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Samurai Shodown V: Yoshitora by RTorrez

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Samurai Spirits Zero / Samurai Shodown V
Character FAQ on Yoshitora Tokugawa
For The JAMMA/MVS Arcade & The Neo*Geo Advance Entertainment System
By Raul Torrez (Kim_Kaphwan@netzero.com)
This FAQ is Copyrghted Work 2004 Raul Torrez
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Samurai Spirits Zero, SNK Playmore, Yoshitora Tokugawa, other SNK Characters
are all Registered Trademarks and Copyrighted by SNK Playmore Corporation of
Japan and Yuki Enterprises.
=================
Table of Contents
=================
I. Why Yoshitora Tokugawa?
II. Bio and Info
III. SSZ's Basic Commands
IV. Yoshitora's Basic Moves
V. Yoshitora's Special Moves
VI. Yoshitora's Combos
VII. Strategies
VIII. Entrance and Winning Poses
IX. Extras
X. Updates
XI. Closing and Credits
=======================================================================
I. Why Yoshitora Tokugawa?
=======================================================================
Well being one of the best character designs I've seen in years, why shouldn't
you choose him. He's a Top Tier Character in SSZ with his abusable Nadeshiko.
Yoshitora is your around average character. He's got an infinite, women, speed,
power, seven swords, and more women. With the system changed to that of SSII,
with a few new features, this game can be loved by SS veterans or newcomers to
the series. So if anyone wants to jump on the Yoshitora bandwagon, come along
as I try to discuss what makes Yoshitora so damn good!
=======================================================================
II. Bio and Info
=======================================================================
Birthdate: 1766 January 1st
Birthplace: Edo, Japan (Tokyo)
Height: 176.7cm
Weight: 63.75kg
Blood type: B Type
Weapon Name: Nadeshiko, Shirayuri, Botan, Tsubaki, Asagao, Yuugao, Yoshitora
Fighting Style: self taught (the basics in sword fighting was taught to him by
Jubei)
Likes: Pure playing
Dislikes: Sake (Japanese wine)
Complex: Becoming the next heir to Tokugawa Shogunate
Who he respects/looks up to: The leader of the Hinowano country, Ga-Ou
His thoughts on fighting: Something he learned without much thought
Special skills: He's a genius
When he feels peace around him: When he is with his six girlfriends
Type of person he likes: He loves all women around the world
Seiyuu/Voice Actor: Yuuki Hiro
"The possibility of a rebellion from Ga-Ou, the leader of the Hinowano
country......."
Yoshitora says this as he wonders. He opens both his hands and stares down at
them. He slowly starts to remember the feeling from before. A memory he could
never forget. A feeling similar to pain......
"......dammit. Sweat got in my eye and I slipped. Common, let's continue."
His tongue slipped out those words as he was enraged at his own uselessness.
He had absolute self-confidence in his skills. Using six swords at once. But
against Ga-Ou's cross spear, everything was defeated. Every sword he pulled out
was deflected. Yoshitora himself was also on his knees with an enemy in front
of him. He grit his shaking teeth as he tried to act strong. Both his shoulders
were in pain and he couldn't feel either of his feet. They were completely
paralyzed. He puts all his effort into standing up. With his hands that are
completely without any senses, he rests his hands on his seventh sword. A sword
he never pulled out before. Ga-Ou then lowers his spear. With a complicated
smile, he looks at Yoshitora.
"A fine display of ambition. Let us end it here. Yoshitora, with an ambition
like yours, days when you will be able to use it for the better of the country
will come. This country will change with a person like you.", Ga-Ou explains.
"I'm not interested in being a Shogun.....ever."
".....Eventually, you too will be able to hear it. The voices of the
country."
"Whatever, lets just go on. Standing again just gets me too excited."
Yoshitora couldn't stop his shaking against this new warrior. The chances of
him dying were great. But it was Yoshitora who challenged this warrior who was
said to be demon like with his spear skills. He couldn't pull back from a fight
he started.
"The only time I will try my hardest and wield my spear is for this country.
If you are one who will become an enemy of this country, then that time......"
Yoshitora thinks back to the days when he was still a young kid.
"A rebellion......by him.......I really don't feel like waiting for Jubei
and Hanzo's report......"
There was no way he could win. Back then, there was no possible way he could
win. And even now, after time had passed, there was no guarantee that he could
beat him. But, he still felt proud of himself.
"I do know him....I guess I'll just have to show him the right path."
=======================================================================
III. SSZ's Basic Commands
=======================================================================
Yoshitora's Key Configuration:
A - Weak Slash
B - Medium Slash
C - Kick
D - Special
AB - Fierce Slash
f - forward
b - back
d - down
u - up
qcf - quarter circle forward
qcb - quarter circle back
hcf - half circle forward
hcb - half circle back
df - diagonally down forward
db - diagonally down back
uf - diagonally up forward
ub - diagonally up back
dp - Dragon Punch Motion (f, d, df)
rdp - Reverse Dragon Punch Motion (b, d, db)
(air) - can be done in the air
(Hold) - move can be held (can be released, only after being held)
R* - Rage Attack
S - Any Slash Button
SK - must be pressed at same time (AB, CD, BC, etc.)
x1 - repeat number of times given
> - follow up
UB - Unblockable
OTG - Off The Ground
-------
Basics:
-------
Run/Dash - f, f (hold f while running)
Dash Back - b, b
>Dash Jump - uf / ub
>Dashing Slash / Kick Attack- S / C
>Emergency Stop - b (while running / dashing)
Normal Jump - u
Instant Jump - u / uf / ub (just as you land)
Guard Destroyer: Pushing Away - when close, f + C
>Destroyer Slash - S (After Guard Destroyer)
Guard Destroyer: Pulling Towards - when close, b + C
>Destroyer Slash - S (After Guard Destroyer)
Quick Recovery - u (when knocked down)
Quick Rolling Recovery - f / b (when knocked down)
Forward Roll - df + D
Back Roll - db + D
Hopping / Lower Evade - b + D
Forward Hop Evade - f + D
Higher / Lay Down Evade - d + D
Aiming Low Kick - f + C
Sweep Kick - df + C
Unarmed / Weaponless Attack - S
Dashing Slash / Kick Attack - S / C
Leap Attack - BC
Low Pursuit - when opponent is down, df + BC
Big Pursuit - when opponent is down, u / uf + BC
Weapon Parrying / Deflecting - qcb, f + D
Unarmed Weapon Catch - qcb, f + D
Disarming Weapon Taunt - Start x3
Weapon Pick-up - when near weapon, A / AB
Meditation - when standing, Hold D
Circumstance of Nothing / Mu no Kyouchi - qcb + CD
>Issen - BCD
Rage Explosion / Ikari Bakuhatsu - ABC
>Rage Attack / Ikari Hissatsu - qcf + CD
Suicide - b, f, df, d + Start
-------------------------------
Descriptions of Basic Commands:
-------------------------------
Instant Jump - u / uf / ub (just as you land)
There's a slight pause that occurs when land unto the ground. This pause forces
the character to be stuck in crouch animation. To get around this pause, you
must immediately jump up again right as you hit the ground. You'll see a split
second of the crouch animation, then instantly jump back up again.
