy. About 1/2 of a full bar.
Mid-High = Uses any amount of energy between Mid and High.
High = Uses lots of energy. Consumes the entire bar or close to it.
PPPP A RRRR TTTTTTT 2222
P P A A R R T 2 2
P P A A R R T 2
PPPP AAAAA RRRR T 2222
P A A R R T 2
P A A R R T 2
P A A R R T 222222
----------------------------------------
fight 1: kurama vs. karasu
Fight 1: Kurama vs. Karasu
FIGHT 1: KURAMA VS. KARASU
----------------------------------------
2-I. Fight Conditions
-+-+-+-+-+-+-+-+-+-+-
The first match against a member of Team Toguro pits you, Kurama, against the
masked demon Karasu. This elegant monster has shown . . . interest in Kurama
from the instant they met, and now's the time to settle the score.
In this fight, nothing-- I repeat, NONE of your attacks can harm Karasu until
you've reversed your own time and become Kurama's more powerful past self, the
fox demon Yoko Kurama. Other than that, anything goes.
Remember, the two fighters have very different ways of regaining lost Spirit
Energy. Kurama, when energy is depleted, will automatically regain a full bar
of energy at the loss of a small portion of his health bar. Karasu is unable
to generate Spirit Energy on his own; he must steal it from his opponent using
the Chamber of Ammunition. With Kurama's body able to regenerate energy to an
almost limitless extent, he is the perfect target for Karasu.
2-II. Kurama's Moves/Combos
-+-+-+-+-+-+-+-+-+-+-+-+-+-
This is where you'll learn exactly what you have at your disposal-- Spirit
moves, combos, and what they can do.
--------------------------------------------|
KEY: |
O = O button |
X = X button |
[] = Square button |
/\ = Triangle button |
R1, R2, L1, L2 = R1, R2, L1, and L2 buttons |
> = Forward |
< = Back |
Up = Up. Moves you away from the screen. |
Down = Down. Moves you towards the screen. |
>> = Running |
(j) = must be jumping |
(c) = must be crouching |
(w) = must have weapon in hand |
(m) = must be morphed |
(...) = short pause |
(hold) = hold down the previous button |
--------------------------------------------|
Strafe-- Strafing is an extremely useful and easy technique, so master it ASAP
for all fights. You simply move back and forth sideways, never moving towards
or away from the opponent. It's best used when the opponent is using straight
projectile weapons.
Spirit Moves
-------------
(If I can't find the official Japanese name for something, I'll wing it using
katakana. Like Shotgun = Shottogan. If the Japanese name is left out, it
means I couldn't find it anywhere and couldn't figure out how to dub it into
katakana. If you know the name to a move that I don't, please let me know and
I'll fix it.)
ROSE WHIP (Kagon Retsuzan Shi) = <+L1
Spirit Energy usage: Low
Kurama's trademark move. He pulls out a long, thorny whip made from a rose
stem and flings it forward to impressive effect and range. Unfortunately, the
time it takes for Kurama to wind up before tossing the whip out does not make
it very useful. (The Japanese name listed here is actually Rose Whip Lash,
not the name of the whip itself.)
WHIP REPEL (uippu reperu) = Up+L1
Spirit Energy usage: Low
Another variation of the Rose Whip, Kurama uses the whip to slash slightly out
and then up. It's handy for casting away an opponent going for a jump attack,
but it bears the same delay issue as the Rose Whip.
WHIP SWEEP (uippu suwippu) = (c) <+L1
Spirit Energy usage: Low
While crouching, he slings the whip forwards. It's shorter than the regular
Rose Whip, but much longer than most crouching attacks. Unfortunately-- don't
tell me you didn't see this coming-- if your enemy is close enough to make you
want to use the Whip Sweep, they're close enough to hit you before you can try
it. It's fatally slow.
ROSE DARTS (rouzo daato) = >+R1
Spirit Energy usage: Medium
Kurama reaches into his outfit and throws out a red dart that leaves behind
rose petals. The dart doesn't do enough damage to justify its high Spirit
Energy costs, but you can use it to stop a charging opponent. They'll screech
to a halt and block it, after which you go for the kill.
ROSE RAIN (Fuuka Enbujin) = Up+R2
Spirit Energy usage: Mid-High
Kurama holds up his hand and a whirlwind of rose petals rises around him in a
circle. This attack will deflect or reflect any projectiles fired at it, as
well as knock any opponent touching the circle away, causing a small amount of
damage. But it uses lots of Spirit Energy, taking half a bar when activated,
and about a Rose Whip's worth for each second it's in use. If you have to use
it, turn it off quickly.
SEED OF THE DEATH PLANT (Shimaneki Sou) = >+R2
Spirit Energy usage: Mid-High
Another famous (or infamous) move of Kurama's. The screen turns reddish and
Kurama hurls a projectile that looks much like the Rose Dart. If it hits an
unguarded opponent, he or she is imprisoned in monstrous vines that grow out
of the earth. Kurama is then free to attack at his leisure. This attack con-
sumes almost a whole bar of Spirit Energy and is slow, so use it wisely.
JUMPING ROSE WHIP = (j) R1
Spirit Energy usage: Low
In my opinion, this is Kurama's most useful Spirit move. In midair, he lashes
out with the Rose Whip with all the original power and none of the delay. It
is very useful for stopping charging opponents, or striking an enemy in the
middle of a projectile attack. The only drawbacks are that the whip strike is
at a 45-degree angle and can't curve around to hit opponents like the Spirit
Gun or Sword Get Longer attacks, and that CPU opponents usually block it.
YOKO KURAMA = Up+L2
Spirit Energy usage: Low
This transforms Kurama into Yoko Kurama in a rising cloud of smoke. In this
form, Yoko Kurama can use powerful new techniques like Death Ray, and his jump
attack turns into a kick that sends him flying across the whole stage! But as
Yoko Kurama, he loses the ability to use any of the Spirit moves he could use
as regular Kurama. You'll automatically transform back after 20 seconds.
DEATH RAY (deesu reii) = (m) >+L2
Spirit Energy usage: None!
In one of the most visually impressive attacks in the game, Yoko Kurama holds
a hand forward and unleashes an enormous, destructive energy beam, a la DBZ.
You might be disappointed with the power of the attack, though. On the good
side, it costs absolutely no Spirit Energy whatsoever. What a bargain, eh?
DEATH RAY FLYING = (m)(j) R1
Spirit Energy usage: None!
Faster than the Death Ray. The beam is fired downwards at a 45-degree angle,
so make sure they won't be too close to blast!
DEATH TREE (Shokuyo Shokubutsu) = (m) Down+L1
Spirit Energy usage: None!
Yoko Kurama summons a killer plant to pop up underneath the opponent and chomp
away with its multiple heads. The attack does decent damage and tosses the
poor sap around like a rag doll, but is easily blocked. Also, Yoko Kurama is
immobile for a few seconds while performing it, so if the enemy blocks the
plant and rushes him, he's wide open.
Combos
-------
(I'm only listing the full extended versions of the combos here, not where
you CAN stop.)
THORN ATTACK KICK OUT = Down, >+/\ ...<+O
An extremely useful combo, if you can master the roll from Down to Right. It
isn't really that difficult if you keep in mind while you're fighting that the
Right has to be simultaneous with the /\. Seven hits of pain. Make sure you
know this one.
