Last update 26-7-01

Welcome to my Oni Battling Guide,

This contains battle strategies for each type of bad guy in the game.
Look for the bad guy you're having trouble with and zoom straight to
their section using my handy doofercodes that use the find button
to full potential. Please e-mail feedback to freckles800@hotmail.com.

I suppose you know all of the legal crap. No making money. No putting
on sites without my permission. Basically, you can't do ANYTHING except
read this guide without my permission. Oh, you can save the page. I have
absoultely no problems with that. Becuase I, Reid Wason, own this guide.
So ner ner on you.

Revision History
26-7-01: Started guide. So that'll be the 1k mark I've broken.
4-8-01: Guide finished, unless I can think of something else to put
in here.

CONTENTS
Number Name <Doofercode>
1. Standard Bad Guys
Strikers <Strikerdoofers>
Furies <Furiousdoofers>
Tankers <Simdoofers>
TCTF Troopers <Lawdoofers>
Ninjas <Ninjadoofers>
Elites <Elitedoofers>
Other <Otherdoofers>
2. Boss Bad Guys
Deadly Brain <Organdoofers> (Level 2)
Barabas I <Cyborgdoofers> (Level 3)
Barabas II <Barabasdoofers> (Level 7)
Mukade <Mysterydoofers> (Level 10)
Muro <Brotherlydoofers>(Level 12\14)
Griffin <Beardoofers>(Level 12)
Konoko's Clone <Sheepdoofers> (Level 12)
Shinatama's Omega Chamber <Omegadoofers> (Level 13)
Muro's mutation <Imagodoofers> (Level 14) 
3. General Strategies (and clever tricks)
4. Weapon Usage


-----------------
STANDARD BAD GUYS
-----------------

-----------------------
STRIKERS Strikerdoofers
-----------------------

Green class: These are too easy. Give them a good Sledgehammer Heel
(or possibly a Triple-Punch) and they're down. Don't forget to use low
kick if they're floored but you're not sure they're dead.
Blue class: This just adds the minor problem of some jumping attacks
and, of course, the Striker Slam. For the Slam, use a skidding or low
attack (or Willow Kick). For the jumps, either jump yourself and time 
the kick just rightto knock them out of the air, or Crescent Moon\
Rising Fury them while on the ground.
Red class: These guys have a Headbutt Dash move. Jump over it, or roll
out of the way. For all else see the Blue Class guide.

---------------------
FURIES Furiousdoofers
---------------------

Green class: A quicker but less strong version of a Blue Striker,
these should be no problem to you. The Foot Stomp Special only works
while you're down, so get up quickly. Willow Kick is noticably less
effective on Furies, so don't go there. I'd use something like a
Triple Punch or a Triple Kick on them.
Blue class: They noticably have the Whirl Kick move. I'd reccomend
a jump-kick followed by a low punch and a triple-punch till they
drop.
Red class: 10-shadow Punch is added here. It is basically Headbutt
Dash, but faster. Watch out for this class, as they're quite tough 
and fast. Try and get behind them, or use the Van Der Backbreaker
(as mentioned in the Strategy Section).

-------------------
TANKERS Simdoofers
-------------------

Green class: They say "Can't Top Tanker!" They're wrong. You can
top tanker. Tankers are slower than Strikers but nearly as powerful
as Elites. Kick moves take advantage of Tanker's poor speed and if 
you throw in a Rising Fury or Crescent Moon they'll be toast. The
Nuclear Tackle should be avoided with a side roll followed by a kick
while they're down. <REQUEST: Can someone help me by giving me info
on the supposed Hover Kick move?
Blue class: Blockbuster is nothing special. The boost in speed is
noticable, though. I'd still use kicks, but in combos this time.
Red class: Ah, yes. The dreaded Red Tanker. You'll need to very
carefully use side-rolls to avoid the Nuke Tackles, and have an
eye for the Atomic Elbow Drop. Don't let him get a hit in... get
behind him, or throw him about.

------------------------
TCTF Troopers Lawdoofers
------------------------

Little Guy: The guys who were once your support are now against you.
They're not especially strong, and they're slow as hell. Kick them 
lots and always get in a Willow Kick. If they've got a pistol\uzi
then use the stepping disarm.
Cops: Nothing special here. The guys in blue take about 4 kicks
or 6 punches to go down, and can't do you any real damage. The guys
in red are stronger, though, and need to be dodged and thrown.
Large Guy: Lionaxe is a practical joke. Lionaxe Fist isn't as funny.
You'll want to Lariat these guys when you meet them, and definitely
put in a few Devil Spins if there are more than 1 of them. Don't be 
afraid to Triple-Kick them, because they are quite slow.
Big Black One: This isn't racial. Its a guy in black kevlar, and
he's got crap specials, but great normal moves. Don't let them get
a gun, they're tough enough already. Punch them, they're fast, and
even a good VanDerBackbreaker won't kill them outright. Use plenty 
of Rising Furies and don't be afraid of the Willow Kick. It is class.

