SAMURAI SPIRITS: ZANKURO MUSOUKEN FAQ v1.5
aka "Samurai Shodown 3: Blades of Blood"
for the Neo*Geo (Arcade) and Sega Saturn (import)
Written by Chris MacDonald

 Unpublished work Copyright 1996-2001 Chris MacDonald

 This document is protected by US Copyright Law, and the Berne Copyright
 Convention of 1976.  It is for private and personal use only--it cannot
 be reprinted in part or in whole, or reproduced in any way or in any
 form (written or otherwise).  It is a free document that cannot be used
 in any sort of commercial transaction, including selling it or giving
 it away as a gift.  This FAQ cannot be referenced, altered, or used by
 anybody (including webmasters, publishers, and magazine staff) without
 my express written permission.  This FAQ was created and is owned by
 me, Chris MacDonald <kmegura (at) yahoo (dot) com>.  It can be found
 exclusively at (www.GameFAQs.com).  All copyrights and trademarks are
 acknowledged and respected that are not specifically mentioned herein.

 I expressly forbid the following publishers/publications from using this
 FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer),
 Future Publishing, Ltd. (publishers of PlayStation Power, Official UK
 PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games,
 and Prima Games.  Remember, plagiarism is a crime and is punishable by
 law.
                                   
 Samurai Spirits: Zankuro Musouken is (c) SNK Corporation of Japan.


 =================
 TABLE OF CONTENTS
 =================

  1.  HOW TO PLAY
       - Controls and FAQ Notation
       - Basic Commands
  2.  CHARACTER MOVELISTS
       - Basara Kubikiri
       - Gaira Kafuin (Caffeine)
       - Galford
       - Genjuro Kibagami
       - Hanzo Hattori
       - Haohmaru
       - Kyoshiro Senryo
       - Nakoruru
       - Rimururu
       - Shizumaru Hisame
       - Tokisada Shiro Amakusa
       - Ukyo Tachibana
       - Zankuro Minazuki
  3.  GAMEPLAY NOTES
       - Modes of Play
       - Game Progression
       - Desperation Round
       - During the Battle
       - Gameplay Glossary
  4.  MISCELLANEOUS
       - Secrets and Tricks
       - Options
       - Endings
       - Translations
  5.  AUTHOR'S NOTE
       - Special Thanks
       - Revision History


 ========================================================================
 1.  INTRODUCTION
 ========================================================================

 Hi, and welcome back.  This FAQ was originally written for the Saturn
 version of SS3, but since I have it and the arcade game, I've expanded
 the FAQ a little to include both games (not like that's a far stretch
 by any means).  The only thing this really changes is that the Kick
 button (which is 'D' in the arcades and 'Z' in the Sega Saturn version),
 will be referred to as 'D' throughout the FAQ.  Terminology wise, I've
 tried to keep the general command and stuff in English, just so it makes
 since, but move names are in Japanese, 'cause they're official ;)  A
 list of translations for all terminology in this FAQ can be found at
 the end of the 'Miscellaneous' section.

 BTW, you need a RAM cart to play this game (as far as I know, both the
 SNK 1-meg and CAPCOM 4-meg versions work).  The ROM cart (the kind that
 came with The King of Fighters '95) won't work with this game.  With
 that out of the way, on with the FAQ!


 ------------------------------------------------------------------------
 CONTROLS AND FAQ NOTATION
 ------------------------------------------------------------------------

 ub   u   uf     Jump Back            Jump Up          Jump Forward
   \  |  /
 b -- n -- f     Retreat / Guard      Neutral          Advance
   /  |  \
 db   d   df     Crouch Guard         Crouch           Offensive Crouch

 All commands and moves listed in this FAQ are to be used when facing
 right.  If you are facing in the opposite direction (left), then reverse
 all left/right motions.


 ARCADE BUTTON LAYOUT
 ------------------------------------------------------------------------

     B   C   D                Medium Slash   Strong Slash   Kick Attack
 A                Weak Slash


 SEGS SATURN BUTTON LAYOUT
 ------------------------------------------------------------------------

    L   R        (no effect)                             Weapon-Breaker

  X   Y   Z      Evade / Spin Around   Surprise Attack   Kick Attack

  A   B   C      Weak Slash            Medium Slash      Strong Slash

 You can change the button setup in the Option Menu, under Key Config.


 FAQ NOTATION
 ------------------------------------------------------------------------

 qcf            Roll the controller / joystick  d,df,f
 qcb            Roll the controller / joystick  b,db,b
 hcf            Roll the controller / joystick  b,db,d,df,f
 hcb            Roll the controller / joystick  f,df,d,db,b
 AC / BZ        Press A+C or B+Z at the same time
 ABC / BCZ      Press A+B+C or B+C+Z at the same time
 AB / BC / CD   Press A+B, B+C, or C+D at the same time
 Slash          You can use A, B, or C.
 overhead       The attack looks like it can be blocked low but in fact
                must be blocked high.

 ------------------------------------------------------------------------
 BASIC COMMANDS
 ------------------------------------------------------------------------

 Obviously the Basic Commands have Japanese names, but to prevent
 confusion, I've just used the US names here and left the Japanese names
 in the translation section near the end of the FAQ:

 Standing Guard            Hold b when attacked
 Crouching Guard           Hold db when attacked
 Mid-Air Guard             Hold b / db when attacked while in air
 Stun Guard                Guard an opponent's weapon attack
 Backstep                  Tap b,b
 Dash                      Tap f,f  (hold f to run)
 Slash Attacks             Press A / B / C when armed
 Unarmed Attacks           Press A / B / C when unarmed
 Unblockable Dash Attack   While dashing or running, press C
 Other Dashing Attacks     While dashing or running, press A / B / D *
 Standing Kick             Press Z or b + Z
 Crouching Kick            Press d + Z or db + Z
 Low Kick                  Press f + Z
 Tripping Kick             Press df + Z
 Guard Destroyer...        (see below for both types)
 ...Push Away Throw        Press f + C  (misses from afar)
 ...Push Across Throw      Press b + C  (misses from afar)
 Spin Around               Press AB when close  (used to switch sides)
 Attack Dodge              Press AB  (used to avoid attacks)
 Surprise Attack           Press BC  (an overhead attack)
 POW Gauge Charge          Press and hold ABC until gauge is full
 Roll and Get Up           When knocked down, press b / f
 Weapon Pick Up            When near your weapon, press A / B / C.
 Unarmed Weapon Catch      When unarmed, input hcf to catch foe's weapon
 Armed Weapon Catch        When armed, input hcf to stop Slash attacks
 Sword Clash Contest       Attack each other at the same time or dash
                           into each other when both armed.

 - The Sega Saturn instruction booklet lists 'b + Z' and 'db + Z' as
   seperate kick attacks with their own special name, but in fact nobody
   in the game has such a kick, and they all come out the same as a
   standing or crouching kick.  Of course, the booklet (and the arcade
   game) also instruct you to input f + BC for an overhead attack, but
   of course it's done simply by pressing BC.  So go figure. ^_^;


 ========================================================================
 2.  CHARACTER MOVELISTS
 ========================================================================

 Characters are listed alphabetically, in their default form (which is
 "Shura" in the Sega Saturn or "Slash" in a US arcade game), and then
 in their alternate form ("Rasetsu" for the Sega Saturn, "Bust" for the
 US arcade version).  The last move in every person's move list is their
 POW Special, which requires a full POW Gauge to use.


 ------------------------------------------------------------------------
 BASARA KUBIKIRI                                        [ SHURA / SLASH ]
 ------------------------------------------------------------------------

 Sora Sashi                     In air, qcf + Slash
 Chisashi                       qcf + Slash
 Kage Nui                       hcb + Slash
 Kage Sui                       qcb + Z, move b / f
 Tomobiki                       hcf + A  (misses from afar)
 Nue Dama                       b,df,d,db + C
 Sashi Ashi                     In air, d + Z  (can repeat)
 Zugai Wari                     In air, db / df / f + Z
 Sankaku Tobi                   Jump ub against a wall, then press uf
 Kage Mai: Mukui                hcf,b + AB

 Weapon needed for: all moves but Kage Sui, Nue Dama, Sashi Ashi.

 - The Nue Dama homes in on an opponent.
 - You can move back or forward after the Sashi Ashi, allowing you to
   use this move repeatedly.


 ------------------------------------------------------------------------
 BASARA KUBIKIRI                                       [ RASETSU / BUST ]
 ------------------------------------------------------------------------

 Sora Sashi                     In air, qcf + Slash
 Chisashi                       qcf + Slash
 Kage Damashi                   f,b,f,b + any button
 Kage Sui                       qcb + Z, move b / f
 Tomobiki                       hcf + A  (misses from afar)
 Kage Ide                       f,db,d,df + Slash
 Sashi Ashi                     In air, d + Z  (can repeat)
 Zugai Wari                     In air, db / df / f + Z
 Sankaku Tobi                   Jump ub against a wall, then press uf
 Kage Mai: Yumebiki             hcf,b + BC

 Weapon needed for: all moves but Kage Sui, Kage Damashi, Sashi Ashi.

