Yuu Yuu Hakusho 3: Tokubetuhen FAQ ================================== Written by: UltraBob, Prince of Lunacy! (ultrabob@dragonslave.com) Version 1.1 Completed June 22, 2000 ------------------------------------------------------------------------------ First off, special thanks to Troy Ludwig a.k.a. KageKaze (Guyver_3@Prodigy.net). His FAQ at GameFAQs (www.gamefaqs.com) was very helpful to me for learning the game (though it did have a few errors). I also used his FAQ for the characters' names and other Japanese game definitions, and I copied the format of his FAQ for my own. Finally, I also copied Hiei's "Demon Fire Dragon" absorb technique from him, since I haven't been able to verify it myself. Second, the disclaimer: I don't own any rights to Yuu Yuu Hakusho, this game, or Nintendo/Famicom. It is Copyright 2000 Steven "Bob" Sensiba. Feel free to distribute this FAQ, so long as you give me credit and don't modify it in any way. If you actually decide to use this thing on a web page or otherwise put it up for public acquisition, please e-mail me and tell me. I've got no problem with publicity, I just like to know. Finally, feel free to e-mail me with corrections, constructive criticisms, comments, or what-have-you. Just don't nag me. If something's wrong, be nice about it and tell me what it is and, if applicable, how I should fix it. Any mail written simply to say "Your FAQ sucks" will be fed to Toguro Ani (he looks like he'll eat just about anything...). ------------------------------------------------------------------------------ Revision History ================ V1.0: First draft of the FAQ V1.5: Added the info on the "beetle thingy" Revised evaluation of Toguro Ani Reworded Karasu's evaluation (he's male!) Table of Contents ================= 1. Menus 2. Modes of Play 3. Control Overview 4. Power Boxes/Power Orbs 5. The Bars 6. Jumping 7. Special Status Changes 8. Timing and Projectiles 9. Success and Spirit Recovery 10. Character I.D. 11. Character Profiles/Move Lists 12. Tips 13. The Secrets ------------------------------------------------------------------------------ MENUS ===== When you first start, you'll see two pictures: once of a girl with a mic, the other of a technical drawing. The first will take you into the game, where you can pick from among four modes of play (Single Battle, Team Battle, Tournament, and Total Battle). The latter of the two takes you to an options screen. From here, you can choose difficulty (Easy, Advanced, and Super, from top to bottom), go to a typical sound menu, or go to a control customization menu. The last you shouldn't mess with; if you do, your controls will be different than the ones outlined in this FAQ. ------------------------------------------------------------------------------ MODES OF PLAY ============= Single Battle: Choose your character and your opponent and have a single fight. This mode is good for practicing. You can also choose to play 1P vs. 2P, in which case the second player picks your opposition. Team Battle: This mode's innovative and worth a shot. It's one- or two- player, and very similar to the Single Battle mode. However, each player chooses THREE fighters, and then secretly picks their fighting order. At the start of a team battle, the two "first" characters fight normally. The loser goes out, and the winner recovers a bit of life. The winner then fights the next person on the other player's team. This continues until one team is completely beaten. Though similar to Single Battle, Team Battle calls for some new strategies (such as recovering life before you win so as to have more in the next fight). Tournament: This mode's also one- or two- player. You select your character(s), then the computer determines the other characters, for a total of 16 fighters competing. It works like a standard tournament, and uses the life rules of Team Battle. This mode is also excellent for watching the computer fight and learning its strategies. Total Battle: Only one player can fight in this mode. You pick your character, then face off against all 20 fighters (yourself last). You fight the usual host of 17, plus Yokho Kurama, Young Genkai, and Toguro Otouto at 100% power. (If you want to play as any of these last three yourself, see the "Secrets" section.) ------------------------------------------------------------------------------ Control Overview ================ When fighting and not actually using any moves, you'd better be preparing to! Hold any direction to charge