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    Strategy Guide by Leif Powers

    Version: 3.2 | Updated: 05/16/03 | Search Guide | Bookmark Guide

    Bushido Blade Player's Guide
    Leif Powers
    Stock e-mail address: LEPmf@yahoo.com
    Version 3.2
    May 16, 2003
    The copyright and allowable usage of this document
    is described by the legal statement at
    Among other things, it says that this document may be
    distributed freely, but in a WHOLE (not excerpted) form.
    Go to the website if you want to do something else with
    this document.
    This guide should help you cope with some of the issues that
    a beginner could very well face in this game. It may also enlighten
    you extremely in certain areas of play. However,
    this isn't a guide to teach you to play at an expert level: given
    my lack of local competition (I know, it's not my fault...:), and
    thus, my relative lack of experience, I don't want to tell you
    something terribly wrong.
    1. Where do I begin?
    2. Now that I can see past my face...
    3. Bushido Blade Damage and Rules of Fighting
    4. My General Fighting Strategies
    5. My Weapon Tactics
    6. Stance Properties
    7. Crippled/Ground Fighting
    8. Stages
    9. Totally Subjective Observations
    10. Hints for Hunting
    11. Slash (Chambara) Mode
    12. Secrets and Other Stuff (Including the Katze mess)
    13. Credits for all Involved Parties
    14. Heretofore and forthwith, the obligatory Disclaimer
    15. Guide Questions and Feedback
    16. How To Get And How To Use
    17. New Stuff In Current Version
    1.Where do I begin?
    	Well, whatever character you choose, you will be in a half-cage (Yahiro
    Road), with a path leading to trees. One opponent will be before you. Now, you've
    got 2 options. Kill all these people who come one at a time, or run to the well.
    If you wish to spill blood ASAP, just defeat all these opponents here and
    you will advance to fight more and, if you complete this quest with honor, you
    get the first ending. To get the second ending...
    2.Now that I can see past my face...
    <Get out the manual and open to the map, if you have a manual. It helps here>
    	Hit L1 and start running like no tomorrow in the direction of the trees
    (cropped for cleanliness). Eventually, you will hit a passage that seems like a
    dead end. Go on, for it is a) a way for the game to load data about the next
    section and b) a cheap way for a dumb computer player to catch up with you. You
    should keep running against the "dead end" until the enemy catches up with you,
    at which point the game should load the next section, a bridge. Another dilemma.
    Run across it, and you may access the hole which leads around the waterfall into
    the bamboo (Hint: you can hold the climb button while running and automatically
    ascend.). If you like extreme sports, take a fall off the bridge or the ledge,
    and you end up on ground level. Now, for purposes of orientation, look directly
    in the direction of the passage you just went through. On your right is a loop
    which leads you back up to the ledge and the waterfall bypass. On the left, a
    route which leads to a waterfall and thence to the Bamboo Thicket. When one
    reaches the thicket, move towards the narrowing passage until it meets the next
    scene, the front of the castle. Now, there are two ways to go, AGAIN:
    1. Jump off the wall and end up in a pile of mud. This has 2 effects:
    	a) you lose your opponent
    	b) your clothes get muddy.
    	After you run out of the muck, drop into the frozen Dozaemon Moat and
    	pass through to the procession of steps to the top.
    2. Go through the gate and run past the Cherry Blossoms to the steps until
    you reach the top.
    This top step leads into a massive yard (Yagura Point), the exit of which is at
    the corner opposite your entrance. If you have Mikado or Red Shadow or Tatsumi, a
    slower character, you may have major problems getting past the wind here.
    For Mikado especially, you may need to change weapons to the Rapier to get past
    this point. Experiment for your character, what kinds of weapons are both good
    for battle and let your character run fast. The key way to cross Yagura Point to
    jump into the pit and let it shield you from the wind. Then you can jump out on
    the other side and struggle into the exit.
     This passes into the construction yard, where not only a ton of scrap but also
    the well is located, fenced off by yellow barricades. Now, for the second ending
    to work properly, you must injure your first opponent's knee and then fall in.
    Stuart Kushon e-mailed me with a tip, saying that you can jump straight into the
    well without injuring your opponent to get the second ending. However, if you do
    this, you will have to fight your first opponent the whole way through. In my
    opinion though, that's no big deal, given that if you are able to hit his knee and
    knock him down, you should be able to whip him after that if you are careful and
    don't allow him in your bloodlust to hit you (so you won't get the second ending).
    Amazingly, after the fall into a muddy Grotto, your clothes are clean once again.
    After this, you must defeat all comers from here on out, save (except for) the VERY
    last boss (Hanzaki is NOT the last boss), flawlessly (no scratches, even). The rest
    of the navigation is automatic once you arrive in the Grotto. You will be rewarded
    with the second ending for your character if you manage to achieve this.
    <Note: The Grotto is not the thing that you land in when you jump off the railing
    at the castle with a inscribed stone on it. It is the level which you fall into
    after jumping into the well. That caused some confusion.>
    3. Bushido Blade Damage and Rules of Fighting
    	Whatever weapon you pick, it is governed by certain rules of collision,
    determining the results: successful parry, parry with stagger, weapon deflection,
    struggle, light hit, kill. Most all attacks may be classified into roughly 1 of 4
    Strike: an attack which originates from above or below along in a vertical change
    of direction. Usually targeting either the head or the knees. Blocking this will
    often allow your opponent to stagger you, particularly with the heavier weapons,
    and that will get you killed pronto. Sidestepping is mildly effective. The
    disadvantage here is that they usually take a while to wind up, and you can come
    inside them with a thrust or lash or some such quickly, and kill them before they
    can get you.
    Lash: an attack coming from the left or right side of the body and moving in a
    horizontal direction. Usually targets body and knees. Usually blocked pretty easily,
    but are treacherous when inside a combo. The knee strikes particularly are evil,
    oftentimes they can't be effectively blocked. These have some of both of the 
    and the thrusts: they come out faster than strikes, but can deal with blocks better
    than thrusts. These can wallop on sidesteppers going to the wind-up side.
