Samurai Shodown 64
Nakoruru mini FAQ
Version 2.0

by J.C. "Squints" Echartea  a.k.a.  Nakofan64
Email:  nakofan64@gmail.com
http://www.nakofan64.net

This is my first FAQ so bear with me.

This FAQ will provide information on:

- Samurai Shodown 64 Button Setup and Abbreviations
- Main storyline of Samurai Shodown 64
- Nakoruru's storyline
- Basic Moves
- Special Moves
- Juggles
- Ground Combos
- Samurai Combo System
- Strengths and Weaknesses
- VS. Combat Strategy
- Fighting Gandara, Deku, Dekuina, and Yuga
- Nakoruru's Ending
- Death Slashes
- Nakoruru's Quotes
- Nakoruru's Outfits

----------------------------------------------------------------------------
Version 1.1 Updates:
- Added the storyline for Nakoruru
- Added more basic moves
- Added more ground combos
- Added a death slash
- Added more information on beating Dekuina
----------------------------------------------------------------------------
Version 1.2 Updates:
- Added main storyline of Samurai Shodown 64
- Added more basic moves
- Added more information on beating Dekuina
- Added more information on beating Yuga
- Added Nakoruru's Ending
- Added Nakoruru's Quotes
----------------------------------------------------------------------------
Version 2.0 Updates:
- Updated contact information
- Revised terminology
- Added basic movements
- Better explanation of Samurai Combo System (SCS)
----------------------------------------------------------------------------
Samurai Shodown 64 Button Setup and Abbreviations

For those that have never played Samurai Shodown 64, here's the basics on
controls and the abbreviations I'm gonna use for the moves.


	ub u uf
          \|/
       b--(N)--f      B  C  D
          /|\	   A
        db d df

A = light slash			C = throw; cancel basic move
B = medium slash		D = Run/Dodge/Move Around Circle
AB = heavy slash		CD = Activate/Cancel Samurai Combo System (SCS)

ABC = Rage Eruption (when POW at MAX, this can be used once per match)
	- Rage Gauge will appear and during this time, you will be able to
	Custom Combo
	- You will not lose stamina unless in a combo or activating the
	Fatal Flash
	- The time counter in the round stops until your Rage Gauge
	disappears
BCD = Fatal Flash (during Rage Eruption)
	- Be careful not to use this in the middle of a combo. If you do,
	it will not be very effective

d = Down (Crouch)			u = Up  (Jump)
db = Down-Back (Guard low)		ub = Up-Back  (Jump Back)
df = Down-Forward (Crouch)		uf = Up-Forward (Jump Forward)
b = Back (Walk back,Guard high/mid)	N = Neutral position of joystick
f = Forward (Walk Forward)			(Stand)

C,f = grab opponent and push away (opponent will be momentarily stunned)

f,f (hold) / f+D (hold) = Run
f,f (tap) / f+D (tap) = Quick Dash Forward
b,b (tap / b+D (tap) = Quick Dash Back
D (tap) = Side-step away from screen
D (hold) = Side-walk away from screen
d+D (tap) = Side-step towards screen
d+D (hold) = Side-walk towards screen

QCF = Quarter Circle Forward (d,df,f)
QCB = Quarter Circle Back (d,db,b)
QCD = Quarter Circle Down (b,db,d)
HCF = Half Cirle Forward (b,db,d,df,f)
HCB = Half Cirle Back (f,df,d,db,b)
DP = Dragon Punch (f,d,df)
RDP = Reverse Dragon Punch (b,d,db)
----------------------------------------------------------------------------
Main Storyline of Samurai Shodown 64

Twenty years ago, a man named Yuga took the babies out of a number of
pregnant mothers and cast a spell on them, then releasing them back to their
mother's bodies.  As these babies aged, they grew with intelligence and high
abilities, either famous or infamous.  The now grown up babies were visited
by Yuga, who unsealed the casted spells by showing them an ancient doll show.
Those who were unsealed could not take the pressure and either committed
suicide or went insane.  This was not Yuga's intention, for he seeked a body
he created which was strong enough to retain the unsealed spell.  By using an
innocent baby and two bodies which are strong enough to hold the spell--one
man and one woman--Yuga will be able to ressurect the Dark Lord--the prime
objective of Yuga.
----------------------------------------------------------------------------
Nakoruru's Storyline in Samurai Shodown 64