your Move Bar (see "The Bars) and then his A, B, X, or Y to do a move. What you actually do is determined by the direction held and button pushed. Up: This direction activates your "utility" special moves and your jump (see "Jumping"). Up + X makes you jump; the other buttons activate your other moves (see "Move Lists"). Down: This activates the moves you'll use most often: special attacks! All of these activate special attacks (actually, a few also activate shields); see "Move Lists" for a complete compilation. Toward Opponent: Since you're limited in the use of your special attacks and utility special abilities, you're going to end up punching at some point. Punching isn't very powerful, but it conserves Spirit Energy. The punches are activated as follows: A-Straight underhand punch B-Rapid underhand punch X-Straight overhand punch Y-Rapid overhand punch Generally, Toward + Y is your best bet. This is the one the CPU uses most, and I've found it to be the most accurate (which, with punches, is the most important thing. Sometimes, when you punch, your character will fly past a fiery yellow back ground and punch with extra force. This grants him an increased chance to hit and deals extra damage. To this day, however, I can't figure out what causes this to happen! As far as I can tell, it's random, but if someone figures out some logic to it, please e-mail me! Away from Opponent: This activates your blocks. Though slightly humiliating to have to perform, it is necessary at times. Blocks do different things, as shown: A-Full Block-Doesn't work much, but when successful, you restore 50% of your KO bar (see "The Bars"). B-Melee Dodge-Attempts to dodge melee attacks. Against ranged attacks, it has no effect. X-Normal Block-You'll suffer only half damage from the attack. Y-Ranged Dodge-You attempt to dodge ranged attacks. Against melee attacks, you're screwed. Usually, Back + A and Back + Y are your best bets, but don't rule out the others. Y alone: If you have a Power Box or Power Orb, this makes you use it. ------------------------------------------------------------------------------ Power Boxes/Power Orbs ====================== Occasionally, you may earn a Power Box or Power Orb. Depending on its color, it can restore one of your bars. Blue restores the KO Bar, Pink restores your Life Bar (the rarest item), and red/yellow restores your Spirit Bar. ------------------------------------------------------------------------------ The Bars ======== There are four bars on the screen. They are your life bar (above your character), the Move Bar (under your character), the KO Bar (the blue bar under your Move Bar), and the Spirit Bar (below your KO Bar). Life Bar: This bar starts yellow, then goes red and black as you take damage. When it goes all black, your energy's gone, and you lose! Move Bar: As you charge a direction to do a move, this fills up. The speed with which it fills depends on the direction held. The fuller it is when you key in your move, the more effective that move will be. Attacks hit more often, Auras last longer, etc. You don't HAVE to charge it fully, but it's usually best to. You'll know that bar's at maximum power when in flashes yellow. KO Bar: As you get hit, this goes down. Some moves damage only your KO Bar. When it goes empty, you're stuck lying on the ground, helpless. How long this lasts varies slightly from character to character. While you're like this, your foe can use moves without fear of retaliation. If he keys an attack in soon enough, he can hit you without missing. This can be extremely bad if he uses a move such as Hiei's Demon Fire Dragon! Keep in mind that your opponent has a KO Bar as well, and can be KOed just like you can. Spirit Bar: This bar represents your character's spiritual power. It begins at 20 notches and has a maximum capacity of 25. This bar is drained when you execute special attacks and utility powers. However, red/yellow Power Orbs/Boxes and successes (see "Success and Spirit Recovery") can restore this bar. When it's empty, you can only punch or block, so beware! The "Beetle Thingy": this sits below and to the left of your Move Bar. Its color determines your status for taking actions. If it's blue, you can enter commands. If it's yellow, you've already entered one. If it's red, you can't currently enter an action. ------------------------------------------------------------------------------ Jumping ======= Using Up + X makes you jump for a while. The more you charge your move bar, the longer you'll stay up. Jumping gives you several benefits: 1. Melee attacks cannot so much as touch you unless your opponent also jumps. 