    Thrust: an attack which moves straight at the opponent blade first. Usually
    targets body. Tends to leave you open if the opponent blocks, and if he sidesteps,
    you are probably toast.
    Sidearm: doesn't do anything but a light hit, but a strike afterwards can kill.
    You can block this attack very easily.
    <This system may look familiar. It's straight from Uncharted Waters: New Horizons.>
    Now, the game makes attacks end in a weapon deflection if the two weapons collide
    with each other, even if that Nodachi was sitting on your opponent's head. If the
    power of the strikes or the power of the weapons is mismatched, one opponent may
    stagger, and that usually results in death. A good winning strategy is to get in
    close to your opponent and use a stagger attack and then kill them before they can
    A clash is the result of both players using the same attack motion (most likely
    using single button presses from the same stance) and colliding. The outcome of
    the clash is determined in this way (I think):
    	Pressing toward your opponent: Opponents are pushed off their feet if you 
          them in the struggle.
    	Pressing away from your opponent: You fall to your knees. Consider a prayer.
    	T: \
    	X:  These buttons make you struggle harder. It's a button mash!
    When your opponent scores a light hit, its damage depends on the region hit:
    	Legs: Fall down and enable kneeling commands.
     	Non-weapon arm: lose the use of sidearm and dirt throwing techniques.
                  Also, you lose some strength so your attacks come out slower
                  and your recovery time grows.
    Anywhere else is a negligible hit, except if you're trying to get the second
    ending and you get cut up.
    Killing hits are determined by two criteria:
    	1. Hit must go through head/torso/upper legs to a significant degree.
    	2. The edge (usually tip) or foremost part of the weapon must be the
    	point of impact. All other hits are light hits.
    <Japanese games do not spout blood like the U.S. port. They use yellow
    ejaculations to signify a kill.>
    Speed: Listed below is a ranking of moves based on average connection time for a
    kill (fastest to slowest).
    1. Thrusts	1. Single Button Presses
    2. Slashes	2. Stationary Special Moves
    3. Strikes	3. Dashing or Sidestepping Moves
    Honor: Honor, which is necessary to get endings, is violated by these actions:
    	1. Hitting opponents before they are in ready stance.
    	<To be safe, let them make a move before you start hitting them.>
    	2. Hitting opponents while they are on the ground or getting up.
    	3. Hitting opponents in the back when their backs are turned.
    Hitting an opponent in the back while they are facing you does not dishonor you
    in most instances. However, the game has been known to declare you dishonored if
    you hit an opponent in the back:
    	1. During an opponent's attack
    	2. If you do a dodging lash and you chop the opponent in two, back
    4. My General Fighting Strategies
    	There are, IMHO, 4 kinds of effective fighting strategies.
    1. The Running Game
    	This strategy involves running around your opponent until you are in
    position to strike a vital area, at which point you attack with a running
    O or X move. Elicits comments like, "You cheap son of a spoony bard" and,
    "That doesn't count." Ha Ha Ha. This strategy is why I have no friends anymore.
    2. Noble Swordsmanship
    	Go straight for the kill using head and body shots and combos. The
    hardest way to play this game. The only way to settle which player is better.
    3. Mercenary
    	Use anything and everything. Throw dirt, sidearms, and insults at your
    opponent. Thrust incessantly. Hit them in the knees, then run away. Sidestep
    until you vomit. Jump like an astronaut. If possible, hit opponents in the back
    with a running lash. After death, mutilate the body.
    4. The Masochist's Dream
    	This is hard, but it sure pays off in "Boo-Yah" points. Get right next
    to your opponent and start defending from middle stance. When your opponent
    hits you in the knee, roll back and wait for the opponent to move in. Then start
    striking, throwing dirt, and laying down like a severed frog's leg plugged into
    the wall. The Sidearm Throw into High Strike is a great attack from here.
    5. My Weapon Tactics
    For these weapons, I would strongly recommend going through a move list and
    seeing which characters have extra moves for these weapons. Those characters
    will typically be the best handlers of that weapon. You can use other ones,
    but if you're playing for money or some such, you should always try out the
    character/weapon combination first. Otherwise, you may get stuck with something
    like Mikado with the Broadsword; not a good combination.
    Stance Ratio: 20-35-35
    	The Katana is the most diverse weapon in the game. So make use of it.
    Don't sit in one stance or do one attack. Those are for other weapons, with
    skewed strengths. Katana players need to keep their opponent guessing, because
    not only is this the most familiar weapon in the game, but its attacks are
    formulaic, and most have simple counters.
    		Oddly enough, this does low shots the best. With about
    	half the decent moves targeted there, High Stance is one to put your
    	opponent off guard with. The T-O and O-T combos work well against
    	incorrigible turtles. This stance is geared more towards quick,
    	one-time strikes than anything else.
    		You can do almost anything from here. This is just a plain
    	decent stance to return to. Use thrusts to pester opponents' defenses.
    	Just use dashing attacks sparingly. The thrusts are the strength of
    	this stance, but you can also use some of your quick game here. Don't
    	use the combos too much, they'll get you killed. O-O is a little
    	effective, but watch out for it, it can be trouble if your opponent
    	blocks it.
    		The attacks from this stance are actually better than most from
    	Middle Stance. The only gripes here: speed and lack of diversity. This is
    	the stance that makes your opponent turtle because of its range. Do
    	not be doing a whole lot of moves with wind-up time, because that's what
    	your opponent wants you to do: start getting greedy, coming with big
    	powerful moves, and then they just stab you quickly and you die. Don't
    	stay in this one too long, your opponent can begin to read your movements
    	since there are only a few fundamentally strong moves from here. O-O is
    	a great stagger move if you can get your opponent into it. X-O is pretty
    	useful against an opponent with a wind-up strike, you can get them pretty
    	well if you time it properly.
    	Utsusemi: Against a running opponent, and especially the computer, use
    	the four quick strikes. It's too risky in close, and only useful when
    	your opponent is at a medium distance and incapacitated.
    	Against: Go through Slash mode. Devise your own tactics for countering and
    	handling different attacks. Use the strengths of your weapon. No weapon
    	can out-average a Katana. These tactics will also help with all fights.
