------------------------------------------------------------------------
               Samurai Shodown 2 - Nakoruru Strategy Guide
                              Version 1.0


note:  this guide is also available via anonymous ftp at the following 
ftp sites:
     
    ftp.krl.caltech.edu /pub/fighting/ss2/guides/nakoruru.guide.hsu
    ftp.netcom.com /pub/vi/vidgames/faqs/SS2NAK.txt

please send comments/suggestions/corrections to 
Kenneth Hsu <e3321942@mailbox.uq.oz.au>

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              `--------------------------------------------'
 This picture is used with permission from Timothy Heydelaar
                                           <hydelaar@crash.cts.com>

------------------------------------------------------------------------
TABLE OF CONTENTS:

Revision History

Nakoruru - the transition from SS1 to SS2
	1) Graphics
	2) Game Play

Special Moves

General CPU Strategies
	1) CPU runs towards you
	2) CPU rolls towards you
	3) CPU just standing there and doing nothing
	4) CPU jumping in
	5) Air counters/escapes
	6) Misc. Strategies        

Specific Character Strategies

My own ranking of CPU opponents from hardest to easiest to defeat using 
Nakoruru

Combos

Ending for Nakoruru

Credits/Acknowledgements

------------------------------------------------------------------------
Revision History

v0.1 Initial Release - very disorganised and missing many things....

v0.2 Added title picture, special moves and rewrote many sections in the
     guide.

v0.3 Restructured format for Specific Character Strategy section, minor
     revisions here and there....  First version posted to the above
     mentioned ftp sites.
      
v1.0 Added ending for Nakoruru, credits/acknowledgement and minor 
     revisions here and there...  Also got most of the spelling mistakes 
     out of the guide (hopefully!)  Although there is still bits
     missing this is the first official version (hence v1.0) 

------------------------------------------------------------------------
Nakoruru - the transition from SS1 to SS2:

1) Graphics:  Graphically Nakoruru looks more 'mature' than in SS1.  She
is almost completely redrawn, has grown a bit taller (now nearly as tall
as all the other fighters) and has a new fighting stance.  The three
victory poses are OK and I like the Cape Wrap the best.  Some of her
attacks are altered (e.g. crouching B slash, air A, B slashes).  The
fighting portrait at the vs. screen is excellent but the portrait of the
alternative colour Nakoruru looks quite 'evil' (dark skin, purple
eyes....*shudder*)...

2) Game Play:  Delay triple plus....  Our Nakoruru is not as fast as 
what she used to be in SS1.  There seems to be a slightly longer delay 
at the start of Leyla/Annu Mutsubes (it might just be my imagination but
it seems to me that the length of the delay depends on whether you used
A, B or AB Mutsube move - A having shorter delay than AB) and also when
summoning the hawk to attack (it's a dead give-away for the ninja
teleporters to disappear and nail you from the sky....)  Delay after
spinning off the Hawk is introduced and the new move Cape Swirl has
major lag time after execution.  Standing far B slash also seems to come
out slower.  The standing close AB slash does not hit ground opponents
twice anymore except when you use it on the big Earthquake.  Also, A Annu
Mutsube seems to have a shorter range and it is very hard to use A Annu
Mutsube to combo in SS2 now and I usually need to use B or AB (but in
doing so endangering myself if it is blocked...).  Annu Mutsube hits the
opponent low in SS2 (i.e. needed to be blocked low), however the move
suffered a decrease in priority at the start of her Mutsube moves and
Nakoruru can be hit/thrown out of her Mutsube moves at the start quite
easily.  Mamahaha attack does not hit opponent multiple times in SS2
either.

Looking on a slightly brighter side, Nakoruru has better damage for her
slashes now (especially the big AB ones).  Spin attack off the Hawk hits
multiple times on all characters.  The new Cape Swirl move works fairly
well as an anti-air attack and reflects projectiles/cancels pet attacks.
The Super Cape Swirl is quite useful too.

SS2's special moves recognition system is very different from that of 
SS1 (where special moves are harder to pull off).  In SS2 special moves 
seem to come out left, right and centre - sometimes even when you don't 
want it!  This is not good news for Nakoruru as her special moves 
usually place her in very vulnerable positions.  To make sure that the 
right special move comes out, do the move slower than usual, making sure 
that the joystick move across all the contact points required for the 
move, and then press the button with a very slight pause after you have 
completed the joystick motion.  This is particularly important for the 
Power Special, Super Cape Swirl and to a lesser degree summoning 
Mamahaha to attack.

------------------------------------------------------------------------
The Special Moves
(taken from SS2 moves List v5.0 with permission from Hecubus
<rfj105@psu.edu>)

This moves are listed for a Nakoruru standing on the left hand side
facing right.

A - Weak Slash, B - Medium Slash, AB - Strong Slash
C - Weak Kick,  D - Medium Kick,  CD - Strong Kick

Nakoruru, with her hawk Mamahaha

 ,_ Special Moves ____________________________________________________,
 |  |  \   -O  Slash                Leyla Mutsube                     |
 |  O   O                           Upward rush                       |
 I--------------------------------------------------------------------I
 |  O-  /  |   Slash                Annu Mutsube                      |
 |     O   O                        Horizontal energy rush            |
 I--------------------------------------------------------------------I
 |  |   /  O-  Slash                Kamui Ryuse                       |
 |  O  O                            Nak swirls her cape in front of   |
 |                                  her.  This move will also reflect |
 |                                  projectiles, and make her         |
 |                                  invulnerable to pet attacks.      |
 I--------------------------------------------------------------------I
 |   /  AB                          Rolling Slash                     |
 |  O                               Roll forward along the ground     | 
 I--------------------------------------------------------------------I
 |  -O  \   |   /  O-  Slash        Amube Yatoro                      |
 |       O  O  O                    Summon Mamahaha to attack         |
 I--------------------------------------------------------------------I
 |  |   /  O-  C                    Hawk Carry                        |
 |  O  O                            When without weapon, this move    |
 |                                  will also summon Mamahaha back    |
 I--------------------------------------------------------------------I
 |  (Hawk Carry)                    Rolling Down Attack               |
 |   / or | or \  Slash or Kick     Direction controlled by joystick  |
 |  O     O     O                                                     |
 I--------------------------------------------------------------------I
 |  (Hawk Carry)                    Diagonal Down Arrow Attack        |
 |  Any other dir., Slash or Kick                                     |
 I--------------------------------------------------------------------I
 |  \   |   /  O-  -O  |  \   BC   Apefuchi Kamui Rymuse              |
 |   O  O  O           O   O       Flick her cape quickly four times; |
 |                                 finish with a fierce flick, from   |
 |                                 which a baby hawk appears.         |
 I--------------------------------------------------------------------I
 |  -O  \   |   /  O- (2x), D       Super Deformed                    |
 |       O  O  O                                                      |
 |____________________________________________________________________|

 ,_ Throws ___________________________________________________________,
 |  -O  B                           Toss                              |
 I--------------------------------------------------------------------I
 |  -O  AB                          Trip, sit and stab                |
 I--------------------------------------------------------------------I
 |  -O  B or AB (without weapon)    Face Slap                         |
 |                                  She hops up on her opponent and   |
 |                                  slaps them around, then ends with |
 |                                  a two handed pound to the head.   |
 I--------------------------------------------------------------------I
 |  |  B or AB  (in air)            Air toss                          |
 |  O                                                                 |
 I--------------------------------------------------------------------I
 |  -O  D                           Grab and triple kicks             |
 |____________________________________________________________________|
 |____________________________________________________________________|

  _ Power Special ____________________________________________________
 |  -O  O-   /  |  \   -O  A        Mamahaha's Revenge                |
 |          O   O   O               Nakoruru glows, and Mamahaha      |
 |                                  streaks down.  If she hits, the   |
 |                                  hawk dives three more times, then |
 |                                  slams into the opponent.          |
 |____________________________________________________________________|

------------------------------------------------------------------------
General CPU Strategies:

SS2's AI is a lot more intelligent and also aggressive than that of SS1.
Against Nakoruru, CPU controlled characters seem to advance upon 
Nakoruru quite a lot.  They stay outside of Nakoruru's attack range and 
wait there for you to make a move (where if you attack you will miss and 
if you jump you will over jump).  And if you just crouch defending there 
the CPU will move in and throw or jump in with an air attack and throw.  
Nakoruru players should be aware of this and know how to deal with this 
situation when CPU is advancing upon you.  

Below is a general summary of tactics for Nakoruru players when CPU is 
in the above mentioned position (i.e. outside of your normal attack range 
but within their own attack range).  Some of these are actually pretty
basic and applies to any human characters fighting CPU characters but
anyway here goes...

