hide results

    Bust Ukyo by JLeung

    Version: 3.0 | Updated: 04/27/96 | Search Guide | Bookmark Guide

                    Samurai Shodown III : Blades of Blood
                          Bust Ukyo Strategy Guide
                                version 3.0
                               April 27, 1996
            send comments/corrections/suggestions/ASCII art :) to
                 Jeff Leung (JefLeung@cory.EECS.Berkeley.EDU)
    This guide and future versions of it can be found at
    WWW:    http://www-scf.usc.edu/~edju/Ukyo.html
    FTP:    ftp://ftp.southwind.net/users/b/bchapman
    NOTE: Anyone posting this guide on an FTP server or WWW page, please mail me
    the URL so that I can add it to the above list.
    Future versions of this guide will also be available via newsgroup
    and will be mailed to the mailing list
    This guide is PUBLIC DOMAIN and should be distributed FREELY as filename:
    Table of Contents
    Revision History
    Why Play Bust Ukyo?
    Ukyo's Transition From SS2 to SS3
    Bust Ukyo Character Info (taken from TAPFAQ and KGSS3CFAQ)
            - Ukyo's Historical Background
            - Stage description
            - Poses
            - Ending
    Ukyo's Normal Moves
    Bust Ukyo's Special Moves
    General Strategy
            - The "Approved" Combo List
    Dream Mist - the Counterstrike
            - About the Dream Mist
            - Dream Mist Target Table
            - Dream Mist Strategy
    Musouzankouka - the Power Special
            - About the Musouzankouka
            - Musouzankouka Strategy
            - Musouzankouka FAQ
    Specific Character Strategies (vs. humans)
            - Haohmaru
            - Shizumaru
            - Ukyo
            - Nakoruru
            - Rimururu
            - Galford
            - Hanzo
            - Kyoshiro
            - Genjuro
            - Gaira
            - Basara
            - Amakusa
            - Zankuro
    vs. CPU strategies
    Notes After The Fact
    Revision History
    1.0  (08Jan96): Just started it. I got no art, I got no sites, somebody help
                    me! Still far from complete, so any feedback (and other help)
                    would be greatly appreciated.
    2.0  (17Jan96): Added some sites where updates of this guide could be found.
                    Also added a PD disclaimer if anyone cares, and made some
    2.1  (26Jan96): Lots of revisions, added some more info and another site.
    2.2  (06Feb96): Added more stuff from "research." Check out the Dream Mist
                    table, which still needs a LOT of work.
    3.0  (27Apr96): Added an FTP site. Added a combos list. Reformatted and added
                    a lot of material to specific character mini-guides. Added
                    more material to other parts of guide, made revisions to some
                    parts. Also added section for CPU strategies.
    Many thanks to...
    - Red Fox (RedFox08@aol.com) for answering many questions and testing out
      some moves for me. I also used pieces of his KGSS3CFAQ (Kafuin Gaira's
      Samurai Shodown 3 Complete FAQ).
    - Shawn Holmes (shawnh@csn.net). I used some of his TAPFAQ in this, too.
    - Scott Fujimoto (SFUJIMOTO@DELPHI.COM) because he thinks Ukyo is cool too!
      Also made plenty of corrections and I used his Character History Guide
      (at first without knowing it. Sorry about that!).
    - Kenneth Hsu (e3321942@student.uq.edu.au). I used his SS2 Nakoruru guide as
      a model.
    - Edward Ju (edju@chaph.usc.edu) for putting this guide up on his SS3 Endings
    - Damone (damone@ios.com) for putting this guide up on his grand ol' SS3 page.
    - Jin Yang (jzyang@eos.ncsu.edu) for putting this up on his Ukyo (!!!) page.
    - Mehdi Malekzandi (mehdim@gprep.pvt.k12.md.us) for putting this up on HIS
      Ukyo page.
    - NeoKage (kage@wichita.fn.net) for putting this up on his FTP site.
    - Patrons of the NEOGEO mailing list and rec.games.video.arcade (especially
      Anthony Cho (achau@usc.edu) and Peter Young (fayhung@ix.netcom.com), who
      have thoroughly amused me with their verbal abuse of each other on the
    - All the guys that frequent the SS3 machine at the Underground at Berkeley.
      Without competition and getting my butt whupped every now and then, where
      would I be?
    First off, if you are the kind of person that played Ukyo in SS2, but not in
    SS1, chances are this guide is not for you. This guide is for people who are
    loyal to the Ukyo we saw a few years ago in the original Samurai Shodown
    because he was, and still is, the coolest fighting personality in the fighter
    genre :). If you are the win-at-all-cost-cheezy-exploit-overpoweredness type
    of player, stop reading now; you're wasting your time. Generic SS2 Ukyo
    players relied heavily on the fact that he was overpowered, and that he really
    wasn't too challenging to play. For challenge, I play upper grade, although I
    doubt people who just want to win will want to follow. If you actually play
    the game so that you're expected to lose but try to win anyhow, ie. play for
    the challenge (which is what I do), and happen to like Ukyo (or SS2 Jubei),
    read on.
    Second, I am not including any strategies on playing against the CPU. I have
    had extremely little experience against the computer, and I must say, it does
    seem quite impossible to beat the CPU on upper grade. This guide is pretty
    much completely devoted to beating up on your friends (and making them look
    bad :). Sorry, but if you want to beat the game, I am probably not the best
    source for that.
    I am about to ramble about how I play Bust Ukyo, or some strategies I employ
    when playing Bust Ukyo. If you are even remotely interested in using Bust
    Ukyo, you're in luck. If you want to play UPPER GRADE Bust Ukyo, you are in
    even more luck; I have done lots and *LOTS* of playing with upper grade Bust
    Ukyo and have gotten experienced enough to take out medium grade Naks on a
    regular basis with him (for those of you who play frequently, you know that's
    not an easy task), and have lots to share with everyone else. Tips explicitly
    for use with upper grade will be denoted with a "*UG!*," like this:
    *UG!* These tips are not only for upper graders; they work for medium grade,
          too, but a lot of these tips require a full POW meter.
    Please keep in mind that I am not an employee of SNK and so am not absolutely
    sure of everything I cite in this text (but I'm quite sure of most of it). If
    you spot any errors, please feel free to mail me and tell me I am wrong, and
    I will add it to the guide. Once again, send any comments, suggestions, or any
    feedback about this guide to JefLeung@cory.EECS.Berkeley.EDU.
    Why Play Bust Ukyo?
    One question a novice SS3 player might ask would be "why play Bust Ukyo?"
    There are many answers, but I prefer to answer aesthetically. Actually, to
    sum it up, it's because he's so COOL. First, he fights with his back turned to
    his opponent. Such disrespect, such arrogance, I love it! Second, he fights
    with his weapon sheathed, showing his extreme confidence in his speed. Again,
    such arrogance, I love it! And when he wins a match, he's surrounded by women.
    You don't see Haohmaru surrounded by women, do you? And his Power Special is
    so classy, and his animation frames include how he resheathes his sword after
    each slash, and how he shuts his eyes when he performs a Sasame Yuki, and how
    he makes the opponent feel so stupid when he connects a Dream Mist, etc, etc.
    Anyhow, the point of playing Ukyo is the reward of winning, at least to me.
    Even better is if you play upper grade Bust Ukyo, because then you can say,
    "hey, I didn't even block!" Consider it.
    Ukyo's Transition From SS2 to SS3
    Most everyone will tell you that Ukyo has been severely downgraded from SS2.
    I tend to agree, but must say that this is only in the case of Slash Ukyo, a
    character that I do not regularly play. Bust Ukyo, if you'll notice, is not
    anywhere close to the Ukyo people have been complaining about over the net in
    SS2, but he shouldn't be regarded as the downgraded Ukyo people have been
    describing either. If anything, Bust Ukyo is closer to a mix of SS2 Jubei and
    SS1 Ukyo; he has pretty much the same normal moves as he did in SS1, but no
    longer has the AI attack, and has two of Jubei's bread and butter moves (and
    some of his strike priority) incorporated into his arsenal. If you played SS2
    Ukyo and depended on the TG projectile and/or the AI attack, forget it. Those
    pattern players have either bit the dust or have moved on to Nak :(. Ukyo's
    transition into SS3 isn't really a bad one, just an unfamiliar one. However,
    if you played SS1 Ukyo, but NOT SS2 Ukyo, the transition will be much easier;
    the only difference you will see is that the TG has lost its firebird, and
    some new moves. I can't say that playing SS3 Ukyo is just like playing SS1
    Ukyo, but it's a lot closer than from SS3 to SS2. To sum up the differences
    between SS2 Ukyo and SS3 Bust Ukyo...
