gps

The Global Positioning System (GPS) is a space-based satellite navigation system that provides location and time information in all weather conditions, anywhere on or near the Earth where there is an unobstructed line of sight to four or more GPS satellites. [read more at http://en.wikipedia.org/wiki/Global_Positioning_System]

  • TIDLP I've probably found my next projector, if only price is right...

    Texas Instruments DLP&174; Products Demonstrates Innovation Leadership with New Prototypes Including Lamp-Free
    Projector DLP unveils the world's first 3-D Front Projector and shows the first DLP Pico chipset product

    Texas Instruments at InfoComm DLP&174; Products introduced the industry's first home theater lamp-free projector
    that utilizes a PhlatLight&8482; LED light source and a BrilliantColor&8482; chipset. This technology demo delivers a superior
    1080p picture for which DLP technology is known, while eliminating maintenance costs such as lamp replacements
    and filter changes required by some competing projector products. Multiple DLP customers have plans to develop
    DLP lamp-free LED-based projectors, including Optoma, with units expected to ship in late 2008. Similar to the
    deployment of DLP Product's now popular BrilliantColor technology, the solid-state, lamp-free innovation will first
    be incorporated into home theater units and proliferate through corporate and education product lines thereafter.

    Benefits of Lamp-free projectors

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      than 200 trillion colors!
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    • No cooling&160; or FAN, no dust and cleaning required
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    Visit http://www.luminus.com/ and http://www.dlp.com/

