Dual Blades Thread Redux

Wait what?!

I had mentioned about that game in a previous post.
It was actually my hobby work. Fighter sprites were drawn by me with Deluxe Paint (They sucked BTW) and char artwork were my pencil drawings. I ripped the background images from a forgotton 3D pseudo PC fighting game called Savage Warriors. The game was very bloody and some gameplay mechanics were introduced before I used them in DB like Recovery, Breaker, Power Move Combining, Block … etc

As I said it was DB’s anchestor.

Kanae and Brandon were on that one :wonder:

NAGASAPA STRATEGY & MISC. COMBOS Part.1

This is the key to using Nagasapa lies in her strategy and pressure tactics, not her combos.

PRESSURE!

J.BS Usage

This is essential in mastering Nagasapa. When doing her J.BS in midair she releases a spectre which travels full screen while still hitting high. This controls a lot of space and tends to prevent aerial assaults. The game’s engine only allows one projectile at a time so you can’t spam them until the first ghost has left for a few seconds.

High J.BS- Useful for preventing jump-ins or to pressure an opponent to stay on the ground. This is does by pressing J.BS while jumping up. Best done jumping backwards

Low J.BS- Useful for long distance combos. It hits at low altitude which pressures a grounded opponent who is blocking high to second guess blocking high or low to avoid it, sometimes blocking low and getting hit which leads to a Spirit Impact. This attack is done by pressing J.BS at the peak of your jump. Best done when jumping towards your opponent.

The Double- This utilizes the her spacing game perfectly. By jumping backwards to do a low J.BS projectile, then quickly jumping forward to do a high J.BS creates an effective pressure game and annoys those parry happy players who sees your ghosts as a way to build meter.

Pressure Strings

Now how do you impose pressure on a opponent in a game that lack’s block stun? By utilizing cancels and repetitive block strings to pry an opening.

For Example:

Take her B&B- -J.BS, BF+SL, J.BS, S.BS (7 hits 46% Damage)

Well unfortunately you can’t extend it other than comboing into a super, which isn’t recommended because the scaling is atrocious. However after the S.BS you can cancel into the BF+SL/ Spirit Impact. When this occurs 2 things will happen-

  1. Your opponent will be “spooked” and continue blocking, creating space for more pressure.

  2. They will attempt to hit you and get hit by the Ghost.

Disclaimer: Certain characters will have moves and supers that can evade or plow through the ghost so be wary! Jaman for instance can even crouch below the ghost and hit Nagasapa.

After this you can attempt a- C.BS, S.SL, Overhead, Curses or simply jump away and do a J.BS.

Spirit Crush/Impact Tactics

One of her risk/reward moves. Most of the time her sumo ghost relies on prediction rather than comboability.

Spirit Crush is very useful for taking off the pressure or when an opponent gets desperate. Often times an opponent will lose their cool after getting hit successively and will jump at you. If you use a Spirit Impact it will knock them right out of the sky and put them back at square one.

The key is alternating between the BS and SL versions throwing them off to the timing. Otherwise a confident opponent might actually parry/block one of them and screw you over. (Hopefully you would have the meter to use Recovery)

One way to prevent this is to use J.BS before this. If an opponent is getting antsy they will often try to jump afterwards, if they are being defensive and try to parry your attacks it will throw off their rhythm.

Note: If you try to throw out a random Spirit Crush try to at least see if you have meter to spare for a Recovery, otherwise you can get really owned.

Now Spirit Impact is the bane of all opponents. A neutral Spirit Impact does a clean 50% of life, so just the thought of this will put fear in a opponent from jumping or doing anything risky. As a Nagasapa player anytime a you see even the slightest flinch take advantage of it!

Note: Experienced players with gusto will sometimes try to bait it with a random normal/special and then immediately use Recovery so watch out! Kanae’s Final Punishment will DESTROY you as well!

Spirit of Might Strats

One of the pros to having ghosts are your homies is that they can’t get hit back when they help you jump some fools. Here is a quick mini-guide of the unforseen uses for this move.