            - No more AI attack (no more SS2 cheese).
            - Lost firebird from TG (see above).
            - EVERYONE has a ground-to-air attack now (see above again).
            - TG does less damage, greater lag.
            - Missed standing slashes given much more lag time.
            - A and B slashes no longer do much more damage than they should.
            - Dodging introduced in SS3; Ukyo can't turtle as well anymore.
            - Low C slash (diving) slides you farther forward again and
              doesn't hit low anymore.
            - Jumping B now strikes down; jumping C does not.
            - Has improved (debatable) version of Jubei's counterstrike.
            - Has a ground projectile (similar to Jubei's).
            - New move: Skylark Slice. See moves list below.
            - Faster running speed.
            - Sasame Yuki now traps opponent if it connects one hit.
            - Much cooler looking and more effective Power Special.
    Bust Ukyo Character Info (taken from TAPFAQ, KGSS3CFAQ, and the
    Character History guide)
    "Master, friends, and fans -- rest in peace.  I shall avenge you..."
    Ukyo's Historical Background (from Character History guide)
    Based on Sasaki Kojiro Genryu (1572--1612), Musashi's skilled rival. Genryu
    wielded a VERY long sword called the "Drying Pole". He was reputed to be
    the most skilled swordsman around, and could slice swallows in mid-air,
    according to Yoshikawa. The preface to the Book of Five Rings says that
    he developed a sword technique inspired by the movement of a swallow's
    tail in flight. This is the basis of Ukyo's "swoop swallow slice". Genryu
    even named the school of swordsmanship he founded Tsubame Gaeshi.
    Despite his skill, during their duel Musashi killed him in one blow (two,
    according to some accounts). Just like Ukyo and Haohmaru (in SS2), Musashi
    and Genryu fought on an isle off of the coast of Japan, and Musashi showed
    up late for the duel as a psychological tactic (this could explain
    why Ukyo and Haohmaru are at the same place, but totally different
    times). After he defeated Genryu, the island was renamed Genryu Isle
    ("Gairyu Isle"), although it's actually by Shimonoseki and not where the
    SS map says it is. Note that this was Musashi's most famous duel, and is
    pretty much a cultural reference in Japan.
    In the book "Musashi", Genryu comes off as a totally selfish and arrogant
    person. Yoshikawa made him the symbol of a swordsman gifted with "mere"
    technical virtuosity, to contrast him against Musashi's spiritual
    strength. He's not a womanizer either. However, later Murakami Genzo
    wrote a best-selling novel about Sasaki Kojiro, depicting him in a more
    heroic light. This Genryu was an aristocratic, dignified swordsman, who
    was a hearthrob with the ladies. His amorous affairs, fancy clothes, and
    sophisticated air were contrasted sharply with Musashi's rough-and-tumble
    look and attitude. He also had a sense of -aware-, a Japanese word meaning
    a deep understanding of both the briefness and sweetness of life. This is
    probably the portrayal of Genryu that Ukyo is based on. However, neither
    Yoshikawa's nor Murakami's Genryu had blue hair :-)
    Note on Ukyo's sword and fighting style: I strongly suspect that these
    two aspects of his design are not based on Genryu, but instead the blind
    swordsman Zato Ichi, a character in a series of popular movies. For one,
    Ukyo's unusual sword looks EXACTLY like Zato's "cane sword." Zato kept
    the blade sheathed in his cane most of the time, but could draw it at
    lightning-quick speeds to dispatch his enemies, just like Ukyo. Being
    blind, he used sound to locate his enemies. Ukyo is obviously not blind,
    but his quirky style of facing away from his enemy may be inspired by
    Zato's blind technique.
    Historically, during the duel with Musashi, Genryu was wearing an
    -iga-bakama- (skirt) and straw sandals, just like Ukyo.
    Incidentally, a tachibana is a type of mandarin orange.
    Stage description...
    Raft -- Swamp:  Fight takes place on a raft floating on a green river,
    with a thick forest in the background.  Rotten trees and dead weeds
    scroll by in the foreground--several layers of parallax.  Occasionally
    bodies float by in the river (looks sort of like a Hanzo riddled with
    arrows?!?!).  During desperation, the background turns black and filtered
    blue light flows in, while flourescent green polyps flash on the black
    Character Select Screen: Pulls sword out, spins it around before
    re-sheathing it.
    Before Round One: Bows and grabs sword, the end of the scabbard glows
    momentarily as he pulls his sword out a little, and then he re-sheathes
    1st Win: Stands upright as the wind blows through his hair and clothes.
    2nd Win: Stands upright, runs his hand through his hair as a group of
    women surround him. (Slash doesn't have this. A good reason to play Bust
    instead of Slash!)
    Unarmed Victory: Runs hand through hair and then humphs.
    Loss To Time: Falls to the ground and begins to cough repeatedly.
    Stalemate: Coughs once and covers face.
    Dizzy: Lies down and coughs.
    Ending (sorry to spoil it)...
    Ukyo.  18-years-old.
    "The world is nothing...
    a barren dream it seems."
    "Knowing you, life's murky
    waters have cleared."
    "I remember the beautiful
    face of an evil goodness."
    "I cannot go with you...
    I shall die alone boo hoo."
    Ukyo's Normal Moves:
    If the move is not obviously blocked high or low (like air attacks),
    MBBL = must be blocked low, MBBH = must be blocked high, and UB = unblockable.
    I am not going to bother with punches here. They are all just palm pushes, at
    different speeds and damages, and they all look the same.
            STANDING FAR:           STANDING CLOSE:
    A:      straight slash          scabbard whip
                                    (great priority vs. air attacks)
    B:      straight slash          upwards slash
            (longer lag than A)     (easily interrupted, comboable)
            (also cancellable)
    C:      straight side slash     up/down double slash
            (hits 2x)               (hits 2x)
            CROUCHING FAR:          CROUCHING CLOSE:
    A:      straight slash          scabbard punch
                                    (quick, possibly comboable)
    B:      straight slash          low stab/upward slice
                                    (hits 2x)
    C:      diving low slash        one-handed overhead slash
            (not MBBL!)             (good air defense)
    A:      scabbard swipe          scabbard swipe
    B:      upwards slash           down slash
                                    (excellent close priority)
    C:      straight slash          straight slash
            (delayed arc, long ranged)
    A:      straight slash
    B:      diving slash
            (not MBBL! Sends opponent crashing into wall if hit)
    C:      up/down double slash
            (UB, minimal damage, long wind-up, hits 2x)
                    HOP CRUSHES
    -O + BC:        hopping diving slash
    -O + BC:        short jump kick forward
    (unarmed)       (MBBH)
    standing D:     forward kick
    -O + D:         sliding foot sweep
    | + D:          low leg kick
    O               (MBBL)
    \   + D:        high leg lick
    running D:      sliding foot sweep
    jumping D:      side kick
    Bust Ukyo's Special Moves:
            (jump)   / | \   -O + slash  OR    / | \   -O   O + slash
                   O   O   O                 O   O   O    /
      Swings sword in circular motion, hits for fire damage, lag time after move
      hits or is blocked. Anything terrible I have said before about this move, I
      take it back. Of course, you still get whupped if you get this move blocked
      or if you miss, but it CAN do damage! Corresponding to the button strength
      of course. I suggest using this if you happen to dizzy one of the ninjas
      (wouldn't want them to pop out a Musouzankouka, would we?), and as the last
      hit in the BHFLC combo (see combos) instead of the low C. If you are going
      for all the marbles late in the round and your opponent turtles up, try
      running at them and doing a standing TG with C. Great damage!
      Pro: Good air priority, does good damage, GREAT damage as a counter!
      Con: Horrid lag times for B and C if blocked, no longer has a projectile,
           no longer a unique ground-to-air move, reduced damage, can be air
           blocked (yikes!!!).