Guard Destroyer: Pushing Away / Pulling Away - when close, f + C / b + C
Each character can use the Guard Destoryer Moves. The Guard Destoryer is a
basic throw, in which the player can choose the direction of the throw, front
or behind. This attack is unblockable this like any other throw, but can be
dodged if using the Evade Hopping (Low, High, Forward Hop).
>Destroyer Slash - S (After Guard Destroyer)
Once the character grabs the opponent with the Guard Destroyer, you have the
option of following up with the additional attack (S). You may also perform the
Destroyer Slash while unarmed. Furthermore, you may follow up with a SPECIAL
ATTACK, instead of the Destroyer Slash. But you must be very quick about it.
The most abusable move from the Guard Destoryer I've seen would have to be
Gaira's Enshin Satsu (Command Throw).
Quick Recovery - u (when knocked down)
When the charater has been knockdown by a attack, they may recovery
immediately. This will cause the character to stand up in their neutral
fighting stances. This avoids getting hit with the OTG Pursuit Attacks.
Quick Rolling Recovery - f / b (when knocked down)
Same as the Quick Recovery, but instead of gettiing straight up. The character
will recover with a forward or back roll. This avoids getting hit with the OTG
Pursuit Attacks.
Forward Roll - df + D
This command will allow the character to AVOID / EVADE the opponents low / high
attacks. The invincibility window is small. Becomes cancelable towards the end
of the roll.
Back Roll - db + D
This command will allow the character to AVOID / EVADE the opponents low
attacks. The invincibility window is small. Nice for baiting out wake ups.
Hopping / Lower Evade - b + D
This command will allow the character to AVIOD / EVADE the opponents low attack
by hopping upward. The invincibility window is small. Best used to EVADE ground
type projectiles.
Forward Hop Evade - f + D
This command will allow the character to AVOID / EVADE the opponents low, mid,
high attacks by hopping upward in a forward direction. The invincibility window
is small. Best used when close to a opponents who are gonna attack / throw or
for ground type projectiles.
Higher / Lay Down Evade - d + D
This command will allow the character to AVOID / EVADE the opponents mid / high
attacks. Best used against command throws / Guard Destroyer and mid-level
projectiles.
Aiming Low Kick - f + C
Each character can perform a Low Kick, which will result with the opponent
getting knockdown. The knockdown varies on each of the characters Low Kick. Has
a bit of lag at the start up of the kick.
Sweep Kick - df + C
Another low knockdown attack that each character can perform.
Unarmed / Weaponless Attack - S
Once the character has lost pocession of their weapon, they are left unarmed.
Only punches will be at your disposal, until you pick up your weapon.
Dashing Slash / Kick Attack - S / C
While the character runs / dashes, they may use a Dash Attack. The Slash Attack
is mid / high range, while the Kick Attack is a low range attack.
Leap Attack - BC
Each character has a universal overhead attack, which is called a Leap Attack.
The Leap Attack is performed with the character doing a hop attack in the air.
This attack is used on players that tend to turtle up into defensive mode.
Low Pursuit - when opponent is down, df + BC
When the opppnent is knocked down, you can do a OTG attack. You must be near
the downed opponent to connect the Low Pursuit. You can't perform the attack if
the opponent does a recovery roll or quick recovery. However, if the character
doesn't recover from that knockdown, you may do more than one Pursuit Attack.
Big Pursuit - when opponent is down, u / uf + BC
When the opponent is knocked down, you can do a OTG attack from a distance. The
Big Pursuit Attack has the character jump into the air, then descend down with
a attack to the downed opponent. You may be near the opponent or half screen to
connect with the attack. You can't perform the attack if the opponent does a
recovery roll or quick recovery. However, if the character doesn't recover from
that knockdown, you may do more than one Pursuit Attack.
Weapon Parrying / Deflecting - qcb, f + D
If the opponent throws out a weapon attack, you may Deflect the attack with
your weapon. By doing this, the opponent will be STUNNED / RECOIL for a brief
second. This leaves the opponent opened for a free attack. You may deflect
special weapon attacks as well.
Unarmed Weapon Catch - qcb, f + D
If the opponent throws out a weapon attack while your unarmed, you may catch
their weapon and disarming them. You may weapon catch special weapon attacks
too.
Disarming Weapon Taunt - Start x3
You may disarm your weapon yourself. The character will do their taunt, then
disarm. By doing so, you'll be weaponless and and lose any moves you had when
the weapon was equipped. Only moves you can do are Guard Destroyer, Leap
Attack, Aiming Low Kick, Pursuit Attacks, Unarmed Weapon Catch, any special
moves w/o the weapon being equipped, Kick, and Punches, which are replaced by
your Slash buttons.
Weapon Pick-up - when near weapon, A / AB
If you've been disarm of your weapon, simply go up to it and hit A / AB. You'll
equip the weapon and gain back any moves you lost while unarmed.
Weapon Clash -
When both characters attack with their weapons at the same time, they'll both
move forward into a Weapon Clash. Both characters will then face each other in
a weapon stuggle. Each character is giving a number counter above their head
with a 10 second timer in the middle. You must then press / tap any button to
increase the number counter in that giving 10 seconds. Once the time is up, the
person with the most button taps wins the duel. The loser will have their
weapon defected, which results in a disarm. The weapon will be thrown to the
ground. If both characters have the same number of button taps on the counter,
they both LOSE their WEAPONS!
Recoil Effect -
If any hits are blocked by the player / opponent, the recoil effect will occur.
The Recoil Effect will put the attacker into a split second stun, in which you
become defenseless. If this happens, you may cancel out of the recoil by
inputting the motion for the attack you want to use to get out of recoil, then
simply pressing the assigned button until the Special Attack come out. But this
only works on Slash Attacks that are cancelable.
Life Gauge -
A new Life Gauge compared to SSIV's Double Gauges. In SSZ, the Life Gauge's
Energy is yellow. Then, towards the front end of the gauge, the color is orange
with a triangle white maker over the orange part of the gauge. The orange part
of the Life Gauge is for the Mu no Kyouchi's time limit. The more you increase
the Orange Gauge, the longer time you'll have during the Mu no Kyouchi. You
must increase the Orange Gauge thorugh Meditation.