*Pseudo-AA: Spirit of Might hits very high, slightly above Nagasapa’s head, so if you want more horizontal coverage without the risk of using Spirit of Crush this move can be very helpful. If predicting that an opponent will jump backwards to avoid you it is also useful for making them fall into the attack. Unfortunately the move doesn’t juggle or knockdown but it does create nice space.

*Wake Up Pressure: This takes quite a bit of skill. After a knockdown (such as a throw) you can time the crush to hit the rising opponent as their invincibility wears off, if times correctly you can even make the Ghost hit behind them- all the while you can jump at them for a potential combo chance.

*Super Pressure!: What is super pressure? By summoning SOM then immediately using Recovery and going aggro, you can confuse and bewilder your opponent. This tactic doesn’t do much damage thanks to scaling, but it can lead to a Curse or surprise kill in a close match.

Well this ends Part One of the Nagasapa guide, as you can see she has a lot of stuff already. Toodles!

Good Job again :rofl:

Let me guess… the next is Nagasapa’s curses… :wonder:

BTW, I wonder how many people are you guys? Since you mention about “opponents”…

And white shadow, it’s a really good idea to compile these stats in a faq and submit to GameFAQs. Don’t let these fade out here :china:

Yeah Curses, Combos, and Corner Traps.

and Throws…

Well in the “old” days back in high school there was 4 of us who played the game, Longsh0t and I were the innovators but the 2 other guys were decent as well. We pretty much spent a bulk of our high school days playing the game to death and finding new stuff.:rofl: So most of this stuff is directly from experience.

Oh I will look into that. I always wanted to make a faq but I was too lazy to look into the details of posting one.

Now all pieces got together:rofl: It’s really good to know this man!
And keep the guides rolling!

BTW… Where is everybody?

Did anyone else download the PC version?

HEEEY!! Somebody hear me!?

I dl’d it, but when I opened it, all I got was a white screen and the music playing. I could highlight stuff, only because I heard the sound of the cursor when it moved. Then again, might be my comp. since it’s far from good for most games. I only use it for internet and typing papers.

NAGASAPA STRATEGY & COMBOS cont…

Before I continue with more strategic elements of Nagasapa’s moves, I feel that it is necessary to explain the rules of her many ghosts…

Ghost Rules

-Only one Spirit of Might is allowed on screen at a time.

This means that if you attempt to cancel into another Spirit of Might while one is still on screen you will cancel into nothing.

-Spirit of Might and Spirit of Crush/ All Supers cannot be summoned at the same time.

Basically, this means you can’t attack with more than one of the same ghost or any other ghost in your arsenal unless they are a Curse, Mine, or Normal.

-During a Curse, you are unable to throw your opponent.

For some odd reason unbeknown to me, during any kind of Curse (even Guard Curse) Nagasapa cannot throw her opponent at any time.

-Only one form of Curse is allowed at any given time.

Pretty much common sense.

Now back to our regularly scheduled program…


**
Cursing Tactics & Principles
**

Probably the most unique and devastating part of using Nagasapa is her Curse. In addition to her keepaway/pressure style this really intensifies the anxiety an opponent feels if they get hit. Each Curse has their pros and con but in reality it comes down mostly to personal preference, knowing your opponent’s strengths and weaknesses, and knowing the character they’re playing.

No Jump Curse- DF+SL

My personal favorite. In combination with her high/low game this opens up so many points of attack. However, if your opponent goes on the defensive it can be very tricky to see what sort of desperate measure they’ll use take to take you down, especially if they have a dashing special/super or move with invincibility frames. The best moves to use are your overhead and S.SL because of the confusing high/low hits while SOM and low J.BS are in the mix.

Best used on: Kanae, Duke, Efe, Brandon

Note Kanae, Jaman, Rungard, and Shin still have the ability to short hop via SL+PW Overhead. Kanae can combo into and out of it as seen in my previous character strategy.

