NINJA GAIDEN 3: Razor's Edge
48 Achievements
1,000
PC
Xbox One
Xbox Series
Kunoichi
Cleared all chapters with Ayane, Momiji, and Kasumi.
15
0.07%
How to unlock the Kunoichi achievement in NINJA GAIDEN 3: Razor's Edge - Definitive Guide
Trophy will unlock after cleaing all chapters with all kunoichi. Go to chapter challenge, and select either Ayane, Momiji or Kasumi and complete each chapter with them fully. Note: Ayane has 2 chapters in Story mode, but they don't count towards this trophy so you must clear them both again through chapter challenge.
If you are having trouble defeating bosses with any of the kunoichi, you can check out this thread for help (thanks to readthemotto) Ayane, Momiji and Kasumi-Boss tips/tricks
This guide was translated automatically.
Probably the most interesting trophy in the game. Perhaps the only way to get rid of mashing buttons and sorting everyone out is Ayane, the other two girls require knowledge of useful moves and boss tactics. I’ll give a list of tips for each; I’ve played a lot of hours on them.
Kasumi:
at first glance may seem like the weakest character, but this is only at first glance, her forward perfectly cuts any living creature in the game, while performing a series of dodges that work well on the Regent, the main thing is to start the series at the moment of his rollback from the last attack.
While running - cuts off limbs well, after which you can insert a dash + in any direction and finish off .
If you use 360+ often , when playing Kasumi, it’s better not to spam more than once after 360, another blow is added to the animation which makes you an easy target for opponents, a regular one-time 360 + much safer.
Kasumi's greatest strength is her grip. + , it allows you to raise alchemists of all types to Izuna. The grip is pressed after any attack, if it doesn’t work the first time (the enemy dodged) try again, the safest way is to dash , + (dodged) immediately dash And + , sooner or later even a difficult opponent is caught and you can continue with Izuna or . My working version looked like this - + ,
.
Momiji:
This is where the damage is hidden, she may seem slow compared to other girls, but if you keep a couple of her iconic combos in mind, you won’t have any problems getting through any day at all.
Let's start with ninpo, I think Momiji's ninpo is the most useful in the game. Dash into the thick of enemies and hit + , all the time that the fire will burn nearby enemies - dash directly on them, and on bosses too, as a result you get FULL life, much more than the most successful dragon attack Ryu restores.
360+ - Momiji’s working strike, frames during which you cannot be hit by opponents in this strike more than its counterpart on Ayane and Kasumi.
forward - has good damage, this combo works well for Regent, try to hit after his series of attacks, catch him with a dash during his last hit. But besides the Regent, this combination plays a major role in Momiji’s arsenal.
pause - starts like izuna, but instead in the air, take a slight pause (a third of a second) and . The essence of the blow is that Momiji lands with an attack later than a regular air strike, and the enemies who, like seers, fly into this zone to chop you into cabbage - begin to miss, do it too early, therefore the delay in the air takes them by surprise, and the damage of the blow too good. A working method of killing Alexei, Wulf and Lisa (they will meet in the mentor tests that Momiji and Kasumi will also have to pass).
On the run - knocks down opponents’ defenses well and cuts off limbs, it’s better to continue with a dash, because the attack’s rollback is large - they can get hurt. And start pressing two meters before the enemy; on high difficulties the AI can interrupt this attack.
Regular also have good damage, but I recommend after two release the button a little later and immediately press (shuriken), the damage remains the same, but because of the shuriken, the cooldown on the blow disappears, and you can quickly leave the hot zone. You can even spam this way if there are a lot of mobs + enemies with shields or alchemists around. In general, the series of inputs looks like this - didn't release the button right away dash backed off again later dash and continue until you get bored or until all the enemies are crawling without arms/legs.
Ayane:
Everything useful has already been written about this kunoichi above, but I’ll add it for completeness.
Yes, - a very deadly move, and it almost always helps, dilute it with dashes and there will be no problems.
On the run - chops and shreds, but it’s better to be away from your opponents when you start to squeeze it.
On the run - it’s great for lifting up Izuna and knocking out shields, the very ability to lift up Izuna not in the thick of enemies, but at a distance is cool!
Alchemists can be thrown around 360+ and dash exactly to the one who fell off his feet and rolled, you catch up with him - alchemist's funeral.
That's all, and don't forget about Ultimate Techique (clamping for a second/two), if there are a lot of enemies and they start stumbling, you can always jump out of the inferno with dash + and hold it right on landing and hold it until the pack catches up with you, when they are close enough - let go . Also seagull (jump in the direction of the enemy and ) is a very good option to meet the enemy with a blow, and if there are not many opponents, then you can don't let go, you'll start charging the UT right next to the enemy, confused by the seagull.
Kasumi:
at first glance may seem like the weakest character, but this is only at first glance, her forward perfectly cuts any living creature in the game, while performing a series of dodges that work well on the Regent, the main thing is to start the series at the moment of his rollback from the last attack.
While running - cuts off limbs well, after which you can insert a dash + in any direction and finish off .
If you use 360+ often , when playing Kasumi, it’s better not to spam more than once after 360, another blow is added to the animation which makes you an easy target for opponents, a regular one-time 360 + much safer.
Kasumi's greatest strength is her grip. + , it allows you to raise alchemists of all types to Izuna. The grip is pressed after any attack, if it doesn’t work the first time (the enemy dodged) try again, the safest way is to dash , + (dodged) immediately dash And + , sooner or later even a difficult opponent is caught and you can continue with Izuna or . My working version looked like this - + ,
.
Momiji:
This is where the damage is hidden, she may seem slow compared to other girls, but if you keep a couple of her iconic combos in mind, you won’t have any problems getting through any day at all.
Let's start with ninpo, I think Momiji's ninpo is the most useful in the game. Dash into the thick of enemies and hit + , all the time that the fire will burn nearby enemies - dash directly on them, and on bosses too, as a result you get FULL life, much more than the most successful dragon attack Ryu restores.
360+ - Momiji’s working strike, frames during which you cannot be hit by opponents in this strike more than its counterpart on Ayane and Kasumi.
forward - has good damage, this combo works well for Regent, try to hit after his series of attacks, catch him with a dash during his last hit. But besides the Regent, this combination plays a major role in Momiji’s arsenal.
pause - starts like izuna, but instead in the air, take a slight pause (a third of a second) and . The essence of the blow is that Momiji lands with an attack later than a regular air strike, and the enemies who, like seers, fly into this zone to chop you into cabbage - begin to miss, do it too early, therefore the delay in the air takes them by surprise, and the damage of the blow too good. A working method of killing Alexei, Wulf and Lisa (they will meet in the mentor tests that Momiji and Kasumi will also have to pass).
On the run - knocks down opponents’ defenses well and cuts off limbs, it’s better to continue with a dash, because the attack’s rollback is large - they can get hurt. And start pressing two meters before the enemy; on high difficulties the AI can interrupt this attack.
Regular also have good damage, but I recommend after two release the button a little later and immediately press (shuriken), the damage remains the same, but because of the shuriken, the cooldown on the blow disappears, and you can quickly leave the hot zone. You can even spam this way if there are a lot of mobs + enemies with shields or alchemists around. In general, the series of inputs looks like this - didn't release the button right away dash backed off again later dash and continue until you get bored or until all the enemies are crawling without arms/legs.
Ayane:
Everything useful has already been written about this kunoichi above, but I’ll add it for completeness.
Yes, - a very deadly move, and it almost always helps, dilute it with dashes and there will be no problems.
On the run - chops and shreds, but it’s better to be away from your opponents when you start to squeeze it.
On the run - it’s great for lifting up Izuna and knocking out shields, the very ability to lift up Izuna not in the thick of enemies, but at a distance is cool!
Alchemists can be thrown around 360+ and dash exactly to the one who fell off his feet and rolled, you catch up with him - alchemist's funeral.
That's all, and don't forget about Ultimate Techique (clamping for a second/two), if there are a lot of enemies and they start stumbling, you can always jump out of the inferno with dash + and hold it right on landing and hold it until the pack catches up with you, when they are close enough - let go . Also seagull (jump in the direction of the enemy and ) is a very good option to meet the enemy with a blow, and if there are not many opponents, then you can don't let go, you'll start charging the UT right next to the enemy, confused by the seagull.
This guide was translated automatically.
In Chapter Challenge, you need to complete all 10 story chapters for each of the three girls (Kasumi, Momiji and Ayane). To avoid problems, on the very first day, after the first save, make a glitch for karma. Save your health bar upgrades, even on normal it’s quite difficult in some places.
The most problematic battles in my opinion:
1. Regent (all battles). The perfect combo for Ayane , deals a lot of damage, then immediately dodge. Spam for Momiji and hold it in the air , does not always hit. For Kasumi
2. Cliff. A nasty boss, a huge amount of health and really likes to catch on dodges in both directions (figly, 4 hands). There is a loop for Ayane and Kasumi , pause, , pause, and repeat this until victory. The boss can easily escape the loop, so wait for his next attack, then continue to loop. When summoning minions, discharge ninpo on them. For Momiji, a half-loop is suitable, as is the case with Regent. pinch in the air , again, it doesn’t always hit, but without any problems, loss of health and nerves.
3. Three bosses (prototypes of the Goddess) on the aircraft carrier in day 6 of Ayane and before the last battle with the Regent. Kasumi and Ayane pounding , pause, , pause, . Use SoB whenever possible, especially the one with gorilla arms. Momiji is more difficult, I didn’t follow any tactics, I just chopped, blocked, dodged and used SoB.
The most problematic battles in my opinion:
1. Regent (all battles). The perfect combo for Ayane , deals a lot of damage, then immediately dodge. Spam for Momiji and hold it in the air , does not always hit. For Kasumi
2. Cliff. A nasty boss, a huge amount of health and really likes to catch on dodges in both directions (figly, 4 hands). There is a loop for Ayane and Kasumi , pause, , pause, and repeat this until victory. The boss can easily escape the loop, so wait for his next attack, then continue to loop. When summoning minions, discharge ninpo on them. For Momiji, a half-loop is suitable, as is the case with Regent. pinch in the air , again, it doesn’t always hit, but without any problems, loss of health and nerves.
3. Three bosses (prototypes of the Goddess) on the aircraft carrier in day 6 of Ayane and before the last battle with the Regent. Kasumi and Ayane pounding , pause, , pause, . Use SoB whenever possible, especially the one with gorilla arms. Momiji is more difficult, I didn’t follow any tactics, I just chopped, blocked, dodged and used SoB.
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