2. Your own melee attacks count as long melee attacks for timing purposes. 3. Visually, it's slightly harder for a human opponent to see what you're doing when charging. However, jumping has its risks, too: 1. If your opponent gets off an attack quickly enough on the round you jump, a full hit will empty you entire KO Bar, no matter how full it is. 2. If you come down in the middle of a round, your opponent can get a free hit by keying in an attack quickly enough. ------------------------------------------------------------------------------ Special Status Changes ====================== During a fight, one of several conditions may affect you. They are as follows. Red Aura-Your punch power goes up. Moves that grant this benefit also restore your KO Bar 50%, unless otherwise listed. Yellow Aura-The effectiveness of your special attacks goes up. Some attacks may also have a slightly or radically different appearance to match their new power. Disabled-Your Up commands are locked. Any attempt to use them will be a wasted turn. Degenerate-Your life bar slowly decreases. This pauses when ability animations are taking place. Regenerate-This effect is the opposite of Drain. Your life bar slowly fills unless animations are taking place. Multi-Form-If executed properly, you'll create a clone who will take damage for you this turn. I personally don't know how to get these to work, and I've only seen them work for the computer very rarely. I don't bother with them. Super Speed-Your Move Bar goes up extremely quickly. It turns light blue to signify this. Slowed Down-Your Move Bar goes up much more slowly than normal. It turns dark purple to signify this. In addition, some moves have various special effects. KO Damage-The move does little or no life damage, but above-normal KO damage. Absorb-You'll absorb an opponent's attack, taking no (or very little) damage and slightly refilling your own Spirit Bar. A variation of this, Shield, causes you to simply block the damage. Reflect-This move works like a normal move when keyed in after your opponent's move or if your opponent isn't using a projectile attack. Otherwise, the move can reflect the projectile. The original attacker has a short time to key in a block. If the reflection fails, you'll take full damage for the attempt, so use these moves with caution. Ground-This attack travels on or under the ground. It can count as either long melee or a projectile. Projectile ground attacks never initiate projectile combat, however, not even with each other. Jumping opponents are immune to ground attacks. ------------------------------------------------------------------------------ Timing and Projectiles ====================== This is a BIG element of this game, and one which KageKaze's own FAQ was unfortunately missing. All attack abilities are of one of six types (melee, long melee, projectile, storm, ground, or blast). Punches are considered melee attacks. Below is a description of each. Melee-A hand-to-hand attack. This includes regular punches. Airborne characters are unaffected by these unless their opponent has also jumped. Long Melee-The character's attack is long range, but the attack form is still "attached" to him in some way. Projectile-A thrown or fired attack form, such as a fireball or gunshot. Storm-Basically the same thing as a projectile. It falls down rather than flying forward and thus avoids projectile combat (see below). Blast-An explosion-type attack. These do KO damage, but are primarily used to stop projectiles (see "Projectile Combat" below) The table below lists what will happen in any given scenario. "Winning" means getting the opportunity to strike first. Player 1 Player 2 Result -------- -------- ------ Melee Melee Whoever got his attack in first wins. Melee Long Melee Player two wins; long melee always beats melee. Melee Projectile Player two wins again; projectile always beats melee. Melee Storm Player two again; storm attacks also beat melee attacks. Melee Blast Player two wins, since melee attacks suck for timing. Long Melee Long Melee Whoever got his attack off first wins this one. Long Melee Projectile Player two wins, since projectiles beat out any melee attack. Long Melee Storm Player two wins. Long Melee Blast Player 2's blast goes before Player 1's long melee attack. Projectile Projectile Projectile combat