1. CPU runs towards you:  This happens quite a lot with for example CPU 
Galford and Wan-Fu.  This also happens when CPU is lower on the energy
bar and there is not a lot of time left.  The best way to keep CPU away
in this case is to do standing C kicks when CPU comes into range.  It
has a decent range and is quite fast.  Nakoruru can usually get a few of
these kicks in the CPU to tick off some damage.  Make sure you stop the
standing C kicks straight away when you have pushed them outside of your
standing C kick range and then go back into defensive crouch.  Any missed
moves on your part can cost you dearly.  If CPU has already run in too
close to you then you should do crouching C kicks to keep them away and
then maybe add one or two standing C kicks.

Alternatively if you are feeling bold and brave you can try using AB 
Leyla Mutsubes as they run in on you but the CPU, having perfect 
reflexes, will usually block them so use this sparingly.  Also standing
far B slash works often (opponent runs into the slash! :) )

2. CPU rolls towards you:  Be careful when CPU decide to roll toward you
just outside your attack range.  This happens in many situations.  For
example when you have kicked them in the face too many times with the 
standing C kicks, or when you just crouch there and do nothing, or when 
you send Mamahaha to attack at close range.  

There are many ways to deal with CPU rolling in on you, and it depends 
on where the CPU character is after rolling in.  If CPU will be very 
close to you after rolling in (e.g. CPU might have rolled under your 
series of standing C kicks).  When I say close, I mean the sprites of 
Nakoruru and the opponent are overlapping.  In this case I would suggest 
that you quickly get away.  CPU will usually throw after it comes out of 
the roll and in very close situations like this counter-throwing is 
often difficult.  Jump back with an air C kick or if you see it coming or
AB Leyla Mutsube to get away.

If CPU lands in front of you when it has finished rolling, then quickly 
do a lot of crouching C kicks to push them away - you will usually get
a few hits like this.  As soon as they are outside your crouching C kick
range, switch to standing C kicks to push them away further.  If 
opponent's roll finish in front of you, there is a better chance of 
throwing the opponent so it is a viable option (either B throw or the
D kick-throw should be used, I personally tend to use D kick-throw more
as it seems to be quicker than the B/AB throw)

Another alternative is to quickly get on the hawk and immediately attack 
off it.  It has worked about 40% of the time I tried it....

3. CPU just standing there doing nothing:  Since CPU is still outside
your attack range don't be foolish and try attacks on the spot which
will miss.  CPU is very good at detecting this and then will use their
advantage of having a better range to hit you as you are recovering 
from your attacks.  (It's times like this I wish that Nakoruru's father
had given her a longer sword...)  Also, don't be tempted to jump forward 
- at this position if you jump forward you will over-jump and will get 
slashed/kicked/thrown on the back as you land.  And if you are corner-
trapped don't be tempted to jump back against the wall either.  CPU usually
will find a good way to hit you out of the air.  I will usually try 
moving forward a little bit at a time so that opponent is in my standing 
C kick range and then try kicking them.  Sometimes CPU also backs off if 
you move forward bit by bit.  This has proven to be quite useful.  Moving 
in and trying crouching CD kick has worked exceptionally well against a 
few CPU chars.

4. CPU jumping in:  If when they jump in they are almost on top of you,
make sure you DO NOT block their attack.  You will be thrown afterwards.
You must think of a way to counter their attack or escape.  If you do
not have time to escape/counter and blocked their move, immediately go
into crouching C kicks when you have blocked CPU's air attack - this
will minimise your chance of getting thrown.  Below is a list of
Nakoruru's possible air counters/escapes and how they can be used:

   a)  Nakoruru's air slashes:  Nakoruru's air slashes are probably
best for air counter strikes.  If CPU jumps forward, and is in reach of
your jumping air slashes, then jumping forward and doing an air slash
immediately usually will hit them out cleanly (and with good damage too!).
Try to use the air AB as much as possible because it does so much more
damage compared to any other Nakoruru's moves.  Since Nakoruru's air AB
is a down-to-up slash you must make sure the AB slash has ample time to
slash 'up'.  So it is best to jump up and counter with the AB as EARLY as
possible when your opponent comes into range.  The timing/spacing is
approximately that of when your opponent is on or near the top of their
jumping arc.  If the opponent has already gone past the top of their
jumping arc, you might want to consider using air B or A slashes as they
come out quicker but are equally as effective.  Try to make sure that
only Nakoruru's knife meets the opponent.  If CPU is too close, then you
can try jumping back or jump straight up and then A/B/AB slash.  Make
sure you can time and counter any CPU opponent with your air slashes to
ensure some easy wins.

   b) Using Leyla Mutsube as an air counter:  This requires that you 
first learn the range of her A, B, and AB Leyla Mutsube, and use 
Leyla Mutsube so that when you execute the move, Nakoruru will 
meet the opponent in the air with the front part of her (the 
knife) touching the opponent only.  Then the chance of opponent 
slashing you out of the Leyla Mutsube is minimised.  Timing is 
also important due to the slight delay Nakoruru has before she 
starts her Leyla Mutsube.  You must make sure that Nakoruru starts 
rising before the opponent lands since if they block it you are in 
deep trouble.  You might think that using Leyla Mutsube is too 
much trouble, but once when you got it right it is very effective.  
For example, if opponent jumps in but is outside of your jumping-
forward AB/B slash counter, then doing the Leyla Mutsube will 
counter very nicely.  Also, if an opponent jumps away or jumps 
straight up in front of you, then you can execute Leyla Mutsube to 
hit them.

   c) If you have time to walk under the jumping opponent, then walk 
under and do a standing close or crouching B slash as opponent lands.  
Alternatively, You can also try a throw but I wouldn't count on it 
against CPU....  or try running or rolling forward when CPU jumps to
get away to a safe place.  If you hit your opponent while they are
still in the air they will jump backwards.  Then you should send
Mamahaha to attack for one more blocked damage.  (note: some
characters have an air move which has a wide range in front and also
behind them, you must be careful when trying to walk under and counter
attack like this.  The characters which I can think of that has these
kind of attacks are:  Mizuki, Ukyo, Nicotine and maybe others.  Also
against fast jumpers like Charlotte and Gen-An it might not be a wise
idea to counter in this fashion as usually you have no time to walk
under)

   d) Kamui Ryuse (Cape Swirl):  Make sure the cape connects with 
the opponent.  This is especially useful if the jumping opponent 
is right on top of you but it also works for opponent in front of  
you.

   e) crouching AB roll:  For crouching AB roll you must make sure the
jump-in opponent will land just in front of you if he/she did not do
any attack on you.  Otherwise when you attempt the counter the roll will
miss (you will roll under the jump-in opponent) and they will throw you
from behind.  Do the crouching AB roll when opponent is about to land
(but not too late or they will land and be able to block it and
retaliate)

   f) crouching CD kick:  Crouching CD kick works especially well
against jumping opponents that will land in front of you.  Say if CPU
jumps in at a distance such that if you try jumping forward and counter
with your air AB you will just miss them, then usually you are in a good
position for using crouching CD kick for an air counter.  Crouching CD
kick also works very well against many characters trying to do an air
slash on you (especially Haohmaru and Genjuro).  In this situation (when
your opponent is attempting an air slash on you), crouching CD kick will
also works if opponent jumps in on top or slightly behind you but you
might trade damage.  If opponent jumps in with a kick crouching CD kick
is less effective and you must make sure opponent is in front of you and
not on top of you (or their kick will hit you out).  If you have used
crouching CD kick successfully to knock the opponent away, immediately
summon the hawk to attack as your opponent is jumping backwards for one
blocked damage.  Against any Genjuros/Haohmarus this is a very valuable
defense.

   g) Close Standing AB slash:  The first hit of the close standing AB
slash is quite a good air counter.  You just need to make sure that you
have time to get the moves out in time.  The timing is approximately that
when your opponent has just past the top of their jumping arc, you must
hit AB then.  Best to use this when opponent is jumping in nearly right
on top of you.

   h) Annu Mutsube - I used to use this a lot in SS1 for air counter but
it doesn't to work in SS2.  Now I only use this to escape if I am
trapped in the corner and opponent jumps in on me.

   i) Mamahaha's Revenge or Amube Yatoro (hawk summon) as air counters
is also possible.  The timing is different for each character since
everyone's jumping arc/jump time in air are all different.  Spacing is
also important, use A, B or AB hawk summon depending on how far the
opponent is when they jumped.  If opponent will be able to hit you when
they jump in usually A hawk summon is the one to use.  But generally
this is not a reliable air counter and is very hard to time.

   j) Air throw:  I haven't really used this move at all yet as I am not
quite comfortable with having to push down and B/AB to throw in air
(never played Hanzo or Galford and played too much Chun Li in SF2 
:-) )  But it should work fine like in situation as described in a).  In 
fact I have pulled off the air throw a couple of times when I was 
actually trying to counter an air-borne opponent with an AB slash (well 
it's because I have developed a habit of pulling down on the joystick when
I jump).  So I would suggest that whenever you jump up to counter your
opponent with an AB slash, also pull down on the joystick and you may
throw them once in a while.

   k) Standing C/D kick:  Well this only works if opponent is landing in
front of you.  Does pitiful damage but it is useful in that after you knock
the opponent back, you can send Mamahaha after them.  This will generally
miss because CPU would've jumped forward again as the hawk flies towards 
him, but you get out of the stun quick enough so that you can repeat it 
again (i.e. use standing kicks to knock him back and then send the hawk
after CPU again etc.)  This pattern only works wonderfully well on CPU
Sieger and sometimes this is all I have to do to kill him.