Kenki Gauge / Sword Spirit Gauge -
A new addition to SSZ. The Kenki Gauge is beneath the Life Gauge. This gauge is
what balances the gameplay out. The Kenki Gauge decrease everytime you do a
slash attack that hits or misses, punches and kicks that hit, Leap Attacks,
Pursuit Attacks, some Special Moves that hit, and finally some Rage Attacks
that hit. The lower the gauge gets, the less damage your attacks will do. If
the Kenki Gauge gets runs out, your attack will produce zero damage. So you
must let the Gauge refill itself. The Kenki Gauge fills quite quickly, up until
it's nearly full. The Kenki Gauge can be delayed / interupted if you use a
Special Attack, any Evade, and Command Moves. If your Rage Gauge is full, the
Kenki Gauge will increase a bit. Same thing goes for the Rage Explosion, but
the Kenki Gauge will increase as the same length of the Life Gauge. When
entering Rage, the damage will increase on your characters attacks. Of course
Rage Explosion will offer the better damage.
Meditation - when standing, Hold D
A new feature in SSZ, in which you drain the blue energy from the POW / Ikari
Gauge. The Blue Energy is then transfered over to the Life Gauge. You'll notice
that the white maker above the front end of the Life Gauge begins to move. The
white marker moves to the left if Player 1 (moves right if Player 2), in which
it turns the transfered energy on the Life Gauge into Orange. The Orange Energy
grows more as you Meditate. The purpose of Meditation is to INCREASE the time
on Mu no Kyouchi, but I'll get into that in a second. The speed on Meditation
varies for some characters. Some characters can drain fast, while others drain
slow. This is based on how the characters take damage on the Rage / Ikari
Gauge. So if the character is slow at getting Rage / Ikari Energy, they'll most
likely get alot of Orange Energy, due to the slowness of the characters
Meditation.
Circumstance of Nothing / Mu no Kyouchi - qcb + CD
Another new additon to SSZ. Leaving off from Meditation, once your in the white
markers reach, the Orange Energy should turn Blue. When this happens, you may
perform Mu no Kyouchi. During Mu no Kyouchi, the background will change with a
portrait of the character your using. The opponents speed and attacks are
slowed down and have longer stun properties when hit or if blocking. You'll
notice that the Rage / Ikari Gauge is replaced with a Draining Gauge. This bar
is made of from what you Meditated for energy. So the more energy you
Meditated, the more time you'll get on the Draining Gauge. The moment you enter
Mu no Kyouchi, the Draining Gauge will take effect and start to drain the
stored Blue Energy for Meditating. Once it's completely drain, Mu no Kyouchi
has ended. Mu no Kyouchi may also end if the opponent hits the your character.
Once it ends, your Rage / Ikari Gauge has disappeared. So you will not be
allowed to use a RAGE Attack for the entire match. If the opponent is caught in
the air by an attack during Mu no Kyouchi, you may keep juggling them in the
air till the Gauge is drained. This is due to the Stun properties while in this
state.
REMINDER: In order to use Mu no Kyouchi, you must lose a round and have the
Life Gauge low enough for the Orange Energy to turn into the Blue Energy.
You must Meditate often enough so that when you do use Mu no Kyouchi, the time
on it will become longer.
>Issen - BCD (during Mu no Kyouchi)
This is a very damaging attack while in Mu no Kyouchi. The character usually
dashes right behind the opponent with a leathal slash. Then in that instant,
the background changes yellow as japanese characters are written out spelling
"ISSEN" ("FLASH") as the blood gushes out into the air. It's a great ender
after custom combos in Mu no Kyouchi. Issen is a great reversal against Firece
Slashes or Special Moves. You must have your weapon equipped to perfrom Issen.
Rage Gauge -
The Rage Gauge is located in the lower hand corners of the screen. This gauge
is for building up energy for Rage Attacks or to Meditate the Rage Energy to
store for Mu no Kyouchi. You can build up the Rage Energy by taking damage /
block damage from the opponent. When the Rage Gauge is MAX, the Gauge will
begin to burn with a flame blazing out of the back end of the gauge. When MAX,
you're able to execute the characters Rage Attack (qcf + CD), until it hits or
until the Rage Gauge's Energy is depleted. The Kenki Gauge increases a bit. Few
characters can access Rage fast, where most characters cannot. This is due to
the damage scaling on each character. This gauge plays a BIG ROLE for
Meditating Energy for Mu no Kyouchi.
Rage Explosion / Ikari Bakuhatsu - ABC
When performed, the RAGE Gauge will be engulfed in a big flame with the
japanese character written out as "Explosion". The character begins to create a
massive explosive dome around them as a sheid, while the background turns
eerie. The Explosion is unblockable and can also be used to interupt
multi-hitting moves, special attacks, or long attack strings. Once Rage
Explosion is activated, the Rage Gauge will begin to drain. But in return, your
Kenki Gauge increases about the size as the Life Gauge and your able to perform
a Rage Attack. Once the Rage Gauge is drain completely, you'll lose it for the
entire match. You may also lose the Rage Gauge, if your able to hit the
opponent with a Rage Attack. If the attack does not connect, you'll still be
able to use the Rage Attack again until you hit the opponent or the Rage Gauge
is empty.
>Rage Attack / Ikari Hissatsu - qcf + CD (can be done in Rage Explosion)
This is a super move that each character can perform, while either the RAGE
GAUGE is MAX or during the Rage Explosion. You may perform the attack until you
connect with it or once the Rage Gauge is drained. Once you connect with the
attack, the opponent will DISARM the weapon. Then the Rage Gauge will be empty,
until you build up the energy for it again.
Suicide - b, f, df, d + Start
Also called the imfamous "Honorable Deaths", have returned from SSIV. When
performed, the player will kill themselves, thus forfeiting the round to the
opponent. As you proceed to the next round, your character will either go into
the match with a FULL RAGE GAUGE or SEMI-FULL RAGE GAUGE. This varies due to
the damage / hits that the characters take from the RAGE GAUGE. You may peform
this act more than once.
=======================================================================
IV. Yoshitora's Basic Moves
=======================================================================
A Button (weak slash):
------------
far standing
------------
Yoshitora unsheaths his San no Tachi to use a mid-range slash.
Fast standard slash with fast recovery time. Great distance (about 4 character
spaces) for zoning / poking. Unpunishable, even when defended. This attack does
hit the opponent while crouching, jumping, or in mid air.
