Ninja Masters/Controls

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Ninjamasters howtoplay.png

Controls

Basic Controls

Up
Up-Back 7 8 9 Up-Forward
7.gif 8.gif 9.gif
Back 4 4.gif 5
Neutral
6.gif 6 Forward
1.gif 2.gif 3.gif
Down-Back 1 2 3 Down-Forward
Down

Neogeo layout.png

A = Light Punch / Light Weapon Attack
B = Hard Punch / Hard Weapon Attack
C = Light Kick
D = Hard Kick

Advanced Controls

B+C = Toggle Weapon On & Off.

2.B+C (When standing over fallen weapon) = Pick up dropped weapon.

If a character becomes dizzied while they have a weapon equipped they will drop the weapon, requiring them to pick it back up. If the round ends while the weapon is on the ground that character have it on their person again the next round, though they'll have to re-equip it. Karasu can also throw his sword which he must recover afterwards. You can only pick up your own weapon.

A+B+C = Activate Hyper Mode.

Look below in the "Hyper Mode" section for more details.

66 = Forward Dash

A short but quick forward step. You can cancel out of your forward dash into any normal attack, but not into a special move or jump.

44 = Back Dash

Cannot be canceled into any attacks. There is no invincibility on back dashes at all, they are simply a movement option.

6+B (When close) = Normal Throw

Standard normal throw for every character, however this will only grab standing opponents. If the opponent is crouching your B attack will come out. To make up for this, every character has a command throw that will grab both standing and crouching opponents. Use those as your standard throw instead.
Some characters also have unique normal throws with inputs like 6+D or 3+D. These may have special properties, or hit only crouching opponents and whiff on standing opponents.
There is no throw tech.

Dizzy Recovery

Mash Buttons and wiggle the joystick to recover from dizzy faster.

Systems

Health

Ninjamasters health 1.png

Every character has the same amount of health that is represented by two drainable Health Bars, starting with a green bar which overlaps a yellow bar. Once the green bar is fully drained health is taken from the yellow bar. Whoever drains both of their opponent’s Health Bars first wins the round. At a little less than 1/4th health remaining (yellow bar half-drained), the Health Bar will turn red and start flashing. At this point the player has access to their character’s Ultimate Super Power, which is essentially the standard "Neo Geo-style" desperation attack.

When put into a number value the starting amount of health is 208 health points. There is no damage scaling or guts system of any kind, so every attack within a combo will always do the same amount of damage.

Power Meter

Each player has a POWER Meter which is located at the bottom of the screen. Whenever an attack lands, either as a hit or block, the aggressor will gain a little bit of meter. Hits usually give a little more meter than blocked attacks, but there are a few instances where they do not.

Once the POWER Meter is full it will reach MAX state, which opens up a variety of powered up special moves and supers including: Power Specials, Super Power Specials, Ultimate Super Power, Darkness Super Power, Darkness Combos, and Hyper Mode. Please read their respective sections under Special and Super Moves for more information.

When given a number value the POWER Meter reaches MAX at 96 meter points.

Stun & Dizzy

Attacks that hit do a set amount of stun to the opponent, and after accumulating enough stun they will become dizzy. When dizzied they’ll stand up in a daze and be open to a free combo. If their weapon is armed at the time of dizzy they’ll drop it to the ground as well. After a few moments the dizzy will automatically end.

  • Test: Can you mash to escape dizzy faster?

Dizzy seems to occur at around 135 stun points (The highest I’ve seen before a dizzy is 134 points, but it is hard to test). Stun starts to recover rapidly immediately after being hit, so pressure must continually be laid upon the opponent for a successful stun.

  • Research: Attacks after the first hit in Splendid Combinations do no stun damage. Is this universal?
  • Research: There is a very small amount of normal attacks which cause 0 stun (anything other than Kamui’s 3.LP?).
  • Research: Super Moves do 0 stun (is this true? Test with others).
  • As a general but not strict rule, unarmed punches tend to do less damage but more stun than armed weapon attacks.

Style Change (aka Weapon Arm & Unarm)

Every character has a weapon that can be armed and unarmed by pressing LK+HP together. Depending on if the weapon is equipped or not the punch normals will change and some special and super moves may become usable or unusable. When a character is dizzied while holding their weapon they’ll drop it on the ground. To pick up the weapon stand over it and press ↓ LK+HP, after which they will immediately arm the weapon.

  • Research: frames to re-arm?
  • Research: Karasu can throw his weapon and has to pick it back up, can anyone else do that?
  • Include: Some characters have alternate methods of re-acquiring their weapon.

Characters start the match either armed or unarmed:

  • Starts the match armed: Houoh, Kamui, Karasu, Ranmaru, Sasuke
  • Starts the match unarmed: Goemon, Kasumi, Natsume, Nobunaga, Raiga, Sasuke, Tenho, Unzen

Additionally, how the round ends will affect the next. If a character who starts the match armed ends the round unarmed, either from unarming or dropping their weapon due to dizzy, they’ll start the next round with their weapon unarmed; similarly if one who starts the match unarmed wins while holding their weapon the next begins with them armed.

Some Style Changes actually have an attack hitbox that allows for combos that alternate between styles in the middle.

  • Re-investigate: How comboing from them is done. Are they chaining or special canceling out of the style change hit? Do they act as both a normal and a special themselves?
  • Test: Do any of the Style Changes that don’t function as an attack provide better frame advantage when canceled into arm/unarm?