-------------------
NINJAS Ninjadoofers
-------------------

All classes: Ninjas. They look cool and they kick ass. Ninjas can dodge
well and they're fast as a Mercedes with steroids in the engine. You'll
want a good Lariat, and only kick them when they're unawares or you're
doing a jump. The Volt moves are deadly and they let them escape, so 
be careful when up close. I'd repeatedly hit and run them, and if they 
were to run at me I'd slide them. 

-------------------
ELITES Elitedoofers
-------------------

Green class: The Cannonball is frequently used and its bloody hard to
do anything about, except dodge and take advantage with a backbreaker.
You'll meet the first of these on the 1st TCTF HQ level. This is 
deeply unfair, because Elites are so good. They take a hell of a lot
of punishment, so use plenty of Rising Furies, and Devil Spins. Maybe
you'll have to resort to armed combat on these, even if they do take
2 mercury shots. 
Blue class: And they've gotten stronger! This one will *NEED* a Willow
Kick-Backbreaker combo. If that's too hard, then run off, Lariat them,
then run off again.
Red class: Just run away. Failing that, bait them out of a window or 
into some sludge.

-------------------
OTHERS Otherdoofers
-------------------

Snipers: If you know one is in the area, stay out of their line of 
sight and find a way around their firing range. If you have to do 
combat with one, they're dead in two lariats. Or three, maximum.
Comm Trooper: Easy enough. Disarm them, and then have a good time
Rising Furying them until they drop. Just watch out for that Static
Fist special. It hurts. Trust me.

------
BOSSES
------

-------------------------
DEADLY BRAIN Organdoofers
-------------------------

The first Lasers are easy to dodge, duck the high one and jump the low one.
The second Lasers are harder to dodge; you'll need a good jump-flip over 
them.
The third Lasers aren't worth dodging; if you've got enough health then
run through them and hope you don't get hurt too badly. If you have to
dodge them then you'll need to time your run so you're chasing a set of
lasers, and make sure you dash.

--------------------------------------
BARABAS: FIRST ENCOUNTER Cyborgdoofers
--------------------------------------

Barabas I is good enough. Get the Wave Motion Cannon off of him, 
though, as a priority. Once he's disarmed, pull out your pistol 
and shoot him lots. Don't worry about the ammo, there is a plasma
rifle behind one of the buildings. Once his health is in the yellow
then give him a good load of kicks. Don't let him out of the combo
as he'll Earthquake Drop you, then heal himself. Also, avoid getting
thrown as that'll hurt you lots. He's ..s..l..o..w.. though so you 
don't want to worry about your speed. Kicks work here.

--------------------------------------
BARABAS: FINAL CONFLICT Barabasdoofers
--------------------------------------

Barabas's final conflict is just like the first, only it is harder
because you'll have less health, he might be immune to guns (I 
forgot), and you can fall off of the edge and die (he'll fly back 
up again if you knock him off). Best bet here is to do a good Disarm
or Running Throw, then nick his Wave Motion Cannon and use the 2nd
Attack button to kill him. After this punch him about and he should
die quite quickly.

---------------------
MUKADE Mysterydoofers
---------------------

Mukade is HARD! Maybe even harder than Muro! But don't worry, as I'm
here. Mukade's missiles home in on you, so try and trick them into 
killing Mukade. If he cloaks, then start running and don't stop 
until you see him. If you don't see him after a complete lap of the 
arena, double back and Lariat him. He is fast and strong, so you
might want to consider overpowering if you can. If you have a small
amount of health go back a savepoint and come back with more. Also,
guns don't effect him, so DON'T USE THE SCREAMING CELL!! Apart from
that, you'll need combos up close to prevent the slippery devil from
escaping. Rising Furies, Crescent Moons, Devil Spins and even Willow
Kicks are all too slow for this, but every time you run at him do the
Lariat. Good luck, you'll need it.

