____   __ _  _ _  _ ____    __ _
                       |  __| /  | \/ | || |  _ \  /  | |
Version 1.21           |__  |/   |    | || |  _ < /   | |
                       |____/_/|_|_||_|____|_| \_/_/|_|_|
                          ____ ____ _ ____ _ _____ ____     _  _  _
                         |  __|  _ \ |  _ \ |_   _|  __|   | || || |
FAQ by Vincent Diamante  |__  |  __/ |    < | | | |__  |   | || || |
                         |____|_|  |_|_|\_|_| |_| |____|   |_||_||_|
E-mail at diamante@zeus.gonzaga.pvt.k12.dc.us

____               __        ____
| ___|             /  |      |    |
| __|             /   |      |    |
|_|   requently  /_/|_| sked |____\  uestions
                                    \

For my favorite characters, Nakoruru and Rimururu.

Hey Galen!  Yeah, you!  How 'bout some ASCII of RIM?!  HEY!
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Alright.  If anybody sees anything really wierd about this FAQ, E-mail me
quickly.  My keyboard just sucks so I would expect some wierd things.  It
did this wierd cut, paste, and copy into the middle of the doc while I was
splicing and editing and revising in MS-DOS editor.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
   This FAQ can right now be seen at:

      http://198.76.12.51/class99/diamante/ss.htm
      http://styx.ios.com/~damone/ss3page.html

   By the way, my videogame FAQ site has 320+ video game FAQs. Check it out:

      http://198.76.12.51/class99/diamante/faq.htm

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Table of Contents

Notes
Update/ Revision History
Credits
SS ]I[ in a nutshell
Introduction
NAK
   Information about...
   Movelist
   Misc.
   Combos
   General Strategies
   Character Specific (vs. CPU)
   The Ending
RIM
   Information about...
   Movelist
   Combos
   Strategies
   The Ending
SPECIAL!!  WHAT THEY SAY ON THE EXTRA TRACKS OF SS3 CD!!

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Notes:

   Samurai Shodown ]I[ is still pretty new.  I didn't get to play it until
my friend got it for Christmas.  If anybody has any suggestions, E-Mail them
to me, diamante@zeus.gonzaga.pvt.k12.dc.us

   Anything with the "-=-=-=-="  border is completely mine, not taken
from somewhere else.  So are the descriptions for the special moves mine
also.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Revision History:

Version 0.7      Basically a move list with some info on the character.
1/06/96          Needs lots of work.  Unreleased.

Version 0.9      Added one infinite combo for Nak.  Some strategies.
1/14/96          Added stuff from Tap Faq and Red Fox's move list First
                 release to see what people think.  Why 0.9?  I was
                 expecting to do another unreleased one before it, but
                 decided not to.

Version 1.0      Added endings (taken from TapFaq.)  Added more combos.
2/2/96           Added the translations winning quotes (got hints from past

                 SS FAQs). Thinking of splitting Nak and Rim (siblings are
                 not to be split!)  In process of putting into HTML.

Version 1.05     Rimmy's gonna be in another FAQ made by me and my sis.
2/25/96          Just a minor update.  Haven't played in a long time.
                 I've mostly been doing coding for a 64k intro, if you
                 want to know.  If you don't like the story line I made,
                 consider the fact I finished the whole thing in less than
                 three hours...

Version 1.2      More minor changes.  Nak and Rim are back together.  Still
3/16/96          not as extensive as I really want it to be.  Right now, I'm
                 trying to understand the song that Rim sings.  Oh yeah.  I
                 added character specifics now.

Version 1.21     Added Deuce's Translation FAQ for Nak and Rim's dialogue
4/18/96          from the SS3 CD on the RPG.  Other than that, nothin'.
                 My computer is awaiting a new power supply, so I haven't
                 been able to type stuff except at school.  Which is also
                 why I have handwritten 61 pages of my SS fanfic.  This
                 fanfic is a trilogy, each book centering around one of the
                 items...nah.  I shouldn't give it away.  RedFox, e-mail me.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Credits:

My sister Catherine...

   ...for playing it hours at a time and willing to play me, the new
master at SS3...

Damone (damone@ios.com)...

   ...for putting this faq on his site w/o even telling me!   =-)...

c-holy@aol.com...

   ...for being the only one to beat my sister...

deuce@scsn.net...

   ...for the translations of the extra tracks...

Shawn Holmes (shawnh@csn.net)...

   ...for the great TAPFAQ and some info taken out out of it.  (Hey!  I
always thought the #1 SAMURAI NUT [or "any game" nut, for that matter]
is Galen...)

Red Fox (redfox08@aol.com)...

   ...for the MASSIVE amounts of move info, and I mean MASSIVE.  (Hey!  Are
you the one that gave the FAQ to Damone?)...

and to SNK...

   ...for taking out Cham-Cham, making Nakoruru and Rimururu the cutest gals
to grace the small screen...
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Samurai Shodown ]I[ in a nutshell...


The Dreaded "demon".  His name, Zankuro Minazuki.  The evil Zankuro,
from time immemorial, has indiscriminately attacked villages,
slaughtering all in his way.  Falling under his mighty blade, victims
screamed in terror of the dreaded demon before drowning in an endless
sea of blood.  All stood impotent to his evil deeds.

But then...In a distant village, Zankuro failed to kill an infant.
Some insist, perhaps the evil one could not kill him.  The truth remains
unknown.  But from then on, Zankuro marked all swordsmen for slaughter.

Years later...Twelve samurai and swordsmen begin their own quests.  All
seek one goal, the head of the dreaded Zankuro Minazuki.

And the controls...

A - Weak Slash
B - Medium Slash
C - Fierce Slash

D - Kick

AB (far)   - Sidestep (avoids specials)
-O + AB (close) - Behind step (move around opponent)

A+B+C - Charge POW

-O + BC - Hop Crush (must be high blocked)

O-   / | \   -O  (with weapon)    Block stuns opponent
   O   O   O     (without weapon) Catches weapon and throw

-O + C - Pulling Guard Crush
O- + C - Pushing Guard Crush

\   + D - Crouching sweep kick
  O

-O + D - Standing Kick

  / + D - Light Kick
O

-O -O Forward Dash
O- O- Backward Dash

(while getting up) O- or -O - Roll away

Here's some of the other new stuff...