    - CONCEALED SABRE DREAM MIST (Counterstrike):
            \   |   / O- -O + C
              O O O
      Holds out scabbard to block for a half second. If opponent attacks and
      connects with a normal standing or jumping slash, Ukyo will block with the
      scabbard, and then slash the opponent, hitting usually for 50+% at UG. Can
      be done relatively instantaneously, and sometimes can be done right after
      one is missed. This move is so cool, it has an entire section devoted to it
      Pro: Does massive damage!!! Has ultimate priority over normal standing and
           jumping slashes.
      Con: Only counters about 15% of all moves in the game. If missed, you'll
           probably end up doing a Snowfall Slash Flash, which would be bad.
            -O | \   + C
               O   O
      Fires a low arc-like projectile. Using A comes out faster, but does less
      damage. If Heat Flash hits, the opponent is pushed back very late after
      the hit, stunning for a but, so it is REALLY good for comboing. I always
      use A for this move, though C seems to travel slower and makes it less prone
      to being dodged. Lag time is independent on which slash you use, only the
      initial throw time depends on that.
      Pro: Gives excellent stun time if opponent is hit.
      Con: Comes out very slow.
            O- -O + A
      Ukyo jabs outward with his sheathed sword. Does very little damage, but
      stuns the opponent for a bit, comes out almost instantaneously, and has
      great combo ability.
      Pro: Stuns opponent if hit. Hits up to three times. Comes out quick.
           Great for comboing. Not too shabby lag time.
      Con: Does very little damage. Often knocks opponent too far back to follow
           with anything else.
            |   / O- + slash
            O O
      Ukyo tosses an apple over his shoulder and slashes at it repeatedly. If the
      opponent is hit by any of the slashes, he is caught and will take damage
      regardless of further blocking. No longer has more upward angle if done with
      A, but has less latter lag time than with C. I rarely use this move. If you
      use A, it will have more lag before the move is performed, and less after.
      Conversely, C will have less initial lag, but more final. B is middle of the
      Pro: Catches opponent if hit.
      Con: Does mediocre damage. Bad lag time. Can be easily jump-attacked over if
           missed (and it will count as a counter! Yikes!).
    - MUSOUZANKOUKA (Power Special):
            -O O- -O + CD
      Ukyo unsheathes an inch of his sword (which glows!) and charges at opponent
      at running speed. If unblocked, Ukyo will first hit for tick damage, and
      then will run around the opponent at light speed, leaving slash marks on
      the opponent's body. Ukyo then twirls and sheathes his sword, and then the
      opponent starts to contort and spurt blood. Very GQ move! Unfortunately, it
      takes a little under 8.5 seconds, and will do no damage other than the
      first tick if the move is not completed before time runs out (ie, if you
      start the move with 07 left on the clock, you're out of luck). No lag time
      if unblocked, terrible lag time if blocked. Check the section below about
      Pro: It looks so cool! Does wondrous damage. No lag if missed. Comes out
           instantaneously. Easy to do. Goes at running speed, so can easily be
           a combo finish. High priority vs. normal moves. Great for air defense.
      Con: Takes too long to finish. Bad lag time if blocked.
    General Strategy
    *UG!* The first and last tip for anyone who plays upper grade: You MUST learn
          to dodge and sidestep consistently!!! It must become somewhat a habit to
          slam on the AB after each attack you have blocked or missed. Experience
          playing upper grade will help with this, and probably lots of quarters,
          but the key is to take notice of any time that you instinctively hold
          back to block. From now on you must learn to press AB instead.
    *UG!* I should have mentioned this in earlier updates. Another thing you can
          do at upper grade is a stun block (half circle forward, no buttons). Do
          this often if at close range. If one connects, follow with a
          Musouzankouka for a quick 25+%. Unfortunately, this has the same hit
          detection as a Dream Mist, except that it does not block air attacks
          (see Dream Mist section below).
    Someone who plays Bust Ukyo must understand that Bust Ukyo is a defensive
    character by nature. His moves are generally long ranged and quick to come out
    and do decent damage (at least now in SS3, unlike ridiculous damage as in
    SS2). Even his special moves are defensive (Dream Mist comes to mind). If you
    play Bust Ukyo like you would play SS2 Ukyo (ie. coming out fists-a-flyin' and
    TG's-a-hurlin'), you would get creamed in a snap by the first Nak to pass by.
    Since from SS2 Ukyo has lost much offense, it is pretty difficult to win on
    just offense (which was pretty easy in SS2). Playing Bust Ukyo requires that
    you force the opponent to make the first move and respond accordingly (best
    case would be a connected Dream Mist). To start the round, just hang back and
    maybe toss a Heat Flash or two. If the guy jumps, watch what he does. If the
    jump is a slash attack, calmly block it, retreat a bit and start over with
    another Heat Flash. Next time your opponent jumps, make sure a Dream Mist is
    An alternate strategy would be to do some prodding. Walk towards the opponent
    and, when in range, do a B slash, block their retaliatory slash, do another B
    slash, and then a Dream Mist. This strategy is also described in the Dream
    Mist section below.
    Ukyo, although downgraded from SS2, still has some excellent air defense. One
    defensive tactic would be to throw a Heat Flash, and, if the opponent jumps
    and it looks like he'll land about C range in front of you, do a C slash to
    knock him out of the air. Also an air defensive tactic would be to, if the
    opponent jumps, jump at him, but do not do anything yet. Instead, hold back to
    air block. If the opponent attacks, quickly retaliate after blocking with C or
    a Tsubame Gaeshi. If you do it quick enough, you'll do counter damage. This is
    one of the few times I will use a TG (and I can't do this if I play upper
    grade, so you can figure how often I do a TG).
    A subtactic would be, if the opponent is far and you throw a Heat Flash, you
    should always run after it. Ukyo can actually run faster than his Heat Flash
    can travel, and if the Heat Flash hits, the opponent is open game for another
    attack to combo from. A good idea would be to, while running, hit B if the
    opponent gets hit by the Heat Flash. If you are close enough, do a
    Musouzankouka instead. There are other possibilities for running in after a
    Heat Flash, either to get closer to the opponent or move in safely into a
    specific range (one that comes to mind is about double B range so that if
    they jump, you can greet them with a standing C).
    Yet another subtactic would be to try to get into a projectile war with your
    opponent at medium range. Throw a Heat Flash. If they cancel with their own
    projectile, throw another. If they cancel again, run at them with B. 90% of
    the time they will be expecting you to throw another Heat Flash, and will
    start their own projectile, and you'll hit them with the running B. If
    possible, however, it is almost always better to do a Musouzankouka instead.
    *UG!* It is almost a cardinal rule to avoid jumping while playing upper grade.
          Why? Because, whereas medium graders can block in the air, you cannot!
          You can't even dodge in the air, which means that if you jump and the
          opponent tosses a projectile timed to hit you as you land, there is
          nothing you can do. If you must jump, it is generally safer for upper
          graders to jump forward rather than backwards, as the opponent will have
          more time to throw a projectile if you jump back. In any case, use your
          better judgement, and remember that you will always be at a disadvantage
          in the air against medium graders.
    *UG!* Dodging is a godsend to upper graders, especially to upper grade Ukyos
          due to the fact that Ukyo's slashes come out quick. One good thing about
          not being able to block is that you won't be compromising any safety by
          walking at your opponent without hesitation. When you think the opponent
          is about to strike, dodge, then follow with a quick slash of your own,
          or, if you're close enough, a Musouzankouka. Even better would be to
          sidestep the opponent (you need to be close and do -O + AB) and follow
          with the B, Heat Flash, low C combo (see Combos below).
    *UG!* If the opponent is POWed (the POW meter is full), stay away. Try to wait
          them out, as one Power Special can ruin your day and since most Power
          Specials come out quick, you will be hard pressed to dodge it. It's
          better to avoid it.
    If you do want to jump (which usually has less rewards than pitfalls with
    Ukyo), and want to do a C slash in the air, wait until the last second to do
    it. Ukyo's C slash comes out pretty much instantaneously, and goes back in
    just as fast. Therefore, you can do some comboing off the air C if you do it
    late enough. If you're POWed, do a Musouzankouka. Otherwise, you might want
    to do a low C.