 - When you use the Kage Damashi, Basara sends a copy of himself
   to jump forward (A), jump up (B), walk forward (C), or jump up
   (D).  You can attack while your copy is moving, except in the D
   version, since you actually end up in the air (although you can
   do a Sora Sashi or Sashi Ashi at this point).


 ------------------------------------------------------------------------
 GAIRA KAFUIN                                           [ SHURA / SLASH ]
 ------------------------------------------------------------------------

 Midare Uchi                    qcf + AB
 Jishin Gan                     d,d + AB
 Tsukamuzo~ Kumi Tenjou         b,d,db + A
 Tsukamuzo~ Ishi Atama          b,d,db + B
 Tsukamuzo~ Shiri Mekuri        b,d,db + C
 Kachi Age                      f,d,df + Slash
 Katsu!                         qcb + A
 Buchinomeshi                   In air, d + C
 Hyakkan Otoshi                 In air, d + Z
 Kenbu                          qcf,qcf + AB

 Weapon needed for: Midare Uchi, Jishin Gan, Kachi Age, Buchinomeshi.

 - If the Jishin Gan misses, your opponent still stumbles forward.
   You can use this to make your opponent stumble into the attack if
   they're just out of range.
 - The Tsukamuzo~ attacks are grapples that all hit in certain ways.
   The Kumi Tenjou hits high, the Ishi Atama hits at standing height,
   and the Shiri Mekuri hits low and must be crouch blocked.


 ------------------------------------------------------------------------
 GAIRA KAFUIN                                          [ RASETSU / BUST ]
 ------------------------------------------------------------------------

 Buchikoroshi                   qcf + Slash
 Jishin Gan                     d,d + AB
 Enshin Satsu~ Ten              qcb,f + AB
 Enshin Satsu~ Chi              qcb,f + CZ
 Katsu!                         qcb + A
 Hyakkan Otoshi                 In air, d + Z
 Kenbu                          qcf,qcf + AB

 Weapon needed for: Buchikoroshi, Jishin Gan, Enshin Satsu~.

 - The (A) Buchikoroshi only hits jumping opponents.
 - If the Jishin Gan misses, your opponent still stumbles forward.
   You can use this to make your opponent stumble into the attack if
   they're just out of range.
 - The Enshin Satsu~ moves are unblockable.


 ------------------------------------------------------------------------
 GALFORD                                                [ SHURA / SLASH ]
 ------------------------------------------------------------------------
        
 Plasma Blade                   qcf + Slash
 Rolling Crush                  f,d,df + C
 Shadow Copy                    f,hcf + A / B
 Replica Attack                 hcb + AC / BZ
 Imitate Replica                Press AC or BZ when damaged
 Rush Dog                       qcb + A
 Machine Gun Dog                qcb + B
 Replica Dog                    qcb + C
 Overhead Crush                 qcb + Z
 Plasma Dog                     qcb,qcb + A
 Stardust Drop                  When close, any dir. but ub~uf + C in air
 Sankaku Tobi                   Jump ub against a wall, then press uf
 Double Mega Strike Heads       f,hcf + C / Z

 Weapon needed for: none of the moves.

 - The Shadow Copy produces two images of Galford that revolve around.
   Only the real one (A for the left, B for the right) can be hit.
 - The Replica Attack makes Galford drop from the sky.  The AC version
   makes him drop in front of an opponent, while the BZ version hits
   from the behind.  This also applies to the Imitate Replica.
 - When the Double Mega Strike Heads is used, C makes the real Galford
   fall from the front, while Z makes him fall from the behind.  In
   the Saturn version, if you've assigned this move to one button, then
   it will always be the C version, although you can hold Forward and
   press that button to make it come out as the D version.


 ------------------------------------------------------------------------
 GALFORD                                               [ RASETSU / BUST ]
 ------------------------------------------------------------------------

 Plasma Break                   qcf + Slash
 Lightning Slash                f,d,df + C
 Shadow Copy                    f,hcf + A / B
 Replica Attack                 hcb + AC / BZ
 Imitate Replica                Press AC or BZ when damaged
 Strike Heads                   f,d,df + Z  (misses from afar)
 Dash Strike Heads              f,d,df + Z while dashing
 Plasma Factor                  Press f / df + AB
 Stardust Drop                  When close, any dir. but ub~uf + C in air
 Sankaku Tobi                   Jump ub against a wall, then press uf
 Lightning Strike Three         hcb,f + C

 Weapon needed for: Lightning Slash, Plasma Factor.

 - The Plasma Break only travels about half as far as the Plasma Blade
   (less than that if A or B is used).
 - The Shadow Copy produces two images of Galford that revolve around.
   Only the real one (A for the left, B for the right) can be hit.
 - The Replica Attack makes Galford drop from the sky.  The AC version
   makes him drop in front of an opponent, while the BZ version hits
   from the behind.  This also applies to the Imitate Replica.
 - The Strike Heads and Dash Strike Heads are unblockable.


 ------------------------------------------------------------------------
 GENJURO KIBAGAMI                                       [ SHURA / SLASH ]
 ------------------------------------------------------------------------

 Sanren Satsu                   qcf + Slash, Slash  (perform 3 times)
 Ouka Zan                       qcb + Slash
 Touha Kouyoku Jin              f,d,df + Slash                      
 Kurenai                        f,df,d + Slash
 Shizuku Jin                    b,d,db + C  (misses from afar)
 Gokou Zan                      f,hcf + AB

 Weapon needed for: all of the moves.

 - The Sanren Satsu is done by entering qcf + Slash three times.  However,
   you can add in an extra slash on the first and second hits only by
   pressing Slash again.  So when the entire combo is done, it looks like
   this: (qcf + Slash, Slash, qcf + Slash, Slash, qcf + Slash).
 - The Shizuku Jin is unblockable.


 ------------------------------------------------------------------------
 GENJURO KIBAGAMI                                      [ RASETSU / BUST ]
 ------------------------------------------------------------------------

 Sankuu Satsu                   qcf + Slash  (perform 3 times)
 Ura Ouka: Ayame                qcb + Slash  (hold Slash if blocked)
 Touha Kouyoku Jin              f,d,df + Slash                      
 Shigure                        f,df,d + Slash
 Hyakki Satsu                   f,b,f + Slash
 Ura Gokou                      f,hcf + CZ

 Weapon needed for: all of the moves.

 - If you hold Slash after performing the Ayame, then if it is blocked,
   the card while spin into the air and fall down again for another
   hit attempt.


 ------------------------------------------------------------------------
 HANZO HATTORI                                          [ SHURA / SLASH ]
 ------------------------------------------------------------------------

 Ninpou Baku'en Ryuu: Kai           qcb + Slash
 Ninpou Reppuu Shuriken             In air, qcf + Slash
 Ninpou Kage Bunshin                f,hcf + A / B
 Ninpou Kage                        d,d + A                     
 Ninpou Utsusemi Chizan             hcf + BCZ
 Ninpou Utsusemi Tenbu              hcb + BCZ
 Ninpou Migawari no Jutsu: Hotoke   Press AC when damaged
 Ninpou Migawari no Jutsu: Oni      Press BZ when damaged
 Ninpou Mozu Otoshi                 f,d,df + CZ  (misses from afar)
 Ninpou Mozu Otoshi Hayate          f,d,df + CZ while dashing
 Kuuten Geki                        Close, any dir. but ub~uf + C in air
 Sankaku Tobi                       Jump ub against a wall, then press uf
 Fuujite Mijin Gakure               d,d,d + AB

 Weapon needed for: none of the moves.

 - The Baku'en Ryuu: Kai travels forward a short distance, then turns
   around and comes back.
 - The Kage Bunshin produces two images of Hanzo that revolve around.
   Only the real one (A for the left, B for the right) can be hit.
 - During the Ninpou Kage, Hanzo disappears for a brief moment and
   cannot be hit.
 - The Chizan is an overhead attack, while the Tenbu hits low.  The
   same applies to the Hotoke (overhead), and Oni (low blow) moves.
 - The Ninpou Mozu Otoshi and N.M.O. Hayate are unblockable.
 - When the Fuujite Mijin Gakure is performed (whether it hits or not),
   Hanzo turns invisible.  He can only be seen when he makes an attack
   or performs a special move, or when he is hit.  The invisibility
   wears off pretty quickly.


 ------------------------------------------------------------------------
 HANZO HATTORI                                         [ RASETSU / BUST ]
 ------------------------------------------------------------------------

 Ninpou Baku'en Ryuu: Kai       qcb + Slash
 Ninpou Reppuu Shuriken         In air, qcf + Slash
 Ninpou Kage Bunshin            f,hcf + A / B
 Ninpou Kage: Shizune           d,d + A                   
 Ninpou Utsusemi Chizan         hcf + BCZ
 Ninpou Utsusemi Tenbu          hcb + BCZ
 Ninpou Enbu                    b,d,db + any button
 Ninpou Baku'en Mijin Gakure    f,d,df + CZ  (misses from afar)
 Stardust Drop                  When close, any dir. but ub~uf + C in air
 Sankaku Tobi                   Jump ub against a wall, then press uf
 Fuujite Dokuryuu               hcb,f + CZ

 Weapon needed for: Fuujite Dokuryuu.