-> Character Modes

All characters have a "BUST" and a "SLASH" mode.  Moves and colors are
different in each, and so, it effectively double the amount of characters
in the game to twenty-four.

->Levels

Players can choose one of three levels, kinda like MK3. Novice level has
auto-blocking.  Intermediate level is pretty standard.  Advanced has the
player always be fully POW'ed and there is no blocking.

->Pow charge

POW is temporarily increased with holding ABC

->Manuevering before the fight

Just what it says.  Like X-Men: COTA

->Pseudo 3-D moving.

Pressing AB from a distance will move the character to another plane of
attack, dodging projectiles.  Pressing AB close to the opponent will make
your character move behind him/her.  Almost like Fatal Fury, although in
that game, you could just keep on attacking from each plane by pressing it
for the whole match repeatedly and you could always go up to Billy Kane
in FF2.

->Hop Crush

Must be blocked high and very quick.

->Guard Crush

Pulling or pushing the opponent off balance so as to follow up with another
attack, usually a pseudo-combo of some sort or a special.

->Misc.

Weapons don't break.

Catching weapons and throwing can be done with fighter still armed.

Items are still there but the runner is gone.

(You mean to tell me with the incredible amount of money we're paying to get
a system with EIGHT megabytes of RAM and some pretty expensive static RAM,
they still need to take the runner out for the system to cope?  Yes.)


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Nakoruru
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Information:

   Looks like SNK listened to the cries of us poor Nakoruru players when
Samurai Shodown ][ came out.  The quick SS1 gal that we became so engrossed
in turned into a slow fighter with more lag time than a tortoise.  Luckily,
SNK has put Nak players into fighting game heaven by restoring all her quick
moves, eliminating most lag time, and offering an equally good Bust option
of Nakoruru.

   In Samurai Shodown ][, it seemed as though Nak has been turned into a
spiritual entity, that governs all of nature.  When I first saw Holmes's
TapFaq, I thought that the ending was some kind of joke.  Then, when I
actually saw the ending, I CRIED.  No more Nakoruru I thought.  I started
dreaming myself in an arcade full of Haohmaru and Ukyo players, defeating me
and my choice of fighter, Rimururu.  I would scream in horror as I shouted
obscenities at SNK for messing up my favorite fighter...


   But, Nak's back, and better than ever:

   -increased range for all slashes
   -less start lag and recovery time for all special moves
      -Annu Mutsube and Leyla Mutsube have NO (YESSS!) lag time
      -Not to mention she's got all the high-priority for her moves back
   -I can be like Charlotte and poke the *!#@ out of him/her, well...almost
   -good Bust animal, although I very much prefer Slash
   -background music SUCKS (oh so slightly better than SS2)
   -hey!  Just go to the rest of the stuff...

   If I like Nak so much, why am I writing a FAQ for Rim too?  I don't know
why.  Maybe it's because that they're similar when it comes to normal moves.
Nah.  I just love cute ecologists like them.  (You know, maybe if the EPA
would dress up like Ainu and carry swords all the time, people would
recycle more...)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Information taken from Shawn Holmes's TapFaq...

The faithful daughter of nature seeks to save Zankuro's soul...

NAKORURU

"Savour nature's fearful wrath!"

NORTHERN COUNTRY SPRING -- CANYON:  The fighting occurs in shallow water
flowing through a canyon, with one of the rocky cliffs decorated with
shrubs visible.  For Slash Nakoruru, the plant life is brown as in fall
whereas it is green as in spring for Bust Nakoruru.  Small butterflies
and dragonflies can also be seen.  Also the occasional leaf falls down the
stage.  During the desperation, the cliffs vanish and are replaced by a
bright red aura and leaves drop down in the foreground.

CHARACTER POSES:
SLASH-
Character Select Screen:  Slashes sword about for a moment then points
towards her opponent.

Before Round One:  Calls out for Mamahaha, the bird flies in low and drops
her sheath into her outreached hands.  Then she attaches the sheath to her
side.

1st Round Win:  Stands upright and crosses her arms over her chest.  Then,
as the same sparkles that accompany so many of her moves rise out of the
ground, she breaths in deeply and lets out a quick sigh.

2nd Round Win:  Wraps her cape around behind her and then gives a long
speech.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
She says:  "Daishizen no shioki desu!"  (Mother Nature's punishment.)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Note:      She sometimes just stands there and then goes to winning pic.
           This is applicable to both Slash and Bust.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Loss To Time:  She falls to her knees with her arms on the round as she
lets out a cry of frustration.

Stalemate:  Bends forward with a look of disgust on her face.

Dizzy: One arm hangs down limp and she clamps at it with her other one.


BUST-
Character Select Screen:  Turns her back to the screen as she whips her
cape out behind her, she then looks over her shoulder and says "Yoshi!" as
her wolf howls.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Yoshi-besides being that lovable dinosaur, the Japanese word means "OK."

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Before Round One:  She stands up and moves her arm from near her face
ending in a pointing gesture towards her opponent.

1st Round Victory:  Whips her hair for a moment and then points at her
opponent, saying "Yoshi!"

2nd Round Victory:  Turns her back to the screen as she whips her cape out
behind her, she then looks over her shoulder and says something as her
wolf howls.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
She says: "Shizen no ikari wo ukenasai!" (Receive Nature's Punishment)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Loss To Time:  She falls to her knees with her arms on the round as she
lets out a cry of frustration.

Stalemate:  Raises her hand to the side of her head and closes her eyes,
letting out a brief yawn.