ensues (see below). Projectile Storm Both attacks go off, but projectile combat does not ensue. Projectile Blast Player 1's attack goes off first, but Player 2 conducts blast combat with it (see below). Storm Storm Both attacks go off, no projectile combat ensues. Storm Blast The two shots conduct blast combat. Blast Blast Both moves go off; blast combat ensues. Utility Power Any Attack Player 2's attack will win by default; in a scenario like this, the attacker always has a chance to stop his opponent. Two opposing projectiles will conduct projectile combat when fired at each other. The result could be any of the following, though more powerful projectiles have a better chance of winning or at least tying. 1. One projectile wins, destroying the other. Normally, the victor will be the more powerful projectile. 2. Both projectiles go through. This is rare, but not extremely so. Both miss each other and keep on going. 3. Neither projectile goes through; the two cancel each other out. Finally, getting the chance to strike first is important (see "Success and Spirit Recovery" below)! ------------------------------------------------------------------------------ Success and Spirit Recovery =========================== This is another crucial part of the game. Any time someone attacks, he could achieve any one of several success levels. They are: Full Success-Right on! You hit your opponent full on! This is signified by a starburst (for an attack), getting caught in a blast attack, or merely achieving success for "all-or-nothing" types of attacks. If you're the "winner" of a round and get this, your opponent's action is cancelled! Graze-Indicated by a small "spark" for a hit, or being carried by the blast of a blast attack. Failure-You missed, had your action cancelled, or otherwise screwed up. Oh well. Inactivity-Act too slowly, or get attacked while KOed, and you get this. You'll take a full hit automatically! In addition, your level of success determines how much spirit you recover or who gets a Power item. Each "round," two to six flames or a Power item appear in the red orb in the middle of the screen. What you get is determined by success. If there are flames, the following possibilities exist: Full hit-Gain 100% of the flames in the orb for your spirit bar. It IS possible, in all cases, for the total flames earned by both fighters to be greater than the number in the orb. Graze, successful dodge block, successful use of a utility power-Gain half the flames in the orb, rounded up. This is also the reward if both projectiles are destroyed in projectile combat. Miss, move cancelled-Get one flame for your effort. Inactivity-You get no flames, so next time, get off your lazy butt and do something! ~_^ If there's a Power item, only one person can claim it. Who gets it is determined by success. Whoever achieves the better success gets the item. If both fighters achieve an equal success, the item stays and gets fought over next round. ------------------------------------------------------------------------------ Character I.D. ============== The following diagram is laid out according to the player select screen. Simply match the number position to your fighter's position on the screen to get his name. This table was copied from KageKaze's FAQ, and the names were also gathered from it. #1 #2 #3 #4 #5 (?) #6 #7 #8 #9 #10 #11 #12 #13 #14 #15 #16 #17 1. Yusuke Urameshii 10. Karasu 2. Kazuma Kuwahara 11. Makimarou 3. Kurama 12. Toguro Ani (Elder) 4. Hiei 13. Toguro Otouto (Younger) 5. Genkai 14. Dr. Ichigaki 6. Rinku 15. Hagiri Kaname 7. Touya 16. Itsuki 8. Jin 17. Sensui Shinobu 9. Shi-Shi-Wakamaru (?) Random Selection ------------------------------------------------------------------------------ Character Profiles/Move Lists ============================= Note: Down Abilities are listed in order of cost, cheapest to most expensive. Ability names followed by another below them indicate that the move is different when you have a yellow aura. Names in quotes indicate the original Japanese name. (Parenthesized) words indicate the type of attack. 