Gaming Guide

Onimusha: Way of the Sword — How to Defeat Sasaki Ganryu (Second Fight)

The rematch in To Live is to Suffer rewards a charged opening blow, clean deflections, and head-targeted critical strikes.

The rematch in To Live is to Suffer rewards a charged opening blow, clean deflections, and head-targeted critical strikes.

Sasaki Ganryu returns as the thirteenth boss of Miyamoto Musashi’s run through Onimusha: Way of the Sword, and the rematch is a different animal from the temple duel that opened the game. This version of Musashi’s rival fights inside the mission “To Live is to Suffer,” and he attacks in long, fast, multi-hit strings that punish anyone still treating him like an early-game parry lesson.

Quick answer: Sprint to the bodies at the start of the arena and land a fully charged hammer strike for heavy posture damage, then play defensively and deflect his combos instead of parrying them, aim every critical grapple at his head rather than the snake attachment, and dodge his jump attacks outright.


Where the Sasaki Ganryu rematch takes place

The fight is gated behind the “To Live is to Suffer” mission, with the on-screen objective reading simply “Defeat Sasaki Ganryu.” By this point Ganryu has merged with Gioh, the Oni residing in his gauntlet, so the boss you face is a corrupted version of the duelist rather than the human swordsman from the Kiyomizu-dera encounter. Expect constant taunting mid-fight — his voice lines cue several of his transitions.

To Live is to Suffer objective on screen with the Sasaki Ganryu boss health bar active
The To Live is to Suffer objective screen with Ganryu’s boss health bar active. Image: Capcom

Open with a charged hammer strike for free posture damage

The arena gives you a small head start, and it is worth using. Ganryu does not immediately close the gap, which leaves room for one big, slow attack before the real fight begins.

As soon as control returns, run straight toward the bodies positioned at the start of the arena. This puts distance between you and Ganryu while he is still moving in.
Hold the heavy attack input to build a level 2 charge on the hammer. You need the full charge — a partial one is not worth the recovery time you are exposed for.
Release the charged strike as he arrives. A clean hit takes a large chunk out of his posture immediately and sets up your first critical opening before you have taken any damage.
Musashi landing an attack on Sasaki Ganryu during the To Live is to Suffer boss fight
Landing the opening strike on Ganryu before he starts his combo pressure. Image: Capcom

Deflect Ganryu’s combos instead of parrying them

Ganryu is relentless here, and that changes which defensive tool you should lean on. A parry is a single-hit read that boosts your damage when it lands, but Ganryu rarely throws single hits — he throws chains. Deflecting handles those rapid strings far more reliably and builds stagger on him while it does, so a missed read costs you a little chip damage instead of a full combo to the face.

Practically, that means you should stop trying to open with attacks and let him come to you. Hold your defensive stance, deflect through the string, and only swing during his recovery. Trying to trade with him mid-combo is the fastest way to die in this fight.

Musashi holding a defensive stance against Sasaki Ganryu as his boss health bar shows on screen
Playing defensively and deflecting is safer than fishing for parries against Ganryu’s chains. Image: Capcom

Aim every critical strike at Ganryu’s head

Successful deflections break his posture and open a critical grapple opportunity, marked by the red lock-on reticle. When that window appears you can pick a target, and the choice matters: the head deals far more damage than the snake attachment on his body. Take the head every single time.

These head-targeted criticals are where the majority of your damage comes from. Two or three of them, spread across the fight, do more than a long stretch of chipping away at him with regular swings.

Critical strike opportunity on Sasaki Ganryu with the Defeat Sasaki Ganryu objective displayed
A critical opening on Ganryu — target the head rather than the snake attachment. Image: Capcom

Phase 2: what changes below half health

Around the halfway mark on his health bar, Ganryu escalates. His multi-hit sequences get noticeably faster, and he adds a delayed grab that is designed to catch you the moment you commit to a defensive input too early. The delay is the whole point of the move, so do not react to the wind-up — wait for the actual lunge.

Your plan does not change in this phase, it just gets tighter. Keep deflecting, keep punishing only during his recovery frames, and resist the urge to squeeze in an extra hit at the end of a string.

Sasaki Ganryu at roughly half health in the flooded arena during his more aggressive phase
Past the halfway point Ganryu speeds up his combos and adds a delayed grab. Image: Capcom

Response cheat sheet: when to deflect, dodge, or heal

The one move you should never try to answer with your guard is the jump attack. It tracks you and its timing does not line up with a normal deflect window, so roll out of it instead and reset your spacing.

Ganryu’s actionYour response
Rapid multi-hit sword combosDeflect through the whole string, then punish on recovery
Jump attackDodge — do not block or try to deflect it
Delayed grab (below half health)Wait out the delay, then dodge the lunge
Posture broken, red reticle showingCritical grapple, targeting the head
Your health bar dropping lowEat a rice ball during a gap, never mid-combo

Keep rice balls equipped for the missed reads

You will not deflect everything, and the chip damage from blocking his longer strings adds up quickly. Go into the fight with rice balls equipped and use them as soon as the red portion of your health bar starts running low, rather than saving them for an emergency that arrives mid-combo.

Note: heal during his recovery windows only. Committing to a heal animation while he is still swinging is the most common way this fight ends badly, especially after he speeds up.


In his final stretch of health Ganryu keeps the pressure on rather than backing off, so hold the same rhythm you have used all fight — deflect, punish, head criticals — and the boss bar empties on its own. Clearing him closes out “To Live is to Suffer,” and the deflection timing you build here carries directly into Shuten Doji and the third Ganryu duel later in Musashi’s run.