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Author Topic: Ninja Gaiden II  (Read 342 times)
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« on: December 15, 2009, 01:58:08 PM »

For those of you not familiar with the Ninja Gaiden series, it's the game series with the most re-releases of a single game, and also holds the highest units-sold:times-beat ratio.  Ninja Gaiden can be assumed to be responsible for more cursing, broken controllers, and ragequits than online gaming, blue shells, and splinters combined.

Ninja Gaiden II begins lovely enough with a nice, non-pre-rendered cutscene portraying a lovely lady in leather being bound in chains and kidnapped by ninjas with claws.  Then Ryu comes in and owns some people before they escape with Boobs.  Going from how easily Ryu owned people, you think you'll start off nice and awesomely.  You actually start off immediately fighting 7 people (or more, depending on the difficulty level) before you even learn the controls.  These people aren't weakened, and are the same people you'll be fighting for a few levels to come.  This means, you can die before you even truly start the game.  Lucky for me, I played and nearly beat Ninja Gaiden Black, a harder version of the original (and one of the re-releases), so I was familiar enough with the controls to put off dying.  For now.  It gets better, you see.  These guys you're fighting are ninjas.  You're a ninja, too, so you cut their friggin' arms off.  However, before you can laugh and feel awesome, they kill you with the sword in the other hand.  If that doesn't work, they tackle you, stab you with a kunai, and blow you and them up.  Did I mention you regenerate health almost instantly after combat and you'll still probably die more times than there are levels?

This pattern doesn't stop.  Ever.  You fight things ranging from ninja dogs, mutant spiders, bloody moths, werewolves, and Multi-Winged demons, which you then later fight in an area comprised mostly of lava.  If you laughed at any of the previous listings, you'd better take that back.  If they aren't killing you with the sheer force of someone who takes half your health in one hit, they're spamming you with people.  At one point, you are swarmed with so many ninjas that it lags your console.  When you finally can see them coming for you, you find the long, fantasy-styled stairs packed with ninjas, and more are piling in after them.

If you somehow survive, you can end up with awesome weapons such as claws, a scythe, flails (nun-chucks with scythes on them), and even a weapon as awesome as the Kusari-Gama, not to mention you can do cool things with them.  You fight things, die, fight more things, and eventually go to the final area where you fight two boss battles, have a healing save and a shop, then you fight three boss battles in a row, one of which you must use a bow.  You then get some awesome credits and a reward in the form of a new outfit.

And you suddenly realize, I just told you the end of the game.  No, I'm not emphasizing spoilers, I'm letting you know:  I've done it.  I beat Ninja Gaiden II on path of the Acolyte.  Path of the Acolyte is the easiest difficulty for Ninja Gaiden II, but that translates to hard difficulty for normal games.  I am currently on Chapter 5 (of 12) of Path of the Warrior difficulty, and I've been owning everything so far, literally toying with my enemies, laughing while I chain-slaughter about 20 enemies.

Yes, I'm bragging; you would, too, if you beat it.  It's possible, and I've done it.  Nerdpoints etc.  What I will post in this topic after I bask in my awesomeness is/are pointers on bosses, general enemies (yes, the non-bosses are that hard to beat sometimes), item locations, and weapon tactics.

For those interested in a good challenge, I recommend buying Ninja Gaiden II.  For those who hate losing and/or get pissed off easily, either avoid the game, or get a nice, soft cushion to sit at your feet for when you throw your controller.  For casual gamers, I recommend you forget Team Ninja exists.  It's for your best interest.
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« Reply #1 on: December 15, 2009, 02:49:10 PM »

It's $20, by the way.
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« Reply #2 on: December 15, 2009, 10:41:00 PM »

If you say Ninja Gaiden II you better mean the one on the NES. Show some respect.
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« Reply #3 on: December 16, 2009, 02:10:46 AM »

No, I intend the remakes.  In all fairness, I've yet to play the classic Ninja Gaiden games, but they are also legendary for difficulty.