SEED RISE = Up, >+[] ...O
Almost as strong as the previous combo and easier to get going, the Seed Rise
will help you interrupt some attacks that Karasu will throw your way. Oh, and
when you're watching that uppercut land, be sure to yell out-- come on, say it
with me-- SHORYUUKEN!
STRIKE ON YOU = >, <+[]
Very simple to execute. This combo consists of a jab, Whip Repel, and arrow
kick that will send your opponent flying backwards in less than two seconds.
It's not particularly damaging, but is handy to get out of a tight spot. Too
bad that first jab has such limited range.
2-III. Karasu's Moves
-+-+-+-+-+-+-+-+-+-+-
CHAMBER OF AMMUNITION (CoA) = Up+R1
Spirit Energy usage: None!
Because Karasu can't gain Spirit Energy on his own, without the CoA he can't
make use of any of the frightening energy moves he has in his arsenal. He'll
use the CoA to steal your Spirit Energy. In this move, he levitates off the
ground and sparks with green light. It takes about three seconds before the
energy is transferred from your bar to his, and you have that much time to
stop him with any attack.
SKULL GRENADE (sukoru gureneedo) = <+L2
Spirit Energy usage: Mid-High
Karasu's strongest move. Though it uses a lot of that hard-won energy and
takes about two seconds from start to finish, the Skull Grenade devastates
anything it hits in an immense explosion. Thankfully, the CPU-controlled
Karasu doesn't use it very often-- and the attack has a laughably short range.
JUMPING SKULL GRENADE = (j) R1
Spirit Energy usage: Mid-High
This is why stopping Karasu from stealing energy is imperative. The Jumping
Skull Grenade is a narrow greenish beam fired from a 45-degree angle, as
opposed to its groundbound original (the normal Skull Grenade is a short-range
green flash, not a projectile at all). Thus, Karasu doesn't need to be close
to fire the Grenade-- and like all midair projectiles, the wait time is gone.
SPIRIT MINE (supiritto main) = Down+R2
Spirit Energy usage: Low
A deadly energy bomb that Karasu will lay on the floor. The bomb will explode
and inflict moderate damage if you step on it, but worse, it disappears from
view entirely after a few seconds. So remember where he left it, lest you run
into it later and get hurt. Karasu can't take damage from his own mines, so
don't bother trying to lure him into a trap.
TRACE-EYE BOMBS (toreisu aii bomuzu) = >+R1 (hold)
Spirit Energy usage: High
Karasu's near-signature move. He uses his Spirit Energy to manifest his more
evil thoughts into the form of small one-eyed creatures--he can create up to
four at a time. These monsters are filled with Spirit Energy and act like
flying bombs. Thankfully, computer-controlled Karasu almost never uses it.
Besides, creating and maintaining the bombs without launching them costs major
amounts of energy.
NOTE: The Trace-Eye Bombs can indeed, like in the anime, track Karasu's enemy
until they hit him/her. Thanks, Raizen Yusuke!
TELEPORT KICK (terepooto kikku) = Down, <+R1 (hold)
Spirit Energy usage: Low-Mid
Karasu vanishes and reappears above his opponent, diving with incredible speed
and skill. This technique is difficult to block because it's just so darned
FAST. Out, in, boom, you're lying on your back. The good part is that the
kick inflicts low damage. The bad part is that he can perform it again and
again for repeated knockdowns. Keep an eye open.
2-IV. Dragoner's Strategy
-+-+-+-+-+-+-+-+-+-+-+-+-
Start the battle by immediately transforming into Yoko Kurama. Because the
transformation is a quick one, hold X. You'll emerge from the cloud as Yoko
Kurama, blocking. This will protect you, should Karasu attempt to ruin your
transformation with a combo.
Speaking of which, Karasu's combos are his most dangerous weapon, especially
the easy-to-perform, 8-hit killer called the Hard Pain Chain. Just in case
he decides to kick your ass, as opposed to blowing it up, keep up a crouching
guard.
As soon as you get a few seconds to breathe, start strafing. Don't even think
about how much time you have left in Yoko form, just keep moving. If he runs
at you, bring up your crouching block-- he might throw you, but it won't do
much damage. What you're waiting for is the Chamber of Ammunition (CoA).
When he starts to use it (you can refer to section III to see what it looks
like if you need to), there's your chance. You can take any one of a couple
of different paths:
A. Dash up and perform Thorn Attack Kick Out, or Seed Rise.
B. Jump and attack with a flying kick.
C. Stand where you are and fire off the Death Ray.
Method A is the most damaging, and considering that Karasu is immobile during
the CoA, it's also pretty safe. The bad part is, it's easy to mess up either
of the combos, and you may end up only scoring a weak hit, after which he'll
launch into you with a combo. If you have faith in your comboing ability, go
this way.
Method B is also safe and is an automatic knockdown, but it's weak and, again,
puts you right near Karasu. This is a very bad position to be in. If you try
the flying kick, do it then back up ASAP.
Method C is safe and also fairly damaging. Recommended.
Regardless of which method you pick, Karasu will either charge you or strafe a
bit, killing time. If he charges, block and counter with a sweep or uppercut.
If he strafes, just wait it out-- he'll eventually try the CoA again. Repeat,
with any method, until he falls.
2-V. Strategies From Other Users
-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
(These are COMPLETELY unedited, copied and pasted right from the user's post.)
===Mad Bomber Karasu tells us his own weak points! SHOCK!===
"Well, for starters, get an open moment to use Seed of the Death Plant on him.
Then, if this works, turn Yoko. [this prevents him from hitting you for your
transformation] When he tries using Chamber of Ammunition, use a Death Tree,
and when he's down do a Jumping Death Ray. repeat, if needed. Then, when
you're regular again, use a Seed of the Death Plant. If you don't feel like
repeating, do a Jumping Rose Whip."
===Helpall is true to his name:===
"Keep away from him and he will try to absorb your ernegy, this time throw a
seed of the death plant and do a combo at karasu. Keep doing it until he dies.
He is the easiest to beat in this way and with other characters too! Oh yes,
need to be yoko kurama, so after throwing the seed morph into yoko kurama and
do combo..."
2-VI. Hints and Tips
-+-+-+-+-+-+-+-+-+-+-
- Even if you run out of time and transform back from Yoko Kurama, try waiting
for an opening and slicing Karasu with the Jumping Rose Whip. The knockdown
will give you enough time to transform safely.
- If Karasu manages to steal your energy using CoA, you're safe if you're Yoko
Kurama already. None of his moves cost any Spirit Energy, so keep blasting
away.
- Don't use Spirit moves as regular Kurama too much. Remember what it said in
the Fight Conditions section? Whenever you use up any Spirit Energy, a bit
of Kurama's life goes towards replacing it. You can actually kill yourself,
taking up so much energy that your health bar is eaten away.
- When Karasu's in the middle of performing CoA, trying to attack him with
Death Tree is a little risky. Because he's floating, the plants (which come
from below) might strike air if you don't time it right. Do your best to
use it right as he starts to descend.
PPPP A RRRR TTTTTTT 33333
P P A A R R T 3
P P A A R R T 33
PPPP AAAAA RRRR T 33333
P A A R R T 3
P A A R R T 33
P A A R R T 333333
----------------------------------------
fight 2: hiei vs. bui
Fight 2: Hiei vs. Bui
FIGHT 2: HIEI VS. BUI
----------------------------------------
3-I. Fight Conditions
-+-+-+-+-+-+-+-+-+-+-
Good, you've taken out Karasu. One down, three to go. You'll play the second
match as Hiei, against another masked warrior: the armored giant Bui. It's
clear that Hiei wants to take the toughest fights for himself, and he's all
too confident of his ability. It's your job to help him back it up.
