Ninja Gaiden II: Unterschied zwischen den Versionen
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==Claw Ninja== | ==Claw Ninja== | ||
HP: 700/800 ( | *Acolyte HP: 600/700/800 (15%/25%/60%) | ||
*Warrior HP: 600/700/800 (12.5%/22.5%/65%) | |||
=Difficulty= | =Difficulty= |
Version vom 23. März 2025, 17:55 Uhr
System
20-Hit Essence Rule
If the hit count is over 20, yellow essence is a guaranteed drop, preventing blue essence from dropping. Intentionally reducing hit count is necessary. It is unclear whether this is per enemy or total hit count. Source: wiki
Damage Analysis
Delimbs do NOT deal additional damage, eg. de-limbing with Dragon Sword lvl1 X will still deal only 80 dmg.
Items
- Life of the Thousand Gods: gives +150 max HP
Weapons
Shuriken
10 (per Shuriken, max 4x10)
Dragon Sword
Weapon Level | Damage Modifier |
---|---|
1 | 100 |
2 | 130 |
3 | 170 |
4 | 200 |
Attack | Damage | Note | |||
---|---|---|---|---|---|
Lv1 | Lv2 | Lv3 | Lv4 | ||
X | 80 | 104 | 136 | 160 | |
XX | 80 | 104 | 136 | 160 | |
XXX | 120 | 156 | 204 | 240 | |
XXXX | 120 | 156 | 204 | 240 | |
XXXXX | 180 | 234 | 306 | 360 | |
XXX6X | / | / | 510 | 600 | |
XXXY | / | / | / | 700 | |
XXY | 150 | 195 | 255 | 300 | |
XXYY | / | 156 | 204 | 240 | |
XXYYY | / | / | 238 | 280 | |
XXYYYY | / | / | 510 | 600 | Same follow ups as XY. |
XXY6Y | / | 390 | 510 | 600 | |
XX6X | 100 | 130 | 170 | 200 | |
XX6XX | 240 | 312 | 480 | 480 | |
XX6XY | 300 | 390 | 510 | 600 | |
XX6XYY | / | 195 | 255 | 300 | |
XY | 150 | 195 | 255 | 300 | Launcher. |
XYX | 100 | 130 | 170 | 200 | |
XYXX | / | 130 | 170 | 200 | Only comes out if XYX connected. |
XYXXX | / | 130 | 170 | 200 | |
XYXXXX | / | 208 | 272 | 320 | |
XYXXXY | / | 1500 | 1500 | 1500 | Izuna Drop. Grab, instant kill. |
XYY | 160 | 208 | 272 | 320 | |
X[Y] | 150 | 195 | 255 | 300 | |
X[Y]Y | / | / | / | 400 | |
X[Y]YY | / | / | / | 400 | |
X[Y]YYY | / | / | / | 500 | |
X[Y]YYYY | / | / | / | 500 | |
X[Y]YYYYY | / | / | / | 500 | Hien animation. Possibly also instant kills airborne enemies, needs testing. |
6X | 100 | 130 | 170 | 200 | |
6XX | 80 | 104 | 136 | 160 | |
6XXX | 120 | 156 | 204 | 240 | |
6XXXX | 120 | 156 | 204 | 240 | |
6XXXXX | 180 | 234 | 306 | 360 | |
6XXX6X | / | / | 510 | 600 | |
6XXXY | / | / | / | 700 | |
6XXY | 150 | 195 | 255 | 300 | |
6XXYY | / | 156 | 204 | 240 | |
6XXYYY | / | / | 238 | 280 | |
6XXYYYY | / | / | 510 | 600 | Same follow ups as XY. |
6XX6X | 140 | 182 | 238 | 280 | |
6XX6XX | / | 182 | 238 | 280 | |
6XX6Y | 150 | 195 | 255 | 300 | |
6XX6YY | / | 390 | 510 | 600 | |
6XX6YY6Y | / | 195 | 255 | 300 | Same follow ups as XY. |
6XX6YY6[Y] | / | 195 | 255 | 300 | Same follow ups as X[Y]. |
6XY | 150 | 195 | 255 | 300 | Same follow ups as XY. |
Y | 200 | 260 | 340 | 400 | |
YY | 200 | 260 | 340 | 400 | |
YYY | / | 390 | 510 | 600 | |
[Y] | 250 | 325 | 425 | 500 | |
[Y]+essence | 750 | 975 | 1275 | 1500 | Level 1 charge essence. Level 2 charge triggers the max versions. |
[Y]max | 1860 | 2418 | 3162 | 3720* | *=listed in the guide, but can technically not be achieved(replaced by [Y]max(lvl4). |
[Y]max(lvl4) | / | / | / | 3960 | Replaces the move above. |
6Y | 150 | 195 | 255 | 300 | Same follow ups as XY. |
6[Y] | 150 | 195 | 255 | 300 | Same follow ups as X[Y]. |
Run X | 140 | 182 | 238 | 280 | |
Run XX | / | 182 | 238 | 280 | |
Run Y | 150 | 195 | 255 | 300 | |
Run YY | / | 390 | 510 | 600 | |
Run YY6Y | / | 195 | 255 | 300 | Same follow ups as XY. |
Run YY6[Y] | / | 195 | 255 | 300 | Same follow ups as X[Y]. |
360°Y | / | 260 | 340 | 400 | 2nd part of attack has same follow ups as XY. |
360°[Y] | / | / | 680 | 800 | |
360°[Y]max | / | / | 2550 | / | |
360°[Y]max(lvl4) | / | / | / | 4400 | |