    All this defensive talk should not lead you to believe that Bust Ukyo must be
    adamantly played defensively. A good Bust Ukyo will, although remaining
    predominantly defensive, be on the attack at times. All the offensive
    strategies I can think of generally involve combos of some sort. These will be
    discussed in the next section. Anything else really isn't much of a strategy,
    and it's pretty much knowing your and your opponent's strengths and
    weaknesses. It's the obvious stuff; slash when your opponent may not be
    blocking, block when the opponent attacks, try to leave yourself open as
    little as possible, etc, etc. I will skip discussing these things as I don't
    see them as being unique to playing Bust Ukyo.
    The most common thing about character guides are the combos. Bust Ukyo's got
    some, but are only useful at certain times. Now, if you play upper grade, then
    Bust Ukyo's got GREAT combo magic! The most commonly posted on the Internet is
    the BHFLC combo (B from behind, Heat Flash with A, low C). This combo dizzies
    and does between 25% and 40%, but the situations in which the Heat Flash hits
    after the B are rare, as you must hit the opponent from the back (usually
    after an AB switch). If you do hit with the Heat Flash, an alternative for the
    low C would be a standing C, which hits twice and will sometimes do more
    damage, but the low C will dizzy. Yet another alternative for the low C would
    be a standing C TG, which actually does more damage and also dizzies, but this
    is much harder to do than just hitting down and C.
    *UG!* A much better and more reliable combo to do is a B, then the
          Musouzankouka (same theory as Galford's B, Plasma Kick combo).
          Also, this will connect if you do the B from in front of your opponent.
          Hint: Use this combo A LOT!!!
    *UG!* The ultimate combo I have found is an up/down double C slash from the
          back followed by a Musouzankouka. Easiest way to do this is while in the
          corner, do a PULLING guard crush (backwards and C from very close) and
          then execute the combo. This cannot be done in the open, however. If not
          in the corner, do a B slash into a Musouzankouka instead.
    Also remember that you can combo ANYTHING off the Heat Flash; the Heat Flash
    temporarily stuns the opponent and doesn't push them back very far if at all.
    A good tactic is to run at the opponent immediately after throwing a Heat
    Flash. If the Heat Flash hits, do the Musouzankouka or some other attack for
    some extra healthy damage (my personal favorite is to do a Heat Flash and
    follow with a running B. It sends the opponent flying back and looks really
    cool). Another good attack to combo from is Ukyo's air C. If you hit the
    opponent with his air C very close to landing, the opponent will not have much
    time to recover, and you may have time for a B (or if your Power meter is
    full, a Musouzankouka). Finally, you can do some combos from Ukyo's Skylark
    Slice, although it is best to be A range or closer to the opponent. Ukyo's
    Skylark Slice stuns the opponent for a brief moment, and unless you hit with
    the last thrust, you probably won't get a chance to do anything else. Since
    it comes out instantaneously, you can combo off any close B or A slash and
    follow with a low C or Musouzankouka. A very easy and effective combo to do
    is jump with B, close standing B into a Skylark Slice, and then low C. Another
    would be to do a low A, Skylark Slice, and then low C. However, this seems
    only to work from behind due to the fact that the A doesn't stun for very
    long. Try doing it with B from the front in the corner so that the Skylark
    Slice doesn't push the opponent too far back for you to follow with a low C or
    standing C TG.
    *UG!* At upper grade, you, obviously, do a lot more damage than at beginner or
          medium class. Here is a little psychological help: Think of playing a
          round as consisting of putting together a puzzle, but you only need to
          put together two pieces. As most people figure, though, puzzle pieces
          are joined at four sides. Stupid analogy? Here's my logic: Dream Mist
          takes 50% at UG. The B/HF/LC combo takes over 50%. A B into a
          Musouzankouka takes 50%. The C into Musouzankouka does well over 50%.
          All you need to do is do two of these in a round to win. Even better
          would be to weaken the opponent down to 50% and then do ust one of
          these. If you think this idea is stupid, then forget I mentioned it.
    The "Approved" Combo List
    Value of combo in *'s
        NOTE: All the BHF... combos can be started with a jumping crossover B
        - The celebrated BHFLC combo ***:
            B from behind -> Heat Flash A -> low C. Dizzies.
        - The even better BHFTG combo ***(and a 1/2):
            B from behind -> Heat Flash A -> Tsubame Gaeshi C. Dizzies.
            NOTE: This may not work on some characters, notably the invisible
            characters (Shizumaru, Nakoruru, Rimururu) because they are too
            short o be hit by the TG.
        - The really cool ending BHFM! combo:
            B from behind -> Heat Flash A -> Musouzankouka. Dizzies?
            I usually use this as an ending combo because it looks cool.
        - The standard upper grade combo ****:
            B close -> Musouzankouka.
        - The frontal Skylark Slice combo *:
            B close in corner -> Skylark Slice -> low C. Supposedly dizzies.
        - The BHFJC 100% combo ***:
            B from behind near corner -> Heat Flash A -> jump C -> HF A -> jump C
                -> continue HF/jump C to leisure.
            NOTE: this will keep pushing the opponent farther and farther away
            until the combo will not connect anymore. In other words, it will not
            work going from corner to corner, but once the opponent gets to the
            corner it is infinite. Last hit should be a TG or a Musouzankouka,
            just for flash.
    Dream Mist - the Counterstrike
    About the Dream Mist
    This move is, if connected, probably one of the best moves in the game. What
    most people will tell you is that this move only turns 15% of all moves in the
    game, and leaves you a sitting duck for everything else. What I'll tell you is
    the following:
    - That 15% is the 15% most used in the game. Probably the most used move in
      the game by most characters would be the standing C slash, followed by the
      low C slash (which Dream Mist doesn't connect), then jumping C, then
      standing B. That's the top 3 out of the top 4 that Dream Mist turns.
    - Dream Mist does between 33+-50%, dependent on the POW meter. I'm not sure of
      the exact percentages, but here's a rough estimate for each grade:
            Empty meter: about 33+%. You need a bit more than two to kill, possibly
            Halfway full: about 40%. You need a little more than two to kill.
            Full meter: exactly 50%. Just need two.
    Dream Mist Target Table
    Here's a table of what the Dream Mist is confirmed to turn.
    f=far, c=close, r=running, d=diagonal jump, v=vertical jump, BC=hop crush
    All slashes are standing or jumping.
    y=yes (confirmed), n=no (many failed attempts), p=probably, u=unlikely
    Blanks mean have no idea. N's don't necessarily mean it cannot be done, it
    just means that I doubt it can be done because I've tried so many times
    fA| n | y | p | y | p | n | n | p | p | p | p |   |
    fB| n | y | y | y | y |   | n | p | p | y | p | p |     It doesn't seem like
    fC| n | y | y | y | p | y | y | y | p | p | p | p |     you can DM Nak off
    cA| n | u | u | n | p | n | n | p | p | p | u | n |     an animal, but I
    cB| y | u | p | y | p |   | n | p | p | p | p | p |     haven't really tried.
    cC| y |   | p | y | p |   | n | p | p | p | p | p |
    rA| y | u | n | p | y | n | n | p | p | y |   | p |     Haven't tried against
    rB| y | u | y | n | n |   | y | p | p | n | u | p |     Bust Shizumaru on an
    rC|   |   |   |   |   |   |   |   |   |   |   |   |     umbrella, either.
    dA| p | u |   | p | p | n |   | y | p | p | p | n |
    dB| u | p |   | p | p |   | y | y | p | p | p | p |
    dC| y | y | y | y | y | y |   | y | y | y | y | y |
    vA| p | u |   | p | p | n | n | p | p | p | p | n |
    vB| u | p |   | p | p |   | p | p | p | p | p | p |
    vC| y | y | y | y | y | y |   | y | y | y | y | y |
    BC| u | y | p | p | p |   | p | p | p | p | p | p |
    Special note!: The Dream Mist can actually turn crouching attacks, if the
    opponent's blade passes through the glowing region of Ukyo's sword. Confirmed
    opponents that this works on are Genjuro's low C up close and Galford's low C
    (weird, isn't it?) at close range. It is quite possible (now that I think
    about it) that Ukyo's Dream Mist can turn any normal weaponed attack if at
    extremely close range (hey, it turns Galford's low sweeping C!).
    Dream Mist strategy
    Just performing a Dream Mist will help you in the round; the opponent will be
    wary to do standing or jumping slashes and that could disturb their game plan.
    Even better is if you connect a Dream Mist. They are half finished AND afraid
    to slash. Even though it is an awesome move, you shouldn't use it too much.