This fight spans two episodes of the Dark Tournament mode, No. 28 (Wielder of
the Dragon) and 29 (Beneath the Armor). The first episode lasts only half a
round; the second makes up for it by lasting a full two rounds.
As for the fights themselves, there is virtually no difference between the two
episodes except that in the second, it appears that Bui's strength and defense
have gotten moderate boosts.
The big difference you'll notice here is the major height difference between
the diminutive Hiei and the goliath Bui. Unfortunately, this does not mean
that Hiei is too small to be hit by some of Bui's attacks. He's as vulnerable
as anyone else. What it does mean, however, is that your attack range is very
short. So, you'll have to get up close and personal to score hits.
One last thing: in the very first fight, ringouts are disabled. But in all
the other rounds, they're allowed. So be careful, and remember to throw him
if you're boxed into a "corner".
3-II. Hiei's Moves/Combos
-+-+-+-+-+-+-+-+-+-+-+-+-
This is where you'll learn exactly what you have at your disposal-- Spirit
moves, combos, and what they can do.
--------------------------------------------|
KEY: |
O = O button |
X = X button |
[] = Square button |
/\ = Triangle button |
R1, R2, L1, L2 = R1, R2, L1, and L2 buttons |
> = Forward |
< = Back |
Up = Up. Moves you away from the screen. |
Down = Down. Moves you towards the screen. |
>> = Running |
(j) = must be jumping |
(c) = must be crouching |
(w) = must have weapon in hand |
(m) = must be morphed |
(...) = short pause |
(hold) = hold down the previous button |
--------------------------------------------|
Strafe-- Strafing is an extremely useful and easy technique, so master it ASAP
for all fights. You simply move back and forth sideways, never moving towards
or away from the opponent. It's best used when the opponent is using straight
projectile weapons.
Spirit Moves
-------------
(If I can't find the official Japanese name for something, I'll wing it using
katakana. Like Shotgun = Shottogan. If the Japanese name is left out, it
means I couldn't find it anywhere and couldn't figure out how to dub it into
katakana. If you know the name to a move that I don't, please let me know and
I'll fix it.)
DRAGON OF THE DARKNESS FLAME (Jao Ensatsu Kokuryuha) = <, >+L1
Spirit Energy usage: High
Hiei's strongest and best-known attack, he uses the power of his Jagan eye to
call a terrible black dragon from the pits of Spirit World. It takes a really
long time to charge up-- about 3 seconds, which doesn't seem like a lot until
you try it-- and uses a whole bar of Spirit Energy, but it'll wipe off a huge
portion of your foe's life bar if it hits.
The bad part is, it's predictable and easy to block. If the enemy is a fair
distance away from you, the dragon will actually shoot forward, circle a bit,
and THEN head for the target. Very slow, but like I said, powerful.
TELEPORT (terepooto) = R2
Spirit Energy usage: High
This move is very easy to pull off-- a simple tap of the R2 button, and bang,
you're standing behind the opponent. But this move costs all your energy to
use, so don't plan on attacking with rapid-fire moves after your teleportation
because those require spare Spirit Energy. This move is best used against an
opponent controlled by another player, as the CPU will see right through it.
FIST OF THE MORTAL FLAME (Jao Ensatsu Rengokushou) = (j) R1
Spirit Energy usage: High
The last of Hiei's Spirit moves, this one also eats up a whole bar of energy.
An impressive attack that can only be used while airborne, Fist of the Mortal
Flame draws its power from earthly flame, instead of the more dangerous fires
of Spirit World.
Hiei dives downward and punches the ground, creating a small explosion. The
attack is not effective when used at a distance, so it's best just to use it
directly above your opponent. The explosion does some decent damage, plus it
sends your opponent FLYING if it hits. This is the best weapon for easy ring-
outs that I can think of. Remember, though, it can be blocked.
Combos
-------
(I'm only listing the full extended versions of the combos here, not where
you CAN stop.)
RAPID FIRE KICKS = O (hold)
This one, like most of Hiei's attacks, is easy to perform. Just hold down O.
The rapid-fire kicks are useful when you have the enemy in a corner, but in my
opinion the rapid-fire punches-- hold []-- are better. The rapid-fire kicks
consume Spirit Energy rather quickly.
KICK OUT = Up, >+[] ...O
My favorite of Hiei's combos, it's the easiest to pull off-- plus it doesn't
even require using his sword. A quick three punches, spin kick and side kick
that launches the opponent straight backwards. If you land it, it's great for
both damage and ringouts. Practice this one!
SLASH DOWN COMBO = Down, >+/\ ...L1
If you plan on drawing Hiei's sword sometime during the fight, then either use
this combo, or the Sword Dash attack (run+O). Halfway through the Slash Down
Combo, Hiei draws and starts slashing away with the katana. Overall, it does
not do quite as much damage as you'd expect. But it does come in handy once
in a while.
MORTAL WAVE = (w) <, >+[] ...Up+/\
Once you've drawn the sword and plan on using it, use and abuse the Mortal
Wave combo. It's only five hits and does insignificant damage compared to the
other two listed here, but it's great for knockdowns. Add that to the fact
that it looks damn cool, and well, what more reason do you need? Just be sure
to start a few steps back, because the opening stab is quite slow.
3-III. Bui's Moves
-+-+-+-+-+-+-
AXE THROW HORIZONTAL = >+R2
Spirit Energy usage: Low
Bui has two ways of attacking from a distance, and the Axe Throw Horizontal is
one of them. Surprisingly, for such a primitive attack it's one of the best
projectiles in the game. It uses hardly any Spirit Energy at all, does good
damage, and most of all is EXTREMELY quick. Keep your guard up at all times,
especially if you see him wind up to throw.
AXE THROW VERTICAL = >+R1
Spirit Energy usage: Low
I don't know about you, but I can't tell the difference between Bui's two axe-
chucking moves. But for technicality's sake, I'm listing them as two attacks.
Anyway, keep in mind that you can't dodge the axes by strafing; you must block
or jump with perfect timing. Bui likes to toss multiple axes at you in a row,
and if you try to put up a crouching block as soon as you get up from one hit,
the next one will hit you as well. Just hold X as you get up to block them.
KI WAVE (ki weebu) = Up+R2
Spirit Energy usage: Low
Now this is an intimidating move. Whenever he feels you're getting a little
too close for comfort, Bui will back up a step or two and unleash the Ki Wave.
It's a blast of bluish energy that explodes in a circle from under Bui's feet,
and it will knock you up, into, and past next week even if you're in a crouch-
blocking position. The Ki Wave does insignificant damage though, so there's
really no need to fear.
3-IV. Dragoner's Strategy
-+-+-+-+-+-+-+-+-+-+-+-+-
The first battle, in episode 28, is no biggie. Bui fights with his standard
armor on, and his standard attack and defense rating in place. Start with a
jump attack, and as he's reeling, try to throw him. Sweeps and uppercuts also
work well. Once he's down, back up and guard to block the axes he'll toss at
you.
Slowly move in closer as he throws more axes, then when you're close enough,
let loose with a Kick Out combo. This should finish off the 2/3 of his life
bar required to get to the next episode. The fight will abruptly end, and as
ep. 29 starts, you're back in the fray.