 - The Shizune works the same as the Ninpou Kage (see above).
 - When the Ninpou Enbu is used, Hanzo disappears and reappears in a
   certain location (this is the same no matter what side you're on)
   The locations are: (A) in the air on the left side of the screen,
   (B) on the ground on the left side of the screen (C) like A, but
   on the right side, and (D) like B, but on the right side.  In the
   case of (A) or (C), you can follow up with an aerial attack or a
   Ninpou Reppuu Shuriken.
 - Hanzo becomes invisible after a successful Baku'en Mijin Gakure, but
   only for a brief moment.  This move is unblockable.


 ------------------------------------------------------------------------
 HAOHMARU                                               [ SHURA / SLASH ]
 ------------------------------------------------------------------------

 Ougi Senpuu Retsuzan            qcf + Slash
 Ougi Kogetsu Zan                f,db,d,df + Slash
 Ougi Resshin Zan                b,d,db + Slash
 Zankousen                       hcb + C
 Ougi Hishou Senpuu Retsu Zan    In air, qcf + Slash
 Ougi Shippuu Kogetsu Zan        f,db,d,df + Slash while dashing
 Ougi Hishou Resshin Zan         In air, qcb + C
 Hiougi Tenha Fuujin Zan         f,d,df,f,d,df + AB

 Weapon needed for: all moves.

 - The Resshin Zan and Hishou Resshin Zan are overhead attack.  It's
   possible to make a blocking opponent stumble back (and take no
   damage), during the Resshin Zan, but I'm not quite sure how it
   works.


 ------------------------------------------------------------------------
 HAOHMARU                                              [ RASETSU / BUST ]
 ------------------------------------------------------------------------

 Ougi Senpuu Retsu Zan: Setsu    qcf + Slash
 Ougi Kogetsu Zan                f,db,d,df + Slash
 Ougi Shippuu Kogetsu Zan        f,db,d,df + Slash while dashing
 Nagi Yaiba                      qcb,f + C
 Gouha                           f,d,df + Z
 Senpuu Ha                       qcf + Z
 Gatotsu                         Press C after standing C hits
 Hien                            Press C after crouching C hits
 Hiougi Tenha Dankuu Retsu Zan   f,hcf + CZ

 Weapon needed for: all moves except Gouha.

 - An opponent hit by the Senpuu Ha is stunned.
 - The Nagi Yaiba is a counter-move; anyone getting too close or
   performing an attack results in Haohmaru doing a mini Kogetsu Zan.
   Note that he won't counter POW Specials.
 - The Hien and Gatotsu are simply added attacks you can use after
   connecting with a standing or crouching C slash.  The timing is
   a little awkward, though.


 ------------------------------------------------------------------------
 KYOSHIRO SENRYO                                        [ SHURA / SLASH ]
 ------------------------------------------------------------------------

 Kaen Kyokubu                       qcf + Slash                     
 Choubi Jishi                       hcb + Slash
 Oo Tsunami                         qcb + Slash
 Kaiten Kyokubu: Ten                f,d,df + Slash
 Kyoushiro Enbu                     qcf,qcf + C
 Gama Jigoku                        f,hcf + AC
 Chikemuri Kuruwa                   In air, d + A
 Aragotoshi Kyoshiro "Oni no Mai"   qcf,qcf + BC

 Weapon needed for: all moves except Kaen Kyokubu, Oo Tsunami, and
                    Aragotoshi Kyoshiro "Oni no Mai".

 - The Gama Jigoku must be blocked low.
 - After the initial breath of fire, the "Oni no Mai" travels along the
   ground.


 ------------------------------------------------------------------------
 KYOSHIRO SENRYO                                       [ RASETSU / BUST ]
 ------------------------------------------------------------------------

 Kaen Kyokubu: Utage                qcf + Slash                   
 Choubi Jishi: Ranshin              hcb + Slash
 Kaiten Kyokubu: Chi                f,d,df + Slash
 Kyoushiro Enbu                     qcf,qcf + C
 Yamatano Orochi                    qcb,qcb + C
 Chikmeuri Kuruwa                   In air, d + A
 Aragotoshi Kyoshiro "Oni no Mai"   qcf,qcf + BC

 Weapon needed for: all moves except Utage, Yamatano Orochi, and
                    Aragotoshi Kyoshiro "Oni no Mai".

 - You cannot hit someone with the Utage if they are right next to you.


 ------------------------------------------------------------------------
 NAKORURU                                               [ SHURA / SLASH ]
 ------------------------------------------------------------------------

 Lela Mutsube                   qcf + Slash
 Annu Mutsube                   b,db,d + Slash, tap Slash rapidly
 Kamui Rimse                    b,d,db + Slash
 Lela O Chikiri                 f,d,df + Z  (misses from afar)
 Taka ni Tsukamaru              qcb + Z  (db~df + Z to get off)
 Taka ni Tsukamari Kougeki      Press Slash while riding Mamahaha
 Kamui Mutsube                  qcf + C while riding Mamahaha
 Rerashu                        hcb + A
 Shichikap Etu                  hcb + B
 Shichikap Am                   hcb + C
 Kamui Fum Kesp                 In air, db / df / f + Z
 Lela Kishima Tek               When close, any dir. but ub~uf + C in air
 Sankaku Tobi                   Jump ub against a wall, then press uf
 Elerush Kamui Rimse            hcb,hcb + AB

 Weapon needed for: Lela Mutsube, Annu Mutsube.

 - The Kamui Rimse can reflect projectiles.  You can tap the buttons for
   an added hit at the end (semi-hard to pull off).
 - The Lela O Chikiri is unblockable.
 - The Annu Mutsube must be blocked low.
 - You can use the Taka ni Tsukamaru to grab onto Mamahaha.  Once this
   is done, you can move in any direction, and press D to drop down.
 - The Rerashu makes Mamahaha throw a whirlwind at your opponent.  They
   take damage when the whirlwind hits, and when they land, although
   you can always approach them and attack them before they fall for
   some damage of your own (though they won't take the fall damage).
 - This also applies to the Chichikap Am (hitting them before they
   fall).
 - The Shichikap Etu stuns an opponent, allowing you to hit them before
   they recover.


 ------------------------------------------------------------------------
 NAKORURU                                              [ RASETSU / BUST ]
 ------------------------------------------------------------------------
                                                         
 Lela Mutsube                   qcf + Slash
 Annu Mutsube                   b,db,d + Slash, tap Slash rapidly
 Kamui Rimse                    b,d,db + Slash
 Lela O Chikiri                 f,d,df + Z  (misses from afar)
 Epunkine Shikite               Press AC when knocked to the ground
 Ookami ni Matagaru             qcb + Z  (Z or b / f + Z to get off)
 Ookami Nori Kougeki            Press S while riding Shikuruu 
 Kanto Shikite                  qcf + C while riding Shikuruu
 Mer Shikite                    b,db,d + C while riding Shikuruu
 Bunri Kougeki                  b~u~f + C from Kanto / Mer Shikite
 Imeru Shikite                  In air, f,d,df + C while riding Shikuruu
 Kamui Fum Kesp                 In air, db / df / f + Z
 Lela Kishima Tek               When close, any dir. but ub~uf + C in air
 Sankaku Tobi                   Jump ub against a wall, then press uf
 Nubeki Kamui Shikite           hcf,d,df + BC

 Weapon needed for: Lela Mutsube, Annu Mutsube, Nubeki Kamui Shikite.

 - The Kamui Rimse can reflect projectiles.  You can tap the buttons for
   an added hit at the end (semi-hard to pull off).
 - The Lela O Chikiri is unblockable.
 - The Annu Mutsube must be blocked low.
 - The Ookami ni Matagaru is used to get on Shikuruu.  When riding him
   you can move back or forward, and jump in any direction.  To get
   off him, press D.
 - The Nubeki Kamui Shitike takes longer to come out if you're not
   riding Shikuruu, since Nakoruru has to be on him in order to attack.
 - Yes the wolf's name really is 'Shikuruu', that's straight from SNK
   of Japan's page (even I didn't know the proper spellling 'till I
   checked).  You can interpret that as 'Silkloo' or however you'd
   like.

                                
 ------------------------------------------------------------------------
 RIMURURU                                               [ SHURA / SLASH ]
 ------------------------------------------------------------------------

 Rupush Qual                    qcf + Slash
 Rupush Tek Num (Chiu)          hcb + B  (misses from afar)
 Konru Nonno                    f,d,df + A
 Konru Mem                      b,db,d + A
 Konru Shiral                   In air, f,df,d + A
 Kamui Shituki                  qcb,f + C
 Sankaku Tobi                   Jump ub against a wall, then press uf
 Rupush Kamui Emush             hcb,hcb + CZ

 Weapon needed for: none of the moves.