---------------------
MURO Brotherlydoofers
---------------------

Muro is also hard, especially the second time. The first time just
combo him till he drops, and don't let him knock you down because
after he does that he'll sit on your head which is *painful*. Always
Lariat him if you have to run away.
The second time he shows up with his mates, two Red Furies. Kill them
before you even think about Muro. Muro is immune to guns, but he 
doesn't like to be Willow Kicked, Backbreakered, or thrown. He'll start
on Overpower Mode, so you'll *need* to run off for a bit at the start.
After his 30 seconds are up, move in with a Lariat, followed by a 
low kick and a triple kick when he gets up. After that, you decide
how you deal with him because it needs improvisation. Don't stop short
on Rising Furies though! 

-------------------
GRIFFIN Beardoofers
-------------------

Griffin isn't hard himself, but get his VDG pistol AWAY from him,
and get in a few VDBackbreakers. If you're going to VDB, make sure
his guards are both at least down. I'd reccomend maybe a Lariat
Hit-and-Run festival for his troopers, and don't be scared to throw
them at each other. There are 2 hypos and a Phase Cloak in this arena
which might help you. On Griffin, though, just don't fight him when
he's got his gun, and you should be fine.

---------------------------
KONOKO'S CLONE Sheepdoofers
---------------------------

"Hello MAI!" Yes, its your clone. At the start, run away unless you
can get Overpowered yourself. If you can get overpowered then you'll
want a few Lariats and a good Rising Fury. And don't be ashamed to
VDBackbreaker her. *NOTE: If you know someone called Mai then play 
the movie in front of them. It is funny. If your best mate fancies
someone called Mai then its doubly funny. If your name is Mai then
you'll like this scene*

-----------------------------------------
SHINATAMA: THE OMEGA CHAMBER Omegadoofers
-----------------------------------------

"I'm sorry Konoko" Yeah, I don't care how sorry you are, STOP 
SHOOTING ME!!! <sigh> 
The first Lasers are easy. On the first platform, wait for the
Lasers to come right back and then start running. Activate the
computer then wait for the Lasers to get blocked by the comp. 
When this happens go go go to the next platform. Proceed until
the second Lasers appear.
The second Lasers are harder. After Shinatama stops talking you'll 
want a side-roll AWAY from the lasers at the sides followed by
a backwards cartwheel escape and a roll back to near the computer.
Activate it, then time it like the first and watch out for the
above laser near the computer. Repeat until the third lot appear.
The third Lasers are virtually impossible. You'll need to time it 
and have good hand-eye co-ordination to succeed. If not, make sure
you've got plenty of health (if not top it up) and try to run 
through the lasers. You probably won't die if you did the first two
laser sets correctly. Good luck on this as it is bloody hard.

----------------------------
MURO'S MUTATION Imagodoofers
----------------------------

If you're going to make an invincible Daodan Chrysalis person
then please make them not able to be defeated by little people like
Konoko. You'll need to trick this guy into doing a charging punch
before you can even start to backbreaker him, or run away so he has
to use the lightning waves attack to bring you closer. If he does 
this then run straight at him and Rising Fury. Muro's mutation
is bloody hard, but remember to use escape moves, dash lots, and
always hit-and-run and you should be fine. If Muro hits you with
anything too many times you're dead. Also, don't forget that you 
can't throw him, or even lariat him to my knowledge. Willow Kick
won't work either. Crescent Moon is quite good here, as is Rising
Fury, and the odd Devil Spin. Twister Kick might be useful but I 
can't use it so I wouldn't know. Good luck, and whatever you do
DON'T SCREAMING CELL HIM!!!

----------------------------------
GENERAL STRATEGIES Tiberiandoofers
----------------------------------

The Van Der Backbreaker

You know how its real hard to backbreaker an enemy unless they're 
standing still? Well, if you shoot them with the stungun (VDG Pis-
tol) then run up behind them, you'll get them good and proper. Of
course, practice this technique before you go using it on Mukade,
but it works in theory.

Falling Meteorite

I've given this a cool name to make it sound better than it really
is. If you can time a flying kick, Crescent Moon, or at best a 
Rising Fury right, you'll knock enemies out of the air simply. This
does not work on Nuke-Tackling Tankers, but whaddayagonnado? With
practice you probably won't ever be knocked down by a jumping twit 
ever again

Silent Ninja

A bit of sneakiness never hurts. Always sneak off ledges if you know 
that beneath you is a badguy. If you time it right you can backbreaker
them without them even seeing you >:).