Bui's toughened up without his armor, but his attack pattern is the same. Go
back to pounding him with combos, and make sure to keep your guard up when you
venture near to him. Don't bother with a crouching guard, just block standing
up. If you can, try this: when you're close to him and he's guarding, wait a
few seconds then back up a ways and release the Dragon of the Darkness Flame.
With any luck, he'll launch into a combo, narrowly missing you as you retreat,
and blunder right into the dragon.
If you don't feel like taking that risk, then you can always lure/throw him to
the edge of the ring and surprise him with a point-blank Fist of the Mortal
Flame. That will knock him out of the ring easily.
And, of course, your other option is to simply beat him into submission with
your combos. Block, combo, block, combo . . . you know the drill. All things
considered, I'd say this is the easiest of the Team Toguro fights.
3-V. Strategies From Other Users
-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
(These are COMPLETELY unedited, copied and pasted right from the user's post.)
===Youkohiei informs us:===
"Whenevr i use hiei i use the same strategy. i run up and dash stab the person
w/ my sword. then i jump and use a fist of the mortal flame. then i jump and
down stab, then when on the ground i do the up spinnig slash attack. if i get
far away from the opponent i do the dash again, and when my spirit energy
fills up i do the fist of the mortal flame again."
===Raizen Yusuke's battle tactic:===
"You can continue jump and kick.It's very useful.You can sometimes use Fist of
Darkness Flame too,it's very good.Don't use Hiei's Dragon of Darkness Flame.
It's too slow and Bui can defend it easily.This if he doesn't throw his weapon
first.This throw is the problem.He continues throwing until you don't fall out
the arena."
===Anonymously has apparently mastered this battle!===
"I Found a strategy that can kill Bui in less then 10-15 seconds.
The main focus in this strategy is to hit Bui in his head knocking him off
guard, then pumbling him with combos, then repeating so he never has a chance
to defence, or counter. His weaknesses are his head, stomach, and back
(stomach isnt a weakness unless hes off guard.) His Immunity is his legs and
stomach. (when hes on guard.)
Strategy: Run twords Bui, when you are three blocks apart (the squares on the
staduim floor) jump and hit him in the head with the Circle button. Tap and
hold the Circle button once you land. After 1-2 seconds (about 5-6 kicks) let
go of the Circle button and jump. Kick him in the head with the Circle button
once more. Land then Press and hold the Square button. Punch him 5-6 times
(again 1-2 seconds.)
Jump Circle Kick, land then punch him 3 times with the Triangle button. He
should now be 1/7 or 1/8 left of health. Run back 2 squares, then run twords
Bui, press the Circle button while runing. You will unsheath your sword and
hit him hard. Then press Triangle twice, and he should be dead. If he is not
dead jump and press R1 to do Fist of the Mortal Flame."
3-VI. Hints and Tips
-+-+-+-+-+-+-+-+-+-+-
- Contrary to popular belief, the Dragon of the Darkness Flame can indeed be
performed without your sword drawn.
- Bui possesses the strongest unenhanced combo in the game-- a 12-hit barrage
that will deplete all but a tiny slice of your health bar. And that's if
you had a full bar. The weakness in this combo, however, is that there are
no low attacks in it-- so you can block the whole thing standing up.
- Hiei's spin kicks have almost no range. Don't bother with that tried-and-
true jump-kick/spin-kick maneuver, because more than likely the spin kick'll
miss.
- IMPORTANT: The key to doing Hiei's combos successfully is to press the 2nd
and 3rd buttons _simultaneously_. That means at the same time, people. For
example, carrying out the Kick Out combo is easy if you remember to press
> and [] at the same time, not > then [].
PPPP A RRRR TTTTTTT 4 4
P P A A R R T 4 4
P P A A R R T 4 4
PPPP AAAAA RRRR T 4444444
P A A R R T 4
P A A R R T 4
P A A R R T 4
----------------------------------------
fight 3: kuwabara vs. elder toguro
Fight 3: Kuwabara vs. Elder Toguro
FIGHT 3: KUWABARA VS. ELDER TOGURO
----------------------------------------
4-I. Fight Conditions
-+-+-+-+-+-+-+-+-+-+-
In my opinion, this is the second most difficult battle you'll be fighting.
So watch out. The elder of the notorious Toguro brothers is actually weaker
than his brother, but he possesses grotesque demon abilities that can easily
wear you, as Kazuma Kuwabara, down.
Toguro Ani, as he's sometimes called, can regenerate any damage, stretch those
nasty, pointed fingers for hundreds of yards, and is a strong martial artist
besides. But his real strength is his ability to move his internal organs to
any location in his body. If you try a kidney punch, you'll only hit regular
flesh. Try to give him a concussion, he'll move his brain out of the path of
danger. And any normal damage, of course, he can regenerate-- making Elder
Toguro virtually immortal.
For the sake of your honor, your friends, and to allow Yusuke's ultimate match
against Toguro the younger to proceed without a hitch, you must defeat Elder
Toguro.
4-II. Kuwabara's Moves/Combos
-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
This is where you'll learn exactly what you have at your disposal-- Spirit
moves, combos, and what they can do.
--------------------------------------------|
KEY: |
O = O button |
X = X button |
[] = Square button |
/\ = Triangle button |
R1, R2, L1, L2 = R1, R2, L1, and L2 buttons |
> = Forward |
< = Back |
Up = Up. Moves you away from the screen. |
Down = Down. Moves you towards the screen. |
>> = Running |
(j) = must be jumping |
(c) = must be crouching |
(w) = must have weapon in hand |
(m) = must be morphed |
(...) = short pause |
(hold) = hold down the previous button |
--------------------------------------------|
Strafe-- Strafing is an extremely useful and easy technique, so master it ASAP
for all fights. You simply move back and forth sideways, never moving towards
or away from the opponent. It's best used when the opponent is using straight
projectile weapons.
Spirit Moves
-------------
(If I can't find the official Japanese name for something, I'll wing it using
katakana. Like Shotgun = Shottogan. If the Japanese name is left out, it
means I couldn't find it anywhere and couldn't figure out how to dub it into
katakana. If you know the name to a move that I don't, please let me know and
I'll fix it.)
SWORD ON (Rei Ken) = R1
Spirit Energy usage: Low
Kuwabara's signature move. He uses his high Spirit Awareness level to shape
his own energy into a tangible-- VERY tangible-- sword. Actually, it's used
as more of a club than an actual sword. With the sword out, Kuwabara's style
changes entirely-- his moves are a lot clumsier and he becomes unable to block
except for about two seconds at a time without being attacked (he'll go into a
defensive stance, aiming the sword forward while he IS blocking). But his hit
range is hugely increased.
SWORD OFF = (w) R1
Spirit Energy usage: None!
Kuwabara slides the sword into an imaginary sheath and it disappears. This
move costs no Spirit Energy, but if Kuwabara is hit while trying to sheathe
the sword, the move's interrupted and he's forced to keep the sword until you
try again. If you're going to put the sword away, make sure you're at a safe
distance.
SWORD GET LONGER (Rei Ken Nobiru) = (w) >+L1 (hold)
Spirit Energy usage: Low
Kuwabara aims the sword in front of him and sends out a snakelike orange beam
that seeks the enemy. When it touches the enemy, damage is registered and the
beam retracts back to Kuwabara. This move is rather slow and can't be used
without the sword out, so I prefer the . . .
JUMPING SWORD GET LONGER = (j) R1
Spirit Energy usage: Low
This move is the same as the Sword Get Longer, but it's quicker and does not
require the Spirit Sword to be equipped. Sadly, it's also more predictable--
your opponent will know it's coming because you must jump. But! Try using it
close to your enemy-- they might block, but with any luck the beam will curve
OVER them and attack the poor sap from behind!