 - The button used for the Rupush Qual determines the arc and distance
   of the iceball thrown by Rimururu.
 - The Rupush Tek Num is an unblockable attack.
 - An opponent hit by the Konru Mem becomes stunned momentarily.
 - When the Konru Shiral is used, Rimururu remains upon it until she
   leaps away, or until a certain amount of time has passed.  In either
   case, the ice will then break and fall, and anyone standing beneath
   takes minor damage.  You can hit them before they fall, but then
   they'll take your attack damage and not the damage from landing.
 - The Kamui Shituki can reflect projectiles.


 ------------------------------------------------------------------------
 RIMURURU                                              [ RASETSU / BUST ]
 ------------------------------------------------------------------------

 Rupush Qual                    qcf + Slash
 Rupush Tek Num (Yaku)          hcb + Z  (misses from afar)
 Rupush Tum                     Press f / df + AB
 Konru Mem                      b,db,d + A
 Konru Shiral                   In air, f,df,d + A
 Upun Op                        Tap S rapidly
 Sankaku Tobi                   Jump ub against a wall, then press uf
 Rupush Kamui Emush             hcb,hcb + CZ

 Weapon needed for: none of the moves.

 - When you don't have your weapon, the f + AB Rupush Tum will not
   hit above Rimururu.
 - When the Konru Shiral is used, Rimururu remains upon it until she
   leaps away, or until a certain amount of time has passed.  In either
   case, the ice will then break and fall, and anyone standing beneath
   takes minor damage.  You can hit them before they fall, but then
   they'll take your attack damage and not the damage from landing.


 ------------------------------------------------------------------------
 SHIZUMARU HISAME                                       [ SHURA / SLASH ]
 ------------------------------------------------------------------------

 Hitou-ryuu Kirisame Jin: Gouu              qcf + Slash
 Hitou-ryuu Baiu Ensatsu Jin                f,db,d,df + Slash
 Hitou-ryuu Amanagare Kyouraku Zan          b,d,db + Slash
 Hitou-ryuu Hisame Gaeshi                   hcf + A
 Hitou-ryuu Samidare Giri                   hcb + Slash
 Hitou-ryuu Fuujite Bouu Kyoufuu Zan        hcb,hcb + CZ

 Weapon needed for: all of the moves.

 - The Kirisame Jin: Gouu can hit on the way towards, or on the way
   back if it misses at first.
 - The Hisame Gaeshi can reflect projectiles. It will also knock an
   opponent down, but it does no damage.


 ------------------------------------------------------------------------
 SHIZUMARU HISAME                                      [ RASETSU / BUST ]
 ------------------------------------------------------------------------

 Hitou-ryuu Kirisame Jin                    qcf + Slash
 Hitou-ryuu Baiu Ensatsu Jin                f,db,d,df + Slash
 Hitou-ryuu Amanagare Kyouraku Zan          b,d,db + Slash
 Hitou-ryuu Kosame                          In air, u + C, move b / f
 Hitou-ryuu Shigure                         In air, d + C  (can repeat)
 Hitou-ryuu Fuujite Amanagare Ressatsu Jin  f,hcf + AB

 Weapon needed for: all of the moves.

 - The Kirisame Jin can only hit while it's flying towards your foe.
 - When the Kosame is used, Shizumaru floats in the air and can be
   directed back or forward.  You can interrupt this move with the
   Shigure, then immediately perform the Kosame again if you want.
 - You can move back or forward after the Shigure, allowing you to
   use this move repeatedly.

                
 ------------------------------------------------------------------------
 TOKISADA SHIRO AMAKUSA                                 [ SHURA / SLASH ]
 ------------------------------------------------------------------------

 Shiryou Ha                     qcf + Slash
 Nanji, Anten Nyuumetsu Seyo    f,hcf + C  (then wait or press Slash)
 Chuushi                        Press Z during Anten Nyuumetsu Seyo
 Kairetsu Shou                  f,df,d + C
 Shouki Dan                     b,db,b + A
 Oumagatoki (Mae)               hcf + Z                         
 Oumagatoki (Ushiro)            hcb + Z
 Tenshou Fuu'ou Jin             b,f,b,f + Slash
 Sankaku Tobi                   Jump ub against a wall, then press uf
 Kyoumei Jussatsu Jin           b,f,d,df + BC

 Weapon needed for: all moves except Kairetsu Shou.

 - An opponent hit by the Shouki Dan is stunned.  However, it will not
   re-stun a stunned enemy.
 - The Oumagatoki moves are teleports to move back or forward.
 - The button used for the Tenshou Fuu'ou Jin determines where
   Amakusa's weapon appears.


 ------------------------------------------------------------------------
 TOKISADA SHIRO AMAKUSA                                [ RASETSU / BUST ]
 ------------------------------------------------------------------------

 Meifu Mashou Dan               qcf + Slash
 Nanji, Anten Nyuumetsu Seyo    f,hcf + C  (then wait or press Slash)
 Chuushi                        Press Z during Anten Nyuumetsu Seyo
 Kairetsu Shou                  f,df,d + C
 Shouki Dan                     b,db,b + A
 Oumagatoki (Mae)               hcf + Z                       
 Oumagatoki (Ushiro)            hcb + Z
 Kouma Shourai Ha               b,f,b,f + Slash
 Sankaku Tobi                   Jump ub against a wall, then press uf
 Kyoumei Jussatsu Jin           b,f,d,df + BC

 Weapon needed for: all moves except Kairetsu Shou.

 - An opponent hit by the Shouki Dan is stunned.  However, it will not
   re-stun a stunned enemy.
 - The Oumagatoki moves are teleports to move back or forward.
 - The Kouma Shourai Ha must be blocked low.  The button used determines
   how far forward it travels.


 ------------------------------------------------------------------------
 UKYO TACHIBANA                                         [ SHURA / SLASH ]
 ------------------------------------------------------------------------

 Hiken Oboro Gatana             qcf + Slash
 Hiken Sasameyuki               qcb + Slash                     
 Hi-ken Sasameyuki              qcb + Z    
 Hiken Tsubame Gaeshi           In air, db,qcf + Slash
 Hiken Amatsu Kaze              hcb + C, then press A
 Hiken Shimo Kaze               hcb + C, then press B
 Tsubame Rokuren                hcb,f + BC

 Weapon needed for: all moves except Hi-ken Sasameyuki.

 - The Hi-ken Sasameyuki is a fake-out attack.
 - If you do nothing after inputting hcb + C for either 'Kaze' move,
   Ukyo will perform the Amatsu Kaze finisher.  Delaying the move will
   not increase the damage or anything like that.


 ------------------------------------------------------------------------
 UKYO TACHIBANA                                        [ RASETSU / BUST ]
 ------------------------------------------------------------------------

 Hiken Kagerou                  f,d,df + Slash
 Hiken Sasameyuki: Sen          qcb + Slash
 Hiken Tsubame Gaeshi           In air, db,qcf + Slash
 Hiken Yume Gasumi              df,qcb,f + C
 Hibari                         b,f + A                       
 Musou Zankou Ka                f,b,f + CZ

 Weapon needed for: all moves.

 - If the Hiken Sasameyuki: Sen hits once, all the rest of the hits
   will connect.
 - The Yume Gasumi is a counter-move.  Any attack that hits Ukyo as he
   is posing results in Ukyo counter-attacking for considerable damage.
 - The Hibari will stun a hit opponent.


 ------------------------------------------------------------------------
 ZANKURO MINAZUKI                    [ SHURA or RASETSU / SLASH or BUST ]
 ------------------------------------------------------------------------

 Mugen-ryuu Shippuu Zan         qcf + Slash
 Mugen-ryuu Mugen Hou           qcb,f + Slash
 Mugen-ryuu Tenpou Zan          f,d,df + Slash
 Mugen-ryuu Ittou Zan           b,db,d + AB
 Mugen-ryuu Muhou Ken           b,f + A
 Mugen-ryuu Fudou               hcf + D
 Mugen-ryuu Tenchuu             In air, d + C
 Ougi Musou Shingeki Zan        d,d,qcf + AB
 
 Weapon needed for: all moves except Muhou Ken.

 - There are no differences between Slash and Bust Zankuro, aside from
   the color of your clothing.  Lame?  You betcha.
 - The Ittou Zan only hits if an opponent is close enough.  However, it
   can be blocked.
 - The Fudou is a counter move; if an opponent attacks the green flame
   that appears, Zankuro attacks back.  However, the timing is very
   difficult to get right.
 - The stomp during the start of the Shingeki Zan makes your enemy
   stumble, forcing them to get hit by the second attack (unless they
   were in air when you did this move).


