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Kaguya Kimimaro Guide for Naruto: Narutimate Hero 3
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FAQ written by Turibe, for the Playstation 2 game

     
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      Index
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1- Introduction
  1.1- Copyright
  1.2- Revision History
  1.3- Before we start
  1.4- Basic Controls

2- About Kimimaro
  2.1- Why use him
  2.2- Biography
  2.3- Pros/Cons

3- Mastering the Kaguya Style
  3.1- Combos
  3.2- Jutsus/Ougis
  3.3- Strategies and Advanced Terms

4- Ending
 4.1- About Me
 4.2- Final Comments
 4.3- Credits

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1- Introduction
================================================================
Well, this is my first foreign language guide (yes, I'm neither 
American nor English) and I hope there are not many grammar mistakes.

----------------
1.1-Copyright
----------------

This character guide is of authorship of Caio Cassio Adileu Miranda, 
most known as Turibe. You can't copy or post it in your site without 
my permission. Modify is even more forbidden. But you can help me 
improve it, just e-mail me at caiocassio@hotmail.com and I'll add 
your contribution, giving you the credits.

Sites with my permission:
www.gamefaqs.com
www.gamespot.com
www.supercheats.com
www.mycheats.com
www.gamesradar.com
www.cheatplanet.com


Copyright   Caio Adileu 2006

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1.2- Revision History
------------------------

11/06/2006 Version 1.1

Updated Strategies, Credits, and the About Me (random things).

11/11/2006 Version 2.0 (Maybe Final Version)

Major Update. Reviewed all the FAQ and added new things.



--------------------------
1.3- Before we can start
--------------------------

Chakra - The energy of the body. All the jutsus and ougis that you 
will use in this game will expend chakra. Use it wisely if you want to 
survive.

Jutsu - Japanese word for technique. You will be using this a lot, 
especially the most important of all them, the kawarimi jutsu 
(substitution technique).

Ougi - Means blow. Name used to the attack with the triangle button. 
If you do a successful hit, a mini-game will start. The objective is 
to fill the bar (which can be seen at the bottom of the screen) as 
much as you can, by button sequence (press the right buttons at the 
right time), button mashing or thrill analog stick. If the attacker 
wins, he will do a good amount of damage and in some cases, a power-up 
or transformation. If the defender wins by 1 or 2 points, the damage 
will be reduced. If he wins by 3 points or more, he will take no 
damage.

Oi Uchi - When a throw attack is successfully performed, press O again 
and a kawarimi sequence will begin. Press O to hit the opponent, and 
if he kawarimi, press O when he is about to hit you to do the same. 
This will continue until someone takes the hit (and the damage).

CM - Abbreviation for curse mark which is the evil occult power that 
Sasuke, the Sound Five (Kimimaro, Jiroubou, Kidoumaru, Tayuya and 
Sakon), and Orochimaru have. For more information about this, see the 
anime or read the manga.
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1.4- Basic Controls
----------------------

Directional/Analog buttons - This will make Kimimaro move left or 
right. Up makes him taunt and down makes him recover chakra. I suggest 
for you to use the directional, because this will make the right 
jutsus come out much easier.

Circle button - This is the basic attack, which will make Kimimaro 
unleash an attack with his bone katana.

Triangle button - Activates the Ougi. If you press circle after this, 
Kimimaru will jump forward in the air to start the ougi mini-game.

X button - Makes Kimimaro jump. Press again to double-jump and tap 
twice to dash.

Square button - Throws a projectile. Kimimaro uses the Teshisendan, a 
technique that shots the finger bones.

L1/R1 buttons - Switch items in your inventory (appears in the bottom 
of the screen).

L2/R2 buttons - Block an upcoming attack. Press on the moment of 
collision to kawarimi.

================================================================
2- About Kimimaro
================================================================

Here you will know a little more about Kimimaro. The Biography part 
does not have much relevance to the game, it is just a curiosity.

--------------------
2.1- Why use him
--------------------

You must be thinking why should you play with a guy that uses make-up? 
I used to think that way too, but them one of my friends encouraged me 
to use him, and I started to like Kimimaro. He is fast, well-balanced, 
has some nice attacks, medium range jutsus when on cm2 and the cm 
itself is also an advantage. He is my favorite character in the game.
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2.2- Biography 
-------------------

I tried to summarize his history. If there is something or something 
important is missing, then warn me. You have my e-mail, right?