1) Yusuke Urameshii ------------------- Up Abilities Down Abilities A: Read Aura B: Spirit Punch (Melee) B: Yellow Aura Multiple Spirit Punches (Melee) Y: Super Speed Y: Shotgun "Shottogan" (Projectile) A: Multi-Punches (Melee) X: Spirit Gun "Reigan" (Projectile) Evaluation: Pretty good. Yusuke's the hero of the TV show, so, as with all main characters in fighting games, his abilities are well-balanced. He doesn't have any really special abilities, but he's an excellent character, especially for beginners. Notes: None. 2) Kazuma Kuwahara (or Kuwabara, if you prefer :) Up Abilities Down Abilities A: Red Aura B: Spirit Sword (Melee) B: Yellow Aura Double Spirit Swords (Melee) Y: Restore Life Y: Spirit Sword Grow (Long Melee) Spirit Sword Snake (Long Melee) A: Spirit Sword Swing (Melee; Reflect) X: Spirit Shards (Projectile) Evaluation: Not as good as Yusuke, but still good. His ability to restore life is extremely useful, especially when you've got your opponent KOed (You can get it in two or three times). He's a bit lacking in projectiles (his only one is also his most expensive move), but overall not too bad. Notes: The Spirit Sword Snake seems tougher to dodge than the Spirit Sword Grow. 3) Kurama Up Abilities Down Abilities A: Red Aura B: Red Plant Attack (Long Melee) B: Yellow Aura Y: Rose Seed Shot (Missile; Disable, Degenerate, Transform KO Damage) Y: Rose Petal Cloud "Venus Fly Trap Attack" (Long Melee) A: Rose Whip (Long Melee) X: Rose Petal Storm (Projectile) Evaluation: Quite cool. One of the only three characters able to transform, and that's a decided asset. Kurama's obvious strength is his ability to always strike first against melee attacks, which is useful, though his lack of projectiles, as with Kazuma, is a weakness. Notes: The Rose Petal Cloud lowers your opponent's accuracy. When transformed into his "Yokho" form, Kurama's abilities change greatly. His list is below. The Pollen Shower restores your life bar. Up Abilities Down Abilities A: Red Aura B: "Blood-Sucking Plant Attack" (Long Melee; Ground, Disable, Degenerate, KO Damage) B: Yellow Aura Y: "Venus Fly Trap Attack" (Long Melee) Y: Pollen Shower A: Thorn Sword (Melee) X: "Floating Leaf Plant Family Attack" (Storm) 4) Hiei Up Abilities Down Abilities A: Red Aura B: Sword Slash (Melee) B: Evil Eye 16 Sword Slashes (Melee) Y: Multi-Form Y: Green Fire Punches (Melee) A: Green Fire Sword (Melee) X: Demon Fire Dragon (Special) Evaluation: Hrm... I've got mixed feelings about Hiei, but overall, I like him. His obvious weakness is all those melee attacks, but that's partially offset by the fact that he has amazing dodging abilities. His Demon Fire Dragon is the strongest attack in the game, able to take off about 40% of an opponent's life bar when he has a yellow aura. Notes: The Evil Eye grants a yellow aura. The 16 Sword Slashes seem harder to dodge than the basic Sword Slash. The Demon Fire Dragon is considered a projectile for purposes of striking first, and it can be reflected. However, it doesn't engage in projectile combat. This move is the most damaging attack in the entire game. 5) Genkai Up Abilities Down Abilities A: Red Aura Y: "Kou! Jou! Sai!"-Light! Purify! Judge! (Slow B: Transform Down) Y: Super Speed B: Energy Blast (Blast; KO Damage, Reflect) A: Vortex Punches (Melee) X: Spirit Gun "Reigan" (Projectile) Evaluation: Ick. Though annoying to fight against, I dislike Genkai. She has only two real attacks, and her "Kou! Jou! Sai!" ability is just crap. If you want to give Genkai a go, wait until you've learned the ropes. Notes: Transforming is virtually the same as a yellow aura, but it also enhances Genkai's dodging and power (she gets more "youthly vigor"). Successfully deflecting a projectile with her Energy Blast transforms you automatically. 6) Rinku Up Abilities Down Abilities A: Red Aura B: Yo-Yo Bolas (Ground; Disable, KO Damage) B: Electric Yo-Yos Y: Yo-Yo Shield (Shield) Y: Multi-Form A: 4 Devil Yo-Yos (Projectile) 8 Devil Yo-Yos (Projectile) X: Giant Yo-Yo (Projectile) Evaluation: A decent character. His special attacks are all projectiles (except the shield, but that's cool too), meaning he can always get or tie the initiative. His Yo-Yo Bolas aren't wonderful, but they're useful, and his 4/8 Devil Yo-Yos move is his staple attack. He's also fun to annoy your friend. ^_^ Notes: Electric Yo-Yos grant a yellow aura. 7) Touya Up Abilities Down Abilities A: Ground Freeze A: Ice Sword (Melee) B: Yellow Aura B: Ice Cyclone (Projectile; Ground, Y: "Frost Covered Tree's Findings" Disable) Y: Ice Shield (Blast; KO Damage) X: Hailstorm (Projectile) Evaluation: Touya goes with Genkai as far as I'm concerned. Though I'm probably a bit better with Touya, I don't like her any more. Her lack or a red aura makes restoring your KO Bar very difficult and risky, and her moves aren't especially powerful. Notes: The Ground Freeze adds disable and degeneration to your opponent; it adds disable and regeneration to you. If your opponent is also Touya, she gets regeneration, not degeneration. "Frost Covered Tree's Findings" grants Touya ice armor, raising her defense. 