    Stance Ratio: 25-5-70
    	This weapon is one of the most off-balanced in Bushido Blade. With most
    of the power in its Low Stance, players must strike first and strike true. Kills
    are just a thrust away, so put thought into your tactics. Try some lashes every
    so often to let sidesteppers know you're onto them. Do what your opponent does.
    The Rapier is best in a side-to-side fight, so convince your opponent there is
    no other option.
    		When your opponent tags you, knocking you out of Low Stance, and
    	tries to get in close, switch here. This has the most
    	slices, which can knock your opponent away just a bit, perfect for Low
    	Stance, the best one by far. Just don't switch if he is there, because
    	that is the best way to die. Make it clear with mad strikes and a couple
    	follow-up thrusts that you are not to be messed with in the inside game.
    		Why, o why does the game start you here? This position is a good
    	contender for Worst Stance. Only a novice will fall for the cheap tricks
    	here. Get into Low Stance IMMEDIATELY!
    		The thrusts are quick and effective. Even button mashers can win
    	consistently from here. Get in range and let a fusillade of attacks put
    	your opponent on the retreat. That means you, Black Lotus! T-T, T-T,
    	T-T...also try the off-tempo thrusts and slashes as well.
    	Against: Sidestep. No other option is as effective against the might of
    	Low Stance. Never sit in one place. The T-T thrusts are a flood that
    	keeps on coming. Watch out for his sidestepping thrusts and lashes from
    	all stances, these have deceptive range and can certainly kill you if you
    	don't watch out and protect your backside. One thing you
    	should try and do is work him by trying to hit his weapon. It's all the
    	way out there even in Low Stance so keep your distance at first and use
    	quick hits to bang on his weapon. This will get him away from just hitting
    	T-T immediately whenever you try and wind up a stagger hit. Then you use
    	your slower stagger now that you have him thinking block or sidestep instead
    	of standing in there and coming up underneath you with a thrust.
    	You can try and use the defensive posture, blocking his thrusts then
    	quickly retaliating, but you have to remember that even the Rapier has
    	enough juice to make you stagger for a little bit and that can be enough to
    	kill you. Also especially in Low Stance, if you whiff that block he can
    	thrust away at you low, then eventually get in close enough on your third
    	or fourth backpedal to take out your legs. It is workable to block, but
    	don't rely on it as the sole means of defense.
    Stance Ratio: 5-30-65
    	Your opponent's distance is your power. The farther away you are, the
    more options and therefore strength you have. If there's even an off chance that
    your adversary will get inside, run. Thrusting is the only out in many of your
    fights. Impatience plays into your hands. When you think your opponent is
    boiling over, strike. Make sure not to be hasty about changing stances, you can
    very easily get killed by quick players with fast weapons if you are in too close.
    		Long range fighting is this stance's forte. The wind-up on these
    	attacks, however, is almost unbearable. The O-O series is pretty effective
    	if you have your opponent up against a wall, you don't move towards the
    		Thrust when close with ruthless timing. Prediction of incoming
    	attacks is critical to effective fighting here.
    	Mikado: The combo with a jump should be abused.
    		Two hit combos from this stance can knock off a hasty opponent.
    	Close fighting is easiest here. Knock opponents into thrust range for
    	rapid disposal with triple jabs (four for Mikado).
    	Against: Use weapon deflection: since the Naginata is heavy and
    	so slow to recover, you can stagger without a powerful weapon if you
    	just bang it at the right time. Use fast combos to put the opponent on the
    	defensive and harass with running strikes to take off some of the
    	aggressive thrusting action. Get in closer than you think possible by
    	sidestepping and then advancing with an attack.
    Stance Ratio: 30-5-65
    	Fighting with a weapon like the Hammer depends on first strikes. So play
    easy. Tease your opponents. Deceive them into believing your assault is over.
    Then show them who's boss. You can use this weapon with a character like
    Kannuki to put on a defensive show - it's tough to stagger a Hammer character
    if they block, but if the opponent knocks away your weapon, you could be in
    trouble since its recovery time isn't great.
    		The Hammer flurry is half your strength. Move close, and let 'em
    	have it. If you miss, go for a longer range single move. Always be ready
    	to whack unsuspecting opponents with low hits, because the mentality is,
    	"High stance! Get ready for a pounding!"
    		Not a good stance. The problem here is that other stances do a lot
    	better than this, and the Hammer is a weapon for which you need to get
    	close and then let loose with. There are too many single strikes here
    	which makes it very difficult to get a kill.
    		When opponents get in your face, Hammerspin till you barf. There
    	is also a unique X-T attack that changes levels, for confusing opponents
    	used to the big head swings. Even though the High Stance hammer salvo is
    	most famous, the Low Stance T-T is definitely capable of killing so don't
    	forget about it. Just make sure you aim properly because you can often miss
    	with the Low Stance T-T.
    	Kannuki: Use that Hammerspin combo constantly.
    	Against: Time attacks so that they will collide with the Hammer. What you
    	don't need is a Hammer blocking attacks. That's the Hammer that comes
    	crashing down on your head. And keep your fighting short and sweet. The
    	Hammer has good deflection. Either fight or flee. Also, try to keep your
    	distance from the Hammer man when you fight. It makes it a lot harder for
    	the opponent to kill you if he has to come all the way to you and do a ton
    	of stagger attacks to get into the killing zone. That gives you opportunities
    	for him to whiff an attack or for you to come out with a key block, which
    	you can then capitalize on.
    	Also, if you have one, try to use a stance that keeps you upright. Being in
    	a stance where you are below the Hammer man's shoulders makes you very easy
    	prey for the big hammer strikes.
    Stance Ratio: 30-30-40
    	You MUST take the imitative. Your weapon is lethargic in close. Plan on
    taking your range and leveraging it for the battle pace. Fighting with a Saber
    in close should not be a priority. Make a fight a series of trading blows.
    Stance changes should be premeditated to give yourself time. Consider running
    and then changing strategy. You, however, need to also see to it that runners
    going for you be punished for their follies. One last note: Conserve your energy.