--------------
close standing
--------------
Yoshitora throws out a elbow attack to the opponents face.
This attack is cancelable into any of Yoshitora's Tachi attacks, Issen, Rage
Explosion, Rage Attack, or even his Suicide. Very fast recovery. Unpunishable
when blocked or hit. Has juggle properties, if used as a Anit-Air.
---------
far crouching
---------
Yoshitora unsheathes his San no Tachi to use a low foot slash.
Just at fast as his far standing A Slash. The distance is about 3 character
spaces. Good to throw out when doing attack strings. Unpunishable as well.
---------
crouching
---------
Yoshitora throws out a upward elbow attack to hit the opponent at mid-range.
Same speed as his close standing A Slash. This attack cancelable into any of
the Tachi Attacks, Issen, Rage Explosion, Rage Attack, or even his Suicude.
Unpunishable like the rest of the A Slashes. Overall, it's not very useful
attack.
-------
jumping
-------
Yoshitora throws out a upward elbow attack while in the air.
This attack has stun if hit or blocked. Not a very useful air-to-air attack or
jump-in attack.
-----------------------------------------------------------------------
B Button (Medium Slash):
------------
far standing
------------
Yoshitora begins to unsheath his Ni no Tachi to use a mid-range slash, then
swings the sword upwards with a high slash, which returns to his side. At that
same moment the sword returns, he unsheaths his Go no Tachi, which he attacks
with a mid-range slash. Once he's finished, he returns the swords back to there
sheaths. Almost like a Double Battoujitsu!
This Slash is a 3-hits attack. During any of the 3-hits, you may cancel into
the Tachi Attacks, Issen, Rage Explosion, Rage Attack, or even Suicide. You may
also cancel any of the slashes off the attack without even hitting the
opponent. Meaning, you may throw out the B Slash from full screen and cancel it
into any of Yoshitora's Special Moves. This is also is Bread and Butter Slash
Attack. It's pretty much safe on block, if you cancel from the recoil effect or
not. Great for zoning / poking.
--------------
close standing
--------------
Yoshitora begins to unsheath his Ichi no Tachi to use mid-range slash, then
unsheaths his Go no Tachi to deliver a low slash that swings upwards. After the
attack is finished, he sheaths both swords.
It's almost identical to his far standing B Slash, except it's a 2-hit chain.
It has got the same speed and recovery too. You may cancel any of the 2-hits
into Tachi Attacks, Issen, Rage Explosion, Rage Attack, or even Suicide. Bread
and Butter string all the way!
---------------------
far / close crouching
---------------------
Yoshitora begins to unsheath his Ichi no Tachi to use a low foot slash. Then
starts to unsheath his Go no Tachi to strike with a upward slash attack. After
the attack is finished, he sheaths both swords.
This is actually his best pressure attack when up close. This is a 2-hit
attack. You may only cancel the 1st hit into Tachi Attacks, Issen, Rage
Explosion, Rage Attack, or even Suicide. It can be used as a anti-air attack.
The speed is fast for being a strong attack. So it's a safe attack to use
without getting punished.
-------
jumping
-------
Yoshitora unsheaths this Ichi no Tachi that slices at a downward, as he then
draws out his Go no Tachi to throw out a horizontal slash.
His best air-to-air attack. The attack is very fast. Not a great jump-in
attack, but a nice cross-over attack.
-----------------------------------------------------------------------
C Button (Kick):
--------------------
far / close standing
--------------------
Yoshitora will lift his foot up, then moves it forward to perform a slide kick.
It's a bit quick and can be used for playing footsie. Good set-up for a tick
throw into Guard Destroyer or Roku no Tachi: Yuugao.
---------------------
far / close crouching
---------------------
Yoshitora will do quick low kick. Very useful for playing footsie. Another good
use for tick throws into Roku no Tachi: Yuugao or Guard Destroyer.
-------
jumping
-------
Yoshitora will do a fast snap kick downward. Not very useful in the least.
Stick to jumping B or jumping AB.
-----------------------------------------------------------------------
AB Button (Fierce Slash):
------------
far standing
------------
Yoshitora raises his arms crossed up. Then, he spreads his arms out, in which
they swing / flap down like a butterfly wings until he reaches the ground. Once
he reaches the ground, he begins to unsheath his Ichi no Tachi and Go no Tachi
to swing / flap his arms up into the air. After this, he sheaths both swords.
This attack distance is near full screen. The attack moves Yoshitora about 2
character spaces. During the attack, Yoshitora creates a Energy Wave that moves
forward from his down / up swings. The Butterfly Slash is a 5-hit attack. It is
not cancelable. The first 3-hits are mid-range, well the last 2-hits are high
attacks. If blocked, opponent gets pushed back quite a ways. But because of the
lag on the last couple hits, your still able to get punished. So use with
CAUTION. Other that, it's a powerful Fierce Slash.
--------------
close standing
--------------
Yoshitora unsheaths his Ichi no Tachi, and begins to execute a low slash. Next,
he unsheaths his Ni no Tachi to execute a mid slash. Then we see him unsheath
his San no Tachi to execute a high slash. Now once all 3 slashes hit, he'll
then unsheath his Yon no Tachi and raise the sword above his head and unleash a
overhead slash.
The first 3-hits are cancelable into Tachi Attacks, Issen, Rage Explosion, Rage
Attack, or even Suicide. You may cancel the recoil effect, if attack is
blocked. This seems to be more of a mistake punisher attack. Even if the
attack looks like an overhead hit, it won't connect overhead if the opponent is
blocking low.
---------------------
far / close crouching
---------------------
Yoshitora will perform a spinning sweep with his foot, while the sheath of Nana
no Tachi follows with its sweep as well.
This is a 2-hit attack. This attack does knockdown. When blocked, the attack
becomes punishable. You must be close to hit with the attack. It's pretty
decent for a surprise attack.
-------
jumping
-------
Yoshitora unsheaths his Ichi no Tachi and does a diagonal to horizontal slashes.
This move is his best jump-in attack which adds pressure too. This attack will
hit overhead. The attack has a big hit box which stays out for a while. This
occurs when the slashes stay out even when Yoshitora lands.
-----------------------------------------------------------------------
--------------------
Unarmed / Weaponless
--------------------
-standing slash (far / close)
Yoshitora throws out a elbow attack to the opponents face.
Very fast recovery. Unpunishable when blocked or hit.
-crouching slash (far / close)
Yoshitora throws out a upward elbow attack to hit the opponent at mid-range.
Same speed as his close standing A Slash. Unpunishable like the rest of the A
Slashes. Overall, it's not very useful attack, not even while unarmed.
