Character In-Depth faq Naruto: Narutimate Hero 3 (PS2) Made by: Curori Yamanako Ino Character Guide ....................................................................... Index (1) Basic terms and Controls (2) General Stategy (3) Movelist (4) Jutsu (5) Button Locks (6) Ougi (7) Shunpo (8) Wavedash (9) Infinites (10)Credits, Contact, Copyright ....................................................................... (1) Basic Terms and Controls: X-Jump []-Throw Projectiles /\-Charge Ougi O-Attack L2/R2-Block/KnJ (Kawarimi No Jutsu) L1/R1-Rotate items Left and Right Kawarimi No Jutsu aka KNJ - The act of replacing yourself with a log/teleport. This action is done in NH3 by pressing L2/R2 the second before you are attacked. Button Lock: After certain moves are completed and finished with a [] the opponents X, O and block (R2) are disabled for a certain amount of time. Shuriken Cancel: [] at certain point in chains, jutsu or ougi animations to stop the characters movements and actions. Shunpo-Another term for ''Flash Step''. When a Shunpo is done the character does a quick dash and is invisible during this animation. An example of a Shunpo is Sandaime's >OO, []. ....................................................................... (2) Why Ino? ~ General Strategy. Ino is as an annoyer. Firstly her poison is "unblockable" (yes I know you can X-dash away from it). Secondly, her combo strings are really good at annoying/confusing your opponent, especially her O starters. Lastly, she's an all-around decent character and does not take damage as bad as other female characters (Tayuya, Sakura and Hinata) . I would back-up all of you nay sayers, with the fact that I have repeatedly beaten high level characters (Neji, Kisame, Jiraiya) with adept users, using Ino. ....................................................................... (3) Movelist: Neutral Starter O O - 5% DAMAGE - Consists of one flicked kick and then an aerial lift up using her legs. This is one her best strings to use to confuse your opponent. Because of the height Ino has you at when she uses it, if the opponent KNJ's they're almost always confused because they are in the air and do not know which moves to use, so quiet often they will throw a shuriken. This can be cancelled at the top of the arc of the lift-up in order to "air-shunpo"(Strict timing). Refer to the Wavedash Section below. Yukari no Kaze (Wind of the Eucalyptus) OO>O - 10% DAMAGE - Same setup as above with the final hit consisting of a Dynamic entry-ish kick, that can lead to KNJ battle (oui ouichi(sp?). This move can lead to ougi or jutsu if done towards a wall. Akileasu no Suteppu (Steps of the Achilleas) OO<O - 12% DAMAGE - Ino does a flicking kick then kicks you up in the air then does multiple kicks to the opponent's face. Can be used to lock opponent Connects with ougi and jutsu, but it is KNJed easily. Amarilisu no Odori (Dance of the Amaryllis) OOVO - 10% DAMAGE - Same aerial lift-up but she ends it with a swirling kick with both legs. Can be used to lock opponent and comboed with Jutsu. After a considerate amount of use with Ino I have to say this move not crap, it distances you from the opponent if KNJed and has the added bonus of jutsu comboing. Ka ni Mau Katolea (Windy Dance of the Cattleya) OO^O - 10% DAMAGE Same aerial lift kick but ended with a two legged dolphin kick. Can lead to KNJ battle. Good for nailing opponent with Poison Roses. Bara no Ichigeki (Rose Attack) >OO - 5% DAMAGE - Ino does a dancing elbow thrust towards the opponent and then finishes up with a lunging punch. This move can be cancelled into her ^OO rather easily, catching your opponent by surprise. The initial startup off this move is a countering push back, so avoid hitting her at this time. Liatolisu no Omoi (Passion of the Liatris) ^OO - 5% DAMAGE - Ino does a pleat-like upwards turning back-kick. If she is hit during the spin she counters the opponent. Useful for opponents who like to jump and VO. Can be SHCed right before the kick to Shunpo on some characters (Correct me if I�m wrong). Odoru Hime Yuri (Dance of the Lily Princess) VOO - 8% DAMAGE - Ino does a forward propelled slipping kick (breaks guard) and then does a scissor-like flip kick with both legs. Can be used to connect instantly (aka. Untechable Jutsu) with her ^^O and other strings. However, this move is slower than others and can be KNJed with some ease. Kuroba no Yakusoku (Promise of the Clover) <O - 5% DAMAGE - Ino does a flipping cartwheel and uses her legs to catch and hurl the opponent. Can lead to KNJ battle. Can also be comboed into ougi and jutsu if used with Ino's back to the wall. Be sure to distance yourself from the opponent enough so that her feet will connect with their body. Can also be used to shunpo with or without (IF your opponent moves forward) a SHC. Aerial: Shikuramen no Kaori (Fragrance of Cyclamen) <O - 5% DAMAGE - Ino does a twirling kick push away forcing the opponent in the opposite direction. Can very seldom be comboed into jutsu if Ino's back is to the wall. Easy to KNJ. Kaze ni Noru Nerine (Nerine Windrider) OOO - 10% DAMAGE - Consists pf three spinning kicks that can lead into a KNJ Battle. This move can also connect with ougi/jutsu if timed correctly with a wall bounce. This comes out very fast and is not necessarily easy to KNJ. Kasumisou no Hishou (Flight of the Gypsophilia) ^OO - 10% DAMAGE - Ino does two rising punches and finishes off with a dolphin tail kick. Not very easy to KNJ and can lead to a KNJ battle. Can be used to button lock the opponent but only with low altitude X-Dash-ins. Only useful when you want to nail your opponent with poison. Can connect with ougi, (mostly her level three) but it is better to buttonlock; just to be safe. Kanashimi no Kinsenka (Grief's Marigold) VOO - 13% DAMAGE - Same as above but with a downward punch a kick then a