In an eternal sleep within nature, Nakoruru is awaken by an evil force which
sweeps abourm the world.  Thus she does on another journey to finish off the
ultimate evil.
----------------------------------------------------------------------------
Basic Moves

On Ground, Standing:
(any of these moves can be cancelled with C 
BEFORE the animation reaches its halfway point)
A = punch
B = downward slash
AB = steps in low and slashes
BC = spins and kicks (knocks down)
df+A = mid slash/stab
f+A = spin slash
d,N+B = standing side kick
f+B = runs forward and slashes upwards
f,f+B = steps forward and stabs opponent in the heart
ub+B = flip kick


On Ground, Crouching (while holding d,db, or df):
(any of these moves can be cancelled with C 
BEFORE the animation reaches its halfway point)
A = quick low slash
B = slashes low and spins
AB = upward slash (hits high and knocks opponent in air)
	This attack is the main set up attack for juggles
BC = balances herself on her hands and kicks with both feet low


While Jumping:
A = kick
B = upward slash
AB = kick (same kick as A attack)
BC = forward flip kick

----------------------------------------------------------------------------
Special Moves


Slash:

Annu Mutsube:  QCD+A
	Ground slide

Lela Mutsube:  QCD+B
	Anti-air "slide"

Kamui Risse:  RDP+A  (hits 3 times when POW at MAX)
	Cape attack;  can deflect some projectiles

Mamahaha head strike:  QCF+A
	If connects, will throw opponent into air to set up a juggle

Mamahaha talon strike:  QCF+B
	Can hit up to 4 or 5 times

Mamahaha grab:  QCB+D (Nakoruru hangs onto Mamahaha; control to Mamahaha)
    - Slash in air: A or B
    - Kamui Mutsube: AB
	"Slide" attack diagonal down; hits high or low depending on the
	angle
    - Get down: wait a few seconds or hold d until Nakoruru jumps off

"Matrix" grab:  DP+C (must be next to standing opponent)
	Nakoruru knees her opponent in the head twice, kicks him/her to
	the ground, flips and jumps on her opponent then jumps away.
	This move will remind you of Trinity from "The Matrix" and is 
	unbreakable.  ABUSE IT!!!

Special POW move:  QCF+AB (POW must be at MAX)
	Mamahaha attacks by sending shock waves at the opponent then dives
	at the opponent.


Bust:


Annu Mutsube:  QCD+A
	Ground slide

Lela Mutsube:  QCD+B
	Anti-air "slide"

Kamui Risse:  RDP+A  (hits 3 times when POW at MAX)
	Cape attack;  can deflect some projectiles

Shikooru Attack:  QCF+A
	Nakoruru sends Shikooru at her opponent; Shikooru will jump if
	opponent does

Power Up Shikooru:  d,d+AB (must be next to Shikooru)
	Nakoruru pets Shikooru making his next attack stronger than normal

Running Chest Jab:  QCF+C (cancel by tapping D or 4)
	Nakoruru runs at her opponent then jumps, grabs his/her head with
	her feet, flips the opponent over and stabs him/her in the chest.

Double "Bitch" Slap:  BC, A
	Nakoruru does her BC spin kick.  If that connects, she bitch slaps
	her opponent twice.

Nut Shot:  BC, B  (only works on male characters, "Bitch" slaps females)
	Nakoruru does her BC spin kick.  If that connects, she kicks her
	opponent where it really hurts.   OUCH!!!!
	See combo section for what to do next.

"Matrix" grab:  DP+C (must be next to standing opponent)
	Nakoruru knees her opponent in the head twice, kicks him/her to
	the ground, flips and jumps on her opponent then jumps away.
	This move will remind you of Trinity from "The Matrix" and is 
	unbreakable.  ABUSE IT!!!


Special POW move:  QCF+AB (POW must be at MAX)
	Shikooru howls then runs forward to the opponent and attempts to
	grab him/her.  If he connects, he wrestles and slams the opponent
	before throwing him/her high in the air.  This move is unblockable.

----------------------------------------------------------------------------
Combos

Because Nakoruru is so quick though not as strong as her opponents, her
combos, especially her juggles, are a big key to victory.  Here are the
main ones that I came up with.  Practice makes perfect.  So the more you get
used to the game, the more you can come up with your own combos.

