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YAKUSHI KABUTO
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Kabuto is a very versatile character that has a decent array of moves at his
disposal. He's quite quick ,and is great at putting distance between himself
and his opponent, and also closing this distance if necessary. Undoubtedly, the
most unorthodox thing about Kabuto is his auto-heal ability. After suffering
damage, a red area covers the damaged portion of health, and it reduces by 
about two-thirds of the original amount. The remaining, one-third is slowly 
recovered over time. During this recovery period, Kabuto doesn't have to be 
idle, as he heals even while fighting .

Next on the list of strange things is Kabuto's very useful and effective f+AAAA
string. This string is not only one of his better bread and butter combos, but
unlike any other character in the game, he can like f+AA directly into his X 
supers(as opposed to BBX, which still works for him)! This string just keeps 
getting better and better, cuz next up, this very string has auto-guard on the
1st., 2nd. and 4th. hits! If you don't know what auto-guard is, try performing
a back+B move with anyone except CS2 Sasuke (or see my sasuke FAQ, on 
gameFAQS as well).Even after he finishes the string, it lasts for a very little
while, meaning that you're only vulnerable to throws (or the spontaneous 
super attack). The third hit in the string can be broken ,so watch out for that.
Unless you're playing a pressure game, or attempting to chip you're opponent to
death, I suggest you keep this move under wraps until you're sure its going 
to land.

SO, to sum up so far, 
 (!) Kabuto is relatively fast.
 (!) Has an auto-guard attack/string that ISN'T b+B
 (!) Can perform f+AA,X
 (!) HAS A LOW DEFENSE
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NINJA BASICS
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I quickly realised that this whole series is a bit of a button masher,
(See any forum discussing One tail Kyuubi Naruto) with minimal strategy 
involved, but here's what I learned that saved my virtual neck a few times :

 
[]Learn to turn around : In this game, when you switch sides with 
your opponent, most times your character won't automatically turn 
around, even when you attempt to launch an attack. Don't panic, 
its just a simple tap of the control stick in the appropriate direction. 
Even if it sounds simple, it is a bit difficult when you first pick up 
the game. Don't get mad, just buy some time before your opponent counter 
attacks. try jumping over him/her with your back turned (you can double 
jump in this game) or run in the opposite direction, then turn around. 
Sidestepping also works wonders.

[]Learn to tech roll  : You can execute a tech roll after being launched
into the air. The instant your character hits the floor, tap B and a 
direction to safely roll away. In addition to almost effortlessly evading 
low attacks and wake-up supers, performing a sucessful tech-roll fills up 
a considerable portion of your chakra meter (approximately 25%). You can 
roll back, forward and also into or out of the plane.

[]Punish the bastard : Also, evading, then attacking is highly effective as 
well. A well placed sidestep can save your hide lots of times! 
Follow up with the biggest possible combo, try to use a super, but always 
monitor the opponents CHAKRA!! Sidestep and counter attack KnJ attacks, attack 
when the opponent is grounded,whatever you do, try to put as much damage on 
your opponent as possible in the current situation. When your opponent is on 
very low health, try inflicting chip-damage.
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[]LEARN TO EFFECTIVELY PERFORM BACK+B ATTACKS!! : This one is important. I've 
dedicated an entire section to this back+B (b+B are combo breakers for all 
characters except CS2 Sasuke (Coincidence? I think not). A well placed b+B
attack has saved me on numerous occasions, and still does regularly.

[]Read your opponent (duhh). Don't fall for the same attacks over and over 
again, try evading then punishing obvious attacks. This is a fighting game,
you know. (Don't fall for Sasuke's u+A over and over again please, Sidestep
and punish!)

[]Use your special attacks ("Supers"). They may be painfully easy to execute 
(X, or [direction]+X), but not very simple to land. The trick is to 
implement them into combos. The most basic being BBX, its possible to get 
40+ hits with some characters. Not all commands with the X button are supers,
however. They may be transformations that alter your character  in some way 
(sasuke>sharingan sasuke;naruto>kyuubi naruto), and they require a fixed 
amount of chakra; also in 3-man cell mode, can be a team super.