kick with both legs towards the ground. The opponent will bounce and can be comboed into with an ougi or jutsu. Can be used to button lock the opponent but only with low altitude X-Dash-ins ; very good to use (best used against a wall) if you actually connect all of the hits and don�t want your opponent to KNJ the follow-up (Ougi/Jutsu). ....................................................................... (4) Jutsu: ^^O - 16 hit combo - Ino starts this with a lunging outreached punch towards the opponent. Has great range and speed. Can be used in conjunction with her >OO and her VOO almost instantly. The move is also not easy to KNJ. Untechable, VOO , ^OO (no wait). VVO - Poisonous Roses - Ino pulls her roses out of her pockets and gathers them at her head in order to throw them. Can throw to other plains as well as different heights (depending on the length of charge). ITS UNBLOCKABLE., but because of the spread of the arrows it is almost impossible for your opponent to time a KNJ. The damage if done up close is relative to TenTen�s Kagura Shuriken. This is by far her best weapon to take down turtlers and Jiraiyas because of its potency against blockers and for its damage capabilities, respectively. It can almost always be cancelled into from most of her strings as long as she is on the ground. ....................................................................... (5) Button Locks: OOVO, [] Can be comboed into her Justus. But the move itself is easy to KNJ, so it won�t be used very often. OO>O, [] Can be comboed into her Justus but only when used with Ino facing a wall. The dynamic entry-ish kick comes out fast and is not easy to KNJ. Better move to use if you want to use a jutsu and your opponent frequently KNJ�s her ^^O. OO<O, [] Can be comboed into her Justus. But the move itself is easy to KNJ, so it won�t be used very often. Dash in (aerial) ^OO, [] The string is very fast and you can complete it often. This move is only good if you do it towards a wall and Ino has enough time to touch the ground and pop out her poison roses. VOO, [] Very good move to use if you are trying to set up an ougi or jutsu; it comes out fast and is not easy to KNJ. ....................................................................... (6) Ougi(Cinematic Specials, all ougi are version �3): Lvl 1 -25 Dmg, SPD+30- Ninpo Hyakka Ryouran (Ninja Arts: Profusion of Flowers) Ino uses genjutsu to confuse the opponent and then throw a poisoned flower into their head. Animation - Ino�s Typical lunging elbow (ie. Her >OO) Lvl 2 -30 Dmg, STR+30, SPD+10- Shintenshin no Jutsu (Mind Body Switch Technique) Ino's father takes control of the opponent's body, giving Ino time to punch them. Animation - Dynamic Entry - Ino Style (Horrible hit frames) Lvl 3 -25 dmg, STR+10, SPD+10, CHK+20, SFX+10- Kuge Okuri (Flowers for You) Ino confesses her love for the opponent and gives them a bouquet of exploding flowers. Animation - Ino does a flip into the air (Picture Amy from GG�s Forward anchor vault) *Leaves Ino in a chou or powered-up state, make her faster and stronger. Recommended Ougi: I would definitely recommend her third version, Lvl one ougi. Firstly, it only costs one bar and we want to save most of her chakra for KNJing and jutsu (VV/^^O). Secondly, the Lvl 2 has horrible hit frames and therefore it is very hard to connect with anything at all. Lastly, her Lvl 1 gives her 30+ speed up so, it gives you more options (jutsu/combo strings) and speed (of course) when your done the ougi. As a rule of thumb it is wise not to use Lvl 3's; all of your chakra is gone and you are open to infinites and semi-infinites. Ougi Set-ups: (Back to wall) <O, /\, O Lvl 1 and 3 (correction?) (Facing wall) OO>O, /\, O Lvl 1 and 3 (correction?) (Facing Wall) OO<O, /\, O Lvl 3 Aerial, X, X Dash-in VOO, /\, O All (Back to wall) <O, /\, O All (maybe not Lvl 2?) Aerial (Towards wall) OOO, /\, O Lvl 1 and 3 (towards wall) ^OO, []*, /\, O All *Good idea to Lock with this (must dash-in for buttonlock) ....................................................................... (7) Shunpo: <O, [] >OO,[] (Especially after her lvl 3 ougi boost) OO, [] Cancel after the second kick to "wave dash" shunpo less than half a stage length (read furhter) OOVO, [] Right before she ends the swirling kick. ....................................................................... (8) WAVEDASH Ino has a Wavedash that can be turned on/off (In My Opinion, Just like Chouji), everytime you try to cancel the move with a [] you will usually always land the dash. OO, [] > [] right as she jumps up. To turn off: jump. ....................................................................... (9) Infinites: OOVO, [], OOVO, [], OOVO, []..... repeat. If you cancel the 2nd or 3rd hit of her leg swirl she ends up right below the opponent and can reach him with her O starters. If you use the again it is possible to infinite. Very Hard to do. In training mode I only accomplished 3 chains; it is hard to time the SHC so that she ends up on the ground at the right time to be able hit the opponent with a new chain. The End. ....................................................................... (10) Credits, Copyrights and Contact info: Special thanks to crookedjester.com aka. shishi-rendan, for move translations and general community feedback. Darkhonor90 for controls and advance terms faq. Pinoy01 from crookedjester for move Damage values. hfolkner from crookedjester for some additional Ino tips. CyberConnect2: for making the best 3-d fighter ever. Masashi Kishimoto for the Naruto series in general. Contact me at CoreyG_unit (at) hotmail (dot) com or feedback, corrections and anthing else. Don't spam my inbox. This guide was made by me Corey Guirestante aka curori and can only be used/copied with express permission from me. So don't sell it, distribute it or reproduce it.