    Don't try to make the other person pay for every mistake - you'll just make one
    of your own. Your goal here is to make the other person defensive and reactive
    to your attacks, setting up the staggers and giving you more chances for lucky
    kills. Another thing that you need to do to win is to beat on your opponent when
    you think he is starting something to try and get in close. If he begins to wind
    up at the end of your range, smack him.
    Low attacks are very effective with this weapon. Don't get caught up in the
    stagger and trapping game so much that you don't throw out a few low shots every
    Your defense isn't great with this weapon, recovery time can be awful.
    		You want to mix it up in this stance. It has good attacking range
    	but the attacks aren't terribly effective, except for f+X. That is as
    	quick an attack as you can mount with this weapon.
    		Make a quick blow every so often at the beginning of the fight.
    	It pays dividends in a cautious opponent who will fall easily to a
    	brutal onslaught from a long range later in the fight, even if the first
    	strike fails. O-O-T should not be left aside. It can make mincemeat of
    	even a cautious opponent in a bad position. This stance also has very
    	good distance: if you are trying to just tag your opponent when he begins
    	a pattern of his, this is a good stance to do it in.
    		This stance pulls its weight in its O-O slashes. The other moves from
    	here are decent as well but that is the great offensive power of this stance.
    	Watch out defensively though, it's easy to get overextended.
    	Utsusemi: See Katana, Low Stance.
    	Against: Trying to block this thing is "interesting". Get your opponent
    	first. Even if you don't do much with your first attack, you've probably got
    	better position. Turn that into an inconvenient strike to the body or knees.
    	Another good strategy is to lure the opponent into attacking you on the
    	outside of his range, then closing the distance on a miss. Never go into
    	the middle of his range because he can start to stagger you from there and
    	all you will be able to do is sit back and watch him beat the gizzards out
    	of you. It also puts you dead center into his killing spots, so get close or
    	get out of the way.
    Long Sword
    Stance Ratio: ? (adjust to opponent)
    	Use sparingly. That's the mantra for the Long Sword. Most attacks are
    short range. The ones that aren't become abused because they are easy avenues
    to a kill. One important aspect is to lure your opponent in. How? By using quick
    strikes to provoke a hasty strike or lunge. Sidestep or back away, and now a
    swift end is near. Only the Saber can fight with a Long Sword in close, so making
    use of your speed is essential.
    I can't make much sense of this weapon, what I guess would be most effective
    is to use the different stances depending on what is the most effective
    counterattack for your opponent. If you want to thrust him underneath, go high,
    and if you want to try sidestepping go middle. In general, Low Stance is something
    that can be used well if you want to go on the offense, but use timing to avoid
    getting blocked, because this weapon doesn't stagger well at all.
    		This is a thrusting stance. Use a strike to set things up and then
    	stick 'em to death with this. You can also attack low pretty effectively.
    		This is a lashing stance.
    		This one seems to have a little bit of everything. I don't know
    	what this is best for or how often one would use it. It has good range
    	but a lot of the attacks whiff if your opponent is sidestepping and
    	moving around a lot. I tend to use this one a lot, but remember, the
    	defense of the Long Sword isn't going to do much in this Low Stance.
    	Against: Block. Then show what a nuisance you can be with knee attacks
    	and sidestepping hits. Using a heavy weapon for stagger and just pure
    	overwhelming power is also a good idea.
    Stance Ratio: 30-10-60
    	This sword, unlike the Long Sword, has the diversity and the speed to
    take the fight to the opponent. From every stance, advancing and fast combo moves
    give the Saber a wider scope. But the range is still a problem. Instead of
    focusing on yourself, you must look at the adversary for victory. Mistakes are
    just cause for retaliation. You are a piranha, and the opponents are meat. Chop
    them up. Just don't get too aggressive when the opponent isn't compromised. They
    can hit you and beat you until you are black and blue because your style of
    fighting won't leave much between you and death. All you need to do is beat your
    opponent before he can do anything about your attack series.
                This stance tends to be more of a lashing stance than any other.
    	It has its uses, particularly if your opponent's best attacks wind up
    	over the top: you can really carve them up in close.
    	Tatsumi, Red Shadow & Mikado: Work those combos! They really really
    	enhance your killing power.
    	Tatsumi & Black Lotus: The five thrusts are finishers, not lead-ins.
    	When you can see the whites of their eyes, let this one loose.
    		Not too much here, but the combos can give you some breathing room.
    		T-T is a really tricky move. If you have it lined up, no one can
    	stop it. But if you miss, pray that your opponent is as freaked as you.
    	Perform advancing strikes when your opponent is aligned properly. If your
    	adversary is in a strange place, it's more than likely that attack will
    	whiff. Your recovery time will probably be fast enough to start another
    	attack that your opponent will not be ready for. This stance has
    	everything you want except low attacks, there isn't much
    	here of that and if your game depends on those, don't use this weapon.
    	However, this stance's range is excellent and its speed is no worse.
    	Against: Block it, but don't hit right away, especially if you have an
    	unwieldy weapon. Instead, maneuver for better position and fight on your
    	own terms. The position game is the one you must win because this weapon
    	doesn't yield its bearer much defense. If you can get into a position of
    	strength, you can beat him down. However, if he gets close, especially in
    	Low Stance, he can start attack series that stagger you for more than ten
    	seconds, and he can dance all around you hitting you even if you started
    	by blocking. Then he just has to cut your legs out and you are toast.
    	Fortunately this isn't much more of a problem in Low Stance, but there, he
    	can get around your backside and stick you from behind if you let him go.
    	Get him in front of you and keep him advancing towards you, so that his
    	defense will be compromised while he dashes to try a quick attack.
    Broad Sword
    Stance Ratio: 40-10-50
    	This weapon, used improperly, is the worst in the game. This weapon, used
    properly, is something that if the opponent makes one mistake, he can be killed
    right then and there. Its moves are very powerful, and their radii of death is
    probably the best in the game. However, it can be very slow, and certain
    characters like Mikado (especially Mikado) have major trouble handling it, even
    moreso than the Hammer. But if you know what you are doing, you can cause major
    problems for your opponent no matter what they try to do to you.