  •  Bakumatsu Rouman Dai Ni Maku Gekka no Kenshi Tsuki ni Saku Hana, Chiri Yuku Hana "The Last Blade 2" FAQ version 2.0 by Deuce (This email address is being protected from spambots. You need JavaScript enabled to view it.) ---------------------------------------------------------------------------- Last Blade and all associated names, story events and characters are the sole copyright of SNK, and are used without permission. All other aspects of this document are Copyright Jeff Nussbaum, aka Deuce. Neither this FAQ nor any portion of it may be reprinted in any strategy guide, periodical, CD-ROM collection of FAQs, or the like. Don't even ask me, the answer is no. You may distribute this FAQ as often as you like, wherever you like, provided it is not modified in ANY way and that there is NO charge for the distribution. Under NO circumstances should any distribution have anything added or removed except by the author. If you wish to include portions of this FAQ in another document, email the author for permission and detail exactly how and why, and he will contact you back personally. ---------------------------------------------------------------------------- ------------------- Table of Contents ------------------- 1.0 -- Overview 1.1 -- Version History 1.2 -- Credits 1.3 -- Notations 1.4 -- Game Story 2.0 -- Game Features and Conventions 2.1 -- Speed Mode 2.2 -- Power Mode 2.3 -- EX Mode 2.4 -- The Super Meter 2.5 -- Repelling 2.6 -- Desperation Moves 2.7 -- Super Desperation Moves 2.8 -- Combo Specials 2.9 -- Super Cancels 2.10 -- Chain Combos 2.11 -- Overheads and Unblockables 2.12 -- Airblocking 2.13 -- Air recoveries 2.14 -- Ground Recoveries 2.15 -- Interrupting Normal Moves 2.16 -- Guard Cancels 2.17 -- Pounce Attacks 2.18 -- Throws 2.19 -- Damage Ratios and Levels 3.0 -- Character Specifics 3.1 -- Common Moves 3.2 -- Amano Hyo 3.3 -- Genbu no Okina 3.4 -- Ichijo Akari 3.5 -- Kaede 3.6 -- Kagami Shinnosuke 3.7 -- Kanzaki Juzo 3.8 -- Lee Rekka 3.9 -- Minakata Moriya 3.10 -- Mukuro 3.11 -- Naoe Shigen 3.12 -- Sanada Kojiro 3.13 -- Setsuna 3.14 -- Takane Hibiki 3.15 -- Washizuka Keiichiro 3.16 -- Yuki 3.17 -- Zantetsu 4.0 -- Hidden Characters 4.1 -- Hagure Hitogata 4.2 -- Kaede (normal version) 4.3 -- Naoe Kotetsu 4.4 -- Kouryu (boss) 5.0 -- What's Left 5.1 -- Stuff that's needed 5.2 -- Contacting the author -------------- 1.0 - Overview -------------- Welcome to the Last Blade 2 (aka "Bakumatsu Rouman Dai Ni Maku - Gekka no Kenshi: Tsuki ni Saku Hana, Chiri Yuku Hana") FAQ. Most of you who are reading this have probably read my FAQ for the original Last Blade. As the original's format met with approval from every reader who chose to comment on it, I'm sticking with it. Some of it will be completely unaltered from the original, as it doesn't need changing (joystick notation, for instance). I hope to make this as comprehensive as it can be, and explain every aspect of the game possible, in order to allow everyone who plays it to get the most out of it. Thanks for reading, and enjoy. --------------------- 1.1 - Version History --------------------- 1.0 - Released 2/13/99 As big as this document is, there actually isn't much here. Just a movelist. Thing is, there are quite a lot of characters, and each one has a good number of moves. Each move is described here, to give you some idea of what to expect. Future versions will contain more "goodies" like character poses, ending transcriptions, and so on. But in the meantime, this should function well for anyone seeking to learn any character in the game. 1.5 - Released 2/25/99 Added notes on damage in the general information section as well as normal move interruptibility charts for all characters. Corrected a lot of errors and omissions (I had the Kouryu code in wrong, for one thing). Damn, this thing is large, and I haven't even done ending transcriptions yet. 2.0 - Released 7/1/99 Added diagrams of all the options available when doing Combo Specials. Many thanks to Anthony for these, and to Pedro for helping me correct some glitches in the diagrams. Backstory translations are now included in each character's section, as well as a translation of the main storyline. These have all been translated by myself, Chris Cruz and Pedro Colman- Arrellaga. Lots of general mistakes corrected. If I can get them done, I also will have translations for the original Japanese dialogue scenes and endings. It will likely be a while before then, however. ------------- 1.2 - Credits ------------- SNK (http://www.snkusa.com, http://www.neogeo.co.jp) For providing us with an excellent followup to an already great 2D fighting game. Pedro Colman-Arrellaga (This email address is being protected from spambots. You need JavaScript enabled to view it.) For providing me with Romanizations of Japanese move names, as well as a much more complete movelist than that contained in the instruction manual. Without his help, this initial version would not be nearly as complete as it is. Also, for multiple corrections, added notes about damage calculation, Combo Special research and translation help. Justin Boley (This email address is being protected from spambots. You need JavaScript enabled to view it.) For various miscellaneous corrections and additions. Lord Grynn (This email address is being protected from spambots. You need JavaScript enabled to view it.) For other miscellaneous corrections and additions. Anthony (This email address is being protected from spambots. You need JavaScript enabled to view it.) For the use of his VERY handy Combo Special charts. Many thanks! :) Chris Cruz (This email address is being protected from spambots. You need JavaScript enabled to view it.) For translation help and for being a good friend after all this time. My eternal thanks. Mike Pureka (This email address is being protected from spambots. You need JavaScript enabled to view it.) For lots of niggling little corrections that needed to be made. --------------- 1.3 - Notations --------------- Rather than textual notations, this FAQ will be using joystick diagrams, because they are, on the whole, easier to read. All joystick motions displayed assume the character is facing RIGHT. jump up (u) (ub) jump backward O O O jump forward (uf) \ | / (b) walk back/guard O- O -O walk forward (f) / | \ (db) low guard O O O offensive crouch (df) crouch (d) Notes: 1. "Forward" always means toward the opponent. 2. "Back" or "backwards" always means away from the opponent. Last Blade uses the standard Neo*Geo button configuration. There are a total of four buttons, arranged horizontally, like so: A B C D Each attack button (A, B and C) has multiple attacks attached to it, depending on which direction is pushed when the button is pressed. For instance, -O + B and B by itself give two different types of attacks. See "Common Moves" for more details. ---------------- 1.4 - Game Story ---------------- Long before humanity existed, in a far off time of myth, death was an unknown, equally distant concept. But when death first came to the world, the "Messenger from Afar" was born. With time, the Sealing Rite was held in order to seal Death behind Hell's Gate. At that time, two worlds, one near and one far, were born. Thus the history of life and death began. Half a year has passed since Suzaku's madness, and the underworld is still linked by a great portal. Kagami's great sin is still heard as if ringing from the heavens. Our world has been called upon. Legends of long ago told of the sealing of the boundary between the two worlds. The Sealing Rite would be necessary to hold back the spirits of that far away world. However, the Sealing Rite brings together the power of the Four Gods and Sealing Maiden, for the first time properly completing the ritual. To find the Sealing Maiden, Genbu began searching in the center of the world, from which all things begin. At the same time in the underworld, in the depths of darkness, many spirits conspired, plotting to hinder the Sealing Rite. They had but one wish, to be reborn into our world. The leader of the Four Gods, Seiryuu, Awakened Kaede. Looking up to the sky, Moriya sought to understand his own unsettled past. Yuki began to feel the signs of a new destiny. And, miraculously, his life having been spared, Kagami accepted his own destiny. Their many hopes joined, they have once again been drawn together to fight. ----------------------------------- 2.0 - Game Features and Conventions ----------------------------------- Last Blade 2 has an entirely unique gameplay system. There are two modes of play which can be selected when you choose your character: Speed and Power, along with a new mode, accessible via a code when you select your character. This innovative system allows one to choose a mode which caters to his/her favorite style of play. The two play very differently, so experiment to find which one best suits you. All modes are worthwhile to play, but certain characters excel in a specific mode. On the whole, bigger characters are not at their best in Speed Mode, while they excel in Power. The author's personal suggestion is to try both modes with a given character to see which you like best. ---------------- 2.1 - Speed Mode ---------------- In Speed Mode, your character - can chain multiple normal moves together, and interrupt into specials. - does less damage per hit, but this is offset by the chains. - does not do tick damage with normal moves. - can do an overhead (must be blocked high) move by pressing BC. - cannot use Super Desperation Moves. - can do the Combo Special when Super Meter is full. (see below) ---------------- 2.2 - Power Mode ---------------- In Power Mode, your character - does more damage per strike. - will do tick damage when normal moves are blocked. - cannot use chain combos. - can do an unblockable (slow but powerful) move by pressing BC. - can interrupt certain special moves into his/her Desperation Move. - cannot use the "Combo Special." - can do Super Desperation Moves when lifemeter is flashing and Super Meter is full. ------------- 2.3 - EX Mode ------------- EX (or Extreme) Mode is a new addition to Last Blade 2, one which combines the best of both Speed and Power, at the price of a severe damage handicap. A character in this mode has many options at his/her disposal, but can take very little punishment before being defeated. To access EX Mode, select your character. Then set the mode to Speed, then press C six times, then move the mode to Power, press B three times, move back to Speed and press C four times. EX Mode will now be selected. In the Neo*Geo CD version of the game, this code is not necessary. In EX Mode, your character - does less damage per strike, slightly more than Speed. - takes significantly more damage when hit. - takes longer to charge up his/her Super Meter. - can use chain combos. - can interrupt certain special moves into his/her Desperation Move. - can do Super Desperation Moves when lifemeter is flashing and Super Meter is full. - can do Combo Specials when Super Meter is full (see below). --------------------- 2.4 - The Super Meter --------------------- At the bottom of the screen in either corner is a gauge. As you do moves and inflict damage it will gradually fill. It is filled a tiny bit from blocking attacks, but the amount is negligible at best. When it is completely full, it will flash (blue for Speed mode, red for Power and green for EX) and allow you to use your Desperation Move (see below). --------------- 2.5 - Repelling --------------- In Last Blade 2, one of the fundamentals of play is the "Repel." In doing so, you effectively parry the attack and leave the opponent open to a counter. If Repel is pressed at the wrong time (too early or too late), then you will be left open to a counter yourself. Repelling is considerably more stringent this time, requiring even better timing and anticipation than before. By simply pressing D, you will attempt a Repel. Bear in mind that a normal Repel will ONLY deflect a normal attack (ie. non-special move). In order to Repel a special move, you must press FORWARD and D at the same time. This will deflect any PHYSICAL attack, involving the opponent striking at your character with some part (or extension) of his/her body. Thereby, it will have no effect on projectiles or the like. Desperation Moves and Super Desperation Moves (see below) can be Repelled now, whereas they could not in the previous game. Obviously, in order to deflect a low attack (special move or otherwise), you must be crouching during the Repel. To deflect a low special move, press diagonally down-forward (offensive crouch, see above diagram) and press D at the appropriate time. Standing and crouching attacks simply leave the opponent open when successfully Repelled, and if you are quick, you can unleash a quick offensive to regain the upper hand. By pressing D a second time after a Repel, you will counter automatically, but this will not do as much damage as a full-fledged combo. If a jumping attack is Repelled, the attacker is bounced into the air slightly, allowing the defender time to get off a quick attack to knock the person out of the air as he/she falls. New to Last Blade 2 is the ability to Repel in midair. By pressing D while jumping, your character will trail blue shadows. If this is done just before an attack strikes, your character will knock the opponent off guard. If the Repelled attack is done from the ground, then the opponent will be stunned for a moment and can be comboed. If the attack is from the air, he/she will bounce into the air, allowing you to land and perform a move to juggle. The timing is especially strict on these. ----------------------- 2.6 - Desperation Moves ----------------------- Desperation Moves (or DMs) are special power moves which can only be done under two circumstances. 1) Your Super Meter is full, or 2) your lifemeter is flashing red. These are moves which, if done properly, can drain the opponent of a lot of life in a very quick fashion. Each one is unique to each character. Desperation Moves are available in modes of play. Use them wisely, or pay the price.... ----------------------------- 2.7 - Super Desperation Moves ----------------------------- Super Desperation Moves (or SDMs) are even more powerful than the normal DMs, and are ONLY accessible in Power Mode. In order to use one of these, you must 1) Have a full Super Meter, and 2) have a flashing red lifebar. These will do extreme damage if properly applied, and are (as with most attacks) best used in combos. -------------------- 2.8 - Combo Specials -------------------- A Combo Special (or CS) is an ability available to any character in Speed or EX Mode (but NOT in Power). The conditions for use are more specialized. In order to use one, you must have a full super meter. Your life may be flashing red, but it makes no difference. If you do not have a full Super Meter, a CS cannot be performed under any circumstances. In order to start the CS, perform the following motion: | | + A (hits high) or B (hits low) O O When this is done, the background switches to a starfield for a moment, and then your character begins to flash blue, and will dash at the opponent and strike. Immediately afterwards, you must input the correct series of button presses and joystick motions in order to get the most out of the opportunity. After each character's move list, you will see a flowchart of sorts, listing what options are available for that particular character. After the initial hit, the sequence always begins with A, as shown below in this example: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> B --> | \ -O + A | O O | +-> | + C --> A +-> | + C --> -O + BC O | O | +-> BC --> A --> | \ -O + B O O Once mastered, this will do significant damage to the opponent. The timing is fairly strict, so this will take plenty of practice to do reliably during a competitive match. Spazzing on the buttons will most definitely NOT work. The joystick motions shown above correspond, like all other joystick diagrams in the FAQ, to if your character is facing right. ------------------- 2.9 - Super Cancels ------------------- Super Cancels (or SCs) are a feature only available in Power and EX Mode. An SC basically consists of doing a certain special move, then doing the motion for that characters Desperation Move during it, which can then result in a bigger combo (and thereby more damage). Each character has one special move which can be Super Cancelled. In the moves listings, these are labelled (pretty obviously) with [SUPER CANCEL] by the move diagram. Whenever a character uses an SC, the background will switch to streaks of red for a split second, then continue. ------------------- 2.10 - Chain Combos ------------------- Chain Combos are normal-move combos which are done by a rapid combination of selected button taps and joystick presses. There are several variations at one's disposal, but there are two combos that every character can do. 1) back + A, A, A, B, forward + B / forward + C / down-forward + C 2) A, B, C (always knocks down) The chain may begin at any point and each move (except for those last three listed) can be interrupted with a special move, Combo Special, DM or SDM. There is a great deal of variety to be found in the chains, so don't let yourself be limited by the single one shown here! --------------------------------- 2.11 - Overheads and Unblockables --------------------------------- In order to avoid the so-called "style" of playing in which a player does nothing but sit in a crouch block and never attack or be aggressive (often referred to as "turtling"), Last Blade 2 includes two means of forcing players to always be on alert and encouraging aggressive play, in the form of Overheads and Unblockables, slow attacks which the opponent must avoid in some form or another. Overheads: - are accessible in Speed and EX Mode only. - must be blocked high. - always knock down. - can be interrupted into like any special move. - allow the user to followup with another attack upon their successful use. - do little damage on their own. Unblockables: - are accessible in Power Mode only. - cannot be blocked in any way, shape or form (of course). - always knock down. - do approximately 40-50% of one lifebar when successfully connected. - cannot be followed up by any other moves. ------------------ 2.12 - Airblocking ------------------ Last Blade has a basic airblocking system. Any character can airblock certain types of moves on a backwards or upwards jump. The listing is as follows: CAN be airblocked: Projectiles Uppercuts Ground-based special moves Air slashes/kicks CANNOT be airblocked: Any unblockable attacks (natch) Any ground-based normal move After airblocking, a character will be bounced back a fair distance, and cannot counterattack afterwards until landing. --------------------- 2.13 - Air recoveries --------------------- When you are hit in midair and are about to fall to the ground, you may press the D button to recover in midair and land on your feet, ready to attack or defend. In order to do this, you must press D while your character is still ASCENDING. Once he/she begins to actually fall, you cannot Air Recover. This is an extremely useful ability, but there is one caveat: if you Air Recover, you are once again vulnerable to attack until you hit the ground and can block. If you miss the opportunity to Air Recover, you may get the chance to do a Ground Recover (see below). ------------------------ 2.14 - Ground recoveries ------------------------ When your character hits the ground after being hit out of the air, he/she will "bounce" slightly back into the air before settling to rest. During this bounce time, you may press D to Ground Recover, allowing you to quickly get back on your feet. While in the process of recovering, you are again vulnerable to attack. ---------------------------------- 2.15 - Interrupting Normal Attacks ---------------------------------- Every character has the ability to "interrupt" or "cancel" certain normal moves. This consists of doing a normal move, and during that move's animation, perform the motion for a special move, DM or SDM. The animation will be "interrupted" and the special move will follow, which will typically combo for more hits and damage. Each character will have a chart of all the normal attacks available to him/her, and which ones can be interrupted in which mode. Make sure you know this, as the ability to combo effectively can mean the difference between victory and defeat! An example follows: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ In the above diagram, the given character, when in Power Mode, can interrupt everything except for a low (crouching) A, low C, and a forward + B and forward + C. In Speed, everything but the forward + B and forward + C are interruptible. Any other character-specific normal moves will be listed after the chart. Also note that EX Mode inherits the same interruptible moves as Speed Mode. The chart uses the following legend: --------+---------------------------------------------------------------- "Stand" | Standing, joystick typically neutral. "Low" | Crouching, not including the low sweep kicks. b + | While holding O- (back) on the joystick. f + | While holding -O (forward) on the joystick. df + | While holding diagonally down and forward at the same time. --------+---------------------------------------------------------------- -------------------- 2.16 - Guard Cancels -------------------- When you have at least 50% of your Super Meter full, you may do a Guard Cancel, which means that you may break out of block stun to do move which will knock your opponent off guard, allowing you to followup with your best combo. A very handy tool for getting back on the offensive against an overly aggressive foe. Take note that performing the Guard Cancel will drain your ENTIRE Super Meter, regardless of how full it was before. In order to perform a Guard Cancel (or GC), do the following motion quickly while blocking an attack: O- / | + D O O In other words, roll the joystick from Back to Down and press D. The timing is fairly stringent, so it'll take some practice to master. --------------------- 2.17 - Pounce Attacks --------------------- When a character is knocked to the ground, it is possible to get in a hit while he/she is lying down. The standard means of doing this is with a simple press of the C button when close to the downed opponent. Otherwise, it is done with a combined motion as follows: \ + B/C or O + B/C O | Certain characters can only use B, others can only use C. Occasionally special moves can serve as pounce attacks as well. These will add to the combo meter. Juzoh can actually dash across his opponent's body and hit once as a pounce attack as well. ------------- 2.18 - Throws ------------- Throws are no longer performed by pressing -O + B or O- + B when close. Now, you must press C and D together to throw, and you must be very close. If you miss the throw, your character will go into a "miss" animation and be vulnerable to attack in the meantime. Throws do not, as a general rule, do very much damage. Typically, they do the same as a B slash. ------------------------------- 2.19 - Damage Ratios and Levels ------------------------------- Damage in LB2 is a complex calculation, determined by the mode of the character striking, the power of the move, the number of hits in a combo, the character being struck, and so forth. There are four basic rules that are followed: 1. A hit on its own does 100% of its basic damage. With each successive hit in a combo, the percentage done is lessened. For instance, in a long combo, the first hits will do 100% of their basic damage level, while those that follow will steadily drop off, ie. 95%, 92%, 87%, 80%. This continues, if the combo is long enough, until a given hit will do only 1% of its basic damage. 2. Power mode characters do significantly more damage per hit than Speed or EX mode characters; EX mode characters generally do slightly more damage per hit than Speed mode characters. 3. EX mode characters take much more damage from hits than Power or Speed mode characters. 4. Characters fall into 3 tiers of damage resistance. Strong, Moderate and Weak. The Strong characters take less damage than the rest, Weak characters take more damage, and Moderate falls squarely in the middle. Here's the list of who is what: Strong: Shigen, Juzoh Moderate: Kaede, Moriya, Setsuna, Amano, Washizuka, Kagami, Kouryuu Weak: Yuki, Akari, Hibiki, Kojiro, Okina, Mukuro, Lee, Zantetsu, Normal Kaede Normally (in single hits), a Strong character takes approximately 92% of the damage a Moderate character would take. A Weak character would take about 108% of the damage. Due to the function of rule 1, the later hits of long combos tend to equal out, regardless of who is being hit. ------------------------- 3.0 - Character Specifics ------------------------- In this section, we will detail the abilities of each character, along with (eventually) various other facets of the character's design, including backstory, quotes, poses, etc. ------------------ 3.1 - Common Moves ------------------ -------------------+----------------------------------------------- A | Weak Slash -------------------+----------------------------------------------- O- + A | Weak Punch (usually, slash for some chars) -------------------+----------------------------------------------- B | Strong Slash -------------------+----------------------------------------------- -O + B | Power Slash -------------------+----------------------------------------------- C | Weak Kick -------------------+----------------------------------------------- -O + C | Power Kick -------------------+----------------------------------------------- \ + C | Low Sweep Kick (always knocks down) O | -------------------+----------------------------------------------- BC (Speed or EX | Overhead slash, slow and must be blocked Mode) | HIGH. Juggles on a successful hit. -------------------+----------------------------------------------- BC (Power Mode) | Slow, unblockable attack. Does around 40-50% | of a lifebar when it connects. -------------------+----------------------------------------------- D or O- + D | Repel (standing/jumping normal attacks) -------------------+----------------------------------------------- -O + D | Repel (standing/jumping special attacks) -------------------+----------------------------------------------- | or / + D | Repel (low normal attacks) O O | -------------------+----------------------------------------------- \ + D | Repel (low special attacks) O | -------------------+----------------------------------------------- CD | When close, throws the opponent -------------------+----------------------------------------------- -O -O | Dash or hop forward (depends on character) -------------------+----------------------------------------------- -O -O O | Long jump (press diagonally up-forward while / | dashing.) -------------------+----------------------------------------------- O- O- | Hop back -------------------+----------------------------------------------- | | + A or B | Activate "Combo Special" (Speed and EX Mode O O | Only) -------------------+----------------------------------------------- --------------- 3.2 - Amano Hyo --------------- STORY: After 1000 years, during which the cherry trees blossomed in all their glory, the sky has suddenly taken on a gloomy appearance, and remains that way day after day. It was in these circumstances that the beloved sword, "Otokomae" was first drawn. Surprisingly, the sword had lost its edge. So, he went to visit his old friend, Takane Genzou, in hopes of getting the blade reforged. But when he arrived, Genzou had already passed away. Genzou's favorite daughter, Hibiki, had already left. Uneasy about this, Amano set out to find her. Age: 28 Symbol Item: Cherry blossoms and gold Style: Self-taught Drunken Style Voice: Akio Otsuka GAMEPLAY INFORMATION: Amano's not too much different from before, except he has one new move and slightly less lag all over the place than before. His jumping B is still useless as a combo starter, but his Super Cancel is still as deadly as ever, and he has plenty of priority and very high damage. Probably the weakest character in the game, overall. Not that that says much, though. His counter move alone makes up for a lot of his deficiencies. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | yes | yes | no | no | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | no | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ back + B: interruptible Moves: ---------------------------------+------------------------------------------ | Keima's Rage (Keima no Taka) | -O | \ + C | Amano slides forward slightly, bringing O O | his arm up in a ground-based uppercut, | with energy flowing along his arm. | Very high priority against jumpers, but | the slide forward requires proper | spacing if the move is to be of use. | Will also reflect projectiles. | ---------------------------------+------------------------------------------ | Windmill (Fusha) | | / O- + A | Amano swings his sake jug around, very O O | much like Haohmaru in SS2. Slow, but | it stuns for a moment if connected. | ---------------------------------+------------------------------------------ | Piercing Sparrow (Suzume Sashi) | -O / -O + A/B | Amano dashes forward, ramming his stick O | into the opponent's gut and sliding | around to his/her back, apologizing in [SUPER CANCEL] | Japanese. | ---------------------------------+------------------------------------------ | Domino Toppler (Shougi Doushi) | \ \ + C | Amano reaches forward. If he connects, O O | he draws the opponent forward and | headbutts three times. | ---------------------------------+------------------------------------------ | Badger Bash (Ibisha Anaguma) | Press A button repeatedly | Amano swings his staff about wildly, | hitting several times. Not a very handy | move, as the last hit will not knock | down, and there is lag, regardless. (followed by) | | (Anaguma no Fundoshi Nugi) | | \ -O + B | Amano spins his stick and pokes forward, O O | which may or may not combo. Usually | will if done quickly enough during the | last hit. This DOES knock down. | ---------------------------------+------------------------------------------ | (Choujouhatsu) | | \ -O + START | Amano chuckles and rubs something O O | against his mouth (looks like soap). | Very lengthy, but if completed, it fills | his Super Meter by 50%. | ---------------------------------+------------------------------------------ | Destiny (Hisshi) | -O \ | / O- + B | Amano rears back, swinging his staff in O O O | a tight circle. When the button is | released, he lunges forward for a heavy (can be held) | attack. If held long enough, he will | attack automatically, and the strike | will break through the opponent's guard. | If it connects, it can be followed up | with his Desperation Move (Power only). | Can be cancelled by pressing D. | ---------------------------------+------------------------------------------ | Loudmouth (Takabisha) | -O \ | / O- + C | Amano leans forward, taunting the O O O | opponent. If he/she strikes, he slides | around to the opponent's back, smacking | him/her with his staff. Does no damage | unless the opponent attacks. | ---------------------------------+------------------------------------------ | Checkmate of the Queen (Banjo Kono | Itte "Tokin") [DESPERATION MOVE] | -O \ | / O- (x2) + AB | Amano rears back, and when the buttons O O O | are released, tosses a ball down at a | 30-degree angle, which explodes on (can be held) | contact with the ground. Very useful in | the right circumstances. | ---------------------------------+------------------------------------------ | Checkmate of the Rook (Banjo Kono | Itte [A "Hisha"/B "Kaku"]) [SUPER DESPERATION MOVE] | -O \ | / O- (x2) + A/B | As above, Amano rears back, but instead O O O | of hurling the ball downward, it either | shoots upward (A version) or straight [POWER and EX Mode only] | out (B version). If it hits, the | opponent is bounced around the screen a | bit, then dropped to the ground. | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> | \ -O + B | O O | +-> | + C +-> | + C --> -O + BC O | O | +-> BC --> | \ -O + B O O REASONS TO PLAY AMANO HYO: - Wine. - Women. - Corporal punishment. -------------------- 3.3 - Genbu no Okina -------------------- STORY: The seal on Hell's Gate was imperfect. Since ancient times, the legend of the "Sealing Maiden" had been passed down through the generations. Without her, Hell's Gate could not be closed as it should. To make certain of this, Okina told Kaede and Yuki to seek her out. Many events transpired at once. Yuki suddenly disappeared. The legendary "Messenger from Afar" had come once more. Moriya was rumored to have returned. And a familiar evil spirit made its presence felt. Time was short, and all these occurences spurred Okina to action. And so, the old warrior rises from his usual resting place to do battle once more. Age: 128 Symbol Item: Fishing rod and fish basket Style: Magokoro Ryuu Ichi no Tachi Voice: Nakai Shigefumi GAMEPLAY INFORMATION: Okina's been improved quite a bit. His teleports are now very confusing, and his air defense has been remarkably improved. He still has the ability to zone an opponent across the entire screen. The only area in which he does not excel is in mid-range combat. He doesn't have many far-reaching normal moves, and those that he does have are very laggy. So if you're playing as him, work on this area. If you're fighting him, try to stay in that range. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | yes | yes | no | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Turtle Thrust (Ki Paku) | | \ -O + A/B/C | Okina holds out his basket and a large O O | Galapagos Tortoise hops out and moves | fairly quickly across the screen. With | A, the turtle will travel only along | the ground. With B, the turtle flies | forward in a shallow arc first. With C, | a shoftshell turtle comes out and crawls | back to Okina. If Okina touches this, | he is healed a little bit. If the C | turtle touches the opponent, it is | knocked away and the OPPONENT is healed | instead of Okina. | | There is a random chance that the | turtle that's released will be flashing | as it crawls. In this case, it will go | MUCH faster. Also, Okina may release a | blue turtle. When it lands, it will | transform into the form of Genbu, as in | his SDM. This does heavy damage if | connected. | ---------------------------------+------------------------------------------ | Turtle Tremor (Kame Mai Chi) | -O \ | / O- + A/B | Okina spins himself around, whacking his O O O | opponent's legs repeatedly. If the last | hit of the B version connects, the [SUPER CANCEL] | opponent falls forward and gives time | for his DM to be done. | ---------------------------------+------------------------------------------ | Tortoise Tromp (Kame Mai Ten) | -O \ | / O- + C | Okina jumps forward, tumbling through O O O | the air. Works as reasonably decent air | defense. | ---------------------------------+------------------------------------------ | Fisherman's Feint (Chouka Tairyou) | -O | \ + A/B/C | Okina tosses out a turtle attached to O O | a fishing line. If it connects, it | knocks the opponent off his/her feet. | The button used determines the distance | of the throw. The move is unblockable, | but has significant lag if whiffed. | ---------------------------------+------------------------------------------ | Pacifist Pounce: Feint (Mukuyu Jin) | O- | / + A | Okina vanishes, reappearing at the far O O | end of the screen. No attack or damage. | ---------------------------------+------------------------------------------ | Pacifist Pounce: Earth (Mukuyu Chi) | O- | / + B | Okina vanishes, reappearing at the O O | bottom of the screen. He leans forward | and a turtle pops its head out. This | must be blocked LOW. | ---------------------------------+------------------------------------------ | Pacifist Pounce: Heaven (Mukuyu Ten) | O- | / + C | Okina vanishes, reappearing at the top O O | of the screen to drop on the opponent's | head for damage. Must be blocked high. | ---------------------------------+------------------------------------------ | Genbu Blast (Genbu no Hoko) [DESPERATION MOVE] | -O O- / | \ -O + AB | Okina spins about with his basket again, O O O | this time summoning up a small tornado | which carries the opponent high up the | screen. | ---------------------------------+------------------------------------------ | Rage of Genbu (Genbu no Ikari) [SUPER DESPERATION MOVE] | -O O- / | \ -O + B | Okina holds out his basket, and a HUGE O O O | turtle (Dragon Turtle, actually) flies | out and lands on the opponent, trampling [POWER and EX Mode only] | for big damage. The landing tracks the | opponent, so the move cannot be dodged, | only blocked. | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> B --> | \ -O + A | O O | +-> | + C --> A +-> | + C --> -O + BC O | O | +-> BC --> A --> | \ -O + B O O REASONS TO PLAY GENBU NO OKINA: ------------------ 3.4 - Ichijo Akari ------------------ STORY: When Hikari fell ill, her loving sister Akari became very nervous and worried. At that time, their father called for her. She sat restlessly before her grim faced father. "Akari," he said, "listen carefully to what I have to say. Hell's Gate has..." "What!" interrupted Akari. "Hell's Gate is causing trouble again? I'll have to punish them again. It's revenge this time!" Akari flew out of the room, her mind set on curing her big sister's illness all on her own by sealing Hell's Gate, misguided though she was. "Hey! You didn't finish listening to what I was saying!" exclaimed her father, and was left glaring after her... Age: 13 Symbol Item: Currency and ribbon Style: Ichijo Ryuu In'youjutsu Voice: Omimura Mayuko GAMEPLAY INFORMATION: Akari is still as obnoxious and strong as ever. She's received some new moves and additions to existing ones, and with a little bit of effort, is easily one of the most powerful characters in the game. Her projectile can no longer be blocked in midair (which is stupid), and she still has very little lag on any of her moves. Truly deadly in the right hands. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ back + B: interruptible Moves: ---------------------------------+------------------------------------------ | Messianic Blast (ShikiGami Tenku) | | \ -O + A/B | Akari summons a blue energy creature to O O | fly at the enemy. Standard fireball. | B version is stronger, but does not go | very far. Neither version is blockable | in the air now (WHY?). | ---------------------------------+------------------------------------------ | Astro-Revolve (Tenmon Hoshi no Meguri) | | O + C | Akari hops into the air, blue energy O | | swirling around her. | [SUPER CANCEL] | (followed by) | (Tenmon Kakageshi Tenshin) | | O + B | Akari spins her staff upward, shocking O | | the opponent. | (or) | (Tenmon Tenzuru Hokuto) | | O + C | Akari raises a hand, sparks of O | | electricity emitting from it. If it | connects, the opponent flies off, | bathed in electricity. | ---------------------------------+------------------------------------------ | Rice Patty Demon Dicer (Gaiki DorotaBou) | -O | \ + A (in front) | Akari vanishes into the ground, and O O B (behind) | a giant head appears, spewing her at the C (above) | opponent for damage. The button used | determines where she will appear. | (followed by) | (MeiRyu Mari Otoshi) | | + C | With A or B version, Akari bounces back O | down after landing, and can get another | hit on the ground if timed right. With | C version, she starts spinning in the | air and dives through the opponent, | doing multiple hits. | (or) | (MeiRyu Mari Houri) | O + C | Akari hops up in the air, typically | | away to safety. No damage. | (or) | (MeiRyu ?? Houri) | O + B | Akari hops up into the air and comes | | back down with a heavy stomp. | (or) | (MeiRyu MariKoroge) | hold A/B | Akari rolls away from (A) or toward (B) | the opponent after landing. Can not be | done with C version of the move. | ---------------------------------+------------------------------------------ | Koumyou Gojuugo | (Reifu Uou Saou) [A version] | (Reifu Tenchi Muyou) [B version] | (Reifu Anchuu Mosaku) [C version] | O- | / + A/B/C | Akari leans forward and slaps a talisman O O | on the opponent. Depending on the | button used, the result varies, but the [Uses up Super Meter] | effect only lasts five seconds. | | A: Left/Right controls reversed | B: Up/Down controls reversed | C: Victim can't do special moves | ---------------------------------+------------------------------------------ | Pure Princess Parry (Gaiki KiyoHime) | -O \ | / O- + A | Akari stabs her staff into the ground, O O O | and if the opponent is close enough, a | huge bell drops onto him/her and is | crushed, doing fire damage. The move is | unblockable, and is MUCH slower in Power | Mode than in Speed. | ---------------------------------+------------------------------------------ | Changing Troll (Kawari HitoGata) | -O \ | / O- + B | Akari falls asleep, a bubble of snot O O O | (yes, snot. It's an anime convention) | coming out of her nose. If she is | struck during this time, she vanishes | and reappears from a portal above, | landing on the opponent. | ---------------------------------+------------------------------------------ | Transforming Troll (Henka HitoGata) | -O \ | / O- + C | Akari tosses out a paper talisman, and O O O | appears as a mirror image of her | opponent, including the opponent's mode [Uses up Super Meter] | (Speed, Power or EX)! She can access | any special moves, but no DMs or SDMs. | If she is hit, she will instantly change | back. Otherwise, it lasts around ten | seconds. | ---------------------------------+------------------------------------------ | Sextet Synthesis (ShikiGami Rikugou) [DESPERATION MOVE] | | / O- / -O + AB | Akari places a talisman in front of her O O O | opponent's legs. This move must be | blocked LOW. If it connects, a giant | centipede is summoned and hits the | opponent multiple times, then she hops | off and a large column of energy strikes | the opponent. | ---------------------------------+------------------------------------------ | 100 Demon Sabbath (ShikiGami HyakkiYakou) [SUPER DESPERATION MOVE] | -O \ | / O- -O + B | Akari spins her staff upwards. If this O O O | connects, the screen goes dark and a | HUGE parade of Japanese spirits roar by, [POWER and EX Mode only] | trampling the opponent. This time, | Akari herself also gets caught up in it, | but appears to take no damage. | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> B --> | \ -O + A | O O | +-> | + C --> A +-> | + C --> -O + BC O | O | +-> BC --> A --> | \ -O + B O O ----------- 3.5 - Kaede ----------- STORY: In the six months following the event which Kagami set into motion, Kaede gradually gained more control over his Awakening. When the time was right, he travelled with Yuki to visit Okina, in order to get information on the "Key to Hell's Gate." Once there, they discovered that in order to properly seal the Gate, a ceremony from the dimmest recesses of history was necessary. It was called the "Sealing Rite," and its most important component was the "Sealing Maiden." At the same time, he learned of the "Messenger from Afar," one who would kill the Maiden. In order to protect her, and to see that the ceremony is properly completed, Kaede once again departs. Age: 17 Symbol Item: Autumn colors Style: Kasshin Ittou Ryuu Unorthodox Fencing Voice: Suizu Kouji GAMEPLAY INFORMATION: Kaede is... well, he's Kaede. The fireball/uppercut character of the game. Granted, he's considerably deeper than Ken and Ryu of Street Fighter infamy, but he's not particularly difficult to use effectively. He has only fallen slightly in the character rankings, but that's only because others have been improved so much. As he is always in Awakened form, he has been balanced out pretty well, about to the point Normal Kaede was in the first game. He's strong, but not so strong that one can afford to be reckless with him. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Morning Star Squall (Shinmei Hayate) | | \ -O + A/B | Kaede swings his sword along the ground, O O | resulting in a bolt of electricity which | travels along the ground. | ---------------------------------+------------------------------------------ | Morning Star Wind Fang (Shinmei Kuga) | -O | \ + A/B | Kaede leaps into the air, slashing O O | upwards as he goes, followed by a bolt | of lightning. Suitable for air defense | and combos. B version may be repeated | for a higher leap and more hits. | ---------------------------------+------------------------------------------ | Morning Star Fillet Flash | (Shinmei RenjinZan) | | / O- + A/B | Kaede runs forward, slashing as he goes. O O | Always results in three hits, but the | second hit of the B version sends the | opponent into the air. [SUPER CANCEL] | ---------------------------------+------------------------------------------ | (Shinmei Oite) | | \ -O + A/B (in air) | Kaede swings his sword and fires out a O O | bolt of electricity which travels down | at a 45-degree angle. B version causes | him to drop back slightly, while A makes | him continue on his normal leaping arc. | ---------------------------------+------------------------------------------ | East Wind Wallop (Shinmei TabaKaze) | | / O- + C | Kaede rolls forward. This can bring O O | him to the rear of the opponent, but it | grants no invincibility and is rather | slow as well. | ---------------------------------+------------------------------------------ | Ittou RaiTei (in air) | O + CD | Kaede snatches the opponent from midair, | | and slams him/her to the ground with a | bolt of lightning. | ---------------------------------+------------------------------------------ | Morning Star Storm Blast | (Shinmei ArashiUchi) | (close) O- / | \ -O + C | Kaede does a series of slashes, followed O O O | by an upwards electrical punch which | knocks the opponent into the air for a | juggling combo opportunity. | ---------------------------------+------------------------------------------ | Morning Star Pounce (Kasshin FukuRyu) [DESPERATION MOVE] | | / O- / -O + AB | Kaede strikes the ground in front of him O O O | with the tip of his sword, summoning a | lightning bolt for big damage if it (can be held) | hits the opponent. | ---------------------------------+------------------------------------------ | Lively "Bad Dragon Rising" | (Kasshin KouRyu) [SUPER DESPERATION MOVE] | | / O- / -O + B | Kaede strikes the ground in front of him O O O | with the tip of his sword, and FIVE | bolts of lightning strike, juggling the [POWER and EX Mode only] | opponent into each other as they hit. | ---------------------------------+------------------------------------------ | Morning Star Revival (Kasshin SeiRyu) [DESPERATION MOVE] | | \ -O | \ -O + AB | Kaede's sword extends and glows with O O O O | energy, and he holds it above his head (can be held) | until the AB button is released, and he | brings it down with a huge crash. Has | virtually no effect on an airborne | opponent, but if the buttons are not | held, it comes out blindingly fast, and | works well as a punisher move. | ---------------------------------+------------------------------------------ | Morning Star Lance (Kasshin SouRyu) [SUPER DESPERATION MOVE] | | \ -O | \ -O + B | Similar to the normal DM, but this one O O O O | begins as a very short body charge. If | it hits, he begins a small automatic [POWER and EX Mode only] | combo, finally ending with a huge blast | of dragon-shaped electricity bursting | from the bottom of the screen. | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> B --> | \ -O + A | O O | +-> | + C --> A +-> | + C --> -O + BC O | O | +-> BC --> A --> | \ -O + B O O ----------------------- 3.6 - Kagami Shinnosuke ----------------------- STORY: After his defeat at the hands of Kaede, now awakened as Seiryuu, Kagami's body was hurled through Hell's Gate. However, fate would not allow death to claim him. There is a greater order for both the opening and closing of Hell's Gate... And so, in order to insure humanity's future, Suzaku takes wing once more. Age: 30 Symbol Item: European clothes & treasured blade "Young Phoenix" Style: "Spirit Blade" and "Negative Energy" Voice: Awane Makoto GAMEPLAY INFORMATION: Kagami may be dethroned as the boss character, but he still possesses a lot of potential. He no longer has the blue flames which typefied his moves as before, and he now has a crouching animation as well. Still, he is one of only three characters in the game who can charge their own Super Meter, and he is still a capable fighter in the right hands. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | no | no | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Swallow Wings of Flight (Hien Yoku) | | \ -O + A | Kagami swings his arm upward, launching O O | a small burst of flame across the | screen. | ---------------------------------+------------------------------------------ | Flaming Talon of Retribution (Gouen Sou) | | \ -O + B | Kagami swings his arm upward, leaving a O O | trail of orange flames in its wake. If | connected, it can be followed up with... | (followed by) | Shiranui | | \ -O + B | Kagami lunges forward with his sword, O O | setting the opponent aflame and knocking | him/her down. | ---------------------------------+------------------------------------------ | Char-Broiled Blast (Sho Hoko) | -O | \ + A/B | Kagami spins upward into the air, orange O O | flames flying off of his sword. | [SUPER CANCEL] | ---------------------------------+------------------------------------------ | Blazing Bawler (En Hoko) (close) | -O \ | / O- + A/B | Kagami lifts the opponent into the air, O O O | then stabs him/her, pulling away with a | burst of fire. | ---------------------------------+------------------------------------------ | (Shizuka naru Kodou) | -O \ | / O- + C | Kagami crouches and places his hand on O O O | the ground. Energy bursts up around him | and his Super Meter slowly charges. | ---------------------------------+------------------------------------------ | Like a Furnace (Kouenshou) | (in air) | + C | Kagami dives downward from the air, arms O | spread. Stuns just long enough to combo | into something else after hitting the | ground, typically "Sho Hoko." | ---------------------------------+------------------------------------------ | Sparrow of the Red Lotus Thrust | (Guren Suzaku) [DESPERATION MOVE] | (in air) | O- / | \ -O + AB | Kagami dives downward from the air, and O O O | if he connects, he blasts off at a wide | angle, dragging the burning opponent | into the air. | ---------------------------------+------------------------------------------ | Heavenly Phoenix (Houou Tenshou) [DESPERATION MOVE] | -O O- / | \ -O + AB | Kagami throws an arm upward, sending a O O O | large wave of flames along the ground. | Slow and not too terribly useful, but it | is unblockable. Seems there to punish | spazzing more than anything else. | ---------------------------------+------------------------------------------ | Phoenix Rising Hack [SUPER DESPERATION MOVE] | (in air) | O- / | \ -O + AB | Kagami dives downward from the air, and O O O | if he connects, he blasts off at a wide | angle, this time enshrouded in the image [POWER and EX Mode only] | of a phoenix, then landing in a crouch. | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> B --> | \ -O + A | O O | +-> | + C --> A +-> | + C --> -O + BC O | O | +-> BC --> A --> | \ -O + B O O ------------------ 3.7 - Kanzaki Juzo ------------------ STORY: When Hikari, Akari's elder sister, fell ill, Juzoh came by day after day to visit, his face filled with concern. One day, when visiting her, something about her appearance seemed rather strange... "What's wrong, Hikari? Did something happen?" he asked. "Akari ran off to Hell's Gate again... babbling something about how my illness was its fault...," she replied softly. "What?! Aww, no, not this again..." "Juzoh..." Upon seeing the sorrow in Hikari's eyes, Juzoh's heart pounded for a moment. This would be the best opportunity to show Hikari how much he cared for her... what Akari would probably call his "best chance." "Okay, Hikari! Just leave this to me!" bellowed Juzoh, and thundered out of her room. Hikari sighed. "Juzoh... this isn't what I meant..." Age: 26 Symbol Item: Kanabo and dumplings Style: Self-taught Voice: Tyson Ooya GAMEPLAY INFORMATION: Of all the returning characters in the game, Juzoh has received the most change. Only two of his original moves have returned in a familiar form, and he has received a host of new ones. Whereas he was fairly weak in the first game, he is now a force to be reckoned with. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | yes | no | no | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Bopper (Happa) | | \ -O + A/B | Juzoh lunges forward, slamming his club O O | into the ground with a small fiery | explosion. | ---------------------------------+------------------------------------------ | (Yasegaman) | | \ -O + C | Juzoh turns red and charges forward, O O | running into the opponent. Seems to do | no damage, but while running, he has | temporary Super Armor, and the run can | be interrupted out of. | ---------------------------------+------------------------------------------ | Rock Crusher (Iwakudaki) | hold -O, O- + C | Juzoh rears back, then lunges in with a | huge headbutt. Unblockable in Power | Mode, but can be followed up in Speed | with the following: | (followed by) | (Tetsu Atama) | | \ -O + C (x3) | Juzoh does another headbutt with each O O | motion, the last of which is | unblockable. | ---------------------------------+------------------------------------------ | Violent Quake (Yurashi) | -O | \ + A/B | Juzoh hops and strikes the ground with O O | his club. If the opponent is too close | and not blocking low, it will knock him/ | her to the ground for damage. Can also | be used as a pounce attack. The B | version has about a half-screen range. | If used as a Super Cancel, only the A | version will combo. [SUPER CANCEL] | ---------------------------------+------------------------------------------ | (Mozuhana) | | / O- + C | Juzoh sneezes, stomping his foot on the O O | ground. Slow and blockable. Not much | use outside of humiliation value. (cen be held) | ---------------------------------+------------------------------------------ | Piledriver Burial (Tatakitsuke) | -O \ | / O- + A | Juzoh reaches into the air. If he O O O | catches a jumping opponent, he slams | him/her to the ground. If not followed | up on, he knocks the opponent away with | a swing of his club. Otherwise, he does | the following: | (followed by) | (Suritsubushi) | | \ -O + B | Juzoh slams the end of his club into the O O | opponent's back twice, then knocks | him/her away with a big swing. | (or) | (Bokunaguri) | | \ -O + A | Juzoh swats repeatedly at the opponent's O O | back, then either knocks him/her away, | or... | (followed by) | (Ranmoku!) [DESPERATION MOVE] | -O \ | / O- x2 + AB |...does two big hops, driving the club O O O | into the opponent's back, then does one | large leap, landing with an explosion. | (followed by) | (Chougeki Dou jai!) [SUPER DESPERATION MOVE] | | \ -O | \ -O + B | At the second hop of the previous move, O O O O | perform this motion and Juzoh will leap | again, this time coming down with a | HUGE explosion for more damage. | ---------------------------------+------------------------------------------ | Hammer Whop (Bunnage) | (close) -O \ | / O- + B | Juzoh picks up the opponent and tosses O O O | him/her off the top of the screen... | (followed by) | (Kattobashi) | | \ -O + B | then swings the club like a bat, hitting O O | the opponent back into the air. | (followed or replaced by) | (Futtobashi) | | \ -O + C | Finally, another swing sends out a large O O | blast of energy to hit the opponent | before landing. | | Alternately, the Hammer Whop can be | followed with this Desperation Move: | Homerun (Houmuran) [DESPERATION MOVE] | | \ -O + AB | Juzoh swings his club upward, hitting O O | the opponent with explosive force, then | he grins and poses. | ---------------------------------+------------------------------------------ | "Just Dandy" Invincible (Daitan Muteki) [DESPERATION MOVE] | | \ -O | \ -O + AB | Juzoh leaps upward and slams his club O O O O | into the ground. Has EXTREME priority | against jumpers and does heavy damage. | If connected, there is a huge explosion. | ---------------------------------+------------------------------------------ | Ultraviolent Eruption | (Chougekiretsubouzen Gyoutendaifunka) [SUPER DESPERATION MOVE] | | \ -O | \ -O + B | Juzoh headbutts, then slams the opponent O O O O | into the air, finally ending by slamming | his club into the ground with a huge [POWER and EX Mode only] | explosion as the opponent lands at the | point of impact. | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> | \ -O + B | O O | +-> | + C +-> | + C --> -O + BC O | O | +-> BC --> | \ -O + B O O --------------- 3.8 - Lee Rekka --------------- STORY: Concerned his achievements were still insufficient, Lee remained in Japan. While finishing his training at a temple, he made his living on a nearby farm. There, he gradually began to feel his true strength manifest. One evening, half a year after the incident, Lee saw an evil star glowing brightly in the night sky. In the midst of his training, he left to the pursue the evil star. Age: 20 Symbol Item: Fire and a folding fan Style: Hikage Ken (Flying Shadow Fist) Voice: Hashimoto Jun GAMEPLAY INFORMATION: Aside from a few motion changes and one addition to an existing move, Lee hasn't really changed much. The most readily noticeable difference is that he now runs instead of hops, giving him much greater mobility. His Serpent Rush is now much more useful, and he's a much more viable Power Mode character than before. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | yes | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Dragon Hammer (Ryu Tsui Sen) | | / O- + C (x3) | Lee hops forward, his legs aflame. If O O | the first motion connects, it may be | repeated twice more for extra damage, | gradually taking the opponent into the | air and slamming him/her back to the | ground with the final hit. | ---------------------------------+------------------------------------------ | (Ryu Shou Sen) (in air) | | / O- + C (x2) | Lee spins in midair, legs aflame as in O O | the Dragon Hammer. If connected, it may | repeated once more. | ---------------------------------+------------------------------------------ | Fan of Flames (En Sen Shou) | | (hold) O + B | Lee leaps into the air, swinging his fan O | | upwards and trailing fire. Good for | both air defense and combos. (followed by) | | | + B | Lee kicks downward from the air, sending O | the opponent slamming into the ground. | ---------------------------------+------------------------------------------ | Mist Mauler (Kasumi) | A + B | Lee dodges into the background. This | may be followed up with A, B or a low | C attack. | (followed by) | (Hokage) | A | Lee spins around, whacking the opponent | with his closed fan. | (or) | (Homura) | B | Lee does an overhead flaming flip kick. | Must be blocked high and always knocks | down. | (or) | (Senpuu) | C | Lee does a low kick. Can be followed | up with a second and third low C, the | second of which can be interrupted into | another special move. | (or) | (Hakkei) | D | Lee does a one-handed palm strike at | chest level. | ---------------------------------+------------------------------------------ | Serpent Rush (Enryu Haibi) | -O \ | / O- + A/B | Lee slides forward and swings with his O O O | burning fan. Not too terribly useful, | as it allows too much time for the [SUPER CANCEL] | opponent to recover even if it hits. | (B version followed by) | O- / | \ -O + B | Lee slides forward again, this time O O O | projecting a blast of energy from his | hands. This will now combo from the | first motion, unlike the first game. | ---------------------------------+------------------------------------------ | Invisible Kick (Muei Kyaku) (in air) | | \ -O + C | Lee does a diving kick, and if he hits, O O | follows up with a series of quick kicks | to the opponent's face and body. | ---------------------------------+------------------------------------------ | (Ibuki) | hold START button | Rather than a typical taunt, Lee will | get into the Iron Horse stance and focus | as long as the button is held, and | slowly build up life. There is a LOT of | lag coming out of this, so it's not as | useful as it sounds. Best used if an | opponent is dizzy. | ---------------------------------+------------------------------------------ | Hidden Serpent Slam (Ougi Enryu Tenshin) [DESPERATION MOVE] | | / O- / -O + AB | Lee tosses his fan into the air and O O O | slides forward, a burst of fire erupting | from the ground behind him at the point | of impact. | ---------------------------------+------------------------------------------ | Concealed Javelin of Judgement | (Hiougi Soten Muei Kyaku) [SUPER DESPERATION MOVE] | | / O- / -O + B | Lee dashes forward into the opponent. O O O | If he connects, he begins a long auto- | combo move (similar in style to the [POWER and EX Mode only] | Ryuuko Ranbu in AOF/KOF). | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> B --> A --> | \ -O + C | O O | +-> | + C --> A +-> | + C --> -O + BC O | O | +-> -O + BC --> A --> B --> | \ -O + B O O --------------------- 3.9 - Minakata Moriya --------------------- STORY: After the incident with Kagami, Moriya, cursing his inexperience, once again left on a journey to train. One day, half a year later, Moriya felt an incredible desire to return home. However, the "home" to which he was drawn was not his own, but rather that of a great evil. With dark clouds rising, and unanswered questions brimming within him, Moriya once again turns to Hell's Gate for the truth. And ultimately, reconciliation with his past. Age: 22 Symbol Item: Moonlight ornament Style: Kassatsu Ittou Ryuu Voice: Hashimoto Jun GAMEPLAY INFORMATION: Moriya may not have received any new moves, but he's certainly different. His New Moon and Glancing Blade Haze are virtually identical, but the Glancing Blade Moonlight has been radically altered, which in turn changes his gameplay significantly, as most of his combos use it as their base. As I am a diehard Moriya player from LB1, the changes took a fair amount of getting used to, but I have to say I like it. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ EXTRA NORMALS: back + B, interruptible down-forward + A, interruptible Moves: ---------------------------------+------------------------------------------ | Glancing Blade Haze | (Ittou Oboro "Jodan" [A version]) | (Ittou Oboro "Chuudan" [B version]) | (Ittou Oboro "Gedan" [C version]) | | / O- + A (high slash) | Moriya turns away, hand on the hilt of O O B (middle slash) | his sword. Depending on the button that C (low slash) | is used, he will strike out high, middle | or low. Can be used as a fakeout trick (D cancels the move) | or air defense. If the button is kept | pressed, the move is held until the | button is released. D cancels the move, | but there is still slight lag. If held | long enough, the blade will slash out | automatically, and will have more range. | By pressing A/B/C again immediately | after releasing, Moriya will prepare | another slash, but there is significant | lag before it can be released. | ---------------------------------+------------------------------------------ | Glancing Blade New Moon | (Ittou Shingetsu [A version]) | (Ittou Shingetsu Ura [B version]) | -O | \ + A/B | Moriya steps forward, swinging upwards O O | with his blade, creating the image of a | moon in the air. Functions kind of like | an uppercut, but its priority as air | defense is fairly low. In Speed or EX | Mode, the A version can be followed up | with the B version (only if it hits). | This followup is called "Ittou Sogetsu." | ---------------------------------+------------------------------------------ | Glancing Blade Moonlight | (Ittou TsukiKage) | | \ -O + A(x3)/B(x4) | Moriya slides forward, slashing once, O O | which can be followed up by more | applications of the motion (3 total for | A, 4 for B). This provides the meat of [SUPER CANCEL] | most of Moriya's combos. Unlike the | previous game, you cannot switch from A | to B or back. However, you CAN | interrupt most of the hits into his | uppercut in both modes, offering much | greater flexibility in his combos. | ---------------------------------+------------------------------------------ | Sash Blade Moonwalk (Taitou Hogetsu) | O- / | + A (away from opp.) | Moriya vanishes in a blur of motion, O O B (to front of opp.)| reappearing at a point specified by the C (behind opponent) | button used to do the move. Good for | faking out an opponent, but there is a | noticeable amount of recovery lag. If | you press A, B or C during the teleport, | Moriya will immediately go into his | Glancing Blade Haze stance and slash, | but there is a considerably greater lag | time before the move is released. | ---------------------------------+------------------------------------------ | Life and Death Moonlight Flash | (Kassatsu Izayoi Gekka) | [DESPERATION MOVE] | Moriya holds his hand on the hilt of his -O O- / | \ -O + AB | sword, like above, but when the buttons O O O | are released, he attacks in a flurry of | high, middle and low slashes. Good in (can be held) | combos, and does up to 16 hits when done | close to the opponent. | ---------------------------------+------------------------------------------ | Life and Death Wild Seasons | (Kassatsu MidareSetsu Gekka) | [SUPER DESPERATION MOVE] | Moriya dashes forward, sword extended. -O O- / | \ -O + B | If he connects, the background goes O O O | black as he begins a long series of | powerful slashes, doing severe damage to [POWER and EX Mode only] | the opponent. | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> B --> A --> | \ -O + C | O O | +-> | + C --> A +-> | + C --> -O + BC O | O | +-> -O + BC --> A --> B --> | \ -O + B O O ------------- 3.10 - Mukuro ------------- STORY: His head swathed in bandages, this mysterious figure is an assassin. His dessicated body reeks of decay, much long a long-buried corpse. Bit by bit, the skills he held in life fade away, but he is beyond noticing or caring about such losses. And so, in death as in life, this man still holds the "Kyoudachi Hagewashi," the "Misfortune Blade of the Bald Eagle." Age: Unknown Style: Unknown Voice: "Monster" Maezuka GAMEPLAY INFORMATION: Wow, death sure improves some people. Where Shikyoh in the first game was only an average character, Mukuro is easily twice as good. His tactics have changed very little, aside from the modifications made to his blade throw, but he now does incredible amounts of damage, and he can no longer be so easily disarmed. Very powerful character, if not the strongest in the game. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | no | no | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | no | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Bald Eagle Swoop (Hage Washi) | | / O- + A/B | Mukuro hurls his blade upwards at an O O | angle, then it comes back along the | ground. B version travels further and | faster than A version. If he is hit | while the blade is out, the blade will | fall to the ground and must be manually | retrieved. | (followed by) | (Tsuibami) | O + B | In midflight, the blade will spin up | | into the air, then return to Mukuro's | hands. Will do a second hit if timed | properly. | ---------------------------------+------------------------------------------ | Rotation Evisceration (Kaiten Kimo Eguri) | -O | \ + A/B | Mukuro sticks his blade straight out (A O O | version) or upward at an angle (B | version) and spins it rapidly for many | hits. (followed by) | press A/B repeatedly | Repeatedly pressing the same button you | used to start the move will cause the | blade to fly away from Mukuro's hand | a moment, for more range and hits. | ---------------------------------+------------------------------------------ | Weasel's Slash (ZanNiku Kamaitachi) | O- / | \ -O + A/B | Mukuro crawls quickly along the ground. O O O | If unblocked, he will climb onto the | opponent's chest, stab and flip off. | ---------------------------------+------------------------------------------ | Land Licking Slider (Ji Name Suberi) | -O O- -O + C | Mukuro crawls quickly along the ground, | and will continue to do so until the | joystick is released. Looks identical | to the Weasel's Slash, but has shadows | trailing and can crawl through the | opponent. | ---------------------------------+------------------------------------------ | Scissor Slice (ZanNiku Obasami) | (jump) | / O- + A/B | Mukuro pauses in the air, then dives O O | to the ground vertically (A version) or | at a 45-degree angle (B version), blades | first. [SUPER CANCEL] | ---------------------------------+------------------------------------------ | Merciless Mash (Mujihi Sashi) | (close) -O \ | / O- + C | Mukuro lays the opponent on the ground O O O | and stabs him/her in the stomach, then | grinds his blade around several times. | ---------------------------------+------------------------------------------ | Delirium Drubber (MeiKyoShisui Kyoki) [DESPERATION MOVE] | | \ -O | \ -O + AB | Mukuro lunges forward and spins his O O O O | blades madly. If an opponent is caught | in this on the ground, it does MAJOR | damage. | ---------------------------------+------------------------------------------ | Wild Hunger Wallop | (MeiKyoShisui Kyoki [different Kanji]) [SUPER DESPERATION MOVE] | | \ -O | \ -O + B | Mukuro dashes forward, slashing several O O O O | times if he hits as he dashes about the | screen, creating the pattern of a large [POWER and EX Mode only] | Kanji character, meaning "ruin." | | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> | \ -O + B | O O | +-> | + C +-> | + C --> -O + BC O | O | +-> BC --> | \ -O + B O O ------------------ 3.11 - Naoe Shigen ------------------ STORY: Once driven mad with vengeance, Shigen was able to regain his sanity after the weakening of Hell's Gate, and was once again reunited with his long- lost foster daughter, Kotetsu. In his shame over his absence, he spent several months in the mountains with her. Kotetsu had grown into a rather brash young girl, while Shigen spent each day training, paying her relatively little attention. However, their peaceful time together would not last. Since Hell's Gate had not been properly closed, Shigen sensed the evil energies within it. Therefore, he was forced to depart, leaving late at night. A shadow creeps secretly behind him... Age: 36 Symbol Item: Byakko's string of beads Style: Kaiwan (Destroying Arm) - Byakko's Claw Voice: Itou Enma GAMEPLAY INFORMATION: Shigen is moving up in the world. Whereas in the first game, he was fairly ineffectual, he's been given an amazing repertoire of special throws and followups, and is capable of doing a lot of damage in a very short amount of time. In Power mode, he possibly the game's most powerful character, but he's not the easiest to use. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | yes | no | no | no | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ EXTRA NORMAL: back + B, non-interruptible Moves: ---------------------------------+------------------------------------------ | White Tiger Talon (Byakko So) | | / O- + A/B | Shigen slashes downward with his stone O O | hand, hitting twice. A version is | comboable, while the B version has very | short Super Armor. [SUPER CANCEL] | ---------------------------------+------------------------------------------ | White Tiger Pounce (Byakko Shu) | | / O- + C | Shigen hops forward and bashes with his O O | shoulder. | (followed by) | Pounce Continued (Byakko Shuu Tsuika) | | / O- + C | Shigen kicks upward, as in his forward O O | + C kick. This followup may only be | done in Speed Mode. | ---------------------------------+------------------------------------------ | Exploding Spirit Blast | (Retsu Hoko [A version]) | Shout Blast | (Zetsu Hoko [B version]) | -O | \ + A/B | Shigen rears back, stabbing his hand O O | outward (A version) or upward (B | version). B version causes him to grab | the opponent in midair, then slam him/ | her to the ground. A version will knock | down the opponent. | ---------------------------------+------------------------------------------ | Kingfisher Crunch (Hisui Sai) (close} | O- / | \ -O + A/B/C | Shigen grabs the opponent, chokes him/ O O O | her a moment, then does a two-hit slam | into the ground. In the frames before | he reaches forward, it has a version of | autoguard on it. Any attacks that hit | will do full damage, but will not stop | the move from coming out. A version is | blockable, but is comboable at short | range. B version has Super Armor, and | the C version has the longest range and | is the fastest. | ---------------------------------+------------------------------------------ | Diamond Smasher (Kongo Sai) (close) | -O \ | / O- -O + C | Shigen grabs the opponent and lifts him/ O O O | her into the air, then slams into the | ground. If not followed up, spikes grow | out of the ground, into the opponent, | and shatter. | (first move followed by) | (Kai) | O- / | \ -O + A | After the initial Diamond Smasher, O O O | Shigen lifts the opponent into the air | then slams him/her back down to the | ground again. If not followed up on, he | simply stomps on the opponent for minor | damage. | (followed by) | (Kai [Different Kanji]) | | / O- + A | After the second slam, spikes emerge O O | from the ground, and Shigen slams the | opponent down, shattering the spikes. | (or) | (Retsu) | | / O- + B | After the second slam, Shigen lunges O O | forward with his stone hand, sending the | opponent flying. | (or) | (Shinden Taichi) [DESPERATION MOVE] | -O \ | / O- x2 + AB | After the second slam, Shigen holds the O O O | opponent high in the air, then slams | him/her down into a mass of spikes. | | (first move followed by) | (Aku) | O- / | \ -O + B | After the initial Diamond Smasher, O O O | Shigen lifts the opponent into the air, | and crushes him/her with his fist. He | then slams him/her back down to the | ground again. If not followed up on, he | simply stomps on the opponent for minor | damage. | (followed by) | (Shou) | | / O- + A | Shigen lifts the opponent again, then O O | lunges upwards with his stone hand, as | in his Shout Blast. | (or) | (Da) | | / O- + C | Shigen lifts the opponent again, then O O | swipes with his stone hand, as in his | White Tiger Talon, sending the opponent | to the ground. | (or) | (Dohatsu Taiten) [SUPER DESPERATION MOVE] | -O \ | / O- (x2) + C | The image of the White Tiger appears O O O | around Shigen for a moment, then he | rears back and roars as his hand glows. [Power and EX Mode only] | Several blades of energy appear and | slash the opponent multiple times. | ---------------------------------+------------------------------------------ | (Bouko Hyouga) [DESPERATION MOVE] | | \ -O | \ -O + AB | Shigen's body turns to stone and he does O O O O | a short shoulder dash. If connected, it | may be followed up with... | (followed by) | (Kyouten Douji) | -O \ | / O- (x2) + B | Shigen grabs the opponent, smacks him/ O O O | her to the ground, then stomps and | grinds him/her into the ground. | (or) | (Yuuchuu Maisai) | O- / | \ -O + C | Shigen grabs the opponent, then lunges O O O | forward with a stone hand, as in his | Exploding Spirit Blast. | ---------------------------------+------------------------------------------ | (Inga Ouhou) [DESPERATION MOVE] | O- / | \ -O O- + AB | Shigen crosses his fists for a split O O O | second. If he is hit during this short | window of time, he grabs the opponent, | leaps forward, drives him/her into a | pile of stone spikes, then smashes them, | doing about 1.35 lifebars' worth of | damage (!!). | ---------------------------------+------------------------------------------ | Destiny's Retribution (Inga Ohou) [DESPERATION MOVE] | (close) | -O \ | / O- (x2) + AB | Shigen grabs the opponent, chokes for a O O O | a moment, then jumps into the air, | slamming the opponent into the spikes | which form on the ground, then hitting | the opponent with a two-fisted strike. | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> | \ -O + B | O O | +-> | + C +-> | + C --> -O + BC O | O | +-> BC --> | \ -O + B O O -------------------- 3.12 - Sanada Kojiro -------------------- STORY: Sanada Kojiro is captain of the Shinsengumi Unit Zero. Loyal to the end, he and the Zero Squad sternly uphold the law. However, about six months ago, the Zero Squad's investigation into Hell's Gate abruptly became Washizuka Keiichiro's solo mission. It was at this time that the renegade, Shikyoh, escaped. When many of their number were lost in the battle with him, the Zero Squad began to question their purpose; however, the investigation into Hell's Gate drove them on. And so, a great and lonely wolf journeys to Hell's Gate, in order to restore the troops' faith, and defeat their nemesis, the renegade. Age: 28 Style: Tennen Rishin Ryuu Voice: Nakaya Satomi GAMEPLAY INFORMATION: Kojiro is (despite some confusion) a female. Period. See her ending for all the proof you need. Regardless, she is not as immediately powerful as Washizuka, but she has several options at her disposal. Like Washizuka, her B projectile is only moderately useful, and only as an annoyance attack, as it's too slow to combo. Given her completely and utterly worthless Super Cancel, she seems to truly excel in Speed Mode. She has one of the best attacks in the game, and a solid air defense as well, so she is quite flexible. Special Notes: - In Power Mode, BC can be held until Kojiro flashes. When released, it can be Super Cancelled out of if connected. - In Speed and EX Mode, fwd+BC results in a stronger version of the move, which sends the opponent higher into the air, resulting in easier juggling attacks. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Flashing Flight (Shoubi Sen) | | / O- + A | Kojiro slides forward slightly, then O O | slashes upward, from foot level to head | level. Only knocks down if she ends up | behind the opponent. | ---------------------------------+------------------------------------------ | Black Hole Blade (Mu Myou Ken) | | / O- + B | Kojiro steps forward three times, O O | stabbing straight ahead with each step. | Super Cancel timing is VERY tight, and | can only be done at the first slash. [SUPER CANCEL] | ---------------------------------+------------------------------------------ | (Shunjin) | | / O- + C | Kojiro dashes forward, through the O O | opponent, shadow images trailing behind. | (followed by) | (Tenchi) | C when close to opponent | Kojiro grabs the opponent and flings | him/her across the screen. | ---------------------------------+------------------------------------------ | Empty Death (Koku Satsu) | -O | \ + A/B | Kojiro stabs upwards at a 45-degree O O | angle, taking out airborne opponents. | Also useful in combos. | ---------------------------------+------------------------------------------ | Blast-of-Plague Demise (Shikku Satsu) | | \ -O + A/B | Kojiro slashes diagonally, sending an O O | arc of energy flying across the screen. | in the B version, two slashes are made. | The first slash stays in place, then the | second forms an "X" of energy, which | then flies off. | ---------------------------------+------------------------------------------ | Black Hole Blade-Eagle (Mu Myou Ken Nie) [DESPERATION MOVE] | | / O- / -O + AB | Kojiro charges forward, stabbing several O O O | times, then, if the hits connect, stabs | upward diagonally, as in the Koku Satsu, | with a HUGE blast of energy. | ---------------------------------+------------------------------------------ | Wolf Fang of Emptiness (RouGa Zero) [SUPER DESPERATION MOVE] | | / O- / -O + B | Kojiro poses for a moment, then dashes O O O | forward, stabbing through the opponent. | If it strikes, the background goes white (can be held) | with a huge Kanji character written on [POWER and EX Mode only] | it. If the button is held, Kojiro runs | a hand down the blade and glows red. | When released after this time, the move | is unblockable. | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> B --> A --> | \ -O + C | O O | +-> | + C --> A +-> | + C --> -O + BC O | O | +-> -O + BC --> A --> B --> | \ -O + B O O REASONS TO PLAY SANADA KOJIRO: - Four words: Mulan with a sword. -------------- 3.13 - Setsuna -------------- STORY: A creature who appeared through Hell's Gate after the incident with Kagami was resolved. A powerful spirit of the underworld, his physical existence began by claiming the body of an infant, killed in the ravage of battle. Setsuna, who may be considered a symbol of the cursed fate of the underworld, has the beauty and vitality of a young man, but his spirit and soul are the blackest evil. His hatred for life is all-encompassing, from the cursed spirits of the underworld to the creatures of our own reality. And so he walks our earth, with vengeance against all life festering within his soul. Age: 20 (outward appearance) Style: Unknown Voice: Yamauchi Keisuke GAMEPLAY INFORMATION: Setsuna is a very strong character, but he takes some work. As he lacks any kind of distance attack, his strengths are in getting close to deal his damage. Anonymity - Three is an excellent surprise move for turtlers, as it's fast and must be blocked high, but it shouldn't be overused. He has only moderately strong air defense. Anonymity - Five should be used any and every time the opponent gives him breathing room. That single hit that it stops can easily change the outcome of the match. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | no | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | no | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Anonymity - One (Mumei - Ichi) | | \ -O + A/B | Setsuna slashes downward, leaving a O O | large arc of electricity. B version is | slower to come out, but does notably | more damage. | ---------------------------------+------------------------------------------ | Anonymity - Two (Mumei - Ni) | -O | \ + A/B | Setsuna crouches and lunges forward with O O | his sword, then leaps up into the air. | Fairly typical uppercut, but only A | version is useful for air defense. B | version is best used in combos. | ---------------------------------+------------------------------------------ | Anonymity - Three (Mumei - San) | | / O- + B | Setsuna does a low jump forward into the O O | air, then brings his sword around in a | large arcing slash. | ---------------------------------+------------------------------------------ | Anonymity - Four (Mumei - Yon) | -O | \ + C | Setsuna lunges upwards with his free O O | hand, and purple energy is emitted from | it. If it connects, he grabs the | opponent and slams him/her to the | ground, sending a jolt of electricity | through him/her. | ---------------------------------+------------------------------------------ | Anonymity - Five (Mumei - Go) | -O \ | / O- + C | Setsuna holds up his sword and an O O O | electrical charge runs through his body. | He begins flashing gray, and during this | time, he can take one hit without being | knocked out of what he is doing (Super | Armor). | (followed by) | Anonymity - Five Continuation | (Mumei - Go no Tsui) | O- / | \ -O + C | Setsuna performs a waist-level punch. O O O | If connected, the opponent is stunned | for a moment and can be comboed. [SUPER CANCEL] | ---------------------------------+------------------------------------------ | Anonymity - Severance (Mumei - Zetsu) [DESPERATION MOVE] | | \ -O | \ -O + AB | Setsuna holds his sword above his head. O O O O | When AB is released, he swings downward (can be held) | as in "Mumei - Ichi" with a much larger | arc and greater damage. | ---------------------------------+------------------------------------------ | Anonymity - Ultimate (Mumei - Kyoku) [SUPER DESPERATION MOVE] | -O \ | / O- (x2) + B | As in "Mumei - Yon," Setsuna holds his O O O | sword out, but several bolts of | electricity strike from the sky, and | his Super Armor lasts around 10 seconds. | (followed by) | Anonymity - Ultimate Continuation | (Mumei - Kyoku no Tsui) | O- / | \ -O + AB | While flashing gray, Setsuna will O O O | perform a short waist-level punch. If | this connects, the opponent will be [POWER and EX Mode only] | stunned and a large pane of glass will | appear in front of him/her. Setsuna | runs his hand along along it, smearing | blood, then holds an orb of energy. | He crushes it in his hand, and the | glass shatters while the opponent | stumbles, taking damage. Performing | this move cancels the Super Armor. | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> | \ -O + B | O O | +-> | + C +-> | + C --> -O + BC O | O | +-> BC --> | \ -O + B O O -------------------- 3.14 - Takane Hibiki -------------------- STORY: During the Bakumatsu era, there was a master bladesmith by the name of Takane Genzou. His fame was such that those who knew his name were innumerable. He eventually retired to a rural area, isolated from the public, but continued his smithing with his beloved daughter, Hibiki, by his side. One day, a silver-haired man visited the Takane house, and requested that Genzou fashion a sword for him. The swordsmith found himself bewitched by the man's depth and purity of evil, and could not even consider refusing him. As she returned from an errand, Hibiki couldn't help feeling strangely uneasy about the silver-haired man. Genzou had eventually created a sword which would be called "Yasomagatsu Hinotachi," or "Blade of Eighty Days," so named for the amount of time required to craft it. However, the effort had made him quite ill, and forced him to bed. "This is the fault of that man," he told his daughter. "Though I cannot approve of such actions, go and find that man and the sword. The thing that I saw... what I felt... even you must understand." And with these words, Genzou breathed his last. Although confused by her father's final words, Hibiki gathered her things and left the house behind. Three days later, Amano came to ask Genzou to repair the "Otokomae," his weapon. Age: 17 Style: Musou Maden Ryuu Voice: Hikami Kyouko GAMEPLAY INFORMATION: Hibiki is a highly technical character, one that will take much practice to properly master. Most of her moves have a great deal of recovery time associated with them, but only if they completely miss. If they are blocked or they connect, then she recovers quickly. She has the most effective punishing super in the game, but she lacks solid air defense and high air priority. Definitely not a character for those who wish to be able to rest on their laurels. Her speed is her greatest asset, so use it. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | no | yes | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Distance Slash (Touma ni te Kiru Nari) | | \ -O + A/B | Hibiki quickly slashes outward. B O O | version hits low and always knocks down, | while A version never knocks down. Both | versions have extreme recovery time if | whiffed. | ---------------------------------+------------------------------------------ | Beckoning Slash (Chikayori te Kiru Nari) | -O | \ + B (hold) | Hibiki runs forward until the B button O O | is released, at which time she dashes | forward and slashes, as in her A version | Distance Slash. Will knock down if it | is timed properly. [SUPER CANCEL] | ---------------------------------+------------------------------------------ | Piercing Moon Pounce | (Suigetsu o Tsuku Nari) | -O | \ + C (hold) | Hibiki rears back with her sheathed O O | blade, then jabs forward with it. If | connected, the opponent will stumble | to the ground and can be comboed. | ---------------------------------+------------------------------------------ | Heavenly Being Blade (I o Awasu Nari) | O- / | \ -O + C | Hibiki holds up a hand for a moment. If O O O | she is struck while it is out, she will | throw the opponent over her shoulder. | (followed by) | (Nukaba Kiru Nari) | C | Hibiki quickly slashes the opponent out | of the air. | (or) | (Nukazuba Kiranu Nari) | BC | Hibiki hits the opponent with her | scabbard. | ---------------------------------+------------------------------------------ | (Kami Hitoe ni te Kawasu Nari) | AB | Hibiki leans back into the background. | This will dodge incoming attacks. | (followed by) | (Ma o Tsumeru Koto Kanyou Nari) | -O + C | Hibiki dashes forward. This can be | interrupted out of. | (or) | (Ma o Oku Koto Kanyou Nari) | O- + C | Hibiki hops backward. You can attack | during this hop. | ---------------------------------+------------------------------------------ | (Sanae o Okotaranu Kokoro Nari) | hold START | Hibiki holds her sword close, and asks | her father for help. Her sword begins | to glow, and her Super Meter is slowly | raised. | ---------------------------------+------------------------------------------ | Heavenly Spirit of Victory | (Hasshou Suru Shinki Nari) [DESPERATION MOVE] | | / O- / -O + AB | Hibiki quickly dashes forward, past the O O O | opponent. If connected, the background | freezes with a gold tint to it, then the | opponent takes damage. | ---------------------------------+------------------------------------------ | No Fear Feint | (Shi o Osorenu Kokoro Nari) [SUPER DESPERATION MOVE] | -O O- / | \ -O + B | A flash of light appears on screen, and O O O | the background freezes gold, as above, | and Hibiki slowly sheathes her sword. | When she finishes, the screen becomes a | black and white negative of sorts as a | set of four red Kanji characters appear | in the corner. If not done close, a | diagonal flash of light appears in | front of her, doing minor damage. | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> B --> | \ -O + A | O O | +-> | + C --> A +-> | + C --> -O + BC O | O | +-> BC --> A --> | \ -O + B O O -------------------------- 3.15 - Washizuka Keiichiro -------------------------- STORY: Many had died in a natural disaster, much like that which occurred during the earlier incident with Kagami. Before the dark clouds parted, Washizuka Keiichirou left to continue investigating Hell's Gate. Several men returned to the surface after the earlier investigation. Half a year has passed since that time. Their investigation revealed that they must seek out a girl known as the "Sealing Maiden." To find her and to learn the truth, Washizuka set out for Hell's Gate. Age: 26 Symbol Item: Shinsengumi uniform, named "Truth" Style: Tennen Rishin Ryuu Hayabusa Voice: Konishi Katsuyuki GAMEPLAY INFORMATION: Truth be told, Washizuka hasn't changed much. The only new thing he has is a followup to his Wolf Fang. This followup, however, gives him much greater flexibility and makes him hard to defend against. His charge times are still short, and in order to succeed against him, one will have to play aggressively. He's been given an excellent high-low game in this incarnation. Special Notes: - In Power Mode, BC can be held until Washizuka flashes. When released, it can be Super Cancelled out of if connected. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Fatal Flurry (Shikku Satsu) | Charge O- then -O + A/B | Washizuka slashes once (A) or twice (B) | at the air, sending flashes of energy | flying across the screen. The A version | is quicker, but doesn't go as far. The | B version has a LOT of recovery lag, so | it is best used only in combos. | ---------------------------------+------------------------------------------ | Foolish Flurry (Koku Satsu) | Charge | then O + A/B | Washizuka stabs upward at a 45-degree O | | angle, taking out airborne opponents. | B version has a needlelike energy blast | which accompanies it. | ---------------------------------+------------------------------------------ | Wolf Fang (RouGa) | Charge O- then -O + C | Washizuka charges forward, ramming into | the opponent, then... [SUPER CANCEL] | | (followed by) | (Rouga Shashiki) | | / O- + C | jumps and stabs. This hit is an O O | overhead. | (or) | (Rouga Onshiki | | \ -O + C | stabs forward, knocking the opponent to O O | the ground. In Power Mode, use the DM | at this point to juggle. | (or) | (Rouga Fukushiki) | | / O- + B | stabs at the ground, knocking the O O | opponent off of his/her feet. Hits low. | ---------------------------------+------------------------------------------ | A Glorious Death (Shun Satsu) | | / O- + A/B | Washizuka stabs quickly with his sword, O O | which, if connected, is then followed | by... (followed by) | | Press A/B repeatedly | a flurry of stabs at varying heights. | ---------------------------------+------------------------------------------ | True Fang of the Wolf (Shin RouGa) [DESPERATION MOVE] | | / O- / -O + AB | Washizuka charges forward. If he hits O O O | the opponent, he pushes him/her into the | far wall, strikes several times, then | finishes with a large vertical blast of | energy. VERY similar to Rugal's super | in KOF95. | ---------------------------------+------------------------------------------ | Final Wolf Fang (Saishu RouGa) [SUPER DESPERATION MOVE] | | / O- / -O + B | Washizuka dashes forward a high speed. O O O | If he connects, a HUGE Kanji symbol is | drawn onscreen (meaning "Loyalty"), [POWER and EX Mode only] | and the opponent slowly falls forward. | Not too terribly impressive, but it's (can be held) | unblockable if held long enough. | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> B --> | \ -O + A | O O | +-> | + C --> A +-> | + C --> -O + BC O | O | +-> BC --> A --> | \ -O + B O O ----------- 3.16 - Yuki ----------- STORY: After the incident with Kagami, Kaede left for Hell's Gate with Okina's instructions. He would see if there was a way to seal the gate as Okina had said. The instructions spoke of the a girl known as the "Sealing Maiden," who would use the Four Gods' power to hold the Sealing Ceremony. While Kaede sought to find the Sealing Maiden, Yuki faced one question. To answer that question, Kaede and Yuki departed, without speaking a word. At the time they set out, the necklace she had worn since childhood, the one that was with her when she was first adopted by Gaisei, began to resonate with light. Age: 18 Symbol Item: Snowflake and Necklace Style: Kasshin Nagayara Jutsu Voice: Nishigawa Hatsuki GAMEPLAY INFORMATION: Despite being the focus of the story in several respects, Yuki has not improved with age. Her new Desperation Move is both unimpressive and rather weak. She has gained a counter move, at the cost of her projectile reflector. Her projectile has been sped up, but most of her other moves now have a greater degree of lag on them. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Ice Blade (HyouJin) | | \ -O + A/B | Yuki swings her spear upwards, creating O O | a large shard of ice, which flies off at | the opponent. A version stuns for a | moment after connecting, so it can be | followed with a quick attack if used up | close. B version knocks down. | ---------------------------------+------------------------------------------ | Frosty Flasher (SouKa) | -O | \ + A/B | Yuki swings her spear upwards, causing O O | a column of ice to emerge from the | ground and impale the opponent. | ---------------------------------+------------------------------------------ | Blizzard Blast (ShunSetsuZan) | | / O- + A/B | Yuki dashes forward, slashing downward O O | with her spear when she reaches the | opponent. [SUPER CANCEL] | ---------------------------------+------------------------------------------ | Ice Reflector (HyouKyou) | O- / | \ -O + C | With a quick spin of her spear, Yuki O O O | creates a large disc of ice in front of | her. If she is hit during this time by | a jumping or standing attack, she will | automatically counter. | ---------------------------------+------------------------------------------ | Split-in-Two Swing (Suizan) | (close) -O \ | / O- + C | Yuki begins a four-hit combo, knocking O O O | the opponent into the air with the last | hit, which sets up a juggle opportunity. | ---------------------------------+------------------------------------------ | Glacial Sequoia(Juuyou) [DESPERATION MOVE] | | \ -O | \ -O + AB | Yuki stabs forward, her spear encased in O O O O | a cone of shimmering ice. Looks about (can be held) | as dull as it sounds, and doesn't do | much damage. If you tap the A button | rapidly before she actually thrusts | forward, she will do about 3 more hits | and significantly more damage. | ---------------------------------+------------------------------------------ | True Frozen Whirlwind (Shin YukishiMaki) | [SUPER DESPERATION MOVE] | Yuki spins her spear above her head, | / O- / -O + B | creating a whirlwind of snow. This will O O O | pull the opponent forward. If the | opponent gets too close, he/she will be [POWER and EX Mode only] | lifted off of the screen, then float | in midair. Yuki leaps up, then comes | down with a huge slash across a black | background. This move is unblockable. | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> B --> | \ -O + A | O O | +-> | + C --> A +-> | + C --> -O + BC O | O | +-> BC --> A --> | \ -O + B O O REASONS TO PLAY YUKI: -No self-respecting woman ever let rejection stop HER. -Despite past emotional trauma, you enjoy being the center of attention. -You like to keep really, REALLY big secrets. --------------- 3.17 - Zantetsu --------------- STORY: Having taught his dear grandson all that he could, Zantetsu leaves his village, know that he will never return. He feels his time left on earth can be measured in scant hours. The long years of fighting and the ravages of age have taken their toll on his body. To allow his last flower to bloom, he journeys once more to Hell's Gate, where men and women of strength gather... Age: 52 Symbol Item: Bamboo hat and cloak Style: Ninjutsu Voice: Ootomo Ryuuzaburou GAMEPLAY INFORMATION: Zantetsu is still as deadly as ever. Though he's received something of a makeover and his projectile has been turned into his Desperation Move, he's still quite capable of dishing out lots of damage. His special throw can now be done in midair, and on the whole, he can be a very difficult character to catch off-guard. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | no | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Flowing Shadow Fury (Ryuei Jin) | | \ -O + A | Zantetsu swings a blade upwards, which O O | creates an arc of energy. If it hits, | the opponent is launched into the air | and can be juggled. Will also reflect | projectiles if timed properly. | ---------------------------------+------------------------------------------ | Devil Drop (Tenma Otoshi) | (close) -O \ | / O- + C | Zantetsu wraps the opponent in his cape O O O | and vanishes, reappearing at the top of | screen and slamming him/her to the | ground. This can also now be done in | midair, which is an excellent followup | to the Flowing Shadow Fury. | ---------------------------------+------------------------------------------ | Spirit Drill (Kikou Hou) | | / O- + B | Zantetsu thrusts his hand forward, which O O | sends a small energy blast forward. The | attack is short ranged. [SUPER CANCEL] | ---------------------------------+------------------------------------------ | Underwater Undulation (Minamo Gakure) | O- | / + A | Zantetsu wraps himself in his cape, O O | turning himself semi-invisible. His | image flickers into view periodically, | and it lasts around 10 seconds. Being | hit or blocking an attack does NOT | dispel the effect. | ---------------------------------+------------------------------------------ | (Mukuro Nui) (in air) | | \ -O + A/B | Zantetsu pauses and hurls a trio of O O | knives at the ground. Opponent must be | on the ground to be hit. Can be done a | second time in a single jump. | ---------------------------------+------------------------------------------ | (Tenma Kyaku) | (in air) | + C | Zantetsu comes down with a diving kick. O | If he connects, he spins to the ground, | repeatedly kicking the opponent. (followed by) | | | + C | Zantetsu flips upward in the air, O | knocking the opponent to the ground. | ---------------------------------+------------------------------------------ | Necromancer's Shadow (Kagehoushi) | -O O- -O + C | Zantetsu becomes a shadow and slides | forward along the ground. Effectively | a simple teleport. | (followed by) | (Tachi Koppa) | | / O- + A | Zantetsu slashes forward in a long- O O | ranged horizontal arc. Looks identical | to the LB1 finisher to the Flowing | Shadow Fury. | (or) | Mist Slicer (Kasumigiri) | | / O- + B | Zantetsu slashes downward. Looks the O O | same as his old dashing B animation. | ---------------------------------+------------------------------------------ | (Oboro Giri) | -O | \ + C | Zantetsu flips forward into the air, O O | creating a crescent of energy as he | kicks upward. Decent air defense. | ---------------------------------+------------------------------------------ | Steel Crusher (Dankoujin) [DESPERATION MOVE] | -O O- / | \ -O + AB | Zantetsu swings both blades upward, O O O | creating a huge blade of energy, then | down again, which sends it flying across [can be held] | the screen. Powerful, but slow. The | initial upward slash will reflect | projectiles. If released immediately | after, the energy blade will combo after | the reflected projectile. | ---------------------------------+------------------------------------------ | Dark Hunter (YamiGari) [SUPER DESPERATION MOVE] | (close) | -O \ | / O- (x2) + B | Zantetsu wraps the opponent up in his O O O | cape, and three huge slashes can be | seen in the darkness, blood flying in [POWER and EX Mode only] | all directions. A fourth, final slash | brings both fighters back into view. | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> B --> A --> | \ -O + C | O O | +-> | + C --> A +-> | + C --> -O + BC O | O | +-> -O + BC --> A --> B --> | \ -O + B O O REASONS TO PLAY ZANTETSU: -You wish to prove that ninjas CAN be outlandishly dressed. -They can not. -Can TOO, dammit! ----------------------- 4.0 - Hidden Characters ----------------------- These are the available hidden characters in the game, kept separate because they require a code to be accessible. --------------------- 4.1 - Hagure Hitogata --------------------- STORY: One of Akari's paper dolls now runs amuck, made self-aware by a random twist of fate. GAMEPLAY INFORMATION: Hagure Hitogata (The Wandering Doll) isn't really a character, per se, but a means of always generating a mirror match. By selecting it for use in battle, you will always take the form of your opponent, including the mode he/she has selected (Speed/Power/EX). Not particularly fun in Vs. mode, but it's interesting to play through the 1P game as it. It's good practice in making sure you become competent with any given character in the game. To select Hagure Hitogata, place the cursor over Akari on the character select screen, and within four seconds... 1. Push C eight times. 2. Push B nine times, then wait one second. 3. Push C once. If done properly, you'll hear a voice. Press A or D and you will be in control of the Wandering Doll. ------------------ 4.2 - Naoe Kotetsu ------------------ STORY: Her name is Naoe Kotetsu. She is the adopted daughter of Byakko's guardian, Naoe Shigen, who had been trapped by Kagami for 10 years. During this time, she lived alone. As can be expected, they were very happy to be reunited. For six months now they have been living in mountain caves. One evening, Kotetsu awoke suddenly, only to see Shigen preparing to depart. "Oh, he's not leaving me behind again...," she declared to herself. In a rush, she prepared to leave, running after her adoptive father. Age: 16 Symbol Item: "Crushing pipe" (First hand) Style: Self-taught Jujitsu Voice: Ikoma Harumi GAMEPLAY INFORMATION: Naoe Kotetsu appears not to be a character, but a rather elaborate joke. By all indications, she is not actually playable. By selecting her, you will get a different select screen picture, and a new intro, but... you'll end up playing Shigen anyway. However, the new intro animation is extremely funny, which makes it worth trying out. To select Naoe Kotetsu, place the cursor over Shigen on the character select screen, and within four seconds... 1. Push C five times. 2. Push B ten times. 3. Push C two times. If done properly, you'll hear Kotetsu say "Ossha!" and you can select her by pressing A or D. -------------------- 4.3 - Kaede (normal) -------------------- STORY: See Kaede, above. GAMEPLAY INFORMATION: Normal Kaede (before the Awakening) is a bonus of sorts. He does not have any new moves or animations, except for the look of his projectile. He's worth playing for a challenge, but he's definitely not as strong as his usual Awakened form. To select Normal Kaede, place the cursor over Kaede on the character select screen, and within four seconds... 1. Push C nine times. 2. Push B once. 3. Push C four times. If done properly, you'll hear Kaede's voice, and then you can select his normal version by pressing A or D. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Single Slash Squall (Ittou Hayate) | | \ -O + A/B | Kaede swings his sword along the ground, O O | resulting in a wave of energy which | travels along the ground. | ---------------------------------+------------------------------------------ | Single Slash Wind Fang (Ittou Kuga) | -O | \ + A/B | Kaede leaps into the air, slashing O O | upwards as he goes. Suitable for air | defense and combos. The motion can be | done a second time for a downward slash | in EITHER mode for the A version, but | only Power Mode for the B version. | ---------------------------------+------------------------------------------ | Single Slash Fillet Flash | (Ittou RenjinZan) | | / O- + A/B | Kaede runs forward, then begins slashing O O | multiple times (three for A version, | four for B). Unlike in Last Blade 1, [SUPER CANCEL] | this cannot be used for juggling, except | in the case of his Super Cancel. | ---------------------------------+------------------------------------------ | East Wind Wallop (Ittou TabaKaze) | | / O- + C | Kaede rolls forward. This can bring O O | him to the rear of the opponent, but it | grants no invincibility and is rather | slow as well. | ---------------------------------+------------------------------------------ | Single Slash Storm Blast | (Ittou ArashiUchi) | (close) O- / | \ -O + C | Kaede does a series of slashes, the last O O O | of which knocks the opponent into the | air for a juggling combo opportunity. | ---------------------------------+------------------------------------------ | Lively Dragon Pounce (Kasshin FukuRyu) [DESPERATION MOVE] | | / O- / -O + AB | Kaede strikes the ground in front of him O O O | with the tip of his sword, summoning a | lightning bolt for big damage if it (can be held) | hits the opponent. | ---------------------------------+------------------------------------------ | Lively "Bad Dragon Rising" | (Kasshin KouRyu) [SUPER DESPERATION MOVE] | | / O- / -O + B | Kaede strikes the ground in front of him O O O | with the tip of his sword, and three | bolts of lightning strike (looking much [POWER Mode only] | like dragons), juggling the opponent | into each other as they hit. | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> B --> | \ -O + A | O O | +-> | + C --> A +-> | + C --> -O + BC O | O | +-> BC --> A --> | \ -O + B O O ------------------- 4.4 - Kouryu (boss) ------------------- Kouryu is... well, he's a typical SNK boss. Obscenely powerful, stupidly cheesy. He has lots of high-damage attacks, four DMs, one SDM, and lacking a crouch animation, so like Kagami in the first game, you can't tell when he's going to attack low. This character is really not meant for human use, unless you're one of those types who equates winning with fun (ie. what is typically referred to as a "scrub"). To select Kouryu, place the cursor over Kaede on the character select screen, and within four seconds... 1. Push C ten times. 2. Push B five times. 3. Push C four times. If done properly, you'll hear Kouryu's voice, and then you can select him by pressing A or D. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | yes | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | (Soranuken?) | | \ -O + A/B | Kouryu's sword turns into a bow, and he O O | fires a bolt of energy from it. A | version is fast enough to combo. | ---------------------------------+------------------------------------------ | (???) | | / O- + A/B (x4) | Kouryu slides forward quickly and O O | slashes. If connected, can be followed | up three times. This gives an uppercut, [SUPER CANCEL] | a second uppercut, then a huge downward | slash which sends the opponent flying | back to the ground. | ---------------------------------+------------------------------------------ | (???) | | / O- + C | Kouryu quickly brings his sword down in O O | a wide arc. Will take down jumpers and | is an overhead. Very difficult to see | coming. | ---------------------------------+------------------------------------------ | (???) | press BCD together | Kouryu poses, and switches between modes | of play (Speed to Power and back again). | Does not drain the Super Meter, and has | no effect on him in EX Mode. | ---------------------------------+------------------------------------------ | (Suzaku?) [DESPERATION MOVE] | (in air) | -O O- / | \ -O + A | Kouryu lunged downward from the air, a O O O | burst of fire coming from his sleeve. | If this connects, the Kanji for Suzaku | appear on the background, and the | opponent is sent flying, body aflame. | ---------------------------------+------------------------------------------ | (Byakko?) [DESPERATION MOVE] | -O O- / | \ -O + B | Kouryu grabs the opponent and then O O O | levitates him/her, then he/she is hit by | multiple slashes in midair, as in | Shigen's SDM. The Kanji for Byakko | appears in the background. | ---------------------------------+------------------------------------------ | (Genbu?) [DESPERATION MOVE] | -O O- / | \ -O + C | Kouryu slashes forward, and if he O O O | connects, the Kanji for Genbu appears in | the background and the opponent is | juggled by a whirlwind, as in Okina's | normal DM. | ---------------------------------+------------------------------------------ | (Seiryuu?) [DESPERATION MOVE] | -O O- / | \ -O + D | Kouryu does an uppercut slash, which, if O O O | connected, causes the Kanji for Seiryuu | to flash in the background as the | opponent is juggled into the air by | bolts of lightning. | ---------------------------------+------------------------------------------ | (???) [SUPER DESPERATION MOVE] | O- -O \ | / O- + B | Kouryu sends the opponent flying into O O O | heavens, and a huge spear comes out of | Hades' Gate, which impales him/her and | drives him/her into the ground. Once | connected, this takes around 15 seconds | to be fully displayed. | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> | \ -O + B | O O | +-> | + C +-> | + C --> -O + BC O | O | +-> BC --> | \ -O + B O O ----------------- 5.0 - What's Left ----------------- In this section goes the assorted miscellaneous random (and sometimes redundant) stuff that doesn't go anywhere else. ------------------------- 5.1 - Stuff that's needed ------------------------- These are the items planned for future versions of the FAQ. If you can provide any of these, please email the author. You will be credited (if desired) for any contributions made. 1. Dialogue transcriptions 2. Ending transcriptions --------------------------- 5.2 - Contacting the author --------------------------- If you need to contact me, email me at This email address is being protected from spambots. You need JavaScript enabled to view it. with