[]Projectiles! Use them please, they don't run out you know. Projectiles 
can end a match by damaging an opponent close to death, as they not only
travel far but also cause chip-damage. They can also be used to interrupt
potential attacks (example: interrupting initiating hits in supers, 
stopping running attacks, killing jump attacks/supers)

[]Learn to throw! It's only 1 button. It can be evaded, and punished if 
so, but is a useful move for stting up combos, and a constant blocker's
worst nightmare. Throw them, then follow up with an air-projectile. 
They can be sidestepped as well.

[]Replace carefully. Using the Kawarimi no Jutsu strategically is  a 
very important part of gameplay. Replacing madly whenever you have 
enough chakra is reckless, and can be anticipated, evaded and punished. 
You should use the normal KnJ more frequently than the attacking KnJ, 
so as to escape combos and counterattack. It's best to use 
L-replacement while being hit in the air;
R-replacement should be used while taking hits on the ground.

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Kabuto can perform 2 very different super attacks, both of which require a full
(100%) Chakra bar. These r: 
 (!) X - Don't know what he calls it, or its name, but its a Taijutsu using 
	 that Blue chakra around his hands. He slaps the opponent around and
	 delivers a final blow. [ 3 Hits, plus initiating hit ].

 (!) down + X - A genjutsu that puts the enemy to sleep for a short period.
		Performed in real time, it is blockable, can be replaced out
		of after being hit again. The only real use I can find for 
		this is	to use the time the opponent is asleep to recover 
		safely.

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COMBOS
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In my opinion, its best to play Kabuto semi-conervatively, in the sense that 
although you don't go all-out and rush the opponent at every turn, you don't 
turtle either. Just remember that throws are very useful, even though they can 
be tech'd out of (i.e. escaped). Also, never underestimate the effectiveness 
of a well placed back+B. Anyway, here are the combos:

*************************************************
A - A button
B - B button
Y - throw
X - super
u,d,b,f - directions
~ - Cancel (Y button at some points in combo)
AT - Air throw (jump Y)
, - next command to be inputted after previous
    (eg. AT, A - after performing the air throw, 
    press A immeadiately	
*************************************************

BBBB ~ BBBB ~ AT, A  - 	Basic bread and butter combo

d+BB ~ BBBB ~ AT, A  - 	Variation of the above, good for escaping high 
			attacks while also attacking

BBBBA ~ BBBBA, AT  - 	Little trickier here, you need to sidestep 
			after the first half for the second half to hit.
			It does work.

BBBBA ~ d+A	- 	quite difficult to get often, looks very cool though

Y, u+A, f+AAX 	-	Basic throw-super combo

f+BAB, Y, f+AAX	-	After the first part, you need to dash forward to 
			throw the opponent, then follow up with the super 
			combo

d+BB ~ f+BBBB ~ f+AAX - Very nice looking combo that does a great bit of 
			damage,	for someone like Kabuto. Careful, as the 
			opponent will most likely generate a lot of chakra 
			from those first 6 hits.

u+B, BBBB, f+AAX      - Ditto, except alot safer.

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IMPORTANT NOTE ON CANCELLING: CANCELLING CAN BE HAZARDOUS TO YOUR OPPONENTS'
HEALTH!!! PLEASE UNDERSTAND: 

Cancelling in a combo reduces the amount of damage you do to the opponent.
This does not mean more cancels = less damage. Any subsequent damage done 
after cancelling is a percentage of the damage it would originally do
Air throws 'negate' the reduction in damage done by cancels, so if you keep 
cancelling in a combo, you do less and less damage (realatively),
but if you air throw in a cancelled combo it (the AT) does the same 
amount of damage as if you didn't cancel.

"This is usually true but there is a simple way to prevent the damage reduction.
It is called stance breaking, and what you do is after a cancel, you tap forward
or backward to break the pose you will be in after the cancel, then attack like 
you normally would." - demon_gaara
Here is a link to a video explanation:
http://www.youtube.com/watch?v=y1suJx2wwH8
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He doesn't have the strength to be a shieldbreaker, but he does have that 
wonderful f+AAAA string. This thing does chip damge, autoguards and links 
into the super. Even after bing blocked, if the opponent tries to attack you, 
kabuto is protected by his shield. For opponents who like to rush in and 
attack, this string is great for meeting them halfway to launch your 
preemptive strike or just come in quickly for a scare.