SHRAPNEL SWORD (Rei Shuriken) = >+R2
Spirit Energy usage: Mid-High
Kuwabara's strongest Spirit move, this also doesn't require the Spirit Sword
to be activated. He thrusts a hand forward and discharges a hail of miniature
Spirit shards, doling out considerable hurt to whoever gets caught in it. To
be honest, it's a lot like Yusuke's Spirit Shotgun. It takes about a second
to charge, though, so if you're going to use it make sure the enemy won't be
able to block.
POWER OF LOVE (Ai no Chikara) = Up+L2
Spirit Energy usage: Mid
Use this move when your chances of winning are fading. The Power of Love will
fill Kuwabara with new strength and determination to win-- in game terms, it
can refill a good portion of Kuwabara's health bar and give you another chance
to fight back. Use when you have a lot of Spirit Energy but not much life.
NOTE: Exactly how much health it restores I haven't determined, as it appears
that the move's power varies based on some factor or another. If you have any
ideas, please let me know!
NOTE2: Last one, I promise. I'm not entirely sure of the Japanese name for
this one, so I referred to the episode in which it's used. In it, Kuwabara
tells Yukina, "Sore wa ai no chikara desu", or "That's the power of love". Ai
is love, chikara is power. Hence, the name.
Combos
-------
CRASH WAVE = >, <+[] ...Down+/\
Halfway through the combo, Kuwabara will draw his Spirit Sword and attack with
it. The Crash Wave is extraordinarily powerful and will dry up about 2/3 of
your opponent's health if you manage to complete it. Plus, it's easy to use!
Use this combo when Elder Toguro's weak spot is in his head or middle to make
short work of the demon.
SLASH AROUND = (w) >, <+/\
You can only use this combo with the Spirit Sword. It's a four-hit string of
slashing attacks that are very quick, but they're not very strong or accurate.
Not recommended-- most of the time you'll connect with the first hit or two,
and then miss the rest.
ROUND UP! = <, >+O ...<+O
I like this combo because it's both effective and doesn't require any use of
the Sword at all, unlike Crash Wave. It's a great defensive maneuver because
you have to back up first to use it, and if your opponent's going to launch
into a combo, back up until he's finished missing you and then hit >+O. Keep
the Round Up! in mind.
4-III. Elder Toguro's Moves
-+-+-+-+-+-+-+-+-+-+-+-+-+-
HAND BLADE (hando bureedo) = <, >+R1
Spirit Energy usage: Low
E. Toguro forms his hand into a machete-like blade charged with Spirit Energy
and slices forward. The attack is strong, but nice and slow. So just block
and counter with a few good punches. Don't try to zap him with Jumping Sword
Get Longer, though-- most likely he'll knock you down while you're helplessly
airborne.
JUMPING HAND BLADE = (j) R1
Spirit Energy usage: Low
This midair technique forms his hand into a blade again and he slashes down-
wards with it. Again, the attack does decent damage, but it's quicker than
the normal Hand Blade. Crouch-block it and counter with an uppercut or sweep.
REGENERATION (rijenereeshon) = Down+R1 (hold)
Spirit Energy usage: Low
Purple wisps of energy rise from Toguro Ani and he slowly recovers health, at
a rate of about 100 HP/sec. (100 HP is about 1/10 of the bar.) Hit him with
any attack to stop the regeneration, but if you have the opportunity, use a
combo or a Shrapnel Sword. It'll take off a lot more health than he'll have
regained.
FINGER SPINE (fingaa supaino) = >+R2
Spirit Energy usage: Low
Toguro Ani's trademark attack. It's a very quick move-- he points at you and
his index finger extends, impaling you if it hits. Luckily, you can either
strafe or block it. He'll often follow it up with either another Finger Spine
or Finger Spine Floor, so keep on your toes.
FINGER SPINE FLOOR (fingaa supaino furoaa) = Down+R2
Spirit Energy usage: Low
Instead of standing up, Toguro Ani kneels and injects a stretching finger into
the ground. It will suddenly smash up from the ground beneath you and try to
spear you like a fresh shish-kebob. Watch out for this one-- after he kneels,
wait about half a second and then jump. You should safely evade the attack.
You can also crouch-block it, but don't take your guard down until Ani stands
back up.
4-IV. Dragoner's Strategy
-+-+-+-+-+-+-+-+-+-+-+-+-
Throughout the battle, you'd better keep a close eye on the orange sphere in
Toguro Ani. That's his weak spot, his brain, and it's the only place you can
hurt him. Attacking any other place won't even make him flinch (except if you
throw him). The orange ball will occasionally change its location to one of
three spots: the head, the stomach, or the feet.
When you start the battle, hope that the brain is located in his head or gut.
If it's in his feet, venture closer (keeping your guard up) and sweep-kick him
to the ground. Then back off and wait for the brain to move.
Once it's in the head or middle, fight as you would fight a normal enemy. You
should wait for an opening, and as soon as you see one, let loose with Crash
Wave or Round Up!, then retreat again. He should start firing Finger Spine or
Finger Spine Floor attacks at you. Avoid them (strafe the former, jump the
latter). If he charges you, remain calm, block, and counter.
What you want to do here is AVOID using the Spirit Sword in close-range combat
as much as possible. If you get a break in the action and your sword is out,
sheathe it. Also, if you perform Crash Wave, try to back up a step and use
the Shrapnel Sword right after. Toguro has enough time to block it, but for
some reason, often does not.
Remember, if you're having trouble, make use of ringouts and Power of Love.
------------------------
(IMPORTANT) IN SUMMARY:
------------------------
- If it's in his head, use jump attacks, Crash Wave, Jumping Sword Get Longer,
or sword jabs (repeated Square).
- If it's in his middle, use punches (Triangle), Round Up!, or sword slashes
(repeated Triangle).
- If it's in his feet, use sweep kicks or jumping sword attacks (sword out,
jump-attack).
- Attacks that hit the orb no matter where it is: Shrapnel Sword, midair sword
attacks, downward/upward slashes (sword out, Down+/\ or Up+/\) and sword
uppercuts (sword out, crouch+/\). After a sword uppercut, try pressing Down
and /\. You'll smash down onto his prone body with a final slash.
4-V. Strategies from Other Users
-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
(These are COMPLETELY unedited, copied and pasted right from the user's post--
with the exception of Anonymously, who asked me to change his spelling and
grammar mistakes.)
===Mad Bomber Karasu lets us in on how to take down his creepy teammate:===
"First off, get out the Spirit Sword [not sure if u start with it or not, been
a long time], and begin targeting the circled spots. When your spirit energy
is full, use a Shrapnel Sword. Repeat a couple times and he should be dead
soon. Throw in the occasional Jumping Sword Get Longer every now and then for
good measure."
===Anonymously presents an Anonymous (not really) production:===
"Elder Toguro is weak to rapid fire techniques, and is vulnerable when hit in
the butt with the Jumping Sword Get Longer tech.
Run towards E. Toguro and press Circle twice. Then jump, and press Square in
midair. It will hit him in the head. When you land, press and hold Square for
rapid jabs and hold it for about 2-3 seconds. Jump, press Square, then land.
He'll be knocked to the ground, so take your Spirit Sword out, and dodge or
block his attack.