Ground Combos:
Slash and Bust:
A, A = punch, slap
A, B = punch, flip kick (knocks down)
A, A, B = punch, slap, spin kick (knocks down)
A, A, B, b+B = punch, slap, spin kick, flip kick  (knocks down)
	

Bust:
BC, B, QCF+A, f+(D,AB) = Spin into Nut shot, Shikooru attack, Dash in and
			 heavy slash
	This combo will only work (a) if your opponent is male and (b) you
	connect with the Nut Shot.  As soon as your opponent falls to the
	ground in pain, immediately send Shikooru after him.  Shikooru will
	nail your opponent and stand him up.  Immediately hold f, tap D once
	to dash in and then hit AB to nail the heavy slash.

	99% of the time your opponent will fall down after this but if he
	is still standing, immediately do an Annu Mutsube to trip him down.

QCF+A, f+D, BC, B, QCF+A, f+(D,AB) = Shikooru Attack, run to opponent, Spin 
				     into nut shot, Shikooru attack, Dash in 
				     and heavy slash
	This combo will only work (a) if your opponent is male and (b) you
	connect with the Shikooru.  After Shikooru connects, run in, hit the
	nut shot, send Shikooru again which will stand your opponent up.  
	Immediately, hold f, tap D once to dash in and then hit AB to nail the 
	heavy slash.

	99% of the time your opponent will fall down after this but if he
	is still standing, immediately do an Annu Mutsube to trip him down.
	This is Nakoruru's most devastating combo.

BC, B, QCF+AB = Spin into Nut shot, Special POW move.

	This combo will only work (a) if your opponent is male, (b) you
	connect with the Nut Shot, and (c) your POW is at MAX.  As soon as
	your opponent falls to the ground in pain, immediately execute the
	POW move.  Shikooru will grab your opponent before they have a
	chance to roll away, GUARANTEED!!!

QCF+A, f+D, BC, B, QCF+AB = Shikooru Attack, run to opponent, Spin into Nut 
			    shot, Special POW move
	This combo will only work (a) if your opponent is male, (b) you
	connect with the Shikooru, and (c) your POW is at MAX.  After Shikooru 
	connects, run in, hit the nut shot, and immediately execute the POW 
	move as soon as your opponent goes down in pain.  Shikooru will grab 
	your opponent before they have a chance to roll away, GUARANTEED!!!


Juggles:
Slash and Bust:
d+AB, B, f+AB = Slash opponent into the air, standing downward slash, heavy
		slash
	Timing is the key here.  After slashing your opponent into the air,
	wait for him/her to fall.  When he/she gets just about even with
	your head, do the B slash, then	immediately press f+AB to nail the
	heavy slash.

	If you have trouble with your opponent blocking the 2+AB slash, try
	sidestepping one of his/her attacks (2+D) then 2+AB to hit your
	opponent while he/she is recovering from the attack he/she made.

d+AB, A, RDP+A = Slash opponent into the air, jab, Kamui Risse

	I really only use this one when POW is at MAX because the Kamui
	Risse will hit 2 or 3 times.  After slashing your opponent into the
	air, wait for him/her to fall to about even with your head then
	press A to throw a standing jab.  Then hesitate a split	second
	before beginning the Kamui Risse movement.  This combo, if it
	connects, is also good for throwing your opponent off the edge of
	cliffs to win the round even if your POW isn't at MAX.

	This combo requires a little better timing than the previous combo.
	A great way to get the timing down is to play the CPU's Nakoruru.
	The CPU will try and use this air combo all the time against you.

Slash:
QCF+A, f+D, B, f+AB = Mamahaha head strike, run to opponent, downward slash,
		      heavy slash
	The big key here is that Mamahaha must connect whether he hits your
	opponent on the ground or out of the air.  If he connects, run
	forward next to your opponent, do the standing B slash when he/she
	falls about even with your head, then immediately press	6+AB to
	connect with heavy slash

d+AB, A, QCF+AB = Slash opponent into the air, jab, Special POW move  (need MAX POW)

	Since the Slash POW move is easily blockable, this is probably the
	best way to connect it.  After slashing your opponent into the air,
	throw out a quick jab and immediately execute the POW move.

	If you're feeling really lucky, throw a standing B slash into the
	mix then execute the POW move.  However, if you're gonna try this,
	make sure you execute the POW just before your opponent hits the
	ground.  If you do it immediately after the standing B slash,
	Mamahaha will connect the first time, but miss the rest of the move
	and your opponent will fall to the ground will little energy taken
	off and you will have wasted the POW move.

