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    Ukyo by SFujimoto

    Updated: 12/08/05 | Search Guide | Bookmark Guide

    Your guide to the coolest fighting character EVER
    by Scott Fujimoto
      This is a guide to Tachibana Ukyo, the "merciless samurai
    heart-throb." He is Haohmaru's rival, and is harder to learn than
    Haohmaru, mostly because of his quirky fighting style and the fact
    that he is neither the most damaging, fastest, nor the longest-ranged
    character in SS. However, I feel that he has the potential to be one
    of the best characters in the game in the hands of a skilled player,
    mainly because he has such versatility in his attacks, especially the
    TG. In contrast to Charlotte, who is an excellent REACTIVE character,
    Ukyo's greatest potential is in INITIATING sneaky tactics to try to
    psyche-out his opponent. The more you practice with Ukyo, the better
    and sneakier you get. This makes it worthwhile for one to study and
    practice with him seriously. The potential he has means you will be
    rewarded once you learn how to play him well.
      There is another reason to play Ukyo. Ukyo by far is the COOLEST
    character in SS or any video game, period. He clearly wins on style
    and character design points alone. Why? Let's look at the facts:
    1) His fighting style. Ukyo is so cool, he doesn't have to look at
    his opponent. Also, when standing still he doesn't fidget at all,
    unlike the other characters. He blinks, but otherwise stands
    perfectly still. This demonstrates Ukyo's utter confidence in his
    swordfighting ability. In addition, he keeps his long sword
    sheathed at all times, only drawing it when he slashes. This is
    another demonstration of his skill and quickness. Sure, he could
    attack even MORE swiftly if he kept his sword out at all times, but
    he wouldn't look as cool, which is the important thing.
    2) His moves. First of all, Ukyo is very quirky in his attacks
    (more on this later). His swordfighting technique is completely
    opposite from Haohmaru's boring, straightforward slashes. Also, his
    attacks are all out. With his standing AB, he swings his sword in
    a wide angle. With his crouching AB, he does a lunging slashing
    dive. What other character is so confident that he would dare
    sprawl himself out in an attack? You also have to love the way Ukyo
    can slash an apple without even looking at it.
    3) The Tsumabe Gaeshi. This is possibly the most beautiful and
    graceful Special Move in any fighting game. The way Ukyo wields it,
    unleashing the full force of his blade in a single firey sweep, is final
    proof that he's the coolest character ever.
    4) He's as handsome as hell, and has an attitude to match.
    5) "....."   As you know from movies, the less a person says, the
    cooler he must be. (OK, Earthquake also doesn't say much except
    for grunting, but that's because he's stupid, not cool)
    6) Ukyo's the only one to have groupies. Need I say more?
      Before we go any further, I would also like to comment on the "Ukyo
    philosophy." Alone among all the SS characters, Ukyo's main goal is
    NOT to win or to maintain "honor", but to look COOL. Of course if
    you win too, that's great, but Ukyo would rather lose than win by
    cheesy or "square" tactics. When playing him, STYLE is the
    important thing to impress both Ukyo's groupies and onlookers in
    the real world. When in any swordfight, Ukyo's main goal is to look
    cooler than his opponent. And in this sense, he always wins.
      Finally, some comments on Ukyo's fighting technique are needed.
    When comparing the nature of Ukyo's attacks to other, more normal
    characters, it becomes apparent that his unique fighting philosophy
    is as different from others as night is to day. To wit:
    1) Normal prodding attacks. What I mean by these are quick, long-
    ranged attacks one uses to prod his opponent to do something.
    Ukyo's prodding attacks, however, are done while he is crouching
    while almost everyone else does theirs while standing.
    2) AB attacks. For most characters, like Haohmaru, the standing AB
    is a long-ranged attack with a short-ranged variant, and the
    crouching AB is solely a short ranged-attack. With Ukyo, it is
    exactly the opposite.
    3) Ground kicks. For every other character, their standing kicks do
    not hit low, but their crouching kicks do. For Ukyo, it is exactly
    the opposite.
    4) Missile attacks. Every other character that has a missile attack
    does it from the ground. Ukyo's is the only one that 1) is executed
    while jumping, 2) can vary the path of the missile, 3) has the
    missile coupled to another Special Attack.
    STAND A-SWING--"Push away" reaction.
    Quick, short range and does little damage. Use to push opponents
    away who are right next to you (like a Hanzo about to SPD you).
