Ninja Masters: Difference between revisions

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(Complete rewrite and restructure, with more in-depth descriptions of universal mechanics)
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=Introduction=
=Introduction=
ADK's Black Swan Fighting Game and one of the "sleeper" of Neo Geo Arcade System


Ninja Master's: Haō Ninpō Chō (ニンジャマスターズ ~覇王忍法帳~ roughly translated as "Ninja Master's Scrolls of the Supreme Ninja Arts") is a ninja-themed competitive fighting game produced by ADK originally released in 1996 for the Neo Geo arcade and home platform.
Ninja Master's: Haō Ninpō Chō (ニンジャマスターズ ~覇王忍法帳~ roughly translated as "Ninja Master's Scrolls of the Supreme Ninja Arts") is a ninja-themed competitive fighting game produced by ADK originally released in 1996 for the Neo Geo arcade and home platform.
Line 14: Line 11:
On December 6, 2012, Ninja Master's was also released on the Neo-Geo X handheld system.
On December 6, 2012, Ninja Master's was also released on the Neo-Geo X handheld system.


=Notations=
==Button Notation==
'''Joystick'''
{{kof.lp}} = Light Punch/Weapon


<pre>
{{kof.lk}} = Heavy Punch/Weapon


ub u uf
{{kof.sp}} = Light Kick


b  N  f
{{kof.sk}} = Heavy Kick


db d df
==Battle Screen==
[[File:Nmbattlescreen.png]]


</pre>
'''CHARACTER NAME AND PORTRAIT'''


'''Buttons'''
The names and pictures of the ninjas engaged in battle.


A =LP
'''WIN POINTS'''


B = HP
A kanji appears once a ninja has won a round.


C = LK
'''LIFE GAUGE'''


D = HK
Shows the amount of strength the ninja has left before he is knocked-out.


'''Moves'''
Everytime you get hit or block special attacks, this gauge gradually depletes.


SC - Super Chain
The gauge has 2 bars and 3 levels: Green (>50%), Yellow (<50%) and Red (<25%).


DM - Deadly move
'''SPIRIT GAUGE'''


SDM - Super Deadly Move
Shows the amount of power the ninja has currently stored.


'''Combos'''
Once the gauge is completely filled up, the ninja has a wide range of choices on how to activate and use his stored power.
<pre>
*  - can perform special/super right after if connected


E  - ends string
'''TIME COUNT'''


O  - overhead
Shows how much time is left in the round. Maximum time is 99.


_  - must be blocked low


L  - launches opponent into the air (can be juggled with many attacks,including air throws if your character possesses one)
==Basic Mechanics==


- notes that this is a Throw maneuver (throws in chains CAN be blocked)
{{f}}{{f}} - '''Forward Dash'''


W  - Weapon is drawn
Can be canceled with any normal attack, but not throws or specials. Beware that if you dash under a jump you won't turn around for the normal.


U  - Weapon is put away


SE - is your character's Super Combo Ender (must be in Hyper Mode or have a full super meter for this to come out)
{{b}}{{b}} - '''Back Dash'''
</pre>


=Battle Screen=
Cannot be canceled. Has a long period of invulnerability from the start but leaves you open at the end
[[File:Nmbattlescreen.png]]


'''CHARACTER NAME AND PORTRAIT'''
The names and pictures of the ninjas engaged in battle.


'''WIN POINTS'''  
When close {{f}} + {{kof.lk}}/{{kof.sk}} - '''Throw'''
A kanji appears once a ninja has won a round.


'''LIFE GAUGE'''
Standard proximity throw, except that in this game it doesn't work on crouchers. To make up for this, everyone has a command throw that can hit whether crouching or standing. There is no throw tech.
Shows the amount of strength the ninja has left before he is knocked-out.  


Everytime you get hit or block special attacks, this gauge gradually depletes.


The gauge has 2 bars and 3 levels: Green (>50%), Yellow (<50%) and Red (<25%).
{{kof.lk}} + {{kof.sp}} - '''Draw/Sheathe Weapon'''


'''POWER GAUGE'''
Pulls your character's weapon out or puts it away. Can be canceled into. Some characters attack while drawing and/or sheathing. This affects what specials you have access to and changes your punch normals, though one isn't necessarily better than the other. Generally armed attacks deal more damage while unarmed attacks deal more stun
Shows the amount of power the ninja has currently stored.  