    One major characteristic of this weapon is that, while there is delay on almost
    every single move, it isn't horrendous and you don't have big wind-up animations
    like you will oftentimes with the Nodachi or Naginata. Also, these moves, if
    they hit the opponent, usually stagger, making for an easy recovery. However,
    this weapon's recovery time makes it difficult to capitalize on a general stagger
    as is the case with all the heavier weapons (generally speaking).
    Get your opponent near a wall to keep them from running and then beat them into
    submission. Don't forget that your blocking is effective with this weapon.
    		O-O and X-X are your big weapons here. O-O is an absolutely
    	devastating canned combo. If you make contact (blocked or hit) with the
    	first one, then the second one is a kill in more than half the cases, unless
    	your opponent rolls away. O-O is what you want to try and open up. You have
    	some other things here but they don't set up too well. Try and come in with
    	one of the dashing moves and then let them counterattack (it won't kill you
    	because you should have staggered them), block it, and now you have them
    	where you want them. O-O and watch the blood flow.
    	Mikado: Use that special combo, it has good reach and it stays out
    	for a while, so it's good for putting it out there when you know the
    	opponent is coming in at you.
    		This is a stance, surprisingly, that is best for low attacking.
    	O-O isn't that good in this one, but Up+O and Down+O can hit low a lot
    	of the time. This stance also has some good distance covering moves
    	to get you back close to your opponent.
    		This stance is the all-around best stance for this weapon. You have
    	striking ability in the medium and long range with T-T, your low attack is
    	also decent at range, and what a medium attack. It spins you around and
    	makes life painful for your opponent if they try to use motion and get
    	around your strikes and low thrusts.
    	Kannuki: Use the O-O combination to beat down your opponent. That
    	finishing thrust will often get them, provided they aren't moving laterally.
    	Black Lotus: Few canned combos in this game are better than the one
    	you have for this weapon. Don't forget about it.
    	Against: Sidestep like a top. Nearly all the moves are vertical. The ones
    	that aren't can be easily outrun with a dash. In any stance but Low
    	Stance, take the fight to him before he can start smashing you with
    	his distance moves or trying to work you with O-O or T-T. The initiative,
    	against a weapon this good at destroying defenses, is your Holy Grail and
    	you cannot allow him to sit there and pound on you, and if he beats on you
    	enough, even if you are blocking him most of the time, sooner or later
    	he will get an opening and he can kill you right then and there if you
    	whiff the block. If your opponent goes into Low Stance, keep your distance
    	and let him make the first move. If you have a big weapon, try to bait him
    	into T-T when you are playing off him - if you can dash away or get a
    	recovery time advantage, he is ripe for the picking in his Low Stance.
    6. Stance Defensive Properties
    This is not intended to point out specifics of each stance for each weapon, but
    rather to raise some general points about the majority of stances.
    When one starts the fight in Middle Stance, most general attacks are blocked, by
    nature that the weapon is stuck out in front of you. Is that a good thing? The
    extended weapon serves as easy prey for quick deflections and death. Putting your
    weapon out for your opponent to manipulate must therefore hand over the initiative
    and possibly the fight. What are your alternatives? High Stance? High Stance puts
    your weapon in the middle of your head. Now all of your front leg protection is
    gone, and all that stands between your leg and your opponent's weapon are your
    reflexes and the mercies of collision detection. That puts you, in a bad way,
    out of the fight. The pluses? More head and body protection. Low Stance. When you
    stick your weapon down here, you either have it in front or back. If you have it
    in front, it guards against crippling, but most of the weapons have it in back,
    providing little protection against anything! Furthermore, by going down this low,
    you expose yourself to a lot of strikes that would not come close to killing you
    otherwise. Of course, the moves of each stance have to be considered to paint a
    complete picture of which stances are proper to assume, and you can definitely
    block in a large number of cases, but this is just a little thought exercise.
    7. Crippled/Ground Fighting (In Chronological Order)
    1.Knee Hit
    	These are the considerations: a) Is my opponent crippled? (Let's assume
    no for the time being.) b) Where is my opponent? 
    	1. Medium or Long range
    		a) Roll back.
    			1. Distance closes. *Starting Position A*
    		b) Get up.
    			1. Distance closes. *Starting Position A*
    		c) Lay down/roll around and get dirty.			
    			1. Wait for the opponent to get close.
    				1. What are you thinking?
    				2. Suicidal.
    	2. Short range, In Front Of Legs
    		a) X press. Fall over. 
    			This is a bad position because if the strike is blocked,
    			you are dead. 
    		b) Roll back.
    			1. You escape. 
    				1. You attack. *Starting Position B*
    				2. You sit. *Starting Position A*
    			2. You get hit. 
    				1. Fatal.
    				2. Minor.	
    					1. Back to #2.
    		c) Roll over.
    			1. Increases your chances of escaping.
    			2. Roll until your opponent is on your side.
    				1. Refer to #3.
    	3. Short range, On Side
    		a) Roll away/back.
    			1. Escape. 
    				1. Attack. *Starting Position B*
    				2. Sit. *Starting Position A*	
    			2. Do nothing. *Lying Position*
    	4. Short range, Head At Opponent's Feet
    		a) Roll back/forward.
    			1. You get hit.
    				1. Fatal.
    				2. Minor.
    			2. Escape.
    				1.Turn around.	*Starting Position A*
    		b) Roll over.
    			1. Increases your chances of escaping.
    			2. Roll until your opponent is on your side.
    				1.Refer to #3. 
    *Lying Position* Now, you've decided to fight your opponent while on the ground.
    There are certain criteria for this need to be met before a lying attack is mad:
    	1. Is your opponent lined up?
    	2. Where is the weapon?
    		If your attack will just hit the weapon, it's more than likely
    	that your opponent will recover fast enough to make you a grave man.
    	3. What happens if it does hit?
    		The attack, if successful, will either cripple or knock your 
    	opponent away. Most of the time, it will be to your advantage to roll
    	back and set yourself for the next attack. Be ready to fight when you get
    	up and not a second before.