Although a little on the slow side, and not altogether reliable, Kabuto's 
d+B has advantages, such as a decnt range which translates (sometimes!) into 
a decent RADIUS. This means that although the opponent may sidestep this 
attack, (or b+BB as well, in this case), they may still be hit by the 
sweeping motion. Also one of his better combo starters, if not tech'd, can be
used to setup up a nice choice of moves for you, like into the previously 
mentioned string.

d+A should be used as a surprise attack  , as it can be easily blocked, 
avoided and DEFINITELY Punished. Wow. It does a very nice chunk of damage 
to your opponent, but isnt worth the risk. It should only be used if you're 
sure its going to hit. Kabuto doesn'y have any moves that float the opponent, 
like Kakashi or Sasuke. This move would simply SHINE if he did. Also, it can 
be delayed, so you can fake your oppoenent if they're expecting you to pop out
at a certain time. This delaying costs chakra.


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MYTHS AND FACTS
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>> You CAN safely KnJ out of Some Moves/Supers that have been deemed Anti-KnJ.
The ones that I have confirmed personally are Neji's daikaiten, and 
Sakon/Yukon's Kuchiyose:Rashoumon.
(Both of which I have previously stated can be b+B'd).

>> Although the placement of the bones in Kimimaro's Sawarabi no Mai
(Dance of the Seedling Ferns) is random ( i.e. - sometimes you get alot 
of hits[30+], sometimes you don't[<15]) It helps to get them as close 
to you as possible, or you can attempt it after they BOUNCE on the 
floor. Timing is crucial here. If your back is towards the enemy, this super
becomes unblockable. NEVER stay behind Kimimaro. I also believe that the size
of the stage plays a role in the level of damage this does, as large stages, 
or basically any stage (Away from walls) can be used. It seems to depend on 
how far the opponent can be "carried" by the bones.

>>Mizuki, Iruka, Obito, Kakashi's dad, Yondaime and/or Saddam Hussein are/is 
NOT the leader of Akatsuki..Thank you :P


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KAWARIMI NO JUTSU : GOOD STUFF
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A Kawarimi is performed by pressing the L or R trigger after being attacked.
This does not necessarily mean taking damage, as you can also replace out 
of Back + A counter moves, and Sakura's/Ino's throw. A well placed Kawarimi 
can turn the flow of battle if performed at the right time. L-replacing 
(Kawarimi using the L trigger) puts You behind your opponent without a 
followup attack. Best for escaping combos, attempted supers and the like.
R-replacing causes you to appear behind your opponent while performing a 
followup attack. Generally, an Air R-replace causes your opponent to 
bounce, which is useful for starting combos. I believe however, that this
can be tech rolled quite effectively, but in  the instance that the
opponent does bounce, it is advised that you attempt to put some damage 
on them. Monitor your opponents chakra!

Moves that are deemed Anti-KnJ (moves that hit you, regardless of your 
position; or moves that hit you even after you have replaced Examples are : 
Daikaiten, Sawarabi no Mai, Gaara's d+B, A,A,A (only the A parts, they 
'home in'). The trick to escaping these attacks is simple. I'll use an 
example : You are caught in 1 of Neji's many strings. You are either 
on the ground, or have been lifted in to the air. Neji cancels the string 
and activates Daikaiten. Now, you look closely, and quickly. What you are 
lookin for is the expansion of the sphere. when you actually SEE the kaiten, 
then you replace. Youu can also listen for it. After neji says his line, 
listen for the sound of the kaiten. just as the sound begins, you replace. 
This one is a little trickier, as you actually have to wait for the sound 
before you hit L or R. With a little practice, it can become 
Second-nature stuff...Good Stuff.

========
CREDITS
========
Azu Ali, for helping with the combo lists, practicing, 
and other help concerning string operations
Rishi Khan, for being a training dummy that fights back
Sadesh, for showing me how much I hate Ino (the fighter, not the character)

Thanks to demon_gaara for the note on stance breaking, and the video link!

PLEASE CHECK OUT THE SASUKE FAQ!!

*INCOMPLETE*

My E-mail is ENVIRONMENTALHAZARD@GMAIL.COM

Copyright 2006 ARIO RAMOUTAR