Today's subject is Universal Techniques.  All controls are given in default Xbox 360 format.  For those using other consoles, use common sense.  Some names I don't recall exactly, but I'll fix them when my 360's fixed.


Universal Techniques (These can be done with any weapon equipped)

Wind Run
A+X

The Wind Run is a quick, arching jump that has slightly more distance than Ryu's normal jump.  It's fast enough to cause blue afterimages, meaning you can dodge anything with it.  The downside is that it jumps towards enemies and walls if you're close enough to the wall.  It's fun to use to mess with enemies by jumping around in a crowd of them and not get hurt, but don't get too cocky; they can still hit you if you time your jumps wrong.


Guillotine Throw
A+X (Jumping towards enemy)

Being a throw, you can only use this against Human enemies.  Once the attack begins, you become invincible, as with all throws.  You grab your victim by his head, flip, and throw him in the direction you were previously going.  If you throw them into an empty area, you'll only slightly damage them, unless they were pretty beat up already, in which case you'll rip off their head in the process.  You can also throw your missile in to enemies, damaging them, into walls, killing them instantly in most cases, or off ledges into nothingness.  The latter option doesn't give you essence, but it's satisfying.  As a last option, you can throw your enemies into swimming-depth water, in which case they die instantly (oddly enough) and don't drop any essence (also odd).  This is harder to pull off, but in the beginning Chapter 2, you can do this to the archers by the river you have to run across.


Water Walk
A (while on or in water)

Thankfully, Team Ninja made it easier to use this technique in Ninja Gaiden II, so you can actually enjoy it.  All weapons now also have attacks that you can use and still walk on the water, making watery combat interesting.  If you're going to end up in water, start tapping A and you'll end up walking on the top of the water instantly, even if you're tumbling from being hit.  You can also walk on acid water and lava without being hurt using this technique.


Izuna Drop (not on all weapons)
X Y X X X Y (for the most part)

The Izuna Drop is a throw that is not universal to all weapons, but so many have it that it's worth mentioning.  Most weapons can perform it by using the XYXXXY combo on the ground.  Alternatively look up the combo in your techniques menu for details.  The Dragon Sword, Lunar Staff, Vigoorian Flails, and Falcon Talons all have the ability to pull of this combo, though upgrading may be required to unlock the move.  The move itself consists of you, at some point, getting the victim into the air, hitting them a few times, and then proceeding with the throw itself.  Again, you're invincible.  You grab your opponent, turn upside down, and screwdriver into the ground.  His head explodes, you deal heavy damage to nearby enemies, and you hop away completely unharmed and looking awesome.  Speaking of looking awesome, get your Falcon Talons, jump towards your enemy, and tap Y.  After you pop him into the air with you, hit XY.  This is the simplest, most dangerous (to them), and quickest execution of the Izuna Drop with any weapon, and it's satisfying to chain this together to kill pesky archers and mages.


Dodge Jump
L + Dir, A, rinse, repeat

This isn't a technique per se, but it's a convenient combination of techniques that will save your life.  To start, run and tap your guard button.  You'll dash in the direction you're heading, and stop for a split second.  You're invincible during this dash.  Now do it again, but while you're dashing, tap A.  You'll notice you don't stop, and instead jump at the end of your dash.  Now do this again, but when you land, tap guard again.  If you repeat this combination, you'll be able to quickly (far quicker than running or Wind Run) move around.  Not only that, but you're invincible while on the ground and hard to hit while in the air.  Use this to simply get around quickly, zig-zag towards archers or mages, or simply avoid that devastating attack that boss was about to use to kill you.