Lariat Rope Bounce

Run at the enemy abd Lariat them. Keep running, double back, Lariat
them again. Repeat until bored/convinced its cheating/enemy is dead.
You could try this with the original Running Throw but don't place 
bets. 

Sliding Throw

By far the best tactic when locked in a combo is to jump backwards,
slide toward your enemy and use the basic punch+forward throw. 

No Guns

If you don't like being shot at (like me) then try repeatedly jumping
while moving towards an armed enemy. They won't hit you as much, and
if you time a kick really well then who knows what'll happen.

The Slayer

If you watch Buffy, Angel, and the film Blade back to back, and then
play Oni, you'll be amazed at how much better you've gotten. You'll 
have lots of adrenaline pumped up, you'll be excited, and you'll be
in just the right kind of mood. This tactic sounds weird but it works.
Trust in the freckled Onimaster.


---------------------------
WEAPON USAGE Handsupdoofers
---------------------------

THE PISTOL (Campbell Mk4 Equaliser)

The Pistol has a decent rate of fire, but does virtually no damage.
They're common, and they're good for stopping enemies running toward
you, but if there is any other weapon on offer then choose it.

THE UZI (Hughes Blackadder SMG)

The Uzi packs a powerful punch, but it runs out of ammo faster than
my cupboards run out of peanuts on a Friday night in (That is what 
Tortilla Chips are for... mmm). This gun is a pain to have used on
you, and worth carrying around, but if you think there are better 
guns that run on ballistic ammo (Grenade Launcher, Sniper Bow) then
never reload it. They're like disposable nappies (thats diapers
if you're American): put them on to do dirty work, but throw them
away once emptied.

THE PLASMA RIFLE (SML3 Plasma Rifle)

I like this. It sets enmies on fire briefly, it has a decent rate
of fire, and it kills after between 2 and 6 shots. Perfect for
sniping until you get a Sniper Bow. But, it runs on different ammo!
Bliss! Worth keeping unless you get something better.

THE SCRAM CANNON

>From afar, this is slightly useful. At medium range, it is more
useful. At close range this defies all known physics: it sucks
AND blows. I never saw the point in this gun; its nearly as bad
as the pistol. Those warheads are SUPPOSED to do damage aren't they?
Well I don't think they're doing their job. Avoid this unless you
are unarmed.

THE STUNGUN (Van Der Graaf Pistol)

Ah! One of the two top guns IMO. It basically stuns an enemy, leaving
them prone to... BACKBREAKER! This is known as the Van Der Backbreaker.
Or you can throw them at their mates. Or off of a tall ledge. Or you 
can run off and use a hypo. The possibilities are endless. Wayhey for
this gun.

THE STREAM GUN (Phase Stream Projector)

Nah. No damage here, but it is very ammo effective; knock them down, 
then commence beating. I can see few possible situations where this
would be of any use at all. Sorry.

THE GRENADE LAUNCHER (SBG Man-Portable Mortar)

The ultimate weapon of mass destruction! It basically DESTROYS 
anything within a 10ft radius. But this is very dangerous for
two reasons: 1. You'll hit yourself sometimes and 2. If you use
this and the glassworld cheat you'll get so lagged up you'll be
killed by the nearest enemy. Other than that, cool. Cool. Wicked.
Cool.

THE SNIPER BOW (Mercury Bow, Lightning Sniper)

ARGH! I hate this gun... when its being used on me. Like on Level
9 with the sniper on the roof... near impossible not to be sniped.
But when the shoe's on the other hand, then I love it. It will kill
anything but an Elite or Blue+ Tanker instantly. It does severely
weaken Tankers, but Elites are less affected by it (3/4 or a 1/2
will be taken). Now I'm hungry so I'll close this section.

<chomp> Mmm... peanut butter... <chomp>

THE BIG GREEN MONSTER CANNON (Screaming Cell)

Its a right tricky one this. I don't personally like it all that much.
The enemies often run towards you, attracting the Cell and then
it'll damage you. I'd reccomend this for big situations with Elites
involved somewhere, but otherwise STAY AWAY!

BARABAS' GUN (Wave Motion Cannon)

Press Punch and it'll charge up a good-damage, crap-speed plasma 
wave. Press Kick and it'll charge up a fair-damage, good-speed
bomb like thing. So Kick is better for this. This weapon makes
you so ...s...l...o...w... that I'd only reccomend using it on
Barabas. If you carry it through half the level, it'll be out of 
ammo, and you'll have been a sitting duck for the Strikers. Only
worth it on Barabas, then.












 

 

















