One Piece: Grand Battle Walkthrough :
This walkthrough for One Piece: Grand Battle [Playstation 2] has been posted at 15 Jan 2010 by aidaner and is called "Kuro FAQ". If walkthrough is usable don't forgot thumbs up aidaner and share this with your freinds. And most important we have 5 other walkthroughs for One Piece: Grand Battle, read them all!
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Walkthrough - Kuro FAQ-------------------------------------------------------------------------------- ONE PIECE: GRAND BATTLE -------------------------------------------------------------------------------- Kuro FAQ Author: "Dragoner" Created: June 18, 2007 Version: 1.00 Copyright 2007, Philip Powers. Table of Contents: -+-+-+-+-+-+-+-+-+- (To find what you're looking for, just use Ctrl+F (Find) and type in the Roman numeral or name of the section you want.) PART ONE: Intro -+-+-+-+-+-+-+-+- 1-I. Updates/Version History 1-II. Introduction to One Piece: Grand Battle 1-III. Introduction to Kuro's character PART TWO: Meet Kuro -+-+-+-+-+-+-+-+-+- 2-I. Overview 2-II. Basic Movelist 2-III. Support Characters: Jango, Siam and Butchie 2-IV. Super Attacks 2-V. Secret Attack PART THREE: Using Kuro -+-+-+-+-+-+-+-+-+-+-+- 3-I. In General 3-II. Specific Match-Ups 3-III. Miscellaneous PART FOUR: In Closing -+-+-+-+-+-+-+-+-+-+-+- 4-I. Contact Information 4-II. Copyright Information (And Other Legal Junk) --------------- PART ONE: INTRO --------------- 1-I. Updates ------------ 0.60 - 6-18-07 Completed about half the first draft, all the way up to Kuro's Secret Attack. I'll write that up later. 0.70 - 6-20-07 Secret Attack and sections 3-I and 3-II (up to Chopper) completed. 1.00 - 6-22-07 First draft completed, including rest of Specific Match-Ups and miscellanea. 1-II. Introduction to One Piece: Grand Battle --------------------------------------------- "One Piece: Grand Battle" is a 3-D fighting game developed by Ganbarion for the Sony Playstation 2 and Nintendo Gamecube, based on the incredibly popular manga and anime series by Eiichiro Oda, "One Piece". Released as "One Piece Grand Battle! Rush" in Japan, it was modified for release in America. With voicework by the voice actors of One Piece's English dub, and the removal of several hid- den characters that the dubbed anime had not yet introduced, "One Piece: Grand Battle" remains largely untouched regarding the actual gameplay. In "Grand Battle", matches are fought between two characters at a time. The stage on which they fight usually contains unique traps and hazards to damage or immobilize them, as well as various containers full of helpful items. The combatants each have a Stamina, or life, bar and a Food Charge gauge. Food Charges are obtained, predictably, by picking up food items such as meat or fruit. Once the Food Charge Bar is full, it adds one Food Charge to the character. The maximum is two Charges (plus a full bar). These Charges are used to perform powerful special attacks with a variety of effects. 1-III. Introduction to Kuro -+-+-+-+-+-+-+-+-+-+-+-+-+-+- In an age of piracy when men let their muscles do the talking, one captain - captain of a second-rate ship with a third-rate crew, in fact - amassed such a terrifying reputation that the Navy trembled at the mention of his name. Kuro of the Black Cat Pirates, a wiry and bespectacled young man, preferred less heavy-handed work. Not so much leading by charisma or strength, and finding such values far too coarse for his liking, Kuro was possessed of an intellect beyond measure. His battle strategies were consistently formed and reformed to suit each oncoming foe, be it the Navy or a competing pirate crew. With the barest of expenses, "Kuro of the Thousand Plans" claimed riches and infamy beyond any that he or his trusty (if slightly dim) crew had ever known. But something happens to the geniuses of our world, something that topples them from glory, or else the rest of us would be slaves to them now. This schemer of schemers, this brilliant, calculating brain proved no exception. Kuro was getting bored. Capture after capture, victory after victory . . . Not an artless raider alive could match him in a battle of wits, and the Navy were hardly worth mentioning. Pillaging was no challenge. And so Kuro began to formulate what would become - just as he expected - his final plan. Faking his own death, an elaborate plot that involved the murder of an entire Navy crew and imprisonment of one of Kuro's own men, was the first step. The next saw Kuro washing ashore a small island village. A kind married couple was quick to aid him; almost as quick as