Ultimate Technique
Y (hold)

Every weapon (except shuriken) has an ultimate technique.  This technique friggin' rapes people, and causes them to drop more potent yellow essence.  To use it, stop moving, and hold Y.  Doing this will cause any essence nearby to zip to you and boost your charge.  You don't get credit for picking up such essence, so be careful.  The move has three levels, charging, level 1, and level 2.  While charging, you can get hit and it will end your charge.  During level 1, you've charged up enough to unleash a pretty nice attack that will beat people up, but if you keep holding Y, you'll be more resistant to damage, and you'll charge to level 2.  Level 2 stops charging, and you are prone to attack again, however, you can then unleash the furies of hell onto your foes.  Level one is reached when you see the pulse come from Ryu, and you'll be glowing blue.  Level two is reached when the second pulse hits, and Ryu glows red.  Level 2 gives more essence than level 1 and deals more damage.  The only cost is more time, so use it when you can.  Details about each Ultimate Technique are given with the weapon description.  For ranged weapons, hold B instead of Y.


Second Ultimate Technique (not all weapons)
Spin Thumbstick, Y (Hold)

For the Dragon Sword, Lunar Staff, and Eclipse Scythe, you get another Ultimate Technique.  Quickly spin your thumbstick and hold Y like the normal technique.  You will move as if you're going to turn around, but end up facing the same way, and will be in a different pose for charging.  These releases have more of a spinning quality to them and are better for crowds.  Everything else about them is the same as the first Ultimate Technique.  Details will be covered in the weapon description.


Counter
X or Y when hit while blocking

Since Guarding is your best friend in Ninja Gaiden II, consider Counter your significant other.  While blocking, tap X or Y right before you get hit to retaliate.  You are invincible while doing so, making you full of win.  Tap Y for a heavy counter that will either kill or dismember your foe.  Tap X to make a quick attack that you can then continue to tap X with to combo more, and instantly go back into guarding at the end.


Obliteration Technique
Y (beside dismembered foe)

Counter is your significant other, but Obliteration is your mistress.  If you've cleaved off an arm, leg, or head of your opponent, you can tap Y while standing beside them to go into a cinematic attack while you tear them to pieces, your weapon determining how many (record with the twin-swords of 7).  You are invincible while doing this, and if you have another de-limbed foe beside you, you can tap Y again right before you finish to instantly move to the next victim.  Combined with a well placed counter, you can clean a room in a few seconds without taking damage (a godsend in Ninja Gaiden II).


"Head Jumping"
A (in air near enemy)

Though not necessarily useful, this technique allows you to appear as an afterimage on your foe's head and almost immediately jump away.  This allows you to move through crowds unscathed, as it's very hard to hit you like this.  For the most part it's best used to seem awesome to your friends and/or escape immanent death.
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« Reply #4 on: December 16, 2009, 02:58:05 AM »

Why are you posting those? All you have to do is tap Y all day, it's got the same move time as quick attack but stronger. Also, the game tells you, ALL of the special techniques. tl;dr quit wasting your time.
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« Reply #5 on: December 16, 2009, 04:11:19 AM »

Why are you posting those?

Because I said I would in the first post.


All you have to do is tap Y all day,

That'll get you killed quite nicely.  Different tactics should be used against different foes.  For example, in the first Test of Valor, tapping Y the whole time will get you beat up, however, spamming the Falcon Talon's Izuna Drop combo will allow you to come out untouched.


it's got the same move time as quick attack but stronger.

Nope.  The best example of this is the Vigoorian Flail's "Insane Demon" Technique (->X X X etc) which is about twice as fast as the normal flail attack.


Also, the game tells you, ALL of the special techniques.

It tells you how to perform them in terms of button sequence, but it doesn't provide strategic advice or pointers on how to use said techniques, not to mention how good a combo, weapon, or ninpo will be before you use it.


quit wasting your time.

