Ninja Gaiden II

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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 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