Bust:
d+D, d+AB, QCF+AB = Sidestep, slash opponent into the air, Special POW move
		    (need MAX POW)
	Since Nakoruru Bust POW move is the slowest in the game, it is the
	hardest to connect.  But here's a hint, if you are right next to
	your opponent, whether he/she is on the ground or in the air,
	Shikooru will immediately lunge forward for your opponent without
	howling.

	The sidestep is key here.  Wait for your opponent to attack, then
	sidestep the attack and slash him/her into the air and immediately
	execute the POW move.  If you do it quick enough, Shikooru will not
	move with you when you sidestep and will immediately lunge forward
	for your opponent.  Since his grab animation is long, he will grab
	your opponent just before he/she hits the ground.

	This combo takes the most practice to perfect.




----------------------------------------------------------------------------
Samurai Combo System (SCS, formerly CD combos)

Here's the basic button press system for the SCS combos.

CD, 2, 3, 4, 5, pause, 6, 7, 8, 9, pause, 10, 11, finish
|---Group 1---|       |--Group 2--|      |---Group 3---|



	---A, A, A, A---	---A, A, A---	    ---A, A---
	|		| --A--	|	    | --A-- |	     |
	|		| |   | |	    | |   | |	     |
CD ----	|		--|   |--	    --|   |--	     |
	|		| |   | |	    | |   | |	     |
	|		| --B-- |	    | --B-- |	     |
	---B, B, B, B---	---B, B, B---	    ---B, B---


|-------Group 1---------| P |-----Group 2---| P |---Group 3---|

Group 1:
CD, A, A, A, A = Combo start slash, jab, jab, jab, jab
or
CD, B, B, B, B = Combo start slash, spin slash, spin slash, spin slash,
		 spin slash

Group 2:
A, A, A, A = mid slash, up slash, up slash, up slash
or
B, B, B, B = low slash, low slash, low slash, low slash
or
A, B, B, B = mid slash, low slash, low slash, low slash
or
B, A, A, A = low slash, up slash, up slash, up slash

Group 3:
A, A, A = mid slash, mid slash, flip kick
or
B, B, B = low slash, low slash, Annu Mutsube
or
A, B, B = mid slash, low slash, Annu Mutsube
or
B, A, A = low slash, mid slash, flip kick


Notes:

SCS Combos cannot be mixed up ABAB, BABA, ABA or something else like that.

SCS Combos can be broken at the pauses if your opponent guesses which button
(A or B) your are gonna press next correctly by pressing that same button on
his/her control pad.  If he/she guesses correctly, you'll be momentarily
stunned allowing your opponent to nail you.

SCS Combos can also be blocked at the pause if your opponent guesses correctly 
on whether to block high or low.  A combo that gets blocked at a pause simply 
pushes the fighters apart and cancels the SCS.

SCS Combos drain your stamina and can only be started when your stamina gauge
is a yellow color.

If you press CD to activate the combo but miss, you will still be flashing
showing you are in SCS mode.  Press CD again to cancel the SCS.
----------------------------------------------------------------------------
Strengths and Weaknesses


Strengths:
Slash and Bust:
-  Quick Movements
-  Quick recovery after slashes
-  Fights with animals

Slash:
-  POW move follows your opponent on ground or in air and is the fastest in
the game
-  Mamahaha's attacks follow the opponent

Bust:
-  Shikooru can jump after opponents when attacking
-  POW move is powerful, unblockable, and can catch opponents out of the air
-  Running Chest Jab is guaranteed after you block a standing opponent's
attack

Weaknesses:
Slash and Bust:
-  Attacks are only short range and not as strong
-  When stunned by an opponent's attack, she takes longer to recover
-  Very vulnerable if Mutsube attacks miss
-  Vulnerable if misses the "Matrix" grab
-  Loses stamina easily so keep your eye on the stamina gauge

Slash:
-  POW move not very strong
-  Vulnerable while commanding Mamahaha

Bust:
-  Very vulnerable if Shikooru misses opponent on POW move
-  Very vulnerable while she is powering up Shikooru
-  Shikooru takes long to move when you execute the POW move;  slowest
POW in the game
-  Vulnerable if Running Chest Jab misses.