I have time to waste.  Furthermore, this is a guide I'm putting together in bits and pieces and I will later be able to write it up as a guide for the main FSnC site, as new content in that field would be nice.
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« Reply #6 on: December 16, 2009, 04:57:31 AM »




All you have to do is tap Y all day,

That'll get you killed quite nicely.  Different tactics should be used against different foes.  For example, in the first Test of Valor, tapping Y the whole time will get you beat up, however, spamming the Falcon Talon's Izuna Drop combo will allow you to come out untouched.


Pardon me, tap Y all day and dodge.
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« Reply #7 on: December 16, 2009, 11:09:16 AM »

All you have to do is tap Y all day,

That'll get you killed quite nicely.  Different tactics should be used against different foes.  For example, in the first Test of Valor, tapping Y the whole time will get you beat up, however, spamming the Falcon Talon's Izuna Drop combo will allow you to come out untouched.


Pardon me, tap Y all day and dodge.

Much better.  Such things get monotonous, though, so mixing it up is always nice.
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« Reply #8 on: December 16, 2009, 10:17:09 PM »

Primary Weapons

Dragon Sword / True Dragon Sword
Types:  Sword
Location:  Chapter 1 (Starting Weapon)
Damage:  Good
Speed:  Good
Ultimate Technique:  Dash forward and unleash a series of strikes if you hit an enemy during the initial dash.  Level 2 has the ability to change targets once.
Ultimate Technique 2:  Spin quickly, mauling anyone nearby.
Weapon Details:
 - One of two weapons with max level of 4.  This is obtained by way of storyline, regardless of the prior level of the sword.
 - On each level increase, the air-dash attack gains another leg, meaning if you hit Y again, you'll dash again.  This is great for sweeping through crowds.
 - Ryu will be portrayed as wielding the Dragon Sword in nearly all cutscenes.  This pattern stops in Chapter 14 after obtaining the Blade of the Archfiend.
 - The sword does not change in appearance until the 4th level.
 - The Dragon Sword is a well balanced weapon useful against all enemy types.  The flaws of this weapon are few, so learning to use it is generally a good idea.
 - The X X Y Y combo (level 2) is prime for decapitation, though the Izuna Drop (also level 2) may be more useful.  At higher levels, keep hitting Y after this for an extended combo.


Lunar Staff
Types:  Staff, Blunt
Location:  Chapter 1 (Cutscene reveals location)
Damage:  Lower
Speed:  High
Ultimate Technique:  Dash forward, and enter into a series of heavy swings.  Because of the weapon's size, this is highly effective on groups, especially considering you will switch targets any time your opponent dies and another is right there.  Level 2 ends in a fiery burst.
Ultimate Technique 2:  Enter a whirlwind styled spin and move forward.  Heavily damaging to crowds.
Weapon Details:
 - Though not as strong as the Dragon Sword, the speed and range of the Staff make up for it.
 - As a blunt weapon, you instead cleave off bodyparts, as opposed to slicing them off.
 - The staff starts on Level 2 from Ninja Gaiden I, and has a new level 3.
 - On level 2, the spikes at the end become more populated with spikes, and the weapon becomes golden.
 - On level 3, the weapon turns into a brown staff with cruel, black maces on the ends.  The ends are now attached by chain, meaning every attack now makes a series of separate attacks as the mace end swings and spins.  It also looks awesome.
 - From the look of the weapon from the first game, the Lunar Staff looks to be based off of the legend of Sun-Goku.
 - The Lunar Staff's normal X and ->X combos are some of the weapon's most useful techniques, and are also the easiest to pull off.
 - The Lunar Staff does not feature a dash attack.