    any suggestions/contributions.  Please do not mail me asking for tips
    on gameplay.  If you have something to contribute, please feel free to
    send it to me, and I will be glad to include it and credit you for the
    contribution.  Thanks, and enjoy the game!
  •  Gekka no Kenshi: "The Last Blade" FAQ version 3.01 by Deuce (This email address is being protected from spambots. You need JavaScript enabled to view it.) ---------------------------------------------------------------------------- Last Blade and all associated names, story events and characters are the sole copyright of SNK, and are used without permission. Neither this FAQ nor any portion of it may be reprinted in any strategy guide or periodical. Don't even ask me, the answer is no. You may distribute this FAQ as often as you like, wherever you like, provided it is not modified in ANY way and that there is NO charge for the distribution. Under NO circumstances should any distribution have anything added or removed except by the author. If you wish to include portions of this FAQ in another document, email the author for permission and detail exactly how and why, and he will contact you back personally. ---------------------------------------------------------------------------- ------------------- Table of Contents ------------------- 1.0 -- Overview 1.1 -- Version History 1.2 -- Credits 1.3 -- Notations 1.4 -- Game Features and Conventions 1.4.1 -- Speed Mode 1.4.2 -- Power Mode 1.4.3 -- The Super Meter 1.4.4 -- The Repel Button 1.4.5 -- Desperation Moves 1.4.6 -- Super Desperation Moves 1.4.7 -- Combo Specials 1.4.8 -- Super Cancels 1.4.9 -- Chain Combos 1.4.10 -- Airblocking 1.4.11 -- Interrupting Normal Moves 1.4.12 -- Pounce Attacks 2.0 -- Character Specifics 2.1 -- Common Moves 2.2 -- Amano Hyo 2.3 -- Genbu no Okina 2.4 -- Ichijo Akari 2.5 -- Kaede 2.5.1 -- Kaede (Awakened) 2.6 -- Kanzaki Juzo 2.7 -- Lee Rekka 2.8 -- Minakata Moriya 2.9 -- Naoe Shigen 2.10 -- Shikyo 2.11 -- Washizuka Keiichiro 2.12 -- Yuki 2.13 -- Zantetsu 2.14 -- Character Rankings 3.0 -- Bosses 3.1 -- The Boss Code 3.2 -- Akatsuki Musashi 3.3 -- Kagami Shinnosuke 3.3.1 -- Kagami Shinnosuke (Hyper) 4.0 -- The Endings 4.1 -- Akatsuki Musashi 4.2 -- Amano Hyo 4.3 -- Genbu no Okina 4.4 -- Ichijo Akari 4.5 -- Kaede 4.6 -- Kagami Shinnosuke 4.7 -- Kanzaki Juzo 4.8 -- Lee Rekka 4.9 -- Minakata Moriya 4.10 -- Naoe Shigen 4.11 -- Shikyo 4.12 -- Washizuka Keiichiro 4.13 -- Yuki 4.14 -- Zantetsu 4.15 -- Character Rankings 5.0 -- What's Left 5.1 -- Neo*Geo CD version 5.1.1 -- Demo Viewer 5.1.2 -- What was lost in the CD conversion 5.2 -- Stuff that's needed 5.3 -- Contacting the author -------------- 1.0 - Overview -------------- Welcome to the Last Blade (aka "Gekka no Kenshi") FAQ. In this, I hope to provide you with all the information needed to get the most out of this incredible 2D fighting game that SNK has bestowed upon us. I will be giving explanations of the game's specific techniques and detailing the abilities of each of the characters, as well as eventually providing transcriptions of endings, win quotes, and other assorted miscellany. With that said, enjoy the game, and enjoy the FAQ. --------------------- 1.1 - Version History --------------------- 0.50 - Released 4/7/98 Just a movelist and basic control rundown... released only to the Neo*Geo Mailing List. 1.01 - Released 4/20/98 Lots of format changes, stage descriptions, alphabetized the character roster, added descriptions of the game's engine, and lots of various other stuff. More still to come! 2.0 - Released 5/9/98 Added Japanese move names, added all followup moves, ending transcriptions, corrected lots of niggling errors, and added some more game engine notes. 3.0 - Released 7/14/98 Big update. Added interruptible moves listings for all characters, my own personal character rankings, corrected some oversights and errors from the previous version, edited the "suggested mode" listings for the characters that needed it, added prefight and win pose descriptions, added the code for getting all the endings in the Neo CD version, and descriptions for what was lost in the CD release. Also added character rankings. 3.01 - Released 7/14/98 Corrected a rather stupid error on my part. Thanks to Kevin Eav for pointing it out. ------------- 1.2 - Credits ------------- SNK (http://www.snkusa.com, http://www.neogeo.co.jp) For making what is possibly THE finest 2D fighter ever seen! T. Sousui (This email address is being protected from spambots. You need JavaScript enabled to view it.) For all the Japanese move names, and miscellaneous other additions. Mark Zutkoff (This email address is being protected from spambots. You need JavaScript enabled to view it.) For providing me (albeit inadvertantly:) with the English move names. Kevin "Genryu" Eav (This email address is being protected from spambots. You need JavaScript enabled to view it.) For general interest and formatting suggestions. Cassiel Kelner (This email address is being protected from spambots. You need JavaScript enabled to view it.) For providing me with her BEAUTIFUL stage descriptions, especially since I'm too lazy to do them myself. :) Chris Cruz (This email address is being protected from spambots. You need JavaScript enabled to view it.) For sending me the all-endings Neo CD code. Matt Greer (This email address is being protected from spambots. You need JavaScript enabled to view it.) For pointing out a stupid oversight on my part in Okina's moves. D'oh. Mike Pureka (This email address is being protected from spambots. You need JavaScript enabled to view it.) For pointing out LOTS of oversights and noting some side effects of a few special moves. Edwin (This email address is being protected from spambots. You need JavaScript enabled to view it.) For giving me lots of various moves/finishers, and clarifying a few things that were not clear before (either to me or the reader). Stefano Frigerio (This email address is being protected from spambots. You need JavaScript enabled to view it.) For various suggestions and ending transcriptions. --------------- 1.3 - Notations --------------- Rather than textual notations, this FAQ will be using joystick diagrams, because they are, on the whole, easier to read. All joystick motions displayed assume the character is facing RIGHT. jump up (u) (ub) jump backward O O O jump forward (uf) \ | / (b) walk back/guard O- O -O walk forward (f) / | \ (db) low guard O O O offensive crouch (df) crouch (d) Notes: 1. "Forward" always means toward the opponent. 2. "Back" or "backwards" always means away from the opponent. Last Blade uses the standard Neo*Geo button configuration. There are a total of four buttons, arranged horizontally, like so: A B C D Each attack button (A, B and C) has multiple attacks attached to it, depending on which direction is pushed when the button is pressed. For instance, -O + B and B by itself give two different types of attacks. See "Common Moves" for more details. ----------------------------------- 1.4 - Game Features and Conventions ----------------------------------- Last Blade has an entirely unique gameplay system. There are two modes of play which can be selected when you choose your character: Speed and Power. This innovative system allows one to choose a mode which caters to his/her favorite style of play. The two play very differently, so experiment to find which one best suits you. Both modes are worthwhile to play, but certain characters excel in a specific mode. On the whole, bigger characters are not at their best in Speed Mode, while they excel in Power. The author's personal suggestion is to try both modes with a given character to see which you like best. ------------------ 1.4.1 - Speed Mode ------------------ In Speed Mode, your character - can chain multiple normal moves together, and interrupt into specials. - does less damage per hit, but this is offset by the chains. - does not do tick damage with normal moves. - cannot use Super Desperation Moves. - can do the Combo Special when lifemeter is flashing and POW Gauge is full. In this mode, all moves are faster, chainable, and interruptible. Lasts as long as the POW Meter takes to drain. ------------------ 1.4.2 - Power Mode ------------------ In Power Mode, your character - does more damage per strike. - will do tick damage when normal moves are blocked. - cannot use chain combos. - can interrupt certain special moves into his/her Desperation Move. - cannot use the "Combo Special." - can do Super Desperation Moves when lifemeter is flashing and POW Gauge is full. ----------------------- 1.4.3 - The Super Meter ----------------------- At the bottom of the screen in either corner is a gauge. As you do moves and inflict damage it will gradually fill. It is filled a tiny bit from blocking attacks, but the amount is negligible at best. When it is completely full, it will flash (blue for Speed mode, red for Power) and allow you to use your Desperation Move (see below). ------------------------ 1.4.4 - The Repel Button ------------------------ In Last Blade, the D button is reserved for one function, and that is to "Repel" attacks. In doing so, you effectively parry the attack and leave the opponent open to a counter. If Repel is pressed at the wrong time (too early or too late), then you will be left open to a counter yourself. By simply pressing D, you will attempt a Repel. Bear in mind that a normal Repel will ONLY deflect a normal attack (ie. non-special move). In order to Repel a special move, you must press FORWARD and D at the same time. This will deflect any PHYSICAL attack, involving the opponent striking at your character with some part (or extension) of his/her body. Thereby, it will have no effect on projectiles or the like. Also, Desperation Moves and Super Desperation Moves (see below) cannot be Repelled. Obviously, in order to deflect a low attack (special move or otherwise), you must be crouching during the Repel. To deflect a low special move, press diagonally down-forward (offensive crouch, see above diagram) and press D at the appropriate time. Standing and crouching attacks simply leave the opponent open when successfully Repelled, and if you are quick, you can unleash a quick offensive to regain the upper hand. If a jumping attack is Repelled, the attacker is bounced into the air slightly, allowing the defender time to get off a quick attack to knock the person out of the air as he/she falls. ------------------------- 1.4.5 - Desperation Moves ------------------------- Desperation Moves (or DMs) are special power moves which can only be done under two circumstances. 1) Your Super Meter is full, or 2) your lifemeter is flashing red. These are moves which, if done properly, can drain the opponent of a lot of life in a very quick fashion. Each one is unique to each character. Desperation Moves are available in both Speed and Power modes. Use them wisely, or pay the price.... ------------------------------- 1.4.6 - Super Desperation Moves ------------------------------- Super Desperation Moves (or SDMs) are even more powerful than the normal DMs, and are ONLY accessible in Power Mode. In order to use one of these, you must 1) Have a full Super Meter, and 2) have a flashing red lifebar. These will do extreme damage if properly applied, and are (as with most attacks) best used in combos. ---------------------- 1.4.7 - Combo Specials ---------------------- A Combo Special (or CS) is an ability available to any character in Speed Mode (but NOT in Power). The conditions for use are the same as for SDMs, ie. you must 1) Have a full Super Meter, and 2) have a flashing red lifebar. When this is done, the background switches to a starfield for a moment, and then your character begins to flash blue while the Super Meter slowly drains to nothing. During this time, you may do any normal or any special move repeatedly. DMs cannot be used during a Combo Special. While the blue flashing remains, all moves are faster, interruptible, and chainable. So get in close and do as much damage as you can within that time. --------------------- 1.4.8 - Super Cancels --------------------- Super Cancels (or SCs) are a feature only available in Power Mode. An SC basically consists of doing a certain special move, then doing the motion for that characters Desperation Move during it, which can then result in a bigger combo (and thereby more damage). Each character has one special move which can be Super Cancelled. In the moves listings, these are labelled (pretty obviously) with [SUPER CANCEL] by the move diagram. -------------------- 1.4.9 - Chain Combos -------------------- Chain Combos are normal-move combos which are done by a rapid combination of selected button taps and joystick presses. There are several variations at one's disposal, but there is one combo that every character can do. back + A, A, A, B, forward + B The chain may begin at any point and each move (except for forward + B) can be interrupted with a special move, Combo Special, DM or SDM. There is a great deal of variety to be found in the chains, so don't let yourself be limited by the single one shown here! -------------------- 1.4.10 - Airblocking -------------------- Last Blade has a basic airblocking system. Any character can airblock certain types of moves on a backwards or upwards jump. The listing is as follows: CAN be airblocked: Projectiles Uppercuts Ground-based special moves Air slashes/kicks CANNOT be airblocked: Any unblockable attacks (natch) Any ground-based normal move After airblocking, a character will be bounced back a fair distance, and cannot counterattack afterwards until landing. ------------------------------------ 1.4.11 - Interrupting Normal Attacks ------------------------------------ Every character has the ability to "interrupt" or "cancel" certain normal moves. This consists of doing a normal move, and during that move's animation, perform the motion for a special move, DM or SDM. The animation will be "interrupted" and the special move will follow, which will typically combo for more hits and damage. Each character will have a chart of all the normal attacks available to him/her, and which ones can be interrupted in which mode. Make sure you know this, as the ability to combo effectively can mean the difference between victory and defeat! An example follows: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ In the above diagram, the given character, when in Power Mode, can interrupt everything except for a low (crouching) A, low C, and a forward + B and forward + C. In Speed, everything but the forward + B and forward + C are interruptible. The chart uses the following legend: --------+---------------------------------------------------------------- "Stand" | Standing, joystick typically neutral. "Low" | Crouching, not including the low sweep kicks. b + | While holding O- (back) on the joystick. f + | While holding -O (forward) on the joystick. df + | While holding diagonally down and forward at the same time. --------+---------------------------------------------------------------- ----------------------- 1.4.12 - Pounce Attacks ----------------------- When a character is knocked to the ground, it is possible to get in a hit while he/she is lying down. The standard means of doing this is with a simple press of the C button when close to the downed opponent. Otherwise, it is done with a combined motion as follows: \ + B/C or O + B/C O | Certain characters can only use B, others can only use C. Occasionally special moves can serve as pounce attacks as well. These will add to the combo meter. Juzoh can actually dash across his opponent's body and hit once as a pounce attack as well. ------------------------- 2.0 - Character Specifics ------------------------- In this section, we will detail the abilities of each character, along with (eventually) various other facets of the character's design, including backstory, quotes, poses, etc. ------------------ 2.1 - Common Moves ------------------ -------------------+----------------------------------------------- A | Weak Slash -------------------+----------------------------------------------- O- + A | Weak Punch (usually, slash for some chars) -------------------+----------------------------------------------- B | Strong Slash -------------------+----------------------------------------------- -O + B | Power Slash -------------------+----------------------------------------------- C | Weak Kick -------------------+----------------------------------------------- -O + C | Power Kick -------------------+----------------------------------------------- \ + C | Low Sweep Kick (always knocks down) O | -------------------+----------------------------------------------- BC | Overhead slash, slow and must be blocked | HIGH. Juggles on a successful hit in Power | mode. -------------------+----------------------------------------------- D or O- + D | Repel (standing/jumping normal attacks) -------------------+----------------------------------------------- -O + D | Repel (standing/jumping special attacks) -------------------+----------------------------------------------- | or / + D | Repel (low normal attacks) O O | -------------------+----------------------------------------------- \ + D | Repel (low special attacks) O | -------------------+----------------------------------------------- O- or -O + B | When close, throws the opponent -------------------+----------------------------------------------- -O -O | Dash or hop forward (depends on character) -------------------+----------------------------------------------- -O -O O | Long jump (press diagonally up-forward while / | dashing.) -------------------+----------------------------------------------- O- O- | Hop back -------------------+----------------------------------------------- | | + AB | Activate "Combo Special" (Speed Mode Only) O O | -------------------+----------------------------------------------- --------------- 2.2 - Amano Hyo --------------- SUGGESTED MODE: Power. Amano can hold his own in Speed mode, but his lag- filled normal moves interfere with his ability to combo well. Most of his combos are accessible to either mode, and the chains do very little for him. Also, his Super Cancel combo does MASSIVE damage when done properly. Power is definitely the mode of choice for him. STAGE DESCRIPTION: Intro - A beautiful full moon in a clear blue night sky. A single sakura petal falls, landing on the scene and causing gentle ripples... showing that it was but a reflection of the real thing. Stage - A full moon sails in the deepened blue night sky above. Brightly lit buildings crowd in on both sides, first and second floors all but overflowing with happy drunk people. The players fight on a bridge spanning a narrow river. The moon reflects in the water below, and more people crowd both riverbanks and another bridge not far down the river. Most of them are watching the fight and cheering for the players. The whole night speaks gaeity. At each end of the bridge, sakura petals scatter the sidewalk, falling from branches barely glimpsed above, and the occasional petal drifts past. Poses: Select - taps his stick with his finger and chuckles. Start - scratches head, laughs, pulls stick out of kimono and says, "Paato iku kai?" (Shall we party?) Start (Vs. Yuki) - Leans forward, chuckles, and says, "Ii yume ni mirareru ze." (I'll show you sweet dreams.) Start (vs. Akari) - Leans forward, chuckles, and says, "Tekagen nashi da ze." (I won't show you any mercy.) Taunt - leans on pole, slapping forehead with hand and going "grrr!" in an amused tone, then leans towards opponent saying "Miteran ne na." (You've gotta be kidding.) and grinning. 1st win - leans on pole, pulls out a pipe, puffs on it and blows a Shougi piece in smoke. 2nd win - pulls out sake bottle, his kimono falling off one shoulder, says "Ii yume mina yo," (Sweet dreams!) and drinks from bottle, then belches. 2nd win (vs. Akari) - pats his face, then leans forward, saying, "Acha. Kega wa nee kai?" (Oh dear. You're not hurt, are you?) 2nd win (vs. Yuki) - leans forward and says, "Taishita kiryou da ne..." (Quite lovely...) Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | no | no | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | no | yes | no | yes | no | no | no | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ back + B: interruptible Moves: ---------------------------------+------------------------------------------ | Keima's Rage (Keima no Taka) | -O | \ + C | Amano slides forward slightly, bringing O O | his arm up in a ground-based uppercut, | with energy flowing along his arm. | Very high priority against jumpers, but | the slide forward requires proper | spacing if the move is to be of use. | ---------------------------------+------------------------------------------ | Piercing Sparrow (Suzume Sashi) | -O / -O + A/B | Amano dashes forward, ramming his stick O | into the opponent's gut and sliding | around to his/her back, apologizing in [SUPER CANCEL] | Japanese. | ---------------------------------+------------------------------------------ | Headbutt Grab (Shougi Doushi) | \ \ + C | Amano reaches forward. If he connects, O O | he draws the opponent forward and | headbutts three times. | ---------------------------------+------------------------------------------ | Badger Bash (Ibisha Anaguma) | Press A button repeatedly | Amano swings his staff about wildly, | hitting several times. Not a very handy | move, as the last hit will not knock | down, and there is lag, regardless. (followed by) | | (Anaguma no Fundoshi Nugi) | | \ -O + B | Amano spins his stick and pokes forward, O O | which may or may not combo. | ---------------------------------+------------------------------------------ | Destiny (Hisshi) | -O \ | / O- + B | Amano rears back, swinging his staff in O O O | a tight circle. When the button is | released, he lunges forward for a heavy (can be held) | attack. If held long enough, he will | attack automatically, and the strike | will break through the opponent's guard. | If it connects, it can be followed up | with his Desperation Move (Power only). | ---------------------------------+------------------------------------------ | Loudmouth (Takabisha) | -O \ | / O- + C | Amano leans forward, taunting the O O O | opponent. If he/she strikes, he slides | around to the opponent's back, smacking | him/her with his staff. Does no damage | unless the opponent attacks. | ---------------------------------+------------------------------------------ | Checkmate of the Queen (Banjo Kono | Itte "Tokin") [DESPERATION MOVE] | -O \ | / O- (x2) + AB | Amano rears back, and when the buttons O O O | are released, tosses a ball down at a | 30-degree angle, which explodes on (can be held) | contact with the ground. Very useful in | the right circumstances. | ---------------------------------+------------------------------------------ | Checkmate of the Rook (Banjo Kono | Itte [A "Hisha"/B "Kaku"]) [SUPER DESPERATION MOVE] | -O \ | / O- (x2) + A/B | As above, Amano rears back, but instead O O O | of hurling the ball downward, it either | shoots upward (A version) or straight [POWER Mode only] | out (B version). If it hits, the | opponent is bounced around the screen a | bit, then dropped to the ground. | ---------------------------------+------------------------------------------ REASONS TO PLAY AMANO HYO: - Who'd expect a Japanese Elvis impersonator? - Anyone who can blow a smoke Shougi piece must be doin' SOMETHING right. - Beating people with a stick is great stress relief. -------------------- 2.3 - Genbu no Okina -------------------- SUGGESTED MODE: Power. Okina isn't a particularly combo-friendly character in general. He has a very useful Super Cancel, and his close-in game (on which Speed mode relies) is mediocre at best, while he has the best long- range game of any character. His "fishing turtle" is useful at all distances. STAGE DESCRIPTION: Intro - A view between leafy branches... the sound of crickets chirping. Slowly we pan down to reveal a huge tree in the distance, more leafy branches, and an old man, hazy in the fog, fishing in the calm lake beneath the large old tree. Stage - Green covers the ground beneath feet, only occasionally baring patches of dirt and rock. Just behind, an old weatherbeaten boat rocks gently in a mist-shrouded lake, the water hidden from view. In the middle of the lake, a huge tree towers, its roots alone twice as tall as a man and creating a simple archway through which more distant, fog- coated trees can be seen. Far, far away, mountains peek out of the haze. To each end, the stage fades back into the forest, huge old trees and mossgrown piles of rock that curve around to form distant cliffs, all but threatening to fall into the lake. On the shore nearby, two ibises watch the fight serenely. Poses: Select: reaches into his shirt and says, "Sate, sate." (Let's see...) Start: walks forward into position and says, "Sate, sate." (Let's see...) Start: hops off his basket and straps it onto his shoulder. Taunt: sneezes, rubs his nose and says, "Chotte matta!" (Wait a sec!) 1st win: hops onto his basket and sits, saying, "Mada mada mijuku na you ja no." (You're still too inexperienced.) 2nd win: pulls out two balls of rice (?) and fishes one into his mouth. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Turtle Thrust (Ki Paku) | | \ -O + A/B/C | Okina holds out his basket and a turtle O O | pops out. Using A, a small turtle moves | fairly quickly across the screen. With | B, a large Galapagos Tortoise comes out, | which will knock down the opponent. | With C, a shoftshell turtle comes out | and crawls back to Okina. If Okina | touches this, he is healed a little bit. | If the C turtle touches the opponent, it | is knocked away and the OPPONENT is | healed instead of Okina. | ---------------------------------+------------------------------------------ | Turtle Tremor (Kame Mai Chi) | -O \ | / O- + A/B | Okina spins himself around, whacking his O O O | opponent's legs repeatedly. If the last | hit connects, the opponent falls forward [SUPER CANCEL] | and gives time for his DM to be done. | ---------------------------------+------------------------------------------ | Tortoise Tromp (Kame Mai Ten) | -O \ | / O- + C | Okina jumps forward, tumbling through O O O | the air. Works as reasonably decent air | defense. | ---------------------------------+------------------------------------------ | Fisherman's Feint (Chouka Tairyou) | -O | \ + A/B/C | Okina tosses out a turtle attached to O O | a fishing line. If it connects, it | knocks the opponent off his/her feet. | The button used determines the distance | of the throw. The move is unblockable, | but has significant lag if whiffed. | ---------------------------------+------------------------------------------ | Pacifist Pounce (Muku Yu) | | | + C | Okina vanishes, reappearing at the top O O | of the screen to drop on the opponent's | head for damage. | ---------------------------------+------------------------------------------ | Genbu Blast (Genbu no Hoko) [DESPERATION MOVE] | -O O- / | \ -O + AB | Okina spins about with his basket again, O O O | this time summoning up a small tornado | which carries the opponent high up the | screen. | ---------------------------------+------------------------------------------ | Rage of Genbu (Genbu no Ikari) [SUPER DESPERATION MOVE] | -O O- / | \ -O + B | Okina holds out his basket, and a HUGE O O O | turtle (Dragon Turtle, actually) flies | out and lands on the opponent, trampling [POWER mode only] | for big damage. The landing tracks the | opponent, so the move cannot be dodged, | only blocked. | ---------------------------------+------------------------------------------ REASONS TO PLAY GENBU NO OKINA: - You have a grandiose fetish for shelled reptiles. - You really, really, REALLY hate to shave. - What's wrong with being obscenely dizzy *whirwhirwhirthump* anyhow? ------------------ 2.4 - Ichijo Akari ------------------ SUGGESTED MODE: Speed. Her Super Cancel is virtually worthless, as the execution window for it is WAY too small, only occasionally allowing it to connect with the opponent. Her chains, while not incredibly powerful, are useful enough to help her keep the opponent on his/her toes. With some practice, Speed mode Akari can be a very vicious opponent, particularly since few of her moves have much (if anything) in the way of recovery lag. STAGE DESCRIPTION: Intro - A spinning pinwheel; the front porch of a busy temple as birds fly past and people bustle on the street below; a view of a loving couple walking past a busy sidestall as birds fly overhead; all overlaid by the quiet bustle of a crowded masketplace. Stage - the stage is a marketplace square, the ground hard packed and dusty. In the background different stalls line the streets, and people crowd them, vying for trinkets and the stallkeepers' attentions. One stall sells nothing but colourful pinwheels; another, scary masks. White Chinese lanterns hang here and there from rooves and stalls, and a huge cat statue stands to one side. In the middle, just out of fighting range stands three young, happy looking young girls, and behind them, Juzoh. The whole scene is underlaid by a quiet, constant bustle of people coming and going. If Akari is playing, the three girls can be heard cheering her on now and again: "Akari! Akari! Ganbare, Akari!" Poses: Select - gives the player a big thumbs up and says "Yossha!" Start - Leans on her staff, asleep with pink goo coming out her nose. She awakens, turns and sees the opponent and looks surprised. Start - Watches one of her demons dance for a moment, humming a tune, then it vanishes and she says, "Nigete motto hayan ka..." (Aw, he ran away.) Start (vs. Juzoh) - stands with her fist on her hip and says, "Naite mo yurusahen de..." (It doesn't matter if you cry...) then points her staff at Juzoh and says, "Kakugo shiya!" (Prepare yourself!) Taunt - tosses gum/candy in mouth, says "Honma ittoroi na (?)," and chews while smirking at the opponent. 1st win - Stares at opponent in shock and says, "Kekko owari kai na? Yowaaaa...." (You mean it's over? How weak...) 2nd win - Akari and two copies of her put their hands on their hips, laugh, and consecutively give victory signs to the player. 2nd win - makes a copy of herself, the copy smacks the original, which vanishes, leaving a very shocked copy behind. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ back + B: interruptible Moves: ---------------------------------+------------------------------------------ | Messianic Blast (ShikiGami Tenku) | | \ -O + A/B | Akari summons a blue energy creature to O O | fly at the enemy. Standard fireball. | ---------------------------------+------------------------------------------ | Astro-Revolve (Tenmon Hoshi no Meguri) | | O + C | Akari hops into the air, blue energy O | | swirling around her. When she lands, | she holds her hand out, sparks flying [SUPER CANCEL] | from it. This last will juggle from the | earlier hits in most instances. | ---------------------------------+------------------------------------------ | Rice Patty Demon Dicer (Gaiki DorotaBou) | -O | \ + A (in front) | Akari vanishes into the ground, and O O B (behind) | a giant head appears, spewing her at the C (above) | opponent for damage. The button used | determines where she will appear. | (followed by) | (MeiRyu Otoshi) | / or | or \ + C | Akari rolls into the opponent, hitting O O O | several times for damage. | (or) | (MeiRyu MariHouri) | O or O or O + C | Akari bounces away in midair, hopefully \ | / | to safety. No damage. | (or) | (MeiRyu MariKoroge) | hold A/B | Akari rolls away from (A) or toward (B) | the opponent after landing. Can not be | done with C version. | ---------------------------------+------------------------------------------ | Pure Princess Parry (Gaiki KiyoHime) | -O \ | / O- + A | Akari stabs her staff into the ground, O O O | and if the opponent is close enough, a | huge bell drops onto him/her and is | crushed, doing fire damage. The move is | unblockable, and is MUCH slower in Power | Mode than in Speed. | ---------------------------------+------------------------------------------ | Protecting Troll (Mamori HitoGata) | -O \ | / O- + B | Akari waves a hand and a talisman begins O O O | to revolve around her for a few seconds. | No other noticeable effect. Anyone know | what it's FOR? By the name, it protects | from SOMETHING. | ---------------------------------+------------------------------------------ | Transforming Troll (Henge HitoGata) | -O \ | / O- + C | Akari tosses out a paper talisman, and O O O | appears as a mirror image of her | opponent! With a few exceptions, she | has no access to any special moves in | this form. If she is hit, she will | instantly change back. Otherwise, it | lasts around ten seconds. The moves | that CAN be done in this mode are as | follows: | | Amano: A repeatedly | Juzoh: hold A/B/C, release | Lee: AB (dodge), then A/B/C | (in air) down + C | Zantetsu: in air, dn + C | Musashi: hold A button | ---------------------------------+------------------------------------------ | Sextet Synthesis (ShikiGami Rikugou) [DESPERATION MOVE] | | / O- / -O + AB | Akari places a talisman in front of her O O O | opponent's legs. This move must be | blocked LOW. If it connects, a giant | centipede is summoned and hits the | opponent multiple times, then she hops | off and a large column of energy strikes | the opponent. | ---------------------------------+------------------------------------------ | 100 Demon Sabbath (ShikiGami HyakkiYakou) [SUPER DESPERATION MOVE] | -O \ | / O- -O + B | Akari spins her staff upwards. If this O O O | connects, the screen goes dark and a | HUGE parade of Japanese spirits roar by, [POWER mode only] | trampling the opponent. | ---------------------------------+------------------------------------------ REASONS TO PLAY ICHIJO AKARI: - Spiritual helpers make sure you only go to bed when you want to. - You want to be the ultimate social chameleon. - There's nothing like having an entourage. ----------- 2.5 - Kaede ----------- SUGGESTED MODE: Power. Kaede is not an incredibly fast character, but his lack of overwhelming speed should not be mistaken for weakness. Even in his normal form, he is capable of some truly devastating combinations, and his Awakening only improves his odds. His Super Cancel is tricky to master, but can cause INCREDIBLE damage. His special grab is extremely useful, as several moves (and DMs) can be comboed out of it. Without the extreme strength found in Power, and the lack of the Super Cancel, he can still be effective, but Power serves him far better, since he is one of the VERY few characters in the game with an interruptible low-hitting attack in this mode. STAGE DESCRIPTION: Intro - We start with a scene of a roof, which slowly blurs and fades downwards out of sight as a tree branch comes into view above. The sound of gentle wind for a moment, and then first one leaf and then another fall from the tree, bright red with the promise of autumn, dropping with gentle twanging noises. Stage - The stage itself is a large yard, surrounded by high stone walls. A large tree stands at each end, both with branches heavy with golden red autumn leaves. Beneath one tree sits a small stone shrine. In the middle of the stone wall is a large doorway, through which can be seen a bay, with a galleon floating gently. Rolling hills reach further into the distance to both sides of the bay. Leaves fall occasionally from the trees, and as the players fight, leaves are kicked up underfoot and crunch underneath falling bodies and heavy feet. Poses: Select - wipes brow and sighs. Start - Draws his sword and says, "Yaru shika nai no ka?" (Is there no other way?) Taunt - same as select. 1st win - same as select. 2nd win - slumps shoulders, says "Kore de yokatta no ka?" (Now, is this okay?) Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | yes | yes | no | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Single Slash Squall (Ittou Hayate) | | \ -O + A/B | Kaede swings his sword along the ground, O O | resulting in a wave of energy which | travels along the ground. | ---------------------------------+------------------------------------------ | Single Slash Wind Fang (Ittou Kuga) | -O | \ + A/B | Kaede leaps into the air, slashing O O | upwards as he goes. Suitable for air | defense and combos. The motion can be | done a second time for a downward slash | in EITHER mode for the A version, but | only Power Mode for the B version. | ---------------------------------+------------------------------------------ | Single Slash Fillet Flash | (Ittou RenjinZan) | | / O- + A/B (x3) | Kaede slides forward, slashing as he O O | goes. This move can be repeated three | times in succession for a combo. [SUPER CANCEL] | ---------------------------------+------------------------------------------ | East Wind Wallop (Ittou TabaKaze) | | / O- + C | Kaede rolls forward. This can bring O O | him to the rear of the opponent, but it | grants no invincibility and is rather | slow as well. | ---------------------------------+------------------------------------------ | Single Slash Storm Blast | (Ittou ArashiUchi) | (close) O- / | \ -O + C | Kaede does a series of slashes, the last O O O | of which knocks the opponent into the | air for a juggling combo opportunity. | ---------------------------------+------------------------------------------ | Awakening (Kakusei) [DESPERATION MOVE] | press B, C and D together | A bolt of lightning fires through Kaede, | and he transforms into Awakened Kaede, | with all the benefits and hindrances | thereof. | ---------------------------------+------------------------------------------ | Lively Dragon Pounce (Kasshin FukuRyu) [DESPERATION MOVE] | | / O- / -O + AB | Kaede strikes the ground in front of him O O O | with the tip of his sword, summoning a | lightning bolt for big damage if it (can be held) | hits the opponent. | ---------------------------------+------------------------------------------ | Lively "Bad Dragon Rising" | (Kasshin KouRyu) [SUPER DESPERATION MOVE] | | / O- / -O + B | Kaede strikes the ground in front of him O O O | with the tip of his sword, and three | bolts of lightning strike (looking much [POWER Mode only] | like dragons), juggling the opponent | into each other as they hit. | ---------------------------------+------------------------------------------ REASONS TO PLAY KAEDE: - You relish the idea of trying to convince people that thing on your back is NOT a marijuana leaf. - Your true hair color will be an eternal mystery. - Turning into a Super Saiyajin quasi-medieval Luke Skywalker can be fun! ----------------------- 2.5.1 Kaede (Awakened) ----------------------- Awakened Kaede looks substantially different from his normal form. His hair is blonde rather than black, and Kaede's normal uncertainty gives way to a certain arrogance. His voice grows deeper, and most of his moves are somehow linked to electricity. All special moves are the same, except for a different appearance, greater damage and higher speed. He gains a new DM and SDM, on the other hand, which are completely different from the ones before, but he can still use the supers from his normal form. All this power comes with a price, though. When in Awakened form, Kaede gradually loses life. It slowly ticks away on its own until there is only one tick of life left... so be careful when and why you summon this form. Poses: Taunt - Holds out his hand, tapping his sword on his shoulder while saying "Zamaa ne na." (Too bad for you.) 1st win - Taps sword on hand then rests it on shoulder; smirks and says "Mou owari kai?" (Over so soon?) 2nd win - Spins sword above head, then lowers it to his side while smirking and saying "Ore o okoshita, temei o noroi na." (When I'm angered, you are cursed.) Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | yes | yes | no | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Lively Dragon Squall (Shinmei Hayate) | | \ -O + A/B | Kaede swings his sword along the ground, O O | resulting in a bolt of electricity which | travels along the ground. | ---------------------------------+------------------------------------------ | Lively Dragon Wind Fang (Shinmei Kuga) | -O | \ + A/B | Kaede leaps into the air, slashing O O | upwards as he goes, followed by a bolt | of lightning. Suitable for air defense | and combos. B version may be repeated | for a higher leap and more hits. | ---------------------------------+------------------------------------------ | Lively Dragon Fillet Flash | (Shinmei RenjinZan) | | / O- + A/B (x3) | Kaede slides forward, slashing as he O O | goes. This move can be repeated three | times in succession for a combo. [SUPER CANCEL] | ---------------------------------+------------------------------------------ | East Wind Wallop (Shinmei TabaKaze) | | / O- + C | Kaede rolls forward. This can bring O O | him to the rear of the opponent, but it | grants no invincibility and is rather | slow as well. | ---------------------------------+------------------------------------------ | Ittou RaiTei (in air) | O + B | Kaede snatches the opponent from midair, | | and slams him/her to the ground. | ---------------------------------+------------------------------------------ | Lively Dragon Storm Blast | (Shinmei ArashiUchi) | (close) O- / | \ -O + C | Kaede does a series of slashes, the last O O O | of which knocks the opponent into the | air for a juggling combo opportunity. | ---------------------------------+------------------------------------------ | Lively Dragon Pounce (Kasshin FukuRyu) [DESPERATION MOVE] | | / O- / -O + AB | Kaede strikes the ground in front of him O O O | with the tip of his sword, summoning a | lightning bolt for big damage if it (can be held) | hits the opponent. | ---------------------------------+------------------------------------------ | Lively "Bad Dragon Rising" | (Kasshin KouRyu) [SUPER DESPERATION MOVE] | | / O- / -O + B | Kaede strikes the ground in front of him O O O | with the tip of his sword, and FIVE | bolts of lightning strike, juggling the [POWER Mode only] | opponent into each other as they hit. | ---------------------------------+------------------------------------------ | Lively Dragon Revival (Kasshin SeiRyu) [DESPERATION MOVE] | | \ -O | \ -O + AB | Kaede's sword extends and glows with O O O O | energy, and he holds it above his head (can be held) | until the AB button is released, and he | brings it down with a huge crash. | ---------------------------------+------------------------------------------ | Lively Dragon Lance (Kasshin SouRyu) [SUPER DESPERATION MOVE] | | \ -O | \ -O + B | Similar to the normal DM, but this one O O O O | begins as a very short body charge. If | it hits, he begins a small automatic [POWER Mode only] | combo, finally ending with a huge swipe | of his energy-enhanced sword. | ---------------------------------+------------------------------------------ ------------------ 2.6 - Kanzaki Juzo ------------------ SUGGESTED MODE: Power. As is typical of the bigger characters, Juzoh is more of a brawler. His club gives him good range and his chain combos are not very useful. His SDM is extremely powerful, and his Super Cancel is also useful in the right conditions. Make use of his strength, as his speed is nothing to write home about. STAGE DESCRIPTION: Intro - A shot of a clear blue sky pans down past spring green trees and birds flying past to stop on a busy street. People stand about, chatting to each other, and a cab drawn by a young man hurries by, carrying a distinguished looking gentleman. Stage - The stage is a street corner on a bright clear day. A large building is in the background, and further back still, a large wall and a gate leading... outside? To one end, a low house bearing a single Chinese lantern blocks the way; to the other end, a pile of sandbags against which is propped several timber slats (which can be knocked down). All along the street, people are gathered -- men, women, children -- all watching the fight and cheering the players on... even the distinguished gentleman, still in his cab, and his cabbie. Akari stands to one side as well, jumping up and down excitedly. Only one man does not watch; he is too busy mourning his overturned boxes of pork rolls. Poses: Select - leans club across shoulders and grins, teeth gleaming. Start - tosses a plateful of porkrolls into his mouth and chomps on them. His eyes bug out suddenly, then he tosses the plate aside and says, "Yossha yaru na." (Let's do it!) Start (vs. Akari) - Scratches the back of his neck, then picks up his club, saying, "Yare yare... honma ni yan no ka?" (Oh man... you really wanna fight?) Taunt - lowers club, pats belly, yawns, saays "Uchaccha to kakatte kongai?" (Are you going to attack?) 1st win - leans club on shoulders, laughs heartily, saays "booya!" (no meaning) as he grins and his teeth gleam. 2nd win - swings his club around and plants it into the ground, saying, "Ja, kore gurai ni hitoitaru wa!" (I'll take it easy on you this time!) Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | no | no | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | no | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Violent Quake (Geki Shin) | -O | \ + A/B | Juzoh hops and strikes the ground with O O | his club. If the opponent is too close | and not blocking low, it will knock him/ | her to the ground for damage. Can also | be used as a pounce attack. The B | version has about a half-screen range. | ---------------------------------+------------------------------------------ | Thundering Shock (GouDanShou) | Hold A/B/C, release after | Juzoh drives his club to the ground in 1-3 seconds | front of him, resulting in a small | explosion. | ---------------------------------+------------------------------------------ | Hades Hollows (Fugaku) | (close) -O \ | / O- + B | Juzoh picks up the opponent and tosses O O O | him/her off the top of the screen... | (followed by) | | \ -O + B | then swings the club like a bat, hitting O O | the opponent back into the air. | (followed by) | | \ -O + B | Finally, another swing sends out a large O O | blast of energy to hit the opponent | before landing. | ---------------------------------+------------------------------------------ | Diamond Drop (Kongou JuTsui) | | \ -O + A/B | Juzoh slides forward a short distance, O O | hitting the opponent with a kick and a | big swing of his club, with an extra hit [SUPER CANCEL] | for the B version. | ---------------------------------+------------------------------------------ | Behemoth Blast (KatsuMoku DaiGekidou) [DESPERATION MOVE] | | / O- / -O + AB | Juzoh charges forward, pushing the O O O | opponent into the corner. Very useless | if opponent is already in the corner. (followed by) | | | \ -O + B | Juzoh begins a series of swipes with O O | his club, finishing with an explosive | strike into the ground. | ---------------------------------+------------------------------------------ | Devastation Cremation | (KatsuMoku ChoGekidou) [SUPER DESPERATION MOVE] | (close) | -O \ | / O- (x2) + B | Juzoh grabs the opponent, lays him/her O O O | flat on the ground, and begins beating | on his/her back, ending with some really [POWER Mode only] | big club smashes. | ---------------------------------+------------------------------------------ REASONS TO PLAY KANZAKI JUZOH: - You want to brush up on your batting techniques. - You can eat half your weight in meatbuns and still battle with the best of them all. - You enjoy using a big club as a meat tenderizer (on the opposition). --------------- 2.7 - Lee Rekka --------------- SUGGESTED MODE: Speed. Lee's chain combos are arguably the best in the game, allowing him great flexibility in the high/low game. His Super Cancel is unreliable at best, and while his SDM is a good move, it and the strengh boost afforded him by Power mode do not measure up to the usefulness of his chains. STAGE DESCRIPTION: Intro - A sky and sea turned golden with the light of the setting sun. A single seagull, calling softly, floats by, leading us to the tall masts of a regal sailing ship. Stage - Late afternoon; the sun, a huge glowing furnace dominating the sky, lends a golden tone to everything. In the foreground is a pier, players dueling over rough stone and coiled rope. To one end is a small dockhouse, outside of which lies a half packed cart and a smoldering campfire. The docks stretch back and to the other end of the stage. Small rowboats bob just off the pier, and a large ship looms at the first dock, tall and majestic, chains leading down to her anchors far below. Behind the dockhouse, mountains mark the coastline, another boat hovering nearby, and seagulls wheel endless circles. Mountains curve the other end, too, a ship hovering near them, and another distant ship is but a dark shadow in the dimming light. Seagulls land to watch now and again, before moving on. Poses: Select - Gets into iron horse stance. Start - clasps hands, says "Zenryoku de ikimasu!" (I'll attack with all my strength!) Taunt - same as select. 1st win - tosses braid over shoulder in a loop, then assumes a fighting stance as a Chinese gong sounds. 2nd win - pulls out fan, flips it open and holds it against himself, saying, "Kore ga seigi no chikara desu." (This is the power of justice.) 2nd win - same as above, but says, "Anata ni wa... mienai." (To you... it is/I am invisible.) Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Dragon Hammer (Ryu Tsui Sen) | | / O- + C (x3) | Lee hops forward, his legs aflame. If O O | the first motion connects, it may be | repeated twice more for extra damage, | gradually taking the opponent into the | air and slamming him/her back to the | ground with the final hit. | ---------------------------------+------------------------------------------ | Fan of Flames (En Sen Shou) | -O | \ + B | Lee leaps into the air, swinging his fan O O | upwards and trailing fire. Good for | both air defense and combos. (followed by) | | | + B | Lee kicks downward from the air, sending O | the opponent slamming into the ground. | ---------------------------------+------------------------------------------ | Mist Mauler (Kasumi) | A + B | Lee dodges into the background. This | may be followed up with A, B or a low | C attack. | (followed by) | (Hokage) | A/B/C | Lee spins around, whacking the opponent | with his closed fan. | (or) | (Homura) | | / O- + B | Lee does an overhead flaming flip kick. O O | Cannot be interrupted, does not knock | down. | (or) | (Senpuu) | / or | or \ + C | Lee does a low kick. Can be followed O O O | up with a second C kick, and can be | interrupted into another special move. | ---------------------------------+------------------------------------------ | Serpent Rush (Enryu Haibi) | -O \ | / O- + A/B | Lee slides forward and swings with his O O O | burning fan. Not too terribly useful, | as it allows too much time for the [SUPER CANCEL] | opponent to recover even if it hits. | (B version followed by) | O- / | \ -O + B | Lee slides forward again, this time O O O | projecting a blast of energy from his | hands. This will not combo from the | first motion, except as a juggle. | ---------------------------------+------------------------------------------ | Invisible Kick (Muei Kyaku) | (in air) | + C | Lee does a diving kick, and if he hits, O | follows up with a series of quick kicks | to the opponent's face and body. | ---------------------------------+------------------------------------------ | (Ibuki) | hold START button | Rather than a typical taunt, Lee will | get into the Iron Horse stance and focus | as long as the button is held, and | slowly build up life. There is a LOT of | lag coming out of this, so it's not as | useful as it sounds. Best used if an | opponent is dizzy. | ---------------------------------+------------------------------------------ | Hidden Serpent Slam (Ougi Enryu Tenshin) [DESPERATION MOVE] | | / O- / -O + AB | Lee tosses his fan into the air and O O O | slides forward, bursts of fire erupting | from the ground behind him. If he does | not hit with the slide, the flames will | not connect. | ---------------------------------+------------------------------------------ | Concealed Javelin of Judgement | (Hiougi Soten Muei Kyaku) [SUPER DESPERATION MOVE] | | / O- / -O + B | Lee dashes forward into the opponent. O O O | If he connects, he begins a long auto- | combo move (similar in style to the [POWER Mode only] | Ryuuko Ranbu in AOF/KOF). | ---------------------------------+------------------------------------------ REASONS TO PLAY LEE REKKA: - You don't mind being called "Cueball" or "Chromedome." - You DO mind being called "Cueball" or "Chromedome," and enjoy the idea of roasting people who call you that to a crisp. - Blades... are for amateurs. --------------------- 2.8 - Minakata Moriya --------------------- SUGGESTED MODE: Power or Speed. Moriya is a flexible enough character for either mode to be equally effective. In Power mode, his Super Cancel is comboable, which can make for big damage if the timing is right. In Speed, his uppercut move can be doubled, and his chains are very useful in general. His teleport also keeps him from being cornered, which is always a big plus. He has NO interruptible low attacks in Power mode, so he must be played more tactically, but he can be devastating either way, with enough practice. STAGE DESCRIPTION: Intro - A single candle flickers in front of an opaque silk screen. Then a sudden gust of wind blows it out, letting the screen darken. The only light now comes from the other side, a pale blue light that prints shadows of bamboo leaves across the screen. Stage - The stage itself is a road and a bridge leading across a river to an old, abandoned millhouse. Tall bamboo trees crowd both edges of the river, and the millhouse, swaying constantly in the wind. Reaching up over the bridge, shorter trees wave their branches wildly from below. A huge full moon hangs low and heavy in the sky, and leaves whip past constantly. Poses: Select - points his sword at opponent, "Tsuki yo ni agake." (Scream to the moon.) Start - Draws sword, points it threatingly at opponent, then assumes fighting stance. Start (vs. Kaede) - Draws sword, points and says, "Dou yara shinitai rashii na." (It seems as if you wish to die.) Taunt - points his sword at opponent, "Utsuwa ga shireru zo." (You will learn of my strength.) 1st win - sheathes his sword, harrumphs and then folds his arms as his coat blows in the breeze. 2nd win - turns his back to the player, sheathing his sword, and says, "Utsuwa ga shireta na." (You have learned of my strength.) 2nd win (vs. Kaede/Yuki/Kagami) - Points his sword at opponent and says, "Onore utsuwa ushire." (?) Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ EXTRA NORMALS: back + B, interruptible down-forward + A, non-interruptible Moves: ---------------------------------+------------------------------------------ | Glancing Blade Haze | (Ittou Oboro "Jodan" [A version]) | (Ittou Oboro "Chuudan" [B version]) | (Ittou Oboro "Gedan" [C version]) | | / O- + A (high slash) | Moriya turns away, hand on the hilt of O O B (middle slash) | his sword. Depending on the button that C (low slash) | is used, he will strike out high, middle | or low. Can be used as a fakeout trick (D cancels the move) | or air defense. If the button is kept | pressed, the move is held until the | button is released. D cancels the move, | but there is still slight lag. If held | long enough, the blade will slash out | automatically, and will have more range. | By pressing A/B/C again immediately | after releasing, Moriya will prepare | another slash, but there is significant | lag before it can be released. | ---------------------------------+------------------------------------------ | Glancing Blade New Moon | (Ittou Shingetsu [A version]) | (Ittou Shingetsu Ura [B version]) | -O | \ + A/B | Moriya steps forward, swinging upwards O O | with his blade, creating the image of a | moon in the air. Functions kind of like | an uppercut, but its priority as air | defense is fairly low. In SPEED mode, | the A version can be followed up with | the B version (only if it hits). This | followup is called "Ittou Sogetsu." | ---------------------------------+------------------------------------------ | Glancing Blade Moonlight | (Ittou TsukiKage) | | \ -O + A/B (x3) | Moriya slides forward, slashing once, O O | which can be followed up by two more | applications of the motion. Functions [SUPER CANCEL] | identically to that of Kaede, but has a | bit more lag on the B version. | ---------------------------------+------------------------------------------ | Sash Blade Moonwalk (Taitou Hogetsu) | O- / | + A (away from opp.) | Moriya vanishes in a blur of motion, O O B (to front of opp.)