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Master Ninja Any% Notes

Preface

  • Resources used to learn: JTB run and TGD's Discord call lesson.
  • This note is brokedown by fights and reminders. Movement is ultimately the end goal, but combat currently takes priority because the wave fights require a significant amount of improvisation and on-the-fly decision-making.
  • HSS is A very important move to learn which is releasing the Y button as soon as you feel the Dragon Sword charge.
  • To loop with Azure Dragon Launcher. Hold block button while spamming the move on-landing.
  • Some pick ups and shopping can be skipped, if you didn't heal much and got very good patterns..etc.
  • Camera Control is very important while dealing with Mages and such.
  • Ryu can recover quickly from landing if you menu his equipment switch.
  • Always good idea to save before bosses like Pa Zuu and Doku to quick reset-load if an attempt failed.
  • Essence drop is determined by how high your combo counter is at the time of an enemy's death. Combos that are less than 20 hits will release the default amount of essence (or have a chance of releasing blue or red essence depending on the situation). Once you pass the 20 hit mark, the essence amount begins to multiply incrementally. Eventually the multiplier bonus caps out once the combo counter exceeds 50 hits.
  • Combo multiplier can be combined with the ET/UT Essence multiplier which really leads to a massive payout.

Alt+Tab Buy List

  • Before Ch2 Horse: 3x Small Devil, Inferno
  • Ch3 before Bed Bunks: Lv2 Dragon Sword, Counter and Izuna drop scroll.
  • Ch4 for ticket: Lunar Lv2, Exchange Scarabs for Smoke Bomb, Small Devil, Armlet of the Sun, Wooden Sword.
  • During Cat Fiend farming (7th Wave): Wooden Sword Lv5
  • Chapter 7: Dragon Sword Lv3, Wooden Sword Lv6, 3x Small Devil, Refill Incendiary Shuriken
  • Chapter 8: Lv7 Wooden Sword, Lv3 Lunar, refill arrows and buy few smoke bombs
  • Chapter 9: Last chance for Lv7 Wooden Sword if failed at previous chapter otherwise pillbug farm in Chapter 10 which is extremely slow + reset
  • Chapter 11: Last chance for Lunar Lv3, Tailsman, 3x Small Devil, Refill Small Spirits
  • Chapter 12 Before Yoten: If out of Smoke bombs buy few for Imps
  • Chapter 14 Before Last Clone: Tailsman, Giant Devil Elixir
  • Chapter 14 After Last Clone: Restock Devil and Spirit elixirs

Pick ups

Important: This is assuming the average healing scenario against bosses and such.

  • Chapter 1: 2x Small Spirit, 2x Giant Elixir
  • Chapter 2: LoTG, Fire Wheel, Small Spirit, Smoke Bomb, Arrows, Giant Elixir.
  • Chapter 3: Tailsman, Small Spirit.
  • Chapter 4: Spirit of the Devils, Esscence Chest, Golden Scarab, Small Spirit
  • Chapter 6: Giant Elixir, Potency, Small Spirit, Incendiary Shuriken, Esscence Chest
  • Chapter 7: 2x LoTG, Jewel of the Demon Seal, Giant Elixir before Alma trigger
  • Chapter 9: 2x Small Spirit, Giant Elixir
  • Chapter 10: Esscence Chest, Spirit of the Devils, 2x Small Spirit, Giant Elixir, Celerity
  • Chapter 11: Giant Elixir
  • Chapter 12: 2x Giant Elixir, Inazuma, LoTG
  • Chapter 13: Giant Elixir, Tailsman

Chapter 1

  • The chapter must end with at least 12,000 Esccences
  • You can afford using 2 Small Elixir and 1 Giant Elixir Healing.
  • 9 Ninjas - Video demonstrates ideal pattern. Ideally, you should pick one Red Ninja's esscence per wave. If you fail to get the triple then just make sure that you chain UTs while stunning 1 survived ninja with X,delay,Y lunar into jump shuriken for on-landing UT.
  • Back-to-Back - Drag previous room esscence to one UT triple ninjas. Roll left > forward shuriken jump > UT. Try to grab 1 Red Ninja's Esscence. Do the same for the next room before the Elixir pick.
  • Before the Fang Box - Break the torch to chain UT on 2 Red Ninjas. Consistent setup is wall run into roll.
  • Before Murai - Do ET (You may not charge in time sometimes) and Wall Attack setup against 2 Purple Ninjas then start chaining UTs. Break the torch only when it's necessary. Grab at least 2 UT'd Essence from Red Ninjas. It can be good idea to enter this room with like 50% HP just to hope for blue esscence drop from Purple Ninjas.
  • Murai - I perfer Lunar X,Y roll loop. If you don't setup the roll fast enough then you will have to adjust against Red Ninjas range because of their IS spam. If you get hit by one then Wall Attack and hope murai gets hit or does a roll for free hits.

