::+++++++++++++++++++++++++++++++:: --A Narutimate Hero 3 Guide To...-- ::+++++++++++++++++++++++++++++++:: ========== ========== == == ========== == == == == == == == == == == == == === === == == === == <<<<<<<<<<<<TEMARI>>>>>>>>>>>>> << Contents >> (hit CTRL+F and paste these into the search to jump to chapters) Who is Temari ?...................................[Tem01] Why/Why not Temari ?..............................[Tem02] Introduction to Controls and Terms................[Tem03] Temari's Jutsus...................................[Tem04] A Guide to Temari's moves.........................[Tem05] Temari's Ougis and their startups.................[Tem06] Temari's Button Locks.............................[Tem07] Temari's Combos...................................[Tem08] Temari's Infinites [UNDER CONSTRUCTION]...........[Tem09] Strategies with Temari...........................[Tem10] Final Words......................................[Tem11] << Who is Temari? >> [Tem01] Temari is a kunoichi of Sunagakure (Hidden Sand Village), and the daughter of the fourth Kazekage, as well as the older sister of Kankuro and Gaara of the Desert. She is a member of a team consisting of her siblings Gaara and Kankuro and led by an older jounin named Baki. She wields a giant metal fan and her specialty is wind jutsus, as well as being the tactical thinker in their team. Though confident and strong-headed, she may be a bit of a tomboy at times. << Why Temari? >> [Tem02] If you've read the manga or watched the anime you'd know EXACTLY why to play Temari. She's good at keeping enemies on their toes at long distances, and is generally safe as long as enemies don't get too close (although she isn't TOO bad in melee range). She renders most thrown items or special projectiles useless, and in many cases simply DESTROYS projectile-based characters like Shino, Ten Ten, Kidoumaru or Ino, and fares pretty well against airborne characters. << Why not Temari? >> From how I've seen it, Temari won't exactly fit into everyone's play style. Her moves come out slow with little hits, and most of her big moves can be punished on KnJ pretty harshly. Her X-dash is also pretty short, so to do most air combos you have to close in to a risky range. << Introduction to Controls and Terms >> [Tem03] D-PAD DIAGRAM ^ < O > V CONTROLS <, >: Move left or right, respectively. X Button (X): Jump X while in midair: Double Jump Tap X twice in rapid succession: Dash (commonly referred to as X-Dash) <+X: Backdash ^ or V+X: Switch planes (^ to switch to back plane, V to switch to front plane) Circle Button (O): Attack, quick rise (while downed for at least one second) Square Button (S): Throw Ningu (item) Triangle Button (T): Ougi Preparation (press O after T to start an ougi) 8 (hold): Taunt 2 (hold): Charge chakra L1/R1: Switch Ningu (if holding more than one) L2/R2: Block TERMS SHC/Shuriken Cancel: Press S during any attack string to stop your attacks and throw ningu instead. BDC/Backdash Cancel: Input <+X during any attack string to stop your attacks and backdash instead. KnJ/Kawarimi no Jutsu: Press Block a moment before the opponent strikes you to escape their attack and appear behind them. Button Lock: A combo that launches the opponent into the air, ending with a kunai attack while in midair. This will effectively disable a human opponent's ability to attack, jump or block (although Kawarimi is still possible). Tech: Press X while being tossed or pratfalling to recover faster. There are four types of Techs - Ground Tech: Press X just as you hit the floor after a bounce. (used after being hit with a slamdown) - Bounce Tech: Press X a split second after you are first bounced. (used to tech out of a slamdown to avoid juggles) - Wall Tech: Press X a split second after you spin off of a wall (used to tech out of moves that slam you against a wall) - Spin Tech: Press X a split second after your opponent sends you into a 'spin' (used to tech out of long-tossing moves) << Temari's Jutsus >> [Tem04] Jutsu 1 ^ ^+O : Daisenpuu Gouheki (20% Chakra consumption) Temari's better jutsu, it comes out pretty fast, reflects anything it touches, stays on the field for a good split-second, and clashes with other jutsus. SHC can make this move relatively safe by cutting out the lag at the end, but careful not to do it too early as you might throw kunai before the tornado even comes out ! Like Shikamaru himself stated, she can attack and defend with the same jutsu, so you can use this jutsu as a snazzy combo ender or to reflect an incoming barrage. Jutsu 2 V V+O : Kamaitachi no Jutsu (20% Chakra consumption) Eh, there's no way around it; Kamaitachi, despite it being Temari's signature, is a pretty horrible jutsu. It comes out too slow for