Shigurui Momohime Storyline Boss Battles Guide by FightingGameGuy Version .91 =============================================================================== Table of Contents =============================================================================== Introduction ..........................................[INT] Overview of Mechanics .................................[OOM] Act 1 Boss - Blue Monk ................................[A1B] Act 2 Boss - Wanyudo ..................................[A2B] Act 3 Boss - Yukinojyo ................................[A3B] Act 4 Boss - Ippondatara ..............................[A4B] Act 5 Boss - Chimera ..................................[A5B] Act 6 Boss - Big Oni ..................................[A6B] Act 7 Boss - Raijin ...................................[A7B] Final Act Boss - Fyou-Moo (?) .........................[A8B] Version History .......................................[VH] Misc. .................................................[MSC] Legal Stuff ...........................................[LGL] *You can quickly navigate to any section by searching for the code found at the right of the table. =============================================================================== Introduction [INT] =============================================================================== Purpose ------- This guide is intended to serve as a guide for defeating the bosses in Shigurui mode. Since you cannot be hit at all in this mode, the strategy's espoused herein are probably far more defensive than you might use in the other modes. Nonetheless, the strategies and information found here can also be helpful for the other modes. The strategies found in this guide never make use items or cooking. If you wish to make life easier for yourself you can always stock up on soul power restoring items, stock up on the item which gives infinite soul, or cook the dish that gives you infinite soul power. But then why are you playing Shigurui mode in the first place? The core of this guide is a catalogue of each bosses attacks. Learning to recognize and counter each attack is the key to defeating the bosses without dying. Each attack will be cataloged in the following fashion ... Structure --------- Unofficial Attack Name ---------------------- Queue: <- This describes the action that the boss takes before the attack which you can use to identify that the attack will be used. Action: <- what the boss actually does. Response: <- What you should do in response to the attack. Whether or not you should dodge and if so how. Also what you should do after you successfully dodge. More: <- sometimes more information about the attack. When applicable bosses will also be broken down by attack pattern and/or stage. Japanese Terms -------------- Throughout this guide I will refer to a number of things in the game by their Japanese name instead of their English name. Katana = Blade Tachi = Long Blade Ougi = Secret Art In case you are wondering my names are correct, the game's are anachronistic as tachis predate katanas. I do not want to be confusing, but as a fan of swords, I simply cannot be party to such stupidity. I do not understake how they could chooose not to localize nearly every other term but help obliged to localize the names of the swords =============================================================================== Overview of Mechanics [OOM] =============================================================================== Last Chance - Hit Recovery -------------------------------- There is a mechanic in the game where when you take a hit you can instantly recover and lose no health or Soul Power (as you would if you had guarded the attack instead). This can be done two separate ways. (1) Hold A down while in the air (such as when you are performing air dashes). Doesn't work against boss' instant guard-crush attacks or grabs or holds. (2) Press A immediately after being struck during the split second screen freeze. Works everything but grabs and holds (credit to TWChaos23 for the exceptions). The first method is incredibly easy but won't work in all circumstances. Using this technique counts as taking the hit. Thsu if you use this technique you will no longer be eligible for the "completely unscathed" bonus and if the attack inflicts a status ailment you will also receive the status ailment. Note that neither burn nor poison are fatal in Shigurui mode. I will refer to this technique as last chancing in the guide. Drawnback Attack Mechanics -------------------------- (1) Controling the direction of the attack You can control which direction you're going to drawback to draw back attack by pressing slightly diagonally in that direction. However, you must be careful not to press to much forward, or you character