 ========================================================================
 3.  GAMEPLAY NOTES
 ========================================================================

 ------------------------------------------------------------------------
 MODES OF PLAY
 ------------------------------------------------------------------------

 After starting the game and picking your character, you have to pick
 between the Shura (Slash) or Rasetsu (Bust) version of your character
 (the default is Shura).  The primary difference between the modes of
 play is that you have different special moves, or else different
 versions of special moves.  Each mode type also has two colors,
 selectable by pressing A or C (so each character has four colors total).

 Afterwords, you have to choose your level of experience, ranging from
 Kensei (aka Upper Grade), Kengou (aka Medium Grade), or Kenkaku (aka
 Beginner Grade).  There are several differences between each grade.

  - In Upper Grade, you always have a full POW Gauge, meaning that you
    always do increased damage, and can use your POW Special whenever
    you want.  However, you cannot block at all (this means you have to
    rely on the AB dodge and hcf weapon catches to avoid getting hit).
  - In Medium Grade, gameplay is normal (you get no auto-guards or full
    POW Gauge, but you can still block and your POW Gauge charges up
    at the normal speed).
  - In Beginner Grade, you get five auto-guards (the computer will
    perform a standing, crouching, or jumping guard for you as long as
    you aren't doing anything else, like attacking).  Although the
    Sega Saturn manual claims you get five auto-guards for each stage,
    in fact (in both the Saturn and arcade version), you get them for
    the first round of the first stage you're on, and they're totally
    gone afterwards for the rest of the game.  As a further hinderance,
    it takes twice as long for you to charge up your POW Gauge using
    the ABC method, yet that's the only method you can use (you don't
    earn power by taking damage).

 Obviously, if you're playing the Sega Saturn version, it's not really
 necessary to pick Upper Grade, as you can just go into the options and
 set your POW Gauge power to max from there.


 ------------------------------------------------------------------------
 GAME PROGRESSION
 ------------------------------------------------------------------------

 There are eleven stages you have to fight through before reaching the
 last boss, Zankuro.  After the fourth and eleventh round, you get to
 see an intermission sequence.  On the sixth round, you'll be pitted
 against the referee from previous SS games, Kuroko (this is mispelled
 as Kyrokou in the arcade version).  However, he'll simply morph into
 your character once the round starts, always picking the opposite
 alignment of your character (so if you're using Bust (Shura) Galford,
 he switches into Slash (Rasetsu) Galford).  What's weird about
 fighting Kuroko is that if you end up in the 'desperation round', it
 won't switch back even when someone has won.

 After beating Zankuro in your twelfth battle, he'll return to fight you
 in a final, one-round battle.  In addition, he returns with full power
 (and if you haven't set the POW Gauge to POW in the Options Menu,
 then he charges up for his intro pose).  If you beat him this time
 around, the game ends, but if you lose, it's back to the Continue
 Screen.  Even worse, if you "win" by time out, you still lose!  The
 only way to beat Zankuro is to actually kill him.


 ------------------------------------------------------------------------
 DESPERATION ROUND
 ------------------------------------------------------------------------

 If you're on the third round of a stage, and both characters have
 flashing red Life Gauges, the music will stop and the background will
 change.  This is simply a reminder that both characters are close to
 death, and they better start playing carefully if they want to win.
 This also occurs if you're on your fourth and final round (see above),
 in which case both characters start with full POW Gauges and have
 the normal amount of time on the clock (unless you've set the time
 to infinite).  Every stage has a desperation background except Zankuro's
 stage (unless you cound the final battle between a player and CPU
 Zankuro).


 ------------------------------------------------------------------------
 DURING THE BATTLE
 ------------------------------------------------------------------------

 Before each round starts, you can move backward or forward and position
 yourself wherever you'd like (although you can't do anything else).  To
 beat the game, you must kill your opponent in the best 2 out of three
 rounds.  If there is a draw game on the third round (time runs out and
 both players have the same amount of life) or a double fatality (both
 players kill each other at the same time), then a fourth and final round
 is held to determine the winner.  If that round is a draw, the game ends
 for both players.

 During an actual round of play, items will periodically land on the
 floor.  The ones you want are the pieces of chicken, which you can walk
 over to restore lost life (the bigger the piece, the more life you get
 back).  The ones you want to avoid are the bombs, which explode a
 moment after they land.  Blocking a bomb when armed does no damage,
 but your guard will be broken momentarily.  If you don't have your
 weapon, you'll take damage as well.  If you don't block a bomb, you
 take damage and stumble back (this applies whether you have your
 weapon equipped or not).  Bombs tend to be aimed at the person who's
 been staying in the same place the longest (e.g. turtlers).  Both
 characters can be hit at the same time by a bomb, so be careful.


 ------------------------------------------------------------------------
 GAMEPLAY GLOSSARY
 ------------------------------------------------------------------------

 This section offers more info. on the basic commands available to every
 character.  Everything in here is listed alphabetically:

 ATTACK DODGE
 ------------------------------------------------------------------------
 The Attack Dodge can only be used when you're too far away to Spin
 Around.  In that case, your character will simply lean into the
 background for a moment, and any attacks that would have hit him or
 her pass right through.


 COUNTER HITS
 ------------------------------------------------------------------------
 SS3 has a counter gauge that shows up when you get a counter hit.
 Counter hits occur when you hit an opponent who is in the middle
 of an attack, or has just begun or finished an attack.  If your
 attack counterhits, you get a percentage reading, telling you how
 much additional damage was done.  For example, if it red 150%, and
 your attack did 20 pixels of damage normally (impossible to count, but
 this is just an example), then it would have done 30 pixels of damage
 total, or 50% more damage than usual.


 DASHING ATTACKS
 ------------------------------------------------------------------------
 All characters can press A, B, C, or Z while dashing or running, and
 they'll perform a special dashing attack.  Each attack varies depending
 on the character, with the exception of a dashing C slash, which is
 always a slow-to-start but unblockable attack.  Dashing Z kicks tend
 to be low attacks that must be blocked crouching, but this is not
 always the case (Basara's isn't, and in fact, Gaira's is an overhead
 attack!)  Some characters have overhead attacks as well (like Gaira's
 dashing A), while others have low hitting attacks (like Genjuro's
 dashing B or Z).  Below is a list of what dashing attacks each
 character has that actually look different from normal slashes):

   NAME         BUTTONS USED      NAME          BUTTONS USED
   ---------------------------------------------------------
   Basara         A B C D         Nakoruru          B C D
   Gaira          A B C D         Rimururu            C D
   Galford          B C D         Shizumaru       A   C D
   Genjuro        A B C D         Amakusa           B C D
   Hanzo            B C D         Ukyo              B C D
   Haohmaru       A B C D         Zankuro             C D
   Kyoshiro       A B C D

 For the unlisted buttons, the attack comes out the same as a normal
 standing attack and (usually) has the same effect in terms of damage
 done, etc.


 DIZZIES
 ------------------------------------------------------------------------
 If you take enough hits, you will become dizzy.  You can always tell
 when someone will be dizzied, because they are knocked down by the
 attack very quickly.  Afterwards, they get up and clutch themselves
 in pain.  Dizzies last for a few moments, and you can do nothing to
 defend yourself from additional attack.  However, you can mash on the
 buttons rapidly in an attempt to break out of the dizzy faster.  Note
 that a dizzied opponent cannot be hit by a Guard Destroying Throw and
 will instead simply pop upright.


 GUARD DESTROYING THROWS
 ------------------------------------------------------------------------
 New to SS3 are guard-destroying throws.  These attacks are unblockable,
 but miss unless done close to your opponent.  Instead of simply
 throwing your opponent for damage, they are instead pushed away or
 across you for no damage, but they can be hit by an attack while
 recovering.  The b + C version is especially useful for getting
 defensive players out of corners.  You can also use these to set your
 opponent up for a free POW Special attack (see the POW Special section
 for details).


 GUARDING AGAINST ATTACKS
 ------------------------------------------------------------------------
 You take no damage when guarding against normal attacks or a bomb, and
 reduced damage when blocking special moves or a POW Special.  If you've
 lost your weapon, then guarding weapon attacks does minor damage,
 although the damage you take from special moves and POW Specials
 remains the same.  In addition, when unarmed, bombs do minor damage
 when blocked.


 KICK ATTACKS
 ------------------------------------------------------------------------
 All Kick attacks have been relegated to one button, the D button.
 However, you can perform various kick attacks, by either kicking
 while standing, crouching, holding down-foward, or by holding forward.
 In addition, you also get a special kick attack when you dash (usually
 this is the dashing down-foward version, but not always).  The
 properties of kicks change for most characters, but in general:

  - Standing D kicks act as overhead attacks and hit crouch-blockers.
  - Crouching D kicks hit low and and must be blocked crouching.
  - f + D kicks hit low and must be blocked crouching.
  - df + D kicks work like f + D kicks, but knock an opponent down.

 As I said, this is in general.  Amakusa's standing D is an overhead,
 but Haohmaru's is not.  It all depends on the character.