8) Jin Up Abilities Down Abilities A: Red Aura A: Air Punch (Melee) B: Yellow Aura Dual Air Punch (Melee) Y: Air Affinity B: Air Shield (Shield) Y: Air Beam (Long Melee) X: Air Blade (Projectile) Evaluation: Well, Jin isn't my favorite character, but he's okay. He doesn't have any extraordinary moves, but he has good overall balance. As with several other characters, his lack of projectiles is something of a weakness, but his Airr Shield helps greatly in making up for this. Notes: Air Affinity increases Jin's jump duration. Not great, but not worthless. 9) Shi-Shi-Wakamaru Up Abilities Down Abilities A: Fire Wall B: Sword Slash (Melee) B: Yellow Aura Y: Skull Slowdown (Slow Down) Y: Skull Leech A: Vortex (Absorb) X: Earth Smash Skull Attack (Projectile) In Air-Sword Skull Attack (Projectile) Earth Shatter Skull Attack (Projectile) Evaluation: While I don't like using him, I will say that anyone who can master this guy would be a force to be reckoned with. I've seen what the CPU can do with him, and the thought of a human player improving upon that is a frightening prospect. Of course, that's only if you can get past his crappy moves and lack of a red aura/KO restoration move. Notes: The Fire Wall disables your opponent. The Skull Leech gives your opponent degeneration. 10) Karasu Up Abilities Down Abilities A: Force Shell Y: Flash Grenade (Blast; KO Damage) B: Yellow Aura B: Ground Hunter (Projectile; Ground, Heavy KO Blonde Hair Damage) Y: Multi-Form A: Trace Eye Barrage (Projectile) X: "Pineapple" (Storm) Blonde-Meteor Strike (Storm) Evaluation: Oddly, I like Karasu. Though he lacks a red aura ability, his other abilities are very balanced, and he has a relatively cheap projectile (Trace Eye Barrage). He's also akin to one of my favorite Street Fighter characters, Vega, in that his face mask comes off when he's first KOed (a la Vega's claw). That aside, you have a nice character here. Try him out once you've learned the basics of the game. Notes: To get the Blonde Hair, motion Up + Y after your face mask has been knocked off. The effect is the same, but you get to do the Meteor Strike technique, which is quite cool and very powerful. The Force Shell adds disable to your opponent. 11) Makimarou Up Abilities Down Abilities A: Red Aura A: Battle Axe Swing (Melee) B: Yellow Aura B: Earthquake (Projectile, Ground, Heavy KO Y: Defensive Aura Damage) Y: Energy Buzzsaw (Projectile; Reflect) X: Axe Throw (Projectile) Evaluation: Not too shabby. Though not great as far as I'm concerned, Makimarou is a decent character. He has a nice balance of special attack types, and his Earthquake attack is great for getting rid of your opponent's KO Bar (one successful use can take just under half of it away-literally 49%!). Notes: Defensive Aura raises your defense (duh). 12) Toguro Ani (Elder Brother Toguro) Up Abilities Down Abilities A: Disillusion B: Hand Sword (Melee) B: Defensive Teleport Y: Ground Spikes (Projectile, Ground, Degeneration, Y: Head Split Disable) A: Finger Spikes (Long Melee) X: Spike Shot (Long Melee) Evaluation: When I last wrote this FAQ, I said that Ani was crap. I've since revised my opinion of him. He's sick, but not bad. He has excellent dodge abilities, and his defensive teleport works almost every time. He's great for conserving your life, since he can both heal and avoid damage. He lacks a projectile, though, which is his primary problem. He also lacks the ability to restore his KO bar. Notes: Defensive teleport works like a Multi-Form attack. Head Split restores his life bar (his only redeeming quality as far as I'm concerned). Disillusion raises his defense. 