Confusion Curse- DF+BS

Reverses all motions except Up and Down. One major point is to be relentless, don’t even make your opponent realize what kind of Curse they were just hit with. This will confuse them before they can even react properly. If they are knocked down use delayed Spirit of Might to hit from behind which further increases the confusion.

Best used on: All

If you do allow them time to recognize the type of Curse they have an experienced opponent will adjust and Parry/Block your attacks- which will be effective considering you cannot throw them but they can throw you, wasting ample time. Reverse Parrying works on a subconscious level because it follows the natural blocking mechanism, which could exploit your offensive holes, so be wary. Same applies to…

Guard Reverse- DB+SL

A bastardized version of Confusion Curse. Pretty much everything covered in Confusion Curse applies here as well. It is worse in the fact that a player who excels at Parrying might not even need to change their playing style that much, an aggressive player might not even block regardless.

Best used on: Not recommended

No Specials Curse- DB+BS

Oh the irony. Nagasapa uses specials often, so if you have a Nagasapa mirror match this is essential to use. Not allowing special cripples many fighters, and players will have a hard time adjusting their playing style when they are using characters that utilize specials to zone or combo with. This is largely a defensive Curse, if done when the clock is running low an opponent pretty much has lost because they are unable to do a super attack in their combo for a decisive victory. IMO my second favorite Curse because of this alone. It does have it’s weaknesses though, Kanae, Efe, Jaman, Duke all have impressive combo strings and high priority normals that can suffice if necessary.

Best used on: Nagasapa, Rungard, Brandon, Shin

Using all these Curses depends on the pace of the match and the opponent’s mindset and character. I personally find No Jump and No Special Curse useful because it goes against the very instinct of a fighting game player, whether they are aggressive or defensive.

GUARD CRUSH:

Honestly, I rarely use this because it isn’t easy to catch an opponent at all with this. The payoff is HUGE but since an opponent can still attack it isn’t as attractive, the damage also varies because if your opponent gets knocked time it consumes much of your time bar. Even worse is that you can’t build meter with this on or throw (as stated prior in the rules section).

TELEPORT USES

Nagasapa has 2 teleports, each with their own uses although one is less effective than the other.

Teleport (Horizontal)- FB+BS

The worst of the 2. During the shifting period she is vulnerable from all attacks. If used occasionally in SOM lockdown it can surprise a your opponent and make them block the wrong direction. Don’t abuse it though. You can use a J.SL to hit high before landing.

Teleport (Vertical)- FB+SL

The better of the 2. The auto-tracking ability works well but if blocked you will suffer… A LOT. Best used in the corner where it provides pressure for an opponent trying to jump out. When combined with the Spirit Mine corner trap (which will be revealed later) it can be very effective and deadly. It can also be comboed.

Keep in mind a Recovery attempt won’t help you when attempting a Teleport so they’re a lot of risk involved.

**


STANDING SLASH STUFF

This is a small interlude to explain a certain weird effect that S.SL has.

S.SL has a 2 stage effect. The first hit is neutral, then the next quick hit hit low. At the same time she advances for a bit. Now if it hits correctly the low hit can actually hit behind the opponent. However! Sometimes the move can even hit both in front and behind your opponent making it unblockable!

This is useful for many things, and she can combo into her Soul Smash and Spirit Impact or even to poke holes in their defense. If it is goes too close you can get counter-thrown even if you fully connect so be wary.

SPIRIT MINE/ CORNER TRAP

This is where things get fun. Spirit Mine aka Facehugger (F,BF+BS) is a unique attack. Normally it looks useless but in a few scenarios (notably with the broken EX Nagasapa) it can be a killer!

Here’s how the trap works…

In the corner when an opponent is knocked down go close and do a Spirit Mine. If done correctly the ghost will appear behind the rising sprite. Next, create some distance and do either a C.BS xx SOM or a S.SL. The Mine will delay a bit and count as a hit from back while you hit from the front making blocking both nearly impossible. Even better both your attack and Mine will connect, knocking the opponent down back into the corner, repeating the process.

The great part is, even if they block both (which is hard to imagine) Nagasapa can cancel into her SOM and keep the lockdown going. Her vertical Teleport works well too.