    CROUCH A-SLASH--Prodding opponent.
    This attack is long range and quick, so it is your best prodding
    attack, when your foe isn't doing anything.
    STAND/CROUCH B-SLASH--Prodding opponent or quick retaliation
    Does more damage than an A-slash, but is slow enough that some
    opponents can retaliate in time. Good for prodding opponents that
    can't react in time. Also is your standard quick retaliation strike.
    OVERHEAD B-SWING (CLOSE CROUCH B)--Crouch power retaliation
    strike or limited near air defense.
    When you are crouching and your opponent is open right next to you,
    this is actually a better retaliation strike than your AB, because
    it actually HITS for multiple times. This also looks COOL as an air
    defense if a foe is jumping ON you (Ukyo casually swings overhead
    to hit his opponent), but you need to time this one just right.
    Also the foe needs to jump directly on you for this swing to work;
    otherwise, you'll do a normal B-slash which will miss and leave you
    vulnerable. Plus it does hardly any damage. Your crouch CD kick is
    actually a better air defense, but I do this one because it LOOKS
    STAND AB--Far air defense or power retaliation strike.
    This attack has great height range and so is good if opponents jump
    in front of you. But you must do it early, as it is a moderately
    slow attack. Also do this as retaliation if your opponent misses an
    attack right in front of you, as it does a lot of damage (hits
    twice) to opponents on the ground.
    DIVING SLASH (FAR CROUCH AB)--Quick long-ranged retaliation attack
    or a surprise attack.
    This attack is sudden, has longer range, and does less damage than
    the standing AB. However, it also has a long recovery time so make
    sure you hit with it! This attack can be done whenever an opponent
    is recovering from a move from far away. Against opponents who
    attack high, like Charlotte's standing thrusts, you will actually dive
    under their attack to hit them! This looks cool if it hits, but if it
    misses, you will get creamed, so be careful!
    Since you whirl your scabbard around before you swing, you either
    1) Get hit first, or 2) Hit your foe with your scabbard and push
    him out of the way of your swing! Don't do this move.
    SLIDE (STAND CD)--Quick long-ranged retaliation attack or a
    surprise attack that hits low.
    Like a diving slash, but the enemy has to block low. Initiate every
    so often to see if you can catch foe by surprise (especially if
    they are running toward you). Or run toward them and slide for a
    cool-looking attack. You can also slide under long-ranged, thrusting
    attacks, like Charlotte's thrusts. Note that if they block it low,
    you can almost HEAR Ukyo say "D'oh!" before he gets creamed.
    SHORT SLIDES (STAND C AND D)--Quick low attacks.
    Ukyo does these slides quickly and it doesn't look like he's
    attacking at first! So use these to confuse your opponent and see
    how long it takes for him to block low. When he does, do a ground TG
    on him!
    CROUCH C SHUFFLE--"Push away" attack.
    As with any character, do rapid crouching C's if a foe is right
    next to you when you get up, or if opponents (especially the
    ninjas) are trying to throw you. If they start crouching, try doing a
    ground TG right afterwards!
    I actually don't use this move much.
    CROUCH CD--Near air defense.
    This goofy-looking attack is actually a more reliable near air
    defense than the crouching B. It takes some timing, though, and
    some attacks can hit you out of it.
    AIR AB--Power air-ground strike or air-air strike.
    Your AB air-ground strike actually does more damage than your
    TG, so initiate this to really damage your foes. It is rather short
    ranged, although it can cut through some air defenses since it's
    angled down. The straight slash when you jump straight up is good
    for hitting air opponents, since it's long-ranged and quick.
    AIR CD--Alternate air-ground strike.
    Goofy-looking attack. Use if your swing is too slow, but does
    little damage for an air attack. Best if coupled with a slide
    right after landing.
    AIR A/B/C/D
    I don't use these attacks much.
    SASAME YUKI--Dizzy attack or coup de grace move.
    This is the move where Ukyo tosses and apple and slices it (and
    hopefully his opponent as well).
    The SY is a cool-looking attack and is Ukyo's longest-ranged
    attack, but it occupies your time for a while. If your opponents
    block it, they can easily jump over it and cream you. You don't
    need to use this move to win games, but I use it anyway, because
    the FIRST goal of Ukyo is to look COOL and he looks COOL when
    he hits with this move!