will roll. (2) Perfoming the drawback attack quickly and efficiently. Hold A to block. Press and hold down. Then release A. (Its important not accidently perfom a sliding attack. I find that doing it in this order helps to miminize the likelihood of accidently doing the wrong attack) Tachi Floating -------------- When you are attacking with your tachi you will float with your first slash and any subsequent slashes IF they connect with an enemy. If not you will fall. If the final slash connects you will not fall at all. This mechanic makes tachis generally superior to katanas against airborne bosses. Poison and Burining Are not Fatal in Shigurui --------------------------------------------- They will hit you for zero damage. However you will no longer be eligible for the "completely unscathed" bonus. Continuous/Instant Projectile Repelling --------------------------------------- Even if you are reduced to blocked a projectile storm you can still repel a large number of the bolts by mashing the A button. You're character will not break out of the guard animation due to the stun from each projectile, but you will nonetheless repel the projectiles. Rolling ------- * Rolling can be performed instantly by hitting the diagonal between down and a direction (you do not have to start at down then roll the stick/pad to the direction) * While rolling you have a lot of invulnerability frames. If you roll success- ively you can be mostly invulnerable. =============================================================================== Momohime Act 1 Boss - Blue Monk [A1B] =============================================================================== Equipment --------- You cannnot change your equipment yet, so just stick to the starting blades. General Info ------------ Slow and attacks sparsely. Chants between attacks. You can combo him once or twice between while he's chanting, then start either trying to dodge behind him, or dash to the other side. Once his attack actually starts, he won't turn around to face you and his attack will miss. Belly Flop ---------- Cost to Guard: Can be just barely blocked. Queue: None but the attack itself is so slow its not problematic. Response: Roll or run. (spamming air attacks might acccidentally block the move and cost must of your swords guage.) Foot Pound ---------- Cost to Guard: some Queue: raises his closer foot Attack: After the attack a gust of wind also is expeled. Late Phase Attacks, Empowered Foot Pound(?): it has a big explosion that follows it up, probably can't be blocked but easy enough to dodge Projectile Belch ---------------- Cost to Guard: Unguardable Queue: He will grunt loudly instead of chanting then jump a bit away Action: When he lands he belches out a horde of projectiles. Response: use either an invulnerable art (such as Moonlight from Hisui) or roll repeatedly to dodge the attack. DO NOT try to dash attack through the wave, you will die. =============================================================================== Momohime Act 2 Boss - Wanyudo [A2B] =============================================================================== Recommended Equipment Recommended Level 6+ 1 - Hibari Muramasa (Tachi) (30 damage) 2 - Getsuei Muramasa (Katana) [Fairy Bolt] 3 - Hasebe kunishige (Katana) E - Your choice Rational: 1 - Tachi's are superior for damaging him, especially in the air. You might need to farm one or two fights to forge this blade, but its worth it. 2 - Use Fairy Bolt during the fight for extra damage. Occasionally switch to this katana in order to repel projectiles easily. 3 - Unnecessary. I chose this one for +1 strength. General: Wanyudo introduces aspects which will become familiar in the other boss fights: *attack specific response (rolling won't solve everything anymore =D ) *attacks which require that you stop attacking him * the creation of obstacles to annoy you during his other attacks. Also take note that burning cannot hurt as it will only hit you for 0 damage. ------------------------Wanyudo's Attacks-------------------------------- Dash ---- Unblockable Queue: Turns dark, snorts, blowing air out of nostrils then charges. Attack: Charges in the direction he is facing. Response: When you see this queue, stop attacking, (if mid combo use dash attacks away from him.) and get to the other side of him. More: If this attack was used on the ground, fires will be left burning on the ground. Running into these fires will only set you on fire though, it won't hurt you, so they don't pose much of a threat. You can cross the gap with by jumping and floating, then jumping and floating again. Poison Spit ----------- Queue: Puts lips together, turns face upwards Action: After a bit he spits a ball of poison which explodes when it touches the ground into lots of