Once the gauge is completely filled up, the ninja has a wide range of choices on how to activate and use his stored power.


'''TIME COUNT'''  
'''Command Overheads'''
Shows how much time is left in the round. Maximum time is 99.


'''PLAY TIME'''
Every Character has one or more command normal that must be blocked standing. Unlike jump attacks, these will stagger a crouching opponent, leaving them wide open for a followup. On counter-hit these instead put them in a very floaty knockdown, giving plenty of time for a juggle
Shows the player's current total play time.


=Gameplay=
'''Dash<br>'''
tap f,f or b,b


'''High block<br>'''
'''Stun'''
hold b


'''Low Block<br>'''
Stun is an invisible meter for each character that fills when you take damage and drains very quickly when you aren't taking damage. When you're stunned you'll instantly be knocked down and you'll drop your weapon if drawn, after which you'll be stuck in a long dizzy animation. You can reduce the time spent dizzied by mashing.
hold db,but beware,there is some overhead attack


'''Dizzy Recovery<br>'''
If you are dizzy you can press repeatdly Punch and Kick


'''Negative Edge<br>'''
'''Juggling'''
Tenhou is the character that uses this technique,Hold a button then made the motion and release.


'''Draw Weapon/Take Away<br>'''
There is a very short period after any attack that knocks down in which you can attack your opponent out of the air. Juggles are typically very short and rarely come up outside of counter-hit command overheads, but it's still important to know about them.
Press B+C (LK+HP)


'''HYPER Mode<br>'''
Press A+B+C (LP+LK+HP) When Spirit Gauge is full


'''Normal Moves<br>'''
===Combo Strings===
Press any button standing,jumping or crouching


'''Command Moves<br>'''
Every character has preset combo routes performed with specific inputs a la tekken. Most of them are started on close normals, though this isn't always the case. String routes are often interconnected: mulitple starters can go into the same enders at different points. Any part of the string can have these properties:
Press any button and a direction,we listed moves that changes depends off the mode


'''Special Moves<br>'''
<pre>
Your common sequences,anyway any character have a rekkaken-base move and a Command Grab that is Unblockable
- can perform special/super right after if connected


'''EX Moves<br>'''
E  - ends string
You can use is when your Spirit Gauge is full,there some sequences that are powered up but one that drains the Spirit Gauge when are used


'''Super Combo Ender<br>'''
O  - overhead
When you have your full bar you can make a simple but fantastic combo sequences


'''Deadly Move<br>'''
_  - must be blocked low
Are the desesperation moves when your life is red or in Hyper Mode
 
L  - launches opponent into the air (can be juggled with many attacks,including air throws if your character possesses one)
 
T  - notes that this is a Throw maneuver (throws in chains CAN be blocked)


'''Super Deadly Move/Finisher Move<br>'''
W  - Weapon is drawn
If you have the Spirit Gauge Full and your opponent life is in red you can defeat him in a spectacular style with that move.


==Spirit Gauge==
U  - Weapon is put away
[[File:Nmpower1.png]]


[[File:Nmpower2.png]]
SE - Combo Super ender (must be in Hyper Mode or have a full super meter for this to come out)
</pre>


The spirit gauge will build up as your attack hits or ticks your opponent, when Max, certain super moves can be performed.
===Spirit Gauge===
 
[[File:Nmpower1.png]]
 
[[File:Nmpower2.png]]


[[File:Nmpower3.png]]
[[File:Nmpower3.png]]


During Max,to go into Hyper mode, simply press ABC buttons at the same time, then the spirit will start to drain, in close range this will also hit.
Your Spirit Gauge fills as you deal damage and has many different uses:
 
* '''EX Special Moves'''
 
:Stronger version of a special move, typically done by pressing both button strengths with the regular input. You need MAX spirit gauge to use them, but they don't cost any meter so use them as much as you want.
 
* '''Power Moves'''
 
:Somewhere between a special and a super. Come in two forms:
 
:*Leveled: Can be done at any time, but have 4 levels of strength depending on how much meter you have. The notches on the spirit gauge help indicate which level you're on, with lvl 0 being before the first notch and lvl 3 being at max meter.
 
:*Charged: Can only be done at max meter. Doing the input with less than a full meter will put your character in a charge animation and quickly fill your meter. You can't cancel out of the animation and the move will always come out once you reach max meter, but if you're interrupted you keep all the meter you gained.
 