 LOSING YOUR WEAPON
 ------------------------------------------------------------------------
 Weapons can be lost in three ways.  One is if you are hit by a POW
 Special.  Another is if you lose a Weapon Clash and have it flung
 away.  Rarer still is if your unarmed opponent catches your weapon,
 in which case it is deposited near where you were before you were
 kicked away.

 Without your weapon, there may be some special moves you cannot use
 (depending on your character), and this includes your POW Special.
 You also take block damage from normal weapon attacks and bombs.
 To get your weapon back, simply get near it and press any button.


 POW GAUGE  (aka the Anger Gauge)
 ------------------------------------------------------------------------
 The POW Gauge is located at the bottom of the screen.  It fills up
 when you are damaged (except for bomb attacks).  Another way to fill
 it up is to press and hold ABC, although this takes a while and you
 can't defend or attack while charging.  Once the POW Gauge is totally
 full, it will go on fire, and your character will begin to flash white.
 Now your character does more damage with each hit, and since their
 gauge is full, they can perform their POW Special (like Gaira's Kenbu).
 The gauge empties after a while, or if you attempt a POW Special, and
 it hits.  The gauge tends to stay full longer if you fill it up by
 taking damage, whereas it empties faster if you filled it up using the
 ABC method.

 There are two other ways to get a maxed out POW Gauge.  One of them
 is to simply play in Upper Grade mode or set your POW to MAX in the
 Options Menu.  The other is to take enough damage so that your Life
 Gauge flashes red.  When that happens, the POW Gauge fills up and
 stays maxed out until the end of the round, giving you an infinite
 number of uses of your POW Special, not to mention a higher damage
 capability.  Obviously if you eat enough meat to restore your Life
 Gauge to normal, your POW Gauge will return to normal as well.  You
 cannot carry POW Gauge power over from round to round (unlike previous
 Samurai Shodown games).  For some reason, on the Saturn version, the
 POW Gauge will stay full forever (or for a very long time) after being
 maxed out by taking damage.  This tends to happen in the Versus Mode
 more often.  It is, as far as I can tell, a bug in the game's
 programming and nothing more.


 POW GAUGE CHARGE
 ------------------------------------------------------------------------
 When used, your character stands in place and trembles as they gather
 up their POW energy to fill out their POW Gauge.  There's no drawback
 to building POW this way, although you are vulnerable to attack while
 charging.


 POW SPECIALS  (Weapon-Flipping Techniques)
 ------------------------------------------------------------------------
 When these moves hit, they knock an opponent's weapon out of their
 hands.  POW Specials can only be used when you have a full POW Gauge,
 and unless your life is flashing or you have your POW set to MAX, the
 Gauge will empty if the POW Special hits successfully.  A cheap way
 to connect a POW Special is to do it after an AB Spin Around or a
 Guard Destroying Throw, but only certain POW Specials come out fast
 away to be abused...er 'used' in this manner ^_^;

   CHARACTER            SHURA (BUST)            RASETSU (SLASH)
   --------------------------------------------------------------------
   Gaira Kafuin         Kenbu                   Kenbu
   Galford              (n/a)                   Lightning Strike Three
   Genjuro Kibagami     Gokou Zan               Ura Gokou
   Hanzo Hattori        (n/a)                   Fuujite Dokuryuu
   Haohmaru             Tenha Fuujin Zan        Dankuu Retsu Zan
   Nakoruru             Ererush Kamui Rimse     (n/a)
   Amakusa              (n/a)                   Kyoumei Jussatsu Jin
   Shizumaru Hisame     Bouu Kyoufuu Zan        (n/a)
   Ukyo Tachibana       (n/a)                   Musou Zankou Ka
   Zankuro Minazuki     Musou Shingeki Zan      Musou Shingeki Zan
                             

 ROLL AND GET UP
 ------------------------------------------------------------------------
 When knocked to the floor, you can hold back or forward to roll in
 that direction before rising to your feet.  You cannot be attacked
 by rolling, but it's possible to accidentally roll into someone's
 attack and get hit by it before it finishes.


 SPIN AROUND
 ------------------------------------------------------------------------
 When you are standing next to an opponent and press AB, your character
 will spin around to their backside instantly.  This can be used to
 avoid attacks, but more importantly, it gives you a brief moment to
 attack before your challenger turns around to face you.  A cheap way
 to take advanage of the Spin Around is to do your POW Special the
 moment you're on the other side, although this requires that you enter
 the command in the proper way (i.e. backwards), and not all characters'
 POW Specials are fast enough to connect (see the chart under the POW
 Specials section).
 

 STUN GUARD
 ------------------------------------------------------------------------
 In previous SS games, doing this was simply a matter of blocking as
 late as possible.  In SS3, Stun Guard always occurs when you block
 an attack, but it really has no effect on gameplay unless you block
 a "big" attack, like Haohmaru's standing C.  While he is momentarily
 stunned from the blocked hit, you'll have ample time to counterhit
 with an attack.         
    

 SURPRISE ATTACKS
 ------------------------------------------------------------------------
 Everyone can perform a Surprise Attack by pressing BC, even when
 they're unarmed.  What will happen is that they leap into the air
 and perform an attack that must be blocked standing (it's an overhead
 attack).


 WEAPON CATCH (ARMED / UNARMED)
 ------------------------------------------------------------------------
 There are two types of Weapon Catch moves, even though they are both
 done by inputting hcf (no button is needed).  When that command is
 entered, your character poses for a second, and if hit, they will
 respond.  If they're armed, they'll simply stop your attack and
 slash back for damage, but if they're unarmed, they'll grab you and
 kick you away, also forcing your weapons out of your hand.  You cannot
 use the Weapon Catch on an unarmed opponent.  Note, too, that timing
 either Weapon Catch is very hard to do, and to make matters worse,
 if hit successfully while posing, you take counterhit damage.
 

 WEAPON CLASHES  (SWORD CLASH CONTEST)
 ------------------------------------------------------------------------
 Weapon clashes occur when you and your opponent make an attack with your
 weapons at the same time and are close enough, or randomly when both
 armed characters dash into each other.  When this happens, both players
 will collide together and try to overpower each other with their
 weapons.  You can change the outcome of the weapon clash by rapidly
 tapping any button.  The possible results include:

  - One person loses their weapon (usually the person who didn't get
    enough button taps in loses their weapon).
  - Both characters lose their weapon.
  - Both characters get knocked back but keep their weapons.
  - The character who keeps his weapon is able to make a Slash or Kick
    attack as they leap back.

 Unlike the previous SS games, wiggling the joystick / control pad has
 no effect on the outcome of a weapon clash.  Also, trying to 'force' a
 weapon clash by dashing into a dashing opponent is not always
 effective, as you may just run up to each other, or run through each
 other, depending.


 ========================================================================
 4.  MISCELLANEOUS
 ========================================================================
 
 ------------------------------------------------------------------------
 SECRETS AND TRICKS
 ------------------------------------------------------------------------

 PLAY WITH ZANKURO (ARCADE VERSION)
 ------------------------------------------------------------------------
 You can only use Zankuro in a 2-Player game.  The Character Select
 screen should look like this (if it doesn't, you're playing the wrong
 game!) ;P

      Basara    Genjuro   Haohmaru   Shizumaru   Galford    Gaira
     Kyoshiro    Ukyo     Nakoruru   Rimururu     Hanzo    Amakusa

 Now, with the cursor on Haohmaru, move all the way left to Basara, down
 to Kyoshiro, right to Nakoruru, up to Haohmaru, right to Shizumaru,
 down to Rimururu, right to Amakusa, up to Gaira, then left to Shizumaru
 again.  This sort of looks like a funky infinity symbol, or you can
 just look at it as going counter-clockwise around the character
 selection screen, but pausing in the middle to go up, over, and down
 again.

 Anyway, you should now be on Shizumaru.  The trick to doing this is that
 you have to input the code with at least 3 seconds remaining on the
 timer.  If you arrive at Shizumaru with more time than that, just wait
 until the timer says '03', then press Start + ABC at the same time.
 Voila!
 

 PLAY WITH ZANKURO IN VS. MODE  (SEGA SATURN VERSION)
 ------------------------------------------------------------------------
 Simply beat the game.  He's now selectable in Vs. mode by pressing left
 when you're highlighting Basara or right on Amakusa.


 INFINITE STUN TRICK  (SEGA SATURN VERSION)
 ------------------------------------------------------------------------
 Play a Shura Amakusa vs. Shura Galford game.  Get in the right-hand
 corner and try to time it so that Galford will jump and land on top of
 you while you start the Kyomei Jussatsu Jin.  If your timing is correct,
 Galford will be 'frozen' in one of his dizzy animation frames.  You can
 push him by moving against him, but he'll remain stunned until the time
 runs out or until you hit him with an attack or special move.  If you
 use the Shouki Dan on him, he'll become dizzy, but instantly recover.
 This is very hard to do, (I've done it three times now) but if you have
 the time, it's fun to see.
 

