Prima Games eGuides Ninja Gaiden 3 eGuide

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

Ninja Gaiden 3 eGuide Essentials Ninja Training

Weapons and Ninpo Magic

Ryu Hayabusa has a variety of techniques and weapons that are available to him in Ninja Gaiden 3. He does not have as many weapons as he did in previous games, but the weapons he does have get upgraded over the course of the game.

Hayabusa’s techniques fall into three categories: offensive, defensive, and environmental. Learn how and when to use these techniques, and learn all of his weapon combos to make battles easier and avoid taking damage.

Melee Weapons

Dragon Sword and Jinran-Maru (Day 2)

Dragon Sword

Jinran-Maru

The Dragon Sword and Jinran-Maru (Hayate’s Sword) are identical in every way (aside from appearance). Both swords inflict the same amount of damage and have the exact same combos.

It is not necessary to learn combos in Ninja Gaiden 3. As soon as the game starts, you can use any of the combos listed.

Dragon Sword and Jinran-Maru Combos

Xbox 360 Notation

PlayStation 3 Notation

Dragon Sword/Jinran-Maru Damage

Blade of the Archfiend Damage

125

175

125

175

200

275

200

275

250

325

250

325

175

225

175

225

175

225

275

350

N/A

N/A

250

325

175

225

200

275

200

275

250

325

Hold , Release

Hold , Release

175

225

Hold , Release

Hold , Release

175

225

Hold , Release

Hold , Release

175

225

Hold , Release

Hold , Release

175

225

Hold , Release

Hold , Release

275

350

Hold , Release

Hold , Release

N/A

N/A

250

325

Hold , Release

Hold , Release

175

225

Hold , Release

Hold , Release

175

225

Hold , Release

Hold , Release

175

225

Hold , Release

Hold , Release

175

225

Hold , Release

Hold , Release

275

350

Hold , Release

Hold , Release

N/A

N/A

250

325

350

450

250

325

175

225

175

225

175

225

275

350

N/A

N/A

360 Circle

360 Circle

75

100

While Running

While Running

250

300

While Running

While Running

250

300

While Running

While Running

250

325

While Running

While Running

175

225

While Running

While Running

175

225

While Running

While Running

175

225

While Running

While Running

275

350

While Running

While Running

N/A

N/A

While Running

While Running

175

225

While Running

While Running

350

450

Jump

Jump

175

225

Jump

Jump

175

225

Jump

Jump

175

225

Jump

Jump

275

350

Jump

Jump

N/A

N/A

Jump

Jump

275

350

While Running, Jump

While Running, Jump

75

100

While Running, Jump

While Running, Jump

350

450

While Sliding

While Sliding

125

175

While Sliding

While Sliding

125

175

While Sliding

While Sliding

200

275

While Sliding

While Sliding

200

275

While Sliding

While Sliding

250

325

While Sliding

While Sliding

250

325

While Sliding

While Sliding

175

225

While Sliding

While Sliding

175

225

While Sliding

While Sliding

175

225

While Sliding

While Sliding

275

350

While Sliding

While Sliding

N/A

N/A

While Sliding

While Sliding

175

225

While Sliding

While Sliding

200

275

While Sliding

While Sliding

200

275

While Sliding

While Sliding

250

325

While Sliding

While Sliding

250

325

While Sliding

While Sliding

250

325

While Sliding

While Sliding

250

325

While Sliding

While Sliding

250

325

While Sliding Hit

While Sliding Hit

175

225

While Sliding

While Sliding

175

225

While Sliding

While Sliding

175

225

While Sliding

While Sliding

175

225

While Sliding

While Sliding

275

350

While Sliding

While Sliding

N/A

N/A

While Landing

While Landing

175

225

While Landing

While Landing

350

450

While Landing, 360 Circle

While Landing, 360 Circle

75

100

During Shadowless Footsteps

During Shadowless Footsteps

75

100

During Shadowless Footsteps

During Shadowless Footsteps

425

550

During Glide

During Glide

75

100

During Glide

During Glide

425

550

During Counterattack

During Counterattack

250

300

During Counterattack

During Counterattack

250

300

During Counterattack

During Counterattack

250

300

During Counterattack

During Counterattack

275

350

Blade of the Archfiend (Day 5)

Blade of the Archfiend

The Blade of the Archfiend is superior to the Dragon Sword and Jinran-Maru in almost every way. All of the Dragon Sword and Jinran-Maru combos inflict more damage with the Blade of the Archfiend, and there are combos that can only be done with the Blade of the Archfiend.

In addition, a few animations change when Hayabusa acquires the Blade of the Archfiend, such as the animation for the Izuna Drop. However, the notation remains the same.

Blade of the Archfiend Combos

Xbox 360 Notation

PlayStation 3 Notation

Damage

325

225

225

225

350

N/A

325

325

While Running

While Running

325

While Running

While Running

325

Jump

Jump

225

While Sliding Hit

While Sliding Hit

325

While Sliding Hit

While Sliding Hit

225

While Sliding Hit

While Sliding Hit

225

While Sliding Hit

While Sliding Hit

225

While Sliding Hit

While Sliding Hit

350

While Sliding Hit

While Sliding Hit

N/A

While Sliding

While Sliding

325

While Sliding

While Sliding

225

While Sliding

While Sliding

225

While Sliding

While Sliding

225

While Sliding

While Sliding

350

While Sliding

While Sliding

N/A

While Landing

While Landing

325

Projectile Weapons

Bow (Day 2)/Explosive Bow (Day 3)

At the beginning of Day 2, Hayabusa gains the ability to use a bow. It is upgraded with explosive arrowheads during Day 3, which inflict slightly more damage. When you aim the bow, it automatically locks on to an enemy.

In most cases, the enemy selected is a long-range fighter, such as a Terrorist (Rocket Launcher) or Archer.

If Hayabusa jumps into the air and then aims his bow, it auto-locks and Hayabusa is generally safe from harm. Only one arrow can be shot in the air, but if you need to shoot more, simply jump again. This is almost always the best way to use the bow.

Shuriken

Hayabusa’s shuriken are generally used to briefly stun an opponent or extend a combo for a higher karma score. Shuriken inflict very little damage and are not Hayabusa’s main source of offense.

However, using a shuriken while running enables Hayabusa to dodge, which is a good evasive maneuver.

Ninpo Magic

Art of the Fire Dragon

In story mode, the use of Ninpo replenishes Hayabusa’s Health Gauge. However, at the end of each battle his Health Gauge is replenished automatically. Because of this, it is important to manage the use of Hayabusa’s Ninpo.

While it’s easy to fill the Ki Gauge, then immediately use Ninpo, if only a few enemies remain and Hayabusa has plenty of health, Ninpo is not necessary.

In addition, the state of the Ki Gauge determines how much Hayabusa’s Health Gauge increases in size. If you can end a battle with a full Ki Gauge, Hayabusa’s Health Gauge will increase significantly more than if the battle ends with an empty Ki Gauge.

Unless otherwise stated in the Path of the Ninja chapter, it is highly recommended to save Hayabusa’s Ninpo until he is near death. Think of it more as a health item, rather than the ability to clear all the enemies off the screen.

Art of the Dark Void

Art of the Dark Void is the only Ninpo available in Ninja Trials mode. Your character charges up for a short time, then shoots a projectile that inflicts damage as it passes through enemies in a straight trajectory.

During the charging period, your character does not take any damage, and nearby enemies are hit by the power of the charge. Take this time to aim the Ninpo to ensure it hits the strongest enemy, or the highest number of enemies.