* '''Combo Super'''
 
:A specific string ender that costs a full meter and deals heavy damage.
 
* '''Desperation Move'''
 
:A powerful attack that can be done any number of times, as long as your health is flashing red (about 25%). Doesn't use your meter
 
* '''Finisher'''
 
:These can be done when your opponent's life is flashing red and costs a full meter. Under these conditions, they do enough damage to kill on hit.


[[File:Nmpower4.png]]


'''CONDITIONS REQUIRED FOR DM, SDM AND SC<br><br>'''
{{kof.lp}} + {{kof.lk}} + {{kof.sp}} - '''Hyper Mode'''  


'''DM: Desperation Move<br>'''
Going into hyper mode causes a small, invulnerable burst that knocks your opponent down on hit and changes your meter to HYPER:


this move can be done when <br>
[[File:Nmpower4.png]]
(1) You are in Hyper mode<br>
(2) Your character is low in life, known as flashing red life <br>
(3) or both<br><br>


'''SDM: Super Desperation Move or Finishing Move<br>'''
The hyper bar slowly ticks down over time. While active, your attacks do slightly more damage, and you can perform any kind of super or max level power move at any point. However, doing so will cost the rest of your meter and end hyper mode.


this move can be done when<br>
'''Meter Cooldown'''
(1) Your character is in Hyper mode <br>
(2) or your character is Maxed up and your opponent is low in life.<br><br>


'''SC: Super Chain Combo Ender<br>'''
Any time an action that costs meter is performed, the meter first freezes for a second, and then drains to nothing. You can only start to gain meter again once it's completely empty


this move can be done when <br>
(1) Your character is Maxed up<br>
(2) or your character is in Hyper.<br><br>


(n/w): No Weapons<br>
The spirit gauge retains its current state between rounds. This means:
when you see this, put your character's weapons away by pressing B+C.<br><br>
* You start the round with as much meter as you had at the end of the previous round
* If you end a round in hyper mode you will start the next round still in hyper mode, with the same amount of time remaining
* If the meter is draining after a super it will pause at the end of a round and resume once the round starts


(w): Weapons
when you see this, which means this move required weapons to perform, press B+C to take out your character's weapons.<br><br>


=Characters=
==Characters==


[[File:Ninjamasters-select.png]]
[[File:Ninjamasters-select.png]]




*[[Sasuke_(Ninja Masters)|Sasuke]]
*[[Sasuke_(Ninja Masters)|Sasuke]] [[Image:50%.gif]]
*[[Kamui_(Ninja Masters)|Kamui]]
*[[Kamui_(Ninja Masters)|Kamui]] [[Image:50%.gif]]
*[[Karasu_(Ninja Masters)|Karasu]]
*[[Karasu_(Ninja Masters)|Karasu]] [[Image:50%.gif]]
*[[Unzen_(Ninja Masters)|Unzen]]
*[[Unzen_(Ninja Masters)|Unzen]] [[Image:50%.gif]]
*[[Natsume_(Ninja Masters)|Natsume]]
*[[Natsume_(Ninja Masters)|Natsume]] [[Image:50%.gif]]
*[[Raiga_(Ninja Masters)|Raiga]]
*[[Raiga_(Ninja Masters)|Raiga]] [[Image:50%.gif]]
*[[Kasumi_(Ninja Masters)|Kasumi]]
*[[Kasumi_(Ninja Masters)|Kasumi]] [[Image:50%.gif]]
*[[Goemon_(Ninja Masters)|Goemon]]
*[[Goemon_(Ninja Masters)|Goemon]] [[Image:50%.gif]]
*[[Houoh_(Ninja Masters)|Houoh]]
*[[Houoh_(Ninja Masters)|Houoh]] [[Image:50%.gif]]
*[[Tenho_(Ninja Masters)|Tenho]]
*[[Tenho_(Ninja Masters)|Tenho]] [[Image:50%.gif]]


Boss/Secret Characters
Boss/Secret Characters


*[[Ranmaru_(Ninja Masters)|Ranmaru]]
*[[Ranmaru_(Ninja Masters)|Ranmaru]] [[Image:50%.gif]]
*[[Nobunaga_(Ninja Masters)|Nobunaga]]
*[[Nobunaga_(Ninja Masters)|Nobunaga]] [[Image:50%.gif]]
 
===Boss Codes===
'''1P'''


=Boss Codes=
Highlight Kamui and then input the following:
1P
If you are first player, highlight Kamui, and then input the following:


left, down, left, up, left, down, left, up, right, down, right, and up.
left, down, left, up, left, down, left, up, right, down, right, and up.
Line 205: Line 195:
You should be on Unzen. Now hit C + D to make Ranmaru and Nobunaga selectable.
You should be on Unzen. Now hit C + D to make Ranmaru and Nobunaga selectable.