| reappearing at a point specified by the C (behind opponent) | button used to do the move. Good for | faking out an opponent, but there is a | noticeable amount of recovery lag. | ---------------------------------+------------------------------------------ | Life and Death Moonlight Flash | (Kassatsu Izayoi Gekka) | [DESPERATION MOVE] | Moriya holds his hand on the hilt of his -O O- / | \ -O + AB | sword, like above, but when the buttons O O O | are released, he attacks in a flurry of | high, middle and low slashes. Good in (can be held) | combos, and does up to 16 hits when done | close to the opponent. | ---------------------------------+------------------------------------------ | Life and Death Wild Seasons | (Kassatsu MidareSetsu Gekka) | [SUPER DESPERATION MOVE] | Moriya dashes forward, sword extended. -O O- / | \ -O + B | If he connects, the background goes O O O | black as he begins a long series of | powerful slashes, doing severe damage to [POWER Mode only] | the opponent. | ---------------------------------+------------------------------------------ REASONS TO PLAY MINAKATA MORIYA: - Projectile-based characters are dorks anyhow, right? - Just look at that outfit! So stylish! Sure to be in the next GQ! - Nobody understands you, either. :) ----------------- 2.9 - Naoe Shigen ----------------- SUGGESTED MODE: Power. Shigen is simply not a combo-oriented character. He's most effective with short, two-in-one combos. Power enhances his already high damage, plus his Super Cancel is a flawless combo if done properly. STAGE DESCRIPTION: Intro - A stone wall, two growling tigers carved into its surface, crumbles and shatters, falling in a flash of white. All that remains is darkness, and a gleam of blue light which catches Shigen's arm and glaring eyes alone. Stage - The stage is a giant cavern, deep beneath the earth. Candles glow amidst huge, crumbling statues atop an altar, cracked stairs leading to them. More candles peek out from admist the stalactites and stalagmites that have formed over the centuries. Statues crowd the back walls of the caverns as well, candles resting on their every available surface. Water drips constantly from above, echoing strangely in the vast space. A good foot of water soaks the players' feet, splashing up around them as they fight, and reflecting the candlelight with a strange greenish tint. Poses: Select - raises fist threateningly and growls. Start - same as select. Start - growls and says, "Soko o... doke!" (Out of my way!) Taunt - same as select. 1st win - same as select. 2nd win - throws both arms wide, grunting victoriously, then raises fist threateningly and roars. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | no | no | no | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | no | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ EXTRA NORMAL: back + B, non-interruptible Moves: ---------------------------------+------------------------------------------ | White Tiger Talon (Byakko So) | | / O- + A/B | Shigen slashes downward with his stone O O | hand, hitting twice. | [SUPER CANCEL] | ---------------------------------+------------------------------------------ | Exploding Spirit Blast | (Retsu Hoko [A version]) | Shout Blast | (Zetsu Hoko [B version]) | -O | \ + A/B | Shigen rears back, stabbing his hand O O | outward (A version) or upward (B | version). | (A version followed by) | tap A repeatedly | Will knock down the opponent. | (B version followed by) | tap B repeatedly | Hits multiple times in midair, then | Shigen grabs the opponent and slams him/ | her to the ground. | ---------------------------------+------------------------------------------ | Kingfisher Crunch (Hisui Sai) (close} | O- / | \ -O + C | Shigen grabs the opponent, chokes him/ O O O | her a moment, then does a two-hit slam | into the ground. In the frames before | he reaches forward, it has a version of | autoguard on it. Any attacks that hit | will do full damage, but will not stop | the move from coming out. | ---------------------------------+------------------------------------------ | Diamond Smasher (Kongo Sai) (close) | -O \ | / O- -O + C | Shigen grabs the opponent as crystal O O O | spikes emerge from the ground. He hurls | the opponent into the spikes, then slams | his fists into the opponent a few times, | shattering the spikes. | ---------------------------------+------------------------------------------ | Destiny's Retribution (Inga Ohou) [DESPERATION MOVE] | (close) | -O \ | / O- (x2) + AB | Shigen grabs the opponent, chokes for a O O O | a moment, then jumps into the air, | slamming the opponent into the spikes | which form on the ground, then hitting | the opponent with a two-fisted strike. | ---------------------------------+------------------------------------------ | Jagged-Point Poke (Fugu Taiten) [SUPER DESPERATION MOVE] | (close) | -O \ | / O- (x2) + B | Shigen dashes forward SLIGHTLY, then O O O | does a repeat of his normal DM, this | time following up with bursts of energy [POWER Mode only] | slashes coming from his stone hand. | ---------------------------------+------------------------------------------ REASONS TO PLAY NAOE SHIGEN: - You get to beat up people who can't pronounce your family name. - The nickname "Brickchest" takes on a whole new meaning. - Grunting incoherently is ugh, oof, grrr, grunt, snort for the soul. -------------- 2.10 - Shikyoh -------------- SUGGESTED MODE: Speed or Power. While Shikyoh is reasonably good in Power mode, his best damage opportunities are given through combos, the vast majority of which can be done in either mode. His Super Cancel is very useful if you can lure an opponent into complacency, since it works as an air-to-ground combo. Both modes are worthwhile, with Power just edging out Speed due to the sheer amount of damage that he can dish out. STAGE DESCRIPTION: Intro - A large block of granite sits nestled in the ground, rain pouring down upon it. Lightning flashes, and suddenly first one and then another drop of blood spatter onto the granite, dripping down the side to mingle with the falling rain. Stage - Rain falls and gathers in huge puddles on the ground that splash beneath heavy feet; but the puddles are too red to be water alone. Clouds loom ominous overheard, dark red in colour as well, and lightning flashes occasionally, striking everything a vivid white. Bare trees shiver at each end of the stage, gravestones peering out from among them. In the middle lies a ruined shrine, surrounded by tumbled stone and broken wood. To one side lies an overturned bell, and in the distance is a gray, abandoned house. A few vulturous birds sit patiently atop the shrine ruins, waiting.... Poses: Select - wipes drool from his chin and grins insanely. He also gets bored if it takes too long and licks his blade, giggling. Start - licks one of his blades, giggles, then clamps the two together. Start (vs. Washizuka) - lies on ground and stands, saying, "Mitsura da," (?) and then laughing maniacally. Taunt - points at opponent and laughs hysterically. 1st win - wipes drool from his chin, begins to giggle, then points at opponent and throws back head, laughing insanely. 2nd win - faces forward, holding blades in front of face, and drops to his knees, and says something unintelligible (any ideas?), with a blade held to each side of him, staring at the sky and drooling. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | no | no | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | no | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Bald Eagle Swoop (Hage Washi) | | / O- + A/B | Shikyoh hurls his blade upwards at an O O | angle, then it comes back along the | ground. B version travels further and | faster than A version. If he is hit | while the blade is out, the blade will | fall to the ground and must be manually | retrieved. | (followed by) | (Tsuibami) | O + B | In midflight, the blade will spin up | | into the air, and fall to the ground. | It does hit during this time, and will | hit a downed opponent. GREAT way to | finish a round. :) | ---------------------------------+------------------------------------------ | Rotation Evisceration (Kaiten Kimo Eguri) | -O | \ + A/B | Shikyoh sticks his blade straight out (A O O | version) or upward at an angle (B | version) and spins it rapidly for many | hits. (followed by) | press A/B repeatedly | Repeatedly pressing the same button you | used to start the move will cause the | blade to fly away from Shikyoh's hand | a moment, for more range but fewer hits. | ---------------------------------+------------------------------------------ | Weasel's Slash (ZanNiku Kamaitachi) | O- / | \ -O + A/B | Shikyoh crawls quickly along the ground. O O O | If unblocked, he will climb onto the | opponent's chest, stab and flip off. | ---------------------------------+------------------------------------------ | (Ji Name Suberi) | -O O- -O + C | Shikyoh crawls quickly along the ground, | and will continue to do so until the | joystick is released. Looks identical | to the Weasel's Slash, but can crawl | through the opponent. | ---------------------------------+------------------------------------------ | Scissor Slice (ZanNiku Obasami) | (jump) | / O- + B | Shikyoh pauses in the air, then dives O O | to the ground at a 45-degree angle, | blades first. [SUPER CANCEL] | ---------------------------------+------------------------------------------ | Merciless Mash (Mujihi Sashi) | (close) -O \ | / O- + C | Shikyoh lays the opponent on the ground O O O | and stabs him/her in the stomach, then | grinds his blade around several times. | ---------------------------------+------------------------------------------ | Delirium Drubber (MeiKyoShisui Kyoki) [DESPERATION MOVE] | | \ -O | \ -O + AB | Shikyoh hurls his blade, spinning, into O O O O | the air. This does MANY hits, and will | juggle the opponent. When this move is | done, the blade MUST be manually | retrieved. | (followed by) | (Kosho) | press START | Shikyoh points a finger and laughs. | (followed by) | (MeiKyoShisui Kyoki [different Kanji]) | -O \ | / O- + AB | Shikyoh lifts his arms, and the spinning O O O | blade rises into the air again. If | timed properly, the move will do quite a | few more hits/damage. | ---------------------------------+------------------------------------------ | Wild Hunger Wallop | (MeiKyoShisui Kyoki [different Kanji]) [SUPER DESPERATION MOVE] | | \ -O | \ -O + B | Shikyoh dashes forward, slashing several O O O O | times if he hits as he dashes about the | screen, creating the pattern of a large [POWER Mode only] | Kanji character. | | ---------------------------------+------------------------------------------ REASONS TO PLAY SHIKYOH: - You got rejected as a guest on "Ricki Lake" because you didn't slobber quite enough. - Check out that "windblown" hair. - Opponent Tartare. YUM! -------------------------- 2.11 - Washizuka Keiichiro -------------------------- SUGGESTED MODE: Power. Washizuka has some truly dangerous (albeit small) combos at his disposal in Power Mode. His Super Cancel is remarkably stylish when executed properly. His SDM is pretty worthless in general, and will not combo out of anything. However, if an opponent is doing nothing but turtling, it can be used as an unblockable. Since his whole fighting style is based primarily on technical hits, he is generally best in Power. STAGE DESCRIPTION: Intro - Mist conceals, then separates, revealing a distant full moon over several dark, quiet rooftops. Somewhere in the distance, a lone dog howls. Water drips from the closest rooftop, falling to the wet pavement below... drip... drip... drip.... Stage - The stage is a dark street corner between several shuttered buildings. Recent rain shimmers on the street, reflecting buildings and the gray sky above. An abandoned cart lies nearby. On the closest building, rain water drips down from above, and trickles down the drainpipe to fall in slow, laborious drops to the street below. The sky is gray and hazy, masking the rest of the city from view, yet a distant full moon peeks through. Poses: Select - points sword at ground, says "Hashizu." (?) Start - Faces away from the opponent, then draws his sword, saying, "Waga yukite o habamu mono wa, yousha senu!" (I'll show no mercy to those who would thwart my mission!) Start (vs. Shikyoh) - Holds his sword and glares at Shikyoh, saying, "Ki... kisamaaaa!" (You... bastard!) Taunt - swipes air with sword, harrumphs, then wipes sword clean with a cloth. 1st win - points sword at fallen opponent and says "Mada owatte wa oranu zo!" (It's not over yet!) 2nd win - points sword at fallen opponent then sheathes it, saying "Waga kokoro zashi zurankou made." (?) 2nd win - wipes his sword off and sheathes it, saying, "Subete wa chuugi no tame, kikitsumu nomi." (This is all for the sake of loyalty, ?) Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Fatal Flurry (Shikku Satsu) | Charge O- then -O + A/B | Washizuka slashes once (A) or twice (B) | at the air, sending flashes of energy | flying across the screen. The A version | is quicker, but doesn't go as far. The | B version has a LOT of recovery lag, so | it is best used only in combos. | ---------------------------------+------------------------------------------ | Foolish Flurry (Koku Satsu) | Charge | then O + A/B | Washizuka stabs upward at a 45-degree O | | angle, taking out airborne opponents. | B version has a needlelike energy blast | which accompanies it. | ---------------------------------+------------------------------------------ | Wolf Fang (RouGa) | Charge O- then -O + C | Washizuka charges forward, ramming into | the opponent, then... [SUPER CANCEL] | | (followed by) | | / O- + C | jumps and stabs. This hit is an O O | overhead. | (or) | | | \ -O + C | stabs forward, knocking the opponent to O O | the ground. In Power Mode, use the DM | at this point to juggle. | ---------------------------------+------------------------------------------ | A Glorious Death (Shun Satsu) | | / O- + A/B | Washizuka stabs quickly with his sword, O O | which, if connected, is then followed | by... (followed by) | | Press A/B repeatedly | a flurry of stabs at varying heights. | ---------------------------------+------------------------------------------ | True Fang of the Wolf (Shin RouGa) [DESPERATION MOVE] | | / O- / -O + AB | Washizuka charges forward. If he hits O O O | the opponent, he pushes him/her into the | far wall, strikes several times, then | finishes with a large vertical blast of | energy. VERY similar to Rugal's super | in KOF95. | ---------------------------------+------------------------------------------ | Final Wolf Fang (Saishu RouGa) [SUPER DESPERATION MOVE] | | / O- / -O + B | Washizuka dashes forward a high speed. O O O | If he connects, a HUGE Kanji symbol is | drawn onscreen (meaning "Loyalty"), [POWER Mode only] | and the opponent slowly falls forward. | Not too terribly impressive, but it's (can be held) | unblockable if held long enough. | ---------------------------------+------------------------------------------ REASONS TO PLAY WASHIZUKA KEIICHIRO: - The stern, Clint Eastwood types appeal to you. - You enjoy writing REALLY BIG. - A little impalement never hurt anyone... for long. ----------- 2.12 - Yuki ----------- SUGGESTED MODE: Power. Boy, further testing with this char has revealed a mess of truly nasty options at her disposal. Against the big characters (Shigen, Juzoh and Musashi), she can do tons of damage just be getting in close, and there's nothing that can be done to stop it (ie. blocking does not help). She also has some remarkably damaging combos with her Super Cancel. Speed works well too, but can't compare to the degree of damage she can dish out in Power Mode. STAGE DESCRIPTION: Intro - We start with the view from a porch, out over a snow covered yard. The view pans around, showing us snow covered trees and another building, all almost concealed in the gentle white blanket of snow. Stage - A snow covered yard behind a house, the roof also coated white. Huge trees reach bare, snowy branches to the darkened sky above. A river flows behind, the water slow and murky, crossed in the distance by a red bridge lined sparsely with lit lamps. The snow crumbles underfoot, and when players fall or step too heavily, snow slides, shaken, off neary branches or the door of the house behind. A gentle snow drifts in lazy spirals down from above, but as each round progresses, the snow falls heavier and faster, obscuring the landscape around. The players' breath fogs in the cold. Poses: Select - stands straight, says "Kakatte kinasai." (Come and attack.) Start - spins her halberd above her head, holds it at the ready, and says "Saisho kara, zenryoku de kuru koto ne." (From the beginning, attack with all your strength.) Start (vs. Moriya) - Appears dressed in a kimono with umbrella, says, "Matteita wa," (I've been waiting) throws away the extra clothing to appear in her normal outfit, and says, "Mitodokesasete, anata no honki." (Now, show me your true strength.) Taunt - flicks hair, says "Kakatte kinasai." (Come and attack.) 1st win - slashes the air with her hand, says "Sore de watashi ni katsu tsumori?" (You intended to defeat me?) 2nd win - slashes the air with her weapon, says "Makeru mon desu ka." (I'll never lose.) Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Ice Blade (HyouJin) | | \ -O + A/B | Yuki swings her spear upwards, creating O O | a large shard of ice, which flies off at | the opponent. A version stuns for a | moment after connecting, so it can be | followed with a quick attack if used up | close. B version knocks down. | ---------------------------------+------------------------------------------ | Frosty Flasher (SouKa) | -O | \ + A/B | Yuki swings her spear upwards, causing O O | a column of ice to emerge from the | ground and impale the opponent. | ---------------------------------+------------------------------------------ | Blizzard Blast (ShunSetsuZan) | | / O- + A/B | Yuki dashes forward, slashing downward O O | with her spear when she reaches the | opponent. [SUPER CANCEL] | ---------------------------------+------------------------------------------ | Ice Reflector (HyouKyou) | O- / | \ -O + C | With a quick spin of her spear, Yuki O O O | creates a large disc of ice in front of | her, which can cause damage or reflect | projectiles. | ---------------------------------+------------------------------------------ | Split-in-Two Swing | (close) -O \ | / O- + C | Yuki begins a four-hit combo, knocking O O O | the opponent into the air with the last | hit, which sets up a juggle opportunity. | ---------------------------------+------------------------------------------ | Frozen Whirlwind (YukishiMaki) | [DESPERATION MOVE] | Yuki begins a four-hit autocombo. If | / O- / -O + AB | no controller motion is done, she ends O O O | with a simple spear-thrust. | (followed by) | | \ -O + B | Yuki leaps into the air and brings the O O | opponent down with a powerful slash of | freezing wind. (or) | | \ -O + C | Yuki leaps into the air, slashing upward O O | as she goes. | | ---------------------------------+------------------------------------------ | True Frozen Whirlwind (Shin YukishiMaki) | [SUPER DESPERATION MOVE] | Yuki spins her spear above her head, | / O- / -O + B | creating a whirlwind of snow. This will O O O | pull the opponent forward. If the | opponent gets too close, he/she will be [POWER Mode only] | lifted off of the screen, and Yuki leaps | up after, coming down on the opponent | with many huge shards of ice. This move | is unblockable. | ---------------------------------+------------------------------------------ REASONS TO PLAY YUKI: - After all, blondes have more fun. - Unrequited love builds character. - You're never at a loss for a cold drink. --------------- 2.13 - Zantetsu --------------- SUGGESTED MODE: Speed or Power. Zantetsu is a pretty powerful character, but not so much so as Power Yuki or Speed Akari. The most potentially abusive thing about him is how easily his jumping B can cross over. Also, his "invisibility" lasts a fixed amount of time, regardless of whether or not he gets hit. Speed's combos serve him well, opening up plenty of damage opportunities. Still, Power's strength does him a world of good, and his Super Cancel is quite useful, albeit harder to pull off effectively than some other characters. If he gets close enough, his SDM can put the opponent in a world of hurt. STAGE DESCRIPTION: Intro - A wooden floor and the sound of water splashing. All is still, shadowed. Three sharp blades suddenly thud into the floor, one after the other. The view pans up a ladder into a darkened loft above. A shadowed figure crouches, waiting; cold metal in his hand gleams in the moonlight. Stage - The stage is the cargo hold of a large ship. An open cannonhole in the hull reveals the twilight sky and sea outside, and the lights of a distant ship. Stairs lead down from above, along with lamplight, cut into small squares by the grill between it and the cargo hold. Boxes and barrels lie here and there in neat stacks, some closed, some open to reveal apples, bottles of wine, and half full sacks. A cannon points out another open cannonhole further inside the hold, aiming at the moon itself which casts a gentle glow back onto it. Loose coils of rope scatter here and there, and the occasional rat creeps out to see the fuss. Poses: Select - tips his hat briefly. Start - Drops from above the screen and says, "Waga ryuuza no nige to narubeshi." (?) Start - tips his hat and says, "Nushi no chikara ikahodo ka." (Just what is the true measure of your strength?) Taunt - same as select. 1st win - tips hat, says "Jakusha ni you wa nashi." (I have no use for the weak.) 2nd win - tips hat, and vanishes as in his invisibility move, saying, "Shosen... haisha yo." (In the end... you are defeated.) 2nd win - turns his back to the screen, spins one blade in his hand, and says, "Shoushi nari," (How pathetic.) as his cape blows in the wind. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Flowing Shadow Fury (Ryuei Jin) | | \ -O + A/B | Zantetsu swings a blade upwards, which O O | creates an arc of energy. If it hits or | is blocked, the move can be done a | second time for a followup. | ---------------------------------+------------------------------------------ | Iron Cleaver (Hagane Tachi Kai) | -O O- / | \ -O + B | Zantetsu swings both blades downward, O O O | creating a huge blade of energy which | flies across the screen. Powerful, but | slow. | ---------------------------------+------------------------------------------ | Devil Drop (Tenma Otoshi) | (close) -O \ | / O- + C | Zantetsu wraps the opponent in his cape O O O | and vanishes, reappearing at the top of | screen and slamming him/her to the | ground. | ---------------------------------+------------------------------------------ | Temper Thrust (Kikou Hou) | | / O- + B | Zantetsu thrusts his hand forward, which O O | sends a small energy blast forward. The | attack is short ranged. [SUPER CANCEL] | ---------------------------------+------------------------------------------ | Underwater Undulation (Minamo Gakure) | O- | / + A | Zantetsu wraps himself in his cape, O O | turning himself semi-invisible. His | image flickers into view periodically, | and it lasts around 10 seconds. Being | hit or blocking an attack does NOT | dispel the effect. | ---------------------------------+------------------------------------------ | (Mukuro Nui) (in air) | | \ -O + A/B | Zantetsu pauses and hurls a trio of O O | knives at the ground. Opponent must be | on the ground to be hit. | ---------------------------------+------------------------------------------ | (Tenma Kyaku) | (in air) | + C | Zantetsu comes down with a diving kick. O | If he connects, he spins to the ground, | repeatedly kicking the opponent. (followed by) | | | + C | O | | ---------------------------------+------------------------------------------ | (Oboro Giri) | -O | \ + C | Zantetsu flips forward into the air, O O | creating a crescent of energy as he | kicks upward. Decent air defense. | ---------------------------------+------------------------------------------ | Praying Mantis Pounce (Toro Soujin) [DESPERATION MOVE] | | / O- / -O + AB | Zantetsu begins a four-hit auto-combo. O O O | Certain motions can be done before the | last hit to get a different finisher. | | \ -O + B | Finishes with his Temper Thrust. O O | | (or) | | | \ -O + B | \ -O + B | Finishes with the two-hit "RyuuEijin" O O O O | slash, then a large downward slash. | The final slash is an overhead. | (or) | | | \ -O + C | Finishes with his uppercut kick, O O | gradually carrying him/her to the top | of the screen, finally knocking him/her | back down with an air B slash. | (or) | | | \ -O + C | \ -O + C | Finishes with his uppercut kick, then O O O O | appears behind the opponent in the air, | knocking him/her to the ground with his | diving kick. | ---------------------------------+------------------------------------------ | Dark Hunter (YamiGari) [SUPER DESPERATION MOVE] | (close) | -O \ | / O- (x2) + B | Zantetsu wraps the opponent up in his O O O | cape, and three huge slashes can be | seen in the darkness, blood flying in [POWER Mode only] | all directions. A fourth, final slash | brings both fighters back into view. | ---------------------------------+------------------------------------------ REASONS TO PLAY ZANTETSU: - You want to put James Earl Jones out of an acting job. - It's the hat. Chicks dig the hat. - Hanzo may have invented the ninja piledriver, but you perfected it. ------------------------- 2.14 - Character Rankings ------------------------- No one seems to have been able to produce the usual Gamest rankings for the various characters, so I have compiled my own rankings list, along with my reasons for placing characters where they are. This is by NO MEANS OFFICIAL, so take it with a grain of salt. On the whole, Last Blade is probably the best-balanced 2D fighter in existence... none of the characters (aside from the bosses) can truly dominate the game, and even ones listed on the bottom tier can pummel the ones at the top if played well. ** GODLIKE-UNBEATABLE TIER ************************************************* Kagami Shinnosuke: KOF96 Iori never had the kind of ludicrous stuff that Kagami has... 50% damage off of a two-in-one? Insane... Also has the most useful, all-purpose special move in the game (the reflector). ** TOP TIER **************************************************************** Kaede: Even in his normal form, he can still dish out a ton of damage in a big hurry. He's a very combo-friendly character, and his Awakened form has some truly painful DM/SDM combos. Playing him like a typical Ryu/Ken character (read: like a scrub) will result in big pain for the one using him. Akatsuki Musashi: Very fast for his size, tons of damage, excellent normals, lots of multi-purpose special moves, an untelegraphed overhead, etc. Deceptively long-ranged, to boot. And of course, the ability to charge up his own super meter doesn't hurt. Yuki: Lots of megadamage combos, the only unblockable SDM in the game, and free damage against any of the bigger characters with a completely unblockable tick-into-grab. Very good air defense, good turtlebreaker. Rather weak at long range, due to the extreme startup lag on her projectile. Ichijou Akari: Good in Power mode, nightmarish in Speed. The most effective hit-and-run game I've ever seen. She is extremely good at keeping an opponent at a specific range. She also can be effective at most ranges, and has the best projectile in the game outside of Awakened Kaede. Zantetsu: Fast, good damage, effective at most ranges. Nothing truly abusive, but his jumping B is extremely easy to cross up with, so if you know his jumping range, it's virtually unstoppable. ** MIDDLE TIER ************************************************************* Minakata Moriya: Very strong combos and specials, but no good low attacks. His only low-hitting attacks are somewhat slow, and are all non- interruptible in Power mode. Very flexible character overall. Lee Rekka: Extremely fast. One of the only two in the game (along with Akari) who excels in Speed mode. He has the best high-low mindgame to be found, and his dodge makes him tricky. Good range, also has the best low attacks in the game. Lower damage than most chars though. Washizuka Keiichiro: Tricky to learn, but deadly effective with some practice. Very high priority normals, particularly in the air. For a charge character, the charge time is very short, and he can do some very damaging combos in the hands of a skilled player. Shikyoh: Lots of hidden stuff in his followups as well as plenty of knockdown combos. His DMs are useful, plus his Super Cancel allows him one of the only two air attack-to-DM combos in the game (the other belonging to Kagami). His special grab has excellent range. He's also quite fast, and rather unpredictable. Genbu no Okina: Tricky char to learn well... ironically enough, he is the best turtlebreaker in the game, and with practice, can be effective at all ranges. Neither mode seems to grant any particular grand benefits, though I personally think he's more effective in Power. ** BOTTOM TIER ************************************************************* These guys are only bottom tier because their speed and relatively short ranges require that one work harder to be effective with them. At high levels of play, they're more than a match for any other char in the game. Naoe Shigen: Big, does hella damage. Slow, but his moves are not very telegraphed, so he's rather unpredictable. Good on defense, offense requires more work, since he cannot run, just slide. Amano Hyo: Lots of lag, but a very good SC, and decent combos all around. Kind of sucky in Speed mode, but his Super Cancel allows him a ton of damage in Power. His dash is a very good surprise attack as well, and the presence of his counter move is a VERY big help. Kanzaki Juzoh: Slow, only truly effective at close range. His Super Cancel isn't too reliable, but he's still dangerous with practice. Quite worthless in Speed mode, IMO. ------------ 3.0 - Bosses ------------ The bosses are shown in a separate section, because they are in a class of their own, really. In here, you will find the boss code, as well as movelists and backgrounds for the two bosses as well. ------------------- 3.1 - The Boss Code ------------------- The boss code in this game is extremely simple. At the character select screen, simply do the following: 1. Press C six times, then 2. Press B three times, then 3. Press C four times. Do all of this within the space of 3 seconds (it's easy), and the bosses will become selectable, via means of arrows pointing left and right just above the icons for Kaede and Moriya. NOTE: Kagami cannot be selected in the arcade. He is ONLY selectable in the home versions (good thing too). The code will only unlock Musashi in the arcade. ---------------------- 3.2 - Akatsuki Musashi ---------------------- SUGGESTED MODE: Power. Musashi's damage potential isn't to be found in quick chain combos. His slower combos are interruptible enough to be of great use, and he has a reliable Super Cancel as well. STAGE DESCRIPTION: A strange canyon filled with molten lava; it pours down in thick streams from unseen ledges far above, and gathers to form a thick pool, glowing rocks floating against each other in it. The players fight on a raised area of rocks, broken and uneven, glowing along their cracked edges. On the far canyon walls, ledges jut haphazardly and figures are carved out of the rockface itself, lava trickling along and down their raised edges. Some of the figures appear to be praying. To one side a misshapen rocky head peers out of the lava; to the other, a giant rock hand makes an 'ok' symbol with crumbling fingers. In the sky a huge black gateway looms, spheroid in shape, sparkling with blue electricity that crackles along and around its surface. Clouds swirl and surround it, whipping across to obscure it in places. Poses: Select - stands tall, says "Maire," (Come on.) and resumes his fighting stance. Start - holds swords downwards, his symbol appearing on his chest and then vanishing again with a flash as he growls, getting louder until he assumes a fighting stance. Finally, he says, "Maire." (Come on.) Taunt - stands tall, flicks head up proudly, says "Ikagashi da." (?) 1st win - stands tall with swords crossed and says "Sono teido ka." (That's your best?) 2nd win - points swords downwards, then raises them and growls, as a wind from below blows his hair and his vest upwards. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | no | no | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ EXTRA NORMAL: back + B, interruptible Moves: ---------------------------------+------------------------------------------ | Intermittent Geyser (Kanketsu Sen) | | \ -O + B | Musashi stabs a sword into the ground, O O | and a huge blast of energy bursts from | the point of impact (cf. Power Geyser). | ---------------------------------+------------------------------------------ | The Menacer (Obiyakashi) | O- / | \ -O + A | Musashi slides forward, doing a short O O O | series of four slashes. Handy for | combos in particular. [SUPER CANCEL] | ---------------------------------+------------------------------------------ | Cross Stance (Juji Gamae) | -O | \ + B | Musashi holds his swords above his head, O O | then slashes downward with both, making | a large "X" of energy in midair. (can be held) | | ---------------------------------+------------------------------------------ | Lights-Out Pillow Combo (Makura Niren) | (close) -O \ | / O- + B | Musashi stabs both blades into the O O O | opponent, and slams him/her into the | ground twice, then yanks him/her off of | his swords. | ---------------------------------+------------------------------------------ | Focus Blast (Shuchu) | Hold A button | Energy bursts up around Musashi, and if | held long enough, his POW meter charges | up automatically. | ---------------------------------+------------------------------------------ | Five Ring Meltdown (Gorin Tsurane) [DESPERATION MOVE] | -O \ | / O- -O + AB | Musashi dashes forward a short distance, O O O | his body sheathed in energy. If he | connects, he begins a series of several | slashes, arcane symbols flashing across | the screen. | ---------------------------------+------------------------------------------ | Heaven's Peerless Blade (Niten Muso Ken) [SUPER DESPERATION MOVE] | -O \ | / O- (x2) + B | Musashi dashes forward a short distance, O O O | and begins a series a normal slashes, | then stabs both blades into the enemy. [POWER Mode only] | He slams on either side four times, then | holds the opponent above him, and pulls | the blades apart forcefully. | ---------------------------------+------------------------------------------ REASONS TO PLAY AKATSUKI MUSASHI: - You're torn between the desire to emulate Haohmaru and Yagyu Jubei. - Big-ass tattoos of obscure symbols help you get all the babes. - Resurrection worked for The Crow, it can work for you! ----------------------- 3.3 - Kagami Shinnosuke ----------------------- SUGGESTED MODE: Power or Speed. While not as cheap as his Hyper mode, Kagami is still extremely powerful (and should not be used by serious players), since it's impossible to tell whether or not he is crouching or going to attack low. His moves are quick, have good priority, and do good damage. He can be equally effective by using his normal combos in Power mode or by relying on Speed's chain combos. STAGE DESCRIPTION: The entrance hall to a large house, dominated by two huge golden staircases curving up each side to a balcony that stretches across above. A long red rug with intricate golden designs marks the width of the floor for the players to fight on. Twin candlesticks and candelabras light the dim area between the staircases, more rugs covering the smooth floor. Archways lead off to each side, shadowy hallways glimpsed beyond, lit only by the occasional flickering lamp. The above floor is shrouded in darkness, the huge windows to each side letting in only pale moonlight and a flicker of lightning now and again. Poses: Select - jerks head back insultingly and harrumphs. Start - says "Jaaku naru mono ni," draws his flaming sword, then finishes, "ira iwanai." (?) Taunt - same as select. 1st win - points his sword at the opponent and says, "Tate." (Stand up.) 2nd win - Sheathes his sword and says "Amari ni... oroka." (That... was quite foolish.) Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | yes | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Shiranui | | \ -O + A/B | Kagami swings his sword upward from the O O | ground, sending a wave of orange flames | a short distance along the ground. This | is NOT a projectile. | ---------------------------------+------------------------------------------ | Scream de Toaste (Sho Hoko) | -O | \ + A/B | Kagami spins upward into the air, orange O O | flames flying off of his sword. | [SUPER CANCEL] | ---------------------------------+------------------------------------------ | Blazing Bawler (En Hoko) | (close) -O \ | / O- + C | Kagami lifts the opponent into the air, O O O | then stabs him/her, pulling away with a | burst of fire. | ---------------------------------+------------------------------------------ | Like a Furnace (SyoKyaku Funjou) | (in air) | + C | Kagami dives downward from the air, foot O | first. Stuns just long enough to combo | into something else after hitting the | ground. | ---------------------------------+------------------------------------------ | Awakening (Kakusei) [DESPERATION MOVE] | press B, C and D together | Kagami closes his eyes, and his sword | bursts into flames as he begins | floating. This transforms him into | Hyper Kagami for the rest of the round. | ---------------------------------+------------------------------------------ | Sparrow of the Red Lotus Strike | (Guren Suzaku) [DESPERATION MOVE] | (in air) | O- / | \ -O + AB | Kagami dives downward from the air, and O O O | if he connects, he blasts off at a wide | angle, dragging the burning opponent | into the air. | ---------------------------------+------------------------------------------ | Confucian Conflagration (Funsho Koju) [SUPER DESPERATION MOVE] | | / O- / -O + B | Kagami dashes forward, and if he hits, O O O | the blazing image of a phoenix bursts | upward into the air, dragging the [POWER Mode only] | opponent into the air. | ---------------------------------+------------------------------------------ REASONS TO PLAY KAGAMI SHINNOSUKE (normal): - Prime seafront property. - "Keys to the gates of Hell" sounds so much more impressive than "Keys to the city." - You've been brushing up on your "self-confident smirk." --------------------------------- 3.3.1 - Kagami Shinnosuke (Hyper) --------------------------------- SUGGESTED MODE: Power. This version of Kagami is so ludicrously powerful that he has no need for chain combos. He does a ton of damage normally, and his super meter rises at an alarming rate. Also, the A version of his uppercut can be Super Cancelled with relative reliability, doing incredible damage. Definitely not a character to be used seriously unless you like being thought of as a scrub. STAGE DESCRIPTION: The house is gone; shattered and torn apart by a great force that left behind only a splintering wooden floor, some threadbare rug pieces, and the crumbled remnants of the staircases. The explosion seems to have broken the cliffs to either side of the house, as well, barren and ravaged, lava pouring down them in thick streams. A huge, black spheroid gateway menaces from the sky above, flickering a crash and riot of electricity in the gray clouds that surround it and block all trace of the sky itself. The clouds circle in a strange whirlwind effect around the gate, avoiding its touch yet compelled to draw near. Poses: Start: as screen fades in, says, "Subete wa owaru... soshite hajimaru!" (It all comes to an end... and begins once more!) Taunt: jerks head back insultingly and harrumphs. 1st win: holds out his sword and says, "Tenurui na!" (Pathetic!) 2nd win: holds a hand up to the sky, jerks his head back and laughs. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | yes | yes | yes | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: Hyper Kagami has all of the moves of his normal version, including his HCF+AB super. However, much like Kaede's BCD Awakening form, they are faster and more powerful. He has some new moves in this form though, and his flames are now blue. ---------------------------------+------------------------------------------ | Devouring Hades (Jigoku no Goka) | | \ -O + A/B | Kagami swings his sword upward from the O O | ground, sending a wave of blue flames | a short distance along the ground. This | is NOT a projectile. For the B version, | he does a lunging overhead swing, then | then the flaming upward swing. | ---------------------------------+------------------------------------------ | Wings to the Afterlife | (Yomi e no Tsubasa) | -O | \ + A/B | Kagami spins upward into the air, blue O O | flames flying off of his sword. | [SUPER CANCEL] | ---------------------------------+------------------------------------------ | Fool's Whelp (Gusha no Nageki) | (close) -O \ | / O- + C | Kagami lifts the opponent into the air, O O O | then stabs him/her, pulling away with a | burst of fire. | ---------------------------------+------------------------------------------ | Path to Heaven (Meifu e no Michibiki) | | / O- + A/B | Kagami raises a hand, and a burst of O O | energy is emitted from the ground in | front of him at about a 45-degree angle. (B version can be held) | Decent air defense or combo material. | ---------------------------------+------------------------------------------ | Deception Reflection (Giman no Kagami) | O- / | \ -O + C | Kagami pushes a hand forward, ripples of O O O | energy emitting from it. This will | reflect projectiles and act as a Repel | for most normal attacks which touch it. | ---------------------------------+------------------------------------------ | (Fu no Sabaki) [DESPERATION MOVE] | (in air) | O- / | \ -O + AB | Kagami dives downward from the air, and O O O | if he connects, he blasts off at a wide | angle, dragging the burning opponent | into the air. | ---------------------------------+------------------------------------------ | Trial of Negation (Fu no Senrei) [DESPERATION MOVE] | -O O- / | \ -O + AB | Kagami rises slowly into the air and O O O | points a hand to the ground, emitting a | huge laserlike blast. Unblockable but | very slow. | ---------------------------------+------------------------------------------ | Blue Bird of Prey (Konpeki no Mokin) [SUPER DESPERATION MOVE] | | / O- / -O + B | Kagami dashes forward, exactly like the O O O | same SDM in his normal mode, except this | one also has a diving attack by the [POWER Mode only] | firebird at the end. | ---------------------------------+------------------------------------------ REASONS TO PLAY KAGAMI SHINNOSUKE (hyper): - Why walk, when you can float? - You enjoy being called "Blue Cheese." - You eschew skill, preferring to get by on sheer cheapness. ----------------- 4.0 - The Endings ----------------- In this section you will find transcriptions of the endings for each of the characters. For the most part, the spelling and grammatical errors of the actual game have been corrected. No graphic descriptions will be provided, as you should complete the game yourself to get the full effect. All endings follow a formula, like so: a. Kagami makes a short speech, and the gate to hell begins to close. A cinema is shown of the debris being sucked into the gate, along with the images of the four gods. b. Aftermath scene is shown, varying for each character. ---------------------- 4.1 - Akatsuki Musashi ---------------------- [Kagami] ...Foolish human. You'll destroy yourselves! O, to lose to you! ...but! In defeating me, you shame my existence! I rot with my plan. And return to the abyss! Again...my art will return! [Musashi] ...Pathetic man. A new age... is not far off! With Hades' gate closed, only my body is lost. ...It was a good battle! --------------- 4.2 - Amano Hyo --------------- [Kagami] ...Foolish human. You'll destroy yourselves! O, to lose to you! ...but! In defeating me, you shame my existence! I rot with my plan. And return to the abyss! Again...my art will return! [Narrator] ...A few days later... [Amano] Wow! I feel good! Whew! Drinking with you is one of life's pleasures. Good booze. Pretty blossoms. I can't get enough of this! ...!!!... Whoa! I almost forgot. What about it, you? One more shot? Huh, what's wrong? Drinking this sake alone It's a waste! Don't you think? By the way... Are you a man or woman? Man... press A Woman... press B (if you press A) [Amano] I thought so! Built like a ox, you are. Great cherry blossoms, huh? It's all on account of you. This is really great. All these babes too. Shall we? Here's to you! (if you press B) [Amano] Oh, yeah! Heh, heh, heh. You sure got great... ...equipment. You look tough, too. We could become a beautiful pair... ...How about it? A toast to our meeting! Here's looking at ya! Cheers. -------------------- 4.3 - Genbu no Okina -------------------- [Kagami] Our master... Quite impressive... [Okina] why? why try to open hades' gate? [Kagami] Hmph, old man, has your vision faded such? What is our mission? We four gods? To protect the pathetic, self- interested human trash? Not!!! We four gods exist to maintain order! ...These foolish humans, are destined for destruction. Now! Now is the new age! Now is the time... to build a new order! [Okina] Wait! Kagami! You're wrong! Wait! Wah! Fool! His hearth was too pure. ...Kagami! Look! We remaining three... will build a new era of hope! ------------------ 4.4 - Ichijo Akari ------------------ [Kagami] ...Foolish human. You'll destroy yourselves! O, to lose to you! ...but! In defeating me, you shame my existence! I rot with my plan. And return to the abyss! Again...my art will return! [Four Gods] You did well, daughter of the Ichijo! If you did not help, Hades' power would've won. But I stay uneasy... Our strength will be given to a suitable one! Receive the power... ...of the four gods! [Narrator] And so it came to pass. Akari's exploits continued into the era of meiji and continued on! Akari Ichijo. Force of order... For her, that realization... has not yet... ...sunk in. ----------- 4.5 - Kaede ----------- [Kagami] ...Foolish human. You'll destroy yourselves! O, to lose to you! ...but! In defeating me, you shame my existence! I rot with my plan. And return to the abyss! Again...my art will return! [Blue Dragon] Awaken! Successor to the Blue Dragon! You will be my strength... Do not be afraid. The following ages... will give new power! Come. Do not fear my power! ...... [Kaede] The blue dragon's power... The power within me... ...when using this power... I am no longer myself. I feel like i'm... Gyah. O, merciful heavens! [Yuki] Buck up...Kaede! [Kaede] ...Yuki! [Okina] What's wrong? Your master cries... [Kaede] ...Granpa! [Moriya] Hmph, you punk. [Kaede] Moriya! Hah, that's it. Destiny moves Don't fear... A new era... A new destiny... I'll take it all on! With this power! ----------------------- 4.6 - Kagami Shinnosuke ----------------------- [CPU Kagami] ...Foolish human. You'll destroy yourselves! O, to lose to you! ...but! In defeating me, you shame my existence! I rot with my plan. And return to the abyss! Again...my art will return! [Narrator] The puppet... slays the puppeteer. [Kagami] Hmph. Very well. There is no denying it: The human fools will perish! Now, more than ever... A new age is dawning! ------------------ 4.7 - Kanzaki Juzo ------------------ [Kagami] ...Foolish human. You'll destroy yourselves! O, to lose to you! ...but! In defeating me, you shame my existence! I rot with my plan. And return to the abyss! Again...my art will return! [Juzoh] Whew! Over at last! [Akari] Juuu...zoooh! [Juzoh] Aaah! Akari?! [Akari] You left me behiiind! Waaiiiit! [Juzoh] Have pity! --------------- 4.8 - Lee Rekka --------------- [Kagami] ...Foolish human. You'll destroy yourselves! O, to lose to you! ...but! In defeating me, you shame my existence! I rot with my plan. And return to the abyss! Again...my art will return! [Lee] At last it's over... but is it really? I believe in justice... ...and have battled evil. But I ask myself this: Is violence the only answer? That guy said it, "We'll destroy ourselves..." I have only enforced "justice" trough violence. I'm also a foolish human... What is "justice"? What is the truth? I must find truth. Until I find "justice", I cannot return to the temple. Please forgive me. I'm a selfish little disciple! ......Lee --------------------- 4.9 - Minakata Moriya --------------------- [Kagami] ...Foolish human. You'll destroy yourselves! O, to lose to you! ...but! In defeating me, you shame my existence! I rot with my plan. And return to the abyss! Again...my art will return! [Moriya] ...Master! Pull yourself together! [Gaisei] Oh...Moriya... ...Listen to me...well... Don't even think of avenging me...you'll... [Moriya] ...... [Gaisei] He's too strong! Kaede, Yuki...you, too.. Ooohaaah...gyah! [Moriya] Master! [Gaisei] ...Ooh! Don't cry for me... This, too, is destiny. All living things die... Thanks to you three, I've had a good life... [Moriya] M, master? Master------!!! ------------------ 4.10 - Naoe Shigen ------------------ [Kagami] Hoo, hoo, hoo. [Shigen] Hmph. [Kagami] From hate, you become a demon. You're no better than a human! I give up. [Shigen] What? [Kagami] You must be destroyed. and your corpse... ...will be the base of a new age! [Shigen] Kagami! ...I...become a wild demon! ...But...the White Tiger... The duty of the guardians... Must not be forgotten! [Kagami] ...Hmph!... ------------- 4.11 - Shikyo ------------- [Kagami] ...Foolish human. You'll destroy yourselves! O, to lose to you! ...but! In defeating me, you shame my existence! I rot with my plan. And return to the abyss! Again...my art will return! [Shikyoh] What? What the?... W, waaaaaah! [Narrator] And so the battle of Hades' gate ended. Several months later, the damage was fixed. And life... returned to normal. And in the normalcy... the one who saved the world. Disappeared in the fog of the complacency of peace. -------------------------- 4.12 - Washizuka Keiichiro -------------------------- [Kagami] ...Foolish human. You'll destroy yourselves! O, to lose to you! ...but! In defeating me, you shame my existence! I rot with my plan. And return to the abyss! Again...my art will return! [Washizuka] A fearful enemy! [Soldier] Washizuka? Your next mission. You must crush the rebellion. A band of samurai and the choshu clan. They have formed a pact, and plan to seize power. [Washizuka] I understand. I'll investigate it post haste! I got a bad feeling about this!...But whatever may happen, they will not succeed! ----------- 4.13 - Yuki ----------- [Kagami] ...Foolish human. You'll destroy yourselves! Why? Love is impotent. Why? Why do you grow so strong? [Yuki] You don't understand. People can become as strong as they please. Yes... To protect those they love... [Kagami] Heh, heh, heh. Love? Loved ones? Only fools speak of such. Very well. The love you speak of... will disappear with my ambition! So long, ya sap! --------------- 4.14 - Zantetsu --------------- [Kagami] ...Foolish human. You'll destroy yourselves! O, to lose to you! ...but! In defeating me, you shame my existence! I rot with my plan. And return to the abyss! Again...my art will return! [Zantetsu] The demon... ...was not what was rumored. Hades' power was nothing. Those who slay the weak, are slain someday themselves. My technique... is the essence of battle. To slay all brutes, until I achieve perfection. Until I die, I must cut! [Narrator] Thus the way of "ninja" passed trough generations and was passed to successors of the afterlife. In every age... to fuel the powerful... ----------------- 5.0 - What's Left ----------------- In this section goes the assorted miscellaneous random (and sometimes redundant) stuff that doesn't go anywhere else. ------------------------ 5.1 - Neo*Geo CD version ------------------------ ------------------- 5.1.1 - Demo Viewer ------------------- Last Blade for the Neo*Geo CD has a few things which the arcade and home cart versions do not. The first of these is the ability to save any endings you have gotten. There is also an art gallery. In order to get the art gallery, you have to do the following: 1. Play through Story Mode once with Demo Cut OFF. 2. Beat the game with each and every character (including the bosses). 3. Play through in Short Mode twice, at difficulty levels 1 and 3. Once this is done, you will have a new screen in the Demo Viewer, with several very nice pictures of each character. Of course, the above steps are admittedly rather tedious. There is an easier way, though. To access everything (all endings, story demos and the art gallery) immediately, do the following. 1. Enter the Options menu. 2. Put the cursor over Demo Viewer, but do NOT press A. 3. Input the boss code (in 3 seconds, press C six times, then B three times, then C four times). You will hear the "select" tone. 4. Enter the Demo Viewer, and you will have access to everything. Enjoy the goodies! :) ------------------------------------------ 5.1.2 - What was lost in the CD conversion ------------------------------------------ A game as lushly detailed and animated as Last Blade was bound to have some corners cut when it made its way to the CD platform. Animations are missing here and there (primarily affecting Kaede more than anyone else, particularly Awakened Kaede). There are also some win and prefight poses that you will not see in the CD version. By far, the worst cuts were to the voice samples. Most characters lost at least 6-7 samples for their various poses and attacks. Also, due to memory restrictions, Hyper Kagami is loaded and selected as a separate character in the CD version. ------------------------- 5.2 - Stuff that's needed ------------------------- 1. Lists of character win quotes 2. Profiles of each character (background, physical info if available) 3. Storyline 4. Dialogue transcriptions 5. Color palette descriptions 6. Voice actor/actress names --------------------------- 5.3 - Contacting the author --------------------------- If you need to contact me, email me at This email address is being protected from spambots. You need JavaScript enabled to view it. with
    any suggestions/contributions.  Please do not mail me asking for tips
    on gameplay.  If you have something to contribute, please feel free to
    send it to me, and I will be glad to include it and credit you for the
    contribution.  Thanks, and enjoy the game!
  • tuxdroid.teamcity