balls of poison. Response: Roll behind him. This will dodge the entirety of the attack leaving you free to wail on him with a tachi. Fireball Spin Spew -------------- Negligible Soul Power to guard Queue: Spins in Place, a red fire aura then appears. Attack: Fire burns and spews fireballs all over the place. He is invulnerable during this time and attacking him directly will kill you. Response: Stop attacking and move about 2/3rds a screen away from him. Switch to a katana, then repel any fireballs than come at you. Lava Drip ---------- Queue: Fire drips from his mouth, Attack: he will eventually drop a pool of lava onto the ground. This pool will later pose a minor obstacle Response: Use a tachi a tachi and air combo him. Don't worry if you track him over a lava pool, your combo will repel any fireballs that leap up at you. Lava Pools. Queue: They sit on the ground Attack: Fireballs continually pop straight up. Only these fireballs, not the pool can hurt you. The pool just burns you. Response: These are obstacles for chasing Wanyudo, but they aren't much. Just right up to them, then roll through them. Low HP attacks -------------- Yasha: w/e, its a stat boost. Doesn't change your strategy. Diagonal Pounce: If you are always at close range to Wanyudo he will never use this attack. =============================================================================== Momohime Act 3 Boss - Yukinojyo =============================================================================== Recommended Level 9+ -----Important - See Overview of Mechanics for info on Drawnback Attacks------- Equipment: 1 - Katana 2 - Katana 3 - Katana (Getsuei Murama - Fairy Bolt) Rationale: Tachi's are too slow to interrupt his attack once his sword is broken. They also take to long to stop if he uses his quick-draw-from-sheath attack. When you've knocked him down or launched him after his sword is broken feel free to use fairy bolt. The bolts will help interrupt his attacks, deal damage and juggle him. General Attacks --------------- Blockable Queues: none but the attacks are slow. Action: 3 attack combo, dash attack, crescent ougi (crescent-shaped projectile travels along ground), moonlight ougi (Uppercut creats a purple verical stream of attacks). Response [Sword-not-broken] Just block these. Or once he sword is broken, interrupt them with your own attack. Response [Sword broken] interrupt the attacks with your own. Teleport-behind --------------- Queue: Blue shadows. Action: He teleports behind you. Response [Sword-broken]: Contine your combo but hold the stick in the new direction he is facing. Your combo will continue to hit him. Response [Sword-not-broken] Either keep blocking. Or if you cath the action quickly immediately perfom your drawnback attack in the new direction. Quick-Draw-From-Sheath ---------------------- Queue: He puts his sword in its shealth and turns rotates his abdomen. Attack: Unlike his other attacks this one seems to be harder to interrupt, if impossible to interrupt. Response: Unfortunately this attack will generally come out to fast after the queue for you to respond if you are mid-combo. Try to guard it but be ready to last chance the attack (hold a if in the air or hit A right after get- ting hit) the attack. Empowered Crescent -------------------- Queue: Slow attack in place. The attack is empowered if he is has the Yasha aura effect around him. Action: A giant demon fang about one jump high is sent out at you. Response [Safe - Plenty of Soul Power in Sword] Block. Depending on how close you were when he launched the attack you will lose a massive amount of soul power, but unless you were right next to him when it started, you won't lose your whole sword. Response [Risky] Roll through the attack. =============================================================================== Momohime Act 4 Boss - Ippondatara [A4B] =============================================================================== Intro ----- Ippondatara is step up from the previous bosses. He is the first boss where you have to deal with attacks from two sources at once (his fist and his projectiles). This double source can be incredibly frustrating since you need to wait for an opportunity to attack from BOTH sources instead of just one. Equipment --------- Level 17+ 1 - Best Katana* (Yamabuki Muramasa [Misty Slash II]) 2 - Best tachi 3 - Back-up Katana/Yamabuki Muramasa Misty Slash II is great in this fight as a lost resort due to its properties of invulnerability and displacement as well as its low soul power cost. Boss Stage Progression (Run out of time, loop but with projectiles now in all stages, 1/2 hp) ---------------------------------------------- v / ------------ ------------ ------------ / /Foot Stage / --> /Fist Stage / --> / True Form / -- ------------ ------------ ------------ ^ / -------------- (get hit by fist punch) ----------------------------Foot Stage------------------------------ Retaliation Combo: In Air Tachi basic combo -> 3 air dashes -> downward stab Why? You can't cancel the Katana combo's finisher but you can cancel the tachi combo's. You can attempt to re-combo after the initial combo or the each air dash but if you do so Ippondatara will will start his next attack (sometimes you get lucky and interrupt it, but most of the time you don't). Stomp ----- 2/3rds of meter on block Queue: Foot centers on you then raises Action: It comes crashing down after being raised. If your on the ground when it strikes you will be knocked down though you will take no damage. Response: Run away after he centers then jump away then mid-air jump back at him to retaliate. Stomp combo ------------ Queue: Foot is raised, then moves (usually backwards to the right but not if your at the right-edge already) Action: he stomps thrice at predetermined distances. These stomps will not knock you down even if you're on the ground when they strike. Response: Unless your at the right edge his first stomp will probably miss wildly. Take this time to go about 2/3rds of the battleground from the left edge. After his second stomp at the middle of the battleground, run underneath him. Then after the third stomp retaliate. Kick ---- Unblockable Queue: Foot is pulled backward in a circular arc. Action: Foot then swings forward in a circular arc. Response: Roll away a couple of times. After his shadow passes over overhead rush forward a bit then double jump at him. Be careful though as he recovers from this slightly faster than he does from all the others. ---------------Fist Stage----------------- Attacks Eliptical Projectiles --------------------- Reflect these to do damage and destroy the orb bombs Homing Orb Bombs --------- Unblockable Do not attack these as they blow up when hit. Fist Punch ---------- Queue: Pulls fist back then holds it there Action: he punches directly into the screen covering the area you normally use to hit his fist. Response: Stop attack and find a safe corner to hid in. Avoid reflecting the eliptical projectiles if you can when his fist is giant or else the fist will block the reflected projectile and you'll neither clear some orbs or hurt him. Palm swipe ---------- Queue: Pulls fist back then up, fist is offscreen for a few seconds Action: He swipes from left to right on the upper half of the screen, then right to left on the bottom half. Response: Get on the ground to dodge the first part. The second part is often trickeir since the orb bombs might trap you. Try to double jump over them. If that doesn't look possible try to time your use of an invulnerability ougi in order to simultaneously dodge the second swipe, and attack/dodge the offending orbs. If necessary though, use an invulnerable ougi do dodge both Palm Smash ---------- Queue: Opens fist, then pulls hand up --------------------------True Form Stage------------------------------------ He does not attack in this stage. use this time to do as much damage to him as possible. If you do not kill him outright (which will be difficult without lots leveling) you will start back at the foot stage but his projectiles from the fist stage will continue to rain down on you. Also each stage will only have half a bar of health as opposed to a full bar. During the foot-stage redux reflecting the eliptical projectiles will still damage him. Thus you can kill him by just dodging his foot attacks and re- flecting the eliptical projectiles. The fist stage redux is identical to the normal fist stage. =============================================================================== Momohime Act 5 Boss - Chimera [A5B] =============================================================================== Recommended Level: Not that important as no specific sword is really needed to defeat him. I beat him at level 21. Equipment 1 - Most Damaging 2 - 2nd Most Damaging 3 - 3rd Most Damaging E - Irrelevant No ougis (secret arts) are necessary against Chimera or even that helpful. He also does a decent job of whittling away your soul power via his attacks, so spamming them is unwise unless you're exceptionally good at fully evading his attacks. General Info: I found Chimera easier than Ippondatara on a whole. However, while he does give queues to most of his attacks, you have much less time to react. Furthermore, it seems that if you don't hit him while has fallen down in his recovery period he will recover much, much faster. --------------------------Claw Swipe STance/Pattern------------------------ Stance: One of his claws is raised up, the other is resting on his cloud. Lots of Projectiles ------------------- Queue: None, but not a threat. Action: THrows a lot of projectiles at you at once. They aren't aimed at you but do track you. Response: Mostly ignore them and focus on him, Claw Swipe ---------- 60% of Soul Power Queue: None, but the stance is a give away that its coming. Action: He throws himself at you and swipes with his claw. Beware that the claw swipe animation lingers for a significant time and will still connect as long as the swipe animation is out. Response: Don't let him use this attack. Getting behind him seems to confuse him, reseting the waiting period of this attack. So while comboing him make sure you frequently dash through him and you'll have nothing to worry about. -----------------------Spinning Attack Pattern------------------------- Spinning Attack Pattern Flow Chart ---------------------------------- --------------- -> / Tornado Dash / ---------------- / --------------- \ ----- \ ---------- /Spin / -> /Recovery / ----- / ---------- \ ----------- ------------- / ^ -> / Bouncing / -> /Spin (Loop) / / / ----------- ------------- / / \ ------------------ / / -> / Projectile Spin /--- / ------------------ / \ ------------------ -> / Tornado Suction / ------------------ Note that his most dangerous attack, the Tornado Suction, always is preceded by the projectile spin (at least if you follow my advice). Spin -------------- Queue: His clould starts spinning going eliptical then he starts spinning as well. Action: He starts technically attacking, attacking him will count as guarding depleting you soul power. Response: The start of the loop. If the loop is repeating, his spin start is your queue to air dash backwards out of your combo and see what his next action will be (staying in the air via an air dash makes it so that if he comes out with a tornado dash he will miss you). Bouncing (Most common spinning attack) -------- 1/4-ish Sould Power to Guard Queue: None comes out of spinning. Action: He attempts to bounce on you. Will keep going until he lands an unguarded hit, or you get behind him. Response: You should be a decent distance away when this attack starts due to your response to the spin. Bait a bounce by standing in place then running away at the last second. When he misses you should run underneath him, then jump and start attacking him in mid-air being ready to air-dash away if he begins to spin again. Note: That the loop starts back at spin not bounce. Meaning that if he bounces again you have the opportunity to wack him a couple times then air dash away. Projectile Spin --------------- Negligible Soul Power to Guard Queue: He continues spinning even when you ran behind him. Action: He continues to spin while continuously throwing projectiles at you. Response: Combo the projectiles. However they are so fast that you'll eventually be reduced to repelling them. If you are not a significant distance away when this happens spam away in case he follows up with tornado suction. If he falls straight down its your queue to run towards him. If he does not fall its your queue to GTFO and run away from him. Tornado Suction --------------- Unguardable Queue: Continues spinning after the Projectile Spin Action: Makes a tornado that strikes into the ground. When the tornado initially appears it arcs toward you covering maybe 1/2 the screen. The tornado pulls you in. If you get in it your screwed as it will break your guard and you'll die. Sometimes he will spit a few projectiles at you during this attack Response: Stay about 3/4s to one screen away by occasionally running away. He might throw a few projectiles at you during this attack. If so be ready to try to dash attack away from them at the last second or after repeling them. When the attack ends he will always go into a recovery fall where you're free to attack him. Tornado Dash ------------ 1/4 to guard Queue: Negligible Action: He strikes down to the ground in a tornado and slides along the ground. Response: The attack is so fast you generally don't have time to prepare for it . Try to press A to guard/attack/air dash the moment you realize its coming. Guarding this attack isn't that bad because it doesn't do that much of your meter. Often you'll last chance this attack if you don't get the guard anyway. Ideally though, you were in the air when he tried to attack you and thus his attack misses entirely. He always does a recovery fall after this attack so be ready to chase after him and wail on him. =============================================================================== Momihime Act 6 Boss - Big Oni [A6B] =============================================================================== Recommended level 1+ Equipment: Your most damaging weapons. General Info: This boss fight will make you wish you had a rapid fire button. 