Dizzy: One arm hangs down limp and she clamps at it with her other one.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
I had to make some spelling corrections, please note.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Are the names of the special moves Japanese or Ainu?  The only word I can
discern is Kamui, meaning deity.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-------------------------------------------------------------------------
                                SLASH
-------------------------------------------------------------------------
NOTE:  NAKORURU's SLASH animal is MAMAHAHA

-------------------------------------------------------------------------
Lera O Chikiri                         | Grabs opponent, and strikes,
                                       | hitting and kicking, for five
(close) -O | \   + D                  | hits of damage.
            O   O                      |
-------------------------------------------------------------------------
Remember dashing in and throwing?  Dash in and throw this sucker at the
guy.  A really great move for people who like to cheese.  Kinda like the
Galford/Hanzo SPD throw.  Try Amube Yatoro B, then run-in and do this.
It's also quite hard to avoid when opponent just blocked a B or C slash
and you are really close to him/her.
-------------------------------------------------------------------------
Leyla Mutsube                          | Rushes into air to strike for
                                       | magic damage.
| \   -O + Slash                      |
O   O                                 |
-------------------------------------------------------------------------
Another essential move to do.  C version does 5 hits.  I think.  Also a
great way to dizzy with an easy combo: crouching C (both hits) into
C Leyla Mutsube.  I'm not sure if this can or can't be air-blocked.
Sometimes, when I jump away from pretty close, my sis immediately does a
C Leyla Mutsube to hit me.  Works pretty well.  (Haohmaru players: don't
even think of using this as a substitute for Kogetsuzan.)

-------------------------------------------------------------------------
Annu Mutsube                           | Slides along ground to hit for
                                       | magic damage.
O-   / | + Slash                      |
    O   O                              |
-------------------------------------------------------------------------
Better for combos 'cause Leyla Mutsube can miss.  BUT (big but) ALL
CHARACTERS CAN BLOCK AND RETALIATE WITH A OR B SLASHES!  Use with
the utmost of caution!
-------------------------------------------------------------------------
Kamui Ryuse                            | Twirls with cape to strike and
                                       | reflect projectiles (A = 1 twirl
O- |   / + Slash                      | B = 2 twirls, C = 3 twirls).
    O O                                |
-------------------------------------------------------------------------
A=2 hits.  B=3 hits.  C=5 hits.  It seems like it doesn't always reflect
projectiles, even if I swear it connects perfectly.  It can do more hits
than stated above on the big guys, such as Gaira.  C Kamui Ryuse can
redizzy Gaira in a corner.  There is some vulnerability after blocked
Kamui Ryuse, first twirl of B KR, and second twirl of C KR.  Watch out
for the Haoh freaks.  They like to do a Kogetsuzan or that super Heaven
Constraint Blast (well known in SS2 as the Tempa Fuuzin Zan).
-------------------------------------------------------------------------
Mamahaha Flight                        | Leaps, and grabs onto bird
                                       | (control then moves to bird).
|   / O- + D                          |
O O                                   |
-------------------------------------------------------------------------
The absolute best way for using this move is to waste time.  If you're
ahead on energy, jump on and stay there at the end of the match.  Again,
watch out for Haoh and his Kogetsuzan.  The delay that's been in SS2 when
you land has beent cut, also.
-------------------------------------------------------------------------
Get off Bird                           | Leaps off of bird in direction
                                       | chosen.
\   + D or  | + D or   / + D          |
   O         O        O                |
-------------------------------------------------------------------------
Pretty much that.  Get off bird.  Need I say more?
-------------------------------------------------------------------------
Mamahaha Attack                        | Strikes with sword while
                                       | clinging to bird for damage.
Mamahaha Flight, then A, B, or C      |
-------------------------------------------------------------------------
At first, I thought it was useless.  But with the Kamui Mutsube, I can do
a C slash (with very little recovery time) and combo into the Kamui
Mutsube for some good damage.  If they block the slash, go into the KM
immediately.
-------------------------------------------------------------------------
Kamui Mutsube                          | Shoots down from bird in a blaze
                                       | to strike for magic damage.

Mamahaha Flight, then | \   -O + C    |
                       O   O           |
-------------------------------------------------------------------------
I don't like it as much as I did in SS2.  She lost a lot of horizantal
movement from the upgrade to SS3 and it's harder to "clip" the guy on the
back of the head and move out of his strike range.  But, it's great for
the move mentioned above.
-------------------------------------------------------------------------
Amube Yatoro            A) Lelashe     | A) Mamahaha sends out tornado,
                        B) Shichikabu  | B) Mamahaha dives to strike,
                           Etu Brute   |
-O \   |  / O- + ...   C) Shichikabu  | C) Mamahaha dives, lifts, and
      O O O                Amyu        |    drops opponent.
-------------------------------------------------------------------------
I use the A version to cancel out the slow projectiles.  B version is a
fair stunner.  C version is the juggler.  Look at the infinite combo
in the combo section below for the "unethical" use of this move.

Et tu, Brute?  Where the heck do they get these names?
-------------------------------------------------------------------------
POWER SPECIAL:                         | Strikes opponent with weapon,
Elelyu Kamui Ryuse                     | twirls to hit with cape four
                                       | times, and finishes with
-O \   |   / O- -O \   |   / O- + AB  | Mamahaha diving to strike for
      O O O           O O O            | massive damage.
-------------------------------------------------------------------------
Basically an altered version of SS2's "not-so-secret" secret move, known as
Apefuchi Kamui Ryuse.  The SS2 move did not have the beginning sword strike.
It does pretty good damage.  Galford/Hanzo can log trick out of it.  Glitch:
one time, the slash hit, but the rest of the move missed.  I can also do
the move immediately after getting hit.
=========================================================================
                                   BUST
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
I'll tell you right now BUST is not my favorite way to play Nak.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                   BUST
=========================================================================
NOTE:  NAKORURU'S BUST animal is Shikuruu
=========================================================================
Lela O Chikiri                         | Grabs opponent, and attacks with
                                       | multiple hits and kicks to
(close) -O | \   + D                  | strike five times for damage.
            O   O                      |
=========================================================================
Look at Slash...
=========================================================================
Leyla Mutsube                          | Rises into the air, striking for
                                       | magic damage.
| \   -O + Slash                      |
O   O                                 |