Hit him with either Circle or Triangle. Then hit him with Square and hold it
for a rapid fire stab with your sword. When he stops to regenerate, run up to
him and hold Square. If you are out of Spirit Energy, whack him with two
Circle hits and one aerial attack. By then you will have your Spirit Energy
back, and you can hold square for rapid stabs."
4-VI. Hints and Tips
-+-+-+-+-+-+-+-+-+-+-
- You lose the ability to throw when you activate the Spirit Sword.
- Jump-attacks without the sword aren't very helpful, as they will only work
if the brain is in the head where it should be. Also, they're short-range
and inaccurate.
- If you have to use the sword for close-range combat-- ugh. I hate to say
this, but your best chance is to button-mash. You can also hold [] to stab
him out of the way, which is slightly more dignified.
- Crouch-block! Crouch-block! Crouch-block! Toguro Ani likes to use sweeps.
- During Finger Spine Floor, you'll be tempted to try and interrupt the attack
by hitting Toguro Ani. Don't try it, though. He's difficult to hit when in
his kneeling position, and you'll probably get hit by the finger as you land
anyway. Just jump it and try to get closer.
PPPP A RRRR TTTTTTT 55555
P P A A R R T 5
P P A A R R T 5
PPPP AAAAA RRRR T 55555
P A A R R T 5
P A A R R T 5
P A A R R T 555555
----------------------------------------
fight 4: yusuke vs. younger toguro
Fight 4: Yusuke vs. Younger Toguro
FIGHT 4: YUSUKE VS. YOUNGER TOGURO
----------------------------------------
5-I. Fight Conditions
-+-+-+-+-+-+-+-+-+-+-
This fight is a no-holds-barred match. No fancy obstacles you're to overcome
except your opponent-- but that's enough on its own.
Toguro has not one, but TWO LIFE BARS, which means you'll have to fight twice
as well as you must normally do to overcome your basic enemy. Not only that,
but his strength and endurance are far beyond those of any normal pugilist.
Your blows will only cause a fraction of their normal damage, and his will
inflict major pain on you. So be careful.
5-II. Yusuke's Moves/Combos
-+-+-+-+-+-+-+-+-+-+-+-+-+-
This is where you'll learn exactly what you have at your disposal-- Spirit
moves, combos, and what they can do.
--------------------------------------------|
KEY: |
O = O button |
X = X button |
[] = Square button |
/\ = Triangle button |
R1, R2, L1, L2 = R1, R2, L1, and L2 buttons |
> = Forward |
< = Back |
Up = Up. Moves you away from the screen. |
Down = Down. Moves you towards the screen. |
>> = Running |
(j) = must be jumping |
(c) = must be crouching |
(w) = must have weapon in hand |
(m) = must be morphed |
(...) = short pause |
(hold) = hold down the previous button |
--------------------------------------------|
Strafe-- Strafing is an extremely useful and easy technique, so master it ASAP
for all fights. You simply move back and forth sideways, never moving towards
or away from the opponent. It's best used when the opponent is using straight
projectile weapons.
Spirit Moves
-------------
(If I can't find the official Japanese name for something, I'll wing it using
katakana. Like Shotgun = Shottogan. If the Japanese name is left out, it
means I couldn't find it anywhere and couldn't figure out how to dub it into
katakana. If you know the name to a move that I don't, please let me know and
I'll fix it.)
SPIRIT GUN (Rei Gan) = >+R1
Spirit Energy usage: Low-Mid
Yusuke's trademark move. Though you can charge it by holding down R1, the
blast isn't that useful because of the long time it takes to build power. The
regular shot isn't even very helpful-- it takes about a second to fire. Stick
with the other variations.
JUMPING SPIRIT GUN = (j) R1
Spirit Energy usage: Low
A quick Spirit shot from midair, this attack is very very helpful because of
its speed. It's as strong as the regular Spirit Gun, and uses less Spirit
Energy. I recommend it. Just make sure you use it when his guard is down, or
you'll waste your shot.
DOUBLE SPIRIT GUN (Renshaa) = <, >+R1
Spirit Energy usage: Mid-High
Not quite as useful as the Jumping Spirit Gun, this move fires two Spirit
bullets in succession. If one hits, so will the other. Unfortunately, each
bullet is weaker than a normal Spirit Gun, and takes more energy. Useful if
you've got plenty of energy and not a lot of life left.
SPIRIT SHOTGUN (Rei Kou Ha) = <+R2
Spirit Energy usage: High
Yusuke's strongest attack besides a charged Spirit Gun. This move unleashes a
medium-range storm of energy straight ahead and consumes almost a whole bar of
Spirit Energy, but causes major damage. It takes almost a second to charge,
but this won't be a problem if you're using it when you should be.
SPIRIT CUFFS = <, >+L1
Spirit Energy usage: Mid-High
This move uses as much energy as the Shotgun, and is a transformation tech.
Removing the restricting Spirit Cuffs placed upon him by Genkai, Yusuke's
Spirit moves will use far less Spirit energy than normal. Unfortunately, this
effect will wear off after a short time or when Yusuke is knocked down.
Combos
-------
(I'm only listing the full extended versions of the combos here, not where
you CAN stop.)
HARD STRIKE CHAINED TAKEOFF = Up, <+O ...O ...>+O
Yusuke's strongest combo. Since the opening spin kick is kind of slow, use it
only when you're not in Toguro's attack range. With any luck, he'll just walk
right into your combo and get pummeled.
APPRENTICE'S RISE = (c) >, <+O
Quite helpful, if you can remember to use it. Crouching is a good way to stay
safe in this fight, so when he lets down his guard, let him have it with this
combo. It's better than a sweep, anyway.
MASTER TAKEOFF = >, <+[], >+O
This is the hardest combo to pull off, so don't attempt it in the big fight
unless you've mastered it. Even when you can perform it, opt for the Avenging
combo instead; it's stronger.
AVENGING CHAINED TAKEOFF = >, <+/\ ...O ...>+O
By far the best combo to master. It's faster than the Hard Strike combo and
stronger than Master Takeoff. The best part is that, with practice, you can
charge Toguro and then tap <+/\, coming right out of your run with the attack.
It'll likely catch him off guard.
5-V. Toguro's Moves/Combos
-+-+-+-+-+-+-+-+-+-+-+-+-+-
All right, this is very important. I'm going to tell you just what Toguro is
capable of, and what he'll throw at you. This is just as important as your
own abilities!
Spirit Moves
-------------
EARTH SLASH (aasu surasshu) = Down+R2
Spirit Energy usage: Mid-High
The least threatening of the things you'll be watching out for. In this move,
Toguro reaches up and slams a hand into the floor, sending a fiery shockwave
your way. Thankfully, it's not incredibly strong and doesn't move faster than
you do, so you can sidestep or jump it. The best courses of action are to use
your Jumping Spirit Gun to knock him down, or strafe and wait for the . . .
FINGER FLIP BULLETS (fingaa furippu buretto) = >+R1 (hold)
Spirit Energy usage: Mid
Slightly tricker to dodge--a very quick move. Toguro straightens up and flips
tiny, almost invisible Spirit bullets at you. Though each bullet does little
damage, if he manages to hit you straight on you're shish kebob. I recommend
strafing here.
Since this usually comes right after Earth Slash, here's what you do: sidestep
the Slash, then move just enough out of the way to avoid the first F.F. Bullet
and charge him. He should be firing the last bullet now, so quickly nail him
with a combo. Perfect!