    The A-SY has the longest initiation time and shortest recovery time,
    so use on an opponent that is getting back up. The AB-SY has the
    shortest initiation time and longest recovery time, so use as a
    surprise attack or as a reaction move. If you get it blocked, you
    are dead meat guaranteed.
    Uses of the SY: 1) Tick off the last hit points on an opponent. It
    looks really cool when you whip out that apple real fast to finish
    off your opponent. 2) Do the B SY if your opponent's dizzy (the AB
    SY knocks down your opponent after only one hit). 3) Try using a SY
    if slow-jumping foes jump at you from afar. 4) Do a SY to hit
    "falling" opponents. 5) Finally, to look REALLY cool, you can hit
    "rushing" attacks (Jubei's Nikkaku Ratoh, Earthquake's Chainsaw) if
    you whip off the apple in time. This is actually better against
    computer opponents that are more predictable, although Ukyo masters
    can probably do it against anyone.
    Whenever my opponent is knocked down from far away (usually from a
    bird), I always do an AB SY, just for the look of it. I always recover
    before he gets up. This is the type of useless show-off stuff that
    Ukyo lives for.
    This is the move where Ukyo does a sweeping, firey slash in the air,
    releasing a fire swallow at the same time.
    A-TG has the widest slash range, while AB-TG has the shortest.
    However, these differences are slight. The A-TG bird flies straight up,
    the AB-TG goes horizontally, dipping slightly then rising, and the
    B-TG dips slightly then goes straight up.
    Ukyo actually only swings below him, and it's this sword sweep that
    does the most damage. His bird will hit an air opponent right in front
    of him, and "motion swirls" appear above him. Both of theses do much less
    damage than his sword, though.
    All of your TGs have big recovery times, so if your slash gets blocked,
    you are sword fodder.
    As said before, the TG is the coolest-looking attack in the game,
    or in ANY game. Use it when you can!
    GROUND TSUBAME GAESHI--Sneak attack to hit high, or sending off a
    ground missile.
    This attack is essentially an air attack from a crouching position.
    If your opponent is crouching next to you (usually a human opponent
    afraid of your slide), then execute this really fast and you will
    hit them! A cool-looking attack is to run towards someone and
    execute the TG in their face, so practice your running TG a lot.
    Also do an AB ground TG from far away to send off a missile along
    the ground. You'll want to do a jumping up or back TG to do this,
    so practice those moves! If you anticipate your opponent jumping
    over the bird, do a B or A to catch them.
    You can also use the ground TG against a jumping opponent. Although
    it does little damage and is harder to time than your other anti-air
    attacks, you may want to try this to (what else?) look cool.
    AIR TSUBAME GAESHI--Wide air-ground or air-air strike.
    Because your jump is so slow, this attack is vital against open
    foes if your air AB won't hit before they recover (like Galford
    sending his dog). This wide-area attack can also sweep away any
    air defenses, which may be useful against opponents like Gen-an or
    Charlotte. However, do this ONLY if you are SURE your opponent will
    react, because if he just blocks, Ukyo might as well have a big
    "Hit Me!" sign on his back when he lands!
    It is also a great air-air attack because you can hit foes anywhere
    around you. You can then jump after foes and hit them above or
    behind you, which is not possible with a normal AB strike. You don't
    do much damage, but you look cool so it's OK.
    Apparently this attack can cross-over, meaning that if you jump
    right over your opponent, your opponent will face the wrong way and
    you will hit him! This seems hard to do, since Ukyo's jump range is
    so short, but if you have the skill, exploit this feature!
    HOPPING BACK TSUBAME GAESHI--Sneaky missile attack.
    The ultimate display of an Ukyo player's skill, if he can get this
    move off consistently. Ukyo does his TG in the short time he hops
    back! The bird will go REALLY low and may go under your opponent
    and hit him from behind (unblockable)! However, the joystick
    movement is really tricky to do.
    While you can do it by executing the TG motion then tapping-back
    quickly, I've also found that you can get the move off by doing a
    semi-circle forward, then "almost" jumping back. What I mean by
    this is you move the joystick in-between back and up-back when
    "jumping." Sometimes I get the hopping-back TG, but if I don't I
    usually get the jumping back TG anyway which almost has the same
    effect. You just don't look as cool. Waahh...
    This throw is often done accidentally when I am trying to B-slash
    someone close, especially after they run towards me. But it looks
    cool and knocks your opponent down.
    Best done if you jump (and don't hit) a foe who is doing something
    as you land. For instance often Hanzo and Ukyo are in the midst of
    an attack when you land.