=========================================================================
Look at Slash...
=========================================================================
Annu Mutsube                           | Slides along the ground to
                                       | strike for magic damage.
O-   / | + Slash                      |
    O   O                              |
=========================================================================
Look at Slash...
=========================================================================
Kamui Ryuse                            | Twirls with cape to strike and
                                       | reflect projectiles (A = 1 twirl
O- |   / + Slash                      | B = 2 twirls, C = 3 twirls).
    O O                                |
=========================================================================
Look at Slash...
=========================================================================
Wolf Pounce                            | Leaps onto Shikuruu.
                                       |
|   / O- + D                          |
O O                                   |
=========================================================================
Let me just say one thing: don't get on him when in the opponent's range.
There's some lag.  AND, you can't do anything on Shikuruu except BC hop
crush.  She can't even increase the POW.  She can't be thrown by special
move throws, i.e. Lela O Chikiri.  Can't be air-thrown.  Do infinite
combo.  Everything seems to have better speed and more range jumping.
Recovery seems to be better as well
=========================================================================
Get off Wolf                           | Leaps off of Shikuruu.
                                       |
   O + D or O + D or O   + D           |
/          |          \               |
=========================================================================
What do you want me to say?
=========================================================================
Riding Wolf Attack                     | Strikes with weapon while riding
                                       | Shikuruu to hit for damage.
Wolf Pounce + A, B, or C              |
=========================================================================
Not as useful for comboing as Mamahaha attack.  BUT, C slash has high
priority over opponent's attacks.
=========================================================================
Myu Shikite                            | Rushes towards opponent (do
                                       | motion again to perform attack).
Wolf Pounce + O-   / | + C            |
                  O   O                |
=========================================================================
Did you know that if you're real close when you do this, you can go
through him?
=========================================================================
Kanto Shikite                          | Leaps up towards opponent (do
                                       | motion again to perform attack).
Wolf Pounce + | \   -O + C            |

               O   O                   |
=========================================================================
Look at Myu Shikite.
=========================================================================
Imel Shikite                           | Leaps, and rushes down to strike
                                       | opponent for magic damage.
Wolf Pounce, (jump) -O | \   + C      |
                        O   O          |
=========================================================================
I like this move and found an even better way to do this move.
While standing, do:

              O
-O | \   -O /   and press C slightly slower than you would normally.
   O   O

=========================================================================
Epunkine Shikite                       | Sends Shikuruu out to smash into
                                       | opponent for damage.
When knocked down, AC                 |
=========================================================================
My sister says that if you're knocked down by an opponent's special, you
CAN'T do this move.  (Can somebody confirm this?)
=========================================================================
POWER SPECIAL:                         | Catches opponent, and juggles
Nubeki Kamui Shikite                   | opponent into air with multiple
                                       | sword strikes, smashing opponent
O-   / | \   -O | \   + BC            | to the ground to finish.
    O   O   O    O   O                 |
=========================================================================
I like this because it can be used quite effectively as an air counter,
AND it can also be done on Shikuruu's back.
=========================================================================

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Had to make some spelling changes here too.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Thanks to Red Fox ;-]

Normal Moves

Here are all the normal attacks for each character, presented here for
you.  Under a short description of what each move is, there will be
two square brackets.  Inside the brackets are three numbers/letters.
They are as follows:

1st slot:  How the move must be blocked...
  --> HL = can be blocked High OR Low
  --> H  = must be blocked High
  --> L  = must be blocked Low
  --> UB = cannot be blocked High OR Low

2nd slot:  Can the move be air blocked (Y or N)
3rd slot:  How many times does the single move hit for

V. Jumping indicates a straight jump up
H. Jumping indicates a forward or backwards jump
If just jumping is listed, then the H. Jumping and V. Jumping are
identical.

           Far                        Close
Standing:
A-         leans into straight slash  short sideways slash
           [HL,N,1]                   [HL,N,1]
B-         steps into downwards slash short sideways slash
           [HL,N,1]                   [HL,N,1]
C-         leans into downward slash  slashes down then up
           [HL,N,1]                   [HL,N,2]
Ducking:

A-         quick sideways slash
           [HL,?,1]
B-         quick sideways slash
           [HL,?,1]
C-         low thrust into rising slash
           [HL,N,2]
Dashing:
A-         sliding version of her normal standing A slash
           [HL,N,1]
B-         sliding version of her normal standing C slash
           [HL,N,1]
C-         charges and then goes into her normal low C slash
           [UB,N,2]
Jumping:
A-         slice at a downward angle
           [H,Y,1]
B-         slice straight in front of herself
           [H,Y,1]
C-         upwards slash from low to over her head
           [H,Y,1]
Hopping Guard Crush:
Armed-     a quick hop with her air C slash
           [H,N,1]
Unarmed-   quick hop with an overhead kick
           [H,N,1]
Punches (all punches are the same move at different speeds):
Standing:  a straight forward chop
           [HL,N,1]
Ducking:   a straight forward low chop
           [HL,N,1]
Dashing:   a sliding version of her normal standing punch
           [HL,N,1]
Jumping:   a downwards chop in front of herself
           [H,Y,1]
Kicks:
D-         a turn around kick that hits low
           [L,N,1]
Fwd+D-     a flip kick that hits three times
           [HL,Y,3]
Dwn+D-     low leg extension
           [L,?,1]
Dwn/Fwd+D- a low thrust kick with both legs
           [HL,N,1]
Dashing+D- slide kick
           [L,?,1]
Jumping+D- a downwards angled kick in front of herself
           [H,Y,1]
Jmp,Dwn+D- a flip kick for automatic knockdown
           [H,Y,1]
Hanging From Mamahaha:
A-         straight slash in front of herself
           [H,Y,1]
B-         straight slash in front of herself
           [H,Y,1]
C-         upwards slash in front of herself
           [H,Y,1]
Punches-   an open palmed slap at a downwards angle
           [H,Y,1]
Riding Shikuruu:
standing>
A-         sideways slash in front of herself
           [HL,N,1]
B-         sideways slash in front of herself
           [HL,N,1]
C-         an upwards slash in front of herself
           [HL,Y,2]
crouching>
A-         sideways slash in front of herself
           [HL,N,1]
B-         sideways slash in front of herself
           [HL,N,1]
C-         an upwards slash in front of herself
           [HL,Y,2]
jumping>
A-         sideways slash in front of herself
           [H,Y,1]
B-         sideways slash in front of herself
           [H,Y,1]
C-         an upwards slash in front of herself
           [H,Y,1]
punching>
standing-  a sideways open palmed slap
           [HL,Y,1]
crouching- a sideways open palmed slap
           [HL,N,1]
jumping-   a sideways open palmed slap
           [H,Y,1]

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Trivial, yet interesting stuff.