KI BLAST (ki burasuto) = <+R2
Spirit Energy usage: Mid
You'll know immediately when he's casting this. He'll hunch over and emit a
hazy purple glow, while shouting, "Ki Blast!" (Actually, it sounds more like
"Keebler" to me.) The aura, if you get to close, will damage you and knock
you back a few steps. The worse part, however, is that it will reflect your
Spirit Gun and any projectiles you try to throw at him while the aura's in
effect. Just back off and wait for him to cool down.
INCREASE STRENGTH = Up+R1
Spirit Energy usage: None!
Catchy name, eh? Toguro'll pull his transformation move in this fight only
after you deplete his first life bar. You'll be able to tell easily because
the camera will zoom in on him and he'll bulk up immensely in a violet light
show. You can still move while he's doing it (though you can't see yourself),
but I recommend just waiting it out. He'll be several body-lengths away and
will probably charge you when he finishes, so be ready to move. In this form,
his attacks will do more damage-- not a lot more, but enough to count. He's
also harder to damage. Beware.
Combos
-------
Gah. Look. If you guys really want I'll list all Toguro's combos here-- but
the thing is, pretty much any combo he catches you in will deplete at least
half of your life bar, so is there really any need to list them all? Besides,
all of them can be blocked with a crouching guard (some involve leg sweeps).
Okay, fine, I'll do this much.
COMBOS THAT END IN A BACKHAND SLAP:
The less threatening of the two. If you managed to block the combo, you have
a few choices but you have to make one fast. You can shoot him with a Double
Spirit Gun, perform Apprentice's Rise, jump and drop-kick him, whatever. Just
be FAST. He'll recover quickly.
COMBOS THAT END IN A HAMMER ATTACK:
These things are DEVASTATING. I sure hope you remembered your crouch guard,
because a regular block won't stand up to this. Once you'll blocked it, grab
and throw him as he gets back up. As he recovers from the throw, light him up
with a Shotgun attack if you have the energy. If not, back up and wait.
Happy?
5-IV. Dragoner's Strategy
-+-+-+-+-+-+-+-+-+-+-+-+-+-
Finally at the meat of the thing. Let's jump right in, yeah?
I hope you're ready!
Beginning the Battle
----------------------
Now, at the start of the fight Toguro will remain completely still for a few
seconds, unless you attack him. This gives you several options, and as much
time as you'll need to choose one:
A. Rush in with a running Avenging combo.
B. Rush in with a slide attack-- >>+O.
C. Rush in with a jumping drop kick-- (j) O.
D. Back up, strafe and wait for him to attack.
Method A is the most dangerous, and even if you do manage to land your combo,
you'll only do the same damage you would if you followed a less risky path. I
don't recommend it.
Method B is the second most hazardous choice, but the danger comes for the
most part after you pull off the slide. 7-8 times out of 10, you'll knock him
off his feet, but then be prepared to face a retaliatory kick as he gets back
up. GUARD. Sometimes he'll actually crouch-block or jump over you, and in
that case, get the hell out of there ASAP, before he counters. But if you're
successful, the slide will buy you some much-needed time.
Method C is the second safest choice (seeing a pattern here?) and my personal
preference. While a drop-kick isn't especially strong, it can only be blocked
if the target is crouching. You'll likely hit and stun him for a moment, and
that's your chance to spin-kick and send him flying. You can also attempt an
uppercut, but chances are you'll miss. Actually, you can pretty much throw
anything you want at him after a drop-kick. Just be FAST about it.
Method D is the way to go if you want to keep as far away as possible unless
you can attack without fear of getting hit back. From the start, back up a
few steps and then strafe towards the screen. You'll notice you edge closer
and closer to Toguro. He should try an Earth Slash; keep moving and wait for
the Finger Flip Bullets. When he fires them, get just out of the way and rush
in with method A, B or C-- but A is preferred in this case.
Once He's Down . . .
----------------------
Okay. Now if your combo hits correctly and you send Toguro flying with an
uppercut, that's all well and good. But! It's been known to occur that on
occasion, the jump kick before the 'cut will catapult you PAST Toguro and you
will end up behind him! This is actually the best-case scenario.
Now he's lying on his back behind you. Turn and attempt to throw him-- see,
if that uppercut had landed, he'd be too far away to lift. He may kick you
as he gets up, but that's a price you should be willing to pay.
If you manage to throw him, IMMEDIATELY let off a Shotgun blast as he lies
there for maximum damage. If you tried that move right after you finished the
combo, he'd have automatically dodged it and your energy would be wasted.
This, IMHO, is the best way to defeat Toguro. A successful Avenging Chained
Takeoff executed from a run, and a subsequent throw-and-Shotgun one-two punch,
does high damage.
What? He's Not Dead Yet?!
-----------------------------
Once you've battered away his first life bar, Toguro transforms into even more
of a monster than before. Look at the size of those pecs! In this stage, you
should be on full alert. Use crouch-guards whenever possible; if he's just
too fast for you to crouch, block standing up. It won't protect you entirely,
but at least you'll avoid some damage.
Keep watching for openings to run in and pummel him, but at this point you'll
probably want to change your strategy. I suggest relying more on your Spirit
Gun and its variants; Double Spirit Gun and Jumping Spirit Gun are especially
helpful. Also use n' abuse the drop kick/spin kick technique.
Fight for all you're worth, and you'll finally defeat him!
5-VII. Strategies From Other Users
-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
(These are COMPLETELY unedited, copied and pasted right from the user's post--
with the exception of Helpall's strategy, which I separated into paragraphs
for easier reading.)
===Mad Bomber Karasu says:===
"As soon as the announcer says 'fight', back away and wait for him to run at
you. Use a spirit Gun double. Then, continue to do jumping spirit guns, but
make sure you jump and are right over his head or he'll probably block. Block
and run when you run out of spirit energy and repeat."
===Youkohiei advises:===
"Every time toguro tries his ground shake or finger bullets do a jump spirit
gun. also when your trying to recover your spirit energy, jump up and drop
kick him. doing this will stun him and hit him away. when he's being knocked
like that u can continue to do ur jumping spirit gun.
be very careful with this but if u want to take a chance u can even uppercut
him and slide tackle him. u take away most of his health by doing the jumping
spirit guns though, so make sure you do those when u have the energy. jump and
drop kick to get away from combos, and that should be about it. u may get
unlucky and get stuck in a combo, but this way worked best for me."
===DBZdigiboi suggests:===
"In the beginning of the match,dash towards Toguro and press throw(triangle+
circle).As soon as he gets up,keep doing this until you deplete over half of
his 2nd form health.By now you should have full spirit energy.When he uses his
attacks(finger-flip bullets,ki blast,earthquake attack), block until he wastes
all of his spirit energy.When he does his combo make sure to block or else
you're dead.Finish him off with jumping spirit gun,spirit gun,or spirit
shotgun."
===Ice Master instructs:===
"After losing to Toguro for the 50th time I finally came up with my strategy.
I run toward Toguro and juped. Then I did my air attack down towards Toguro.
He paused slightlly giving me a chance for another attack. I did Yusuke's back
kick attack(where he does a spinning kick). Then Toguro goes flying back into
the ground. Right when he gets up I fire a spirit gun and run towards him to
repeat the process. When Toguro gets low health you jump and spirit gun him
untill he dies for a cheap but exciting KO."
===Hiei Is The Best tells us:===
*First, never block high, always block low. Toguro 's combo will not hurt you
if you block low, it will, however, if you block high.