Kimimaro is the only survivor of the Kaguya Clan, which was destroyed 
during a battle in the Village of Hidden Mist (what makes him a sort 
of Haku). His Advanced Bloodline Limit allows him to manipulate the 
bones of his skeleton and use them as weapons or to defend himself. He 
can regenerate and create new bones, so he has an infinite source of 
bones that can be used against an opponent. His special technique 
consists in five different flower dances that use his bones to attack 
the opponent. All this dances can only be used by members of the 
Kaguya clan, which actually means that now only Kimimaro can use them. 
The dances are the Yamagi no mai (willow dance), Tsubaki no mai 
(camellia dance), Tessenka no Mai (iris dance), Karamatsu no Mai (pine 
dance) and the Sawarabi no Mai (thorn forest dance).

His most used weapon is a katana made of a bone from his shoulder, but 
he also uses a bone whip made of his column and the Hana, a bone 
drill. He has a deep gratitude and love for Orochimaru and he is made 
use of doing anything to help him achieve his goals. He is also the 
strongest one of Orochimaru Sound Five. He is a powerful ninja, but 
has a lethal disease that is his only weakness. In the anime, the 
disease killed him when he was about to finish Sabaku no Gaara and 
Rock Lee.

---------------------------
2.3- Pros/Cons
---------------------------

Pros:

Curse Mark - Both of the curse mark (lvl 1 and 2) will make Kimimaro a 
better fighter. With this, your chances of winning will raise. To 
perform a curse mark boost/transformation performs a successful attack 
with the respective ougi (see ougi session). 

Anti-Sharingan - That is right, the sharingan cannot copy Kimimaro 
jutsus and taijutsu. So if an Uchiha (or Kakashi) manage to activate 
the sharingan he will not be able to attack. But don't let them hit 
the ougi just because of that, it still does damage.

Speed - He is fast. One of the fastest in game, and if you combine 
this with his jutsus and combos, your enemy will be finished in no 
time.

Easy Connection Jutsus - Excluding the Sawarabi no Mai, his jutsus are 
pretty easy to connect in the end of a combo.

Cons:

Sawarabi no Mai - This is a strong jutsu, but it takes forever to use. 
Use it when the enemy is far or lying in the ground or you will have 
problems. 

Defense trick - Wow, a guy that can control the bones of his body must 
have an invincible defense, right? Wrong, his defense is regular, so 
do not trust it that much. Always try to block or kawarimi when you 
have the chance.

Level 2 curse mark quandary - You will be left with no chakra. That is 
right; Find a way to recover chakra, or you will have to appeal to his 
kagikazura (front + O).

Level 1 curse mark quandary - During the boost, you will be in 
paradise. But when the boost ends, so will your chakra and you will be 
in hell. And the trigger is slow and low-ranged, making it hard to 
hit.



================================================================
3- Mastering the Kaguya Style
================================================================

Now the guide really begins. Knowing your character is 20% of being a 
pro. There is another 20% for knowing the enemy fight style and 60% 
for practice and fighting well. Remember that.

----------------
3.1- Combos
----------------

Normal/Cm1 Kimimaro:

Tsubaki (O, O, O, Up + O) - Attacks with bones that comes from the 
belly, sending the enemy into the air.

Keyaki (O, O, O, Forward + O) - Finishes with a massive attack with 
bones from the arm. 

Hasagurama (O, O, O, Down + O) - Kawarimi and spin downward through 
the enemy head.

Honeffute (O, O, O, Back + O) - Advances attacking with the sword, 
then spin jump backward and throws Hessendan. 

Asami (Up + O, O) - Attacks upward with the sword, then throws the 
enemy into air using bones from the back.

Ryoubu (Down + O, O) - Guard Breaker. Hits the opponent legs with the 
sword.

Hiiragi (Forward + O, O) - Advances with a sword spinning attack.

Susuki (O, O, O, O, repeatable) - Unleash series of sword attacks with 
great speed.

Utsuki (Back + O) - Back throw.

Yashafushi (While in the air, Back + O) - Air throw.

Suikazura (While in the air, Up + O, O, O) - Several attacks with the 
sword, finishing with a double slash.

Yanagi (While in the air, Down + O, O, O) - Same thing, but finishes 
with a downward kick.

Sawara (While in the air, O, O, O) - Alternate attacks with the sword, 
and the knee bone.