Falcon Talons
Types:  Claw, Twin-Weapon
Location:  Chapter 2 (in the building near the shrine containing the Rod of Trials)
Damage:  Decent
Speed:  Decent
Ultimate Technique:  Once again, dash forward.  If you hit the enemy, a blinding series of clawing attacks ensue.  This attack has little spread, but can move between targets well.
Weapon Details:
 - The term "Twin-Weapon" is a bit of a misnomer, as the Falcon Talons are worn on the feet and hands.
 - The damage of these weapons is a bit lost in the chaos, as the Talons feature a wild fighting style that can usually deal more damage per second than the sword.
 - As previously mentioned, the Talons hold the quickest and easiest to use version of the Izuna Drop.
 - The Talons feature some awesome techniques, including a counter that causes you to appear behind your enemy and drive your claw through them, and a "throw" attack that involves you kicking your weapon into their face and ripping it out.
 - Level 2 adds another claw to the foot of the Talons.
 - Level 3 turns the claws golden and gives the blades a ripple across the top.
 - Surprisingly, the claws can be fully upgraded by Chapter 3, and their Y counter can instantly kill the ninjas at that point, making its power once again hard to judge.


Dragon's Fang and Tiger's Claw / Blade of the Archfiend
Types:  Sword, Twin-Weapon
Location:  Chapter 4 (In the first room of the Statue) / Chapter 14 (Given to you)
Damage:  Lower
Speed:  Good
Ultimate Technique:  As you guessed, more dashing and slashing.
Weapon Details:
 - This weapon also goes to level 4 as part of the storyline.
 - After defeating Genshin (again) in Chapter 14, he gives you his sword, and you wield it in combination with the True Dragon Sword.  This bumps the weapon to Level 4, changes the name, and the previous weapons just vanish.
 - The damage for this weapon is lower, but it hits multiple times, and covers all sides of you at once, making it a deadly crowd weapon.
 - Conveniently, its fighting style makes it also ideal for Bosses, as its Y combos can deal massive damage in a short amount of time if a boss is open.
 - After obtaining Level 4, Ryu is depicted using this weapon.
 - After the credits, Ryu leaves Genshin's sword in the field of swords that you pass on your way up Mt. Fuji.  You can still use it in your second playthrough.


Kusari-Gama
Types:  Chain, Twin-Weapon, Scythe, Light Weapon
Location:  Chapter 5 (take a left instead of crossing the bridge, it's on a ninja's body)
Damage:  Low
Speed:  Great
Ultimate Technique:  No dashes here, boss.  Instead, you perform a large, chaotic series of swings that puts the Lunar Staff to shame.  Ideal for crowds.
Weapon Details:
 - Kusari-Gama, for those unfamiliar, have a scythe blade on one end, a chain, and a weight on the other.
 - Though one would think this weapon to be the most chaotic weapon, it's surprisingly calm.
 - At Level 1, this weapon looks pretty trashy.
 - At Level 2, it looks like a legit Kusari-Gama
 - At Level 3, it's golden with spikish blades coming from it.
 - The default Y combo for this weapon is nearly as chaotic as the Ultimate Technique, and oddly enough appears to be quicker than the normal attack.


Eclipse Scythe
Types:  Scythe, Heavy Weapon
Location:  Chapter 6 (Given to you)
Damage:  I had an arm there...
Speed:  Surprisingly fast
Ultimate Technique:  After charging, you unleash and upwards swing, which sends out a wave of blasts that's very wind-scar-esque.  This is especially fun in the tight hallways of the Daedalus.
Ultimate Technique 2:  Swing your scythe around and end by slamming it into the ground.  The slam deals a massive blast, and if you have someone right there, you'll pick them up with your scythe before swinging around in circles.
Weapon Details:
 - The Scythe replaces Ninja Gaiden's Hammer, Dabilihro (check spelling), and Unlabored Flawlessness (coolest weapon name ever) as they were all the same weapon anyhow.  Unfortunately it also has none of their techniques, making it hard to get used to for veterans.
 - The power you get per-swing is incredible, and the speed of those swings makes this a good weapon to keep around.
 - The Level upgrades give you a more cruel looking scythe.
 - The fighting style is reminiscent of the one used on Soul Caliber 4 when using a Scythe.
 - The Scythe makes broad, reaping strikes, making it hard to avoid, and nice for groups of enemies.