Nakoruru is in the background of Rimururu's stage.
   -she comes out of the house holding 2 rabbits
   -she drops them in horror when the fight starts
   -she is shaking her head for the whole period of the fight (her neck must
   hurt a lot...)
   -she drops to her knees when Rim loses
   -she smiles in relief when Rim wins

Triangle jump.
   -like you didn't know.  BUT...

   -if Nak already does an attack and is aginst the wall in midair, she
   can't triangle jump because she already made an attack (unlike SF2)

The high scores
   -she always has a Slash expression, even w/ different Bust colors

Rimururu
   -her headband is a symbol that the wearer is in mourning
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Combos

I've tried to make this section so that it will be divided into three parts,
incredibly easy combos, honorable combos, and cheap/ unethical combos.  When
I say "cheap" or "unethical", I mean the fight is practically over if a
person does complete it.  I know someone is going to E-Mail me and chew me
out on a discussion on what is "cheap."  Let me just say, "If you think that
you can do a better FAQ, do so.  Otherwise, this is my FAQ and I can state
my opinions as I want to.  So there.  Nyah, Nyah."

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Easy Combos (done mostly by moi)

Easy follow up moves (follow up with AM, LM, KR, or Slash Nak Super)

   -standing, crouching, and running (far and close) B slash
   -crouching C up/ first slash (my sis can also combo after second slash)
   -standing close C first slash (my sis can't combo after second slash)

Air B, C, or D into standing close B and a LM, AM, or Slash Nak Super.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Honorable Combos

(Slash) B Amube Yatoro into an Annu Mutsube

(Slash) Leyla Mutsube falling opponent after an A or C Amube Yatoro

(Bust)  Wolf Pounce into C slash into Bust Nak Super

(Bust)  Wolf Pounce into air C slash into Imel Shikite

(Slash) Mamahaha Flight into C slash into Kamui Mutsube

(Slash) Air B, standing B, B Amube Yatoro, standing far B, C Annu Mutsube

(Slash) Crouching C (deep into opponent's back), B Amube Yatoro, standing
        close B, C Annu Mutsube

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
can make the C slash on Shikuruu hit twice and still combo
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Cheap/ Unethical Combos

Infinite combo for Slash Nak

Yes, this thing really is infinite.

B Amube Yatoro, but immediately jump behind opponent or dodge around the
opponent, do a standing close B slash, B Amube Yatoro, get behind...

Won't work on Nakoruru, Rimururu, Basara, Ukyo, and Amakusa
   -has anyone tried it on the boss?

Note: I found out that if a B hawk attack works, someone can just dash in
      on the opponent and get behind'em.  Cheese, anyone?

Infinite combo for Bust Nak (until a dizzy)

Wolf Pounce, C slash into opponent's back, dash-in, stop, C slash...

Note: I like to put in a special (usually a Super) before he gets dizzy.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
General Strategies (the I is my sister)

   -attacking behind the opponent works because of the opponent's recovery
    time (get behind or use pulling guard crush)

   -I used to also play Charlotte, so I like it that I can poke my opponent
    around using standing A (far) slashes


   -I usually use AB to dodge stuff rather than jump over projectiles

   -when the other guy loses the sword, I let him have it, then whack him
    with a special (I like to use supers)

   -mastering the air throw is essential!!

   -in SS2, I would always do an AB slash (now it's a C slash) when jumping.
    in SS3, the only safe time do a C slash is jumping back

   -unless you're sure that you can combo, use A Annu Mutsube

   -it's not really a combo, but it's pretty cool:
    Do a B Amube Yatoro and then do an A Annu Mutsube
      -the Amube Yatoro needs to be blocked high
      -the Annu Mutsube has to be blocked low
      -the Mutsube usually catches someone off guard
      -or maybe the guys at Landmark Mall just SUCK!!

   -NEVER, NEVER, NEVER jump on Shikuruu if you're in opponent's range.  There
    is some lag when she gets on Shikuruu

   -I swear, on Shikuruu, she can't be thrown when she's on the left, BUT SHE
    CAN ON THE RIGHT!!  (Note: One of the many bugs in the game)

   -you can't take of ANY damage if they block an Amube Yatoro (that sucks)

   -don't always trust Epunkine Shikite.  Sometimes, it just doesn't work.

   -do lots of air throws against the computer

   -I've noticed that the computer seems to not air block.  In other words,
    when computer jumps in, jump immediately to hit him out of the air

   -try jumping in with C using Bust Nak and then try infinite combo

   -doing good dash-ins are important.  I like doing the Lela O Chikiri

   -just like Charlotte, tick the s@!$ out of'em (not quite as effective
    or long however...)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Character Specific Strategies against the CPU
(The "I" here is Vincent...)

Haohmaru
   Basically a lot of countering and comboing.  His attacks come out slower,
   so interrupt them.  Don't jump to much because of that uppercut.  Combos,
   you just have to get close enough to use 'em, but they do work.

Galford/Hanzo
   Don't take to the air too much.  Lela O Chikiri for some much needed
   revenge.  The thing I'm not really used to is Hanzo's fireball, coming
   back if it missed.  Don't do any moves with remotely large lag time
   against Hanzo

Gaira Caffiene
   I find myself cussing out the machine, witing for him to come to me. Then
   I cuss once he does come, because he's got great throws.  Don't over do
   the jumping.