Nidan Jyuin (Cm2) Kimimaro:

Oniyuri (O, O, O, Up + O) - Alternate attacks with the tail and arm, 
then finishes with a powerful hit using back bones.

Nejirihana (O, O, O, Forward + O) - Same as before, but ends with a 
drill hit.

Shidanuhana (O, O, O, Down + O) - Finishes with a downward drill.

Kautachi (O, O, O, Back + O) - Ends with an upward attack with the 
back bone.

Miyama Hanshou (Up + O, O) - Sends the enemy into air using the back 
bones then dash with the drill.

Oninogeshi (Down + O, O) - Low attack with the tail, then spin attack 
with the tail.

Kagikazura (Forward + O, O) - Rush hitting the enemy with the bones 
and the drill, then spin attack with the tail.

Tsuru (Back + O) - Back Throw

Tensan (While in air, Back + O) - Air Throw.

Tenka (While in the air, Up + O, O, O) - Attacks with the tail and 
arm, then rush upward with the drill.

Rikka (While in the air, Down + O, O, O) - Same as before, but ends 
with a downward rush.

Houkihana (While in the air, O, O, O) - Attacks with the tail and arm. 
Press forward + O for a forward rush.



-------------------
3.2- Jutsus/Ougis
-------------------

Jutsus:

Ibara (Up, Up + O) - Sword combo jutsu. Hits the enemy around 18 
times, doing regular damage.

Karamatsu no Mai (Down, Down + O) - Forward spin attack with several 
bones, finishing with and bone attack that can block projectiles. 
Strong and useful jutsu, good to catch inattentive enemies and to 
defend from upcoming attacks.

Tsuru to Hana (Up, Up +O) - Grab the enemy with the bone whip, throws 
him into air then pull back and drill. Nice and fun jutsu. Has medium 
range and speed. Cm2 must be active.

Sawarabi no Mai (Down, Down + O) - Summons bones that come from the 
ground and goes toward the opponent. A powerful, but slow jutsu. Cm2 
must be active.

Ougis:
All ougis are activated with the triangle button followed by the 
circle button. Ougis with different numbers (for example Yamaegura no 
Mai 2) do more damage, and in some cases has different chakra bar 
coust. You get them in RPG mode.

Level 2

Yamaegura no Mai - Rapid sword combo. Activates cm1. During the boost, 
your chakra will be infinite (oh mah gad), so enjoy as much as you 
can. As said in the Cons part, the trigger is slow and low-ranged, so 
you should have problems to connect it in a combo. With some training, 
you will catch the right timing.

Level 3

Tessenka no Mai: Hana - Default ougi. Kimimaro uses the lv2cm and 
perforate the enemy with a drill-like arm. Activates cm2. The 
transformation will last as long as the battle does. Relatively easy 
to connect. 


---------------------------------------
3.3 - Strategies and Advanced Terms
---------------------------------------

Jutsu Collision - When two jutsus hit at the same time, a mini-game 
will begin. Press continually the button to win. The looser will take 
the damage.

Cancel Collision - When two normal attacks, ougis, dash, or some 
jutsus hit at the same time. This will make both of the characters 
dashes backward, with a little delay.

Button Lock Combo - Basically an infinite combo. 

1- Recovering from throws

This is a basic thing. Press X at the time of the bouncing, after the 
collision in a wall or when you were spin-tossed. This will make 
Kimimaro dashes to avoid hitting the ground. 

2- Button Lock Combo List

Remember to always press Square at the end of the normal combo. These 
beauties will make the battle a lot funnier.

Normal/Cm1 Kimimaro
Repeatedly press O, then Square (Must be near wall)
Down + O, O, then Square 
O, O, O, Forward + O, then Square (Must be near wall)
O, O, O, Down + O, then Square
O, O, O, Up + O, then Square
Dash, O, O, and then Square (Must be near wall)
Dash, Down + O, O, then Square

Nidan Jyuin/ Cm2 Kimimaro
Down + O, O, then Square 
O, O, O, Down + O, then Square 
O, O, O, Back + O, then Square 
O, O, O, Up + O, then Square 
O, O, O, Forward + O, then Square (Must be near wall) 
Back + O, then Square (1 Player back must be turned to wall) 
Dash, Down + O, O, then Square 
Dash, O , O, O, then Square (Must be near wall)

3- Choosing the right ougi

Some may think about which one is better. Personally I do not have a 
preference; it depends on your fighting pace. The cm1 makes Kimimaro 
faster and with infinite chakra for a short period of time. If you 
think you can focus on offensive and be always the attacker, use it. 
You should be able to do major damage in minor time. The cm2 transform 
Kimimaro into Nidan Jyuin, raising his strength and giving him new 
combos and medium ranged jutsus for permanent time. This one should be 
better if you cannot follow the cm1 pace. This one is more effective 
against ranged characters. The choice is still yours, though.

