Character In-Depth faq

Naruto: Narutimate Hero 3 (PS2)

Made by: Curori

Yamanaka Ino Character Guide
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Index
(1) Basic terms and Controls
(2) General Strategy, Pros and Cons
(3) Movelist
(4) Jutsu
(5) Combos
(6) Button Locks
(7) Ougi
(8) Shunpo
(9) Wavedash
(10) Infinites Bounce and Semi Infinites
(11)Credits, Contact, Copyright
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Version History
1.0  28/01/07
Basic stuff: Why Ino?, Movelist, Jutsu, Locks, Ougi, Shunpo, Wavedash,
Infinites and Credits/Contact/Copyright

2.0 30/01/07 yes two days later >_>
Pros and Cons, more basic terms, tweaked movelist, basic combo section, and
bounce/semi-infinites

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(1)
Basic Terms and Controls:

X-Jump
[]-Throw Projectiles
/\-Charge Ougi
O-Attack
L2/R2-Block/KnJ (Kawarimi No Jutsu)
L1/R1-Rotate items Left and Right

Kawarimi No Jutsu aka KNJ - The act of replacing yourself with a log/teleport.
This action is done in NH3 by pressing L2/R2 the second before you are attacked.

Button Lock: After certain moves are completed and finished with a [] the
opponents X, O and block (R2) are disabled for a certain amount of time.

Shuriken Cancel: [] at certain point in chains, jutsu or ougi animations to
stop the characters movements and actions.

Shunpo-Another term for ''Flash Step''. When a Shunpo is done the character
does a quick dash and is invisible during this animation. An example of a
Shunpo is Sandaime's >OO, [].

Dash-in: X, X - dashes into the opponent while deflecting shuriken. Setup for
aerial combos.

Ou Ouchi:  aka. KNJ Battle, Example: Ino OO>O >O.

Tech: X while you are at the height of a spin or bounce or about hit the ground
or wall.
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(2)
Why Ino? ~ General Strategy.
Ino is an annoyer. Firstly her poison is "unblockable" (yes I know you can
X-dash away from it). Secondly, her combo strings are really good at
annoying/confusing your opponent, especially her O starters. Lastly, she's an
all-around decent character and does not take damage as bad as other female
characters (Tayuya, Sakura and Hinata) . I would back-up all of you nay sayers,
with the fact that I have repeatedly beaten high level characters (Neji,
Kisame, Jiraiya) with adept users, using Ino.

Ino Strategy

1. Hit them with VOO, ^^O Untechable jutsu, ‘nuff said.
2. Mix-up with her >OO, OO>O, aerial VOO and <O.
3. At any time while the opponent is downed try to use her poison.
4. Try to nail a Lvl 1 ougi: Has great hit frames and only costs 1 bar.

Pros:
1. Ino is B class defence; the only female character beside Tsunade that can
handle high damage.
2. She has poison; poison does care about how much damage you can take, so its
very effective against Jiraiyas and Lees
3. Ino has a good/ decent  moveset, albeit most of her moves have average KNJ
windows.
4. Untechable Jutsu VOO, ^^O

Cons
1. Ougi are not very good. (at least her Lvl 1 could have given you a poison
stat like in the psp version)
2. Some moves leave you at very odd and/or open positions  OO<O, <O.
3. Some moves can be KNJed very easily.
4. No good button locks.
5. No good guard breaks VOO is decent, <O demands timing.
6. Below average damage.
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(3)
Movelist:
Neutral Starter
O O - 5% DAMAGE - Consists of one flicked kick and then an aerial lift up using
her legs. This is one her best strings to use to confuse your opponent. Because
of the height Ino has you at when she uses it, if the opponent KNJ's they're
almost always confused because they are in the air and do not know which moves
to use, so quiet often they will throw a shuriken. This can be cancelled at the
top of the arc of the lift-up in order to "air-shunpo"(Strict timing). Refer to
the Wavedash Section below.