Guard>X | 100 | 130 | 170 | 200 | Parry attack. |
Guard>XX(behind) | 100 | 130 | 170 | 200 | When behind the enemy. |
Guard>XX(front) | 300 | 390 | 510 | 600 | When in front of the enemy. |
Guard>Y | 240 | 312 | 408 | 480 | Same follow ups as XY. |
OTG Y | 300 | 390 | 510 | 600 | Against enemy lying on the ground. |
j.X | 100 | 130 | 170 | 200 | |
j.XX | / | 130 | 170 | 200 | Only comes out if j.X connected. |
j.XXX | / | 130 | 170 | 200 | |
j.XXXX | / | 208 | 272 | 320 | |
j.XXXY | / | 1500 | 1500 | 1500 | Same as XYXXXY (Izuna drop) |
j.XY | 160 | 208 | 272 | 320 | Same animation as XYY |
j.Y | 160 | 208 | 272 | 320 | Same animation as XYY |
fwd.j.X | 150 | 195 | 255 | 300 | |
fwd.j.Y | 200 | 260 | 340 | 400 | |
fwd.j.6Y | 250 | 325 | 425 | 500 | Flying Swallow / 飛燕(hien). Instantly kills airborne enemies. |
fwd.j.6Y6Y | / | 325 | 425 | 500 | Only triggers if Hien hit. Instantly kills airborne enemies. |
fwd.j.6Y6Y6Y | / | / | 425 | 500 | Only triggers if Hien #2hit. Instantly kills airborne enemies. |
\/>X | / | 130 | 170 | 200 | Landing recovery cancel. Same follow ups as X, but 2nd hit has different animation (needs more research) |
close j.X+A | 450 | 450 | 450 | 450 | Throw. Can knock enemy into walls and other enemies, damage needs to be researched. |
Wall run X/Y | 250 | 325 | 425 | 500 | Hien as a wall attack. Instant kills airborne enemies. |
Wall run X/YY | / | 325 | 425 | 500 | Only triggers if Hien hit. Instant kills airborne enemies. |
Wall run X/YYY | / | / | 425 | 500 | Only triggers if Hien #2 hit. Instant kills airborne enemies. |
Wall X | 100+200 | 130+260 | 170+340 | 200+400 | 飛龍刃/hiryuujin. While running up / sticking to wall. Has an automatic ground follow up on hit. Listed dmg=air part + ground part. |
Wall Y | 250 | 325 | 425 | 500 | 空蝉斬り/utsusemigiri. While running up / sticking to wall. Identical to Wall j.Y. |
Wall j.X | 100+300 | 130+390 | 170+510 | 200+600 | 神威飛龍刃/kamuihiryuujin. While jumping from a wall. Has an automatic ground follow up on hit. Listed dmg=air part + ground part. |
Wall j.Y | 250 | 325 | 425 | 500 | 神威空蝉斬り/kamuiutsusemigiri. While jumping from a wall. Identical to Wall Y. |
Level 1/2/3/4
- X: 80/x/x/160
- XX: 80+80
- XXX:80+80+120
- f.X: 100
- Y: 200/x/x/400
- f.Y: 150
Jumping
- j.Y: 160/x/x/320
- j.f.Y (Flying Swallow): 250 (normal hit)
Dragon Claws
XX→XYYY kills bosses?
Level 1
Enemy Stats
Black Spider Ninja
HP: 550/650/750
Claw Ninja
- Acolyte HP: 600/700/800 (15%/25%/60%)
- Warrior HP: 600/700/800 (12.5%/22.5%/65%)
Difficulty
Difficulty affects these things:
- Starting HP
- Enemy count
- Enemy AI
Difficulty does NOT affect these things:
- Weapon damage
Way of the Acolyte / 忍の道
- Starting HP: 2100
Way of the Warrior / 強者の道
- Starting HP: 1950
Path of the Mentor / 悟りの道
- Starting HP: 1800
Chapter I
Battle 1
Before Muramasa
- Acolyte test1: 4x Claw Ninja (4x800)
- Acolyte test2: 4x Claw Ninja (2x800+2x700)
- Warrior: 5x Claw Ninja (4x800+1x700)
Battle 2
After Muramasa
- Acolyte test1: 4x Ninja (3x750+1x550)
- Acolyte test2: 4x Ninja (2x750+2x650)
Battle 3
After opening the door
- Acolyte: 4x Ninja (3x650+1x750)
Battle 4
Before wall run
- Acolyte: 4x Ninja (3x650+1x750)
Battle 5
After wall run
- Acolyte: 3x Ninja (2x750+1x650)
Battle 6
Drop after crystal skull
- Acolyte: 4x Ninja (3x750+1x550)
Battle 7
Stairs after drop
- Acolyte: 1x Ninja (1x550)
Battle 8
After stairs
- Acolyte: 3x Ninja (2x650+1x550) +1x Claw Ninja (800)
Battle 9
Wall run behind door
- Acolyte: 2x Ninja (1x650+1x750)
Battle 10
After wall run
- Acolyte: 3x Ninja (2x750+1x550) +1x Claw Ninja (800)
Battle 11
After pole swing
- Acolyte: 3x Ninja (2x650+1x750) +1 Ninja(delayed) (750) Note: all 3 of them are missing an arm for whatever reason
= Sources