          4. Is he waiting to try and block you?
                If so, do not go for this. There is a fatal strike waiting with your
          name on it since you will be incapacitated at his feet.
    *Starting Position A* Your opponent is now in front of you. How does one fight 
    this adversary? Unless you have a quick weapon, blocking is probably not going to
    be a stellar choice because your adversary has the edge on you in almost anything.
    Strike first, and a little luck might win you the day. Throwing your sidearm and
    then striking often proves an effective move, but predictable. One can fall
    down, but there are risks in that, as outlined above. Not every strategy will work
    against every opponent. Be prepared to lose, and don't freak about it, either.
    It happens. Using your O move is often the best way to go, but if you see an 
    for X to take out his legs, do that first and get him on even terms.
    *Starting Position B* Same as above, but blocking takes on more urgency, because 
    an attack will almost unfailingly come from the ruffled opponent. If you have a
    slow weapon, it might not be such a good idea to end up here as opposed to A.
    When fighting a crippled opponent from one's knee, the same rules apply, but the 
    speed and consequences often vary. For instance, a miss on a dashing strike might
    not prove as fatal as it would if one's opponent were standing. All that changes 
    here are one's odds. 
    8. Stages
    	Here is outlined some basic stage strategy as well as specific stuff.
    		In every stage, there are walls. So? You can get your opponent
    next to a wall, but how does that help? Well, obviously, your opponent's strikes 
    will be limited from a wall, reducing the possible attacks. What that means to an 
    experienced player is that, more often than not, an opponent will try a thrust or
    a short attack. From that viewpoint, a sidestep or moving backward will put you in
    a great kill position. Now, there are some considerations to be made. Try to make
    opponents come to you, rather than attacking them on the wall. That's because, 
    with the exception of thrusting, the barrier will deflect your hits too. Don't
    use the wall as your weapon. Use it to move your opponent. How does one, then, get 
    people to the wall to perform all this fancy-schmancy mumbo-jumbo? Well, the 
    quickest way is simply to run to the wall, not too close, and also not with the 
    wall to one's back. The purpose in this is to get the opponent not to think "Hey, 
    I'm not going there!" but rather to get your opponent fighting so that then your
    opponent will not actively avoid the wall, but focus on killing you, and thus fall
    into easy patterns and traps. One way to avoid getting your bluff called on
    this is to move towards a different object like a tree in order to make your
    opponent believe that's all you're really going for.
    When a stage has different levels, this aids a smart person with a long range
    weapon or one who is quick and exacting. Why? The different levels offer outs for
    a person who is in a bad spot and needs somewhere to regroup without getting one's
    opponent in one's face. When moving to low ground, run and jump off as far away
    from the wall as possible. When moving to high ground, jump onto the wall rather
    than climbing. Then pursue one's opponent ruthlessly, not letting one's opponent
    onto your level, and attack only when the strike is sure to kill. Don't needlessly
    squander a height advantage with wild swings.
    On obstacles, practice on your own finding attacks and combos that will bypass the
    obstacle and still score a hit. Any obstacle in the game can and should be used
    for a sort of wall effect, whereby your opponent may feel trapped against it and
    attack rashly, to your advantage. To the best of my knowledge, the bamboo is the
    only thing that can be chopped down (consequently, the only effects it has are
    visual). Here are some I like:
    Trees: Thrust in any way possible. Running near one of these is a great way to
    stop a relentless runner, by sidestepping around the tree and attacking. Running
    around the tree yourself can change the camera movement so fast that a human
    opponent may feel discomfort, at which point you strike. This strategy has also
    been known to reset one's Playstation (by your human opponent).
    Tombstones and Tablets: Higher slashes work, as well as strikes, but your opponent
    must be very close to the stone to die. Try sidestepping around and slashing to
    move your opponent away from the stone in a direction better suited to your weapon
    (such as in Yahiro Road, try getting your opponent trapped behind the tombstones,
    then jump over and thrust).
    Here are also some locational strategies:
    	Yahiro Road: For most weapons, fighting in the default area usually works.
    But if you're using a slower weapon, try moving the fight over to the trees. This
    allows you to retreat to the trees if the fight gets too rough. Now, onto running.
    If you're playing with a fast runner, or a skilled one, try running in between the
    trees and the walls to gain better position. For laughs, you might try to get your
    opponent to run very close to you, at which point you enter the tombstone corridor
    and turn out of them very quickly. At that point, a human opponent might lose
    sense of their position due to the camera movement and bump into the tombstones.
    	Bridge and Ledge: Just like fighting on a concrete block. No barriers.
    Just fighting. If you like to gamble, jump off the bridge and try to hit your
    opponent while your opponent is falling off. If you fall off, use the bridge
    supports as though they were trees.
    	Long Passage to Ledge (Right way from facing Yahiro Road): Nothing of note
    	Waterfall Passage to Bamboo: Nothing of note here either that hasn't been
    said before, save the fact that one's opponent can be driven more easily to the
    wall if you move them in a pattern around the frozen pool.
    	Ledge Passage to Bamboo Forest: Try putting yourself behind the panels
    protruding from the castle and thrusting when your opponent comes past.
    	Bamboo Forest: Nothing of note.
    	Castle Front: Jump into the mud pit once, just for fun.
    	Cherry Blossoms: Jump up into the trees if you feel threatened as per
    Yahiro Road.
    	Dozaemon Moat: Use the levels to your advantage. Jump back and forth.
    Don't get too close to the tree. It can often cause more harm than good.
    	Steps to Yagura Point: Jump, never climb up steps.
    	Yagura Point: Only a fool dares step into the pit. A person can jump and
    kill a person inside there very easily, much more than usual.
    	Construction Yard: One may jump in the well, but take note of the visual
    obstructions. Climbing onto the small platform is a good idea.
    	Grotto: Nothing of note.
    	Helipad: Run around Katze (the Gunman) until he loses all his bullets
    (10, to be precise), then hit him.
    	Executioner's Cove: The sea is not a wall. I repeat, the sea is not a
    wall. Trying to treat it as such limits your thinking. With the sea, you may do
    any move, but so can your opponent. Trying to pen opponents back there is a
    needless waste of time. The rock just keeps one's shorter attacks from connecting.