Tonfas
Types:  Twin-Weapon, Blunt
Location:  Chapter 7 (on some ninja somewhere)
Damage:  Good
Speed:  Decent
Ultimate Technique:  Again with the dashing.
Weapon Details:
 - These weapons are surprisingly powerful.  Their default X combo is almost assured to pop the head of any human you use it on.
 - As this weapon increases in level, it gets some blades on it.
 - I can't use these weapons well, so I can't say too much about them.


Vigoorian Flails
Types:  Twin-Weapon, Scythe, Light Weapon
Location:  Chapter 9 (on some ninja somewhere)
Damage:  Pretty bad
Speed:  Shuriken are too slow
Ultimate Technique:  Dashing.  The Flails can change target at least 5 times during this attack.  Chances are, you'll kill everyone so fast you won't see the whole combo.  Oh, and to make matters worse, tap Y while doing this to add attacks and damage.
Weapon Details:
 - For those unfamiliar with these Flails, they are nun-chucks with scythes attached.
 - The Air Y combo for the Flails consists of an insane series of dashes and flailing madly.
 - To make matters worse, the Y combo causes Ryu to become airborne along with his victim, leading to mad juggling.
 - The ->X X X etc.  combo, called the "Insane Demon," is the fastest attack on the entire game.
 - Level 1 and 2 are the same as the original Ninja Gaiden (silver then gold).
 - Level 3 looks like the scythe part of Kusari-Gama Level 3.
 - Though it doesn't do much damage at all, the Flails are by far the most consistently chaotic weapon on Ninja Gaiden II.  As such, you'll be dealing damage extremely quickly and probably will be hitting everyone around the target.
« Last Edit: December 17, 2009, 01:31:14 AM by Death Dark » Logged

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« Reply #9 on: December 17, 2009, 04:10:11 AM »

Just a quick general summary for anyone who's just interested in getting the best stuff upgraded (in my opinion at least), do NOT upgrade the Dragon Sword, as Death Dark said, it gets max level in the storyline,  focus mainly on upgrading the Eclipse Scythe and the Lunar Staff, then move onto whatever else.
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« Reply #10 on: December 17, 2009, 04:51:14 AM »

I disagree.  My best weapons are the Talons and the Flails, after all.  I recommend you play through on Path of the Acolyte and try out all the weapons.  You get more money on Acolyte difficulty, so it's easier to upgrade everything and have money to spare.  Find what suits you best, and stick with it in higher difficulties.  Whatever happens, I do still recommend upgrading the Scythe; it's useful in its own situations.
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« Reply #11 on: December 19, 2009, 03:32:43 AM »

Secondary Weapons

Shuriken
Location:  Chapter 1 (Starting Weapon)
Damage:  Pathetic
Speed:  Good
Rapid:  Good
Ammo Cap:  Infinite
Ammo Cost:  N/A
Ultimate Technique:  None
Weapon Details:
 - The shuriken don't do much damage, and they don't kill things very well, but they're free, you can throw them pretty fast, and if you can work them into your combos, you can stun people before they get close, giving you an opening.
 - Shuriken can't be aimed manually.
 - The shuriken have no special use of their own.


Fiend's Bane Bow
Location:  Chapter 2 (Unavoidable)
Damage:  High
Speed:  Very High
Rapid:  Slow
Ammo Cap:  30
Ammo Cost:  50
Ultimate Technique:  Shoot a faster, more powerful arrow.
Weapon Details:
 - If you want to take something out with a ranged weapon, the Bow will do it quite nicely.
 - The bow can be shot in the air and on the water, though it cannot be charged when used as such.
 - The bow is required for many storyline parts, including some puzzles and a few boss fights.