    I did refresh the tuxdroid teamcity plugin project a bit on request to Jasper Moltke Nygaard (Danmark )

    TeamCity is a Java-based build management and continuous integration server from JetBrains, creators of IntelliJ IDEA and ReSharper

    With this plugin you can notify your Tux Droid with your TeamCity build results. After login you can find the new notificator Tux Droid in your notification settings. You need your Tux Droid server IP and port to connect your Tux to TeamCity. After you have saved the parameters you can configure your individual notification settings for just all projects/specific projects/build failures/... Each registered User can customize Tux Droid messages or choose different Attitunes.

    Attitunes are

    robot animations you can create combining movement, sound, Text-To-Speech and fun. Make Tux Droid sing 'Dancing in the rain' or make him cry when you didn't receive any new E-mail.

    The new version is now 0.0.2-SNAPSHOT, and I am able to support both TeamCity 4.x and TeamCity 5.x

    Visit the site http://tuxdroid.waltercedric.com/ to grab the latest version

    This project is Open Source (GPL V3.0) and the source code is available at Google Code, you can join the project by contacting me

    You can read the online documentation in my WIKI

    The Teamcity builds (latest trunk) are also available as artifacts in my public Teamcity server (No login required).

  • Below are some pictures of my first home cinema setup

    1. The flat LCD TV is a samsung LE61B 32 inch (82cm), located below on pictures
    2. The projector is a Panasonic PT900AE, 720pp, light in ECO mode and I use a normal white wall.


    Windows desktop
    (simulator run only under windows)


    Simulator www.reflex-sim.de in fullscreen!!!

    Appreciate the difference of size.....And here How the projector is attached to the wall:

    • Big but cheap (45euro), a Panasonic fixation cost 560CHF
    • A lot of space bellow, for a XBOX360, a PS3, a dreambox or linux mediacenter...(planned)

    Note: The picture quality do not reflect the terrific colors and quality of this projector. (Camera Sony DSC700 2.1MP 1998)

  • apache_maven

    The Maven Dependency Plugin among other things include a dependency:analyze-duplicate

    The dependency plugin provides the capability to manipulate artifacts. It can copy and/or unpack artifacts from local or remote repositories to a specified location.

    This Apache Maven plugin is really feature rich and provide a lot of interesting goals:

  • apache_maven

    I compiled here a list of the major Apache Maven repositories (read an intro to repositories) for You, You can contact me, or post a comment if you would like to add a missing one to the list.

    And of course mine at http://maven.waltercedric.com

  • apache_maven

    These things have disturbed us (The developer Team at Innoveo.com) a lot in the past months. We did solve them recently, and I would like to publish them now here to help more people

    Someone create a new maven module, after updating from SVN the module is not visible as a separate project.

    Scenario:

    1. User A checks out a maven project from SVN using "Checkout as Maven Project". All modules are now listed as separate projects in Eclipse
    2. User B creates a new module in the project, and checks it into SVN
    3. User A updates project
    4. New module does not show up as a separate project.

    Solution:

    1. Work around found by selecting the parent project
    2. Do Import -> Maven.
    3. Select then the same name template and most modules should be grayed out because of name conflicts. But you should see the missing module in the list
    4. Tick the one (new) module and import it.

    In SVN perspective, when I choose "Checkout as Maven Project" on maven projectA, I get an exception saying that maven.123457896 can not be renamed

    Scenario:

    This error occur sometime, especially if you ever kill eclipse during a previous maven checkout (as sometimes it seems to hang forever). In fact the error message can be misleading,as M2Eclipse can not renamed maven.1234567896 to projectA as it may partially exist on disk.

    Solution:

    1. Stop eclipse
    2. Go to the workspace location {workpsace_loc} 
    3. Delete the directory maven.1234567896 or any directory starting with maven.xxxxxxxx
    4. Delete also the temporary created Maven project  {workpsace_loc}\projectA directory you were trying to checkout if it exist.
    5. Restart eclipse, and in SVN perspective, on maven project A, retry and  select "Checkout as maven project"

    .classpath or .project are not committed in SVN, how to add them?

    Scenario:

    You may have add a svn:ignore on some directories, or some someone may have committed a recursive svn:ignore properties on some module in the hierarchy. While we should never commit any .classpath to SVN, there is some rare case where it is still needed. For example if you ever add special runtime server libraries that may not be coming from Maven Dependencies.

    Solution:

    Even if there is a svn:ignore on a maven module, or if a module has applied svn:ignore properties to all its child, you can always put a file under version control by doing the following

    1. Go in SVN perspective
    2. Drill down to the Maven module location or directory in which you would like to add a file
    3. Right click New... then choose File,
    4. A pop up will open letting you choose a file on disk
    5. Don’t forget to Enter a commit comment

     

    Maven Surefire runs multiple times our test case when using goal site

    This is neither a bug or an issue of Maven, it look like even to be a feature!

    Some reporting plugin are modifying (instrumentation) the java byte code of test cases like with Cobertura (goal: cobertura:cobertura).

    The Cobertura tool is a free and easy to use source code test coverage analyses. It helps you to discover where your source-code lacks in test coverage.

    In some rare case scenario (multi threaded test cases for example), it may be worth to run the code twice as instrumentation may modify behaviors and outcome of tests. So to resume, maven Surefire run them once, then Cobertura one more time but instrumented. One solution among other to escape this is to use Maven profiles, and to rely on another build that do not use reporting to run tests without instrumentation.

    More to come ..

  •  apache_maven

    'Integration testing' (sometimes called Integration and Testing, abbreviated I&T) is the activityof software testing in which individual software modules are combined and tested as a group. It occurs after unit testing and before system testing. Integration testing takes as its input modules that have been unit tested, groups them in larger aggregates, applies tests defined in an integration test plan to those aggregates, and delivers as its output the integrated system ready for system testing. [WikiPedia]

     

    I will put Selenium to that JOB. Selenium will allow me to run a set of unit test against a running instance of my application and get a feedback on the quality before delivering the software to a testing team.

    Making any Maven module Selenium enable is really easy, all you have to do is to add to the dependencies section the following

    <dependency>
        <groupId>org.openqa.selenium.client-drivers</groupId>
        <artifactId>selenium-java-client-driver</artifactId>
        <version>0.9.2</version>
        <scope>test</scope>
    </dependency>

    Now you should be able to cut and paste any test cases developed with Selenium IDE into /src/test/java/

    Selenium IDE is a Firefox add-on that records clicks, typing, and other actions to make a test, which you can play back in the browser or export to may different languages: Ruby, Python, Java, PHP, Perl, .Net, JavaScript to name a few. [Learn more]

    The java code is in no way different than regular JUNIT test cases, except that it does not use the latest JUNIT 4.x annotations. You’ll be able to run tests like before (right click Run As Junit)

    package com.waltercedric.maven;
    
    import com.thoughtworks.selenium.SeleneseTestCase; 
    
    public class TestHello extends SeleneseTestCase {
    
      public void setUp() throws Exception {
        setUp(http://localhost/helloworld, "*iexplore");
      }
    
      public void testNew() throws Exception {
        selenium.open("/helloworld/index.xhtml");
        selenium.waitForPageToLoad("30000");
    verifyTrue(selenium.isTextPresent("Are you an existing Customer")); } }

    Some explanations are needed:

    •  
      •  
    • http://localhost/helloworld is the URL of my tomcat container where my web applications will be deployed (port 80)
    • I choose internet explorer as browser as it is nearly always available on any windows pc, Firefox is not far away, use “*firefox” and  firefox.exe has to be in the environment PATH.
    • The Code above assume that a selenium RC server is running at localhost on port 4444, I will show you how to start one later in this post.

    Some remarks about the code above

    You will have to somehow make your own Selenium framework out of the generated code, for obvious reasons,

    • You’ll have soon to support many browser "*iexplore", "*firefox", "*opera" and as such use environment variables or configuration files. I recommend you in that case to use Selenium Grid instead of Selenium RC.
    • You can not let the URL and port of the container fix coded http://localhost/helloworld, this URL may change if you target different runtime. 
    • You may want to reuse some part of the generated code multiple times, in different unit test, (like login/logout stuff), java inheritance, interface, and patterns may arrive sooner or later, even if this is unit test code.

    Selenium test cases or integration tests are meant to be run in phase “integration-test” against a running instance of your application. That is why don’t forget to deploy your application with Maven cargo or run it inside Jetty in Maven phase “pre-integration-test”

    How to use Surefire to run JUnit test in phase “test” and integration tests in phase “integration-test”

    The response is by carefully configuring Surefire and naming your Java packages. The pom.xml below show this trick

    In phase test, test cases with a word integration or selenium are omitted, while in phase “integration-test” they are run.

    <plugin>
        <groupId>org.apache.maven.plugins</groupId>
        <artifactId>maven-surefire-plugin</artifactId>
        <version>2.4.2</version>
        <configuration>
            <argLine> -Xmx512m -DuseSystemClassLoader=true</argLine>
            <skip>false</skip>
            <testFailureIgnore>true</testFailureIgnore>
            <excludes>
                <exclude>**/integration/*</exclude>
                <exclude>**/selenium/*</exclude>
            </excludes>
        </configuration>
        <executions>
            <execution>
                <id>integration-tests</id>
                <phase>integration-test</phase>
                <goals>
                    <goal>test</goal>
                </goals>
                <configuration>
                    <skip>false</skip>
                    <excludes>
                        <exclude>none</exclude>
                    </excludes>
                    <includes>
                        <include>**/integration/*</include>
                        <include>**/selenium/*</include>
                    </includes>
                </configuration>
            </execution>
        </executions>
    </plugin>

    Now it is time to start a selenium server locally or remotely so we can start our newly defined test cases.

    Selenium Remote control

    Selenium Remote Control (RC) is a test tool that allows you to write automated web application UI tests in any programming language against any HTTP website using any mainstream JavaScript-enabled browser.

     

    You can either start a selenium RC server

    • Outside Eclipse, like any java process,
    • Inside Eclipse with a java launcher,
    • Inside Eclipse with Maven and a java launcher.
    • Inside any Maven Phase thank to a plugin XXXXXXXXXXXXX

    I recommend you to install Selenium RC in a dedicated VM (VMWare, Virtual desktop, XEN) and to make it team or enterprise wide. I would always recommend to put Linux at work for such a task, unfortunately Internet Explorer is not running at all on Mac nor Linux.. I recommend you this way to run a shared Selenium server in your infrastructure that can be later access by many continuous build agents.

    Selenium RC is a Java process requiring only 2 jar to properly start, Download and unpack to c:\selenium-server-1.0-beta-2

     

     

     

    Create following in a batch file start.bat, normally all you have to do is to change the first 3 lines

    set JAVA_HOME=c:\jdk1.6
    set FIREFOX_HOME=C:\tools\Firefox3
    set SELENIUM_RC_HOME=c:/selenium-server-1.0-beta-2
    
    set PATH=%PATH%;%FIREFOX_HOME%
    set CLASSPATH=%CLASSPATH%;%SELENIUM_RC_HOME%/selenium-server.jar;%SELENIUM_RC_HOME%/selenium-server-coreless.jar 
    %JAVA_HOME%/bin/java -jar %SELENIUM_RC_HOME%/selenium-server.jar

    If everything run properly, you should see an ugly DOS windows like the one below

     starting.selenium.rc.outside.eclipse

    Pointing the browser to http://localhost:4444 will return an error 403, which is no sign of malfunction, currently Selenium RC has no web GUI.

    seleniumRCtestInBrowser

     

    Start Selenium RC server inside Eclipse

    If you decide to run selenium RC inside Eclipse, you’ll be mainly benefit from:

    • Project sharing and versioning in CVS/SVN,
    • Command line parameters that will start Selenium RC can also be shared,

    Selenium Server in a Maven project/module

    Create a new Maven Project named “SeleniumServer” and copy into its pom.xml the following

    <project xmlns="http://maven.apache.org/POM/4.0.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
        xsi:schemaLocation="http://maven.apache.org/POM/4.0.0 http://maven.apache.org/maven-v4_0_0.xsd">
        <modelVersion>4.0.0</modelVersion>
        <groupId>com.waltercedric.maven</groupId>
        <artifactId>SeleniumServer</artifactId>
        <version>0.0.1-SNAPSHOT</version>
        <dependencies>
            <dependency>
                <groupId>org.seleniumhq.selenium.server</groupId>
                <artifactId>selenium-server-coreless</artifactId>
                <version>1.0-beta-2</version>
            </dependency>
            <dependency>
                <groupId>org.seleniumhq.selenium.core</groupId>
                <artifactId>selenium-core</artifactId>
                <version>1.0-beta-2</version>
            </dependency>
        </dependencies>
    </project>

    Create a Java launcher and use org.openqa.selenium.server.SeleniumServer as main class. If you start the launcher, you will see the following in eclipse console

    seleniumRC.started.in.eclipse

     

    Selenium RC is now waiting on port 4444 for Selenium Test case orders.

    You can now run your test case in eclipse like any other test case using Eclipse build in Junit runner.

  • apache_maven

    How to add dependencies graph to multi module projects. With this Maven plugin, you’ll be able to visualize Maven modules interdependencies and dependencies in any scope (compile, text, provided, system, runtime)

    depgraph:depgraph Can be used to draw a dependency graph from the project, the mojo is executed in. It traverses all dependencies and creates a graph using Graphviz. It draws a dependency graph just for your project. For a simple POM with no sub modules, it draws a graph of all dependencies (including transitive ones) below it. For a POM with sub modules, goes into each leaf POM and generates a separate graph for it.

     

    Here is an example of output on the plugin itself

    depgraph

     

    Install in all TeamCity Agent Graphwiz

    Graphviz is an open source graph visualization software. It has several main graph layout programs. See the gallery for some sample layouts. It also has web and interactive graphical interfaces, and auxiliary tools, libraries, and language bindings.

    Chance is that you are using Linux, so install is very easy and just a few click away for OpenSuse

    # zypper in graphwiz   

    or for Debian

    # apt-get install graphwiz

    In windows use the binary installer and put the graphwiz/bin in your PATH environment variable!

    Configure your POM

    Ideally put this in your parent pom inside the <build> </build> tag

    <plugin>
            <groupId>ch.elca.el4j.maven.plugins</groupId>
            <artifactId>maven-depgraph-plugin</artifactId>
            <version>1.7</version>
    </plugin>

    More configuration settings can be found HERE, now add either a new plugin repository location in your pom.xml (see below) or better in your artifactory proxy

      <pluginRepository>
        <id>elca-services</id>
        <url>http://el4.elca-services.ch/el4j/maven2repository</url>
        <releases>
         <enabled>true</enabled>
        </releases>
      </pluginRepository>

     

    Configure Teamcity build

    Add in the Maven runner of every TeamCity Build

    addDependenciesGraphGoalsInBuild

     

    Maven goals

    • depgraph:depgraph  Can be used to draw a dependency graph from the project, the mojo is executed in. It traverses all dependencies and creates a graph using Graphviz. It draws a dependency graph just for your project. For a simple POM with no submodules, it draws a graph of all dependencies (including transitive ones) below it. For a POM with submodules, goes into each leaf POM and generates a separate graph for it.
    • depgraph:fullgraph  Can be used to draw a dependency graph from the project, the mojo is executed in. It traverses all dependencies and creates a graph using Graphviz. It draws a graph for all the modules as they are interconnected. Same as depgraph for a simple POM, but for a POM with submodules, generates a combined dependency graph incorporating all modules.

    You may also want to let developer look at modules dependencies graph in TeamCity, so you may want to add to artifact path **/site/images/*.png => dependenciesGraph

    Artifacts are files produced by a build. After finishing a build, TeamCity searches for artifacts in the build's checkout directory according to the specified artifact patterns. Matching files are then uploaded to the server, where they become available for download. More ..

    artifactPath

     

    Configure Eclipse

    Install Graphviz and don’t forget to have it in PATH.

    You can share an eclipse Maven launcher in your parent project, right click on your pom.xml and select run as Maven configuration, specify either depgraph:fullgraph  or depgraph:depgraph   as goals

  • apache_maven

    What can you do to avoid that when you use one Maven dependency, to also inherit some other undesirable older
    dependency (which is to say from an older transitive dependency).

    The fix to this is to add an exclusion to the dependency in question.
    For example, if we start with a dependency upon version 1.2 of the jxpath library:

    <dependency>
       <groupId>common-jxpath</groupId>
       <artifactId>common-jxpath</artifactId>
       <version>1.2</version>
       <scope>compile</scope> <!-- default scope for sake of example-->
    </dependency>

    This dependency to jxpath 1.2 will bring in an old version of log4j 3.8. In order to ensure that I am using the latest
    versions of log4j (4.4),

    I need to put in an exclusion for these transitive dependencies of common-jxpath, which I do as follows:

    <dependency>
       <groupId>common-jxpath</groupId>
       <artifactId>common-jxpath</artifactId>
       <version>1.2</version>
       <scope>compile</scope> 
       <exclusions>
          <exclusion>
             <artifactId>junit</artifactId>
             <groupId>junit</groupId>
          </exclusion>
          <!-- I can put many of these here -->
    </exclusions> </dependency>

    Having excluded them, they will be any longer in the build.

    Now, there is still too many thing that can occur in the background

    • Another 3rd party artifact may include log4j by using a transitive dependencies, and then you will have to rely/trust transitive
      dependency mediation
    • You can explicitly include the versions that you want in all pom.xml or better in your parent pom.xml

    Transitive dependency mediation

    Dependency mediation - this determines what version of a dependency will be used when multiple versions of an artifact are
    encountered. Currently, Maven 2.0 only supports using the "nearest definition" which means that it will use the version of
    the closest dependency to your project in the tree of dependencies. You can always guarantee a version by declaring it
    explicitly in your project's POM. Note that if two dependency versions are at the same depth in the dependency tree, until
    Maven 2.0.4 it was not defined which one would win, but since Maven 2.0.5 it's the order in the declaration that counts: the
    first declaration wins.
    "nearest definition" means that the version used will be the closest one to your project in the tree of dependencies, eg. if
    dependencies for A, B, and C are defined as A -> B -> C -> D 2.0 and A -> E -> D 1.0, then D 1.0 will be used when building A
    because the path from A to D through E is shorter. You could explicitly add a dependency to D 2.0 in A to force the use of D 2.0

    find out what the transitive dependencies are?

    You can't control what you do not know!

    One that can be use during build stage or explicitly use on command line, is the maven plugin maven-dependency-plugin

       <build>
          <plugins>
             <plugin>
                <groupId>org.apache.maven.plugins</groupId>
                <artifactId>maven-dependency-plugin</artifactId>
             </plugin>
          </plugins>
       </build>

    and then use the goal dependency:tree, so a typical build strategy could look like 

    mvn clean install dependency:tree
    or
    mvn clean install dependency:list   (easier to tokenize in excel sheet)
    So it look like
    With no exclusions

    [INFO] [dependency:tree]
    [INFO] com.test:test:jar:0.0.1-SNAPSHOT
    [INFO] \- commons-jxpath:commons-jxpath:jar:1.2:compile
    [INFO]    +- xerces:xerces:jar:1.2.3:compile
    [INFO]    +- javax.servlet:servlet-api:jar:2.2:compile
    [INFO]    +- junit:junit:jar:3.8:compile
    [INFO]    +- ant:ant-optional:jar:1.5.1:compile
    [INFO]    +- xml-apis:xml-apis:jar:1.0.b2:compile
    [INFO]    +- jdom:jdom:jar:b9:compile
    [INFO]    +- commons-beanutils:commons-beanutils:jar:1.4:compile
    [INFO]    +- commons-logging:commons-logging:jar:1.0:compile
    [INFO]    \- commons-collections:commons-collections:jar:2.0:compile
    [INFO] [dependency:list]
    [INFO]
    [INFO] The following files have been resolved:
    [INFO]    ant:ant-optional:jar:1.5.1:compile
    [INFO]    commons-beanutils:commons-beanutils:jar:1.4:compile
    [INFO]    commons-collections:commons-collections:jar:2.0:compile
    [INFO]    commons-jxpath:commons-jxpath:jar:1.2:compile
    [INFO]    commons-logging:commons-logging:jar:1.0:compile
    [INFO]    javax.servlet:servlet-api:jar:2.2:compile
    [INFO]    jdom:jdom:jar:b9:compile
    [INFO]    junit:junit:jar:3.8:compile
    [INFO]    xerces:xerces:jar:1.2.3:compile
    [INFO]    xml-apis:xml-apis:jar:1.0.b2:compile

     

    With exclusions

    [dependency:tree]
    [INFO] com.test:test:jar:0.0.1-SNAPSHOT
    [INFO] \- commons-jxpath:commons-jxpath:jar:1.2:compile
    [INFO]    +- xerces:xerces:jar:1.2.3:compile
    [INFO]    +- javax.servlet:servlet-api:jar:2.2:compile
    [INFO]    +- ant:ant-optional:jar:1.5.1:compile
    [INFO]    +- xml-apis:xml-apis:jar:1.0.b2:compile
    [INFO]    +- jdom:jdom:jar:b9:compile
    [INFO]    +- commons-beanutils:commons-beanutils:jar:1.4:compile
    [INFO]    +- commons-logging:commons-logging:jar:1.0:compile
    [INFO]    \- commons-collections:commons-collections:jar:2.0:compile
    [INFO] [dependency:list]
    [INFO]
    [INFO] The following files have been resolved:
    [INFO]    ant:ant-optional:jar:1.5.1:compile
    [INFO]    commons-beanutils:commons-beanutils:jar:1.4:compile
    [INFO]    commons-collections:commons-collections:jar:2.0:compile
    [INFO]    commons-jxpath:commons-jxpath:jar:1.2:compile
    [INFO]    commons-logging:commons-logging:jar:1.0:compile
    [INFO]    javax.servlet:servlet-api:jar:2.2:compile
    [INFO]    jdom:jdom:jar:b9:compile
    [INFO]    xerces:xerces:jar:1.2.3:compile
    [INFO]    xml-apis:xml-apis:jar:1.0.b2:compile

     
    see Maven Dependency Plugin
  • apache_maven

    What you will learn in this Maven How To

    • How to generate JAXWS proxies stub against a local WSDL, remote WSDL
    • How to compile your maven project or module against a specific version of Java (here 1.6) using Maven Compiler Plugin
    • How to attach source code of your project with the binary artifact using Maven Sources Plugin
    • How to deploy artifact binary and artifact source artifact using Maven Deploy Plugin to a remote enterprise Artifactory Maven repository.

    Now if you run “mvn deploy” on the pom.xml, the following will be executed:

    • JAXWS will create proxy stubs in src/main/java
    • Maven will compile all proxy stubs in /target/classes
    • Maven will create in phase “install” two jar artifact jaxws-0.0.1-SNAPSHOT-sources.jar and jaxws-0.0.1-SNAPSHOT.jar in /target/
    • Maven will deploy these jars to artifactory so they can be used by all your developers.

    How to generate JAXWS proxies stub against a local WSDL, remote WSDL

    Add this to your pom.xml

        <dependencies>
            <dependency>
                <groupId>com.sun.xml.ws</groupId>
                <artifactId>jaxws-rt</artifactId>
                <version>2.1.3</version>
            </dependency>
        </dependencies>

    Add this to your settings.xml or pom.xml or better artifactory list of repositories

        <pluginRepositories>
            <pluginRepository>
                <id>java.net2</id>
                <url>http://download.java.net/maven/2/</url>
            </pluginRepository>
        </pluginRepositories>

    And configure the Maven JAXWS plugin, you can either use remote WSDL or local WSDL saved on disk

    <plugin>
        <groupId>org.codehaus.mojo</groupId>
        <artifactId>jaxws-maven-plugin</artifactId>
        <executions>
            <execution>
                <goals>
                    <goal>wsimport</goal>
                </goals>
            </execution>
        </executions>
        <configuration>
            <verbose>true</verbose>
            <!--
                <bindingFiles>
                <bindingFile>${basedir}/src/main/resources/binding.xml</bindingFile>
                </bindingFiles>
            -->
            <sourceDestDir>${basedir}/src/main/java</sourceDestDir>
            <!--
                <wsdlDirectory>c:\</wsdlDirectory> <wsdlFiles>
                <wsdlFile>stockquote.wsdl</wsdlFile> </wsdlFiles>
            -->
            <wsdlUrls>
                <wsdlUrl>http://www.webservicex.net/stockquote.asmx?WSDL</wsdlUrl>
            </wsdlUrls>
        </configuration>
    </plugin>

    If you now run mvn jaxws:wsimport or mvn install, the maven plugin will get the WSDL and create proxies stubs in src/main/java

    How to compile your maven project or module against a specific version of Java

    Just put inside the <plugins> section of  <build>, use at least java 1.5. Obviously I choose 1.6 in the example below

    <plugin>
        <inherited>true</inherited>
        <groupId>org.apache.maven.plugins</groupId>
        <artifactId>maven-compiler-plugin</artifactId>
        <version>2.0.2</version>
        <configuration>
            <meminitial>128m</meminitial>
            <source>1.6</source>
            <target>1.6</target>
            <!--
                <executable>${JAVA_HOME}/bin/javac</executable> <fork>true</fork>
                <verbose>true</verbose> <showDeprecation>true</showDeprecation>
                <showWarnings>true</showWarnings>
            -->
        </configuration>
    </plugin>

    How to attach source code of your project with the binary artifact using Maven Sources Plugin

    This small plugin will create a new jar file in /target with a classifier “sources” for you. Note that with <finalName/> you can deviate from standard naming scheme, which is of course not recommended.

    “A Maven 2 plugin that creates a project-version-sources.jar right along side the project-version.jar in the target directory. We are using the verify phase here because it is the phase that comes before the install phase, thus making sure that the sources jar has been created before the install takes place.”

    <plugin>
        <groupId>org.apache.maven.plugins</groupId>
        <artifactId>maven-source-plugin</artifactId>
        <version>2.1</version>
        <configuration>
            <!--<finalName></finalName>
            -->
        </configuration>
        <executions>
            <execution>
                <id>attach-sources</id>
                <phase>verify</phase>
                <goals>
                    <goal>jar-no-fork</goal>
                </goals>
            </execution>
        </executions>
    </plugin>

    How to deploy artifact binary and artifact source artifact using Maven Deploy Plugin to a remote Artifactory

     

    Add to your pom.xml the following

    <distributionManagement>
        <repository>
            <id>internal.repo</id>
            <name>MyCo Internal Repository</name>
            <url>http://maven.waltercedric.com:8080/artifactory/libs-releases</url>
        </repository>
        <snapshotRepository>
            <id>internal.repo.snapshot</id>
            <name>MyCo Internal Repository</name>
            <url>http://maven.waltercedric.com:8080/artifactory/libs-snapshots</url>
        </snapshotRepository>
    </distributionManagement>

    And to your settings.xml your administrator credentials (note don’t try admin/password against my artifactory repository, I use way more complex passwords). Note that the maven deploy plugin is able to detect if your artifact contains the word SNAPSHOT, if yes it will use the <snapshotRepository></snapshotRepository> and internal.repo.snapshot credentials

    <servers>
        <server>
            <id>internal.repo</id>
            <username>admin</username>
            <password>password</password>
        </server>
        <server>
            <id>internal.repo.snapshot</id>
            <username>admin</username>
            <password>password</password>
        </server>
    </servers>

    Now if you run “mvn deploy” on the pom.xml, the following will be executed:

    • JAXWS will create proxy stubs in src/main/java
    • Maven will compile all proxy stubs in /target/classes
    • Maven will create in phase “install” two jar artifact jaxws-0.0.1-SNAPSHOT-sources.jar and jaxws-0.0.1-SNAPSHOT.jar
    • Maven will deploy these jars to artifactory

    Download

    I did create a new Download section Maven for all future resources download. You’ll find there ready to use Maven/Eclipse projects.

    References

     

  • apache_maven

    Maven projects are created using the New "Maven projects" from M2Eclipse, see here for more details
    http://docs.codehaus.org/display/M2ECLIPSE/Creating+Maven+projects

    Maven Modules are different beast, as they are suppose to have a parent in their hierarchy, if you use Maven
    you are already understanding what the differences are.

    You can get in troubles if you try to make a lot of maven projects in eclipse, although it may seems natural to do so. A lot
    of people have gone that path, and this may work if you use the relativePath trick

    • parent (contains the super pom)
    • common-api, reference the parent using the <relativePath>../parent/pom.xml</relativePath>
    • common-core reference the parent using the <relativePath>../parent/pom.xml</relativePath>
    • common-spring reference the parent using the <relativePath>../parent/pom.xml</relativePath>
    • services-api  ...you get the idea
    • services-core
    • services-spring

    Here is an example for common-spring:

    <project>
    <modelVersion>4.0.0</modelVersion>
    <groupId>com.waltercedric</groupId>
    <artifactId>common-spring</artifactId>
    <version>0.0.1-SNAPSHOT</version>
    <parent>
      <groupId>com.waltercedric</groupId>
        <artifactId>parent</artifactId>
        <version>0.0.1-SNAPSHOT</version>
        <relativePath>../parent/pom.xml</relativePath>
     </parent>
    </project>

    maven.all.projects. Do not make everything a Maven project!

    With such a mapping you'll get in troubles! not all plug ins seems to support this kind of trick (relativePath)
    In the maven reactor (maven-deploy, maven-release for example). It is a lot wiser to represent
    your product or project also in eclipse in a tree manner. This will break the complexity, introduce
    more flexibility, so why not just using maven modules??
    Maven2 recommend to represent modules in a tree manner

    |--- parent                                (packaging : pom)
    |        | common                       (packaging : pom)
    |                   |common-api       (packaging : any)
    |                   |common-core     (packaging : any)
    |                   |common-spring   (packaging : any)
    |        | services                        (packaging : pom)
    |                   |services-api        (packaging : any)
    |                   |services-core      (packaging : any)
    |                   |services-spring    (packaging : any)

    To achieve that Goal, M2Eclipse use a trick and put all modules (common-xxx and services-xxx) in the
    same maven project (parent) while displaying a workspace that look like "project flat"...

    First create your product or project using a Maven Project

    one.maven.project

    focus on that project, and right click New... Others... Maven Module

    maven.module.helper new.maven.module

    click Next, in the next page, choose a POM packaging, as this module will contains module
    definition (aggregation of sub modules common-api, common-core,...)
    finish.module.creation

    The results is what maven expect: a parent directory with a set of modules and pom's

    result.maven.modules

    The workspace fake the view and show maven modules as what I call "ghost projects"

    Any changes in these "ghost projects" open in fact the Maven project (remember in fact
    the code is there), so any change in common-api force you to sync and version the Maven project.

    on the file system, it is even more visible, there is only one maven project (parent) and all its modules
    are interlinked into it!

    maven.interlinked.modules

    you can create an unlimited number of modules interlinked in the maven project...
    Some open source framework, prefers to name their first module level component-xxx, then all other modules-xxx

    |--- myProduct                                      (packaging : pom)
    |        | component-common                 (packaging : pom)
    |                   |module-common-api       (packaging : any)
    |                   |module-common-core     (packaging : any)
    |                   |module-common-spring   (packaging : any)
    |        | component-services                  (packaging : pom)
    |                   |module-services-api        (packaging : any)
    |                   |module-services-core      (packaging : any)
    |                   |module-services-spring    (packaging : any)
  • apache_maven

    Depending on your project requirements/number of customers, you may have to support different target environment. This article will help you to make your Maven build a bit more portable in that sense. Maven can help you avoiding having stage dependent data across all your Maven projects/ modules very easily thanks to resources filtering.

    Let’s imagine you want to build your software against many different runtime stack:

    • One is against your developer environment: eclipse, Tomcat, Mysql
    • One is running in a server with Tomcat, Mysql.
    • One is running in JBOSS 

    And that your software is somehow configurable, can be through properties files, xml files, environment variables. Some of your configurations files are containing data that are depending on runtime (paths, password, login, connection settings to database, profiling/tuning settings)

    Some guidelines about resources filtering

    Rules 1  you can’t filter pom.xml use profile keys

    if you have stage specific values pair key (login/password/paths) in pom.xml, you have to

    • use key/value pair properties in pom.xml (between <properties></properties>) or
    • use key/value pair properties that you override in pom.xml/settings.xml profiles or
    • use environment variables (not very efficient by the way and messy if you have too many)

    Rules 2 you can filter resources

    If you have stage specific values pair key (login/password/paths) in resources located at

    • src/main/ressources
    • src/test/resources
    • src/main/webapps
    • Anywhere else depending on your module archetype (an archetype is an helper to create a standardized Maven module)

    Then Maven filtering is the solution for your issues.

