Ninja Gaiden II
System
Essence
- Enemies drop essence on death.
- Essence can have different colors and effects.
- Essence can be absorbed by holding Y, which makes Ryu gain a charge level instantly.
- On max essence charge, the charge attack changes its animation and power.
- Essence absorbed by charge attacks does not heal or give yellow essence points (needs confirmation).
Yellow Essence
- Yellow essence is a currency used at the Muramasa statues to buy items and weapon upgrades.
- The amount of yellow essence that is dropped depends on the enemy killed (this is static between difficultes).
Blue Essence
- Blue essence both heals the player and grants additional yellow essence currency depending on the enemy's yellow essence drop value.
- Small blue essence heal 125 HP.
Red Essence=
- Red essence adds +1 Ninjutsu stock.
- adds yellow essence points? confirm
Green Essence
- Mission mode only
- Increases Karma multiplier
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 Damage (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. |
Enemy Stats
Enemy HP is randomized and weighted between 3 values for each enemy. Enemy HP is the same for Acolyte & Warrior, but drastically increases on Mentor (Master Ninja untested).
The following data lists the HP values followed by the spawn weight, meaning that lower %-numbers are less likely to occur.
Jigumo Ninja
Regular Ninja with dual swords
- Acolyte HP: 550/650/750
- Warrior HP:
- Mentor HP:
Hook Ninja
Dual claws
- Acolyte HP: 600/700/800 (15%/25%/60%)
- Warrior HP: 600/700/800 (12.5%/22.5%/65%)
- Mentor HP: 1200/1320/1440 (10%/25%/65%?)
Dark Hook Ninja
Black & gold version of Hook Ninjas
- Mentor HP: 1200/1320/1440 (10%/25%/65%?)
Armored Ninja (Submachine gun)
Splinter Cell Ninjas
- HP: 800/900/1000
Armored Ninja (Rocket launcher)
Splinter Cell Ninjas
- HP: 800/900/1000
BOSS Alexey 2
2nd appearance
- Warrior HP: 6000
Difficulty
Difficulty affects these things (wip list):
- Starting HP
- Enemy count
- Enemy types (wave composition)
- Enemy AI (unconfirmed)
- Enemy HP, Mentor +20%; Master Ninja +50% compared to Acolyte / Warrior
- Weapon upgrade costs
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
- Enemy HP modifier: +20% (confirmed for bosses)
Sources
- Individual research by ATG
- Ninja Gaiden II Perfect Guide
- japanese wiki