----------------------------------------------------------------------------
VS. Combat Strategy

The best way to get better at playing Nakoruru, Samurai Shodown 64, or any
other fighting game is to play another person.  The CPU can only better you
so much.  After a while, you know what the CPU is gonna do and the challenge
simply disappears as beating the game becomes 2nd nature.

The human mind is the best way to get better.  What another player brings is
another challenge besides the CPU.  The human mind is often unpredictable.
You may fight a player who loves to attack non-stop and tries to devastate
you with combos, or you might fight someone who is very defensive.
Strategies vary as much as the person you are playing.

As you play the game more, you will learn to develop you're own strategy
while you are fighting.  It may be attacking low all the time or using a lot
of projectiles.  Eventually though, people pick up on your strategy and only
the truly great players are able to expand on their strategy to the point
where they can still effectively use it in any situation.

An effective strategy I use is an offensive/counter-offensive type of
strategy.  I do like to attack a lot and try and get my opponent to make a
counter attack so that I can sidestep it and use juggles.  But I am also
a very defensive player.  When I'm not attacking, I'm blocking and looking
for an opening to counter-attack.  Annu Mutsubes are also very effective
because people often forget that they hit low.

The main thing you wanna do is wait for your opponent to make a move and
react to that move.  If you are fighting a defensive opponent, do some
attacking to make your opponent counter-attack.  If your opponent doesn't
counter-attack, remember that you still have throws.

When your POW is at MAX, try and find the opening to use your Special POW
move.  They are very effective and can get you back into a round if you have
already taken a lot of damage.  Never use your Rage Eruption unless you are
about to lose the match.  You only get to use it once a match so make sure
that Fatal Flash connects.  Also, remember that your Rage Eruption will stop
the time in the round.  So if you are about to lose the match because your
opponent has more energy than you and is trying to avoid you because time is
running out, hit ABC and get after it.

----------------------------------------------------------------------------
Fighting Gandara, Deku, Dekuina, and Yuga

Beating Gandara

Sometimes I wonder why they put Gandara in the game in the first place.  He
is this huge purple guy who will challenge you either after you win two
rounds in your third match or two rounds in your eighth match.  Good news:
He's big, slow, cannot block, and he sucks.  Bad news:  If he connects on an
attack, he'll drain a lot of energy.  Just B and AB slash him until you see
him rear back to make an attack.  When he does, Annu Mutsube behind him and
repeat the process.

Attacks to look out for:
- If Gandara sticks his hand into the ground, Annu Mutsube behind him and
attack him as much as possible.  He will pull out a big rock and throw it.
- If Gandara rears back and crosses his arms in front of his mouth, GET THE
HELL OUT OF THE WAY!!!  If you don't, he'll catch you in his mouth and bite
into you, taking off lots of damage.
- If Gandara ducks low with his mouth open, jump over him quickly.  He will
lunge forward low twice and if he connects, he will knock you out of the
ring.
- If Gandara straightens his body up, sidestep a few times or else he will
fall onto you and crush you.
- If you hear Gandara scream, GET OUT OF THE WAY!!!  This is Gandara's POW
move.  He will go psycho and jump up and down trying to crush you.  This is
unblockable so if he connects, you will lose most, if not all, of your life.

A word to the wise, assume that all of Gandara's attacks are unblockable and
avoid them at all costs.

After beating 8 CPU opponents, you will move onto the final bosses.  You'll
see Nakoruru walk out into the open then a flash of light comes and Deku and
Dekuina make their way down.  A stone then comes up and will carry either an
orange or blue sword.  If an orange sword comes up, you will fight Deku.  If
a blue one comes up, you fight Dekuina.

Beating Deku

Deku fights like a combination of the Bust and Slash Haohmaru characters.
He is very quick and very very strong.  But he does leave himself wide open
and you can beat him if you are quick enough.

Deku can take a lot of damage so your best strategy is to try and knock him
off the edge.  But don't set your sights on that or Deku will beat you
easily.  Try and slowly work him to the edge.  Be aware of his attacks and
try landing a juggle to get him over the edge.