Yukari no Kaze (Wind of the Eucalyptus)
OO>O - 10% DAMAGE - Same setup as above with the final hit consisting of a
Dynamic entry-ish kick, that can lead to KNJ battle (oui ouichi). This move can
lead to ougi or jutsu if done towards a wall.

Akileasu no Suteppu (Steps of the Achilleas)
OO<O - 12% DAMAGE - Ino does a flicking kick then kicks you up in the air then
does multiple kicks to the opponent's face.
Can be used to lock opponent Connects with ougi and jutsu, but it is KNJed
easily.

Amarilisu no Odori (Dance of the Amaryllis)
OOVO - 10% DAMAGE - Same aerial lift-up but she ends it with a swirling kick
with both legs. Can be used to lock opponent and comboed with Jutsu. After a
considerate amount of use with Ino I have to say this move not crap, it
distances you from the opponent if KNJed and has the added bonus of jutsu
comboing.

Ka ni Mau Katolea (Windy Dance of the Cattleya)
OO^O - 10% DAMAGE Same aerial lift kick but ended with a two legged dolphin
kick. Can lead to KNJ battle. Good for nailing opponent with Poison Roses.

Bara no Ichigeki (Rose Attack)
>OO - 5% DAMAGE - Ino does a dancing elbow thrust towards the opponent and then
finishes up with a lunging punch. This move can be cancelled into her ^OO
rather easily, catching your opponent by surprise. The initial startup off this
move is a countering push back, so avoid hitting her at this time.

Liatolisu no Omoi (Passion of the Liatris)
^OO - 5% DAMAGE - Ino does a pleat-like upwards turning back-kick. If she is
hit during the spin she counters the opponent.
Useful for opponents who like to jump and VO. Can be SHCed right before the
kick to Shunpo on some characters (Correct me if I’m wrong).

Odoru Hime Yuri (Dance of the Lily Princess)
VOO - 8% DAMAGE - Ino does a forward propelled slipping kick (breaks guard) and
then does a scissor-like flip kick with both legs. Can be used to connect
instantly (aka. Untechable Jutsu) with her ^^O and other strings. However, this
move is slower than others and can be KNJed with some ease.

Kuroba no Yakusoku (Promise of the Clover)
<O - 5% DAMAGE - Ino does a flipping cartwheel and uses her legs to catch and
hurl the opponent. Can lead to KNJ battle. Can also be comboed into ougi and
jutsu if used with Ino's back to the wall. Be sure to distance yourself from
the opponent enough so that her feet will connect with their body. Can also be
used to shunpo with or without (IF your opponent moves forward) a SHC.

Aerial:

Shikuramen no Kaori (Fragrance of Cyclamen)
<O - 5% DAMAGE - Ino does a twirling kick push away forcing the opponent in the
opposite direction. Can very seldom be comboed into jutsu if Ino's back is to
the wall. Easy to KNJ.

Kaze ni Noru Nerine (Nerine Windrider)
OOO - 10% DAMAGE - Consists pf three spinning kicks that can lead into a KNJ
Battle. This move can also connect with ougi/jutsu if timed correctly with a
wall bounce. This comes out very fast and is not necessarily easy to KNJ.

Kasumisou no Hishou (Flight of the Gypsophilia)
^OO - 10% DAMAGE - Ino does two rising punches and finishes off with a dolphin
tail kick. Not very easy to KNJ and can lead to a KNJ battle. Can be used to
button lock the opponent but only with low altitude X-Dash-ins. Only useful
when you want to nail your opponent with poison. Can connect with ougi, (mostly
her level three) but it is better to buttonlock; just to be safe.

Kanashimi no Kinsenka (Grief's Marigold)
VOO -  13% DAMAGE - Same as above but with a downward punch a kick then a kick
with both legs towards the ground. The opponent will bounce and can be comboed
into with an ougi or jutsu. Can be used to button lock the opponent but only
with low altitude X-Dash-ins ; very good to use (best used against a wall) if
you actually connect all of the hits and don’t want your opponent to KNJ the
follow-up (Ougi/Jutsu).

