Good hunting. With that particular Saru, I'm busy demolishing the Kage who arrives ahead of him, as well as the Shinobu immediately after. I do this in the earlier run, too, and with Kunoichi. It's certainly memorisation, but not of the Saru - avoiding him is simply a byproduct of squashing the Kage. Whatever enemy dropped second there, facing it would leave my back exposed to TNWA's designated Asshole Hit/Runner, and soon enough I'd be pincered by Shinobus, etc etc.Vanguard wrote:Found another falling saru near the end of the first segment of stage 3. I think that's all of them. He drops in at the edge of the screen midway through a fight, so he could absolutely catch you while you're doing something else. So all in all there's one spot where you are very likely to get cheap shotted if you don't know about it in advance and two spots where they probably won't get you, but they can if you're unlucky. I now agree that it's a flaw that that can happen, just not a very serious one.
Not wishing to white knight, I just think the wave design naturally pulls attention towards the Kage. Actually, even if you were to keep your distance, only to execute a deft counter-Hover on Saru - that same Kage might well rush in and backstab you. Even my ancient first Ninja Hard clear follows this pattern, though I was nowhere as competent back then.
Musings on ol' ass run: NB the knockdown after moving in and attempting to Crouch P the Saru - bad move! In that situation, I should've exploited Ninja's reach, launching Stand Ps at the Shinobus, with Nunchaku flattening the crowd. If they or the Saru were to jab, I'd instantly go into Guard, and could Tumble back to reset if necessary.
Never enter an enemy's striking range only to crouch, as Ninja - either bludgeon them with Stand P+Nunchaku/Rockets, or move in to grab - or if you're eating jabs, Guard and retreat. You'll keep your footing, your HP, and your meter - and whatever punches you've landed will have done no less damage. If you want them kept close for termination, use Atomic Drop and continue on wakeup. If you've got company, flatten as appropriate, then move in.
As with Kunoichi, a huge part of dominant TNWA play is flattening enemies into sitting ducks. This is why the latter's Hair is so deceptively useful - victims not only squash crowds (use [up] and [up/away] for respective rear guard and mortar), while taking significant damage - they're also instantly converted into PPPPP/Bulldozer launchpads on wakeup. Kunoichi has no more advantageous a situation than standing over a waking (non-boss) enemy, with her stubby reach totally obviated.