-standing (far / close)
Yoshitora will lift his foot up, then moves it forward to perform a slide kick.
It's a bit quick, but not much use for it. Maybe for a tick throw into Guard
Destroyer.
-crouching (far / close)
Yoshitora will do quick low kick. Not very useful, unless for a tick throw into
Guard Destroyer.
-jumping slash
Yoshitora throws out a upward elbow attack while in the air.
This attack has stun if hit or blocked. It's a safe jump-in, but not one of the
best while unarmed.
-jumping kick
Yoshitora will do a fast snap kick downward. This has some mad stun if hit or
blocked. Sets you up with Guard Destroyer. The best jump-in while unarmed.
-----------------------------------------------------------------------
=======================================================================
V. Yoshitora's Special Moves
=======================================================================
-Throw
Guard Destroyer: Pushing Away - when close, f + C
>Destroyer Slash - S (After Guard Destroyer)
Guard Destroyer: Pulling Towards - when close, b + C
>Destroyer Slash - S (After Guard Destroyer)
-Command Attacks
Aiming Low Kick - f + C
Foot Sweep - df + C
Dashing Slash / Kick Attack - S / C
Leap Attack - BC
Low Pursuit - when opponent is down, df + BC
Big Pursuit - when opponent is down, uf + BC
Weapon Parrying / Deflecting - qcb, f + D
Unarmed Weapon Catch - qcb, f + D
Weapon Drop / Disarming - Start x3
Weapon Pick-up - when near weapon, A / AB
Suicide - b, f, df, d + Start
-Special Attack
Ichi no Tachi: Nadeshiko - qcf + S
Ni no Tachi: Shirayuri - dp + S
San no Tachi: Botan - in the air, qcf + S
Yon no Tachi: Tsubaki - rdp + S
Go no Tachi: Asagao - qcb + S
Roku no Tachi: Yuugao - when close, dp + C
Nana no Tachi: Yuchouka - hcb, f + BC (All 6 Sword Attacks Must Connect)
-Rage Mode Attack / Rage Explosion Attack
Aoi - qcf + CD
-Mu no Kyouchi Attack
Issen - BCD
------------------
Move Descriptions:
------------------
Guard Destroyer: Pushing Away / Pulling Away - when close, f + C / b + C
Yoshitora grabs the opponent by the arm / clothing, while pulling them in, and
then finishes by pushing them forward with a palm strike.
As for Pulling, Yoshitora grabs the opponent by the arm / clothing. There he
grabs the backside of the opponent and pushes them from behind to the opposite
side of himself.
>Destroyer Slash - S (After Guard Destroyer)
Once you grab the opponent with the Guard Destroyer, Yoshitora can follow up
with his Yon no Tachi's overhead slash. Great damage for a throw follow up.
Abuse the hell out of it. Comes in handy when disarmed.
Aiming Low Kick - f + C
Yoshitora lifts his front foot up, then moves it forward to perform a slide
kick. This attack does knockdown the opponent. The distance travels about to
chatacter spaces. This attack is cancelable, however it's tricky.
Foot Sweep - df + C
Yoshitora lays on the ground in a relaxing position, with his elbow against the
ground and his hand supporting his chin. While "relaxing", Yoshitora does a
upward snap kick. This attack does knockdown the opponent. The kick looks like
a mid-range attack, but is actually a low attack.
Dashing Slash / Kick Attack - S / C
Dashing A Slash will have Yoshitora finish with an elbow attack.
Dashing B Slash will have Yoshitora finish with an close standing B attack.
It's a 2-hit attack and can be cancelable on the 1st hit. Great for zoning the
opponent.
Dashing AB Slash will have Yoshitora finish with an overhead slash from his Yon
no Tachi. Of course the attack itself is not overhead, therefore will not hit
the opponent even if their crouch blocking. The distance on the attack travels
half screen.
Dashing C Kick will have Yoshitora finish with a faster version of his Aiming
Low Kick.
Leap Attack - BC
Yoshitora does a small hop from his crouched position. Once airborne, Yoshitora
executes a downward snap kick. The Leap Attack is a overhead attack which has
fast recovery. That makes it very unpunishable. Good against turtling opponents.
Low Pursuit - when opponent is down, df + BC
When opponent is knockdown, Yoshitora uses his front foot to step on the
opponent. You may perform this move multiple times, but it depends on the
opponents reaction on using recovery roll.
Big Pursuit - when opponent is down, uf + BC
When opponent is knockdown, Yoshitora leaps high into the air, then starts to
descend to the fallen opponent with his Yon no Tachi's overhead slash. You may
perform this move multiple times, but it depends on the opponents reaction on
using recovery roll. If you miss the attack, Yoshitora will be left
defenseless. So be sure to use this attack once, instead of using it multiple
times.
Weapon Parrying / Deflecting - qcb, f + D
Yoshitora unsheaths his Go no Tachi and holds the sword upside down in a
vertical position to guard / defend his upper body. If you succeed in defending
at the exact moment the opponent strikes, you can deflect the opponents weapon,
Yoshitora will swing the sword away from himself in an upwards position to
deflect the opponents weapon. This will have the opponent is a longer recoil
effect animation. You may get a free attack upon deflecting the opponents
weapon. Using the Defelct is risky, due to the recovery time. Make sure you
know it's a sure deflect before using this command.
Unarmed Weapon Catch - qcb, f + D
When unarmed and attacked, Yoshitora catches the weapon in between both of his
hands. He'll start to release the weapon and perform his Aiming Low Kick. The
Low Kick will hit the opponents leg and cause the them to knockdown. During
this time the opponents weapon is disarmed at the time of the Low Kick. They
cannot roll recover from the weapon catch. Pretty safe to use while unarmed.
The recovery is fast! Not to mention that you have enough time to pick up you
weapon before the opponent recovers.
Weapon Drop / Disarming - Start x3
Yoshitora stands tall as he removes the swords from his belt, then removes the
Nana no Tachi from behind and sets the weapons on the ground. This leaves you
unarmed.
Weapon Pick-up - when near weapon, A / AB
When near his weapons, Yoshitora crouches down to pick up his 6 swords to
attach them to his belt. After that, he stands up and grabs the Nana no Tachi
while swinging it behind himself to attach it back. While the Nana no Tachi
sheath is swung during attachment, the sheath can hit the opponent if near
Yoshitora. Also when picking up your weapon, you can be punished HARD, since
the time it takes to equipped everything is a bit slow.
Suicide - b, f, df, d + Start
Yoshitora starts to adjust his sword belt and holds his Go and Roku no Tachi's.
