NG1 2-2

Overview: Act 2, Stage 2
Timer Target: 107



A surprisingly tough level given how early in the game it is. There are a few tricky slash-jumps in the level, one damage boost, a ladder clip, and plenty of Spinslash. The goal is to end the stage with Spinslash and at least 10 Ninpo.

Windmill Shuriken Strat
This only applies if you swapped Spinslash for Windmill Shuriken at the END of 2-1. The first difference in this level you'll notice when using the Windmill Shuriken is that you have to be a little more careful with the first Hammer Bro since you can't kill him with Spinslash. You want to jump EARLY rather than late from the first raised platform in order to hit the hammer brother on your way down. After, use the Windmill Shuriken when jumping off of the high platform to dispatch the three Runners behind you.

Ladder Clip
It's possible to get a ladder clip leading to the third room. Jump on the frame pictured, then as you move into the ladder, you'll hear the sound of Ryu flipping off the wall. Continue holding left for a little bit, then quickly press right and Ryu should stick to the ladder. This is pretty difficult, so if you're not comfortable with it, just climb this ladder normally.

The Bat Boost
A relatively simple boost. As you enter stage 3, move right so that you fall off the ladder-pillar. Move right until you're just slightly past the line on the ground (pictured below), then immediately jerk left and do two full jumps to the left. If done correctly, the bat will boost you up and left, skipping a long ladder climb, or if you were close but not quite there (see: picture 2), he'll boost you up and to the right. The right-boost still saves the ladder climb, but you lose some frames compared to the optimal boost.

Worth noting: whether you get the good or bad bat boost seems to be based on how close you are to the line you are when you jump. If you're too close (as seen in figure 2), you'll probably get the bad boost. So as you run past the line, try not to be too quick on the left input. Take your time.

If done incorrectly, you'll either clear the bat and grab the wall or, worse, fall to your death.