2P
'''2P'''
If you are second player, highlight Sasuke, and input the following:


right,down, right, up, right, down, right, up, left, down, left, up.
Highlight Sasuke and input the following:
 
right, down, right, up, right, down, right, up, left, down, left, up.


You should be on Unzen. Now hit C + D to make Ranmaru and Nobunaga selectable.
You should be on Unzen. Now hit C + D to make Ranmaru and Nobunaga selectable.


=Video Exhibitions=
==Video Exhibitions==


Super Moves and Super Combos Exhibition
Super Moves and Super Combos Exhibition
<youtube>AkMsn5UP-Z0</youtube>
<youtube>AkMsn5UP-Z0</youtube>
<youtube>IxQzBtJtbSs</youtube>
<youtube>IxQzBtJtbSs</youtube>


=Links=
==Links==


[http://www.neo-geo.com/reviews/neo-reviews/ninjamas/ninjamas1.html | Review]
[http://www.neo-geo.com/reviews/neo-reviews/ninjamas/ninjamas1.html | Review]


[http://www.geocities.jp/hanten21/08/nijimasu/nijimasuwazahyou.htm |Japanese Move Quicklist]
[http://www.gamefaqs.com/arcade/564108-ninja-masters/faqs | GameFAQs]
 


[http://www.gamefaqs.com/arcade/564108-ninja-masters/faqs | FAQs of the game that I compile in the wiki]
Page Progress: [[Image:80%.gif]] - resize images, improve character section, rework string properties notation?


[[Category:Ninja Masters]]
[[Category:Ninja Masters]]
{{Ninjamasters}}
{{Ninjamasters}}

Revision as of 15:32, 27 December 2020

Ninjamasterssm.gif

Introduction

Ninja Master's: Haō Ninpō Chō (ニンジャマスターズ ~覇王忍法帳~ roughly translated as "Ninja Master's Scrolls of the Supreme Ninja Arts") is a ninja-themed competitive fighting game produced by ADK originally released in 1996 for the Neo Geo arcade and home platform.

Ninja Master's was the sixth and final fighting game produced by ADK, following the four games in the World Heroes series and Aggressors of Dark Kombat.

It was later featured in the 2008 compilation ADK Tamashii for the PlayStation 2.

On December 6, 2012, Ninja Master's was also released on the Neo-Geo X handheld system.

Button Notation

Kof.lp.png = Light Punch/Weapon

Kof.lk.png = Heavy Punch/Weapon

Kof.sp.png = Light Kick

Kof.sk.png = Heavy Kick

Battle Screen

Nmbattlescreen.png

CHARACTER NAME AND PORTRAIT

The names and pictures of the ninjas engaged in battle.

WIN POINTS

A kanji appears once a ninja has won a round.

LIFE GAUGE

Shows the amount of strength the ninja has left before he is knocked-out.

Everytime you get hit or block special attacks, this gauge gradually depletes.

The gauge has 2 bars and 3 levels: Green (>50%), Yellow (<50%) and Red (<25%).

SPIRIT GAUGE

Shows the amount of power the ninja has currently stored.

Once the gauge is completely filled up, the ninja has a wide range of choices on how to activate and use his stored power.

TIME COUNT

Shows how much time is left in the round. Maximum time is 99.


Basic Mechanics

F.pngF.png - Forward Dash

Can be canceled with any normal attack, but not throws or specials. Beware that if you dash under a jump you won't turn around for the normal.


B.pngB.png - Back Dash

Cannot be canceled. Has a long period of invulnerability from the start but leaves you open at the end


When close F.png + Kof.lk.png/Kof.sk.png - Throw

Standard proximity throw, except that in this game it doesn't work on crouchers. To make up for this, everyone has a command throw that can hit whether crouching or standing. There is no throw tech.