    Often done accidentally after a series of slides. It's slide,
    slide, trip, stab! Cool!
    Air-ground AB then diving slash (most damaging combo, so do against
    a dizzy opponent when it counts)
    Air-ground AB then slide (do quickly)
    Air CD then slide
    The ground TG is the only attack in SS1 that both hits HIGH and is
    executed from the ground (with the possible exception of Tam Tam's
    air slashes). Coupled with his excellent low-hitting slides, Ukyo
    can potentially hit a blocking opponent who is crouching OR
    standing! This takes considerable skill and good reflexes, but if
    done right makes Ukyo one of the best characters in the game due to
    his versatility. Here are two strategies that uses Ukyo's unique
    Strategy 1: After an opponent is down, sit next to him and do
    crouch C's a lot. When he crouches to block them, hit him with a
    ground TG. A variant on this is to do standing C's. When they
    crouch, do your ground TG. Nasty...
    Strategy 2: Run towards your opponent and 1) Slide if he is
    standing, 2) Ground TG if he is crouching, 3) SY just for the hell
    of it.
    Ukyo's Rage Gauge is slow to fill up, but when he's maxed, his damage
    is increased the most of any character! He can do Haohmaru-sized damage
    now so this is the time to initiate any tricky attacks you have up
    your sleeve to hit your opponent! Unfortunately, Ukyo is too cool to
    stay mad for long.
    Galford--pretty easy. It's "the battle of the blue guys."
    1) Do the standard mixes of slashes against him (careful--he's
    faster), and wait until he starts chucking missile weapons. You can
    then jump and TG him at your leisure.
    2) If you do a ground TG, he will teleport before the bird hits
    him. Block and either 1. Do another TG, in which the bird will hit
    him in the air, or 2. Jump after him and do a TG. For some reason,
    he will get hit by the slash after landing.
    3) When he's down, do an A SY early. Sometimes he'll be stupid and
    gets hit by them. If he's smart and teleports, you can recover and
    block in time. Do an AB SY after he bounces off of you.
    Hanzo--harder than Galford, but still predictable.
    1) Pretty much same as Galford. Air TG his various missile attacks.
    You can sorta predict when he's about to throw him if you study him
    carefully, and jump beforehand.
    2) He jumps more than Galford. AB him if he jumps fairly close, but
    farther away he'll hit you first.
    3) More than Galford, he seems to react wrongly when you jump first
    at him, often doing his somersault AB. TG him.
    4) He'll also fall for the teleport tricks you use on Galford.
    Earthquake--big, fat, bald, and ugly!!
    1) When he's far away, do air TGs to keep him away. He will
    sometimes jump into the bird or at least stay away and take ticking
    damage. Don't do this close, because he will jump over the bird and
    hit you with his massively damaging AB.
    2) If he gets too close, start doing quick slashes against him, as
    he has trouble blocking.
    3) He will jump on you a lot, so be sure to AB him when he does so!
    Crouch B or CD for when he jumps on you.
    4) Buzzsaw--If he starts from afar, you can AB, air TG or SY him as
    he rolls toward you. If you block, AB him if you end up blocking
    close or slide if you end up blocking far. This doesn't always work
    for some reason, though, and it's usually better to hit him while
    he is in the Buzzsaw.
    5) You can jump and AB him, as he sometimes doesn't block and takes
    a lot of damage. TG him if he goes into a Buzzsaw when you jump.
    6) When you knock him down, run next to him and jump away/air TG
    him when he gets up. You will often hit him. DON'T do a SY, because
    he'll get pushed out of the way and do his low AB on you.
    Nakoruru--can be nasty! Too young to date, too.
    1) If you initiate a TG from far away, she will Anna Mutsube right
    into your flaming bird.
    2) You can usually hit her with a standing AB after blocking her
    flaming arrow or Anna Mutsube, but if she starts hitting you first
    try doing quicker slashes. Slides also work.
    3) She'll often get hit by a SY when getting up for some reason.
    4) She "telegraphs" her Anna Mutsube by jumping up first. If you
    time it right, jump up and TG her while she passes under you!
    Kyoshiro--easy and fun.
    1) When far, do air TGs. He will run into a lot of the flaming
    birds when he jumps.
    2) When he gets close, only initiate low A-slashes. He can "pole
    vault" you before you recover from a B-slash.