    Most attacks still work, so don't be complacent and don't strike without cause.
    	Graveyard: Nothing of note.
    	Meikyokan: The two pillars may be treated as the trees in Yahiro Road, but
    don't let yourself be pushed to the corners. The shrine should not even be
    approached. The deflection makes it as if it were a wall.
    	(after the Meikyokan, the last battle takes place in Yagura Point)
    9. Totally Subjective Observations
    That tree in the Dozaemon Moat is a paradox. Most of the time it works for whoever
    is defending it, but the attacker always seems to hit the tree.
    Black Lotus is a good character, but his size is what balances him off from other
    characters like Tatsumi. Since he is good with a lot of small weapons and he has
    some strength that's his weakness.
    Kannuki always kicks in the Character Select Screen, but he can't kick in a real
    Odd, while you could just go inside the castle through the window, that doesn't
    seem to be an option.
    There's no sake for weary warriors!
    10. Hints for Hunting
    More often than not, a flurry of attacks will work, even against a blocking
    fighter. Being passive makes you very vulnerable to having your weapon hit
    and getting staggered, you want to make your opponent work for his kill and
    risk a lot in order to get you dead.
    Look for ways to knock your opponent's weapon away and stagger him, such as the
    Katana low stance O-O. It's easier to fight and win consistently when you know
    the outcome of your attack before it even lands.
    Block. It works a lot more than you think. Not against Hammer High Stance T-T-T-T,
    but against generic stuff that turns into nasty hits. Also, blocking gives you an
    speed edge on the next attack if you don't stagger, and its effectiveness really
    improves at range.
    Jumping and attacking is not really that much good at all. It can be sidestepped,
    and most of the time it doesn't even hit. It takes lots of practice and a good
    dose of humor to use that attack (as you will be hit many times).
    On the other hand, running then lashing is a great attack...provided your opponent
    is lulled into not blocking it. You have to set it up and use it as a surprise
    move, but it can really work for you.
    If your opponent has a linear move, just simple walking in and out of the screen
    will make your opponent betray the motion when he wants to attack you. However,
    remember that you can't block if you are holding a direction, so be on your
    guard when you try this.
    Thrusting is consistently fatal. If you have to abuse a move, use these. Just
    don't do it too close to your opponent.
    Honor is no virtue in VS Mode. Hit 'em in the back!!!
    Throwing dirt is a good way to make your opponent frustrated. It doesn't help
    your position, however.
    11. Slash (Chambara) Mode
    	Fight 100 ninjas, geishas, and old men with only a Katana. What fun.
    The characters come ten at a time, each with their own attack that they do for no
    apparent reason. When you kill nine stock enemies, you fight a boss and move on
    to the next level. Now, here's the deal. All the enemies will come at you,
    probably running. Let them run around. Sidestep or block if they get too close.
    When they are not too far from you, they start doing the attack shown in the chart
    below. It's up to you to kill them, using anything. No damage is healed, ever.
    The bosses are unpredictable. It's better to just kill them than figure out their
    strategy du jour. Most of the time (that is to say, when you're not close) the
    enemies will assume middle stance.
    If you beat this without getting scratched (same as Story Mode) when the
    difficulty setting is set to Hard, you will get Katze, supposedly (more
    on that below in the next section).
    Enemy Numbers and Attacks
    91-97:Anything goes.
    98-100:Boss: You're done!
    Helpful methods to beat them:
    1. Thrust repeatedly until they die.
    2. Block their attacks, then waste them with a convenient attack. This
       is definitely a good method that others have come up with for dealing
       with boss characters, because no matter how unpredictable they will be,
       sooner or later they will "lock-on" to you if you are far away from
       them. Then, you can block their attack. However, it is also pretty
       effective against a lot of the normal ninjas.
    3. Low Stance O-O until they cry.
    4. Use Low Stance T-X to hit them and take their legs out.
    5. Sidestep their attack then waste them with a quick lash.
    6. Run around them and wait until they run up against a wall or some such,
       then go in and smack them.
    I have beaten this one without getting touched - once. A very taxing, very
    difficult process. The sheer randomness of it is insane. However, I did not
    get Katze to appear. I have heard of this happening before. Read on for more
    info about this if you are having problems.
    12. Secrets and Other Stuff (Including the Katze mess)
    To summarize what I know and have heard:
    1st ending: Beat the game without being disgraced.
    2nd ending: Run to the well as described above, then injure your opponent's leg,
    and fight all the other opponents (save (except) the last last one) without an 
    injury of any sort.
    Some hints on this:
    (from Stuart Kushon)
    "Uh, also . . . you can get the second ending without injuring a leg and
    jumping into the well.  You can jump into the well, kill the first person
    you fight, then kill your characters "Well opponent", and proceed without a
    scratch.  And when I mean without a scratch I mean W/O a scratch.  Even
    blows that don't mark up your costume.  Like a shot from Katze that just
    nicks you, but doesn't kill or even appear as a wound.  If you see orange
    you are done.  If you still haven't beaten it. . . here is an easy way.
    Pick who ever you like (preferably Mikado, Utsusemi, or Black Lotus) and
    run to the well, jump in. From there the fighting tactic is to just run
    away.  The computer will run around for a while and then "lock onto you"
    and run at you from a distance (you'll be able to tell that they are locked
    on).  At that point just wait and press T,X.  The first hit will crack them
    in the head for a kill generally, if that doesn't kill them the second will
    put them on their knees.  It generally kills though."
    (from Kayin Amoh)
    "The way my brother has done it 5 times already (with Mikado soon to
    come) is to use katana, go into Low Stance, and when the time is right
    just hit Square, Square for those 2 mid swipes. It usually kills if
    repeated enough times, but sometimes you'll get offed by the guy on the
    beach or the girl before Meikyokan."
    Another tip I would add, is that you want to try and play some 2P action,
    this will give you some sense about blocking timing, and also what good
    strategy and tactics for your weapon are, against certain tactics. One
    note is that Mikado is REALLY slow, she is sometimes faster with certain
    large weapons than with small ones.