Taunt: Hold ^, Ino does a sexy pose and falsely confesses her love (Do no ii
ne? Translation: Oh, is that so?). Does nothing really but, fun to use on male
characters.
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(4)
Jutsu:
^^O - 16 hit combo - Ino starts this with a lunging outreached punch towards
the opponent. Has great range and speed. Can be used in conjunction with her
>OO and her VOO almost instantly. The move is also not easy to KNJ. Untechable,
VOO , ^OO (no wait).

VVO - Poisonous Roses - Ino pulls her roses out of her pockets and gathers them
at her head in order to throw them. Can throw to other plains as well as
different heights (depending on the length of charge). ITS UNBLOCKABLE., but
because of the spread of the arrows it is almost impossible for your opponent
to time a KNJ. The damage if done up close is relative to TenTen’s Kagura
Shuriken. This is by far her best weapon to take down turtlers and Jiraiyas
because of its potency against blockers and for its damage capabilities,
respectively. It can almost always be cancelled into from most of her strings
as long as she is on the ground.
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(5)
Combos
Cancel into combos:

>OO, ^^O
Use the ^^O’s punch to cancel the move’s punch.

>OO, VVO
Best used when the opponent is blocking and you are sure they’ll keep blocking.

VO, VVO/^^O

<O, VVO If you miss the <O chances are your opponent is still blocking so, hit
him with poison

Bounce/Spin combos

VOO, ^^O
Untechable ‘nuff said

^O > counter > VVO
Ino turns away in a blocking pose, if she is hit a this time (not thrown) she
will counter with an upward punch. After she punches the opponent up hit them
with poison.

Back to wall <O, ^^O/VVO

Towards a wall:
OO>O ([]), ^^O/VVO

Towards a wall:
OO<O ([]), ^^O/VVO

Towards a wall:
OOVO ([]), ^^O/VVO

Towards a wall:
X, X, OOO, (get to the ground), OO>O, OOVO, [], ^^O

Towards a wall:
OO<O, aerial OOO, ^^O

General Offensive Weapon/Tag* setup

OO^O, []
X, X, ^OO, []
^O (hold), counter, []

*missile kunai, fuuma shuirken, multi shuriken, chakra and seal tags

100% combo:

Against a wall:
OO>O, X, X, OOO x7, ^^O

Only plausible if your opponent doesn’t tech (or of coarse KNJ, obviously),
which in my opinion, is hard to do with that move. However, to wall tech the
OOO is not impossible, it can be done and yes, I can do it. Use this move
mainly on noobs and people who have no hope in the way of wall teching.

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(6)
Button Locks:
OOVO, []
Can be comboed into her Justus. But the move itself is easy to KNJ, so it won’t
be used very often.

OO>O, []
Can be comboed into her Justus but only when used with Ino facing a wall. The
dynamic entry-ish kick comes out fast and is not easy to KNJ. Better move to
use if you want to use a jutsu and your opponent frequently KNJ’s her ^^O.

OO<O, []
Can be comboed into her Justus. But the move itself is easy to KNJ, so it won’t
be used very often.

Dash in (aerial)
^OO, []
The string is very fast and you can complete it often. This move is only good
if you do it towards a wall and Ino has enough time to touch the ground and pop
out her poison roses.

VOO, []
Very good move to use if you are trying to set up an ougi or jutsu; it comes
out fast and is not easy to KNJ.

