Ninja Master's: Haō Ninpō Chō Arcade
The story revolves about the mysteries surrounding a cruel demon named Haoh. Years ago, the warlord Oda Nobunaga ruled all of Japan with an iron fist and is said to have been in cahoots with Haoh himself until he died, so when a reborn Nobunaga appeared long after his supposed death, several warriors set out to defeat him and Haoh.
One of them is the protagonist Sasuke, a ninja whose father was killed by Haoh and has abandoned his clan to exact his revenge.
The character seems inspired on Sarutobi Sasuke, a famous legendary ninja with a strong sense of justice created in Tachikawa literature at the end of the Meiji period.
The is played with 8-way stick and 4 buttons, A for Light Punch/Weapon, B for Heavy Punch/Weapon, C for Light Kick and D for Heavy Kick
Forward Dash can be canceled with any normal attack, but not throws or specials. Beware that if you dash under a jump you won't turn around for the normal.
Back Dash cannot be canceled. Has a long period of invulnerability from the start but leaves you open at the end
While knocked down Back + any button to Back Rise. Roll backwards for a slower wakeup that leaves you further away from the opponent. You are vulnerable during the roll.
When close Foward + B/D - Throw. Standard proximity throw, except that in this game it doesn't work on crouchers. To make up for this, everyone has a command throw that can hit whether crouching or standing. There is no throw tech.
B + C - Draw/Sheathe Weapon. Pulls your character's weapon out or puts it away. Can be canceled into. Some characters attack while drawing and/or sheathing. This affects what specials you have access to and changes your punch normals, though one isn't necessarily better than the other. Generally armed attacks deal more damage while unarmed attacks deal more stun. Pressing Kof.lk.png + Kof.sp.png while crouching over your dropped/thrown weapon will pick it back up.
Every Character has one or more command normal that must be blocked standing. Unlike jump attacks, these will stagger a crouching opponent, leaving them wide open for a followup. On counter-hit these instead put them in a very floaty knockdown, giving plenty of time for a juggle
Stun is an invisible meter for each character that fills when you take damage and drains very quickly when you aren't taking damage. When you're stunned you'll instantly be knocked down and you'll drop your weapon if drawn, after which you'll be stuck in a long dizzy animation. You can reduce the time spent dizzied by mashing.
There is a very short period after any attack that knocks down in which you can attack your opponent out of the air. Juggles are typically very short and rarely come up outside of counter-hit command overheads, but it's still important to know about them.
Every character has preset combo routes performed with specific inputs a la tekken. Most of them are started on close normals, though this isn't always the case. String routes are often interconnected: mulitple starters can go into the same enders at different points.
The Spirit Gauge fills as you deal damage and has many different uses:
Stronger version of a special move, typically done by pressing both button strengths with the regular input. You need MAX spirit gauge to use them, but they don't cost any meter so use them as much as you want.
Somewhere between a special and a super. Come in two forms:
Leveled: Can be done at any time, but have 4 levels of strength depending on how much meter you have. The notches on the spirit gauge help indicate which level you're on, with lvl 0 being before the first notch and lvl 3 being at max meter.
Charged: Can only be done at max meter. Doing the input with less than a full meter will put your character in a charge animation and quickly fill your meter. You can't cancel out of the animation and the move will always come out once you reach max meter, but if you're interrupted you keep all the meter you gained.
Specific string enders that costs a full meter and deals heavy damage.
Powerful attacks that can be done any number of times, as long as your health is flashing red (about 25%). Doesn't use your meter.
Finshers that can be done when your opponent's life is flashing red and costs a full meter. Under these conditions, they do enough damage to kill on hit.
A+B+C is used to activate hyper mode, it causes a small, invulnerable burst that knocks your opponent down on hit and changes your meter to HYPER:
The hyper bar slowly ticks down over time. While active, your attacks do slightly more damage, and you can perform any kind of super or max level power move at any point. However, doing so will cost the rest of your meter and end hyper mode.
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