he was to kill them. In false gratitude he took on the identity of "Klahadore the butler", and for the next three years put on a flawless performance of dignified care for the couple's daughter, the sweet heiress Kaya. At last his plan is nearing completion. When the Black Cat Pirates return for their captain, he will at last murder Kaya - the final piece - and take on her inheritance, living the rest of his life in extreme comfort. All that remains is one girl ... and a troublesome bunch led by a boy in a straw hat ... ------------------- PART TWO: MEET KURO ------------------- 2-I. Overview ------------- In hand-to-hand combat, Kuro wields a pair of unique and deadly weapons called the Cat Claws. Each finger of these black, furred gloves is equipped with a full-length sword blade, able to fillet a foe in no time flat. His greatest asset, however, is speed - in a tight spot, Kuro is able to vanish into a vague blur, appearing to the naked eye to "teleport" short distances. This ability is mirrored in One Piece: Grand Battle. His dash speed and combo ability are top-notch, but his power is negligible; shaking this disadvantage requires finesse. In the hands of a smart player, Kuro can strike in the blink of an eye and dart back to safety before the opponent knows where to look. 2-II. Movelist -------------- NOTE: All moves are tested against a CPU-controlled Luffy in Training Mode. As for the damage listings, keep in mind that a full Stamina bar is 2,000 points. Naturally, X refers to the "X" button on the Playstation 2 controller, O to the "O" button, /\ to "Triangle", etc. Ground Attacks: X = Stealth Steps, 60 damage. A basic roundhouse kick. Moderately fast, you will be starting a lot of combos with this one. XX = Cat Invitation, 100 damage. Following Stealth Steps, Kuro spins around to slice with his right Cat Claw. (Total 160 damage.) XXX = Cat Pounce, 100 damage. Kuro finishes this basic combo with a vertical cut that launches the opponent into the air. This is a fine way to deal damage as well as earn a chance to run - if it hits. (Total 260 damage.) XXO = Cat Trick, 40 - 170 damage. One of Kuro's more intimidating moves; after a backhand slash, he vanishes and reappears behind the opponent to inflict an extra stab. Continued presses of O result in as many as three extra teleport- attacks, making Cat Trick a stylish move to pull. But don't use it against a block, or you'll be left wide open. (Total 330 damage.) O = Cat Fend, 50 damage. A weak upwards sweep that hurls the opponent into the air. This opens up several useful avenues of attack. OO = Cat Fling, 60 damage. A flipkick launches your foe even higher up. (Total 110 damage.) OOO = Cat Turn, 190 damage. Leaping upwards to join the skybound opponent, you deliver several punishing cuts in a windmill of blades. Excellent for inflict- ing damage, but it can be hard to land if Cat Fling is unsuccessful. (Total 300 damage.) OOX = Stealth Drop, 100 damage. This is a fun move. Kuro teleports just above an airborne foe and somersaults, cleaving him/her down to earth. Best executed above a dangerous item or a pit to inflict added pain. (Total 210 damage.) OX = Kitty Steps, 80 damage. An extremely useful starter consisting of a flash teleport straight up in order to strike from above. Follow this with a quick move like Stealth Steps to get another combo rolling. (Total 130 damage.) X+O = Cat Thrust, 80 damage (Guard Crash!). Roaring, "This is the end!", Kuro jabs his right claw forward with puncturing force. This smashes a guard stance and opens the opponent up to: X+OO or XO = Stealth Pounce, 70 damage. With a quick turn, both Kuro and the enemy are sent sailing straight up. Whenever you can, follow with Cat Scoop. Ranged Attacks: R1+X = Stealth Slice, 80 damage. A quick (if not especially dangerous) attack wherein Kuro hurtles forward at blinding speed, ripping through anything in his path. Excellent for an opening gambit, escaping a tight spot, or stopping a strong move, but it's terrible for combos. R1+O = Stealth Slice, 120 damage. Stealth Slice, performed diagonally upwards with slightly more power and less speed. Use it to attack a foe who's on high- er ground. Air Attacks: /\+X = Cat Scoop, 70 damage. Tack this onto the end of almost any combo - it's stunning and accurate, and has more priority than most characters' air attacks. /\+O = Cat Stomp, 50 damage. Kuro executes an elegant stomp attack and bounces off the target's head. It's easy to land but it wouldn't kill a pillbug, so take advantage of the boost and perform it several times in a row. /\+X+O = Cat Cage, 10 damage. A diagonal nose-dive that serves to set up a ground assault. Use it to catch an opponent off-guard, as the recovery is nil. Throws: [] = Catnipped, 100 damage. Kuro chops the opponent to the side and shoots out a powerful kick. It sends him/her a respectable distance horizontally, but it won't send 'em over a walled cliff. Like all neutral grabs, Catnipped throws backwards. Any direction+[] = Cat Throw, 100 damage. The enemy, suddenly caged in a wall of blades, is thrown forward. Use it on the block-happy. * Specialty Attack: R1+X+O = Stealth Walk, no damage. Kuro's trademark move from the anime, the Stealth Walk is his basic "teleportation" technique; he moves too quickly to be seen. Press R1 in conjunction with X and O to send him into a swaying trance; press the analog stick to send him jetting off in any direction. It's only a short distance and does no damage, but is handy in mindgames. If your opponent is trying like mad to catch you, try zapping around the stage a bit. :) 2-III. Support Characters: Django, Siam and Butchie -------------------------------------------------- L1+([],[]) = Django, 5 attacks. Summoning Kuro's first mate causes the strange- eyed, dancing hypnotist to appear before you. Moonwalking several steps away, he proceeds to emit a circular rainbow wave of light that spreads outward and disappears. Any enemy who touches this wave instantly falls into a daze. This makes them absolutely defenseless and open to a combo, Super, or Secret Attack. After five waves, Django will disappear. Fortunately, the waves will not affect the summoner. Unfortunately, the effect only lasts perhaps three and a half seconds - and being struck by a second wave in a row brings the target back to his/her senses. So be quick, and put Django in a strategic position where he's impossible to miss! L1+([],[]) = Siam, 15 seconds, 150 damage per hit. When you select Kuro as a playable character, you're given a choice among his three supporters. Choose Siam to be able to summon him, a wild green-haired pirate. After a short lull, Siam will begin to chase the enemy. When he gets close enough, he'll let loose with a swing of his sharp nails. Siam cannot be destroyed and attacks will just push him around a bit, but he will vanish when time runs out. Call up Siam to serve as a diversion while you grab powerups. With good timing, he can also help deal huge damage on the enemy as a tag-team partner. If you want him to do any damage, though, be sure that the opponent won't be able to block his swipes. Depletes one Food Charge. L1+([],[]) = Butchie, 6 attacks, 250 damage per hit. Butchie is Siam's obese brother and appears only slightly more insane. Clad in a purple cape, Butchie will show off for a moment or two and then leap high into the air to crash un- ceremoniously down onto a nearby opponent. He is slow, however, and simple to dodge. If you summon Butchie, it's a good idea to tail the opponent and perform Cat Thrust to break his/her guard just before he lands. Butchie is stronger than Siam but less reliable, and you'll wanna work in sync with him to score hits. He will evaporate into smoke after performing six of his body slams, a sequence taking about 18 seconds. Depletes one Food Charge. 2-IV. Super Attacks ------------------- L1+(X,[]) = All Means, 260 damage. This is Kuro's only offensive Super. He darts straight ahead in a short-range Stealth Slice, then turns the other way to drill into the stunned enemy. While visually impressive, All Means is for a Super Attack pathetically weak and has a small hit range. Use it when the foe is dazed and you don't want to do anything that he/she will be able to block. L1+(X,O) = Hiding Cat, no damage. "Can you keep up with me?!" Kuro challenges, and in a small tornado of sword-claws, evanesces completely. In this state he is completely invisible; the only way to track his movements is by the small impact bursts and puffs of dust he leaves in his wake! Hiding Cat is 15 seconds of opportunity knocking. Use those seconds to dash in, perform a combo, and be gone for the retaliation. For obvious reasons, it works better on a human opp- onent than the CPU. Keep in mind that when you stand still you are completely visible until you start moving again, and the effect is shortened by damage. 2-V. Secret Attack ------------------ L1+(O,O,[]) = Sneaky Feet > Out of the Bag Attack. Only the initial step of this attack is left up to you; the rest depends on the fighters' current health levels. Sneaky Feet can be difficult to start, but let's go one step at a time. - Stage 1: The initial blow. Kuro vanishes into thin air, taunting "Where are you looking?". He soon flashes back into view behind the opponent, and pauses in midair for about half a second before slicing downward with both claws. It will not work on a guard stance. The most foolproof strategy is to first stun the opponent with Django's hypnosis. Once stars are dancing above his/her head, you'll have ample time to perform the attack. But watch out - Sneaky Feet is easily spotted because of the golden energy Kuro will leave behind. - Stage 2: The setup, part 1. The characters are set against a dramatic blue background. Kuro sprints forward, extends his Cat Claws, and performs a one- two slash and a kick in rapid succession. *** If your remaining Stamina is the same as or greater than your opponent's, this is as far as you'll get, doing minimal damage. - Stage 3: The setup, part 2. As the enemy looks on in horror, Kuro teleports behind him/her, drawing furrows of pain down the back. As red numbers slam into the screen, he adjusts his glasses: 3 ... 2 ... 1 ...! *** If your remaining Stamina is less than that of your opponent but more than half of it, this is as far as you'll get, doing moderate damage. - Stage 4: The release! *** If your stamina is at less than half of your opponent's, OR if you've found a Diamond (which grants one free special move at no Food Charge cost, and at full power), you'll make it all the way to see this stage. A gentle ocean breeze wafts past, as you find yourself in a staredown. Kuro and his unlucky foe face off at the bottom of a valley of stone. "I tire of this troublesome life," Kuro announces, fixing his glasses with a sweep of his palm, and at once falls into a trance; his arms fall to his sides, narrow shoulders taking on a rhythmic sway. Then he is gone. Alarmed, the hapless enemy protects himself as best he can - but to no avail. A boulder close behind gives up the ghost, invisible blades cleaving it neatly into five. Deep scratches race up the cliff wall, slicing through solid stone, tearing through the valley like a mad devil. The enemy is helpless as he feels Kuro's deadly claws score once, twice, thrice, four times... And at once there he is in the sky, claws raised to deliver the killing stroke. It lands. The opponent keels headfirst into the stone floor, even so shredded forming a crater the size of a small house. "Kuro of a Thousand Plans" has played his finest trick. ---------------------- PART THREE: USING KURO ---------------------- 3-I. In General --------------- As a rule, Kuro can be played either defensively or offensively; never both at once. When it comes to trading blows, the relatively low speed of his opening attacks will ensure that he comes out last. When playing as Kuro, the word of the day is STRAFE: strafing is a common tactic which boils down to running in circles around your opponent. Not only does it make you harder to get the jump on, but it puts you in the best position to strike quickly. Begin by strafing, and continue with one of his many effective combos. You may find Kuro's most useful move the Kitty Steps, which combine offense and defense and put him in a wonderful position to continue your offensive. You may also like to test your opponent with a sudden Stealth Slice. Whatever you pick remember that Kuro is fragile; he cannot take a sustained assault. Every fight as Kuro is a dance with danger, and can turn hazardous even if you're leading. In a pinch, instead of relying on supers, call out a friend instead! Siam and Butchie can both cause major hurt if you work together with one of them, and Django is your best friend if you're looking to throw out a particular move. Be crafty, be vigilant - and most importantly, remember how incredibly awesome you look blitzing around. 3-II. Specific Match-Ups ------------------------ Each character is different, so naturally, they each need to be handled a diff- erent way. This is a collection of advice on how best to take advantage of the strengths and weaknesses of all of "Grand Battle"'s cast, using Kuro. AGAINST LUFFY: The boy in the straw hat is an odd fighter. His aerial attacks are weak, but his long-range ones are very strong, so keep a stiff guard... and speaking of which, his own block animation is rather quick, so you'll have to catch him totally off-guard to land good hits. Stealth Slice works well, as do Stealth Pounce and Cat Scoop. Try to knock him into traps and pitfalls. AGAINST ZORO: This is a difficult battle, as Zoro has impressive attack power, and chances are sooner or later one of those heavy hits will find their mark. Patience is the key. Though barnbusters like Bull Charge, Rising Phoenix and especially Tri-Beast Requiem can deplete horrifying portions of your life bar in no time at all, they are easily blocked. Try to trick him into missing with big moves and make him pay for it. Use small combos to whittle down his health; going for broke just isn't worth the risk here. AGAINST NAMI: Though on the ground you are vulnerable to many of Nami's rapid- fire offensives, in the air you are simply too fast for her. Employ the Stealth Slice and Cat Scoop maneuvers to knock her into the sky. If you must remain earthbound, fight defensively; strafe until she either comes after you or fires a projectile. In the first case, evade or stomp on her; in the second, close in and cut her to ribbons. A Shield powerup is ideal. AGAINST SANJI: Sanji is an absolute terror up close. Keep at medium range and pepper him with whatever items you can get a hold of. If you are forced into close combat, use Cat Stomp as an opener and try to catch him off guard with a good solid combo or two. If he gets into a rhythm, he won't let go, so strike, get out, and wait for another opening. Summoning Siam is a great way to shake off his relentless charging. AGAINST ARLONG: Like you, Arlong has a choice of three chums to call upon, so be ready to block. Chu and his water bullets are the most dangerous, but Hachi and Kuroobi can't match your speed. Arlong himself is pure fishy muscle, and his Shark and Awe attack has many variations. Luckily for you, he has an awk- ward style; he's not especially fast or strong and has trouble with successful combos. When he's gone and left himself open, be vicious. His most dangerous move is his Secret Attack; recognize it by the obvious golden glow, and Stealth Slice or Stealth Walk away. AGAINST USOPP: The tactic for besting Usopp is basically the same no matter who you control. Be ready to block wherever you are, because his Shuriken Shooting Star is exceptionally annoying. Position yourself just far enough away to hit with Stealth Slice, and unleash the Cat Turn as soon as you stop. If he begins to power up a Super, IMMEDIATELY dash to the left or right. Never be above or directly in front of him, or you'll fall victim to his many projectiles. AGAINST BUGGY: Don't be fooled by his looks - Buggy is a tricky warrior with more than enough power (especially in his Chop Chop Buzzsaw) to wipe you off the map. Never try to attack from above; he'll likely catch you. Instead, belay his dirty fighting with patient, ground-bound combos and steady blocking. His Chop Chop Buggy move is surprising and unique, but block it and he's a sitting duck for whatever punishment you choose to inflict. Chop Chop Harpoon is a very difficult projectile to dodge; try Stealh Slicing him through it. NEVER EVER let him corner you. AGAINST KRIEG: Don Krieg is one of the few opponents you will face who you can easily outfight in close-quarters combat. His sluggish punches are no match for any of your basic combos, and once you've struck past his guard, you can pretty much do with him as you like. But beware his long-range moves! His Nail Shooter (particularly the super version) is highly destructive if you don't block it, and he will often counter an ill-timed swipe with his flamethrower. As always, be vigilant, and keep hammering at his high defenses to bring him down. AGAINST CHOPPER: Chopper is not only a very tiny target, but a very mixed bag of tricks as well. The attacks he performs in normal Brain Point form are silly and weak, while those wherein he switches to Heavy Point form (his OOO combo, for example, or his Guard Crash) are ludicrously strong. Take the initiative at once and don't allow him to break your rhythm, or he may surprise you. His long-range move, a triple bound in Walk Point, is weak but hard to predict. Be aggressive and you'll deplete his stamina faster than he can drain yours. AGAINST MS. SUNDAY: It's important to listen to Ms. Sunday's battle cries when you fight her; they serve as cues. "There's no escape" means she's about to use her Bloom Bloom Fruit to attack from below, "Eight Floret... !" indicates that a Guard Crash is coming, and so forth. Pay close attention to what she is doing and mentally link it to her words. Ms. Sunday's submission holds are shockingly damaging, but she cannot attack directly above her. Try attacking with O and delaying for a moment before continuing with Kitty Steps. This should throw her off and give you a chance to cut her up. But watch out for her counterattack! AGAINST MIHAWK: Play evasively against Mihawk. His knife swings have a tendency to interrupt your own attacks and his range beats yours to boot. He has a semi- circular slash attack that's weak but tough to get past, so don't approach from the front. Kitty Steps and Stealth Slice work well, as does Cat Pounce. If you summon a friend, be warned that his assists will probably be blocked - but with ample time for you to slip aside and grab a powerup. Try to collect a Shield or Diamond. AGAINST SHANKS: Shanks is a wild and unpredictable fighter, though his best moves (including his supers) are all orthodox enough to be blockable. Throw him and wait till he recovers, then tear into him with a series of combos. If you can manage to hold him down for a half-second, use Cat Thrust to shatter his guard and let him have it. He likes to strafe just as much as Kuro does, so take the initiative and attack head on before he gets a chance to unload killer sword techniques. AGAINST BON CLAY: Never get caught in an enclosed space with him. Bon Clay's weird martial art has a unique timing that can be nigh-impossible to penetrate. However, that's only when he's on the offensive! As large as he is, most of his attacks do little. Search for a Sword powerup if you can find it and smash through that annoying guard of his. Use your hit-and-run techniques often - there's just NOTHING more frustrating than having him punch at you with the kind of timing that ensures you can't block or get away. Be patient. AGAINST CROCODILE: Battling Sir Crocodile is a Krieg fight all over again. The only difference is, Krieg was more dangerous at a distance; Croc is terrifying up close. His openers, however, are thrown at a snail's pace, so you should have no trouble blocking them. Dive in with Stealth Slice and time your upward O swing to catch him in a vertical combo on the way down. Watch out for his Supers - they are the most damaging in the entire game. What you really have to watch out for is Sandstorm Burden, an enormous explosive tossed diagonally down from midair. As soon as you see his mug plastered across the screen, IMM- EDIATELY Stealth Slice in his direction! This should minimize the damage. 3-III. Miscellaneous -------------------- - Kuro's throws both launch the opponent a respectable distance, Catnipped at a more horizontal angle and Cat Throw at a more vertical one. Use Kuro's high speed to smoothly slip past an enemy's attack and pull him/her into a grapple. Often, especially if the handicap is set against you, managing to toss your foe into a pitfall will inflict palpable hurt and buy you some time. - Kuro is a useful character in many of Usopp's minigames: * Usopp Race: As time passes and the boats in the background race, the five pirates surrounding you will attempt to fire their cannons. They take three to five hits apiece to dispatch temporarily. Use Stealth Slice to smack two or three pirates at once, and summon Siam to tag the ones you can't get to. Each stunned pirate drops a piece of fruit, so use them to keep summoning Siam again and again. * Battle Bowl: Stopping power means nothing in this challenge, so Kuro's lightning speed and versatility makes it a cinch. Avoid Stealth Slice. Instead, hang out near where Gaimon's shadow appears, wait for your foe to grab him, then strike and toss Gaimon into the opposite goal. Feeling daring? Stand with your back to the scoring-goal and perform Catnipped as soon as Gaimon is grabbed to toss the other team into their own goal for triple points! * Box Crusher: Another easy win. Choose Butchie as your partner and invoke him to demolish entire stacks of crates with his body-slam. Meanwhile, Stealth Slice long rows of boxes and Cat Pounce to tear through the tall bunches. Keep slicing and don't let anything fall on your head (as you hit the lower boxes, that is) to finish in record time. * Snow Shovel: Snow Shovel is an odd minigame. Given an enormous block of snow, your task is to clean off the platform by tossing snowballs off the edges and melting the rest with your shoes. Begin by grabbing snow- balls out of the initial mound and throwing 'em away, then start walking in circles. If more snowballs fall onto the platform, get rid of them before they collapse into bigger piles. * Wootz Smash: This is probably the most daunting of the tasks for Captain Kuro, as it involves a large, dangerous foe against whom combos are near useless. Krieg, in addition to his normal armaments, has a Shield prot- ection for the entire bout. You have one minute to defeat him. It may be tempting not to face him directly, but don't worry about your health; you simply don't have time. Trap him on the floating driftwood and sum- mon Butchie. When he |