conventional use, and you can only combo from Temari's V+O O, and even so the damage isn't worth the chakra. If anything, you should only use it against CPUs in RPG mode for missions with hit-number requirements (the 32 hits does compensate for something I guess). CUSTOMIZABLE JUTSUS (Temari) Daisenpuu Gouheki (Temari) Kamaitachi no Jutsu (Gai) Dynamic Entry (Sarutobi/Sandaime) Doton: Doryuuheki (Tsunade/Godaime) Tsuutenkyaku (Shizune) Ninpou: Dokugiri (Kabuto) Nehan Shousha no Jutsu (Jirobou) Doton: Doryuu Dango (Sakon) Bakumetsu Houjin (Nidaime) Suiton: Suijinheki (Asuma) Hien Kuusen (Kurenai) Genjutsu: Kasumi (Sasuke) Chidori (Shikamaru) Baku Shi Ii Sen (Zabuza) Suiton: Suiryuudan no Jutsu (Hinata) Chou Kaifukuyaku (Ten Ten) Kagura Shuriken (Kiba) Tsuuga << A Guide to Temari's Moves >> Ground Combos O O (2 hits) A jab followed by a fan swipe. There's nothing particularly special about this. O O >+O (3 hits) A jab, a swipe, and another swipe that sends the opponent flying. It's pretty useful against walls for air combo or lock setups. I haven't used it much, but I think the last hit is pretty safe to SHC. Can go into an Oi Uchi sequence (kawarimi contest sequence). O O ^+O (4 hits) A jab, a swipe, followed by an upward swipe with her fan that knocks the enemy upwards. A basic lock setup, but I'll experiment more to see what else it can set up. Also if you're not careful, you might go into an Oi Uchi sequence. O O V+O (4 hits) The same combo with a jumping slam with the fan as a finisher. It's not that hard to bounce tech, but you can follow up with a quick lock. Evidently, you CAN X-dash after this for some air combo goodness, but it only works on taller characters like Orochimaru. O O <+O (5 hits) Here's Temari's 'high launch'. The same combo, finishing by throwing her fan forward. From here you could lock, air combo, or even go into an ougi (lvl.2 and 3 work best), but she launches them pretty darn high, so an ougi might be difficult to time, and if you decide to lock them, they have a bit of time to time their shurikens and foil your next move. >+O (8-10 hits) This is the reason you're playing Temari ! She lets out a LONG gust of wind with her fan which travels about 1/3 the length of the arena stage, slightly longer than Kankuro's maximum range. Reflects kunai, multi-shurikens, and seals like a dream, and stops fire pots and poison bombs dead in their tracks. It comes out pretty slow and it's deadly punishable on KnJ, and you can only safely SHC after the 3rd or 4th hit. ^+O O (3-6 hits) Two upward gusts of the fan at a less-than 45 degree angle, and MUCH faster than her >+O. This can be great for juggling and reflecting projectiles tossed at odd angles. Can be SHC'd any time before or after both gusts go. V+O O (3 hits) A low kick followed by the slamdown finisher. The guard break is pretty fast as far as guard breaks go, but like its O O counterpart, it can be easily bounce teched. I find it easier to follow with an X-dash on this move than the last one. =\ 4+O Throw (1 hit) Temari pulls you back and blows you to the other side with her fan. On wall bounce this can be good for air combo setups or lock, and it's great in stages with fall zones for throwing enemies off the stage. Midair Combos O O O (3 hits) A quick three-hitter than knocks the opponent away. Could possibly work for wall bounce combos, but I'll have to experiment a bit more. ^+O O O (3 hits) Another quick 3-hitter that knocks an opponent upwards. Can't lock from here, but can go into an Oi Uchi sequence. V+O O O (3 hits) A 3-hitter than knocks an opponent downwards. Knocks out chakra and good after an X-dash to air combo, but can be bounce teched. At higher altitudes this move doesn't give a high bounce. Without an X-dash, you can use V+O as a dive kick to hit the enemy and reach the ground before they do, opening up some juggle opportunities. <+O Throw (1 hit) Temari flips and slams the enemy downward, bouncing them off the floor. Can be teched, but a missed tech can lead to some neat juggles or ougi setups. << Temari's Ougis and their Startups >> [Tem06] LVL.1: ADARE SENBU Temari takes some time to unfold her fan all fancy-like and swipes sideways with it while moving forward some. I'm told it's faster than her lvl.2, but I'm not really seeing a difference. It covers a deceiving amount of ground so you may catch a rushing character off guard, but otherwise I can't find a way to combo it (even with her high launch!). LVL.2: DAIKAMAITACHI NO JUTSU Temari unfolds her fan in a similar fashion, and tosses it out a la her O O <+O. It's also pretty slow, but it has great vertical coverage, and the fan also hits on its way back. So far the only setup I have for this startup is O O <+O, T~O. LVL.3: KUCHIYOSE - KIRIKIRIMAI Temari leaps into the air and dives at the opponent atop her fan. This is a great startup not only because of the initial jump and the range it covers (and the safety of SHC'ing it), but for the fact that it can be done IN THE AIR. A missed tech on her air throw usually spells out a free lvl.3 for Temari. Alternatively you can use this ougi to travel or get close to your enemy with an SHC but that's not really Temari's strong point, nor is it something you'd charge a full bar of chakra for =\. If you plan to use this move, use it when you know you can kill the enemy with it, and hope you can save that much chakra to end a match that late. Some setups : O O V+O, X X -> <+O, T~O X X -> <+O, X X -> <+O, T~O X X -> V+O O O, X X -> <+O, T~O Facing wall O O >+O, X X -> <+O, T~O (I'll try to find out more that don't require an air throw, as it can be bounce teched - although an enemy who isn't paying attention can be hit by the dive even if they tech) !!! NOTICE !!! Sasuke and Kakashi CAN use Sharingan to grab EVERY (yes EVERY) one of Temari's moves, complete with Jutsus and ougi startups. Be on your toes if they happen to be using a lvl.3 ougi, as they can use your own Fan-Dive against you! << Temari's Button Locks >> [Tem07] O O V+O, S A basic lock that can be bounce teched, although this can lead to ^+O O juggles and the like. O O <+O, S Here's what I call Temari's 'high lock'. This gives the enemy a lot of time to fall and plan their escape, but this also gives you plenty of time to consider several followups, either x-dashing, ougi or just plain ground juggling. V+O O, S A more basic version of her first lock, the guard break often catches heavy defenders off guard (as it was meant to =P). Can be bounce teched as well. Facing wall, O O >+O, S The enemy can wall tech the last hit, but being near a wall gives Temari a few options; she can follow through with an an x-dash for either an air throw or a O O O for another wall bounce, or ground juggle with ^+O O (and at this range, it's a lot easier to hit'm with Daisenpuu, which makes for a great ender). Back towards wall, <+O, S Gives you the same options as the last lock, but you should probably avoid the circumstances of having to use this move; a cornered Temari is no good ! << Temari's Combos >> [Tem08] O O V+O, X X -> <+O, V+O, (land) ^+O O ~ ^ ^+O X X -> V+O O O, ^+O O ~ ^ ^+O X X -> <+O, X X -> <+O, V+O, (land) ^+O O ~ ^ ^+O Facing wall O O >+O, X X -> O O >+O, (land) ^+O O ~ ^ ^+O will add more as I discover them... << Temari's Infinites >> [Tem09] None have been discovered thus far. << Strategies with Temari >> [Tem10] -KEEP YOUR DISTANCE- Like the introduction stated, Temari's best and safest range is away from the enemy. She can keep throwing gusts to keep the enemy at bay (with SHCs to keep herself safe from a well placed KnJ) and use Daisenpuu against players who also play range-games; you don't have to worry about chakra, because her chakra charge reflects projectiles as well, so at long distances you don't have to worry about people throwing stuff at you while you're charging. -KUNAI WILL SAVE YOUR LIFE- Don't be afraid to SHC against a blocking opponent! Chances are they'll KnJ your slow moves, or KnJ your gust moves (which is generally really really bad), but a swift kunai to the face can stop your attacker in their tracks and buy you some time to escape ! This will ALSO save you from a missed or blocked ougi startup. (This should be general knowledge to playing all characters) -I HAVE THE LOWER GROUND- Temari's pressure game actually gets better when she's on a lower platform than the enemy. On high elevations, enemies are actually at a disadvantage as not only is Temari's ^+O O MUCH faster than her >+O, it goes TWICE which can make for an irritating cornering tactic. Also on low elevations, a well-placed Daisenpuu can push them back into the corner or add pressure for those who try to throw things back at you. << FINAL WORDS >> [Tem11] Conclusion: While not as versatile as characters like Rock Lee or Sasuke, Temari is a fun and interesting character when you know her strengths and weaknesses. Chances are you'll be fighting an uphill battle against more professional players, but that's the fun of playing underplayed characters =P. I doubt this guide is 100% complete, so I'll be updating as I keep playing. Special thanks go to : - CC2 for making this rawksome game! - Masashi Kishimoto for making this rawksome character! - Shishi-Rendan.com for providing me with everything I needed to know to play the game! If you have any questions, comments or ways to prove me wrong, email me at : firstname.lastname@example.org I hope you've enjoyed this guide and have fun blowing all your opponents away !