Misc. General Strategies:

   a) Anticipating opponent's attack:  Since our Nakoruru has no range 
at all for her attacks :-(, to beat opponents who just keep on using 
their big range slashes, you must learn to anticipate and counter strike 
successfully against these big-range opponents (hmm that's everyone 
else! :))  Annu Mutsube or Leyla Mutsube should be used here.  I now 
tend to use AB Leyla Mutsube more than the Annu Mutsubes because if you 
execute a AB Leyla Mutsube at the wrong time you still fly safely away 
from your opponents and not slide along on the ground to the front of 
your opponent so that you get AB slashed to death.  Some opponents have
a 'poking' slash (e.g. Haohmaru's B slash and Charlotte), which if you 
execute your Annu Mutsube when they do the move, the poke will miss and
you will get them.  But this is very hard to anticipate when playing
against CPU.

   b) Luring your opponent to jump-in:  The only way Nakoruru is going
win against anyone (especially against CPU) is getting some of those
nice air ABs into your opponent.  But in SS2 the CPU rarely jumps.  So
you must find someway to force them to.  To lure them to jump use the
Mamahaha, send the hawk to attack will usually make the CPU characters
jump (if not forward, then upward).  If they jump forward then you must
find a way to hit them out of the air with any of the air counters
described above.  Sometimes CPU also jumps in after blocking your
Mamahaha, and also after you have executed a B or AB cape swirl far
away.  However, Some characters just will not be tricked into jumping
forward (for example Haohmaru or Genjuro), other CPU characters fall for
it quite a bit though (like Cham Cham and Gen-An).  Sometimes if you do
your crouching C kicks a couple of times CPU opponent will also jump in
or jump away, if they jump in, air AB or walk under and B slash.  If
they jump away, Leyla Mutsube to hit them!

   c) Use your hawk effectively:  When opponent is knocked down, send in
the hawk to hit them as they get up (or use Mamahaha's revenge if your 
POW meter is full).  CPU sometimes will be stupid enough to get hit by 
it.  Try to use the hawk to get as many blocked damage as you can on
your opponent.  As said in b) use the hawk to lure your opponent to
jump and then hit them out of the air.  It is very hard to describe the
spacing/timing required here.  But generally, your opponent must be at a
position where your B Mamahaha attack will just reach them.  Then if you
do your B Mamahaha attack, and they jump over the hawk (or blocks it and
then jump forward), then you will usually have enough time and the right
spacing to either Leyla Mutsube or just jump forward air slash them out
of the sky (sometimes you might need to walk forward a little bit before
countering)  Against the teleporting ninja trios (Galford, Hanzo and
Earthquake), after you knock them down you can also execute a hawk
attack that reaches them just AFTER they get up.  They will usually try
the teleport move and hit you from above but as you have already
recovered from the stun time of the hawk attack you can block it and
then retaliate.

   c) Use of Nakoruru's power specials:  I usually do not use this move
very much.  CPU is programmed to block it when you do it anyway and if
you don't pull it off and ended up with a Mutsube move instead you get
slashed!  But there are times when you might want to try this.  First of
all, use it when opponent is getting up - you might get lucky once in a 
while.  And secondly, when opponent sends a slow projectile to you - if
you can get the hawk to hit your opponent FIRST before the opponents
recovers from their projectile stun time and before their projectile
reaches you, you won't get hit by their projectile (their projectile
will just go past you).  I have some success in doing this against CPU
Hanzo, Haohmaru, Nicotine and Kyoshiro because it is easier to read when
they are going to do their projectile move and also because their
projectile are generally slower than other people's.  The power special
hawk also cancels any projectile in its path.

   d) Jump-in attacks:  Nakoruru's air attack does not have very much 
range (as the rest of her moves).  Also due to Nakoruru's long jumping 
arc it is very easy to overjump and miss an attack completely.  First 
thing to make sure is that you do not overjump.  CPU will murder you if
you do.  Hop back until you have enough space and will not overjump.  
And when you have jumped in correctly make sure your attack hits.  The 
safest attack to jump in with is of course Nakoruru's kicks (especially
the C kick).  But you can also use her slashes - AB slash does a lot of
damage so I general try to go for it with AB.  B does decent damage too
and is quicker but I miss the opponent quite many times if I try jumping
in with B.  Against small characters like Cham Cham it is safer to use
the kicks since the slashes (especially B) will generally miss altogether.
Also if you have overjumped I would suggest you either try and jump away
after landing, counter-throwing, do a crouching AB roll slash or go into
a AB Leyla Mutsube straight away as you land.  If opponent blocks your
attack you can try immediately throwing them (if you are close to them)
or just go into your crouching C kick - CPU doesn't tend to block the
first or second low attack after you jump in).  If the air attack hits
comboed them!!! (refer to combo section below)

   e) Dealing with opponents' projectiles: You can use the Cape Swirl to 
reflect projectiles.  Probably only useful if say you see Hanzo running 
towards you after his firesnake or if say Haohmaru does his tornado at 
close range (very unlikely).  Cape Swirl also make you invulnerable to
pet attacks from the opponent.  Make sure you use A Cape Swirl to
reflect projectiles so if your opponent jump over their own projectile
you will have time to block/counter.  If at close range I would rather go
through the projectile with Annu Mutsube to hit them (provided that I
CAN go through it)  Alternatively roll forward or lie flat on the floor
and wait for projectile to go past you.  Certain projectiles can be
slashed in half by Nakoruru in SS1 (Tam Tam's Skull, Kyoshiro's flaming
fans and Hanzo's Shuriken) with her far standing B slash.  It is still
possible to do it.  At least with Kyoshiro's fans you can slash it in
half with Nakoruru's standing A slash (the standing B slash doesn't seem
to work anymore for some reason).

   f) Opponent's missed/blocked normal moves:  In SS1 Nakoruru can block
some opponents' long-range AB slash and then still have lots of time to
retaliate with an Annu Mutsube.  However in SS2 this is harder.  It is
possible I think but you need to execute Annu Mutsube as soon as you
hear the sword clashing sound.  I can now sometimes counter Wan-Fu's
standing far AB this way.  Also, if opponent is close within say your
crouching CD kick or crouching AB roll range and stuck out a move that
misses (e.g. if Haohmaru at close range do a crouching A slash that misses 
Nakoruru and Nakoruru immediately stuck out her crouching CD kick you will 
knock Haohmaru off).  Also if you block an opponent's normal 'sliding move' 
(e.g. Haohmaru's crouching CD slide kick, Cham Cham's slide kick, Ukyo's 
slide-in slash, Gen-An's sliding kick) then you should immediately do
crouching C or D kicks to hit them once or twice.  You can also use
crouching AB roll slash.
                      
   g) Opponents' missed/blocked special moves:  It seems that there is a 
greater delay when characters land from their special moves.  So it
is a lot easier to retaliate when you block an opponent's special moves
or if opponent misses with their special moves. If close enough, make
them either eat a standing close AB followed by an Annu Mutsube (yeah
this will combo almost always on anyone) as they land.  Note that you
must time the standing close AB so that the first hit doesn't hit the
opponent has they fall down from their missed move and the second slash
should be the one that hits the opponent when they've just landed.  If
not comfortable with timing the big standing AB slash just use whatever
but make sure you retaliate!  Nakoruru cannot afford to let a chance like
this to slip past!

   h) Countering opponents' special moves:  Many of the other fighters' 
special moves can be countered using Nakoruru's Mutsube moves.  Refer to
the specific opponent strategies section below.

   i) When CPU's POW metre is full:  Be careful, although CPU doesn't
do it often, when CPU's POW metre is full you should think twice about
jumping in.  Many CPU characters are programmed to execute their power
special if you jump in and their POW metre is full.  Or when you are
trapped in the corner and CPU's POW metre is full, don't be tempted to
jump back against the wall with a C kick hoping that CPU will move
forward and get hit, they will simply do their power special!

   j) When you are dizzy:  If the CPU opponent is advancing towards you 
when you are dizzy - Don't just wiggle on the joystick and press the 
slash buttons if you see the CPU opponent is advancing towards you!!!  
If opponent approaches you when you are dizzy, you should continuously do 
forward or backward half-circle joystick motions and pressing the slash 
buttons to get out of dizzy.  So that when I get out of it I will usually go 
immediately into a Annu or Leyla Mutsube (if you use forward-circle joystick 
motions) or Cape Swirl/Mamahaha summon (if you use backward joystick 
motion).  So if opponent is approaching they might get hit by it.  If CPU 
opponent is not approaching you or send a projectile to you, then just 
use your standard wiggling of joystick because there's no need to go into 
any special move in this situation (and hopefully you will get out of the 
dizzy and block that projectile in time!)    

   k) Getting out of the corner when trapped:  When you are trapped in
the corner by the CPU, if CPU is extremely close to you - you can AB Leyla
Mutsube to get away from the CPU opponent (cannot do this with some CPU
characters - mentioned in the specific character strategies below).
Another method is to immediately get onto the hawk and either move the
hawk over the opponent and then away from them, or immediately do a
flaming arrow attack off the hawk that will miss your opponent completely
but in the process you will end up flying over your opponent's head and
land quite far behind them.

   l) Finishing off the opponent:  If opponent has only 1 tick of energy
left, do any of your special move to finish them off!!  (Try not to use
Annu Mutsube as a finishing move too much - many CPU characters with an 
upper-cut special move will sometimes hit you out of it in this situation, 
like Haohmaru).  If opponent has two ticks of energy left, send Mamahaha
to take off the first tick and then do a Mutsube move to finish them off.
If you can get off the Super Cape Swirl easily use that to finish someone
off if they don't have much energy left and is just knocked down.  Or you
can do an arrow flaming dive off the hawk - this will take up to three
ticks of energy off too if you get the spacing right (so that flaming dive
hits your opponent around the head region - this is my favourite finishing
off move at the moment :-) and I finished Mizuki off with it!).