Attacks to look out for:
- When Deku stands back and extends his sword, run in quickly and attack or
get the heck out of the way.  If you don't he will nail you and his attack
cannot be blocked.
- Deku can send out tornadoes very quickly (he can do 2 at a time) so be
careful when jumping in.
- Deku also has a move where he rears back, slashes down then back up with
his sword.  Make sure you block both of these attacks.  If you do, he will
be very vulnerable.  Knock him over the edge.
- Deku has 2 Special POW attacks.  His first one is Haohmaru's.  Sidestep
then run after him when he lands and hit a juggle.  His second one is
very hard to avoid.  Deku flies up into the air and before you realize
what's happening, fire spreads around where you are standing.  If you are
playing Slash, Mamahaha grab and wait for the fire to end.  If not, get a 
far distance away and block HIGH!  The fire is on the ground but if you 
block low, you'll get hit.

Beating Dekuina

Dekuina is a little easier to fight.  She is a mix of the Bust and Slash
Shiki characters.  She isn't any quicker than Deku but she's just as strong.
At times, she is also more vulnerable than Deku.  She also is thrown around
easier so it doesn't take much to knock her over the edge.  However, she has
more unblockable attacks.

Attacks to look out for:
- Dekuina has Slash Shiki's sword run.  She runs in and slash at you when she
gets to you.  However, unlike Shiki's, Dekuina's is unblockable.  When she
goes for this attack, either Annu Mutsube to get her while she's running or
jump over her to avoid the attack.
- Like Deku, she can extend her sword.  Unlike Deku, she can swing it high
or vertical.  There's an easy way to tell.  If you hear a really eerie sound
as she floats up, she's gonna swing high.  Don't jump or she'll nail you.
Just duck then run after her after she swings.  She'll be very vulnerable.
If she's gonna swing vertical, she won't fly up as high and you'll hear the
same sound you would hear when Deku extends his sword.  Run in and attack
quickly or sidestep (or sidewalk) to dodge the swing then run after her.
- Dekuina also has 2 Special POW moves.  The first is the Slash Shiki's
where she slashes you up bad.  The second one will kill you with one hit.
When you see the flash, attack Dekuina quickly before she goes underground.
If you miss, either Mamahaha grab or jump like crazy.  Dekuina plays Jaws
with her sword and if she connects just once, you're toast.

Beating Yuga

After you beat either Deku or Dekuina one round, you will move on to face
Yuga.  When you first face him, he is floating in a sitting position.  His
hand slashes can reach up to halfway across the screen.  He also has a close
Fortune Wheel grab and a fire line that travels along the ground.  But, good
news...he sucks at this point.  Either continuosly B slash him or keep using
juggles.  He hardly blocks when he's sitting.  If you are playing Bust,
just keep using the Running Chest Jab whenever he gets up and you'll win
easy.

After you beat him when he's sitting down, Yuga will POWer up and be
floating in a standing position.  And if you thought Amakusa was a cheap
boss, you ain't seen nothing yet.  Yuga is very cheap but is beatable.
Yuga's POW remains at MAX throughout the rest of the match.  Even worse,
if you should get a Double K.O., Yuga will win the round, but you won't win
the match.  But guess what, if you are Bust Nakoruru, keep the Running Chest
Jab going over and over and you'll win.  Cheap?  Yes.  But its always good
to beat the cheap with the cheaper.

Attacks to look out for:
- Yuga's hand slashes now can travel anywhere on the screen.
- When Yuga rears back with both hands either block or duck to avoid his
energy shot.
- When Yuga raises his hands, jump immediately after Yuga and attack.  Don't
run or try and block because Yuga will pull the ground out from underneath
you and slam you hard onto the ground.
- When you see Yuga turn his body sideways, jump immediately.  If you don't
Yuga will use his lightning grab to pull you in and throw you down.
- When Yuga somewhat crouches down, don't touch him or get near him.  He
makes the ground around him explode with fire and makes himself firey as
well.
- When Yuga activates his Rage Eruption, count 1001, 1002, 1003, 1004, 1005
and then attack.  Yuga cannot be hit for those 5 seconds.
- If Yuga makes a break for one of those circles along the edge of the ring,
run and attack him immediately.  If he gets to the circle, he will heal
himself.  However, he is very vulnerable while he's healing.
- In the fifth and final round of the match, Yuga will usually start the
match off by stopping time and freezing the entire screen.  The best thing
to do here is block. Because he will wait a bit before he unfreezes the
screen and hits you with a hand slash.  Yuga only uses this move in the last
round.

Yuga is also a sucker for Annu Mutsubes and Kamui Risses.  So nail him with
these when you can.  Most of the time, doesn't block them.

