Ninja's sheer destructive power cannot be contained by mere code, nor the laws of physics!
New page, good timing for Part 2: Kunoichi. First draft, getting some GIFs edited up. When all five (or four, since I dunno Raiden) parts are done this weekend, I'll create a new thread - apologies to everyone's mousewheels. With the game finally reaching more regulars, I figure it's better to get some out now than all out later. :3
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2. KUNOICHI
Agile Grappler. Ultra-maneuverable, with a lightning-quick bulldozer slam, a destructive grapple flurry, and a versatile juggle launcher. Balanced by short reach that leaves her easily outranged on the ground. Counteract with aggressive jump-ins, and specific targeting of waking foes for slashing.
[STRIKES]
[ATTACK] = SLASH Quick, but its short range is easily outzoned on the ground. Best used as a followup to jumpkicks, or against waking enemies at meaty range.
[SLASH x 4] then [ATTACK] = KATANA Standing combo ender. Decent frontal crowd knockdown with some much-needed range. The katana stays out for a moment, and will skewer approaching foes.
[SLASH x 4] then [DOWN + ATTACK] = KATANA (LOW) Same as above, executed from crouch.
[SLASH x 4] then [UP + ATTACK @ MAX METER] = SUPER KATANA Super Combo Ender. Swift frontal crowd flattener - does some damage, but its real value is its leaving waking enemies at player's mercy.
[DOWN + ATTACK] = STAB Weak on its own, having some use as a distance-closer with evasive enemies. Much more useful as a quick juggle extender.
[UP + ATTACK @ 1/4th METER] = SHURIKEN Fullscreen triple projectile. Beyond their obvious utility VS far-off snipers, they're also a handy juggle tool, and decently strong in their own right. Can be thrown en masse to deal a quick chunk of damage to rangey foes. May also have great combo potential, resetting juggle strings on impact.
[GRAPPLES]
[GRAPPLE] then [FORWARD or BACK + ATTACK] = BULLDOZER Lightning-fast crowd flattener. Minimal damage, but that's not what it's for. Gifts the player with their choice of targets to butcher on wakeup.
[GRAPPLE] then [UP + ATTACK] = HAIR A versatile setup move. Enemies falling behind will squash pursuers. Aimed forward, they're a mortar. Also presents an easy juggle opportunity, or let foes fall to create Super Katana launchpads.
[GRAPPLE] then DOWN + ATTACK = FLURRY Hold the button for full sequence, release to break off early. Brutal damage rivalling Ninja's Atomic Drop. On SFC, the flurry is intensely vulnerable, requiring extreme care. In TNWOA it's 100% invincible, and should be used in conjunction with Kunoichi's invincible somersaults to assassinate priority targets with maximum audacity.
EZ Combo: Set it up with a jumpkick and x4 Slash, followed by a Head Slicer, Stab and Shuriken for a nice chunk of damage.
Spoiler
[JUMP ATTACKS & EVASION]
[GUARD] then [JUMP] = SOMERSAULT Critically important move, offsetting Kunoichi's short reach. Invincibly barrels through enemy attacks to land you in meaty range.
[GUARD] then [AWAY + JUMP] = BACKFLIP A good emergency retreat option, easily executed whilst under frontal attack - but verify your landing zone, as your back is left completely open.
[FORWARD + JUMP] then [ATTACK] = JUMPKICK Classic combo starter, and another vital work-around for Kunoichi's lack of reach. Learn to apex it properly - connecting too early will see the target recover before you land, while leaving it too late can get you anti-aired.
[FORWARD + JUMP] then [AWAY + ATTACK] = AIR COMBO Minimal damage, guaranteed knockdown, can repeat for as long as there's another target to bounce off of. Good at flooring meddlers, then the primary target in one sweep.
[DOWN + ATTACK] during jump = HEAD SLICER Decent air-to-air counterattack, can also "ground shave" for combo starters and quick zako kills. It propels Kunoichi forward, providing a quasi-doublejump; keep it primed to escape would-be jump punishers.
[JUMP] then [ATTACK] = NEUTRAL KATANA Standard-issue neutral, a second-tier attack. Useful for killing Flying Drones, provided your landing zone is clear - can also counter enemy strikes with proper timing.
[JUMP] then [UP + ATTACK @ 1/4th METER] = KUNAI Aerial projectile, fires 45' downward spread. Like a reverse Head Slicer, it shunts Kunoichi backward, providing a quasi-doublejump. Fun tool for short juggles, has a shotgun effect up close.
===END OF PART 2===
Part 0: Basics
Part 1: Ninja
Part 4: Yaksha