    Enable Katze (the Gunman) in VS Mode: This is an absolute mess. I have beaten
    Slash Mode in Hard mode, without getting touched, and not received Katze.
    Furthermore, I have done the same thing using a cheat device (like Code Breaker)
    to get my kills high and automatically kill the rest of the fighters, but even
    that did not unlock Katze (I later unlocked him manually with another code).
    However, some people have been able to get Katze. Here are some conditions for
    doing so:
    1. You MUST beat all 100 fighters without dying or getting hit. Honor is 
       probably involved as well, but I don't know about that.
    2. You MUST be doing it on the "Hard" level of difficulty.
    3. You _may_ have to unlock all the movies (i.e. get the first and second endings
    for all the characters). It _may_ also be that you had to have gotten
    at least one second ending.
    4. You _may_ have to start from a fresh slash mode, i.e. not continue from the
    beginning without going to the main menu first.
    Katze will be next to Kannuki on the right of the selection bar if you manage
    to unlock him. Here is what SlickRick had to say about the issue:
    "I've gotten Katze twice myself in the Bushido Blade slash mode.  The first
    time I carved my way through all 100 mutha's and nothing happened!  I wrote
    off the whole 'Katze' thing as bullshit too, then found out the problem that
    several other people seem to have had.  You do not have to have all the
    movies to get him, but you DO have to have the difficulty level set to Hard
    before you start the Slash mode.  Most people probably set this to Easy
    before attempting it, but you can only earn Katze on the Hard setting.
    Once you have beaten the 100th opponent, Katze appears on the screen and
    shakes hands with whatever character you used (I use Black Lotus due to his
    speed/power balance).  The words "KATZE IS NOW CONTRACTED", or something
    like that appears, and you can then select him on the VS mode."
    There you have it. I hope this all proves useful.
    Play VS in the entire Story Mode level (donated by Paul Barney): "Start a story
    mode game, then have the second player press R1+R2+L1+L2+select+start on the 
    second controller. The game will go to the character selection screen and both
    players will be able to play on the entire island."
    I'd also like to add to that that if you execute the code properly, it will
    flash a message on the screen "Here Goes!" and a guy will do the funny yell
    in the background.
    Physical Insults
    Standing next to your dead opponent in VS mode so that, when you strike a pose,
    you will stick your weapon into them, spurting fountains of blood.
    Hitting a dead opponent until the replay starts.
    Throw your weapon at a kneeling opponent.
    Running into and knocking over your opponent.
    Verbal Insults
    I couldn't think of anything funny for this section. Sorry.
    13. Credits for all Involved Parties
    I hereby give credit to:
    All the people, institutions, and other stuff I have ever heard about in my life:
    And more relevantly:
    Square, Lightweight, all those people for making this game
    	Barney, Paul 'OO (pbarney@derryfield.com)
    	For the two-player story mode code.
    	Stuart Kushon (skushon@andrew.cmu.edu)
    	For the tip on second endings.
    	Kayin Amoh (darshu@hotmail.com)
    	For the tip on second endings.
    	SlickRick (nzslickrick@hotmail.com)
    	For info on getting Katze.
    Whoever is posting this:
    	CJayC at gamefaqs.com
    	Kakiru (Iced Square)
    	ashe.mckee@ukonline.co.uk (The Bushido Codes)
    	Draco (Draco's Bushido Blade Page)
    	Al Amaloo (http://gamewinners.com/)
    	The Game Masta (Bushido Blade HQ)
    	The Krazy Elf
    All those FAQ writers (in the order that I typed their names)
    	Andy Chien-ranmas@netcom.com
    	Mike Lee-mikelee@icomsim.com
    	Mark Blanco-mark.blanco@comm.hq.af.mil
    My Playtesters, Steven, Mike (T.), and Cody
    You, for reading this
    14. Disclaimer
    	I do solemnly swear, that the purpose of this Guide is to inform. It is
    not to deride, nor is it to defame. It is not intended to make money. All
    trademarks, names, etc. mentioned are probably protected by various legal
    devices and are property of their respective owners. Thanks for not suing me. Your
    cooperation is appreciated (seriously). All rights reserved. This Guide has been
    a total waste of time. And most of all:
    15. Guide Questions and Feedback
    Q: Where can I get the move lists?
    A: Try http://www.gamefaqs.com/ for most of them. I don't know where Drblasfemy's
    Katana FAQ is, though. Nor do I know of a place to get Katze's moves other than
    the official Bushido Blade printed strategy guide. Perhaps if I am really bored
    with nothing to do one day, I may type up a movelist, but don't get your hopes up.
    Q: What's Uncharted Waters: New Horizons?
    A: Go to http://www.gamefaqs.com/ and look under the SNES section to find out more.
    Q: Is your real name Ivan Hoe?
    A: Yes, it is.
    16. How To Get And How To Use
    How To Get
    Gamestop pretty much has a stranglehold over national used-game sales,
    but they do have some games there. However, their ordering system is messed
    both online and in-store, so sometimes shopping around their stores works.
    eBay has always been a place where you can get used games but beware,
    sometimes people will rip you off, so look for good feedback.
    The phone book is also a place you can look for used-game outlets in your
    There are obviously other places, these are just the notorious/general ones.
    How To Use
    For basics of the moves, consult a movelist at a place like gamefaqs.com.
    One note I would add, YOU CANNOT BLOCK if you are holding a direction as
    you block. Beware. Another move is "the Impaler", b-f+X, a very bizarre,
    easily blocked, but sometimes effective move, especially against people
    on the ground.
    The "POV Mode" controls are as if you were on the left of your opponent,
    I believe.
    The "Link Mode" requires 2 Bushido Blade CDs, and two PSXs linked together
    with the Link Cable.
    If you earn Katze, use him in Versus Mode, he is only available there. Beware,
    he is not that good. I don't know if I will make a movelist ever, but Katze
    does have some different moves with R1, etc.
    17. New Stuff In Current Version
    3.2: Added "How To Get, How To Use" in response to people's e-mails, and also
    added some miscellaneous tips here and there about certain moves that are good for 
    Added some things to Hints For Hunting.

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