Chapter 2

  • The chapter must end with at least 3,000 Esccences
  • Quick Farm - The reason why you don't break the latern from chapter 1. Do not forget to pick LoTG as you exit.
  • 2 Ninja & 3 Samurai - Getting 50 combo hit against Red ninja is good. You can also can setup UT kill if you don't get Red Ninjas in a blender with X,X loop. By launching then one esscence charge. After that, pick up small elixir box behind ryu. Once you open the Smoke Bomb box, on-land jump forward twice then UT charge. It is best to release when the samurai is about to attack you. If you only managed to get one kill then set up UT with Smoke Bomb for a double.
  • Save Point - 1k Esscence box. At this point of the run your currency should be between 16,000 to 18,000
  • 6x Horse - Before you go to the horse men, setup UT for more money against samuraiThe first one is the most important part. When you drop the horse men. Jump towards the 2nd guy then wait for the samurai. When it's about to attack you jump forward then setup UT for a double. Finish the rest with ninpo.
  • Masakado - Walk towards him before the ninpo knock down. Smoke Bomb right away to distract mage. Drag the boss to the right corner and make sure that the camera is only focused on him and ryu. Smoke Bomb then do this sequence: Forward+X,Y,X (on-landing) Forward+X,Y (on-landing UT/ET). X,Y,Y to end the fight.

Chapter 3

  • Potential reset chapter if you don't get enough Esscence from previous chapter and fail 50 combo setup.
  • Map and Surprise - SAT Commando X,Y,X,Y. SAT Riot Guard Forward+Y, HSS, Fiend Seal x2.
  • Key Door - This can be very easy to mess up but you start the fight with UT then start looping each SAT with azure dragon launcher. Riot Guard always block your attack. Therefore you have to azure dragon loop since it guarantees a hit. The video that is demonstrating isn't exactly done optimally but it helps you to give you an idea.
  • Bed Bunks - Smoke bomb Jump > on-landing Jump towards Riot Guard for Izuna Drop then start chaining UT. The spawn for 2nd wave can vary. Leave the room with 1 Yellow Esscence.
  • Card ID - ET chain until Riot Guard. The last hit of Dragon Sword UT knocks down the second for a free fiend seal. UT the last Riot Guard.
  • Bridge Fall - First Riot Guard will get 2 shot ET. The rest is azure dragon into ET. It's better to hit confirm with X,Y first.
  • When you climb before Dynamo fight, use 1 small elixir for dupe setup in chapter 4.
  • Dynamo - Smoke Bomb > Jump then X,Y,Y. When he does the horizontal swing which guard breaks you cancel it into roll then time Smoke Bomb to dodge his grab. Inferno to cancel his dome. If dynamo stays still after X,Y,Y then use Smoke Bomb instantly to dodge on his left.

Chapter 4

  • Currency check chapter.
  • Orange Door - Requires a lot of improvising on how you deal with UT chain against Gold MSAT. Because, their spawn isn't always the same. However, the start is consistent by inferno against 2 soldiers then smoke bomb for the 3rd one to x,y, on-landing HSS, fiend seal. The video shows my best attempt during this category grind. If you finish the fight before timer ends then you got a decent fight. It's good idea to absorb Gold MSAT's esscence as they are worth 1,400.
  • Green Door - Improvise ET Charge after Izuna Drop setup.
  • Secret cell room has 5,000 Esscence Box.
  • After shopping before entering the club attempt a once dupe

Chapter 5

  • Mostly movement chapter
  • MSATs and Ninjas - force the Riot Guard to block the launcher then switch to Lunar. Inferno right after you back roll then start chaining UTs.
  • 3x MSAT + 3x Dino - MSAT Phase Normal Charge lunar release twice for a triple. Dino PhaseFirst one usually roll towards you. Prepare counter attack then start pushing him towards 2nd dino for inferno setup. If you are out of ninpo just spam X,Y and counter when it's needed. If they don't get stunned then you have to prepare to dodge their grabs.
  • Hydra 1 - Big RNG fight. One arm supposedly breaks out in 3FS. Fire Wheel can help against imps when charging UT with Lunar.

Chapter 6

  • Cat Farm - Optimal is 7. If your currency route is bad then it may go up to 9
  • TDS Clone - A good pattern is double hit ET x2 > single hit ET > Lunar UT.
  • Monk Room - Quick monk kill is Jump X > IS > Y. If the first one still survives due to the missing hitbox and such ninpo and If they don't drop a blue or red before you start chaining UTs.
  • Wasps - Wait until they sting in groups then Ninpo. After that, start chaining UTs + IS. If you find a red then pick it up.
  • Zombie Fight - If ninpo avaliable setup a double kill then archer IS > X,Y,Y > X,X,Y. Start chaining UT until you are forced get rid of the second archer.
  • Don't forget to save 1 ninpo for the Elevator you can try to UT cutscene kill but I am much more comfortable this way in MN.
  • Bone Dragon - Don't forget potency. Also for some reason Ryu aim priority changes if you do last hit of flails' X,Y,Y to nearby wasps.

Chapter 7

  • Blue Room - Start throwing IS at both archers during Roll Jump.
  • Red Room - Guard reset can help to stay still at the platform.
  • Hydra 2 - With Lv3 Dragon Sword, you only need 2 FS (Still it can be RNG with the behaviour). Starting Gleaming UT can be rough and cats can go through Fire Wheel at times with their FS.
  • Remember to use the LoTG after this fight and equip Smoke Bomb.
  • 3x Cat and 3x Red Ninja - Smoke bomb > Izuna a cat > Smoke bomb > Start UT chain.
  • Alma - At the start of the fight You need to wait a fraction of second before doing the gleam (As soon as she starts floating). HSS knock down helps after her charge attack dodge. You can also take opportunity to ET during this pattern for free damage.
  • There are 3 main patterns where you can guarantee Alma knock down with Inferno. Pillar throw, Charge attack and a grab. Although, you will have to Improvise on resource by when you can loop her and such.
  • Optimal combo against Alma is ET > Azure Dragon > Air Combo after the inferno against her pillar throw. You can get a double hit out of that if she is cornered.

Chapter 8

  • 9x Soliders Cat and 3x Drones - Jump immediately then center the camera. Block bullets then inferno as soon as second soldier lands. Jump towards them to hit X,X lunar > IS the drone. For the second and third wave UT > IS drone. Last soldier is X,X loop till 50 combo then IS the drone.
  • The combo can not always be consistent since the drones can frame perfect hit you sometimes as soon as you recover from UT. You can Absorb the esscence and redo the setup again with Inferno.
  • 2x Turrets and Drones - Usually turrets can be dealt with 4 arrows but sometimes they take more. Refill arrow before the last hit on the second turrent soldier.
  • Final Sequence - Chopper is consistent with 4 arrows. The Rocket Launcher Soldier won't spawn until you clear out 6 drones. The spawn starts from the right.

Chapter 9

  • Be very careful on this chapter because you can potentially lose all of your healing items.
  • Get rid of the left Turret Soilder first. Because, you want the key spawn near to the warehouse door.
  • During the warehouse there is 2 small elixir that are worth to pick up along with 1 Giant Elixir. It's recommended to grab those unless you played really well without using a single healing.
  • Turntable - Spawns are random but its always better to start the fight from the right. UT when it's necessary or for currency farm. The cycle is Wind Path > UT/Explosive Arrows/UF >+Y. Becareful of rocket launcher since they can catch you with normal roll jumping. It's better to delay with the roll as you approach them.
  • 2x Tank - Jump on the opposite side of the crate whenever tank switches the position.
  • Chopper - To dodge the missiles, you will have to roll the opposite direction where the lower half is thrown and jump the oppsite direction of where the upper missile is. The Jump has to be delayed. Good RNG is when you get chopper cutscene going under bridge where you have to prepare dodging 3 sets of missiles behind the APFSDS Cores crate.
  • Radio Tower - Shoot 3 soldiers with explosives > 5 Discs of Radio Tower > Back to Soldier > UT then Arrow > Finish the rest of the Tower's disc.
  • Final Sequence - It's worth setting up UT for the triple soldier before end chapter access door.

Chapter 10

  • The reason of why tailsman is needed.
  • Worm I - UF is fastest but it's very risky with how big crabs can clip you with the laser. It's much more recommended to go with ET into gleaming loop.
  • Don't forget spirit of the devil
  • UF Health setup Imp - 2 slide grab or uppercut (becareful on wall splat) into teleport hit. If they take too long to do it then take the 2nd hit string pattern. If you got hit by Giant Black Crab during the hallway movement then that's 1 grab damage already done.
  • Double Worm - Air Combo from the worm on the right, if my health isn't glowing then I stand on the water a bit to take damage then Inferno which resets their pattern. Dodge and >+Y the rest.
  • Use forward Jump + X loop to heal against ghost fish and hopefully some ninpo.
  • Take Giant Elixir if you have none. Very important for Chapter 11.
  • Dabi Clone - Make sure that you block stun him with shuriken as you approach. Knock him down with UF once then start looping with Izuna. Make note of the distance.
  • The setup to blinking HP with Ogre can be only done from full hp. Either stomp grab or double homerun grab (watch out for the wall splat though).
  • Pa Zuu - With Celerity you start with jump > smoke bomb > ET charge to iframe his push back pattern > forward+Y > Fire Wheel. Start whaling on air-combo and UT/ET from imps when you have a chance.

Chapter 11

  • Farm fish - 3x times if you lost tailsman. Otherwise, you will only need to do it once. Pick Giant Elixir if you are not maxed out with it.
  • If you swim really well then you will only have to heal with either pillbugs or ghost fish. Smoke bomb in case that ninjas won't clip you around.
  • You can safely setup the blinking hp if you interact the elevator to the monk's room then swim back to doku. But the fish can catch you off guard.
  • OoB Explanation - I generally don't recommend this learning unless you reach to a point where you absolutely must.
  • Doku - Inferno the Ninjas then start chaining UT, hope that you can hit him UT 3 times. There are 2 main opportunities to hit him. His long combo string with forward+Y, His unblockable charge where you can X,X,Y.
  • You can also hit Doku during his boomerang with forward+Y but, the timing is very strict as you have to be preemptive.
  • Try to not lose tailsman here. Highly recommended to make a back up save before his fight.

Chapter 12

  • If you forget Lunar Lv3 then the run is automatically dead. The "fastest" way to get into Muramusa shop is to go through Clone Kitetsu
  • 2 Giant Elixirs avaliable to pick and some smalls. Although, it's good idea to double check in Muramusa Shop with smoke bombs cause of yoten.
  • Yotunfrau - Keep the imps distracted with Smoke Bombs and pray Yoten doesn't slam too much. Time the Fire Wheel iFrame accordingly.
  • Lava Worm - UF can take care of it in 2 hits. Just watch out for the circular shot which can be avoided by good position with a static jump. After it's 4th shot, uou can start charging ET. Once the fight ends, avoid the soft lock by picking the key > esscence absorb > menu by either healing or weapon change.
  • Only Original Xbox can avoid this soft-lock but it's slower anyway and has some FPS drops.
  • Smaugan - With Armlet of the Sun. Don't skip the cutscene too fast wait for his claw to shop up then skip. Release the ET charge at 197s then do the air combo twice.
  • Before you end the chapter, use your last LoTG then upgrade and equip Inazuma.

Chapter 13

  • UF Health setup Bats - You have to time Inazuma earlier than you might think. Hold block while climbing the ladder to avoid absorbing health esscence..etc.
  • Tailsman 3x Ogre - Recommended, even if you have just 1. The flail clone and Awakened Alma fight can get dragged for too long sometimes.
  • Flail Clone - Literally pray for the Wall Attack and Fiend Seal. Avoid blocking too much as he has an attack that is impossible to avoid. Runaway Lightning is a grab on block.
  • Awakened Alma - The start up of HSS stun is usually consistent into Flying Swallow. The key of this fight is to force Alma ground charge at you where you can stop her with ET hit. This will give you free HSS knock down setup. Inazuma helps to clear out imps and potentially UT Gleam against alma.
  • Pill Bug and Armored Zombie - Make sure to get UT kill against zombies as they are worth 14,000 and that is huge. This section is very good for money farming.

Chapter 14

  • Mostly movement chapter
  • UF Clone - same as chapter 10's aside from potency damage boost. You also want to make sure to get ET kill for Esscence with the celerity setup.
  • Spirit Doku - Wind Run into Gleaming Blade then Fire Wheel immediately to get rid of ghost fish. Time your Gleaming carefully because if you mess it up Doku will use his unblockable charge attack. Use these esscence for UT gleaming after you bait Doku with his shoulder charge from the distance.

Chapter 15

  • Hardest Chapter in the Run
  • Floor 1 - Get rid of black crab then use UT to clear out imps. I like to spam UF UT here with celerity. Leave the last one for HP blinking setup which is after 7th kill. Same as chapter 10 but this time one grab should wall splat.
  • When climbing the staircase against ghost fish use Fire Wheel after 4th on-landing jump then start roll jumping. Sometimes, ghost fish can clip through which can be rare.
  • Floor 2 - Focus on UTing the black crab cause of their laser damage clip. Ogres can clip through the pillar. Camera Management is the key. Make sure that you are equipped with Armlet of the Sun. Because, a good UT can one shot Ogres.
  • Black Crabs will get one shot UT. Ogres will survive sometimes but it's guarantee kill with forward+Y
  • Floor 3 - After you get rid of the first breserker. The combo is forward+Y > Wind Path into UT > forward+Y > Counter Attack.
  • If you got revived with Tailsman then use TDS gleaming blade. Your opportunities to attack Beserkers is after you roll out from their follow up attack. This can be either a charge or a slam. Make sure that you are dealing with them solo by putting other one off-screen.
  • Floor 4 - I would carefully UT and focus on clearing out all 3 imps first then 2 Ogres. Stay away from Beserkers and make them off-screen until you are able to solo them. You can try to double UT against Ogre and imp.
  • If you never used a tailsman then heal up from Ghost fish.
  • Marbus and the Imps I - Inazuma then UF UT spam. Forward+Y can one shot each imp. After you kill the last one equip TDS and IS.
  • Nicchae - Similar to Alma chapter 7 but you will have better chance of double ET connect. Just watch out for her charge damage as it does so much damage. Your combo is also extended with X,Y,X,X,X,Shuriken,Y. If you can't reach her after Inazuma knock down, then use the esscences from imps to counter her charge with gleaming blade.
  • Marbus and the Imps II - Get rid of one imp then start spamming ET Dragon Sword after a wind path.
  • Ishtaros - practice forward+X,forward+X,forward+X,X,X loop after her knee > stomp dodge. If I mess up the first forward+X then I finish the string with the Early Winter Rain move instead to keep the loop going. If she goes up flying then you can do Gleaming UT charge to counter her on-landing attack.
  • Marbus - Same as Normal with Dragon Tear spam. The timing of Ninpo vary depending how high he is. Sometimes he starts off with imp spawns a lot. If you see his spawn animation then start charging to one shot each imp with ET.0DIRMe0s_20
  • Emperor - Only charge gleaming UT if Emperor starts moving around. If Emperor starts with a punch attack then you got free gleaming charge which, I usually consider this a good RNG. Dodging lasers in this mode is much harder as you can't afford to take too many hits. Making back up save is ideal. Especially if, you mess up the phase 2 one shot. Using ninpo for iframes can be a good idea.
  • Emperor 2 One Shot setup - One shot mainly comes down into positioning and when you shoot. For my case, I always make sure that I get 2nd Jump right and always wait on 3rd stomp for consistency.

Chapter 16

  • Lava setup for red HP.
  • Recommended to save before climbing.
  • Fiend Murai - Forward + Y > Inferno loop. If he charges then you got a good start. If he throws shuriken then I would just ninpo. If you used tailsman then switch to dragon sword then do Inferno into Gleaming blade. Guard reset can be very useful here.

FAQs

What does ET and UT mean ?
  • ET= Essence Technique, first level of charge attack.
  • UT= Ultimate Technique, second level of charge attack.
Explain Guard reset to me

Guard reset is a fundamental mechanic that allows ryu to defend against attacks and maintain his stance. Release the block button when ryu's guard is crushed and press it again. This technique is very helpful against Fiend Murai and you can see it multiple times whenever I try to set up HP for the UF damage during a run against imp or Ogres.

What is UF ?

After purchasing the Wooden Sword, there are six upgradeable slots available for purchase from Muramasa. With each upgrade the sword stays the same and does not have any effective attacks until it is upgraded to Level 7. When the sword is fully upgraded it changes form and becomes the Unlabored Flawlessness.

When Ryu's health is reduced to about 10% the kanji letters on the UF will glow bright red and becomes half-powered. When Ryu's health bar starts flashing red (5% health), the UF becomes fully powered.

Because of that, this weapon is just incredibly THAT strong and important to make major bosses super consistent such as Worms, Pa Zuu, Doku and Smaugan.