Kof.lk.png + Kof.sp.png - Draw/Sheathe Weapon

Pulls your character's weapon out or puts it away. Can be canceled into. Some characters attack while drawing and/or sheathing. This affects what specials you have access to and changes your punch normals, though one isn't necessarily better than the other. Generally armed attacks deal more damage while unarmed attacks deal more stun


Command Overheads

Every Character has one or more command normal that must be blocked standing. Unlike jump attacks, these will stagger a crouching opponent, leaving them wide open for a followup. On counter-hit these instead put them in a very floaty knockdown, giving plenty of time for a juggle


Stun

Stun is an invisible meter for each character that fills when you take damage and drains very quickly when you aren't taking damage. When you're stunned you'll instantly be knocked down and you'll drop your weapon if drawn, after which you'll be stuck in a long dizzy animation. You can reduce the time spent dizzied by mashing.


Juggling

There is a very short period after any attack that knocks down in which you can attack your opponent out of the air. Juggles are typically very short and rarely come up outside of counter-hit command overheads, but it's still important to know about them.


Combo Strings

Every character has preset combo routes performed with specific inputs a la tekken. Most of them are started on close normals, though this isn't always the case. String routes are often interconnected: mulitple starters can go into the same enders at different points. Any part of the string can have these properties:

*  - can perform special/super right after if connected

E  - ends string

O  - overhead

_  - must be blocked low

L  - launches opponent into the air (can be juggled with many attacks,including air throws if your character possesses one)

T  - notes that this is a Throw maneuver (throws in chains CAN be blocked)

W  - Weapon is drawn

U  - Weapon is put away

SE - Combo Super ender (must be in Hyper Mode or have a full super meter for this to come out)

Spirit Gauge

Nmpower1.png

Nmpower2.png

Nmpower3.png

Your Spirit Gauge fills as you deal damage and has many different uses:

  • EX Special Moves
Stronger version of a special move, typically done by pressing both button strengths with the regular input. You need MAX spirit gauge to use them, but they don't cost any meter so use them as much as you want.
  • Power Moves
Somewhere between a special and a super. Come in two forms:
  • Leveled: Can be done at any time, but have 4 levels of strength depending on how much meter you have. The notches on the spirit gauge help indicate which level you're on, with lvl 0 being before the first notch and lvl 3 being at max meter.
  • Charged: Can only be done at max meter. Doing the input with less than a full meter will put your character in a charge animation and quickly fill your meter. You can't cancel out of the animation and the move will always come out once you reach max meter, but if you're interrupted you keep all the meter you gained.
  • Combo Super
A specific string ender that costs a full meter and deals heavy damage.
  • Desperation Move
A powerful attack that can be done any number of times, as long as your health is flashing red (about 25%). Doesn't use your meter
  • Finisher
These can be done when your opponent's life is flashing red and costs a full meter. Under these conditions, they do enough damage to kill on hit.


Kof.lp.png + Kof.lk.png + Kof.sp.png - Hyper Mode

Going into hyper mode causes a small, invulnerable burst that knocks your opponent down on hit and changes your meter to HYPER:

Nmpower4.png

The hyper bar slowly ticks down over time. While active, your attacks do slightly more damage, and you can perform any kind of super or max level power move at any point. However, doing so will cost the rest of your meter and end hyper mode.

Meter Cooldown

Any time an action that costs meter is performed, the meter first freezes for a second, and then drains to nothing. You can only start to gain meter again once it's completely empty


The spirit gauge retains its current state between rounds. This means:

  • You start the round with as much meter as you had at the end of the previous round
  • If you end a round in hyper mode you will start the next round still in hyper mode, with the same amount of time remaining
  • If the meter is draining after a super it will pause at the end of a round and resume once the round starts


Characters

Ninjamasters-select.png


Boss/Secret Characters

Boss Codes

1P

Highlight Kamui and then input the following:

left, down, left, up, left, down, left, up, right, down, right, and up.

You should be on Unzen. Now hit C + D to make Ranmaru and Nobunaga selectable.

2P

Highlight Sasuke and input the following:

right, down, right, up, right, down, right, up, left, down, left, up.

You should be on Unzen. Now hit C + D to make Ranmaru and Nobunaga selectable.

Video Exhibitions

Super Moves and Super Combos Exhibition

Links

| Review

| GameFAQs


Page Progress: 80%.gif - resize images, improve character section, rework string properties notation? Template:Ninjamasters