Beat the floating Yuga and you will have beaten the game.  Good luck.

----------------------------------------------------------------------------
Nakoruru's Ending

For those of you who want to know what the ending is because its very
unlikely that you'll ever get to play Samurai Shodown 64, here you go.


The Road to Kamui Kotan.

Nakoruru traces the river bank.

She is happy to be going home.

But the fate of the nun awaits.

"I want to be a woman."

"I want to wear nice clothes."

"I want to go out at night."
But she is "Nature's Warrior."

Nakoruru gazes at the river bank.

A voice from the sky.
"Mamahaha!"

The thundering of the ground.
"Shikooru!"
She jumps on top.

"Rimururu!"
Her sister waves.

Nakoruru laughs and waves back.

Back to Kamui Kotan,
Her only true home.
----------------------------------------------------------------------------
Death Slashes

Of course, who can forget the blood spraying out or the body splitting in
half when you kill your opponent.  If you didn't have that...it wouldn't be
Samurai Shodown.

Nakoruru has three slashes that will kill your opponent if they are used to
kill him in the winning round of the match.  I must quickly note that
Nakoruru, Rimururu, Shiki, Deku, Dekuina, Yuga, and Gandara cannot be
killed.

Cut in half:  d+AB or f+B

Stab to the heart:  f,f+B  (I love using this one.  The animation is drawn
perfectly to your opponent's heart.)

----------------------------------------------------------------------------
Nakoruru's Quotes

After winning a match, sometimes the screen will close in on Nakoruru while
fading to a 2D pick on Nakoruru where she will say something.  Here are her
quotes.

Slash:
Quote 1: "Oh Nature. When? O When will I find peace."
Quote 2: "Nothing is born from battle's rage."

Bust:
Quote 1: "This world brims with evil's filfth."
Quote 2: "Using the lives of the young.  Unforgivable!"
----------------------------------------------------------------------------
Nakoruru's Outfits

Nakoruru has 4 different outfits that she fights in, 2 in Slash, 2 in Bust.
Colors are chosen at the Slash/Bust select screen.
If you are at the 1st controller, press A to choose the 1st outfit and B for
the 2nd outfit.
If you are at the 2nd controller, press B to choose the 1st outfit and A for
the 2nd outfit.

Slash:
1st color:  White outfit with red and blue trim, red shoes, red bow,
and long blue hair.  Mamahaha is a brown and white color.
2nd color:  White outfit with yellow and blue trim, yellow shoes,
yellow bow and long black hair.  Mamahaha is a dark blue color.

Bust:
1st color:  White outfit with purple trim, purple shoes, purple headband,
and short brown hair.  Shikooru is a purple and white color.
2nd color:  Black outfit with yellow and purple trim, yellow shoes, yellow
headband and short brown hair.  Shikooru is a gray and white color.
I like to call this the "ghetto girl" outfit.



----------------------------------------------------------------------------
Samurai Shodown 64 aka Samurai Spirits (c) 1997 by SNK.  Nakoruru, Mamahaha,
Shikooru, Rimururu, Amakusa, Yuga, Deku, Dekuina, Gandara, Haohmaru, and
Shiki are all copyrighted names by SNK.
----------------------------------------------------------------------------
Version 1.0 (c) 2001 by Juan Carlos "J.C." Echartea  All Rights Reserved.
Version 1.1 (c) 2001 by Juan Carlos "J.C." Echartea  All Rights Reserved.
Version 1.2 (c) 2001 by Juan Carlos "J.C." Echartea  All Rights Reserved.
Version 2.0 (c) 2005 by Juan Carlos "J.C." Echartea  All Rights Reserved.

Do not post this FAQ on any website without my expressed written or emailed
consent.  To ask permission, email me at nakofan64@gmail.com    If you are
granted permission, I do ask that you give credit where credit is due.

Current sites with permission:  http://www.samuraispirits.net

Also, feel free to email me if you have any questions about this FAQ or
Samurai Shodown 64 whether it be about the game or how to play any of the
characters.  I can play as any character on the game and am more than
willing to help you out.  Also, if you hear of any rumors about the game,
email me and I will test those rumors and let you know if they are true.
----------------------------------------------------------------------------

"Daishizen no oshioki desu."  ("This is nature's punishment.")  --Nakoruru