------------------------------------------------------------------------
Specific Opponent Strategies:

The following section contains general CPU patterns and strategies 
against CPU specific to each fighter, and also a list of each fighter's 
special moves are listed below with a short paragraph as to how they can 
be countered or retaliated using Nakoruru.  

Also note that CPU gets progressively harder as you advance through the
opponents (i.e. the first opponent you fight is going to be a lot easier
than say the 7th opponent you fight).  The strategies given below is
for the 'harder' CPU opponents you counter.  The first and/or second 
opponent you fight when you start a new game is often very easy and you
don't really need to follow any of the strategies below in order to win
(I mean, sometimes they just stand there and do nothing and let you hit
them with your Mutsube moves without blocking!)


Cham Cham:  
CPU patterns/general: If you Leyla Mutsube to escape CPU will toss a 
boomerang after you.  Jump in with care, CPU will sometimes throw a
precision-upward boomerang to hit you.  Take advantage when CPU Cham
Cham jumps towards you.  If spacing is right Leyla Mutsube to counter,
or use air AB, B slashes.  Don't try crouching CD kick as an air counter, 
it does not work on her usually since CPU Cham Cham nearly always jump in 
with a kick.  If you are going to jump attack Cham Cham, use kicks since 
the slashes will generally miss.  CPU Cham Cham will use her sliding kick 
a lot so make sure you block low all the time.  Standing attacks are 
generally not a good idea since all of them miss her if she is crouched.
If Cham Cham sends the monkey to do any attack try and jump in to nail her.
Make sure you can determine whether Cham Cham is jumping normally or is 
doing a jumping scratch.  Cham Cham shouts different words when she does 
the jumping scratch.  Also her jump is faster when she does the jumping 
scratch.  CPU Cham Cham will execute the jumping scratch more often if
she is lower in energy than you and time is running out.  Also she will
sometimes do the juming scratch if say you jump away from her at close
range.

Special move counters:
   Boomerang:  I have Annu Mutsubed under it a couple of times but still
   unsure if this is safe.

   Lion Rush (Power Special):  Block and retaliate in anyway you want!

   Mura Gaburu (Paku Paku toss an skull):  Reflect using Cape Swirl or 
   Annu Mutsube under it?  Might be able to slash it off like in SS1...

   Jumping Scratch:  There are many ways to counter this move....

   You can block the jumping scratch and retaliate afterwards.  Cham
   Cham bounces back with different jumping arcs depending on whether
   she executed C, D or CD jumping scratch (C jumping scratch will
   bounce her back very far while CD jumping scratch doesn't).
   Depending on how far Cham Cham bounces back you can use different
   moves for retaliation, if Cham Cham bounces back quite far after the
   blocked jumping scratch you can either AB Leyla or Annu Mutsube her.
   If she doesn't, you can get into range and execute combo 7 in the
   combo section to retaliate.

   You can also make her miss by hopping/rolling back or running/rolling
   forward.  If Cham Cham misses (i.e. lying flat on the ground), Annu
   Mutsube and crouching AB roll will hit her as she lies flat on the
   ground.  Of course you can also use the crouching kicks but they
   don't do as much damage.

   (note: don't try countering the jumping scratch with Leyla or Annu
   Mutsube without first blocking it, the jumping scratch cancels the
   Mutsube moves)

   Pakupaku Deos (Paku Paku spins forward):  Cape Swirl (Make yourself
   invulnerable to it) or Annu Mutsube?  

   Paku Gaburu (Paku Paku rises and spits a fireball):  If you are sure
   you can Annu Mutsube through it before the fireball explodes on the 
   ground, then do it!!  You will hit Cham Cham along with it too.  Or 
   otherwise jump away or block it (make sure you have enough energy left 
   to block it!)


Charlotte:  
CPU patterns/general:  Make sure you do Not overjump!!  CPU Charlotte 
has so many ways to cheese you off.....  If trapped against the wall and
CPU Charlotte is very close just AB Leyla Mutsube away to get out.  CPU
Charlotte will generally advance toward you a lot and poke and tick and 
tick with her sword (I don't know which slash it is but she has an one-
handed long-range poke that is similar to Haohmaru's far standing B 
slash.  And she can do it standing or crouching!!).  If she is relatively 
close and miss a sword poke, Annu Mutsube will get her in time.  Or if 
she gets in too close and misses with a sword poke, crouching AB roll 
slash will hit her too.

Special move counters:
   Power Gradation:  Block and retaliate - use combo (7) listed in the
   combo section below as she lands from the move.

   Splash Fount: cannot Annu Mutsube through (so far...), so block and
   Annu Mutsube or crouching AB slash roll afterwards.  Or jump over and
   Annu Mutsube from the other side.

   Splash Gradation (Power Special):  Block it and then as the 7-pointed
   star starts fading, Annu Mutsube through to hit Charlotte.
   
   Sword Flash (Triangle Projectile):  Use Cape Swirl to reflect or Annu 
   Mutsube under it.


Earthquake:  
CPU pattern/general:  Jump in on CPU Earthquake STRAIGHT AWAY at the 
beginning of each round as CPU Earthquake has a habit of attacking with 
his weapon straight away at the start of a round.  You can most of the 
time combo him straight away after jumping in at the beginning of a 
round (I always use air AB, ground B or AB Annu Mutsube).  Earthquake is 
probably the easiest CPU character for Nakoruru to defeat.  Generally 
just jump in and attack and attack and combo him if air attack gets him.  
If he blocks your jump-in attack, when you land do a few crouching C kicks
which will usually hit him.  If CPU jump towards you counter with air AB 
slash will usually work since he is so slow (except when he sticks out that 
air C kick of his early and you are too close....)  Be careful when sending
Mamahaha away, since Earthquake now can do portal drop he will do that
sometimes as you send the bird away.  Also if you are trapped in the corner
he will try to come in with his power special (if his POW metre is full).
Jump behind him and retaliate.

Special move counters: 
   Fat Bounce (bouncing butt attack): Annu/Leyla Mutsube through his fat
   butt!!!

   Fat Chainsaw:  Annu Mutsube through it will hit him out.  Or if too
   close, block and then Annu Mutsube.
   
   Flame Fandango:  Jump over and attack him from the other side.  Not
   sure if you can just jump in and attack, the flame looks quite high
   and I've never tried.

   Mirror Images:  If you are not in between the two images, just AB Annu
   Mutsube through both images.  The bomb that appears from the false
   image won't explode in your face since you already slide past it and
   you will hit the real image too.  If you are in between the two image,
   you can look at the top of the screen where Earthquake's name is
   displayed, it is replaced by the motion of the move he performs so you
   can work out which image he is from the button pressed (A=left,
   B=right).  Otherwise just take your pick I guess....
   
   Portal Drop:  Block and then Annu Mutsube to get him as he lands.
	
   Yo Yo Gama (Power Special):  Can Annu Mutsube through provided you 
   slide through when blue hand is waving up.  Alternatively send 
   Mamahaha to get him.


Galford:  
CPU pattern/general:  CPU Galford will usually run/roll at you a lot.  
I don't know about other people but usually a match with Galford for 
me turns out to be a manic button pressing exercise (standing C kicks 
to try and keep him away).  Take advantage when he jumps, if you can 
walk under him and standing B slash him as he lands.  Also, Galford
has a habit of sending the dog to drop from the sky whenever you get
on the hawk.  So you can try getting on the hawk at a position
relatively close to Galford, and if he do the dog drop, immediately
arrow flaming attack off the bird to get him!  The dog will drop at
the position where the hawk was so you won't get hit.

Special move counters:
   Dog Drop:  If you see it coming and Galford is relatively close, Annu
   Mutsube to hit Galford before the dog reappears.  Don't know if Annu
   Mutsube cancels it or if Cape Swirl works?

   Fake Wood/Portal Drop:  The same counter as with Earthquake. 
   
   Invisibility:  Find him and slash him out of it quick!!! 

   Mad Dog:  use Cape Swirl, cannot use Annu Mutsube since this cancels
   Annu Mutsube out and you will get munched to death by the dog.

   Mirror Images:  The same counter as with Earthquake.

   Plasma Blade:  Reflect using Cape Swirl, or Annu Mutsube under it.
   
   Poppy Power (Power Special):  Jump over it and attack.

   Rush Dog:  Annu Mutsube through it or use Cape Swirl to make your-
   self invulnerable to it.

   Strike Hez (SPD-like throw):  Pray that he doesn't get that off on
   you!!!!


Gen-An Shiranui:  
CPU pattern/general:  Be careful of badly-timed Leyla Mutsubes because  
Gen-An will spin in to hit you as you are landing on the other side....  
CPU Gen-An also uses that quick slide kick his a lot (usually in 
succession).  Make sure you block all of them low.  When Gen-An jumps it
is your chance to get ahead!!  Air AB slash works very well on CPU as an 
air counter so use it!  Leyla Mutsube is less consistent as an air 
counter because Gen-An's jump is quite quick and usually he will be able 
to land and block it and then retaliate. 

Special move counters:
   Butcher Thrust:  If have time, Annu/Leyla Mutsube through it will
   counter.  Or Block it, and Annu/Leyla Mutsube to retaliate as he spins 
   back.  When using the Mutsube moves to counter the Butcher Thrust, you
   must make sure the Butcher Thrust move doesn't touch Nakoruru from the
   top or she will be hit out of the Mutsube (i.e. Nakoruru's knife MUST 
   meet Gen-An's spin first before any other part of her body).  

   Or you can block it, then send Mamahaha to attack but this is harder to
   time.  Or you can use standing far B slash to slash him out of it 
   quite easily.  Standing C kick also kick him out of this move easily.
   If you meet his Butcher Thrust in the air and you are on top sometimes
   your air kicks will also hit him out of the Butcher Thrust.

   Death Twister (Power Special):  Not quite sure if you can jump in on
   it.  Send Mamahaha to burn him if you have time.  Or otherwise block
   and then retaliate.

   Glove Extension:  If hit by it, usually you will have enough time to
   wiggle your way out of the dizzy and retaliate with a Annu Mutsube.
   If you block it, you can also immediately go into a Annu Mutsube to 
   hit Gen-An.

   Poison Blizzard:  Jump in and attack him.  Or just block or reflect it
   with your cape. 

   Second Skin:  Wait for Gen-An to spin forward, block it and then
   Annu/Leyla Mutsube to get him as he spins backward.  Don't try
   countering it with Annu/Leyla Mutsube without blocking first because
   the spin is coming down on you and it will hit you out of your Mutsube
   moves.  If Gen-An misses with it and lands close to you just slash him
   with anything....  When Gen-An is emerging from the skin if you are
   close enough do a Leyla Mutsube which hits him just as he starts to
   spin upward.  This also hits him out of the move I believe.  Or time
   a hawk attack so that the hawk hits him as he emerges from the skin
   to spin upwards also works.


Genjuro (Kibagami Genjuro):  
CPU pattern/general:  I found crouching CD kicking him works very well.
CPU will usually try and do some move as you do your crouching CD kick
and will be knocked off his feet.  Genjuro does not has enough time to
do his standing AB if he blocks your crouching CD kick.  The worst you
can get is just a A slash.  Be careful of him blocking the crouching CD
kick and walk in to throw you though if you did your CD kick when he is
too close.  In this case, jump away as soon as you retract from your
crouching CD kick.  If Genjuro gets too close push him away with crouching
C kicks or D kicks.  Also try to anticipate when he is going to do that
big AB slash....  You will have time to get Genjuro if you executed your
Annu Mutsube as soon as you see the first animation frame of his
standing far AB (where he lifts his sword up) and if you are close
enough.  DON'T do any Leyla Mutsube to get out of his way - or he will
send his projectile cards after you when you land!  Try to get within
your crouching CD kicks' range by moving forward a little each time and
then wait for CPU's reaction.  Sometimes CPU Genjuro will even back off!
Use the hawk to attack often, Genjuro doesn't jump over the bird very
much.  And if he does, counter with a crouching CD kick (works like
wonders...)  At the start of a round don't do anything but block because
CPU Genjuro  will do a Sanrensatsu at the start of the round about 40% of
the time.  Block and retaliate!  CPU Genjuro is actually quite easy to
beat, usually all it takes are three moves - Mamahaha attack, crouching
C kick and crouching CD kick!

Special move counters:
   Card Game (Power Special):  CPU Genjuro hardly ever do this move at
   all.  He has only done it once when my crouching CD kick missed him.
   There doesn't seem to be enough time to retaliate after blocking??

   Oukazan (card projectile):  Reflect using Cape Swirl or Annu Mutsube 
   under it.

   Sanrensatsu (dashing slashes):  If Genjuro is still sliding forward 
   you can throw him out of the dashing slashes.  Otherwise block it all 
   (block in the same direction as the first), then retaliate.  Haven't 
   tried Annu Mutsube through it yet as I never can react quickly enough 
   to do it.  Or maybe you can block the first one and then counter with
   Annu Mutsube?

   Toha Kouyokujin (rising purple slash):  Block and retaliate when he
   lands.  Use combo (7) in combo section below.


Hanzo Hattori:  
CPU pattern/general:  As with Galford, Hanzo will run/roll towards you 
quite a bit.  Keep him away with standing C kicks.  If he jumps towards 
you counter accordingly.  CPU Hanzo will disappear/fake wood a lot so 
make sure you know how to counter that properly.  Don't try throwing too
much - CPU usually wins :(.  You must be careful when you try to jump
and attack CPU Hanzo, sometimes he will time a perfect Bakuen Ryuu to 
hit you as you jump in - this happens when you are landing in front of
him.  Luckily CPU doesn't do it too many times.  Be careful when Hanzo
is running towards you, he might do a Bullhead Blast on you.  If he runs
in after his fire snake make sure you reflect the fire snake with your
cape!

Special move counters:
   Aerial Shuriken:  You can block it and still have enough time to nail
   Hanzo with an Annu Mutsube afterwards.  or reflect it with Cape Swirl?
   Annu Mutsube through it straight away?

   Bakuen Ryuu (fire snake):  Reflect it with Cape Swirl - especially if 
   Hanzo is running towards you after it.  Or jump forward to attack.

   Bullhead Blast (SPD-like throw):   Pray that he doesn't get that off 
   on you!!!!

   Fake Wood/Portal Drop:  If Hanzo does a portal drop from above the
   counter is the same as with Earthquake/Galford.  Note when Hanzo does 
   a Fake wood he disappears and attacks from below, so watch out and 
   see which one it is!!  Annu Mutsube can hit him out of his attack 
   from below.  So if Hanzo does a Fake wood, wait for a split second 
   and go into an A Annu Mutsube which will hit him as he reappears.  
   Note you MUST use A because if you use B or AB Annu Mutsube, when 
   Hanzo gets hit by your Annu Mutsube he can do another Fake Wood which 
   will get you as you are still recovering from your previous Annu 
   Mutsube.  If Hanzo does disappear again after getting hit by your A 
   Annu Mutsube, do another one and another one until he gives up :-).

   Hellfire (Power Special):  Hazno doesn't seem to have much stun time
   after he executes this move and there is probably no time to
   retaliate after blocking it.  The move however takes a while to come
   out.  If you see that fire of circle on the ground maybe there is
   enough time to Annu Mutsube forward to hit him first?

   Invisibility:  Find him and slash him out of it!

   Mirror Images:  Same counter as with Earthquake.


Haohmaru:  
CPU pattern/general:  Play turtle.  Never initiate an attack yourself by
jumping in since Haohmaru will just upper cut you.  Stay in defensive
crouch and wait for Haohmaru to do his attack.  Unlike Genjuro, where
you don't usually need to worry about getting hit by that standing AB
because it comes out so slowly, watch out for Haohmaru's big AB which is
a lot faster than Genjuro's.  CPU Haohmaru will either stay just outside
your crouching CD kick range and wait for you to do something, or he
will back slightly further away and try his standing ABs on you or toss
a tornado or fake a tornado.  If you see Haohmaru start his tornado move
(no matter whether it's a fake or a real one) do your Mamahaha attack
straight away.  If it's a real tornado it will cancel and if it's a fake
Haohmaru will have to take a tick of blocked damge or if your hawk came
out fast enough you might hit him too!  If he is close, do a crouching C
kick every now and then (which will miss him but will recover fast enough
so you don't get slashed) and see what CPU does.  At this distance, CPU
Haohmaru will usually try to do any of his quicker attacks.  In
particular, if Haohmaru does his crouching A slashes and just misses you,
crouching CD kick him straight away!  Also he will sometimes do his
crouching CD slide kick, block it and then retaliate with a crouching
kick (C or D).  Don't use your crouching CD kick unless you are sure he
will be knocked off because if you miss or if he blocks you will eat a
standing AB (ouch!) But if Haohmaru jumps in use crouching CD kicks to
counter!  Works very well.  Try to anticipate his attacks and execute
Annu/Leyla Mutsube to counter.  If CPU presses in too closely can do a
AB Leyla Mutsube to get out of the way.  CPU generally won't retaliate
effectively.  Try to use the Hawk as much as you can, Haohmaru usually
won't jump over it - he will simply just block it all....  If he does
jump in again use crouching CD kick.

Special move counters:
   Energy Slice (Power Special):  Block it and then Annu Mutsube to get
   him afterwards works very well.  

   Kogetsuzan (rising uppercut slash):  Block and retaliate.  Use combo
   (7) listed in the combo section below.

   Kogetsuzen Combo:  Can't do much except block them I suppose...

   Resshinzan (leaping somersault slice):  Block and Annu Mutsube 
   to retaliate.  Or maybe it's possible Annu Mutsube through it??

   Sake Attack:  Block and Annu Mutsube?  Annu Mutsube through it???

   Senpuretsuzan (energy tornado)/False Senpuretsuzan:  If he is 
   actually doing the tornado, jump over and combo him!!!  CPU will
   fake quite a bit so watch out.  I have seen CPU Nakoruru go through
   the Senpuretsuzan with Annu Mutsube but I cannot do it personally....


Jubei Yagyu:
CPU pattern/general:  If trapped in the corner AB Leyla Mutsube to get
away.  CPU Jubei usually won't retaliate.  Standing C kick him if he 
gets in too close and counter/retaliate any missed Mikkaku Ratoh and 
Hasso Happa.  Again make sure you don't over jump.  You are usually safe
to jump in after Jubei blocks one of your Mamahaha attacks.  Otherwise
play turtle and counter his moves.  Make sure you can distinguish
whether he is just running forward or is doing Mikkaku Ratoh.  If he
is just running forward keep him away with crouching C kicks.

Special move counters:
   Hasso Happa (100-sword Strikes):  You can Annu Mutsube through this 
   with no problem usually - but I have been hit by it while trying to 
   Annu Mutsube through it though.  Or block it for a while and then
   Annu Mutsube through it as Jubei is about to stop.

   Mikkaku Ratoh (charge forward then rising slash):  Block and then
   retaliate as he lands (combo 7 again!).  Maybe it is possible to also 
   Annu Mutsube to counter it - not sure though.

   Suigetsutoh (ground wave projectile):  Reflect with Cape Swirl or
   jump over and attack.  Or block it. 

   Yagyu Shingantou (block with one sword/attack with another):

   Zetsu Suigetsutoh (Power Special):


Kuroko:
CPU pattern/general:  I have finally beat Kuroko with Nakoruru.  Basically
the strategy is similar to that of fighting Mizuki - play turtle.
Crouching defending there and wait for Kuroko to make a move.  He has
many different projectiles and you really need to watch out for them and
block them when he throw them at you.  Do crouching C kicks or standing
C kicks to keep him away and eventually he will jump in.  Then just walk
under and standing close B slash him and then send Mamahaha to get one
more blocked damage straight after.  Use the hawk to get as much blocked
damage as you can but don't send the hawk out at close range, Kuroko will
roll under the hawk attack and throw you afterwards.  Kuroko usually rolls
under your hawk attack but if he is far away and roll in under the hawk
you are in no danger really.

Special move counters: 


Kyoshiro Senryo:
CPU pattern/general:  Can't really find any specific patterns for him.  
Usually I just jump in and attack and get away and jump in again.  If 
trapped AB Leyla Mutsube to get away.  Be careful not to jump in on his 
power special.  If jumping in to attack Kyoshiro make sure you use a kick
 - you have a better chance of hitting Kyoshiro out of his rotating slashes
(see below)

Special move counters: 
   Chobi Jishi (flips forward on stick in a fiery spin):  Block and
   wait for a very short while until he is retracting and then get
   him with an Annu Mutsube.

   Fire Fan:  Reflect with Cape Swirl or Annu Mutsube through it.  You
   can also slash it in half with Nakoruru's standing A slash, and
   possibly with Nakoruru's standing B slash as well.

   Flame Fandango:  Not sure, I think you can Annu Mutsube through it?
   or jump over him and attack from the other side.

   Flaming Top (Power Special):  Don't think there is anything Nakoruru
   can do - block it all and maybe get him afterwards?   Or if he is 
   just spinning there and send Mamahaha to burn him.

   Vertical Rotating Slash (rising):  Nakoruru's kick can fairly easily 
   hit Kyoshiro out of his Vertical Rotating slash if her kick hits 
   Kyoshiro from the top and hits approximately in the centre of the 
   spin.  This is why it is wise to jump in mostly with a kick, not a 
   slash. 

   Vertical Rotating Slash (falling):  I think Nakoruru's slashes can
   hit Kyoshiro out of his falling Rotating slashes provided that only
   the knife touches Kyoshiro.  But again, not sure as I have only hit
   him out of this once or twice.


Mizuki:
CPU pattern/general:  YES!  I finally defeated Mizuki - after about 15
tries altogether...  My limited experiences of fighting against her is
still limited though.  Here is just some basic observations.  Don't miss
ANY chances of air counters when Mizuki jumps in on you (it's about the
only time you have an advantage over her), punish Mizuki with some nice
big ABs whenever she jumps (which is rarely...)  Other than this I usually
try to play very defensively.  Stay in defensive crouch and counter
Mizuki's move accordingly.  If she approaches you to within your crouching
C kick range then do one or two crouching C kicks to push her away - you
will usually also kick her once or twice in the process.  I have not had
many successes jumping in to attack Mizuki.  She always manages to either
send her 'altered' beast to rush pass her just in time to hit me out or
she will produce one of her projectiles so that it envelopes her as I am
about to hit her and I will be hit out by the projectiles.  Mizuki also
teleports quite a bit and she usually will appear behind you.  When she
sends any of her projectiles watch out!!  Try jumping forward over them
(except for the power special which you will have to jump back over it
as it travels BOTH WAYS).  If you decide to block them you must be very
careful cause Mizuki will usually teleport behind you as the projectile
is about to hit you and thus reverse the joystick direction for blocking
(ie you get HIT by the projectile!)  Try keep your distance and send
Mamahaha to do some blocked damage.  Be careful of that move of hers in
which she sends this energy pool thing along the ground which pulls you
into the ground - if you stay in defensive crouch the energy pool cannot
pull you in.  As said before watch out for the Mizuki's power special
projectile (which is a black and if you get hit by it the projectile
envelopes you and bounces you on the wall several times and does HUGE
damage and breaks your weapon).  It travels forward and then BACKWARDS!

Special move counters: 

   Pig projectile (a small lightning ball released by her pet)
   Big Black Projectile (power special)
   Confusion Projectile (while & flashing projectile)
   Beast rush
   Electric beast rush
   Mad Beast rush
   Energy Pool


Nakoruru: 
CPU pattern/general:  This is a waiting game.  Just crouch there on the
spot and wait for CPU Nakoruru to make a move.  Sometimes she won't do
anything either so in this case do some crouching C kicks to make her do
something.  The following is a list of things CPU Nakoruru will try:
If she jump towards you, walk under and standing close B slash her.
If she runs towards you or roll towards you, continue your crouching C
kicks.  (and at all times watch her to see if she is going to Annu 
Mutsube)  If she get on the hawk, stop crouching C kicks and wait for 
her to attack, block it and retaliate.  If she Annu Mutsubes, block and
retaliate.  If she Leyla Mutsubes, run after her to where her land and
do a crouching move to hit her (note: it's better to use a crouching
move as some standing moves miss and the only one that will hit her is
far standing B slash and the AB slashes but they take too long to come
out).  This way you usually will win against CPU Nakoruru easily.  Don't
worry if you are trapped in a corner, just continue to do what is said
above.  NEVER, EVER do a AB Leyla Mutsube to get out of the corner, or
you will get Annu Mutsubed on the back as you land.

Special move counters: 
   Annu Mutsube:  Block and then do any attack.  Or alternatively, you
   can do your own Annu Mutsube when she starts hers.  The trick is to
   do the move after CPU Nakoruru finishes shouting out "Annu Mutsube".
   Then you do yours.

   Apefunchi Kamui Rymuse (Super Cape Swirl):  Block it!  Don't think
   there is much you can do about it.  If you see it coming maybe jump
   over it and attack?

   Attacks off the hawk (spin and arrow):  Block and then do any
   crouching attack (I always use crouching AB roll slash).  Again
   alternatively you can start a Annu/Leyla Mutsube when CPU's attack
   off the hawk is about to hit you.  But blocking then attack is
   safer.

   Hawk Carry:  Jumping up to attack CPU Nakoruru while she is on the 
   bird is generally not a good idea.  But sometimes if I judge it 
   correctly I use Leyla Mutsube to get her.

   Kamui Ryuse (Cape Swirl):  Block and Annu Mutsube if Nakoruru used
   a B or AB Cape Swirl?

   Leyla Mutsube:  If CPU does a Leyla Mutsube that flies over your to
   the other side, start a AB Annu Mutsube as soon as she flies over
   you (i.e. you've turned around) and this will get her on the other 
   side.  Alternatively you can run after her and retaliate, or send
   Mamahaha after her if you can time it right.

   Mamahaha's Revenge (Power Special):  If you are close - run/roll
   forward to get Nakoruru.  If not, just block it or jump over it 
   and attack.

   Rolling Slash:  Block and throw/retaliate.  Or Annu Mutsube
   through it.


Nicotine (Caffeine Nicotine):
CPU pattern/general:  Like Cham Cham, your standing attacks will miss
altogether if Nicotine is crouched so don't do any missed attacks or
otherwise Nicotine will use his staff to crouching AB trip you.  Try
to get him to jump and counter him in the air with either the AB slash
or Leyla Mutsube.  Generally CPU is not too hard to beat.  If you AB
Leyla Mutsube to get out sometimes Nicotine will send a projectile after
you so do it sparingly.  Be careful if you want to walk under and slash
as Nicotine as two air moves which will hit opponents on the back (the
spiral kick and one of the slashes).

Special move counters: 
   Confusion:  Just make sure you don't get hit by it!  Block!!  You
   will have enough time to crouching CD kick Nicotine after blocking.
   
   Bakusa Jougeki (staff extends via a chain):  the same counter as 
   Gen-An's glove extension.

   Shikigamireifu, fire (fire demon - run low along ground):  Reflect it
   with Cape Swirl, or jump over and attack, or block LOW.

   Shikigamireifu, thunder (electric bird - flies at head level):
   Reflect it with Cape Swirl, or jump over and attack, or Annu Mutsube 
   under it, or crouch and let it fly above you.

   Spiral Kick: Don't think there is anything you can do when he does
   this spiral kick in the air.....
 
   Summoning Atavakah (Power Special):  Block and then retaliate?


Sieger (Neinhalt Sieger):
CPU pattern/general:  Don't send Mamahaha away too many times in 
succession (especially if you are corner-trapped), CPU will do the Blitz
Siege when you are about to send the hawk to attack (even though CPU
usually miss with the Blitz Siege but it is not wise to try sending the
hawk too many times in succession.  Whenever Sieger gets in your standing
C kick range kick him!!  It will get him usually.  When jumping in it is
best to use C kick - and kick as early as possible since CPU Sieger will
usually counter by jumping and doing his C kick belly attack which has
very high priority.  So if your C kick is not out by then you will get
countered.  Don't use Leyla Mutsube to get out of the way or otherwise
you will get comboed with that backbreaker thing (OUCH!).  A very useful
pattern for Sieger, send the hawk to attack, Sieger jumps forward over
the hawk and then you standing C or D kick him! (you might need to move
forward a little bit to get into range though.)  Then he gets kicked
back and then you send the hawk again.  Can substitute standing kicks
with a crouching AB roll slash too.  Just watch out he doesn't do the
Blitz Siege move instead of jumping again.  If he did the Blitz Siege,
counter as specified below.  Be careful when Sieger is close to you -
CPU may attempt a Wolf Fangen throw - this throw has a slightly longer
range than your standing C kick.

Special move counters: 
   Atomic Blast (Power Special):  Don't know - it looks just like the 
   Blitz Sieger move though.  So maybe Annu Mutsube as he is about to
   hit you???  Or block and then Annu Mutsube.

   Blitz Sieger:  Do either Leyla Mutsube or Annu Mutsube when he is 
   about to hit you.  You will hit him cleanly out of the Blitz Siege.  
   Alternatively you can block it and then Annu Mutsube.  Sometimes
   CPU will do a Blitz Sieger which will land just behind you and you
   need to make sure that you do the Mutsube to go on the other side
   or you will miss (which is no big deal since you will just end up on
   the other side of the screen - but it is better that you nail him 
   since you don't really get that many chances with the CPU....)

   Finger Flick (reflects projectile):  No concern for Nakoruru - she 
   does not have a projectile!

   Tiger Kopf/launching punch/backbreaker:  CPU will not do the Tiger
   Kopf if it is not going to hit.  But say if he did, block it and
   then Annu Mutsube.  You might also be able to Annu Mutsube through
   to hit him out of the Tiger Kopf?

   Velcan Weinen (turn arm into flamethrower):  Block and then Annu Mutsube?
   or just Annu Mutsube through it???

   Wolf Fangen (arm extends along ground and grabs):  If you stay in
   defensive crouch Sieger's Wolf Fangen cannot grab you.  So block it
   crouching and then retaliate with Annu Mutsube?  Or maybe Annu
   Mutsube through it?


Ukyo Tachibana:
CPU pattern/general:  When you are knocked down, CPU Ukyo will do his 
apple slices as you get up, counter accordingly as stated below.  Do
AB Leyla Mutsube to get out of the way if CPU Ukyo gets too close.  He
usually won't do any effective retaliation after he blocks it.  Another
turtle game.  Stay in defensive crouch and watch for Ukyo's moves.  If
he moves too close push him away with crouching C kicks.  Be careful
here as sometimes Ukyo will run in and do a SSS firebird from the ground.
Use the hawk to do some blocked damage.  A pattern here for you:  if Ukyo
blocks your first B Mamahaha attack (the hawk hits him at maximum
distance), do another one immediately which CPU Ukyo will almost always
jump over but he will be in perfect distance for you to crouch CD kick
him out of the sky.  If CPU Ukyo jumps in close, you must be careful, you
can usually counter with a air AB provided you hit him out very early in
his jump.  Crouching CD kick also does NOT work as an air counter on Ukyo
as he jumps in at close range because he will just do a very late SSS
firebird to get you as you are doing your crouching CD kick.  Also get
out of the corner quickly when you are trapped by Ukyo, or it is very
hard to anticipate what he is going to do next.  If you stick out a
crouching attack CPU Ukyo will jump SSS firebird you.  If you block
standing he will use his long range low attacks to knock you off the
feet.  So get out of there quick!!  Also don't hop back at close range
or CPU Ukyo will sometimes do the spirit slide to hit you as you hop
back.

Special move counters: 
   Sasame Yuki/Apple toss fake (apple splice):  If you see Ukyo toss an
   apple and you are close enough to reach him with an Annu Mutsube
   BEFORE he starts slicing then get him with an Annu Mutsube.  Or
   otherwise wait until he is about to finish with his apple slicing
   (after he slices down for the third time) and then Annu Mutsube to
   get him.  It seems not possible to jump in and attack when he is
   slicing the apple now so if you really want to jump in - jump over
   him and attack.  DO NOT do the Annu Mutsube while he is still doing
   the apple slice - you can slide past if you go through only if his
   sword is not slashing down but it is very hard to time.

   Spirit Slide:  Block and retaliate with any attack?  This move has a
   very short recovery time though.  Don't know if Annu Mutsube will
   counter - never had a chance to try.

   Swallow Fury (Power Special):  Block it, and as Ukyo is bouncing back
   do an Annu Mutsube to get him as he lands.

   Tsubame Gaeshi (SSS firebird - air or ground):  If Ukyo jumps in and 
   does a SSS firebird (which you blocked), execute Annu Mutsube
   straight away to hit him as he is bouncing back from the attack (you 
   must not be too far away from him though).  If Ukyo just jumps 
   straight up and does the SSS firebird, quickly go into Annu Mutsube 
   to hit him as he lands from the move (the firebird won't get you).
   Just make sure you will reach him in time.


Wan-Fu:
CPU pattern/general:  When trapped in the corner, AB Leyla Mutsube to 
escape works pretty well.  Standing C kicks are very useful in keeping 
big slow Wan-Fu away from you.  But beware of that spinning fire column 
move he does on the ground - he will do it occasionally if you tap on 
your C buttons too many times.  If Wan-Fu does his standing far AB
(the really long-range one), block it and immediately do either
AB Annu Mutsube, crouching AB roll slash or crouching CD kick.  You
will hit him before he has time to start retracting from the attack.
Don't stay trapped in the corner for too long, and don't jump back
against the wall when you are trapped in the corner cause Wan-Fu will
just step forward and then do his sliding gust to hit you out of the
air...  Pray that CPU does the Benpatsu Attack - there was this time
when I was playing against CPU Wan-Fu and I was losing (3rd round) and
had only a bit of health left while CPU Wan-Fu still had about a quarter
of his health left.  Then for some strange reason CPU did two Benpatsu
Attack in succession (which drains his health to nearly zero) and then I
send Mamahaha after him.... :-)

Special move counters: 
   Benpatsu Attack (drains health to power up POW metre);  LET HIM!!!
   You cannot Mutsube to hit him while he is pounding his head on the
   column.  Send Mamahaha to burn him when he is about to finish.