13) Toguro Otouto (Younger Brother Toguro) Up Abilities Down Abilities A: Red Aura A: Power Blast (Blast; KO Damage) B: Slow Down B: Earthquake (Projectile, Ground, Heavy KO Damage) Y: 80% Power Y: 3 Finger Bullets "Shiidan" (Projectile) 100% Power X: Empty Punch "Kuuken" (Projectile) Evaluation: AWESOME!!! Toguro Otouto is easily my favorite character and probably the overall best in the game. In the game's prequel (Yuu Yuu Hakusho 2), he was the final boss, and that says something. He has a blast attack, a super KO attack, and two very good projectiles. His Slow Down isn't very useful, but that's not much of a drawback. He's got the moves, the strength, and even the attitude. Use this character. I don't, but that's only because it takes all the challenge out of the game. Notes: Upon attaining 100% power, T.O. transforms. Unlike other transformations, this one lasts until the end of the fight. His moves at 100% power are listed below. The "Full Power Charge" always hits if not stopped. The Power Drain takes your opponent's Spirit Power and restores your life. If the CPU manages to transform, you're probably screwed. Up Abilities Down Abilities A: Power Drain A: Power Blast (Blast; KO Damage) B: Slow Down B: Earthquake (Projectile, Ground, Heavy KO Y: "Full Power Charge" (Melee) Damage) Y: 7 Finger Bullets "Shiidan" (Projectile) X: Empty Punch "Kuuken" (Projectile) 14) Dr. Ichigaki Up Abilities Down Abilities A: Red Aura B: Acupressure (Melee) B: Injection Y: Mosquito Swarm (Projectile; KO Damage, Y: Healing Degeneration, Disable) A: Claw Slash (Melee) X: Table Knives "Mesu" (Projectile) Evaluation: For some reason, I'm not very skilled with Dr. I. Don't get me wrong; he's a good character. He has a good variety in his special attacks, a red aura ability, and a life restoration ability. I guess I just need more practice. Notes: Acupressure deals an unusually large amount of KO damage. Injection's effect is random: either Super Speed, Yellow Aura, or total failure. His Claw Slash claws actually look more like his fingernails to me... 15)Hagiri Kaname Up Abilities Down Abilities A: Red Aura B: Triple Dice Fireballs (Projectile) B: Yellow Aura Six Dice Fireballs (Projectile) Y: "Thorough Examination" Y: Three-Dart Throw (Projectile) Six-Dart Throw (Projectile) A: Coin Fireball (Projectiles) X: Rock Blast "Ganseki" (Storm) Evaluation: That's a lot of projectiles! It's all Hagiri has, aside from his one Storm attack. Sadly, this means that his accuracy is horrendous. A middle-of-the-road character. Notes: "Thorough Examination" increases your accuracy. 16) Itsuki Up Abilities Down Abilities A: Golum Summon B: Shadow Hand Grab (Projectile; Disable) B: Yellow Aura A: Shadow Hand Blast (Blast; KO Damage) Y: Virtual Zone Teleport Y: Shadow Hand Assault (Projectile) X: Shadow Hand Fireball (Projectile) Evaluation: I hate fighting this guy! His moves are some of the most annoying in the whole game! And I'm not very good with him. With some practice, though, he can be an excellent character. Notes: Golum Summon has an Absorb effect. In the Virtual Zone, Itsuki gets Super Speed, and his opponent gets Slow Down. If his opponent is also Itsuki, both characters get Super Speed. Though technically a projectile, the Shadow Hand Grab cannot be deflected, nor does it engage in projectile combat. 17) Sensui Shinobu Up Abilities Down Abilities A: Red Aura B: Fire Kick (Melee) B: Yellow Aura Double Fire Kick (Melee) Y: Super Speed Y: Arm Cannon Shot (Projectile) Triple Arm Cannon Shot (Projectile) A: Armored Punch (Melee) X: Powerball Kick (Projectile) Multiball Kick (Projectile) Evaluation: Sensui's a pretty good character. He looks cool and has good moves. He's very similar to Yusuke (he has the same Up abilities and the same pattern of melee/projectile/melee/projectile special attacks). He doesn't take a lot of practice to learn, so it's easy to master him early to get the hang of the game (if you want to). Notes: None. ------------------------------------------------------------------------------ Tips ==== If you're a newbie, you might find these tips helpful. 1. Pick Yusuke to learn the game. He's an average character, with good stats and a nice variety of moves. Kuwahara is good to try out second, due to his attack variety and healing powers. 2. Learn your character(s) well. You can't fight well if you don't know their moves by heart! 3. If you're running low on Spirit Power, hold up or down. The buttons you can use will pop up on the little display underneath your Move Bar. This can also remind you if you're disabled. 4. Most special attacks require from 3-7 points of Spirit Power to use. Try to keep enough power to at least use your cheapest ability. 5. Don't squander your Spirit Power. Being left nearly defenseless is not a good thing. 6. Don't try to use Power Orbs/Boxes the round after you win them. As with Spirit Power, you actually EARN the item on that round. Since it takes some time for the item to transfer to your "inventory bubble", your use of it will be severely delayed. 