90% of the time all you're doing is mashing attack. The only challenge comes from not getting hit by stray little oni attacks when you're running away after he's been alerted or when you're trying to get back on top of the Big Oni. -----------------------------First Stage------------------------------------- Jump diagonally immediately. If you do it right you won't get cursed. If not you'll get cursed ... but you still won't take any damage anyway. Whack away. -----------------------------Second Stage------------------------------------- Non-alerted Attack ------------------ Queue: You fall off his head but he's not alerted Action: Eventually punches ... or something Response: Air dash twice or thrice to get above him and then continue to give him a hair cut. Alerted ------- Queue: A big ! mark appears above. Frequently he gets a fiery aura. Actions: Various, the only seriously dangerous one is his teleport and snatch. Response: Run to the second pile of rocks you see and hide. His attack will miss. Wait for a lull in the little oni's scythe projectiles (or kill them and make your own lull) then double jump up and air dash as many times as is necessary to land on the big oni's head so you can continue to attack him. Teleport & Snatch ----------------- Queue: He has fiery aura then leaps up. Action: Lands back down near you then tries to grab you. Response: take note of his facing. After he teleports run behind him. Running away from him won't due because he will generally reach you with his fist when he tries to grab you. Once behind jump on his head and try to chop down his horns. =============================================================================== Momihime Act 7 Boss - Raijin [A7B] =============================================================================== Level I defeated her at: 35 Approximate time to beat: 2 minutes 15 seconds Boss has 4 bars. Equipment 1 - Tsukimigiri Muramasa [Moonring II] 2 - Midarekaze Muramasa [Sun orb] 3 - Back up (Probably Tachi) Rationale: This boss is first boss of Momohime's where you will significantly exploit the invulnerability from your ougis to dodge her attacks (well her orb's attacks actually). For this purpose you want one ougi with low soul power cost (I recommend Tsukimigiri's Moonring II) and one ougi with signifi- cant invulnerability time (I recommend Midarekaze's Sub Orb). General: I had been dreading this boss after my experience during Shugo but not very difficult. She has a number of patterns but only one presents a very serious challenge, her Teleport and punch pattern. She also nearly always opens with her Non-Teleporting Pattern, then the teleporting to center patterns, then falling. By this time you've done about half her health before even having to deal with any of her difficult attacks. When to Use Quick Draw: Save your quick draw for her orb Frenzy attack whenever possible. This should always be possible for her opening attack pattern. ----------Non Teleporting attack Pattern (Opening Pattern)------------------ Pattern: Orb Make > Orb Radiate > Orb Projectile Frenzy (> Orb Radiate) she will open by trying to get close to you. Wait a second then jump onto the cloud above you. Ideally, you should be able to attack her freely on that cloud with ground attacks. Save your quick draw for the Orb Projectile Frenzy. Orb Make -------- 1/6th of meter Queue: She like she is trying to stuff things beneath her with her hands Action: her orbs appear around her Response: Use this time to attack her. The attack's drain on your sword meter is so inconsequential that you should just ignore it Orb Radiate ----------- Soul power to block depends on number of orbs, if all the orbs are left you'll lose a very significant amount of soul power though not all of it. Queue: Her orbs increase in their radius quickly moving away from her. Action: On their way back in they will be empowered. Response: Use Moonring II after the orbs go out, when they are empowered on their way back in. Projectile Frenzy --------------------- Queue: She has orbs but plays the same animation as the Orb Make one. Action: lots of projectiles are sent flying in all directions. They don't hurt you on the way out, but will then track you. Response: Continue to attack her while she flings out projectiles. Once they are all out and you can see them closing in on you, use a quick draw if you have one. If you don't one you're going to have a much harder time. The orbs die when attack but there are so many of them they can reduce you to guarding then break your guard. I recommend air-dashing in various directions to clear the orbs or as a last resort to using an invulnerability ougi. --------Teleport to Horizontal and Vertical Center Attack Pattern------------ Queue: Teleports to the horizontal and vertical center of