Having finally gotten some watchable TNWA clears up, I got back into TNWOA! (using official acronym for search purposes) It's still badass.
1) Ninja whoop ass even better here (`ω´メ) he really
BRING TEH PAIN, a watchable 1CC is probably simpler than in TNWA because his juggle-augmented PPP is just so goddamn brutal. Keep bustin' out the chucks, you won't go far wrong. Main threats are Firebreathers, who he can no longer duck, and who can very abruptly outzone and trap you with their own new, aggressive PPP.
Rad teleport/blast fakeout on 'em too. Golems are also a bit more of a problem, since hover dive range is noticeably nerfed - EX nunchaku followed by a classically meaty back-bashing does 'em IMO. Shadowmen can be a nuisance as well, with their new Kunai - can easily make an ass of you, if not proactively engaged. Take 'em standing if needed, like a jab - NEVER duck!
NINJA DOES NOT KNEEL. Note also that you don't need to crouch-guard 'em. Best approach is to i-frame right through 'em with a combo or throw.
I was gonna give recording a clear a go, but I wanted to unlock the
SFC music option, which in a pleasant surprise
also restores the classic enemy KO samples, and this needed a Yaksha/Raiden clear. I still don't know what in sweet fuck I'm doing with Raiden (and I like that! characters for days! or years, more like!) - so I limped along with Yaksha, shamefully using a credit.
But
HOLY FUCK ONCE SHE CLICKED MY SATURDAY WAS TOAST
2) Yaksha is
amazing. Much like Ninja, she relies on her attacks for momentum, but where he is sledgehammer/skull apparent, she may initially seem slow, pokey and gimmicky. Tentacles are a blast once you get the knack (as ever, the inputs are masterfully concise), but her critical mechanic is probably the [up] grab, which not only imparts momentum but also
total invincibility. With her puny reach (shorter than even Kunoichi's) and low base speed, it's an appropriately rewarding finesse tool. Follow up with [neutral P] for an advancing version of her already powerful jump neutral, perfect for launching into crowds like a crazed hentai tentacle dervish! There's virtually nowhere/nobody you can't reach with a little creative aggression.
Without further ado, here's Part 4 of my quickstart guide.
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BACK TO TOP
4: YAKSHA
Daddy Mulk, can I go out and...
KILL 2-NIIITE
YES U CAN! BUT ALWAYS REMEMBER: (■`ω´■)
^^^THIS MAN IS YOUR FRIEND (■`ω´■)
HE BLEEDS FOR YOUR I-FRAMES (■`ω´■)
Yes, you can totally drag chumps into stage hazards if you like! Marverous!
Your turn, PURPLE RIFLE-SAN (・`W´・)
Just as with Ninja, and indeed Kunoichi - it's critical to think of enemies as not only obstacles to destroy, but tools to exploit. Ideal is to seamlessly do both. Since the air combo is technically a "throw," victims will also flatten crowds, once you're done hitching a ride (and provided you don't keep beating on 'em). This gives Yaksha a handy assist VS Banglar; i-frame right up to his stupid weenie canopy! TBH, she already has it surprisingly good there - camp at center screen and the recoil from her [down] slam will catch him. Use her EX slam from the side and you can score two hits with Shinobus and Golems, one going up and one down.
Her stubby limbs make losing momentum perilous, though her reach is offset by lightning speed and excellent combo enders. That crescent kick will flatten crowds while advancing into grab range. The crouching ender, a lashing arc covering her front and back, is genuinely one of the game's best defensive assets. Not sure if her EX combo ender is worth it, but god damn is it visceral to invincibly tentacle-drill the hordes.
Get in close and
kick em in they mout
Risky, but dat speed+priority! Katana dropkick, Saru skewer, Shinobu headbutt - all nasty moves, handily overcome with spacing and tenacity. She can hit
fast, boob jiggle =
MAXIMUM POWWAAA
This feels like SFC's Kamaitachi was meant to be: excellent combo rewards, but it's a position ripe for a fist in the face, and it's the tricks that really rack up damage, besides. As said, I don't know WTF I'm doing with Raiden, and ancestral SFC hatred of
that bitch Kamaitachi is still biasing me... but Ninja/Kunoichi/Yaksha is, without doubt, a character design hat trick.
GSK wrote:They may have budgeted up for TNWAA, given that Taito's involved, but Wild Guns Reloaded was pretty much handled as a weekend project by those three guys--the Tengo Project name references their games being made "ten-go (0.5)", ie with half the budget and half the time of a standard project. The original Wild Guns was made that way and they wanted to see if they could still pull it off now that they're all over 50, and I'd say they're killing it so far.
Amen.
Tentacle mobility deserves a quick primer. It's a wonderful snap, once you absorb both the muscle memory, and also the spacing - you need a clean patch of ground, otherwise you'll grab some poor chump! (toss 'em forward with FWD+ATK, back with BACK+ATK, or leave in neutral and slam 'em down headfirst! strangely relaxing, sending Golems sky-high and crashing down on the roof of their big ol' metal heads...)
[UP+ATTACK] then [JUMP] = vault. Good for raining down hentai DEATH FROM ABOVE with another [UP+ATTACK], but mind your landing zone!
[UP+ATTACK] then [FWD+JUMP] = quick advance, not actually invincible AFAIK but will slip past most stuff.
[UP+ATTACK] then [ATTACK] = flying kick, not very strong but will flatten crowds and get you in range.
Makes me think of Ninja Five-O's brilliant grappling hook... and makes me wonder what they could do with a new Shatterhand. Killer sense of momentum and flex.
This is probably Yaksha's bread and butter tentacle combo. [grab] then [up+ATK], follow with neutral [ATK], then [crouch ATK] and finish off with [up+ATK]. The timing's quite lenient - does decent damage, and also nice collateral. Ta iconoclast, for showing it off in your 1CC!
As noted, her neutral air attack is strong in its own right - good keepaway attack when surrounded, deliberately or otherwise.
Hitbox is fat as all hell - COMFY MOVE
Meaty air tentacles
(AWW YEEE) seem to be her go-to for quick damage. Not sure if you can actually control their trajectory, or if it's auto-aimed? Either way, get close and it won't matter. Prefixing with the air combo will kill midtier enemies outright, ala Ninja's PPP and Kunoichi's K/PP/Flurry. Wait until the enemy has entered their "freefall" animation frame before unleashing the probing terror! Can do some brutal damage on bosses.
Adios Silverman, you cowardly twat! Actually, I dunno if it's ripping you so hard because you have innately low HP? Is that a thing? I'd actually love an oldschool
CERTAIN VICTORY GUIDE for this.
EDIT: or even just a RAM viewer! Need some datasheets for these
IMMORTAL MURDER MACHINES!
"SWEET JESUS, ME FOOKIN PLUMS" unused cutscene dialogue sample from "Ninja Warriors Once Again The Perfect Script" coming soon BIRUFORD PRESS
===END OF PART 4===
Part 0: Basics
Part 1: Ninja
Part 2: Kunoichi