*This can also be done midscreen but it is obviously not as effective.

MISC. COMBOS!

Finally!!! More combos!!!
**
1.a)** Throw, S.BS Recover, Any Curse. (2 hits, 13% Damage)

-YOU NEED TO LEARN THIS! Forget if you have a glowing super bar, using this combo is a guaranteed way to get an upper hand in any match.

Just remember do not do the S.BS Recover early or you risk the effect of the BS to transfer causing your opponent to immediately stand from midair instead of getting knocked down. Wait until they are about to fall to do this.

1.b) Throw, S.BS Recover, (wait for opponent to get up slightly) SL SOM, Any Curse. (4 hits, 14% Damage)

-More stylish variation, doesn’t work on Nagasapa and hard to catch on Efe or Alperen since they rise fast.

2.a) Opponent in corner Teleport (Vertical), J.BS, S.BS xx Spirit Impact (9 hits, 63% Damage)

-Amazing damage, but very hard to catch.

2.b) Teleport (Vertical), J.BS xx Spirit Impact (7 hits, 65% Damage)

-This midscreen combo only works on taller characters and isn’t easy to catch.

3.) Spirit Mine, S.BS (10 hits 27% Damage)

-Nice, pseudo-stylish dizzy combo.

4.) Throw, Recover Ghost Army. (12 hits, 22% Damage)

-Useful ender.

5.) Throw, Recover (jump toward opponent if not in corner and wait for opponent to stand) Soul Smash (3 hits, 20% Damage)

Note If you use a S.BS before Soul Smash you will do 1% less damage.

6.) BS Spirit of Might, Curse (5 hits, 28% Damage)

-Basically another Dizzy Combo

Tid Bits:

This is just random stuff to remember.

-Nagasapa has a secret super move called Healing (DB,DF+PW) which restores 20-25% of her health bar if uninterrupted. To be honest I rarely use this move because it requires a full meter but if it is a close match and the time is counting down I guess it might be worth it, esp. after her throw.

Oh and the motion is a little awkward to do and it’s easy to make a mistake and do a random super instead.

-Taunt taunt taunt! Nagasapa has a quick taunt which on a knockdown can be done at least twice depending on your opponent and the distance you are to them. Not only that, the same animation used for her taunt is used for her other moves so it can sometimes perplex your opponents if done randomly, expecting an attack.

Well this finally ends the Nagsapa Guide… I will start my most ambitious and possibly most lengthy guide next, for Efe! ^_^!!!

Great job again, white shadow!

I don’t remember why I did such a things… It also sounds weird to me now :rofl: I may change it, if this “PC Dual Blades” version rises from the ashes:rolleyes:

lol That’s cool. I though you did it so that someone couldn’t use Recovery and do another Curse while a previous Curse was in effect.

The sad part is that it is hard for Nagasapa to set up an offense when she cannot throw after landing but the opponent can instantaneously throw you. =/

What the heck is the Shin infinite?! I’m sure it has to do with his bf+BS crows, and maybe his axe kick. Good thread so far, learned a lot about the origins of this game and some useful advanced tactics.

YAY! My thread got bumped from the netherworld!:woot:

OK there are 2 Shin infinites, a general one and one that only EX-Shin can do.
**
EX Shin:** DD+BS x N or

-No explanation needed, scales badly and basically is a a braindead skill-less infinite.
**
Reg. Shin:** BF+BS quickly jump J.BS ONE HIT, FD+K knockdown FD+K x N

This infinite is way more difficult to setup as it requires you to time the J.BS so that only the first hit connects. Once it does it puts them in a juggle state which the FD+K move can retain the properties of indefinitely.

Note: You can do the infinite if you connect the J.BS without the Crows but you have to be lucky since you might not be prepared for it.

If need be I can start the long delayed Efe Guide as long as there’s interest.:wgrin:

Will it rise from the ashes? =/

I found some new stuff with Brandon that I’ll post later.

The PC-version link seems to be broken now:sad: