Kenyuu Densetsu Yaiba Characters & Combat

GAME TRANSLATE · SNES GUIDE

Kenyuu Densetsu Yaiba
Characters & Combat

Who joins and when, every special move and how to input it, how EXP and levels work, and the stats of every boss.

Last updated: October 2, 2026

The game never explains its numbers. Everything below was read from the game’s code and tables, and the move inputs, EXP rules and level-ups were tested in the patched game.

The party

Yaiba is always player 1. Rai is player 2 in a 2-player game and never appears as a computer-controlled partner. Everyone else is called out with L, one at a time; Kagetora and Shonosuke the vulture are in the same rotation (Shonosuke will not come indoors, in castles or in the final dungeons). Partners who join late start at the level shown and catch up through the EXP share.

NameRoleJoinsLvWeaponMoves
YaibaPlayer 1start1BAMBOO SWORD → RAIJIN SWORDCYCLONE SWORD, THUNDER SLASH, PINWHEEL
RaiPlayer 2 onlystart1BAMBOO SWORD → TOSHIN SWORDSPIN SLASH, DOWN THRUST, GROUND WAVE
SayakaHealerstart (Part 1)2noneheals with the orbs you own
FuuHealerMt. Tengu path (Part 2)3noneheals with the orbs you own
MusashiFighterMusashi’s house (Part 2)7PLAIN WAKIZASHIDUAL SLASH
GerozaemonFighter (axe)Mt. Tengu hut (Part 2)8PLAIN AXETONGUE ATTACK
KojiroFighterOnimaru Castle Town (Part 4)11DRYING POLETSUBAMEGAESHI
JubeiFighterNiigata town (Part 12)12PLAIN SWORDWIND BLADE

Fighters have more HP (150 + 10 per level) but no MP. Healers and the two heroes start at 100 HP + 10 per level. The four fighters’ moves are used by the computer when their order is DEADLY BLOW.

Special moves

Moves unlock by level and need the right sword; they show up on the status screen once learned. The power multiplies ATTACK before the enemy’s DEFENSE is subtracted, so a ×2 move does far more than twice the damage of a normal hit against a tough boss, and gives as much more EXP.

MoveWhoLearnSwordInput (TYPE A)Power
CYCLONE SWORDYaibaLv 3RAIJIN or TOSHINHold Y about 1 second, release while on the ground×1.5
THUNDER SLASHYaibaLv 5RAIJIN onlyJump (B), then press Y + B together in mid-air×2
PINWHEELYaibaLv 7RAIJIN or TOSHINHold Y about 1 second, jump while holding, release in the air×1.75
SPIN SLASHRaiLv 3TOSHIN or RAIJINAs CYCLONE SWORD×1.5
DOWN THRUSTRaiLv 4TOSHINPress B + Y together on the ground×2
GROUND WAVERaiLv 8TOSHINPress Y + X together: a shock wave along the groundshot, power 150

⏱️ The hold

“Hold about 1 second” is exact: the sword starts to glow after 20 frames, and the move fires if you held for at least 59 frames (just under a second). Release at 58 and you only get a normal swing.

⚡ THUNDER SLASH is the levelling move

×2 attack on a fast input. Combine it with the POWER ORB (attack ×2 for about 10 seconds) and every hit is worth several times a normal one, in damage and EXP.

GROUND WAVE is missing from the 2004 walkthrough. Its EXP goes to player 2.

EXP and levels

  • EXP = damage. Each hit gives EXP equal to the damage it deals (ATTACK − DEFENSE). It is not limited by the HP the enemy has left: hitting a 10-HP enemy for 40 gives 40 EXP.
  • Orbs give no EXP, and neither do thrown objects. The POWER ORB doubles your attack, and the EXP with it.
  • One level per hit. If one huge hit is worth several levels, you get one now and the rest on later hits.
  • Level-ups do not refill HP or MP.
  • The EXP share: every party member except Yaiba, Rai and the partner you have out gets 21/64 (about a third) of each EXP gain, or 21/128 in a 2-player game. Knocked-out members get nothing.
  • The cap is level 99 at 999,999 EXP.
LevelTotal EXP
21,000
32,200
55,200
79,000
1016,200
1532,200
2053,200
2579,200
30110,200
35146,200
40187,200
50284,200
60397,200
70511,200
80628,600
90757,800
99999,999

Stat growth

Base values by level, before equipment. The fourth column is Yaiba with the RAIJIN SWORD and FINE CLOTHES.

LvYaiba/Rai HP / MPYaiba ATK / DEF (base)Yaiba ATK / DEF (Raijin + Fine)Healer MPFighter HPJubei/Kojiro/Musashi ATK / DEFGerozaemon ATK / DEF
1100 / 020 / 1027 / 154015050 / 1042 / 11
10190 / 9029 / 1240 / 1813024059 / 1251 / 15
20290 / 19039 / 1454 / 2123034069 / 1461 / 20
30390 / 25549 / 1768 / 2533044079 / 1771 / 25
40490 / 30559 / 1982 / 2843054089 / 1981 / 30
50590 / 35569 / 2296 / 3353064099 / 2291 / 35
60690 / 40579 / 24110 / 36630740109 / 24101 / 40
70790 / 45589 / 27124 / 40730840118 / 27112 / 45
80890 / 50599 / 29138 / 43830940119 / 29111 / 50
99999 / 600126 / 34176 / 51999999138 / 34130 / 60

Healers have the same HP as Yaiba. Yaiba and Rai have no MP until level 2 and reach 200 MP at level 21.

Partner orders

The ORDERS screen in the START menu sets how a called-out fighter behaves:

OrderWhat the partner does
NO RETREATnormal attacks
DEADLY BLOWuses their special move (attack ×1.5)
CAUTIOUSLYattacks while above half HP, guards below that
STAY SAFEguards, and only strikes back after being hit for a while

DISTANCE sets how close the partner follows you. Healers ignore the orders and only heal.

Every boss

HP, ATTACK and DEFENSE straight from the game’s enemy table (several also read live in battle). Your damage per hit is your ATTACK minus the DEFENSE shown; theirs is their ATTACK minus your DEFENSE.

BossStatsWherePart
Onimaru (school)8000 HP
ATK 45
DEF 50
Home town, in front of the schoolPart 1
Frog Man (Geroda Gerozaemon)1000 HP
ATK 42
DEF 11
Mt. Tengu summitPart 2
Snake Man1500 HP
ATK 35
DEF 22
Outside the hut on Mt. TenguPart 2
Spider Man2500 HP
ATK 45
DEF 25
Spider Man's airshipPart 3
Slug Man2000 HP per body part
ATK 45
DEF 25
S Town lakePart 3
Bat Guy3000 HP
ATK 55
DEF 30
C City, top of Bat Guy's hideoutPart 3
Sasaki Kojiro3000 HP
ATK 55
DEF 30
Onimaru Castle TownPart 4
Bat Guy (revived)3000 HP
ATK 55
DEF 30
Castle top bridgePart 4
Yakitori-kun2000 HP
ATK 40
DEF 20
Underground lakePart 4
Chameleon Bonaparte2500 HP
ATK 40
DEF 30
Castle forest floorPart 4
Dry Dry3000 HP
ATK 45
DEF 35
Dry Dry's floorPart 4
Tortoise Europa3500 HP
ATK 55
DEF 30
Tortoise Europa's floorPart 4
Fuma Kotaro5000 HP
ATK 65
DEF 40
Mt. Tsurugi, Kotaro's cave (tanuki statue)Part 6
Matsuo Basho6000 HP
ATK 65
DEF 40
Aomori, the old templePart 7
Miyoshi Seikai Nyudo (octopus)4000 HP per part (body and 4 tentacles)
ATK 55
DEF 40
Lake Biwa, by the bridgePart 8
Ishikawa Goemon (Nara)1000 HP
ATK 70
DEF 50
Nara templePart 9
Ishikawa Goemon (castle)6000 HP
ATK 70
DEF 50
Osaka Onimaru Castle, under the holePart 9
Amakusa Shiro Tokisada4500 HP
ATK 70
DEF 40
Mt. Aso craterPart 10
Benkei6000 HP
ATK 75
DEF 40
Hokkaido, the bridgePart 11
Bee Man3500 HP
ATK 70
DEF 40
Niigata, outside the Orb shopPart 12
Water Flea Man (Hachibei)4000 HP
ATK 65
DEF 40
The Dark World, north endPart 12
Onimaru (final)8000 HP
ATK 100
DEF 50
Dragon God's FortressPart 15

The three Oni who sneak into Sayaka’s house (Mantis Man, Starfish Man, Sea Cucumber) are not a real fight.

Where to level up

🧟 Niigata station (best)

The undead samurai there (500 HP, DEFENSE 15) keep chasing you after their HP reaches 0, and every hit still gives full EXP. Gather a few, cast the POWER ORB and THUNDER SLASH them for as long as you like. See Part 12.

🌲 Early game

Before Niigata, THUNDER SLASH on anything with low DEFENSE. Your allies level with you through the EXP share, so there is no need to train them separately.

Undead samurai at Niigata station
Niigata station: the undead samurai keep coming back, and keep giving EXP.

Credits & sources

Written for Game Translate from our own decode of the game while translating it: the event script, the chest and shop tables, the item, level and boss tables, and runs of the patched game in an emulator. The maps were rendered from the game’s own map data. Structure and the suggested levels were cross-checked against the 2004 GameFAQs walkthrough by vrapong (v1.2), the first English guide to this game. Thanks to its author for charting Yaiba long before a translation existed.

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