    Rules 3 profiles at rescue for new runtime

    Profiles can be defined in settings.xml or pom.xml. Maven has a very good documentation online HERE. Never forget that many profiles can be active at a time, either because you want it (start build with –P profilename1, profilename2) or based on external conditions (can be OS, path, existence/absence of files, etc..)

    Rules 4 Learn the hard way

    ATTENTION: resources  in module with packaging pom are not filtered nor copied to target directories. Don’t use src/main/resources in modules with packaging pom as it wont be copied and filtered to /target

    Tell Maven what to filter

    In order to use filters you must specify a resource directory and set filtering to true. The remaining elements are not required. Activate filtering for all files found in /src/main/resources. All files which contains the denotation ${some.property.name} will be replaced by the building property value defined in <properties></properties>

    Warning: Do not filter files with binary content like images, PDF, ZIP, GIF, JPG:  This will most likely result in corrupt output. If you have both text files and binary files as resources, you need to declare two mutually exclusive resource sets.

    Notes

    • Resources filtering definition has to be place between <build> and </build> , If you have a Maven project and a parent pom, it may belong to that particular pom.xml in order to avoid redundant definitions in all child pom.
    • if you want to filter all *.xxx files at any level in directory hierarchy you need both *.xxx (current level) and **/*.xxx (any level deeper)
    • The first resource set defines the files to be filtered and the other resource set defines the files to copy unaltered as illustrated below:

     

           <resource>
                <directory>src/main/resources</directory>
                <filtering>true</filtering>
                <includes>
                      <include>*.properties</include>
                      <include>*.xml</include>
                      <include>**/*.xml</include>
                      <include>**/*.properties</include>
                </includes>
            </resource>
            <resource>
                <directory>src/main/resources</directory>
                <filtering>false</filtering>
                <excludes>
                    <exclude>*.properties</exclude>
                      <exclude>*.xml</exclude>
                      <exclude>**/*.xml</exclude>
                      <exclude>**/*.properties</exclude>
                </excludes>
            </resource>    
            
            <resource>
                <directory>src/main/webapp/WEB-INF</directory>
                <filtering>true</filtering>
                <includes>
                    <include>*.properties</include>
                      <include>*.xml</include>
                      <include>**/*.xml</include>
                      <include>**/*.properties</include>
                </includes>
            </resource>
            <resource>
                <directory>src/main/webapp/WEB-INF</directory>
                <filtering>false</filtering>
                <excludes>
                    <exclude>*.properties</exclude>
                      <exclude>*.xml</exclude>
                      <exclude>**/*.xml</exclude>
                      <exclude>**/*.properties</exclude>
                </excludes>
            </resource>
        </resources>
        
        <testResources>
                <testResource>
                <directory>src/test/resources</directory>
                <filtering>true</filtering>
                <includes>
                    <include>*.properties</include>
                      <include>*.xml</include>
                      <include>**/*.xml</include>
                      <include>**/*.properties</include>
                </includes>
            </testResource>
            <testResource>
                <directory>src/test/resources</directory>
                <filtering>false</filtering>
                <excludes>
                    <exclude>*.properties</exclude>
                      <exclude>*.xml</exclude>
                      <exclude>**/*.xml</exclude>
                      <exclude>**/*.properties</exclude>
                </excludes>
            </testResource>
        </testResources>

     

    With the above configuration, we tell Maven that any files .xml, .properties files has to be processed and filtered.

    Give filter definitions to Maven

    Maven let you define N filters per modules as default: you can have different filters for every pom.xml. This may create some management issues. You can still decide to use one file (per runtime stack, or per profile) but you’ll have to use an absolute path to it.

    You can add a filters in your parent pom.xml by adding, I name these filter static, as they exist or not. You can also define dynamic filer in profile: the profile is active, the filter is added.

    <filters>
            <filter>${filter1}</filter>
            <filter>${filter2}</filter>
            <filter>${filter3}</filter>
        </filters>

    <filter> should be a file, usually a properties file that contains key/values pair that will be replaced at runtime.

    Note here that in order to be able to build against different target runtime, I do use a profile key/value pair properties

    Using Maven profiles to target multiple runtime environment

    Definition and motivation of using profiles

    Maven 2.0 goes to great lengths to ensure that builds are portable. Among other things, this means allowing build configuration inside the POM, avoiding all file system references (in inheritance, dependencies, and other places), and leaning much more heavily on the local repository to store the metadata needed to make this possible.

    However, sometimes portability is not entirely possible. Under certain conditions, plugin may need to be configured with local file system paths. Under other circumstances, a slightly different dependency set will be required, and the project's artifact name may need to be adjusted slightly. And at still other times, you may even need to include a whole plugin in the build lifecycle depending on the detected build environment.

    To address these circumstances, Maven 2.0 introduces the concept of a build profile. Profiles are specified using a subset of the elements available in the POM itself (plus one extra section), and are triggered in any of a variety of ways. They modify the POM at build time, and are meant to be used in complementary sets to give equivalent-but-different parameters for a set of target environments (providing, for example, the path of the app server root in the development, testing, and production environments). As such, profiles can easily lead to differing build results from different members of your team. However, used properly, profiles can be used while still preserving project portability. This will also minimize the use of -f option of maven which allows user to create another POM with different parameters or configuration to build which makes it more maintainable since it is running with one POM only. [from http://maven.apache.org/guides/introduction/introduction-to-profiles.html]

    In eclipse, you may want also to run your application against a simplified stack, for example by using Tomcat/Mysql. I propose you a strategy that should be able to target many runtime.

    First I replace all specific values through my application with keys ${aaaa.bbb.ccc} you determine the value of aaaa and bbb an ccc if you want to categorize them, but nothing stop you to just use ${aaa}

    examples:

    • ${database.mysql.url}
    • ${log4j.default.level} but it can be also only
    • ${log4jdefaultlevel}

    I create

    • a file in my Maven project at /etc/filter/eclipse.properties, I populate this file with keys/values that I use across all my configurations files in my application.
    • another file at /etc/filter/common.properties, I populate this file with keys/values that are independent of the runtime: can be logging information, timeout, etc..
    • another file at /etc/filter/jboss.properties, it contains all specific keys/values pair for that stage.

    You will have to put keys and their values to have the following valid configurations

    • common.properties + jboss.properties –> replace all keys and make your application work in Jboss
    • common.properties + eclipse.properties –> replace all keys and make your application work in eclipse

    I now define in settings.xml  the following profiles

    • id “Common” that will be always active, it make sense to have a common filter for all runtime or stack as long as you only put common key/values pair. The key ${filter1} has the value /etc/filter/common.properties
    • id “Eclipse” that will be active only If I detect an  eclipse environment,  the key ${filter2} has the value /etc/filter/eclipse.properties
    • id “Jboss” that will be not active as default, it will contains a properties key ${filter2} has the value /etc/filter/jboss.properties

    Lets look at the profile “common” in your globals settings.xml (you can also add it to your pom.xml)

    <profile>
        <id>common</id>
        <activation>
            <activeByDefault>true</activeByDefault>
        </activation>
        <properties>
            <filter1>${basedir}/etc/filter/common.properties</filter1>
        </properties>
    </profile>

    It define the filter1 and is always active

    The “eclipse” profile, only active when eclipse.exe is detected activate another filter

    <profile>
        <id>eclipse</id>
        <activation>
            <file>
                <exists>c:\eclipse\eclipse.exe</exists>
            </file>    
        </activation>
        <properties>
            <filter2>${basedir}/etc/filter/eclipse.properties</filter2>
        </properties>
    </profile>

     

    Note that the above filters are using ${basedir} reserved property, this is replaced by maven by the current artificatid (or module), so with the example above, you will have to create an etc/filter in all your modules (if you have a multi module setup). If you want to avoid this, you will have to use an absolute path instead of ${basedir}

    The Jboss profile use the same principle as the “eclipse” profile, detect a file or a hostname (jbossbuildagent)

    Make this run in Teamcity/Hudson/Bamboo

    If you activate your profile based on activation settings, you will have nothing to do. If some of your profiles are not activated as default, don’t forget to add a –P profilename1, profilename2, .. in your maven goals list.

     

    References

  • apache_maven

    On larger projects, additional dependencies often tend to creep into a POM as the number of dependencies grow. As dependencies change, you are often left with dependencies that are not being used, and just as often, you may forget to declare explicit dependencies for libraries you require. Because Maven 2.x includes transitive dependencies in the compile scope, your project may compile properly but fail to run in production. Consider a case where a project uses classes from a widely used project such as Jakarta Commons BeanUtils. Instead of declaring an explicit dependency on BeanUtils, your project simply relies on a project like Hibernate that references BeanUtils as a transitive dependency. Your project may compile successfully and run just fine, but if you upgrade to a new version of Hibernate that doesn’t depend on BeanUtils, you’ll start to get compile and runtime errors, and it won’t be immediately obvious why your project stopped compiling.

    Read mote at Sonatype Blog

  •  apache_maven

    The last year, I was at Jazoon 08, and I forget to tell you how good some of their presentation about Maven were

    Let the Continuous Build Embrace Your Database

    "JUnit tests should not depend on database state." - "Set up your test data before you run your test." - We figure this just does not always scale. Mocking test data for hundreds of tables may not be suitable and database schemes evolve as the application does.
    These are common challenges when developing large J2EE systems. This presentation shows practical approaches for project setups and (functional) tests that decided to depend on a database. Developers and build servers may or may not share the database and support for this should be as simple as possible. We give an overview of what proved to be a good setup for an Eclipse / Maven 2 based development and build environment that relies on an evolving relational schema.

    Read More Here 

    The PDF cannot be downloaded, fortunately  I‘ve made a backup just in case 2 years ago. I did upload the presentation at SlideShare

    Here is the mind map I’ve done during the presentation

    • Continuous build for DB
      • db changes
        • SQL script patches
        • changes in chema
        • different db state for  each trunk tag branches?
        • = hell of synchronization issues
        • they put script in SVN
        • only run modified scripts between each or last build
        • run SQL script against references db before pushing the same changes to prod
        • ex: developer commit, build server poll SVNand launch build, then propagate
        • they use continuum
      • they have made a framework that has some tables more to keep which files .SQL has run
      • and what .sql revision svn it was
      • so they can only run delta scripts
      • ex: version 1.0 in prod, but bug appear
        • -> open a branch
        • -> automatic run of branch sql scripts also to trunk
      • Idempotent
        • but the same script apply twice on different database status do not gibe the same result
          • so they have to make script idempotent by checking/handling all previous versions
        • views ad trigger can be Idempotent easily
      • they have DB quality checks
        • primary keys constraints
        • foreign keys
        • etc..
    • fightning bugs
      • not breaking sql scripts
      • no regressions
    • rerunnable junit functional tests
      • auto rollback junit class
        • their own impl of datasource
          • and connection
      • don’t expect developer to properly rollback called in teardown
      • extends autorollbackjunittestcase.class
      • autorollbacktestcase also existing in spring see spring-test.jar
    • eclipse maven setup
      • for junit tests
      • read junit.properties
      • if any junit-fritz.properties  exist it will use the user config file
        • good idea
        • the file will e committed but wont break continuum build server
      • multi modules
        • different classpath (test and main) between eclipse and maven
        • they use propertes in pom.xml and  variable in properties
          • -> filter
    • done by teslekurs
      • they have 70 modules
      • netcetera.ch
    • make a try
      • go to workspace in dos
        • run in pk common "mvn clean test" it should build common like in teamcity
      • Use spring test framework of spring 2.5
    • outlook
      • only oracle
      • they search good test data among their 1TB data
      • want to use maven in also in eclipse, they use the command line right now
    • ideas
      • they store the script they have run to create the database and their SVN revision in db

        someone in room has propose to keep the data in build and add a column to know if data was created by Junit or by the main code

     

    Database with junit

  • apache_maven

    In a multi modules project where you have write API or common code for unit tests in one project and want to reuse these in the tests for another project. Maven will crash during the compile phase if you do not make the following.

    Maven rules of the game:

    • The main code in src/main/java is visible across modules if you did specify project
      dependencies in pom.xml.
    • Test code reside in src/test/java and is not shared across modules, moreover
    • Test code can use any code from src/main/java but not the other way around, which
      make sense as we want to clearly separate test code (junit testcases) from code shipped.

    The solution is to create additional test jar for each module, this is done by putting in the
    parent pom (lets call it parent-pom.xml)

    inside the <build></build> tags the following:

    <plugin>
        <groupId>org.apache.maven.plugins</groupId>
        <artifactId>maven-jar-plugin</artifactId>
        <executions>
          <execution>
            <goals>
              <goal>test-jar</goal>
            </goals>
          </execution>
        </executions>
    </plugin>

This will create for each modules an additional jar named {artifactId}-{version}-tests.jar
during the goal test-jar

Now for every modules where you want to reuse test classes, all you have to do in to put in every
modules pom.xml a dependency to that test jar by adding the tests classifier

 <dependency>
     <groupId>yourGroup</groupId>
     <artifactId>yourReusableModuleArtifact</artifactId>
     <version>0.1-SNAPSHOT</version>
     <classifier>tests</classifier>
     <scope>test</scope>
 </dependency>

 

This has work for me with Maven 2.0.8

  • HowTo transform your xBox
    into a Media Center
    with XBMC

    XboxMediaCenter is a free open source (GPL) multimedia player for the Xbox™ from Microsoft. Currently XboxMediaCenter can be used to play/view most popular video/audio/picture formats such as MPEG-1/2/4, DivX, XviD, MP3, AAC, JPG, GIF plus many more less known formats directly from a CD/DVD in Xbox DVD-ROM drive or of the Xbox harddrive, XBMC can also play files from a PC over a local network and even stream media streams directly from the internet. XBMC has playlist and slideshow functions, a weather forecast and many audio visualizations. All these features enable the Xbox™ running XboxMediaCenter to fully function as a multimedia jukebox. XBMC is easy to use, it's convenient, flexible and offers great price/performance ratio. (This, The XboxMediaCenter Project is also known as "Xbox Media Center" or simply "XBMC"). Note! XBMC is a hobby project that is only developed by volunteers in their spare-time for free. (Remember that XboxMediaCenter does require a modded Xbox to run on or it will not function). fromwww.xboxmediacenter.com

    {mosgoogle center}

    xboxIconLegal Issues

    It is strictly forbidden to modify your xBox, sell or install mods chip in france. Even opening the XBOX is forbidden.
    Remember pirating is a crime, support the developers and film companies.

    xboxIconWhat does XBMC do?

    http://www.xboxmediacenter.com/info_project.htm 

    xboxIconProcess

    What you will have to do: (green mandatory,blue optional)

    1. Buy a Xbox 
    2. open the Xbox (void garanty) 
    3. Install a modchip 
    4. flash a BIOS on modchip 
    5. Install a new dasboard with FTP support 
    6. backup original data found on C: with FTP to your PC 
    7. install and configure Xbox media center (XBMC) with FTP 
    8. Adapt scripts (XML files) for your network or shares drives 
    9. Install a streaming server on some PC or use Samba to access remote data (video, pictures and music) 
    10. Add a 3rd party 5:1 cable with digital output, RGB... 
    11. Install a bigger harddisk if you want to host more video, musicon the Xbox 
    12. Install a harddrive led 
    13. Configure internet 

    • Install Linux.... 


    {mosgoogle center}


    xboxIcon1. Buy a Xbox, required


    With chance, you can still find this pack from
    christmas 2004. Cost me 199euro

    No Games, but a video DVD is in the pack.
    Remote Controller pack, a lot more user
    friendly than the pad for this application..


    A xBox

    Optionnal

    xbox wireless option
    Network cable, if you want to use your PC as a storage server. M$... sell also a wireless card.
    I was trying this streaming solution 10 minutes, then a strong headache forced me to stop it.

    {mosgoogle center}


    xboxIcon2. Open the Xbox (void the garanty)
    1.70€
    This is the cheaper version I've found. This is a
    Torx screwdriver

    time: 5 minutes

    Overall view, return the xBoxLocate the screws, 4 are under the
    gromets, 2 are under stickers.
    Use the allen #20
    All screws have the same length. 2 additionnal
    screws are under the sticker
    Remove the harddisk, only 1 screw.
    Use the allen #10
    Remove
    Remove the DVD rom, only 2 screws
    Use the allen #10
    Ready to install the mods chip.
      
      

    {mosgoogle center}


    xboxIcon 3. Install a mods chip

    All mods-chips are more or less equal! I mean that some special restriction, like DVD region, macrovision, disk eject, run signed code (from M$ or 3rd party game company) or unsigned code (Linux, softwares and emulators) etc... are not controlled by the mod-chip itself but only by the BIOS (Basic Input Output System, this small program is responsibe for initializing devices, starting a kernel, and low level operations)...So what?
    Differences are:

    • Ease of installation (soldering may be required or not), 1st generation of chips (2000) use to have more than 50 cables, 2rd generation less than 15 cables and 3rd most of the time no soldering.
    • Onboard memory size (up to 2Mb for the latest generation) and number of BIOS you can store (up to 6 with different memory mapping : 6 bios of 256kb or 2 bios of 512kb and 4 of 256kb....)
    • The way you can flash a new BIOS (printer LPT port or USB or through the dashboard with a CD).
    • Possibility of extension: like adding a LCD panel (Xenium).

    Price range is from $20 (soldering required and only one bios like the Aladin) to $60 (2Mb, USB, 6 bios, LCD) for the most expensive.

    I choose theXbit because:
    • Xbit is Solderless (for all XBOX versions from 1.0 to 1.5): All You have to do is to position the chip correctly, and use 1 screw...In fact the double row of pogo pins (pins wih springs) are postionning the chip nearly alone.
    • Xbit accept BIOS up to 2Mb, you can have many bios in the onboard memory (6 memory mapping) and chose the one you prefer with dip-switches (6 configurations)
    • Has a USB interface while other has LPT or none (Some of them even sold the LPT bios loader separatly)

    Xecuter 3.0 was my first choice but it was not available at that time

    All manufacturer have great HowTo sections, for Xbit just follow instructions here:
    http://www.dms3.com/xmanuals.htm
    http://www.dms3.com/xbit_pogopin_install.htm


    {mosgoogle center}


    xboxIcon4. Flash a Bios on the modchip

    Which BIOS?Nearly all mod-chip are shipped without a BIOS installed, in best case you get a cromwell BIOS (open source BIOS develop to boot linux), this is because of legal issues: a lot of BIOS are based on M$... hacked version.

    http://www.xbox-scene.com/bios_retail.html Here you can find a comparaison table of all functionnalities with a glossary of technicals terms

    Executer is a famous modchips builder and they provide their own BIOS free of charge, You can install it on all mods chips since they provide both binary image of 256kb and 512kb.


    {mosgoogle center}


    xboxIcon 5. Installing a new dashboard

    The M$... dashboard do not have: FTP (File Transfert Protocol) support, game backup, file explorer, linux loader, skins support etc... and can only run signed code.
    This is why You must install a new one:


    I have only tried EvolutionX and I am happy with it

    For installing EvolutionX, all you have to do is to locate on internet the file: SlaYer's EvoX Auto-Installer v2.5FINAL.iso (215Mb) and burn it on a DVD-RW or CD-RW.

    Boot your XBOX with this CD inside, and follow the onscreen menu. In 2 minutes, You can have EvolutionX, Linux, XBMP installed. You can even prepare a new and bigger harddisk with no efforts.
    Reboot

    You have now:
    C:As before, partition where the XBOX operating system is
    D:DVD drive
    E:Game save, original dashboard music and all third party applications: dvd reader, ftp, many players, some emulators (5Gb)
    F:If you have a disk bigger than 4Gb you will have some space to store Linux for example
    G:Available if you have a disk bigger than 120Gb
    X:Internal cache (768Mb)
    Y:Internal cache (768Mb)
    Z:Internal cache (768Mb)

    If You want that Avalaunch display your BIOS version in the first page,
    You need to open the file c:evox.ini . For the Executer 4981 BIOS add these 2 lines:
    Rom = "x2 4981.06",0xca25c9b3721da8c96c4770515dbcda07
    Rom = "x2 4981.67",0xb6eb9fb7b79795c962b7f998ee4a8694


    {mosgoogle center}


    xboxIcon6. Backup original data found on c: with FTP to your PC

    Connect your Xbox to the network!Using the remote controller or gamepad, you can go in evox "system preferences", this is the place where you can set the FTP server adress, password, DNS, gateway.

    • Use a fix IP, it should be something like 192.168.0.XXX with XXX from 2 to 255, use for example 192.168.0.10
    • Do not set the 2 DNS (Domain Name Server which is normally your router 192.168.0.1) if you do not want to let your XBox have an access to internet.
    • You can not change te FTP login name ("xbox"), only the default password ("xbox") this is because the login "xbox" is encrypted in MD5, a page onwww.xboxmediacenter.com (FAQ) section let you change it in file fileserver.xml

    Save all changes (save changes is located at the end of the menu), and reboot your Xbox

    Attention: I use to have some instabilities with 2 different crossed Ethernet cable, in fact the FTP was instable and unusable (disconnect and time out problems), I am using a router-switch in the middle now and everything is working perfectly. This is probably due to a mass problem.

    Use your favorite FTP client (LeechFTP, CuteFTP,....) to connect to the XBOX, it is good idea to backup all files found under C: (default dashboard and RSA key pair for your machine)

    If you want to play withEvolutionX: add or translate for example some new entries in the main menu, edit the filec:evox.ini


    {mosgoogle center}


    xboxIcon7. Install and configure Xbox media center (XBMC) with FTP

    XBMP is now discontinued, a XBMB team decide to rewrite it and create XMBC

    XBMC review at Tomshardware

    "Xbox Media Center (XBMC) for Microsoft's Xbox game console turns the Xbox into a very capable
    multimedia jukebox, enabling it to play AVI (divx/xvid), MPEG, MP3, JPG and many other audio/video/picture file
    formats from CD/DVD, HD, a LAN or the internet
    ."

    For legal reasons, you can only download XBMC source code, but not the binary since the SDK of Microsoft do
    not allow You to distribute binary. The open-source community is currently creating an open source SDK: the XDK.

    How to find binaries:

    • Try to find it on P2P network : eMule, eDonkey or
    • www.geux.net make a light distribution (without codecs, scripts and skins) or
    • If you want to have always the latest build (risky it may not be a stable version since it reflect the current state of development) : http://www.azard.firstream.net/ or
    • Compile it yourself with XBOX SDK and Visual C++ if you own a M$ license ;-)

    How to install it:

    • XBMC is ONLY a directory, copy it to e:/apps/XBMC for example and add an entry in c:/evox.ini
      section "Root"
      {
      ..
      Item "Multimedia Station","e:/Apps/XBMCdefault.xbe"
      ...
      }
    • Reboot and you're done.
    • If you have problem with XBMC, please first read the Frequently asked questions first: http://www.xboxmediacenter.com/info_faq.htm

    Links:


    {mosgoogle center}


    xboxIcon8. Adapt scripts (XML files) for your network or shares drives

    XMBC configuration is done through a XML file (a plain text file heavily structured with some special tags),
    this file is in e:/apps/XBMCXboxMediaCenter.xml

    The purpose of this file is to tell the player where to find digital content, because your multimedia files
    can be stored on the XBOX or on the network:

    XboxNetwork
    HardDiskC: or E: or F:
    Digital StorageD: (DVD)
    D: (ISO mode)
    D: (UDF mode)
    streaming protocols
    XNSThe first streaming protocol.
    XBMS"A new network protocol for media streaming named XB Media Streaming Protocol (XBMSP) developed by PuhPuh in discussion with RUNTiME & Pope-X.
    XBMSP is a more simplistic & faster protocol than the XNS protocol currently used by XboxMediaPlayer. Though XBMSP has not replaced XNS it can be used by future XStream Servers to share media files to XboxMediaPlayer. PuhPuh has also developed XSteam test server called "ccXStream" that uses the XBMSP protocol." from
    www.xbox-scene.com 
    SAMBAAn open source implementation of the SMB file sharing protocol that provides file and print services. Samba allows a non-Windows server to communicate with the same networking protocol as the Windows products.
    Samba was originally developed for UNIX but can now run on Linux, FreeBSD and other UNIX variants. It is freely available under the GNU General Public License. XBMC has an integrated SAMBA client and support natively Samba drive

    This file contains a documentation and is quite easy to modify.

    Attentionwhen you copy digital content to the Xbox harddrive with FTP, the filesystem (FAT-X) has a lot
    of limitations! no name up to 43 characters, no special character < > = ? : ; " * + , / | and avoid accents too...


    {mosgoogle center}


    xboxIcon9. Install a streaming server on some PC or use Samba to access remote data

    A list of all available tools can be found on http://www.xbox-scene.com/tools/tools.php?page=streaming

    Personnaly I have only use Relax pre 0.76, I ran into problem with NFS protocol and was not convince
    by its efficiency (speed of access and streaming). I decide to try Samba (smb://) and it works perfectly since!

    1. open e:/appsXBMCXboxMediaCenter.xml
    2. At the end of the file, locate the bookmark section.
    3. Example of bookmark
      smb://xbox:This email address is being protected from spambots. You need JavaScript enabled to view it..0.4/EOLE/
      where

      • xbox is the windows/linux/macintosh user name (this user must exist)
      • k7sEP1zY is the password, do not use ';' as this has a signification in the smb:// url (use to specify a network domain)
      • 192.168.0.4 is the fix IP of the server (nearly all router can assign a fix IP adress to a Ethernet card) Here this adress is one of my PC
      • EOLE: is the name of one of my share drive,  Share drive name are not mandatory!

    {mosgoogle center}


    xboxIcon10. Add a 3rd party 5:1 cable with digital output, RGB...

    XBOX HIFI STATION RGB / SVHS / Optical / Coax / Component


    • RGB SCART output
    • Gold contacts
    • Optical output / coax output for 5.1 Dolby Digital
    • S-Video/SVHS output
    • COMPOSITE output
    • Audio-output
    • COMPONENT Y/Pr/Pb for videoprojector
      less than 20euroHERE !!!

    I bought this one

    Xbox RGB-Pro-Advanced cable
    • RGB-SCART-cable
    • Gold contacts
    • Optical audio output DolbyDigital 5.1/AC2 Receiver
    • Audio/Video Chinch ouput
    • SVHS output
      less than 18euroHERE !!!

    {mosgoogle center}


    xboxIcon11. Install a bigger harddrive

    1. Boot Xbox with the original hard disk,
    2. With FTP save everything from C: and E:: on your local PC, If you want to reuse this old disk (8Gb of free space), do not forget with SlaYer's EvoX Auto-Installer v2.5FINAL.isoto unlock the harddisk before removing it from the XBOX otherwise it is unusable.
    3. Install the new hard disk in the case,
    4. Using the CD which contains with the CD containing SlaYer's EvoX Auto-Installer v2.5FINAL.iso,boot the Xbox and choose "Initialize new disk",
    5. Restart the Xbox without any CD after completion,
    6. Using FTP, copy everything back to C: and E:

    {mosgoogle center}


    xboxIcon12. Install a harddrive LED

    see Add a led to your Xbox to see hard disk activity 


    {mosgoogle center}


    xboxIcon13. Configure Internet

    All You have to do is to specify the gateway and DNS in the dashboard. If XBMC configuration file (e:/appsXBMCXboxMediaCenter.xml) do not contains any gateway or DNS it will use the dashboard settings.

    1. Set the Internet settings  in the dashboard. OR
    2. Set the Internet settings in XBMC
    1: Set the Internet settings  in the dashboard.

    Where
    • A is a FIX IP adress assign by the router to the XBOX
    • B is a constant. aka always the same value: 255.255.255.0
    • C is the IP adress of my router gateway, it should be as default 192.168.1.0 for NetGear and 192.168.1.1 for US robotics. Default Gateway and DNS MUST have  the same adress. The DNS function is explained here [Wikipedia]


    2: Set the Internet settings  in XBMC.
    go into the settings panels of XBMC under internet protocol


    Choose
    A  if you already set the DNS, gateway, IP in the dashboard  (point 1 above)



    Choose
    if you prefer to set the DNS, gateway, IP in XBMC  (same values as in point 1 above)


    ChooseC if you prefer to let the system find DNS, gateway, IP, Your gateway must have DHCP enable!


    If everything is working, You should:

    • See some news (RSS) in the frontpage of XBMC,
    • Be able to query the meteo status.
    I recommend you to set the IPadress here (for example 192.168.0.10) or use you router so your XBOX has always the same adress.

    {mosgoogle center}


    xboxIcon Install Linux

    Installing Linux is not needed to run XBMC, It is just a possibility among other the xbox has.

    1. So you want a cheap linux box, a small webserver to host your internet page, creating a cluster, etc... You may want to install Linux on Your Xbox
    2. You just want to play multimedia content and only have the standard harddisk (8Gb), You will only have enough storage on harddisk to install XBMC
    3. You are already addict to Linux and have a bigger harddisk (like 80Gb or 160Gb) - You can install both! XBMC and Linux!

    Here are some very good tutorials:
    http://www.xbox-linux.sf.net/
    http://www.xbox-linux.org/ Linux Debian on Xbox



    xboxIcon 15. Frequently asked questions

    I've load a bad/corrupt skins and can not change it in the graphical user interface of XBMC!
    Search in E:/TDATA/in all directories for a file settings.xml (on mine Xbox it was in E:/TDATA/0face008) and edit this file


    MayhemWidescreen
    true
    true

    change the skins name to the previous which was working, and then restart XBMC


    {mosgoogle center}


    xboxIcon Not required but...

    You may want to :

    • Change the Fan because it is too noisy in a home cinema setup...
    • Connect USB devices: keyboard and mouse, in order to use linux. Some interface are now available ($15) or you can build it yourself (soldering required)
    • Replace the genuine DVD rom, in order to have a better compatibility with CD-CDRW (the genuine drive Samsung read correctly only closed sessions discs, other do not read CDR)

    {mosgoogle center}


    xboxIcon Helping the community
    There is surely something for you!

    • Help at the code level,
    • Create more skins, logos
    • Write documentations, tutorials.
    • Translations of interface, manuals...,
    • Help newbies in forums,
    • And pay some games instead of copying them!

    {mosgoogle center}


    xboxIcon Thanks

    My thanks goes first to M$... for having created such a device, and think that nobody will ever crack its protections schemes. Then to the community which always do a great job and is creating a lot of good releases in all domains.


    {mosgoogle center}


    xboxIcon Xbox Linux clusters

    A lot of people want to create farms of Xbox to resolve some complex challenges (like Seti at Home, RSA key crack)


    xboxIcon Emulation

    http://xboxemul.gueux.net/
    http://www.lantus-x.com/xSnes9x/ SNES
    http://mameox.sourceforge.net/


    xboxIcon Links

    http://www.xbox.com/ Official XBOX site
    http://www.xbox-scene.com/ The REFERENCE site, if you visit only one, this MUST be the one!
    www.teamxecuter.com the best, oldest, constantly improved mod chip available.
    http://www.techtv.com/screensavers/modtips/story/0,24330,3420568,00.html XBMP Review at techTV, some video can be download.
    http://sourceforge.net/projects/xbplayer Host the source code of the project.

    http://mediaportal.sourceforge.net/ open-sourced Windows(Win32) port of Xbox Media Center, named Media Portal.

    http://www.xboxhacker.net/ All about mods chips in general
    http://www.avalaunch.de/ Avalauch community
    http://www.teamavalaunch.tk/ Team Avalaunch (dashboard)
    http://www.xboxopensource.com/

    http://sourceforge.net/projects/openxdk/ OpenXDK is an Open Source, Free, Legal Xbox Development Kit. OpenXDK is being developed to facilitate hobbyist and "homebrew" coding for the Microsoft XBox.

  • apache_maven

    The JBoss division of Red Hat develops several large open source Java applications. These include the JBoss application server, Hibernate, Seam, and several others. These applications primarily used Ant for builds, tests, releases and other parts of the project life cycle. As the size of these projects increased, several problems were experienced with the build system. The builds became difficult to maintain for current developers and difficult to understand and use for new developers. Managing the various project dependencies also became more difficult as dependency versions were changed, source code was moved, etc. There was also a lack of consistency from one project to the next. Since there were only minimal standards in place, the build scripts of the projects would be very different from each other. These and other issues led to the decision to migrate from Ant to Maven. Read More HERE

  • i-gotU_GT-200e.package.content

    i-gotU is a GPS Device that can record the trace of your journey, auto-add GPS information on the photos taken on your journey, present it in 3rd dimension and export in multiple sharable file formats. i-gotU not only is compatible with all digital cameras & camera phones available in the market, providing you the coolest GPS tracking gadget while saving you extra expenses on other equipments

    Forewords

    I was greatly surprised to be contacted by Mobile Action.I would like to thank them for having send me a free sample for that review and of course, I encourage all companies around the world to do the same ;-))

    Package content

    igotu

    The i-GotU GPS data logger includes the following items in the box:

    • GPS Logger Cableworks both as GT-200 / GT-200e / GT-120 built-in battery charger and data transfer medium for GT-200 / GT-200e / GT-120.
    • @trip PCis an easy to use software tool to fast create and personalize the Travel Blog for your journey.
    • Jelly case: Besides especially designed for broader appliances, both GPS Logger (USB) & GPS Logger (Bluetooth) also comes with a jelly case for easier wear or any other kind of attachment.
    • GPS Logger Fastening Strap allows you to tie and fasten the GPS Logger anywhere for easier travel.

    This is how the package look like

    i-gotU_GT-200e.box01 i-gotU_GT-200e.box03

    &160;

    Presentation

    i-gotU_GT-200e.size.02

    The i-gotU 200E GPS measures 46&160; mm(L) x 41.5 mm(W) x 14mm (H) and fits easily in a coat pocket, purse, backpack.

    The interface is minimal but sufficient for most operations:

    • The blue LED indicator blinks once when you power it on,
    • Both the red and blue indicators blink simultaneously twice when data are logged,
    • Long press the button, and the red LED stays red until GPS Logger is powered off,
    • The red LED blinks: twice / once when battery is low or memory full,
    • The blue and red LED indicators blink in turn for 5 minutes during Bluetooth pairing mode

    &160;

    &160;

    &160;

    i-gotU_GT-200e.top i-gotU_GT-200e.rear
    Top and rear view. the box is 46&160; mm(L) x 41.5 mm(W)

    i-gotU_GT-200e.connectori-gotU_GT-200e.side

    &160;

    The i-gotU 200E is about 46 mm long and just under 14 mm thick.

    i-gotU_GT-200e.device i-gotU_GT-200e.overview

    The front of the i-gotU 200E has two LEDs (red and blue), used to indicate power, free memory status, Bluetooth pairing status.

    i-gotU_GT-200e.strap.front i-gotU_GT-200e.strap

    The Fastening Strap, long enough to be fastened to a backpack, bicycle.

    i-gotU 200E Features

  • Small device that fits in the palm of your hand. Nothing else needed, just turn it on to record GPS data,
  • Mapping for the entire world using the latest cutting edge 3D maps from Google Maps www.googlemap.com.
  • Real-time location configurable depending if you are using a car, bicycle, boat and simple walking around,
  • Auto-map your photos with GPS location information,
  • Durable, lightweight, water-resistant housing which is highly appreciable if you are practicing outdoor photography or wildlife,
  • Enhanced sensitivity for indoor and outdoor reporting thanks to the latest SIFR Star III GPS chipset.

    Specifications

    &160;

    i-gotU 200E &160;
    Dimension 46 x 41.5 x 14 mm
    Weight 37g
    Chipset Built-in SiRF Star III low-power chipset
    Antenna Built-in GPS patch antenna
    Battery Built-in 750 mAh Lithium-ion battery
    LED indicators Blue & Red
    Cold start < 35 seconds
    Warm start < 35 seconds
    Connection interface USB 1.1 for PC connection;
    Bluetooth V2.0 EDR Class 2 for PDA & mobile phones
    Operation temperature -10 °C to + 50 °C
    Water-resistant Yes

    Size comparisons

    Let’s compare the size of the i-gotU 200E with the i-gotU GT-120

    Home_GT-200 Home_GT-120

    Front view Side view Top view
    i-gotU.size.bt120.bt200e-front i-gotU.size.bt120.bt200e-side i-gotU.size.bt120.bt200e-top


    i-gotU.size.bt120.bt200e.legend

    &160;

    GPS Chipset SiRFstar III

    &160;

    GSC3

    From Wikipedia “The SiRFstarIII chip is distinguished from earlier SiRF chips and from GPS chipsets made by other manufacturers (Garmin or Trimble Inc for example), largely due to its ability to acquire and maintain a signal lock in urban or densely covered forest environments, and its faster time to first fix (TTFF), the time it takes for a GPS receiver to lock onto the satellite signals and determine the initial position. The enhanced abilities of the SiRFstarIII chips are made possible by several features:

    • A 20 channel receiver, which can process the signals of all visible GPS and WAAS satellites simultaneously.
    • The chip consumes 62 mW of power during continuous operation.
    • Receiver sensitivity of -159 dBm while tracking; GPS receivers based on this chipset have routinely performed better than receivers based on other chipsets. Reviewers have praised the SiRFstarIII chipset for its superior sensitivity and tracking capabilities.

    read more http://en.wikipedia.org/wiki/SiRFstar_III and http://www.sirf.com/

    &160;

    Installation

    A windows universal installer which support all Mobile Action devices. Note this version only run on windows, Linux/Mac user will only enjoy basic functionalities (Screenshots) thanks to an open source project located at https://launchpad.net/igotu2gpx

    Follow the on-screen instructions to complete the installation.

    install.igotu.03 install.igotu.04
    install.igotu.05 install.igotu.06

    Usage Scenarios

    Geo tagging your pictures

    Make sure your digital camera time is correct, and the same as the on on the GT-200E, take both your camera and the GT-200E with you. When you’re back home, the software will be able, based on picture time, to insert GPS coordinates into EXIF metadata.