4- Be unpredictable

Do not use always the same jutsus, combos and combo starters. The 
enemy may get your timing with this, and know what you will do next 
and how to counter-attack. Do not let him knows what you will do. The 
surprise element is a important ninja attribute.

5- Chakra = Staying Alive

Always have some chakra to kawarimi. Only blocking will not defend you 
against powerful blows. If you manage to run without chakra, be a 
coward and run until you find time to recover it. If your enemy lacks 
on chakra, use the button lock combo to win the battle.

6- Ranged enemy fighting

I guess it is pretty obvious. Just do not let him stay distant. 
Kawarimi when him attack and turn the fight into a close combat, this 
will take care of his principal advantage, the range. The Karamatsu 
can deflect projectiles 

7- Be careful with some enemies

Maito Gai has a very cheap (and effective) strategy, which is throwing 
the shuriken and when the enemy dashes to reach him, he launches a 
dynamic entry. As Kimimaro don't have a ranged jutsu while in normal 
mode, this might be a problem. Try to attack him by the air, or 
kawarimi the shurikens and attack by behind. 

Itachi's suiton bushin can do a lot of damage and is fast enough to 
get you by surprise. Against him you must be always moving, and be 
cautious when recovering chakra. His counter-attack is also dangerous, 
pay attention to him, if he is the counter position, do not attack 
him.

Nidaime has a very fast combo starter, but not impossible to dodge. If 
the combo gets you, kawarimi before he throw you into a wall and uses 
the water tornado.

When fighting Kankurou, Shino, Gaara, Temari, cm2 Kidoumaru, Tayuya or 
any other ranged character, remember the topic number 6 or you might 
have a bad time trying to win. Gaara is one that can get you unwarned 
and has a good and fast defense.

Kisame is stronger than he looks. Samehada is a force to fear if he 
fills the attack bar. His combos are also something to avoid.

Shizune's pig counter-attack is a very annoying jutsu. I guess the 
only way to avoid it is using the same strategy of Itachi's counter.  

8- The Shikamaru Factor

Try to be smarter than the opponent. Brutality alone cannot win 
(unless you're a master of the cm1 tactic). 


 


================================================================
4- Ending
================================================================

That's it, this is the end. I gave you the base for Kimimaro, the rest 
is up to you.

-----------------
4.1- About Me
-----------------

Complete Name: Caio Cassio Adileu Miranda

Nicknames: Turibe (gamefaqs and gamespot forums) and Niptuck (other 
forums)

Birthday: May 29th, 1991  

Favorite Bands (in order): Led Zeppelin, Pink Floyd, Beatles, Judas 
Priest, U2 and Motorhead.

Favorite Animes (in order, again): Cowboy Bebop, Neon Genesis 
Evangelion, Wolfs Rain, Samurai X, Full Metal Alchemist, Bleach, 
Gundam Wing,Dragonball Z, Naruto, Yu Yu Hakusho.

Favorite Sport: Tae Kwon Do.

----------------------  
4.2- Final Comments
----------------------

I hope this guide helped all of you. I am glad you made the same 
choice I did, and used this non-popular character. This is my very 
first guide so I expect some constructive critics for helping me 
improve it and make a better work on my next one. You know my e-mail. 
I will delete any flattery or offenses that I receive. Please be 
serious.

---------------
 4.3- Credits
---------------

Thanks for GameFAQS and Gamespot for supplying us gamers with the 
latest news, guides and for giving us a chance to help the other 
gamers too.

Thanks for jygting for providing the names of the moves (and sorry for 
I being late). 

Thanks for my friend Pinky, for making me discover the potential of 
Kimimaro.

Thanks for all the players that decided to master Kimimaro.

Thanks for Bandai and CyberConnect2 for making this awesome fighting 
game.

Thanks for all the fan subs that translated the anime and manga for 
us.

And finally, thanks for Masashi Kishimoto for creating Naruto. You 
rock!