Shizumaru Hisame
   Of course, it's always the main character that has to be so tough.  He's
   tough.  He can counter attacks VERY well (this applies to both Nak and
   Rim).  This is the only character where I like to dodge a lot.

Basara
   He's got hang time like Jordan.  Advantage, you.  I find it easy to win
   air fights.  I also like to just combo, combo, combo.  He's easy.

Amakusa
   I've tried playing as him, and I find him a very average character.  No
   one I know really plays him well, myself included.  He has very quick
   recovery time, however.  His specials can be seen coming from miles away.

Genjuro
   Don't overdo the jumping, because he now has a very good uppercut move.
   His slashes are still very slow, so standing far A is a good idea.


Ukyo
   A study in contrasts, this previously powerful character has the quick
   slashes which characterized him in previous games, but he himself is
   quite a slow character.  His special is also quite commendable.  The
   ability to counter his specials is essential. Why am I writing like this?

Kyoshiro
   Remember the Death of A Thousand Cuts?  That's what you'll suffer from
   that long naginta of his.  He's very defensive and he has a nice hop
   crush.  Never underestimate the range of attack he has.

Rimururu
   Put up an air battle.  Rim is slightly quicker on the ground.

Kuroko
   Very offensive.  Try sidestepping if on level-3 or lower.  Four and
   higher he catches it easily.  He also does a sidestep and combo tactic.
   Not much else I can say

Zankuro
   Just block and counter, block and counter, block and counter.



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Endings

These endings start with a speech from Zankuro and then the character makes
a speech.

This is MY FAQ so let me say something:

I kind of like the endings now.  The music is quite good.  BUT, I still
think it should be more graphical.

NAKORURU:

"You childish fool,
to see nature as yours!
Open your heart!
And look around you!
Have you ever felt
the bounty, the joy,
of earth's many gifts?
I return to nature's home,
and do not forget.
'We come from all and nothing,
and thus return.'"
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Rimururu
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Information

   Rimururu is the little sister of Nakoruru and has
followed what Nakoruru wanted at the end of SS2.  She's the fastest
character in the game and is kind of like a cross between SS2 Nak and SS1
Nak.  She has some of the delay (but not all) that SS2 Nak has and the
quickness of SS1 Nak.
   A formidable fighter in expert hands, she dashes and jumps better than
anybody.  Her sword is the old sword that Nak had and her clothes are
embroidered with the same geometrical patterns that Nak had in SS2.  She
wears a band around her forehead.  This symbolizes mourning, possibly
mourning Nakoruru's going away?
   She has a crystal following her all around.  Possibly, this is Nak?  She
sings, but I don't know Japanese so to me it could be Ainu (very unlikely)
or Japanese (99% sure)  that is at her ending scene on the CD version.
   In SS3, she believes that the new evil stems from Amakusa, but Nakoruru
comes back to Earth with knowledge of Zankurou, I think.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
More info on our little gal...

   I found some unofficial specs on her, a dossier similar to the one for
Nakoruru in Samurai Shodown I.  Don't even ask me where I got it.  It's kind
of illegal...just kidding.  Some of it is my speculation based on Nakoruru's
dossier from SS1, some of it is pretty much true.

Age: I'd say 15.  Remember how Nak looked like in SS1?  Her official age in
     SS1 (1788) is 17.  Nak was born 10/11/1771.


Height: I'd guess 5'0".  Nak was officially 5'1" in SS1.

Sizes: B73, W50, H81 (cm) I think.

Place of Birth: island of Hokkaido, Ainumoshiri Kamuikotan.
                                     ^     ^      ^    ^
                                     |     |      |    |
                                     |     |      |    |
                                    /      |    deity   \
                                human    abode          village

Nationality: Ainu

Name of Weapon: Chichiushi (official)

Type of Weapon: Officially Kodachi (but I think that it's a wazakashi, but
                wazakashi are paired with katana for the most part).

Likes: Nakoruru, nature?, Galford?

Dislikes: people who destroy nature?
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The moves:

"You anger mighty nature!"

NORTHERN COUNTRY -- WINTER:  Stage Descriptiom: This stage is very
similar to Nakoruru's stage in Samurai 1.  In the second round, Nakoruru
and her two parents come out of the cottage and watch the fight.  When
Nakoruru first comes out, she is holding two rabbits but drops them in
shock when she sees her sister fighting.  For the rest of the match,
Nakoruru is shaking her head while her father is running his hand over his
beard.  If Rimururu wins, Nakoruru smiles in relief and her mother begins
clapping.  If Rimururu loses Nakoruru drops to her knees in sorrow and her
mother turns to comfort her as her father covers his face with his hand.
During the desperation, the background vanishes and the characters fight
in a fierce blizzard.

CHARACTER POSES:
SLASH-
Character Select Screen:  She does a quick flip backwards, goes into a
defensive guarding position with her arm raised near her face and shouts
something.

Before Round One:  Has her ice crystal floating above her outstretched
hand, quickly she raises her arm to a defensive position and the crystal
goes behind her while she shouts something.

1st Round Win:  Tightens the knot in her head band, then quickly moves her
hands down to her side and says "Yosh!" (OK!)

2nd Round Win:  Removes her headband, turns around swinging the headband
real fast and then holds it behind her head with both hands while saying
something.

Loss To Time:  Lowers head in frustration, then with one arm she wipes a
tear from her eye and then shakes her clenched fist.

Stalemate:  Lowers head in anger and shakes her clenched fist out in front
of her.

Dizzy: Presses one arm against her self and cradles it with her other one.


BUST-
Character Select Screen:  Shouts something while in her defensive
position, then swings sword upwards real quick, finishes by pointing at
her opponent across the screen.

Before Round One:  Has her ice crystal floating above her outstretched
hand, quickly she raises her arm to a defensive position and the crystal
goes behind her while she shouts something.

1st Round Victory:  Raises hand to the side of her head, palm upwards.
Her ice crystal moves from behind her to just above her palm as she moves
her head to one side and giggles.