  • EXIF is a standard (see specifications HERE), abbreviation for Exchangeable Image File Format, is a metadata format developed by the Japan Electronic Industry Development Association (JEIDA) that is closely associated with JPEG. Most camera users know that it contain some information like aperture, shutter speed, white balance, and flash use.

    The GPS metadata that are interesting us now are:

    GPS Version
    GPS Latitude Ref
    GPS Latitude
    GPS Longitude Ref
    GPS Longitude
    Altitude Ref
    GPS Satellites
    GPS Status
    GPS Measurement Mode
    GPS Degree of Precision
    GPS Speed Ref
    GPS Speed
    GPS Track Ref
    GPS Track
    GPS Image Direction Ref
    GPS Image Direction
    GPS Map Datum
    GPS Destination Latitude Ref
    GPS Altitude
    GPS Timestamp
    GPS Destination Latitude
    GPS Destination Longitude Ref
    GPS Destination Longitude
    GPS Destination Bearing Ref
    GPS Destination Bearing
    GPS Destination Distance Ref
    GPS Destination Distance
    GPS Processing Method Size
    GPS Area Information Size
    GPS Date Stamp
    GPS Differential

    But there is more Metadata

    EXIF Version
    Make
    Model
    Description
    MakerNote Size
    MakerNote Offset
    Color Space
    WhitePoint X
    WhitePoint Y
    Chromaticity Red(X)
    Chromaticity Red(Y)
    Chromaticity Green(X)
    Chromaticity Green(Y)
    Chromaticity Blue(X)
    Chromaticity Blue(Y)
    YCbCrCoefficient 1
    YCbCrCoefficient 2
    YCbCrCoefficient 3
    Gamma
    Pixel Columns
    Pixel Rows
    Component Configuration
    Compressed Bits Per Pixel
    YCbCr Positioning
    User Comment
    User Comment Size
    Related Sound File
    Date Time
    Subsec Time
    Date Time Original
    Subsec Time Original
    Date Time Digitized
    Subsec Time Digitized
    Exposure Time

    Shutter Speed
    Aperture
    Brightness Value
    Exposure Bias
    Max Aperture
    Subject Distance Min (M)
    Subject Distance Max (M)
    Subject Distance (M)
    Metering Mode
    Light Source Temp
    Light Source
    Flash Fired
    Flash Mode
    Flash Return
    Flash Function
    Flash Red-eye
    Focal Length (mm)
    F Number
    Exposure Program
    Spectral Sensitivity
    ISO Speed
    OECF Size
    Flash Energy
    Spatial Frequency Response Size
    Focal Plane X Resolution
    Focal Plane Y Resolution
    Focal Plane Units
    Subject Area X
    Subject Area Y
    Subject Area X Center
    Subject Area Y Center
    Subject Area Diameter
    Subject Area Width
    Subject Area Height

    Subject X Location
    Subject Y Location
    Exposure Index
    Sensing Method
    File Source
    Scene Type
    CFA Pattern Size
    Photographer Copyright
    Editor Copyright
    Artist
    Orientation
    X Resolution
    Y Resolution
    Resolution Units
    Software
    Custom Rendered
    Exposure Mode
    White Balance
    Digital Zoom Ratio
    Focal Length 35mm
    Scene Capture Type
    Gain Control
    Contrast
    Saturation
    Sharpness
    Device Settings Size
    Subject Distance Range
    Image Unique ID
    InteropIndex
    InteropVersion
    InteropWidth
    InteropHeight

    For your info, You may also be able to add IPTC (comments metadata) data to most picture in Picasa/Windows Vista

    Headline
    Action Advised
    By-Line
    By-Line Title
    Caption/Abstract
    Category
    City
    Contact
    Copyright Notice
    Country/Primary Location Code
    Country/Primary Location Name
    Credit
    Date Created
    Digital Creation Date
    Digital Creation Time
    Editorial Update

    Edit Status
    Expiration Date
    Expiration Time
    Fixture Identifier
    History
    Image Orientation
    Image Type
    Keyword
    Language Identifier
    Location Code
    Location Name
    Object Attribute
    Object Cycle
    Object Name
    Object Type
    Original Transmission

    Reference
    Originating Program
    Program Version
    Province/State
    Reference Date
    Reference Number
    Reference Service
    Release Date
    Release Time
    Source
    Special Instructions
    Subject Reference
    SubLocation
    Supplemental Category
    Time Created
    Urgency
    Writer/Editor

    The software will add GPS data into each of your EXIF pictures. A nice feature also built in @trip PC is the ability to export your pictures to Flickr, Picasa and Google Earth/maps or to the Mobile Action online community @Trip

    Travel and Sport logging

    Depending on the kind of travel you are going to do, it is mandatory to connect the i-gotU&160; 200E to an USB port for configuration

    configuring.01 configuring.02

    Then you can based on profile usage, fine tune (manual mode) or not the tracking interval. It is basically setting how often you would like the GPS to record your position. Most of the time, you can use the following triggers:

    • Based on time, every X seconds, a new GPS point will be saved,
    • Based on speed, starting at speed X, a new GPS point will be saved,
    • Both of the above.

    The objective of all these settings is to avoid recording too many points, and as such flooding the internal memory with redundant positions. The graphical user interface is very intuitive, and quite pleasant to the eyes as seen in the screenshots below:

    Slow walking tracking mode

    configuring.03 configuring.04
    Bicycle and scooter tracking mode
    configuring.05 configuring.06
    Boat and car mode
    configuring.07 configuring.08

    Your device is now ready, depending on the recording speed, you may use it up to 80 hours.

    Importing data back

    To import you data back in the software, just connect your i-Got-U 200E to your PC. The software will ask for a name and then display your travel path in Google Maps. Below is a screenshot of a travel from Zurich to St Gall by train.

    zurich-st.gallen.i-gotU

    Export functions are just a click away

    i-gotU.sharing.trip

    You can easily export to

    • @trip online community server,
    • MHT a single file that contains an HTML page, pictures and JavaScript imitating the @Trip PC interface,
    • KML is a file format used to display geographic data in an Earth browser such as Google Earth, Google Maps, and Google Maps for mobile.
    • KMZ are just zipped KML files.

    Presentation of portal @trip

    The community portal is located at http://www.a-trip.com/ and registration is free. It offer you a way to share your picture online along with your recorded GPS tracks.

    www.a-trip.com

    There is some tutorials online and an active forum

    Conclusions

    The i-gotU GT-200E is one of the most accurate tracking devices I've ever tested. The unit uses the same high-performance GPS receiver found in other SiRF's 20-channel Star III receiver (Accurate to within about 5 meters).&160; The i-gotU GT-200E use SiRF's high performance GPS receiver for enhanced positioning indoors where GPS signals cannot penetrate, and Google Maps/Earth is a powerful combination that let you appreciate the&160; devices accuracy, ease of use, and reporting capabilities. I consider the price also to be quite cheap. The device itself sells online for around (59€ or 89 CHF), money well spent if you have a serious need to track/geo tag your pictures, compare to other proprietary GPS solution from Nikon GP-1 (152€ or 229 CHF) or Canon 3rd party hardware.

    Pros

  • The i-gotU GT-200E is a durable, lightweight, water-resistant tracking device that works spectacularly well both indoors and outdoors.
  • Extremely accurate SiRF Star III 20-channel receiver,
  • Works inside buildings, movie theaters, basements,
  • Easy to use setup, applications and use of the web portal,
  • Location reports can be viewed from any web browser with Internet access,
  • Google Earth/Google Maps provide visually stunning location reports,
  • Device can record location/altitude data every x seconds ,
  • Small size, power up and forget,
  • Water protective casing, a plus for any outdoor photographers,
  • Self-contained, requires no installation,
  • Huge memory storage: enough for 80 hours of recording or 262.000 points,

    One the easiest interface to geo tag your pictures (I did use RoboGEO in the past)

    Limitations

    &160;

    • Proprietary USB power cable, better not loose it
    • Accuracy of battery life indicator (a blinking led)
    • An OLED screens would have been great to watch the internal status of memory or to switch from tracking point mode. But very few devices on the market are proposing such features anyway.

    Alternatives

    At this level of price versus functionalities, the choice is quite limited but you may want to consider other model from the same brand

    Home_GT-120

    i-gotU GT-120 (39 € or 59 CHF)

    Where to buy?

    i-Got-U GT-200E&160; is manufactured by Mobile Action and available for purchase at various retail and online stores.

  • apache_maven

    The last year, I was at Jazoon 08, and I forget to tell you how good some of their presentation about Maven were

    Module-based development with Spring and Maven 2

    Modularity belongs to the basic architectural best practices. Splitting your application in separate modules can reduce undesired coupling as well as lead to high cohesion, reduce complexity, simplify team development, and decrease execution size by using only the required modules. This talks presents how we combine existing technologies (Spring and Maven 2) to get a seamless module support for the development, test and runtime of Java applications. Maven is concerned with build time aspects, Spring is concerned with run time aspects and there are some shared aspects that concern both. A developer can thus define in his module what the module shall do during development, test and runtime. This leads to better separation of concerns as each module can focus on its aspects and is less bothered by aspects of other modules. We argue that to realize the full potential, only combining plain Maven 2 and Spring is not sufficient and discuss what to add. The module support is implemented and freely available in the open source EL4J project (http://EL4J.sf.net). Read More Here

  • teamcity.joomla

    Status/Done

    • Joomla is also a simple dependency in scope compile (productive code and tests need it)
      <?xml version="1.0" encoding="UTF-8"?>
      <project>
        <modelVersion>4.0.0</modelVersion>
        <groupId>org.joomla</groupId>
        <artifactId>joomla</artifactId>
        <version>1.5.10</version>
        <description></description>
      </project>

      Deployed and viewable at http://maven.waltercedric.com/artifactory/webapp/browserepo.html
      joomla.in.artifactory

      So binding your code to a new version or old version is as simple as changing in your component pom.xml

      <dependency>
      &160;&160;&160; <groupId>org.joomla</groupId>
      &160;&160;&160; <artifactId>joomla</artifactId>
      &160;&160;&160; <version>1.5.10</version>&160;
      </dependency>


    &160;

    Delayed Commit (also known as private build). It allows you to run the full build with tests on the server as if you checked in all your changes, but without actually checking in your changes until the build is successful,so you will know if you're about to break the build before you actually break it.

    Open

    • Deploy generated artifacts to a Joomla running stage (runtime farms of Joomla!) in order to run integration testswith Selenium
    • Add selenium test cases for testing the GUI, also running “integration tests
    • Packaging is jar, better would be zip or tar.gz
    • Use Phing (http://docs.joomla.org/Setting_up_your_workstation_for_extension_development) for developer environment, and maybe also deploy to farms
    • Deliver SolarJoomla as soon as PHPDocumentator, PHPUnit, DOxygen are running in XAMPP
    • Publish generated site artifacts' to new sub domains
    • Add reporting plugin.
    • DOCUMENT everything in myWIKI at the same time

    Future

    Must work also in Atlassian Bamboo, Apache Hudson … I need your help for that, that wont be a huge task.

  • It's Christmas today!!!! (Part 2)


    You want to read some reviews on the PT900, the best place is at www.projectorcentral.com in the Panasonic PT900 section. I have watch till now only 2 DVD with it, base of image: 2 meters (I have fixed nothing, I expect something like 3.5 when installed), I've use it in low power mode: astonishing images!!!!!

    • Description: 16:9 LCD Home cinema
    • Technology: 3x LCD
    • Resolution: 1280 x 720
    • Aspect ratio: 16:9, or  4:3
    • Picture brightness: 1100 Ansi Lumen
    • Contrast: 5000:1
    • Cooler sound: 26 (db im Normalmodus)
    • Distance: 1,2 bis 7,4 (m)
    • Features: Lens Shift, Trapezoidal correction, Smooth Screen Technologie, Prog. Cinema Scan
    • Connections: HDMI, YUV, VGA, Scart, S-Video,
    • Video Lamp: 3.000 hours
    • Measures: 33,5x10,4x27 (cm)
    • Weight: 3.6 kg
  • Neo Geo Pocket/Dreamcast Link Guide --------------------------------------- 8/22/2000 Version 1.1 by Razorclaw X (This email address is being protected from spambots. You need JavaScript enabled to view it.) Introduction ------------ The Neo Geo Pocket Color, produced by SNK, has the unique ability to link-up with a home console system, in this case, the Sega Dreamcast. This allows programmers producing for both systems to add extra goodies for those who support their games. This guide covers: - King of Fighters: Dream Match '99 (Dreamcast) - King of Fighters R-2 (Neo Geo Pocket Color) - SNK Vs. Capcom: Match of the Milennium (Neo Geo Pocket Color) - Capcom Vs. SNK (forthcoming Dreamcast title) - King of Fighters '99: Evolution (Dreamcast) - King of Fighters: Battle de Paradise (Neo Geo Pocket Color) Version History --------------- - 1.1 Added information on KOF: Evolution and Battle de Paradise, as well as additional Capcom Vs. SNK information. - 1.0 First Release (6/14/2000) Basics ------ What you need: - Sega Dreamcast (hereafter: DC) - Neo Geo Pocket Color (hereafter: NGPC) - Neo Geo Pocket Dreamcast Link Cable (Sug. Retail: $29.99) - NGPC Linkable Game Cartridge (Price Varies) - DC Linkable Game In order to properly link the NGPC and DC make sure both systems are off. Plug in the large end of the cable into the back of the DC (in the serial port); make sure it is firmly in place. Place the smaller end of the cable into the NGPC; make sure it is firmly in place (it should snap together if you push it in enough). Now turn on the DC and the NGPC. Game Specifics -------------- 1. King of Fighters R-2 - King of Fighters: Dream Match 1999 2. King of Fighters: Battle de Paradise - King of Fighters '99: Evolution 3. SNK Vs. Capcom: Match of the Millennium - Capcom Vs. SNK - King of Fighters: Dream Match 1999 ----------------------- 1. King of Fighters R-2 ----------------------- The Dreamcast link yields you skills for KOF R-2 and points for the picture gallery in King of Fighters: Dream Match '99. * KOF DM'99 Information can be transferred as follows: - Gallery mode points can be transferred (up to a maximum of 3800 points) to unlock all ten image galleries. This is completely useless as KOF'99 has been out for quite some time. - Points can be uploaded from KOF: DM'99 to KOF R-2 for each character you have achieved 100 points for. This is by far the more useful of the link functions, and the skills gained are given below: Character Skill --------- ----- Kyo Hot Blo Benimaru Sher1 (Dreamcast-only Skill) Daimon Pro Pow Terry Legend Andy Mai1 (Dreamcast-only Skill) Joe Anger1 Ryo Gored Robert Ryo1 (Dreamcast-only Skill) Yuri Peace1 Leona Iori1 (Dreamcast-only Skill) Ralf Powder Clark Thrower Athena Lullaby Kensou Athen1 (Dreamcast-only Skill) Chin Tantrum Chizuru Healing Mai Duck King Fe Hart Kim Burn 1 Chang Fetters Choi Leona1 (Dreamcast-only Skill) Yamazaki Guil1 Blue Mary Kasu1 (Dreamcast-only Skill) Billy Terry1(Dreamcast-only Skill) Yashiro Mad Bop Shermie 12000 Chris Evilflu Iori Hype1 Mature Sai1 (Dreamcast-only Skill) Vice Chris1 (Dreamcast-only Skill) Heidern Rugal1 (Dreamcast-only Skill) Takuma Yuri1 (Dreamcast-only Skill) Saisyu Doom Heavy D! Hamma Lucky Yash1 (Dreamcast-only Skill) Brian Garg Rugal Bitter Shingo Kyo1 (Dreamcast-only Skill) --------------------------------------- 2. King of Fighters: Battle de Paradise --------------------------------------- Battle de Paradise is only available in Japanese and must be imported (along with KOF: Evolution). However, there is enough English text in the game such that it is a simple matter to link the two games together. * King of Fighters '99: Evolution Information can be transferred as follows: - DC to NGPC: This uploads ability points earned through KOF: Evolution (through Arcade mode, Time Attack, or either Survival modes). You can upload as many points as you wish. The result will unlock extra Strikers and game boards at certain levels. - NGPC to DC: Transfers Striker information to KOF: Evolution. This is the more important ability, as it unlocks Extra Strikers for free. You can download any character whenever you wish, including the exclusive characters, Gai and Syo, which are unlocked by game points in BdP. Strikers start at level 1, for both Justice and Dark versions, and gain levels according to the stars you accumulate in BdP. The higher level Striker you transfer to KOF: Evolution, the stronger, and more damage they do. ----------------- 3. SNK Vs. Capcom ----------------- SNK Vs. Capcom: Match of the Millennium (hereafter: MOTM) has the ability to link up with two DC games: the home version of MOTM (which has yet to be released as of this writing) and The King of Fighters: Dream Match '99. * Capcom Vs. SNK Information can only be downloaded to the DC game; in this case it is the points earned from the Olympics mode. These points are used to buy hidden characters in Capcom Vs. SNK, and this may be a far faster alternative than accumulating the points in-game. * KOF DM'99 Information can be uploaded from DM'99. This gives you a set of Olympics points depending on a number of factors: - Characters in DM'99 who have accumulated 100 points may upload points to MOTM. Refer to a DM'99 FAQ for more details. - The character appearing in the linking screen determines how many points you get from a specific character. It is generated randomly from the available SNK characters in MOTM that originated from KOF. - You may only upload points for any given character ONCE. In other words, you have a maximum of 38 times per MOTM game cartridge to upload points. Most character points generate only 400 Olympics points, but if you match them with characters they are related to in MOTM the point value may increase or decrease-- ie. Kyo and Shingo, Terry and Terry, Ryo and Robert. Some possible character combinations are given below: * Kyo + Kyo + Benimaru + Daimon + Shingo + Saisyu - Iori-- Gives no points! - Chizuru-- Gives 100 points. * Iori (he's only good for Iori points) + Iori - Vice-- Gives 150 points - Mature-- Gives 150 points - Chizuru - Leona - Kyo-- Gives no points! * Terry + Terry + Andy + Joe + Mai + Mary - Kim-- Gives 380 points (what a rip) * Ryo + Ryo + Robert + Yuri + Takuma + King * Yuri + Yuri + Ryo + Robert + Takuma * Mai + Mai + Andy * Athena + Athena + Kensou + Chin * Leona + Leona + Ralf + Clark + Heidern Usually when uploading points for the character appearing in the linking screen will yield 700 Olympic points. In other cases think of character relationships in KOF when deciding who to upload points for which character (ie, it might not be a good idea to give Billy points to Terry. I ended up uploading Billy's points for Iori but I got 400 points anyway). This ability isn't terribly useful unless you have played DM'99 enough to get 100 points for every character (if you did it for KOF R-2 like I did) or you're looking for easy points to buy new supers. Whatever you do, don't upload Kyo's points when Iori is hosting the link and vice versa! :) Disclaimer ---------- Neo Geo Pocket, King of Fighters and characters belong to SNK. Dreamcast belongs to Sega. Capcom and characters belong to Capcom. This FAQ is copyrighted by the author and may be freely distributed so long as it appears in its complete, unaltered, and unplagarized form. This FAQ may not be sold for monetary gain or be republished/ reproduced, in part or in whole, for any reason whatsoever, without the express permission of the author. Copyright 2000 Razorclaw X -- Razorclaw X (This email address is being protected from spambots. You need JavaScript enabled to view it.)
    http://www.crosswinds.net/~slythe/index.html
    
    <!-- End of File -->
  • Updated 25th October 1996 Ninja Master Faq compiled by Ket <This email address is being protected from spambots. You need JavaScript enabled to view it.> <http://www.satech.net.au/~pang> Contributors: Mickey <This email address is being protected from spambots. You need JavaScript enabled to view it.><Please include you webpage's url here>: Faq co-author Peter Williamson <This email address is being protected from spambots. You need JavaScript enabled to view it.>: Providing the menu and etc
    Takuma Matsuki: Translation of some moves, combos and etc
    
    **WANTED!!**WANTED!!**WANTED!!**WANTED!!**WANTED!!**WANTED!!**WANTED!!**WANTED
    More informations and combos, cool looking ascii art for the title and etc...
    anyone is more than welcome to contribute, for those who has contributed
    something, regardless of more or less, his/her name will be on the
    contributor list. Please send your contributions to my email address
    mentioned above!!
    
    Boss code for cartridge version:??? forgot someone please fill in
    
    Joystick Directions and Button configurations
    
    7  8  9         P = Punch (A or B or A+B)
     \ | /          K = Kick (C or D or C+D)
    4- N -6         A = Weak Punch, B = Strong Punch, A+B = Ultra Strong Punch
     / | \          C = Weak Kick, D = Strong Kick, C+D = Ultra Strong Kick
    1  2  3         B+C = Change between Weapons or bare hands fight.
    
    6+A(B) = Overhead attack, this can hit crouch-blocking opponent
    Back Roll = Push the lever backward immediately after being knocked down
    
    ------------------------------------------------------------------------------
    
    
    SPIRIT GAUGE: The spirit gauge will build up as your attack hits or ticks
    your opponent, when Max, certain super moves can be performed.  During Max,
    to go into Hyper mode, simply press ABC buttons at the same time, then the
    spirit will start to drain, in close range this will also hit.
    
    CONDITIONS REQUIRED FOR DM, SDM AND SC:
    
    DM: Desperation Move, this move can be done when (1) You are in Hyper mode
    (2) Your character is low in life, known as flashing red life (3) or both
    
    SDM: Super Desperation Move or Fihishing Move, this move can be done when
    (1) Your character is in Hyper mode (2) or your character is Maxed up and
    your opponent is low in life.
    
    SC: Super Chain, this move can be done when (1) Your character is Maxed up
    (2) or your character is in Hyper.
    
    (n/w): No Weapons, when you see this, put your character's weapons away by
    pressing B+C.
    
    (w): Weapons, when you see this, which means this move required weapons to
    perform, press B+C to take out your character's weapons.
    ------------------------------------------------------------------------------
    
    Ninja Master Combo System Map (v1)
    
     C-------------D
     | \         / |
     |   \     /   |
     |             |
     |   /     \   |
     | /         \ |
     A-------------B
    
    (Yo Mickey! please explain this map, is this something to do with the Neo
    joypad?)
    ------------------------------------------------------------------------------
    
    SASUKE <The Legendary White Dragon>
    ******
    
    Story: Skillfully mastered the harsh Ninja training in half the normal period.
    Decided to fight against the Ruler as his father wished before passing away,
    and became a hidden Ninja to avoid involving his collegues.
    
    HiShou-Getsu            :236+P
    ShouKuuKyaku-Sen        :214+K
    ShouKuuKyaku-Retsu      :during jump 214+K
    HiShouKen               :623+P, 236+P, 236+P
    ShinGeki-Ha             :641236+AB
    Command Throw           :63214+D
    (DM) ShiPuuRetShinGeki  :632141236+AC
    (SDM) ShouShinKoHuuBaku :(n/w)22146+AB
    (SC) ShiMonSatsu        :A, B, B, B, 6+B OR B, B, B, 6+B
    
    Other Chain Combos:
    (1)  A, B, C, B, C
    (2)  A, B, C, D
    (3)  close C, B, B+C, B, B
    (4)  close D, B, B, B, D
    (5)  close B, B, B, D
    (6)  close B, B, B, 6+B
    
    More Combos:
    (1) Infinite combo: (n/w) A, B, B+C, 2+B, B+C(sword in), walk closer,
    repeat...
    
    ------------------------------------------------------------------------------
     
    KAMUI <The Black Tiger>
    *****
    
    Story: Completed the training incredibly quickly, like Sasuke.  Has
    been Sasuke's rival and best friend since childhood.  Determine to
    chase and slay Sasuke to provide him with a dignified death
    according to Ninja law.
    
    FuGa                            :236+P
    RyuToh-Ga                       :623+P
    SakKi                           :214+K, 214+K, 214+K
    KaEnJin OneZaMe                 :Jump 63214+AB
    SakKi                           :214+K, 214+, 214+K
    Command Throw                   :6412+D
    (DM) KiRetSuZan ChiKeMuRi       :632141236+AC
    (SDM) ???                       :22146+AB
    (SC) ???                        :A, A, B, A, B, A, 6+B OR D, B, B, 6+B
    
    Chain Combos:
    (1)  close C, B, D, 4+D
    (2)  close D, B, 6+B, C(D)
    (3)  close A, A, B, 4+D
    (4)  far 6+B, 6+D
    (5)  3+A, A, 2+D
    (6)  B, A, B, B, B, B
    (7)  B, A, B, B, 4+D
    (8)  B, A, B, 2+B, into 236+B
    (9)  B, A, B, 623+B
    (10) B, A, B, 2+D
    (11) B, A, (214+D) x3
    (12) B, A, B, D
    (13) B, C, C, D
    (14) A, A, B, B
    
    More Combos:
    (1)  (w) jump in strong K, close B, A, A, 6+B, dash forward, close B, A, A,
         2+B, cancel into (DM) KiRetsuZan ChiKeMuRi.
    (2)  (n/w) jump in strong K, close B, A, A, B, 6+B, far standing strong P.
    
    ------------------------------------------------------------------------------
    
    RAIGA <Outlaw Red Wolf>
    *****
    
    Story: Is renown as bounty hunter, but has not succeeded to catch Goemon,
    a thief wanted for a bounty prize in history.  Has spent all his life chasing
    Goemon.
    
    RaiGeki-Satsu                   :214+P
    ChiRaiRyu                       :after RaiGeki-Satsu 41236+P
    IkaZuchi-ChiRyu                 :4 then 6+K
    IkaZuchi-TenRyu                 :2 then 8+K
    BakuRai-Geki                    :4 then 6+P, 46+P, 46+P
    RaiShinSho                      :2 then 8+BD
    Command Throw                   :Spin joystick once +B
    (DM) Senco-RaiZin               :23641236+AB
    (SDM) ???                       :46412+CD
    (SC)  ???                       :A(C), B, B, 6+B OR A, B, B, B, 6+B
    
    Chain Combos:
    (1)  A, C, C, D, B
    (2)  6+A, 6+D, D
    (3)  close D, B, D, D
    (4)  A, B, B, D, C, B
    (5)  close C, B, B, B
    
    More Combos:
    (1)  (SDM), jump in strong K, close standing strong P, vertical jump strong K.
    (2)  Jump in strong K OR 2+C, into A, C into A, C into A, C, D into RaiGeki-
         Satsu follow up with ChiRaiRyu.
    ------------------------------------------------------------------------------
    
    TENHO <OnMyo UnSui>
    *****
    
    Story: Born in Korea and grown up in Hong Kong where he trained as a Taoist
    while playing outdoors in nature.  Sensed the disquieting in the air one day
    and left his family for JiPan.
    
    JuBaku-Fu                       :236+P
    SenKu-Dan                       :236+K
    ShuGoJu-Retsu-Dan               :Hold D for awhile then let go
    SenMetsu-Sho                    :(n/w) press P repeatedly
    TenMaEn-SatsuJin                :9n/w)63214+P
    SenkuKen                        :623+P, 236+P, 236+P
    TaiKyoku-Ha                     :2141236+AB
    Command Throw                   :421+B
    (DM) SenJin-FuJa                :63214632+AC
    (SDM)???                        :hold A then 214+ let go of A
    (SC)???                         :A, B, C, 6+D, 6+B
    
    Chain Combos:
    (1)  (n/w) A, C, 6+B, C
    (2)  C, C, C, 6+C
    (3)  A, B, C, 6+D, 6+D
    (4)  close A, B, A, D, 6+C, B
    (5)  close A, B, A, B, B
    (6)  close C, C, B, B, 6+A, B
    
    More Combos:
    (1)  (n/w) Jump in CD, close C, C, 2+B into JuBaku-Fu, crouching strong P,
         cancel into SenKu-Dan.
    (2)  Crouching weak K x2 cancel into TaiKyoku-Ha.
    ------------------------------------------------------------------------------
    
    KARASU <NeHan MuTen>
    ******
    
    Story: Travels through many countries, working as a bodyguard, accompanied by
    crows and an evil sword that is said to human blood.  As the crows head for
    the cast as usual, he follows them without knowing what lies ahead...
    
    Karasu-YaiBa                    :(w) 623+P
    Hayate-BaNe                     :(n/w) 623+P
    RiDare-BaNe                     :214+P
    HaNe-YaiBa                      :jump 236+P
    YaMi-Karasu                     :236+P, 6N+P, 6N+P
    KiKyo-ShoHeki                   :641236+AC
    Command Throw                   :641+B
    (DM) OnMyo-Karasu               :632146+AB
    (SDM) ???                       :463214+AB (hold AB to move your target)
    (SC)  ???                       :C, B+C, B+C, B, 6+B OR A, C, B+C, B, 6+B
    
    Chain Combos:
    (1)  (w) close A, B, B, B
    (2)  (w) close A, 6+B, 4+B
    (3)  (n/w) close C, B, D, 4+B
    (4)  close C, B+C, B+C, B, B
    (5)  C, C, D, D
    (6)  A, B, B, 6+A
    
    More Combos:
    (1)  (w) jump in strong P, close standing strong K, into B+C (2 hits), cancel
         into weak Hayate BaNe.
    (2)  (n/w) jump in strong K, crouching weak P, close standing weak K, B+C,
         D, B into KiKyo-ShoHeki, jump forward strong K cancel into weak(strong)
         HaNe-YaiBa.
    (3)  (n/w) jump in strong K, close C, C, D, 6+A, dash forward, close C, B+C,
         D, B, cancel into KiKyo-ShoHeki, jump forward strong K cancel into weak/
         strong HaNe-YaiBa.
    ------------------------------------------------------------------------------
    
    HOUOH <Hama MyoJo>
    *****
    
    Story: Born with the gift to make the evil retreat but this gift ironically
    attracts devils.  Has intensely hated devils since they killed his parents.
    Travelling the turbulant world to learn the real aim of his innate ability.
    
    KuSenKoh                        :4 then 6+P
    ChiRetsuSen                     :4 then 6+K
    HouOh-TenBu                     :2 then 8+K
    HaJa-ReiHaDoh                   :2146+AB
    KiShinZan                       :41236+P, 236+P, 236+P
    Command Throw                   :4632+B
    (DM) DaiNichi-SyaNaSyo-Rai      :4128+AC
    (SDM) MuSouTaiYoKen             :63214632+AC
    (SC) ???                        :D, D, A, 6+B OR A, B, A, 6+B
    
    Chain Combos:
    (1)  close D, D, D, D
    (2)  close B, A, B, D
    (3)  A, B, D, D
    (4)  A, B, A, 6+C
    (5)  close B, 4+D
    (6)  close B, A, B, 2+D, D
    
    More Combos:
    (1)  Jump in strong K, close B, A, far strong P.
    (2)  (n/w) jump in strong K, close D, D, D, walk toward slightly, close D, D,
         B into B+C, walk toward slightly A, B, A, A, B, B, cancel into HaJa-
         ReiHaDoh.
    ------------------------------------------------------------------------------
    
    NATSUME <NanTen SuZaku>
    *******
    
    Story: Born and raised in a tribe with foreign blood, and trained as a
    "MuEn-Ryu" fighter to follow the village's tradition.  After bothered by
    nightmares for a long period of time, found out the reason for the dream
    originates in JiPan.  Leaves for the nation to get rid of the suffering...
    
    JinKu-Zan                       :623+P
    HyakKi-RenSai                   :214+P repeatedly
    GoZanPu                         :214+K
    AsuKa                           :(w) 41236+P
    TenHa-RekKyaku                  :641236+CD
    ToHa-Sen-Geki                   :(236+K) x3
    Command Throw                   :421+D
    (DM) Oh-Satsu-GenMuRyoRan       :63214236+AC
    (SDM) ???                       :632632+AB
    (SC) ???                        :3+A, 6+A, 6+A, 6+B OR 3+A, 6+A, 6+A, A, 6+B
    
    Chain Combos:
    (1)  3+A, A, D, 8+D, 8+D
    (2)  6+A, B, D
    (3)  close A, D, B
    (4)  far A, 6+A, 236+B
    (5)  3+A, 6+A, 6+B, 46+B
    (6)  3+A, 6+A, 6+A, B
    
    More Combos:
    (1)  Jump in strong K, close standing strong P, into strong HyakKi-RenSai.
         walk toward slightly, strong P.
    (2)  Infinite combo: crouching weak P, cancel into strong ToHa-Sen-Geki,
         repeat.
    ------------------------------------------------------------------------------
    
    GOEMON <KaiToh MuSo>
    ******
    
    Story: A lone-wolf thief who has kept the country astir.  Steals only from
    those who fill their pockets through bad deeds, however, and gives away the
    wealth to orphans and poor people.  Having heard rumors of the Golden Palace,
    seeks it as the next target.
    
    BakuEn-Sho                      :623+P
    KaEn-Sho                        :(n/w) 214+P
    JiTekKyu                        :(n/w) 236+P
    GoGeki-Ho                       :(w) 236+P
    TekKyu-KaEnGoku                 :2146+AB
    TenChu-Baku                     :(236+K) x3
    Command Throw                   :412+D
    (DM) RekKa-MessTuSyo            :4216+AC
    (SDM) ???                       :4623+AC
    (SC) ???                        :3+A, B, B, 6+B OR 3+A, B, 6+B
    
    Chain Combos:
    (1)  A, C, C, D, D
    (2)  A, B, C, B, 6+B
    (3)  close D, D, D
    (4)  close C, C, 2+D
    (5)  A, C, C, 4+B
    (6)  3+A, B, B, B, 236+B
    (7)  A, C, C, D, D
    (8)  A, B, D, B, 6+B
      
    More Combos:
    (1)  Infinite combo 1: A, B, into TenChu-Baku (2 hits), repeat...
    (2)  Infinite combo 2: A, B, into B+C, walk toward slightly, repeat...
    ------------------------------------------------------------------------------
    
    UNZEN <Congo ARaHan>
    *****
    
    Story: Normally a big kind-hearted guy becomes blindlly violent when drunk.
    After kicked out of the mountain temple which he entered for training, he has
    secluded himself in the mountains to continue training.
    
    Dai-FunSai-Geki                 :B+D
    Dai-GokuSaTu-Geki               :1463214+P
    InGa-OHo                        :2147+P
    DaiChi-MeiDo                    :63214+P
    ZaiNin-Sabaki                   :623+P
    MeiMyaKu-MiZin                  :4 then 6+AC
    ZanGe-KakuGo                    :(236+K) x3
    Command Throw                   :1236+B
    (DM) YoMi-OKuRi                 :4632146+AC
    (SDM) ???                       :2141236+AC
    (SC) ???                        :(w) A, B, 6+A, 6+B OR (w) A, B, B, 6+B
    
    Chain Combos:
    (1)  (n/w) B, 6+B
    (2)  (w) C, A, 6+B
    (3)  (n/w) A, B, B, 6+A, B
    (4)  C, C, D, 2+D
    (5)  6+A, B, A
    (6)  A, B, 6+A, B, B
    
    More Combos:
    (1)  Jump in strong K, C, C, 6+A, C, C, 6+A, B, weak ZanGe-KakuGo, C, C, 6+A,
         C, C, 6+A.
    (2)  Jump in strong K, far B, B, close standing strong P.
    ------------------------------------------------------------------------------
    
    KASUMI <KohTen KunPu>
    ******
    
    Story: Grand-daughter of the leader of "Kurenai Clan" who follow a style of
    female "KunoIch" Ninja Techniques.  Though yet to undergo full training, has
    considerable competence as a Ninja.  After her grand-mother spoke of their
    destiny on her 16th birthday, left home to eliminate the source of the bloody
    battles throughout the nation...or was it to escape from the strict training?
    
    KaKyaku-EnSen-Syu               :236+K
    HiSen-Syu                       :63214+K
    HiRyu-Sen                       :jump 82+K
    HiTen-Kyaku                     :(n/w) 2 then 7(9)+K
    TenSin-SenPu                    :after HiTen-Kyaku P
    HiTen-Kyaku                     :after HiTen-Kyaku K
    HiEn-Bu                         :jump 6+K
    HeSen-TyuGeki                   :4 then 6+AB
    HiZan-Geki                      :(236+P) x3
    (DM) HeSen                      :632146+AB
    (SDM) ???                       :22146+AC
    (SC) ???                        :A, B, A, B, 6+A, 6+B OR B, B, A, B, 6+A
    
    Chain Combos:
    (1)  3+A, D, 2+D, 2+D, 2+D
    (2)  close A, 6+A, 6+B, 6+D
    (3)  close A, 6+A, A, 6+B, B
    (4)  close B, B, B, B
    (5)  close C, D, B, D
    (6)  close A, B, A, B, 6+B
    
    More Combos:
    (1)  (w) Jump in strong K, crouching B+C, cancel into (SDM).
    (2)  Infinite combo: crouching weak P, into HiZan-Geki (2 hits), repeat...
    ------------------------------------------------------------------------------
    
    Ranmaru
    *******
    
    (no name of moves again. Sorry)
    
    ???     236+P
    ???     641236+K
    ???     623+P
    ???     6321+P
    ???     63214+D
    ???     214+K x3
    ???     632146+AB
    (DM)    463214+AB
    (SDM)   236412+AB
    (SC)    A,B,A,B,6B
    
    Chain Combos
    (1)  B,A,B,B
    (2)  A,B,A,6B,236B
    (3)  A,B,B,A,D
    (4)  C,B,D,D
    (5)  B,A,A,B,6B
    (6)  B,A,B,6C
    (7)  B,A,B,214D x3
    (8)  A,B,A,B,6B
    (9)  A,C,D,D,
    (10) A,B,D,D
    (11) C,B,A,214D x3
    
    More Combos:
    ------------------------------------------------------------------------------
    
    NOBUNAGA
    ********
    
    ATTN: Mickey, I'll get my Japanese friend Takuma (yes, Takuma)to try to
    translate the story and name of moves and etc for the
    remain characters, as for the cool looking ascii art for the title and the
    rest of the decorations I'll leave them ALL to you, is that kool? I gotta
    have a nice rest after all these typings :^)
    
    
    Ket