the arena then puts her hands together above her. Action: Points hands in opposite directions then rotates 90 degrees. Her orbs are empowered and protect her slightly though you can attack through them. Response: Switch to a tachi. Precede to start aircomboing her. You'll be inside her protective ring of orbs. If it appears that her lightning will hit you try to air-dash through her or straight down in a manner to avoid it. Be aware that for some reason she likes to follow up this pattern with another teleport skill. ----------Teleport to Horizontal center but bottom of the Arena Patter--------- Queue: Teleports to the bottom of the arena at the center. Puts her hands up together above her and charges. Action: Points hands along the horizontal and zaps lightning out while flying up. Response: Attack her, you'll guard the lightning but only for a second ------------------------Empowerment Patterns -------------------------------- Appearance: Lightning courses about her, she dissapears except for a sillouhette in the lightning. Empowerment Chase ----------------- Queue: Continues to stay empowered. Action: She slowly but relentlessly chases after you. Response: She has a poor turnign radius so you're goal is to get her to chase you in a circle. Get on the nearest cloud at her level. When she comoes at you jump then double jump or air dodge over her. Then Fast fall onto the ground and run under her. Repeat when she comes back. Teleport and Punch ------------------- Queue: Empowerment ends. She teleports behind you and winds up a big punch. Action: Eventually she punches. The real threat however is her orbs. They will home onto you and if you block they will utterly demolish your soul power until you're dead. Response: get behind her by air dashing or dodging then attack until the orbs get very close. Once they are use an invulnerability ougi (secret art). My preferred method is to use one Sun Orb, then one moonring II. Crazy Kick Pattern ------------------ Queue: After empowerment she flies away in a spiral with her legs in a weird lookin kick Action: her orbs spread over the arena in equal intervals. They then zap the ground for a bit. Finally she does a big zap at the ground which travels along the ground throughout the arana. Finally she lands and poses in a kneeling position for a bit. Response: Make sure you're between the orbs before they start firing. If not you'll be tossed between them while guarding and your sword will break. They will fire for a couple seconds. Then jump, double jump, and air dash back and forth to dodge the lightning that courses along the ground. Once its safely passed chase her down to attack her for a bit while she recovers. --------------------------------Fall Recovery------------------------------- Like Chimera, Raijin occasionally falls. This seems to be triggered by destroying all her orbs or by attacking her a lot after her teleport to center patterns. You can often whck a whole bar of hp out of her when she falls. =============================================================================== Momihime Final Act Boss - Fyou-Moo (Check Spelling?) [A8B] =============================================================================== Intro ----- A reprieve. This battle is similar to the Oni battle in that its incredibly easy but incredibly long. Just as in that battle the main threat doesn't come from the boss but the fact that its so easy you get bored and practically stop paying attention .. then WHAM you jumped into a falling rock and lost 6 minutes of incredibly boring work. Equipment --------- 1 - Best Damage 2 - Tachi 3 - Tachi A - Anything you like Tachi's are needed for their superior air comboing. Early one though the two doji occasionally appear on the ground and you can annihilate them with the weapon of your choice. This fight drags on forever, so if you have trouble concentrating for the whole time and not making a single mistake, I recommend leveling up and forging the remaining swords available. (I didn't do this but part of me wishes I did.) General Strategy ---------------- There is a float rock at target which will never fall. The other floating rocks fall after you've stood on them for a while. Thus you should clearly aim for these when attacking the statue. If a floating rock becomes a falling rock it CAN kill if you get underneath it. When the screen shakes and you hear a rumbling sound it means rocks are falling. Killing Doji destroys seals. The feet and hands are each protected by a seal but the stomach and head are protected by two requirin you to kill both doji in order to make those sections vulnerable. When climbing the statue or going up to fight a doji I recommend using mostly air dashes (up, side, side, side) if you're not 99% sure no more rocks are