2nd Round Victory:  Pauses and then begins to look back and forth as her
ice crystal plays "hide-and-seek" by always staying behind her.  Finally

it stops moving and when she finds it she giggles.

Loss To Time:  Lowers head in frustration, then with one arm she wipes a
tear from her eye and then shakes her clenched fist.

Stalemate:  Lowers head in anger and shakes her clenched fist out in front
of her.

Dizzy: Presses one arm against her self and cradles it with her other one.
-------------------------------------------------------------------------
                                  SLASH
-------------------------------------------------------------------------
Konril Myu                             | Freezes ground to stun opponent.
                                       |
O-   / | + A                          |
    O   O                              |
-------------------------------------------------------------------------
Nice counter for opponents who under-jump.  Not the best recovery time.
Look at the unethical combo.
-------------------------------------------------------------------------
Lupu Quall                             | Tosses a cube of ice that hits
                                       | freezing damage.
| \   -O + Slash                      |
O   O                                 |
-------------------------------------------------------------------------
The main projectile.  Good for air countering like above.  The height of
the throw is controlled by the button used.  A does a low throw.  C does
a high projectile.  B is in the middle.  A Lupu Quall is way to easy to
jump over because it is almost sliding on the ground.
-------------------------------------------------------------------------
Konril Shira                           | Leaps, and creates a platform of
                                       | ice that crashes down into
(jump) -O \   | + A                   | opponent for damage.
             O O                       |
-------------------------------------------------------------------------
Definitely not my favorite move.  She jumps too high and other guys can
recover from it quickly.  From what it says in Red Fox's stuff, it's the
only jumping move that attacks below (besides kick).  But even at that,
it's not great.
-------------------------------------------------------------------------
Rupu Tu Nu Tiu                         | Grabs opponent, freezes, and
                                       | smashes against edge of screen
(close) -O \   |   / O- + B           | for damage.
              O O O                    |
-------------------------------------------------------------------------
Very nice.  Does a pretty good amount of damage.  Try comboing with this
on the end.  Almost like Galf's and Hanzo's SPD-like throw.  Jump in and
do this.
-------------------------------------------------------------------------
Kamui Shtokke                          | Casts a wall of ice two-three
                                       | character lengths away, to stun
|   / O- -O + C                       | opponent.
O O                                   |
-------------------------------------------------------------------------
It is the "prevent" move or "keep-away".  Keeps-away opponents and can

reflect projectiles.  Some people say it can be like a shield for attacks
that are long, but I don't do it.  I don't like the motion because for it
to be successful, it has be done quick enough.  I'd rather have a
backwards Konril Nonril.  It can be used for some nice combos.
-------------------------------------------------------------------------
Konrul Nonril                          | Creates an iceberg that rises
                                       | from the ground, catches
-O | \   + A                          | opponent, and juggles into air
    O   O                              | for multiple hits of ice damage.
-------------------------------------------------------------------------
The "uppercut" of her moves.  Has SS2 Nak's lag, which is bad.  Could be
used onguys like Kyoshiro who have major hangtime.
-------------------------------------------------------------------------
POWER SPECIAL:                         | Casts a huge iceberg around the
Rupu Kamui Emyu                        | opponent that explodes and hits
                                       | for massive damage.
-O \   |   / O- -O \   |   / O- + CD  |
      O O O           O O O            |
-------------------------------------------------------------------------
Also, not one of my favorites.  The motion is too hard for such a
pathetic move.  It can be seen coming from a hundred miles away.  Little
lag time though.  Can be countered on the way down.
=========================================================================
                                  BUST
=========================================================================
Konril Myu                             | Freezes ground to stun opponent.
                                       |
O-   / | + A                          |
    O   O                              |
=========================================================================
See Slash...
=========================================================================
Lupu Quall                             | Tosses ice that will freeze
                                       | opponent for damage.
| \   -O + Slash                      |
O   O                                 |
=========================================================================
See Slash...
=========================================================================
Konril Shia                            | Leaps, and creates a platform of
                                       | ice that crashes down into
(jump) -O \   | + A                   | opponent for damage.
             O O                       |
=========================================================================
See Slash...
=========================================================================
Rupu Tu Nu Yaku                        | Grabs opponent, freezes, and
                                       | kicks twice, slamming into edge
(close) -O \   |   / O- + D           | of screen for damage.
              O O O                    |
=========================================================================
See Slash Rupu Tu Nu Tiu...

=========================================================================
Lupu Thomumu                           | Hurls a giant blade of ice at
                                       | opponent (either high or low)
-O or  \   + AB                       | that knocks down for ice damage.
          O                            |
=========================================================================
I like this move.  It's easy.  It does a fair amount of damage.  Hardly
any delay time.  Because of easy motion, easy to put in combos.
=========================================================================
Upon Wo                                | Casts out multiple icicles that
                                       | shower opponent with hits, to
Repeatedly press Slash buttons        | end with one final strike.
=========================================================================
Like Ukyo's and Jubei's from SS2.  Except she recovers more quickly than
these guys.  I put it alot in pseudo combos.
=========================================================================
POWER SPECIAL:                         | Casts a gigantic iceberg over
Rupu Kamui Emyu                        | opponent that erupts and hits
                                       | for massive damage.
-O \   |   / O- -O \   |   / O- + CD  |
      O O O           O O O            |
=========================================================================
See Slash.
=========================================================================
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Combos    (as you can see, I don't like comboing with her.  Nak's still my
           girl and I haven't gotten use to Rim, yet)

I've tried to make this section so that it will be divided into three parts,
incredibly easy combos, honorable combos, and cheap/ unethical
combos.  When I say "cheap" or "unethical", I mean the fight is practically
over if a person does complete it.  I know someone is going to E-Mail me and
chew me out on a discussion on what is "cheap."  Let me just say, "If you
think that you can do a better FAQ, do so.  Otherwise, this is my FAQ and I
can state my opinions as I want to.  So there.  Nyah, Nyah."