Splendid Combination (aka Chain Combos)

Overheads

Attacks that must be blocked standing are ubiquitous in Ninja Master’s. All characters have at least several attacks that hit high, and not only that overheads are generally easier to combo from and provide more damage. In addition, there are overheads that can be done in the middle of chain combos which can be combo’d into and out of, while low attacks in chains tend to have slower start up so they don’t actually combo and leave the opponent knocked down on hit.

  • Research: see if all lows follow the information above and adjust language appropriately if so.

When an overhead hits a crouching opponent, it will cause them to stand up and stagger backwards, though there are a few overheads that only cause the opponent to stand. It is possible to link into another attack from the stagger but at mid-screen it can be somewhat awkward, requiring a micro-dash for the following attack to hit or just going directly into a long range attack like a sweep. More simply, many overheads can be chain canceled into a combo. In comparison, low attacks cannot go into a chain combo and generally require somewhat difficult links to combo from.

In Ninja Master’s, making blocking high the default block position, instead of blocking low as done in most other fighting games, may be considered good practice.

  • Consider adding: → + LP or LK is a universal overhead button, with characters having an overhead with either LP or LK or in some cases both. Frequently they have other UOH buttons as well.

Special and Super Cancel

Throws

A normal throw can be performed by → + HP while next to the opponent. This is the standard normal throw every character has, however, it only grabs standing opponents. Some characters also have unique normal throws with inputs such as → + HK or ↘ + HP that may have special properties such as grabbing crouching opponents or allowing for a combo-able hit afterwards.

To compensate for normal throws only grabbing standing opponents every character has a command throw which can grab both crouching and standing opponents. Command throws have in a variety of inputs, look at each character’s move list to see theirs.

There is no throw tech. If two characters throw on the same frame the winner of the exchange appears to be random.

  • Test: There are a few throws inside of chain combos, and a few of them combo (may just be hits that look like throws? Double check).

Dash & Backstep

To dash forward press →→. To backstep press ←←.

Dashing is a quick step forward. Any point of the dash can be canceled into normal attacks, including command normals. You cannot block until the dash ends.

Backstep is a short hop backwards. It provides a small amount of invincibility and using it as a tool to avoid attacks requires good timing. It cannot be canceled in any way.

Recovery Roll

All characters, besides Nobunaga, have a backward recovery roll on knockdown by holding both ← + Any Button. Recovery rolls have a very small amount of punishable frames at the end.

While Nobunaga does not have a recovery roll, he has a recovery jump. To perform hold both ↑ + Any Button. When successful he quickly stands up and immediately leaps into the air with invincibility on the way up. Jump height is slightly higher than his usual jump. It is only possible to neutral jump with the recovery jump.

Special and Super Moves

Power Specials

Ninjamasters meter 1.png Ninjamasters meter 2.png

Power Special Moves are “powered up” specials that become available to use once the POWER Meter reaches MAX. Perform them by inputting the directions of the special, and then pressing both of the punch or kick buttons. Using Power Specials does not cause your POWER Meter to decrease.

Despite being “powered up,” many Power Specials may not do any extra damage or stun, and instead provide the attack either greater reach, speed, or coverage.

Super Power Specials

Ninjamasters meter 3.png Ninjamasters meter 5.png

Super Power Special Moves are unique special moves that gain additional power and/or properties once the POWER Meter exceeds certain points. The POWER Meter has four different levels, with levels 1, 2, and 3 separated by notches, and with level 4 being MAX. Super Power Specials can be used even at 0 meter which counts as level 1. Super Power Moves at levels 1-3 will not spend the POWER Meter, but at MAX the next one used will drain the entire meter.

Ultimate Super Power

Ninjamasters health 2.png

At about 1/4th total health remaining the Health Bar will turn red and the player will gain access to their Ultimate Super Power, a super move that can be used repeatedly at no cost to the POWER Meter. It functions the same as a Desperation Move does in may other Neo Geo games. It can also be used free of the health requirement while in HYPER Mode.

Darkness Super Power

Darkness Super Power is a super move used once both the POWER Meter is at MAX and the opponent’s health bar is red. It can also be used free of the health requirement while in HYPER Mode.

Darkness Combo

At MAX meter access to Darkness Combos become available, which is a super move that can be used at the end of specific chain combos. Using a Darkness Combo will spend the entire bar of meter. Darkness Combos are always activated with a 6.B at the end of the specific chains (besides Kasumi whose Darkness Combo activates with 6.A).

Super Inferno Mode (aka Hyper Mode)

Ninjamasters meter 4.png

While at MAX Meter pressing LP+LK+HP will activate HYPER Mode. Upon activation it will create an invincible “burst” that will deal a little bit of damage (3 points) and knockdown the opponent if they’re caught in the blast. The POWER Bar slowly drains during HYPER Mode until it’s empty and HYPER Mode ends. While active all attacks will do more damage and all super moves will be available for use with none of the health related requirements.

Due to the invincible start up activating HYPER Mode can be a useful tool to escape mix-ups or pressure. It is also possible to special cancel into HYPER Mode.

All damage values given for moves and combos in the character section are with HYPER Mode inactive unless otherwise noted.

  • Test: Does Hyper activation work as a reversal? Can you use it to escape throws?

Input Details

Negative Edge

Negative Edge is a thing.

Shortcuts

Goemon's 236 and 214 moves are actually 26 and 24, the diagonal is skipped. As a result you must hold 3 and 1 when doing 623 and 421 inputs at times to even get those inputs out.


Ninja Master's: Haō Ninpō Chō
General FAQHUDSystem & ControlsTraining LUA
Characters GoemonHouohKamuiKarasuKasumiNatsumeNobunagaRaigaRanmaruSasukeTenhoUnzen