falling. Find a rock to land on if necessary then repeat. So long as the doji didn't destroy a level of rocks you'll be able to climb up the statue using just this without jumps. Use of Quick-Draw: Once you kill the feet, try if possible to save your quick draw for the lotus orbs. ----------------------Attacks for Both Doji---------------------------------- Sprial Projectiles ------------------ Queue: Hold staff up and it glows gold. Action: Projectiles are sent out in a spiral. Response: The projectiles are worthless, beat the doji down during this. Homing Projectile ------------------ Queue: staff is downward and glows gold Action: A slightly larder gold projectile is sent at you that tracks Response: Same, spam away Twin Attack ----------- Queue: They teleport to the top center of the screen and chant really loudly Action: A projectile made of two petals of different colors is sent to the bottom which them erupts multiple times in giant bursts of flame from petals. Response: Run to a corner and hide. --------------------------Skinny while Doji----------------------------------- Budha Palm ---------- Queue: Dunno Action: Sends a golden budha palm projectile at you. The projectile doesn't home but is very fast. Response: The projectile can be guarded or attacked. Just be aware that this attack exists and be on the look out for a speedy goldgen projectile. Big Boom -------- Unguardable Queue: Holds staff upright. Charges blue with noticable sucking sound. Action: Destroys everything in a large radius including the floating rocks or you. Response: Run-away! Beam Lotuses ------------ Queue: Dunno Action: He throws three lotuses out. These flutter about to positions then charge and fire continuously. They can either straight up or down, or at a floating rock which will reflect is in some direction. Which way they fire is indicated by a dotted translucent line before they start firing. Response: Ideally, when you see this attack come out you should quick draw the lotuses. This will either kill them or make them die in one hit depending on the weapon. If not you should stop attacking the doji if they are in the air, and focus on killing the lotuses. They will make your life miserable until you do. The beams can be rolled underneath when necessary, another reason to get to the ground. ------------------------Beefy Black and blue Doji----------------------------- Staff Spin ----------- Queue: Dunno Action: He spins his staff Response: Don't attack him you'll meet the attack and lose a ton of soul power. Charge ------ Queue: Gets into a American football tackle like stance. Action: He then charges back and forth horizontally destroying any floating rocks he hits (jerk). The rocks will return after a bit. =============================================================================== Version History [VH] =============================================================================== .91 More credits, more mechanics, and some more general strategy about the bosses. .9 Formatted the Guide to 79 character lines .8 Compiled notes into a guide, fleshed them out a bit. To Do ----- *Get correct names for Last boss and his helpers *Add more general strategy to the bosses *Fully undestand last chance mechanics =============================================================================== Misc. [MSC] =============================================================================== 79 Characters =============================================================================== Thanks to the following for contributing information used in this guide: Last Chance Recovery Mechanics ------------------------------ MaverickHL - informed me of the hold A method to do the last chance recovery dark494 - worked with us to further understand the last chance recovery mechanics TWChaos23 - grabs and holds cannot be last chanced Typo Finders ------------ Karsticles Officialish Move Names ---------------------- frubam - Notion of using similar SA names where appropriate More Useful Hidden Mechanics -------------------------------------- TWChaos23 - Gave advice to elaborate more on useful hidden mechanics. Particularly how to continuously repel and more facts about rolling. More Strategies --------------- Rennik Repotsir - gave advice to instruct non-familiar players about the seal mechanics of Momohime's final boss. =============================================================================== Legal Stuff [LGL] =============================================================================== At the moment, this guide should only be available at Gamefaqs.com. Contact: not yet available. For now post to this thread: http://www.gamefaqs.com/boards/genmessage.php?board=943228&topic=51318704 Copyright Stuff Copyright 2009. FightingGameGuy aka E. Besson