 PROMOTIONAL TRACKS FOR THE SAMURAI SPIRITS RPG  (SEGA SATURN VERSION)
 ------------------------------------------------------------------------
 These tracks showed up on the Neo CD version of Samurai Shodown III, but
 they've been added to the Saturn version, too.  So far, there is no
 known way to hear them during the game, but if you have a CD player
 handy (like your Saturn, ahem?), then check out tracks 32-35 (on a
 normal CD player) to hear Nakoruru and Rimururu tell you all about the
 Samurai Shodown RPG.  It's all in Japanese, of course.


 THE SAMURAI SPIRITS SONG
 ------------------------------------------------------------------------
 Pop your CD into a normal CD player and listen to track 31 (32 if you're
 using the Saturn as a CD player).  It's a catchy tune sung in Japanese.
 You can also hear this song if you beat the game with Rimururu (doesn't
 matter if you die or not).  To the person who sent me this info., I'm
 sorry, I lost your e-mail.  However, you do get full credit for this,
 and if you wouldn't mind contacting me again, I'll include you in the
 FAQ :)
                                                               

 ------------------------------------------------------------------------
 OPTIONS
 ------------------------------------------------------------------------

 This sections explains the various options in the Option Screen.
 
 LEVEL           The difficulty level.  Choose from 1 BEGINNER to
                 8 HARDEST.
 
 ATTACK          The amount of damage inflicted by attacks.  Choose
                 from 0% (attacks inflict no damage) to MAX (attacks
                 kill with one hit).
 
 TIME            Choose from 30, 60, 99, or infinite-time rounds.
 
 POW             Choose from NORMAL (fill it yourself) or MAX (the POW
                 Gauge is always full).  This setting applies to both
                 you and your opponent.
 
 PAD SET         Allows you to choose your own button configuration.
                 EDIT allows you to set up the controller the way
                 you like.
 
 STAGE SELECT    At first, this option isn't available, but every time
                 you beat a stage, it is selectable via this option.
                 Once you've beaten the game, you can even choose to
                 see any character's ending.*
 
 AUDIO           Choose from MONO or STEREO.
 
 * If you choose to start off at the final round against Zankuro, and
   lose, you'll have to go back and fight the first two rounds against
   him should you continue.  The only way to prevent this is to stop
   playing and start a new game after choosing to start at the final
   round again.  Every time you don't continue or reset the game, this
   option also resets, so you'll have to set it each time.


 ------------------------------------------------------------------------
 ENDINGS
 ------------------------------------------------------------------------

 Everyone has similar endings; some text scrolls up over a unique ending
 picture.  There's not much to mention about these, but here's a list of
 each person's picture:

 BASARA:    A candle; the smoke coming from it forms the vague image
            of Basara's lover (the same woman who appears in his
            winning stances).
 GAIRA:     His necklace of prayer beads and Nicotine's ringed staff.
 GALFORD:   A puppy wrapped in a blanket (probably a young Poppy or
            one of Poppy's litter).
 GENJURO:   A long pipe and some Hanafuda cards (Hanafuda is a card
            game; Genjuro's attacks use such cards in them).
 HANZO:     Two shuriken (throwing stars).
 HAOHMARU:  His katana (slightly unsheathed), and a jug of sake.
 KYOSHIRO:  A folding fan with a checkered print in the middle.
 NAKORURU:  An eagle's feather.
 RIMURURU:  A snowflake and some drops of water.
 AMAKUSA:   A book with flapping pages and a human skull.
 HISAME:    His umbrella.
 UKYO:      An apple and a flower (maybe the demon flower he was
            searching for in SS1 and SS2?)

 Watching the credits is actually pretty fun, as little cards with
 drawings on them (not to mention some SS2 characters) will fly around.


 ------------------------------------------------------------------------
 TRANSLATIONS
 ------------------------------------------------------------------------

 All translations were done by me and so may be subject to error.  When
 possible, the Japanese name is on the right and the English name is on
 the left, but in case of particularly long spellings or translations,
 I use J: to denote the Japnaese name, and E: for the English one.  Not
 that you couldn't tell ^_^;  The translations are not in any particular
 order, primarily since I shifted a few of them around to with the
 confines of 73 spaces per line.

 [ BASIC COMMANDS ]  ----------------------------------------------------

 Tachi Guard                    Standing Guard
 Shagami Guard                  Crouching Guard
 Kuuchuu Guard                  Mid-Air Guard
 Fumikomi                       Dashing
 Hikikomi                       Retreating
 Kiri Kougeki                   Slash Attacks
 Keri Kougeki                   Kick Attacks
 Ashiwaza                       Kick Techniques
 Kensei Kougeki                 Diversion Attack
 Ashibarai                      Tripping Up
 Gedan Nerai Kougeki            Low Aimed Attack
 Joudan Geri                    Upper Kick
 Bougyo Kuzushi                 Guard Destroyer
 Tsukitobashi                   Thrusting Away
 Hippari                        Dragging Towards
 Mikiri                         Forsake (an attack)
 Mawarikomi                     Spinning Around
 Fuiuchi (Muiuchi)              Surprise Attack
 Atemi                          Strike / Blow
 Shinken Shiraha Tori           Serious Whiteblade Catch
 Tsubazeri Ai                   Clashing Swords Contest
 Ikari Gauge                    Anger Gauge                (POW Gauge)
 Buki Tobashi Waza              Weapon-Flipping Technique  (POW Special)


 [ BASARA KUBIKIRI ]  ---------------------------------------------------

 Chisashi                       Stabbing Earth
 Sora Sashi                     Stabbing Sky
 Kage Sui                       Shadow Sucker
 Kage Nui                       Shadow Stitching
 Kage Damashi                   Shadow Trick
 Kage Ide                       Shadow Exit
 Tomobiki                       Trial Day
 Nue Dama                       Spirit of the Chimera
 Sashi Ashi                     Stabbing Foot
 Zugai Wari                     Skull Splitter
 Kage Mai: Mukui                Shadow Dance: Payback
 Kage Mai: Yumebiki             Shadow Dance: Dream Shot
                                

 [ GAIRA KAFUIN ]  ------------------------------------------------------

 Midare Uchi                    Riot Strike
 Jishin Gan                     Earthquake Radius
 Kachi Age                      Victory Raiser
 Katsu!                         "Scold!"
 Hyakkan Otoshi                 Hundred-weight Drop
 Buchinomeshi                   "to beat someone up"
 Buchikoroshi                   "to kill by hitting"
 Enshin Satsu~ Ten              Center of Circle "Killing--~" Heaven
 Enshin Satsu~ Chi              Center of Circle "Killing--!" Earth
 Tsukamuzo~ Kumi Tenjou         "Grappling--!" Winding Ceiling
 Tsukamuzo~ Ishi Atama          "Grappling--!" Stone Head
 Tsukamuzo~ Shiri Mekuri        "Grappling--!" Butt Check
 Kenbu                          Punch Dance


 [ GENJURO KIBAGAMI ]  --------------------------------------------------

 Sanren Satsu                   Continuous Triple Slashes
 Sankuu Satsu                   Triple Air Slash
 Ouka Zan                       Cherry Blossom Slash
 Ura Ouka: Ayame                Reverse Cherry Blossom: Iris
 Kurenai                        Crimson
 Shigure                        Lavender
 Shizuku Jin                    Droplet Blade
 Hyakki Satsu                   Death of One Hundred Demons
 Touha Kyouyoku Jin             Supreme Paulowina Light Wing Formation
 Gokou Zan                      Five Lights Slash
 Ura Gokou                      Five Lights Reversed
  

 [ HANZO HATTORI ]  -----------------------------------------------------

 J: Ninpou Kage                 J: Ninpou Kage Bunshin
 E: Ninja Arts: Shadow          E: Ninja Arts: Shadow Duplicate

 J: Ninpou Mozu Otoshi          J: Ninpou Utsusemi Tenbu
 E: Ninja Arts: Shrike Drop     E: Ninja Arts: Heaven Dance Jig

 J: Ninpou Enbu                 J: Fuujite Dokuryuu
 E: Ninja Arts: Monkey Dance    E: Closed Hand Poisonous Dragon

 J: Kuuten Geki                 J: Ninpou Utsusemi Chizan
 E: Racing Attack               E: Ninja Arts: Earth Slash Jig

 J: Ninpou Baku'en Ryuu: Kai
 E: Ninja Arts: Exploding Dragon Blaze - Modified

 J: Ninpou Reppuu Shuriken
 E: Ninja Arts: Gale Throwing Star

 J: Ninpou Kage: Shizune
 E: Ninja Arts: Shadow - Sound of Silence
                                
 J: Ninpou Mozu Otoshi Hayate
 E: Ninja Arts: Sudden Shrike Drop

 J: Ninpou Migawari no Jutsu: Hotoke
 E: Ninja Arts: Technique of Substitution - Buddha

 J: Ninpou Migawari no Jutsu: Oni
 E: Ninja Arts: Technique of Substitution - Demon