    3) RISKY! When he jumps, block his down slash and B-slash before
    he lands.
    4) Retaliate with diving slashes, air slashes or TGs is your main
    way to win: 1. When he's in the middle of a missed AB, 2. When he's
    in the middle of a CD, 3. When he throws a fan--jump and TG or AB
    him, or block if close and dive slash him afterwards, 4. Flame
    breath--you can TG him in the middle of the move, or block the
    attack and dive slash while he recovers.
    5) Don't jump after him, as he'll spear you on your way up. You can
    jump before him and hit with an AB. Or do a TG if he gets close to
    6) When far away, he likes to do an AB followed by a CD for some
    reason. Run up and hit him with a TG, SY, or diving slash.
    7) Don't slide into him; he almost always seems to block it and
    spears you nastily afterwards.
    8) He seems to get hit by SYs when getting up for some reason.
    Haohmaru--your square and graceless rival. Show him what true style
    1) Crouch and A-slash him to keep him away. When he does a low
    slash or a slide, A-slash him as he recovers. You can try doing B-
    slashes, but I'm always cautious of his nasty AB swing.
    2) If he jumps at you, do an appropriate response.
    3) Eventually he will tire of this and start throwing whirlwinds or
    doing crescent moon slashes. When he does this, move closer to him
    to anticipate these moves. If he starts advancing, play defensively
    4) Whirlwind: jump and AB or TG him. Sometimes you can't do a TG
    against him; he'll do a crescent moon first and hit you for a ton
    of damage.
    5) Crescent moon: block, and SY him when he drops back down.
    Ukyo--someone as cool as you are! He can be easy or very difficult.
    1) You can try to air AB as his ground defenses usually are
    mistimed. If he starts timing them right, do a TG.
    2) Jump AB or TG him when he does his SY. Do a diving slash after
    he finishes his SY if you're too late.
    4) He will often mistime his TG in the air, and you can air AB him
    afterwards. This is the one way to do immense damage pretty
    5) If he starts running toward you, he will probably slide or do a
    diving slash. Jump and TG him on the way down while he's recovering
    from his slide, or throw him immediately as you land. You don't
    want to crouch, because he can then do a ground TG against you.
    6) When he's down, SY early. He will often get hit because he tries
    jumping up afterwards. If you mistime your SY, he will jump up and
    TG you.
    Gen-An--can be your most difficult opponent, actually.
    1) He'll jump towards you a lot, so AB or crouch B him. Note that
    he seems to block a lot of ABs, so you may have to use your
    overhead slash or crouch kick, especially if he jumps ON you. Also
    note that he can sometimes hit you out of your AB with his AB
    (which does a lot of damage). You need to swing earlier if this
    starts happening. Do NOT attempt to slash him out of the air!
    2) Do crouch A and B-slashes from far away, but remember his range
    is greater than yours. Be careful he doesn't hit you with an AB,
    3) Jumping him works if he misses his air defense AB. If he starts
    timing it right, start doing TGs.
    4) Right after his buzzsaw bounces off of you, do a TG. The flaming
    bird will hit him as he comes down. Or to look cool, run and SY him
    when he drops back down (I have trouble doing this, though). Or SY
    him beforehand if you can predict his roll (right after blowing
    5) If he starts crouching, crouch and do a ground TG when he gets in
    6) You can TG him when he blows poison. Or if he puffs it point-
    blank, you can dive slash right afterward.
    Wan-Fu--dangerous, but predictable. Check out that pudgy body!
    1) B-slash him a lot to provoke him. He will often respond with a
    crouch CD kick, and you can dive slash him then. He does this a
    2) You can jump and TG his AB lunge, which he also does a lot.
    3) After he throws his sword, wait right near it and AB or SY him
    as he picks it up. Let him get his sword, though, because he's MORE
    difficult when he doesn't have it!
    4) When he jumps on you, just block. He'll then do a big swing or
    kick against you after landing, and you can slash him while he's
    recovering. DON'T try a standing AB, because he can hit you first!
    You can do a crouching B if he tries jumping ON you, though.
    Tam-Tam--pretty easy. He must be pretty ugly to wear a mask like
    1) He has trouble blocking A or B-slashes.
    2) Block his jumping slash and AB or SY him when he comes down.
    You can provoke him to jump by B-slashing him, but he may start
    A-slashing back (he'll hit first). If so, you can do a diving AB
    or a slide under his slashes. When he does jump, he always does an
    AB immediately after leaving the ground, so be sure to block and
    get him back afterwards.