    Since it comes out almost instantaneously, the best time to do it is in the
    middle of a sword fight, or when the opponent jumps at you. Here are some
    tactics to using Dream Mist (most are like psychological warfare):
    - One very annoying thing is when your opponent refuses to stand up and fight,
      literally. What I mean is, sometimes, it is convenient for your opponent to
      just sit back in a defensive crouch and slash at your shins if you get
      close. A solution is to run and do a hop crush. Enough of this will get them
      to stand up. Another solution would be to throw lots of Heat Flashes, and
      then run up to them. In any case, it is important to get your opponent to
      stand so that their slashes are Dream Mist-able.
    - Throw a Heat Flash and if they jump, execute a Dream Mist. 90% of the time
      when any character throws a projectile and the opponent jumps, it will be
      a jumping C. Sometimes it will be B, but it will almost never be a D (unless
      the opponent is expecting you to do a Dream Mist). Here the opponent will
      really pay. Unfortunately, this trick will not always work, since most
      people are not stupid; they'll fall for it a few times at most and will
      start kicking instead.
    - Walk up to the opponent and slash with B. If they block, watch what they do.
      If they slash back, block, slash with B again, and immediately do a Dream
      Mist. They will probably try to slash back after blocking again and the
      Dream Mist will get them. Once again, this is a 90% of the time thing.
    - Some annoying players are intermittent dodge-and-A players. That is, they
      dodge, A, dodge, A, etc. at mid-close range. What you can do is time a Dream
      Mist to hit them mid-cycle, and not only do some beautiful damage, but also
      will mess up their game plan for the rest of the round. Unfortunately, this
      won't work on characters like Basara, who have punches instead of slashes at
      mid-close range.
    - A cool way to end the round is, if time is winding down and if you are
      winning, hop back away from the opponent. If the opponent tries to chase
      you by jumping at you, they will probably jump at you with C. Hop back
      again and execute a Dream Mist. This is more like a 50% of the time thing
      as some opponents are smarter and will run at you instead.
    *UG!* Remember that since you can't block, Dream Mist is probably the ultimate
          equalizer against medium graders. Usually, when someone sees someone
          playing upper grade, they go slash-happy. Apparently, people think that
          someone playing upper grade is a sitting duck to muchas C-slashes. So,
          whenever you get into range of a C, do the Dream Mist. If you miss, do
          it again. Inevitably, they will try to C you to death, but a pair of
          Dream Mists will end up winning you the round.
    Musouzankouka - the Power Special
    About the Musouzankouka
    This is an excellent move, and, to me, is what makes Bust Ukyo worth playing
    upper grade with. At first I thought that it only looked really cool, but
    after playing Bust Ukyo on upper grade, I realized that this move has amazing
    priority over normal moves, comes out instantaneously, and has no lag if
    missed. And it looks cool! The tradeoff is that it has relatively low
    priority versus other Power Specials and some special moves, it takes a long
    time to finish (a little under 8.5 seconds), and has terrible lag time if
    blocked. Here are some rules of thumb (tips) for using the Musouzankouka:
    Musouzankouka Strategy
    - Unless the opponent is down to a tick of life left, you should never ever
      EVER do it if you know the opponent will block. One instance would be if you
      jump attacked your opponent and they blocked. They will almost ALWAYS be
      blocking after your initial jump attack.
    - If it is a close match, and you are down and you think your opponent will
      try to tick off damage, try rolling closer and doing the Musouzankouka upon
      getting up.
    - If you are relatively close to your opponent and they are hopping away from
      you, do it! Since it is impossible to block while hopping, and since
      running is faster than hopping, and since the Musouzankouka goes at running
      speed, you can get them before they land from their hop.
    - Since it comes out at running speed and instantaneously, it goes great with
      other moves for comboing. Try it with any close B or A slashes, or maybe
      even some far A or B slashes. I'm not sure if it can be done out of a close
      C double slash consistently, but I am sure it can be done as I have done it
      a few times while the opponent was trapped in the corner.
    - You can use the Musouzankouka to interrupt some moves that normally have
      terrible lag times. My favorite is doing a running B (low sliding slash)
      and, if missed, interrupting with the Musouzankouka. I'm not sure how this
      works (as in when to do the Musouzankouka), but it pisses people off to no
      end, as they usually see a missed running B as a sitting duck.
    - Something you might want to try is, if both characters are in the air after
      an air confrontation, if you land first, try doing a Musouzankouka upon
      landing. Since an opponent can no longer block in the air after doing an
      attack, it should be able to hit them. I'm not absolutely sure if this
      works, as I have not confirmed whether or not my opponent was blocking on
      the ground or actually still in the air.
    - Try to avoid doing the Musouzankouka when the opponent is Powered up.
      Musouzankouka has terrible priority over other Power Special moves, and,
      unless you somehow hit the opponent's body before their weapon hits you,
      their Power Special will win. Exceptions include characters whose Power
      Specials just plain suck (see the part about characters not recommended for
      upper grade play), Bust Galford, and another Bust Ukyo (against these two
      characters, I think whoever does the Power Special first wins).
    - Never EVER even think about doing it in the last 8 seconds left on the
      clock! Even if you connect, the move will do only the first tick of damage,
      and it will be a waste (well, unless you are winning and just want to show
      off). However, prime time to do it is about the last 20 seconds before 08.
    - Musouzankouka can also make for great air defense! Try to time hitting the
      opponent out of the air just before he hits the ground or before he hits
    - Lot's of hop crushes have bad lag time after they connect, so if you think
      you have ample time, pull one after getting hit by a hop crush. I don't
      remember which characters you can do this to. Maybe I should draw up another
    *UG!* If you have great confidence in your timing, and the opponent is jump
          attacking you, dodge the attack a little early and do the Musouzankouka
          right out of the dodge. If you get the timing right, you can hit the
          opponent out of the air and out of their attack before they land (often
          will do extra damage due to counter).
    *UG!* Another thing to do is a Musouzankouka right out of a dodged standing
          slash. Most players (per mentioned before) will attack an upper grade
          character viciously, meaning standing/jumping C's galore. Since most
          missed C slashes have horrible lag times, doing a Musouzankouka right
          out of a dodge frequently results in a counter.
    *UG!* Here is a little bit of etiquette. Since you can't block, you might
          try to rationalize that after a successful Musouzankouka, your opponent
          should not have the right to getting their weapon back without a fight.
          I say let them have it. Not only does it show what a big person you are
          and that it fits the Ukyo persona (fighting with a sheathed sword, back
          to opponent, etc.), but, since punches are quicker, have less lag times
          than slashes or kicks, and cannot be turned by a Dream Mist, it is
          probably in your best interests that they get their weapon back.
    Musouzankouka FAQ
    Can the Musouzankouka beat...
            - Bust or Slash Nakoruru's Power Special?: No.
            - Bust or Slash Basara's Power Special?: No.
            - Bust or Slash Shizumaru's Power Special?: Bust, yes. Slash, no.
            - ANY Power Specials?: Just Bust Galford's or Bust Ukyo's, and even
              that's 50/50. Sometimes will beat other Power Specials if you do
              yours first.
            - any projectiles or projectile-like attacks?: I wish.
            - Haohmaru's Kogetsuzan (uppercut)?: Yes.
            - Slash Haohmaru's Lightning Slash?: It worked!!!
            - Bust Haohmaru's Sword Shockwave (football tackle)?: Yes.
            - Bust Haohmaru's Typhoon Wave (ground sweep)?: Yes.
            - Shizumaru's Windshear Slice (dash attack)?: If you're lucky.
            - any of Shizumaru's special moves?: Only if you're lucky (damned
            - Slash Ukyo's AI?: Yes.
            - Ukyo's Snowfall Slash?: No way.
            - Nakoruru's Kamui Risse (cape twirl)?: Yes.
            - any of Nakoruru's Mutsube attacks?: Never done it.
            - Kamui Mutsube (dive off bird)?: It's a Mutsube, right? See above.
            - any of Bust Nakoruru's Shikite (wolf) attacks?: If you're lucky, but
              not the Epunkine Shikite (she's already down).
            - Rimururu's Konril Myu (freeze ground)?: Only if close.
            - Bust Rimururu's Lupu Thomumu (icy uppercut)?: Yes.
            - Galford's Replica Attack (air drop)?: No.
            - Bust Galford's Plasma Factor (Haohmaru-esque lightning slash)?:
              Did it on Haohmaru's, but I wouldn't try on this.