Incendiary Shuriken
Location:  Chapter 3 (on a dead ninja once you get to the place with the big turbines)
Damage:  Quite High
Speed:  Good
Rapid:  Slow
Ammo Cap:  50 (check that)
Ammo Cost:  100
Ultimate Technique:  Throw 2 shuriken faster and do more damage.  Ryu will choose 1-2 targets for this if you don't manually aim.
Weapon Details:
 - Because their speed can't keep up with the bow, the Incendiary Shuriken can't replace the bow in most cases where a bow is needed.
 - For objects that require a "Heavy impact," the Incendiaries can be used instead of a heavy weapon.
 - Otherwise, the Incendiaries can be replaced with other weapons, though some prefer them instead of things like the bow.
 - The Incendiary Shuriken still look like Kunai.


Gatling Spear Gun
Location:  Chapter 5 (in the large fountain)
Damage:  Low
Speed:  High
Rapid:  Very High
Ammo Cap:  Infinite
Ammo Cost:  N/A
Ultimate Technique:  None.
Weapon Details:
 - The Spear Gun can only be used under water.
 - Rapidly tap B to continue to fire.
 - The Spear Gun helps in Chapters 5, 6, and 9, so don't miss it.


Windmill Shuriken
Location:  Chapter 11 (get the key from the graveyard and go back to where the Talons were.  Go to the other building in the area and open the door)
Damage:  Good
Speed:  High
Rapid:  Slow
Ammo Cap:  1
Ammo Cost:  N/A
Ultimate Technique:  The Windmill will fly in a more irregular pattern, hitting multiple enemies if it can and dealing more damage.
Weapon Details:
 - A friggin' big Shuriken that will return to you after thrown.
 - Ryu wears it "folded" up on his arm.
 - Though not required for anything and limited in range, the Windmill can still provide excellent ranged backup when you don't feel like expending ammo.
 - The Windmill has a knack for decapitation.
 - Because it's obtained so late, the Windmill comes in most useful during your second playthrough.
 - The Windmill cannot be manually aimed.
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« Reply #12 on: December 19, 2009, 03:53:01 AM »

Ninpo

NOTE:  Ninpo levels are upgraded by using the item "Jewel of the Demon Seal."

Art of the Inferno
Location:  Chapter 1 (on an altar)
Level 1:  Does a great deal of damage, and will usually kill minor enemies in one hit.
Level 2:  Fires a second fireball when cast; more damage.
Level 3:  Fires a third fireball when cast; more damage.
Details:
 - Very good against ninjas
 - If you're fighting less enemies than you have targets, one of your targets will be re-targeted.
 - Manual aiming can cause you to miss with higher levels.


Art of the Wind Blades
Location:  Chapter 3 (on a dead body near the beginning)
Level 1:  Sends out a slicing blade of wind that bobs up and down as it flies.  Chance to de-limb.
Level 2:  Sends out a spinning blade of wind that flies straight.  Good chance to de-limb.
Level 3:  Surrounds Ryu with a whirlwind of wind blades.  Almost guaranteed to de-limb.
Details:
 - The Level 2 -> Level 3 jump changes this weapon's use drastically.
 - Level 3 is great for enemies surrounding you, especially ninja-dogs.
 - Manual aiming doesn't change the Level 3 effect.
 - If you like the Level 2 form better than the Level 3 Form, then see Art of the Piercing Void.


Art of the Flame Phoenix
Location:  Chapter 5 (in the wine cellar behind the iron grated door.  When you find the cracked wooden floor, explore before dropping down)
Level 1:  Sends out three flaming birds.  Does constant damage to nearby enemies.
Level 2:  Bigger birds, more damage, stays out longer.
Level 3:  See above.
Details:
 - This is not for the wrathful killing of enemies.
 - Flame Phoenix is most useful against smaller enemies like Bats and Phantom Piranha.
 - Useful in the fight against the Archfiend (part 1).