    3) You can hit through his pagunapaguna if you swing early with a
    normal slash or SY. Or jump and do a TG. Or wait for him to finish
    and do an AB or diving slash. You can jump up and TG his pagunadeos
    too, or SY him as he spins toward you. Don't block or you'll be
    picked up and molested afterwards.
    4) A ground TG from far away will cause him to do a pagunadeos and
    get hit by the flaming bird.
    5) If he runs toward you (often after doing a skull throw), jump
    over him and do a TG (jump early). Or throw-and-slash him as soon
    as you hit the ground.
    Charlotte--what a French babe! Defeat her, and maybe she'll go out
    with you.
    1) In general, jump up and do TGs when you are far away. She may
    jump into your flaming birds or at least block and be annoyed. If
    she is close, she will often jump or do her "knee hop" into your
    TGs and take damage. Good Charlotte!
    Warning: if you start getting hit by her thrusts, quit TGing.
    2) She will eventually get desparate and start to Splash Fount. You
    can see it coming, and jump up and TG her while she passes under
    you. You can also execute a ground TG while she rushes toward you.
    Neat-o. Blocking a splash font from close up deserves a standing AB
    as retaliation. Slide if you block farther away.
    3) Stand or crouching B-slashes will hit her a lot if you time them
    just right. But her B-thrust is longer and will do more damage than
    yours. Don't forget that your diving AB or slide can hit UNDER her
    standing thrusts. You need good timing to pull this off, though. AB
    and B-slashes also will hit her when she jumps from afar (do early).
    4) A slide always seems to work as a finishing move when she's low
    on life. Plus you want to knock her out, not kill her, so you can date
    her afterwards.
    Jubei--has a big nose and one eye. No competition in looks here...
    1) He has trouble defending against air AB strikes so intiate them
    a lot. If you air AB him and he blocks, he often does his own two-
    slash AB afterwards. Jump and TG him while he does so.
    2) You can jump and TG his Hasso Happa.
    3) Your normal B-slashes are just slow enough for him to hit you
    with his Nikkaku Ratoh, so do crouch A-slashes instead.
    4) His air AB will sometimes hit you if you try to slash him first
    when he jumps. Instead, try jumping up and hitting him out of the
    air with your straight-slash AB.
    5) SY his Nikkaku Ratoh. If you block it, SY him when he drops
    Amakusa--eerrr... This is a GUY?
    1) The first round, try TGing him. He'll usually teleport out of
    the way and laugh at you, so you can TG him again! Then exploit
    the "jumping Amakuza" glitch.
    2) The second round, crouch and A-slash him when he comes near.
    Then jump and TG him if he ball swings, or AB him in the air if he
    jumps (you can beat him in the air). Use the A TG, because it has
    the widest range. You must do an A-slash beforehand to provoke
    him; if you jump him first, he will slap you out of the air.
    3) If he jumps at you, jump back and AB or TG him.
    4) Block or jump over his missiles. When he jumps in the air and
    starts spinning around, if you can time it right, jump up RIGHT
    before he spins to the ground in an explosion. He always does a
    hand slap afterwards, so as you are descending, TG him!
    5) When he starts going crazy and teleports all over the place,
    jump or run away from him. He'll try to teleport into your space
    and throw you.
    Bonus rounds
    Stand right to the side of the middle figure. You can then hit both
    that one and the one across from it with your standing B. Just turn
    around to hit the one behind you.
    The ones that pop from the ceiling are a little more tricky. If there's
    just one, try jumping straight up and hitting it with your side slash.
    If there's two, you will have to jump at them and hit them with your
    angled slashes. Unfortunately you will lose your positioning. You can try
    TGing (and will look cool if you hit more than one), but the long recovery
    may mean you will miss figures that pop up after that.
    First win--Ukyo twirls his sword and sheaths it, then looks at his
    opponent with contempt.
    Second win--Ukyo twirls his sword and sheaths it, then says
    "Gomen" and runs off as three Ukyo groupies chase him. These
    groupies follow him EVERYWHERE!
    Weaponless win--Ukyo gives a "thumbs up."
    Draw with weapon--Ukyo shrugs his shoulders.
    Weaponless draw--Ukyo puts his hand on his waist and looks away
    in annoyance.
    Time-out loss with weapon--Ukyo leans on his sword and hides his
    face in shame.
    Weaponless time-out loss--Ukyo puts a hand on his face, and bears
    his chest to the sky in anguish. This is a really funny pose.
    First loss--Ukyo nurses his shoulder while leaning on his scabbard.
    Second loss--Ukyo falls down and doesn't get back up. :-(
    See the SS Character Origin FAQ to learn about the real-life samurai
    that Ukyo is based on, Sasaki Kojiro Genryu.
    Ukyo is a practicioner of the iaijustsu, the art of the sword draw. That's
    why he keeps his sword sheathed most of the time (besides to look cool).
    His sword is called an iaito, and is a specialty sword crafted to look
    like it's of one piece when sheathed. Note that Ukyo is the only character
    to use both his sword and scabbard in his attacks!
    Ukyo's girlfriend is named Odagiri Kei. Doesn't stop him from having
    groupies, though. If you get the credits at the end of the game, all of
    them come out to cheer when Ukyo's handsome mug flashes on the
    "Ukyo" translates as "Right of Kyoto." "Tachibana" is a type of
    mandarin orange.
    On the character selection screen, push the A button for the "cool"
    blue Ukyo, or the D button for the "hot" orange Ukyo.
    Note on terminology: Ukyo's Tsumabe Gaeshi has also been called
    the Swoop Swallow Slice (SSS). His Sasami Yuki has also been
    called the Apple Slicer.
    If you look carefully at the barrels in San Francisco, you will see that
    apples fall out when they are sliced. This must be where Ukyo
    replenishes his apple supply!
    For those with home systems, try pausing the game when Ukyo does
    his Tsumabe Gaeshi. You will see that Ukyo's sword swings only below
    him, while "fire swirls" appear above him. So touching any part of Ukyo
    while he is in this move will get you burned. However, Ukyo's TG only
    seems to kill opponents when his sword connects with them while
    they are on the ground. If he hits them in the air, or hits them with
    the bird only, their lives are spared.
    UKYO BACKGROUND STATS (a BIG thanks to Spiff, who translated them from
    the Gamest Mook):
    Name: Tachibana Ukyo
    Fighting School: ShinMuSouIttouRyuu (roughly, "School of Divine
    Weapon Maker: Himself
    Weapon Name: No name
    Birthdate: 9-20-1764
    Age: 23
    Birthplace: Oumikou county, Basugi village
    Bloodtype: AB
    Height: 5 shaku 8 sun (about 176 cm)
    Weight: 11 kamme (about 41 kg)
    Hobby: Embroidery
    Tresered Item: Odagiri Kei, the woman who truly understands him
    Family Members: None
    Favorite Thing: Solitude
    Disliked Thing: True isolation
    Favorite Food: Okonomiyaki (just kidding)
    Psychological Complex: Cannot fit into normal society
    Respected Person: ....
    Greatest Skill: Embroidery
    Favorite Type (of girl): Kei
    Ukyo's Coolness List--do the following whenever possible to look really
    1) Hitting someone with a ground TG slash. While the air one is nice,
    nailing your opponent with a surprise ground attack looks really keen.
    2) Running up and finishing off your opponent with an SY in their face.
    3) Hitting a character rushing towards you with an SY attack.
    4) Pulling off the hopping-back TG consistently.
    5) Becoming proficient with the "high-low" strategy. This is what makes
    Ukyo something to be feared.
    6) Running away from your groupies. Remember that if you play hard to get,
    women will desire you even more.
    Ukyo's Uncool List--the following things should be avoided at all costs
    in order to avoid looking uncool:
    1) Tossing firebirds from across the screen all day. They don't do that
    much damage anyway, and Ukyo's lag after the TG is too long for him to
    be an effective firebird tosser. Leave that to the lame-o Ryu players.
    2) Whiffing the motion for a TG. "I wanted to do an ordinary slash! Really!"
    3) Falling into a pattern. Remember Ukyo's strength is that he is so
    versatile and unpredictable.
    4) Losing to Haohmaru.
    5) Playing Haohmaru.
    6) Agreeing to get married.
    If anyone has anything to add, ESPECIALLY sneaky Ukyo tactics or
    strategies or combos, please e-mail me at Sfujimoto@delphi.com.
    --Scott Fujimoto
    Fan of Charlotte, Nakoruru, Tam-Tam, and Ukyo...
    "Life is a stewed peach in a lot of syrup."  --Tachibana Ukyo

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