7. Don't use Power Boxes/Orbs if you don't need them. That's a wasted turn. 8. If your character can transform, do so if you knock your opponent out. 9. If you're low on Spirit Power when your opponent is KOed, punch them (unless you can win the match with a special attack, of course!) Conversely, if your Spirit Power is high when your opponent is KOed, grab a yellow aura and use your strongest special attack. 10. Watch your opponent as he charges. If he takes a blocking stance, he's either using a special attack or a block. If his bar went up slowly, it's an attack. If he takes an offensive stance (usually raising his fists aggressively), he'll either punch, jump, or use a utility power. 11. Characters are much easier to hit when attempting to use utility powers. 12. Try to become proficient with every character, or at least as many as possible. It's a lot more fun when you can effectively use several characters. 13. Once you have the basics down, give Toguro Otouto a whirl. He may well become your favorite character. Just remember that using him takes much of the challenge out of the game. 14. Team Battle mode is a lot of fun. Try it out. 15. If someone falls from a jump in the middle of turn, enter your attack immediately. Do it fast enough, and you'll get the turn for free! 16. If your projectile is reflected back at you, try to block it! 17. If you intend to block in a round, remember that you can't key it in until your opponent keys his in. Since you've got nothing else to lose, take a little time to figure out what move he's doing so you can block accordingly. This is another reason to learn every character's moves. 18. Finally, if you really need help, check out the Secret Code, below. ------------------------------------------------------------------------------ The Secrets =========== The Secret Code --------------- This code is actually the "ultimate password" from Yuu Yuu Hakusho 2. When the Namco logo appears, push buttons B, A, B, and Y, rapidly and repeatedly. If you've got sound, you'll hear a voice if you execute it correctly. You MUST get it in before the white screen following the Namco logo disappears. When you get it, start any mode, 1 or 2 player, and highlight either Toguro Otouto, Genkai, or Kurama. Now push L or R. Presto! Your character's portrait should change to the transformed version's. Now you can choose the transformed mode! You start like this, and it lasts the whole match. To change the character back to normal, move your cursor off the portrait. In team battle, you can have one character and his/her transformed version on one team. Although Toguro Otouto and Genkai retain their normal abilities Yokho Kurama is a bit different than his usual transformed version. Here's my profile for him: 3B) Yokho Kurama Up Abilities Down Abilities A: Red Aura B: Plant Stem Attack (Long Melee; Ground) B: Yellow Aura Y: "Venus Fly Trap Attack" (Long Melee) Y: Pollen Shower A: Rose Whip (Long Melee) X: "Floating Leaf Plant Family Attack" (Storm) Evaluation: Actually, I don't like him as much as regular Kurama. Regular Kurama had the Thorn Sword and Ground Plant Attack when transformed, Yokho Kurama does not. Kurama's Yokho form also doesn't seem as powerful as standard's transformed variation. An average character, but something of a letdown. Notes: Pollen Shower restores Yokho Kurama's life bar. Hiei's "Demon Fire Dragon" Absorb --------------------------------- First off, I want to make it clear that I've never once gotten this trick to work. It was listed in KageKaze's FAQ, however, so I felt it was probably accurate. Since then, numerous people have written me and confirmed this trick. No more, please! Though rare, Hiei's Demon Fire Dragon is occasionally reflected. This is very bad for him. But with this trick, you have a chance of turning the tables again and using it to your advantage. When you see the Dragon get reflected, immediately begin charging back (blocking). Just before the dragon's head "hits" the screen, hit A (Full Block). If you did it right (and were lucky), Hiei will regain a LOT of life, fill his KO Bar totally, and have Super Speed. Who's laughing now?! Escape the Virtual Zone ----------------------- Itsuki's Virtual Zone is a real pain, but amazingly, it can be countered! If you're playing as Kuwahara and get sucked in, use his Spirit Sword Swing (Down + A). Provided you aren't hit, he'll create his dimensional spirit sword, which he'll use to cut his way out of the Zone. Apparently, he did this while fighting Itsuki on the show, and numerous people have written to tell me this.