   Column Sweep:  Block and then retaliate.  Not quite sure if Annu 
   Mutsube goes under it though...

   Exploding Wave (leap and throw weapon):  If you see it coming,  then
   Annu Mutsube before the Column comes down and you should nail Wan-Fu
   as he lands.  Otherwise block!  Be careful of Wan-Fu running in to
   throw you if you blocked.  AB Leyla Mutsube away after you block the
   fire column generally works to get away from a running in Wan-Fu and
   also sometimes preventing him from getting his column back.

   Pillar Destruction (Power Special):  Same as with Exploding Wave.

   Slicing Gust (rising flame pillar):  Block and retaliate (combo 7).


-----------------------------------------------------------------------
Combos:

SS2's combo system as I understand it:  It seems to me that in SS2, when
a character is hit, only the first few 'reeling back' frames can be hit.
If your opponent's 'reeling back' frame goes beyond those first few 
frames they won't be hit.  So when comboing you must make sure your 
second hit hits your opponent before your opponent 'reels back' too much.

Combos in SS is mainly based on using a short-range attack followed by 
a longer range attacks.  Since Nakoruru lacks in long-range attacks she 
can most of the time combo only with her special moves.  But two-hit 
combos on the ground with just normal moves are quite possible.  For 
example: 

   a) crouching C or D kick followed by crouching CD kick.
   b) standing close A or B slash followed by crouching or standing CD 
      kick.
   c) crouching C or D kick, standing C or D kick.

etc...  experiment and see what works and get into the habit of 
executing the second attack of the above if the first one hits.

Other two-hitters include the crouching AB roll, Leyla/Annu Mutsube and
the Cape Swirl.  These moves will hit opponent twice if executed at 
very close range.

It is also possible to interrupt some of Nakoruru's moves into Annu or
Leyla Mutsube.  There are times when I have done this and I also saw it 
happen while watching someone else playing Nakoruru.  The interruptable 
moves seem to be the slashes only.  Most of the time this happens by 
accident for me:  E.g. there was a time when I was dizzy and I was 
wiggling on the joystick like mad and CPU was advancing towards me, then 
I came out of the dizzy and did a very close range crouching AB roll 
into an AB Leyla Mutsube!!  The crouching AB roll is interrupted 
because it only hit once and then AB Leyla Mutsube came out and did the 
second hit...  But when I try to reproduce this on a dizzied opponent 
nothing came out after the AB roll....  The Mutsube moves can be
buffered also after quicker attacks like the A or B slashes, but you
need to be extremely close for it to combo and so I wouldn't recommend
you trying it unless you are very, very close to your opponent (e.g
sprites are overlapping when you say crouching B slashed your
opponent...)

Here are some more possible combos:

1) Air AB slash or air CD kick, Annu Mutsube (works best on Earthquake 
and does mega-damage!)  Against small characters like Cham Cham, 
Nakoruru, and Nicotine use CD kick instead of AB slash since AB slash is 
a down-to-up slash and can easily miss on these characters.  You must 
make sure you are very close to opponent when your air attack connects or
opponent will go into those frames of 'reeling back' animations where your
Annu Mutsube will not hit them even though they are not blocking yet.

2) Air C/D kick or air B slash, close standing B slash or crouching B 
slash into B/AB Annu/Leyla Mutsube (carried over from SS1 - I still can
not get this to combo consistently but here it is anyway for you to try).
If you use standing close B slash you should combo with Annu Mutsube, if
you used crouching B slash for the second hit use Leyla Mutsube for the
third hit (this is just a suggestion for fluid joystick movement since
when you do standing close B slash you will most of the time be pulling
back, then it is easier to just move the joystick down to do Annu Mutsube.
And similarly if you are crouching attacking it is more natural to move
the joystick from that position to do Leyla Mutsube).  And note you must
be very close for the second attack so that the opponent will not have
enough time to recover to block the third Mutsube attack.

3) Air attack, crouching AB roll slash.

4) for a easy combo, do air C kick, a couple of crouching C kicks.

5) Air attack (not AB or CD), crouching C or D kick and then CD kick 
works fairly well.  This might not actually be a combo but CPU has a
habit of trying to do a move after getting hit by your crouching C kick
and in the process will be knocked off by your crouching CD kick.

6) Carried over combo from SS1: standing close A or B slash, crouching A 
or B slash and A Mamahaha attack (haven't really tried this to see if it 
still works).

7) Standing far/close AB slash, B or AB Annu Mutsube (good for
retaliating blocked/missed upper-cut-like special moves or when opponent
is dizzy)

NOTE: this combo does not work on Kyoshiro often for some strange
reason...  Kyoshiro seems to go into the invulnerable part of the reeling
back frame a lot faster than anyone else....

8) Air kick (not CD), A Cape Swirl or Super Cape Swirl (CPU did the
Super Cape Swirl on me like this once...)  Must be very close after
landing and only use A Cape Swirl as the others has too long of a lag
time afterwards.

9) Air AB/CD, A Mamahaha attack (not verified - don't know if it works)

10) Very close air AB slash or CD kick, crouching CD kick.


------------------------------------------------------------------------
My own ranking of CPU opponents from hardest to easiest to beat using 
Nakoruru (Just MHO, and it is constantly changing!)

1) Mizuki/Kuroko (equal first)
3) Charlotte (those quick long poke slashes, ARRGHH!!!!)
4) Jubei (has less experience fighting him than Ukyo - hence 2nd)
5) Ukyo
6) Hanzo
7) Wan-Fu
8) Cham Cham (dropped to 8th because now that I have worked out how to
   beat her easily)
9) Kyoshiro (at 9th mainly because I haven't played against him much - 
   should probably be lower)
10) Haohmaru
11) Genjuro
12) Nicotine
13) Gen-An
14) Sieger
15) Galford
16) Nakoruru
17) Earthquake
------------------------------------------------------------------------

Ending for Nakoruru:

Below is a description of the Nakoruru ending as described by Robert
DeLoura.  His description is actually a breed of the ending text in
English and Japanese.  I have finally finished the game with the English
text) and I think what Robert has wrote from his translation of the
Japanese is a lot better than the English text.  I have only made a very
slight modification to what he has wrote.  I will only add here that
Nakoruru's sister (Rimururu in Japanese translation) doesn't have a name
in the English version, and she doesn't call Nakoruru 'sister' in the
English translation, she just call her by name.)

The standard canned bit takes place first... that's the same for 
everyone.

The standard forest scene.
Cut to Nak, stretched out on the ground unconscious, with Mamahaha 
perched on her.  Poppy walks in, and does her "crying" animation (she 
does this in the game sometimes when Galford loses) from across the 
screen.  Galford walks in behind Poppy, and says "Nakoruru!".

Nak sits up and says, "Galford...".

Galford says something like, "I was worried about you"

Nak says, "...Galford...I...."

The forest starts to flash red, and Nak jumps up on Mamahaha (the hawk-
carry move).  Galford says, "Nakoruru!" again.

Nak says, "The forest is still being destroyed by evil power.  I must 
go."  She flies away on Mamahaha.

Cut to that rocky outcropping that everyone stands on just before they 
go to fight Mizuki in the game.  

Nakoruru then says something like "Great Mother of nature, please
protect the forest..."

A wide beam of light strikes Nakoruru, and she turns into a small ball 
of light, which rises up and radiates out into the forest, vanishing.  
Her sword falls to the ground, and Mamahaha chirps.

Cut back to Nak's village.  Mamahaha has apparently brought the sword 
back.  Nak's parents are there, and the girl being held by the bear in 
the background of Nak's stage is there also.  (She is Nak's sister, 
Rimururu.  The name might be different in the English version, but 
that's her name in the Japanese one.)  Rimururu is holding Nak's sword, 
and says "Sister...."

The sword glows, and Rimururu says, "That voice is... sister?"

The scene cuts to a background that's a picture of Nak, and text is 
overlaid on top of the picture.  The text says that they shouldn't be 
sad, because although she can't laugh with them anymore, she had to do 
this in order to save the forest.  She says that Rimururu will have to 
take up the sword, and take over for her.

Scene cuts back to the village, and Rimururu says, "I understand, 
sister."

-- END -- 
------------------------------------------------------------------------
Credits/Acknowledgements

Robert DeLoura <deloura@pmel.noaa.gov> - For supplying the detailed
   Nakoruru ending
Scott Fujitomo <SFUJITOMO@delphi.com>
Hecubus <rfj105@psu.edu> - for supplying the special moves list
Timothy Heydelaar <hydelaar@crash.cts.com> - for the wonderful title   
   ascii picture!
An Nguyen <acn@macsch.com> - For spelling correction and testing out 
   many of the counters/combos/strategies in this guide on his SS2 at 
   home.
------------------------------------------------------------------------

End of SS2 Nakoruru Strategy Guide (so far!)