Art of the Piercing Void
Location:  Chapter 7 (the Daedalus is a chaotic stage; it's somewhere)
Level 1:  Shoots a small black orb that pulls enemies along and does a good deal of damage.
Level 2:  Shoots a bigger orb, and has a chance to rip enemies apart.  Does more damage.
Level 3:  Shoots a gigantic orb that does a lot of damage and will tear non-bosses into pieces.
Details:
 - By far the most powerful Ninpo.  It can take a Spider Fiend (first boss) to half health in one hit.
 - The art doesn't stop when it hits an enemy; it continues until the end of its range.
 - Power doesn't decrease when it hits an enemy.
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« Reply #13 on: December 19, 2009, 05:42:49 AM »

Remaining Items

Yellow Essence
 - Yellow essence is stored as money, allowing you to buy other items and upgrade your weapons.
 - Yellow essence can be obtained by breaking certain items.
 - The larger the orb, the more money it contains.
 - After using the Ultimate Technique, only yellow essence is dropped.
 - Yellow essence can be used to charge any Ultimate Technique.


Blue Essence
 - Blue essence restores health.
 - Some chests contain Blue essence.
 - The larger the orb, the more health it will restore.
 - If blue essence is present after battle, pause long enough for your health to regenerate up to the red "continuous" damage, and the blue orbs will restore the red damage instead of filling the health bar up.
 - Blue essence can be used to charge any Ultimate Technique.


Red Essence
 - Red essence restores Ki (the flames that count how many Ninpo casts you have left).
 - Red essence has only one size and only restores 1 Ki.
 - Red essence can be used to charge any Ultimate Technique.


Herb of Spiritual Life
 - Restores a small amount of health.
 - Can heal red damage.
 - Amount healed is a proportion, so it's just as useful at the beginning as at the end.
 - Can be bought in Muramasa's store.
 - Max of 3 can be carried.


Grains of Spiritual Life
 - Restores a large amount of healt.
 - Can heal red damage.
 - Amount healed is a proportion.
 - Can be bought at Muramasa's store.
 - Max of 3 can be carried.


Life of the Gods
 - Fills one character on the bar/circle grid.
 - Once 10 characters are filled, your health bar will extend and health will be restored.
 - When you choose to use a Life of the Gods, you will automatically use enough to go up to 10 characters, and no more.
 - If you don't have enough to fill the 10 characters, you will use the ones you have currently.
 - Characters don't expire.
 - It is recommended you save these for boss fights as a "second wind" kind of thing, as it heals you completely.
 - There is no limit to the number of these you can carry.


Life of the Thousand Gods
 - Same effect as using 10 of the item "Life of the Gods."
 - Ignores the number of characters you have already lit.


Muramasa's Rice Balls
 - Fully restores health.
 - Only obtained as a gift from Muramasa during Chapter 11 as a way to help you in your fight against the Archfiend.
 - You only have one; save it.


Mushroom of the Devil Way
 - Restores 1 Ki.
 - A max of 3 can be carried.
 - Can be purchased at Muramasa's shop.


Talisman of Rebirth
 - If Ryu hits 0 health, he is restored to max health and his Ki is restored.
 - Must have Talisman equipped to use.
 - Can only carry 1.
 - Can be purchased at Muramasa's shop.
 - Costs as much as a Level 2 -> Level 3 weapon upgrade, so use them wisely.


Spirit of the Devils
 - Adds another Ki slot and restores Ki.
 - Again, save for boss battles.


Jewel of the Demon Seal
 - Upgrades a Ninpo.


Assorted Keys
 - Collect them as part of the storyline to access new areas.


Rod of Trials
 - In Chapter 2, you will get to a large, open area in which there will be two archers on the far side and a great number of ninjas.  Fight ninjas until you see the "The candles have been lit" message.
 - The Rod of Trials unlocks the Tests of Valor.  Tests of Valor teleport you to an arena of sorts and pit you against a large number of the same kind(s) of enemies.
 - By beating Tests of Valor, you get important items such as Life of the Gods, Jewel of the Demon Seal, and Talisman of Rebirth.
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