Ninja Masters/Controls

From SuperCombo Wiki

Button Notation

Kof.lp.png = Light Punch/Weapon

Kof.lk.png = Heavy Punch/Weapon

Kof.sp.png = Light Kick

Kof.sk.png = Heavy Kick

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


While knocked down B.png + any button - Back Rise

Roll backwards for a slower wakeup that leaves you further away from the opponent. You are vulnerable during the roll.

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. Pressing Kof.lk.png + Kof.sp.png while crouching over your dropped/thrown weapon will pick it back up.

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Goemon
Houoh
Kamui
Karasu
Kasumi
Natsume
Nobunaga
Raiga
Ranmaru
Sasuke
Tenho
Unzen