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(7)
Ougi (Cinematic Specials, all ougi are version •3):

Lvl 1 -25 Dmg, SPD+30-
Ninpo Hyakka Ryouran (Ninja Arts: Profusion of Flowers)
Ino uses genjutsu to confuse the opponent and then throw a poisoned flower into
their head.
Animation - Ino’s Typical lunging elbow (ie. Her >OO)

Lvl 2 -30 Dmg, STR+30, SPD+10-
Shintenshin no Jutsu (Mind Body Switch Technique)
Ino's father takes control of the opponent's body, giving Ino time to punch
them.
Animation - Dynamic Entry - Ino Style (Horrible hit frames)

Lvl 3 -25 dmg, STR+10, SPD+10, CHK+20, SFX+10-
Kuge Okuri (Flowers for You)
Ino confesses her love for the opponent and gives them a bouquet of exploding
flowers.
Animation - Ino does a flip into the air (Picture Amy from GG’s Forward anchor
vault)
*Leaves Ino in a chou or powered-up state, makes her faster and stronger.

Recommended Ougi:
I would definitely recommend her third version, Lvl one ougi. Firstly, it only
costs one bar and we want to save most of her chakra for KNJing and jutsu
(VV/^^O). Secondly, the Lvl 2 has horrible hit frames and therefore it is very
hard to connect with anything at all. Lastly, her Lvl 1 gives her 30+ speed up
so, it gives you more options (jutsu/combo strings) and speed (of course) when
your done the ougi. As a rule of thumb it is wise not to use Lvl 3's; all of
your chakra is gone and you are open to infinites and semi-infinites.

Ougi Set-ups:

(Back to wall) <O, /\, O
Lvl 1 and 3 (correction?)

(Facing wall) OO>O, /\, O
Lvl 1 and 3 (correction?)


(Facing Wall) OO<O, /\, O
Lvl 3

Aerial, X, X Dash-in
VOO, /\, O
All

(Back to wall) <O, /\, O
All (maybe not Lvl 2?)

Aerial
(Towards wall) OOO, /\, O
Lvl 1 and 3

(towards wall) ^OO, []*, /\, O
All
*Good idea to Lock with this (must dash-in for buttonlock)

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(8)
Shunpo:
<O, []

>OO,[] (Especially after her lvl 3 ougi boost)

OO, [] Cancel after the second kick to "wave dash" shunpo less than half  a
stage length (read furhter)

OOVO, [] Right before she ends the swirling kick.

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(9)
WAVEDASH

Ino has a Wavedash that can be turned on/off (In My Opinion, Just like Chouji),
every time you try to cancel the move with a [] you will usually always land
the dash.
OO, [] > [] right as she jumps up.
To turn off: jump.

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(10)

Semi/Bounce Infinites (Only plausible without a tech) :
Back to a wall: <O, <O, <O……….
Towards a wall: X, X, OOO, X, X, OOO, X, X, OOO……..
Towards a wall: OO>O, ([]), OO>O, ([]), OO>O ([])…….. Locking optional
OO<O, ([]), OO<O, ([]), OO<O ([])……Locking optional

Infinites:

OOVO, [], OOVO, [], OOVO, []..... repeat.

Better to use after a speed boost or after her lvl 3 ougi’s after affect.

If you cancel the 2nd or 3rd hit of her leg swirl she ends up right below the
opponent and can reach him with her O starters. If you use the again it is
possible to infinite.

Very Hard to do. In training mode I only accomplished 3 chains; it is hard to
time the SHC so that she ends up on the ground at the right time to be able hit
the opponent with a new chain.

The End.

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(11)
Credits, Copyrights and Contact info:

Special thanks to crookedjester.com aka. shishi-rendan, for move translations
and general community feedback.

Darkhonor90 for controls and advance terms faq.

Pinoy01 from crookedjester for move Damage values.

hfolkner from crookedjester for some additional Ino tips.

CyberConnect2: for making the best 3-d fighter ever.

Masashi Kishimoto for the Naruto series in general.

Contact me at CoreyG_unit (at) hotmail (dot) com for feedback, corrections and
anything else. Don't spam my inbox.

This guide was made by me Corey Guirestante aka curori and can only be
used/copied with express permission from me. So don't sell it, distribute it or
reproduce it.