 J: Fuujite Mijin Gakure        
 E: Closed Hand Hiding Particle
                                
 J: Ninpou Baku'en Mijin Gakure
 E: Ninja Arts: Exploding Blaze Hiding Particle


 [ HAOHMARU ]  ----------------------------------------------------------

 J: Zankousen                   J: Ougi Kogetsu Zan
 E: Iron-Slashing Flash         E: Concealed Crescent Moon Slash

 J: Nagi Yaiba                  J: Ougi Shippuu Kogetsu Zan
 E: Calm Blade                  E: Concealed Gale Crescent Moon Slash

 J: Senpuu Ha                   J: Gouha
 E: Whirlwind Wave              E: Strength Destroyer

 J: Gatotsu                     J: Hien
 E: Piercing Fang               E: Flying Swallow

 J: Ougi Senpuu Retsu Zan
 E: Concealed Whirlwind Rending Slash
                              
 J: Ougi Resshin Zan
 E: Concealed Disasterous Earthquake Slash

 J: Ougi Hishou Senpuu Retsu Zan
 E: Concealed Flying Whirlwind Rending Flash

 J: Ougi Hishou Resshin Zan
 E: Concealed Flying Disasterous Earthquake Slash

 J: Hiougi Tenha Fuujin Zan
 E: Secret Concealed Supreme Heaven Sealed God Slash

 J: Ougi Senpuu Retsu Zan: Setsu
 E: Concealed Whirlwind Rending Slash: Temple

 J: Hiougi Tenha Dankuu Retsu Zan
 E: Secret Concealed Supreme Air Cutting Violent Slash
                

 [ KYOSHIRO SENRYO ]  ---------------------------------------------------

 J: Kaen Kyokubu                J: Choubi Jishi
 E: Blazing Melodic Dance       E: Prancing Lion's Tail

 J: Oo Tsunami                  J: Kyoshiro Enbu      
 E: Great Tsunami               E: Kyoshiro's Banquet Dance

 J: Gama Jigoku                 J: Chikemuri Kuruwa
 E: Hell Toad                   E: Bloody Smoke Crooked Wheel

 J: Yamatano Orochi             J: Choubi Jishi: Ranshin
 E: Eight-Headed Giant Serpent  E: Prancing Lunatic Lion's Tail

 J: Kaen Kyokubu: Utage
 E: Blazing Melodic Dance: Feast

 J: Kaiten Kyokubu: Ten
 E: Revolving Heavens Melodic Dance: Heaven

 J: Kaiten Kyokubu: Chi
 E: Revolving Heavens Melodic Dance: Earth

 J: Aragotoshi Kyoshiro "Oni no Mai"
 E: Hard Working Enterpriser Kyoshiro's "Dance of the Demon"
                      

 [ NAKORURU ]  ----------------------------------------------------------

 Taka ni Tsukamaru              Hawk Capture
 Taki ni Tsukamari Kougeki      Captured Hawk Attack
 Ookami ni Matagaru             Sit on a Wolf
 Ookami Nori Kougeki            Wolf-Riding Attack
 Bunri Kougeki                  Seperation Attack


 [ SHIZUMARU HISAME ]  --------------------------------------------------

 J: Hitou-ryuu Kirisame Jin: Gouu
 E: Scarlet Sword Style: Drizzle Blade - Cloudburst

 J: Hitou-ryuu Baiu Ensatsu Jin
 E: Scarlet Sword Style: Rainy Season Deadly Circle Slash

 J: Hitou-ryuu Amanagare Kyouraku Zan
 E: Scarlet Sword Style: Pouring Rain Insane Drop Slash

 J: Hitou-ryuu Hisame Gaeshi
 E: Scarlet Sword Style: Hail Return

 J: Hitou-ryuu Samidare Giri
 E: Scarlet Sword Style: Early Summer Rain Slash

 J: Hitou-ryuu Fuujite Bouu Kyoufuu Zan
 E: Scarlet Sword Style Closed Hand Exploding Rain Insane Wind Slash

 J: Hitou-ryuu Kosame
 E: Scarlet Sword Style: Light Rain

 J: Hitou-ryuu Shigure
 E: Scarlet Sword Style: Shower In Late Autumn

 J: Hitou-ryuu Fuujite Amangare Ressatsu Jin
 E: Scarlet Sword Style Closed Hand: Pouring Rain Rending Death Blade


 [ TOKISADA SHIRO AMAKUSA ]  --------------------------------------------

 J: Shiryou Ha                  J: Nanji, Anten Nyuumetsu Seyo
 E: Ghost Blade                 E: "You, as the lights lower, die!"

 J: Chuushi                     J: Kairetsu Shou
 E: Abort                       E: Commanding Violent Palm

 J: Shouki Dan                  J: Oumagatoki (Mae / Ushiro)
 E: Diseased Mind Shot          E: Demonic Meeting Time (Forward / Back)

 J: Meifu Mashou Dan            J: Kouma Shourai Ha
 E: Hades' Evil Shot            E: Summoned Demon Invitation Breakage

 J: Tenshou Fuu'ou Jin
 E: Phoenix Capturing Sun Goddess Seal 

 J: Kyoumei Jussatsu Jin
 E: Dark Disasterous Ten Deadly Formations

 
 [ UKYO TACHIBANA ]  ----------------------------------------------------

 J: Hibari                      J: Hiken Kagerou              
 E: Skylark                     E: Concealed Blade: Heat Haze  

 J: Musou Zankou Ka             J: Hiken Yume Gasumi
 E: Dream Afterglow Mist        E: Concealed Blade: Dream Mist

 J: Hiken Sasameyuki
 E: Concealed Blade: Small Snowflakes

 J: Hi-ken Sasameyuki
 E: Unconcealed Blade: Small Snowflakes

 J: Hiken Sasameyuki: Sen
 E: Concealed Blade: Small Snowflakes - Flash

 J: Hiken Tsubame Gaeshi
 E: Concealed Blade: Swallow Return

 J: Hiken Oboro Gatana          
 E: Concealed Blade: Hazy Sword

 J: Hiken Amatsu Kaze           
 E: Concealed Blade: Divine Wind

 J: Hiken Shimo Kaze
 E: Concealed Blade: Frosty Wind
 
 J: Tsubame Rokuren
 E: Six-Chambered (Gun) Swallow
 

 [ ZANKURO MINAZUKI ]  --------------------------------------------------

 J: Mugen-ryuu Shippuu Zan
 E: Infinite Style: Gale Slash

 J: Mugen-ryuu Mugen Hou
 E: Infinite Style: Infinite Cannon

 J: Mugen-ryuu Tenpou Zan
 E: Infinite Style: Heavenly Destruction Slash

 J: Mugen-ryuu Ittou Zan
 E: Infinite Style: Single Blade Slash

 J: Mugen-ryuu Muhou Ken
 E: Infinite Style: No Technique Fist

 J: Mugen-ryuu Fudou
 E: Infinite Style: Immobility

 J: Mugen-ryuu Tenchuu
 E: Infinite Style: Heavenly Death Penalty

 J: Ougi Musou Shingeki Zan
 E: Concealed Unrivaled Quake Attack Slash
                                                         

 ========================================================================
 5.  AUTHOR'S NOTE
 ========================================================================

 ------------------------------------------------------------------------
 SPECIAL THANKS
 ------------------------------------------------------------------------

 This FAQ was only possible due to the help of the following people:

 Sylphia's Homepage     <www.asahi-net.or.jp/~wt3y-ntt/slf/amakusal.html>
  - For the names of the air throws and Basara and Nakoruru's air kicks.

 SNK of Japan              <www.neogeo.co.jp/samurai/rekisi/rekitop.html>
  - For some info on SS3's fighting system.

 CGN - Next Generation Import Specialists
  - Although now defunct, they sure were a good company when they were
    around.

 Vic
  - For answering some questions about this game before I bought it.


 ------------------------------------------------------------------------
 REVISION HISTORY
 ------------------------------------------------------------------------

 1.5 - (March 20, 2000)  Another total rewrite; moves have been
       retranslated, more info has been added throughout, etc.  Some
       extra stuff has been removed (like Ukyo's win quote and Galford's
       ending), while some stuff has been added as well.  And you thought
       I was done at v1.3, huh? :)
 1.4 - The FAQ has been almost completely rewritten.
 1.3 - Minor corrections.  Probably the last revision of this FAQ.
 1.2 - Added Nakoruru's extra cape attack.  This FAQ is now found at
       www.gamefaqs.com.
 1.1 - Fixed motions for Genjuro's Shizuku Jin and Haohmaru's two sword
       sweeps.  Included the Amakusa/Galford bug, and Galford's winning
       quote and ending message.  Also included Ukyo's winning quote and
       the SS3 song.
 1.0 - Complete list of moves for each character; basic gameplay info.,
       code to play as Zankuro.

 Any questions, comments, etc.?  Then write to me at kmegura at yahoo
 dot com.

 That's all!

 Unpublished work Copyright 1996-2001 Chris MacDonald