During this you'll hear a women's voice saying, "Yoshitora-Sama!" ("Lord
Yoshitora!"). He repsonds to the call by running away from battle.
If you decide to use this, you'll go into the next battle with 75-80% Rage
Energy. Use this command if on the verge of losing a round. This way, you'll
enter battle with MAX Rage (depending on how much rage energy you had before
the last round) or some Meditation Energy.
Ichi no Tachi: Nadeshiko - qcf + S
Yoshitora dashes forward while unsheathing his Ichi no Tachi, which he either
attacks with a Low Slash (A), Horizontal / Mid Slash (B), or High Slash (AB).
When hit with the attack, a pink flower will appear, then splits itself into 5
padels.
The B Slash Nadeshiko has basically no recovery time whatsoever, and it's safe
if blocked. B Nadeshiko is so fast that, you can immediately throw out another
attack of your choice. The B Slash Nadeshiko is the only attack out of the 3
you should be using. This is by far his BEST ATTACK! It's abusable as hell and
has the best attack range out of the other two versions. It's great pressure
attack and combo filler too. The damage is real nice on the B version.
The A Slash and AB Slash have slow recovery time. Both A / AB Nadeshiko
knockdown. The A version should be used as a combo filler or a surprise attack.
The AB version can be used as an early anti-air attack. The AB version tends to
miss normal size characters, even up close. The AB version sends Yoshitora half
screen distance, as the A / B versions send him about 2-3 character spaces
forward.
Ni no Tachi: Shirayuri - dp + S
Yoshitora unsheaths his Ni no Tachi and leaps into the air with his sword. When
in the air, he attacks with an 180 upwards slash which creates a wave that
resembles a white lily.
The wave slash travels from his lower to upper body 180 degrees upward. It's a
basic uppercut attack. You stay and the same place as you landed when
performed. It's a good attack for cross against cross-ups and jump-ins. The A
Shirayuri should be the only version to use in battle. Since the A version has
fastest recovery time, as the B / AB versions suffers when they land from the
attack. But even with it A Shirayuri being the fastest, he still can get
punished by AB attacks.
San no Tachi: Botan - in the air, qcf + S
Yoshitora goes airborne and unsheaths his San no Tachi. While he draws his
sword out, he attacks with a red wave slash which resembles a Tree Peony. Then
as he descends, the flower loses multiple padels.
This is a decent attack with good damage. It does hit overhead and knocks the
opponent down. Don't bother using it as a air-to-air attack thoguh. All version
have the same exact speed when attacking. Only difference is that when Botan is
blocked, your recovery speed takes a bit longer to land. Depending on the
strength of the button used for the attack when blocked, you'll land in
different places / distances. So again, I'd go with the weak Botan to recovery
faster. Towards the end of the move, Yoshitora will float in the air until the
Tree Peony padels are split apart, that's when he'll land and recover. Now when
performed, the the initial attack is when you see the full animation of the
Tree Peony, before it turns red and splits into padels. So when you see the
white part of the slash, that's the initial attack!
Yon no Tachi: Tsubaki - rdp + S
Yoshitora leaps forward in a Battoujitsu stance with his sleaths from behind
growing green, as he's ready to unsheath his Yon no Tachi. Once he lands from
the forward leap, he'll unsheath and raise Yon no Tachi above his head to
deliver a powerful downward slash. After the slash hits, you'll see a Camellia
Flower.
This is a very punishable attack when blocked. This attack does knockdown the
opponent. If connected, your looking at a good chuck of life gone from the
opponent life gauge. Tsubaki travels about full screen. When Yoshitora leaps
forward, the green grow coming from his sheath enables you to AUTOGUARD at
least "3-hits" off a normal / special attack, until you land on the ground. The
A version is a FEINT Attack, which he just does the leap and nothing else.
Where as the other B / AB versions will follow with the attack. Use with
caution!
Go no Tachi: Asagao - qcb + S
Yoshitora unsheaths his Go no Tachi and does a vertical slash upward. Then he
follows with unsheathing his Ichi, Ni, and San no Tachi's for multiple low,
mid, high stabs. After the stabs, he'll unsheath the Gon no Tachi once more to
deliver the vertical slash upward. During the multiple stabs, you'll see the
Morining Glory Flower spinning. Once the last attack has been delivered, the
flower will stop spinning and fall with the downed opponent.
The A version does 10-hits, B version does 18-hits, and the AB version does
26-hits. Each attack does a great deal of damage and does nice chip damage too.
This attack can catch the opponent at half screen. The recovery time varies on
the strength of the button that was pressed. If Asagao misses, the whole
sequence of the move will continue in it's entirety. The stronger the move you
use, the longer stab seqeunce will continue. Only use as a mistake punisher.
Roku no Tachi: Yuugao - when close, dp + C
Yoshitora grabs the opponent by the arm / clothing. There he grabs the backside
of the opponent and pushes them from behind to the opposite side of himself. At
that moment upon pushing, Yoshitora unsheaths his Roku no Tachi, which he flips
up to reverse the blade. Then, he takes the sword and stabs into the opponent
back. As the sword is in the opponents back, he pulls it out vertically up from
the back and returns the sword back to it's sheath. Once he places the sword in
the sheath, the opponent will then fall. As the 1st hit occurs, you can see a
yellow flower padel. Once he retrieves the sword from the opponents back, the
padel will then bloom into a Moon Flower.
A command throw with good range. The throw is blockable. The damage is pretty
fair. You can also combo it off any of the B Slashes. Does cause knockdown when
hit. Only use if you can tick throw or combo into it.
Nana no Tachi: Yuchouka - hcb, f + BC (All 6 Sword Attacks Must Connect)
Yoshitora unsheaths this Nana no Tachi and raise it above his head, to deliver
a devastating downward slash in front of him, which cause a energy wave to
travel across the screen. The wave resembles a Butterfly Flower.
This move is extremely powerful and unpunishable if blocked. Does up to 8-hits
on the combo counter. The attack takes up the majority of the screen. The
opponent can evade this attack if close enough. Does a bit of chip damage.
Overall, whore this move out oonce it becomes accessable. Rmemeber, you need to
hit all 6 Tachi attacks. You don't need to hit them all in one round, since the
attacks will carry unto the next round.
Aoi - qcf + CD (must have Rage Gauge MAX)
Yoshitora trips the opponent with the sheath of his Nana no Tachi, then he'll
jump while unsheathing his Ni no Tachi to attack with multiple air Shirayuri
Slashes. Once the slashes stop, Yoshitora will simply punch the opponent to the
ground. During all the slashes, Yoshitora will be surrounded in a yellow light.