Hopefully you can do the Up, Back, O... full combo. It is quite useful. Get
Toguro with this combo, and you should take about 1/3 of his life. When you
land, immediately low block. Toguro will either A). attack high, or B) low
block with you. If A, then attack him low with low kicks or punchs, or learn
one of Yusuke's moves that you must do from the ducking position. Continue
this until Toguro gets smart and throws you. *Remember, a throw is nothing
compared to his 10-12 hit combo. If B, then stand up and throw him. Repeat.
*When Toguro does his ground punch move, do a jumping spirit gun.
*Usually a finger bullet follows the ground punch, so beware.
*Use your Spirit Gun Double and Shotgun wisely. Do it when Toguro is coming
at you, but don't do it too late."
===Helpall offers a new take on the fight:===
"When the battle starts, hold up to keep going up and going around toguro,
when he tries to attack you if you are near him(not very near, or else he will
hit you), he will miss the attack because you will dodge in this way.
Use the double punch attack holding the analog or directional to the direction
toguro is(left or right) and press square button 2 times or more. Those punch
are really usefull in this battle.
After doing this, jump and use the spirit gun in the air to damage toguro and
throw him away, because if you dont do this he will hit you. Just keep doing
this in the battle and you can win with a perfect if you practice.
Just remember that after hitting those double punch at toguro, jump and use
spirit gun to toguro dont hit you, but use this if toguro is near you even if
you didnt hit the punchs, never try to run away from toguro, the jump spirit
gun is the best to use against enemies when you want to move away from them"
===g5tran has plenty of experience:===
"Jumping spirit gun when he flicks you with bullets and the fire charge thing.
then when hes getting up shoot him with another spirit gun. If you run low on
spirit energy just jump around. When he charges you jump and press circle or
something. You will do a dropping axe kick, then get the heck outta his way
cause his combos are frustrating to say the least. When you jump to spirit gun
him make sure he is attacking because he will block it. Or you can jump right
above him, even if he blocks you usually got a hit on his neck or back.
Also you can run at him and press circle WHEN YOUR CLOSE TO HIM and you slide
kick and knock him down. If you do it too far away he will jump and probably
take most of your health with one combo.(god thats annoying.) then immediatly
press down+x to crouch and then hold down-away, release x, and mash circle.
You'll start sweeping him. You can usually get a few hits in. When he starts
to block or if you kick him and don't see any effect block. He'll probably do
a double punch. Just block that then immediatly start sweeping again.
Eventually he will throw you. If you're spirit meter builds up just jumping
spirit gun him right above his head and repeat. Use your better judgement when
doing the jumping spirit gun. I like to exit the sweeping combo with either a
jumping spirit gun or by pressing triangle, initiating an uppercut.
When he becomes a muscle freak people start to have problems. His combos
probably will kill you quickly so stick with the jumping spirit gun. If he
does the flicking thing or the fire train thing, jump and spirit gun him. If
he runs at you jump above him and spirit gun. If you don't have the spirit
energy do the axe kick and get away from him.
(If you do the avenging combo takeoff thing and he transforms when you do the
matrix kick, the game will enter slow motion until you do the combo again. It
was fun battling like that.[and yes i've played it so many times i've had time
to figure that out.])"
5-VIII. Hints and Tips
-+-+-+-+-+-+-+-+-+-+-
- You might want to use the button configuration 2 in this fight, as it leaves
more room for mistakes. The only difference between the configs is that in
the first one, Jump is Up+X and Crouch is Down+X. In the second, Jump is L1
and Crouch is L2. With fewer buttons to press, you'll have an easier time.
You can change the configuration in the Options menu.
- In the "Yusuke's combos" section, you'll notice the "..." marks. Personally
I don't bother waiting and worrying about if I hit the button just right; I
just think it's better to tap the button or combination that comes after the
"..." part.
- Master the drop kick/spin kick combo before fighting Toguro. Remember, it's
(j) O, <+O. In fact, it's helpful with almost any fight-- but its accuracy
varies from fighter to fighter. Yusuke, however, can perform it just fine.
- DO NOT, I repeat, DO NOT bother trying to activate your Spirit Cuffs in this
fight. No matter what you do, Toguro will always cut you off in the middle,
and then you'll be sorry.
- Don't give up! Even now it takes me a few tries to win this fight, so fight
hard and persevere. You'll get it eventually.
PPPP A RRRR TTTTTTT 666
P P A A R R T 6 6
P P A A R R T 6
PPPP AAAAA RRRR T 66666
P A A R R T 6 6
P A A R R T 6 6
P A A R R T 66666
--------------------------------------
aftermath
Aftermath
AFTERMATH
--------------------------------------
6-I. Spoils Of Battle
-+-+-+-+-+-+-+-+-+-+-
WARNING:
IF YOU HAVEN'T BEATEN TOGURO YET AND DON'T WANT TO KNOW WHAT YOU GET FOR IT
YET, DO NOT READ THIS SECTION! CONSIDER YOURSELF WARNED . . .
Now, what is it you receive for accomplishing this mighty task set before you?
Why, a prize of great weight: a special, extra-long anime cutscene created by
Yoshihiro Togashi exclusively for this game! That means it's higher-quality,
sharper, cooler, just . . . better! I won't describe it here, because I want
you all to find out for yourselves.
But there's another reward. You are now in control of arguably the strongest,
smartest, most badass demon in this game: Younger Toguro! You'll be able to
smash anyone into the ground once you master him. With superior speed, reach,
weight, and especially power, not to mention a plethora of high-powered all-
around-handy Spirit moves, Toguro Otouto isn't one to be taken lightly even in
a regular Skirmish.
Now get out there and start cracking heads. You've earned it.
This, my friends, is the end of my guide to beating the toughest half-human in
the history of the Dark Tournament. Or . . . ONE of the toughest half-humans,
anyway . . . heh heh heh. If you follow the series, you'll find out what I'm
babbling about.
It's been fun. And I hope to see you all on the GameFAQs boards! No worries,
there'll be plenty more updates to this guide. As it stands, I am missing a
few things that I'd like your help with.
Till next time-- Ja ne!
6-II. Contact
-+-+-+-+-+-+-
Feel fr33 to contact me by email, AIM, or the message board. If you have a
Gamespot account, you can also private message (PM) me if you prefer that.
I'm accepting suggestions, questions, strategies, flames, etc.
Email: javer80@gmail.com
AIM: Javer80
GameFAQs: Dragoner
Gamespot: Javer
6-III. Special Thanks
-+-+-+-+-+-+-+-+-+-+-
- To the very nice Rayna, a.k.a. Summoner Yunie, for letting me use the setup
in this FAQ that she used in her very good Genkai FAQ (highly recommended!
Genkai's a tough character to master).
- To the awesome sites Spiritdetective.com and Pojo.com for all the official
Japanese attack names used in this guide.
- To everyone who asked for strategies on Taking Down Toguro, because without
you guys I never would have made this guide in the first place.
- To Mad Bomber Karasu, Helpall, Youkohiei, Raizen Yusuke, DBZdigiboi, Hiei Is
The Best, Ice Master, g5tran-- and especially Anonymously-- for your own
strategies on taking down the Toguro Team. You guys rock.
- Many apologies to g5tran, for forgetting you in this section in the previous
version. Sorry! ^_^;;
- To Digital Fiction and Atari for coming up with the concept of a YYH game
for PS2 in the first place.
- And, last but not least, to Yoshihiro Togashi. I love you, man.
6-IV. Copyrights (And Other Legal Junk)
-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
This FAQ may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
Copyright 2004 Philip Powers