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Easy

Jump D--->Crouch D--->Crouch D--->Hop Crush
Jump C--->Crouch B
Jump D--->Crouch D--->Hop Crush
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Honorable

Cross-up Jump D--->Stand B--->Rupu Tu Niu whatever
Jump C--->Crouch B--->Konril Myu--->Whatever else
(BUST) Cross-up Jump D--->Crouch A--->Upon Wo
(BUST) Jump A--->Crouch A--->Upon Wo
(SLASH) Stand B--->Konril Nonril--->Jump C
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Unethical

AB around the guy, stab in the back with a B, Konril Myu, repeat
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Strategies

Sorry.  Haven't developed any good character specific startegies, but be
patient.  They're gonna be in ver 1.05, or whatever I'm writing next.


In order, people find that the most annoying aspects about fighting a good
Rimururu player is...

1 -- Rimururu dashing in to hit and (possibly) set up combos.

2 -- Rimururu countering and canceling other attacks/ specials, mostly with
     well timed far standing A's and B's or even forward D's.

3 -- Rimururu becomes the F-16 and takes to the sky.

Why do I compare her to the F-16?  She's got the speed (F-16 does Mach 2,
disregard that the MiG-25 can Mach 2.84), she doesn't have the range of the
other Big Iron (these being the Su-27 and F-15), but she's got that
quickness and manueverability (the F-16 can pull 9 Gs compared to the F-15
5 Gs) and she's pretty easy to use, IMHO (the F-16 has that fly-by-wire)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The numbers represent what I recommend from the list above, 1, 2, or 3.
The first in the order is most recommended and the last is least.

Shizumaru Hisame              1 | 2 | 3
                              He's pretty fast, so try AB around him and
                              combo

Basara the Executioner        2 | 1 | 3
                              Taking to the air isn't a bad idea
                              because of his hang time

Gaira Caffeine                2 | 1 | 3
                              Use the speed.  Use the speed.  Use the speed.

Haohmaru                      2 | 1 | 3

Nakoruru                      1 | 2 | 3

Galford                       1 | 2 | 3

Kyoshiro Senryo               Use Lupu Quall

Ukyo Tachibana                2 | 3 | 1

Genjuro Kibagami              2 | 1 | 3

Hanzo Hattori                 1 | 2 | 3

Shiro Tokisada Amakusa        Use anything!  He's kinda crappy...

Kuroko                        3 | 2 | 1

Zankuro Minazuki              Damn!  What the hell do I do?  Look.
                              Jump in close and combo the shit out of him.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Ending

   Actually, I kind of like the ending.  The music is Very, VERY nice

"Forgive me for leaving
without a word.
For I have found my
own way of life, sister.
The sun and moon show me.
How many moons has it
been since my exit?
Yes, I was lonely, but
no place knows not the wind!
With you by my side,
I have no worries.
Don't worry for me!
I'm okay, you're okay!"
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
SPECIAL!!

Thanks to Deuce!
                            Samurai Spirits RPG
                          Commercial Translations
                          (Taken from SS3 Neo CD)
                    Translated by Deuce (deuce@scsn.net)

These translations are not exact, as I did take a few liberties
for the sake of sentences that would make sense.  There are also
a few holes, where I either didn't know how to translate, or I
couldn't make out what was being said... don't blame me! :)

Nakoruru = N
Rimururu = R

Commercial 1:

N: Let's go, Rimururu.
R: Yes, big sister!
N: This is nature's punishment.
R: This is nature's punishment!!!!!


BOTH: We did it!!
R: We did it, right, big sister?
N: Yes... and next is the RPG.
R: You've never been in an RPG before!
N: True... neither of us have.
R: Personally, I'd like it to be a romantic love story!  Ahh, the
   story of two hearts coming together... platonic love!  I'd love
   that!  Big sister, do you think there's a chance?
N: What?  You're kidding.  Your breasts aren't big enough for something
   like that.
R: WHAT?  You're not exactly well-endowed yourself!
(No, I am NOT making this up... -Deuce)
N: Well, anyway...
BOTH: Samurai Spirits RPG!  We'll see you there!

Commercial 2:

R: Hey, big sister... come on!  Ahh, I can't wake her up.  Well,
   today's battle was kinda hard.  Big sister's pretty cool in
   Samurai Spirits 3!  <??>  This is natures punishment... *giggles*
   How cool!  And when the RPG comes out, I get to be in it too!
   I'll show them all what nature's wrath can be like!!!!
N: Would you keep it down?  Stop talking nonsense and get to sleep.
R: Okay... goodnight! *mumbles*  She never lets me have any fun...
N: <??>

Commercial 3:

R: I did it!  I finally did it!  Hey big sister, now I'm the champion
   of Samurai Spirits!  AAAAAHH!!  I can't believe it!
N: It can't be... I actually lost to you?  Maybe I need more practice.
   What's wrong, Nakoruru?  A little practice and you'll be better than
   ever.  Right?   Right... you're getting better at this!  Don't
   give up!  Nature is strengthening your spirit!
R: Yes!  Keep trying!  Just leave it to me, big sister!
N: Don't worry though... I'll get my title back in the RPG!

Commercial 4:

R: Big sister?  Come on!!  It's time for dinner! *mumbles* Is she
   still practicing?  What does she think she's doing?
N: I'm in the bath... who's there?
R: It's me!
N: Ah, the earth... the sky... the sea is crying!  <??>
R: Huh??
N: Let's go... Shikuruu... Mamahaha... We must go protect nature.
   It is our destiny!
R: What?  Oh, I get it... you're practicing for the RPG!
N: Rimururu, you should practice too...
R: Okay!  Everyone... we'll see you in the Samurai Spirits RPG!

This document is, of course, public domain.  It is not to be sold
for any form of profit.  If you paid for this, you got ripped off!

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Nakoruru and Rimururu FAQ ver 1.21

(C) Vincent Diamante  -  Sklathill


Sklathill is my handle as musician for MIDNIGHT INC., a demo group in
Maryland.  I haven't gone public with any S3Ms...yet.

Usagi/ Sailor Moon