Before the punch, the light will start to form into a Hollyhock.
Pretty quick and safe on block. Aoi is a low attack that does 8-hits when hit.
It does around the same damage as his far standing AB attack.
Issen - BCD (must be in Mu no Kyouchi)
Yoshitora begins to run at fast speeds towards the opponent, while two shadows
of himself are trailing behind, with his hand is ready to unsheath his Ichi no
Tachi. If attack connects, Yoshitora passes through the opponent with his B
version Nadeshiko while saying, "ISSEN!" ("FLASH!"). Then the opponent begins
to gush out blood from the slash recieved moments ago.
Takes a good chunk off the the Life Gauge. It's very fast, making it completely
safe. Best used as a reversal attack.
=======================================================================
VI. Yoshitora's Combos
=======================================================================
Just before we get to the combos. I like to point out that Samurai Spirits Zero
isn't your typical fighting game. So you won't see any high count combos like
other fighters. Just keep that in mind.
----------------
Combo Notations:
----------------
c - crouching
s - standing
j - jumping
cX - cross-up
(#) - cancel on the number given
-------------
Basic Combos:
-------------
cB(1), qcf + S - 2-hits
cB(1), dp + C - 3-hits
cB(1), dp + A - 2-hits
sB, qcf + S - 4-hits
sB, qcf + B, dp + A - 5-hits
close sB, qcf + S - 3-hits
close sB, dp + A - 3-hits
close sB, dp + C - 4-hits
close AB(2), dp + C - 4-hits
close AB(3), qcf + S - 4-hits
close AB(3), qcf + B, dp + A - 5-hits
close AB(3), dp + A - 4-hits
jAB, sB, qcf + S - 6/7-hits
jAB, sB, qcf + B, dp + A - 7/8-hits
jAB, sB, dp + C - 5/6-hits
jAB, sB, dp + A - 5/6-hits
Guard Destroyer, dp + C - 3-hits
sC, dp + C - 3-hits
Jumping AB hits may vary. This is due to the character height. Normal size
characters can get hit with 2/3-hits and sometimes 4-hits depending on the
height of the attack., while most of the bigger sized character can get up to
3/4-hits.
-------------
Issen Combos:
-------------
sB, qcf + B, sB, qcf + B, close AB(3), qcf + B, BCD
cB, qcf + B, close AB(3), qcf + B, close AB, qcf + B, BCD
jAB, jAB, jAB, sB, qcf + B, BCD
You can activate Mu no Kyouchi from a jAB Slash or hitting the opponent while
their in back is turned with qcf + B. Issen combos are fairly easy to perform.
These combos consist of looping you attacks until the Issen meter drains to
zero.
---------------
Infinite Combo:
---------------
-B Slash Nadeshiko Infinite
cB(1), qcf + B, cB(1), qcf + B, cB(1), qcf + B, cB(1), qcf + B, cB(1), qcf + B,
etc.....
Once the opponents back is turned (back animation), you must perform cB, but
cancel it on the 1st hit, so that Nadeshiko (qcf + B) will 2-in-1. You may
start the infinite with qcf + B, far / close sB, or cB(1). But you must 2-in-1
with cB(1) Keep repeating the 2-in-1 until the opponent dies. Be sure to watch
the Kenki Gauge, so that you know your dealing out damage. The opponent can
escape from the infinite, by either taking damage so much that they go into a
state of Rage, or getting interupted by a Rage Explosion.
=======================================================================
VII. Strategies
=======================================================================
---------
Gameplay:
---------
Yoshitora's gameplay is a mixture of sorts. He requires alot patience to play,
but then again, who doesn't in SSZ. Anyhow, you want to make the most of
punishing opponents mistakes. Use B version Nadeshiko to zone out the opponent.
The recovery is fast, so be sure to throw out 2 Nadeshiko's. You can also use B
version Nadeshiko to travel forward. Kinda like a substitute for run / dash.
Practice using the Evade Commands (D), cause you'll need them. Runinng and
throw is a great tactic to use. Be sure to mix it up alittle by running and
jumping AB or backdash, qcf + B. Just keep the momentum going.
If your cornered, be sure to back dash and use qcf + A (Botan). Everytime you
jump, be sure to use jAB. This way you can keep the opponent on ground level
for a while. If your fast enough to anticapiate the opponents attack, go right
into Mu no Kyouchi, then ISSEN (BCD). This works very well on missed attacks
and jump-ins form the oppenent. If you going to lose a round, be sure to use
the Suicide (b, f, df, d + Start), so you can at least have some rage energy to
use towards the Mu no Kyouchi. But start meditating before suicide. You don't
want to come in a the next round with a MAX rage gauge.
-------------
Poke Strings:
-------------
cC, cA
cC, jAB, cC
cC, jAB, cC, cC, qcf + B
cC, cC, qcf + B
cC, sC
cC, sC, qcf + B
qcf + B, cB(1), qcf + B
qcf + B, cC, qcf + B
sC, df + C
dashing B, qcf + B
------------------
Mistake Punishers:
------------------
- far standing AB
- qcf + B
- Issen (while in Mu no Kyouchi)
- Aoi (while MAX in Rage)
- running Guard Detroyer or dp + C
-----------
Recovering:
-----------
Yoshitora doesn't have any realiable recovery attacks. I wouldn't even bother
doing Shirayuri (dp + S), since the landing recovery on that move stinks. Your
best bet is doing a Guard Destroyer or Yuugao (dp + C) if the opponent is
close. If your knockdown aways from the opponent, recover roll and backdash.
Throwing out a qcf + B is good after the backdash.
------------------------
Bread and Butter Combos:
------------------------
cB(1), qcf + B (Main TARGET Combo)
sB, qcf + B
sC, dp + C
close AB(3), qcf + S
These are your gameplay combos. You may add a jAB into the combos if needed.
---------
Pressure:
---------
Adding pressure is a big part of Yoshitora's game. You just need to the
opponent that your in control of the match.
- jAB
His best jump-in and a fair air-to-air attack. Usually when the opponent just
turtles up, be sure to mix this up in your poke string or on the fallen
opponent. The big hit box is a plus. This works real well in the corner too.
- qcf + B (Nadeshiko)
This move is as good as it can get. MAD Recovery time = whore galaore! Abuse
this as much as you can. The range of the attack is half screen, so you can
throw 2 out, backdash and throw another Nadeshiko. The cool thing about this
move is that you can jump out of it and do a jAB to apply more pressure. cB(1)
Nadeshiko for life!
- cC
This move comes in handy, even unarmed. The fact that you can do qcf + B after
cC, and throw out another cC is amazing. This is good for interuptting the
opponents rush game.