            - Bust Galford's Lightning Slash (should be called lightning flash
              kick)?: Only if you're lucky.
            - Kyoshiro's Lion's Tail?: Yes.
            - Genjuro's Lightning Wings (uppercut)?: Yes.
            - Slash Genjuro's Death Hack (dash attack)?: If you're lucky.
            - Genjuro's Scarlet Slash/Purple Dusk (delayed slash)?: Yes.
            - Bust Genjuro's Three Heavens Death (triple uppercut slide)?: Yes.
            - Bust Genjuro's Death of 100 Demons (looks like dash)?: Yes.
            - Gaira's Nag Blast?: Yes.
            - Slash Gaira's Victory Riser (multi-rush)?: Yes.
            - Slash Gaira's Profound Pummel (bead-chucker)?: No.
            - Bust Basara's Shadow Exit (sink, then uppercut)?: Yes.
            - Amakusa's Evil Hornet dashes?: Previously no, but not so sure
              anymore. I'd say maybe.
            - Amakusa's Judgement Blow (bitch-slap)?: Argh! No!
            - Amakusa's Miasma Plasma (stupid looking spin)?: Yes.
    Specific Character Strategies (vs. humans only)
    These anticharacter mini-guides are not yet done, as there are some characters
    that I never get to play because, well, no one plays them where I play. If
    anyone has any ideas to add please mail me.
    Notice that some of the mini-guides have a different format corresponding to
    Slash/Bust rather than the character pair. This is because some characters are
    played practically the same for either alignment (Shizumaru), while others are
    remarkably different between Bust and Slash (Haohmaru).
    Slash:  Not much strategy here. Block, strike back. Use Dream Mists sparingly
            (most people figure it out after the umpteenth one, then they wait for
            it to finish and greet you with a C). A few good things to know are
            that Slash Haoh's Power Special is probably the worst in the game, and
            his Lightning Slash can't hit you if you are right in front of him.
            Generally, Slash Haohs are the ones that don't know that Bust Haoh is
            a million times more powerful, and just try to do the Earthquake Slash
            into the Lightning Slash (or a C). Since Haoh relies so much on his
            standing C and B slashes, it might be a good idea to keep some Dream
            Mists up the sleeve, but once again, use them sparingly.
    Bust:   Bust Haohmaru is probably one of the most powerful characters in the
            game, and probably one of the biggest problems for a Bust Ukyo. Keys
            to winning, or rather, not losing are to not get hit by his Typhoon
            Wave (which sets up his TW -> run B infinite combo). Also, his
            standing C slashes are more punishing than Slash Haoh's due to
            possible Broiler Blast or Force Fang slashes (the C follow-throughs).
            Really cheesy Bust Haohs will low kick you repeatedly and then follow
            with a Typhoon Wave, into the infinite. This is one character with
            whom a standing TG is very handy. If he starts to kick you, take the
            kicks standing up, and as soon as you're out of range, he will
            probably go for a sliding foot sweep. That'd be the prime time for a
            standing TG. One important note about Bust Haoh's infinite combo is
            that it is difficult to maintain because he has to run after the
            Typhoon Wave. Sometimes, his running B comes too late. If it looks
            like this will be the case, by all means, do a Dream Mist. Yes, it
            will connect a running B from Haoh.
    *UG!* Note about the Typhoon Wave: It is VERY hard to dodge. The Wave lasts
          about as long as the full time length of a dodge, so if you plan on
          dodging it, it almost must be attempted right when the Typhoon Wave is
          being executed.
    Shizumaru is by far one of the most difficuly characters to beat with Bust
    Ukyo. That damned umbrella just does too much damage. Try to avoid jumping in
    on a Shizumaru as a good Shiz will throw that damned umbrella like there's no
    tomorrow, and that makes for more than adequate air defense against an Ukyo.
    To beat a Shiz, you must be extremely patient, otherwise, you'll be on the
    receiving end of a dash combo in no time. Try to stick to one of the General
    Strategies, but try to keep a good distance away as the umbrella toss will not
    just cancel your Heat Flash, but will go through it.
    On special moves...
    - If you block one of his Windshear Slices (dash attack), follow with either a
      low C, dashing B, or Musouzankouka.
    - If he misses a Crosscurrent Slicer (uppercut), you must hit him out of the
      air before he lands. Any attack will do as long as it comes out quick enough
      to knock him out of the air, but he can block the second he lands.
    - For his Power Specials (both versions), just block and retaliate with either
      a low C or a dashing B, or Musouzankouka if POWed up.
    - Avoid getting hit at close range with a low B from a Powered up Shizumaru at
      all costs!!! A close low B can easily combo into Shizumaru's (either one)
      Power Special, which will dizzy, AND do massive amounts of damage!!!
      Careful (especially UG)!
    *UG!* Shizumaru is an upper grade Bust Ukyo's nightmare (Slash especially).
          Try not to get knocked down at all. I'm serious. If you do, roll upon
          getting up. Why? Because Shizumaru has a nice assortment of moves that
          just NEED to be blocked. His umbrella toss, umbrella spin, most his
          slashes, are extremely difficult to dodge upon getting up. Even worse
          will be when he takes advantage of your inability to block and just sits
          on top of you doing that damned umbrella spin. You will NEED to roll out
          of it. Also, watch out because most his standing slashes can be comboed
          into that damned dash attack.
    *UG!* When Shizumaru jumps, if you get hit by a C (where he pops the umbrella
          open), Shizumaru has a great lag time before hitting the ground, while
          you recover rather quickly. So, if it looks like Shizumaru is a bit too
          high off the ground when he hits you, do a Musouzankouka.
    Slash:  Jumping in close on a Slash Shizumaru will sometimes (and almost always
            against a good Shiz) be greeted with his umbrella spin. This cannot be
            air-blocked, not can it be hit with a jumping C! However, it will
            ALWAYS get hit by a jumping B. So, use jumping B, especially to cross
            over, so you can use the BHFLC combo when you land behind him.
    *UG!* If Slash Shizumaru does his Power Special (this will require timing),
          dodge it at the last minute (dodge, not sidestep), and then follow
          immediately with a Musouzankouka. Looks really cool that you're running
          after a spinning umbrella, and then it kicks his butt real good.
    Bust:   There is a little debate as to whether Slash is inherently better than
            Bust with Shizumaru (Slash has the Umbrella Spin, Bust can float). I
            have seen one guy playing Bust, and he uses the float to keep
            intermittent dodgers (dodge a jump attack) guessing by delaying his
            air attacks a second. Also, I have seen him use it to float behind the
            opponent and hit them with a C after the dodge. Ukyo players will not
            have to worry about this, as all you have to do is hit B while he is
            in the air. Chances are you'll hit him.
    Still not much. I guess people just realize how crappy Slash Ukyo's post-SS2
    toning has been, and so no one plays him. Also, no one plays Bust Ukyo,
    either. I guess I'm the only Ukyo player in Berkeley (upper grade, at that!).
    There have been a few impersonations, but none like the original. :)
    Amazingly enough, it is not as difficult to beat Nakoruru as it seems. Just
    stay far away (approx. outside of C range), block down, throw Heat Flashes,
    and block up when she sends the bird. Eventually she will get impatient and
    will hopefully end up making a mistake. Try to stay along the lines of one
    of the General Strategies also. However, you might want to be a little
    careful on the Dream Mist strategies. If you get hit with a low C, it'll be
    combo time, so watch out.
    On special moves...
    - (Slash) If she gets on the bird, just wait for her to get off. If you jump
      at her, you're practically begging for a Kamui Mutsube. If you've got a lot
      of courage, try TG'ing her off of it.
    - If she does a Kamui Risse up close, all you can do is block, and hopefully
      get in a quick retaliatory strike. This move has very little lag (like most
      of her moves) so you'll need to hit her quickly.
    - If she does an Annu Mutsube, block down and follow with a low A. If this
      hits, combo into a Skylark Slice, then a low C.
    - If she does a Leyla Mutsube, block down until she starts to rise, and then
      up. Afterwards, quickly do a low C if you are close enough. Don't try to
      run at her, the game won't let you (stupid lag trap). If you are too far
      away, she will get away scot-free and there will be nothing you can do about
    - (Bust) At any time you see her get on the wolf and her POW meter is full,
      you must assume that she is about to perform her Power Special. As soon as
      you spot this, throw an A Heat Flash and then run at her. If she does her
      Power Special, she will get hit and then you can combo. If not, then no harm
    - (Slash) If she executes a Kamui Mutsube, block it. If you are in range after
      your block, follow with a low A, then Skylark Slice, then low C. If not in
      range for that, just try a low C. Sometimes you will be unfortunate enough
      to be out of range for even that, and she will get off scot-free once again.
    - (Slash) If Nak does an Amube Yatoro, you will be able to tell (Trust me.
      She's got a big wind-up). Easiest thing to do is to run under it as soon as
      you see her turn, and hit B. If you're POWed, do the Musouzankouka instead.
    - (Bust) Her on-the-ground wolf-attack is extremely annoying after a Dream
      Mist, due to the fact that Ukyo takes a little while to gloat while
      resheathing after a successful Dream Mist. If you are almost dead against a
      Bust Nak, try to refrain from doing a Dream Mist unless you think it will
      kill her. However, most people either don't know about her on-the-ground
      wolf attack or don't remember to do it.
    *UG!* If you play upper grade, it is considerably harder to beat a Nak.
          Above all, try to stay away from the opponent so that you are ready for
          any surprise Annu Mutsubes. Also, since you can't block, you will be
          unable to do most of the move counters as described above. However, in
          the event of a missed Leyla Mutsube, or any lag from far away, a
          Musouzankouka will most likely reach in time.
    Despite popular outcry, Rimmy's have turned out to try to be the SubZeroes of
    SS3. They generally throw muchas popsicles, and try to do their low C as much
    as possible.
    On special moves...
    - If she executes the Power Special, run at her and jump with C over the rock
      she dumps. Gets her every time.
    - Rimmy's cure for the Heat Flash is that icy wall she casts. It reflects back
      the projectile. If you notice that your opponent is beginning to do this,
      throw a Heat Flash anyways, run after it, and jump when you see her cast the
      wall, and then do a TG (if you don't TG, you might get hit by the wall).
    *UG!* There has been a recent development of unethical Rimmy players around
          here, ie. they don't really care that UGraders can't block. They try to
          freeze the ground while you get up and cream you. Luckily for us, the
          frozen ground trick has a little delay before you get dazed (I guess it
          takes a little time for the pain in your feet to register), delay enough
          to pull a Musouzankouka and hit her before the daze goes into effect if
          you are close enough. If you see that Rimmy is doing this, while you're
          down, roll forward, and do the Musouzankouka upon getting up. A friend
          suggests, upon getting up, madly shaking the joystick back and forth and
          pressing CD a lot, which seems to get the desired effect, minus some
    At any time Galford runs at you, you must assume it will be an SPD. If you
    can get it off quick enough, do a Heat Flash. Otherwise, try to dodge and
    then do an A slash, or, to be safe, just sidestep him.
    Another thing to note is that Galford can pull the dazed log trick to get out
    of a Musouzankouka. Just so that you aren't taken by surprise if and when
    this happens, you are invulnerable while the screen is still blue from the
    move. However, all that wondrous damage will not be inflicted on Galford
    (sigh). Note: the time it takes before the screen returns to normal is random
    (or so it seems). Sometimes it stops right after the vanish, and sometimes it
    lasts until he end of the round.
    If Galford does his Windsplitter (splits into two), move to one side of the
    screen and throw a Heat Flash. Easiest way to avoid being SPD'd.
    Note about Galford players: if they jump straight up in front of you, I can
    almost guarantee that they will try to slash you. Perform a Dream Mist.
    *UG!* Most Galford players believe that upper graders can't deal with Replica
          attacks (the air drop). Little do they know that from a missed air drop,
          Galford has a short lag time. So, if you see them disappear, wait a bit,
          then dodge as they are about to hit you, and quickly do a B then a
    *UG!* If Galford performs a Shadow Copy (splits into two), move directly to
          the middle of the spin and perform a Musouzankouka about a half second
          before the images are about to materialize. While the images are
          setting, Galford is vulnerable and a Musouzankouka will find the right
          image and hit him out of the move.
    Slash:  General thing that Slash Galfords do is use the Rolling Crush throw a
            lot. Also, Galford can cancel a low C slash with a dog air drop, and
            then follow with another low C. Obvious problem with this is that if
            you want to block the dog drop, the low C will hit you! Be prepared to
            dodge this tactic and to avoid getting in close so as not to get
    Bust:   Bust Galford is quite possibly one of the most powerful characters in
            the game. His Lightning Kick (and Power Special) can be comboed from
            any B slash he puts out, at any range. Also, his Lightning Slash does
            wonderful damage and makes for great air defense (and anti-UG!!!).
            Fortunately, his SPD is considerably less painful in comparison to the
            other Galford or either Hanzo.
    Very similar to playing against Galford, but Hanzo doesn't have that nifty
    Lightning Kick, so you don't really have to worry about being comboed out of
    a B slash. You can be less careful about doing Dream Mists. Try to stay away
    and send out LOTS of Heat Flashes. If you do get close, stop throwing Heat
    Flashes as Hanzo's fire slinky thingy does more damage and sometimes can hop
    over your Heat Flash. One key is that Hanzos tend to do more air C's than
    Galfords. Take advantage of this fact with some Dream Mists after a thrown
    Heat Flash.
    At any time Hanzo runs at you, you must assume it will be an SPD. If you
    can get it off quick enough, do a Heat Flash. Otherwise, try to dodge and
    then do an A slash, or, to be safe, just sidestep him.
    If Hanzo does his Windsplitter (splits into two), move to one side of the
    screen and throw a Heat Flash. Easiest way to avoid being SPD'd.
    Note about Hanzo players: if they jump straight up in front of you, I can
    almost guarantee that they will try to slash you. Perform a Dream Mist.
    *UG!* Your worst nightmare will be Hanzo's fire slinky. It's slow and comes
          back by itself; perfect for cornering upper graders while they are down.
          Hope that you are not hit by this move. One way to avoid it is to hop
          back each time you see it coming. After the slinky disappears, you must
          try to get back to the middle of the field; if you are cornered it will
          be very difficult to dodge and you can't hop back. One way of doing this
          is to throw a Heat Flash immediately after your hop, and then run after
          it. If you are somehow cornered and Hanzo starts chucking slinkies at
          you while you are down, roll forward (past the slinky) and dodge upon
          getting up if you need to.
    *UG!* If Hanzo performs a Shadow Splitter (splits into two), move directly to
          the middle of the spin and perform a Musouzankouka about a half second
          before the images are about to materialize. While the images are
          setting, Hanzo is vulnerable and a Musouzankouka will find the right
          image and hit him out of the move.
    Bust:   Hanzo's multiple disappearing tricks are really annoying, mainly
            due to the fact that he can appear below or above you. If you can
            confidence in your reflexes, here is the way to tell the difference:
            if the screen pans out, he's coming from up top. If not, continue to
            block down. Otherwise, you can just jump and hold back to air block.
            That way, he'll just miss if you if he's from the ground and you'll
            block him from the air. However, you will not be able to retaliate
            this way.
            If Hanzo is POWed, you must try to be blocking up at all times. Even
            if he runs at you and you think he'll do a running B (low), let him.
            It does considerably less damage than his Power Special. To avoid
            such a dilemma, just try to stay far from him while he is POWed or
    Slash:  If Hanzo is POWed, try to maintain about a 3 inch distance from him.
            That way, if he does his Power Special, you can immediately throw a
            Heat Flash without getting hit by his Power Special.
            Slash Hanzo can also pull the dazed log trick to get out of a
            Musouzankouka. Just so that you aren't taken by surprise if and when
            this happens, you are invulnerable while the screen is still blue
            from the move. However, all that wondrous damage will not be
            inflicted on Hanzo (sigh). Note: the time it takes before the screen
            returns to normal is random (or so it seems). Sometimes it stops
            right after the vanish, and sometimes it lasts until he end of the
    Finally! Some people here play Kyoshiro now! Welp, Kyoshiro has developed into
    some sort of a Charlotte, with lots o' poking (due to some MASSIVE range).