-----------------
Cross Up Attacks:
-----------------
- jAB
Works well against all characters, but best on the big characters.
- jB
One of the horizontal slashes will stay out to hit the opponent from behind.
Sometimes even turing the opponent to face the other direction. This can even
lead up to the qcf + B infinite.
----------
Anti-Airs:
----------
- cB
This is a two slash attack, in which the last hit can be used as a anti-air.
Best to use it early.
- dp + S (Shirayuri)
This can punish jump-ins and cross-up attacks. It also can stop the character
who like to dash in alot.
- qcf + AB
Good AA, if timed right.
----------------
Air-to-Air Game:
----------------
- jB
His only air-to-air attack you should be using. It hits horizontal both ways
and the recovery is great.
- jAB
It's a fairly decent air-to-air attack, but should be used only for jump-ins.
Can get snuffed by other air attacks.
--------
Baiting:
--------
You can also bait out wake up attacks. Just run/advance towards the opponent
while they wake up, then as they perform their move start to backdash. This
will leave the opponent opened for a mistake punisher attack. Whatever you
throw out is entirely up to you. Another thing to do is, once the opponent is
knocked down, keep throwing out cC's or a qcf + B. Then as they wake, backdash
and qcf + B.
--------
Running:
--------
The whole run and attack idea works well in SSZ. Yoshitora can do a dash attack
B, and cancel that into a qcf + B. Running C into df + BC is too good. Also,
running and Guard Destroyer is a abusive tactic. This is very good, especially
when unarmed. If you are unarmed, you may do dash attack A, then Guard
Destroyer. Mix it up alittle by runing and jumping with jAB or qcf + S (Botan).
--------------
MISCELLANEOUS:
--------------
- Back Dash (b, b)
- Back Roll (db + D)
- Leap Attack (BC)
During any of these three moves, you can cancel into San no Tachi: Botan (in
air, qcf + S). For the Leap Attack to cancel, you must cancel out the Leap
Attack's animation.
=======================================================================
VIII. Entrance and Winning Poses
=======================================================================
Entrance 1 -
Yoshitora has 2 women that accompany him. Then, he glances at the opponent
while pointing in the opposite direction, as he watches the women escort
themselves to safety (off screen). Once the women have departed, he goes into
his fighting stance.
Win Pose 1 -
Yoshitora rests his hand on his waist, while clenching his fist with his other
hand.
Win Pose 2 / Unramed Win Pose -
Yoshitora raises his front arm into the air, while his other arm is leveled
near his waist.
Match Win Pose -
Yoshitora rest his has hand on his waist with his eyes closed. At that moment,
two women appear from off screen to accompany him. As the women reach him, he
begins to escort them off the screen. While walking away, he rests one arm on
his sheath and the other arm against his temple, as he laughs out loud.
Match Win Pose - (Unarmed)
Yoshitora rests his hand on his waist, while clenching his fist with his other
hand. Two women appear from off screen to accompany him.
Time Over Pose -
Yoshitora sits on the ground indian style with his arms crossed, while
meditating.
=======================================================================
IX. Extras
=======================================================================
-------
Quotes:
-------
Quote 1 -
I liked the way you died. Smart!
Quote 2 - (end match with Issen)
Think you are so smart!
Quote 3 - (end match with Aoi)
It was fun. Thank you!
--------------
Outfit Colors:
--------------
A Button: Yellow Kimono, Red Hair, and Lightly Tanned Skin
B Button: Dark Blue Kimono, Blue Hair, and Tanned Skin
C Button: White Kimono, Green Hair, and Tanned Skin
D Button: Red Kimono, Yellow Hair, and Light Skinned
------------
Liner Notes:
------------
Nobuhiro Watsuki (Creator of Rurouni Kenshin) did some character designs for
SSZ. One of which he created was none other than Yoshitora Tokugawa. There are
some rough sketches of his SSZ work on the SSZ site. He does strike a similar
resemblance to Rurouni Kenshin's Chou "The Sword Hunter" of the Juppongantana.
You may notice that Yoshitora names his swords after flowers.
Since Samurai Spirits Zero takes place in 1786, during the Edo Period. The
Tokugawa Shogunate ruled Japan, and the one in charge at that appointed time
was the 10th Tokugawa Shogun, Ieharu Tokugawa. Ieharu held office from 1760 to
1786. He died in 1786, where he was succeeded by his son, Ienari Tokugawa.
Ienari became the 11th Tokugawa Shogun to lead Japan from 1786 to 1837. He died
in the year 1841.
Now from my understanding at first, Yoshitora maybe based off Ienari. But
that's highly doubtful, as seeing when Ienari Tokugawa became Shogun, he was
only 13. With Yoshitora being 20 years of age, there's no way he could be based
off Ienari. Yoshitora is just a fictional character who has the belongs to the
Tokugawa family. Just think fo him as the forgotten son.
=======================================================================
X. Updates
=======================================================================
Version 0.5
July 12th, 2004
-FAQ is complete!
=======================================================================
XI. Closing and Credits
=======================================================================
This FAQ is copyrighted work by Raul Torrez, so please don't profit or modify
from the FAQ in anyway. I made this Yoshitora FAQ for people who are interested
in learning him. If you have any contributions, comments, or corrections, feel
free to e-mail me and I'll credit you. I will update this FAQ in the near
future, especially when I get my hands on Samurai Spirits Zero Special for the
AES.
-------
Thanks:
-------
I'd like to give my thanks first and foremost to The LORD for blessing me
everyday.
I would like to give a BIG THANKS to Kao Megura, because I got the some info
from his awesome SSZ FAQ. He also wrote great KoF FAQ's too which I enjoy very
much! Chris is a LEGEND at what he creates. Rest in Peace, and may The Lord
watch over you.
Thanks Saiki, for letting me use Yoshitora's info from his Samurai Spirits Plot
FAQ. It's a great read, if your interested in the universe of SS.
Thanks to SNK Playmore and Yuki Enterprises
Thanks to My Japanese Neo*Geo AES and Samurai Spirits Zero AES Cart.
Thanks also goes out to gamefaqs.com, which has been hosting my other FAQS, as
well as others.
http://www.samurai-zero.jp (Samurai Spirits Zero's Offical Site)
Thanks to neo-geo.com. Come for teh gamez and stay for teh drama!
And thanks go out to the readers, who take their time to read this FAQ.
Raul Torrez
Copyrighted (c) 2004
Samurai Shodown V: Yoshitora by RTorrez
Version: 0.5 | Last Updated: 2004-07-11 | View/Download Original File
Hosted by GameFAQs
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