    Smart Kyoshiros have learned from getting DM's by me so much to use ducking B
    (which is EXTREMELY annoying, and effective). These smart Kyoshiros tend to
    really kick my butt, until I get behind them and do a BHFLC combo (see Combos)
    and get them dizzy. To date I haven't really found a specific strategy to
    beating them, as Kyoshiros are still rare. Some hints for medium graders,
    however, who will fare much better than I would (what with me refusing to
    block): If playing against a Slash Kyo, which you probably will, block down!!!
    The frog thingy that grabs you with its tongue hits low, comes out quick (past
    reaction time), and does great damage! Watch out for it.
    *UG!* Like Shizumaru, Kyoshiro has some lag (not as much as Shiz, but still
          some) after a connected jump slash. You can try to do a Musouzankouka
          before he lands.
    Genjuros are similar to Haohmarus in that they have powerful C slashes with
    major lag time. Stick to a General Strategy or a Dream Mist strategy.
    On special moves...
    - (Slash) Seems that EVERYONE knows how to do Slash Genj's five hit dash with
      CbBbC. This means that this move must be blocked forwards. Block it forwards
      and retaliate. It Genj begins to get smarter and starts to go with an A
      dash, just start sidestepping the dashes (don't dodge, as you'll get hit on
      the return slash).
    - (Bust) Bust Genjuros seem to love that new card toss that comes down from
      the air after it's blocked, and they use it as a safety device for jumping
      in on you. If you have confidence in your timing, block the initial card
      toss, dodge the dropped one, and then do a Dream Mist. Otherwise, just block
      everything. If you get annoyed with the ticking damage, just run forward
      after the first block, or dodge the initial card altogether.
    *UG!* Genjuro is another dodge-and-strike target. Dodge his big C and follow
          with some retaliation, especially the Musouzankouka.
    *UG!* If Genjuro does his delayed slash close to you, he is an open target for
          a Musouzankouka.
    Slash:  This guy is the ultimate turtle, since he has three block-cancel moves
            (the Nag Blast, leg grab, and up grab). Most Slash Gairas will try to
            close in, back you into a corner, if you jump, they'll up grab you,
            and if you slash, they'll either Nag Blast you or leg grab you.
            However, as is the case with most turtlers, you can always run up to
            him and guard crush him. Since he will try to get you in the corner,
            do a pulling guard crush into the corner, and then do a 100% combo
            (see Combos). That'll teach them!
    Bust:   Bust is much more offensive than Slash, due to his two active grabs
            (one where he jumps, grabs you, and twirls you with his beads,
            another where he just grabs you from the ground and twirls you).
            Basically, whether or not you are playing upper grade, you will need
            to dodge a lot. Dodging a lot leads to sidestepping occasionally.
            Sidestepping leads to BHF.. combos. End of story. A minor note here
            is that Bust also has the Nag Blast.
    Try to block down as much as you can against Basaras. Basara's low B can hit
    up to 3 times, and it is a pain is the butt to get in close on a good Basara.
    Also, he has excellent air defense, so it is best to get him to come to you
    instead of you go to him. Throw lots of Heat Flashes and force him to come to
    you. Another thing is that Basara has that move where his feet glow and he
    steps on your head. This cannot be turned by a Dream Mist, so if it looks like
    he can connect one, don't do a Dream Mist.
    On special moves...
    *UG!* Both his Power Specials can be hit by a Heat Flash. If he is POWed, as
          soon as you see him hop back, you must assume it will be his Power
          Special. Throw an A Heat Flash immediately. If you don't have time,
          dodge it (or jump straight up) and follow with a Musouzankouka.
    Amazingly enough, Amakusa is an extremely difficult character to beat if your
    opponent knows how to play him. He has the strongest normal slash in the game
    (standing/crouching far C) and the most powerful kicks. Also, his yo-yo has
    excellent priority in that it is almost impossible to hit him out of a slash
    (due to the fact that he doesn't actually hold the yo-yo when he slashes).
    However, Amakusa seems to be helpless when you get into about A range. At A
    range, his crouching C just tosses the yo-yo upwards, his slashes do less
    damage, and since most his special moves have long initiation times and are
    aimed for long range, they are rendered useless. Key is to try to avoid his
    kicks at this range, but otherwise, he is pretty much at your mercy until he
    can get out of this range. Also, I have only connected a Dream Mist on two of
    Amakusa's moves (not his more popular slashes, though), so it may be a good
    idea to pack away the Dream Mist when playing against an Amakusa.
    On special moves...
    - If Amakusa does a Dark Destroyer (jumps into air and turns into a flaming
      ball), immediately jump at him and do a TG. It'll hit him out of the
      air almost all the time.
    Good luck against Zankuro. None of the Dream Mist strategies that involve
    turning jump slashes work on him because none of Zankuro's jump slashes can
    be turned by a Dream Mist (Argh!). Also, I'm not sure if it's possible to do a
    BHFLC combo on him (double ARGH!). The best way to beat Zankuro players is to
    throw many Heat Flashes and use jump/air block/retaliate in the air tactics.
    On special moves...
    - When Zankuro is POWed, try to stay a healthy distance away so that when he
      does his Power Special you are not affected by his big step (it shakes the
      ground so that even if you block, if you are close enough he will hit you).
      When he performs his Power Special and you are unaffected by his step, throw
      a Heat Flash and run after it, then do some stuff (preferably a B).
    - On his projectile: don't get hit by it.
    *UG!* Whew! Zankuro is a dodging clinic. If you can beat Zankuro at UG, and
          perfect him, you probably will have mastered dodging. Do this all match:
          Get in close, dodge, B->Musouzankouka. Once again, good luck on this.
    vs. CPU strategies
    Sorry, but since I play Bust Ukyo exclusively on upper grade, I do it against
    the CPU also. However, I have beaten the CPU many times with upper grade, and
    actually think it might be easier than playing medium grade.
    Major key to playing upper grade against the CPU is that if the computer is
    weaponless and happens to be standing right on top of the weapon, it will
    always get it back. Remember that you are vulnerable when you pick up a
    weapon? Remember that a Musouzankouka knocks the opponent's weapon out of
    their hands? Big hint.
        Walk up to him before the round begins. Throughout the match, try to do a
        crossover air B into the BHFLC combo. B->Musouzankouka as much as
        Same as Haohmaru.
        Back Ukyo into the corner before the round begins. When the round starts,
        sidestep around him and do a BHFLC combo. Repeat.
        Same as Haohmaru.
        Same as Haohmaru.
        Back Galford into the corner before the round begins. When the round
        starts, jump at him with B and try to cross over. If at any time Galford
        does an air drop, dodge and B->Musouzankouka or low C. Do NOT try to
        sidestep Galford at any time! If you do, Galford will low C you.
        Same as Galford.
        Same as Ukyo.
        Same as Ukyo.
        Same as Ukyo. Can also try B crossovers a la vs. Haohmaru.
        Back Basara into the corner and do a B->Skylark->low C combo. Or do a
        B->Musouzankouka combo. Repeat to leisure. Reason I don't say same as
        Haohmaru is because crossover B slashes usually don't hit Basara; he's
        just too skinny.
        Same as Ukyo (getting pretty boring, isn't it?)
        Good luck. Back Zankuro into he corner before the round begins. Try to get
        in close and dodge intermittently. If he does a frontal heavy slash and
        you manage to dodge it, do a B->Musouzankouka. If you happen to sidestep
        him, do a low C instead (you can't combo Zankuro from behind). If you get
        him in the corner and hit him with a close B, do a Skylark->low C instead
        of the Musouzankouka (it will dizzy).
    Notes After The Fact
    Whew! After such work in college, I have finally found the time to send out
    another update for this Bust Ukyo guide! Took long enough.
    Other Ukyo sources: If I can't help you on an Ukyo topic, talk to either...
                    Scott Fujimoto (SFUJIMOTO@DELPHI.COM),
                    Anthony "Master" Cho (achau@usc.edu),
                 or Peter "Master" Young (fayhung@ix.netcom.com)
            I am sure they are as happy to ramble about Ukyo as I am when I have
            spare time.
    Ukyo pages: I only know of two WWW pages devoted to Ukyo. They are...
    Also, for more Ukyo info, contact Scott Fujimoto. He wrote the SS1 Ukyo guide,
    and has a lot of character background info.
    Once again, if you see any errors (spelling, poor grammar, incorrectness,
    etc.), please mail me about it!
    Until next time...
    -- Diplomacy is the art of saying "nice doggy" until you can find a rock.

    View in: