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____
itsuka, aitsu-to tatakau toki-ga kuru... / __ \
Ryuuko-no Ken 2 |_| | |
__ _ ___ ___ _ _ _ _ __| |
/ |_ __| | __/ _| | __|_>__| |__| |<_>_ _ __ / __/
/ | '_> | / \ _| | _|| / | ' \ | | ' \/ | /
/_/|_|_| |_| \__/_| |_| |_\_ |_||_|_||_|_||_|_ ||___-,
<__/ <__/_____|
AoF2 Dictionary Release 94i20.7 September 20, 1994
----------------------------------------------------------------------
Buffering:
While you're "waiting" for one move to complete it's animation,
you can perform in advance further moves. For example, throw a
fireball (or some kind of flying body attack) and while it's executing
do the motion for another move. The second move will come out
immediately after the first completes (provided that you're not
knocked out of it.)
----------------------------------------------------------------------
Desperations:
"Desperations" as I call them are special moves which are even
more devastating than "Power moves". The major requirement is that
your strength be low, you can tell when you see the white border of
your strength meter flashing. A full or almost full spirit meter is
needed too. These are marked with a "!!" in the move listing.
----------------------------------------------------------------------
FAQ:
This FAQ is presented in three parts. A "dictionary" giving
general text information, a move list giving the moves, and a "Quick
Sheet", listing all the moves on a single page (print at 10cpi 8lpi).
There is no regular schedule to the FAQ's revisions (I'm very bad at
keeping schedules) rather, it's released when it's released... =^)
You can ftp these and many other files from ftp.netcom.com. Look
in the /pub/vi/vidgames/faqs directory. This archive is kept by Andy
Eddy, (vidgames@netcom.com) senior editor at Gamepro Magazine and
general nice guy.
This FAQ should be found as: (given 8.3 filenames for us fools
who bought MSDOS machines =^)
aof2dict.txt "Dictionary", this information file.
aof2move.txt Move list.
aof2quik.txt "Quick Sheet"
----------------------------------------------------------------------
Glitch:
Play as King. Jump, and while still in the air, buffer a Double
Strike. She'll start rising up the screen doing (jumping) low punches
and not stop (she'll go up off the top of the screen, reappear from
the bottom, and keep rising). Once she leaves the screen the first
time, she can't be hit, however she can't do any attacks either, and
the game will more or less lock up after the timer runs out (since
King is technically still in mid-motion.) You'll have to reset the
machine to break out.
Play as Jack. Jump and buffer a Super Hip Attack. Jack will
now hover above the ground. Jack will return to Earth if jumps or
does a flying attack of some kind.
----------------------------------------------------------------------
Howard, Geese:
Like how Fatal Fury Special (GarouDensetsu SPECIAL) features Ryo
Sakazaki in a special "Dream Match", Geese Howard makes an appearance
in Art of Fighting 2. Geese appears after Mr. Big. Conditions to
meet him is like Ryo in FFS. Don't lose. If you lose a round, don't
worry, just have a friend jump in and beat him 2-0, you can also
"switch sides" provided the continuing player wins 2-0.
Profile:
Birthdate: January 21 (26 years old)
Height: 183cm
Weight: 82kg
Blood Type: B
Origin: America
Special moves are:
Reppuuken Same as in the Fatal Fury series
HishouNichiRinzan Jumping slash with an arm
Explosion Ball Punch with light ball on hand
Deadly Rave A RyuukoRanbu like rush.
Voices:
tease Come on, yellow belly.
win/perfect Die, Yabo!
Unfortunately, unlike Ryo in FFS, Geese may not be used in
this game.
----------------------------------------------------------------------
Japanese:
For those who can handle JIS code, at the bottom of this file is
a uuencoded text file containing all the character and move names in
their original Japanese form along with romanized readings, plus track
listings for the soundtrack CDs. If you can't read JIS code, you can
still uudecode and view ASCII part of the file, just cut out the nasty
looking parts. (Though there won't be much to look at after.)
----------------------------------------------------------------------
Ki:
"Ki" or spirit, is one element which sets the Art of Fighting
games apart from other arcade fighters prior. Each player has a
spirit meter along with their strength meter. All special moves take
spirit to perform, low levels of spirit cause weaker forms of the
special moves to come out, and no spirit will either cause a move to
be undoable or done in a very weak way. Rationing and finding
opportunities to "recharge" spirit must now enter your strategy. Not
to mention "teasing" which lowers your opponent's Ki but leaves you
vulnerable for a moment. The only other games to have teasing moves
up to this game's release are Fatal Fury 2 & FFSpecial, and World
Heroes 2 & WH2JET however, teasing is only for show.
----------------------------------------------------------------------
Music & Mags:
There is a soundtrack disc available in Japan. If you don't know
anyone living in or going to Japan, consult Iain Sinclair's Game Music
BGM list. There's information on ordering Japanese CDs in there.
Title: "Ryuuko-no Ken 2"
Artist: SNK/Neo Sound Orchestra
Maker: Pony-Canyon Scitron
Catalog#: PCCB-00144
Release: February 18, 1994
Price: 1500yen
Also of note is the soundtrack for the original Art of Fighting,
"Ryuuko-no Ken", catalog# PCCB-00101, released November 20, 1991,
(everything else is same as above.)
The CD contains 50 tracks spanning over 56 minutes and 8 seconds
of play time. All the music, voices, and sound effects in the game
are included (Japanese "version", Robert, Yuri, King, and John all
have different voices between English & Japanese modes.)
The AoF disc is 42 tracks, 44'57".
Gamest #115 (5.15) is a special issue devoted entirely to Art of
Fighting 2 (Ryuuko-no Ken 2). Profiles, moves, tips, history, art,
and data are included. Obtaining a copy may be difficult, contact
your nearest Japanese book store. Cover price is 1280 yen.
----------------------------------------------------------------------
Notation:
Notation in the Full List is as follows:
O O O
\|/ "Joystick" notation is used, Imagine the "O" as the ball of the
O-O-O joystick (I know I know, most joysticks have a bat handle) and
/|\ the line represents the shaft. A neutral or centered joystick
O O O is represented by a solitary "O". "(jump)" means to jump and
do the motion. Buttons are given as their respective letters.
Moves in the full sheet are given "right-facing", meaning your
oppponent is on the right (and you on the left).
ub u uf
b c f The Short Sheet uses letters as a space saving measure with
db f df the letters u d b f representing up down back forward,
respectively. Letters are combined for diagonals, and "c"
(lowercase) is for centered (neutral). "(j)" and "(c)" represent jump
and do-close, respectively. Buttons are given as their respective
letters.
----------------------------------------------------------------------
Power Move:
"Power Moves" as I call them are the "Special Techniques of
Terror" which you usually "learn" after beating your first three
opponents. These do immense damage if successful, if not just look
plain scary (if you're on the receiving end. =^) In a 2-player game
you may do it at any time provided you have the sufficient spirit to
perform it. In the 1-player game, you have the additional requirement
of having to "master" it in the bonus round.
----------------------------------------------------------------------
Ryuuko-no Ken:
The original name for this game is "Ryuuko-no Ken", breaking it
down: ryuu = dragon
ko = tiger
no = posessive joining particle (grammar stuff)
ken = fist, (fighting) technique, art
The title has something of a double meaning. First, the Dragon
and Tiger ("Ryuuko") represents two forces which are equally balanced.
Ryo and Robert in this game are the "Dragon" and "Tiger". In this
case, the title translation is on the lines of "Art of Two Rivals".
In the second definition, "Ryuuko" is representative of the
Kyokugen(ryu) Karate style that the Sakazakis and Robert more or
less follow. Loosely, "Art of Kyokugenryu" or "Kyokugenryu Moves/
Techniques".
----------------------------------------------------------------------
Southtown:
All the action of the game takes in Southtown, heterogeneous
"melting pot" of people, and fighting styles. On the AoF2 map, the
central portion along with the peninsula on the lower left is the map
of the original AoF. Also, to the lower right is a connected island.
If you recall back to the original Fatal Fury, you'll recognize this
island to be it's map.
----------------------------------------------------------------------
Translation:
The move list includes word breakdowns for the names given in
Japanese, some with "translated" English names. Keep in mind however,
that some of the English names I've given are not word-for-word, and
for those without an English name there may be no "translation" (at
least not a good one) for it. The reason is sometimes you can't just
take the word "ryuu" (for example) and immediately translate it as
"dragon", it may be there to mean the _characteristics_ of a dragon.
Power, strength, fury, etc. The difference is between understanding
the "meaning" and understanding the "emotion" of a word.
----------------------------------------------------------------------
"Z" Closing Items:
First, some people who helped in the making of this list. Send
them mail and make 'em feel loved. =^)
Special thanks to Masahiro Abe (pen@win.or.jp).
Thanks also goes out to: Rasheed Rankins (rankinsr@mit.edu)
Herbert Tin Hoy Hu (hoy@uhunix.uhcc.hawaii.edu)
Herbert Yeung (hyeung@uhunix.uhcc.hawaii.edu)
Augusto Floro (asz5sju@sjumusic.stjohns.edu)
Arthur Phan (aphan@uhunix.uhcc.hawaii.edu)
Yoshimitsu Miyashita (graduated.and.gone)
And I'm: Galen Komatsu, you may send corrections, comments,
and rolls of quarters to gkomatsu@uhunix.uhcc.hawaii.edu.
Release History:
Release 0 Early February, 1994
The original listing, primarily contained moves copied off of
the arcade game console display strip and a few moves pulled
from fj.rec.games.video.arcade.
Release 1 March 5, 1994
Updated with more moves, Geese Howard also discovered in game.
Release 2 March 10, 1994
Updated with remaining unfound "desperation" moves graciously
supplied by Yoshimitsu Miyashita. Short-sheet is born. This
version was never actually released except for the short-sheet
sent to a few people.
Release 3 March 17, 1994
Full and short-sheet updated with moves and names. "Dictionary"
(this) is also written.
Release 4 April 2, 1994
Corrections and updates on some moves. "Short Sheet" changed to
"Quick Sheet" (to conform with the filename given). Dictionary
updated with new info on Geese & other items.
Release 5 May 17, 1994
Updates to Dictionary, translations written for moves,
soundtrack information.
Release 6 June 18, 1994
Minor corrections and updates.
Release 7 September 17, 1994
FINAL EDIT. The FAQ since release 4 has included all you needed
to know to play the game (except win. =^), updates since have just
been corrections and addition of random information. As is the
case with this one. Final additions include character profiles
and updates to the dictionary. enjoy!
----------------------------------------------------------------------
Copyright 1994 Galen Komatsu. Permission granted to distribute freely
provided no fee is charged outside of raw reproduction costs. Contact
author for inclusion in media, printed, electronic, or otherwise. gtk
...Yuri-chan, kotchi! kotchi! (^_^)
_galen_komatsu__gkomatsu@uhunix.uhcc.hawaii.edu__ar592@cleveland.freenet.edu_
XTC Nakajima Michiyo nin Revolution Atari2600 Ryuuko-noKen2
a total eclipse of the earth occurs when you put your hands over your eyes.
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end
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__ _ ___ ____
/ |_ __| | __/ _| / __ \
/ | '_> | / \ _| |_| | |
/_/|_|_| |_| \__/_| __| |
___ _ _ _ _ / __/
| __|_>__| |__| |<_>_ _ __/ /
| _|| / | ' \ | | ' \/ ||___-,
|_| |_\_ |_||_|_||_|_||_|_ |_____| Ryuuko-no Ken 2
<__/ <__/
Release 94i20.7, September 20, 1994 (last 94f18.6)
Assume right-facing (opponent is to your right).
Mirror image for the reverse situation.
_ General __________________________________________________________
| A (tap) Jab |
| A (press) Punch |
| B (tap) Kick |
| B (press) Hard kick |
| C (tap) Jab or Kick, depending on last button (A/B) |
| (close) -O C Throw pressed |
| (jump) (close) C Air Throw (not all characters) |
| (jump on "wall") C Triangle Jump |
| C + A Uppercut or high strike |
| C + B Low standing kick or low strike |
| A/B/C (hold) Recharge spirit |
| A/B/C (when thrown) Recover from throw |
| D Tease |
| -O -O Run |
| O- O- Quick escape |
|____________________________________________________________________|
_ Takuma Sakazaki: _________________________________________________
| Style: Kyokugen-ryu Karate |
| Birthdate: February 4 (48 years old) |
| Body: 180cm 70kg |
| Blood type: O |
| Origin: Japan |
| Family: Ryo Sakazaki (son), Yuri Sakazaki (daughter) |
| Treasured Item: (his) children, diciples, and Kyokugenryu |
| Rival: himself |
|--------------------------------------------------------------------|
| Tease: "Kakatte konuka?" ['ya gonna fight me?] |
| Win: "iyaah!" |
| Perfect: "Mijukumono mega" [just a beginner] |
|--------------------------------------------------------------------|
| | \ -O A Koh-ken [Tiger Blast] |
| O O ko = tiger oh = sparkling |
| ken = fist, technique |
|--------------------------------------------------------------------|
| | / O- A KishinGeki [Demon Rage] |
| O O ki = demon, spirit of the dead |
| shin = god geki = enraged |
|--------------------------------------------------------------------|
| / -O B Hienshippu-kyaku [Gale Kick] |
| O hi=fly en=swallow --> flying (swift) |
| shitsu=fast fuu=wind --> shippu=gale |
| kyaku = leg, kick |
|--------------------------------------------------------------------|
| -O O- -O A Zanretsu-ken [Fist Fury] |
| zan = while, for a long time |
| retsu = violent, extreme |
| ken = fist, technique |
|--------------------------------------------------------------------|
| -O \ | / O- B Shoran-kyaku [Flying Knee Kick] |
| O O O sho = flying ran = chaos |
| kyaku = leg, kick |
|--------------------------------------------------------------------|
| -O O- / | \ -O A HaohShiKoh-ken ** |
| O O O ha = supreme oh = king |
| shi = utmost, great kou = cry, roar |
| ken = fist, technique |
|--------------------------------------------------------------------|
| | \ -O O- -O AC RyuukoRanbu !! |
| O O ryuu=dragon ko=tiger --> (see Dictionary) |
| ran = chaos bu = dance |
|____________________________________________________________________|
_ Yuri Sakazaki: ___________________________________________________
| Style: Kyokugen-ryu Karate (with her own modifications) |
| Birthdate: December 7 (18 years old) |
| Body: 168cm 50kg b82 w56 h80 |
| Blood type: A |
| Origin: Japan |
| Family: Takuma Sakazaki (father), Ryo Sakazaki (older |
| Treasured Item: Friends brother) |
| Rival: "big brother, and Robert?... <laugh>" |
|--------------------------------------------------------------------|
| Tease: "kotchi! kotchi!" [right here!] |
| Win: "n? yoyutchi!" [no problem!] |
| Perfect: "e? kyaa! Mou Saite! [aaa! the worst! (reaction to |
| her unexpected "exposure")] |
|--------------------------------------------------------------------|
| | \ -O A Koh-ken [Tiger Blast] |
| O O |
|--------------------------------------------------------------------|
| | / O- A KyokugenryuuSaiha |
| O O kyoku=most gen=limit --> limit |
| ryuu = system, class --> kyokugenryuu |
| sai = smash, break ha = wave |
|--------------------------------------------------------------------|
| | \ -O B Raioh-ken [Thunder Strike] |
| O O rai = thunder(bolt) ou = sparkling |
| ken = fist, technique |
|--------------------------------------------------------------------|
| | / O- B EnbuKyaku [Swallow Dance] |
| O O en = swallow bu = dance |
| kyaku = leg, kick |
|--------------------------------------------------------------------|
| -O O- -O A HyakuRetsu Binta [Hundred Slaps] |
| hyaku = 100 retsu = |
| binta = slap(?) |
|--------------------------------------------------------------------|
| -O O- / | \ -O A HaohShohKoh-ken ** |
| O O O ha = supreme oh = king |
| shou = flying kou = cry, roar |
| ken = fist, technique |
|--------------------------------------------------------------------|
| -O O- -O \ | / O- BC HienHouoh-kyaku [Phoenix Kick] !! |
| O O O hi=fly en=swallow --> flying (swift) |
| hou=phoenix ou=phoenix --> phoenix |
| kyaku = leg, kick |
|____________________________________________________________________|
_ Ryo Sakazaki: ____________________________________________________
| Style: Kyokugen-ryu Karate |
| Birthdate: August 2 (22 years old) |
| Body: 179cm 68kg |
| Blood type: O |
| Origin: Japan |
| Family: Takuma Sakazaki (father), Yuri Sakazaki (younger |
| Treasured Item: The bike he found & restored, and his horse. |
| Rival: Robert Garcia (unnamed yet) |
|--------------------------------------------------------------------|
| Tease: "Ora! Ora!" [Hey! Hey!] |
| Win: "O---SU!" |
|--------------------------------------------------------------------|
| -O | \ A Kohoh |
| O O ko = tiger ou = roar, cry |
|--------------------------------------------------------------------|
| | \ -O A Koh-ken |
| O O |
|--------------------------------------------------------------------|
| (jump) | \ -O A Mid Air Koh-ken (downward) |
| O O |
|--------------------------------------------------------------------|
| (jump) | \ -O B Mid Air Koh-ken (straight) |
| O O |
|--------------------------------------------------------------------|
| | / O- A Kyokugenryuu Renbuken |
| O O ren = series bu = dance |
| ken = fist, style |
|--------------------------------------------------------------------|
| / -O B Hienshippu-kyaku |
| O |
|--------------------------------------------------------------------|
| -O O- -O A Zanretsu-ken |
|--------------------------------------------------------------------|
| -O O- / | \ -O A HaohShohKoh-ken ** |
| O O O |
|--------------------------------------------------------------------|
| | \ -O \ | / O- C RyuukoRanbu !! |
| O O O O O |
|____________________________________________________________________|
_ Robert Garcia: ___________________________________________________
| Style: Kyokugen-ryu Karate |
| Birthdate: December 25 (22 years old) |
| Body: 180cm 85kg |
| Blood type: AB |
| Origin: Italy |
| Family: Albert Garcia (father), Sherri Garcia (mother) |
| Treasured Item: Car Collection |
| Rival: "definitely, Ryo!" |
|--------------------------------------------------------------------|
| Tease: "Bring it on man..." |
| (japanese) "Donai Shitanya?" [c'mon what 're you doing?] |
| Win: "Yeah!" |
| Perfect: "Hmph..." |
| (japanese) "ma, Zatto Konai monya" [That's all...] |
|--------------------------------------------------------------------|
| -O | \ A Ryuuga |
| O O ryuu = dragon ga = fang, tooth |
|--------------------------------------------------------------------|
| | \ -O A Ryugeki-ken [Dragon Wave] |
| O O ryuu = dragon geki = attack |
|--------------------------------------------------------------------|
| (jump) | / O- B HienRyuuJinkyaku [Great Dragon Kick] |
| O O hi=fly en=swallow --> flying (swift) |
| ryuu = dragon jin = god |
| kyaku = kick |
|--------------------------------------------------------------------|
| | / O- A Kyokugenryuu Renbuken |
| O O |
|--------------------------------------------------------------------|
| / -O B Hienshippu-kyaku |
| O |
|--------------------------------------------------------------------|
| -O O- -O B Genei-kyaku |
| gen = illusion ei = shadow |
| kyaku = leg, kick |
|--------------------------------------------------------------------|
| -O O- / | \ -O A HaohShohKoh-ken ** |
| O O O |
|--------------------------------------------------------------------|
| | \ -O \ | / O- C RyuukoRanbu !! |
| O O O O O |
|____________________________________________________________________|
_ Eiji Kisaragi: ___________________________________________________
| Style: Kisaragi-ryu Ninjutsu |
| Birthdate: December 25 (26 years old) |
| Body: 172cm 70kg |
| Blood type: B |
| Origin: Japan |
| Family: "born in the shadows, I have none" (family |
| Treasured Item: <?> details unknown) |
| Rival: "I have no rival." |
|--------------------------------------------------------------------|
| Tease: "Kakattekina!" [c'mon fight me!] |
| Win: "fu, Shoshi!" [hmph, pittiful!] |
|--------------------------------------------------------------------|
| | \ -O A Kikoh-hou [Psychic Crunch] |
| O O ki = spirit kou = opening |
| hou = cannon, ordnance |
|--------------------------------------------------------------------|
| | / O- A Kasumi Giri [Mist Slice] |
| O O kasumi = mist kiri = slice, cut |
|--------------------------------------------------------------------|
| | O A Ryueijin [Shadow Brigade Blast] |
| O | ryuu = flow will repel fireballs |
| ei = shadows jin = brigade |
|--------------------------------------------------------------------|
| -O O- -O A Koppa Giri [Bone Breaker] |
| kotsu = bone ha = break |
| kiri = cut |
|--------------------------------------------------------------------|
| | / O- B KisaragiRyuu RenKenkyaku |
| O O Kisaragi = "Kisaragi" ryuu = style |
| ren = continue ken = fist |
| kyaku = leg, kick |
|--------------------------------------------------------------------|
| / -O B TenbaKyaku [Pegasus Kick] |
| O ten=heavens ba=horse --> Pegasus |
| kyaku = leg, kick |
|--------------------------------------------------------------------|
| | \ -O \ | / O- A ZantetsuHa [Steel Cutter] ** |
| O O O O O zan = slice, slash tetsu = iron,steel |
| ha = wave |
|--------------------------------------------------------------------|
| O- / | \ -O \ | B ZantetsuTourohKen !! |
| O O O O O [Steel Cutter Mantis Strike] |
| zan = slice, slash tetsu = iron,steel |
| tou=mantis rou=mantis --> Praying Mantis |
| ken = fist, technique |
|____________________________________________________________________|
_ Temjin: __________________________________________________________
| Style: Mongolian Wrestling |
| Birthdate: May 10 (34 years old) |
| Body: 150cm 85kg |
| Blood type: A |
| Origin: Mongolia |
| Family: "Father and mother back home." |
| Treasured Item: Neighborhood Children |
| Rival: "One who breaks my dreams is everyone's rival." |
|--------------------------------------------------------------------|
| Tease: "bwa ha ha!" |
| Win: "Kachidasu Kachidasu Yattadasu!" [I win! I win! Yeah!] |
| Perfect: "uhoho ohoho hmph" |
|--------------------------------------------------------------------|
| (close) / C Body Slam (non recoverable for opponent) |
| O |
|--------------------------------------------------------------------|
| O- / | \ -O A Tatsumakigeki [Tornado Dive] |
| O O O |
|--------------------------------------------------------------------|
| | \ -O A KidanHeki [Wall of Spirit] |
| O O |
|--------------------------------------------------------------------|
| | / O- A Mouko RengekiKenkyaku |
| O O |
|--------------------------------------------------------------------|
| O -O \ | / O- A RaigekiDan [Thunder Drop] |
| O O O (do while close) |
|--------------------------------------------------------------------|
| O -O \ | / O- B DaisharinNage [Cartwheel Throw] |
| O O O (do while close) |
|--------------------------------------------------------------------|
| O- -O O- / | \ -O A Mouko MouretsuHasaidan ** |
| O O O [Super Mongolian Fire Tackle] |
|--------------------------------------------------------------------|
| | / O- -O \ | AC Mouko TemjinRanbu !! |
| O O O O mouko = Mongolia Temjin = "Temjin" |
| ran = chaos bu = dance |
|____________________________________________________________________|
_ Jack Turner: _____________________________________________________
| Style: original style |
| Birthdate: March 24 (27 years old) |
| Body: 184cm 138kg |
| Blood type: O |
| Origin: America |
| Family: details unclear |
| Treasured Item: His group & bike |
| Rival: "If there is one, I'll face him." |
|--------------------------------------------------------------------|
| Tease: ">pop<" |
| Win: "Waah, hah hah. Twerp" |
| Perfect: "Hummph. No problem." |
|--------------------------------------------------------------------|
| | \ -O A Knuckle Pad |
| O O |
|--------------------------------------------------------------------|
| | / O- A Bomber Dance |
| O O |
|--------------------------------------------------------------------|
| -O O- -O A Dynamite Lariot |
|--------------------------------------------------------------------|
| / O B Super Drop Kick |
| O / |
|--------------------------------------------------------------------|
| -O O- -O B Brain Shocker Bat |
|--------------------------------------------------------------------|
| O- -O \ | / O- B Super Hip Attack ** |
| O O O |
|--------------------------------------------------------------------|
| -O \ | / O- A Hell Diving !! |
| O O O (do while close) |
|____________________________________________________________________|
_ Lee Pai Long: ____________________________________________________
| Style: Chinese Kempo |
| Birthdate: January 7 (67 years old) |
| Body: 171cm 62kg |
| Blood type: O |
| Origin: Taiwan |
| Family: Lee KoLong<?> (wife), Lee ShoLong (son) |
| Treasured Item: Monkey Mask, (Chinese) Medicinal shop |
| Rival: "The nearby (modern) drug store perhaps..." |
|--------------------------------------------------------------------|
| Tease: "ge ha ha ha..." |
| Perfect: "hmph..." |
|--------------------------------------------------------------------|
| | \ -O A Tetsu-no Tsume [Iron Nails] |
| O O tetsu = iron, steel tsume = nail, claw |
|--------------------------------------------------------------------|
| | / O- A KachuuMouWanKyaku |
| O O ka=Chine chuu=center --> Central China |
| mou = rage wan = arm |
| kyaku = leg, kick |
|--------------------------------------------------------------------|
| -O O- -O A HyakuRetsuKen [Hundred Fist Fury] |
| hyaku = hundred retsu = enrage |
| ken = fist |
|--------------------------------------------------------------------|
| | O A Hawk Talon Dropping |
| O | |
|--------------------------------------------------------------------|
| -O O- / | \ -O A ShinkuuKuutenSou [Whirlwind Nails] ** |
| O O O shin=pure kuu=air, void --> "vaccuum" |
| kuu ten=ten --> racing sou = nail, claw |
|--------------------------------------------------------------------|
| | / O- / | \ -O A Kachuu HienSou [Flying Monkey Claw] !! |
| O O O O O hi = fly en = monkey |
| sou = nail, claw |
|____________________________________________________________________|
_ King: ____________________________________________________________
| Style: Muetai |
| Birthdate: April 8 (22 years old) |
| Body: 175cm 58kg b86 w56 h85 |
| Blood type: A |
| Origin: France |
| Family: Jean (younger brother) (rest unclear) |
| Treasured Item: "These good looks... <laugh>" |
| Rival: none |
|--------------------------------------------------------------------|
| Tease: "Come on, baby..." |
| Win: (Japanese) "hmph Nasakenai" [What a pity to be weak.] |
|--------------------------------------------------------------------|
| | \ -O B Venom Strike |
| O O |
|--------------------------------------------------------------------|
| | O B Trap Shot |
| O | |
|--------------------------------------------------------------------|
| -O O- -O B Tornado Kick |
|--------------------------------------------------------------------|
| | / O- B MoushuuKyaku |
| O O mou = fierce, rage shuu = attack |
| kyaku = leg, kick |
|--------------------------------------------------------------------|
| -O O- -O \ | B Double Strike ** |
| O O |
|--------------------------------------------------------------------|
| O- -O \ | / BC Surprise Rose !! |
| O O O |
|____________________________________________________________________|
_ Micky Rodgers: ___________________________________________________
| Style: Boxing |
| Birthdate: August 16 (27 years old) |
| Body: 189cm 80kg |
| Blood type: A |
| Origin: America |
| Family: Charlie Rogers (father), Jessica Rogers (mother) |
| Treasured Item: Gloves recieved from a past champ. |
| Rival: "I'm the champ, champs always have those!" |
|--------------------------------------------------------------------|
| Tease: "Come on baby. Yeah right here!" |
| Win: "I'm number one!" |
| Perfect: "I'm the champion!" |
|--------------------------------------------------------------------|
| | \ -O A Burning Upper |
| O O |
|--------------------------------------------------------------------|
| | / O- A Combination 1 |
| O O |
|--------------------------------------------------------------------|
| | / O- AC Combination 2 |
| O O |
|--------------------------------------------------------------------|
| | O A Crazy Upper |
| O | |
|--------------------------------------------------------------------|
| | \ -O B Rolling Upper |
| O O |
|--------------------------------------------------------------------|
| | / O- B Chopping Right |
| O O |
|--------------------------------------------------------------------|
| -O O- / | \ -O A Comet Gale ** |
| O O O ("Planet Gale" in Japan) |
|--------------------------------------------------------------------|
| | / O- / | A Rush Bomber !! |
| O O O O |
|____________________________________________________________________|
_ John Crawley: ____________________________________________________
| Style: Martial arts + original style |
| Birthdate: February 15 (30 years old) |
| Body: 182cm 76kg |
| Blood type: B |
| Origin: America |
| Family: (details unclear) |
| Treasured Item: Fireboy (his airplane) |
| Rival: Mr. Big |
|--------------------------------------------------------------------|
| Tease: "Come on, baby." |
| (Japanese) "Hey! KakatteKina!" [Hey! Fight!] |
| Win: "Nap time!" /say.] |
| (Japanese) "hmph, Kuchi hodo-nimonai" [Not (as strong) as you |
| Perfect: (Japanese) "hmph, Kozakashii" [Smart guy...] |
|--------------------------------------------------------------------|
| | \ -O A Mega-Smash |
| O O |
|--------------------------------------------------------------------|
| | / O- A Flying Attack |
| O O |
|--------------------------------------------------------------------|
| | O B Spiral Leg Bomber |
| O | |
|--------------------------------------------------------------------|
| | / O- B Overdrive Kick |
| O O |
|--------------------------------------------------------------------|
| -O O- / | \ -O A Mega Smasher ** |
| O O O |
|--------------------------------------------------------------------|
| -O O- / | \ -O BC Atomic Smash !! |
| O O O |
|____________________________________________________________________|
_ Mr. Big: _________________________________________________________
| Style: Stick fighting |
| Birthdate: July 4 (33 years old) |
| Body: 1877cm 81kg |
| Blood type: B |
| Origin: (unclear) |
| Family: (details unclear) |
| Treasured Item: Southtown |
| Rival: "Don't bother me with such stupid things!" |
|--------------------------------------------------------------------|
| Tease: "Over So Soon?" |
| Win: "Ha ha ha ha." |
|--------------------------------------------------------------------|
| / -O A Drum Shot |
| O |
|--------------------------------------------------------------------|
| O- / | \ -O A Cross Diving |
| O O O |
|--------------------------------------------------------------------|
| | \ -O B Ground Blaster |
| O O |
|--------------------------------------------------------------------|
| O- -O \ | / O- B Spinning Lancer |
| O O O |
|--------------------------------------------------------------------|
| O- / | \ -O O- A Blaster Wave ** |
| O O O |
|--------------------------------------------------------------------|
| | \ -O \ | / O- A Rising Spear !! |
| O O O O O (do while close) |
|____________________________________________________________________|
Copyright 1994 Galen Komatsu. Permission granted to distribute freely
provided no fee is charged outside of raw reproduction costs. Contact
author for inclusion in media, printed, electronic, or otherwise. gtk
...Yuri-chan, kotchi! kotchi! (^_^)
Send additions, corrections, helpful tips, and rolls
of quarters to one of the e-mail addresses below.
_galen_komatsu__gkomatsu@uhunix.uhcc.hawaii.edu__ar592@cleveland.freenet.edu_
XTC Nakajima Michiyo nin Revolution Atari2600 Ryuuko-noKen2
a total eclipse of the earth occurs when you put your hands over your eyes.
+80
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_ General __________________________ __ _ ___ ____
| A (tap/press) Jab/Punch | / |_ __| | __/ _| / __ \
| B (tap/press) Kick | / | '_> | / \ _| |_| | |
| C (tap/close) Jab,Kick/Throw | /_/|_|_| |_| \__/_| __| |
| C + A/B Hi/Low Strike | ___ _ _ _ _ / __/
| D Tease | | __|_>__| |__| |<_>_ _ __/ /
| A/B/C (hold) Recharge spirit | | _|| / | ' \ | | ' \/ ||___-,
| A/B/C (when thrown) Throw Recovery | |_| |_\_ |_||_|_||_|_||_|_ |_____|
| (jump to wall) C Triangle Jump | <__/ <__/
| f f / b b Run / Escape | Ryuuko-no Ken 2 Quick Sheet
|____________________________________| Release 94i20.7 September 20, 1994
_ Takuma Sakazaki: _________________ _ Yuri Sakazaki ____________________
| d df f A Koh-ken | d df f A Koh-ken |
| d db b A KishinGeki | d db b A KyokugenryuSaiha |
| db f B Hienshippu-kyaku | d df f B Raioh-ken |
| f b f A Zanretsu-ken | d db b B EnbuKyaku |
| f df d db b B Shoran-kyaku | f b f A Hyakuretsu Binta |
| f b db d df f A *HaohShiKoh-ken | f b db d df f A *HaohShohKoh-ken |
| d df f b f AC !RyuukoRanbu | f b f df d db b BC !NirenHouohKyaku|
|____________________________________|____________________________________|
_ Ryo Sakazaki: ____________________ _ Robert Garcia ____________________
| f d df A Kohoh | f d df A Ryuuga |
| d df f A Koh-ken | d df f A Ryugeki-ken |
| (j) d df f A/B MidAir Koh-ken | (j) d db b B HienRyuujinKyaku |
| d db b A KyokugenryuRenbuken| d db b A KyokugenryuRenbuken|
| db f B Hienshippu-kyaku | db f B HienshippuKyaku |
| f b f A Zanretsu-ken | f b f B Genei Kyaku |
| f b db d df f A *HaohShohKoh-ken | f b db d df f A *HaohShohKoh-ken |
| d df f df d db b C !RyuukoRanbu | d df f df d db b C !RyuukoRanbu |
|____________________________________|____________________________________|
_ Eiji Kisaragi: ___________________ _ Temjin ___________________________
| d df f A Kikoh-hou | b db d df f A Tornado Dive |
| d db b A Kasumi Giri | d df f A Wall of Spirit |
| d u A Ryueijin | d db b A RenGekiKenkyaku |
| f b f A Koppagiri | c f df d db b A Thunder Drop |
| d db b B RyurenKenkyaku | c f df d db b B Cartwheel Throw |
| db f B Pegasus Kick | b f b db d df f A *Sup.Fire Tackle |
| d df f df d db b A *ZantetsuHa | d db b f df d AC !TemjinRanbu |
| b db d df f df d B !ZatetuTorouken | |
|____________________________________|____________________________________|
_ Jack Turner ______________________ _ Lee Pai Long _____________________
| d df f A Knuckle Pad | d df f A Tetsu-no Tsume |
| d db b A Bomber Dance | d db b A KachuMourenKyaku |
| f b f A Dynamite Lariot | f b f A HyakuRetsu-ken |
| db uf B Super Drop Kick | d u A Hawk Talon Drop |
| f b f B Brain Shocker Bat | f b db d df f A *ShinkuuKuurensou|
| b f df d db b B *Super Hip Attack | d db b db d df f A !KachuHienSou |
| (c) f df d db b A !Hell Diving | |
|____________________________________|____________________________________|
_ King _____________________________ _ Micky Rodgers ____________________
| d df f B Venom Strike | d df f A Burning Upper |
| d u B Trap Shot | d u A Crazy Upper |
| f b f B Tornado Kick | d db b A/AC Combinations |
| d db b B MoushuuKyaku | d df f B Rolling Upper |
| f b f df d B *Double Strike | d db b B Chopping Right |
| b f df d db BC !Surprise Rose | f b db d df f A *Comet Gale |
| | d db b db d A !Rush Bomber |
|____________________________________|____________________________________|
_ John Crawley _____________________ _ Mr. Big __________________________
| d df d A Mega Smash | db f A Drum Shot |
| d db b A Flying Attack | b db d df f A Cross Diving |
| d db b B Overdrive Kick | d df f B Ground Blaster |
| d u B Spiral Leg Bomber | b f df d db b B Spinning Lancer |
| f b db d df f A *Mega Smasher | b db d df f b A *Blaster Wave |
| f b db d df f BC !Atomic Smash | d df f df d db b A !Rising Spear |
|____________________________________|____________________________________|
Copyright 1994 Galen Komatsu. Permission granted to distribute freely
provided no fee is charged outside of raw reproduction costs. Contact
author for inclusion in media, printed, electronic, or otherwise. gtk
_galen_komatsu__gkomatsu@uhunix.uhcc.hawaii.edu__ar592@cleveland.freenet.edu_
XTC Nakajima Michiyo nin Revolution Atari2600 Ryuuko-noKen2
a total eclipse of the earth occurs when you put your hands over your eyes.
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__ _ ___ ___ _ _ _ _
93c29 / |_ __| | __/ _| | __|_>__| |__| |<_>_ _ __ 94a5
/ | '_> | / \ _| | _|| / | ' \ | | ' \/ |
_______ /_/|_|_| |_| \__/_| |_| |_\_ |_||_|_||_|_||_|_ | _______
Ryu^ko-no Ken <__/ <__/
As with most move lists, right facing is assumed.
Ryo Sakazaki- "<grunt>" and Robert Garcia- "hrumph", "yeeeeeahhhh!"
_ Move ________________ Action _ (Ryo / Robert) ____________________
| A Punch |
| A (hold) Restore spirit energy |
| B Kick |
| B (hold) Restore spirit energy (same as A) |
| C (close) Throw (may require pushing stick towards |
| C + A Uppercut opponent) |
| C + B Kick to Shin |
| (A) C Hard Punch |
| (A) C (close) Hook |
| (B) C High Kick |
| (B) C (close) Jumping 360 Kick (Robert Only?) |
| D Taunt ("orya! orya!" / "Hey! Hey!") |
|--------------------------------------------------------------------|
| If it looks like too much to remember, don't worry. All you |
| need to remember is A=punch, B=kick, D=taunt, and C produces |
| "hard" strikes based on last button (A/B) pressed and/or range. |
|--------------------------------------------------------------------|
| -O -O or O- O- charge (as in "run") or quick retreat |
|--------------------------------------------------------------------|
| -O | \ A Deep Uppercut (no spirit used) |
| O O "Dragon Punch" |
|--------------------------------------------------------------------|
| | \ -O A Koow-ken/Ryugeki-ken |
| O O (Tiger Blast/Dragon Wave) Energy Missile |
|--------------------------------------------------------------------|
| / -O B Hienshipu-kyaku |
| O Double kick (Flying & High) |
|--------------------------------------------------------------------|
| -O O- -O C Zanretsu-ken/Genei-kyaku |
| "Lightning" Punch/Kick |
|--------------------------------------------------------------------|
| -O O- / | \ -O A Haow-ken |
| O O O wall 'o energy |
|--------------------------------------------------------------------|
| | \ -O O C + A Ryu^KoRanBu: "Super" death blow, Ryo/ |
| O O Robert unleashes a flurry of blows doing |
| (Strength <25% Spirit >75%) at least 50% damage if successful. |
|____________________________________________________________________|
_ Name: tease _ victory cry ________________________________________
| Motion Move Name |
| move description/comment |
|--------------------------------------------------------------------|
| Additional comments about character. |
|____________________________________________________________________|
_ Todo Ryuhaku: "Drop Ki" _ "Ha!" __________________________________
| | \ -O A KasaneAte |
| O O rakes ground |
|____________________________________________________________________|
_ Jack Turner: ">pop<" _ "Get out of my face kid." _________________
| / -O B Cho ("extreme") Drop Kick |
| O |
|--------------------------------------------------------------------|
| | \ -O B (Low) Sliding Kick |
| O O |
|--------------------------------------------------------------------|
| | \ -O A Kyoku Knuckle Pad |
| O O hopping punch (hop hop hop *FOOM*) |
|--------------------------------------------------------------------|
| | \ -O C Forward Sliding Knee |
| O O |
|--------------------------------------------------------------------|
| C (following B) Sliding high kick (not really a "special" |
| move, but still useful.) |
|--------------------------------------------------------------------|
| Jack is unable to jump off of walls. |
|____________________________________________________________________|
_ Lee Pai Long: "yeeeh ha hah" _ "yeeeh ha hah" ____________________
| | \ -O A Iron-Nails: Low Strike |
| O O spinning ginsu attack =^) |
|--------------------------------------------------------------------|
| | \ -O B Iron-Nails: High Strike |
| O O (blocks energy balls) |
|--------------------------------------------------------------------|
| / -O B *Flying Combo Kick |
| O (5-6 energy kicks) |
|--------------------------------------------------------------------|
| -O O- -O C HyakuRetsuKen (100-Hand Punch) |
|--------------------------------------------------------------------|
| Lee has no Throw. |
|____________________________________________________________________|
_ King: ">tap< >tap< >tap<..." _ "aah hah hah hah hah ..." _________
| | \ -O B Venom Strike |
| O O fireball kick |
|--------------------------------------------------------------------|
| / -O B *Flying Knee + Kick |
| O |
|--------------------------------------------------------------------|
| | / O- B Reppu^Kyaku |
| O O Multi Kick and Roundhouse. |
|--------------------------------------------------------------------|
| King loses _her_ shirt if second defeat is by a special attack. |
| She has no throw and can't "charge". |
|____________________________________________________________________|
_ Micky Rodgers: "C'mon baaaby!" _ "I'm number one!" _______________
| | \ -O A Burning Upper |
| O O missile attack |
|--------------------------------------------------------------------|
| | \ -O B Rolling Upper |
| O O flames the ground |
|--------------------------------------------------------------------|
| Micky has no kicks, and can't leap off walls. No throws either. |
|____________________________________________________________________|
_ John Crawley: "Hey, don't you wanna fight?" _ "Try again, boy." __
| | \ -O A Mega-Smash |
| O O "Sonic Boom" |
|--------------------------------------------------------------------|
| | / O- B Overdrive Kick |
| O O 4-5 fast kicks followed by backfist |
|--------------------------------------------------------------------|
| / -O A Flying Attack |
| O "helicopters" over your head and punches |
|--------------------------------------------------------------------|
| John can't "charge" or throw. |
|____________________________________________________________________|
Following two may only be accessed after being met in Story Mode.
_ Mr. Big: , _ ">growl*ahhrglhh<" =^) ______________________________
| O- / | \ -O A Ground Flame |
| O O O |
|--------------------------------------------------------------------|
| -O O- / | \ -O O O A "superman" |
| O O O / | torpedoes across screen |
|--------------------------------------------------------------------|
| Mr. Big has no kicks, nor can he jump. (So remember to BLOCK any |
| ground flames...or FLY!) Anso, when controlled by the computer |
| he seems to have a third "special" attack which consists of a |
| forward roll & strike. It has the characteristics of a special |
| attack, "extreme" movement of some kind, drains some spirit, and |
| does (minor) damage if blocked. Anyone know more on this? |
|____________________________________________________________________|
_ "?" (aka "Mr. Karate"): . _ . ____________________________________
| See listing for Ryo and Robert, moves are identical. But some |
| differences to be aware of: Generally faster, recovers from |
| special moves quickly (save Haow-ken). He uses less Ki in his |
| moves. Can't do the Super Death Blow. If you do a double tap |
| forward (charge) and strike, he will pause before delivering the |
| blow. He also can't crouch, rather he ducks. |
|____________________________________________________________________|
Notes:
Some moves are in this form: / -O X but sometimes may also
/ | \ -O O
be done O O O X ("fireball" motion) as long as no other move
requires that motion. For example, Ryo/Robert's Hienshipu Kyaku may
be done this way, but not John's Flying Attack (a Mega Smash will result.)
The game will allow you about a second or so before you must
press the button for various moves. Varied delays will allow for
varied effects (ie. slower fireballs). Also, you need not wait for
one move to complete execution before starting another. (in the Haow-
ken mastery round, as one fireball flies, begin the next.)
Send additions, corrections, helpful tips, and rolls
of quarters to one of the e-mail addresses below.
NakajimaMichiyoTakahashiYumikoSakaiNorikoMoritakaChisato
CoCoCheckersTUBEAnzenChitaiBUCK-TICKDreamsComeTrue Galen Komatsu
BO0WYnineinchnailsXTCPearlJam10,000Maniacs gkomatsu@hawaii.edu
RevolutionKOOSHAtari2600FatalFury2ym ar592@cleveland.freenet.edu
+871
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@@ -0,0 +1,871 @@
New in this faq are the game genie codes that boost experience. I believe in
an earlier post I had accidently put that the codes gave HP instead of Exp.
Those typos have been fixed.
/\ /\
_ )( ______________________ ______________________ )( _
(_)///////(**)______________________> <______________________(**)\\\\\\\(_)
)( )(
\/ \/
\_ ____/
| `\ \-. __ _____ _ _ ____ _____ ,--. |
| / | \ | ` /^\` | `| | .--. | ' | | \ |
/~'\ | / | | | | | | .---.|_ | | | ./ |___
| ||-{ |-- |---| | |---| | || |--/ | |-/ |
| || \ | | | | | | `---'| | | | `\ |
| ./ | ||__.| | | | | / | __|__ | | |_____
/'
BoF FAQ Version 0.7
Nov 5, 1994
/\ /\
_ )( ______________________ ______________________ )( _
(_)///////(**)______________________> <______________________(**)\\\\\\\(_)
)( )(
\/ \/
Authors: Todd Manookin - dmanook@peruvian.utah.edu
Alex Pelton - peltona@ucsu.colorado.edu
Maintainers : Donald Yee - dyee1@gl.umbc.edu
Todd Manookin - dmanook@peruvian.utah.edu
READ THIS FIRST! This latest version of the Breath of Fire FAQ contains
two distinct section to it. The first is a series of lists of information
about important aspects of the game, also answering a number of the
frequently asked questions about this game, and revealing many of its
secrets. The second portion is a complete walk-through, very thorough and
detailed. The walk-through will probably answer any question you have that
is not covered in the first part. If you are stuck and looking for a
specific answer, check in the appropriate area of the game. If you are
looking for 'secret' information about the game, check the first section
first - most of it is found there.
Order of Topics
---------------
Cast List - The characters in the game.
Dragon Training - Where you go and what you need to gain dragon spells for
your hero.
Rod5 Sites - Locations where you need to use the Rod5 fishing pole.
You gain VERY important items at these sites.
Karn's Forms - Where you need to go so Kain can gain additional forms.
Also has descriptions of Karn's various forms.
Cement Blocks - Locations of the cement blocks. The cement blocks are
entrances to special caves with bonus items.
Dragon Marks - Locations of the dragon marks. The dragon marks are
entrances to special caves with bonus items.
Ingredients - List of ingredients and where to get them for
tonic. The tonic is needed to cure Nina's amnesia.
Obelisk - This section talks about where to get the I.Claw
(Iron Claw), where the Obelisk is, etc... This part
is important after Sara and Jade have been defeated
and the Obelisk is floating in the sky.
Weapon Effects - This is a listing of spells various weapons can cast
when used as items in battle.
Item Effects - This is a listing of some items that can do special
effects.
Gobi's Shop - A buying guide of items Gobi can aquire at his shop.
General Hints - Hints on playing the game.
Walk-through - A complete walk-through for the game!
Coming Soon - Info that will hopefully be included in future
versions of this faq.
FAQ Location - This part mentions where this faq is found and how to
gain ftp access if you don't have it.
CAST LIST
---------
Hero - This is you, warrior of the Light Dragon Family.
Basically, a fighter, but can learn magic to become a dragon.
Also, the only character who can fish.
Nina - She learns to fly after you unfreeze the town of Carmen.
She also has lots of clerical type magic.
Bo - He can shoot arrows and travel through forest on the global
map.
Karn - He can pick most locks, avoid traps in chests, and avoid pits.
He also can combine into a special form with other chars.
Gobi - He can turn into a fish underwater when he has the sphere.
He also has magic when under water.
Ox - He can knock down some rock piles. He can also hit trees on
the global map knocking down fruit and nuts.
Bleu - She has the most magic in the group. Her spells are mainly
offensive.
Mogu - He can dig in dirt on the world map and gain items. He can
also dig up roots under some plants south of Grimor.
DRAGON TRAINING
---------------
At these four sites you can have your hero learn sets of dragon
spells. The dragon spells can be used to transform your hero, and
(with Agni) your entire party. Using a dragon spell should heal your
hero when cast.
1) You can learn your first set south of Tuntar across the river. You
can cross the river after lava from a nearby volcano fills in the
river south of Tuntar. Defeat TALON to gain Snow, Flame, and
Thunder Dragon magics.
2) You can gain your second set after Gobi has regained the Sphere and
can turn into a fish. He regains the sphere after your party saves
Gant and Prima.
You will need the Rod5 from Tunlar to gain the item required to enter
the dragon shrine. In Tunlar, go the the vault and try to walk to the
treasure chest on the left hand side. You will either be pushed or
fall down the pit. After you fall though go the the chest in the
lower right hand corner of where you have fallen and push the chest
aside. Search where the chest was and you gain the Rod5.
With the Rod5 and some type of fishing bait (you must equip these on
your hero) try fishing in all the wells you can reach on the global
map. The list of fishing spots is listed lower down.
The location of this shrine is southwest of Gant. You can reach it
by going through the pyramid and around the mountains near Gant.
Defeat BAIN to acquire Ice, Fire, Bolt, and Gold Dragon magics.
Note: the Gold Dragon is useful on the undead (zombies) and nothing
else.
3) You can reach this place after you can fly with Nina. It is northwest
of Gust in the middle of a lake. You need the Dragon Armor to enter.
Defeat AVIAN to receive Rudra magic.
4) You can gain Agni after you have the power gained from shrine #3
and you possess the Dragon Helmet and Rudra magic. No combat is
involved here. The location of this shrine Under the Water in the
Magic Spring. This is the same spring you had to go to fill up
the Water Jar. Since you can travel under water by this stage in
the game, enter the water where you filled the jar earlier.
Note: to use Agni all your characters need to be alive, unparalyzed,
and unjoined (through Karn's magic).
Rod5 SITES
----------
These are the sites where you can use the Rod5 fishing rod. You will
need bait to be able to do any fishing. Bait can be bought and/or dug
up by Mogu. The items you gain from these sites are very important to
the game. Note: You equip your hero (from the item screen) with the
Rod5 and bait, and put your hero at the head of the party. Try pushing
buttons while against a well to start fishing.
Well - Northwest of Tantar. You gain the Slab telling about
shrine #4 here.
Well - Far west of Agua and east of shrine #3. You gain the
Dragon Sword here.
Dock - This is located in the town of Spring. Go down some
stairs and walk into the water surrounding the town.
You head west and climb back onto the land on the other
side. There is a pond with ducks and a pier. Fish from the
pier. The Dragon Armor is gained here.
Well - West of Gust surrounded by mountains. You have to fly to reach
it. This is where you find the Dragon Shield.
Well - Far southwest of Arad. You have to fly to reach it. It
contains the Dragon Helmet.
You can use any bait to fish but you must be using Rod5 to get the
Dragon items.
KARN'S FORMS
------------
These are various forms of Karn's. With these he can combine with Bo,
Ox, or Gobi to become a new creature that has different abilities and
higher hit points. Note: Karn's form must be leading the party to use
any special abilities available in non-combat situations.
Shin - This form can shoot like Bo when leading the part on the
global map. This form is a combo of Bo and Gobi. You gain
this form in Gant by pushing a cabinet.
Doof - This form is even stronger than Ox. It is a combo of Ox and
Bo. This form can push aside objects that you couldn't
before. This is found by having Mogu dig on a dragon mark
northeast of Camlon.
Debo - This is a combo of Gobi and Ox, and can only be activated
while underwater. You get it by pushing an empty crate
in Gust at the flute player's house.
Puka - There are cement blocks with the impression of a dragon's
head on the global map. Puka can breath on them to access
the caves they cover. Puka has two powerful attack forms
in combat, breathing and rolling, the later doing about
double damage (which can also be doubled by 'Slamming'!)
Get this form by pushing a cabinet in Bleak with Doof.
CEMENT BLOCKS
-------------
These are accessed by Puka (a form of Karn's). When Puka breaths on a
cement block, the block will slide to the side and allow you to enter
a cave. The caves contain powerful specialized bracelets. NOTE: Puka
must be at the head of the party to open the blocks.
#1) North of Auria. Get the DarkBR here.
#2) Southwest of Gust. Get the LoveBR here.
#3) Far southeast of Carmen. Get the WindBR here.
DRAGON MARKS
------------
You dig with Mogu on these marks on the global map. The marks are
entrances to special caves with bonus items.
#1) Northeast of Camlon. This one is very important. You gain
Karn's Doof form here.
#2) East of where you originally found the stone golem. Also far
northeast of Tuntar. Find A.,L,V.Potions and Clog here.
#3) Somewhere north of Winlan among the islands. You need to be
able to fly to reach it. Find V.,S. Potions and Sash here.
#4) Next to the Spyre near Spring. This is the tower entrance.
#5) Northeast of Carmen and south of Spring. Find HeroBW here.
#6) Southern most part of the continent. Far southeast of Scande.
You need to be able to fly to reach it. Find S.,A.,L.
Potions, MystCW, StarSH, AgileHT, LoveHT, and Life2 here.
INGREDIENTS (for tonic that is supposed to cure Nina's amnesia)
-----------
Root: Found just a little south of Gramor, dig by the plant before
the caves.
C. Nut: Can be found by having Ox punch any palm tree (a few tries).
W. Antler: Found from shooting a white deer or by searching a stool in
the doctor's house in Carmen. This can also be found by
digging with Mogu in random locations around Gramor.
P. Fish: Fish on the bridge to Scande, from the side that Carmen
is on.
OBELISK (and where to use the I.Claw)
-------
You get the I.Claw by flying to an island southwest of Tantar. An old lady
on the island would like to talk to another weapons collector. Go back and
forth from her to the old man located far south of her. After a while you
will receive the I.Claw.
You can use the I.Claw after Sara and Jade have been defeated and the Obelisk
is floating in the sky. The Obelisk will appear where Scande used to be.
When you land on the Obelisk you need to have Mogu dig on a crack located
northern most within the Obelisk.
Note: After you defeat Zog it seems you run into a dead end an are unable to
progress. Go to Agua and let Jade activate the goddess Tyr. When you chase
after him you end up in the twin towers of Pagoda. In the Pagoda when you
cross the bridge, enter the right tower, and go down the stairs it looks
like there is a set of stairs you can't reach because of some bars.
Immediately after you go down the stairs go down and around and enter the
center area. Activate the trigger in the center area and you can reach the
other set of stairs.
WEAPON SPELL EFFECTS
--------------------
Use these weapons as items in combat to produce the following spell effects.
Cane: Zom1
Emperor Sword: Char
Flame Hammer: Flame
Flame Rapier: F.Ball
Icy Cane: Chill
Icy Claw: Frost
Icy Dagger: Cold
Glow Cane: Hold
Power Rapier: Ag-Up
Rage Hammer: Frost
Star Hammer: -->Comet<--
Thunder Rapier: Fry
Trident: Storm
SPECIAL ITEM EFFECTS
--------------------
Use these special items to produce special effects.
Earth Key: 3.5 (spell)
WtrJr': Restore full HP/AP to all (one use, can be refilled)
Light Key: Turns night to day (outside only)
Dark Key: Turns day to night (outside only)
Hourglass: Advances time 12 hours (outside only)
GOBI'S SHOP
-----------
Gobi can play merchant by standing behind the counter at Prima
or in Tunlan and pressing 'A' button. People come up and buy or
sell stuff--if you just want to buy, try storing all of your
saleable items so everyone is a seller. What they can sell you
depends on what point in the game you are. There are essentially
3 stages with regard to what Gobi can buy. Here is a list of all
items and during which stage they can be bought (if you are past
a stage, you can *never* get items from earlier stages). The
stages are:
1 = Starts when you first get Gobi
2 = Starts when you first get Bleu
3 = Starts when you first arrive at Scande
* = Means the item is found nowhere else in the game.
Item Stage found
==== ===========
AngelAR 1
C.Stn 1
HuntGL 1
LightRP 1
MetalAR 1
Rod2 1
SilverDR 1
SteelBW 1
*ThunderRP* 1
Cure2 1,2
F.Stn 1,2
Antd x9 1,2,3
ProtnB 1,2,3
Smoke 1,2,3
EvilRP 2
Mackrl 2
*Sleeper* 2
B.Stn 2,3
G.Tiara 2,3
AgileHT 3
Cure x9 3
*DwarfBW* 3
*DarkDR* 3
*EvilRB* 3
*GlowCN* 3
*Mallet* 3
*MaskSH* 3
*PowerRP* 3
Tuna 3
*?Dragon's Warp?* ?
The Dragon's Warp has not actually been found by anyone but it is
supposedly acquired by Gobi-merchant (this is NOT the Dragon Heart)
GAME GENIE CODES
----------------
These codes are from Galoob:
Breath of Fire(tm) Game
1 D9BF-CD69 Create a new character that starts at level 5
2 BBBF-CFD9 Create a new character that starts with 153 max H.P.
3 BBBF-CF69 Create a new character that starts with 153 H.P.
4 F0BF-C4D9 Create a new character that starts with 20 max A.P.
5 F0BF-C469 Create a new character that starts with 20 A.P.
6 F1B4-CD09 Create a new character that starts with INT at 22
7 F1B4-CD69 Create a new character that starts with Agility at 22
8 46B4-CFD9 Create a new character that starts with Fate at 40
9 74BF-C7A9 Create a new character that starts with strength at 50
10 74B4-CDD9 Create a new character that starts with Vigor at 50
Breath of Fire is a Trademark of Capcom Co. Ltd.
Game Genie codes are from Galoob.
This code comes from TheSpook1
66BF-C769 8,913020 Exp to start for hero.
Use this at the start of the game along with any stat modifing codes.
The rest I came up with. I've only tried them in their goldfinger form.
66B5-C769 8,913036 Exp to start for Nina.
66B2-C769 8,913*** Exp to start for ... \
66B7-A769 8,913*** Exp to start for ... \_ Untried
66BB-A769 8,913*** Exp to start for ... /
66BE-A769 8,913*** Exp to start for ... /
Mail one of the maintainers if you verify one of the last 5 codes.
I believe these codes should work. Since the character data storage is
in the same area for all the chars, you can decode the game genie codes
look at nearby addresses to get codes for other stats.
Use each experience code right before you get each char. After you get that
char, save. You can then enter the codes that affect the next char you are
going to get. That way you don't have to worry about being limited to using
5 codes.
GENERAL HINTS
-------------
Search every big dresser you see. They usually have items to raise stats.
Also search pushable objects like vases, stools, cabinets, etc.--they often
hide important objects as well.
Sometimes the order that you talk to people and do things is very important.
An example is when you need to get the WtrJr in Romero. You need to talk to a
guy in the town who mentions a couple that used to sell something ... Then
you need to visit the couple in the graveyard at night. The old woman will
give it to you only after you've talked to people in the correct order.
The WtrJr can be refilled in the spring and in Tunlan (by the girl that
mentions songs can be bottled). It is useful for healing all four of the
fighting party and reviving them if they are dead.
The Earth Key can be used as an item during battle. It does 30 points of
damage to all enemies. This is very useful for Nina since she has a wimpy
attack.
Different shops charge different prices for the same items. This also
means that shops will pay different prices when selling items. If you are
going to sell valuable items, find a high priced shop, and vice versa
while buying.
When searching underwater turn Gobi into a fish (you must have the sphere,
saved Prima, and have Gobi as the lead character). That way you won't be
attack by monsters while moving around.
The Tri-Rang can be found behind Pagoda after Nina learns how to fly
and BEFORE Pagoda has been activated. Search directly behind the twin towers
of Pagoda to find the Tri-Rang.
Gain oodles of exp (9999 exp a shot :) from M.Slimes on the island Pagoda is
on. After a while the M.Slimes will run out and will only show up after a
period of rest. The Hero's Agni spell and Bleu's FireX spell work well against
the M.Slime. Unfortunately they don't appear with great frequency.
After you get Karn, go back to Agua open the doors that were locked before.
When you get to the top you should be able to reach a scenic place with
where the path forms a cross on the water. On the left and right side of the
cross are two statues of dragons. Search them to gain two very good items.
These are the Life Armor and the Icy Dagger. The Icy Dagger makes a good
weapon for Karn but can be used during battle to produce a spell effect.
Also check back in Winlan to find the Flame Rapier and in the Auria->Bleak
cave for a G.Bar and other stuff.
After getting Ox, go back to Agua to break down a wall for more treasure.
Also check the Auria->Bleak cave. Free the B.Rang from Krypt as well, using
Ox--it will be broken though when you first find it.
Reportedly, you can get get Chun Li to appear. To do this, talk to the
magician in Bleak, and when he asks you if you want to see him perform,
say yes. Then when he asks you to put 100gp on the table say yes again.
When he asks you to turn around, say no twice, then say yes. Chun Li will
appear at this point.
Check by the throne after defeating Jade to discover the Emperor Sword.
Check the righthand pillar in the same room for the Star Hammer. Use this
in combat to produce *Comet* spell effect!
*-={+}=-*-={+}=-*-={+}=-*-={+}=-*-={+}=-*-={+}=-*-={+}=-*-={+}=-*-={+}=-*-={
BREATH OF FIRE WALK-THROUGH
--------------------------
This section is a complete walk-through, including all important places, events,
monsters and items you will encounter throughout the game. If you are
stuck somewhere in the game, check the section in the walk-through and your
question will probably be answered.
STARTING TIPS
-------------
IMPORTANT!!! Pay no attention to the order of locations listed on the map
foldout that comes with the game. The numbers are not sequential and have
no relevance to the order in which they are visited.
In combat defeat monsters as quickly as possible, the fewer rounds it takes,
the more EXP and Gold you will receive.
You will notice animals walking around every once in a while. If Bo is
leading your party, he can fire arrows to kill them. Buffalo leave Meat,
birds leave W.Meat, deer leave Antlers, and white deer leave W.Antlers.
You will also notice tiny fish swimming off of coasts in some places and
wells throughout the land. You can fish in these places by equipping your
hero with a Rod and some form of bait. Note, you can only fish in wells
with Rod5.
Sometimes monsters will leave items, try and remember which monsters leave
useful ones. Though you won't find any special/unique items or weapons/armor
you can find things like M.Drops (can be found from DogfishX, Mages, and
other things).
Again, don't forget to search dressers--ALL of them contain an item, some
of which are very useful--Inns are especially common places to find dressers.
Also learn which objects in the game can be pushed--empty boxes, stools,
cabinets, jars, and other things. These also can hide items (but not always).
Certain types of cabinets can only be pushed by Karn in his Doof form.
Mogu can dig into dirt outside to find random items. Again there aren't
any unique items, weapons/armor found this way, but some useful stuff may
turn up, like Life, W.Antler, and Cure2.
Mogu's spell 'Dig' only works if you can dig into the surface you are standing
on. This spell will automatically get you out of combat.
All of Gobi's spells are offensive attack spells that can be used only
underwater.
THE GAME
--------
Note: Important items and boss creatures are listed in all caps.
1. DROGEN-The city gets burned by Jade and his soldiers-Sara is unable
to defend it. Little else of importance in town. One of the guys
in the main building can heal you. The dragon statue will save games.
2. CAMLON-North of Drogen, the king asks you to rid the castle of monsters.
Bring plenty of antidotes with you. The fountains (and all subsequent
ones) can heal all HP/AP and conditions (like poison). Fight the
FROG at the end--all monsters will vanish after this.
3. NANAI-The King of Camlon asks you to go to Nanai and destroy the quake
machine. Go in at night while the guards are sleeping, be careful of
those who aren't. Recommended: buy weapons now before finishing the
dungeon (including IronRP for Nina in advance). Find the dungeon in
the palace and fight KNIGHT at the end. Get the EARTH KEY and the
town will be leveled--use this key to produce 3.5 spell effect.
4. WINLAN-Here, the quest shifts to Nina (the Hero is not a player at
this time). Equip Nina with better weapons/armor first off. Find
two Soldiers to join you in the cave to Romero, while in search of
the REMEDY for the king. Get the I.ORE in this cave as well.
5. ROMERO-Find the MAP down a hole in one house by pushing jars (press
Start outside to view it). The zombies won't be dealt with until later.
6. FOREST WEST OF ROMERO-Use the EARTH KEY often here. Search behind some
trees to find 4 hidden chests. Red mushroom patches can be eaten to
recover 10 HP, yellow patches are poisonous. Find your way through
to reach Karma.
7. KARMA-Travel up the east tower by defeating MORTE and MORTEA, and cross
to the west tower where you can Save/Recover. You will find the Romero
women and the WIZARD here. The WIZARD can't be defeated except by the
Hero. Return here as the Hero, find the RANG and kill the him.
8. TANTAR/TUNTAR-Now with Hero & Nina go to the twin cities and find the
smith who will make a SAW (with I.ORE) used to enter the Forest of
Despair found NW of town.
9. FOREST OF DESPAIR-Use the saw to enter. Find the hideout where you
need to be cautious of pitfalls, and attacks by BOWMEN & LANCERS. One
of the chests in the 2nd floor pit room is trapped as well. When you
find the Tuntar leader, refuse to follow him several times, he's an
imposter. Bo will appear and help you fight the imposter--the GENERAL.
10.MYSTIC WATER CAVE-Return to Romero and talk to people during the day,
then the old woman at night--she will give you the WTRJR. Find the
cave southwest of town (north of Camlon)--you will need Bo to lead
you through the woods. In the lowest level you can fill the WTRJR used
to purify Romero. You can also return to refill it again and again.
11.AGUA-The chief of Romero will give you the TABLET used to enter Agua.
Climb to the top and defeat the WISP go get the KNGKEY.
12.STONE CEMETERY-Find the Stone Robot in Stone Cemetery, and enter it via
left foot. Find the heart and defeat the GENERAL to activate the teleport
devices. Find the brain and use the key to activate the robot.
13.WATER CAVE-After restoring the river with the robot, get the KEY from
the Tantar chief. Go to the cave next to the robot, which leads to
a second cave where the RING can be found (gives +10 attack power).
14.STONE ROBOT ATTACK-Return to Tantar for the wedding, then go outside.
The Dark Dragons will have taken control of the robot and use it to
destroy Tuntar. Reenter the robot and fight the GREMLIN (beware, he
is very hard to defeat!) After being able to cross the lava bed, you
can seek out your first Dragon Training (see notes in FAQ).
15.AURIA-After crossing the dried lava bed you will also find a woodsman
trapped by faeries in the woods, and a cave leading to Auria. In Auria
you can get money by doing a number of tasks. Get a VITAMIN for a man
above the shop. Cure the back ache of a man in one of the houses. Also
talk to the mother of the woodsman, then go back and convince the faeries
to free him to collect a reward. Don't miss the PRISNCL in the jail, this
armor gives +20 luck.
16.BLEAK-Go through the cave east of Auria and find Bleak. Remember to return
to this cave with Karn and Ox later to claim further treasure. In Bleak
you will need to give the Head Thief a G.BAR in exchange for the ICICLE.
Be careful at the Inn, the keeper will try to steal your money--if you have
a POUCH, however, he will fail, and pay you to keep quiet about it.
17.ARAD-Travel through the cave near Bleak to reach the desert. To the south
you will find Arad, where you need to defeat the SANDWORM in the NE part
of town to receive the FIFE.
18.KRYPT-Use the FIFE to enter. Don't open the chests until after Karn has
joined, most are trapped. Kill EYESPY and soon after locate Karn. Take
Karn down to the bottom and open the 8 coffins, the last one opened will
have the BOOK needed to open the vault in Auria. The B.RANG cannot be
freed until you have Ox. With Karn you can also return to Agua, Winlan,
and the cave east of Auria to open locked doors.
19.TOWER OF DARKNESS-Located near Bleak, fight your way to the top and defeat
the CLOUD to get the DKKEY and the MIRROR.
20.TOWER OF LIGHT-Return to Auria and use Karn to open the vault to save the
girl. Use the MIRROR to convince the rich man to give you the LTKEY found
at the top of the tower.
21.THE VOYAGE-At the docks of Auria you will encounter a KNIGHT and ARCHER
who will destroy the ship. Give Gobi a G.BAR for GNPWDR to pass through
the blocked passage in the cave north of Auria. Find the Dark Dragons'
ship and fight your way to the SQUID. Return to Auria and set sail, where
you will be attacked again, and you must battle OCTO. You will be forced
to sink your own ship and the party will be stranded on an island.
22.PRIMA-Now you are playing as Gobi; travel west from the island to Prima.
The guild master will tell you to go to Gant. You can go to the flea
market here and play merchant (see notes in FAQ).
23.GANT-From Prima go south to find Gant. You can find the HRGLAS here, as
well as Karn's spell, Shin, once you have the party reassembled. Get the
GOODS and return with them to Prima.
24.OX-When you return to Prima, give the guild master the GOODS. He will in
turn give you the GILLS, so you can get the rest of the party to save the
injured smith, Ox who is near death. When you return with the party,
fight MORTEO. Ox will join with you at this point. With Ox, you can go
back to Agua and the cave east of Auria to claim treasure. You can also
free the B.RANG in Krypt but it is damaged and must be repaired.
25.B.RANG-Once you have freed the B.RANG from Krypt, take it to an old hermit
who lives far east of Gant--he will identify it and tell you to have it
repaired in Gant. Once you rescue the townsmen, you can get it repaired.
26.NABAL-To reach Nabal, travel NW from Prima onto the shore. You must pass
through a fort where the Gant men are held--fight TOAD to free them. Pass
through a forest after this filled with Grimfowl and a mysterious man
(you will meet him several more times in the game). Follow his advice to
learn how to get into Nabal--seek out the hermit for strategy. When you
return to the forest fight a GRIMFOWL, then get the others to follow you
with the EGG. Enter Nabal finally, and battle SLIMEX. The general will
escape to attack Prima where you will return to receive the STATUE. Don't
forget to return to Nabal to find more treasure, including a CLOG hidden
on the dock.
27.WISDON-You can now enter the moving city of Wisdon, just north of Arad,
possessing the STATUE. Find your way through the dungeon and locate
Bleu. To wake her, defeat WISP, CLOUD, and MYST. She will instruct
you to take the OLDEGG and throw it into a volcano.
28.UNDERWATER VOLCANO-This is found directly north of Prima. Find the cavern
with lava and throw the OLDEGG in. You will appear back at Wisdon, where
Bleu will join your party.
29.BATTLE AT PRIMA-Now that Bleu has joined, return to Prima and battle the
Dark Dragons. You must defeat PINCHER, in return for which the guild
master gives Gobi the SPHERE, used to transform into a big fish.
30.GUST-Use the SPHERE to cross the chasm underwater. You can now find Gust
to the north. Push a box in the flute player's house to find another
thief to teach Karn Debo spell (used only underwater).
31.ROD5 FISHING-With the SPHERE, you can also reach Tunlan where if you fall
down a pit to the left of the vault in the princess's house, you can search
a box to find the ROD5. With this you can fish at the wells (three can be
reached now, see notes in FAQ). With the DRAGON SWORD, you can also get
your second step in Dragon Training (also see notes in FAQ)
32.CORT'S LABORATORY-Cort's flower has caused everyone in Gust to go insane.
The lab just north of town has ROGUES guarding several chests. Once you
are past them, Cort will shrink your party. Find the mouse hole to the
north, and defeat the 3 K.ROACHES. The mice will give you the M.CURA to
revert to normal. Find Cort and defeat RUGAX who is actually Nicholie on
bad acid. He will be badly injured after defeating him, and you need the
OIL to save him.
33.FLY'S CAVE/FROG'S CAVE-First enter the cave in Gust and kill the G.FLY.
Take its corpse to the Frog's Cave to trade for OIL. The Frog's Cave is
found by passing underwater to the far southeast of Gust onto a shore.
Return to Gust with the OIL. You will also need to go kill the FLOWERX
to cure the villagers' insanity. Get the MAESTRO from the flute player's
bed now. Unfortunately Nicholie will have another relapse and must be
defeated as RUGAX again. He will be able to repair the bridge finally, but
Cort will try to stop you from crossing, kill him as he transforms into
HORNTOAD to pass.
34.GRAMOR-Cross the bridge and travel to Gramor, where the mole people live.
To save Mogu, you need the BOLSTER found in Tunlan. You will be given the
COWL so you can communicate with the people there (along with the MAESTRO).
35.TUNLAN-Talk to the old woman and princess. Find the combination to the
lock by returning at night and walking through a crack in the wall to
spy on the bathing princess. Go to the vault and get the BOLSTER. If you
haven't already, get the ROD5 here--see Item 31. for details.
36.MOGU'S DREAM-Return to Gramor with the BOLSTER and enter Mogu's dream.
First go to the Tower north of town and meet MOTHRO--run away for now.
Beware of pressure plates here, green ones cause the walls to disappear,
red ones make them reappear.
37.POISON CAVE-Go to the cave south of town (still in the dream). It is
blocked by poisonous gas which can generally be detected by bones. Once
you find your way through, meet Courage and unite him with Reason, Humor
Sorrow, Fear, and Anger. Mogu will join your party at this point.
38.DREAM TOWER-Go back to the tower with Mogu and you will now be able to
go all the way to the top, where you must defeat MOTHRO. You will exit
the dream after this is accomplished.
39.DIGGING-With Mogu seek out the Dragonhead marks in the dirt where he can
dig to find hidden treasure rooms. Get Karn's Doof spell, then go to
Bleak and push a cabinet in the Gypsy's house in Doof form to get Puka
spell. As Puka you can open the dragonhead marked stone doors to get
more treasure. See FAQ notes for more details. Also have Mogu dig under
a strange looking tree south of Gramor to obtain the ROOT.
40.SPRING-Go through the cave south of Gramor to reach Spring. The town is
frozen over by magical forces. To save it head to Spyre to the south.
41.SPYRE-Have Mogu dig to enter the tower. Search behind two pillars above
a set of stairs on the first level to find hidden items. Avoid the exits
along the walls on higher floors--they will take you outside. At the top
you will meet Mote who forces you into his dreamworld.
42.MOTE'S DREAM-Go to the cave north of town. In the maze area that spins
you around remember you always remain facing the same way, even after
being spun. In the area with the damage zones find a hidden pit to
access the next section. In the room full of stairs, take the second
one to the right of the stairs you entered by. Fight MOTE for a short
time until his Conscience shows up. Now you can defeat him. You will
then return to reality and get the SKYKEY--use on the machine to restore
warmth to the valley. In Spring you can now fish for the DRAGON ARMOR
with ROD5.
43.CARMEN-Go through Spring's waterfall cave to find Carmen to the south.
All the people here have been frozen in time except for Alan.
44.TOCK-Go to the tower east of Carmen and use the arrow warps to reach
the top, where Cerl will warp you out. Return to Carmen, and talk to
Alan. Now go back to Tock and battle CERL. She will warp you out yet
again--go to Carmen. Next, go to the large tree south of Carmen, and
get the FRUIT by punching it with Ox. Take it to Cerl in the fort to
the SE, where she will give you the TMKEY, but Goda shows up and the
fort vanishes along with Cerl and Alan. Return to Tock where Nina will
insert the TMKEY to restore Carmen to normal. She however, will be lost
in time. Note: you can return to Tock one more time and find the MYSTSD.
45.NINA-Nina has warped back in time and is located in Tunlan (you may have
met her before) but she has amnesia. The mysterious man will appear and
tell you to visit Carmen and meet the doctor. The doctor in Carmen will
make a TONIC to help Nina but needs 4 ingredients (see FAQ notes). Once
you have all of these you can get the TONIC as well as the PASS to Scande
found by talking to the mysterious man under a tree in Carmen (search the
spot he stands on). Once you restore Nina she will be able to fly, and
is (seemingly, but not actually) better in combat.
46.FLYING-Now that you can fly, you can visit many new important places.
Such places include: new digging spots for Mogu, more Puka doors, more
wells, the final two Dragon Training locations, the old woman hermit's
house on an island SW of Tuntar, the location of the TRI-RANG. See
notes in the FAQ for more info on all of these points.
47.SCANDE-After getting the pass from Carmen, you can enter Scande, found
in the middle of the poisonous swampland in the Southwest. After talking
to the people here, go the Spring to find the Climber who gives you the
B.PART. Take this to Gant for repairs. With the PARTS, you may take
the elevator to the top of the Scande Tower.
48.SCANDE TOWER-When you reach the top the mysterious man will visit you
one more time and tell you to get the D.HRT from Tunlan. Go back to
Tunlan and find a woman in one of the houses who gives it to you. Go
through the tower and face ZOG. You can use the D.HRT on him to inflict
heavy damage but the hero will also take damage (even if he's not in
combat when used). After defeating him, you will meet Sara who will
betray you by giving all the keys to the mysterious man who is actually
Jade. You will be trapped gut if you go south, the mole people will
save you.
49.AGUA-Find your way to the top of Agua (northwest of Romero) where Jade
and Sara have activated the keys to release Tyr. The twin towers Pagoda
will form and can now be entered (teleport or fly).
50.PAGODA-Step on pressure plates to open the doors here, and find SARA,
who will attack you just when you think she has recovered. After killing
her (*sob*) continue on to confront Jade, who blasts the party unconscious.
You will wake up in Drogen to find out Jade has uncovered Obelisk.
51.OBELISK-It is now floating over where Scande used to be, have Nina fly
in to enter. You can not descend however, until Mogu has the I.CLAW
(see FAQ notes) and learns to use it. Go to Gramor and talk to the
Great Digger who teaches Mogu to use the I.CLAW. Now you can dig into
Obelisk. Find GODA, last of Jade's minions and defeat him. Further in
the dungeon, all the areas look the same, so be careful about being
tricked into thinking you're back at the beginning when you really
aren't. Find JADE and destroy him once and for all. Search by his
throne to find the EMPORSD, also search by the righthand pillar in
the same room to find the STARHR.
52.TYR-THE FINAL BATTLE-Step onto one of the two grey buttons in front of
Jade's throne to descend to a lower level. Here, you will meet TYR.
She will ask you if you want a wish, say yes to recover all HP/AP back.
Then tell her 'No' and you will enter combat--she won't fight back,
and you will return to talking sequence again. After talking to her,
Sara should appear and tell you to use Agni magic. If you do not, when
you reenter combat, you will get the 'Bad' ending. Otherwise, by
using Agni magic (see FAQ notes on Dragon Training), she will reveal
her true form--a big 'Alien'-like multi-headed snake creature who
has lots and lots of hit points and nasty attack forms. Kill her in
this form to win the game with the 'Good' ending!
THE END
*-={+}=-*-={+}=-*-={+}=-*-={+}=-*-={+}=-*-={+}=-*-={+}=-*-={+}=-*-={+}=-*-={
COMING SOON (To a faq near you ;)
-----------
1. More Game Genie codes courtesy of TheSpook1@aol.com
2. More hints (depending if anyone sends some to the maintainers)
ps. If you see anything missing that you feel would enhance this faq,
please mail the maintainers. We can use any help we can get :)
FAQ LOCATION
------------
This FAQ is available at ftp.netcom.com under /pub/vidgames/faqs.
This ftp site for FAQS maintained courtesy of GamePro magazine's Andy
Eddy.
=-=-=-=-=
*Extra info from Andy*
If you don't have FTP access, you can get FTP by e-mail. Simply send a
message (in order of quality of service) to ftp-request@netcom.com,
bitftp@pucc.princeton.edu or ftpmail@decwrl.dec.com with no subject line
and the following text in the body of the message:
help
quit
You'll get a reply with the FTP-by-mail help file. This should keep you
in touch with my FAQs-by-FTP directory at all times!
Finally, if you are able to use Mosaic or WWW, Michel Buffa
(Michel_Buffa@IUS4.IUS.CS.CMU.EDU) has created a games link that includes
my FTP site. The address to get to it is:
http://www.cs.cmu.edu:8001/afs/cs.cmu.edu/user/buffa/www/videogames.html
+227
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The OFFICIAL
/---\ /--\ /------\ /--\
/ \ | | | _____) | |
| /|__)| | | ---\ o | | _
| | __ | | _ _ _ | ____) __ _ | (____ _| |_ __ ____
| \| )| | /---| |( \_/ )| | ( ) /---| || )(_ _)/ o\ ( o )
\ / | |( o | \ / | | | |( o || _ | | | ( /== | \
\___/ \__/ \__/|_| \ / \__/ (__) \__/| |\__| |__/ |_| \__/ (__)\__)
| | ___/ /
\_/ (____/
II: JUDGEMENT CLAY FAQ v2.1
BY JON GUERIN
COMPILED ON 3/4/95, 10:00pm PST
-----------------------------------------------------------------------------
PLEASE Email me at: jon_guerin@fullcoll.edu
* If you use this FAQ for making some other FAQ/Book or whatever, you
!MUST! give me credit.
-----------------------------------------------------------------------------
Intro:
I just got this game a few days ago, so I'm missing a few things.
This info will get you started. THIS IS A REALLY COOL GAME! BUY IT!
If you like the CF games that is. Give it a shot, rent it, buy it!
-----------------------------------------------------------------------------
CONTENTS:
i) NEW IN 2.0
ii) CONTROLLER REF
1) MOVES
2) COLORS
3) RUMORS
4) CODES
5) CREDITS
6) NOTES * READ THESE *
-----------------------------------------------------------------------------
PART i - NEW IN 2.1
Here we go for 2.1! (Hey that rhymes :)). In 2.1 we have... ALL THE BOSS
MOVES!!! YIPPEE!!! That takes a load of me... what about you?
-----------------------------------------------------------------------------
PART ii - CONTROLLER REFS
U - UP, U/L - UPLEFT, L - LEFT, D/L - DOWNLEFT, D - DOWN, D/R - DOWNRIGHT
R - RIGHT, U/R - UPRIGHT, C - CHARGE
HCT - B, D/B, D, D/F, F
HCB - F, D/F, D, D/B, B
QCT - D, F
QCB - D, B
FP - FIERCE PUNCH, MP - MEDIUM PUNCH, LP - LIGHT PUNCH
FK - FIERCE KICK, MK - MEDIUM KICK, LK - LIGHT KICK
* = Check credits
-----------------------------------------------------------------------------
PART 1 - MOVES
*WHILE FACING RIGHT*
BAD MISTER FROSTY: TINY:
[RISING ICE] CD,U+P [MEDICINE BALL] HCT+K or HCT,U+K
[ICE BREATH] HCB+P [HURRICANE PUNCH] CB,F+P
[SNOW BALL] CB,F+P [WIMP SLIDE] CB,D/F+P
BLOB: NANAMAN:
[BUZZSAW] CB,F+P [TOTAL AIR] CD,U+K
[LOOGIE] QCT+P [NANA SLICE] QCT+P
[ROCKET] CD,U+P [COMBO] CD+K,U+K
OCTOHEAD: GOOGOO:
[OCTOPUNCH] CB,RLB,DB+P (-,o,/) [RAMBUTT] HCT+K
[OCTOSPIN] CB,F+P [BOTTLE] QCT+P
[SPIN] HCB+K [UPPERCUT] F,D,F+P
[COMBO] JUMPING MK,HCB+K [COMBO] JUMPING MP,LP,LP,F,D,F+P
HOPPY: KANGOO:
[CARROT SPIN] CB,F+P [DASHING PUNCH] CB,F+P
[SPINKICK] CD,U+K [WINDING UPPERCUT] TAP PUNCH
[UPPERCUT] F,D,F+P [UPPERCUT] F,D,F+P
[COMBO] JUMPING MP,CDB+LK [COMBO] CB,F+P,F,D,F+P,TAP P
+LK,U+MK,F,D,F+FP
ICE: * THUNDER: *
[STAYCOOL] CD,U+K [DOUBLEHIT] F,D,B+K
[BLIZZARD] D,F+P [DASHING UPPERCUT] CB,DF+K(P?)
[FAKEPUNCH] B,B,B+P [DASHING KICK] HCF+K
[SNOWBALL] HCT+P [AVOID] QCB+K
JACK: * SPIKE: *
[JACKATTACK] F,F,F+P [RATTLESMASH] F,D,B+K
[ROLL] HCT(or HCB) + FIERCE P [COME&GETIT] TAP P
[BYEBYE] B,B+P [BUTT] HCT,UT+K
BUTCH: * SLYCK: *
[FLYING SPLASH] CB,DF+P [PSYCHO SPIT] HCT+P
[TWO STEP] F,D,DF+P [MULTIFIST] TAP P
[FLYING FIST] CB,F+P [VERTICAL BOOT] D,B,UB+K
[BIG STINK] B,D+P
[JUGGLE KICK] B,D,DB+K
DR. PEELGOOD: * SARGE: *
[BACKFLIP] HCB + K [SHADOW KICK] CB,F+K
[FORWARD FLIP] CB,F+K [JUGGLE KICK] CD,U+K
[SAW] B,B,F+P [FLYING KICK] HCB+K
-----------------------------------------------------------------------------
PART 2 - COLORS
Oh boy, big whoop, colors. Well, it's fun to have a color you like.
There's supposed to be 8 colors, but I can only find 6...
BAD MISTER FROSTY:
A - PURPLE, B - BLUE, Y - YELLOW, X - GREEN, L - NEON YELLOW
R - BROWN, ? - RED, ? - BLACK
TINY:
A - GREEN, B - YELLOW, Y - RED, X - LIGHT BLUE, L - BLUE
R - PURPLE
BLOB:
A - BROWN, B - YELLOW, Y - GREEN, X - PURPLE, L - GOLD
R - BLUE
NANAMAN:
A - BROWN, B - PURPLE, Y - GREEN, X - ORANGISH, L - BLUE
R - DARK GREEN/BLACK
OCTOHEAD:
A - PEACH, B - ORANGE, Y - PURPLE, X - BLUE, L - PALE BLUE
R - LOOKS LIKE X (EASILY CONFUSED)
GOOGOO:
A - GREEN, B - ORANGE/BROWN, Y - PURPLE, X - PINK, L - YELLOW
R - GOLD
HOPPY:
A - PURPLE, B - BROWN, Y - YELLOW, X - LIGHT BROWN
L - PINK (ENERGIZER BUNNY!), R - LIGHT LIGHT BROWN, ? - GREEN
KANGOO:
A - BLACK, B - BLUE, Y - RED, X - GREEN, L - YELLOW, R - MAROON
-----------------------------------------------------------------------------
PART 3 - RUMORS
LUCY:
A picture of this ape can be found in the back of Nintendo Power(tm)
issue #69 on page 103. How to get her?
-----------------------------------------------------------------------------
PART 4 - CODES
BOSS CODES:
*ALL CODES DONE AT THE MAIN MENU*
*YOU'LL HEAR SOMEONE SHOUT WHEN YOU GET IT*
SPIKE (Goo Goo) - HOLD R,PRESS X,B,B,A,Y,LEFT,A
ICE (Frosty) - HOLD B,PRESS UP,L,L,L,RIGHT
THUNDER (KanGoo) - HOLD U/L,PRESS Y,B,X,B,B,X,A
JACK (OctoHead) - HOLD U, PRESS X,A,R,R,Y,A
DR. PEELGOOD (NanaMan) - HOLD D/L, PRESS B,Y,Y,A,Y
*SARGE (Hoppy) - HOLD X, PRESS L,L,UP,DOWN,LEFT,DOWN
*SLYCK (Blob) - HOLD Y, PRESS L,L,UP,L,LEFT,R
*BUTCH (Tiny) - HOLD L, PRESS X,R,A,X,R,R
SPEED CODE:
Play in a tournament game, when the computer is fighting against
the computer you'll notice it's going SUPER fast, well, hit reset,
and BAM! 10 Speed, check it out for yourself in the config, but
don't try to change the speed because it won't let you set it back
to ten.
RANDOM SELECT:
This isn't really a code, it's just a nifty little thing.
When picking your guy press L+R at the same time.
-----------------------------------------------------------------------------
PART 5 - CREDITS
Interplay - For making a cool game! A little late on the release though. :)
Aaron - For getting those boss moves, some I knew but he got a lot I didn't.
Sorry I didn't get your last name, if you want me to put it in send
me some E.
David Terza - For that code for Sarge, thanks alot, took me forever to get
it myself.
Jonathan Roberts - For getting those last two codes, Slyck and Butch.
I dunno, I just can't seem to get Blob and Tiny down pat. And
also sending me all those boss moves! Big help!
Mike Desmond at EGM - Thanks a lot. Someone at EGM actually asked me for my
address to give me credit! See, EGM isn't that bad!
* I'll add your name if you contribute *
-----------------------------------------------------------------------------
PART 6 - NOTES AND STUFF
I Don't care if you distribute this FAQ as long as these conditions are met.
1) You may not SCREW with this FAQ in ANY WAY! Keep it AS IS!
2) No money be exchanged for this FAQ.
3) If you use this FAQ for making your own, or your gonna make money
off of it, you MUST contact me first, if your just doing it for fun,
go ahead and make it, but give me credit.
AND AGAIN....
If there is anything you want me to add, send me Email. If it's worthy
enough and not BS, I'll put it in and give you credit. Some examples
of what I'm looking for are...
1) Other Codes
2) Boss Move List
3) Kick Butt Combos
4) Lucy?
5) Articles on Characters. How to use, good combos, etc.
-----------------------------------------------------------------------------
THAT'S IT!
EMAIL ME WHAT YOU THINK...
JON_GUERIN@FULLCOLL.EDU
-----------------------------------------------------------------------------
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The Clayfighter Moves List - Version 2 (by the Zotmeister)
Joypad: D=down, U=up, T=towards opponent, A=away from opponent
two adjacent letters represents the appropriate diagonal
hold = hold the pad down in that direction for about 2 seconds
minimum before continuing (except where noted)
Buttons: P=punch, K=kick
Usually, light attack buttons execute shorter or slower versions
of the special moves than when stronger attack buttons are used.
When the effect is radically different, I will specify what happens.
Notes: 1) Commas separate motions that should be done consecutively;
for example, if given D, DT, T, rotate the pad from down to towards,
going through the diagonal. Ampersands (&'s) represent moves to be
done simultaneously. [Just in case you've never played a fighting
game before.]
2) For moves listed as "(can be done in midair)", hold away while
on the ground, then jump backwards (still holding away), then press
forward and the attack button. [See 3 below.]
3) For charge moves, the direction to be held can be replaced by an
adjacent diagonal [for example, DA may be held instead of D], but
the proper direction must be returned to before the move is
launched. [For example, Frosty's Snow Ball may be done by holding
DA for 2 seconds, then rotating the pad up to A for just a split
second, then going to T and pressing P.]
4) For those moves not mentioned in the manual, I have used literary
license to give them my own names. If you have better suggestions,
email me.
Bad Mr. Frosty
Holds with brutal punch
Frozen Fist: D, DT, T&P
Ice Ball: A, DA, D, DT, T&P
Shoulder Charge: A, T&P
Snow Ball: hold A, T&P (can be done in midair)
Arcing Snowball: hold D, U&K
Foot Slide: D, DT, T&K
Flying Headbutt: T, DT&P
Big Arm Sideswipe Hack [BASH]: hold D, U&P (three second charge)
[By far, the most damaging move in the game.]
Taffy
Throws with brutal kick, holds with brutal punch
Taffy Whack Punch: A, T&P
Taffy Whack Kick: A, T&K
Two-fisted Charge: hold A, T&P (can be done in midair)
Taffy Tornado: A, DA, D, DT, T&P
Aerial Tornado: T, DT&P
Dizzy Fake: D, DA, A&P
[This makes Taffy pretend he's dizzy. He recovers the instant
an attack button is pressed. Don't ask me what this move is good
for, because I don't know.]
Tiny
Throws with brutal kick, holds with brutal punch
Sucker Punch: D, DT, T&P
Backfist Whip: D, DA, A&P
Medicine Ball: hold A, T&P (can be done in midair)
Arcing Ball: hold D, U&K
Air Tackle: ???
[Tiny jumps up with his fists extended and says "Whoosh". It looks
like Tiny's light punch in midair, but it IS a special attack.
I know this because a CPU Tiny used it on me for a Super KO. Anybody
else out there figured out this one?]
Blob
Holds with brutal punch
Vertical Clay Stomp: D&Brutal kick
Arcing Clay Stomp: T, DT&Brutal kick
[These are not, repeat NOT, special moves. They do no damage if
blocked, and cannot be used for a Super KO. They are listed here
because of the peculiar way they are done. The vertical stomp
goes straight up and down; the arcing stomp does arc forward, but
only ever so slightly.]
Clay Spit: D, DT, T&P
Somersault Headbutt: D, DA, A&P
Slide Smack: A, DA, D, DT, T&K
Buzzsaw: hold A, T&P
Flying Roundhouse: A, T, D, DT&K
[This move must be done rather close to the opponent, otherwise
the backkick won't hit a thing.]
Blue Suede Goo
Throws with brutal kick
Humming Attack: D, DT, T&P
Hair Blade: D, DA, A&P
Hair Slice: T, DT, D&K
Song of Pain: A, DA, D, DT, T, A, DA, D, DT, T&K
Ickybod Clay
Throws with brutal kick, holds with brutal punch
Ecto Ball: D, DT, T&P
Ecto Punch: T, DT&P
Dart Dive: hold A, T&P (can be done in midair)
Teleport: P&K
[The attack buttons must be of the same strength. The light attack
buttons will teleport you to the left side of the screen, the
medium attack buttons to the center, and the brutal attack buttons
to the right side.]
Helga
Throws with brutal kick, holds with brutal punch
Viking Ram: D, DT, T&P
Jumping Uppercut: D, DT, T&K
[This move cannot hit someone on the ground; the opponent must
be in midair. Several people mentioned "Armpit of Doom" as an
alternate name for this move. I didn't make this the official
name, but I thought it was at least worth mentioning.]
Yodel: hold A, DA, D, DT, T&P
Valkyrie's Ride: hold A, DA, D, DT, T&K
Bonker
Throws with brutal kick, holds with brutal punch
Flying Pie: D, DT, T&P
Cruising Pie: D, DT, T&K
Cutting Cartwheel: hold A, T&P
Clown Dive: hold D, U&P
Cream Spray: A, DA, D, DT, T&P
Aerial Shuffle [from ground]: A, DA, D, DT, T&K
Aerial Shuffle [from midair]: hold U, K (one second charge)
[Neither version of the aerial shuffle can hit someone on the
ground; the opponent must be in midair.]
CREDITS:
Special thanks to Christopher L. Schneider for Bonker's midair Aerial
Shuffle and for helping to make a correction to moves previously listed
as T, D, DT.
Adam R. Wood
the Zotmeister
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The ZotGuide Series:
ClayFighter [SNES]
by the Zotmeister (Adam R. Wood, zot@ccs.neu.edu)
Version 6
Joypad: D=down, U=up, T=towards opponent, A=away from opponent
two adjacent letters represents the appropriate diagonal
hold = hold the pad down in that direction for about 2 seconds
minimum before continuing (except where noted)
Buttons: P=punch, K=kick
Usually, light attack buttons execute shorter and/or slower versions
of the special moves than when stronger attack buttons are used.
When the effect is radically different, I will specify what happens.
Notes: 1) Commas separate motions that should be done consecutively;
for example, if given D, DT, T, rotate the pad from down to towards,
going through the diagonal. Ampersands (&'s) represent moves to be
done simultaneously. [Just in case you've never played a fighting
game before.]
2) For "hold" moves listed as "(can be done in midair)", hold away while
on the ground, then jump backwards (still holding away), then press
forward and the attack button.
3) For charge moves, the direction to be held can be replaced by an
adjacent diagonal [for example, DA may be held instead of D], but
the proper direction must be returned to before the move is
launched. [For example, Frosty's Snow Ball may be done by holding
DA for 2 seconds, then rotating the pad up to A for just a split
second, then going to T and pressing P.] Actually, note 2 is
just a special case of this.
4) For those moves not mentioned in the manual, I have used literary
license to give them my own names. If you have better suggestions,
email me.
5) All moves listed work for both Tournament Edition [TE] and Original,
except where noted. Changes in the moves themselves are also
listed where applicable.
Bad Mr. Frosty
Holds with brutal punch
Frozen Fist: D, DT, T&P
Ice Ball: A, DA, D, DT, T&P
Shoulder Charge: A, T&P
Snow Ball: hold A, T&P (can be done in midair)
Arcing Snowball: hold D, U&K
Foot Slide: D, DT, T&K
Flying Headbutt: T, DT&P in Original; T, D, DT&P in TE
Big Arm Sideswipe Hack [BASH]: hold D, U&P (three second charge)
[By far, the most damaging move in the game. In TE, the range
of this move is considerably shorter, so watch out.]
Taffy
Throws with brutal kick, holds with brutal punch
Taffy Whack Punch: A, T&P
Taffy Whack Kick: A, T&K
Two-fisted Charge: hold A, T&P (can be done in midair)
Taffy Tornado: A, DA, D, DT, T&P
Aerial Tornado: T, DT&P
Dizzy Fake: D, DA, A&P
[This makes Taffy pretend he's dizzy. He recovers the instant
an attack button is pressed. Don't ask me what this move is good
for, because I don't know.]
Tiny
Throws with brutal kick, holds with brutal punch
Sucker Punch: D, DT, T&P
Backfist Whip: D, DA, A&P
[This move has a considerable recovery time in TE.]
Medicine Ball: hold A, T&P (can be done in midair)
Arcing Ball: hold D, U&K
Air Tackle: hold D, MediumP&MediumK
Blob
Holds with brutal punch
Vertical Clay Stomp: D&Brutal kick
Arcing Clay Stomp: T, DT&Brutal kick
[These are not, repeat NOT, special moves. They do no damage if
blocked, and cannot be used for a Super KO. They are listed here
because of the peculiar way they are done. The vertical stomp
goes straight up and down; the arcing stomp does arc forward, but
only ever so slightly.]
Clay Spit: D, DT, T&P
Somersault Headbutt: D, DA, A&P
[This move can doublestrike an opponent at the far edge of the
battle arena in TE. I wonder why they added this in?]
Slide Smack: A, DA, D, DT, T&K IN ORIGINAL ONLY!
[This move has been eliminated in TE. This change I understand.]
Buzzsaw: hold A, T&P
[In Original, this move, if blocked, will cause Blob to bounce
against his opponent repeatedly, essentially doing more damage
than if it had hit in the first place. In TE, it will hit only
once if blocked. This is the most prominent, and most
necessary, change between the two versions.]
Flying Roundhouse: A, T, D, DT&K in Original; T, D, DT&K in TE
[This move must be done rather close to the opponent, otherwise
the backkick won't hit a thing.]
Blue Suede Goo
Throws with brutal kick
Humming Attack: D, DT, T&P
Hair Blade: D, DA, A&P
Hair Slice: T, DT, D&K
Song of Pain: A, DA, D, DT, T, A&K
Ickybod Clay
Throws with brutal kick, holds with brutal punch
Ecto Ball: D, DT, T&P
Ecto Punch: T, DT&P
Dart Dive: hold A, T&P (can be done in midair)
Teleport: P&K (can be done in midair)
[The attack buttons must be of the same strength. The light attack
buttons will teleport you to the left side of the screen, the
medium attack buttons to the center, and the brutal attack buttons
to the right side.]
Helga
Throws with brutal kick, holds with brutal punch
Viking Ram: D, DT, T&P
"Armpit of Doom" Jumping Uppercut: D, DT, T&K
"Val-Holler" Yodel: hold A, DA, D, DT, T&P
Valkyrie's Ride: hold A, DA, D, DT, T&K
Bonker
Throws with brutal kick, holds with brutal punch
Flying Pie: D, DT, T&P
Cruising Pie: D, DT, T&K
Cutting Cartwheel: hold A, T&P
Clown Dive: hold D, U&P
Cream Spray: A, DA, D, DT, T&P
Aerial Shuffle [from ground]: A, DA, D, DT, T&K
Aerial Shuffle [from midair]: hold U, K (one second charge)
[Neither version of the aerial shuffle can hit someone on the
ground; the opponent must be in midair.]
Feet-Forward Butt Dive: hold U, P (one second charge)
[Now THIS is an enigma. In Original, this is a midair block!
If you get hit while doing this, you will take no damage (except
for the sliver that accompanies a special move). The move does
no damage to opponents - it is not an attack. In TE, you can
still execute the move, but it does not defend you, and it
still does not do any damage... rendering it totally worthless!]
CREDITS:
Special thanks to Christopher L. Schneider for Bonker's midair Aerial
Shuffle and for helping to make a correction to moves previously listed
as T, D, DT.
Thanks to Clay Schwenn for buying my old Original ClayFighter off of me.
If someone is annoyingly looking over your shoulder reading this, tell him or
her to email me at zot@ccs.neu.edu or visit Andy Eddy's FAQ FTP site at
ftp.netcom.com /pub/vi/vidgames/faqs and get their own damn copy.
Adam R. Wood
the Zotmeister
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DRAGON BALL Z SUPER BUTOHDEN 2 ALL MOVES AND DOCS!
Translated from Japanese by SONGOKU / CENSOR
Son Gohan < LITTLE KID / PURPLE OUTFIT >
Bakuretsu Punch - FORWARD, BACK, FORWARD, Y
Bukuu Kyaku - JUMP, FORWARD, DOWN, B
Multiple Energy Bullet - DOWN, DOWN-BACK, BACK, A
Powerful Energy Bullet - DOWN, DOWN-FORWARD, FORWARD, A
Kiaihou - FORWARD, BACK, FORWARD, A
Shougeki Ha - DOWN, UP, A
ULTIMATE POWER MOVES < REQUIRE 25% POWER >
Masenkou - BACK, DOWN-BACK, DOWN, DOWN-FORWARD, FORWARD, A
Kamehame Ha - DOWN, DOWN-BACK, BACK, FORWARD, A
Vegeta < BLOND HAIR / BLUE AND WHITE OUTFIT >
Thrash Arrow - DOWN-BACK, UP-FORWARD, B
Super Dash - FORWARD, BACK, FORWARD, Y
Driving Elbow - DOWN, DOWN-FORWARD, FORWARD, Y
Multiple Energy Bullet - DOWN, DOWN-BACK, BACK, A
Bakuhatsu Ha - DOWN, UP, A
Kien Zan - DOWN, DOWN-FORWARD, FORWARD, A
ULTIMATE POWER MOVES
Big Bang Attack - BACK, DOWN-BACK, DOWN, DOWN-FORWARD, FORWARD, A
Final Flash - DOWN, DOWN-BACK, BACK, FORWARD, A
Trunks < BLOND HAIR / BLACK AND GRAY OUTFIT >
Super Sliding Kick - DOWN, DOWN-FORWARD, FORWARD, B
Lightning Dash - DOWN, DOWN-FORWARD, DORWARD, Y
Baku Ken Ha - BACK, HOLD, FORWARD, Y
Large Energy Bullet - DOWN, DOWN-FORWARD, FORWARD, A
Multiple Energy Bullet - DOWN, DOWN-BACK, BACK, A
Energy Bullet - BACK, DOWN-BACK, DOWN, A
ULTIMATE POWER MOVES
Burning Attack - BACK, DOWN-BACK, DOWN, DOWN-FORWARD, FORWARD, A
Finish Buster - DOWN, DOWN-BACK, BACK, FORWARD, A
Piccolo < GREEN SKIN / PURPLE OUTFIT >
Sonic Kick - FORWARD, BACK, FORWARD, B
Bukuu Kyaku - JUMP, FORWARD, DOWN, B
Mystic Throw - BACK, HOLD, FORWARD, Y
Large Energy Bullet - DOWN, DOWN-FORWARD, FORWARD, A
Kaikou Beam - BACK, FORWARD, A
Kaikou Ha - BACK, DOWN-BACK, DOWN, A
ULTIMATE POWER MOVES
Makankousappou - BACK, DOWN-BACK, DOWN, DOWN-FORWARD, FORWARD, A
Gekiretsukouzan - DOWN, DOWN-BACK, BACK, FORWARD, A
Cell < TALL GREEN GUY WITH WINGS >
Astral Shock - FORWARD, BACK, FORWARD, B
Rising Attack - DOWN, DOWN-FORWARD, FORWARD, Y
Grand Slider - DOWN, DOWN-FORWARD, FORWARD, B
Multiple Energy Bullet - DOWN, DOWN-BACK, BACK, A
Taiyou Ken - DOWN, UP, A
Energy Shot - BACK, FORWARD, A
ULTIMATE POWER MOVES
Kamehame Ha - BACK, DOWN-BACK, DOWN, DOWN-FORWARD, FORWARD, A
Super Kamehame Ha - DOWN, DOWN-BACK, BACK, FORWARD, A
Cell Junior < SMALL BLUE GUY WITH WINGS >
Step Up Attack - DOWN-BACK, UP-FORWARD, B
Spin Liner - FORWARD, BACK, FORWARD, B
Double Kick - BACK, HOLD, FORWARD, B
Multiple Energy Bullet - DOWN, DOWN-BACK, BACK, A
Energy Shot - BACK, FORWARD, A
Kien Zan - DOWN, DOWN-FORWARD, FORWARD, A
ULTIMATE POWER MOVES
Makankousappou - BACK, DOWN-BACK, DOWN, DOWN-FORWARD, FORWARD, A
Kamehame Ha - DOWN, DOWN-BACK, BACK, FORWARD, A
Zangya < GIRL WITH MASSIVE ORANGE HAIR >
Sharp Shooter - FORWARD, BACK, FORWARD, B
Thrash Liner - DOWN, DOWN-FORWARD, FORWARD, B
Sky Zapper - DOWN, DOWN-FORWARD, FORWARD, Y
Multiple Energy Bullet - DOWN, DOWN-BACK, BACK, A
Energy Shot - BACK, FORWARD, A
Energy Bullet - DOWN, DOWN-BACK, BACK, A
ULTIMATE POWER MOVES
Spark Laser - BACK, DOWN-BACK, DOWN, DOWN-FORWARD, FORWARD, A
Shoot Blaster - DOWN, DOWN-BACK, BACK, FORWARD, A
Bowjack < MUSCULAR GREEN GUY / RED HAIR >
Bicycle Smash - DOWN-BACK, UP-FORWARD, B
Thrash Hammer - FORWARD, BACK, FORWARD, B
Dash Knee-Lift - DOWN, DOWN-FORWARD, FORWARD, Y
Multiple Energy Bullet - DOWN, DOWN-FORWARD, FORWARD, A
Energy Shot - BACK, FORWARD, A
Energy Bullet - BACK, DOWN-BACK, DOWN, A
ULTIMATE POWER MOVES
Grand Smasher - BACK, DOWN-BACK, DOWN, DOWN-FORWARD, FORWARD, A
Galactic Buster - DOWN, DOWN-BACK, BACK, FORWARD, A
ALSO, EACH CHARACTER HAS AN ULTRA-HYPER POWER MOVE. THESE MOVES
FOLLOW:
Son Gohan - Bakuretsu Rush - FORWARD, BACK, DOWN, UP, B WHEN CLOSE
Vegeta - Planet Burst - FORWARD, BACK, DOWN, UP, Y WHEN CLOSE
Trunks - Tornado Breaker - FORWARD, BACK, DOWN, UP, B WHEN CLOSE
Piccolo - Chobakuretsu Ha - FORWARD, BACK, DOWN, UP, Y WHEN CLOSE
Cell - Spike Buster - FORWARD, BACK, DOWN, UP, Y WHEN CLOSE
Cell Junior - UNKNOWN
Zangya - Lift Strike - FORWARD, BACK, DOWN, UP, B WHEN CLOSE
Bowjack - Cosmic Bomber - FORWARD, BACK, DOWN, UP, B WHEN CLOSE
THERE ARE 3 HIDDEN CHARACTERS:
BRAWLEY < INSANELY BUFF BLOND GUY >
Mr.SATAN < BLACK-HAIRED GUY >
SONGOKU ( That's me! ) < BLOND-HAIRED GUY / ORANGE OUTFIT >
BUT I DO NOT KNOW HOW TO PLAY AS THEM, ONLY AGAINST THEM. HERE IS HOW TO
PLAY AGAINST THEM:
BRAWLEY-°
PLAY AS SON GOHAN AND DO NOT LOSE A MATCH.
Mr.SATAN-
HE FIGHTS CELL BEFORE YOU DO AND GETS WHIPPED REALLY FAST.
SONGOKU-
YOU CAN CHOOSE TO FIGHT HIM IN TRAINING IN THE GAME'S "BUTOHDEN" MODE
The dox for DRAGON BALL Z SUPER BUTOH DEN 2 by BANDAI
Typed by SONGOKU of CENSOR
This game is based on a Japanese anime called Dragon Ball Z, which is my
favorite (look at my name)... anyway... you can choose various modes from the
title screen, and they are in order-
BUTOHDEN MODE < STORY MODE > - Choose a character and play the computer. You'll
have to make choices about where to go, who to fight, etc., but the choices are
only relevant to the story and not to the game, so you can really choose any-
thing just to play... After you've chosen a character, you'll choose a diffi-
culty level. They are- 1 (Easy) 2 (Normal) 3 (Hard) 4 (Super)
VS. MODE - From here are 3 choices, in order, all are self explanatory-
1P VS. 2P
1P VS. COMPUTER
COMPUTER VS. COMPUTER
After choosing a character, you'll have the following choices, in order-
LIFE- Press right or left to change the amount of life you have from 400 to 10.
ATTACK POWER - Light or Hard. It starts on Light.
GAME RANK - 1 (Easy) 2 (Normal) 3 (Hard) or 4 (Super)
MUSIC - Choose a music.
TENKAICHIBUDOHKAI < MARTIAL ARTS TOURNAMENT > - Up to 8 players can compete.
Choose a character, and if you don't have 8 people to play with, press start
when your last character is chosen.
OPTIONS - These are your choices-
SOUND........STEREO or MONAURAL. When you first enter Options, it's on stereo.
MUSIC........ Choose a music.
SOUND EFFECTS Choose an effect
Here's the basic gist of the game.
CONTROLLER FUNCTIONS-
Y - PUNCH
B - KICK
A - ENERGY USE. PRESSING THIS ONCE WILL LET OUT A BASIC FIREBALL. PRESSING
IT
WITH CONTROLLER MOVEMENTS WILL DO VARIOUS SUPER MOVES.
L - FLY TO THE LEFT
R - FLY TO THE RIGHT
A+B TOGETHER - BUILD POWER
X - FLY UP TO THE SECOND LEVEL, OR DOWN TO THE FIRST
The ULTIMATE POWER MOVES ( HISSATSUWAZA ) can be performed only if you have
enough POWER. Normal special moves also take power, but not nearly enough.
If you move far enough away from an enemy, the screen will split. It will
also split if you press "X" to fly up or down. If you are far away from an
enemy ( i.e. the screen is split ), you can only harm them with a special move.
If you press Start to pause the game, and then press Select, you'll get this
menu:
COMMAND - Normal (Allows you to do special moves) and Auto and Super Auto, in
which the computer will do special moves for you. All you have to do is
press "A." It starts on Normal.
SPECIAL MOVE COMMAND FIXING - Allows you to make it so instead of the special
move commands reversing when you turn around, as in other fighting games, they
will stay fixed, and will require the same commands from either direction.
For example, to do Gohan's Masenkou you'd press Left, Down-Left, Down,
Down-Right, Right, A if you were facing right. It would be Right, Down-Right,
Down, Down-Left, Left and A if you were facing left. If you change this option
to the first selection, it will always be "Right, Down-Right, etc." and if you
move it to the second, it will always be "Left, Down-Left, etc." no matter what
direction you're facing. This option starts on Normal.
COMMAND HELP - Allows you to see all special moves of a character, but it's
all in Japanese, so use this guide instead. Starts at "Gohan."
SOUND MODE - Stereo or Monaural. Starts at Stereo.
RADAR - Turn the top radar on or off. Starts at "On."
HOW TO BLOCK
When an ULTIMATE POWER MOVE comes rushing at you, you've got to block it or face
serious damage! Here's how:
Guard - Back and A. You'll receive 50% of the damage you'd get if not blocking.
Repel - Back, Down-back, Down and A. You'll receive 25% damage.
Psychic Block - Forward, Back, Forward, A. You'll receive no damage.
Energy Block - Down, Down-Back, Back, Forward, A. You'll fire a burst of energy
that will collide with the enemy's. Press Y, B, and A rapidly to force your
beam forward. Also, if the enemy tries this on you, press Y, B, and
A rapidly to turn his attack into YOUR attack!
A note on the ULTIMATE POWER MOVES. You can do them when you have 0 Power, but
after you've shot them you'll be left open to attack for a while as you will be
recuperating from the force of shooting a special attack with no Power.
THE RADAR
This appears at the top of the screen. It shows where you and your enemy are.
Whew! OK, That's the end. Please don't add your name to this file and upload it
as if you wrote it. I worked long and hard on this doc, and the translation was
very hard even though I know plenty Japanese!
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The ZotGuide Series:
Double Dragon V: The Shadow Falls [SNES]
by the Zotmeister (Adam R. Wood, zot@ccs.neu.edu)
Version 5
Joypad: D=down, U=up, T=towards opponent, A=away from opponent
two adjacent letters represents the appropriate diagonal
hold = hold the pad down in that direction for about 1.5 seconds
minimum before continuing
Buttons: P=punch, K=kick; L=light, M=medium, H=hard; R=press fast repeatedly
When no strength specification is listed, any of the three will do.
Light attack buttons execute shorter and/or slower versions
of the special moves than when stronger attack buttons are
used. When the effect is radically different, I will specify
what happens.
Notes: 1) Commas separate motions that should be done consecutively;
for example, if given D, DT, T, rotate the pad from down to towards,
going through the diagonal. Ampersands (&'s) represent moves to be
done simultaneously. [Just in case you've never played a fighting
game before.]
2) To execute an overkill, both you and your opponent must be on
the ground, and you must hit him with the attack listed by HIS
name, not yours. If it does enough damage for you to win the
match (not round, match), watch and enjoy. Overkills cannot
be performed against the computer when the difficulty is set
to Easy.
3) For those moves not mentioned in the manual, I have used literary
license to give them my own names. If you have better suggestions,
email me. My imagination wasn't with me this time around, so
I'm sure you people can make better names than my lame ones.
4) SPECIAL CODES: All special codes are inputted on the main
menu screen on the first controller. "Tournament" must be the
currently highlighted mode - if it is not, just press up or
down until it is, then input the code. If a code was properly
inputted, a sound effect will confirm it, depending on the code.
1 - Pressing L,L,L,R,L,R,L,R will:
* Allow 11 attribute points per player to be
distributed instead of 9
* Allow up to 6 points maximum in any one
attribute instead of 5
* Turn the Shadow Master's eyes blue on the
title screen
[This code is given to you when the game is beaten in
Story Mode on the Pro level.]
2 - Pressing up,right,down,left,down,right,R,R AFTER
INPUTTING CODE 1 will:
* Allow 13 attribute points per player to be
distributed instead of 11
* Allow up to 7 points maximum in any one
attribute instead of 6
3 - Pressing right,down,down,left,up,right,L,R,L,R,L,R
AFTER INPUTTING CODE 1 THEN CODE 2 will:
* Allow 15 attribute points per player to be
distributed instead of 13
* Allow up to 8 points maximum in any one
attribute instead of 7
4 - Pressing left,right,left,right,L,L,R,R,R will:
* Increase the amount of continues allowed to nine
5 - Pressing R,right,L,L,left,left,R,R will:
* Disable throwing in all modes
6 - Pressing down,down,left,up,down,down,left,up,R,R,L will:
* Disable dizzies in all modes
7 - Pressing L,R,up,L,L,down,R,R will:
* Allow boss character selection in Tournament, Vs.
Mode, Demo, and Dossiers modes (but NOT Story!)
[This code is given to you when the game is beaten in
Tournament mode on the Pro level.]
Billy (& Jimmy) Lee
Throws with MP; Overkilled by standing HP (HK for Jimmy) - skeletized
Dragon Snake: D, DA, A&P
Dragon Slice: T, DT, D&P
Dragon Shock: hold A, T&P (Dragon Fire for Jimmy)
Dragon Slide: T, T&P
Jawbreaker
Does not throw per se - T, T&MK for Swallow; T, T&HK for Bite and Toss
[These ARE considered special moves; Special must NOT be OFF.]
Overkilled by standing HP - teeth knocked out
Flying Headbutt: T, T&P
Loogie Hock: hold A, T&P
Breath Wave: D, DA, A&P
Ground Spark: T, DT, D&K
Icepick
Throws with MP or HP - apparently makes no difference
Overkilled by CROUCHING MP - shatters
Ice Dart: D, DT, T&P
Iceball: hold A, T&P - temporalily stuns (freezes) enemy
Swordvault Kickspin: D, DA, A&K
Icicle Hammerhead Dive: T, T&MP
Sword Overdrive: RP
Bones
Throws with MP
Overkilled by standing MP - collapses, head rolls away
Eyebeam: D, DA, A&P
Skull Toss: hold A, T&P
Gun Shot: T, DT, D&K
Long Arm Lash: T, T&MP
Headbutt from Hell: T, T&MK
Sickle
Throws with MP
Overkilled by standing MK - sent spinning, grinds self into ground
Energy Blade: D, DT, T&P
Whirlwind Slice: hold A, T&P
Rolling Sawblade: D, DA, A&P
Flying Cartwheel Sawblade: T, DT, D&K
Blade
Throws with MP
Overkilled by standing MK - melts
Torpedo: hold A, T&P
Whirlwind Kick: hold A, T&K
Flashfront Blade: D, DA, A&MP
Blade Overdrive: RP
Trigger Happy
Throws with MP
Overkilled by standing LK - gun overheats and explodes, reducing him to ashes
Rocket Uppercut: T, DT, D&P
Gunshot: D, DA, A&K
Fire Blaster: hold A, T&P
Burning Kickback Punch: D, DA, A&MP
Shocker: RK
Countdown
Throws with MK
Overkilled by standing LP - endoskeleton revealed, arms fall off
Laser Bolt: hold A, T&P
Knucklespin Twistkick: hold A, T&K
Jet Flare: D, DA, A&P
Missile Shot: T, DT, D&K
Rocket Dive: T, T&K
Sekka
Throws with MP
Overkilled by standing MP - vanishes, empty armor collapses
Flying Claw Slam: hold A, T&K
Claw Roll Attack: D, DA, A&P
Inverted Spinkick: D, DA, A&K
Blender from Above: D, D&LK
Clawvault Boomerang Kick: T, T&HK
Head Bounce Kick: in midair, D&HK - Special must NOT be OFF
Dominique
Throws with MP at point-blank or with HP from a short distance
Holds and bites with MK
Overkill by standing LONG-RANGE MP - collapses to mound of worms
Ponytail Beam: T, DT, D&K
Swoop Hurricane: D, DA, A&K
Highheel Knife Slide: D, D&LK
Shadow Master
Throws with HP
Overkilled by standing HK - flashes, rendered to ashes
Fireball: D, DT, T&P - how original... NOT!
Dashing Lightning Spear: hold A, T&P
Crawling Metroid: hold A, T&K - well, that's what it looks like
Teleport: T, DT, D, DA, A&attack button as follows:
P to stay on same side of opponent, K to flip sides
L to teleport close to opponent, M to teleport a distance away
[HP and HK are nonfunctional]
CREDITS:
maestas@cs.arizona.edu (Mark Maestas) - seven overkills
wwiriyan@students.wisc.edu (name unknown) - the Boss Code
alumn132@whscdp.whs.edu (Lord Doctor) - Dominique's Overkill (YES!!!)
Tim Heydelaar [email unknown] - Dominique's Highheel Knife Slide
Special Thanks to Terry Marinelli and the others at Electronics Boutique.
["See you next week!"]
If someone is annoyingly looking over your shoulder reading this, tell him
or her to email me at zot@ccs.neu.edu or visit Andy Eddy's FAQ FTP site
at ftp.netcom.com /pub/vi/vidgames/faqs and get their own damn copy.
Adam R. Wood
the Zotmeister
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DarkStalkers: The Night Warriors FAQ (short form) -Version 1.3- 11/20/94
By Galen Komatsu and Jamie Klein
NOTE: Additional information (including credits!) is available in the
DarkStalkers FAQ (long form). It is available in the same places as this
document-> FTP - ftp.netcom.com (cd /pub/vi/vidgames/faqs)
-> USENET - rec.games.video.arcade
-=KEY=- 7 8 9 BUTTONS low med high P.unch () = optional
JOYSTICK 4 6 punches A B C K.ick . = hold/charge
DIRECTIONS 1 2 3 kicks X Y Z j.ump ABC/XYZ = together
Joystick motions are for characters facing right. [] = Japanese name
/ = variations | = Follow-up to preceding move. - = multi-step move
Please e-mail yanknir@genesis.nred.ma.us if you find any additional info.
DEMITRI MAXIMOV "The young noble of darkness"
command---name---------------------"Special" modification------------------
(j)236P Chaos Flare Fireball is larger and hits twice.
(66)623P Demon Cradle Demitri hits many times on the way up.
(j)214K Bat Spin Extra hits.
(66)263ABC Midnight Pleasure This move may only be used with SPECIAL.
throws---------------------------- other-----------------------------------
6321478P Demon Stolen 66/44 Teleport
JOHN TALBAIN [GALLON] "The werewolf hurricane"
command---name---------------------"Special" modification------------------
236P Horizontal Beast Rush Comet inflicts multiple hits.
j632P Air-to-Ground Rush Multiple hits.
623P Rising Beast Rush Multiple hits.
28K Climb Laser Extra hits.
41236P-7P/9P H.Beast Cannon This move may only be used with SPECIAL.
j74123P-4P/6P/7P/9P A-t-G Cannon This move may only be used with SPECIAL.
219P-4P/6P/3P/1P Rising Cannon This move may only be used with SPECIAL.
throws---------------------------- other-----------------------------------
63214K Wild Circular -Duck under some missile attacks.
VICTOR VON GERDENHEIM "The living cadaver"
command---name---------------------"Special" modification------------------
4.6P Giga-Hammer More damage + longer reach.
4.6ABC Giga-Brood This move may only be used with SPECIAL.
4.6K Giga-Buster Extra hit(s).
19K High Giga-Buster Multiple kicks.
214K Giga-Burn None.
2146P Gyro Crush Extra hit(s).
2.8P Thunder Break This move may only be used with SPECIAL.
throws---------------------------- other-----------------------------------
214P Electric Slam -Hold fierce/roundhouse for electric
236K Mega Shock ground attacks. -Hammer,Buster+Crush can
6321478ABC Grab->Knee->Pound pass through projectiles.
6/4P-28P Grab Interrupt
LORD RAPTOR [ZABEL ZAROCK] "The [un]dead rocker"
command---name---------------------"Special" modification------------------
(j)214K Death Hurricane Multiple hits.
(j)63214K Death Voltage This move may only be used with SPECIAL.
41236K Hell's Gate None.(X=Left, Y=In Place, and Z=Right)
28K Soul Javelin Extra hits.(Only hits downed opponents.)
64ABC Evil Scream This move may only be used with SPECIAL.
throws---------------------------- other-----------------------------------
2369P Skull Punish j44/j66 Air Walk
MORRIGAN ARNSLAND "Queen of the demonesses"
command---name---------------------"Special" modification------------------
236P Soul Fist Larger projectile.
j896P Air Soul Fist Larger projectile.
j214K Shell Kick Extra hits.
214K-P Valkyrie Turn This move may only be used with SPECIAL.
623P Shadow Blade Wing hits multiple times.
A-A-6-X-C Darkness Illusion This move may only be used with SPECIAL.
throws---------------------------- other-----------------------------------
214P Hell Ride 44./66. Flight (with jetpack).
ANAKARIS "The revived pharaoh"
command---name---------------------"Special" modification------------------
236P Mirror Door Wrap Extra damage.
ABC Coffin Dance (near) Extra damage.
XYZ Coffin Dance (far) Extra damage.
63214P Echo Back Step 1 swallow None. (Swallow twice to make a
|236K Echo Back Step 2 spit None. SPECIAL projectile)
j6123P Royal Judgement Lasts longer.
646P Cobra Blow Extra damage.
Y-A-2-X-B Pharaoh Magic This move may only be used with SPECIAL.
throws---------------------------- other-----------------------------------
<none> 8(88) Hover
j7/j9 Float
j1C/j2C Pyramid Crush
FELICIA "Teen feline dreamer"
command---name---------------------"Special" modification------------------
4123P-P Rolling Buckler Extra hits.
6321P-P Rolling Punch Extra hits.
421K Delta Kick Felicia's hair turns pink.
236P Sand Splash Felicia's hair turns pink + extra hits.
236412ABC Rolling Flash This move may only be used with SPECIAL.
throws---------------------------- other-----------------------------------
214K Panic Nail -Hop attacks (66+Any) are blocked high.
BISHAMON "The cursed warrior"
command---name---------------------"Special" modification------------------
41236P Snap Sword None.
|236P Storm Wind Extra damage.
|214P Flip Sword None.
||623P Rising Slash Extra hits.
4.6P High Quick Slash Increased range.
4.6K Low Quick Slash Increased range.
4.646P High Quadruple Slash This move may only be used with SPECIAL.
4.646K Low Quadruple Slash This move may only be used with SPECIAL.
623P Rising Slash Extra hits. (for reverse only)
j896P Seal of Death None.
214P Big Blue Hand This move may only be used with SPECIAL.
throws---------------------------- other-----------------------------------
21236P The Skinner -Quick Slashes cancel projectiles.
RIKUO [ALUBATH] "Hero of the deep"
command---name---------------------"Special" modification------------------
236P Sonic Wave Rings have increased range.
41236K Poison Breath None.
46P Screw Jet Extra hits.
214ABC Aqua Splash This move may only be used with SPECIAL.
214XYZ Delayed A. Splash This move may only be used with SPECIAL.
throws---------------------------- other-----------------------------------
63214K Grab -> Jump -> Stomp 44K Trick Fish
4/6P(4646) Grab -> Multi Bash 66C Multi-Hit Mollusk
63214P Grab -> Knee -> Toss -Sonic Wave repels projectiles.
-Hold buttons to position Atomic Flash.
SASQUATCH "The great snowman"
command---name---------------------"Special" modification------------------
41236P Big Snow None.
623K Big Typhoon Sasquatch's foot is frozen.
22ABC Big Towers Extra damage.
41236ABC Big Freezer This move may only be used with SPECIAL.
throws---------------------------- other-----------------------------------
632P Big Shake -Hop attacks (66+Any) are blocked high.
214K Big Brunch
4123698K Big Toss
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ETERNAL CHAMPIONS FAQ
version 0.2
by Adam Rixey
GENERAL INFORMATION
===================
This FAQ is meant to be an all-in-one guide to the Sega Genesis game
Eternal Champions. Although rather sparse at the moment, I hope to add
much more text in the future - more information about the special moves,
information about the Overkills, all of the characters' endings, strategy
guides, etc. Don't send me information just yet - I still have a lot
more to type in and I don't need to be inundated with mail right away.
I'll probably ask for help sometime in the near future.
REVISION HISTORY
================
1/18/94 - version 0.1: Began writing this.
1/22/94 - version 0.2: Released to the public (netnews.rec.games.sega)
THE STORY
=========
Welcome to my chamber. I am the Eternal Champion, keeper of this vast
fighting complex. It exists in a place and time corrupted by centuries
of misuse and destruction.
My purpose in this grand scheme is to maintain the balance between
good and evil, light and darkness, hope and despair.
Now this balance has been lost and the very fabric that holds the
world together will be torn apart.
Your future, my present, has been destroyed by a cruel and unjust
twist of fate.
Nine individuals from various periods in time were killed before their
lives could affect this dark existence.
I have observed each of their short lives and have been powerless to
stop the chaos.
I have spent the centuries harnessing my power for this very moment.
I am the pur and untouched energy of all the great martial arts masters
that have lived before me. Their skill, wisdom, knowledge and
inner-strength are at my command.
Even with the force of their collective powers, I can only reward one
of the nine individuals with the gift of life. Any of them can have an
equally profound effect on the future. For this reason, the contest
must take place.
At the end of this contest, only one will remain. The victor will be
returned to life a few seconds before his death, allowing him to avoid
the past with the knowledge to change the future.
Only one may live so that balance may again be achieved.
Let the contest begin. . .
MOVES LISTS
===========
I haven't yet had a chance to sit down and figure out how much Inner
Strength the special moves use (and I know that Dave Woodall is doing
something similar), but that information will be in a later version of
this FAQ. Another note about Inner Strength - you can have more than it
shows on the screen. I think that it updates relatively smoothly - if
you're Trident and you see your second quarter-circle appear, if you
wait half of the amount of time it would take for the next quarter-circle
to appear, you can safely do a fireball or ground-slide (normally you
need three-quarters of a circle to do the move).
Please not that all moves relating to range are my opinion and my
opinion only. Since this list was not all compiled at once, there may
be some variations in range between characters. Certainly, Jetta's long
range is likely to be different from, say, Xavier's long range. I've
also only put ranges where they're really applicable. On moves such as
RAX's mid-air spin or Jetta's thing where she pulls her arms down, there
really isn't any range - it'll only hit if the opponent touches you. I'm
also not too up on my combat terminology - punches are punches and I
can't always describe all the moves easily (Blade's ducking C kick, for
instance). If you know technical names for moves, send them to me.
The following notation is used throughout the move guide:
X = Straight Punch
Y = Lunge Punch
Z = Swing Punch
A = Snap Kick
B = Thrust Kick
C = Wheel Kick
CB = Charge Back (away from opponent)
CD = Charge Down
F = Forward
(xxs) = hold for xx seconds
x-y = do x then y
x+y = do x and y at the same time
Throwing information:
When in close range, for all characters except Slash, if you press
forward and Y or Z you will throw your opponent forwards. If you press
backwards and Y or Z you will throw your opponent backwards.
BLADE
-----
Standing:
X = Forward punch, long range
Y = Backhand, mid range
Z = Overhead hammer then two punches, very long range
A = Forward kick, long range
B = Slide forward then forward kick, long range
C = High roundhouse, long range
Ducking:
X = Elbow, very short range
Y = Two-handed punch, long range
Z = Forward punch, long range
A = Forward kick, mid range
B = Low kick then forward kick, mid range
C = Hand-planted high kick, long range (knocks opponent over)
Standing, close range:
X = Double overhead hammer
Y = Backhand to face / throw
Z = Double face punch / throw
A = Knee to stomach
B = Knee to stomach
C = Stomach kick
Jumping vertically:
X = Forward punch, long range
Y = Forward punch, long range
Z = Forward punch, long range
A = Forward kick, very long range
B = Forward kick, long range
C = High roundhouse kick, long range
Jumping diagonally:
X, Y, A, B = Same as vertical jump
Z = Forward punch, mid range
C = Lightning bolt kick (always propels you forward)
Special moves:
CB(.5s)-F+Z = Stun Beam
X+Y+Z = Personal Shield
CB(.5s)-F+X+Y = Tracking Blade
CB(.5s)-F+Y+Z = Straight Blade
A+B = Projectile Containment Field
A+B+C = Wild Fury Attack
A+C = Backfire
CB(.5s)-F+C = Power Drain
X+Z = Insult
JETTA
-----
Standing:
X = Forward punch, short range
Y = Forward punch, mid range
Z = Forward punch, long range
A = Forward kick, long range
B = Low kick, mid range
C = Cartwheel forward (about 1/4 screen length)
Ducking:
X = Backwards flip, long range and also high (about 1/4 screen length)
Y = Swing arms down from over head (move name?)
Z = Uppercut, short range
A = Flip back, then propel self forwards (about 3/4 screen length)
B = Same as standing B kick
C = Roundhouse low kick, short range
Standing, close range:
X = Face slap
Y = One-two punch / throw
Z = Face punch / throw
A = Shin kick
B = Multiple kicks (up to four hits)
C = Head kick (up to two hits)
Jumping vertically:
X = Forward punch, short range
Y = Forward punch, mid range
Z = Spin around
A = Roundhouse low kick, long range
B = Roll into ball
C = Forward kick, mid range
Jumping diagonally:
X = Swing arms down from over head
Y = Same as vertical jump
Z = Dive forward (always propels self forwards, can add extra height)
A = Low kick, mid range
B = Forward kick, long range
C = Low kick, mid range
Special moves:
CB(.5s)-F+Z = Flying Choke Hold
X+Y+Z(1s) = Phase
A+C(.5s) = Resonate (while Phased)
CD(1s)-U+A = Ricochet left
CD(1s)-U+C = Ricochet right
CB(.5s)-F+X = Bladerang (1 hit)
CB(.5s)-F+Y = Bladerang (2 hit)
CD(1s)-U+Y = Ceiling Grab
C = Death Dive (after Ceiling Grab)
A+B = Spin left
B+C = Spin right
X+Z = Insult
LARCEN
------
Standing:
X = High punch, mid range
Y = High punch, mid range
Z = Forward punch, long range
A = Knee forward (about 1/4 screen length)
B = Forward kick, long range
C = High roundhouse kick, mid range
Ducking:
X = Forward punch, mid range
Y = Forward punch, mid range
Z = High punch, close range
A = Low grappling hook, very long range (knocks opponent over)
B = Low kick, mid range
C = Low roundhouse & slide forward
Standing, close range:
X = Face slap
Y = Face punch / throw
Z = Face punch (can hit twice) / throw
A = Foot stomp
B = Head kick
C = Leg sweep (knocks opponent over)
Jumping vertically:
X = Forward punch, long range
Y = Low punch, close range
Z = High punch, close range
A = Knee thrust, close range
B = High kick, close range
C = Roundhouse high kick, long range
Jumping diagonally:
X, Y, A = Same as vertical jump
Z = Rising punch, range from close to mid to close
B = Forward kick, long range
C = Low kick, long range
Special moves:
U+A = Backwards flip (doesn't use inner strength)
CD(1s)-U+C = Ceiling Crawl
D+Y or D+Z = Ceiling Drop (after Ceiling Crawl)
A+C = Air Sweep
CB(.5s)-F+Z = Long Distance Sweep
A+B+C(1.5s) = Power Sweep
CB+X = Reflect Back Projectile
CB(.5s)-F+Y = Sai Throw
X+Y+Z = Swinging Hammer Fist
X+Z = Insult
MIDKNIGHT
---------
Standing:
X = Forward punch & slide forward slightly, mid range
Y = Forward punch, long range
Z = Forward punch followed by high claw, can hit twice
A = Forward kick, long range
B = Spin forward followed by high and mid kick, can hit twice
C = High kick, mid range
Ducking:
X = Forward then high punch, close range, can hit twice
Y = Uppercut & slide forward slightly, close range
Z = Uppercut & slide forward (twice as far as Y), mid range
A = Forward kick, mid range
B = Lie on back and kick legs, mid range (knocks opponent over)
C = Whirlwind spin forward (about 1/3 screen length)
Standing, close range:
X = Multiple punches, can hit twice (three times?)
Y = Multiple punches, can hit three times / throw
Z = Multiple punches, can hit three times / throw
A = Head kick
B = Head kick
C = Head kick
Jumping vertically:
X = Forward punch, close range
Y = Uppercut
Z = Forward punch, close range
A = High kick, close range
B = High kick, mid range
C = Roundhouse kick followed by forward kick, mid range
Jumping diagonally:
X = High punch, close range
Y = Wave hands around, very close range
Z = Low punch, very close range
A = Forward kick, mid range
B = High kick, mid range
C = Forward kick, mid range (can achieve extra height)
Special moves:
F+X+Y+Z = Life Drain (throwing range)
CD(.5s)-U+C = Ceiling Ram
X+Y+Z = Bedazzle
A+B+C = Dispel
A+C = Mist Attack
CB(.5s)-F+Z = Flying Wall Smash
F+A+B+C = Overhead Stomach Punch (throwing range)
X+Z = Insult
- AkR
- ar2w@andrew.cmu.edu
RAX
---
Standing:
X = Forward punch, close range
Y = Forward/low punch, long range
Z = Forward punch, mid range
A = High kick
B = Forward kick
C = High kick
Ducking:
X = Forward punch
Y = Uppercut
Z = Rocket punch (about 3/4 of screen)
A = Low kick
B = Shin kick (slides forward slightly)
C = Rocket low kick (about 1/2 of screen)
Standing, close range:
X = Elbow to face
Y = Elbow to face / throw
Z = Neck punch / throw
A = Knee to groin
B = Knee to stomach
C = Repeatedly kick face
Jumping vertically:
X = Forward punch, mid range
Y = Uppercut
Z = Spin around
A = Forward kick, long range
B = Spin kick, long range
C = Ignites foot rockets
Jumping diagonally:
X, Z = Same as vertical jump
Y = Uppercut with thrusters on, can achieve extra height
A = Knees first
B = Low kick, mid range
C = Thrusters on, feet first (always propels you forward)
Special moves:
A+B = Lock and Load
CD(.5s)-U+B = Air Jets
X+Y+Z = Cyber Punch
A+B+C = Cyber Kick
CB(.5s)-F+C = Jet Knee Smash
A+C = Overload
CB(.5s)-F+A = Turbine
X+Z = Insult
SHADOW
------
Standing:
X = Single punch, close range
Y = Single punch, slightly longer range than X
Z = Single punch, same range as Y
A = Forward kick
B = Forward kick, same range as A
C = Spin kick, slightly less range than A or B
Ducking:
X = Single punch, close range
Y = Single punch, very slightly longer range than X
Z = Roll forward then punch
A = Kick forward, close range
B = Spin in place, close range (might hit behind you as well)
C = Roll forward then kick
Standing, close range:
X = Elbow
Y = Chest punch / throw
Z = Neck punch / throw
A = Shin kick
B = Head kick
C = Roundhouse head kick
Jumping vertically:
X = Forward punch
Y = High punch
Z = Low punch
A = High kick (can hit low or mid as it moves up)
B = Forward kick
C = Spinning kick
Jumping diagonally:
X, Y, Z, B, C = Same as vertical jump
A = Roll into ball, can achieve extra height
Special moves:
A+B+C(3s) = Shadow Mode
CB(.5s)-F+A = Twirling Fan Attack
CB(.5s)-F+B = Double Twirling Fan Attack
CB(.5s)-F+C = Triple Twirling Fan Attack
CD(.5s)-U+B = High Jump Angle Kick
X+Y+Z = Smoke Screen
A+B = Warp Left Corner \
B+C = Warp Right Corner \ After doing Smoke Screen
X+Y = Warp Left Ceiling Corner /
Y+Z = Warp Right Ceiling Corner /
CB(.5s)-F+X = Slow Shuriken
CB(.5s)-F+Y = Fast Shuriken
CB(.5s)-U+F+X = Slow Knife
CB(.5s)-U+F+Y = Fast Knife
CB(.5s)-D+F+X = Slow Smoke Bomb
CB(.5s)-D+F+Y = Fast Smoke Bomb
CB(.5s)-F+Z = Flying Mine Uzume-Bi
A+B = Short Flying Step Tobi Ashi
B+C = Medium Flying Step Tobi Ashi
A+C = Super Flying Step Tobi Ashi
X+Z = Insult
SLASH
-----
Standing:
X = Upwards club swing, mid range
Y = Downwards club swing, mid range
Z = Forwards club swing, very long range
A = Low kick, long range
B = High/low kick, mid range (can hit twice)
C = Flip forwards (about 1/4 screen distance)
Ducking:
X = Forward claw, short range
Y = Forward club thrust, long range
Z = Club spin, long range (can hit twice, 2nd swing knocks opponent
down)
A = Low kick, short range
B = Forward kick, mid range
C = Same as ducking Z
Standing, close range:
X = Neck punch
Y = Neck punch / beat on head if pressing forward & have Inner
Strength
Z = Face punch / toss up into air if pressing forward, any button to
swing bat (do it when opponent at head level)
A = Stomach kick
B = Shin kick
C = Groin kick
Jumping vertically:
X = Upwards club swing, close range
Y = Downwards club swing, mid range
Z = Forwards club swing, long range
A = Knee forward, close range
B = Low kick, mid range
C = Low kick, mid range
Jumping diagonally:
X = Forward claw, short range
Y = Forward club thrust, short range
Z = Overhead club swing, mid range (always propels you forward)
A = Forward club thrust, short range
B = Forward club thrust, short range
C = Same as vertical jump
Special moves:
X+Y+Z = Massive Club Swing
A+C = Double-Footed Swing Kick
CB(.5s)-F+Z = De-Claw
Y+Z = Power Thud Club Swing
F+Y = Spinal Crush
CB(.5s)-F+C = Running Head Butt
X+Y = Bat Back Projectile
X+Z = Insult
TRIDENT
-------
Standing:
X = Forward stab, mid range
Y = Forward stab, long range
Z = Trident slash in large arc, mid range
A = Flip kick, mid range
B = High kick, mid range
C = High kick followed by high sliding kick (about 1/3 screen length)
Ducking:
X = Forward punch, close range
Y = Forward stab, mid range
Z = Roll backwards (about 1/3 screen length)
A = Forward kick, mid range
B = Same as standing A
C = Low kick, mid range (knocks opponent over)
Standing, close range:
X = Face punch
Y = Neck punch / throw
Z = Uppercut / throw
A = Stomach kick
B = Head kick
C = Two head kicks
Jumping vertically:
X = Upward slash, close range
Y = Downward slash, mid/close range
Z = Trident uppercut
A = High then low kick, mid range
B = Knee/trident forward, close range
C = Forward kick, mid range
Jumping diagonally:
X = Forward punch, close range
Y = Same as vertical jump X
Z = Same as vertical jump Y
A = Low kick, close range
B = Low kick, very close range
C = Forward kick, long range
Special moves:
X+Y = Depth Charge Field
Y+Z = Bio-Drain Field
A+B = Bio-Stun Field
B+C = Repulser Field
X+Y+Z = Spinning Trident
CB(.5s)-F+Y = Sliding Spinning Trident
CB(.5s)-F+Z = Plasma Bolt
A+B+C = Liquid Mode
X+Z = Insult
XAVIER
------
Standing:
X = Forward cane thrust, mid range
Y = Overhead cane smack, mid range
Z = Forward cane twirl, godlike range (about 1/2 screen length)
A = Low kick, close range
B = Forward kick, close/mid range
C = High kick, mid range
Ducking:
X = Forward then high cane jab, mid range
Y = Slide forward slightly & spin around, mid range
Z = Low cane jab then slide forward & forward jab (about 1/4 screen
length)
A = Low kick, close range
B = Cane propels you forward, low kick (about 1/4 screen length,
knocks opponent over)
C = Roundhouse low kick, close range (knocks opponent over)
Standing, close range:
X = Cane slashes, can hit three times
Y = Chest jab with cane / throw
Z = Face jab with cane / throw
A = Face smack with cane followed by knee to stomach
B = Head kick followed by cane smack, can hit two (three?) times
C = Two-footed kick to stomach
Jumping vertically:
X = Low cane jab, close range
Y = Forward cane jab, mid range
Z = Overhead cane twirl
A = Two-footed forward kick, mid range
B = High kick, close range
C = High kick followed by low kick, close range
Jumping diagonally:
X, Y, A, B, C = Same as vertical jump
Z = Forward cane twirl, close range
Special moves:
CB(.5s)-F+Z = Dragon Trap
CB(.5s)-F+X = Snap Back
X+Y+Z = Identity Change
CB(.5s)-F+Y = Midas Touch
A+B+C = Attack & Smack
X+Y = Swap Spell
A+C = Confusion Spell
X+Z = Insult
RUMOURS/HIDDEN THINGS
=====================
Yes, I know about the Overkills. Yes, I know how to do all the Overkills.
Until I can do all of them consistently though, I'm not putting them in
(there's about two that I can't get reliably).
During one game session (i.e. - while the cartridge was on), everytime
Slash would bat back a projectile, he would gain back about 5 pixels of
health. This happened both in the Battle Room and in two-player fight
mode, and for any kind of projectile. Slash was player one. We've been
completely unable to replicate this effect, though, and don't know if it
was just a feature or if there's a way to make it happen consistently.
THE ETERNAL CHAMPION
====================
Losing message:
Your performance has disappointed. You are not worthy to live beyond
the life that fate dealt you. I have no choice except to return you to
your death. This outcome was not as I had planned.
I doubt I have the energy to bring the others back for another
contest. The world is lift with little chance.
I must return to my meditation chamber and see if there is a way to
avert the certain disaster that awaits the future. You have failed and
because of this the future is in doubt. My time is over. . .
And so is yours. . .
- AkR
- ar2w@andrew.cmu.edu
+263
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@@ -0,0 +1,263 @@
The following is an attempt to document every possible move for all
the characters in Eternal Champions. This is the first part of it, and
contains all the moves for the first four characters. I will post the
remaining characters on Monday.
I would like to make this as complete and correct as possible, so
feel free to send me e-mail if you find mistakes or omissions. My e-mail
address is: woodall@adrs1.dseg.ti.com
This is not intended to be an all-inclusive FAQ - Adam Rixey is
working on that. This is intended to be a quick reference that can be
used while playing and learning.
**************************************************************************
NOTES:
1) For each Special Move, I tried to figure out how much Inner Strength
is needed to execute the move, and how much it consumes. I mainly
did this by Insulting the opponent until my I.S. was gone, then
repeatedly tried executing the move until I had enough I.S. for the
move to be allowed. I found out a few curious things:
a) Sometimes when your I.S. is full, executing a Special Move will
not drain it at all - at least the gauge doesn't change.
b) It seems that the more I.S. you have, the more it will consume
when performing some moves. Several of the moves will consume
either 0.5 or 0.75 of the total I.S. - depending on how much
you started with. The numbers I have listed are when the I.S.
is low (more critical).
2) Some moves can be performed by different button sequences. In this
case, I only listed the simpler move.
ETERNAL CHAMPIONS MOVE LIST
-------------------------------
Legend:
CB = Charge (Hold) Back (back means away from opponent)
CD = Charge (Hold) Down
U = Up
F = Forward (forward means toward opponent)
+ = press buttons at same time
, = press buttons sequentially
> = hold this button while pressing the next ones
( ) = move when character is close to opponent
BLADE: Ratings:
------ ---------------
Speed: 2
Endurance: 4
Power: 5
Recovery: 3
Defense: 3
Equilibrium: 4
Regular Moves:
move name: | button presses:
---------------------------------------+---------------------------------
Kick (knee kick) | A
Lunge Kick (knee kick) | B
Spin Kick (side kick) | C
Jump Side Kick | U > A
Jump Crouch Kick | U > B
Jump Spin Kick | U > C
Power Spike Dive | U + F > C
Crouch Kick | CD > A
Double Crouch Kick | CD > B
High Kick | CD > C
Punch (double punch) | X
Reverse Punch | Y
Overhead Combo Punch (double punch) | Z
Throw | F + Y (or F + Z)
Jump Punch | U > X
Jump Chop | U > Y
Jumping Long Punch / Spin | U > Z
Crouching Elbow Smash | CD > X
Crouching Double Fist Punch | CD > Y
Crouching Palm Thrust | CD > Z
Block | CB
Special Moves:
| IS | IS
move name: |% damage| button presses: |used|reqd
-----------------------------------+---+-----------------------+----+----
Stun Beam | 0 | CB .5, F + Z |.75 |.75
Personal Shield | 0 | X + Y + Z |.75 |1.0
Tracking Blade |15 | CB .5, F + X + Y |.25 |.50
Straight Blade |15 | CB .5, F + Y + Z |.25 |.25
Projectile Containment Field | 0 | A + B |.25 |.50
Wild Fury Attack |20 | A + B + C |.50 |.75
Backfire | 0 | A + C |.50 |.75
Power (I.S.) Drain | 0 | CB .5, F + C |.25 |.50
Insult | 0 | X + Z |.25 |.50
JETTA: Ratings:
------ ---------------
Speed: 5
Endurance: 2
Power: 4
Recovery: 3
Defense: 4
Equilibrium: 3
Regular Moves:
move name: | button presses:
---------------------------------------+---------------------------------
Medium Kick (low kick) | A
Low Kick 9high (flurry kick) | B
Sommersault (high kick) | C
Jump Low Kick | U > A
Jump Vertical spin Kick | U > B
Jump Medium Kick | U > C
Flying Toe Kick | U + F > C (or U + F > A)
Spring Back then Forward | CD > A
Crouch Kick | CD > C
Punch | X
Palm Thrust (double palm thrust) | Y
Hand Jab (uppercut) | Z
Throw | F + Y (or F + Z)
Jump Chop | U > X
Jump Punch | U > Y
Flying Spin | U > Z
Flying Double Fist Pull | U + F > X
Ceiling Dive | U + F > Z
Flip Away | CD > X
Crouching Double Fist Pull | CD > Y
Uppercut | CD > Z
Block | CB
Special Moves:
| IS | IS
move name: |% damage| button presses: |used|reqd
-----------------------------------+---+-----------------------+----+----
Flying Choke Hold |15 | CB .5, F + Z |.50 |.75
Phase | 0 | X + Y + Z (1 sec) |.25 |.50
Resonate (do while Phased) | 0 | A + C (.5 sec) |.50 |.50
Ricochet Left |12 | CD .5, U + A |.50 |.75
Ricochet Right |12 | CD .5, U + C |.50 |.75
Balderang (single hit) |10 | CB .5, F + X |.25 |.50
Balderang (double hit) |10 | CB .5, F + Y |.25 |.50
Ceiling Grab | 0 | CD .5, U + Y |.25 |.75
Death Dive (do after Ceiling Grab) | 0 | C |.00 |.00
Moving Cork Screw (left) | 8 | A + B |.25 |.50
Moving Cork Screw (right) | 8 | B + C |.25 |.50
Insult | 0 | X + Z |.25 |.50
LARCEN: Ratings:
------- ---------------
Speed: 3
Endurance: 4
Power: 4
Recovery: 4
Defense: 4
Equilibrium: 2
Regular Moves:
move name: | button presses:
---------------------------------------+---------------------------------
Advancing Kick (low kick) | A
Medium Kick (high kick) | B
High Kick (low kick) | C
Jump Kneel Kick | U > A
Jump High Kick | U > B
Jump Reverse Kick | U > C
Flying Knee Smash | U + F > A
Flying Leg Jab | U + F > B
Flying Toe Kick | U + F > C
Throw Low Fireball | CD > A
Undercut Kick | CD > B
Sliding Undercut Kick | CD > C
Punch | X
Uppercut (straight punch) | Y
Straight Punch (double uppercut) | Z
Throw | F + Y (or F + Z)
Jump Chop | U > X (or U + F > X)
Jump Punch | U > Y (or U + F > Y)
Jump High Punch | U > Z (or U + F > Z)
Crouching High Punch | CD > X
Crouching Hard Punch | CD > Y
Crouching Uppercut | CD > Z
Block | CB
Special Moves:
| IS | IS
move name: |% damage| button presses: |used|reqd
-----------------------------------+---+-----------------------+----+----
Ceiling Crawl | 0 | CD 1.0, U + C |.25 |.50
Ceiling Drop |25 | CD + Y (or Z) |.00 |.00
Air Sweep |15 | A + C |.50 |.75
Long Distance Sweep |15 | CB .5, F + Z |.25 |.25
Power Sweep |18 | A + B + C (1.5 sec) |.50 |.75
Reflect Back Projectiles |?? | CB + X | ?? | ??
Sai Throw |11 | CB .5, F + Y |.25 |.50
Swinging Hammer |17 | X + Y + Z |.25 |.00
Insult | 0 | X + Z |.25 |.50
MIDKNIGHT: Ratings:
---------- ---------------
Speed: 5
Endurance: 3
Power: 4
Recovery: 2
Defense: 4
Equilibrium: 3
Regular Moves:
move name: | button presses:
---------------------------------------+---------------------------------
Medium Kick | A
Advancing High Kick | B
High Kick | C
Jump High Kick | U > A
Jump Spin Kick | U > B (or U > C)
Flying Leg Jab | U + F > A
Flying Spin Kick | U + F > B
Flying Power Leg Jab | U + F > C
Crouching Low Kick | CD > A
Back Roll Twirl Kick | CD > B
Tornado Attack | CD > C
Punch (double thrust) | X
Palm Strike (triple hit) | Y
Arm Sweep (triple combo) | Z
Shoulder Slam Throw | F + Y (or F + Z)
Jump Medium Punch | U > X
Jump High Punch | U > Y
Jump Downward Arm Sweep | U > Z
Flying High Punch | U + F > X
Flying Boxing Punch | U + F > Y
Flying Downward Thrust | U + F > Z
Crouching Double Punch | CD > X
Crouching High Punch | CD > Y
Crouching Uppercut | CD > Z
Block | CB
Special Moves:
| IS | IS
move name: |% damage| button presses: |used|reqd
-----------------------------------+---+-----------------------+----+----
Life Drain (be close) |17 | F + X + Y + Z |.50 |.75
Ceiling Ram (be close) | 8 | CD .5, U + C |.25 |.50
Bedazzle | 0 | X + Y + Z |.50 |.50
Dispel | 0 | A + B + C |.75 |.50
Mist Attack |15 | A + C |.50 |.75
Flying Wall Smash |13 | CB .5, F + Z |.50 |.75
Overhead Stomach Punch (be close) |18 | F + A + B + C |.25 |.50
Insult | 0 | X + Z |.25 |.50
--------------------------------------------------------------------
| Dave Woodall | e-mail: woodall@adrs1.dseg.ti.com | Plano, TX |
--------------------------------------------------------------------
I didn't do it, nobody saw me do it, you can't prove anything! Bartman
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File diff suppressed because it is too large Load Diff
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__________________ __________________ *_____
\ ___/ / ____/ /_/ /_ __/ ____/ _ >/ __/ Fighter's
/ __// / /_ / __ / / / / __/_/ __ / \_ \ History
/ / _/_/_____/_/_/_/_/_/_/_____/_/ /_//____/ Dynamite
\_/ __ ____________________ ______ ____
/ /_/ / / _____ __/ _ \/ _ \ \/ __/ (Karnov's
/ __ / /\_ \ / / / /_/ / __ / \/ / Revenge)
/_/ /_/_/_____/ /_/ \____/_/ /_/ /_/ 94e19.2
______ __ __ ___ __ _____ __ __ __ _______ _______
| _ || |_| | \| || _ || \_/ | |__ __| ____|
| |_| |\_ _/| | _ | _ | | | | | __|_
|______| |_| |__|\___|__| |__|__| |__|__| |_| |_______|
<tekkusuto> copied directly from Katanana, (from a Japanese
magazine article) unsure of translation.
[text] my best effort at reading Kanji, unsure if I have it right.
. indicates "charge", hold joystick at noted position for a
moment before continuing move.
Like always, all assume right facing.
_ Ray McDougal: ______________________________________________ USA _
| weak point: "lightning" on chest Martial Arts Master |
|--------------------------------------------------------------------|
| | \ -O Punch Big Tornado |
| O O |
|--------------------------------------------------------------------|
| -O -O Punch Dynamite Tackle |
|--------------------------------------------------------------------|
| | / O- Kick Wheel Kick |
| O O |
|--------------------------------------------------------------------|
| (jump) | / O- Kick Flying Wheel Kick |
| O O |
|--------------------------------------------------------------------|
| O-. -O -O AB Thunder Dynamite Tackle |
|____________________________________________________________________|
_ Liu Feilin: ______________________________________________ China _
| weak point: breastplate Mantis Style Master |
|--------------------------------------------------------------------|
| | \ -O Punch TourohZan |
| O O Mantis Claw |
|--------------------------------------------------------------------|
| (jump) O- / | Punch Kuuchu TourohZan |
| O O Midair Mantis Claw |
|--------------------------------------------------------------------|
| | O Punch HakkakuSoubiKen |
| O. | Flying Crane Strike |
|--------------------------------------------------------------------|
| | / \ -O O Punch Kakkou HakkakuSoubiKen |
| O. O O / Sliding Crane Strike |
|--------------------------------------------------------------------|
| (jump) | D HishouKyaku |
| O Flying Kick |
|____________________________________________________________________|
_ Kano Ryoko: ______________________________________________ Japan _
| weak point: headband Judo Master |
|--------------------------------------------------------------------|
| (throw) | | Punch Submission Hold |
| O O |
|--------------------------------------------------------------------|
| (close) -O \ | / O- Punch ChoZanRan |
| O O O |
|--------------------------------------------------------------------|
| O-. -O Punch ZenTenUkeMi |
| Rolling Body Attack |
|--------------------------------------------------------------------|
| (near) -O \ | / O- Punch Ippon Seoi |
| O O O One arm shoulder throw |
|--------------------------------------------------------------------|
| (jump) -O \ | / O- Punch Midair Ippon Seoi |
| (near) O O O |
|--------------------------------------------------------------------|
| (close) -O O O O O- Punch KataGuruma |
| / | \ Shoulder Carry |
|____________________________________________________________________|
_ Matlock Jade: ___________________________________ United Kingdom _
| weak point: headgear "Punk" Master |
|--------------------------------------------------------------------|
| | Kick Dancing Head Press |
| O |
|--------------------------------------------------------------------|
| O-. -O Punch Spinning Wave |
|--------------------------------------------------------------------|
| O-. -O Kick Overhead Kick |
|--------------------------------------------------------------------|
| | O Kick Road Hurricane |
| O. | |
|--------------------------------------------------------------------|
| | O CD Loop Hurricane |
| O | (tap CD to maintain spin, stick to move) |
|____________________________________________________________________|
_ Samchay Tomyamgun: ____________________________________ Thailand _
| weak point: armband Muetai Master |
|--------------------------------------------------------------------|
| | \ -O Punch Maddron Jusarop |
| O O |
|--------------------------------------------------------------------|
| | \ -O Kick Ti-Kaukoun |
| O O |
|--------------------------------------------------------------------|
| -O / \ Kick Ti-KauRoi |
| O O |
|--------------------------------------------------------------------|
| Punch & Kick at same time Pap Soukau |
| |
|____________________________________________________________________|
_ Lee Diendo: ______________________________________________ China _
| weak point: knees Kung-Fu Master |
|--------------------------------------------------------------------|
| | \ -O Punch ZesshouHou |
| O O |
|--------------------------------------------------------------------|
| | \ -O O- Punch Super ZesshouHou |
| O O |
|--------------------------------------------------------------------|
| (ZesshouHou) -O -O Weak Punch ChoshinKou |
|--------------------------------------------------------------------|
| (ZesshouHou) -O -O Strong Punch TetsuzanKou |
|--------------------------------------------------------------------|
| O- -O / \ AB MouKo Kouhazan |
| O O Tiger Claw |
|--------------------------------------------------------------------|
| spin stick once AB? ?? Fireball? |
|--------------------------------------------------------------------|
| | \ -O Kick SenKyuuTai |
| O O |
|____________________________________________________________________|
_ Mizoguchi Makoto: _______________________________________ Japan _
| weak point: headband Jissen Karate Master |
|--------------------------------------------------------------------|
| | \ -O Punch Tiger Bazooka |
| O O |
|--------------------------------------------------------------------|
| O- / | Punch KoRyuuSai |
| O O Tiger Smash |
|--------------------------------------------------------------------|
| | \ -O Kick RenZokuKeri |
| O O (repeat motion for up to five kicks) |
|--------------------------------------------------------------------|
| | \ -O All 4 Buttons Gottsui Tiger Bazooka |
| O O |
|--------------------------------------------------------------------|
| O- / | All 4 Buttons ShoTenSai |
| O O Rising Smash |
|--------------------------------------------------------------------|
| / / | All 4 Buttons TsuuTenSai |
| O O O |
|____________________________________________________________________|
_ Jean Pierre: ____________________________________________ France _
| weak point: leg band Gymnastic Master |
|--------------------------------------------------------------------|
| Tap Punch Needle Shower |
|--------------------------------------------------------------------|
| O- -O Punch Ball Rose |
|--------------------------------------------------------------------|
| \ Kick Sliding Kick |
| O |
|--------------------------------------------------------------------|
| | O Kick Flic Flac |
| O. | |
|--------------------------------------------------------------------|
| -O. | / O- Kick <rondaato> |
| O O |
|--------------------------------------------------------------------|
| All 4 buttons Chojaku Needle Shower |
|____________________________________________________________________|
_ Marstorius: ______________________________________________ Italy _
| weak point: leg warmers Wrestling Master |
|--------------------------------------------------------------------|
| O-. -O Punch Dash Lariot |
|--------------------------------------------------------------------|
| | O Punch Moonsault Press |
| O. | |
|--------------------------------------------------------------------|
| -O \ | / O- Punch Double German |
| O O O |
|--------------------------------------------------------------------|
| -O O O O O- Punch Drill Power Slam |
| / | \ (forward upper circle works too) |
|--------------------------------------------------------------------|
| O-. -O Kick Kneel Kick |
|____________________________________________________________________|
_ Liu Yungmie: _____________________________________________ Korea _
| weak point: waistband |
|--------------------------------------------------------------------|
| Jump to screen edge, Triangle Jump |
| Press joystick & button. |
|--------------------------------------------------------------------|
| Tap AC Fire Kick |
|--------------------------------------------------------------------|
| (jump) | \ -O Punch Aura Smash |
| O O |
|--------------------------------------------------------------------|
| | \ -O O Punch ?? Rising Aura Smash ?? |
| O O / |
|--------------------------------------------------------------------|
| -O / \ Kick <nerichagi> |
| O O |
|____________________________________________________________________|
_ Zazie Muhaba: ___________________________________________ Africa _
| weak point: headband |
|--------------------------------------------------------------------|
| Tap Punch Vulcan Hook |
|--------------------------------------------------------------------|
| | / O- Punch Hellfire |
| O O |
|--------------------------------------------------------------------|
| -O -O Kick Ducking |
|--------------------------------------------------------------------|
| -O O- Kick Step Back |
|--------------------------------------------------------------------|
| O | Kick <deshikakato> |
| | O |
|--------------------------------------------------------------------|
| All 4 buttons Chojaku Vulcan Hook |
|--------------------------------------------------------------------|
| Spin stick button? ?? Fire Drop |
|____________________________________________________________________|
_ Clown: ___________________________________________________________
| weak point: mask |
|--------------------------------------------------------------------|
| O-. -O Punch Pick-a-Card |
|--------------------------------------------------------------------|
| / O Punch Head Stamp |
| O. / |
|--------------------------------------------------------------------|
| / -O Kick Spin Attack |
| O. |
|--------------------------------------------------------------------|
| / O Kick Spin Drop |
| O. | |
|____________________________________________________________________|
_ Karnov: __________________________________________________________
| weak point: necklace |
|--------------------------------------------------------------------|
| | \ -O Punch Fireball |
| O O |
|--------------------------------------------------------------------|
| -O -O Any Button Fire Breath |
|--------------------------------------------------------------------|
| O-. -O Kick Super 100-kick |
|--------------------------------------------------------------------|
| (jump) -O \ | / O- O Punch Balloon Attack |
| O O O \ |
|____________________________________________________________________|
Release History:
94c?.0 Initial release.
94d6.1 Updated with moves.
94e31.2 Further updated with moves.
Thanks:
Ryo Saeba <RyoSaeba2@aol.com>
Masahiro Abe <pen@win.or.jp>
Copyright 1994 Galen Komatsu. Permission to distribute freely
granted provided no fee is charged beyond reproduction costs.
Additions & Corrections to list are appreciated.
_galen komatsu____gkomatsu@hawaii.edu____ar592@cleveland.freenet.edu_
XTC Nakajima Michiyo nin Revolution Atari2600 Ryuuko-noKen2
boku no hobaakurafuto wa unagi darake...
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# FIGHTERS
The Over-The-Top world of Fighting Games
## FILES
=> gemini://informis.land/textfiles/games/FIGHTERS/aof2dict.txt [ 26341] The Art of Fighting 2 Dictionary (September 20, 1994)
=> gemini://informis.land/textfiles/games/FIGHTERS/aof2move.txt [ 35636] The Art of Fighting 2 Move Dictionary (September 20, 1994)
=> gemini://informis.land/textfiles/games/FIGHTERS/aof2quik.txt [ 5519] The Art of Fighting 2 Quick Sheet (September 20, 1994)
=> gemini://informis.land/textfiles/games/FIGHTERS/artfight.txt [ 11450] The Art of Fighting Move Lists
=> gemini://informis.land/textfiles/games/FIGHTERS/boffaq [ 41183] The Breath of Fire FAQ Verion 0.7 (November 5, 1994)
=> gemini://informis.land/textfiles/games/FIGHTERS/cffaq [ 9076] The official Clay Fighters FAQ Version v2.1 (March 4, 1995)
=> gemini://informis.land/textfiles/games/FIGHTERS/cfml [ 5220] The Clayfighter Moves List version2, by the Zotmeister
=> gemini://informis.land/textfiles/games/FIGHTERS/clayfght.txt [ 6531] Clayfighter for the SNES Guide by the Zotmeister
=> gemini://informis.land/textfiles/games/FIGHTERS/dbzfaq [ 9245] Dragon Ball Z Super Butohden 2 Moves and Documentation by Songoku of CENSOR
=> gemini://informis.land/textfiles/games/FIGHTERS/ddragonv.txt [ 6905] Double Dragon V: The Shadow Falls ZotGuide, by the Zotmeister
=> gemini://informis.land/textfiles/games/FIGHTERS/drkstalk.txt [ 7752] DarkStalkers: The Night Warriors FAQ (short form) version 1.3 (November 20, 1994) by Galen Komatsu and Jamie Klein
=> gemini://informis.land/textfiles/games/FIGHTERS/eternalc [ 18986] Eternal Champions FAQ by Adam Rixey (Version 0.2) January 22, 1994
=> gemini://informis.land/textfiles/games/FIGHTERS/eternalc.ham [ 14695] Document Of Moves in Eternal Champions
=> gemini://informis.land/textfiles/games/FIGHTERS/etrnchmp.str [ 50589] Eternal Champions Opponent Strategies
=> gemini://informis.land/textfiles/games/FIGHTERS/etrnchmp.txt [ 76889] Eternal Champions FAQ Version 1.3 by Dave Woodall (June 30, 1994)
=> gemini://informis.land/textfiles/games/FIGHTERS/fighthst.dyn [ 17845] Fighter's History Dynamite Moves Listing
=> gemini://informis.land/textfiles/games/FIGHTERS/kasumi.txt [ 12436] The Unofficial Kasumi Ninja FAQ v1.5 by Svensson
=> gemini://informis.land/textfiles/games/FIGHTERS/ki_1pg.txt [ 10218] Killer Instinct One page FAQ Version 5.2 by Immortal Spam (1994)
=> gemini://informis.land/textfiles/games/FIGHTERS/ki_glac.txt [ 13516] Killer Instinct Version 1.4 by Galactus
=> gemini://informis.land/textfiles/games/FIGHTERS/ki_tj.txt [ 9874] TJ Combo Mini-FAQ Version 1.0 by Dylan G (1995)
=> gemini://informis.land/textfiles/games/FIGHTERS/kihints.txt [ 22710] The FINAL Killer Instinct Hint File (December 30, 1994)
=> gemini://informis.land/textfiles/games/FIGHTERS/killinst.txt [ 22127] Killer Instinct FAQ Version 3.0 (1994)
=> gemini://informis.land/textfiles/games/FIGHTERS/knuklhds.txt [ 27723] Knuckle Heads Moves, Description, & Strategy Guide by Bethany Cox (September 13, 1993)
=> gemini://informis.land/textfiles/games/FIGHTERS/kof_adde.txt [ 5053] The King of Fighters 1994 FAQ Addendum
=> gemini://informis.land/textfiles/games/FIGHTERS/kof_info.txt [ 13625] The King Of Fighters '94 FAQ (1994)
=> gemini://informis.land/textfiles/games/FIGHTERS/kof_move.txt [ 30635] The King Of Fighters '94 FAQ Release 5
=> gemini://informis.land/textfiles/games/FIGHTERS/kof_quik.txt [ 3987] King of Fighters '94 Ten-Key Quickshee Release 5
=> gemini://informis.land/textfiles/games/FIGHTERS/martlchp.txt [ 5920] Martial Champion FAQ (August 1, 1994)
=> gemini://informis.land/textfiles/games/FIGHTERS/mcstrat.txt [ 35413] The Martial Champions Strategy Guide
=> gemini://informis.land/textfiles/games/FIGHTERS/mk.mvs [ 64567] Mortal Kombat Comprehensive Moves, Combos, Fatalities, and Hints Listing Version 5.0 (April 28, 1993)
=> gemini://informis.land/textfiles/games/FIGHTERS/mk1faq.txt [ 54072] Mortal Kombat Comprehensive Moves, Combos, Fatalities, and Hints Listing Version 5.0 by Lei Wang
=> gemini://informis.land/textfiles/games/FIGHTERS/mk2_1pg.txt [ 8590] Sideways One-Page Move List for Mortal kombat II v1.6.3
=> gemini://informis.land/textfiles/games/FIGHTERS/mk2bugs.v04 [ 17104] List of Mortal Kombat II Bugs Version 3.1 rev 4 (by Rat) (December 10th, 1994)
=> gemini://informis.land/textfiles/games/FIGHTERS/mk2faq [ 57752] Mortal Kombat ][ SNES FAQ Moves and Secret Guide (September 22nd, 1994) by Marty Chinn
=> gemini://informis.land/textfiles/games/FIGHTERS/mk2faq.v21 [ 99751] Mortal Kombat II FAQ Complete Arcade Guide Revision 21 (November 1st, 1994)
=> gemini://informis.land/textfiles/games/FIGHTERS/mk2gen.mvs [ 23443] Moves List (and mini-FAQ) for Mortal Kombat II on the Sega Genesis Version 1.4 (October 15, 1994) by Michael Dunn
=> gemini://informis.land/textfiles/games/FIGHTERS/mk2gen.txt [ 16538] Mortal ][ Kombat Genesis Moves and Tricks by Will Irace (January 1, 1995)
=> gemini://informis.land/textfiles/games/FIGHTERS/mk2guide.txt [ 15220] Mortal Kombat II Players Guide Version 2.0 (1994) by Someone Who Can't Spell His Own Name Properly
=> gemini://informis.land/textfiles/games/FIGHTERS/mk2hints.txt [ 23690] The FINAL Mortal Kombat II Hint File by Grant Bugher (December 2, 1994)
=> gemini://informis.land/textfiles/games/FIGHTERS/mk2moves.txt [ 7780] Mortal Kombat II FAQ Basic Guide Revision Fifteen (February 16th, 1994)
=> gemini://informis.land/textfiles/games/FIGHTERS/mk2snes.txt [ 58442] Mortal Kombat ][ SNES FAQ Moves and Secret Guide Version 0.99 by Marty Chinn (September 22nd, 1994)
=> gemini://informis.land/textfiles/games/FIGHTERS/mk2snes.v09 [ 36698] Mortal Kombat II for SNES glitch/secret list (December 9th, 1994) by Rat
=> gemini://informis.land/textfiles/games/FIGHTERS/mk3faq.txt [ 16419] The Mortal Kombat III FAQ Version 1.1 (March 14, 1994) by John Coleman
=> gemini://informis.land/textfiles/games/FIGHTERS/mkgen.txt [ 23132] The Mortal Kombat Genesis/MegaDrive FAQ Version 1.1k (May 12th, 1994) by Antony Aspindola
=> gemini://informis.land/textfiles/games/FIGHTERS/mkmoves.txt [ 1001] Mortal Kombat Condensed Moves List
=> gemini://informis.land/textfiles/games/FIGHTERS/mkpunch.txt [ 2969] Mortal Kombat II: The Death Punch, by Chris McCullough
=> gemini://informis.land/textfiles/games/FIGHTERS/pongkmbt.txt [ 5925] Pong Kombat Version 1.0 FAQ Revision 2 (April 14, 1994)
=> gemini://informis.land/textfiles/games/FIGHTERS/priml2_3.txt [ 103829] The Primal Rage 2.3 FAQ (March 12, 1995) v1.5
=> gemini://informis.land/textfiles/games/FIGHTERS/prsg1_7.txt [ 41575] The Primal Rage Strategy Guide Version 1.7 (December 23, 1994)
=> gemini://informis.land/textfiles/games/FIGHTERS/samsho2.mvs [ 57679] Samurai Showdown 2 Moves List v7.0
=> gemini://informis.land/textfiles/games/FIGHTERS/sf2.ken [ 121905] The Hyper Fighting Ken Strategy Guide
=> gemini://informis.land/textfiles/games/FIGHTERS/sf2.mov [ 7255] Graphical (ASCII Art) Representations of Special Moves in Street Fighter Hyper
=> gemini://informis.land/textfiles/games/FIGHTERS/sf2.sw [ 5310] Dip Switches: Street Fighter 2, by Capcom
=> gemini://informis.land/textfiles/games/FIGHTERS/sf2faq.pt0 [ 2846] Street Fighter II Super Hyper Fighting Champion Edition FAQ Version 1/28/94 (January 28, 1994)
=> gemini://informis.land/textfiles/games/FIGHTERS/sf2moves.txt [ 26901] The Unofficial Guide to Tricks and Combos in Street Fighter II (1992)
=> gemini://informis.land/textfiles/games/FIGHTERS/sf2tacti.txt [ 26482] Street Fighter II Tactics
=> gemini://informis.land/textfiles/games/FIGHTERS/sfiihnt.txt [ 19301] Street Fighter II Hints
=> gemini://informis.land/textfiles/games/FIGHTERS/ss2_kuro.txt [ 12021] The Complete Kuroko FAQ (v1.5)
=> gemini://informis.land/textfiles/games/FIGHTERS/ss2_nico.txt [ 18642] The Official Samurai Shodown 2 Guide to Caffeine Nicotine (1995) Version 2.0
=> gemini://informis.land/textfiles/games/FIGHTERS/ss2kyosh.txt [ 32496] The Kyoshiro player's Guide and FAQ version 3.3 by Damone
=> gemini://informis.land/textfiles/games/FIGHTERS/ss2nak.txt [ 130851] Samurai Showdown 2: Nakoruru Strategy Guide Version 4.5 by Kenneth Hsu
=> gemini://informis.land/textfiles/games/FIGHTERS/ss2resrc.txt [ 9138] The Complete and Wonderful Guide to SS2 Resources v1.0
=> gemini://informis.land/textfiles/games/FIGHTERS/ss2shadw.txt [ 10783] SS2 Secret Shadow Move FAQ Version 1.7 by Damone
=> gemini://informis.land/textfiles/games/FIGHTERS/ss2short.txt [ 7779] Samurai Showdown Abbreviated Moves List v7.0 by wb1cs171
=> gemini://informis.land/textfiles/games/FIGHTERS/ssf2t.one [ 5107] Super Street Fighter II Turbo Special Moves Listing
=> gemini://informis.land/textfiles/games/FIGHTERS/ssf2tfaq.txt [ 66658] Super Street Fighter II Turbo FAQ (August 1, 1994)
=> gemini://informis.land/textfiles/games/FIGHTERS/ssorigin.txt [ 20620] Historical background of Samurai Spirits Characters v5.0
=> gemini://informis.land/textfiles/games/FIGHTERS/tekken.txt [ 6548] The Tekken FAQ 1.0 by Chris McCullough
=> gemini://informis.land/textfiles/games/FIGHTERS/timekill.txt [ 42187] The Time Killers Official Handbook
=> gemini://informis.land/textfiles/games/FIGHTERS/tmek.txt [ 22220] The T-MEK Tip File Version 5.1.0
=> gemini://informis.land/textfiles/games/FIGHTERS/tsf2gg [ 9094] Street Fighter II - Turbo/Championship Edition Code Combinations
=> gemini://informis.land/textfiles/games/FIGHTERS/usmortal.txt [ 68786] The Mortal Kombat Comprehensive Moves, Combos, Fatalities and Hints Listing (April 28, 1993) (With Incredible Text Graphics)
=> gemini://informis.land/textfiles/games/FIGHTERS/vf-pg25.txt [ 10852] The Virtual Fighter One-page FAQ by Rez (May 14th, 1994) Version 2.05
=> gemini://informis.land/textfiles/games/FIGHTERS/vf-qk25.txt [ 10997] The Virtual Fighter QFAQ by Chad E. Reznicek (May 13, 1994)
=> gemini://informis.land/textfiles/games/FIGHTERS/vf2faq.txt [ 153916] Virtua Fighter 2 FAQ Version 2.5 (1995)
=> gemini://informis.land/textfiles/games/FIGHTERS/vf3_2pt1.txt [ 29251] Virtua Fighter FAQ v3.2 (December 1, 1994) by dug
=> gemini://informis.land/textfiles/games/FIGHTERS/vf3_2pt2.txt [ 17152] Virtual Fighter 3.2 Part 2 FAQ
=> gemini://informis.land/textfiles/games/FIGHTERS/vf3_2pt3.txt [ 14895] Virtual Fighter 3.2 Part 3 FAQ
=> gemini://informis.land/textfiles/games/FIGHTERS/vfhiscor.txt [ 3332] Virtua Fighter High Score v2.2 compiled by PEZ (September 1, 1994)
=> gemini://informis.land/textfiles/games/FIGHTERS/vfjacky.txt [ 11254] Jacky Vs. CPU Guide v1.01 (Street Fighter 2)
=> gemini://informis.land/textfiles/games/FIGHTERS/vfpai.txt [ 13731] Pai Chan vs the CPU - Guide, v1.1 by PEZ (Virtual Fighter 2)
=> gemini://informis.land/textfiles/games/FIGHTERS/wh2jfaq.txt [ 37209] The World Heroes 2 JET FAQ Revision 4
=> gemini://informis.land/textfiles/games/FIGHTERS/wheroes2.txt [ 15776] World Heroes 2 Game FAQ Release 0 (1993)
=> gemini://informis.land/textfiles/games/FIGHTERS/wwfrbfaq [ 12819] WWF Royal Rumble FAQ v1.0 by Michael Durr
=> gemini://informis.land/textfiles/games/FIGHTERS/xmenatom.txt [ 58569] X-MEN: Children of the Atom FAQ Version 6.0
+346
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@@ -0,0 +1,346 @@
The Unofficial Kasumi Ninja FAQ v1.5
Please send corrections, additions, comments to: svensson@bucknell.edu
Q. What is Kasumi Ninja?
A. Kasumi Ninja is the first released fighting game for the Atari Jaguar 64
Bit Multimedia System. It was released December 24, 1994. The game is
being developed by Handmade Software (based in the U.K.) for Atari Corp.
Q. What is "special" about KN?
A. KN represents the first Digitized fighting game to rival/exceed the
visuals, violence and gameplay of the Mortal Kombat series of arcade games
on the Atari Jaguar. By using the Jaguar's advanced graphic and sound
capabilities, KN should be the first true "arcade" quality fighting game
available on the Jaguar. One other note is about the violence in this game.
This will undoubtedly be if not the bloodiest then one of the bloodiest
games in or out of the arcade. To this end, Atari has voluntarily placing a
warning on the outside and the inside of the game package that states the
game is for mature audiences.
NOTE: There will be a "gore" setting whereby the player can easily turn on
and off the gore in the options menu. Here are the availible settings:
1. None: No blood appears from hits to opponents., no blood from sword lifebars.
2. Combat: Blood sprays from opponents from every hit, but does not pool on
the ground. No blood from swords.
3. Disturbing: Very bloody! Blood sprays from the opponents, pools on the
ground and drips from the lifebar swords. The player cannot use a deathmove
at the end of a match in this setting.
4. Gore Fest: Yep! you got it!! All of the features from "disturbing" are
here, and you can dismember your opponent at the end of a round!!
The Parental Lockout Feature:
People at Atari were concerned about the graphic nature of the deathmoves
in Kasumi Ninja, so a lockout feature was added, so that when the lockout
is on, the game will function normally, but the player will not be able to
dismember his opponent at the end of a match. The lockout uses a 6 digit
code,
which CANNOT be reset using the conventional memory reset option. This way,
children cannot hack into the cart once the parent has set the lockout
code.
Q. How does the gameplay work?
A. Like in most fighting games, it is a tournament format where a player
fights one of the other characters which is being played by either the
computer or another human player. Each fighter has special moves specific
to him/her in addition to basic moves that all characters can do. The "life
gauge"
is a large samurai sword upon which blood accumulates the more the
character is hit. Blood periodically drips to the floor and stays there
throughout the round. Needless to say, all blows by an opponent cause
massive amounts of blood to fly. The game begins with the players chosing
their character. In a one player game the player also chooses his opponent
at this point. During this whole process there is great music playing. Once
both characters are selected, a door opens and players can run down the
hall to their fighting area. The background for the battle is determined by
who is the second player.
There is a ton of hidden stuff in the game, so dig around and experiment!!
Q. Who are the Characters and What is the Storyline?
A. The story takes place on the small island of Kasumi in the West Pacific
Rim. For many generations, the island has been the source of some of the
greatest Ninja Warriors. The existence of the island and its inhabitants is
a secret, and the secrecy has been maintained with the help of the Ninja
Gods. An
invisibility mist shrouds the island, making it undetectable, even by
modern technology such as satellites and radar. The Ninja Gods ensure that
no ships find it by diverting their course.
Recently, one of the eldest Ninjas, Gyaku, went berserk and killed all of
the other elders on the island. It is said that Gyaku is possessed by
spirits from the Demon World. Now, the Evil Ninja Gyaku has proclaimed
himself Lord of Kasumi Island.
The Ninja Gods have chosen you, a neophyte Ninja, to defeat Gyaku and
re-claim the Dragon Cloud Temple, where Gyaku is planning his overthrow of
the Island. The Dragon Cloud temple is said to have a portal to the Demon
World, and with such awesome power, Gyaku could not only rule Kasumi
Island, but he could very well rule the world.
The Gods cannot help you directly, but they can help you as the Ninja to
gain more confidence and skill. This is done by your Ninja character
assuming the persona of a great fighter from one of the world's fighting
races. Fighting as all of the characters, and defeating all of the
different characters will prepare
you for your final confrontation with Gyaku.
The way will be dangerous, but with the help of the Ninja Gods, you can
make it to face Gyaku, and destroy him before he unleashes his Demon
Minions.
Kasumi Ninja Characters
The characters will be explained in order starting to the right of the long
hallway the player sees at the character selection screen.
The Orange Ninja: Habaki
Habaki is the Eldest of the two Ninja brothers (by 10 minutes). of the
Kiri-ga-kure family. The Ninja Gods have chosen Habaki to face Gyaku
because he shows great promise as a Ninja Warrior. Habaki is very adept at
the Ninja skill of Teleportation.
Chagi: The Kickboxer
In his nation, Kick Boxer Chagi is undefeated. He has taken the art of Kick
Boxing and Martial Arts to their very limits. The Ninja Gods have chosen
his persona because of his great speed and agility.
Alaric, King of the Goths
The reason the Ninja Gods have chosen Alaric, King of the Goths, is well
known. Alaric was one of history's most feared and ferocious fighters.
Alaric helped to bring down the mighty Roman Empire, and conquered great
portions of Central Europe. Alaric is feared, because he possesses an
exploding Bamboo Stick which he found in battle. Alaric uses this Bamboo
Stick to keep his people loyal, as well
as to defend himself.
Thundra, The Amazon Queen
Now living on the island of Mazos near Somothrace. Thundra is the Amazon
that led her race to Victory over the Gargarians, and negotiated the
original treaty between the two races. The Ninja Gods have chosen her
because of her close relation to the animals of the jungle. This relation
has helped to make her
an agile and powerful warrior.
Danja, The Urban Gang Leader
Danja grew up to become the leader of a gang of fighting women. They spent
many years cleaning up their turf of lower street life. Danja fights using
the dirtiest street tricks she can come up with. She is well respected by
her sisters in the neighborhood. Danja has spent most of her life learning
to use the
Bolas as a powerful, and devastating weapon. She has developed an exploding
tip for the bolas that has proven to be deadly in combat, and, through
elimination, made her the leader of her gang.
Pakawa: The Comanche Indian Warrior
Pakawa is the Chief of the Comanche fighting tribe Tu-Wee-Kah. The
Tu-Wee-Kah were equivalent to the Greet Berets in their time. They were the
ones that were sent in first, to stealthily attack the opposition, and
disable key warriors. The rest of the tribe would then attack. Pakawa is
very adept with his hunting blade. He has collected many scalps to prove
his bravery, and fighting skill.
The Green Ninja: Senzo
Senzo is the younger of the Ninja Twins. The Gods have chosen him because
of his great speed, and agility with the Ninja art of throwing Fireballs.
Angus McGreggor: The Scottish Brawler
Angus is a burly fighter from the Highlands. He has spent his life
mastering the Caber Toss, and is known to use this special skill against
unwary opponents in battle. Angus has also learned the fine art of tossing
fireballs, although his delivery is somewhat unorthodox. Beware the Glasgow
Kiss!
Gyaku:
Gyaku is the boss character who basically looks identical to Habaki and
Senzo except he is garbed in gray. He has a variety of moves that he
executes very quickly.
Q. What sort of backgrounds are there?
A. There was one background made for each of the characters. Each of the
photo-realistic backgrounds will have some sort of moving element and
multiple layers of paralax scrolling. The Native American's background is
an Indian Reservation with a beautiful mountain scene with Teepees, horses
and
campfires (which are animated). There is also a "canyon" background for one
of the fighters and another "oriental" background that was nicer than the
dragon/dogs background as well. All backgrounds will have some sort of
moving element. One of the more notible parts of the background are the
floors,
which are comprised of many, many small polygons. These polys provide a
"tiled" appearance on many of the backgrounds and is visually stunning.
Execution of Special Moves:
ALARIC, KING OF THE GOTHS
SPECIAL MOVES:
Power Slide = C + half circle low from away to towards
Goth Hammer = C + towards, up
Dynamite toss = C + half circle away from down to up
DEATH MOVE: Dynamite mouth
C + away,towards,away,downtowards+B [Andy M]
ANGUS MCGREGGOR: THE SCOTTISH BRAWLER
SPECIAL MOVES:
Caber Toss = C + down, up
Head Butt = C + down, towards
Fireball = C + half circle high from away to towards
Throw = A + away
DEATH MOVE: "The Head Pummel"
C + towards, away, down
CHAGI: THE KICKBOXER
SPECIAL MOVES:
Fireball = C + away, towards, towards
Hammer Kick = C + away, up
Knee Slam = C + towards, towards, B
Throw = A + away
DEATH MOVE: Slams knee into crotch, buckling opponent over, then shoves
foot through the
opponents chest. C + away,towards,away,downtowards+A [Andy M]
DANJA, THE URBAN GANG LEADER
SPECIAL MOVES:
Bolas = C + away, away, away, towards (far)
Teleport = C + down, up, up (quickly!)
Crotch Grab = ?
Throat Spike = ?
Throw = A + away
DEATH MOVE: Exploding Bolas
C + away,up,away,up,away,up [Dan L]
HABAKI
SPECIAL MOVES:
Fireball = C + half circle low from away to towards
Ninja Teleport = C + then up,up
Whirlwind Kick = C + then away,away,towards,towards
Throw = A + away
DEATH MOVE: Power Head Smash
Cut in Half: C + away,up (must be close) [Brian O]
PAKAWA: THE COMANCHE INDIAN WARRIOR
SPECIAL MOVES:
Head Butt = C + towards, towards, towards (close)
Hunting Blade = C + half circle low from away to towards.
Buffalo Jump = C + back, up, up
Throw = B + away
DEATH MOVE: Scalping
C + half circle low from towards to away, twice
SENZO
SPECIAL MOVES:
Fireball = C + half circle low from away to towards
Ninja Teleport = C + up,up
Whirlwind Kick = C + away,away,towards,towards
Throw = A + away
DEATH MOVE: Power Head Smash
C + up,down (must be close) [Willbill]
THUNDRA, THE AMAZON QUEEN
SPECIAL MOVES:
Jungle Lunge = C + away, towards, towards (far)
Jungle Strike = C + towards, towards, towards (close)
Teleport = C + down, up
Bite opponent = ?
Throw = A + away
DEATH MOVE: Fly though opponent's upper body
C + up, towards, up, towards [Jeff S]
GYAKU: THE GREY NINJA aka (You'll see!)
He's the same same as Habaki and Senzo. Except he's grey. Also he can do a
few extra moves like
fireballs bounce off him and back at you and some fireballs pass though him.
When fighting Gyaku it's the best of 5.
Don't do a fatality on him while playing in Ninja God mode. :)
Thanks to:
Die Hard Game Fan
Travis Guy - Editor, Atari Explorer Online
Gordon Craick - Writer, Frontier Magazine
Barry Cantin - Writer, CAIN Newsletter
Greg LaBrec - Writer, Atari Explorer Online
Toh Khai Wee - Usenet News
Rob Nicholson - Handmade Software
Ted Taquechi - From Atari
David Haupert - Attended SCES
APE Online SCES Report
David Glowacki - Attended SCES
Jeff Schlich - Level 7 Software
This is an unofficial FAQ. It is in no way connected to or affiliated with
Atari Corporation or Handmade Software. It is provided merely for
informational and entertainment purposes. (enjoy!)
As moves and combos are discovered, please send them to me. This document
is far from final and may have several mistakes. All move combos have been
confirmed by Jeff Schlich (thanks Jeff!)
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+:+ +:+ +: +:+ +:+ +:+ +:+ +:+ +: +:+ +:+ +:+
+#+ +#+ +#+#+ +#+#+#+ +#+ +#+ +#+ +#+#+ +#+ +#+
#+# #+# #+# #+# #+# #+# #+# #+# #+# #+#
####### ### ### ####### ### ####### ### ### ####### ###
1 Page FAQ Ver 5.2
Original FAQ by Brian Smolik
1 Page version by The Immortal Spam
This file is Copyright (c) 1994. All rights reserved.
Distribution of this file, in whole or in part is permitted, provided
it isn't modified in any way and that proper credit is given to the authors.
This is the 1 page version of Brian Smolik's wonderfully informative Killer
Instinct FAQ. Some things may not make sense if you haven't read his FAQ, so
if you haven't, do so now!
The Control section was left out to conserve space, but in case you need to
see it again, here it is:
Your character is controlled using 6 buttons and 1 joystick.
The top row of buttons are high attacks/punchs and the row bottom are low
attacks/kicks. To keep the move list simple I will use the numbers 1-6 to
represent button presses. Below is the map.
1 2 3
4 5 6
If you have played the SF games then the buttons are:
1 = Jab Punch 2 = Middle Punch 3 = Fierce Punch
4 = Jab Kick 5 = Middle Kick 6 = Fierce Kick
Pull Back (away from opponent) to block.
To explain joystick movements I will use the following:
F = Forward B = back D = Down U = Up
QCT= quarter circle towards QCB = quarter circle back
HCT = half circle towards HCB = half circle back
<=============================Cut Here========================================>
Canyon (D,1) Alter (D,2) Warehouse Basement (D,3) Chicago Alleyway (D,4)
Chateau (D,5) Industrial Warehouse (D,6) Mountain Temple (U,1) Dungeon (U,2)
Mountain Shrine (U,3) Castle Rooftop (U,4) City Rooftop in Chicago (U,5)
Desert Roof Top (U,6) Sky Top (Both D,5) Boxing Gym (??) Tiger Shrine (??)
* T.J. COMBO ******************************************************************
Swinging Backhand: B,F,1 Double Roll & Punch: B,F,2 Charge and Punch: B,F,3
Straight Knee: B,F,4 Straight Up Knee: B,F,(1/5) Flying "Tiger Knee": B,F,6
Punching Bag: 1,1,1,etc(close) Winding Upercut: Hold 3,B,D,Release 3,punch
8 hit combo: Jump,6,B&D,2,2,F,2,6,6 ? hit combo: B,F,2,F,B,1
Combo Breaker: B,F,5 No Mercy: B,B,F,F,2 No Mercy 2: HCT,6
* JAGO ************************************************************************
Fire ball: HCT, Punch Flying Heel Kick: QCB, Kick Uppercut: F,D,F, Punch
Blade swipe: QCB,3
7 hit combo: Jump,6,F,2,2,2,D,F,2 ? hit combo: HCB,6,5,5,HCB,4
Combo Breaker: B,F,6 No Mercy: B,B,F,F,1 No Mercy 2: B,B,F,F,2
* GLACIUS *********************************************************************
Blade Arm: F,D,1 *Slide: HCB,3 Puddle Port: HCT,4 Puddle Punch: HCT,6
Bouncy Ball: HCF,Punch Shoulder Slam: B,F,Punch
Ultimate combo: B,F,3,2,2,HCB 1 ULTRA combo: B,F,3,B,2,F,3,HCT,6
Combo breaker: F,D,1 *No Mercy1: Freeze: HCT,2
No Mercy2: Blob: HCB 5 *No Mercy3: Pool: B,B,B,6
* SPINAL **********************************************************************
Absorption Shield: B,1 Flaming Skull: HCT,Punch Teleport Front: D,D,D,3
Teleport Back: D,D,D,6 Charge: F,F,2 Slide: D,6 Super Slash: B,F,2
Morph: D,D,D,button
ULTRA combo: (Must have 1 skull) B,F,2,3,3,HCT,3 Humiliation: QCT,6
Combo Breaker: D,D,D,2 No Mercy: B,B,B,B,5 No Mercy 2: B,B,F,(4+5+6)
* ORCHID **********************************************************************
Backflip Kick: B,6. Tiger Animality: B,F,Punch Helicopter Kick: B,F,5
Charge Block: B Laser Boomerang: QCT, 2 Spinning Slash: HCB,6
Helicopter Blade: F,D,D/B,Punch Dash Attack: F,D/F,D,Punch *Shadow: HCB,2
21 hit combo: (B,F,6,1,1,1)x3,B,F,5 Combo Breaker: B,F,6
Humiliation: HCB,3 No Mercy: D,F,B,4 No Mercy 2: B,B,F,F,1
* CHIEF THUNDER ***************************************************************
Head Attack: HCB,3 Reverse Head Attack: HCT,3 Tomahawk Throw: HCT,Kick
Spinning Chop: B,F,Punch
9 hit combo: Jump,B,6,3,F,3,B,3,D,F,6 ? hit combo: B,F,3,B,F,1
Combo Breaker: F,D,F,2 No Mercy: HCT,3(3 inches away) No Mercy 2: HCB,6
* FULGORE *********************************************************************
*Electric Bolts: HCT,Punch *Electric Charge: B,F,Kick Uppercut: F,D,F,Punch
*Lightning Bolt: QCB,6 Reflector: HCB,Punch Teleport Near: B,D,B,Punch
*Multiple Bolts: B,B,D,F (for 2) F,B,B,D,F (for 3) Teleport Far: B,D,B,Kick
6 hit combo: Jump,6,D,3,F,D,F,3 ? hit combo: B,F,6,4,4,1 (keep hitting 1)
Combo Breaker: F,D,F,3 Humiliation: HCT,5 No Mercy: HCB,3 No Mercy2: HCT,6
* CINDER **********************************************************************
Human Fireball: F,F,Punch Flame Thrower: F,F,Kick Flip Kick: F,D,F,Kick
*Flaming Palm: B,B,1 Outline: HCB,2 Invisible: HCB,3
7 hit combo: Jump,6,B,B,1,F,3,6,D,F,6 Humiliation: B,B,B,B,6
Combo Breaker: F,D,F,5 No Mercy: B,B,B,2 No Mercy 2: HCT,4
* SABREWULF *******************************************************************
Spinning Claw: B,F,Punch Energy Howl: D,B,HCB,6 Lunge1: HCB,Kick
Throw Bat: HCT,Punch/QCB,Punch *Big Slash: B,F,5 *Rolling Slash: B,F,4
Lunge2: B,F,5 Lunge3: B,F,6
? hit combo: B,F,4,3,3,B,F,4 Combo Breaker: B,F,2
*Humiliation: F,F,1 *No Mercy: B,B,B,2 *No Mercy2: F,F,B,B,5
* RIPTOR **********************************************************************
Fireball: HCB,Punch Charge: B,F,Punch Leaping Claws: B,F,Kick Tail: HCB,5
*Fireball air: Jump up, half circle (from up to down) Punch Big Leap: HCT,4
*Uppercut Slash: HCB,1 Low Flame: QCB,(kick or punch)
6 hit combo: Jump,6,F,3,D,B,3 ? hit combo: B,F,5,3,3,B,F,4
Combo Breaker: B,F,6 No Mercy: HCT,2 No Mercy 2: B,B,B,B,5
<==============================Cut Here=======================================>
Credits and Thank You's!
The Immortal Spam (me)........................spam@ccs.neu.edu
Brian L. Smolik ..............................floyd@ripco.com
John George ..................................jvl@ripco.com
Michael J. Kokal .............................mjk@paragonind.com
Steve Christofferson .........................sbchrist@rs6000.cmp.ilstu.edu
Spencer Olson ................................olsospe@elof.acc.iit.edu
Scott Wiersum ................................swiersum@interaccess.com
Benjamin Novak ...............................b-novak@ux5.cso.uiuc.edu
Zakarius "Pappy" .............................Zakarius@aol.com
Billy J. Bissette ............................bjbisset@eos.ncsu.edu
Andy Eddy ....................................vidgames@netcom.com
Chris Nicolella ..............................none yet.
Utz Vogt .....................................Deathlove@aol.com
Karl Czapla ..................................kczapla@night.vtc.vsc.edu
Steven D. Gould ..............................Bhubsc01@solix.fiu.edu
Henry Wu .....................................henrywu@casbah.acns.nwu.edu
Pericom ......................................EQR8KHOKHAM.UNL.AC.UK
Henry Ha .....................................ST501@Jetson.UH.EDU
RpM ..........................................RPM@uh.edu
Patrick Stewart ..............................pbstewa@eng.clemson.edu
Damon Howell .................................dmangh@creighton.edu
Fred .........................................infacyc@prism.gatech.edu
Fubar ........................................fubar@netaxs.com
Don Mlnarik ..................................tbird@creighton.edu
Daniel Markham ...............................batman@vpnet.chi.il.us
Joey Kovach ..................................RONKO104@delphi.com
Ninjak .......................................ninjak@ccwf.cc.utexas.edu
Frodisman ....................................frodisman@aol.com
Mitch Burton .................................peldor@netcom.com
Lewis Tu .....................................lewis2@delphi.com
Peter Laviniere ............................z007910b@bcfreenet.seflin.lib.fl.us
Chris McCullough .............................25096@ef.gc.maricopa.edu
Graeme Stewart ...............................graemes@interlog.com
Scott Burciaga ...............................banzaiar@netcom.com
Miles ???? ...................................skater555@aol.com
Jeff Yang ....................................None
Steven Petroniak .............................None
Jason Homesley ...............................None
Special Thanks
Nintendo .....................................Nintendo of America
Midway ......(thanks for the trouble).........Williams/Bally/Midway
RareGame .....................................Rareware
--
I can't remember anything, | The Immortal Spam
Can't tell if this is true or dream. | spam@ccs.neu.edu
Deep down inside I feel to scream, | Regional Grand Admiral of Aquisitions
This terrible silence stops me. | Durex Blender Corporation
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== GLACIUS GUIDE ==
Version 1.4
Killer Instinct
Newest version always available
via WWW at http://www.sas.upenn.edu/~csuh/glacius.html
and via ftp at ftp.netcom.com
and at ftp://brawl.mindlink.net/pub/ki/guides
-- SECTION 1: DESCRIPTION --
Height: 6'3" Weight: 300 Age: UNKNOWN
An alien being from a distant planet. Crash landing on Earth, he was
captured by Ultratech, hoping to prove the aliens are inferior, they
force Glacius to fight for his life.
He has a powerful frame, mostly white as if carved of ice, but with
transparent arms which look like they're made of blue glass. They glimmer
with light like the ripples in the bottom of a swimming pool, and can
extend as far as Glacius wishes. His face is rather featureless, except
for icicle-like "fangs" which protrude down from his jaw and angry
glowing eyes. His powers are a cross between Iceman of the X-Men and the
T-1000 from Terminator 2. Thus, at times his powers appear related to the
cold, and other times he acts amoeba-like.
-- Section 2A: GUIDE TO TERMINOLOGY --
( / ): Or (+): And (,): Then (?): Unconfirmed/Unknown
1: Quick High Attack 2: Medium High Attack 3: Fierce High
4: Quick Low Attack 5: Medium Low Attack 4: Fierce
=: Charge joystick in that position or hold that hold button down
R: Release charged button
F: Forward
DB: Down Back D: Down DF: Down Forward
QCB: Quarter Circle Back (D,DB,B)
QCT: Quarter Circle Toward (D,DF,F)
HCB: Half Circle Back (F,DF,D,DB,B)
HCT: Half Circle Toward (B,DB,D,DF,F)
QCDB: Quarter Circle Down/Back (DF,D,DB)
-- 2B: SPECIAL MOVES --
Blade QCDB+1
Glacius' hand turns into a huge ice pick which he thrusts upwards with.
This move is unblockable at the right range.
Fist Extension Tap 1 multiple times
Glacius' punches get extended range. A pretty weak move, but it's
unblockable.
Hammerhands B+3 while opponent is crouching
Both of Glacius' hands morph into hammers, with which he clobbers his
crouching opponent on the head.
Iceball QCT+(1/2/3)
Glacius kneels down, and slams his fist to the ground, creating an
amoeba-like projectile which bounces forward.
Rush =B,F+(1/2/3)
Glacius rushes forward suddenly, slamming his opponent with his shoulder.
Great for starting combos. If you have trouble doing this move, try
hitting F a split second before the (1/2/3)
Teleport QCT+4
Glacius melts into a silvery puddle, sinks into the ground, and reforms
behind his opponent. A great way to confuse opponents is to do the
Teleport three or four times in a row, then after the last Teleport do an
Uppercut. The opponent will almost always be blocking in the opposite
direction (anticipating another Teleport). For a cheap hit, Teleport
before the second round starts, and hit your opponent hard before he gets
a chance to move. An interesting glitch is as follows: Play Glacius
verses Glacius on a nonscrolling stage. Get both Glacii in the corner
next to each other and have them do a Teleport at the same time. They
will both appear in the same place and they will be stuck together. You
can get unstuck by jumping.
Uppercut QCT+(5/6)
Glacius melts into his puddle form and slides towards his opponent. When
he reaches his opponent he hits his opponent with a powerful uppercut.
This move goes under projectiles. Don't do the Uppercut too often, as it
is easily blocked and leaves Glacius open to attack.
-- 2C: SHADOW MOVES --
FLASHING POWER UP LINE
Doing a combo breaker will cause the white vertical bar at the tip of
your energy bar to start flashing. This is your Power Up line. You are
now able to do Shadow moves and combos.
SHADOW MOVES:
Shadow moves not only go faster than normal, but they take off more
damage. To do most shadow moves/combos simply hold the button, do the
motion, then release the button. See (3D) for info on Shadow Combos. All
of those have to be performed as endings. Glacius' Shadow Iceball,
however, doesn't have to be done in the middle of a combo. The move is as
follows:
Shadow Iceball: =1,QCT+R1
Doesn't have a cool shadow special effects, but is much faster than a
normal Iceball.
-- 2D: TRANSITION MOVES --
Transition moves are special moves which start then immediately switch to
another special move in the middle. Transition moves are useful for
confusing opponents.
Teleport Uppercut QCT+5, (QCT+6/QCB+6)
Teleport Uppercut #2 QCT+6, (QCT+5/QCB+5)
Glacius starts to do his normal Uppercut, but hits his opponent from
behind instead of in front.
Special Teleport Uppercut Teleport Uppercut #2, QCT+6
After doing the Teleport Uppercut, Glacius will do his Uppercut again
really quickly. It's almost unblockable.
Teleport to Any Special Move QCT+4, any special move
Teleport first, then do whatever special move you like as if you were
facing forwards. In the case of the Rush, though, do B+(1/2/3) without
charging first.
-- 2E: OTHER MOVES --
Air Combo Jump6,=F,B+5
Do this in mid-air.
Retaliation QCT+(4/5/6)
This move can only be performed while you are getting up after
falling. The Retaliation often catches your opponent off guard and can be
used to defend against any unblockable moves opponents may use while you
are getting up.
DOUBLE MOVES:
Double Rush =B,=F+1
Double Uppercut QCT6,QCT+5,=F
By holding the joystick forwards at the end of these moves, you will get
a double move. You must hit opponent with the first hit for the second
one to start, though.
-- 2F: FINISHING MOVES --
After defeating your opponent for the second time in a fight, you have
the chance to perform one of the following Finishing Moves. Do it
quickly, though, because if you wait too long your opponent can recover
by wiggling his joystick.
Needle Stab HCT+2
1" away. Glacius stabs opponent with a needle extending from his hand,
and freezes them.
Humiliation F,F,B,4 (1-4")
Make your dweeb of an opponent dance. When this move is done to Glacius,
he turns to the players and does a shuffling, running-man type dance.
Blob Engulf HCB+5 (1")
Glacius turns amoeba-like, and engulfs his opponent. You can see your
opponent's attempts to get out, to no avail.
Acid Puddle B,B,B,6 (1-4")
Glacius turns into a puddle, slides under opponent, and makes them dissolve.
-- SECTION 3A: COMBOS --
Combos are several moves strung together which are unblockable after the
first hit. After you perform a combo, the announcer will yell out what
type of combo it was. The components of a high hit combo are as follows:
1) A first hit (from a typical approach) 3B
2) its autosecond 3B
3) the linker with its autosecond (=F,B+2,2) 3C
4) an ending, ultimate or ultra (=B,F+3) 3D,3E
-- 3B: FIRST HITS AND THEIR AUTOSECONDS --
Alot of autoseconds may look like other moves
FIRST AUTOSECOND TYPICAL APPROACH TO FIRST MOVE
1 4 Crouch
2 2/3 Rush 2
3 1/2 Rush 3
5 4/6 Uppercut 5
6 2 Jump 6
-- 3C: THE LINKER AND ITS AUTOSECOND: =F,B+2,2 --
For really big combos, =F during the autosecond. Then Rush back with B+2,
and enter 2's autosecond (2). The key is to charge up the Rush linker
while the previous auto-second is running. Look at the example below (3G)
if you have trouble understanding this. Finish the combo with one of the
following moves:
-- 3D: COMBO ENDINGS --
To do a Shadow Combo, you first need to have to have a flashing Power Up
line. Then, simply hold the button, do the ending motion, then release
the button. For example, to perform the Blade Turbo Combo do: =1,QCDB+R1
as the ending. See (2C) for more information. Do the same thing when you
don't have a flashing line and you will do a turbo combo instead. Turbo
Combos are like Shadow combos, but not as powerful.
Uppercut 5
Uppercut 6 juggle
Blade juggle
Iceball juggle
-- 3E: GLACIUS' ULTRA AND ULTIMATE --
These are special types of combos which can only be activated by a
certain joystick and button combination after you have strung together at
least 2 hits. They hit the opponent twenty times and can only be
performed when the opponent's energy bar is flashing red.
ULTRA: =B+F+3
After stringing together at least 2 hits, do another Rush 3 (=B, F+3).
Glacius goes house on his opponent, chopping him repeatedly with his
blade. This juggles your opponent.
Ultimate: HCB+1
After stringing together at least 2 hits, do a HCB+1. Glacius' combo
should end with his Acid Puddle Finishing move (2F). If you perform the
Ultimate Combo with 6 hits or more, then when the opponent is about to be
engulfed by the puddle, he bounces away instead and remains dizzy
instead. It still counts as an Ultimate Combo but the opponent doesn't
die. This glitch is corrected in the most recent KI chip.
-- 3F: JUGGLING: QCT+6 --
After you perform a combo that knocks the opponent high into the air, you
can hit them as they are falling with an air juggle move. Glacius' air
juggle is his Uppercut. It hits three times when you have a flashing
Power Up line.
-- 3G: EXAMPLE OF MAKING A COMBO --
Let's start with a Rush 3, which is =B, F+3. According to section 3B, one
should hit either a 1 or 2 for the autosecond. Let's use a 2. Meantime,
we should keep the joystick held forward after the Rush, so we are
charging it up while the autosecond gives you extra hits. Now complete
the linker with B+2, and its autosecond, 2. Finally, let's complete with
an Iceball 3 to juggle your opponent. Wait a bit and do an Uppercut 6 to
hit him one last time. 14 hit Combo!
EXAMPLE COMBO: =B,=F+3,2,B+2,2,Iceball 3,wait,Uppercut 6
-- 3H: GOOD COMBOS --
No Linker Combos
6: =B,F+2,3,Uppercut 6
8: =B,F+2,3,Blade,wait,Uppercut 6
Linker Combos
14: =B,=F+3,2,B+2,2,Iceball 3,wait,Uppercut 6
14: Uppercut 5,=F,6,B+2,2,Iceball 3,wait,Uppercut 6
Ultra Combos
28: =B,=F+3,2,=B+2,2,F+3,wait,Uppercut 6
28: Uppercut 5,=F,6,=B+2,2,F+3,wait,Uppercut 6
Stun Combo:
?: =B,3,F+(2/3),3
?: =B,6,F+2,6,(Uppercut 6/Blade)
?: =B,6,F+2,3
?: =B,6,F+2,=B,F+2
4: =B,F+2,=B,(3/6),F+2
Other cool combos
?: Uppercut 5,4,Blade
SLOW ICEBALL COMBOS:
=B,(3/6),F+2,6,Iceball 3
=B,6,F+3,6,Iceball 3
Do one of these combos, and when you end them with the Iceball 3, the
combo gets put into slow motion. Timing is very important, and make sure
not to ruin the combo by linking extra autoseconds.
-- SECTION 4: COMBO BREAKING: B,F+(1/2/3) --
Looks like Glacius' blade, but done with a different motion. Combo
Breakers are special moves which are used to stop combos. They must be
performed between hits in a combo. After you do the combo breaker, the
line on your energy bar will start flashing. You do not need to charge
Combo Breaker moves. The button of combo breaker depends on the button
being used in the combo against you. Yes, I know that you can also use
the Blade motion to break combos, but that's much harder.
COMBO USES BREAK WITH
1 3
2 1
3 2
4 3
5 1
6 2
CHARACTER BREAK WITH
Cinder 1/3
Fulgore 2
Glacius 1
Jago 1
Orchid 2/3
Riptor 1/2
Saberwulf 1
Spinal 2/3
Thunder 2
TJ Combo 1
On the offensive side, sometimes it's better to use many short quick
combos than long ones, to avoid getting a C-C-C-Combo Breaker!
-- SECTION 5: Unblockable Attacks --
Fist Extension
Low punch (=D+2)
Blade (At the right distances!)
Special Teleport Uppercut (see 2D)
-- SECTION 6: MISCELLANEOUS --
GLACIUS' HOME STAGE IN TWO PLAYER GAME AS PLAYER ONE
Hit Up and 1, when you select your character to get Glacius' home stage
-- Section 7: RUMORS WHICH NEED CONFIRMATION --
SHRINK
Still working on it, but it's definitely possible. I think it's HCT and
4, right after a combo. Can anyone confirm?
AIR UPPERCUT
Apparently, you can do the Uppercut in midair. Never seen it, and have no
clue how to do it.
-- Section 8: THE HAPPY ENDING --
After he escapes from Ultratech's grasp, Glacius returns to the
site of his crashed spaceship. With the advanced technology present at
Ultratech, Glacius can take the materials he needs and repair his damaged
ship. As the memories of the evil he faced at Ultratech slowly fade,
Glacius begins the long arduous trek back to his home world.
-- Section 9: CREDITS --
Written in Courier 10, Complied by Chris Suh (csuh@mail.sas.upenn.edu)
Please send any information or suggestions!
Thanks to Dr. Daytona, Brett De Jesus, Henry Ha, Henry Vo, David Charles,
Jon Coates (Thumper), Dave (Ether), Dave Kirsch (Mindlink), John Corey
(Kunglao), Andy Eddy (ftp.netcom.com), Patrick (Punk), Son Nguyen and the
people at University Pinball
FIGHT ON!
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TTTTTTT JJJJJJJ
TTT JJJ
TTT JJJ
TTT JJJJJJ
CCCCCCC OOOOOOO MM MM BBBBBB OOOOOOO
CC OO OO MMM MMM BB B OO OO
CC OO OO MM MMMM MM BBBBBB OO OO
CC OO OO MM MM MM BB B OO OO
CCCCCCC OOOOOOO MM MM MM BBBBBB OOOOOOO
TJ.Combo Minifaq Version 1.0
Compiled and written by Dylan.G
Copyright (C) 1995
*******************
*TABLE OF CONTENTS*
*******************
1)Contents
2)Intro
3)Key To Moves
4)Special Moves
5)Transition Moves
6)Shadow Moves
7)Combo's
8)Other Moves
9)Finishing Moves
10)Glitch's
11)Misc.
12)Credits
*******************
* INTRODUCTION *
*******************
Description:
Height :6'1
Weight :220
Age :25
He is an American boxer ,who wears black boxers shorts and a tank top
he's moves are similar to balrog from Street Fighter.In his animated
sequence his graphics look much like a Virtua Fighter Character.
He is the undisputed heavyweight champion of the world for five years,
stripped of his title when found using cybernetically enhanced arms,
now broke he enters the Ultratech Tournament for the love of money.
Welcome to the T.j.Combo minifaq ,this faq should help players of all
standards to improve their games.
This is my first faq so there is no new stuff "yet" ,I have done several
other moves with Tj combo that are not on this faq ,but will be confirmed
in time for the next faq.Such as his double knee.
Please send any corrections,additions or anything else you may have for
Tj.combo to n1389491@student.fed.qut.edu.au any other moves or combo's
or no mercy's will be greatly appreciated.
*******************
* KEY TO MOVES *
*******************
BUTTON SETOUT
1 = Jab Punch Attack 2 = Medium Punch Attack 3 = Fierce Punch Attack
4 = Short Kick Attack 5 = Medium Kick Attack 6 = Fierce Kick Attack
JOYSTICK INFORMATION
B = Back F = Forward D = Down U = Up
DF = Down forward DB = Down Back
HCT = Half Circle Toward The Opponent (B,DB,D,DF,F)
HCB = Half Circle Back ,Away From Opponent (F,DF,D,DB,B)
*******************
* SPECIAL MOVES *
*******************
Charging Punch :Hold B,F,3
Spinning Backfist :Hold B,F,1
Double Backfist :Hold F,B,1
Double Rolling Punch:Hold B,F,2 (hold for 2 seconds goes under projectiles)
Triple Rolling Punch:Hold B,F,2 (hold for 3 seconds goes under projectiles)
Forward Knee :Hold B,F,4
Power Forward Knee :Hold B,F,6
Vertical Knee :Hold B,F,5
(knocks opponents out of the air)
Punching Bag :1,1,1,1,repeat (when close)
(I've tried it many times and this can not be
used in combo's)
Winding Uppercut :Hold 3 for 3seconds then release,press 3 to punch
*******************
*TRANSITION MOVES *
*******************
Moves that start with one move, then change to fool opponent.
Rolling Punch to Vertical Knee :Hold B,F,2,B,5
Charging Punch to Spinning Backfist :Hold B,F,3,B,1
Charging Punch to Sudden Stop :Hold B,F,3,B,3
Charging Punch to Rolling Punch :Hold B,F,3,B,2
(this works well if your charging and the other player projectiles)
Gharging Punch to Forward Knee :Hold B,F,3,B,6
*******************
* SHADOW MOVES *
*******************
Moves that can be done only when the white line on your energy bar is
flashing ,after combo breaker.
Shadow Charging Punch :Hold 3+B,F,release 3
The next three can only be done during a combo.
Shadow 3 Hit + Air :Hold 6+B,F,release 6
Shadow 4 Hit + End :Hold 2+B,F,release 2
Shadow 4 Hit + End :Hold 3+B,F,release 3
*******************
* COMBO'S *
*******************
8 hit combo: B,F,2,B,6,6,B,F,1,B,F,3
8 hit combo: Jump,6,DB,2,2,F,2,6,6
8 hit combo: B,F,6,B1,F,1,wait,B,F,3
8 hit combo: B,F,2,B,F,1 (ultra at end match)
8 hit combo: B,F,2,B,1,1,F,2,wait,B,F,3
9 hit combo: B,F,2,B,6,6,3,F,3
13 hit combo: B,F,2,B,6,F,4,B,5,F,1,wait,B,F,3
14 hit combo: B,F,6,5,5,5,B,1,5,5,5,F,1,2,2,wait,B,F,3
? hit ultra combo: B,F,4,F,5,5,B,3
18 hit ultra combo: B,F,2,2,B,3
26 hit ultra combo: B,F,2,B,6,F,4,5,B,3,wait,B,F,3
36 hit ultra combo: B,F,2,B,1,F,5,B,1,F,5,B,1,F,5,B,1,F,4,F,5,F,5,B,3
cont'd wait,B,F,3
8 hit ultimate screen smash combo:B,F,2,B,1,6,HCB,5
COMBO MOVES:
B,1 = 3 hits
B,2 = 2 hits
B,3 = 2 hits
B,4 = 2 hits
B,5 = 2 hits
B,6 = 3 hits
F,1 = 2 hits
F,B,1 = 3 hits
B,F,1 = 4 + air
B,F,2 = 4 + air
B,F,3 = 4 + end
B,F,6 = 4 + air
******************
* OTHER MOVES *
******************
Air Juggle :Hold B,F,3
(air juggles can only be done after a combo
not after a special move ie.Akuma)
Triple Air Juggle :Hold B,F,3 (only with flashing bar)
Air Combo 1. :Jump,5,F,B,4
Air Combo 2. :Jump,6,F,B,5
Combo Breaker :Hold B,F,kick
Knockdown Attack :Hold B,F,kick
(knockdown move can only be done when you are
getting up.)
******************
*FINISHING MOVES *
******************
Ultra Combo :Hold F,B,3 (only during combo)
Ultimate Combo :HCB,5 (only during combo)
Humiliation :D,D,D,1 (makes opponent dance,when done on another
Tj.Combo he is one of the best dancers.Can only
be done when still on first bar of life)
No Mercy 1. :B,B,F,F,2 (close)
(A bell rings then he punches his opponent in the
stomach,then does a little dance,turns his back to
the screen and breaks the opponents neck.)
No Mercy 2. :HCF,6 (close)
(He gives his opponent a spinning backfist then
punches them into the screen,they hit the glass
and then slide down.)
******************
* GLITCH'S *
******************
Rainbow Blood:
When playing another Tj.Combo, use this combo on your opponent
Hold B,F,2,B,1,F,B,1 . Make sure that the roll hits three times
Tj.Combo will lean and spit out some rainbow coloured blood.
Midair Ultra Combo:
You must be playing on any of the 3D or rooftop stages,back your opponent
into the corner when their second energy bar is flashing red.Do the double
backfist move then immediately do the ultra combo (hold F,B,3).The first
2 hits will connect and knock the opponent off the roof but then Tj.Combo
will do his ultra combo into midair hitting nothing ,the opponents body
will start rising ,their body will also be jolting and spewing blood as
if the combo were hitting normaly.
******************
* MISCELLANEOUS *
******************
Easy Strategy To Beat Eyedol:
When playing against Eyedol at the start of the match jump back then
just keep doing the straight knee (hold B,F,4) continually until he
is dead,he will block most of them and take about every sixth one.
On the bridge background finish with a special move to knock him into the
lava.
Finishing Moves Theory:
I'm sure most of you have heard the different button for each of the six
finishing moves theory,but for those of you who hav'nt here it is.
There are six buttons and six finishing moves ie.
Button 1. = Humiliation
Button 2. = Neck Break No Mercy
Button 3. = Ultra Combo
Button 4. =
Button 5. = Ultimate Combo
Button 6. = Screen Smash No Mercy
Therefore button 4. must be for No Mercy 3. This theory checks out okay
on all the characters who's six finishing moves are known so why not on TJ.
Tj.Combo's Ending:
When he wins the Ultratech Tournament ,Combo finally achieves his ambition
to regain his lost fortune and popular status.Once a nobody from the ghetto
Tj.Combo celebrates his wins and newfound wealth by parading through those
same streets. With money and fame at his side ,Combo believes he can achieve
anything.
******************
* CREDITS *
******************
***CREDIT AND THANKS TO***
Dylan G ..(me)................................n1389491@student.fit.qut.edu.au
Brian Smolik..................................................floyd@ripco.com
Mark Reginald Coates..........................n1389491@student.fit.qut.edu.au
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Mac users: this file is easiest to read in an 80-character-per-line
non-proportional font, such as Courier.
----------------------------------------------------------------------
The FINAL Killer Instinct Hint File
Last Modified December 30, 1994
Copyright (c) 1994 by Grant Bugher
----------------------------------------------------------------------
This is the FOURTH EDITION of the FINAL Killer Instinct Hint File.
This file is freely distributed and may be uploaded or copied in
ORIGINAL, UNMODIFIED FORM (electronic or paper) without compensating the
author.
ALL OF THESE MOVES AND FATALITIES ARE FULLY CONFIRMED. ALL OF THEM
WORK EVERY TIME YOU DO THEM RIGHT. I didn't put any so-called
"unconfirmed" (i.e. probably imaginary) moves in here. If one doesn't
work, it's because you didn't do it right. :) Everyone has at least two
fatalities and one humiliation, but I don't yet have all of them. This
file is for what is currently (to my knowledge) the latest version of KI,
version 5.0. If you have a character named "Meltdown" in your game, you
have an old version.
Fatalities can be preformed when your opponent has exactly zero health
(the machine chants "Danger!" to him in this state.) If you're on a
level that's at the top of a building, you can do a charging move or a
projectile throw to knock your opponent off the building. Also, if you
find yourself at zero health yourself, just keep hitting buttons and
moving the joystick -- you are not actually dead, just stunned. You CAN
break out of this state, and your health bar actually goes back up from
zero (not by much, though.) You are also Charged (see below) by this
action.
Humiliations can only be preformed when your opponent is at exactly zero
health, and you are still on your first (green) energy bar. They are
done just like fatalities, and cause your opponent to dance around like a
moron.
For those of you who have seen other KI hint files, it may seem to be
missing a little. There is a reason for this - it is missing all the moves
and combos that don't work anyway. Naturally, it is missing some things
that DO work, too, but that's because I only put in this file things I have
done myself. That way, I'm sure they're right.
Please send E-Mail with any additions, corrections, or comments about
this list. I know it is not complete. If YOU have done something not on
this list YOURSELF, E-mail it to me. You will be given credit for your
contribution. Please send any fatalities, combos (especially Ultimates),
or special moves you find. However, I do not want you to send me something
you found on another list or that someone else showed you unless you did it
yourself. I am Vylanis on America Online, so my Internet address is
vylanis@aol.com
- Vylanis
P.S. Also check out the other FINAL lists, like the FINAL Mortal
Kombat Hint File v3 or the FINAL Mortal Kombat II Hint File v9 (my most
popular.)
B = Back QP = Quick Punch QK = Quick Kick aP = Any Punch Button
F = Forward MP = Medium Punch MK = Medium Kick aK = Any Kick Button
D = Down FP = Fierce Punch FK = Fierce Kick
U = Up
A Comma, as in "QP, QK", means to hit one button, then the other. A plus,
like "MP + MK", means to push both buttons at the same time. A plus and
parentheses, such as "FP + (D, B)", means to hold down one button and press
the others. These all apply to joystick motions as well as buttons. "To",
like in "D to F, HP" means to start with the first direction and "roll" the
joystick to the second, similar to the movement in throwing a fireball in
Street Fighter II. In moves with an aP or aK in them, which button is used
determines the strength or duration of the move. Also, some moves will
last longer if you hold down the button used to finish off the move.
Finally, any move that is "B, F + " then a button requires that you hold
back for a second or two before doing the F + button.
The motion "F to D" is kind of tricky. It is not really just a
quarter-spin - it's a bizarre motion unique to KI. Some people say it's
"Forward, down, down-back," while others say it's a spin from just above
Forward to just below Back. Personally, I do a quarter-spin F to D. Use
whatever motion seems easiest and works for you.
After each fatality listed, a range is given. These are defined as:
Close As close as you can get without pushing them.
Sweep A couple inches away, the range of a foot sweep (D+FK).
Anywhere Anywhere on the screen.
Not Close Anywhere on the screen EXCEPT close.
----- CHARACTER SELECTION TRICKS -----
When selecting a player, you can hit U + Start to have the computer
randomly select a player for you. This makes two-player games more fair.
Immediately on selecting a player, if both players hold D + Start
until the fight begins, the machine will yell "Combo Breaker!" and no
combos beyond Hyper (5-hit) will be allowed. They simply won't work.
When selecting a player, press up or down to change his color. You
cannot pick the same color as your opponent, even if you're different
characters.
When you're the first player to be selecting a character, press either
up or down at the same time as you press a button to select him, and you
can choose what background to fight on. Which button and direction you
press determines the background. If the second player does this too, he
selects the music, not the background.
If both players press down and Medium Kick simultaneously to select
the stage, you will fight on a small platform in the sky. This stage is
unique because players can be knocked off in the middle of the round,
rather than only at the end. If the first player uses up and Medium Punch,
you will be in the extremely long dungeon stage and not have to worry about
getting trapped in the corner.
----- COMBOS -----
Combos in KI are totally unlike those in any other fighting game. You
do NOT preform every move in a combo -- instead, you preform a few of the
moves, and the computer automatically inserts a few extra hits for you.
Thus, specific combos are almost like special moves, so I'll list my
favorites in the file right alongside them. Note that I only list the
longest combo I know that uses a series of moves -- if I list an 8-hit
combo, you can probably leave off the last move or two and get a 4-hit
out of it. Normally, "my favorite" combos are ones that are VERY EASY to
get off, compared to others. Also, having a long combo doesn't
necessarily mean more damage -- Orchid has a Killer (12-hit) combo that
does less damage than most Super (4-hit) combos.
Certain Combos can only preformed when the enemy is already very low on
health. These are nearly useless (since one hit will kill them, why do a
28 hit combo?), but they look really cool and impressive, so I'll put 'em
in anyway. There are two types: Ultra Combos (which just hit them a lot)
and Ultimate Combos (which end in a fatality!) To do an Ultra combo, your
opponent must have a flashing red energy bar (near death.) You must begin
any combo, and then do the Ultra combo move during it - your character will
suddenly develop a mind of his own and begin trashing his opponent.
Ultimate combos are done the same way, but I haven't confirmed any of them.
Unlike in MK2, when someone is doing a combo to you, you CAN get out of it.
Just do a special move called a Combo Breaker, and you'll hit them while
they're doing the combo (not do mention you get tons of points and hear the
machine yell "Combo Breaker!" with a few extra "c"s.) This is vital when
someone starts into that 10-hit Monster Combo when you're low on health.
Most KI hint files list specific special moves as Combo Breakers, but I
don't believe this. I think that any non-projectile special move will
break a combo if timed right -- I have broken combos with Spinal using
three different special moves, not just the one everyone says is his "Combo
Breaker." Nevertheless, I have put a * by each move that I have used to
break a combo.
When trying to find new combos, remember that the buttons are somehow
linked to each other. If you do a special move, try immediately
attacking with the linked button. The links are: Quick Punch to Quick
Kick, Medium Punch to Fierce Kick, and Fierce Punch to Medium Kick. Most
combos play off of these links. The MP to FK link is the most useful -
after any jumping fierce kick, you can do 3 medium punches and a special
move, making for a reasonably big combo, usually 8 or 9 hits.
Some sets of moves are combos with almost everyone. The above-mentioned
Jumping FK, 3 MPs, Special move is one of these. In addition, many
characters have a rushing/charging move - doing this move, then 2-3 presses
of the linked button or a different set of linked buttons, followed by
another special move, will often result in a combo. These "leads" are
important when you want to do an Ultra (remember, you must already be doing
a combo to start an Ultra.)
Also, in combos, some moves will have effects when reversed. For example,
Glacius's charge is B, F + aP. In a combo, doing F, B + MP (you hold
forward just like you hold back when doing the normal move) will do 3-4
hits, including some stabs with the ice knife. Several moves do this -
You'll notice many Ultra combos are a reversed special move.
Whenever combos are listed in this file, assume all special moves in
the combo are done with the strongest button they work with (for example,
Glacius can throw a bouncing ball with any punch button -- in a combo,
use Fierce Punch) unless otherwise indicated (i.e. a Quick Bouncing Ball
would be to throw a bouncing ball using QP rather than FP.)
----- CHARGING UP -----
Certain actions will cause your character to become "charged." In this
state the white bar at the end of your energy bar pulses, and you have
certain special powers. First of all, certain special moves, when done
in a combo, will develop a "shadow" and do incredible damage - which
moves do this is different for each character. Second, "air juggling"
will be tripled - if you knock your opponent far into the air, you can
normally do some move (like Glacius's Melt-Uppercut) that will knock them
into the air AGAIN when they come down. When "charged," the "air juggle"
will hit three times. Third, you seem to just do more damage when
charged. This would account for people's tendencies to get miraculous
victories after coming back from the dead.
To become "charged," there are three appearent methods. First, break
a combo. As soon as you do a Combo Breaker, you become charged.
Second, come back from the dead. A person who has broken out of the
Danger state stays charged until either he or his opponent is dead.
Finally, two characters can charge themselves. Sabrewulf's Wolf Howl
move will cause him to become charged for no appearent reason, and if
Spinal absorbs a special move with his shield, it will charge him.
This has nothing to do with moves listed as "charges" below -- that's
just a generic term for a move that causes you to rush forward and hit
your opponent.
----- SPECIAL MOVES AND COMBOS -----
(Fatalities are listed indented one space)
----------------------------------------------------------------------
Cinder:
Torpedo F, F, aP (also works in the air)
Flame Thrower (short) B, B, QP
Flame Thrower (long) F, F, FK
*Flip Kick F, D to F, aK
Tracer F to D to B, MP (immune to projectiles)
Invisibility F to D to B, FP (well, almost invisible)
Blaster Combo Jumping FK, 3 MPs, Flip Kick, Torpedo
King Combo Medium Torpedo, QP, QK, Flip Kick, Torpedo
Lava Pool B, B, B, MP (anywhere)
Meltdown B to D to F, QK (close to sweep)
Humiliation B, B, B, FK
Ultra Combo F, F, FP
The flip kick is the ultimate defensive move. Master it, use it
frequently, because it's what makes Cinder viable. Never use
Invisibility against the computer, though the Tracer is useful.
----------------------------------------------------------------------
TJ Combo:
Spinning Punch B, F + QP
Rolling Punch B, F + MP
Charge B, F + FP
Horizontal Knee B, F + QK
*Vertical Knee B, F + MK
Strong Horizontal Knee B, F + FK
Winding Uppercut FP + (B, D) (release and FP again to punch)
Awesome Combo Rolling Punch, 2 FKs, Spinning Punch, Charge
Neck Breaker B, F, F, MP (close)
Camera Smasher B to D to F, FK (close)
Humiliation D, D, D, QP
Ultra Combo F, B + FP
This guy can be a GREAT defensive player. Since all his moves start
out by holding back, you can block in place, then retaliate instantly
when hit. He is probably the easiest character to beat Eyedol with.
By the way, playing total defense will likely make people mad at you.
----------------------------------------------------------------------
Fulgore:
1 Lightning Bolt B to D to F, aP
2 Lightning Bolts B, B to D to F, QP
3 Lightning Bolts F, B, B to D to F, QP
Eye Lightning F to D, FK
Charge B, F + aK
*Dragon Punch F, D to F, aP
Teleport Ahead B, D to B, aP
Teleport Behind B, D to B, aK
Reflect F to D to B, aP (returns projectiles)
Awesome Combo Charge, FK, Dragon Punch
Killer (13-hit) Combo Charge, FK, Eye Lightning, 3 QPs, Dragon Punch
Fry F to D to B, FP (sweep - very tricky)
Machine Gun B to D to F, FK (not close)
Humiliation B to D to F, MK
Ultra Combo F, D to F, QP
Fulgore is excellent in the hands of a good player. Play defensive --
stand back and make use of the double and triple lightning. You can
reflect their projectiles, and if they get in close, block and retaliate
with a charge like Combo. When the charge hits, press FK then make up a
combo. :)
----------------------------------------------------------------------
Glacius:
Bouncing Ball B to D to F, aP
*Charge B, F + aP
Melt Uppercut F to D to B, MK or FK
Melt Teleport F to D to B, QK
Ice Knife F to D, QP
Blaster Combo Jumping FK, 3 MPs, Bouncing Ball, Melt Uppercut
Blaster Combo Charge, 3 MPs, Bouncing Ball, Melt Uppercut
Pool of Acid B, B, B, FK (anywhere)
Freezing Icicle B to D to F, MP (sweep)
Bubble 'o' Death F to D to B, MK (sweep)
Humiliation [unknown]
Ultra Combo B, F + FP
Glacius is easy to learn, but it is a challenge to beat a good player
with him. Use the melt-uppercut frequently to knock your opponent out of
the air, but never do it when he can block - it invites a devestating
combo. The melt teleport followed by an ice knife can catch many people
off guard. Also, Glacius's jumping kick is good for knocking players out
of the air.
----------------------------------------------------------------------
Jago:
Green Fireball D to F, aP
Golden Fireball QP + (B to D to F)
Flying Kick F to D, aK
*Dragon Punch F, D to F, aP
Blade Slash F to D, FP
Neuter B, F, F, QP (close)
Car Drop B, B, F, F, MP (not close)
Humiliation F to D to B, MK
Ultra Combo D to B, QP
Jago's moves take considerable practice to get off, especially the
blade slashes and the flying kick. I personally do them the way
mentioned above, but I have heard many other methods for doing them, and
seen people use them. I just know that my way usually (but not always)
works for me.
----------------------------------------------------------------------
Orchid:
Tiger Morph B, F + aP
Fireball B to D to F, aP
*Helicopter B, F + aK
Backflip Kick B + FK
Blade Spin F to D, FP
Awesome Combo Jumping FK, 3 MPs, Fireball
Killer (20-hit) Combo Helicopter, 3 QPs, repeat 3 times
Frog D to F to D to B, QK (close) (pause, then FK)
Flasher B, F, F, QP (close to sweep)
Humiliation F to D to B, FP
Ultra Combo B, F + MP
The only way to win with Orchid is to be combo-happy - she has
rediculously long combos (in excess of 20 hits.) When doing the 20-hit
"endless combo," hold back for the next Helicopter while you do the 3
QPs, otherwise you won't be able to do the next Helicopter in time to
make it a combo.
----------------------------------------------------------------------
Riptor:
Fireball F to D to B, aP
Downward Fireball F to D to B, aP (just do it in the air)
Fire Blast F to D, FP
Charge B, F + aP
*Claw Leap B, F + aK
Tail Flip F to D, FK
Yummy B to D to F, MP (sweep)
Acid Spit B, B, B, MK (sweep)
Humiliation [unknown]
Ultra Combo B, F + QK
Riptor's Claw Leap is an excellent defensive move - it must be blocked
or countered from a great distance. Charge and follow up with linked
buttons and special moves to get some great Riptor combos. Contrary to
popular belief, you don't have to be combo-happy (like the computer) to
win with Riptor - but you do need great timing so as to counter your
opponent's moves with your own. Blocking and retaliating with the Charge
or Claw Leap is also effective.
----------------------------------------------------------------------
Sabrewulf:
Fire Bat F to D to B, aP
Spinning Claw Attack B, F + aP
Rolling Claw Attack B, F + QK
*Vicious Claw Attack B, F + MK
Flying Claw Attack B, F + FK
Charge Howl F to D, FK
Screen Smash B, B, F, F, MK (close)
Claw Stab B, B, B, MK (close)
Humiliation F, F, QP
Ultra Combo F, B + QK
Sabrewulf strategy goes about like Combo's or Riptor's - defend and
retaliate. However, unlike Combo, Sabrewulf can go on the offensive
and still be effective, as long as you time it right so as to hit when
your opponent is beginning a move. Like Combo, though, a missed
Sabrewulf charge leaves you horribly open, so be conservative.
----------------------------------------------------------------------
Spinal:
*Charge F, F, aP
Slide D + aK
Teleport Ahead D, D, D, aP (goes in front of enemy)
*Teleport Behind D, D, D, aK (in back of enemy)
Absorbtion Shield B + QP (absorbs special moves)
Flaming Skulls B to D to F, aP (must have moves absorbed)
Combo Morph D, D, D, anything (must be done during a combo)
Blade Slash B, F + MP
Awesome Combo Jumping FK, 3 MPs, Combo Morph
Awesome Combo Charge, 3 MPs, Combo Morph
Hell B, B, B, MK (anywhere)
Shield Slash B, B, F, QK (close)
Humiliation B to D to F, FK
Ultra Combo D to F, FP
Which button you press to do the Combo Morph determines which of your
opponent's combos you will do. Be careful not to overload the absorbtion
shield - too many skulls, and you electrocute yourself. Also, try combos
ending a fireball or the blade slash - they're harder to do, but if you
managed to follow one of THOSE with a Combo Morph...
----------------------------------------------------------------------
Thunder:
*Mohawk Attack F to D to B, FP
Reverse Mohawk Attack B to D to F, FP (only in air)
Axe Spin B, F + aP
Flaming Eagle B to D to F, aK (can aim up or down with stick)
Awesome Combo Axe Spin,MP,F+FK,Medium Mohawk Attack,Mohawk Attack
Rain Dance B to D to F, FP (sweep)
Axe Chop F to D to B, QK (sweep)
Humiliation [unknown]
Ultra Combo B, F + QP
Thunder's Mohawk Attack is as effective a defense as Cinder's flip
kick - in fact, they are very similar moves. If you miss a Mohawk Attack
and go over your opponent, immediately do the reverse - you will turn
around in mid-air and pounce them. The Axe Spin is a Triple Combo in and
of itself, but also leaves the opponent open for more deadly combos, like
the Awesome above.
----------------------------------------------------------------------
SPECIAL THANKS TO:
algoron@aol.com - for playing against me a lot.
floyd@ripco.com - for the KI FAQ, which got me started.
goodwin01@aol.com - for lots of stuff.
thrax@aol.com - for playing me and helping me find combos.
ALSO THANKS TO:
c603140@mizzou1.missouri.edu jbdean@email.oit.unc.edu
catswold@aol.com matt00z@aol.com
deathblow1@aol.com (olsospe@elof.acc.itt.edu)
druboy@aol.com rboenau@lonestar.jpl.utsa.edu
earlbriano@aol.com tim100000@aol.com
hjw106@psu.edu toddsvr@aol.com
hqn6926@usl.edu whitdani@cwis.isu.edu
iceberg@clam.rutgers.edu
----------------------------------------------------------------------
CLOSING COMMENTS:
Please don't make this another MK2. I'm so sick of recieving
"information" that people made up. Don't send me any "my friend saw
someone else do..." type moves. If YOU haven't done it YOURSELF, keep
it to yourself. If, however, you HAVE done something not on this list,
especially something marked [unknown], PLEASE send it to me.
Also, support awesome games! This is the best fighting game ever created
- something I never thought I'd say about a game without a "Block"
button. :) Buy a Nintendo Ultra64 (when they come out in a few months),
so they'll make more stuff like this!
Thanks,
Vylanis
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FAQ 3.0
This file is Copyright (c) 1994. All rights reserved.
Distribution of this file, in whole or in part is permitted, provided
it isn't modified in any way and that proper credit is given to the authors.
_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
_/ Introduction _/
_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
Hello all, and welcome to the Killer Instinct FAQ.
Because I do not play SFII... but do play MK, I will try to explain
everything as if you haven't played either.
The game is a Mortal Kombat/Virtual Fighter/Street Fighter type game with
graphics that blow em all away. My only current complaint is that it seems
impossible to block combo moves, and this gets you killed way too quick for
50 cents. (IMHO)
Sorry for the big delay I have been swamped. There is some new stuff in
here as well as another format change.(last one I, really!)
See the misc section for release date stuff!
_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
_/ Game Description _/
_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
**********
* Rounds *
**********
Each player starts with 2 bars of energy to use for the entire game.
(Think of it as one LARGE bar but only half is shown onscreen at a time.)
Once the first bar is gone, the player falls, gets up and starts to use the
second bar of energy. The player who wins the first round gets to keep their
remaining energy plus still has the second bar to use. This makes it more
fair to the person who wins the first round. So, if you weren't paying
attention, and lost big time the first round... chances are very slim for a
come-back!
Last Breath: This allows you one last chance for life. You get enough
energy to take one more hit! I have one matches using this, and really
upset some people! After the voice says 'No Mercy' start rotating your
stick and maching buttons, you guy will get back up and start to fight
again! You MUST do this before the other person start's doing the no mercy!
If you were the winning person and do not want your opponent to come back
with his 'Last Breath' you must just hit them again, and forget about the
no mercy!
**********
* Combos *
**********
A combo is a consecutive series of hits (punches/kicks/specialty moves)
without your opponent being able to retaliate. These are not all confirmed
and don't work all the time. I did see Orchid do a Combo Breaker. I don't
know how, she just did her Helicopter Kick, and the guy flew back.
Each characters combos are discussed in detail on their page of the FAQ.
They've given each combo a "name" and when you complete one the game will
flash it up on the screen (similar to PR) and speak it, like "Hyper Combo"!
The combo "names are as follows:
3 Hits: Triple
4 Hits: Super
5 Hits: Hyper
6 Hits: Brutal
7 Hits: Master
8 Hits: Awesome
9 Hits: King
10 Hits: Monster
20 Hits: Ultra!
And they go on......
**********************
* Ultimate Victories *
**********************
If you win without losing your first bar of energy it is considered an
"Ultimate Victory" and the character gets a close up animation!
These animations are described in each character's section of the FAQ.
**************
* NO MERCY'S *
**************
More commonly known as fatalities......
When you defeat your opponent the computer yells "NO MERCY" and that is
your chance to kill him. (i.e. Finish HIM! from MK) These "No Mercy's"
are also described in each character's section of the FAQ.
**********
* STAGES *
**********
Each game is played on a different stage. Each with its own background
picture, music. The players cannot pick which stage to play on , it's
randomly selected by the game. The current stages are as follows...
- Canyon
In this stage you are fighting on a rope/log bridge with a huge rock
canyon in the background. An interesting effect is that the bridge kinda
bounces when you jump on it. The setting sun has the sky turned blazing red
and the clouds are streaming towards you like mad. The music for this
stage has sort of an American Indian sound to it, with the chanting etc.
The main thing to remember on this stage is to avoid being trapped on
either end of the bridge since this puts you higher than your opponent and
at a serious fighting disadvantage!
- City Rooftop
This stage has you on the rooftop of a skyscraper in a futuristic city at
night. In the background there are various other buildings with flashing
red beacons. There are also two billboards, one showing an animated
Ultra 64 logo and the other showing a realtime scaled down version of your
current fight! There is no high or low ground on this stage, but being
trapped in a corner can be pretty damaging. Although the roof looks alot
like the ring used in Virtual Fighter you CANNOT knock your opponent off
the roof, they merely get cornered.
- Castle Rooftop
Similar to the City Rooftop scene but in this one you are set in more of a
medieval time. Sort of a Transylvania feel to it, with bats flying around
and lightning flashing....even has a full moon! Again, no high or low
ground but watch those corners. And again, you cannot be knocked off the
roof.
- Boxing Gym
This one has you in a boxing workout gym with a boxing ring in the
background and large punching bags hanging down. This is one of the cooler
scenes cause as you and your opponent move back and forth the perspective of
the scene changes and you can really see the 3-D effect with the punching
bags and all.
- Alleyway
Wow we're out on the streets, fighting amongst the broken down cars and
graffiti covered buildings! This scene is also on of the better ones for
seeing the 3-D effect of the perspective changes, particularly in the cars
in the background. The music here has lots of police sirens going in it.
- Chateau
Here you are fighting in a nice cozy little room with a fire going in the
fireplace and classic paintings hanging on the walls. Rich maroon velvet
drapes and gold chandeliers add to the feel of the room. There is a large
wooden door to the far right and stairs leading upwards to the left.
Don't get forced onto the stairs, this puts you on higher ground and
therefore at a disadvantage.
_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
_/ Controls _/
_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
Your character is controlled using 6 buttons and 1 joystick.
The top row of buttons are high attacks/punchs and the row bottom are low
attacks/kicks. To keep the move list simple I will use the numbers 1-6 to
represent button presses. Below is the map.
1 2 3
4 5 6
If you have played the SF games then the buttons are:
1 = Jab Punch 2 = Middle Punch 3 = Fierce Punch
4 = Jab Kick 5 = Middle Kick 6 = Fierce Kick
Pull Back (away from opponent) to block.
To explain joystick movements I will use the following:
F = Forward B = back D = Down U = Up
QCT= quarter circle towards QCB = quarter circle back
HCT = half circle towards HCB = half circle back
I've found that not all moves are quarter or half circle.
There are moves that seem to require a 3/4 circle from back to top.
For these I will use 3/4CF. (for 3/4 circle forward, from back to top)
Almost all the characters have a move using QCT and Punch, I just do not
know exactly what they all do. (yet)
Almost all moves that start off with Back need to charge for a few seconds!
Moves with * in front of them have not yet been confirmed by myself, or more
than one person. As I try them, or anyone else (besides the person who gives
them to me in the first place)says they worked I will take off the *. I am
not saying I don't trust people..., I just don't want to get flamed by
people saying "Your FAQ says this, and it doesn't work, and I lost,and..."
So let me know if you can confirm a move!
_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
_/ *********************** CHARACTERS *************************** _/
_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
**************
* T.J. Combo *
**************
Description:
Looks like Apollo Creed from Rocky except really huge. He wears black shorts
and an American flag pattern tank top. He seems to be pretty powerful.
It might have been better to digitize him rather than render, cause he looks
a little too plastic-like for me.
Known Moves:
Swinging Backhand: B(for a few seconds),F,1
Double Roll and Punch: B,F,2
Charge at Opponent: B,F,3
Straight Knee: B,F,4
Straight Up Knee: B,F,5 (Can knock opponents out of the air)
Flying "Tiger Knee": B,F,6
Punching Bag: 1,1,1,1,etc (Must be close)
Combos:
8 hit combo: Jump,6,B&D,2,2,F,2,6,6
? hit combo: B,F,2,F,B,1. (ultra at end of match)
No Mercy: F,F,F,F,(2 or 5)
A bell rings, he jabs his opponent in the gut and then turns his back to
the viewer, and breaks the opponents neck!
********
* Jago * (rumored he will not be in the final release)
********
Description:
Wears a sword strapped across his back like Conan and wears a mask sort of
like the ninjas in MKII. He has a short sword for close range attacks.
Known Moves:
Fire ball: HCT, any Punch button
* Flying Heel Kick: D,HCT (F,D,B,), any Kick button
* Uppercut: F,D,F, any Punch button
Combos:
7 hit combo: Jump,6,F,2,2,2,D,F,2
? hit combo: HCB,6,5,5,HCB,4 (ultra at end of match)
* NO Mercy: F,F,F,1.
(Not confirmed. But I did see one where he stabs the opponent twice.)
***********
* Glacius *
***********
Description:
Think of metal dude from Terminator 2, but made of ice. He has these wierd
fang like features on his face. He has many easy moves to do, but hard to
get them to connect.
Known Moves:
Blade Arm: HCB,1
Slide: HCB,3
Puddle Port: HCB,4
Puddle Punch: HCB,6
Bouncy Ball: HCF,1
Combos:
7 hit combo: D,F,D,B,5,B,3,3,D,F,3
? hit combo: B,F,3,2,2,HCB,3 (ultra at end of match)
* No Mercy1: Freeze: D,HCB(F,D,B),6
* No Mercy2: Blob: D,HCB(F,D,B),4
* No Mercy3: Icepick: 2* HCB or 2* HCF then 3 or 6.
This means 2 half circles forward or backward.
These are definately unconfirmed.
So, if anyone has seen these please let me know!
**********
* Spinal *
**********
Description:
He's a Skeleton warrior. He wields a huge scimitar in his left hand and a
shield in his right. Wears a red bandana around his head. And he lets
loose this really evil (ala Tales from the Crypt) laugh when he wins.
Spinal can Morph inot the other characters, but only the character
he is fighting against! I have done this several times on accident,
but do NOT have the confirmed move!
Known Moves:
Absorption Shield: B,1 (hold till hit with a projectile)
Flaming Skull: HCT,any Punch button (only with circling skulls!)
Teleport Near: D,D,D,3
Teleport Far: D,D,D,6
Charge: F,F,2+5. (the + means both at once)
Slide: HCB,6 or D,6
Morph: ??? (Someone must know!)
Combos:
9 hit combo: Jump,6,F,F,1,B,3,3,3,F,F,3,F,3.
(you can add a slide onto it if it worked!)
also instead of the F,F do a charge (F,F,2+5)
? hit combo: F,F,(3+6), 2*QCT,3 (2 times QCT)
No Mercy: B,B,B,B,5 (Stand close)
Another skeleton comes out of the ground and grabs opponent's body,
and brings it down with him!
**********
* Orchid *
**********
Description:
She wears a green jumpsuit and wields two little sticks (sorta like nunchuks
without the chain). These sticks glow when she hits and can magically
lengthen to about 3' so the can be used like a sword for some of her
specialty moves. She moves very quickly but, her moves seem too easy to
block, and not do much damage. But, I have seen her do some killer combos!
Known Moves:
Backflip Kick: B(for a few seconds),6.
Tiger Animality: B(for a few seconds),F,1
She turns into a tiger, and runs accross the screen
to attack the opponent.
Helicopter Kick: B(for a few seconds),F,5
Charge Block: B
Laser Beam: QCT,1
* Spinning Slash: HCB,3
* Helicopter Blade: HCB,2
Combos:
7 hit combo: Jump,6,B,D,F,6,B,6
? hit combo: B,F,6,B,F,6
No Mercy: D,F,B,1 (Stand about 1 person away)
The opponent turns into a frog. After that press 6 and if you're close
enough you will step on them and kill them!
*****************
* Chief Thunder *
*****************
Description:
Indian chief with tomahawks. Very quick, very strong, very cool graphically.
Better description coming up in the next FAQ.
Known Moves:
Head Attack: HCB,3
(If you miss then do the second part of this below.)
Reverse Head Attack: HCT,3
(In the air after a miss. He then dives at the opponent.)
Tomahawk Throw: 3/4CT,6 (3/4 circle from Back to Up, then 6.)
You can move the tomahawk like Kung's hat!)
* Spinning Chop: B,F,1
Combos:
9 hit combo: Jump,B,6,3,F,3,B,3,D,F,6
? hit combo: B,F,3,B,F,1
No Mercy: ?????
***********
* Fulgore *
***********
Description:
He is a grayish metallic looking guy with blue veins running all over the
surface. He has two large blue glowing sloth-like claws on each hand. He
also has a funky looking crest on his head. He has VERY fast kicks, and
combos.
Known Moves:
* Electric Bolts: HCT,1
* Electric Charge: B,F,4
* Uppercut: F,D,F,1
Lightning Bolt: QCT and 1. Push back twice, and he shoots out 2.
* Reflector: HCB,4(or 3) Any missle attack towards him gets
reflected back at the opponent!
* Teleport Near: B,D,B, any Punch button
* Teleport Far: B,D,B, any Kick button
Combos:
6 hit combo: Jump,6,D,3,F,D,F,3
? hit combo: B,F,6,4,4,1 (keep hitting 1)
No Mercy: HCT,3. (Stand 2 characters away)
He shoots a laserbeam from his head and fries his opponent.
************
* Meltdown *
************
Description:
He is similar to Glacius but he is made of fire! He always has a glow
around him and little puffs of flame coming off him floating upward.
Known Moves:
Human Fireball: F,F, any Punch button (can be done in the air!)
Flame Thrower: F,F, any Kick button
* Flip Kick: F,D,F, any Kick button
* Anti Projectile: HCB,1
Outline: QCB,1 He turns almost invisible. He is just a
outline, and he can walk through opponents as
well as missle attacks.
Invisible: QCB,3 This turns him into just a few flames. He is
very difficult to see, and this can be very
devastating.
Combos:
7 hit combo: Jump,6,B,B,1,F,3,6,D,F,6
No Mercy: B,B,B,B,(1 or 4)
Burns opponent up...(Toasty!)
*************
* Sabrewulf *
*************
Description:
Grayish colored wolf/werewolf wearing some torn up green clothing. Very cool
blood dripping from his mouth all the time.
Probably the best guy for beginners.
Known Moves:
Spinning Claw: B,F,3. Keep pressing 3 for more than one spin.
Energy Howl: D,B,HCT,5 (I think) He will howel, and all his
moves will do more damage, and last longer!
Lunge: HCB,6
Throw Bat: QCT,1 Throws a bat at you.
* Big Slash: F,D,F,3
????: B,F,5 (all back moves must charge!)
????: B,F, 4 (Think it's a short lunge...will know by Monday!)
Combos:
7 hit combo: Jump,B,6,B&D,6,F,3,3,D,3
? hit combo: B,F,4,3,3,B,F,4
No Mercy: ????
If you win without using up your first energy bar, he has a AWESOME
animation where he is all bloody!
**********
* Riptor *
**********
Description:
Two legged raptor type dinosaur. Reddish orange in color. When he gets
hit he bleeds purple blood. Seems a little out of place in this game.
Known Moves:
* Fireball: HCB,1
* Charge: B,F,1
* Leaping Claws: B,F,any Kick button
Fireball air: Jump up, half circle (from up to down), 2+5
(both 2&5 at the same time.)
Tail: HCB,5
* Fireball: HC (from up to down),any Punch button
* Flip & Slap: HCB,any Kick button
Combos:
6 hit combo: Jump,6,F,3,D,B,3
? hit combo: B,F,5,3,3,B,F,4
No Mercy: ????
_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
_/ Miscellaneous Stuff _/
_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
**********
* Rumors *
**********
Jago will NOT be in the final release.
The game was designed in Europe, and just created here.
Glacius has 3 No Mercy's.
The game is on a hard drive... well almost.
I have been told, to make updates easier, currently it's on a CD rom.
This explains the delays at the beginning of play.
And yes it will change, before it's released!
There will be 14 total stages in the final release!
********
* Bugs *
********
Since nobody (at a certain game company) wants to say what version the
current one is, I don't know what bugs are in what version.
Sometimes when on the roof stage, a player will get knocked into the air
with the camera angle from above looking down. The camera is about 50 feet
in the air, and there is NO body floating around up there. All you see is
the one person still on the ground. If the person on the ground is Chief
Thunder, he can keep doing the Flying Head Butt, and keep this invisible
body in the air!
Also if you get stuck in the corner... and the Chief keeps headbutting
you into the air... your stuck till you die.(and then some)
Not known, but most likely a hardware bug that is also in SOME MK II
machines, nobody will be able to move. The characters just stand there.
If you hit the machine (near the joystick's) this will free them up.
Not all 'No Mercy's' work on all characters. Either the animation for these
are not completed, or you must use a different 'No Mercy' on that person.
********
* Misc *
********
Release Dates:(yea) The game is being made slowly, and is being shipped to
all the BIG aracdes, and will go into super mass shipping by DEC 1st. So
All the little arcade everywhere will start to see it then!
Appologies for the lack of descriptions, like I said before I have been
swamped. Version 3.1 of this (hopefully out next week!) will be much more
descriptive. I just needed to get the format change done, and a few new
additions!
If anyone can fill in the blanks let me know! I am in touch with a Midway
rep... Hopefully we will get some inside info.
This FAQ is also available by FTP, courtesy of GamePro magazine's Andy Eddy.
Just FTP to netcom.com and cd /pub/vi/vidgames/faqs. Hopefully the latest
version will always be here. So if your in doubt about which version you
have, give this place a try.
Hopefully the list of places to get this faq will grow. If you have a FAQ
site, let me know! It will be on Karl Czapla's site, but I don't have the
info how to access it. (sorry, next time!)
The latest version will also be in the rec.games.video.arcade news!
Midway, Nintendo, Ultra64, Killer Instinct, Mortal Kombat, Terminator, and
all other trademarks used in this FAQ are hereby acknowledged.
I am not associated with anyone! And take no responsibility for anything.
*** Please DO NOT call any of these companies begging for moves or hints.
It will only hurt relations! If you have some big questions ask me, and I
will TRY to get an answer! Getting answers from them has been is a very
touchy subject, and we are trying to keep an opening here. Thank you.
Credits and Thank You's!
Brian Smolik (me).............................smolik@maat.mct.anl.gov
John George ..................................jvl@ripco.com
Michael J. Kokal .............................mjk@paragonind.com
Steve Christofferson .........................sbchrist@rs6000.cmp.ilstu.edu
Scott Wiersum ................................swiersum@interaccess.com
Benjamin Novak ...............................b-novak@ux5.cso.uiuc.edu
Andy Eddy ....................................vidgames@netcom.com
Utz Vogt .....................................Deathlove@aol.com
Karl Czapla ..................................kczapla@night.vtc.vsc.edu
Steven D. Gould ..............................Bhubsc01@solix.fiu.edu
Jeff Yang ....................................None
Steven Petroniak .............................None
Jason Homesley ...............................None
Special Thanks
Several Midway Reps. for giving what information they could at the time,
and will hopefully be as helpful in the near future. They know
who they are ;-)
Nintendo .....................................Nintendo of America
Midway .......................................Williams/Bally/Midway
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Article 17811 of rec.games.video.arcade:
Newsgroups: rec.games.video.arcade
Path: news.Hawaii.Edu!ames!haven.umd.edu!darwin.sura.net!europa.eng.gtefsd.com!uunet!organpipe.uug.arizona.edu!galileo.physics.arizona.edu!news
From: coxb@tethys.mathcs.carleton.edu (Bethany Cox)
Subject: Knuckle Heads Moves, Description, & Strategy Guide
Message-ID: <1993Sep13.200610.1901@galileo.physics.arizona.edu>
Keywords: What is a keyword? Can I hit it on the head?
Sender: news@galileo.physics.arizona.edu (C-news)
Organization: University of Arizona Physics Department
Date: Mon, 13 Sep 1993 20:06:10 GMT
Lines: 591
Knuckle Heads Description & Strategy Guide
--Knuckle Heads moves are taken with much gratitude from G. K.
Everything else is from my observations & experiences when
playing the arcade game. Please e-mail corrections to me, so
that if there is ANYONE out there who actually PLAYS this game, I
can repost a revised description & strategy guide in a month or
so. :-)
--Knuckle Heads is, of course, an SF II clone with the chief
distinguishing feature that up to four players may fight each
other at once. While two-player matches are on a two-dimensional
plane a la SF II, three- & four-player fights take place in a
pseudo-3D setting [as in the WWF Wrestlefest game]. There is a
certain amount of flicker & slowdown in four-player brawls,
though... on the other hand, two- and three-player matches are as
smooth as you could ever ask for in the arcade.
Name Country Age Height Weight
Claudia Silva Brazil 23 172 cm/5'8" ?
Blat Vaike Greece 35 158 cm/5'2" 70kg/159 lb
Rob Vincent US 28 181 cm/5'11" 89 kg/185 lb
Takeshi Fujioka Japan 25 175 cm/5'9" 75 kg/165 lb
Christine Myao China 18 168 cm/5'6" 43 kg/95 lb
Gregory Darrell Norway 39 216 cm/8'4" 127 kg/280 lb
Golden Doppelganger ??? ?? variable variable
The Host ??? 20s average average
Blocking is the same as SF II, with the note that you can only
block attacks coming from one direction at a time--so that
you CAN literally be stabbed in the back, especially in
three- or four-player brawls!
Throwing is the same as in SF II with one distinction--you must
be close to your opponent & hold the joystick towards while
tapping the Low Attack button [or maybe either one...]
Holding the joystick away from your opponent will not give
you the throw, unlike SF II. Also, as in X-men, you can
injure other opponents by hurling a thrown body into them.
In addition to their normal attacks, special attacks, and
throws, all KHers can build up an aura of fire [pink fire for
Christine, blue for Takeshi, red for Rob, gold for Claudia, grey
for Blat, & green for Gregory] given a couple of seconds & expend
the stored energy in an "aura attack" for more damage and greater
reach. The aura is built up by pressing and holding down an
attack button; the aura attack is executed by taking one's finger
off the button or by tapping the other attack button while the
first is still held down. Auras can be charged while blocking,
and aura attacks can be executed while standing, crouching, or in
the air. Aura attacks take off no damage when blocked, though;
only special attacks do that. They also take just a *little* bit
more time to recover from, but nowhere near as much as, say, a
fireball.
The six fighters normally dress as listed, with the above
characteristic aura colors. Should a character fight himself or
herself [as a result of two to four or more humans playing each
other, usually] then each one will wear a different color and
have a differently colored aura, shadows, etc. If two people
play the same character, then the second fighter is colored in
purple; if three, the third is in white; and if four, then the
fourth is in a weird sort of light-brown negative coloration [not
wholly unlike what you see when you try one of those so-called
"boss codes" for the SNES SF II.]
Key: There are three buttons: High Attack, Low Attack, and
Jump. Joystick positions are described as follows: FU= Forward
Up, F = Forward, DF = Down Forward, D = Down, DB = Down Back, B =
Back, UB = Up Back, U = Up, C = Center
--Note: despite the instructions given here, it is quite easy to
get "random" KH moves simply by circling the joystick & tapping
the buttons. This is a particularly fun approach to take with
Claudia Silva :-)
Christine Myao
The youngest KHer's fighting clothes are the most
conservative cut of any female fighter I've seen since Princess
Toadstool. She favors a pink silk blouse & full-length lavender
silk pants, ruby earrings, and nondescript black shoes. She
usually wears her brown hair back in a ponytail [or twin
ponytails] & has big, brown eyes. Christine fights on the night-
lit streets of Hong Kong, waiting eagerly for her big break into
show business [preferably an action movie.]
Weapon: a long, thin wooden staff that is more damaging than one might
think. She has tremendous reach with it; more than any other
KHer.
--Note: Christine & Claudia are probably the two easiest
characters to play. Christine in particular is designed to take
out the computer; one of the most effective strategies to get
through the CPU matches quickly is to use her and *exploit her
reach*! Simply charge your High Attack and let loose with it
when the computer is far away. This must be done repeatedly for
one to understand how truly useful it is [especially in endurance
matches].
To whoever asked for a video game where "the babe is the
most potent character around", *this is it!* [So why aren't you
or anyone else on the Internet playing it, hmmm? :-)]
Lightning Staff ["Huthuthut! Huthuthut!"]--Christine stands her
ground & strikes out so quickly with the staff that its end
blurs in a haze of pink fire. Yes, this IS very similar to
the special attack of a Certain Famous SF II Queen...
--tap the High Attack button repeatedly
Charging Attack ["Hai Toh Go!"]--she rushes forward, leaving a
blur of pink shadows behind her [similar to Johnny Cage's
Shadow Kick] and knocks down anything in her way. This
attack can be blocked [or "sidestepped", as it were, in
three- or four-player fights]. No one that I've asked knows
for sure what "Hai Toh Go!" means, at this time. She has to
charge this attack.
--Charge B for 2 seconds, then C, F, & tap High or Low Attack.
The Spinning Shield ["Hoh Gah Ti Li!"]--she twirls her staff
about her head and spins around in place. This move is
similar in effect to Zangief's spinning punch. She can be
hit out of it, but is immune to fireballs. It's hard to
jump in on her, too. I've been told that "Hoh Gah Ti Li!"
may mean, "Let's see what you've got!" This move is not
charged.
--D, C, U, & High or Low Attack
The Skating Attack ["Hut!"]--she skates forward and back on one
leg, darting close with incredible speed, while her staff
traces a fiery figure-eight torus all about her. It's hard
to hit her out of this move with ground attacks [although
CPU Claudia *will* do it almost every time]. A well-timed
aerial attack can knock her out of it much more easily.
Blocking & countering is also possible, albeit tricky.
--D, DF, F, & Low Attack.
Quotes: "Have a nice day?" "Yeah!"
--Note: all KH battle quotes are digital-voice only, not written
as in SF II, Samurai Showdown, etc. They are therefore rather
tricky to hear correctly. Any corrections on the Chinese &
Japanese quotes especially are quite welcome!
Claudia Silva
The other woman on the KH team wears the least of any
fighting female I've seen yet. Clad in what looks like an
armored bikini of gold [save for the matching, high-heeled golden
boots], Claudia apparently seeks use her attractive & shapely
body to distract her opponents. Her distinguishing features
include her long red hair, green eyes, and panther's tail. Yes,
she has a catlike panther's tail, & it twitches constantly. No
one knows where she comes from, but whispered rumors link her to
the Amazon rainforest...
Claudia's chosen battleground is in front of the Christ of
the Andes statue [something you will *not* see on the SNES
screen, I promise you! :-)] in nighttime Brazil.
Weapon: a pair of long, metal claws a la Vega. In fact, her
great speed & jumping ability [best of the KH group] & the nature
of her special moves are all reminiscent of SF II's masked man.
The Rio Grande Roll ["Yo Hey Toh Tai!"]--Claudia somersaults
forward, kicking at anything behind, above, or before her, and
trailing a flash of yellow fire. This attack is very effective
for leaping over low fireballs & nailing the thrower.
--D, C, U, & High or Low Attack
The Flying Heel Kick ["Yah!"]--she jumps forward, her outermost
leg extended in a high kicking attack, and trailing golden fire.
--F, D, DF, & High Attack
The Cougar Pounce/Crossing scissors ["Yah!"]--she pounces forward
on all fours like a jungle cat, with her claws crossed in front
of her face. This attack hits twice; once high, once low.
--U, FU, F, & Low Attack
The Jumping Sobat [sp?] ["Yap!"]--She flips over in the air and
lands on her feet, leaving a trail of gold shadows behind her.
--F, D, DF, & Low Attack
The Colcovard [sp?] Drop ["Yappetataaaaaaaai... HAH!!!"]--she
leaps straight up, so high that she cannot be seen [only her
black, circular shadow marks her location] and lands on an
unsuspecting enemy's head. Hard. Then she bounces off. Claudia
doesn't do backbreakers like Vega [in fact, KH has no air throws
at all]. It is possible to dodge or block this attack
[preferably while charging one's aura], and then strike when she
recovers.
--D, DF, F, F, FU, U & High or Low Attack
Quotes: "Eat my heart!" "Come home, babe."
Takeshi Fujioka
His battle garb is reminiscent of a fencers'... blue spandex
with white armor, or something. He has a white headpiece looks a
little like a Tae Kwon Do practice helmet [only it isn't padded].
Takeshi's sharp black eyes miss nothing. He has short, cropped
black hair and a determined expression that is only rarely offset
by a slight half-smile.
Little is known about Takeshi's origins; he does not
socialize overmuch with the other KHers. His apparent disdain
for material things have led people to wonder just why he has
entered a TV game-show contest with a 10 billion dollar grand
prize...
Takeshi fights on a wooden platform in front of a number of
Japanese spectators [some of whom wear business suits; others
wear traditional dress].
Weapon: a pair of hand-held scythes connected by a length of
chain, like manriki-gusari. Does anyone out there know what they
are called in Japanese?
The Dou Huretsu Zen/fireball ["Dou! Huretsu Zen"]--Takeshi
flings out a low-flying streak of blue energy. The streak
is slow-moving, dissolves on its own after it travels half a
screen length or so, and will neutralize other fireballs.
It takes him a moment to recover from the drain.
--D, DF, F, & High or Low Attack
The Shou Zen/leaping blade attack ["Shou Zen!"]--He leaps
straight up, holding his mini-scythes in either hand, and
then falls straight down. It is impossible to hit him with
ANY jumping attack when he does this, and it is almost
impossible to hit him with a standing attack. Since he is
dangerous while falling as well as rising, this attack is
nowhere near as easily blocked and countered as, say, Ryu's
Dragon Punch.
--D, C, U, & High or Low Attack
The Flying Attack ["OIYAA!"]--While in the air, he suddenly
hurtles towards his enemy in a type of diagonal cannonball.
This attack will knock an opponent down, and is very hard to
block. On the other hand, it is relatively easy to knock
him out of the air if one sees it coming.
--While in the air, F & High or Low Attack [uncertain about the
execution of this move]
Sliding Attack ["OIYAA!"]--he slides forward on the ground,
leaving a trail of blue shadows behind him.
--D & High or Low Attack [uncertain about the execution of this
move]
The Kick Attack ["Dou!"]--he kicks forward on one hand, while
trailing blue shadows. This attack will hit twice.
--U, FU, F, & High Attack
Quotes: "Haku Chiu!", which could mean "Applause!". Also
something that sounds a little like "Eat this!"
Rob Vincent
Rob is dressed curiously like M. Bison... red paramilitary
uniform, shoulder and shin guards, belt, everything save the hat
& cape. His eyes might be soft blue, his hair reddish-brown
[it's hard to tell.] He tends to sneer a lot.
Rob fights on the California beach, surrounded by a mob of
swimsuit-wearing Americans while the "Knuckle Heads" banner flies
overhead.
Weapon: A pair of nightsticks. Rob's tendency to charge into
the fray helps make up for their reduced range.
The Blast Wave/fireball ["Blast Force Wave!"]--Rob has two
fireball attacks. One produces a small, low-flying flicker
of flame similar to Takeshi's fireball. The other produces
a huge ball of red force that moves fast and does not
dissolve before it reaches the end of the screen. Rob needs
a moment to recover after doing either fireball.
--Charge B, then C, F & High or Low Attack. [Unsure about how to
choose which type of fireball is done].
The Sliding Kick ["Hah!"]--like Takeshi's move. Rob slides
forward on the ground, trailing red shadows behind him.
This attack is more dangerous than it looks.
--D, DF, F & Low Attack
The Spiral Cutter ["Spiral Cutter!"]--Rob leaps into the air,
spinning around & around while holding the nightsticks
outstretched. Very effective against aerial attacks.
--D, C, U & High or Low Attack
The nightstick uppercut/Tornado Slash ["Hah!"]--Rob jumps
straight up, very fast, with one nightstick held above his
head. A nasty counter & effective against aerial attacks.
--F, DF, D, & High Attack
Quotes: "I'm number one."
Gregory Darrell
This guy IS a Viking. His grey beard and grey eyes make him
prematurely aged, but he's in fact very quick & powerful for his
size. He wears green slacks, heavy boots, a large plating of
chest armor, and a horned helmet.
Gregory fights on the gangplanks in front of a dragon-
headed boat, upon which stand a great many cheering Vikings.
Weapon: A pair of single-edged battle axes
The Normal Burst ["Norman Burst!"]--Gregory slams out his axes on
either side of him, and pity the poor creature who runs into
this attack.
--B, C, F, & High or Low Attack
The Tidal Wave ["Tidal WAVE!!!"]--Gregory brings his axes down,
then up, creating a green surge of energy as deadly as a
fireball [at least].
--D, DF, F, & High or Low Attack
The Charging Attack/Bastard Head Butt ["RAAH!"]--he runs forward,
leaving a trail of green shadows behind him, and crashes
horns-first into whatever's in front of him. Gregory also
has a standing head butt [done simply by tapping High Attack
when close to one's enemy].
--Charge B, then C, F, & High Attack
The Super Crush ["RARGH!"]--he jumps in place, jackknifing and
whipping out his axes. This move is a deadly counter to
aerial attacks.
--D, C, U, & High Attack.
The Piledriver/Hell Diving Backdrop ["Get over here!"]--while not
as elaborate as Zangief's SPD, it's almost as damaging a
throw. He seizes the victim in his hands, holding him above
the head, bounds high into the air, then crashes down on the
ground, nearly breaking the unfortunate's back across his
knee. Then he leaps away.
--When in throwing distance [which is of a greater range than any
other KH throw], F, F, & High or Low Attack
Quotes: "I'll KILL YOU!" <maniacal laughter>
Blat Vaike
This dwarfish, hunched over fighter is more dangerous than
he appears. He wears some armor, a plain helmet, and a grey
cape. He never speaks, but will laugh in your face.
He fights in front of what might be the Parthenon... while
numerous toga-clad & wreath-wearing countrymen watch. Rumor has
it that Blat is dead broke.
Weapon: one HUGE, spiked green hammer.
The Mad Hammer ["YAI hah heh ho HAI!"]--Blat dances in place,
twirling the hammer every which way above his head. An
effective counter to aerial attacks.
--B, C, F & High or Low Attack, or tap High Attack repeatedly
[unsure about this move's execution]
The Anger of the Beast ["Yah-WHEE-hee-yah-WHEE-hee-yah-WHEE-
hee!"]--Blat propels his hammer forward and spirals towards
his opponent in this rushing attack. It takes a couple of
seconds to charge.
--Charge B for 2 seconds, then C, F, & High or Low Attack
Rolling Madness ["Rawk!"]--All that can be seen of Blat is his
cape as he rolls forward on the ground. This attack is more
effective than it looks, especially against aerial attacks,
but can be blocked & countered.
--D, DF, F & Low Attack
The Slam Attack/Arscreik [sp?] Hammer--Blat suddenly jumps
forward in the air and brings his hammer crashing down on
the enemy's head. Very painful.
--U, FU, F, & High Attack
Quotes: "Hahahahaha!" "Eeaw!"
Basic anti-computer strategies:
1) Charge your High Attack aurora & wait for the computer to
leap into the air. Execute your aurora-charged attack when it
does, thus nailing the computer out of the air. Christine's the
easiest one to pull this trick off with, probably followed by
Takeshi & Gregory. It's not so hard with Claudia if you're right
under your aerial opponent. The computer is less likely to set
itself up when it's low on energy, though.
2) Charge your aurora and then jump towards your opponent,
still charged & still holding the button down. Release the
button in mid-air or when you're pouncing on your opponent to
execute a powerful aerial attack, which will really hurt them &
possibly even knock them down if they don't block. If they do
block, then the attack might possibly be followed up with
Christine's Lightning Staff, or some other special attack, or
simply with a couple of quick Low Attacks.
3) Remember, the energy meter is deceptive. The more damaged
you or your opponent is, the less that successive attacks will
injure you [or them]. This is a balancing feature that makes it
easier for you [or your opponent(s)] to recover from losing half
your energy, and tends to put the outcome of the fight in doubt
until someone is stretched out on the ground. Or, to be cliche,
"It ain't never over 'till it's over".
4) Note that matchups are not the same as the "best two out of
three" format for SF II [although they are quite similar]. You
are replenished with two hearts at the beginning of every
matchup; when you lose both heats, then the game is over. If
time runs out, then the battle goes to the fighter with the most
energy; in the case of double knockouts or draws ["No Winner"
battles], *both* participants lose a heart. If two or more
participants all lose the last of their hearts at the same time,
then the game is over for both [or all] of them.
5) VS CPU Claudia: charge your aurora while simultaneously
blocking her Colcovard drop, then release your High aurora Attack
to nail her as she rebounds
6) VS CPU Christine: Lots of low attacks, especially if you're
using Claudia.
7) VS CPU Gregory & Blat: Mix strategies #1 & #2 liberally.
8) VS Takeshi & Rob: rely more upon strategy #1 & be
defensive, unless you can tell they're about to throw a
fireball; then jump over it & nail 'em, if you can.
9) VS the computer in endurance matches--remember, the two CPU
fighters *can* and *will* hurt one another, if you trick them
into it. Do NOT get trapped between them; if you do get trapped,
then try to escape by throwing one of them, or with a special
move that strikes out on both sides, or by "sidestepping" away.
Try to trap one of them between yourself in the other, and keep
him or her trapped by pounding relentlessly with quick Low
Attacks. If you've just thrown one opponent & the other is
standing nearby, chances are you can throw him, too, while the
moment is yours. Fall back on strategies #1 & #2, & when all
else fails, try spinning off a defensive special attack [the
computer is not as intelligent in these matches, & tends to just
charge into you a lot].
10) You can tick the computer, sometimes, especially off air
attacks. Of course, the computer can also tick you back.
Ticking is not usually effective against the golden doppelganger,
though.
11) Quick Low Attacks with the correct timing & spacing can
often cut through special attacks. Many special attacks
[Christine's "Hai Toh Go!" charge, Gregory's "Anger of the
Beast", etc.] leave the computer *or* humans vulnerable to being
thrown if they are blocked & if the throw is executed at the
right time.
Golden Doppelganger
Also called "Midas Man", the last, CPU opponent is a shape-
shifter, but unlike Geegus and Shang Tsung in that its true form
has never been seen. Also unlike Geegus and Shang Tsung, it
never "morphs" into different forms during the one-on-one battle-
-it ALWAYS maintains the shape of whoever is currently dealing
with it, and will assume none other until it must fight with a
new person.
If one wishes to battle the golden doppelganger, one must
first take on the other five fighters, then survive three
"endurance matches" [two CPU fighters vs. the player] all by
oneself. Should a second player join in at any time in this
process, then all one's progress is erased and one must once
again start over from the beginning.
The doppelganger's greatest strength is that it is deadly
fast with the attacks and special techniques of whoever it
impersonates. It has few patterns once it reaches 1/4 health or
so, and although it is easy to weaken, it is very tough to
defeat.
Quotes: Whatever the character who fights it usually says.
Strategies Against:
With Christine Myao--learn to anticipate when the doppelganger
will suddenly spring its skating attack, leap forward at the
right time, and knock it out of the move [preferably with an
aerial aura attack].
Also learn to anticipate its charging attack; you can block
and then either counter or throw it if your timing is right. Use
your special attacks at your own risk [although the Lightning
staff can be effective *if* you're careful not to do it too
close, or keep doing it for too long]. Watch out for the
Spinning Shield when you jump in! This match may be the 2nd
easiest to do.
With Claudia Silva--charge your aura attack, and then use it in
the air when jumping in on her. Be careful not to land too close
to her, or she'll throw you. Learn to block & counter her
Colcovard drop; this edge may well give you the match. Ideally,
block the attack while charging your aura, then let lose with
your High aura attack *just* as she bounces off. You will do a
somersaulting swoop that takes her out almost every time. This
match is by far the easiest of the doppelganger battles.
With Takeshi Fujioka--charge your aura attack from the very start
of the match, if not before; the doppelganger will leap at you
almost every time. Then nail him with your high aura attack.
You can repeat this pattern [charging your aura, then slicing the
doppelganger out of the air when it jumps at you] up to three
times, usually, but when the doppelganger gets low on energy it
probably won't set itself up any more.
If you're fast with the fireballs, try to block its kicking
or sliding attacks and then nail it when its vulnerable. Be
careful--when the doppelganger is low on energy, its favorite
tactic is to corner you just out of throwing range and stand
there, waiting for you to strike it... the moment you do, it will
block & then knock you down with an aura attack... then it will
wait for you to get up and strike it again, so that the patten
can repeat. Sometimes the best tactic to deal with this ****
menace is simply to block and wait for it to strike you, then
counter. While one does risk getting thrown by means of this
strategy, it is still remarkably effective [i.e.: you can
actually *win*, dammit] if done carefully enough.
With Rob Vincent--be careful when jumping in on the doppelganger;
it isn't shy about showing off its Spiral Cutter & Tornado Slash.
*But*, if you time them right, aerial aura attacks [especially
over its fireballs] can help you a great deal. Watch for it to
jump in on you, then be sure to knock it out of the air [ideally
with a special attack--don't underestimate the effectiveness of
your sliding attack for this purpose]. Large Blast Force Waves
from across the screen are also good, and if you can get a
fireball trap going, then so much the better. This is probably
the 3rd easiest doppelganger match, with the other three all
being equally hard.
With Gregory Darrell--You can usually strip away over half of its
energy by knocking it out of the air with your High aura Attack
when it leaps, or jumping and kicking out with your aerial aura
attacks. *But*, it will usually take to staying on the ground &
countering your aerial strikes when it gets low on energy. At
times the only thing that is advisable to do is spin off your
standing special attacks [Tidal Wave, Norman Burst, Super Crush]
and wait for it to impale itself on them. The Norman Burst in
particular is an ideal counter to its Bastard Head Butt.
With Blat Vaike--Again, you can usually get it low on energy by
countering with high aura attacks when it jumps in on you, but
once it's suitably injured, it will take to staying on the
ground. Learn to block its Anger of the Beast attack and then
hit it or throw it right out of the move. Be careful with aerial
or special attacks; when it's low on energy it likes to block
them and then counter with its Arscreik Hammer. But one can
often get some effective combinations on it, typically an aerial
attack followed up by the Mad Hammer or the Rolling Madness. Use
the Anger of the Beast at your own risk!
The Host
The game show host has hair like Guile's and Galford's. He
wears a white tuxedo, a pert white bow tie, and shiny black
leather shoes. He is never seen without his microphone and his
little purple pocket scarf. When hosting the TV show/fighting
competition, he is as cheery and expressive as possible, & likes
to make big, sweeping gestures with his hands.
The Host does not fight in the KH competition; he controls
it. He sets up and announces the matches, and all six
contestants call him "sir". He is mentioned here not only
because of his behind-the-scenes pull upon the KHers, but also
because of certain shady rumors about him, and about his REAL
job...
Quotes: "Welcome!" "Next up... [last name of new opponent]"
Bethany Cox
--"Is anyone out there doing something like this for Martial
Champions?" :-)
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__ ______ ______ ____ __ __
/ / / / _ \/ ____/*/ __ |/ / / /
/ /__/ / / > / /__ / <_/ / /_/ /
/ _ __/ / / / ___/ \__ /\__ /
/ / \ \/ <_/ / / / / / /
/ / /_/\____/ / /_/ /_/
|/__________ |/ _ The King of Fighters '94 FAQ Addenum 94k25 _______
This file contains notes and things "not quite in" the FAQ yet.
Reasons of time constraints, "dunno where to put it", between updates,
etc... This file is subject to updates/changes/additions without
notice (read: I won't post this if it's changed) but you can find
the most current file at the usual ftp sites (netcom, and apparently
now "Geese's" site too.) Also, these are more or less my "notes",
so don't whine if you don't understand what something means. =^)
Throws & Holds (& etc..)______________________________________________
ground: C D
Heavy D! pick up, punch combo
Brian knee drop toss
Lucky jump toss knee
Kim throw ------------> throw
Chang 6x slam chain choke
Choi face slash 2x slash
Kyo slam, elbow (axe kick)
Benimaru suplex -----------> suplex
Goro >choke> <throw< trip
Hiedern throw 2x kick
Ralf throw ------------> throw
Clark knee drop --------> knee drop
Athena throw ------------> throw
Kensou spirit shot leg toss
Gentsai sake leg throw
Yuri throw (butt thrust)
Mai leg throw --------> leg throw
King leg flip ---------> leg flip
Terry slam -------------> slam
Andy throw ------------> throw
Joe flip throw knee
Takuma slam -------------> slam
Ryo leg throw --------> leg throw
Robert slam -------------> slam
jump: C D
Yuri throw
Mai slapdown throw
Athena throw butt press
Heidern throw ------------> throw
Kyo slapdown
Benimaru throw foot drill
Kim HishoKyaku
Lucky slapdown
Brian slapdown
Defensive Attacks:
Yuri back kick
Mai handplant 2leg kick
King crouching high kick
Ryo Elbow
Robert reverse back kick
Takuma reaching fist
Terry uppercut
Andy reverse back kick
Joe side kick
Athena high kick
Kensou high kick
Gentsai reverse gourd
Kyo reverse elbow
Benimaru high heel kick
Goro hard fist
HeavyD! uppercut
Lucky elbow
Brian uppercut
Kim high kick
Chang fist
Choi reaching claw
Heidern reverse leg slash
Ralf Uppercut
Clark Uppercut
Double Jumpers: Athena, Mai, Choi
Rugal to: ___________________________________________________________
IT Was that all your power?
PRC Justice has never prospered!
JPN I'll exhibit you and your dad!
USA You'll be my best collection.
ROK I've found a good addition.
BRAZ Your family awaits you.
ENG You'l be the best statues.
MEX Leave Kyokugenryu to me. Die!
Speech: _____________________________________________________________
Italy
Joe
Tease: "ora!" --> "hey (you)!"
China
Athena
start: "Athena, ikimasau!" --> "Athena, ready!"
win: "yatta! gu!" --> "yeah!" (lit. "I did it!")
Kensou
tease "nani yatten nen?" --> "What're ya doin?"
win "yo! yatta ze!" --> "yeah!"
lose "nande ya! --> "sh*t!"/"Why (this)!?"
Gentsai
tease: "Doko ka doko ja?" --> "where is (s)he?..."
lose: "Nanto Shita Koto ja!" "What happened!"
Japan
Kyo
win: "heheh, moetarou" --> lit. "heh, You're burned."
Mexico
Ryo:
tease: "ora ora!" --> "hey hey!"
win: osu! --> greeting between fighters, no "real" translation
Robert
tease: "donnai shitan ya?" --> "What're ya doin?"
win: "ma zatto konnai mon ya?" --> "That's all?"
Takuma:
tease: "kakatte konu ka?" --> "You gonna fight me?"
win: "mijuku mono mega." --> "(A) beginner (before me)."
England
Yuri
tease: "kotchi! kotchi!" --> "Here! Here!"
win: "nn? yoyutchi!" --> "I could beat stronger!"
King (lit. "(still have) reserve")
win: "nasakenai!" --> "pittiful!"
Mai:
win: "nippon ichi!" --> "Japan #1!"
Rugal
lose: "masaka!" --> "No way!"/"Not possible!"
?Bugs? & Tricks _____________________________________________________
- throw & peform supermove before opponent hits ground for supermove
damage (with or without landing attack)
- for some special attacks, perform motion with BC for a "mini" combo
strong punch/weak kick + special.
_____________________________________________________________________
Copyright 1994 Galen Komatsu. No part of this FAQ is to be altered
without author's consent. Permission granted to freely distribute
provided no fee is charged outside of raw reproduciton costs.
Contact author for any inclusion in media, print, or otherwise. gtk
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____ ______________ ___________ ______ ___ ___
| | | | |/ /*/ __ |/ / / /
/ / / / __ / _______/ / <_/ / <_/ /
/ /___/ / / | / /_____ \___ /\___ /
/ ____/ / / / / / / / /
_ _/_ _/\ _ \__/_ /__/ _/_________/ ____ /__/_ __/__/____ ____ ____
| |/ | | \| |/ ___|// _ \| __|| __| |/ ___| |_| |_ _| __| _ \/ __|
| <| | | |_ || |_| | _| | _|| | |_ | _ | | | | _|| _ <\__ \
|_|\_|_|_|\__|\__,_|_\___/|_| |_| |_|\__,_|_| |_| |_| |____|_| \_|____/
/ / /___/ |________/ /
| / | / The King Of Fighters '94 FAQ
|_/ ------------------ |_/ ------ Release 5 94k25.5 --------------------
_ _ _ _ _
| |_ _ | | _ _ __ _| |_ _ ___ | |(_) __ _ _
| | ' \| _| '_/ \/ ' | || |/ _/| _| |/ \| ' \ We are opening..
|_|_||_|\__|_| \__/\_,_|\_,_|\__\ \__|_|\__/|_||_| ___________________
|
| As early as the first crop of Street Fighter II clones hit the
| arcades, people have dreamed of pitting their favorites from one
| game with the top contenders of another. To a limited degree this
| has happened with Ryo Sakazaki in Fatal Fury Special (and somewhat
| with Geese Howard in Art of Fighting 2). But in the Summer of 1994
| comes the first real effort, "The King of Fighters '94".
| SNK has pooled together the stars of the Art of Fighting and
| Fatal Fury series, introduced several new characters, and in a
| surprising twist, invited personalities from two previous games,
| Psycho Soldier and Ikari Warriors in a super 24 character battle.
| Prepare for the KING OF FIGHTERS '94.
|
|Rumors! Questions!
|~~~~~~~~~~~~~~~~~~ Send anything to the address at the bottom.
| - Bugs...er..features?
| - Anything to make this writer giddy with joy. =^)
|_____________________________________________________________________
___ _ ___ _
| \ _ _ ___(_) ___ | \| | _ _ _ _
| </ ' |( /| |/ _/ | _/| |/ ' | || | ..King of Fighters 1994..
|___/\_,_|/__)|_|\__\ |_| |_|\_,_|\_, | _____________________________
| |__/
|Team Play
|~~~~~~~~~ KOF94 uses a Team-Play system, more or less an extension
| of the usual one-on-one system of previous fighters. Players select
| their team to use, and the order in which they wish to use them.
| When a character wins a round, their strength meter is recharged
| slightly, and they continue to the next round versus the opponent's
| succeeding character. A total 5 rounds are thus possible. (6 if you
| tie.)
| For "traditional" fighters, there is the option for one-on-one,
| best two of three matches. In arcade units, this is an operator
| option (meaning it's either or, but not both for the player.) Home
| users may select either mode. You may pick the character to carry
| you through the game, but you will only fight one person per team,
| getting you to Rugal in 8 matches.
|
|Sidestep
|~~~~~~~~ Pressing A and B simultaneously will cause your character
| to lean to the side momentairly. During this time you are
| invulnerable to attacks. Useful for dodging fireballs (rather than
| taking block-damage) or dodging a body-attack then following up with
| a throw or other move.
|
|Assist Attack
|~~~~~~~~~~~~~ If you've been dizzied, simultaneously press the A, B
| and C buttons and one of your teammates will jump in and strike
| your opponent, buying you some time to recover. This will also
| release you from submission-hold type moves. Two conditions however
| are that you be in front of your team, (also works in the "middle"
| of the screen) and that at least one of them was not defeated in a
| previous match.
|
|Defensive Attack
|~~~~~~~~~~~~~~~~ Borrowed from the Fatal Fury Series. If your
| opponent comes at you attacking, block the attack, push the joystick
| forward and press A or B. You'll do a strike which will strike your
| opponent through their attack, sometimes even through a fireball if
| done near.
|
|Power Meter
|~~~~~~~~~~~ The POWer meter is a hybrid of the Spirit meter in the
| Art of Fighting series and "Rage gague" in Samurai Shodown. The
| greater it is charged, more damage is done by your moves, it may
| also be "teased" down (see below.) When charged to Maximum, your
| character will flash, and an additional "super" move may be done
| (see below for more details.) The meter may be charged in two ways,
| by holding down the A, B and C buttons simultaneously, or by
| blocking attacks.
|
|Supermoves
|~~~~~~~~~~ First introduced in Art of Fighting and also applied to
| Fatal Fury 2 (and FFSpecial) the super/desperation move system has
| undergone an additional change. As usual, you may do it when your
| strength is low (signalled by your strength bar flashing). Now, you
| may perform your super move at any time during the round if your
| POWer gague is charged to "Maximum", your character will flash at
| this time. These moves are marked by a "MAX" in the move list and
| the last move listed for each character in the quick sheet.
|
|Tease
|~~~~~ Position yourself across the screen, center the joystick and
| press the C (strong punch) button tease your oppoent. Any charge
| below "Maximum" on your opponent's Power Meter will be reduced.
| Tease animations may be interrupted.
|
|Ties
|~~~~ In the event of a tie or double KO, both fighters for that
| round are eliminated. If a tie happens in round 5, then an extra
| round is held with the third characters at full strength. If a tie
| still occurs, the game ends for both players.
|_____________________________________________________________________
____ _ _
| __| |_ _ _ _ _ _ _ ___| | ____ _ ___
| |__| ' \ / ' | '_/ ' |/ _/ _|/ _/ '_( / ..following the time..
|____|_||_|\_,_|_| \_,_|\__\\__|\__|_| /__) __________________________
|
|Origins
|~~~~~~~ KOF94 brings together characters from SNK's last two
| fighters, Art of Fighting 2 and Fatal Fury Special. Two of SNK's
| older, pre-NeoGeo games, Psycho Soldier and Ikari Warriors are also
| represented in this title. The World Heroes do not appear in this
| game as popularly believed as the WH series is by ADK, not SNK.
| Samurai Shodown, an SNK game, does not appear either, most likely as
| it's time setting is too far off.
| The "returning" characters are as follows:
| Fatal Fury Special:
| - Terry Bogard, Andy Bogard, Joe Higashi: fighting for Italy.
| - Kim Kaphwan: fighting for Korea, he's found two rather unusual
| characters for his team.
| - Mai Shiranui: fighting under England's flag with the two women
| of Art of Fighting 2.
| Art of Fighting 2:
| - Ryo & Takuma Sakazaki, Robert Garcia: fighting for Mexico.
| - Yuri Sakazaki, King: fighting for England with Mai.
| Ikari Warriors:
| - Clark, Ralf: fighting from Brazil with their leader.
| Psycho Soldier:
| - Athena, Kensou: fighting for China with their drunken-fist
| master. Athena actually originates further back
| further with a game by her name.
| Other Appearances:
| - Italy: From the Fatal Fury series, Cheng Shinzan, Big Bear, Tung
| Fu Rue, Duck King, and Jubei Yamada appear.
| - Mexico: Sitting at his own private table (at the right of the
| stage) is Geese Howard, behind him stands Richard Meyer, owner
| of the PaoPao Cafe. Also behind the table stands Eiji Kisaragi,
| Above him Todo Ryuhaku and Mr. Big wave their sticks. On the
| left side of the stage stands Lee PaiLong with his back to the
| action, to his right stands Micky Rogers & Temjin. And from
| Top Hunter, next to Todo stands Roddy and Cathy.
| Characters for Team USA and Japan are all new. (No relation
| between Kusanagi Kyo and Mutation Nation.)
|
|Rugal <barnshutain> (sp)
|~~~~~~~~~~~~~~~~~~~~~~~~ ...is the sponsor of the King of Fighters
| tournament this year, (note the "R" flags in England) _and_ the
| final "boss" who fights _alone_. The fight takes place in his
| (aircraft) carrier Blacknoah. The first round, he uses no special
| attacks (be warned that he still does heavy damage this way.)
| Second round, he begins fighting "at full strength", you can look
| forward to these heavy attacks:
| ReppuuKen Like that of Geese Howard
| Kaiser Wave Like that of Wolfgang Krauser.
| Genocide Cutter Spiraling Kick
| God Press Rushes and slams opponent into opposite wall.
| Dark Barrier Like Athena's Psycho Barrier.
| chest grab Lift and strength drain.
|_____________________________________________________________________
____ _
| __| __ __ _| | ___
| |_ |/ \/ \/ ' |( / ..honored custom. This year we will adopt a..
|__,_|\__/\__/\_,_|/__) ______________________________________________
|
|Software
|~~~~~~~~ Released in it's various formats (JAMMA late August?, MVS
| early September, Home early to mid October) the game soft size is
| 196 Megabits. And for Western home units, it's CENSORED! To keep
| the kids who carry $200 in pocket change from turning into crack
| sucking homicidal rapists who tear tags off of mattresses, and to
| appease paranoid overcautious parental groups, KOF'94 has been
| censored. "Blood" and certain extraneous bodily motions have been
| removed when the game is run on an American console. It's still in
| there however and can be brought out via installation of arcade
| ROMs into your NeoGeo console (be warned, that this will void any
| warranty.) OR, through a code ("Blood Code" or "Bouncy Code",
| depends how you view it. =^)
| When the high score screen appears simultaneously press AD on
| controller 1 and BC on controller 2, no signal will sound. Start
| the game and all will be restored. The censor will reset when the
| game ends.
|
|Music
|~~~~~ "The King of Fighters '94"
| Artist: Neo Sound Orchestra
| Company: Pony Canyon / Scitron
| Catalog#: PCCB-00162
| Price: 1500yen
| Release: 1994.10.21
| Length: 45'01" (31 tracks)
|_____________________________________________________________________
_
___| | ___
/ _/ _|/ _/ _ _ _ ..special rule of competition between teams of
\__|\__|\__\(_)(_)(_) _____________ three fighters. That's all... [R]
|
|FAQ History
|~~~~~~~~~~~ ...if anyone's really keeping record.
| Release 0: September 13, 1994
| Initial release. Basic moves and some supermoves.
| Release 1: September 25, 1994
| Premature maintenance release. Remaining supermoves added.
| Release 2: October 2, 1994
| Corrections, Supplemental Document.
| Release 3: October 7, 1994
| Translations, corrections to Information.
| Release 4: November 1, 1994
| Informational reformat, additions, updates.
| Release 5: Maintenance release, corrections, small updates.
| Addenum, for things "not quite in the FAQ yet."
|
|THE KINGS OF FIGHTERS
|~~~~~~~~~~~~~~~~~~~~~ some people who helped. thanks! =^)
| Gamest magazine various
| Masahiro Abe pen@win.or.jp moves,translation help
| Robert Deloura deloura@pmel.noaa.goc lots 'n lots of corrections
| Emperor Chris emperor@wam.umd.edu various
| Ryo Saeba ryosaeba2@aol.com various
| Dave Villanueva dvillnva@kaiwan.com Blood/Bouncy Code & various
|
|FTP
|~~~ This FAQ is available via FTP from ftp.netcom.com in the
| /pub/vi/vidgames/faqs directory, or from kaiwan.kaiwan.com in
| /user/dvillnva/neogeo_faqs. Filenames to look for (following the
| 'stoopid' 8.3 MeSsyDOS convention =^):
| kof_adde.txt addenum
| kof_info.txt game information (this document)
| kof_move.txt move sheet
| kof_quik.txt ten-key quick move sheet
|
|Note on Translation
|~~~~~~~~~~~~~~~~~~~ To appease those non-Japanese speakers playing
| the game, I've written English translations to the Japanese names.
| Some were borrowed from SNK givens (i.e. Andy: Kuhadan --> Sonic
| Split) the rest are my own work (Kyo: OboroGuruma --> Twilight Ride)
| Be warned however, that not all are _literal_ translations. Many
| only use a part of the original name as I've tried to write English
| names to capture the "feel" of the Japanese name (translating the
| _entire_ name word for word sometimes makes for a rather silly
| result). There is a difference in "definition" and "emotion".
| Use the [bracketed] translations if you wish, but I highly
| encourage you to use the Japanese original.
|_____________________________________________________________________
Copyright 1994 Galen Komatsu. No part of this FAQ is to be altered
without author's consent. Permission granted to freely distribute
provided no fee is charged outside of raw reproduciton costs.
Contact author for any inclusion in media, print, or otherwise. gtk
__ ______ ______ ____ __ __
/ / / / _ \/ ____/*/ __ |/ / / / yatta ze!
/ /__/ / / > / /__ / <_/ / /_/ /
/ _ __/ / / / ___/ \__ /\__ / Galen Komatsu
/ / \ \/ <_/ / / / / / / gkomatsu@uhunix.uhcc.hawaii.edu
/ / /_/\____/ / /_/ /_/
|/ |/ The King of Fighters '94 send corrections
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____ ______________ ___________ ______ ___ ___
| | | | |/ /*/ __ |/ / / /
/ / / / __ / _______/ / <_/ / <_/ /
/ /___/ / / | / /_____ \___ /\___ /
/ ____/ / / / / / / / /
_ _/_ _/\ _ \__/_ /__/ _/_________/ ____ /__/_ __/__/____ ____ ____
| |/ | | \| |/ ___|// _ \| __|| __| |/ ___| |_| |_ _| __| _ \/ __|
| <| | | |_ || |_| | _| | _|| | |_ | _ | | | | _|| _ <\__ \
|_|\_|_|_|\__|\__,_|_\___/|_| |_| |_|\__,_|_| |_| |_| |____|_| \_|____/
/ / /___/ |________/ /
| / | / The King Of Fighters '94 FAQ
|_/ ------------------ |_/ ------ Release 5 94k25.5 --------------------
_ General __________________________________________________________
| O O O A Weak Punch |
| \ | / Subscripting | B Weak Kick |
| O- O -O dot (".") | C Strong Punch |
| / | \ indicates a | D Strong Kick |
| O O O "charge". | AB Sidestep Attack |
| | CD Strong Attack |
| Motions given in "right | ABC Power Up |
| facing" manner, use mirror | when dizzy ABC Assist Attack |
| image for left facing. | -O A/B Defensive Attack |
| A/C = press A or C | center stick C Tease Opponent |
| BC = press B and C | close -O C Throw |
| MAX = do on low strength | -O -O Dash |
| or charge POWer to Max. | O- O- Quick Escape |
|____________________________________________________________________|
___
| |_ _ ___ _ _ _ _ Kusanagi Kyo 19y 181cm 75kg
_| |/ ' | \/ ' | ' \ Nikkaido Benimaru 20y 180cm 70kg
|___/\_,_| _/\_,_|_||_| Daimon Goro 28y 204cm 103kg
| Headed |_| by Kusanagi Kyo, Japan's Strongest Fighters--------------
|_ Kyo ______________________________________________________________
| | \ -O A/C Hyakuhasshiki-YamiBarai |
| O O [Form 108: Darkness Sweep] |
|--------------------------------------------------------------------|
| -O | \ A/C Hyakushiki-OniYaki |
| O O [Form 100: Demon Burn] |
|--------------------------------------------------------------------|
| O- | / B/D Hyakuisshiki-OboroGuruma |
| O O [Form 101: Twilight Ride] |
|--------------------------------------------------------------------|
| | / O- / | \ -O C UraHyakuHasshiki-OrochiNagi |
| O O O O O [Hidden Form 108: Great Sweep] MAX |
|____________________________________________________________________|
|
|_ Benimaru _________________________________________________________
| -O | \ A/C RaijinKen [Thunder Fist] |
| O O |
|--------------------------------------------------------------------|
| jump | D foot drill |
| O |
|--------------------------------------------------------------------|
| | \ -O B/D IaiGeri |
| O O |
|--------------------------------------------------------------------|
| -O \ | / O- B/D Shinkuu KatateGoma |
| O O O [Vaccuum Kick] |
|--------------------------------------------------------------------|
| | \ -O | \ C RaikoKen [Lightning Fist] |
| O O O O MAX |
|____________________________________________________________________|
|
|_ Goro _____________________________________________________________
| -O | \ A/C JiraiShin [Minelayer] |
| O O |
|--------------------------------------------------------------------|
| | / O- B/D ChoUkemi [Super Tumble] |
| O O (move does not strike) |
|--------------------------------------------------------------------|
| close -O \ | / O- -O C Tenchi Gaeshi [Heaven Drop] |
| O O O |
|--------------------------------------------------------------------|
| close -O / | \ D Cho OhsotoGari [Super Trip] |
| O O O |
|--------------------------------------------------------------------|
| -O \ | / O- -O \ | / O- C Jigoku Gokuraku Otoshi |
| close O O O O O O [Hell Drop] MAX |
|____________________________________________________________________|
_ _ ____ ___
| | | | __|/ _ \ Brian Battler 27y 219cm 142kg
| |_| |__ | _ | Heavy D! 28y 208cm 113kg
\___/|____|_| |_| Lucky Glauber 27y 222cm 105kg
| The American Sports Heroes------------------------------------------
|_ Brian ____________________________________________________________
| -O | \ A/C Brian Tornado |
| O O |
|--------------------------------------------------------------------|
| -O \ | / O- A/C Hyper Tackle |
| O O O |
|--------------------------------------------------------------------|
| jump | \ -O B/D Screw Body Press |
| O O |
|--------------------------------------------------------------------|
| | / O- -O \ | / O- C Big Bang Tackle |
| O O O O O MAX |
|____________________________________________________________________|
|
|_ HeavyD! __________________________________________________________
| -O | \ A/C R.S.D |
| O O |
|--------------------------------------------------------------------|
| O- / | \ -O A/C Soul Flower |
| O O O |
|--------------------------------------------------------------------|
| | \ -O O B/D Blast Upper |
| O O / |
|--------------------------------------------------------------------|
| | \ -O \ | / O- C D.Crazy |
| O O O O O MAX |
|____________________________________________________________________|
|
|_ Lucky ____________________________________________________________
| | \ -O A/C Death Bound |
| O O |
|--------------------------------------------------------------------|
| | / O- O B/D Cyclone Break |
| O O \ |
|--------------------------------------------------------------------|
| O- / | \ -O B/D Lucky Vision |
| O O O |
|--------------------------------------------------------------------|
| | / O- / -O BC Hell Bound |
| O O O MAX |
|____________________________________________________________________|
_ _
| |/ | __ _ _ ___ _ _ Kim Kaphwan 29y 176cm 78kg
| < / \| '_|/ _// ' | Chang Koehan 38y 227cm 203kg
|_|\_|\__/|_| \__|\_,_| Choi Bounge 35y 153cm 44kg
| Kim & His Mysterious Korean pair------------------------------------
|_ Kim ______________________________________________________________
| jump | B/D HishoKyaku [Flying Kick] |
| O |
|--------------------------------------------------------------------|
| | O B/D HienZan [Flying Slice] |
| O. | |
|--------------------------------------------------------------------|
| | / O- B/D HangetsuZan [Half Moon Slice] |
| O O |
|--------------------------------------------------------------------|
| | / O- / -O BD HououKyaku [Phoenix Kick] |
| O O O MAX |
|____________________________________________________________________|
|
|_ Chang ____________________________________________________________
| tap A/C Tekkyu DaiKaiten [Iron Spin] |
|--------------------------------------------------------------------|
| O-. -O A/C Tekkyu FunsaiGeki [Iron Smash] |
|--------------------------------------------------------------------|
| | \ -O \ | / O- C Tekkyu DaiBouSou [Iron Rush] |
| O O O O O MAX |
|____________________________________________________________________|
|
|_ Choi _____________________________________________________________
| O-. -O A/C (A/C) KaitenHienZan [Monkey Spin] |
|--------------------------------------------------------------------|
| | O A/C TatsumakiShippuuZan |
| O. | [Hurricane Cutter] |
|--------------------------------------------------------------------|
| | O B/D HishouKuuretsuzan [Flying Slash] |
| O. | |
|--------------------------------------------------------------------|
| O-. / | O BC Chouzetsu Tatsumaki ShinkuuZan |
| O O | [Vaccuum Slash] MAX |
|____________________________________________________________________|
___ _ _
| \ _ _ _ _ ___(_| | Heidern 42y 192cm 90kg
| <| '_|/ ' |_ Z| | | Ralf 38y 188cm 90kg
|___/|_| \_,_|/__|_|_| Clark 33y 187cm 89kg
| The Legendary Men of Ikari------------------------------------------
|_ Heidern __________________________________________________________
| O-. -O A/C Cross Cutter |
|--------------------------------------------------------------------|
| | O A/C Moon Slasher |
| O. | |
|--------------------------------------------------------------------|
| | O B/D Neck Rolling |
| O. | |
|--------------------------------------------------------------------|
| close -O \ | / O- C Storm Bringer |
| O O O |
|--------------------------------------------------------------------|
| O-. / | O BC Final Bringer |
| O O | MAX |
|____________________________________________________________________|
|
|_ Ralf _____________________________________________________________
| tap A/C Vulcan Punch |
|--------------------------------------------------------------------|
| O-. -O A/C Gatling Attack |
|--------------------------------------------------------------------|
| close O- / | \ -O D Super Argentine Back Breaker |
| O O O |
|--------------------------------------------------------------------|
| / O- -O C BariBari Vulcan Punch |
| O. MAX |
|____________________________________________________________________|
|
|_ Clark ____________________________________________________________
| tap A/C Vulcan Punch |
|--------------------------------------------------------------------|
| O-. -O A/C Gatling Attack |
|--------------------------------------------------------------------|
| close O- / | \ -O D Super Argentine Back Breaker |
| O O O |
|--------------------------------------------------------------------|
| -O \ | / O- -O \ | / O- C Ultra Argentine Back Breaker |
| close O O O O O O MAX |
|____________________________________________________________________|
____ _ _
| __| |_ (_)___ _ _ Asamiya Athena 17y 163cm 50kg
| |__| \| | \ / ' | Sie Kensou 18y 172cm 61kg
|____|_||_|_|_||_|\_,_| Chin Gentsai 88y 164cm 53kg
| The Psycho Soldier Team---------------------------------------------
|_ Athena ___________________________________________________________
| jump | D "oshiri attack" [butt attack] |
| O =^) |
|--------------------------------------------------------------------|
| | / O- A/C Psycho Ball Attack |
| O O |
|--------------------------------------------------------------------|
| O- / | \ -O B/D Psycho Barrier |
| O O O |
|--------------------------------------------------------------------|
| jump | / O- A/C Phoenix Arrow |
| O O |
|--------------------------------------------------------------------|
| O- -O \ | / O- O BC Shining Crystal Bit |
| O O O \ MAX |
|____________________________________________________________________|
|
|_ Kensou ___________________________________________________________
| | / O- A/C ChoKyuudan [Super Shot] |
| O O |
|--------------------------------------------------------------------|
| O- / | \ -O A/C RyuuRenga [Dragon Fang] |
| O O O |
|--------------------------------------------------------------------|
| O- | / B/D Ryuugakusai [Dragon Smash] |
| O O |
|--------------------------------------------------------------------|
| | \ -O O- -O D Shinryu TenbuKyaku |
| O O [Great Dragon Kick] MAX |
|____________________________________________________________________|
|
|_ Gentsai __________________________________________________________
| | / O- A/C HyoutanGeki [Gourd Attack] |
| O O |
|--------------------------------------------------------------------|
| O- | / A/C KiSuishuu [Demon Spirits] |
| O O |
|--------------------------------------------------------------------|
| O- / | \ -O B/D KaitentekiKuutotsuKen |
| O O O [Rolling Thrust] |
|--------------------------------------------------------------------|
| | \ -O | \ C Gouran Enhou [Thunder Inferno] |
| O O O O MAX |
|____________________________________________________________________|
_ _ _ _
| ' ' \ _____ __(_) ___ __ Ryo Sakazaki 23y 179cm 68kg
| |_| |/ _/\ ' /| |/ _// \ Robert Garcia 23y 180cm 85kg
|_| |_|\__|/_,_\|_|\__\\__/ Takuma Sakazaki 49y 180cm 70kg
| The Kyokugenryu Karate Team-----------------------------------------
|_ Ryo ______________________________________________________________
| | \ -O A/C KohKen [Tiger Fist] |
| O O |
|--------------------------------------------------------------------|
| jump | \ -O A/C mid-air KohKen (downward) |
| O O |
|--------------------------------------------------------------------|
| -O | \ A/C Kohoh [Tiger Roar] |
| O O |
|--------------------------------------------------------------------|
| -O \ | / O- A/C ZanretsuKen [Fist Fury] |
| O O O |
|--------------------------------------------------------------------|
| / -O B/D HienShippuuKyaku [Gale Kick] |
| O. |
|--------------------------------------------------------------------|
| -O O- / | \ -O A/C HaohShohkohKen [Supreme Roar] |
| O O O |
|--------------------------------------------------------------------|
| | \ -O \ | / O- C RyuukoRanbu [Ryuuko Rampage] |
| O O O O O MAX |
|____________________________________________________________________|
|
|_ Robert ___________________________________________________________
| | \ -O A/C RyuugekiKen [Dragon Fist] |
| O O |
|--------------------------------------------------------------------|
| -O | \ A/C Ryuuga [Dragon Fang] |
| O O |
|--------------------------------------------------------------------|
| jump | / O- B/D HienRyuujinKyaku [Dragon Kick] |
| O O |
|--------------------------------------------------------------------|
| -O \ | / O- B/D GeneiKyaku [Illusion Kick] |
| O O O |
|--------------------------------------------------------------------|
| / -O B/D HienShippuuKyaku |
| O. |
|--------------------------------------------------------------------|
| -O O- / | \ -O A/C HaohShohkohKen |
| O O O |
|--------------------------------------------------------------------|
| | \ -O \ | / O- C RyuukoRanbu |
| O O O O O MAX |
|____________________________________________________________________|
|
|_ Takuma ___________________________________________________________
| | \ -O A/C KohKen |
| O O |
|--------------------------------------------------------------------|
| -O \ | / O- A/C ZanretsuKen |
| O O O |
|--------------------------------------------------------------------|
| / -O B/D HienShippuuKyaku |
| O. |
|--------------------------------------------------------------------|
| close -O \ | / O- B/D ShoranKyaku [Rising Knee Kick] |
| O O O |
|--------------------------------------------------------------------|
| -O O- / | \ -O A/C HaohShikohKen [Supreme Fist] |
| O O O |
|--------------------------------------------------------------------|
| | \ -O O- -O AC RyuukoRanbu |
| O O MAX |
|____________________________________________________________________|
_ _ _
| || | _ _| |_ _ Terry Bogard 23y 182cm 77kg
| | _|/ ' | | || | Andy Bogard 22y 171cm 69kg
|_|\__|\_,_|_|\_ | Joe Higashi 22y 180cm 72kg
| The Legendary\__/ Trio of Garou-------------------------------------
|_ Terry ____________________________________________________________
| | \ -O A/C Power Wave |
| O O |
|--------------------------------------------------------------------|
| | / O- A/C Burn Knuckle |
| O O |
|--------------------------------------------------------------------|
| | O A/C Rising Tackle |
| O. | |
|--------------------------------------------------------------------|
| | / O- O B/D Crack Shoot |
| O O \ |
|--------------------------------------------------------------------|
| | / O- / -O BC Power Geyser |
| O O O MAX |
|____________________________________________________________________|
|
|_ Andy _____________________________________________________________
| | \ -O A/C Shoryuudan [Dragon Strike] |
| O O |
|--------------------------------------------------------------------|
| | / O- A/C Hishoken [Flying Fist] |
| O O |
|--------------------------------------------------------------------|
| / -O A/C Zaneiken [Shadow Slice] |
| O. |
|--------------------------------------------------------------------|
| / O B/D Kuuhadan [Sonic Split] |
| O. / |
|--------------------------------------------------------------------|
| | \ -O BD ChoReppadan [Super Split] |
| O. O MAX |
|____________________________________________________________________|
|
|_ Joe ______________________________________________________________
| tap A/C BakuretsuKen [TNT Punch] |
|--------------------------------------------------------------------|
| O- / | \ -O A/C Hurricane Upper |
| O O O |
|--------------------------------------------------------------------|
| / O B/D Slash Kick |
| O. / |
|--------------------------------------------------------------------|
| | \ -O O B/D Tiger Kick |
| O O / |
|--------------------------------------------------------------------|
| -O / | \ BC Screw Upper |
| O O O MAX |
|____________________________________________________________________|
____ _ _
| __|_ _ _ _| | _ _ _ _ _| | King 23y 175cm 58kg
| _|| ' \ / ' | |/ ' | ' \ / ' | Yuri Sakazaki 19y 168cm 50kg
|____|_||_|\_ |_|\_,_|_||_|\_,_| Shiranui Mai 19y 164cm 50kg
| Gorgeous!\___/ The Tournament's Only All-Female Team----------------
|_ King _____________________________________________________________
| | \ -O B/D Venom Strike |
| O O |
|--------------------------------------------------------------------|
| | / O- B/D MoshuuKyaku [Fury Kick] |
| O O |
|--------------------------------------------------------------------|
| O- | / B/D Tornado Kick |
| O O |
|--------------------------------------------------------------------|
| -O | \ B/D Trap Shot |
| O O |
|--------------------------------------------------------------------|
| -O O- -O \ | B/D Double Strike |
| O O |
|--------------------------------------------------------------------|
| O- -O \ | / O- BD Illusion Dance |
| O O O MAX |
|____________________________________________________________________|
|
|_ Yuri _____________________________________________________________
| | \ -O A/C KohKen |
| O O |
|--------------------------------------------------------------------|
| | / O- A/C Saiha [Smasher Wave] |
| O O |
|--------------------------------------------------------------------|
| close -O | \ A/C Hyakuretsu Binta [100 slaps] |
| O O |
|--------------------------------------------------------------------|
| | \ -O B/D RaiohKen [Thunder Strike] |
| O O |
|--------------------------------------------------------------------|
| -O O- / | \ -O A/C HaohShohkohKen |
| O O O |
|--------------------------------------------------------------------|
| -O O- -O \ | / O- BC HienHououKyaku [Phoenix Kick] |
| O O O MAX |
|____________________________________________________________________|
|
|_ Mai ______________________________________________________________
| | \ -O A/C Kachosen [Butterfly Fan] |
| O O |
|--------------------------------------------------------------------|
| | / O- A/C Ryuuenbu [Dragon Flame Dance] |
| O O |
|--------------------------------------------------------------------|
| | O C Musasabi-no Mai |
| O. | |
|--------------------------------------------------------------------|
| O- / | \ -O B/D Hissatsu Shinobibachi |
| O O O [Ninja Bees] |
|--------------------------------------------------------------------|
| -O / -O BC Cho Hissatsu Shinobibachi |
| O MAX |
|____________________________________________________________________|
Copyright 1994 Galen Komatsu. No part of this FAQ is to be altered
without author's consent. Permission granted to freely distribute
provided no fee is charged outside of raw reproduciton costs.
Contact author for any inclusion in media, print, or otherwise. gtk
__ ______ ______ ____ __ __
/ / / / _ \/ ____/*/ __ |/ / / / yatta ze!
/ /__/ / / > / /__ / <_/ / /_/ /
/ _ __/ / / / ___/ \__ /\__ / Galen Komatsu
/ / \ \/ <_/ / / / / / / gkomatsu@uhunix.uhcc.hawaii.edu
/ / /_/\____/ / /_/ /_/
|/ |/ The King of Fighters '94 send corrections
+64
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------------- KING OF FIGHTERS '94 Ten-key Quicksheet release 5 ----------
K| 7 8 9 j jump P Punch (A/C) ! tap button
E| 4 5 6 c close K Kick (B/D) (x) x optional
Y| 1 2 3 . charge ABCD Buttons Last move listed is Supermove
J| Nikkaido_Benimaru_________ Daimon_Goro_____________ Kusanagi_Kyo_______
A| 623P RaijinKen 623P JiraiShin 236P YamiBarai
P| j2D foot drill 214K ChoUkemi 623P OniYaki
A| 236K IaiGeri c632146C Tenchi Gaeshi 421K OboroGuruma
N| 63214K ShinkuuKatateGoma c6123D ChoOhsotoGari 2141236C OrochiNagi
| 23623C RaikoKen c6321463214C JigokuGokurakuOtoshi
U| Brian_Battler______________ Heavy_D!_____________ Lucky_Glauber________
:| 623P Brian Tornado 623P R.S.D. 236P Death Bound
S| 63214P Hyper Tackle 41236P Soul Flower 2147K Cyclone Break
:| j236K Screw Body Press 2369K Blast Upper 41236K Lucky Vision
A| 21463214C Big Bang Tackle 2363214C D.Crazy 21416BC Hell Bound
K| Kim_Kaphwan_________ Choi_Bounge___________________ Chang_Koehan_______
O| j2K HishoKyaku 4.6P KaitenHienzan P! Daikaiten
R| 2.8K Hienzan 2.8P TatsumakiShippuuZan 4.6P Funsaigeki
E| 214K HangetsuZan 2.8K HishouKuuretsuZan 2363214C Daibousou
A| 21416BD HououKyaku 4.128BC ChozetsuTatsumakiShinkuuZan
B| Heidern________________ Ralf_&_Clark___________________________________
R| 4.6P Cross Cutter P! Vulcan Punch
A| 2.8P Moon Slasher 4.6P Gatling Attack
Z| 2.8K Neck Rolling c41236D Super Argentine Back Breaker
I| c63214C Storm Bringer 1.46C BariBari Vulcan Punch (Ralf)
L| 4.128BC Final Bringer c6321463214C UltraArgentineBackBreaker (Clark)
C| Asamiya_Athena______________ Sie_Kensou_________ Chin_Gentsai__________
H| 214P Psycho Ball 214P ChoKyuuDan 214P HyouTanGeki
I| j2D oshiri attack 41236P Ryuurenga 421P KisuiShuu
N| 41236K Psycho Barrier 421K RyuGakusai 41236K KaitenTeki
A| j214P Phoenix Arrow 23646D Shinryuu KuutotsuKen
| 4632147BC Shining Crystal Bit TenbuKyaku 23623C GouranEnhou
M| Ryo_Sakazaki____________ Robert_Garcia___________ Takuma_Sakazaki______
E| (j)236P KohKen 236P RyuuGekiKen 236P KohKen
X| 623P Kohoh 623P Ryuuga 63214P ZanretsuKen
I| 63214P ZanretsuKen j214K HienRyujinKyaku 1.6K HienShippuu
C| 1.6K HienShippuKyaku 63214K Genei Kyaku \Kyaku
O| 641236P HaohShoKohKen 1.6K HienShippuKyaku c63214K ShoRanKyaku
| 2363214C RyuukoRanbu 641236P HaohShohKohKen 641236P HaohShiKohKen
| 2363214C RyuukoRanbu 23646AC RyuukoRanbu
I| Terry_Bogard____________ Andy_Bogard___________ Joe_Higashi____________
T| 236P Power Wave 236P ShoRyuuDan P! BakuretsuKen
A| 214P Burn Knuckle 214P Hishoken 41236P Hurricane Upper
L| 2.8P Rising Tackle 1.6P Zaneiken 1.9K Slash Kick
Y| 2147K Crack Shoot 1.9K Kuuhadan 2369K Tiger Kick
| 21416BC Power Geyser 2.36BD ChoReppadan 6123BC Screw Upper
E| King___________________ Yuri_Sakazaki____________ Mai_Shiranui_________
N| 236K Venom Strike 236P KohKen 236P KachoSen
G| 214K MoshuuKyaku 214P Saiha 214P Ryuuenbu
L| 421K Tornado Kick c623P HyakuretsuBinta 2.8C Musasabi-noMai
A| 623K Trap Shot 236K RaiohKen 41236K ShinobiBachi
N| 64632K Double Strike 641236P HaohShoKohKen 616BC ChoHissatsu
D| 463214BD Illusion Dance 6463214BC HououKyaku \ShinobiBachi
Copyright 1994 Galen Komatsu. Contact author for inclusion with media.
Free distrubution granted if file remains intact and no fee is charged.
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Martial Champions FAQ/movelist, originally composed by Galen Komatsu,
gkomatsu@hawaii.edu
Updated 8/01/94 by yours truly (Victar), Vctr113062@aol.com. Revisions:
correction to Goldor's GolWave, addition of Hoi's long-range kick. Please
e-mail any more corrections to me. Thanks! ^_^
_ _ _ ____ _____ _ _ _
/ | / | \ | _ \_ _| | \ | |
/ |/ | \| |_| || | | | \| |
/ | | \ / | | | | | \ | 93g18.1
/ /| /| | _ \|\ \ | | | | _ \|__ 93l20
/_/ |_/ |_|_| \_\ \_\|_| |_|_| \_\__|
____ _ _ _ _ _ ____ _ ___ _ _
| __| | | | \ / | / | _ \ |/ _ \| \ | |
| | | |_| | \ / |/ | |_| || | | | \| |
| | | _ | | \/ | __/ | | | | |
| |__| | | | _ \/| /| | | | | |_| | |\ |
|____|_| |_|_|/\_\|_/ |_|_| |_|\___/|_| \_|
O O O
\ | / -O etc. Joystick positions, "O" being the "ball"
High Mid Low High Middle Low Attack buttons
. (ie. / ) "charge": subscripts joystick notations to
O. signify "hold stick there for a moment"
And as always, assume right-facing (opponent is on right of
screen). Execute mirror image if facing left.
_ Mahambah: African _______________________________________________
| -O | \ High Savanah Tornado |
| O O |
|-------------------------------------------------------------------|
| | O Mid Panther Claw |
| O. | |
|___________________________________________________________________|
_ Avu: Saudi Arabian ______________________________________________
| | \ -O Mid Arabian Burner |
| O O |
|-------------------------------------------------------------------|
| O-. -O Mid Arabian Drill |
|___________________________________________________________________|
_ Chaos: Egyptian__________________________________________________
| | O Mid Double Cross |
| O. | |
|-------------------------------------------------------------------|
| | \ -O Mid Nile Star |
| O O |
|___________________________________________________________________|
_ Bobby: American _________________________________________________
| | / O- Mid Bloody Screw |
| O O |
|-------------------------------------------------------------------|
| | \ -O Mid Hell Slugger (?) |
| O O |
|___________________________________________________________________|
_ Jin: Japanese ___________________________________________________
| -O | \ High TenGaRenKen |
| O O (High Jumping Punch) |
|-------------------------------------------------------------------|
| | \ -O Mid Ho'o^Ken |
| O O (Phoenix Fire) |
|___________________________________________________________________|
_ Goldor: French __________________________________________________
| O-. -O Low Gol Wave |
|-------------------------------------------------------------------|
| Tap Mid Attack Button Gol Barrier |
|___________________________________________________________________|
_ Racheal: Japanese American ______________________________________
| O-. -O Mid Shadow Attack |
|-------------------------------------------------------------------|
| Tap Mid Attack Button HiTon'noJutsu (Fire Magic) |
|___________________________________________________________________|
_ Zen: Japanese ___________________________________________________
| | \ -O Mid Kumo-no Himo |
| O O (Spider's Thread) |
|-------------------------------------------------------------------|
| O-. -O Mid Koma-no Mai (Spinning Top) |
|___________________________________________________________________|
_ Hoi: Chinese ____________________________________________________
| O-. -O Mid MaKuKen (Hurricane Ball) |
|-------------------------------------------------------------------|
| -O | \ High ShoEnKyaku |
| O O (Rising Mokney Kick) |
|-----------------------------------------------------------------------------
----------------|
O- + Low _____________________________________________________
| Long-range kick (takes off no energy when blocked) |
|______________________________________________________________|
_ TiTi: Hong Kong Chinese _________________________________________
| | \ -O Mid Chameleon Attack |
| O O |
|-------------------------------------------------------------------|
| Tap Mid Attack Button HyakuRettokken |
| (Hundred Pierce Fury) |
|___________________________________________________________________|
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MARTIAL CHAMPIONS STRATEGY GUIDE (with movelist & endings ^_^)
by Victar, Vctr113062@aol.com. Comments/corrections/ideas etc. welcome!
MC gameplay is a lot like SF2, with its variety of attacks, special attacks,
combos, and best-two-out-of-three rounds lasting 100 seconds each. MC also
has Time Over victories (winner is the one with the most energy left), Time
Over draws, and double knockout draws. If after three rounds there is no
winner, there is a final round. If there is still no winner after the final
round, then both characters lose, and you lose your credit. Each MC battle
closes with the winner in the spotlight and taunting the loser, who is
roughed up and lying on the ground (unless the outcome was a draw, in which
case both fighters lie broken and beaten up). There are no bonus rounds.
Working one's way up through the CPU hierarchy is tournament-style, so that
you don't have to fight against everyone; about half your opponents are
automatically eliminated as you proceed. The CPU MC characters, including the
boss Salamander, will jump in every other round just as you've finished with
the last guy, and whip out a quick taunt before the match begins.
(Unfortunately, this means that every two matches are fought in front of the
same background, *sigh*.) Most MC quotes are very generic, sometimes nothing
more than "You fight me."
You can use the joystick to jump, duck, and block just as in SF2. There are
three buttons: Low Attack, Mid-range Attack, and High Attack. The buttons
don't seem to to do noticeably different damage; they only affect the type
and position of one's attacks. Simple combos are possible, though there's not
much room for fancy ones. Nearly all MC special moves involve a joystick
motion followed by tapping a single button. (If it seems to you that an awful
lot of MC special moves use the Mid button, you're probably imagining it
^_^). All special moves take off a little energy when blocked.
General strategy against the MC CPU: if the CPU character is anyone but
Salamander, you can usually whittle off their energy by tossing fireballs
from a screen length away. It is usually safest to play defensively. Stand or
crouch, let them approach, & when they get within striking range, hit 'em
with a Low or Mid attack. Learn the range of your standing & crouching High
and Mid attacks, and how to use them to knock characters out of the air when
they jump toward you. The MC CPU is pretty simple-minded; it quite often will
walk into danger, and overall it is usually much easier to beat than the SF2,
MK, or Samurai Shodown CPU. But do take care about jumping in; that'll work
better in some circumstances than others. Jumping in is most effective if
one's opponent is recovering from a fireball or other move.
It is possible to lose weapons and pick them up again, or else pick up your
enemy's dropped weapons in MC. MC does not have "parrying" like Samurai
Shodown. A character will most likely drop a weapon if he/she is hit several
times in a row, knocked down, or thrown. To knock down a character, simply
hit him/her with a few successful (i.e. unblocked) attacks of any kind in
rapid succession. Note that a crouching Low Attack does not usually knock
down one's enemy unless it is part of a combo. (BTW, as far as I can tell, MC
has no dizzies or stuns.) If a character loses his weapon, he can still do
all his special moves just fine. Each character's victory pose is such that
the character may well possess any weapon, or no weapon at all, when he/she
is the winner.
Anyone can pick up any fallen weapon simply by crouching on top of it. Be
warned, though: you are vulnerable for the split-second in which you reach
for that weapon, and the MC CPU is programed to hurt or throw you as you try
if at all possible. It's safest to first concentrate on knocking down the CPU
a fair distance away, *then* go for the weapon. If weapon you pick up isn't
your character's personal type of weapon, holding it does not seem to give
you much of any bonus in the range or damage of your attacks, because your
character does not know how to use it. The exception is Goldor, who can
handle all weapons just fine. If the CPU drops its personal weapon and you
are not Goldor (or you are and you still have your manriki-gusari :), then
there is probably a greater advantage in just keeping the CPU away from its
weapon than striving to pick it up yourself. You cannot hold more than one
weapon at a time. If you are holding a weapon and you crouch over another
dropped weapon, you will switch weapons. ^_^
Unlike SF2, all MC throws and holds demand that one hold the joystick
*towards* one's enemy, never away, i.e. one cannot throw while blocking. This
makes the timing on throwing characters after blocking certain of their
special moves, such as Racheal's Shadow Attack or Zen's Spinning Top, fairly
difficult but not impossible. It is also more difficult than SF2 to
ground-throw a character as he/she falls from a high jump or a special
attack; I find that I usually have to tap the button a little bit sooner than
I would otherwise, especially when fighting against Salamander. On the other
hand, if your enemy is standing close to you as you get up from a knockdown,
you are *guaranteed* a throw if you execute one just as you get up. You can
be right in the middle of Titi's Hundred Pierce Fury and still toss Titi. If
both you and your enemy are standing, however, the throw priority is no
longer as simple...
Key for joystick movements: D = down, DF = down forward, F = forward, UF = up
forward, U = up, UB = up back, B = back, DB = down back, C = center, Charge =
hold joystick in the indicated direction for at least 2 seconds.
The instructions for nearly all special moves are taken from an updated
revision the Martial Champions FAQ/movelist, originally composed by Galen
Komatsu (gkomatsu@hawaii.edu). Since I'm more-or-less looking after the MC
FAQ/movelist, please e- mail any corrections or updates to me
(Vctr113062@aol.com). Of course, to execute all these moves, assume that
one's opponent is to one's right. Execute the "mirror image" of these moves
if one's opponent is to one's left.
Name: Avu. Sex: Male. Nationality: Saudi Arabian. Weapon: scimitar (curved
sword)
Avu is a stocky, bare-chested, rotund Arab with a blue beard, red slacks, a
white turban, and pointed shoes. He's fairly slow, except for his special
moves, and he can't jump very high at all. His sword gives him an appreciable
reach, provided that he doesn't lose it. His background features fountains
and some sort of Arabian palace. When he wins, he faces you and laughs.
Arabian Burner: D, DF, F, Mid button.
Avu spits out a cloud of scorching fire. Looks suspiciously like Dhalsim's
(SF2) Buddha Flame or Kyoshiro's (Samurai Shodown) fire-breathing move.
Arabian Drill: Charge B, then C, F, Mid button.
Avu shouts something and hurls himself headfirst & twirling towards his
opponent. Think Cammy's (SF2) Cannon Drill, save the Arabian Drill does not
knock a standing enemy down & there is not a very large "lag time" at the end
of this move, whether it is blocked or not. Like Cammy, Avu can be hit out of
this move with most fireballs (Goldor's Gol-wave travels underneath the
Arabian Drill.)
Throw: hold joystick F and hit the Mid button
Avu yells something and tosses his opponent over his head, just like Ryu's
(SF2) leg throw. He is very slow to recover from throwing an enemy, though,
which puts him at a disadvantage, especially against Salamander. If he throws
Salamander into the corner, he may not have enough time to get away before
Salamander gets up and does the TenGaRenKen on Avu.
CPU Avu likes to do his Arabian Drill a lot, followed by a throw if you
aren't fast enough to block the Drill and throw him first. Use fireballs to
keep him from doing the drill in the first place or else dodge; try to
separate him from his sword, you'll sharply decrease his reach if you
succeed.
Name: Bobby. Sex: Male. Nationality: American. Weapon: none.
Bobby is a military man. He's dressed in camoflage green with a green beret
and and combat boots. He's missing one eye. He does wear brass knuckles, but
since they can't be dropped or picked up by another player, they're pretty
much just window dressing. ^_^ Bobby has a fast fireball, decent overall
speed, & fairly good air & ground attacks. I suppose he's good enough for the
standard fireball traps... His background has some airplanes & military
stuff. When he wins, he faces you, raises his index finger & wags it back &
forth in a sort of a "tsk tsk", chiding manner. Memorable victory quote:
"This is a battlefield and you are now dead."
Hell Slugger: D, DF, F, Mid button.
Bobby shouts "Insector!" (well, that's what I think he says :) and tosses a
rapid glowing sphere in the direction of his opponent. Just your standard
fireball.
Bloody Screw: D, DB, B, Mid button
Bobby shouts "Bloody Screw!" jumps up and slightly forward, spining around
and kicking anyone fool enough to have jumped towards him. Think Fei Long's
(SSF2) dragon kick without the fire.
Throw: hold joystick F and hit the Mid button
Bobby silently tosses his opponent, and recovers quickly.
Jumping in on CPU Bobby is risky unless he's caught in the act of throwing a
fireball; he likes to use a jumping kick or a Bloody Screw to knock you out
of the air. Just be patient and let him walk into your attacks, and be
prepared to knock him out of the air when he jumps toward you.
Name: Chaos. Sex: Female. Nationality: Egyptian. Weapon: none.
Chaos wears a tiara, top & skirt, & tied, calf-length white boots. Her hair
is black and cut short. She uses lipstick, and has a fondness for jewelry and
precious stones. Chaos has fairly good speed overall, but some of her ground
attacks are slow, as is her fireball. She will usually lose in fireball wars,
except against Goldor. Her special move is an OK air counter or escape. Her
background features some ancient temple, & long, thin boats poling across
what seems to be the Nile. When she wins, she faces you and rests her fac on
her hand in a thoughtful (or teasing? :) manner. Memorable quote: "Your
sandstorm is nothing compared to a real sandstorm."
Take advantage of CPU Chaos' slow fireball to jump in and combo her when you
get the chance. When she springs her Double Cross, be prepared to block or
duck it and throw her. Sometimes the move will take you over your head, so be
sure to hold the joystick in the correct direction when you go for the throw.
Nile Star: D, DF, F, Mid button
Chaos jumps off the ground, shouts "Nile Star!" and summons a large, bright
blue and moderately slow diamond projectile. Just your standard fireball.
Note: since Chaos jumps off the ground when throwing the Nile Star, Goldor's
Gol-wave will travel harmlessly beneath her as she does the move.
Double Cross: Charge Down, then C, U, Mid button
Chaos shouts "Double Cross!", leaps straight up, attacks (if her opponent is
nearby), then launches herself (still in the air) at her opponent for a
second attack. It is difficult but not impossible to hit her out of this
move, or else block it and throw her.
Throw: hold joystick F and hit Mid button
Chaos yells "Yah!" and picks her enemy up, holds him/her in the air for a
second, and then sends him/her flying. She recovers quickly from this throw.
Name: Goldor. Sex: Male. Nationality: French. Weapon: manriki-gusari (two
heavy cyliners connected by a length of chain)
Goldor has green eyes and long blond hair. He wears a sleevelss shirt and
slacks, and one of those loincloth-things (such as Sub-Zero of MK has around
his waist.) He also has a pet canary. Unfortunately, the canary is nowhere to
be seen during his battles. I think he ought to be able to yell "Go!" and
have his canary dive-bomb his opponent, but no such luck. ^_^
Goldor's greatest advantage is his INSANELY long reach with his
manriki-gusari. He's somewhat slow, but when he can strike you from halfway
across the screen, who cares! If you're slow with your fireball, he can
either trade damage with his Gol-wave, or hit you with the manriki-gusari
from halfway across the screen *before* you finish the projectile! He has a
pretty decent range even without the manriki gusari, especially with his air
kicks. Goldor is also the only Martial Champion who can pick up other's
weapons and exploit them for their full reach advantage (other characters can
pick up the weapons, but can't use them to lengthen their reach). Goldor's
air throw is nasty, his fireball can trip people up, and his Gol-barrier is a
decent defense. Overall, he is probably the strongest MC player character, at
least when he is armed. I've beaten the game on one credit with him (and
Racheal). I've also driven challengers nuts with him. >;-) A competent &
defensive Goldor-player is frustration itself to defeat unless one can
separate him from his manriki-gusari, and even then...
Goldor's background is a night street with plenty of traffic. When he wins,
he holds whatever weapon he might have at the time lengthwise next to his
stomach and looks down at it.
Gol-wave: Charge Back, then C, F, Low button
Goldor yells "Gol-wave!" steps forwad, makes an underhand-pitching motion,
and sends a blue streak of fire streaking along the ground towards his enemy.
Think Yagyu Jubei's (Samurai Shodown) ground fireball. Since Goldor's
fireball is ground-based, it passes underneath all other fireballs instead of
neutralizing them. It *must* be either dodged or blocked low; it will hit an
attacker who is in a standing block. If it hits, it knocks Goldor's opponent
down. Only Chaos' fireball can counter this one without trading damage (since
she hovers in the air while she tosses it), and even then only if Chaos is
quick.
Gol-barrier: Repeatedly tap Mid button
Goldor shouts something and whips his arms in a rapid patern, forming a blue
pattern of energy in front of his face and torso. He is vulnerable to
crouching attacks or fireballs while executing his move. It is a fairly
useful defense against air attacks, although Goldor will sometimes end up
trading damage with his attacker. Think a Chun Li (SF2) lightning kick with
less range & which only strikes medium or high.
Throw: hold the joystick F and hit Mid button.
If Goldor and his enemy are on the ground, Goldor shouts something, jumps
slightly into the air, and slams his opponent down. If Goldor and his enemy
are in the air, Goldor will drag his enemy down and rams him/her face first
into the ground. As if he didn't have enough advantages already...! If you're
looking for a Power Character, guys and gals, look no further. ^_^
CPU Goldor frequently uses Gol-waves; be prepared to block them low, or
better yet, jump over them and combo him. Separate him from his
manriki-gusari if at all possible; he's significantly less of a threat
without it. Hit him out of the air when he jumps toward you. Wait for him to
start the Gol-barrier and then get him with a Low attack or a fireball.
Name: Hoi. Sex: Male. Nationality: Chinese. Weapon: none.
Hoi wears gold Chinese clothing & black slip-on shoes (reminds me of Lau's
[VF] outfit), & a cap. He has grey hair & a grey beard, and a slight, mocking
smile. He has decent speed, and some good air attacks. His fireball is slow,
though. Stalks of bamboo and a panda are in his background. When he wins, he
produces a circular flask, holds it above his head, and pours its contents
into its mouth while still watching you out of the corner of his eye.
MaKuKen (Hurricane Ball): Charge back, then C, F, Mid button
Hoi cries "MaKuKen!" and holds out one hand, palm up. A large (bigger than
any other fireball by half) sphere of blackness rushes towards his opponent.
Unlike any other fireball, it is possible to duck under the MaKuKen & let it
pass harmlessly over one's head. If the MaKuKen does connect, it knocks Hoi's
opponent down.
ShoEnKyaku (Rising Monkey Kick): F, DF, D, High button
Hoi stands on his head, shouts "ShoEnKyaku", then launches himself into the
air, feet upwards, knocking back anyone foolish enough to jump towards him.
Hoi is vulnerable as he falls.
Long-range kick: hold joystick B and hit Low
Hoi plants both hands on the ground and kicks out with both legs. Think Chun
Li's crouching Roundhouse, save that it doesn't knock people down. This
attack has a better range than Hoi's ordinary crouching Low attack. This move
is not a "special" attack in that it will not take off any energy if blocked.
Heel kick: when Hoi is in the air, hold joystick D and hit Low
I'm uncertain whether it is necessary to hold the joystick down during this
move. Hoi seems to stand & bounce off his opponent's head. This attack can be
done more than once while Hoi is in the air. Think Chun Li's heel kick. This
attack will take off no energy if blocked.
Throw: hold joystick F and tap Mid
If Hoi and his opponent are on the ground, Hoi will pick him/her up, shout
"Wheeyah!" do a quick jump & sommersault, then hurl him/her to the ground.
This throw can also be done when Hoi & his opponent are both in the air.
Jumping in on CPU Hoi isn't always very good idea, especially when he's low
on energy or just getting up; he likes to spring his Rising Monkey Kick on
you. His air attacks, although formidible, can be more easily countered if
you jump back and strike. Block his heel kick and then throw him as soon as
he touches the ground.
Name: Jin. Sex: Male. Nationality: Japanese. Weapon: none.
Jin is shirtless, has red slacks, and a blue headband. His hair and eyes are
brown. (Alternate color Jin has blond hair and blue eyes...!) He almost
always has a very serious expression on his face. Think Ryu's long-lost
cousin... ^_^ Jin is fairly fast (except for his crouching Low attack), has
decent reach, and does decent damage. His air attacs, especially his Mid and
Low air attacks, have a high priority and are somewhat tricky to counter. His
background is a training dojo, and when he winds his crosses his fists in
front of him, low, and looks at the ground.
Ho'o Ken (Phoenix Fire): D, DF, F, Mid button
Jin shouts "Ho'o Ken!" and sends a mass of thin, multicolored streaks towards
his enemy. Just your standard fireball.
TenGaRenKen (High Jumping Punch): F, DF, D, High button
Jin shouts "TenGaRenKen!" and jumps into the air, hammering away with both
fists. If his opponent is in the air, he/she is knocked back. If his opponent
is on the ground within throwing range, Jin takes his antagonist up with him
as he jumps, pummeling him/her all the way up before dropping him/her at the
peak of the jump. This move may be as unblockable as a throw. Jin is
vulnerable as he falls.
Throw: hold joystick F and hit Mid button
Nothing fancy here; Jin just grabs his opponent, shouts "Yo!", and hurls
him/her to the ground.
Juse the general strategies against CPU Jin, and don't stand too close to him
as he's getting up, or else he'll spring his TenGaRenKen on you (BTW
Salamander will do the exact same tactic).
Name: Mahambah. Sex: Male. Nationalty: African. Weapon: spear.
Mahambah is a thin, dusky black man in a cool, loose-fitting outfit. He is
the only barefoot Martial Champion. He has a tendency to make himself as
small a target as possible, especially while doing jumping attacks, so that
hitting him out of the air is tricky. For example, Goldor's standing High
attack will often miss a jumping Mahambah, but Goldor's jumping High or Mid
attacks can hit Mahambah out of the air if timed right. Mahambah has a very
good reach with his spear, second only to Goldor (and I've driven challengers
nuts while playing a defensive Mahambah, too ^_^). His background is dusty
and sunny, and people in thick, conical straw costumes (?) move about
constantly. When Mahambah wins, he faces you, smiles, raises both arms while
grasping his spear or other weapon if he has it, tosses his weapon a little
ways in the air, and catches it.
Savannah Tornado: F, DF, D, High button.
I think that one must do move this while Mahambah is in the air. Mahambah
dives towards his enemy covered in a blue streak of energy. It is *very* hard
to hit Mamahbah out of this move, almost impossible unless one gets him with
a special move (maybe - I'm not sure how well certain special moves counter
the Tornado) or jumping High attack just as Mahambah starts it. The Tornado
can be blocked with a standing block, but will hit crouching opponents every
time. Should there be room, it is possible to dodge this attack by jumping
backwards, if one is quick enough. If Mahambah hits his enemy or his enemy
blocks, Mahambah rebounds and lands well behind his enemy. If his enemy is in
the corner and successfully blocks the Tornado, it *is* possible for
Mahambah's enemy to turn around and counterattack as Mahambah lands, or even
throw Mahambah. Timing is critical.
Panther Claw: Charge D, then move the joystick C, U, Mid button
I'm uncertain about the execution of this move; it looks like it ought to be
done with the High button instead. Mahambah leaps in the air, twirling around
and around. For practical purposes, this move is similar to Jin's
TenGaRenKen.
Hold: hold the joystick F and hit the Mid button.
Mahambah wraps his hands and legs around his enemy and leeches off energy.
Mahambah has this move in place of a throw; unfortunately, it is not usually
as effective. I think it can be extended if one wiggles the joystick and
repeatedly taps Mid.
CPU Mahambah is difficult to hit out of the air; either be sure to space your
standing High attack just right, use a special move (such as Hoi's Rising
Monkey Kick), or else play it safe and jump back while counter-attacking. CPU
Mahambah loves to get close and spring his hold on you, so be wary and force
him to keep his distance. Deal with his Tornado attack as described earlier.
Name: Racheal [sic]. Sex: Female. Nationality: Japanese/American. Weapon:
none.
Racheal has blond hair pulled back in a ponytail and blue eyes. She has a
leather top and leggings; her arms and legs are mostly bare. Her outfit looks
a little like a ninja's, though she doesn't wear a mask. She is the
highest-jumping and probably the fastest of all the Martial Champions, and
her air attacks, especially her High air attack, seem to have a greater
priority than most. She has good reach with her punches and kicks, especially
her standing Mid attack. Her crouching Low attack is a slide. While her slide
doesn't knock her opponent down (in fact, it is possible for her opponent to
block it and then quickly throw her), it can carry her underneath certain
attacks and some fireballs, such as Titi's Chamelion Attack and Hoi's
MaKuKen. Racheal is probably the easiest character to play next to the mighty
Goldor himself (Mahambah is also good, but IMHO he suffers from lack of a
throw).
Racheal's background is, believe it or not, the white house. A number of
spectators watch her perform. Good grief, are blood-sport martial arts
tournaments legal in Washington DC? I wouldn't know ^_^. When Racheal wins,
she faces you, winks, puts one hand on her hip, and lifts the other in a (I
think) V for Victory sign. Memorable quote: "Don't look at my body, or you
will be a loser."
HiTon'noJutsu (Fire Magic): tap Mid repeatedly
Racheal stands in place, shouts "Fi-yaaare!" and causes flame to surround her
body. Think Blanka's electricity attack. This is an excellent counter against
most air attacks (I think Mahambah's Tornado will hit her out of it, though.)
Some ground attacks will hit her out of this if done low and far enough away,
especially if a weapon is used. She is vulnerable to fireballs. Fight Fire
with Fire! ^_^
Shadow Attack: charge B, then move joystick C, F, Mid button
Racheal shouts "Shadow Attack!" and charges her enemy shoulder-first,
trailing a blue wall of energy. Her recovery time from this attack is
minimal. When Racheal charges, both she *and* her trailing blue wall can hit
her opponent out of most air attacks. The attack can connect multiple times
against an enemy on the ground. She can be hit out of this move with a
fireball, provided that the fireball it tossed quickly enough. It is possible
to block this attack and then throw Racheal, but one's timing has to be good.
Move the joystick forward to throw too soon, and you'll get hit; move it too
late, and she'll probably throw you instead.
Throw: hold joystick F and hit Mid button
Racheal shouts "Yah!" and does a suplex. This throw is very fast. I can't
remember whether Racheal has an air throw...
Racheal can spring off the corner walls (think Chun Li & Vega); just jump
towards the corner, then hold the joystick away from the corner, and Racheal
will rebound. Racheal can also do an extra-high jump (tap the joystick up
when she is in the air) to get the advantage against other airborne
opponents.
CPU Racheal is the easiest CPU Martial Champion to beat. Don't bother trying
to jump in on her; just let her jump towards you. She will very often jump
right into your standing or crouching High attack, or else do an extra-high
jump over your head; just turn around, approach her as she lands, and throw
her. (Think SF2 Classic/CE CPU Chun Li. :)
Name: Titi. Sex: Male. Nationality: Hong Kong/Chinese. Weapon: claws
Titi is very strang-looking indeed. His skin is colored metallic gray, and
his actions seem oddly mechanical or rigid. He wears a purple outfit and a
hat with the Chinese character for "death" written upon it. He has good reach
with his claws, and his Low air attack is difficult to counter. Titi's
background looks like some odd forge or workshop or something. When Titi
wins, he faces you three-quarters and holds out one hand forward with the
fingers spread and pointed up, and the other hand backward with the fingers
spread and pointed down.
Chameleon Attack: D, DF, F, Mid
Titi stands in place, shouts "Chameleon Attack!" and spits out an extremely
long tongue of fire, which (I think) can hit more than once at close range.
This attack can be ducked or blocked, and Titi is vulnerable to fireballs
provided that his opponent is far enough away.
HyakuRettokken(Hundred Pierce Fury): tap Mid button repeatedly
Titi shouts "HyakuRettokken!", leans forward in place and whips his arms in
front of him at a blinding rate. This attack has greater range if Titi has
his claws, and can hit more than once. It also leaves Titi vulnerable to
fireballs. Think SF2 Classic E. Honda's Hundred Hands...
Throw: hold joystick F and hit Mid
Titi plucks his opponent in one hand and slams him/her back and forth on
either side. Repeatedly tap the Mid button while doing this throw to get as
many slams in as possible, & then follow the throw up with the Hundred Pierce
Fury for good measure. Titi is unique in that in addition to his ground
throw, he can stand and grab opponents who are *still in the air*.
CPU Titi will often just stand and block a barrage of fireballs for as long
as you can keep it up; do so to whittle away at his life. Beware of jumping
in on him under ordinary circumstances, especially if he is standing, or he
might grab you; but if he's doing his Chamelion Attack, then go for it if
you're close & fast enough (or do the Arabian Drill if you're Avu :).
Name: Zen. Sex: Male. Nationality: Japanese. Weapon: kabuki fan
Zen is a kabuki actor. I don't need to describe him; just think Kyoshiro
(Samurai Shodown) without the spear, or better yet, go see some kabuki. ^_^
Zen has tolerable reach with his fan, and poor reach without it. He is the
slowest of the Martial Champions, *especially* when he jumps - he seems to
"float", like Dhalsim of SF2. His damage power doesn't appear all that
exceptional either, and he doesn't even have a throw. IMHO, he's the hardest
character to play. (Zen is the only Martial Champion I haven't beaten
Salamander with, and not for lack of trying). Zen's background is a kabuki
stage, course. I believe I recognized the kanji for "north, south, east,
west" written on a sign somewhere. When Zen wins, he grasps the trails of red
hair on either side of his face and rolls his head in a circle, whipping the
rest of his hair about. Memorable quote: "Did you see my beautiful dancing?"
Kumo-no Himo (Spider's Thread): D, DF, F, Mid button
Zen shouts "Kumo-no Himo!" and holds out one hand and sends out a fireball
that looks exactly like Jin's, except that it seems to be slower.
Koma-no Mai (Spinning Top): Charge B, then C, F, Mid button
Zen shouts "Koma-no Mai!" and twirls on one foot, rushing towards his enemy.
This attack is like Racheal's Shadow Attack in that it can hit more than
once, can hit enemies out of the air, and can be blocked & countered with a
throw provided that Zen's opponent has precise timing. Zen is also vulnerable
to fireballs when he does this.
Hold: hold the joystick F and hit the Mid button.
Zen strangles his opponent with his long red hair. Think Kyoshiro's hold.
Unfortunately, this attack rarely does a decent amount of damage before Zen's
enemy breaks free, although shaking the joystick and repeatedly tapping the
Mid button seems to help.
Exploit CPU Zen's slow speed by being quick to knock him out of the air if he
jumps. Deal with his fireballs in the usual manner & his Spinning Top as
described above.
Name: Salamander. Sex: Male. Nationality: ? Weapon: none.
Salamander is the only boss of Martial Champions, and cannot be picked as a
player character. He's a big guy (perhaps twice as big as any of the others),
with a scar on his face, spiky black hair, red shirt and blue slacks, and a
surly attitude. He's faster than Racheal and seems to do more damage per
attack than any other MC character. He has no background of his own; you
fight him in the same background as you fought your last opponent. When he
wins, he looks upwards and yells a wordless cry, raising his fist in the air.
Salamander can do anyone's special moves. He tends to especially concentrate
upon Goldor's Gol-wave & Hoi's MaKuKen (especially against a defensive player
or at the beginning of the round); Racheal's Shadow Attack or Zen's Spinning
Top followed up with Titi's Hundred Pierce Fury; Mahambah's Savannah Tornado
(especially if a player jumps toward him); and Jin's High Jumping Punch
(especially if Salamander's enemy is in throwing range as Salamander gets up
after a knockdown.)
Play defensively to beat Salamander. In general, don't jump in on him unless
he's been knocked down or he'll just hit you out of the air with the Tornado.
Just back off, duck his MaKuKen's & jump over his Gol-waves (think dodging
CPU Sagat's fireballs ^_^). Let him do Jin's High Jumping Punch as he gets
up, then hit or throw him as he falls. If he starts Mahambah's Tornado,
either jump back out of the way or, if you're in the corner, block it & turn
around and throw him just as he lands. When Salamander rushes towards you
with Racheal's Shadow Attack or Zen's Spinning Top, either hit him out of it
with a special move or, block it and try to throw him at exactly the right
moment. You can sometimes sneak close to him and hit him with a standard
attack, or jump over a fireball as he throws it and combo him, but be
careful.
Don't forget that you have *very high* throw priority when you're getting
up. If Salamander knocks you down and is standing near you as you get up -
even if he's in the middle of his Spinning Top or other ground special move -
just throw him ASAP, and even up the odds.
If you can beat Salamander, then each MC character has his or her storybook
ending. Most of the endings are pretty generic; just a handful of words and
pictures, nothing special. I've seen all ten of them (& earned nine on my
own. :). Perhaps the most annoying thing is that none of the endings ever say
what the Martial Champions tournament was all about...! As far as I can tell,
*all* the characters entered the tournament just because it seemed like a
good idea at the time, then go back to living their normal lives when they
leave it. And Salamander...? I still don't know much about him. None of the
Martial Champions seem to have any particular vendetta against him; heck, for
all I know, Salamander's a good guy in disguise. ^_^
My memory is unclear on the details of some of the endings, but here's my
best shot:
Avu goes home to his palace & his white limosine & his adoring wives.
Bobby, um, dang, does he go back to his day job in the military, or home to
his wife & family, or both...? Something mundane like that. It wasn't as if
Salamander killed Bobby's best friend or anything. ^_^
Chaos adds her Martial Champions trophy to her hoard of gold and jewlery. "I
got junk," she says, with the afterthought "Diamonds are a girl's best
friend."
Goldor trains students in martial arts. He also talks to his little canary
perched on his finger, asking it what it thinks of his new school (did the
canary have a name...?)
Hoi is bored that even the mighty Salamander wasn't much of a challenge. "I'm
going away," he says. Then he gets on a flying carpet and does exactly that.
(I was half-expecting him to invite gods to participate in the tournament,
but it doesn't work out that way... ^_^)
Jin takes some pride in his success, but thinks that he could have done
better and resolves to train harder. The last picture shows him within a
waterfall, letting the water splash on his upraised face, and for all I know,
he'd probably just practiced fifty TenGaRenKen. Did I mention that this guy
could be Ryu's cousin...? ^_^
Mahambah, hm, darn, I think he goes back to his home in Africa... does he
have a family there? Something ordinary like that.
Racheal is bored after she wins the championship. She's sunbathing in a
rather small bikini, musing about what to do next, when ninja appear out of
nowhere and start throwing pointed stars at her. "You want revenge for the
death of your boss?!?" Racheal snaps. I'm inclined to believe that the boss
referred to is not Salamander, because there's no evidence that Racheal
killed him; in fact, no one at all seems to die in the MC tournament. Since
Racheal's battle garb somewhat resembles that of a ninja without a mask, I
think she probably got into, ahem, a "dispute" in Japan & decided to move to
the US for her health. But now that she's on the run for her life again, she
appears to feel more alive, happy and excited than ever before, so go figure.
^_^
Titi seems regretful that he had to injure people to win the championship. "I
hurt a man again," he says. He embarks upon far less violent job of a
hedge-trimmer... ^_^
Zen goes back to putting on popular kabuki plays. "Kabuki is the very best!"
he says.
Corrections or additons to this de facto guide welcome. Please do e-mail me
with any details I've missed, especially about character's alternate colors
(I can't remember anyone's except Jin's), endings, strategy, quotes, or
tactics.
Victar
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********************************************************************************
* *
* Mortal Kombat Comprehensive Moves, Combos, Fatalities, and Hints Listing *
********************************************************************************
-------------------------------------
--------Contents--------------------- Version 5.0
-------------------------------------
------------------------------------- Written by Lei Wang at U. Waterloo
...............................................................................
...... Introduction ...........................................................
...... Basic Definitions ......................................................
...... Basic Moves ............................................................
...... Moves And Combos For Individual Characters .............................
...... Retaliation ............................................................
...... Basic Strategies vs. Human Players .....................................
...... VS. The Computer .......................................................
...... How to get flawless victories ..........................................
...... How to get to Reptile ..................................................
...... How to defeat Goro and Shang Tsung .....................................
...... Everything about (Second) Fatalities/Rumours that you want to know .....
...... Endings for the Various Characters .....................................
...............................................................................
*******************************************************************************
*********** Introduction ******************************
*******************************************************************************
These moves and combos work specifically for version 2/3/4 of Mortal Kombat,
for which some of the major distinguishing characteristics(from 1 and
prototype versions) are:
a) Shang Tsung explodes when you kill him.
b) Goro can not be repeatedly uppercutted.
c) Jump kicking an opponent on the ground immediately followed by
a jump kick/jump punch is very difficult to do before he falls, unless
he is in the corner.
The main difference between version 2 and 3/4 are(though they do not
matter in terms of combinations):
a) Repeated high/low punches will not stop Goro.
b) Raiden can not be swept to death by anyone except Sonya
c) Reptile is definitely not on version 2, although he is on version 3/4.
d) The comic book offer is a switch setting in version 3/4, but which
has expired.
Comboes for version 1 are too easy to do, and there are too many of
them to list here.
For the moves listed below, some will be assigned a difficulty level, if
it is actually not trivial. So there are actually four rankings for difficulty
of a move: Trivial, Easy, Difficult, Nearly Impossible(or if you're the
computer), but only the last three will be indicated. Of course, things
may vary a bit from person to person.
If you have anything to add, or there's a combo that you love to use(and it's
on version 2+, and it's not listed here), tell me how you do it, and I'll try
it. If I can do it within a few dozen tries, I'll put it in here. Otherwise
I'll either keep trying, or start to not believe you.
If you discover any spelling mistakes or typos in this article, reply kindly
and I'll correct it in the next version.
l2wang@napier.UWaterloo.ca
*******************************************************************************
Basic Definitions:
*******************************************************************************
Thing1(Thing2): Do Thing2 while doing Thing1. For example, Block(LowPunch)
would mean to press LowPunch while holding Block, and Toward(HighPunch) would
mean to press HighPunch while the joystick is in the Toward position.
Forward fireball(button): Spin a quarter circle from Down to Toward your
opponent, then press the button indicated; or more detailedly: Down, Down-
Toward, Toward(Button), in that order.
Backward fireball(button): Spin a quarter circle from Down to Away from your
opponent, then press the button indicated; or more detailedly: Down, Down-Away,
Away(Button), in that order.
......Now we start.......
********************************************************************************
Execution of Basic Moves:
********************************************************************************
Uppercut: Joystick in Down position, press LowPunch or HighPunch. HighPunch
works better for most characters. If you use Cage or Liu Kang,
no one can jump at you from anywhere if you know how to use
the Uppercut. It's less easy for Sonya or Raiden, and can not
be used effectively at all for Sub-Zero, Scorpion, and Kano.
A less hazardous way to use the Uppercut is to Crouch block, and
the Moment your opponent(who is jumping toward you) hits your
blocked body, Uppercut. If done quickly, and if your opponent
didn't Kick/Punch almost at the last moment, this will hit them
in the fraction of a moment before they land completely. Cage
is perfect for this purpose.
The Uppercut can also be used to hit opponents who are walking
toward you and intending to low-punch, or to hit opponents who
have just used a special move close to you and you blocked it.
(especially against Scorpion's Teleport, if you're fast).
Specialty: This designates Kano's headbutt, Cage's elbow, etc. Joystick in
Toward, press HighPunch when close to opponent. Not useful at
all, I find. Anyone correct me if I am wrong.
HighPunch: When not doing a Specialty and on the ground, press HighPunch
repeatedly. Fairly high damage, fast. It can not hit a crouch
-blocking(or non-blocking) opponent, and can not throw. The
only use for it is to hit opponents in the air, in which case
two punches will carry them further into the air, to be followed
by whatever special moves you like.
LowPunch: Standing Close to your opponent, press LowPunch(repeatedly). This
does low damage, but is just as fast as HighPunch, and can
contact crouch-blocking non-Sonyas. If the opponent is not
pulling back(Down-Away or Away), it will throw them. Very useful
in that it either hits, takes off slivers of energy when blocked,
or throws for lots of damage.
JumpPunch: Press HighPunch or LowPunch when jumping at your opponent. Can not
hit an opponent who is just crouching, but can override an
uppercut if the uppercut is not done well. If pressed early
in the jump, this has higher priority than an opponent's
JumpKick,
and that's another one of its usefulness.
JumpKick: Press HighKick or LowKick when jumping at your opponent. If your
opponent stays on the ground, press it fairly late, but not
at the last moment. This way an uppercut will not catch you
off guard(a weak uppercut that is), and your kick won't fade
off before it gets to them, if they are crouching. Of course,
if you press JumpKick early it will override your opponent's
jumping attacks however early he presses his buttons.
Sweep: Joystick in Away position, press LowKick. The farther you are from
your opponent when you start, the less likely that they'll land
a retaliation move if they blocked the sweep. But they will
always be able to retaliate unless you are Sonya.
Wimpy Kick: Joystick in Down position, press LowKick or HighKick. This move
is the only move that will consistently hit an opponent who is
close to you and LowPunching. Uppercut might also work, but
not if they are pressing the LowPunches fast.
The Wimpy Kick can also be used to kick opponents out of the air,
if the opponent pressed his jump kick button a bit early or
if he is using a jumping punch. (Or if he is Liu-Kang, who can
not hit an opponent who is crouching without block via JumpKick
or JumpPunch).
Knee: Close to your opponent, joystick in Center or Toward, and press
LowKick. This is very useful against those opponents who
are just crouching and not blocking(to avoid your LowPunches),
since it knocks them down.
RoundHouse: Joystick in Away, HighKick. Not too useful, but can be used
against the computer when the uppercut gets a bit stale.
Kick: HighKick or LowKick when not doing a Sweep, Wimpy Kick, Knee, or
RoundHouse. It can be used as retaliation of a Sweep, or can
be used to kick opponents out of the air, if you place it
perfectly.
Throw: Close to your opponent, press low punch. If you are close
enough, the only reason that you don't throw is because your
opponent is blocking correctly. i.e. Away or Down and Away.
*******************************************************************************
Moves and Comboes for Individual Characters:
*******************************************************************************
### Liu Kang ###
Victory Pose: Hands folded in bowed contemplation(Partying on the inside).
Fatality: Somersault, double kick, powerful uppercut.
Red Bolt: Toward, Toward(HighPunch); Toward, Toward, HighPunch.
Flying Kick: Toward, Toward(HighKick); Toward, Toward, HighKick.
Fatality: Block(Circle in the direction of a backward fireball),
or simply do the circle starting from Toward or Down.
Jump Kick Combo: Jump kick a ground opponent, Flying Kick. Easy.
Red Bolt/Kick Combo: Bolt hits an opponent in air more than half a screen away,
Flying Kick. Easy.
Jump Kick/Kick Combo: Jump Kick hits an opponent in the air, immediately follow
with Flying Kick.
Jump Kick/Jump Kick/Kick Combo: Jump kick hits an opponent at ground,
immediately jump kick again, then
Flying Kick. Nearly Impossible.
Red Bolt/Red Bolt/Kick Combo: Bolt hits an opponent in air(just beginning to
jump) half a screen away, Bolt immediately again
22 will hit the opponent before he lands, and so
will the Kick. Nearly impossible.
*Note: If fatality is performed more than 3/4 of the screen away, the
opponent will remain standing, and he can be subject to various forms
of torture after death:
a) Immediately fatality again, thereby appearing to somersault twice
without pause ending in an uppercut. Impressive-looking.
b) Flying kick opponent down, or sweep opponent down, and
b1) Sweep fallen opponent back up, then down again repeatedly.
b2) Jump up and down on opponent, imitating Goro.
c) Jump back, do fatality again, wander around, ending with a
standing fatality.
d) Follow up with three Red Bolts, then do the somersault twice,
most impressive looking.
e) Follow up with four Red Bolts, then do the Flying Kick. Sharp
looking ending.
f) If your opponent is in the corner, four Red Bolts followed by
somersault will work, so will just five Red Bolts.
**Note: Still my favorite character.
### Johnny Cage ###
Victory Pose: Arms crossed in front of him, sunglasses worn.
Fatality: Knocks your opponent's head(s) off.
Green Bolt: Away, Toward(LowPunch); Away, Toward, LowPunch.
Slide Kick: Away, Toward(LowKick); Away, Toward, LowKick.
Nut Crunch: Block(LowPunch).
Fatality: Toward, Toward, Toward(HighPunch); Toward, Toward, Toward, HighPunch.
Jump Kick Combo: Jump kick a ground opponent, Slide Kick(or simply standing
kick if your opponent is in the corner). Easy to Difficult.
*Note: The Fatality must be done right next to the opponent, and multiple
heads can be knocked off(or attempted) if the second fatality's combination
is performed just at the right time. 'The right time' is just before Cage
begins to withdraw into his victory pose, and just after the first head is
knocked off.
A crotch grab can be done in place of the second head, as can the Slide
Kick.
These succeeding fatalities and the nut crunch are ranked Difficult to
Nearly Impossible(even if you think you got it right, it doesn't always
give it to you).
Something else interesting: If the Slide kick is done at the same time
the opponent jumps/teleport punches, the jump/teleport punch will travel
twice as high/far.
**Note: Best all-purpose character in my opinion.
### Kano ###
Victory Pose: Hands on hips after an animalistic shout.
Fatality: Pulls out your opponent's heart and holds it high.
Energy Axe: Block(wiggle between Away and Toward), or Block(Away, Toward).
Body Ball: Block(3/4 Circle in the direction of a backward fireball).
Normally, it is best to try the circle without using block,
which is much faster(in that you don't have to release block
for the move to execute). Start from Toward, and end at Up.
Fatality: Forward fireball(LowPunch), or Away, Down, Toward(LowPunch), or
Away, Down, Toward, LowPunch. For some reason, the Fireball(
LowPunch) only works from the right side. From the left side,
A Half Circle (from Away to Toward) needs to be done.
Jump Kick Combo: Jump kick a ground opponent, Body Ball. Difficult.
Jump Kick/Jump Kick/Ball? Combo: Jump kick a ground opponent, immediately
jump kick again, followed by Ball.
*Note: The Fatality must be done right next to the opponent. If an uppercut
is the last hit on a cornered opponent on a finishing round, the fatality can
be performed very quickly, and Kano will appear to grab a heart out of thin
air, before the opponent gets up from the uppercut. Difficult, given the right
conditions.
### Raiden ###
Victory Pose: Absorbs lightning with up-reached hands.
Fatality: Electricutes your opponent's head off.
Lightning Bolt: Forward fireball(LowPunch).
Body Launch: Away, Away, Toward.
Teleport: Center, Down, Up, Center.
Fatality: Toward, Away, Away, Away(HighPunch); Toward, Away, Away, Away,
HighPunch. Easy, or Difficult, depending on joystick type.
Jump Kick Combo: Jump kick a ground opponent, Body Launch. Difficult,
if done right(before the opponent hits the ground).
*Note: The Fatality should be started right next to the opponent.
Also, if your opponent is in the corner and in the air(you could
have just knocked them up there with a jump kick), you can
immediately jump punch, and this will hit. You can jump punch
again, and this will again hit. You can jump punch without their
hitting the ground until they die.
### Scorpion ###
Victory Pose: One arm raised in triumph.
Fatality: Burns opponent with fire breath from skull after pulling off mask.
Harpoon: Away, Away(LowPunch); Away, Away, LowPunch.
Teleport Punch: Backward fireball(HighPunch).
Fatality: Block(Up, Up), or just Up, Up while jumping.
Jump Kick Combo: Jump kick a ground opponent, Harpoon. Difficult.
Jump Kick/Jump Kick Combo: Jump kick a ground opponent, Jump Kick.
Jump Kick/High Punchx2/Harpoon: Jump kick an opponent in the corner,
immediately highpunch twice, followed by
harpoon, uppercut.
*Note: Fatality must be done just less than a man's length away from
opponent. Against Kano who just bounced off you(or anyone jumping
right next to you), instead of simply harpooning him before they
land, do two HighPunches, then harpoon them. This will take off
an impressive amount of energy. Also, the Jump Kick Combo is the
most useful in the game(perhaps next to Liu Kang's), since two of
them and nothing else will bring an opponent just a sliver above
Danger from full health.
### Sub Zero ###
Victory Pose: One arm raised in triumph.
Fatality: Jerks opponent's head and spine from his/her body and shows it.
Freeze: Forward fireball, LowPunch.
Slide: Away(Bottom three buttons).
Fatality: Toward, Down, Toward, HighPunch, or Toward, Forward fireball,
HighPunch, or Toward, Down, Toward(HighPunch).
Jump Kick Combo: Jump kick an opponent frozen in the air, jump kick again,
Slide. Easy. Instead of the first jump kick, you can
move right next to them and jump up, coming down with a
high punch, immediately followed by jump kick and slide.
This method is easier but does less damage.
*Note: Fatality must be performed right next to the opponent.
Opponent can be frozen immediately after being defeated, and thus
his/her head can be ripped off while they are frozen.
If you freeze an unsuspecting opponent, you can often throw them
instead of uppercutting them(most opponents don't bother pulling
back when they are frozen). Immediately do the freeze as the
thrown opponent is getting up. If they block down and away, they
will FAIL to block, although it looks like their hands are up.
If they don't figure this one out(why isn't this #(@*! block
working?!!!?) you've got them where you want them.
If an opponent is frozen standing in the corner, jump kick, followed
Immediately by an uppercut, will both hit. Jump kick-Jump kick-Uppercut
will also work. Difficult.
### Sonya ###
Victory Pose: Gymnastic Y.
Fatality: Blows fireball off her lips which fries opponent.
Sonic Rings: LowPunch, Away(LowPunch), or just repeat Away & LowPunch.
Flying Punch: Toward, Away(HighPunch), or Toward, Away, HighPunch(Rev. 3.0+).
Leg Throw: Bottom three buttons, can not be blocked if at proper distance(just
less than maximum range).
Fatality: Toward, Toward, Away, Away, Block.
Jump Kick Combo: Jump kick ground opponent, Sonic Rings, almost impossible.
Kick-Throw Combo: Jump kick ground opponent, Leg Throw. Difficult.
*Note: Fatality can be performed at any distance.
If Sonya throw opponent to his death, or if he throws opponent
immediately when 'Finish Him' is displayed, Sonya can do the
fatality quickly before the opponent gets up. The prone opponent
stands to its feet as a skeleton, however. This is more difficult
to do than Scorpion's version.
*******************************************************************************
Retaliation:
*******************************************************************************
Retaliation is a large part of the game, and for high level human vs.
human matches, it is almost all there is of the game. Wait until your
opponent makes a mistake, whether doing an innocent jump kick or failing
to connect with the disastrous Kano ball, and if you retaliate correctly
there are guaranteed hits. One of the first things that anyone learns
at MK is to block, but no one can execute block while executing a move.
So, know how to retaliate. By reflex.
When someone sweeps you, you could block and
1) Immediately sweep them back, which always hits(unless vs. Sonya).
2) Immediately use the missile weapon, and if you're fast enough, will
always hit. It's easiest if you're Scorpion or Raiden, however, since
theirs are fast and easy to do. Don't try it with other players until
you can get it right, since they can block and cream you if you delay.
Cage - use Slide Kick. Kano - Use Body Ball. Raiden - Use Lightning.
Liu Kang - Just sweep back, unless they are fairly far away after
the sweep, in which case use Flying Kick, which works wonders.
Scorpion - Just sweep back unless you are very good with the harpoon,
in which case use that. Sub-Zero - Just sweep back, or even easier
Slide, or if you are practiced Freeze back. Sonya - Sweep back, or
with some practice Leg-Throw, which does very good damage and is quick.
Against Sonya, only Sub's Slide and Kano's Ball will hit.
3) If you are close to Sonya, and she sweeps, and you are not Kano or
Sub Zero or Sonya, you can immediately standing kick(not roundhouse).
This is the most reliable way of countering Sonya's sweep, but only
works at close range.
When someone low punches you continuously,
1) Make SURE that your joystick is in the Down-Away position, and press
LowKick(repeatedly). This is best started as early as possible, even
as they are walking toward you with the intention of low punching. Do
this most of the time, but once in a while just block a few low punches
instead, if you get swept a few times while doing the wimpy kick.
Balance the amount of blocking and wimpy kicking to suit your opponent's
style: If he sweeps a lot, block a lot and hit him back when you
block his sweeps. If he low punches a lot, wimpy kick a lot.
When someone jumps toward you,
1) Block. If you are ahead and the time is in your favor.
2) Uppercut as they are approaching, if you are Cage, Liu Kang, Raiden,
or Sonya. Uppercut BEFORE their legs reach you, since the uppercut
has longer range in most cases. If someone is jumping from far
away, this is more difficult. If someone is jumping from fairly
close, the uppercut works amazingly.
3) Block, and immediately after their aerial attack hits, Uppercut.
If they pressed the attack button early in the air(and most do, to
avoid being uppercuted :) they hang in the air for a split second
after their attack hits, and that's plenty time for you. First timers
have often said that this is impossible as you have to release block
and Then tap the uppercut button very very quickly, but with a little
practice you will be as fast as you need to be.
If opponents hit the aerial kick very late, when you have already
released block and are going for the uppercut, then do 2) more
often, as late kickers are very vulnerable to uppercuts.
4) If they have jumped from fairly far away, use your special move.
Cage - use the slide kick at Close range, and the green bolt at
far range. It is deceptively easy to hit someone out of the air
using the slide kick, but only if you start it late.
Kano - use Axe at far range, Ball at close range. The Ball will
override most aerial attacks unless they are timed perfectly, and
they can't be if the Ball is not expected.
Raiden - use Lightning. This is by far the best anti-aerial attack,
and USE IT withOUT fear. Unless vs. Kano, it is almost impossible
to jump kick a raiden using the lightning, at any range. Just don't
do it too early.
Liu Kang - Red bolt, although this is difficult since you walk into
your opponent due to the move requirements. The computer can do
it perfectly well, but you should use your awesome uppercut instead.
Scorpion - use the harpoon ONLY if you back far enough away such that
their aerial attack won't hit you at all if you didn't do anything.
Otherwise teleport punch away, or just block.
Sub Zero - Freeze, followed by the 3-hit 50% energy taker.
Sonya - Flying punch, but do this as early as possible, preferably
at the same moment that they start the jump.
When someone jumps away from you,
1) Use your missile weapon, and use it early(anticipate when they are
going to jump). If someone jumps back once they are liable to
jump back again, and if you are Liu Kang there's a short and sweep
combo right there. If you are Scorpion the harpoon is much easier.
If you are raiden your timing doesn't even have to be perfect, since
Lightning travels faster than everything except the green bolt, and
is much Longer than the green bolt(yes, Longer).
Now for the individual moves...
When Cage Slide Kicks,
1) Quickly duck and uppercut. If you are ducking already all the better.
If you can't duck fast enough block and try to throw them, and if
you are fast at throwing you'll literally throw them out of the
Slide Kick.
When Kano does the ball, block and,
1) Slide kick, body-spin, standing kick, freeze, harpoon, missile weapon,
whatever you like to your hearts desire. Just don't uppercut since
that doesn't always hit, and anything else almost always does.
Cage - 2 HighPunches and Green Bolt, or Jump punch followed by Slide.
Kano - 2 HighPunches and Axe/Body Ball, or Jump punch and Ball.
Raiden - 2 HighPunches and Lightning, or Jump punch, jump punch,
Body Launch. Use only one Jump punch if you want something easier.
Liu Kang - 2 HighPunches, Red Bolt, Flying Kick.
Scorpion - 2 HighPunches, Harpoon, or 2 HighPunches, Teleport Punch,
Harpoon(Difficult)
Sub Zero - Freeze(higher the better), back off, Jump Kick, Jump Kick,
Slide. Sonya - 2 HighPunches, Aerial Punch/Sonic Rings.
When Raiden body launches, you could block and
1) Kano - do the spin quickly(without using the block button).
Cage - fire the energy bolt, though you need to be very quick to hit.
Sonya - do the aerial punch quickly, and you might get him.
If you're Raiden, Scorpion, or Sub-Zero, use your missile immediately.
If you were around the center of the screen(close to your opponent),
you can easily hit him before he lands.
If you're Scorpion, you could alternatively use the teleport-punch,
which is easier, and will always hit. If you think you're fast
enough(or if it's the second round), you can try for the harpoon
Immediately after the teleport punch, and it would be something nice
to show the onlookers.
If you're Liu Kang, the flying kick will always hit if you do it at all.
When Raiden teleports, you could
1) Uppercut the moment he teleports. This is easy to do if you were
simply crouching and not blocking at the time.
2) If you were walking or standing without block, press HighKick or
LowKick immediately. Be fast, and you will always hit.
3) If raiden is on the other side of the screen, likely about to
teleport sometime, do the motions to your special moves continuously,
and the moment he teleports, press the button. This will look very
impressive if done, especially if you used the harpoon.
Kano - difficult, can't store the ball.
Cage - tap toward, and away(lowkick) when they teleport.
Raiden - tap toward, and away(toward the new raiden) when they...
Liu Kang - tap back, and press high punch(though you would back
away while doing this, and Raiden will teleport in front of you).
Scorpion - tap toward, and lowpunch when...
Sub Zero - difficult, but the freeze will be very impressive.
Sonya - can't do much. Get ready to sweep.
When Liu Kang Fly-Kicks, you could
1) Block and immediately uppercut(most reliable).
2) Cage - Slide Kick, which is easier then the uppercut but less damage.
Raiden - Body Launch, though this is not easier.
Scorpion - Harpoon, which is easier and more damaging.
Sub Zero - Freeze, and if you are VERY fast, the freeze will catch
Liu Kang still in the air, ready for the 3-hit combo. This is not
so easy(I've only done it 2 or 3 times).
Sonya - Leg Throw, though this is more difficult/less damaging.
When Scorpion teleport punches,
1) If you are slow, just block, down or pulling back, and occasionally
walk up to throw him after he teleports.
2) Walk around without blocking, until the unsuspecting Scorpion teleport
punches. Then immediately block(they hit), crouch, and uppercut.
A blocked teleport punch is like a blocked early jump kick, with
the difference that you must block it standing up or he will pass
over you. This may seem difficult at first, but once you get the
timing down(though a lot of practice), it's almost a free uppercut
(or two) a round against Scorpion players until they stop using it, in
which case you have them where you want them.
When Sub Zero Slides,
1) You can jump back and kick the sliding Sub Zero, if you can anticipate
their slides(by the swish sounds). If you are scorpion there's a
70% combo here: Jump back and kick, teleport punch, harpoon, uppercut.
2) For most average joes, just block and try to walk up and throw
Sub Zero, or at least get in a few low punches. The Slide is much
reduced in power from earlier versions, but still has a great
recovery time.
3) Block, and
Sonya - VERY quickly Leg Throw, but be sure you do it quickly. Don't
do this on 3rd rounds unless you are way ahead or you are very
confident.
Kano - Ball. This is an most effective counter, but learn to do it
quick also, or else.
Cage - Slide. This is the best counter, and will render the Slide
almost totally ineffective.
Sub Zero - Slide back. Easiest.
When Sonya Leg Throws,
1) Block and Uppercut.
2) Use anything else, but only as entertainment.
When Sonya Flying Punches,
1) Wait until they are about to land next to you, and uppercut. The
key is to wait until you have already turned to the correct direction
before uppercutting.
*******************************************************************************
Basic Strategies vs. Human players
*******************************************************************************
Play defensively, and wait until the opponent makes a mistake.
Anyone is bound to make a mistake if they are offensive. But if they
play very defensively, you have to resort to taking off slivers of energy
from your opponents to force them onto the offensive.
Good ways of doing this are:
Walk up to a blocking opponent, and low punch a few times, then stop,
get ready to block(wimpy kicks), and walk up and low punch a few more times.
Walk up to a blocking opponent, wimpy kick once. There is no retaliation
against one wimpy kick in recent revisions.
Walk up to a blocking opponent, to the limit of your sweep range, and sweep.
Do it at the very limit, or it will be very easy for them to retaliate.
Use your missile, which depending on type will take off energy from most
crouch blocking opponents. This is the best way of taking slivers, but
don't do it too often or they will jump over it once in a while.
Jump kick at far range, if your opponent doesn't seem to uppercut very
well(or can't). Press the kick button early in general, and they will
not be able to jump later than you and hope to override your attack.
Walk up to a crouching opponent who is crouch block/not blocking, low
punch a few times, then as soon as they go for the wimpy kick or release
block, press LowKick, which will do a knee, which does impressive damage.
Be careful, though, since if they block your knee, they can immediately
uppercut while you are helpless.
The best posture to assume is simply standing/walking back and forth
without blocking. This gives you the greatest manuverability, and you
can quickly switch to doing anything else, be it jumping, crouch blocking,
or special moves. Learn to press the block button very quickly when
needed, however. If you aren't very fast at blocking, then either
go on the offensive or crouch block.
And last but not least, always BLOCK AWAY OR DOWN AND AWAY, or you
will be thrown mercilessly. In case of bad joysticks or when you are
unsure, always err toward standing. i.e. It it much better to be
blocking standing and away, in which case you can just ease the joystick
gradually down to down and away. Don't err the other way. When doing
a special move, or simply uppercutting(which is easier with the joystick
pulled directly down), always pull back while you are recovering, and
from that back to down and away when you are can block once more.
Remember that you can avoid being thrown even if you can't block. When
you are frozen, harpooned, whatever, if you pull back you won't be thrown.
*******************************************************************************
.VS. the computer:
*******************************************************************************
(This is written for medium to high difficulty settings, so what works here
will work even better for easier settings)
The main concept of computer opponents is that almost everything will work
once or twice without fear of retaliation. But once learned, the computer
will not forget. If Kano balls you once when you sweep, he will ball you
every time you sweep until the end of that round. Next round, you can try
again, but he will learn more quickly.
The things that will work at least once are:
Sweep, Wimpy kick, most special moves, Jump kick, standing roundhouse(pull
back and highkick). The last of which works more times than you need it
to, most of the time.
When the round starts for higher difficulty matches, you can usually
jump at the computer and will kick him while he will shoot a missile under
you. Jump away after this.
Use your missile weapon one or two times. For the first time, it really
doesn't matter how far away you are. For succeeding times, either do it
from very far away or just at medium range. If you do it from very far
away, the computer can not do anything even if he jumps over it. If you
do it from medium range, the computer will be forced to block or crouch,
and his retaliation will be late enough for you to block.
Use roundhouse a few times, at the limit of your range(Sub Zero, Scorpion,
Raiden are the best). The computer will not block it unless he is really
pissed off. If the computer sweeps you once when you do the roundhouse,
don't do it anymore that round.
Jump kick the computer a few times, and remember to press the button
early(unless going for combos). If you jump from far away, and if you
press the kick button early enough, the computer(except Goro) will almost
NEVER block. If you are really down in health, you can use this trick
to (boringly) finish off the computer: Jump kick, walk back a little,
jump back, Jump kick, walk back a little...
If you jump kick the computer and he blocks, don't jump away immediately
or crouch block. Instead, block standing up. Often the computer will do
a special move, which you will block and retaliate as detailed above.
If the computer doesn't do the special move immediately, standing block
until he approaches you for low punches. As soon as he starts attacking,
crouch block or crouch and release block, and he will be forced to go
for the wimpy kick. Block it, stand up, and block again. Keep alternating
between standing block and crouching/crouching block, and unless it is
at very high difficulty, the computer is bound to do a roundhouse/standing
kick/sweep sometime. Uppercut quickly in the former cases, and if the
computer sweeps delay for a moment and uppercut(the computer doesn't
block after a sweep even when it can).
If you get bored waiting for the computer to make a mistake close up,
you can instead jump away and try jump kicks instead. The key is to
wait for the computer to do a wimpy kick, then stand up and back away
a little bit before jumping backwards. If you jump backwards immediately
the computer will often jump kick straight up and get you.
If you are stuck in the corner, you can get out by jumping out with
the high punch(press it early), or by sweeping the computer once and quickly
jumping over him. For this purpose, don't use sweeps unless you get forced
into the corner. Save your one free sweep until then.
Some specific pointers:
Cage: Do your first one or two 'free' jumpkicks late, and slide kick
immediately for the combo. Don't use the slide kick unless it's
part of a combo. Against opponents other than Cage or Sonya the
nut crunch is a sure hit: Wait until the computer wimpy kicks you,
block, wait for a moment(wait until they start walking toward you
after the wimpy kick), and go for it. Liu Kang is especially
easy to do this to. Remember to block Away after the nut crunch,
or the computer will throw you. Crouch again after this, and repeat.
Kano: Your Axe is ducked by the computer better than it does any other.
Use the ball once or twice, but after that use it only in a combo
or as retaliation. Your jump kick is very good, so rely on that.
Raiden: Do not teleport, of course, as you'll quickly learn.
Lightning at medium to close range, and the computer will often
stand up in it, and they can't jump over it. Unless vs. Sonya,
immediately body launch after you jump kick the computer down,
even if it would normally be blocked by human players. Lightning
often at the stated range.
A desperate manuver against Cage, Raiden, or Scorpion is to back
yourself into the corner, and do the body launch. If it connects,
all the better. If it doesn't, the computer will try the missile,
and it will pass under you. Do the body launch again, and again,
and again. Every time the missile will pass under you, and you
take off a sliver of their energy. Repeat until dead(but don't
mess up).
Liu Kang: Use the jump kick combo to your advantage. Even if you kick
very early the flying kick will still connect before the computer
lands. After you knock the computer down do the red bolt quickly,
and they will stand up in it. Keep using the jump kick combo
jumping in at long range, and if you look like you are about to
be cornered, wait until the computer gets close, and Flying kick.
You will neatly pass Over the computer to the other side.
Scorpion: Harpoon right amidst a few low punches will often hit.
When teleport punching, don't do it when the computer is more than
a half screen away from you, and don't do it when he is a full
screen away from you. If you hit, follow up with a harpoon, and
the harpoon will often hit.
The harpoon is very fast, so use it often, but only as retaliation.
Sub Zero: Use the freeze often. The computer don't block it much at all.
use it either when they are all the way across the screen, or when
they are less than half a screen away. This way, even if they
jump, they won't get to you. After you knock your opponent down
with a jump kick or uppercut, immediately slide, and it will
always hit. Alternately, after you uppercut the opponent, back
away a little, and jump kick(early). You are at the correct
range, and the computer will not block.
Sonya: Your foot sweep is very fast, and not only can you catch Raiden with
his pants down most of the time, you can also sweep Sub Zero with his
invincible slide to death. With Sub Zero, if you sweep him down
once, immediately sweep again. Immediately. Don't stop sweeping
until he is dead, because once he stands up he will counter your
sweeps.
A cheap way to win against the computer(see Raiden above) is to
sweep them(but not at close range). Unless vs. Liu Kang, Kano,
or Raiden, the computer will 'learn' and always do a missile attack
after your sweep, which you can easily block and follow with a
leg throw or uppercut while they are vulnerable.
Of course, immediately after you knock the computer down, try
following with a leg throw. They are suckers for it. Repeat the
leg throws with glee, but only after you knock them down(by sweep,
jump kick, or leg throw).
*******************************************************************************
How to get flawless fictories
*******************************************************************************
With Sub-Zero, use your freeze at long range until the computer starts
jumping over them. Until then, freeze-uppercut-backawayalittle-jumpkick-slide.
With anyone else, use the freehit jump kick exclusively. Remember to
duck withOUT touching block when the computer missiles, and don't let yourself
be backed into the corner(you shouldn't be if you jump kick right).
That's it.. Jump kick... it's the only reliable way.
*******************************************************************************
How to get to Reptile
*******************************************************************************
To get to reptile, you must do a double flawless + fatality on the bridge
scene vs. the computer, and you must not touch block except for the fatality
if necessary, and there must have been shadows(witches, balloons, Peter Pan..)
flying across the moon in both your winning rounds.
There is no presently known formula on r.g.v.a about exactly what the
requirements are to get shadows flying across the moon, although the chances
of shadows is not minimal. I.e. If you play say 5 or 10 matches on the
bridge it will be very likely that you'll see shadows once.
Things that does not guarantee moon appearances:
Break/not Break the boards in the bonus rounds.
Endurance match or regular match.
Winning the previous game.
Winning all rounds previous or getting flawless victories in them.
1-player or continued from 2-player.
Things that might or might not guarantee moon appearances:
Shadows flying across the moon when displaying credits on previous winning
game.
Any, all, or none of the above may contribute, or it could be completely
random.
If all requirements are satisfied, the screen will flash, Reptile will
jump down from above, and the scene will shift to the bottom of the Pit
which the bridge was built over. Among the swords and pierced heads will
the match be fought.
Reptile is a Sub-Zero like ninja with green cloths, walks much faster
than normal, can harpoon, freeze, slide, or teleport punch.
Defeating reptile will grant the victor 10,000,000 points, and losing
to him will either get you a uppercut to the face, hellfire to your body
as Scorpion's fatality, or a lift of your spine as Sub Zero's.
*******************************************************************************
How to defeat Goro and Shang Tsung
*******************************************************************************
Goro's major weakness is that he does not block any attacks while he is
getting up from a knockdown.
To knock him down you can use the jump kick or uppercut.
At the beginning of the round, jump toward him, and most often he will
missile under you and you will connect. Immediately follow with a missile
attack(green bolt, axe, lightning, red bolt+flying kick, harpoon, freeze,
sonic rings). If you are Sub Zero, you can uppercut and freeze again
immediately, and repeat.
Once you hit him with the missile attack(non-Sub Zero), jump away, and
crouch block for an instant as soon as you land, to see if he fires a
missile. If he does, block and immediately jump toward him, keeping in
mind to press the jump kick early. You will most likely connect, follow
up with a missile attack, and jump away.
If he does not fire the missile, jump back again and wait again. Repeat
this until you are at the corner, where you should stand and wait for him
to approach. Wait until he is just beyond sweep range(don't let him get
too close), and jump back in the corner and kick. He will either block,
in which case you try again, or he will fire a missile. If he fires a
missile your kick will hit him from very far away, as Goro extends himself
a lot when firing missiles. Follow this up with a missile attack, and again
wait for him to approach, and jump back&kick in the corner. This is much
easier for Cage, Liu Kang, Kano, Raiden, Sub Zero, and Scorpion. With Sonya
it's more difficult, and Goro might approach too close and grab you when you
come down.
If you are forced to jump toward him, do so, press the jump kick early,
and if it doesn't connect jump back with the kick button pressed immediately
after you jump. This will often hit Goro if he doesn't grab you in time.
If you are thrown into the corner with Goro almost on top of you, uppercut
as soon as you get up. This will always hit Goro, and you can follow
with a missile attack.
Overall, you get double attacks against Goro, but he does twice your damage,
so you are at the computer gods' mercy in trying to defeat him. Even for
the best of players Goro might decide to block everything one match and
that's that.
On Revision 2.0, if you are ahead in energy, you can then press low punch
or high punch continuously, and Goro will edge toward you blocking, but will
not be able to do anything else, and you will win on time.
***
Shang Tsung's major weakness is that he does not block, and that he always
teleports when you jump too close.
If he changes into Goro, use Goro tactics mentioned above. If he changes
into anyone else, you should be able to defeat him with strategies in a
previous section. If he remains Shang Tsung, he's a teleporting duck like
Raiden, except that this time you decide when he teleports and where he
appears.
Keep jumping toward him, and you will reach him sooner or later, in which
case he will inevitably teleport. Since you know that he is going to
teleport, immediately do the motion for your special as soon as you land,
in the opposite direction as your jump, since Shang Tsung will appear behind
you. i.e. (Cage - Slide Kick, Kano - Ball, Raiden - Lightning/Launch,
Liu Kang - Flying Kick(remember to jump right on top of him so he appears
further from you, or the Flying kick will fly over him), Scorpion - Harpoon,
Sub Zero - Freeze, Sonya - Sonic Rings).
He will never learn about this trick, and will easily be defeated by it
if you are really the person who won all the previous 14 matches.
Alternatively, if you are Scorpion, you can teleport punch while he is
on the other side of the screen, and he will always be hit, and he will
back away to the other side. Teleport punch again, and again, and again.
*******************************************************************************
Everything about (Second) Fatalities/Rumours that you want to know
*******************************************************************************
Fatalities are flexible. There is only one fatality for everyone, but it
can be done while the opponent is prone or while the opponent is still in the
air.
Uppercut the opponent to their death in the corner, and you can execute
the fatality, if it's a quick one, before they hit the ground. Throw an
opponent to their death or immediately when it says 'Finish Him', and your
opponent will be prone while you are given the chance to do your fatality.
For best results for Sub Zeros, Kanos, Cages, and Raidens fatality, kill
the opponent with a sweep while You are in the corner. You can immediately
throw your opponent into the corner, and you are at the proper distance
for your fatality.
If you do the fatalities of Cage or Liu Kang too early or while they
are prone, you will miss. With the others, the animation after the opponent
is hit will be exactly the same as that of a normal fatality. i.e. Bodies
suddenly appear standing up.
Cage can knock off more than one head, if you do the fatality motion just
as the previous head is popping off. You can also miss if the timing is
off. You can also substitute the succeeding heads for a nut crunch or
slide kick. You can miss the head more than once also, if you do it
correctly(this looks interesting).
Liu Kang can miss his fatality and do lots of things afterwards, and this
is detailed above in the moves section.
You can NOT do any vastly different fatalities than the commonly known
ones. I.e. Liu Kang can not cut anyone with a sword, split bodies open,
etc.
The game has animation capability for three different fatalities, although
these three can not be used on any current versions of Mortal Kombat, and
will likely not be considered in future revisions, since most MK machines
have already been produced.
Due to time constraints these three fatalities were not implemented:
Cage: Original fatality was a Slide Kick, and when hit the opponent is
hurled across the playing field to smash against the opposite wall. No
extensive blood.
Goro: Goro grabs your head in his hands and there is a loud pop and your
head will be splattered as in Raiden's fatality.
Shang Tsung: Shang Tsung pulls out his sword and cuts your head off.
This was apparently the original reason that head popping was used for,
and the reason that Shang Tsung has a sword by his side.
Other rumours that are false:
You can not fight a guard, or a dragon.
You can not use Goro, or Shang Tsung.
You can not use Reptile.
There is no fourth Ninja as the r.g.v.a Ed Boon hinted at.
*******************************************************************************
Endings for the Various Characters:
*******************************************************************************
Cage's Ending:
After defeating Shang Tsung, Johnny finally realizes the Real potential that
this victory brings: Money at the box office. Cage goes back to Hollywood
to make Mortal Kombat and its many successful sequels.
Kano's Ending:
Kano and his Black Dragon crime organization takes over the tournament, and
the tournament falls into even darker times than when Shang Tsung owned it.
Raiden's Ending:
Raiden says that he had always held contempt for Goro's brute strength and
Tsung's pet sorcery. He grows bored with this mortal competition and invites
other Gods to the tournament, and this finally results in world destruction.
"Have a Nice day."
Liu Kang's Ending:
After defeating Goro and Shang Tsung, he accomplishes his intended goal of
restoring the Mortal Kombat Tournament to its rightful owners: The Shao Lin
temple, with whom it belonged before the coming of Shang Tsung. This is the
only 'morally correct' ending.
Scorpion's Ending:
Scorpion has avenged his earlier death by Sub-Zero: For he was killed
and restored to life to avenge this death, thus came the skull. It is too
bad though that Scorpion, although walking in the land of the Living, will
never know his family again.
Sub-Zero's Ending:
After killing Shang Tsung, Sub-Zero disappears into the shadows from whence
he came. His real reason for coming to the tournament was the assassination
of Shang Tsung paid by one of Tsung's powerful enemies. With this reward
Sub-Zero can finally retire from his dangerous profession.
Sonya's Ending:
Sonya's reason for coming to the tournament was the arrest of Kano and
the capture of his Black Dragon crime organization by the Special Forces of
whom she was a member of. (Sonya was promised her freedom by Shang Tsung
if she won the tournament. Well, she got it).
For more detailed Endings, Finish the Game!!
*******************************************************************************
********************* Finished Him **************************************
*******************************************************************************
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Mortal Kombat II Moves List v1.6.3
===============================================================================================================================================================
KEY |GENERAL MOVES
U = Up HP = High Punch QT = 1/4 Circ. Towards + = and <A>=MAY be in air| Face Punch: HP Uppercut : D+HP Roundhouse: B+HK Knee : HK/LK (C)
D = Down LP = Low Punch QA = 1/4 Circ. Away - = then [A]=ONLY in air | Body Punch: LP Crouch Punch: D+LP Sweep : B+LK Jump Kick : J+HK/LK
F = Forw HK = High Kick HT = 1/2 Circ. Towards / = or {#}=charge for | Face Kick : HK Crouch Kick : D+HK Specialty : HP (C) Jump Punch: J+HP/LP
B = Back LK = Low Kick HA = 1/2 Circ. Away # seconds | Body Kick : LK Ankle Kick : D+LK Throw/Flip: LP (C)
J = Jump BL = Block (C)= Close to opponent | Hop Kick/Punch : Jump, and kick or punch your opponent on the way up
X(...) = Hold button X, perform moves in parentheses, release X | Turn-around Kick: Jump over your opponent and kick them after you turn
XY= Do Y X times {JUMP},{CLOSE},{FULL},{SWEEP},{ANY} = Ranges for fatalities | around but are still in the air
-------------------------------------------------------------------------------+-------------------------------------------------------------------------------
LIU KANG |KUNG LAO
Double Forearm: HP (C) Bicycle Kick: LK (4) Fat1: D-F-2B-HK {CLOSE} |Headbutt : HP (C) Pit/Spikes: 3F-HP Fat1: 3F-LK {SWEEP}
Fireball : 2F-HP <A> Pit/Spikes : B-2F-LK (Turns into dragon) |Teleport : D-U Babality : 2B-2F-HK (Cuts victim in half)
Low Fireball : 2F-LP Babality : 2D-F-B-LK Fat2: BL(360O Away) {CLOSE} |Air Kick : D+HK [A] FR(Rabbit): 3B-D-HK Fat2: LP(B-F)-U {FULL}
Flying Kick : 2F-HK FR(Disco) : F-3B-LK (Cartwheel and uppercut) |Hat Throw: B-F-LP Whirlwind : BL(2U-LK) (Decapitates victim)
-------------------------------------------------------------------------------+-------------------------------------------------------------------------------
JOHNNY CAGE |SHANG TSUNG Morphs
Stomach Jab: HP (C) Pit/Spikes: 3D-HK |1 Skull : 2B-HP LK B-2F-BL RP BL(U-D-HP) JX D-F-B-HK SC BL(2U)
Axe Kick : HK/LK (C) Babality : 3B-HK |2 Skulls : 2B-F-HP KL B-D-B-HK SZ F-D-F-HP MI HP (2) RD D-B-F-LK
Low Bolt : HT-LP FR(Photo) : 4D-HK |3 Skulls : 2B-2F-HP JC 2B-D-LP KI 3BL BA 2D-LK
High Bolt : HA-HP Fat1: 2D-2F-LP {CLOSE} Note: To punch off 3 heads |Pit/Spikes : BL(2D-U-D) Fat1: HK (2) (Mist) {SWEEP} Fat3: LP (30) {CLOSE}
Shadow UpCt: B-D-B-HP (Rips torso off) with fatality 2, hold |Babality : B-F-D-HK (Turns into mist) (Turns into Kintaro)
Shadow Kick: B-F-LK Fat2: 2F-D-U {CLOSE} D+BL+LP+LK until the first |FR(Rainbow): 2B-D-F-HK Fat2: BL(U-D-U-LK) {CLOSE}
Nut Punch : LP+BL (Punches off head) head is punched off. | (Drains victim's life force)
-------------------------------------------------------------------------------+-------------------------------------------------------------------------------
REPTILE |KITANA
Backhand : HP (C) Invisible : BL(2U-D-HP) Fat1: 2B-D-LP {JUMP} |Elbow : HP (C) Air Punch : HA-HP Fat1: KL(2F-D-F) {CLOSE}
Acid Spit: 2F-HP Pit/Spikes: D-2F-BL (Eats head with tongue) |Fan Swipe: B+HP Pit/Spikes: F-D-F-HK (Kisses victim)
Slide : B+LP+BL+LK Babality : D-2B-LK Fat2: 2F-D-HK {CLOSE} |Fan Throw: 2F-HP+LP <A> Babality : 3D-LK Fat2: 3BL-HK {CLOSE}
Forceball: 2B-HP+LP FR(Doll) : 2B-D-LK (You MUST be invisible!) |Fan Lift : 3B-HP FR(Cake) : 3D-U-LK (Decapitates victim)
-------------------------------------------------------------------------------+-------------------------------------------------------------------------------
SUB-ZERO Fat1: 2F-D-HK {SWEEP} |MILEENA
Backhand : HP (C) Pit/Spikes: D-2F-BL then: F-D-2F-HP {CLOSE} |Elbow : HP (C) Pit/Spikes: F-D-F-LK Fat1: F-B-F-LP {CLOSE}
Iceball : QT-LP Babality : D-2B-HK (Freeze then shatter vict.)|Telep. Kick: 2F-LK Babality : 3D-HK (Stabs and lifts victim)
GndFreeze: QA-LK FR(Doll) : 2B-D-HK Fat2: LP(2B-D-F) {FULL} |Ground Roll: 2B-D-HK FR(Flower): 3D-U-HK Fat2: HK (2) {CLOSE}
Slide : B+LP+BL+LK (Throws ice grenade) |Sai Throw : HP (2) <A> (Inhales victim)
-------------------------------------------------------------------------------+-------------------------------------------------------------------------------
SCORPION |BARAKA
Backhand : HP (C) Air Throw : BL [A] Fat1: BL(2U-HP) {SWEEP} (Same as |Backhand : HP (C) Blue Bolt : QA-HP Fat1: BL(4B-HP) {CLOSE}
Spear : 2B-LP Pit/Spikes: D-2F-BL or: BL(2D-2U-HP) {ANY} MK1) |Double Kick: 2HK (C) Pit/Spikes: 2F-D-HK (Decapitates victim)
Tel.Punch: QA-HP <A> Babality : D-2B-HK Fat2: HP(D-3F) {CLOSE} |Blade Swipe: B+HP Babality : 3F-HK Fat2: B-F-D-F-LP {CLOSE}
Leg Grab : HA-LK FR(Doll) : 2B-D-HK (Cuts victim down the middle) |Blade Fury : 3B-LP FR(Gift) : BL(U-2F-HK) (Stabs and lifts victim)
-------------------------------------------------------------------------------+-------------------------------------------------------------------------------
RAIDEN |JAX
Mini Uppercut: HP (C) Teleport : D-U Fat1: LK (6)-BL+LK rep.{CLOSE}|OvrhdHammer: HP (C) BackBreakr: BL [A] Fat1: LP(3F) {CLOSE}
Body Launch : 2B-F <A> Pit/Spikes: BL(3U-HP) (Electrocution. Repeat BL+LK)|Gnd Smash : LK (3) Pit/Spikes: 2U-D-LK (Claps victim' head)
Lightning : QT-LP Babality : 2D-U-HK Fat2: HP (8) {CLOSE} |Gotcha Grab: 2F-LP Babality : D-U-D-U-LK Fat2: 4BL-LP {STEP}
Electrocution: HP (4)(C) FR(Kidd T): D-B-F-HK (Uppercuts opponent) |Quad Slam : Throw-HP FR(Paper) : 2D-2U-LK (Rips victim' arms off)
|Energy Wave: HA-HK
-------------------------------------------------------------------------------+-------------------------------------------------------------------------------
JADE - Win 1 round on the stage directly before the question mark using only LK|RANDOM SEL. - Press U+START at fighter select with selectors at orig. positions
SMOKE - Press D+START when the "Toasty" face appears, ONLY ON THE PORTAL STAGE!|NO THROWS - 2 players only - D+HP on BOTH joystics after fighters selected
NOOB SAIBOT - Win 50 consecutive matches. |DEAD POOL FATALITY (All chars.) - Hold LP+LK, then do an uppercut. Only works
PONG - Reach Battle 250 | on the Dead Pool screen. Hold D after doing this to hear the "Almost" yell.
===============================================================================================================================================================
Condensed into one page form from the Mortal Kombat II FAQ v16 by Jason J. Tucker (jasonj@ganymede.cs.mun.ca). Revised April 15, 1994
The latest revision of this list may be obtained by anonymous FTP from Andy Eddy's storehouse o' FAQs at FTP.NETCOM.COM in the directory /pub/vi/vidgames/faqs
===============================================================================================================================================================
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Mortal Kombat II (rev 3.1) glitches FAQ
Revision 4 (MK2 being 3.1, and this FAQ being rev. 4)
Filename: mk2bugs.v04 (please keep it named this)
Author: rat@rat.mv.com (call me Rat). Glitches by al@rat.mv.com
December 10th, 1994
Send comments/additions/corrections to al@rat.mv.com.
-----------------------------------------------------------------------------
What's New (changes since the previous revision) ----------------------------
-----------------------------------------------------------------------------
Added a couple glitches. (ever seen that before in a "what's new" section?)
Additions marked with <NEW>
Made a few corrections
-----------------------------------------------------------------------------
Coming soon ----------------------------------------------------------------
-----------------------------------------------------------------------------
If anybody sees anything I forgot, please tell me! I'll verify it, and if it's
not stupid or fake, I'll put in here.
A FAQ for MK1 glitches. As soon as AL gets around to it! And as soon as
somebody shows interest!
-----------------------------------------------------------------------------
Overview --------------------------------------------------------------------
-----------------------------------------------------------------------------
What's New (changes since the previous revision)
Coming soon
Overview
Copyright
Availability
The real MK2 FAQ
Quick intro
What didn't make it in here
The glitches
Kredits
Comments/additions/corrections
-----------------------------------------------------------------------------
Copyright ------------------------------------------------------------------
-----------------------------------------------------------------------------
Ok, I don't have any copyright on this, but if you are a writer for a
magazine and want to put anything from this in it, please give credit where
credit is due. Contact al@rat.mv.com for his real name, because he's the
one who really found all these and deserves the credit.
-----------------------------------------------------------------------------
Availability ---------------------------------------------------------------
-----------------------------------------------------------------------------
This FAQ is available by FTP, courtesy of GamePro magazine's Andy Eddy.
Just FTP to ftp.netcom.com and cd /pub/vi/vidgames/faqs.
There's tons of other really awesome FAQs there.
I also have a SNES glitch/code FAQ there, filename is mk2snes.v??. (where
?? is the current revision number)
Mail a message to Steve430@ix.netcom.com with the message:
"//get: list TXT" for a list of FAQs on his FAQ server.
This should be available there too.
-----------------------------------------------------------------------------
The real MK2 FAQ ------------------------------------------------------------
-----------------------------------------------------------------------------
See the Mortal Kombat II FAQ for the usual MK2 stuff. It has ever legitimate
secret found that I know of. The best FAQ I have ever seen IMHO.
This FAQ covers the unintentional features of MK2, while the Mortal Kombat II
FAQ covers the intentional features.
-----------------------------------------------------------------------------
Quick intro -----------------------------------------------------------------
-----------------------------------------------------------------------------
All the legitimate secret characters, finishing moves, and -alities are
clearly written in the MKII FAQ. There are no legitimate secrets in this FAQ.
Rather these are bugs/glitches that breathe new life into an awesome game.
I'm calling this a FAQ in spite of the fact that there's no Questions. But
it seems everyone's calling a sheet full of info a FAQ these days, so I'm
going to call this a FAQ.
Everything in here I have done personally, so there's NO KANO MORPHS!
There are other methods of performing these glitches, but I have found
the ways outlined here to be the easiest.
-----------------------------------------------------------------------------
What didn't make it in here -------------------------------------------------
-----------------------------------------------------------------------------
I know of more glitches, but these are the best ones. The others were either
hard to do, or the results weren't that amazing. If you disagree, then I
could expand upon these.
* Baraka can do the blade fury after round 1 after a throw, even though
the victim is already dead.
* Do sub zero's deep freeze on the dead pool stage, then very quickly
do the dead pool uppercut while they are flashing. They will fly into
the pool unfrozen.
* If you time it right, you can dead-pool uppercut Raiden in while he is
warpy colors (time it so that he's getting up).
* You can time it so that if you try to throw the computer while they are
throwing a projectile (works best with Kitana), they will throw you out
of your throw, and you will get hit by both the throw and the projectile.
I didn't put this in here because it's very hard to do.
-----------------------------------------------------------------------------
The glitches ----------------------------------------------------------------
-----------------------------------------------------------------------------
----- GLITCH ----- <----- * This means it's a start of a new glitch.
Players: Who the winner and victim has to be (in that order).
When: When the description picks up from.
Where: What stage you have to be on (omitted if it can be done anywhere).
Description: Describes the glitch.
Results: What cool thing happens if you do it right.
Variations: Some similar things to this glitch to try.
Troubleshooting: "I can't get it to work!!".
Some of these you can do to the computer, but for learning purposes, get
somebody to be the victim for you.
(in order of newness to this list)
----- GLITCH ----- <NEW>
Players: Anybody vs. Computer
When: Right after the computer throws you.
Description: The computer will walk backwards right after they throw
you. Jump at them when they are walking backwards, and
don't attack, and keep walking towards them.
Results: If the distance is right, they will keep walking away
from you. When they hit the corner, they will continue
to try to walk away from you.
Troubleshooting: I'm not sure what the distance is, but you will know it
works if the computer simply keeps walking away from you.
And don't forget to not attack.
----- GLITCH -----
Players: Anybody vs. Kintaro
When: During the match.
Description: Keep punching him while he is in the corner, and he can't
do anything about it!
Results: He will get hit until either you stop or he dies.
Troubleshooting: You have to punch pretty fast, and he has to be totally
in the corner.
----- GLITCH -----
Players: Reptile vs. Anybody
When: After you win.
Where: The armory stage
Description: Do his tongue fatality.
Results: The floor will move.
Troubleshooting: Back-back-down-LP. Can't go wrong there!
----- GLITCH -----
Players: Kitana vs. Shao Kahn
When: Just before winning.
Description: Win by having the time run out, but with you having more
energy. Time it so that he is being lifted when the time
runs out.
Results: The game will lock up.
Variations: Put credits in, and push start to unlock it.
<NEW> On the Nintendo version, all you have to do it make Shao
Kahn in the air when time runs out, and win. This might work
on the arcade version too.
Troubleshooting: Keep lifting him to survive. This practice will help when
you need to lift him for the time-out. Make sure you end
up winning when time runs out.
----- GLITCH -----
Players: Sub Zero vs. Anybody
When: After you win.
Where: At the dead pool.
Description: Do the deep freeze. Then do F-D-F-F-HP then immediately hold
LK and LP.
Results: The screen will darken, fatality music will play, and Sub
Zero will hit the victim into the dead pool.
Troubleshooting: You have to be fast going from the HP to the LK+LP.
----- GLITCH -----
Players: Shang Tsung vs. Anybody
When: During the match.
Description: Try to throw Shang Tsung out of his fireballs, and if you
get a double hit (both players get hit and take damage)
keep walking towards each other.
Results: You will be able to walk through each other.
Troubleshooting: Make sure Shang Tsung isn't holding back when the throw is
attempted because you can't be thrown while holding back.
----- GLITCH -----
Players: Baraka vs. Kitana.
When: During the match.
Description: Do the blade fury, but have Kitana throw her fan into you.
Her throwing hand will be the part of her that gets hit by
Baraka's blades.
Results: Kitana will get hit with the blades, but she will still
manage to throw her fan at Baraka. This will cause Kitana
to get cut up, even though Baraka has been knocked down.
Variations: If you do this at the end of a round, but not if that means
winning the match, blood will spew everywhere until the next
round starts. Very bloody.
Troubleshooting: This is very hard to time.
Do Baraka's blades as far as possible away, and you can't
just hit her with the blades, she has to throw her fan into
it so that her throwing hand gets hacked up.
----- GLITCH -----
Players: Shang Tsung vs. Anybody
When: After you win.
Description: Morph into Sub Zero. Deep freeze opponent. Keep freezing
them until morph time. Morph into Jax. Do head pop fatality.
Results: Color map will get screwed up. This is a very widely known
one, but here for completeness.
Troubleshooting: It's hard to do the Jax morph, fatality in time.
----- GLITCH -----
Players: Scorpion or Cage vs. Anybody
When: After you win.
Description: Have victim get in corner. Win. Get real close.
Jump at them. Just after you leave the ground, do D-D-U-U if
Scorpion, or D-D-F-F if Cage. and time it so that you hit
the button part of the fatality as soon as you hit the ground.
Results: Scorpion will pull off his mask before he gets pushed out of
the corner, and his skull won't get pushed out, resulting
in his skull appearing on his shoulder. Cage will reach
behind victim and do the fatality from too close.
Troubleshooting: If you land on the other side of the victim, it won't work.
----- GLITCH -----
Players: Sub-zero, Scorpion, Reptile, Baraka, or Lui Kang vs.
anybody You may, however choose Shang Tsung and morph into a
character who it will work with.
When: After you win.
Description: Have the winner throw the victim to win the match. As soon
as they get thrown, have the victim hold down and tap any
attack button.
Results: The victim will do the move, then go into their dizzy
animation. Then things progress as normal.
This is a setup for further glitches.
----- GLITCH -----
Players: Sub-zero, Scorpion, Reptile, Baraka, or Lui Kang vs.
anybody You may, however choose Shang Tsung and morph into a
character who it will work with.
When: After you win.
Description: Using the previous glitch, throw the victim into the corner,
and have them try to uppercut you.
Results: The winner gets smashed, and as soon as the victim finishes
with the uppercut, they go into their dizzy animation.
The winner can then do the fatality or whatever.
Variations: Have the victim hold LP and LK while uppercutting on the
Dead Pool stage.
Results: The winner takes a dip in the dead pool, and the
loser does the winning pose. The real loser has to pay
to continue though.
Variations: Have Reptile be the winner, and throw the victim while
invisible, and have the victim dead pool uppercut.
Results: Reptile will take a dip, and appear in a thrown position.
a few inches from the victim.
Troubleshooting: The thrower has to be one of the characters
listed after Players (above).
Try rapping on HP to do the uppercut.
Be sure to leave room in the corner for the victim to land,
if you do not, you will simply punch.
----- GLITCH ----- ***** BABY BASHING!! *****
Players: Scorpion or Shang Tsung (if he morphs into Scorpion)
vs. Anybody The victim can be anybody, but it's hard to do
to Raiden.
When: After you win.
Description: First, you have to understand a few fundamentals.
1. You can do a friendship/babality only if you haven't hit punch.
2. You don't have to wait for your opponent to 'get up' in order to do the
friendship/babality.
3. Scorpion's air throw does not require the hitting of a punch button.
4. The glitch above defines the requirements for the victim hitting the
winner, even after they are dizzy.
Take the victim an inch of his/her life. No more than one throw from death.
Position your characters as follows:
_______________________
| |
| |
| | * note that it doesn't have to be the left
| | corner.
| |
|S V |
|_______________________|
S Scorpion
V Victim
Make it so that Scorpion is against the wall, and victim is about sweeping
range or so.
Have the opponent jump towards you, and you jump at them, then air throw them.
At this point, victim should be falling into the corner. If you threw
them away from the corner, you'll have to try again. They must land IN the
corner. Just after the air throw starts, have victim start trying to
uppercut. As soon as Scorpion lands, do his friendship (victim will land in
the corner, so if it's the left corner, the move would be
right-right-down-HK).
Results: Scorpion will get hit out of the friendship, and you
can bash him for the time it would have taken to do the
friendship, uninterrupted.
Variations:
-Babality takes more accurate timing, but it's worth it to do some baby
bashing.
-After doing a babality, you can still do a friendship, or another babality
provided you don't punch the baby.
-Substitute the normal uppercut for the dead pool uppercut and there will
be a baby sitting on the ground, and a person floating in the ooze.
-If you use Shang Tsung, you can do lots of stuff:
--Turn into Baraka and slice the baby (crashes the game every time).
--Jonny cage ball punch the baby causes the baby to shoot up about an inch.
--Throwing the baby will cause the baby to fly straight up.
-There are many more. Find them! It's fun!
Troubleshooting: If you just get uppercutted, then you did the
friendship/babality too slow.
-----------------------------------------------------------------------------
Kredits ---------------------------------------------------------------------
-----------------------------------------------------------------------------
AL (al@rat.mv.com), Manager of Aladdin's Castle in Concord, NH figured out
most (almost all) of the tricks outlined here.
Rat (rat@rat.mv.com), took the time to put this thing together. I understand
how things work in this FAQ, but I didn't discover any of these.
I read the sub-zero dead pool fatality in alt.games.mk. Regardless of whether
somebody things it's "old news", I thank the person who posted it recently.
-----------------------------------------------------------------------------
Comments/additions/corrections ----------------------------------------------
-----------------------------------------------------------------------------
Send comments/additions/corrections to al@rat.mv.com.
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Moves List (and mini-FAQ) for Mortal Kombat II on the Sega Genesis
Version 1.4 (October 15, 1994)
==================================================================
by Michael Dunn
===============
a540mrd@pic.ucla.edu on the Internet
"Major Kira" on the ISCA BBS (whip.isca.uiowa.edu)
Contents
========
0. Changes from Version 1.3
1. History
2. Special thanks
3. Wanted [*]
4. Key to the moves list [*]
5. General controls
6. Special moves [*]
7. Guide to the menus
8. Using the test modes [*]
9. Questions and miscellaneous stuff [*]
Sections marked with [*] have been changed since the last version.
Each section begins with the section number within < >, e.g. <2>, so you can
search for that string to skip to the section you want to read.
<0> Changes from Version 1.3/1.3a
=================================
-- Fixed a real dumb typo in Mileens Multi-Stab fatality.
-- Added Random Select to the Q&A section.
-- Added an explanatory note about combining a circular stick move with the
x(y) notation.
-- Added Liu Kang's Pit fatality for the 3 button pad.
-- Fixed Cage's Pit fatality for the 3 button pad, and added a longer
explanation.
-- Added how to make a victim fall off the spikes.
-- Wrote a better description of the "Extra Controls" option.
-- Mentioned that pressing RESET wipes out your test mode settings.
<1> History
===========
The three incarnations of version 0 were just a rewrite of my arcade moves
list, with a few moves for the three-button controls thrown in from folks who
had sent them to me. If you have a version 0 sheet, burn it now and keep this
one. :>
Version 1.0 : I wrote this overnight, after I finally (after many tries) got
a hold of a copy of the game. I typed everything in from scratch, so
naturally there were typos and other mistakes.
Version 1.1 : Major typo fixes and changes to Q/A's.
Version 1.1a : Minor mistakes corrected.
Version 1.2 : Once I had enough minor mistakes fixed, I decided to bump
up the version to 1.2 and add in some formatting changes. Thanks and
wanted sections added. Headers added before each character's moves.
Version 1.2a : New move(s) added as they were discovered.
Version 1.3 : Pong and the Fergality added.
Version 1.3a : Typos corrected.
Version 1.4 : More moves confirmed and corrected, and some info explained
in better detail.
<2> Special thanks
==================
Styrofoam - kind support while I was scrambling to find a copy of the game
Fanky Maloon - finding typos, and being an all-around nice guy
WoodStock - finding typos
E Double - experimenting with the SNES version and this moves list
Angel of Death - providing Baraka's decap for the 3 button pad, and providing
info on the Fergality and Pong.
Wang Master - finding typos
<3> Wanted
==========
The following is info that I do not currently have in this FAQ, but would
like to have. Your help is much appreciated!
Kung Lao's decapitation fatality (3 button);
Cage's special (three-head) fatality (3 button).
<4> Key to the moves list
=========================
"w" "x" "y" and "z" all represent stick and/or button motions, and "n"
represents a number.
f = forward, b = back, u = up, d = down.
p = low punch, P = high punch, k = low kick, K = high kick, B = block.
In the 3-button pad moves, "p" is used for the punch button (since there's only
one).
Q = quarter-circle, H = half-circle, C = full circle. These moves are always
followed by either f or b indicating the direction of the circular stick move.
xyz w : Unless otherwise stated, stick/button motions are to be done
sequentially. In most moves that end with a button press, the button
is separated from the rest of the moves by a space, just for ease of
reading. In most cases, you are allowed to hold the stick in the
last position while pressing the button. IOW, it's OK to do
xyz(w). The cases where this is NOT true are noted like this:
xyz/w : The slash indicates that you MUST release the stick from position z
before pressing the button w.
x+y : Do x and y at the same time.
x(y) : Hold the control x and do y while holding x. y may be more than one
motion or button press.
When combined with a circular stick move, this notation means to do
the circular move, then hold the stick in the final position (forward
or back) while pressing the indicated button. So, Qb(k) means, "Do
a quarter-circle backwards, and while holding the stick in the back
position, press low kick."
x(y)R : Do x(y) and then release x to complete the move. y may be more than
one motion or button press.
x[n] : Hold (charge) button x for at least n ticks of the game clock. The
move is complete when you charge for the indicated length of time and
release x.
x.. : Keep tapping the button(s) x to keep the move going.
Fatalities are sensitive to the distance you stand from your opponent. A
number in parentheses after the move name tells you how far away to stand. The
distances are numbered:
0 : Stand right next to the victim.
1 : Stand one character-width away.
2 : Stand two character-widths away.
3 : Stand halfway across the screen.
4 : Stand all the way across the screen.
* : Stand anywhere, distance doesn't matter.
n+ : Stand at a distance of n or farther.
n- : Stand at a distance of n or closer.
<5> General controls
====================
-- 6 button pad -- -- 3 button pad --
block block
[START] [START]
high punch block high kick [A] [B] [C]
[X] [Y] [Z] punch low kick high kick
[A] [B] [C]
low punch block low kick
All characters have moves in common. They include:
Move name 6 button 3 button notes
--------- -------- -------- -----
Standing hi punch P f(p) or b(p)
Standing lo punch p p (no stick)
Throw f(p) p (no stick) stand right next to opponent
Uppercut d(p) or d(P) d(p) the crouching punch is gone
Foot sweep b(k) b(k)
Roundhouse kick b(K) b(K)
<6> Special moves
=================
Here it is! The (almost) complete list of moves for both types of control
pads. The few moves that I haven't been able to do yet are marked with
question marks. I would REALLY like to have all the moves here, so
please feel free to experiment and mail me with your results. :>
Take care when using the 3 button pad. My experience is that it is very picky
at times, especially about whether you hold the last stick motion while
pressing a button at the end of a special move.
*** Important note ***
In moves which contain an "up" stick move (except for teleports),
it seems that you may hold block during the entire move. You may even hold
block while pressing the final button. This, needless to say, is VERY generous
of the programmers. :>
*** Important note ***
*** Semi-Important note ***
All Pit/Spikes fatalities are done at a distance of 0.
*** Semi-Important note ***
-- Liu Kang -- 6 button 3 button notes
-------- -------- -----
High fireball ff P ff(p) may be done in the air
Low fireball ff p ff/p
Flying kick ff K ff K
Turkey kick k[3] k[3]
Pit/Spikes bff k bbff k
Babality ddfb k ddfb k
Friendship fbbb k fbbb k
Flip-uppercut(3-) Cb Cb OK to hold block
Dragon Morph(1-) dfbb K dfbb K
-- Kung Lao -- 6 button 3 button notes
-------- -------- -----
Hat throw bf p bf(p)
Teleport du du
Air kick d(K) d(K) must be done in the air
Energy Spin uu k.. uu k..
Pit/Spikes fff P fff(P)
Babality bbff K bbff K
Friendship bbbd K bbbd K
Slice in half(1) fff k fff k
Decapitation(3+) p(bf)R ??? guide hat up to hit head
-- Johnny Cage -- 6 button 3 button notes
-------- -------- -----
High shot Hb P Hb p
Low shot Hf p Hf p
Shadow kick bf k bf k
Shadow uppercut bdb P bdb p
Ball Breaker B+p k+K
Pit/Spikes dddd K ddd K
Babality bbb K bbb K
Friendship dddd K dddd K see note below
Torso Toss(0) ddff p ddff p
Uppercut-decap(0) ffdu ffdu
Special(0) ffdu d+p+B+k ??? knocks off three heads
Note: On the 6-button pad, the Friendship and Pit/Spikes fatality are the
same move. If you are able to do a friendship (ie, haven't used punch in
the second round you win) and you do dddd K, you will ALWAYS get the
Friendship, instead of the Pit/Spikes fatality.
-- Reptile -- 6 button 3 button notes
-------- -------- -----
Spit ff P ff(p)
Slide b(k+K) b(k+K)
Forceball bb p+P bb/p
Invisibility uud P uud p must be visible
De-invis. uud P uud p must be invisible
Pit/Spikes dff B dff B
Babality dbb k dbb k
Friendship bbd k bbd k
Decap(3) bbd p bbd p must be visible
Slice in half(0) ffd K ffd K must be invisible
-- Sub-Zero -- 6 button 3 button notes
-------- -------- -----
Regular freeze Qf p Qf p
Ground freeze Qb k Qb k see note 1 below
Slide b(k+K) b(k+K)
Pit/Spikes dff B dff B
Babality dbb K dbb K
Friendship bbd K bbd K
Deep Freeze...(1) ffd K ffd K see note 2 below
then smash(0) fdff P fdff(p)
Ice grenade(3+) p(bbdf)R k(bbdf)R
Note 1: The ground freeze will NOT come out if the opponent is backed into a
corner.
Note 2: The end-of-round timer does not reset when you execute the deep
freeze (as it did in the arcade).
-- Shang Tsung -- 6 button 3 button notes
-------- -------- -----
One shot bb P bb(p)
Two shots bbf P bbf(p)
Three shots bbff P bbff(p)
Liu Kang bff B bff B
Kung Lao bdb K bdb K
Cage bbd p bbd p
Reptile ud P ud P
Sub-Zero fdf P fdf p
Kitana BBB BBB
Jax dfb K dfb K
Mileena P[2] k[2]
Baraka dd k dd k
Scorpion uu uu
Raiden dbf k dbf k
Pit/Spikes ddud ddud
Babality bfd K bfd K
Friendship bbdf K bbdf K
Up-the-nose(1) K[2] K[2]
Soul drain(0) udu k udu k
Kintaro(1) p[15] k[15]
Note: All morphs last for 13 clock ticks.
-- Kitana -- 6 button 3 button notes
-------- -------- -----
Fan throw ff P+p ff/p
Swipe b(P) b(p)
Fan lift bbb P bbb(p)
Sonya punch Hb P Hb(p)
Pit/Spikes dfdf K dfdf K
Babality ddd k ddd k
Friendship dddu k dddu k
Decap(0) BBB K BBB K
Kiss o' Death(0) k(ffdf)R k(ffdf)R
-- Jax -- 6 button 3 button notes
-------- -------- -----
Shot Hb K Hb K
Ground smash k[3] k[3]
Grab ff(p) p.. ff/p p..
Multi-slam throw P.. throw p..
Air throw B B must be done in the air
Pit/Spikes uud k uud k
Babality dudu k dudu k
Friendship dduu k dduu k
Head smash(0) p(fff)R K(fff)R
Rip off arms(1) BBBB p BBBB p
-- Mileena -- 6 button 3 button notes
-------- -------- -----
Sai throw P[2] k[2] may be done in the air
Roll bbd K bbd K
Teleport kick ff k ff K
Pit/Spikes dfdf k dfdf k
Babality ddd k ddd k
Friendship dddu k dddu k
Multi-stab(0) fbf p fbf p
Eat & spit(0) K[4] K[4]
-- Baraka -- 6 button 3 button notes
-------- -------- -----
Shot Qb P Qb p
Swipe b(P) b(p)
Blade fury bbb p bbb/p
Pit/Spikes ffd K ffd K
Babality fff K fff K
Friendship uff K uff K
Decap(0) bbb P bbb(p)
Impale(1) bfdf p bfdf p see note below
Note: The Impale fatality is tricky on the 3 button pad. I found it helps to
roll the stick during the fdf part of the move (as if you were doing a dragon
punch).
-- Scorpion -- 6 button 3 button notes
-------- -------- -----
Spear bb p bb/p
Teleport Qb P Qb(p)
Leg grab Hb k Hb k
Air throw B B must be done in the air
Pit/Spikes ddff B dff B
Babality dbb K dbb K
Friendship bbd K bbd K
Torch(2) uu P uu p
Double slice(0) P(dfff)R K(dfff)R
Special(*) dduu P dduu p TOASTY!
-- Raiden -- 6 button 3 button notes
-------- -------- -----
Shot Qf p Qf p
Dive bbf bbf
Teleport du du
Grab-shock P[2] K[2] 2-player mode ONLY!
Pit/Spikes uu P uu p
Babality ddu K ddu K
Friendship dbf K dbf K
Electric grab(0) k[6] (B+k).. k[6] (B+k)..
Fatal uppercut(0) P[6] K[6]
Fergality bbb B bbb B see info in Q&A section
<7> Guide to the menus
======================
Start : Starts the game (duh!)
Options : brings up the Options menu.
Options/Difficulty : Very easy, easy, medium, hard, or very hard. Pick one.
Options/Credits : You can choose to start with between 1 and 30 credits. Put
the cursor on the "Gimme 15!" line and move the stick left/right to decrease
or increase the number of credits.
Options/Extra Controls : This menu has an option for each port. The possible
choices are "Activator" and "6 Button." If you're using the 3-button pad,
choose "Activator." **NOTE** Pressing RESET resets both of these settings
to "Activator." Choosing "6 button" only makes the game LOOK FOR a 6
button pad; you can still use your 3 button pad (you can even switch your
6 button pad between 6 button and 3 button modes if you want to).
If you move the cursor to the Options/DONE! setting and do the sequence
ldlrdrllrr, another menu choice will appear, "Test modes."
<8> Using the Test modes
========================
Note: Pressing RESET removes the Test Modes menu from the Options menu, and
turns off all settings in the Test Modes menu.
The first two options make player 1 or 2 invincible. Only one of these options
may be set on, for obvious reasons.
The next two options make player 1 or 2 die with one hit. Even a Kitana fan
lift or Sub-Zero freeze will be deadly. Both of these options may be set on at
the same time, although you cannot have a player be both "invincible" and "die
with one hit" at the same time.
The 2nd page begins with "Free Play." Set this on for infinite credits.
The "Background" option is next. Leaving it at the default "OFF" setting gives
you the backgrounds in the normal order. Setting it to a number makes every
single match take place at the same background. Settings of note are: 1 (Dead
Pool), 2 (Room with the Spikes), 6 (Armory), 7 (The Pit), 8 (The Portal), and
10 (The Blue Portal where you normally fight hidden characters).
"Battle Plan" determines where your game begins when you fight against the
computer. Leave it OFF to start at the bottom, or set it to a number to start
at a higher-up opponent. 11 is the character right before the ? box, 13 is
Shang Tsung, 14 is Kintaro, and 15 is Shao Kahn.
The next option, strangely called "Soak Test," makes the computer play itself
when you choose Start.
The 3rd page begins with three options, only one of which may be set at once:
"Fatalities, "Friendship," and "Babalities." Setting one will make the
computer do the respective finishing move whenever it wins a match. The
computer will be able to do Friendships and Babalities even if it used punches
during the last round!
The last option is "Oooh, Nasty!" See the Q&A section for an explanation.
<9> Questions and miscellaneous stuff
=====================================
Q: What is a Fergality? [or] What does "Oooh, Nasty!" do?
A: First, enable the Test Modes and then enable Oooh, nasty! Then, start
a game and use Raiden. On the Armory stage, win the match, and at the end,
do bbb B. The victim will be turned into one of the programmers.
Q: What are babalities and friendships?
A: They are alternate ways of ending a match that you've won. You may stand
anywhere on the screen when doing them. A Babality will turn the victim into a
little baby, complete with distinctive clothing (e.g. Kung Lao and Raiden
babies still have their hats on). A Friendship will make your character do
something cute, for example Kitana turns around and produces a birthday cake.
The only restriction on babalities and friendships is that you may not press
either punch button during the 2nd round that you win.
Q: How do I do Random Select?
A: At the character selection screen, put the cursor on Liu Kang if you're
player 1, or on Reptile if you're player 2. Then, hold up and press START.
Q: What is the Dead Pool fatality?
A: When you win a match on the Dead Pool stage (the one with the green pools of
acid behind the characters), hold d+p+k and press P on the 6 button, or d+k+K
and press p on the 3 button. Do this at a distance of 0. There doesn't seem
to be the "Almost" quote that was in the arcade.
Q: How do I make the victim of a Spikes fatality fall back to the ground?
A: Hold YOUR joystick down right after your character begins the uppercut
motion. You do not have to hold both sticks down, as in the arcade. If
the computer does a Spikes fatality on you, you can hold the stick in the
other port down and make yourself fall! :> Of course, sometimes victims
will fall down of their own accord.
Q: What are "special" fatalities?
A: That's my term for the two easter eggs in Cage's and Scorp's fatalities.
A "special" takes a normal fatality and does something extra at the end.
Try them and you'll see what I mean. :>
Q: How do I get to Jade?
A: First, play the computer and get to the opponent right before the ? box.
You must then win one round (just a round, not the whole match) using ONLY low
kick. If you do so, you'll fight Jade. After the match with her is over,
you'll go back to the regular game and fight Shang Tsung.
Q: How do I get to Smoke?
A: During the Portal stage, connect with an uppercut or Kung Lao's spin. Then
watch the lower-right corner of the screen. If the head pops up and you hear
"toasty!" hold down and press START.
Q: How do I get to Noob Saibot?
A: Win 50 rounds in a row. You do NOT have to play against the computer
during your winning streak.
Q: Why can't I change characters after I fight a hidden character?
A: Programmers goofed/were lazy and didn't code it.
Q: Does Pong exist in the Sega version?
A: Yes. It appears after 200 matches. (or so I've been told...I tried it
this afternoon and it most definitely did NOT appear *sniff*)
Q: Who's that dude that pops up in the corner of the screen?
A: That's Dan Forden. He composed the music for MK2. He sometimes appears
whenever you connect with an uppercut or Kung Lao's energy spin. BTW, he says
"toasty!"
Q: No, I didn't see a man, it was some strange yellow blob.
A: Dan's picture is replaced by some strange-looking character when you play
after turning on the Test modes menu. It still says "toasty!" though.
Q: I have an SNES!! Can I use this moves list?
A: YES!! :> Folks on ISCA have told me that the SNES moves are the same
as the 6-button pad moves listed here. Just substitute as follows:
high punch = Y high kick = X
low punch = B low kick = A
block = L or R
Q: So, Mike, what do you think of the game?
A: I like it. It's a much much better translation of the arcade game than MK1
was. The lack of voices is disappointing, though. I also find it strange that
after you fight a hidden character, you can't select a different character.
The computer is NO fun to play against, even on the easy difficulty settings,
which really detracts from the game if you don't have many people to play with
(as I don't).
Q: Hey! I found a mistake!! [or] Hey! I found something new!! Now what do
I do?
A: Just email me and tell me all about it. I'm always looking for new and
better info. :>
OUTSTANDING!! Have a nice day. :>
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Mortal ][ Kombat Genesis Moves and Tricks
Will Irace <wirace@csun.edu>
======================January 1, 1995===================
Changes from 10/12/94 distribution:
No game-play related changes.
Added my new WWW site, http://www.csun.edu/~hbcsc003/will.html
This FAQ is based on a move list that was first posted by Alex Grienti
<at840@freenet.carleton.ca> about a week before the release of the MK][
home games in late 1994. Since then it has undergone major revisions.
This document contains all the moves, babalities, fatalities, friendships,
and other known goodies for the Sega Genesis version of MK][. Recognition
goes to all who responded to my numerous queries, and especially to Alex
for producing this list in its earlier form.
The latest version of this document can always be obtained by FTP from Andy
Eddy's famous FTP site, at ftp.netcom.com, as pub/vi/vidgames/faqs/mk2gen.txt.
Thanks Andy! For several months I was maintaining a mailing list of people to
receive updates to the FAQ, but I believe all secrets have been found, so I am
for now discontinuing the list. Feel free to e-mail me at wirace@csun.edu if
you have any questions, though. Also check out ineluki@u.washington.edu's
excellent MK][ arcade FAQ; it has information that is directly useful to the
home versions.
I now have a World Wide Web Home page, which contains links to all my favorite
Web stuff, and I have also placed there some of my favorite MKII fanfiction as
well as the latest version of this document and my Genesis Aladdin FAQ. Check
it out, and send me your comments! It's at
http://www.csun.edu/~hbcsc003/will.html .
Unanswered questions: 1) Can anyone confirm that it is possible to disable
throws in a two player game? 2) Are there any mistakes or unclear passages
in this document? 3) Have you found something cool that isn't in here? If
you have answers to any of these questions, please get in touch at
wirace@csun.edu!
Please distribute far and wide, but a) Do not distribute modified versions,
and b) do not charge for distribution, except for nominal connect-time
charges.
Enjoy!
(C) 1995 Will Irace <wirace@csun.edu>
-=-=-=-=-=-=-=-=-=THE BASICS=-=-=-=-=-=-=-=-=-
Move Abbr. 6-button 3-button
--------------------------------------------------
Low Punch LP A A
High Punch HP X A while holding F or B
Low Kick LK C B
High Kick HK Z C
Block BL B or Y START
Forward F
Back BA
Up U
Down D
Term Meaning
--------------------------------------------------------
THAT(THIS) Press THIS while holding THAT.
THIS(n sec) Hold THIS for n seconds.
n THIS Press THIS n times.
THIS+THAT Press THIS and THAT together.
THAT (n) After doing THAT, you should be n character
widths away from your victim for the move to
work.
1/4 F,THAT Rotate the D-pad from down to forward, then do
THAT. Reverse the motion for 1/4 B,THAT.
1/2 B,THAT Rotate the D-pad from forward through down to
back, then do THAT. Reverse the motion for
1/2 F,THAT.
360 B Continuously rotate the D-pad counterclockwise
if on the victim's left, vice versa if on right.
Examples:
LK(2 F,D,F) (0): Hold low kick, press forward, forward,
down, forward, and release low kick, making sure that when low
kick is released you're right next to the victim. (Kitana's
kiss o' death)
A(30 sec): Certain fatalities involve holding a button down
for quite awhile, and in this case longer than the time allowed
to do the fatality. You can charge these moves during the
match, i.e., hold A when the match begins and don't leggo
until "FINISH HIM!" appears to do the Kintaro fatality.
-=-=-=-=-=-=-=-=-=-=-=-=MISCELLANEOUS NOTES=-=-=-=-=-=-=-=-=-=-=-=-=-=-
RANDOM SELECT: Highlight the character in the top corner on your side (Liu
Kang for player one, Reptile for player two) and press Start while holding up.
BABALITIES/FRIENDSHIPS: These moves can only be done if you didn't use
either punch button during the wining round.
DEAD POOL FATALITY: After winning the second round in the Dead Pool, when
the "Finish Him" message appears, press and hold the Low Punch and Low
Kick buttons (B and C on three-button), move in close, then D(HP) while
still holding the other two buttons.
SLIPPERY SPIKES: Immediately after executing the PIT/SPIKES fatality in
Kombat Tomb, hold down on the D-pad to make the victim slip and fall off
the spikes.
SPECIAL CHARACTERS:
Noob Saibot: Win 25 matches in a row to play against the black ninja.
Jade: Win ANY round just before the "?" stage using only the LK button to
play against Jade.
Smoke: On the portal stage, press down and start the instant you hear
"toasty!" to play against Smoke. In a two player match, the first person
to do this gets to fight smoke, and the other automatically loses.
PONG: Pong does not exist in Genesis MKII. Please send corrections only
if you have PERSONALLY seen it.
BACKGROUND ORDER: The order for the backgrounds is Dead Pool-> Kombat
Tomb-> Wasteland-> The Tower-> Living Forest-> Armory-> Pit II-> Portal->
Khan's Arena-> Repeat.
TEST MODE! In the options screen, move the cursor to "Done" but don't
select it. Enter LDL, RDR, LLRR on the D-pad. This activates the test
mode, and turns Dan "Toasty!" Forden into a wierd cartoon guy. Also see
"FERGALITY!" below.
USING BLOCK TO STABILIZE: In the move list which follows, many finishing
moves involve holding the BL button while you do something else. This is
only necessary to stabilize your character (i.e., so you don't jump when
you press U). If you can manage to do these moves without the BL button,
more power to you. In addition, you can use the block button during a
finishing move to prevent an accidental strike. For example, in Kitana's
kiss o' death you must ordinarily press LK outside kick range, then move
in to do the moves. Instead, try pressing BL, then LK while holding BL,
then release BL, then do the moves, then release LK. This technique can
save you time, and can be also be applied to Jax's head pop, the acid
bath, and many other finishing moves.
FERGALITY! Turn on "oooh, nasty" in test pages. Be Rayden on the Armory
(stage 6). Do 3 BA,BL (any distance) as your finishing move to do the
Fergality. The preceeding is a 100% confirmed method for doing a
Fergality, but may not be the only method. Do you have one you'd like to
share with the rest of us?
-=-=-=-=-=-=-=-=-=-=-=-=-=THE SIX-BUTTON MOVES=-=-=-=-=-=-=-=-=-=-=-=-=-
---------------------------------+-------------+-------------------+
S t a n d a r d M o v e s | J a x | |
Uppercut | D(A or X) | Ground Pound| C (3 sec) |
Foot Sweep | BA(C) | Backbreaker | hold BL in mid-air|
Roundhouse | BA(Z) | Sonic Wave | 1/2 BA,Z |
Throw | A(0) | Grab | 2 F,A,tap A |
-------------+-------------------+ Super Slam | throw & tap X |
B a r a k a | | FATALITY 1 | 4 BL,A (1) |
Blade Fury: | 3 BA, A | FATALITY 2 | A (3 F) |
Blade Swipe | BA + X | PIT/SPIKES | BL(2 U),D,C |
Blade Spark | 1/4 BA,X | FRIENDSHIP | BL(2 D,2 U),C |
Double Kick | Z,Z (0) | BABALITY | BL(D,U,D,U),C |
FATALITY 1 | BL(4 BA),X (0) +-------------+-------------------+
FATALITY 2 | BA,F,D,F,A (0) | K i t a n a | |
PIT/SPIKES | 2 F,D,Z | S.W. Punch | 1/2 BA,X |
FRIENDSHIP | BL(U),2 F,Z | Fan Swipe | BA+X |
BABALITY | 3 F,Z | Fan Lift | 3 BA, X |
-------------+-------------------+ Fan Throw | 2 F,X+A |
J o h n n y C a g e | FATALITY 1 | C(2 F,D,F) (0) |
Flame (low) | 1/2 F,A | FATALITY 2 | 3 BL,Z (0) |
Flame (high)| 1/2 BA,X | PIT/SPIKES | F,F,D,F,Z |
Ball Breaker| A +BL | FRIENDSHIP | BL(3 D,U),C |
S. Uppercut | BA,D,BA,X | BABALITY | 3 D,C |
Shadow Kick | BA,F,C +-------------+-------------------+
FATALITY 1 | 2 F,D,U (0)(1head)| M i l e e n a |
THREE HEADS!| 2F,D,U,D(A +BL+C) | Roll Attack | 2 BA,D,Z |
FATALITY 2 | 2 D,2 F,A (0) | Sai-Throw | X 2 sec,rel |
PIT/SPIKES | 3 D,Z | Teleport kik| 2 F,C |
FRIENDSHIP | 4 D,Z | FATALITY 1 | Z(2 sec) (0) |
BABALITY | 3 BA,Z | FATALITY 2 | F,BA,F,A (0) |
-------------+-------------------+ PIT/SPIKES | F,D,F,C |
K u n g L a o | FRIENDSHIP | BL(3 D,U),Z |
Hat Throw | BA,F,A | BABALITY | 3 D,Z |
| (can be steered) +-------------+-------------------+
Bullet kick | D + Z | L i u K a n g |
| (at top of jump) | Bicycle-Kick| C(5 sec) |
Teleport | D,U | F.Ball low | 2 F,A |
Whirl. Spin | BL(2 U),C | F.Ball high | 2 F,X |
FATALITY 1 | 3 F,C (1) | Flying-kick | 2 F,Z |
FATALITY 2 | A(3 BA,F) (6) | FATALITY 1 | BL(360 BA) (1) |
PIT/SPIKES | 3 F,X | FATALITY 2 | D,F,2 BA,Z (0) |
FRIENDSHIP | 3 BA,D,Z | PIT/SPIKES | BA,2 F,C |
BABALITY | 2 BA,2 F,Z | FRIENDSHIP | F,3 BA,C |
-------------+-------------------+ BABALITY | 2 D,F,BA,C |
| +-------------+-------------------+
R a y d e n | | S c o r p i o n |
Shock | X(3 sec) (0) | Spear | 2 BA,A |
Light. Bolt | 1/4 F,A | S. Takedown | 1/2 BA,C |
Superman | 2 BA,F | Air Throw | BL (in mid-air) |
Teleport | D,U | Teleport | 1/4 BA,X |
FATALITY 1 | C (5 sec), | FATALITY 1 | BL(2 U)X (2) |
| tap BL+C (0) | "toasty!": | BL(2 D,2 U),X (2) |
FATALITY 2 | X (8 sec) (0) | FATALITY 2 | X(3 sec) (0) |
PIT/SPIKES | BL(3 U),X | PIT/SPIKES | D,2 F,BL |
FRIENDSHIP | D,BA,F,Z | FRIENDSHIP | 2 BA,D,Z |
BABALITY | BL(2 D,U),Z | BABALITY | D,2 BA,Z |
-------------+-------------------+-------------+-------------------+
R e p t i l e | S h a n g T s u n g |
Acid Spit | 2 F,X | 1 Flame | 2 BA,X |
Force Ball | 2 BA,X+A | 2 Flames | 2 BA,F,X |
Invisibility| BL(2 U),D,X | 3 Flames | 2 BA,2 F,X |
Slide | BA+Z+C | MORPHS | |
FATALITY 1 | 2 F,D,Z (0) | Baraka | 2 D,C |
| (be invisible) | Jax | D,F,BA,Z |
FATALITY 2 | 2 BA,D,A (3) | Johnny Cage | 2 BA,D,A |
PIT/SPIKES | D,2 F,BL | Kitana | 3 BL |
FRIENDSHIP | 2 BA,D,C | Kung Lao | BA,D,BA,Z |
BABALITY | D,2 BA,C | Liu Kang | BA,2 F,BL |
-------------+-------------------+ Mileena | X(3 sec) |
S u b - Z e r o | Rayden | D,BA,F,C |
Ground Freez| 1/4 BA,C | Reptile | BL(U,D)X |
Deep Freeze | 1/4 F,A | Scorpion | BL(2 U) |
Slide | BA+Z+C | Sub-Zero | F,D,F,X |
FATALITY 1 | A(2 BA,D,F) (6) | FATALITY 1 | Z(2 sec) (1) |
FATALITY 2 | 2 F,D,Z (2), | FATALITY 2 | BL(U,D,U),C (0) |
| F,D,2 F,X (0) | FATALITY 3 | A(30 sec) (1) |
PIT/SPIKES | D,2 F,BL | PIT/SPIKES | hold BL,2 D,U,D |
FRIENDSHIP | 2 BA,D,Z | FRIENDSHIP | 2 BA,D,F,Z |
BABALITY | D,2 BA,Z | BABALITY | BA,F,D,Z |
-------------+-------------------+-------------+-------------------+
-=-=-=-=-=-=-=-=-=-=-=THE THREE-BUTTON MOVES=-=-=-=-=-=-=-=-=-=-
This section is as yet unconfirmed by me. Please send corrections and
additions, as indicated by "UNKNOWN" below. My thanks to Vibhore Anant.
-------------------------------------+
B a r a k a | |
FATALITY 1 | BL(4 BA),A (0) |
FATALITY 2 | BA,F,D,F,A (0) |
PIT FATALITY| 2 F,D,C |
FRIENDSHIP | BL,U,2 F,C |
BABALITY | 3,F,C |
-------------------------------------+
J a x | |
FATALITY 1 | 4 BL,A (1) |
FATALITY 2 | C(3 F) |
PIT FATALITY| 2 U,D,B |
FRIENDSHIP | 2 D,2 U,B |
BABAILTY | BL(D,U,D,U),B |
-------------------------------------+
J o h n n y C a g e |
FATALITY 1 | 2 F,D,U (0) |
THREE HEADS!| UNKNOWN |
FATALITY 2 | 2 D,2 F,A (0) |
PIT FATALITY| 3 D,C |
FRIENDSHIP | 4 D,C |
BABALITY | 3 BA,C |
-------------------------------------+
K i t a n a | |
FATALITY 1 | B(2 F,D,F) |
FATALITY 2 | 3 BL,C (0) |
PIT FATALITY| F,F,D,F,C |
FRIENDSHIP | BL(3 D,U),B |
BABALITY | 3 D,B |
-------------------------------------+
K u n g L a o |
FATALITY 1 | 3 F,B (1) |
FATALITY 2 | UNKNOWN |
PIT FATALITY| 3 F,A |
FRIENDSHIP | 3 BA,D,A |
BABALITY | 2 BA,2 F,A |
-------------------------------------+
M i l e e n a |
FATALITY 1 | hold C 2 sec,rel (0) |
FATALITY 2 | F,BA,F,A (0) |
PIT FATALITY| F,D,F,B |
FRIENDSHIP | 3 D,U,C |
BABALITY | 3 D,C |
-------------------------------------+
R a y d e n | |
Shock | C (3 sec) (0) |
FATALITY 1 | B (5 sec), |
| tap BL and B (0) |
FATALITY 2 | C (8 sec) (0) |
PIT FATALITY| BL(3 U),A |
FRIENDSHIP | D,BA,F,C |
BABALITY | 2 D,U,C |
-------------------------------------+
-------------------------------------+
L i u K a n g |
FATALITY 1 | BL(360 BA) (1) |
FATALITY 2 | D,F,2 BA C (0) |
PIT FATALITY| BA,2 F,C |
FRIENDSHIP | F,3 BA,C |
BABALITY | 2 D,F,BA,C |
-------------------------------------+
R e p t i l e |
FATALITY 1 | 2 F,D,C (0) |
| (must be invisible) |
FATALITY 2 | 2 BA,D,A (3) |
PIT FATALITY| D,2 F,BL |
FRIENDSHIP | 2 BA,D,C |
BABALITY | D,2 BA,C |
-------------------------------------+
S c o r p i o n |
FATALITY 1 | hold BL,2 U,A (1) |
"toasty!": | hold BL,2 D,2 U,A (1) |
FATALITY 2 | C(3 sec) (0) |
PIT FATALITY| D,2 F,BL |
FRIENDSHIP | 2 BA,D,C |
BABALITY | D,2 BA,C |
-------------------------------------+
S h a n g T s u n g |
FATALITY 1 | C(2 sec) (1) |
FATALITY 2 | BL(U,D,U),B (0) |
FATALITY 3 | B(30 sec) (1) |
PIT FATALITY| BL(2 D,U,D) |
FRIENDSHIP | 2 BA,D,F,C |
BABALITY | BA,F,D,C |
-------------------------------------+
S u b - Z e r o |
FATALITY 1 | B(2 BA,D,F) (6) |
FATALITY 2 | 2 F,D,C (2), |
| F,D,2 F,A (0) |
PIT FATALITY| D,2 F,BL |
FRIENDSHIP | 2 BA,D,C |
BABALITY | D,2 BA,C |
-------------------------------------+
-=-=-=-=-=-=-=END=-=-=-=-=-=-=-
+363
View File
@@ -0,0 +1,363 @@
====================================
MORTAL KOMBAT II PLAYERS GUIDE V2.0
====================================
8y ~|~|-|3 1|\/||\/|0R~|~/-\|_ /-\|</-\ P3R1[0|\/|
EQR5MALIKI@CLSTR.UNL.AC.UK
This file is Copyright (c) 1994. All rights reserved.
Distribution of this file, in whole or in part is permitted, provided
that it isn't modified in any form and that proper credit is given to the
author.
Introduction
------------
This is a basic guide to help players beat the computer opponents. It is
meant for versions 2.1 and Up, of the game.
This guide hasn't got any moves or fatalities of the game, if you want them
then get the latest FAQ from Andy Eddy's site [It also defines some of the
terminology].
Type the following commands to get the FAQ :-
> ftp ftp.netcom.com
> Login:- anonymous
> Password:- [Your e-mail address, e.g. eqr5maliki@clstr.unl.ac.uk]
> cd pub/vi/vidgames/faqs
> hash
> get mk2faq.v16
> quit
If you want this guide by e-mail then send me your e-mail address and I
will mail you a copy.
This guide is my own account of how to beat the computer playing as Shang
Tsung, the strategies should work for all characters (except the ones with
straight legs... like Liu Kang, Kung Lao).
I also assume as you are playing on the right hand Joystick.....why? Well in
case you hadn't noticed, when you play on the left hand-side the computer is
very difficult to beat. Try and jump into Baraka or Kitana and you will see
they will always get you. Try the same on the other side and you will see
you can always get them.
To play on the right hand side just press the 2P start button at the
beginning of your game.
I will also assume that the game is set on normal to very difficult.
1. How to Beat the First Computer Opponent
==========================================
ON EASY - NORMAL ONLY:
Whoever it is, it can be beaten very easily. For the first guy just Jump
Kick, then sweep and then crouch and Block and then wait for him to come
close to you. Then when he walks towards you he won't throw you he will
just start punching the air. You just push the joystick down and then
press HP. This will uppercut him. Repeat this as he doesn't get any
smarter. You can do this both rounds and get a Double Flawless. This
doesn't work if the game is set on very difficult, In which case look up the
character further down.
2. How to Beat the Second Computer Opponent
============================================
ON EASY - NORMAL ONLY:
The Second Guy is slightly smarter, he throws. So you have to jump into
him straight away and do the jump kick deep into its stomach. This will hit
it follow it up with a sweep. Jump in again, before it gets back up and then
jump kick, sweep, sweep, move back 2 steps, sweep, move back 1 step, sweep.
Jump back and repeat from the jump kick.
3. How to beat Liu Kang
=======================
Block straight away don't attempt attack him as he will either bicycle kick
you/Fly Kick. In which case sweep him as he rebounds off you. If he does a
fly kick then block it and give him an uppercut. Or he may fireball you, If
he does then you can't do much.....just block.
Anticipate-kick Method
======================
(It works on all the opponents that use a missile weapon that travels
straight and at medium speed, e.g. Sub-Zero, Raiden, Reptile) Once the
computer is a jump distance away. Walk forward and now jump towards him
and aim your jump to land right in front of him (Forehead), but not touching
him [About 2cm Away] and press Kick. (When you reach the point shown on
the diagram) More likely than not he will jump backwards to avoid your kick.
Wham! It will hit him as he tries to jump back. It will knock back quite far
you may be able to sweep him. So repeat the method and get back into position.
(Done correctly you can get flawless without using any button other then
LK... hence useful for getting Jade)
Fig. 1
------
* *
* *
O \ * O
\|/ Aim for this position. \|/
| With a Kick. |
/ \ / \
Computer You
<------------------------------->
About this Distance.
4. How To Beat Kung Lao
=======================
At the start of the round bend down and get ready for him to teleport, then
uppercut him.
You can use the fireball method if you are low on energy. Jump back into
any corner and then do two fireballs. Keep on doing two fireballs. Lao will
teleport into your fireballs at exactly the sweep distance. Continue to do
this method on both rounds.
Fig. 2
------
| Shang Lao
| O O
| \|/ O O \|/
| | |
| / \ / \
------------------------------------------------
\
\
\Edge of screen.
If you don't want to do this method for some reason. Then at the start of
the round jump kick.... prematurely. It should hit him. If it doesn't then
he should block and fire his hat at you. Block it and Uppercut him or
roundhouse kick him. Jump towards him and do the same again. Sweep if he
lands near then uppercut him.
With Raiden you can do the body launch into him repeatedly. He always
misses you.
5. How to Beat Johnny Cage
==========================
At the start bend down and get ready to uppercut him. He will most of the
time shadow kick or jump towards you, in which case uppercut him. Now when
you are about reptiles tongue fatality distance, jump towards him and do a
deep jump kick (That's the one where you aim for his bottom part of the
body), It should get him as he will try to firebolt you. If it doesn't then
press block straight away, he will 80% of the time firebolt you, block this
and then stand up and press HK (You should be next to him by now). This
will knock him backwards. Don't try to uppercut him as he will throw you.
Repeat this process from the deep jump kick and blocking. Make sure you jump
backwards to get the right distance.
6. How to Beat Reptile
======================
The method I recommend is at the start of the round jump towards him and do
a jump kick slightly early. He will either try to go invisible in which
case it will hit him and turn him visible or he will spit at you, In which
case you should get him and then follow it up with a sweep. Or he will jump
kick you, if you did your jump kick before his it will get him. Now the hard
part. The only method that I find works on him very well is the anticipate
jump kick method. Anticipate at the same distance as Liu Kang and it should
get him. If he doesn't jump back then he is going to spit at you, the
anticipate method if done correctly should land you in front of him and when
he spits block it and sweep straight away.... otherwise he will jump back.
You can also go for deep jump kicking, like Cage.
7. How to Beat Sub-Zero
=======================
Jump kick towards him and he will either jump kick you or freeze you, If he
tries to freeze you then block and give him a fast uppercut. You can after
he has landed do your projectile, but you have to be fast. Sometimes you can
do a deep jump kick into him and then sweep him. If he's hard as he is just
before the question mark then I recommend using the anticipate jump kick
method.
8. How to Beat Kitana
=====================
Kitana is fairly easy to beat as she fires her missiles alot. Jump straight
into her, as soon as you start the level. She will either jump kick you or
she will more often than not, throw her fans. Your kick should hit her,
sweep after it hits her. Now dont jump into her if she is one of the last
characters left to fight, as she will do her fan lift on you. Wait until she
gets up and Jump back and walk back for 2 secs, now you can jump into her
and do a jump kick. She will block it and throw her fan. You give her an
uppercut and (If in range) sweep. Jump kick again and block her fan throw,
then give her an uppercut. If at anytime she starts to punch you
repeatedly, block and after the third punch do your sweep fast... that
should get her.
9. How to Beat Jax
===================
Jump kick him early, and if it hits him sweep otherwise block and get ready
for his energy wave. After the energy wave hits your body, uppercut him, if
he lands close sweep him once. If he lands outside sweeping distance you
can be abit risky and fire three fireballs (Not really recommended if you
have little energy or he if near the end of the list). He does the energy
wave alot and if your uppercuts arent getting him as he keeps throwing you
every time you try, then wait for his energy wave and then sweep and walk
back two steps, jump back once. Jump forward towards him and get ready for
an energy wave. Repeat this procedure.
NB: If you are using Jax then you can on all the characters (Except Kintaro
and Shao Khan) deep jump kick them and then backbreaker. Before they get up
walk back and then jump once, get ready for the computer to jump into you
again. When it does, do the jump kick and then backbreaker combo. Repeat
from the walking back process.
10. How to Beat Mileena
=======================
She can be quite difficult at times, if she is further up the list. If you
want you can either jump kick towards her and hope she does fires her sais
and then sweep her or you can jump back and block and hope she does her drop
kick and then jump-kick her. The only method that I have discovered that
works against her is where you do a jump kick real early and aim it so that
her heads hits the center of your leg...... she will fire her sais, block
them and stand up and press HK. Walk back two steps and then jump back. If
you don't do this she will kick you as you jump back. She will often do the
ground roll, keep on trying for the jump kick method. If you hit her while
you do the jump kick, follow it with a sweep.
11. How to Beat Baraka
=======================
Jump kick towards him fairly early as he will fire his bolt, and then follow
it up with a sweep as it will hit him. Walk back two steps and then jump
back. Jump towards him, Jump kick and sweep.If he blocks then jump backwards,
he will jump towards you so you jump towards and sweep him. This is the
simple strategy you use for him, repeat the process from the deep jump kick.
You can also repeatedly sweep through the whole round and every time he fire
his bolt, he will get hit. Keep sweeping, you should win.
12. How to Beat Scorpion
========================
Jump kick towards him straight away, as he will most likely throw his spear,
and then sweep. Now jump back and wait for him to fire his spear, now once
he has fired the spear, if you are close, uppercut him and then jump kick
towards him and sweep. This will get him most of the time. The basic
strategy for this bloke is jump kick and wait to uppercut him and then
sweep. If you are desperate then go for the anticipate-jump kick method.
13. How to Beat Raiden
======================
The fireball in the corner works on Raiden, not as good as Kung Lao but if
you time it right it works the same. The main method I use is the
Anticipate jump kick, mostly. The anticipate jump kick method is way I
beat him every time. You can also deep jump kick him and then sweep.
14. How to Beat Shang Tsung
==========================
I will assume he hasn't Morphed into anyone ..... if he has then beat them
using the method described. I figured this guy works slightly different
then the other characters as he has very good defenses. Now start the round
towards him with a jump kick as usual. He should block it. Now he will
follow it up with one fireball, block this fireball and dont sweep him or
uppercut him as he will always throw you, before you can do anything. Instead
after you have blocked his fireball jump backwards and when you land get
ready for him to jump towards you. When he does jump towards him and do a
jump kick and then sweep. I prefer uppercut and then 3 fireballs. You can if
you want to fight him jump towards him and jump kick him deep so it hits his
belt. He should fireball you as you are about to kick him. You will see
the fireball fly past.... and your jump kick should hit him, now follow it
up with a sweep.
NB:- When you are in the corner and they are attacking you, bend down and
sweep them.... they will throw you, now jump back. As this is the only way
if I have found out to get out of the corner... you have to sacrifice this
energy as they will walk towards you and throw you 3 times, if you dont or
jump kick you.
15. How to Beat Kintaro
========================
Morph to Kitana and do the fan lift in the corner and then fan throw and
uppercut. If you morph back to yourself fire three fireballs. If he starts
to jump in the air then jump back at the peak of your jump and press HK. If
he is at the other end of the screen then fire 3 fireballs but watch out he
may spit his fireballs. You can do your missile attack at him in the air
and aim for his head.
If you are using another character other than Shang, then take him to one
side of the screen and then sweep him, jump back, sweep him again etc. Until
he makes a mistake, when he raises his chest up, Uppercut him. If you sweep
too early he will spit a fireball at you and it will get you, so make sure
your sweeps are timed.
When he tries to stomp you, you can uppercut him as he tries to stamp on you.
Timing is critical.
16. How to Beat Shao Khan
==========================
The method I use is double buffering the two fireballs. I wait for him to
point his finger and I am at the opposite side of the screen. I then fire
two fireballs and quickly fire another two. As soon as the fireballs hit
him I fire the other two, this way he doesn't have a chance to retaliate as
he keeps trying to fire his spear at you. This way you can get double
flawless on him.
Or if you aren't using Shang Tsung, Bend down and block in the corner and
wait for him to do his shoulder charge, When he rebounds off, Uppercut and
then fire your projectile. Repeat until hes dead. If he points his finger at
you, execute a special move.
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-----------------------------------------------------------------------------
The FINAL Mortal Kombat II Hint File
Last Modified December 2, 1994
Copyright (c) 1994 by Grant Bugher
-----------------------------------------------------------------------------
This is the NINTH EDITION of the FINAL Mortal Kombat II Hint File. This
file is freely distributed and may be uploaded or copied in ORIGINAL,
UNMODIFIED FORM (electronic or paper) without compensating the author.
This version is only slightly changed from the 9/23/94 Ninth Edition.
ALL OF THESE MOVES AND FATALITIES ARE FULLY CONFIRMED. ALL OF THEM WORK
EVERY TIME YOU DO THEM RIGHT. I didn't put any so-called "unconfirmed"
(i.e. probably imaginary) moves in here. If one doesn't work, it's because
you didn't do it right. :) Everyone has a friendship, a pit fatal, and a
babality. To "charge" a button means to hold it down. This file is for
the arcade v3.1 of Mortal Kombat II. A few things here will not work in
v2.1, and MANY of them will not work in revisions before 2.1. Now, most
moves lists are all correct, but when I started this list, it was about the
only one that wasn't full of imaginary moves that the author made up or heard
about but never bothered to try and see if it worked. Incidentally, these
moves will also work with perfectly with the SNES version of MK2, and most of
them will work on the Genesis with some modification -- you'll have to figure
out what buttons to press, because they changed many of them.
Babalities and Friendships can be preformed anywhere on the screen. Pit
fatals (fatality uppercuts) can be preformed only at close range, on The Pit
stage or the Kombat Room stage. All other fatalities have a certain range
you have to stand at to do them. These ranges are at the end of each
fatality line below, in parentheses:
Close Running right into them. Like if you were doing an uppercut.
Sweep The furthest away you can stand and still sweep someone.
Half-screen This one's self-explanatory.
Far Clear across the screen from the dude.
Anywhere Pick a spot.
Moves that have an * in the left column are MUCH easier to do if you hold
down block, but this is optional. (For example, Liu Kang's Cartwheel or
Baraka's Friendship).
For those of you who don't know, Babalities change your opponent into a baby
and Friendships do some cheesy nice thing to your opponent (totally non-
lethal) to finish up the round. Collectively, fatalities, babalities, and
friendships are usually referred to by people (and always referred to by me)
as "Finishing Moves."
Please send E-Mail if you have any additions, corrections, or comments
about this list. I am Vylanis on America Online, and my Internet address is
vylanis@aol.com
- Vylanis
P.S. Also check out the other FINAL lists, like the FINAL Mortal Kombat Hint
File v3 or the FINAL Killer Instinct Hint File v1.
B = Back HP = High Punch
F = Forward LP = Low Punch
D = Down BL = Block
U = Up
A Comma (HK, HP) means to hit one button, then the other. A plus (HK + HP)
means to push both buttons at the same time. A plus and parentheses, like
HK + (LP, HP) means to hold down one button and press the others. "to", like
in "D to F, HP" means to start with the first direction and "roll" the
joystick to the second, similar to the movement in throwing a fireball in
Street Fighter II.
----- NORMAL MOVES (for everyone) -----
Sweep B + LK High Punches do more damage than Low
Roundhouse B + HK Punches, but Low Punches can hit ducking
Uppercut D + HP opponents. Kicks do more damage than
Throw F + LP either, but you can rapid-fire punches.
Power Punch F, HP Power Punches do more damage than regular
punches.
----- SPECIAL TRICKS -----
When it says "Finish Him!" on the Dead Pool stage, if you hold LP + LK and
do an uppercut, you will knock your opponent into the acid. When the
skeleton floats to the surface, hold the joystick Down and it (the skeleton)
will say something, possibly "Hello!" with a British accent.
On the player select screen, pressing Up + Start while in your corner (Liu
Kang for Player 1 or Reptile for Player 2) will cause the computer to
randomly select a character for you. This makes 2-player games more fair.
While no one is playing, press down on both joysticks to see the high score
table.
On the Battle: ## Screen (where it shows the name of the battle zone and
pictures of the two selected characters), press Down + HP on BOTH CONTROLLERS
to disable throwing for the match. This is for two-player only, of course.
If you do the Pit Fatal in the Kombat Room, knocking the opponent onto the
spikes, press down on both joysticks before the opponent hits the ceiling.
He will slide off the spikes and hit the ground.
In the SNES version only, you can enter a 2-player tournament mode. On the
screen where you select between "Start" and "Options," hold L and R and hit
the Start button. It will allow each player to select 4 characters, which
will then fight in succession (like MK1's Endurance Rounds.)
----- SPECIAL MOVES -----
-----------------------------------------------------------------------------
Baraka:
Spark D to B, HP
Blade Slice B + HP
Blade Fury B, B, B, LP
Double Kick HK, HK
Pit F, F, D, HK
Babality F, F, F, HK
*Friendship U, F, F, HK
Impale B, F, D, F, LP (Close)
*Decapitate B, B, B, B, HP (Close)
You can sometimes follow up a jump kick (especially a turnaround kick) with a
Blade Fury, doing immense damage. Also, when Kintaro jumps off the top of
the screen to stomp on you, do the Blade Fury and he'll land right in it.
When playing against Baraka, note that Raiden's torpedo and Kitana's fan lift
will hit him while he's doing the Blade Fury.
-----------------------------------------------------------------------------
Johnny Cage:
Low Shadow Bolt D to F, LP
High Shadow Bolt D to B, HP
Shadow Uppercut B, D, B, HP
Shadow Kick B, F, LK
Nutcracker LP + BL
Gym Kick F + LK
Pit D, D, D, HK
Babality B, B, B, HK
Friendship D, D, D, HK
Rip in Half D, D, F, F, LP (Close)
Decapitate F, F, D, U (Close)
Triple Decapitate D + LK + BL + LP (Close)
(must do regular decap first, then this!)
You can shadow-kick right after a jump-kick or turnaround-kick. This is
probably the easiest combo in the game. The computer will almost always get
hit by a properly timed nutcracker, and against the computer, you can follow
one with a shadow kick.
-----------------------------------------------------------------------------
Jax:
Overhead Hammer F + HP
Grab 'n' Pound F, F, LP, rapid LP
Multiple Throw F + LP, rapid HP
Sonic Boom F to D to B, HK
Ground Pound Charge LK 3 seconds
Backbreaker BL in air
*Pit U, U, D, LK
*Babality D, U, D, U, LK
*Friendship D, D, U, U, LK
Head Crush LP + (F, F, F) (Sweep)
Rip Off Arms BL, BL, BL, BL, LP (Sweep)
Jax is the best close-range fighter in the game. An overhead hammer followed
by an uppercut, Grab 'n' Pound, or Multiple Throw is devestating, and if the
hammer hits, the next move is automatic success. After hitting the kick
button for a jump kick (especially a turnaround kick), immediately hold
block. It doesn't put you at any disadvantage, and if timed right it will do
a backbreaker when the kick hits.
-----------------------------------------------------------------------------
Kitana:
Fan Lift B, B, B, HP
Fan Throw F, F, HP + LP
Fan Slice B + HP
Zip Punch F to D to B, HP
Pit F, D, F, HK
*Babality D, D, D, LK
*Friendship D, D, D, U, LK
Decapitate BL, BL, BL, HK (Close)
Kiss of Death LK + (F, F, D, F) (Close)
Kitana and Liu Kang are the game's best distance fighters. Follow up a jump
kick with a fan throw. Good against humans, excellent against the computer.
In the corner, you can fan lift, then hop-kick, then throw a fan, and then
uppercut, all without giving the enemy any opportunity to block! As you get
faster, you can do a fan-lift, jump-punch, fan-throw, zip-punch combo (not
in the corner) and even a five-hit combo in the corner. When playing
against Kitana, if you are ducking and she does a fan lift (over your head),
hold block, stand up, duck again, release block, then uppercut. You will
not get hit by the fan lift!
-----------------------------------------------------------------------------
Kung Lao:
Hat Throw B, F, LP (U or D guides hat)
Garbage Can BL + (U, U), rapid LK
Teleport D, U
Torpedo Kick D + HK in air
Pit F, F, F, HP
Babality B, B, F, F, HK
Friendship B, B, B, D, HK
*Hat Split F, F, F, LK (Sweep)
Decapitate LP + (B, F) (Far)
(then aim the hat at their neck!)
Kung Lao is a great character if used properly - the torpedo kick is
very good as it throws your opponent's timing off and it is hard to uppercut.
A blocked normal torpedo kick allows an uppercut, but a hop-torpedo does not,
and is so strange that most people will not know how to react to it. Also,
Kung Lao's standing HK can always knock someone out of the air, like the
ninjas' roundhouse.
-----------------------------------------------------------------------------
Liu Kang:
High Fireball F, F, HP
Low Fireball F, F, LP
Bicycle Kick Charge LK 4 seconds
Flying Kick F, F, HK
Pit B, F, F, LK
Babality D, D, F, B, LK
Friendship F, B, B, B, LK
*Cartwheel Spin away from enemy (Anywhere)
Dragon Munch D, F, B, B, HK (Close)
The high fireball can be done in the air. The bicycle kick is great if you
keep charging LK most of the round, and release it right after getting hit.
You'll usually catch the opponent off guard if he's near you. Kang's low
fireball makes him an excellent distance fighter - it goes under all other
projectiles, making him the only person who can trade missiles with Sub-Zero.
-----------------------------------------------------------------------------
Mileena:
Sai Throw Charge HP 2 seconds
Teleport Kick F, F, LK
Roll B, B, D, HK
Pit F, D, F, LK
Babality D, D, D, HK
*Friendship D, D, D, U, HK
Sai Perforate F, B, F, LP (Close)
*Suck 'n' Blow Charge HK 3 seconds (Close)
If you charge HP for a while first, you can jump kick someone and then
release HP immediately, hitting them with the sais as they fall from the
kick. The teleport kick is among the best moves in the entire game, since it
flawlessly knocks opponents out of the air. Do one whenever they jump or
throw a missile weapon. The ninjas can roundhouse you out of a teleport.
When playing against Mileena, standing-block teleport kicks. Then, either
hop-kick or do a special move, like Raiden's torpedo or a projectile throw.
-----------------------------------------------------------------------------
Raiden:
Shocking Grasp Charge HP 3 seconds
Torpedo B, B, F
Lightning Bolt D to F, LP
Teleport D, U
*Pit U, U, U, HP
*Babality D, D, U, HK
Friendship D, B, F, HK
Electrocution Charge LK, rapid LK + BL (Close)
Super Uppercut Charge HP 7 seconds (Close)
If you can shock grab someone, HP twice and then do a torpedo. The two HP's
knock the opponent into the air, making the torpedo unblockable. To do the
super uppercut, you must begin charging HP before it says "Finish Him!"
Always follow up a jump-kick with a Torpedo. It almost always works, and is
the one thing that makes Raiden a great character.
-----------------------------------------------------------------------------
Reptile:
Acid Spit F, F, HP
Energy Orb B, B, HP + LP
Invisibility BL + (U, U, D), HP
Slide B + BL + LP + LK
Pit D, D, F, F, BL
Babality D, D, B, B, LK
Friendship B, B, D, LK
Yummy B, B, D, LP (Half-screen)
Unseen Death F, F, D, HK (Close)
(must be Invisible!!)
After the energy orb, most people uppercut, but you can do more damage by
doing two high punches (knocking them in the air) followed by a hop kick and
then a slide. If you turn invisible, try just ducking in place. Usually,
the opponent will jump at you, letting you roundhouse them out of the air.
If they walk up to you, sweep and move back, then begin ducking again. Also,
you can jump-kick or slide (or both) if the opponent throws a projectile.
-----------------------------------------------------------------------------
Scorpion:
Harpoon Throw B, B, LP
Teleport Punch D to B, HP
Leg Takedown D to B, LK
Air Throw BL in air
Pit D, F, F, BL
Babality D, B, B, HK
Friendship B, B, D, HK
*Incinerate U, U, HP (Half-screen)
*Toasty Incinerate D, D, U, U, HP (Anywhere)
Neck Slash HP + (D, F, F, F) (Close)
If you do a turnaround kick, you can often do a teleport punch and/or spear
and catch your opponent off guard. The leg takedown is almost worthless,
since it does less damage than a throw, and if blocked it leaves you open to
an uppercut.
-----------------------------------------------------------------------------
Sub-Zero:
Deep Freeze D to F, LP
Ground Freeze D to B, LK
Slide B + BL + LP + LK
Pit D, F, F, BL
Babality D, B, B, HK
Friendship B, B, D, HK
Freeze Uppercut F, F, D, HK (Sweep)
F, D, F, F, HP (Close)
Ice Grenade LP + (B, B, D, F) (Far)
As almost everyone knows, follow up a jump kick with a slide. Great against
the computer, only works against humans if you do a very late LK for your
kick, or if they're stupid. Follow a jump kick with a ground freeze
occasionally - if they don't expect it, they'll slip (leaving themselves open
for an uppercut and slide.) If you freeze someone, don't upperct. Do a
turnaround kick then an immediate ground freeze, then uppercut. Most people
will fall for it, but someone who knows will jump away. If they do that,
just uppercut next time, or try a turnaround kick then deep freeze. They
will jump back into the freeze. Alternate randomly between these and you'll
confuse the hell out of most people.
-----------------------------------------------------------------------------
Shang Tsung:
One Flaming Skull B, B, HP
Two Flaming Skulls B, B, F, HP
Three Flaming Skulls B, B, F, F, HP
Liu Kang Morph B, F, F, BL
Kung Lao Morph B, D, B, HK
Johnny Cage Morph B, B, D, LP
Reptile Morph BL + (U, D), HP
Sub-Zero Morph F, D, F, HP
Kitana Morph BL, BL, BL
Jax Morph D, F, B, HK
Mileena Morph Charge HP 2 seconds
Baraka Morph D, D, LK
Scorpion Morph BL + (U, U)
Raiden Morph D, B, F, LK
Pit BL + (D, D, U), D
Babality B, F, D, HK
*Friendship B, B, D, F, HK
*Soul Stealer U, D, U, LK (Close)
Body Explosion Charge HK 3 seconds (Sweep)
Kintaro Morph Charge LP 25 seconds (Sweep)
When the opponent is jumping away, let loose with three skulls. If one hits
in the air, they all will. Tsung has very few good moves, since he normally
changes into someone else and uses their moves. However, someone who has
very good timing can play as Shang Tsung without morphing and still do well.
Note that to do the Kintaro Morph you must begin holding LP long before it
says "Finish Him!" Most people begin charging before it says "Fight!" and
continue the entire round.
-----------------------------------------------------------------------------
----- SECRET CHARACTERS -----
To reach Smoke, fight on The Portal (1 or 2 player). After an uppercut, the
"toasty guy" will occasionally appear. If he does, hold down and Start to
warp to Smoke.
To reach Jade, fight a one-player game on the match just before the "?" on
the map of the mountain. Beat at least one round of the match using only the
LK button (no punches, HK, or BL). You'll warp immediately to Jade. You
need not win the match - just a round.
To reach Noob Saibot, win 50 consecutive battles, 1 or 2 player. If he beats
you, you stay at 49 wins, so you can just keep winning one battle until you
manage to beat him. You MUST beat him to get over 50 wins in the high score
table.
----- MISCELLANEOUS -----
The most useful piece of information you could ever have is how the jump-kick
works. It goes as follows:
1. The person who hit the kick button first wins the contest. (Thus, a hop-
kick will usually triumph over a jump-kick)
2. If they hit the button at the same time, the person who jumped LAST wins
the contest.
If you are very good at the game, this probably seems like common sense. But
I remember that I improved greatly upon learning this. This also applies to
jump-punches and aerial special moves, but is overridden by a few things --
Kung Lao's torpedo kick usually comes out on top, as do a few other moves.
But not always - if you jump back and kick late, you can kick Kung Lao out of
a torpedo kick. Baraka's aerial moves are fantastic, making up for his
shortage of special moves. He is nearly impossible to uppercut out of the
air or even jump-kick out of the air (except on the SNES version...)
Turnaround kicks are devestating. Jump over someone, as if doing a jump
kick, but don't hit the kick button until after you've passed their heads.
It leads to some interesting combos -- follow them up with Scorpion's
teleport punch or Raiden's torpedo for good results. Most people, seeing
you jump over them, will try to uppercut. You CANNOT uppercut a turnaround
kick (well, you can, but almost no one can do it consistently). The proper
response to one is to block, then attack AFTER they kick.
There is a special type of punch commonly referred to as a "heavy punch." It
is rediculously hard to get off, but worth the trouble. When the opponent
jump-kicks at you, press HP once. You must do it before he is lined up with
the punch. Properly timed (which is VERY hard to do), he will fall into the
punch, and take more damage than an uppercut! Appearently, the heavy punch
hits several times, rather than just once. Also, this knocks the opponent
way up in the air, and can be followed by almost any move except Kitana's fan
lift. Many painful combos can be done after a heavy punch. :) Note that I
have only seen one person who can do this every time. I get it about 10% of
the time.
-----------------------------------------------------------------------------
SPECIAL THANKS TO:
chrysh@aol.com - for lots of corrections
guile0@aol.com - for lots of confirmations
howard@rushnet.com - for a couple of fatalities I didn't know
kcmk2god@aol.com - for The Mortal Monday Report, which was the best
moves list available before I wrote this one
losdos@aol.com - for Los Dos's Ultimate Mortal Kombat II Strategy
Guide, which though giving few moves and NO fatals
gives good general strategy tips
mortlkmbt2@aol.com - for lots of confirmations and some corrections
tenasgen@aol.com - for playing against me an awful lot
thrax@aol.com - for losing against me an awful lot
thanh.luu@tomcat.com - for giving me a few babalities and friendships
-----------------------------------------------------------------------------
CLOSING COMMENTS:
ON FAKE MOVES:
Please stop sending me information on imaginary finishes that all end with
"ality." They are all fake - There are babalities and fatalities. That is
all. There are no Animalities, Nudalities, Housealities, Sexualities,
Plantalities, Boredomalities, etc. They all may be funny, but they're not
real. (Yes, people have tried to send me all six of those, claiming they
were "confirmed.") Of course, if you actually DO one of these things, feel
free to send it to me. But if you haven't done it yourself, forget it.
Also, no move is longer than 5 actions (joystick motions and button pushes).
In other words, don't be like one person and send me Sub-Zero's 23-action
animality.
ON CHEATING:
I don't like it. Now that the home versions of MKII are out, people keep on
sending me things about how to cheat at the game. I'm not interested, since
I detest cheating. I will not put things like Game Genie codes or how to
give yourself 30 continues in my file. If you do stuff like that, you'll
never be any good at the game. I wrote my file for people who WANT to gain
some skill at MKII.
ON ILLEGAL MKII MACHINES:
At the time of this release, the latest arcade version of MKII from Midway
was v3.1. Any version higher than that is made by some stinking computer
pirate, and is ILLEGAL. I don't want to know any moves for an illegal
version. If you find an illegal MKII machine, call Midway and report it. A
real Midway machine NEVER says what version it is, except during the BIOS
bootup sequence (Checking ROMs...). If it says the version number on the
"Insert Koin to Kontinue..." screen, it is probably illegal.
Thanks,
Vylanis
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________________________
MORTAL KOMBAT II FAQ
Basic Guide
Revision Fifteen
February 16th, 1994
ineluki@u.washington.edu
________________________
************************************************************************
*************** Individual Moves and Fatalities ****************
************************************************************************
========
LIU KANG
========
Double Forearm : HIGH PUNCH (closest to opponent)
Standard Fireball : two forward - HIGH PUNCH (can be done in air)
Crouching Fireball: two forward - LOW PUNCH
Flying Kick : two forward - HIGH KICK
Bicycle Kick : hold LOW KICK (4 seconds) then release
Pit/Spikes: back - two forward - LOW KICK
Babality : two down - forward - back - LOW KICK
Friendship: forward - three back - LOW KICK
Fatality 1: down - forward - two back - HIGH KICK
Fatality 2: rotate joystick 360 degrees away from opponent
========
KUNG LAO
========
Headbutt : HIGH PUNCH (closest to opponent)
Ground Teleport: down - up (flick joystick down)
Aerial Kick : down + HIGH KICK (must be done in air)
Hat Throw : back - forward - LOW PUNCH
Whirlwind Spin : two up - LOW KICK (hold BLOCK)
Pit/Spikes: three forward - HIGH PUNCH
Babality : two back - two forward - HIGH KICK
Friendship: three back - down - HIGH KICK
Fatality 1: three forward - LOW KICK
Fatality 2: hold LOW PUNCH (back - forward) then release
===========
JOHNNY CAGE
===========
Stomach Jab : HIGH PUNCH (closest to opponent)
Axe-Kick : HIGH KICK or LOW KICK (closest to opponent)
Low Green Bolt : half-circle towards - LOW PUNCH
High Green Bolt: half-circle away - HIGH PUNCH
Shadow Uppercut: back - down - back - HIGH PUNCH
Shadow Kick : back - forward - LOW KICK
Ball Breaker : LOW PUNCH + BLOCK
Pit/Spikes: three down - HIGH KICK
Babality : three back - HIGH KICK
Friendship: four down - HIGH KICK
Fatality 1: two down - two forward - LOW PUNCH
Fatality 2: two forward - down - up
=======
REPTILE
=======
Backhand : HIGH PUNCH (closest to opponent)
Acid Spit : two forward - HIGH PUNCH
Slide : back + LOW PUNCH + BLOCK + LOW KICK
Forceball : two back - HIGH PUNCH + LOW PUNCH
Invisibility: two up - down - HIGH PUNCH (hold BLOCK)
Pit/Spikes: down - two forward - BLOCK
Babality : down - two back - LOW KICK
Friendship: two back - down - LOW KICK
Fatality 1: two back - down - LOW PUNCH
Fatality 2: two forward - down - HIGH KICK
========
SUB-ZERO
========
Backhand : HIGH PUNCH (closest to opponent)
Iceball : quarter-circle towards - LOW PUNCH
Ground Freeze: quarter-circle away - LOW KICK
Slide : back + LOW PUNCH + BLOCK + LOW KICK
Pit/Spikes: down - two forward - BLOCK
Babality : down - two back - HIGH KICK
Friendship: two back - down - HIGH KICK
Fatality 1: two forward - down - HIGH KICK
forward - down - two forward - HIGH PUNCH
Fatality 2: hold LOW PUNCH (two back - down - forward) then release
===========
SHANG TSUNG
===========
Backhand : HIGH PUNCH (closest to opponent)
Flaming Skulls: two back - HIGH PUNCH (one flaming skull)
two back - forward - HIGH PUNCH (two skulls)
two back - two forward - HIGH PUNCH (three skulls)
Morph to Liu Kang: back - two forward - BLOCK
Kung Lao: back - down - back - HIGH KICK
Johnny Cage: two back - down - LOW PUNCH
Reptile: up - down - HIGH PUNCH (hold BLOCK)
Sub-Zero: forward - down - forward - HIGH PUNCH
Kitana: tap BLOCK three times
Jax: down - forward - back - HIGH KICK
Mileena: hold HIGH PUNCH (2 seconds) then release
Baraka: two down - LOW KICK
Scorpion: two up (hold BLOCK)
Raiden: down - back - forward - LOW KICK
Pit/Spikes: two down - up - down - HIGH KICK (unconfirmed)
Babality : back - forward - down - HIGH KICK
Friendship: two back - down - forward - HIGH KICK
Fatality 1: hold HIGH KICK (2 seconds) then release
Fatality 2: up - down - up - LOW KICK (hold BLOCK)
Fatality 3: hold LOW PUNCH (30 seconds) then release
======
KITANA
======
Elbow : HIGH PUNCH (closest to opponent)
Fan Swipe : back + HIGH PUNCH
Fan Throw : two forward - HIGH PUNCH + LOW PUNCH (can be done in air)
Fan Lift : three back - HIGH PUNCH
Aerial Punch: half-circle away - HIGH PUNCH
Pit/Spikes: forward - down - forward - HIGH KICK
Babality : three down - LOW KICK
Friendship: three down - up - LOW KICK
Fatality 1: hold LOW KICK (two forward - down - forward) then release
Fatality 2: tap BLOCK three times - HIGH KICK
===
JAX
===
Overhead Hammer: HIGH PUNCH (closest to opponent)
Ground Smash : hold LOW KICK (4 seconds) then release
Gotcha Grab : two forward - LOW PUNCH
Quadruple Slam : throw the opponent then tap HIGH PUNCH
Energy Wave : half-circle away - HIGH KICK
Back Breaker : BLOCK (must be done in air)
Pit/Spikes: two up - down - LOW KICK
Babality : down - up - down - up - LOW KICK
Friendship: two down - two up - LOW KICK
Fatality 1: hold LOW PUNCH (three forward) then release
Fatality 2: tap BLOCK four times - LOW PUNCH
=======
MILEENA
=======
Elbow : HIGH PUNCH (closest to opponent)
Teleport Kick: two forward - LOW KICK
Ground Roll : two back - down - HIGH KICK
Sai Throw : hold HIGH PUNCH (2 seconds) then release
(can be done in air)
Pit/Spikes: forward - down - forward - LOW KICK
Babality : three down - HIGH KICK
Friendship: three down - up - HIGH KICK
Fatality 1: forward - back - forward - LOW PUNCH
Fatality 2: hold HIGH KICK (2 seconds) then release
======
BARAKA
======
Backhand : HIGH PUNCH (closest to opponent)
Double Kick: tap HIGH KICK twice (closest to opponent)
Blade Swipe: back + HIGH PUNCH
Blade Fury : three back - LOW PUNCH
Blue Bolt : quarter-circle away - HIGH PUNCH
Pit/Spikes: two forward - down - HIGH KICK
Babality : three forward - HIGH KICK
Friendship: up - two forward - HIGH KICK (hold BLOCK)
Fatality 1: four back - HIGH PUNCH (hold BLOCK)
Fatality 2: back - forward - down - forward - LOW PUNCH
========
SCORPION
========
Backhand : HIGH PUNCH (closest to opponent)
Spear : two back - LOW PUNCH
Teleport Punch: quarter-circle away - HIGH PUNCH (can be done in air)
Leg Grab : half-circle away - LOW KICK
Air Throw : BLOCK (must be done in air)
Pit/Spikes: down - two forward - BLOCK
Babality : down - two back - HIGH KICK
Friendship: two back - down - HIGH KICK
Fatality 1: two up - HIGH PUNCH (hold BLOCK)
two down - two up - HIGH PUNCH (hold BLOCK)
Fatality 2: hold HIGH PUNCH (down - three forward) then release
======
RAIDEN
======
Mini Uppercut: HIGH PUNCH (closest to opponent)
Body Launch : two back - forward (can be done in air)
Lightning : quarter-circle towards - LOW PUNCH
Teleport : down - up (flick joystick down)
Electrocution: hold HIGH PUNCH (4 seconds) and release
(close to opponent)
Pit/Spikes: three up - HIGH PUNCH (hold BLOCK)
Babality : two down - up - HIGH KICK
Friendship: down - back - forward - HIGH KICK
Fatality 1: hold LOW KICK (5 seconds) then release
tap BLOCK + LOW KICK repeatedly
Fatality 2: hold HIGH PUNCH (10 seconds) then release
************************************************************************
*********** See Complete Guide For More Information ************
************************************************************************
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Mortal Kombat II for SNES glitch/secret list
BONUS: OCF's Mortal Kombat II Game Genie Codes version 4.0
Filename: mk2snes.v09
December 9th, 1994
Revision 9
Send comments/additions/corrections to rat@rat.mv.com (that's me).
-----------------------------------------------------------------------------
What's New (changes since the last revision) --------------------------------
-----------------------------------------------------------------------------
* Assimilated OCF's MK2 Game Genie Codes into this file.
* New glitches
* New stuff is marked with <NEW!!>
-----------------------------------------------------------------------------
Coming soon ----------------------------------------------------------------
-----------------------------------------------------------------------------
* A FAQ of MK 1 arcade glitches, as soon as me and AL can get some free time!
* Rats will take over the world with me as thier leader.
-----------------------------------------------------------------------------
Overview --------------------------------------------------------------------
-----------------------------------------------------------------------------
Why not a FAQ?
Secret Select codes
Alternative intro to game
Tournament mode
Game genie codes
Bugs/Glitches that keep the game interesting
Kredits
Comments/additions/corrections
-----------------------------------------------------------------------------
Why not a FAQ? --------------------------------------------------------------
-----------------------------------------------------------------------------
Somebody else already did a FAQ.
The FAQ contains all the arcade moves, fatalities, etc..
Mine only has SNES specific codes, cheats, etc...
-----------------------------------------------------------------------------
Secret Select codes ---------------------------------------------------------
-----------------------------------------------------------------------------
These codes work in 1 Player mode only. (except for "extend fatality time")
You can combine any code that doesn't involve getting to a secret character.
In other words, if you do the code to get to Kintaro, then do the code to get
to Smoke, you will just end up fighting Smoke.
While at the screen where you choose your character, push the following
directions followed by select. You can do it anytime before both players have
chosen their character. As soon as you hit select after doing the movements,
you will hear the same exact sound that you hear when you choose your
character (same pitch and everything). If you are not hearing the sound after
pressing select, try it faster (you have to be fast). You can also combine
any code except for the ones that involve skipping to secret characters. For
example you can fight Shao Kahn and win with an uppercut and a jump kick
(Super Strength + Fight Shao Kahn).
Example: Down-Up-Right-Up-Left-Select will give you super strength.
D U R U L = Super Strength- CPU only. Your hits 4X damage, their's 1/4 damage
L U R D L = 30 Kredits
U U L U D = Extends time to do the fatality/friendship/babality/pit/spikes
R U U R L = Skip to Shao Kahn. Just as if you got there legally.
The following codes work as follows. You play the named character, and you
play them forever until you lose (get the "push start to continue" screen).
At that point you play someone else, then play the game normally (as in playing
against Shang Tsung until you win the game) just as if you got there legally.
U L U U R = Skip to Smoke, then play from Shang Tsung.
U D D L R = Skip to Jade, then smoke, then play from Shang Tsung.
L U D D R = Skip to Noob Saibot, then Smoke, then play from Shang Tsung.
U D D R R = Skip to Kintaro, then play from Shao Kahn.
hey dummy, don't forget to hit select after the movements!
-----------------------------------------------------------------------------
Alternative intro to game ---------------------------------------------------
-----------------------------------------------------------------------------
Hold L and R buttons, then reset game. hold buttons until screen turns red.
Shao Kahn comes out, points, taunts, Kintaro comes out, stomps logo, Kahn
points again, game starts. See it for yourself!
-----------------------------------------------------------------------------
Tournament mode -------------------------------------------------------------
-----------------------------------------------------------------------------
Hold L and R buttons and hit start at title screen (where you can choose
between starting, or options) to get into a 4 person endurance match. Choose
your character by hitting left and right (hit select to get random select).
When you lose, the next character you chose pops down and you fight them
until you lose all 4 characters.
Note that they always jump in from the side they started in. So after you kill
on of their players, you can snatch them out of the air if you're Jax or
Scorpion. But they can do the same to you if you're not careful. As soon as
you jump in, you can do a move 'in the air' before you hit the ground. Kung
Lao's aerial kick is really good for this. Well, you get the idea. There are
a lot of strategies involving the time that the character jumps in.
Bug: Getting to smoke in this mode is very strange. Instead of fighting
Smoke, you will fight the first fighter of your opponent's 4 fighters, and
then the other 3 will either hold a direction on their controller (eg. they
will duck the entire round), or just stand there and let you waste them.
Reminder: Random select in this mode -- hit the select button.
-----------------------------------------------------------------------------
Game genie codes ------------------------------------------------------------
-----------------------------------------------------------------------------
<NEW!!>
* Stolen with permission......
OCF's Mortal Kombat II Game Genie Codes
by Orlando C. Fernando (ocfernan@mailbox.syr.edu)
SNES Version 4.0
Last Updated: 11/29/94
Codes have been tested. Additional "safe" effects may be possible, esp. w/
character specifics' finishing move codes. CPU stands for the
computer opponent. Names in [] brackets indicate outsiders that discovered a
certain "side effect" from the code (bulleted by the dash).
Interruptible's are codes whose move effects can be interrupted in
mid-execution. Some code effects are harder (intermediate) or very hard
(expert) to use, but useable nonetheless. The codes all took a long time
for me to come up with, so go crazy with 'em folks!
This will probably be the final major version of this FAQ, unless I
stumble on some earth-shattering boss code or something in the near
future (in my dreams!).
SINCE LAST UPDATE (3.0):
-45 new functional codes added (indicated by ! following code).
-new effects/warning found for older codes 78, 128, and 152.
-"In the Works" replaced with "Imperfect Codes," codes left entirely
for you to play with if you want to perfect them...and there are
QUITE a few juicy ones that demand more modification!
-short "Programming Basic Tips" included for any future code-breakers
out there destined to find a Kintaro code, Akuma code, or whatever :I
*COSMETICS*
OCF1 82A2-3D6E Damage Meters Covered
OCF2 97AD-3D6E Fighters Need No Names
OCF3 1BED-1497 All Projectiles are blackened or neon
OCF4 F9A9-CFF7! Player 2/CPU has some blackened weapons, blood, and
finishing moves
OCF5 F9AC-CFF7! All Weapons, Blood, Finishing Moves Blackened / Shang
Tsung Morphs, Morphed Finish Moves Are Yellow/Blue Neon
OCF6 CD3B-C7AC Background Strobe/Flicker on Some Rounds
OCF7 2462-3F0F Background Doesn't Move
OCF8 5D3B-3D6E Fighters Stay Posed before Fight
OCF9 CFE4-44B7! Fighters and Finishing Moves are Invisible
OCF10 1B28-140A Player 2/CPU Always Wins "In Writing"
OCF11 7E6B-340F Players move across ground / "Conveyor Belt" effect
(even in Armory Stage!)
OCF12 92BB-4767 Blood "Spurts Out" Differently
OCF13 82B4-34A4! Blood Falls Like Rain / Slight Game Slowdown
(turn off to complete body part explosion fatalities)
OCF14 4780-CD0A Camera Always on Left-Side Player / Players can
Walk through each other / Make use of FULL Screen!
-slight odd effects on Dead Pool stage when jumping
around
-COMBOS (be on right side, off-screen):
Reptile's Teaser: Force Ball - Two Acid Spits
Sub-Zero annoying Re-freeze: Freezeball - Freezeball
etc. (timed right, victim will thaw as next arrives)
Kung Lao Surprise: Straight Hat Throw - Teleport+Kick
(33% damage)
Rayden Surprise: Elect Bolt (let it hit) - Teleport+
move a little closer - Shocker (33% damage)
OCF15 82E4-1D6E! Screen Doesn't Darken Upon Finishing Moves
OCF16 5EEC-370A! Projectiles & Other Special Moves May Create Neon
Artwork of Kung Lao
OCF17 5538-3FAA! Most Projectiles Don't Explode On Contact / Some
Moves Missing Animation (fan lift,whirlwind spin,etc.)
OCF18 4661-CDAA Jax n' the Shadow A (try an energy wave)
OCF19 4661-C46A Jax n' the Shadow B
OCF20 886C-146A Jax's Energy Wave Pose Altered
OCF21 1726-3FDE Mileena's Roll looks more like a "ground scraper"
OCF22 9581-4D27! Kitana's Fan Lift Produces Ghost of Sai-Stabbing Mileena
OCF23 DDBE-1F67! Kitana's Fans Throws Are Extremely Bloody! (if connects)
*MATCH BEHAVIOR*
OCF24 E2BA-3D6E No Finishing Moves
OCF25 5C85-C4F7! No Friendships
OCF26 8888-C797! Dramatic Pause Before Friendships
OCF27 DD88-C797! Friendships Executed Immediately
OCF28 5688-470A Moving Forward Prevents Contact
OCF29 5DBC-3D6E Screwy Referee for Sore Losers
-player 1 always wins Round 1
-winner of Round 2 wins match, but...
-player 1, even losing, always gets the finishing
move!
OCF30 4385-47AA Players can walk through each other
-all close range fatalities can now be done "on top
of" victim (overlapping them).
-new Liu Kang's "Bust the Oooooh Move" fatality
(perform cartwheel fatality on top of victim)
OCF31 1BED-1D27 Player Select can be done Invisibly
(always turn off before a round actually
starts)
-can turn back on during round for
invisible/stationary projectile effects
OCF32 80E5-1F0A Fighters Don't Pose on Player Select Screen
OCF33 11B7-3D0E Cooler Player Select Screen ([Jenn]don't random select)
-fighters are shadows.
-Rayden "electrifies" when selected.
OCF34 18B5-C4F7 Wins too "exhausting" for Player 1
(without a finishing move)
OCF35 B68A-1F6A CPU/Player 2 is Stationary (nice punching bag!)
OCF36 81E2-CDAA Crossing Opponent Stuns Him/Her
OCF37 CEC2-3F6E Win One Round to see your OWN Ending!
OCF38 1B2C-140A Rounds End Quickly, Regardless of Finishing Move
OCF39 2C3E-3FF7! Loser is More Dazed than Usual!
OCF40 2C3A-3727! Loser Sprawls on Ground, Avoiding a Fatality
*SOUNDS*
OCF41 00E0-3DAE Sound off on Menu Screens
OCF42 B162-EF76 Sounds more like a "Genesis" version (no
announcer, sounds missing, etc.)
OCF43 6D61-EF76 Music Sped Up (Porky Pig Announcer)
OCF44 9366-EF76 Sounds of Quiet Snorkelling (louder sounds
come out like blowing big bubbles)
OCF45 1DB6-EF76! Evil-Sounding Background Music
OCF46 E820-8F76! Bass Has Buzzsaw-like Sound
OCF47 E860-8F76! More Bass Than Strings In Music
OCF48 C1BB-5F76! Less Strings In Bkgrd Music / Finishing Music Lingers
OCF49 258A-C797 Friendships Declared...Babalities???
OCF50 8882-CD97! Friendships Declared...Fatalities???
OCF51 003B-EF56 Some Finishing Moves have New Audio
(Warning beeps, etc.)
OCF52 793B-E476 Some Finishing Moves Play a Musical Tune
(esp. Johnny Cage's and Rayden's)
OCF53 8866-146A Jax's Energy Wave has Pop Audio
OCF54 33B6-376A! Kitana's Air Fan Throw Has Pop Audio
OCF55 33B9-346A! Kitana's Fan Throw (long range) Seems To Scare Opponent
OCF56 B584-170F Scorpion's "Flame" Fatality Has New Audio
OCF57 E18E-44D4 Shang Tsung's "Soul" Fatality Has Neater Audio
OCF58 B261-CD27! Extra "Uh!" when Shang Tsung Defeats Opponent
OCF59 1B61-CD27! "Toasty!" Audio when Shang Tsung Defeats Opponent
-tons of other audio possible by changing 1st 2 digits
-my favorite ones ;) :
04: "Fight!" OA: "Gotcha!" 15: "Superb!"
09: Woman's Scream 54: Dead Pool Sound
17: "You will die mortal!" 1F: "All too easy!"
14: "You weak pathetic fool!" 06: Raiden's Cry
1D: "Is that your best?" 94: Liu Kang's Gobble
65: Some Odd Audio 10: A Guy Scared Silly!
OCF60 016B-CD27! Round 1 Means...Friendship!
-exact same wacky 2-digit possibilities as previous code
-TIP: use 17 to make "Round, you will FIGHT!" ;)
*BASIC ATTACKS*
OCF61 41B0-CF27 All Attacks Often Have Longer Range
OCF62 41B0-C797 Punches on Right Side of Victim Useless /
Liu Kang's "Cartwheel" Fatality Tamer
OCF63 9AB4-47AE! Projectiles are Short-Range on Left Side
OCF64 41B0-CDF7 Ground Projectiles & Ground Freeze Useless
-CPU's will occasionally inflict damage
-air projectiles still inflict damage
OCF65 F722-34AF Fallen CPU Temporarily Immobile
-watch out, it's sometimes a trap!
OCF66 B5E9-3F0F Shang Tsung's Uppercut Useless
OCF67 21B6-3707! After Successful Uppercut/Roundhouse, Get Invisible
Weapons & Minor Screen Changes
OCF68 423F-3D6E + Automatically Duck (blocked or not) Rapid
AB34-3D6E Punches & Projectiles (40% of time)
OCF69 AA38-3FAA! Projectiles, Other Special Moves, & Finishing Moves
Have Odd Pauses (don't do teleport moves)
*CHARACTER SPECIFIC MOVES*
OCF70 B163-3D6E Liu Kang's Standard Fireball Stuns Himself
-opponent can do strange combos, which could
even inflict damage on himself!
-[Jenn] Opponent "flickers" if hit stunned Liu Kang
with certain special moves
-[Jenn] mirror morph possible. For e.g., "try Liu's
(Player 1) bicycle kick while 'being' Scorpion
(as player 2)..."
-[Jenn] "Flickered" Shang Tsung makes odd fireballs.
-do Rayden's Friendship in his "flickered"
state (exhausting!)
-Kung Lao can do 3 "hits" with Whirlwind Spin
near victim upon Finishing Move time
OCF71 2BB4-47DA Liu Kang's New Change-up Fireballs (interruptible)
-TIP: Fireball CPU from a distance, CPU will stay
ducked. Go up & throw CPU & he'll fly into it!
-[Richard] Extra "pain" can occur during Fatalities
if Liu Kang's fireball "sits" over victim
-[Richard] ...even possible on victory poses if
winner touches the overhead fireball (e.g. Kitana)
OCF72 6535-3D6E Reptile's Special Reverse Invisibility A
-doing reverse invisibility (the move twice) gives
you "shadow" invisibility.
-other Reptile oddities (Liu Kang's Bicycle Kick
won't make Reptile reappear, possible to do
fatality on an invisible Reptile)
-[Trent] If Shang Tsung and are a "shadowed" Reptile
morph, you can still be "shadowed" when you
lose morph! Can do ANY Fatality Invisibly on victim!
OCF73 6535-3DDE Reptile's Special Reverse Invisibility B (Player 1)
-doing reverse invisibility makes you invisibly
stuck until hit <FROWN>, but is excellent for doing
invisible tongue fatality!
-To do invisible tongue, upon "Finish Him/Her" stand at
appropriate distance, do invisibility twice, perform
tongue fatality. Now us SNESers CAN do it!
OCF74 C1B9-3DDF! Reptile's "Tongue" Fatality Leaves Less Blood
OCF75 C1B2-3DDF! Reptile's "Tongue" Still Leaves Victim Bloodily Intact
OCF76 3663-1F6A Jax's Energy Wave has much longer recovery
OCF77 3663-17AA Jax's Energy Wave passes opponent without harm
OCF78 DD6F-CD0A Jax's Energy Wave is Stationary
-very effective vs. Shao Kahn!
-COMBO A: Set up Energy Wave (near opponent's face)
- walk up + "Wide Out" Quadruple Slam (50% Damage)
-COMBO B: Set Wave - "Far Out" Gotcha Grab (45% Damage)
-NIGHTMARE COMBO (expert): Set Wave - Turn Around Kick
- Air Back Breaker - Ground Smash (55% & lots of pops!)
-Upon Finish Time, set wave, jump to other side of
victim, & perform an unusual "Arm Rip" Fatality!
-try other unusual fatalities, being Shang Tsung,
morphing to Jax, setting wave (in front of or behind
victim), and doing another morph's fatality (e.g.,
Tsung's "Soul" & Baraka's "Torture" displaces victim)
OCF79 4960-3DAE Kung Lao's Hat Throw has longer recovery (if connects)
OCF80 57E9-CD0A Smokin' Kung Lao
-do hat throw to get "charged," wait until you're hit.
-[David] Hat throw close to opponent may cause
"spontaneous combustion" (declared a "fatality"
at round's end if you win!)
-[Trent] Odd reactions by opponents after explosion.
OCF81 57E9-C4AA Kung Lao's New Stun Beam! (vs. CPU) (do hat throw)
-New possible combos: (Safe) Jump Kick - Stun Beam -
Teleport w/ Kick;
(Risky) Jump Kick - Stun Beam - Whirlwind Spin
OCF82 51E9-CD0A Kung Lao's New Levitator! (do hat throw, get hit)
-don't do Fan Lift on Levitated Lao.
-turn off to resume normal hat throw if desired
-Levitated Teleport will oddly glitch, but opponent
can eventually punch him out of it.
-Fatalities on Levitated Lao are weird (Kitana kisses
his feet, Johnny Cage nut punches his heads off then
Lao lands in his hands, etc.)
OCF83 DD32-4DDA Kung Lao's Air Kick Has "Float" if Connects
OCF84 DD33-47AA Kung Lao's Air Kick Won't Bounce if Blocked
OCF85 C93C-44AA Kung Lao's Air Kick Causes Multi-Hit 75% Damage
OCF86 C938-440A Kung Lao's Air Kick Can Pass Through Opponent
if Connects
-COMBO (intermediate;VS. CPU): Air Kick - Whirlwind Spin
OCF87 2231-440A Kung Lao's Air Kick has Longer Range
OCF88 AA6D-47AA Johnny Cage's Low Green Bolt Disabled
OCF89 DD6D-47AA Johnny Cage's Low Bolt Keypresses does High Bolt
OCF90 22B5-140A Johnny Cage's Green Bolts Can Be Launched Quicker
OCF91 22B8-17DA Johnny Cage's New Homing Missile! (throw green bolt)
-causes harmless trip animation after
OCF92 6DB5-CDDA Johnny Cage's New-Range Green Bolts
-low bolt is multi-range triple spread!
-high bolt is super-high-and-level
OCF93 ECB9-C70C Johnny Cage's Torso Fatality Randomly Altered
-sometimes "And? And? Come on?" Fatality
-other times, "No Hands Ma!" Fatality
OCF94 F3B5-C76C Johnny Cage's Torso Fatality "Splits" Differently
-Baraka's split is DISGUSTING!
OCF95 DC37-3D0E Johnny Cage's "Header" Fatality Sends Heads Right Down
OCF96 DC37-3DDE Johnny Cage's "Header" Fatality Makes Heads Shoot Away
OCF97 1727-3D0E Mileena's Teleport Kick Has Better "Dropback"
OCF98 1724-3D0E Mileena's Teleport Kick Has Major "Float"
OCF99 172D-3DAE Mileena's Teleport Kick Kills (Unblocked)
OCF100 DD28-346E Mileena's Roll More Defensive
-only travels when close to opponent
-switch DD digits to EE to prevent roll from
bouncing up when blocked.
OCF101 06E1-17A4 Kitana's Fan Lift Useless
OCF102 33B1-346A! Kitana's Fan Throws Has Major Recovery
OCF103 11BE-340A! Kitana's Fan Throws Are Slightly Higher
OCF104 3DB1-3F0A! Kitana's Ground Fan Throw Disabled
OCF105 BAB0-3F0A! Kitana's Ground Fan Throw Has Major Delay
OCF106 33BB-3F6A! Kitana's Air Fan Throw Has Major Delay
OCF107 BAB6-3F0A! Kitana's Low Air Fan Throw Is Tossed Along Floor!
(throw air fan just before landing)
OCF108 C6C8-44A4 Kitana's "Kiss" Fatality Makes Quicker Explosion
OCF109 C6C2-4F04 Kitana's "Kiss" is Just a Kiss (awwwwwwh! :)
-don't do Shang Tsung's "Vapor" Fatality
OCF110 C6C9-44A4 Kitana's "Kiss" Victim Forever Expanded!
OCF111 C6C6-44A4 Kitana's "Kiss" Gives Victim a Final Moment,
then...Fatality (cone-like organ parts, ewww!)
OCF112 C6CE-4704 Kitana's "Kiss" & Shang Tsung's
"Vapor" Fatality Levitates Kit/ST to Heaven...
OCF113 06EC-17AF Sub-Zero's & Reptile's Slide Useless
OCF114 FF84-170A Sub-Zero's Ground Freeze Worse (hard to uppercut victim)
OCF115 EE84-170A Sub-Zero's Ground Freeze Better
(after ice, duck. Better chance of getting
uppercuts if opponent slips away, 'cuz you "slide")
OCF116 CC84-170A Sub-Zero's Ground Freeze Can Corner-Warp Both Players
OCF117 226F-470A Scorpion's Trick Spear (interruptible)
-can "pullback" spear (tap BACK as last motion)
-hit any button to interrupt cast or grip
-BLOCKABLE COMBO: Pullback spear (wait until
casted) - Teleport (10% blocked damage)
OCF118 5735-C4AA Scorpion's Teleport Transports Him (and
Opponent) To Opposite Corner
OCF119 5734-C4AA Scorpion's Teleport Goes Random Places
OCF120 B58C-146F Scorpion's "Flame" Explodes Differently (skull rises)
OCF121 B584-146F Scorpion's "Flame" Fatality Randomly Altered
-one is normal.
-another is "Victim Spared".
-yet a third is "Watch ME Explode!" (love it!)
OCF122 06E7-34DF Rayden's Body Launch Pushes/Passes Opponent Unharmed
-SURPRISE COMBO: Teleport - Body Launch - Shocker
OCF123 06E7-3DAF Rayden's New Uppercut Lightning Bolt! (80% of time)
-DISTANCE JUGGLE COMBO (VS. CPU,): Lightning Bolt
- keep tossing more each time CPU falls down.
-COMBO (expert): Lightning Bolt - Teleport (wait a
little) - Shocker/Uppercut (25% damage w/uppercut)
OCF124 C538-1D0E! Rayden's Teleport Returns Him To Same Side
OCF125 C535-1D0E! Rayden's Teleport Is Quicker
OCF126 ADBA-C7B7! Baraka's "Torture" Fatality Slips Victim Between Blades
OCF127 E239-1497 Shang Tsung Becomes Neon after Losing Morph Power
OCF128 E23B-1727 Shang Tsung Becomes Stuck in Morphing State after
Losing Morph Power
-good handicap for expert Tsung players.
-stuck to round's end even in won/lost pose.
-if attacked, can do one quick move before "refrozen"
-try morphing only upon Finish Time, then do a
morphed fighter's finishing moves (most of them).
OCF129 E23B-1D27 Shang Tsung Becomes Frozen Statue after Losing Morph
-see 1st three notes from previous code
-try morphing only upon Finish Time, then do a
morphed fighter's finishing moves (most of them)
to do a "Floppy Fish" Act! ("Reverse Leapfrog" better?)
OCF130 E18C-47A4 Shang Tsung's "Soul" Fatality Zaps Soul Differently
OCF131 E18A-4DD4 Shang Tsung's "Soul" Just Wilts Victim's Body
OCF132 E183-4DD4 Shang Tsung's "Soul" Is Faster!
OCF133 E182-4DD4 Shang Tsung's "Soul" Keeps that Soul a-Glowin'
-code 5583-4DD4! produces slight variation.
-use code E18E-4F64! to extend "suck" audio.
OCF134 E18B-47A4 Shang Tsung's "Soul" Exorcises a Kung Lao Spirit
Out of the Victim (ooooooh!)
OCF135 32C1-4D27! Shang Tsung's "Soul" (round 1) causes a demo game
next round, then game over (unless you rejoin)
-must combine with Fatality every Round code B2B8-3D6E
(not derived from myself)
OCF136 EE67-470A Shang Tsung & Scorpion Have "Walking" Projectiles
(intermediate) (interruptible)
-after projectile keypresses, tap BACK (to go back),
FORWARD (forward), or BLOCK (normal).
-TSUNG UP-CLOSE COMBO: "Forward Walk" Triple
Fireball - Elbow (tap HIGH PUNCH)
OCF137 D367-470A Shang Tsung, Scorpion, & Rayden Have Reverse
Projectile Capabilities (expert) (interruptible)
-tap last keypress twice to fire in correct
direction (e.g. for Rayden: Quarter Circle -
LOW PUNCH - LOW PUNCH)
OCF138 AAB9-4D64 Reptile's "Tongue" & Johnny Cage's "Torso" Fatalities
Has Funny "Disappearing Acts" (not like code 102's)
OCF139 203B-C7F7 Decapitation Fatalities Altered (Johnny
Cage, Kitana, Baraka)
-do Cage's "3 Header" on victim at or near corner
(at is best!) for "Take It Outside"
-otherwise, Cage does "Look Ma, No Heads!"
-Kitana's and Baraka's can even make
victim disappear!
OCF140 9F38-C4F7 Decapitation Fatalities Leave a Frozen Body Part
OCF141 3EB5-4FD4 Severing Fatalities Cause "Disappearing Acts"
(Johnny Cage, Kitana, Liu Kang, Reptile, etc.)
-Don't do Johnny Cage's "3 Header" Fatality
OCF142 C0CD-3467! Body Part Explosion Fatalities Shifts Winner a Bit
OCF143 C0C1-3D67! Body Part Explosions Wipe Out All Parts
-use variation C0C0-37D7 to leave 1 bone from Raiden's
"Shocker" Fatality
OCF144 3DC3-CFA7! Body Part Explosions Keeps Parts in a Pile
OCF145 C0CC-3467! Body Part Explosions Suspend Parts
OCF146 C0C9-37D7! Body Part Explosions Dances Parts Along the Top
OCF147 C0CF-3467! Body Part Explosions Leave Some Parts Top, Some Bottom
-some parts drop later in some fatalities
OCF148 4DEE-1F0A Everyone's Second Fatality Altered (predictable)
-to either "Death by Projectile" Fatality (Kitana's #1)
-or "Phantom Launch" Fatality
OCF149 4DEE-1F6A Everyone's Fatalities Altered (Player 1)
-one fatality is like previous code's effects
-other is always "Morphed Kung Lao Slicer"!
-don't do Spike Fatality nor Player 2 Fatalities
OCF150 81E7-CF0A Fatality causes a spazz-out until you do another
non-fatality move (e.g., special move, friendship)
Imperfect Codes:
----------------
OCF151 1720-37AE Mileena's Teleport Kick produces Roll Combo!!!...then
blacks out. Suspected that changing the first two
digits in code may unglitch it. Any volunteers to try?
OCF152 E3B7-EF76 Sounds like Rap Music (mostle just drums, effect/words
rapped), tends to blackout upon uppercuts, Force Ball
hits, choosing Tournament, and possibly other actions.
OCF153 E4E8-3FAA! Baraka/Johnny Cage's Projectiles Can Produce Fighting
Doppleganger!! (20% change of blackout)
-should turn off once produced dopple until next round.
-don't use Tsung's, the ninja's, Jax's, Kang's, nor
Mileena's projectiles until dopple is "activated".
-subsequent projectiles (from anyone if Shang Tsung)
can recreate different ground & air dopples.
-TIP VS. CPU: set dopple in corner, hit CPU so that
he/she bumps into dopple. Dopple will do throws,
throw projectiles, or even do multi-hit juggle combos!
-odd occurences during fatalities if dopple is around.
-can get stuck at times, but still playable.
OCF154 6FB9-C797! Loser can still fight during Finishing Move Time!! /
No Fatalities
-very similar to the code discovered by Neto San
-amusing for Shao Kahn matches.
-works best when combined with "fatality every round"
code B2B8-3D6E (may freeze without this 2nd code)
and/or Player 1 always wins each match
-simpler alternative is to turn on only during
winning match for either player.
-both winner and loser can do their friendships!
-loser can stop you from doing your friendship
even if completed, & it's declared a "Fatality"!
-if attack "Babality" baby, will turn back to adult!
-if no finishing move is successfully performed, CPU
can beat up on you.
-doing finishing move at last possible moment may
cause game freeze.
-loser not receiving finishing move nor not attacking
winner may also cause game freeze in 2-player game.
PROGRAMMING BASIC TIPS:
-----------------------
1) Play around with first 2 digits of an existing code.
2) When testing, play as Shang Tsung and do different morphed character's
special moves and finishing moves to experiment.
3) Enter published codes B2B8-3D6E (finish every round) and DDB5-1FF7
(Player 2 quick kill) to test finishing moves quicker.
4) Remember that on some occasion, several codes can cause just 1 effect.
5) Mix 1st 4 digits with one existing code with the last 4 digits of another.
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
My thanks to the "Rat"man and John D. Evans for additional INTERNET
support of this FAQ.
Special Thanks to Jenn Dolari, Richard Y. Choi, David Charles Marotti, and
Trent Troop for their bloodhound investigating of the "side effects".
Please send any ?s, problems, or comments to ocfernan@mailbox.syr.edu.
Play on!
-OCF
"Mortal Kombat Rules On!"
-----------------------------------------------------------------------------
Bugs/Glitches that keep the game interesting --------------------------------
-----------------------------------------------------------------------------
These are fun things you can try to keep the game fun. The one's that also
work in the arcade aren't included here. Or at least I haven't tried them in
the arcade! :)
Players: This means who you have to be, and who the victim has to be.
Description: How to do the bug and other comments.
*** in order of newness to this list ***
(part of this also works in the arcade)
Players: Any male ninja (Sub-zero, Scorpion, Reptile), Baraka, Lui Kang
vs. Anybody
Description: If you kill the victim with a throw, the victim can get off any
move, special move (including morphing), friendship, babality, or dead pool
just before going into their death stagger (where they just look like they
are loosing their balance waiting for you to kill them). You can't do a
fatality, pit/spikes or babality, but any special move will work. If the
victim does a friendship/babality, the winner is free to move around and bash
them out of it, or anything except a fatality/ babality or pit/spikes.
-- There are many possiblities with this.
* Pick shang tsung and morph into someone who can do the throwing, and you can
morph into someone else after they are dead. Then you can do many combonations
of double friendships.
* Have the winner be Scorpion, and since you have to kill them with a throw, try
the air throw! This means you haven't hit any punches and both players can get
off a friendship/babality.
* Reptile's invisibility works. So you can pick reptile, and have an invisible
person kill Reptile. Or try using the shang tsung trick, and turn into
Raiden, have the victim turn invisible, and do Raiden's uppercut fatality
(you will never even see reptile die).
* Dead pool. Nuff said.
* <NEW!!> If the loser is Kung Lao, do the shield move (just rap really fast
on up and LK) and have the winner get smashed by it. You can do the move
again and again! If Kung Lao didn't hit punch, you can do the shield move,
and if you hit your opponent with it immediatly, Kung Lao can do the
friendship/babality right right after.
<NEW>
Players: Anybody vs. Shao Kahn
Description: If you win by running out of time, he will just snap into his
winning pose after the first screen flash.
Variations: If you make it run out of time when Shao Kahn in in the air, and
you end up being the winner, provided the move you did to put Shao Kahn in the
air does not kill him, it will crash.
Notes: Previous FAQs said that only Katana's fan lift would do this, but any
move that sends Shao Kahn into the air will crash it.
Players: Baraka or Kitana vs. Kintaro
Description: If you do Baraka's blade fury or Kitana's fan throw to Kintaro
while he is in the corner, he won't land. I think this works in the arcade
too.
Players: Sub-zero vs. Computer or Human anybody
Description: ** This one is a rewrite of a bug that was in here before. **
Win with Sub-zero. Make it so you're fairly close the the center of the stage.
Do the perma-freeze, then jump over them and do it again. Look behind you,
see it? If not, jump away from them, then towards (so that the screen scrolls
back so you can see more), then do the perma-freeze again. See it? The idea
here is to do the freeze, then get on the other side of them and make it so
that you can see what's way behind them. There is the freeze going
in the opposite direction. Do it and you'll see what I mean. Notice the area
where the perma-freeze hits them. It doesn't "bounce" off them where the ice
is hitting their body. This is probably what that is behind you.
You can correct this by doing it the perma-freeze normally, but as far away as
possible. Don't jump over them or anything, just do it, but as far as
possible without being so far that you can't do it. (redundant, but you know
how some people are!)
Players: Shang Tsung vs. Lui Kang
Description: At 'finish him' morph into Sub-zero, perma freeze until you morph
back, then morph into Jax, then do head-pop fatality. His color map will be
screwed up, and Lui Kang's body will look extra bloody.
Players: Scorpion vs. Anybody
Description: After doing the harpoon, you can usually do another one that is
not blockable. Even works against the computer!
Players: Raiden vs. Anybody
Description: This is extremely hard to do, but since it's consistent, I
decided to include it. If Raiden is his at the same time as he is warping,
he will appear wherever he warps to in his 'getting hit' animation. If you
warp unscathed, you did it too soon. If you simple get hit, you did it too
late. Looks great with Baraka's blade fury or Sub-zero's ground freeze.
Missile weapons are easiest to do this trick with (letting Raiden get hit
with the missile weapon of course).
Players: Jax vs. Jax
Description: If you do his arm ripoff fatality, the victim's arms won't land.
Players: Jax vs. Raiden
Description: If you do his arm ripoff fatality, Kung Lao's arms will appear
instead of Raiden's.
Players: Reptile vs. Shao Kahn
Description: Win the game with Reptile. But be invisible. Instead of doing
his pose, he will just stay invisible.
Players: Anybody vs. Shao Kahn
Description: If you win by running out of time, he says "No, No, No!" even
though he's frozen in time from running out of time.
Players: Shang Tsung vs. human or computer
Description: Morph into Sub-zero. Wait until the last second before you morph
back, then freeze the ground. After you morph back into Shang Tsung,
immediately do single-flaming skulls really fast (tap back and HP really
fast). This causes the ground freeze to disappear (which is a SNES bug in
itself) and the Flaming skull will turn into Kung Lao for a second, or
flaming skull will disappear (among other strange things).
Players: Shang Tsung vs. Computer (anybody, even hidden characters)
Description: When the computer is kind of far away, do single flaming skulls
really fast. If they don't just keep ducking, you're doing it too slow. After
a time (it can happen anytime from a second to a minute) they will just slide
across the screen at you in their ducking pose! Try it to see what I mean.
Players: Lui Kang vs. Human Anybody (works for me best with Cage)
Description: Have victim continuously jump straight up. Charge up the bicycle
kick. This takes some timing. If you can high-punch them AS they are jumping
up, and immediately do a bicycle kick, they will go very very high up and you
will see the ceiling. This crashes the game often.
Players: Baraka or Kitana vs. Kintaro
Description: Baraka and Kitana are the only one's I know that can do it.
Maybe others can, I don't know. All you have to do, is kill Kintaro any
round with either the blade fury or a fan throw making Kintaro land in the
corner. The bug is that Kintaro won't land, he'll just be half-fallen.
Players: Baraka, Jax, Lui Kang vs. Computer anybody
Description: This is more of a stupid-computer bug. Just continuously keep
doing Baraka's blade spark, Reptile's spit, Jax's Energy Wave, or Lui Kang's
low-fireball (but they usually block it), and the computer will keep jumping
away, and into your projectile like a moron.
-----------------------------------------------------------------------------
Kredits ---------------------------------------------------------------------
-----------------------------------------------------------------------------
A friend and I figured out all the bugs, but the codes were from other FAQ's
and the USENET newsgroup alt.games.mk (thanks guys!)
The following contributed in the form of additions/corrections:
(without their permission, of course)
-----------------------------------------------------------------------------
Orlando C. Fernando (ocfernan@mailbox.syr.edu) for Game Genie codes.
Edward Charle Allen (exalted@brahms.udel.edu)
Jeff Kilsdonk (jeffboy@ods.sol.net)
Rapid Veta (RPDST4@vms.cis.pitt.edu)
fabng@cougar.multiline.com.au
-----------------------------------------------------------------------------
Comments/additions/corrections ----------------------------------------------
-----------------------------------------------------------------------------
Send comments/additions/corrections to rat@mv.mv.com (that's me).
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Mortal Kombat III FAQ
Version 1.1
March 14, 1994
Maintained by John Coleman
coleman@hopwood.lynchburg.edu
This document is Copyrighted 1995 by John Coleman.
All information about the game (i.e. character bios, names, moves, etc.) is
Copyright 1995 Midway Games, Inc.
This document may not be sold for any profit without express written consent of
the above.
--------------------------------------------------------------------------------
Contents
--------------------------------------------------------------------------------
Terminology
The Kombatants
Secret Kombatants
Non-Playable Kombatants
Combos
Points of Interest
Kombatant Stories
Other Mortal Kombat Internet Resources
Credits and Thanks
--------------------------------------------------------------------------------
Terminology
--------------------------------------------------------------------------------
-= Motions =-
HP - High Punch
LP - Low Punch
b - Block
HK - High Kick
LK - Low Kick
R - Run
U - Up
D - Down
B - Backward
F - Forward
So this is what the controller should look like with the character facing right:
U HP HK
O O O O O
\|/ b
B O--O--O F O
/|\
O O O O O O
D R LP LK
--------------------------------------------------------------------------------
The Kombatants
--------------------------------------------------------------------------------
** Jax **
Two Fireballs: Forward - Forward - Back - Back - High Punch
Ground Smash: Hold Low Punch (4 sec.) - Release
** Kano **
Knife Throw: Down - Back - High Punch
Uppercut (w/ Knife): Down - Forward - High Punch
Spinning Cannonball: Hold Low Punch (4 sec.) - Release
Fatality 1: ????? (Reaches into opponent's mouth and removes their
skeleton)
** Kung Lao **
Hat Throw: ?????
Teleport: ?????
Dive Kick: ?????
** Liu Kang **
High Dragon Fire: Forward - Forward - High Punch
Low Dragon Fire: Forward - Forward - Low Punch
Flying Kick: Forward - Forward - High Kick
Bicycle Kick: Hold Low Kick (4 sec.) - Release
** Sonya **
Rings: Down - Forward - Low Punch
Bicycle Kick: Back - Back - Back - Low Kick
** Cyrax **
Net Capture: Back - Back - Back - Low Kick
Exploding Teleport: Forward - Forward - Block
** Sektor **
Heat Seeker: Forward - Down - Back - High Punch
Straight Missle: Forward - Forward - Low Punch
** Night Wolf **
Uppercut (w/ axe): Back - Down - Forward - High Punch
Arrow Shot: Forward - Down - Back - Low Punch
Green Shield: Forward - Forward - Forward - High Kick
** Stryker **
Grenade: Forward - Down - Back - High Punch
Night Stick Throw: Forward - Forward - High Kick
** Sheeva **
Mega Stomp: Down - Up
Fireball: Down - Forward - High Punch
** Sindel **
Fireball (in air): Down - Forward - Low Kick
Scream Lift: Forward - Forward - Forward - High Punch
Flight: Back - Back - Back - High Kick
** Kabal **
Fireball: Back - Back - High Punch
Tornado Spin: Back - Forward - Low Kick
** Shang Tsung **
Eruption: Forward - Forward - Back - Low Kick
Fireballs: Back - Back - Back - Low Punch
Morphs: ?????
** Sub-Zero **
Ice Shower: ?????
Ice Ball: Down - Forward - High Punch
Ice Clones: Down - Back - Low Punch
--------------------------------------------------------------------------------
Secret Kombatants
--------------------------------------------------------------------------------
-= Getting to Them =-
** Jade **
** Smoke **
-= Playing Them =-
** Jade **
** Smoke **
--------------------------------------------------------------------------------
Non-Playable Kombatants
--------------------------------------------------------------------------------
** Shao Kahn **
--------------------------------------------------------------------------------
Combos
--------------------------------------------------------------------------------
-= General =-
-= Individual =-
** Jax **
** Kano **
** Kung Lao **
** Liu Kang **
** Sonya **
** Cyrax **
** Sektor **
** Night Wolf **
** Stryker **
** Sheeva **
** Sindel **
** Kabal **
** Shang Tsung **
** Sub-Zero **
** Jade **
** Smoke **
--------------------------------------------------------------------------------
Points of Interest
--------------------------------------------------------------------------------
This will be little (insignificant to the fighting part) things like slipping
off the spikes in the Kombat Tomb, Smoke and Jade in the Living Forest, and "Oh
Whoa!" (from The Dead Pool). Those little touches really set MK apart, I think.
--------------------------------------------------------------------------------
Kombatant Stories
--------------------------------------------------------------------------------
Here is where the Kombatant bios will go. I'll include each intro, along with
each ending as soon as I get them.
** Jackson Briggs **
Jax is back for more action in MK3. He looks pretty much the same, however, he
now has cybernetic arms. These are apparently the result of having his original
arms ripped off by Shang Tsung in the second tournament...
** Kano **
Held captive during the second tournament, Kano is hungry for Outworld blood.
One of his fatalities is rumored to involve the removal of his opponent's
skeleton through his/her mouth...nice!
** Kung Lao **
Another returning Kombatant, Kung Lao has been redesigned for the third tourney
as well. His trademark hat remains for all you Kung Lao groupies!
** Liu Kang **
Essentially unchanged, Liu Kang is back for his third try...maybe he can end up
with two out of three?
** Sonya Blade **
Sonya returns with Kano, and is now portrayed by Kerri Hoskins, the famous NBA
JAM cheerleader. She's got some new moves as well. Hope she's got a better
fatality...
** Cyrax **
The famous "Robo-Ninja" pitted against Liu Kang in a preview picture floating
around the Internet. Apparently, it is a part of Sub-Zero's former clan, sent
to eliminate him after his departure.
** Sektor **
A red "Robo-Ninja," who, with his yellow counterpart Cyrax, are ordered to
assassinate Sub-Zero. Hmm...the Ryu and Ken for the next century?
** Night Wolf **
A Native American who was somehow immune to Shao Kahn's takeover, Night Wolf is
an impressive looking "Indian for the 90's." He is played by Midway's Sal
Divita.
** Kurtis Stryker **
Stryker is a Special Weapons And Tactics officer enlisted to help defeat Shao
Kahn and his army. Kurt uses a night stick and grenades to attack.
** Sheeva **
Sheeva is the much awaited _playable_ half-human-half-dragon being. A female
version of Goro, she is sure to be a favorite of Goro fans. Hmm...this isn't
a Hindu reference, is it?
** Sindel **
Shao Kahn's bride makes her first appearance in the third installment of the
Mortal Kombat Series. Originally killed ten thousand years ago on Earth, she
is reincarnated when the Outworld spills over into ours.
** Kabal **
Kabal survived the takeover by Shao Kahn as well. However, Kabal was attacked
shortly after by Kahn's troops. He was severly injured, but not killed. His
costume reflects the fact that he was badly mutilated in the attack. He seeks
revenge for the pain caused by Shao Kahn.
** Shang Tsung **
Another familiar face, Tsung is altered a little too. The beanie is gone, his
black hair is long again, and the trademark goatee/Fu Manchu remains. He
also retained his morphing power.
** Sub Zero **
Probably the most popular of the Mortal Kombat characters (in terms of number
of times played), Sub-Zero has returned for his second tournament (the Sub-Zero
from the first tourney disappeared). However, he is no longer a ninja. The
costume has been removed, but he still dresses in blue. Sub-Zero is being
hunted in this tournament as well...what exactly did this poor guy do to
deserve all this attention?
** Jade **
No info at this time.
** Smoke **
No info at this time.
--------------------------------------------------------------------------------
Other Mortal Kombat Internet Resources
--------------------------------------------------------------------------------
Several other resources for Mortal Kombat information are available around the
net. Here are a few:
WWW Sites:
* The WWW Mortal Kombat Pages *
http://www.cs.ucl.ac.uk/students/zcacaes/mk/mk.html
These pages are maintained by Antony Espindola. In my opinion, this is one of
the best resources. He updates it almost daily (especially since the Beta
version is out!), and has great pictures, as well as many links to other WWW
games sites. You can find info on practically any aspect of the game. Antony
is also a friend of Ed Boon's, or pen pal at least, and usually has pretty
reliable info. No rumors here, except in the Gossip section.
* The Mortal Kombat 3 Site *
http://198.49.168.5/~mkruse/mk3/mk3.html
Maintained by Matt Kruse at St. Ambrose University, these pages are the ultimate
place to go to find the latest info on our favorite game. Highlights include
the graphical representation of moves, MK-related raytraced artwork by Matt,
and virtually all the MK3 FAQs. This one also gets emphatic recommendation.
* Game FAQs by FTP *
ftp://ftp.netcom.com/pub/vi/vidgames/faqs
Need a FAQ for a game? You can find it here. Can't find it here? It doesn't
exist. That pretty much says it all. Andy Eddy, Senior Editor of GamePro
magazine, has generously made his account at netcom available to the Internet
at large. Thanks, Andy!
* The Fighting Game Archive *
ftp://brawl.mindlink.com/pub/fighting
Here you can find all sorts of guides, trivia, fan fiction, pictures, fake
pictures (thanks, Jenn!), and just about anything you can think of relating to
fighting games in general. I'm not sure who maintains this site, but it's
pretty nice.
* The Mortal Kombat Digest *
Last but not least, there's The Mortal Kombat Digest. Intended as a forum for
intelligent discussion (read: NO HU GO!) about Mortal Kombat 3 and the other
games in the series, the MKD is maintained by John Coleman. (Hey! I know that
guy!) Originally, the MKD was slated to go out every day or so, and this could
still happen in the next few months. Revisions to this FAQ will be included
with every issue. Hopefully, in the next few weeks/months, the Digest will be
swamped with mail from people wanting to discuss the game in a more intelligent
manner than what's been going on on alt.games.mk recently.
To subscribe to the Mortal Kombat Digest, send email in this format:
To: coleman@hopwood.lynchburg.edu
From: (self explanatory!)
Subject: Subscribe MKD
Body of message:
your email address
That's it. Pretty simple. If you want to post something to the Digest, such as
a move you'd like confirmed, or maybe a combo idea, or even something strange
you noticed about the storyline, then format your email like this:
To: coleman@acavax.lynchburg.edu <------ Notice this says acavax, not hopwood!
From: (self explanatory!)
Subject: The subject of your post
Body of message:
your posting
Just as simple. Remember, if you don't send the right thing to the right
address, it might not end up working. Do _NOT_ send subscription requests to
coleman@acavax.lynchburg.edu. They will be ignored by the mail software.
* Mortal Kombat Three One-Page FAQ *
If you have access to MS Word for Windows (v2.0 and up) or WordPerfect for
Windows (v6.0 and up) then there is a one page FAQ available containing all
special moves, finishing moves, etc. To get this moves list, contact John
Coleman at coleman@hopwood.lynchburg.edu for more information.
* Other FAQs *
There are, at the moment, several other FAQs on the net. You should contact the
individual writers about receiving them. Here are the names and e-mail
addresses of those I know of:
John George .................................................... floyd@ripco.com
Patrick McCarron ..................................... 75611.3614@compuserve.com
Matt Kruse (Graphical FAQ - Nice stuff!) ................. mkruse@saunix.sau.edu
Kevin Miller ............................................ miller@zeus.towson.edu
Thanks for being patient!
--------------------------------------------------------------------------------
Credits and Thanks
--------------------------------------------------------------------------------
Andy Eddy ................................................ <vidgames@netcom.com>
Antony Espindola .................................... <A.Espindola@cs.ucl.ac.uk>
Michael Nelson ............................. <mnelson@rucs2.sunlab.cs.runet.edu>
Ian Sawchuk ........................................ <an954@freenet.carleton.ca>
TonyB ................................................. <root@vpizza.pr.mcs.net>
Ed Boon ............................................. <75361.466@Compuserve.com>
Matt Kruse ............................................. <mkruse@saunix.sau.edu>
Zephyr ................................................. <mupm2@uxa.ecn.bgu.edu>
Angelo Cruz ...................................... <cruz@dcl-nxt15.cso.uiuc.edu>
Rory Groves ........................................ <rory.groves@tcl.mmbbs.com>
Patrick McCarron ................................... <75611.3614@compuserve.com>
Nolan Lichti ....................................... <nolan.lichti@otherbbs.com>
John George .................................................. <floyd@ripco.com>
--------------------------------------------------------------------------------
More Kombat Info To Kome...
--------------------------------------------------------------------------------
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M O R T A L K O M B A T
The Genesis/MegaDrive FAQ
Version 1.1k - 12th May 1994
By Antony Espindola.
Contributions from :
Mike Dodds (mgdodds@eos.ncsu.edu),
Rodney Walker (rwalke1@umbc2.umbc.edu),
KUDZU (christ@cie-2.uoregon.edu),
Michael Hall (mhall@EDU.CNU.PCS),
David M Richey (??),
Brian Foerster (Bfoerster@rockford.edu).
---------------------------
This version of the FAQ is dedicated to Ed Boon, who has recently
worked 48 hours non-stop to get MK2 up and running for demonstration
to the distributors.
Ed, we love ya ;-} And now I've got my T-Shirt ! :-)
Thanks also go to David M. Richey for spotting a mistake that has
been in here from the start but that nobody has noticed!
Ok so here it is - I'm sick of seeing posts for 'what is XXXX's
fatality, when do I do a fatality, what's that green man' and
stuff like that. This is a guide for the newbie, expert and the
squids too. Like or hate it, it's here.
MORTAL KOMBAT DOES WORK WITH THE SIX BUTTON CONTROLLER
THE LAYOUT IS SIMILAR TO THE ARCADE CONFIGURATION
YOU DO NOT NEED THE SIX BUTTONS TO PLAY MORTAL KOMBAT
YOU CAN USE THE 3 BUTTON CONTROLLER
HIGH PUNCH AND LOW PUNCH ARE COMBINED INTO ONE
(repeat until you understand ;-} )
Rumours.
=========
This is the bit where we get to speculate about all sorts of
wonderfull things that we all think should be in MK.
Firstly, the blood code.
Yes it is in there and you should know it by now.
"Can I play Shang Tsung or Goro ?"
Well, I haven't seen anything to confirm or deny so I don't want to
say. This article was posted by KUDZU (christ@cie-2.uoregon.edu):
> I know this is like interpreting the Dead Sea Scrolls, but here goes:
>
[From the 'Code of Honour' screen : ]
> The word 'code' has many different definitions. The Shaolin martial arts
> tournament is governed by a system of rules of conduct...AN ETHICAL CODE.
>
> Blood code: ABACABB at CODE screen.
>
> The combatants respect each other as warriors, no matter what degree of
> hatred they had for one another...A CODE OF HONOR
>
> Cheater's code: DULLARD at mugshot screen
>
> Another type of code could be defined as an arbitraty system of symbols
> or letters for transmitting messages...A SECRET CODE
>
> Goro/Tsung code: ??????? at Goro (?) screen
So does this mean that there IS a third code ?
I'm keeping an open mind, but more fuel came in the form of this :
> I haven't seen the issue of Game Fan that has a screen shot of Goro
> vs Shang Tsung, but I hear there is one.
> And while I already know that something like a screenshot
> can be fiddled with, wouldn't it be possible for the programmers to at least
> implement Goro as a character? There are more than enough "leads" to make
> someone (especially with an overactive imagination) believe there's either a
> third code or some code within the Cheater's menu...a SECRET CODE
Again, more food for thought.
Neat Tricks.
=============
This is just really for tricks that you can do in the arcade version
that can also be done in the Genesis/MD version.
This is what I have been able to do so far :
Scorpion's throw then fatality.
Works as in the arcade version.
Sub-Zero's freeze fatality.
This is VERY hard. You can freeze the opponent and do the
fatality if the killing move is a throw (due to the time it takes
for a throw to register). Unfortunately, the sprites for a frozen
fatality aren't in there so you only get to see a normal fatality.
Cage's miss fatality.
If you throw the opponent against the wall as the killing moves,
you can do the fatality and the opponent will be on the ground.
This however does not give an 'appearing heads' or even mysterious
floating gushes of blood. Cage just uppercuts thin air and does
his victory pose. Points are awarded but the opponent stays (with
head) on the ground.
Kang's miss fatality.
Hmm. I have been able to do this but it seems that you don't have
as much time as in the arcade version to beat the shit out of your
opponent. Mike Dodds has found out abit about his...
Liu seems only capable of doing _two_ specials after defeating
someone. You can do one FB, then the spin, or two FB, but not spin.
The same applies to the Fly Kick counting as a special. You can still
do a spin, then elbow the hell out of them, then another spin. The
reason that this happens is because the game appears to "lock out"
other moves after a fatality is thrown, eg. Cage can't take multiple
heads but Liu Kang could conceivably "miss" the fatality if allowed
only one spin, so they ludged it so that he can do _two_.
Since the FB or Jump Kick counts as a "special" move, they can be
exchanged with one or more of the two spins.
Cage's Double/Triple head fatality.
I don't think this can be done (I can't do this in the arcade).
See above for explanation.
Repeatedly Block.
Keep hold of block whilst doing any special move. The move will
be executed and then go back into block meaning that you can
do perfectly timed blocks! [Brian]
In the Round stuff.
Sonya's jump-kick then leg-grab combo works
Scorpion's four hit combo against Kano's ball works (punch, punch,
spear, uppercut.)
Sub-Zero's jump-kick then slide works.
Kang's jump-kick then flying kick
Stuff I don't know/can't do yet :
> Any more (must be a few ?)
Bugs.
------
I've bundled this section in here because I've come across some
really weird things that can happen.
Raiden's Backwards Dive.
This one looks so funny. I was playing Raiden when I jumped over
Sonya and had already done the dive move. As I touched the ground,
Raiden started the dive move, but because he had jumped over
Sonya, was still facing the wrong way. Raiden pushed Sonya (with
his feet) along and then spun backwards as per normal. This has
also happened when the other player has jumped over Raiden as he
was doing the dive, and Raiden had "pulled" the other player across
the screen! [Ant]
This can also turn into another bug where if the other player
teleports (ie Scorpion or Raiden), Raiden will keep pulling
or pushing the other player against a wall until they die. [Brian]
Confused Cage.
This one took me by surprise. I had Kang in the corner and Finish
Him had just popped up when I did a throw. Kang bounced back off
the wall, underneath Cage which caused him to turn round. Kang
must have landed in the hotspot that turns Cage around because all
Cage did was kept turning back and forth and was completely stuck.
[Ant]
Confused Kang.
This is roughly the same as above. As the "Finish Him/Her" sounds
for Kang to do his stuff, throw the opponent and then immediately
do the fatality. You will cartwheel, but as you land, Kang gets
stuck into the 'don't know which way to face' procedure as above.
[Ant]
Reptile Endurance.
If you get to Reptile in the normal way, the Pit Scene will show
up on your first endurance match. If you get to him again in the
endurance, you will get to fight two Reptiles. This is a bug
because the first Reptile looks normal, but the second one will
look like the second person who you fought on the bridge
(who you did the fatality on). This is very interesting because
the person will look like they're doing their moves while
actually doing Reptile's. [Rodney]
Different Ending Bug.
It doesn't really do anything, it just causes something interesting
to happen after you finish the game. Basically, the only thing that
you have to do to get this new ending is beat Shang Tsung the second
time by running out of time and having more health than he does (I
find this to be relatively easy to do with Sub-Zero, just freeze,
freeze, freeze after hitting him). What happens after this is there
is no background movement happening during the running of the credits.
ie. none of the characters jump out when their names come up (the 7
kombatants and Goro and Shang Tsung).
This also means that the eyes don't blink in the background of Goro's
lair during the credits and that the clouds don't move in the Pit
Scene of the credits.
I thought this was pretty interesting when I firt saw it, but it
didn't appear to do anything to the game play or cause any new code
to happen. [Rodney]
Reptile Graphics Bug:
If player one is engaged in a one player game and has gotten to
Reptile, and player two enters the tournament during player one's
match with Reptile before the match ends and the screen switches
to the "battle plan" or the "game over" screen, then when player
two chooses a fighter at the warrior select screen, Sub-Zero and
Scorpion will have GREEN uniforms, and all other fighters will seem
to have an unearthly web of green over them which severely distorts
their graphic at the select screen. Unfortunately, this bug does not
persist into the next or any other match, it only happens temporarily
at the warrior select screen.
[mhall@EDU.CNU.PCS (Michael Hall)]
Scorpion vs Scorpion (or Shang Tsung):
You can quite easily hang the game by standing on opposite sides of
the screen. One guy throws a harpoon, the other teleports away.
With the correct timing, the game will hang if the Scorp leaving the
screen away from the harpoon _almost_ gets hit by it. The game will
freeze (reset no good?) with no energy bars to be seen and the
teleporting Scorp suspended over the harpoon. [Mike]
Blocked Fatality.
A human opponent can make it look like they are trying to block
your fatality by holding down block and not moving. Their character's
block pose will be done as if trying to repel the fatality!
The Codes.
===========
Let me start with the 'gore' code.
This is typed in, on joypad one, when you see the screen that starts
'The word 'code'....'.
This must be one of the worst kept secrets in history and everyone
should know it by now!
Type in the following sequence.....
A B A C A B B
The screen text should now change colour slightly and you will hear
Scorpion's cry of 'Get over here!'. This confirms that the 'blood
code' has been entered. Another way of checking is that the text of
Mortal Kombat changes from Green to Red on the start/options screen
(it's green with no blood, red with the blood code.)
And now for the little gem that I 'happened' to find.
Get to the start/options screen and type in the following sequence....
Down, Up, Left, Left, A, Right, Down
Yes, yes, I know it spells DULLARD !
Another option will now appear called 'Cheat Enabled'
Go to this option and press start.
There is now another set of options to fiddle with.
Using a button (A/B/C) will select/change and using start will
take you back to the Start/Options screen.
This is what Rodney Walker (rwalke1@umbc2.umbc.edu) found out :
>From the top of the screen, the Player-One and Player-Two are used
to change the characters in the sidebars of the screen; this is also
used for the demo and 'Test Your Might' features.
Use the left/right direction keys to scroll through the characters.
The plan base part is used so that you can see the four possible
orders in which your character can fight the other "kombatants" and
complete the game. You can either pick one and see in which order it
goes by using the demo part, or you can set it to random and it will
pick one of these orders for you. Change this with the left/right
directions and press A,B or C to see the plan screen.
The plan refers to the character selected in Player-One.
The next section allows you to select the material the 'Test Your
Might' stage starts at. Change this by using the left/right
directions.
The next part decides how many rounds before you enter
the 'Test Your Might' stage; there are options for one player games,
as well as two player games.
The materials are: Wood, Stone, Steel, Ruby and Diamond,
increasing in their strength as you advance in the list.
The demo can be used to see the different parts of the program.
This relates to the character selected in Player-One, also shown at
the left hand side of the screen :
Cameo gives the character's background - this is the single screen of
text with a picture (short bit of animation on the arcade machine)
which is shown when the game is in demo mode.
Medal shows the screen with the 'Current Champion' medal and how many
rounds you have won - this is only in two player mode. Again, the two
characters are selected in the Player-One and Player-Two selection at
the top.
The 'chop-chop' puts the character selected into a simultaneous
'Test Your Might' stage. Highlight this option and press either
A,B or C to changes to it.
The flags were very interesting and it took us a long time to figure
out what each one did, but we managed it :
Flag 0 takes player 2 down to the "danger" level immediately after
the round starts - ie. it only takes one hit to kill them.
Flag 1 does this same thing but to player 1.
Flag 2 this puts the shadows across the moon at every pit stage - this
is needed to get to the Reptile (see below). Thanks go to Mike Dodds
(mgdodds@eos.ncsu.edu) for that info.
Flag 3 this changes the shadows across the moon.
The shadows alternate between a face (most probably the programmer)
and some initials (BYC), which are also probably the programmer's.
These same initials were at the top place in the high score list.
Flag 4 makes Reptile drop down before the start of each stage and give
clues as to how to get to him.
Flag 5 gives infinite continues, rather than the amount set
in the options screen.
Flag 6 allows the computer players to do Fatalities when they kill
you which we thought was really cool and gives you a big incentive not
to die.
Flag 7 appears to lock the background to the 'Palace Gates' scene, up
until the Third endurance which obviously has to be in Goro's Lair.
We couldn't figure out why they would do this. Any ideas anyone ?
The 'blood code' is just like the ABACABB code at the code screen, so
you no longer have to do that. The codes thing allows to take off the
codes enacted menu option on the start game/option screen. If you
take it off, it turns all of the flags to off, and then if you leave
this screen, you will notice that the menu option is gone. We were
also able to do this by turning codes off and going into the options
menu and leaving and then doing the thing for the code select screen
again. And the first background thing is pretty self-explanatory.
When using the Cheat Code, the computer opponents play at the hardest
level (and I think it's harder than "Very Hard" - Ant) regardless
of what the options are set to.
[Thanks go to Rodney for that bit]
I've seen a few reports on the new CD version of MK, should it ever
come out, and apparently both codes will be the same but there will
also be a "Turbo Mode" in the Cheat Menu. Hmmm...
The Reptile.
=============
So now onto the Reptile.....
This is a hidden character which was added in by Ed Boon, programmer
of the arcade game, because he liked the idea of the rumours of Sheng
Long in SF2 which had been circulating on rec.games.video.arcade.
The Reptile was present on version 3.0 of the arcade and the code was
changed for version 4.0 so that Reptile jumps down from the top of the
screen every so often and gives clues on how to get to him. If you
read all the clues, you should be able to find him. Reptile is the
same as Sub-Zero and Scorpion but is Green. Battle takes place in the
bottom of the pit, amongst the spikes. He is VERY fast (jump
backwards and he'll be there when you land) and can do ALL of
Sub-Zero's AND Scorpions special moves. To get to Reptile, you must
do the following:
1 > You must be at the pit stage. You cannot get him at any other
stage, even though he does appear at random.
2 > There must be shadows across the moon. These appear every sixth
game on the arcade machines - with the cheat on the Sega, it is EVERY
pit stage.(see above)
3 > You must win a double flawless. You DO NOT have to win every match
up to the pit stage as a double flawless.
4 > You must not touch block AT ALL during the pit stage. This means
certain character's moves can't be done.
5 > You must do the fatality. Block is only permitted on Sonya's
fatality - this is the only fatality where BLOCK is needed.
Using the DULLARD cheat above will allow you to set the shadows across
the moon, put the oponent's strength to DANGER etc, and make it easier
to get to the Reptile.
You will recieve 10,000,000 points for defeating Reptile.
NOTE : these points _DON'T_ get added on if you use the cheat mode
above. Bad programming or just to stop cheats ?!??
These are some observations from Gregory Recine (recing@aix02.ecs.rpi.edu):
Two things I noticed when I cheated my way to Reptile:
1) His 'Sub-Zero' freeze throw blob is green... Does this mean
he 'slimes' you and it's not a freeze? :)
2) His skeleton was GREEN! I fatalitied him with Scorpian and
the remains were bright green... That was cool!
These are in fact different from the arcade version, but the only
differences that I have spotted between them.
The Moves List.
================
I received a wall chart of moves list with the Kombat Kit which was
only given if you ordered BEFORE Mortal Monday. Some moves have been
changed between versions for ease of execution and this list works
ONLY for the Genesis/MegaDrive versions - the SNES IS DIFFERENT !!!
NOTE: I have noticed that when using the six-button controller, some
moves where it SHOULD be LOW-PUNCH, you can do with HIGH-PUNCH; the
same goes for HIGH and LOW-KICK !!!
(adapted from my arcade moves list ;-})
[BACK] = moves AWAY from opponent
[FORW] = moves TOWARDS the opponent
[UP] = does a straight jump upwards
[DOWN] = character crouches
This saves fiddly direction swapping diagrams !!
Moves are decribed as combinations.
If they are separated by commas (,) they are to be done in succestion.
(ie. one after the other)
If they are separated by plus signs (+) they are to be done
simultaneously (ie. together)
eg: [BACK], [UP] means backwards THEN upwards
[BACK]+ [LOW-KICK] means backwards AND low-kick.
GENERAL MOVES :
================
FOR THE SIX BUTTON CONTROLLER :
---------------------------------
[BLOCK] = Y or B
[LOW-KICK] = C = chest kick (knee when close)
[HIGH-KICK] = Z = face kick
[LOW-PUNCH] = A = jab punches
[HIGH-PUNCH] = X = jab punches (character specific when close)
FOR THE THREE BUTTON CONTROLLER :
-----------------------------------
[BLOCK] = START
[LOW-KICK] = B = as above
[HIGH KICK] = C = " - " - "
[LOW-PUNCH] = A
[HIGH-PUNCH] = A (read [HIGH or LOW-PUNCH] as [PUNCH]
Common Moves :
----------------
[BACK] + [LOW-KICK] = foot sweep
[BACK] + [HIGH-KICK] = roundhouse
[DOWN] + [HIGH-KICK] = upward kick (goes through jabs)
[DOWN] + [ANY PUNCH] = uppercut
[FORW] + [LOW-KICK] or [HIGH-KICK] = throw when close *
SPECIAL MOVES:
===============
* shows moves that have changed from the arcade version
and may be different for other console versions.
Johnny Cage :
--------------
Green Firebolt = [BACK], [FORW], [HIGH-PUNCH] *
Sliding Kick = [BACK], [FORW], [LOW-KICK] *
Groin Punch = [DOWN] + [HIGH KICK] *
fatality:
uppercuts your head clean off your body
3 x [FORW], [HIGH-PUNCH]
Kano :
-------
spin = [BLOCK] + 360 degree spin:
[FORW] > [DOWN] > [BACK] > [UP]
block will hold in place - release to move
you don't need the block, but it stops Kano from jumping.
knife = hold [BLOCK] while doing [BACK], [FORW]
fatality :
pulls out your still beating heart
[BACK], [BACK], [LOW-PUNCH] *
Raiden :
---------
lightning = [DOWN] > [FORW], [LOW-PUNCH]
flying attack = [BACK], [BACK], [FORW]
teleport = [DOWN], [DOWN], [UP] *
fatality :
lightning at close range blows your head off
[FORW], 3x [BACK], [HIGH-PUNCH]
Liu Kang :
-----------
fireball = [FORW], [FORW], [HIGH-PUNCH]
flying kick = [FORW], [FORW], [HIGH-KICK]
fatality :
cartwheel kick and uppercut
can be done from any distance
360 degree spin (can use [BLOCK] to stop jumping):
[FORW] > [DOWN] > [BACK] > [UP]
Scorpion :
-----------
harpoon = [BACK], [BACK], [LOW-PUNCH]
teleport punch = [DOWN] > [BACK], [HIGH-PUNCH]
fatality :
takes off mask to reveal a skull then toasts the opponent
with his dragon breath.
Standing about 1 character width away:
hold [BLOCK] with [UP],[UP]
using [BLOCK] stops Scorpion from jumping but is not needed.
To do the fatality WITHOUT the block, stand the correct distance
then keep pressing [UP] - Scorpion will jump, the will do the fatality
when he lands.
Sub-Zero :
-----------
freezeray = [DOWN] > [FORW], [LOW-PUNCH]
slide = [BACK] + [LOW-KICK] + [HIGH KICK] *
fatality :
pulls out your head and spine
[FORW], [DOWN], [FORW], [HIGH-P]
Sonya :
--------
leg throw = [DOWN] + [LOW-P] + [LOW-K] *
sonic rings = [HIGH-PUNCH], [BACK], [HIGH-PUNCH] *
flying punch = [FORW], [BACK], [HIGH-PUNCH]
fatality :
kiss of death. blows fireball off her palm
that crisps you down to a skeleton
2x [FORW], 2x [BACK], [BLOCK] *
-------------------------------------------------------
ObLegalBit:
This document is Copyright (c) 1993,94 Antony Espindola. Permission is
hereby granted to redistribute this guide provided it remains unaltered
in any way and no charge is made for it. Use of this guide in any other
way without first getting my permission is strictly prohibited.
[Especially in compiling articles for magazines!]
-------------------------------------------------------
This FAQ is also available by FTP, courtesy of GamePro magazine's Andy
Eddy. Just FTP to ftp.netcom.com and cd /pub/vi/vidgames/faqs.
-------------------------------------------------------
And that's about it really - comments to me and errors and stuff.
NOW NO MORE POSTS ABOUT IT PLEEEEEEEEEEASE !!!
Mail me with any errors or corrections or additions.....
A.Espindola@cs.ucl.ac.uk
Thanks for reading!
Antony. DoD#1832,
Ogri too.
----------------------------------------------------------
I'd rather die peacefully in my sleep like my Grandfather,
than screaming in terror like his passengers.- Jim Harkins
----------------------------------------------------------
Computer Science UnderGrad, UCL, London, Great Britain.
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Mortal Kombat Condensed Moves List
----------------------------------
Liu Kang
--------
Fireball: F-F-HP
Flying Kick: F-F-HK
Fatality: Full Circle Away (Hold BLOCK)
Johnny Cage
-----------
Green Bolt: B-F+LP or B-F-LP
Shadow Kick: B-F+LK or B-F-LK
Ball Breaker: BLOCK+LP
Fatality: F-F-F-HP
Kano
----
Knife Throw: B-F(Hold BLOCK)
Body Ball: 3/4 Circle Away (Start from F. Hold BLOCK)
Fatality: Half-Circle Toward + LP or B-D-F+LP or B-D-F-LP
Raiden
------
Lightning: Half-circle Toward + LP
Body Launch: B-B-F
Teleport: Center-D-U-Center (Flick joystick down)
Fatality: F-B-B-B + HP
Scorpion
--------
Spear: B-B-LP
Teleport Punch: Half-circle away + HP
Fatality: U-U (Hold BLOCK)
Sub Zero
--------
Freeze: Half-circle toward + LP
Slide: B + LP + LK + BLOCK
Fatality: F-D-F-HP or F-Half-circle toward-HP
Sonya
-----
Ring Toss: LP - B+LP
Flying Punch: F-B+HP or F-B-HP
Leg Throw: LP + LK + BLOCK
Fatality: F - F - B - B - BLOCK
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-------------------
MORTAL KOMBAT II:
THE DEATH PUNCH
-------------------
By: Chris McCullough
25096@ef.gc.maricopa.edu
The following is info on a new type of move on Mortal Kombat II.
Since it looks like mk2faq16 is the last of the MKII faqs, I felt it
necessary to make a mini faq on this topic. But enough bantering, on with
the subject...
WHAT IS THE 'DEATH PUNCH'?
--------------------------
The 'Death Punch' (as it is being called around my parts) is a
powerful jab that takes a large amount of energy away from the opponent as
well as setting him up for a combo move. It is basically done with timing
and correct placement of the characters.
HOW DO YOU DO IT?
-----------------
The 'Death Punch' is easiest to learn by playing aginst the computer
on the Player one side on the Very Hard setting. Walk up to the compute
and jump away before you reach him. As you jump away, press any KICK
button. If done right, the computer will stop for one second, then jump
into you, leaving him open for a combo move attack. It is here that the
'Death Punch' can be done. The correct distance between the two character
should be three steps outside of sweeping range. When the computer goes
past the peak of his jump and begins to descend, press the HIGH PUNCH
button. If done right, the character will not jab, but leave his fist out
long enough to get hit by the computer. It is here where timing is
crucial. If you punch too soon, you will miss and the computer will land
next to you. If you punch too late, you will just jab the computer and
take off the normal damage for a punch. If you punch just right, you can
take off the equivalent of a kick up to the equivalent of Scorpion's
Spear-and-Uppercut move.
USING THE 'DEATH PUNCH' FOR A COMBO MOVE
----------------------------------------
As said earlier, the 'Death Punch' can be used for the start of a
combo move. As far as what is known so far, the only way not to use the
'Death Punch' in a combo move is when it takes off the maximun amount of
energy possible. This is because:
a. Your character will stumble backwards.
b. The opponent will fly back nearly a screen's length
c. Because of a. and b., there is no time to connect with anything
Well, that's basically it. If you have any more info on this or any new
moves (or rumors, kudos, complaints, etc), mail them to
25096.ef.gc.maricopa.edu. Special thanks to Mitch Keller for teaching me
the move.
(THE END? III)
----------------------------------------------------------------------------
| Chris McCullough | "Sometimes I go into my own little world... |
| (a.k.a. Sir Galahad) | But that's okay, they know me there." |
| 25096@ef.gc.maricopa.edu | --- Joel Hodgson |
----------------------------------------------------------------------------
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======================
PONG KOMBAT v1.0 FAQ
Revision 2
April 14, 1994
======================
Alright here it is, my first completed FAQ. If you want to receive
the latest PK FAQ list there is info at the bottom. This FAQ can also
be downloaded for Andy Eddy's FAQ FTP site at (netcom.com) in the directory
(pub\vidgames\faqs). Well that's all I can think of writing so CYA L8R!
=========================================================================
STAGE FATALITIES
On the Pit stage, hit DOWN-DOWN-DOWN-DOWN as your fatality to send the
opponent flying.
On the Toxic River stage, hit UP-UP-DOWN-DOWN as your fatality to dunk
them in acid.
-------------------------------------------------------------------------
SPAMALITIES
Secret fatality move... BUTTON+BUTTON+BUTTON+UP. Turns your opponent
into bratwurst. MUST have a flawless victory to execute.
-------------------------------------------------------------------------
PADDLE ABILITIES
Secret moves and fatalities for each paddle.
----------
RED PADDLE
----------
ZAPPER : Shadow Paddle (DUBB)
FATALITY : Rips victim in two, spew, spew. (DDDB)
ENDING : Becomes a movie success, but is deformed horribly and now works
as a supervillian.
-----------
BLUE PADDLE
-----------
ZAPPER : Phase Ball (BBBB)
FATALITY : Opponent paddle spirals down to the center of the screen,
then goes SPLUT! (UBUB)
ENDING : Tries to market a PK computer game, but makes it requre too much
power and goes bankrupt. (Semi-subtle Srigin slam)
-------------
YELLOW PADDLE
-------------
ZAPPER : Sine Wave (UDUD)
FATALITY : Dig Dug air pump explosion (DUDU)
ENDING : Drinks himself into oblivion. They can't ALL be happy endings.
------------
GREEN PADDLE
------------
ZAPPER : Arrow (UDUB)
FATALTY : Shoots an arrow which impales paddle on side of screen. (DUDB)
ENDING : Retires and becomes an award-winning novelist who writes
recursive books.
-------------
PURPLE PADDLE
-------------
ZAPPER : Spinning Razor (UUUB)
FATALITY : Razor slides behind the paddle... paddle falls into two long
slices. (BUUU)
ENDING : Takes over the world and causes armageddon.
=========================================================================
OTHER THINGS
------------------
TO ACCESS DIP MODE
------------------
Type 'pongkomb DIP' to start the game. If you have a frame-rate change
already stacked on the parameter line, use 'pongkomb speed x DIP'.
Alter the switches with up and down on the keypad. Left and right selects
a switch, and space leaves the screen. Switch flips aren't saved after
you quit Pong Kombat.
DIP SWITCHES and what they do.
1-comic advert on/off (default : off)
Turns on and off the ad for FWLS Komiks and short stories. I installed
the feature back when it looked like Komik would be out before Pong
Kombat. No release date is set due to a NASTY bug.
2-fatality check on/off (default : on)
Turns the blood on or off, except for Purple's weapon, which is drawn-in.
I had to install this to qualify Pong Kombat as a school project.
Kids, violence is evil. Bad! Bad! Stomp out violence! Kill all
violent people! Maim! Dest... umm. But I digress.
3-taunts on/off (default : on)
Shut Monolith up by clicking this to OFF. He can be annoying.
4-extra credits on/off (default : off)
Flipping this on adds some more scanned photos of the staff that worked
on the game to the end of the credits. Credits are shown after White
Paddle's demise.
5-white first on/off (default : off)
Turning this switch on will fast-forward the tournament mode right to
white paddle. I used this to test the ending sequence.
-------------------------------------------------------------------------
PONG KOMBAT SECRETS
SECRET CHARACTERS
There are two major secret characters in the game, Monolith, and Shifter.
Shifter gives no clues like Monolith does.
-----------------
TO FIGHT MONOLITH
-----------------
He speaks of a few clues, but here's the whole story... every now and then
on a missed ball, Nick Steele pops out and goes 'WHOOPSIE!'. If he does
this on the Portal stage, press DOWN and your BUTTON. You must press
these AFTER!!!! the speech clip finishes... there is a split second timing
type thing. There will be an evil laugh, and Nick will vanish. At the
end of the match, win or lose, the last person to down+button to Nick
gets to fight Monolith. There is a one in ten chance of Nick showing
on a lost ball.
Monolith almost never misses a shot, and has large, fast-moving stars
as weapons. He is relatively hard to kill.
----------------
TO FIGHT SHIFTER
----------------
On the Throne Room stage, execute a SPAMALITY. Spamalities are the
sequence BUTTON, BUTTON, BUTTON, UP after the announcer yells 'FINISH
HIM!'. There will not be a siren, but the screen will clear and
your opponent is turned into two slabs of luncheon meat. Notice that
the tablecloth is the same pattern as the toilet bowl water.
(NOTE : Spamalities REQUIRE a flawless victory, or else nothing will
happen.)
Shifter blends into his background and NEVER misses a shot. His weapons
are extremely hard to see, fly quite fast, and quite often. He is
insanely hard to kill, but if you're good enough to get a spamality,
you're probably close enough...
=========================================================================
This FAQ was produced by Sir Psycho
Internet Address: dingdong@halcyon.com
psycho@seanews.akita.com
The information within is by Stefan Gagne
Internet Address: gagne@locust.cic.net
gagne@etext.org
=======================================================================
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The
PRIMAL RAGE STRATEGY GUIDE
(for PR version 1.7)
v 0.9 12-23-94
By: Todd Sinclair (Todd.Sinclair@Castles.com)
or (Ace@community.net)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
************************ Primal Rage 2.3 *******************************
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Well, Primal Rage version 2.3 is out... and man, did they change it.
The whole game is slower, all characters do about half damage (the slower
game, combined with the 1/2 damage, make Talon the weakest character. His
Pounce & Flip move does NOTHING.). Almost all of the old combos do not
work anymore, due to the changes in move speed, and in the moves
themselves. Talon's Brain Basher, for example, works differently...
He bounces off your head instead of leaping off it, enabling it to be
used in combos. The computer also fights COMPLETELY differently.
Talon almost NEVER jumps in the new version. Anyway, if you're playing
version 2.3, ignore this Guide completely... it'll get you killed. This
is how different it is. In 1.7, I could beat the game with anyone without
continuing, on the hardest level. Now, I can't get past 4 people in a row.
But don't let that stop you from playing! It's slower, but it looks to be
better when playing against another person. No more super-mega combos that
kill them in 10 seconds... you actually have to FIGHT now. Glad to see
they didn't go the way of Killer Instinct and make the combo system worse.
So... keep sending me cheats for the game, new or old version (especially
the new, of course). Looks like we have a whole new Guide to write!
*************************************************************************
------------------------------------------------------------------------
Contents
------------------------------------------------------------------------
i Revision History
1 What is...
1.1 What is Primal Rage?
1.2 What is the Primal Rage Strategy Guide?
2 Strategies
2.1 Playing Strategies
2.2 General Computer Strategies
2.3 Specific Computer Strategies
3 Other Cool Stuff
4 Where to get the lastest copy of the FAQ and Strategy Guide.
5 I want your Cheeze!
6 Credits
------------------------------------------------------------------------
i. Revision History (hey, everyone else has one)
------------------------------------------------------------------------
v0.9 - Some more stuff, mostly great cheezes for Diablo...
Now that PR 2.3 is out, I might have to split the Guide into
2 seperate FAQs... one for 1.7, and one for 2.3.
v0.5 - More patterns, couple new bugs, and the new Chip info/rumors.
v0.3 - Added some more stuff for Vertigo, Chaos, Sauron, and Blizzard.
Took out Character Descriptions, added Playing Strategies instead
v0.2 - nothing... first release.
-------------------------------------------------------------------------
------------------------------------------------------------------------
1.1 Intro : What is Primal Rage?
------------------------------------------------------------------------
One of the newest fighting games out, using stop-motion animation of
real models for the characters. If you don't know what it is, though,
you shouldn't be reading this. Go read the FAQ by Zargon and Pericom,
or check out the WWW Primal Rage FAQ (see section 4 for info on
obtaining them)
------------------------------------------------------------------------
1.2 What is the Primal Rage Strategy Guide?
------------------------------------------------------------------------
The Guide is an effort to make the game playable for new players. The
computer is extremely pattern-based, so it is quite easy to defeat once
you master the patterns (cheezes?) with a certain character. This
usually results in the difficulty being set at the highest level, where
you make one mistake and the computer will pummel you with combos taking
half your energy in less than a couple seconds. By listing out all the
strategies against the computer, and the computer's general playing
style, the Guide should make it possible for even a new player to at
least put up a fight, and let the rest of us see those endings without
knowing someone who works at the arcade. And remember... it's only
Cheezy if it's against a human!
-----------------------------------------------------------------------
2.1 General Playing Strategies
-----------------------------------------------------------------------
This section describes the general fighting style of each character,
what buttons do what kind of regular attack, and ways to beat other
humans.
When playing as....
ARMADON
-------
Armadon's Rushing Uppercut/Spinning Death is probably his most
useful move. It will go under all projectile attacks and will hit
your opponent before he recovers. Add it to the end of any combo for
extra damage, and to knock them down (again). The Spinning Death is
faster and can't be hit by projectiles at all due to the recovery
time, but leaves you vulnerable longer if it is blocked. The Rushing
Uppercut doesn't leave you as vulnerable when blocked, is easier for
some people to get off, but has the disadvantage of not lasting
too long... this can result in you getting hit in the back of the
head by whatever projectile you tried to go under. Choose one, and
learn it well.
The Hornication Uppercut isn't all that great. Just doing a
standing horn (buttons 2 or 1+2), or even a jumping horn, is enough to
hit someone out of the air. It's also faster to pull off. Down + 3+4
will do a tail-trip, and you can tack on a Spinning Death if you're
quick enough. His main strong point is his ability to easily bounce
opponents in the air with his horn. When jumping, if you do a strong
horn (button 2) and hit, tap buttons 1+2 right away and you can pull off
a quick 2-hit combo in the air.
BLIZZARD
--------
Don't just sit there and do Cold Breaths. That will get you
killed. If you want to have fun, use the Punching Bag a lot. Also, if
your opponent does nothing when you do that move, keep hitting button
1... you can keep punching him until you get tired or your opponent
wiggles the joystick (it does have a max of 50% damage and... *60*
hits! Yes, there IS a 60-hit combo!! No, you get nothing special... just
10 lightning bolts.). Another note about the Punching Bag... sure, it
looks cool, but doesn't do any damage, right? Wrong. Do it, and finish
with a high-arcing uppercut (button 4). Then jump forward (normal jump,
NOT a power jump) with some aerial attack, followed by an air throw.
Now THAT hurts...
Another good tactic is to do an Ice Geyser whenever you trip
your opponent (his trip is down + 3+4). If you're fast enough, you
catch him as he's falling down, and can hit and air throw him also. A
standing 4 or down + 2 will do a single and a double uppercut,
respectively, hitting jumping opponents out of the air (usually). The
Ice Geyser is better, but takes longer to pull off.
CHAOS
-----
Don't really know... I don't care for him much, and no one I've
talked to has much experience playing him. A nasty trick the computer
does is a Fart of Fury, then either a Flying Butt Slam or a Ground
Shaker, forcing you to move out the way, resulting in not only damage,
but being stunned by the Fart cloud.
As with Blizzard, Down + 2 is a double uppercut, and a standing 4
is a normal uppercut. Whenever you trip your opponent, do a Batterin Ram
to hit them before they land. Then if you're lucky, do a double
uppercut to hit them again for that little bit extra damage.
DIABLO
------
Again, I haven't played him enough to know too much.
Down + 2 will do a lunging bite upwards, much like Talon. Down + 3+4
will do a tail trip, and you can usually hit with a Rushing Uppercut
after the trip if you're fast enough. If you're fighting some guy who
keeps throwing projectiles at you, time the Pulverizer (aka the Velcro..
try it on Blizzard and you'll see why) and stomp on them until they
learn and stop (some people require more... ummm.. training than
others. Be prepared to be called a cheezer ;).
SAURON
------
He's pretty slow... I have trouble getting off most of his moves
that involve moving the joystick up and down, except in combos. His
Primal Scream (force shield) is good, but NEVER use it when your
opponent isn't jumping. In case you hadn't noticed, it doesn't extend
all the way to the ground, and it leaves you vulnerable to rushing or
low attacks.
The Stun Roar is pretty useless, the Earthquake Stomp is good with
an inexperienced player or if you just get lucky. Whenever you trip
your opponent, try and get a Cranium Crusher off... like Blizzard, you
can usually hit them before they hit the ground, and it does a sizeable
amount of damage.
The Primal Scream works great against jumping opponents (takes off
50% brain), as does a well-timed fierce bite (1+2). And of course, we
can't forget the Cranium Crusher's ability to wipe out jumping
opponents.
TALON (the Cheeze God)
-----
Easiest player to master (and the most annoying). If you're new,
pick him. His Pounce & Flip is the ONLY move you need to know.
Whenever you hit someone on the ground, you can add that move in real
quick for an extra 3 hits. Down + 4 is a short slide, and Down + 3+4 is
a long slide. If your opponent is in the corner when you do this, or
you're very fast, do a Pounce & Flip and you can hit them with it before
the land.
His Pounce & Flip will go under Sauron's Stun Roar, Blizzard's Cold
Breath, and Vertigo's Venom and hit them before they recover.
Most new players that play you will either ONLY use the Pounce &
Flip, or ONLY use his Frantic Fury. In the case of the former, just
block it, then do it right back at them. They will be unable to block
and will take full damage. Usually they stop after a round or two. In
the case of the repeated-Frantic-Fury-in-the-corner-cheeze, just do a
slide. If you're trapped in the corner, try quick jabs (button 1).
A standing 2 will do a quick bite upwards, and a Down + 2 will be
a slower, but more powerful lunging bite upwards, both great for taking
out jumping opponents. An annoying trick to do with Talon when someone
jumps at you is to just hold down and do jabs (button 1). Usually their
jumping move will miss, and you'll hit them a couple times with a jab,
followed by a Pounce & Flip for an unblockable 5-hit combo. Of course,
this labels you as a cheezer, and can get you beat up in some rougher
arcades. Be warned!
VERTIGO
-------
Her tail is your best weapon. Even when blocked, it does enormous
damage to your opponents brain guage. When jumping, always jump with
button 4. It's a low tail swipe that will hit opponents below you with
ease. This means that, with the possible exception of Armadon, if your
opponent jumps too late, they'll be hit by the tail. If it hits, tap
3+4 quickly for a 2-hit tail combo. She has no upper attacks, meaning
she has no way to hit opponents out of the air easily. Although if you
jump backwards and hit 1+2, you might hit, and if you do a VooDoo Spell,
the might land in front and be dizzied, or land behind and trip you.
-----------------------------------------------------------------------
2.2 General Strategies and Computer Fighting Styles
-----------------------------------------------------------------------
ARMADON
-------
Armadon is quite deadly, especially at higher difficulty levels.
Jumping is not a good idea, he has too many air defenses. The only real
way to fight him is to play very defensively. If you just walk
backwards, he'll probably do a Spinning Death or Iron Maiden. On the
Spinning Death, just block, bite him, back up, and wait. For the Iron
Maiden, jump and hit him in the air. If you're too close, he'll try a
Rushing Uppercut, just block and hit him. If you're REALLY too close,
he'll try to trip you, then follow up with an unblockable Spinning Death
for a large chunk of health.
BLIZZARD
--------
Blizzard is really only dangerous if he freezes you or you get too
close. Again, don't jump at him unless he's doing his Cold Breath, or
you'll most likely get caught by an Ice Geyser. If you just wait on the
ground, he'll either do a Cold Breath or a Long Mega Punch, both of
which can be blocked and countered. He may walk up to you first, but I
have yet to see him just walk up and trip me.
If you do jump at him, always power jump and wait until the last
second to attack. If Blizzard freezes you in an Ice Geyser, but you're
too high for him to hit (computer never does power jumps at close
range), if you were attacking as you were jumping, you'll finish your
move as soon as you unfreeze. This means that you try a jumping attack
and get frozen, if you're high enough you still stand a good chance of
unfreezing and hitting Blizzard anyway.
CHAOS
-----
This guy is just plain deadly at higher levels. If you jump,
you'll probably be hit by a Batterng Ram. If you get knocked down, you
should bock low or jump right away... he starts his combos before you
even stand up again. One of his favorite tricks is to do the Fart of
Fury, then while you're backing up to block, do a Ground Shaker, sending
you up into the cloud. If you just stand there, he'll simply walk up
and trip you, followed by a battering ram in most cases. The only time
he's really vulnerable is when he's farting or puking. Also, if you
wait until the very last possible second to attack when you jump at him,
he usually won't do the battering ram in time to hit you.
DIABLO
------
Not exactly hard, Diablo gets a little tough at high levels. He
can time his Mega Lunge perfectly so that it hits you whenever you jump
at him. The best time to get him is when he spits a fireball.. his head
is such a nice, big target. Also, try jumping at him, but attacking at
the last possible second. This usually delays his Mega Lunge long enough
so that you either hit him first, or you land behind him and he lunges
away from you. This leaves him vulnerable for a tail-trip or some
other such move. You need to be just far enough away so that you would
land ON him, not behind him, for this to work.
SAURON
------
Sauron's pretty simple, unless you get unlucky or don't know how to
play your character. If you jump, you'll probably get hit by his Primal
Scream force shield, which knocks you down and takes half your brain.
The time to panic is when Sauron jumps at you... he has this 4-hit combo
that you'll learn to recognize the instant it's started, as it's really
the only one he has... jumping tail, low bite, low tail, Cranium Crusher
uppercut. Unless you have a full brain gauge when he does this, you'll
be dizzy... and he usually will do it again... and then you're dead.
Best time to get him is when he does his Stun Roar, just like Diablo.
To make him do the Stun Roar, take a step or two forward, then walk
backwards. 99% of the time he'll do it. So obediant, so.... stupid...
TALON
-----
This guy is death with large, pointy claws. Do NOT stay on the
ground... he does combos no human could ever hope to pull off. The best
idea is to stay far away on the ground, or better yet, keep jumping at
him, attacking the instant you leave the ground. If done properly,
Talon will jump and have his head bashed in by whatever extremity you
chose to extend. He seems to jump more if, after you knock him down,
you take 1 or 2 steps backwards, then power jump at him again.
VERTIGO
-------
She's actually pretty weak, unless you get too close. Her combos
are blindingly fast, but don't do a massive amount of damage. She has
the habit of almost always spitting venom twice in a row, rarely just
once, even if she hits you with the first one (only if you stay on the
ground though... if you jump, she won't do it). Jumping is the way to
go, although you MUST hit your buttons before the gets off her
attacks... She'll jump up, and try a 2, 1+2 bite combo. You pretty much
beat her the way you do Talon.
------------------------------------------------------------------------
2.3 Specific Strategies
------------------------------------------------------------------------
'Charging', in this Guide at least, refers to holding down the buttons
for a move, while either standing still or walking (usually) backwards.
Say you want to do Armadon's Spinning Death. That's buttons 1+4, then
back, half-circle back. If you hold down the buttons then press back on
the joystick, you're charging it... you need only flick the joystick in
a fireball motion backwards to complete the move. However, if you push
back on the joystick first, THEN press the buttons, you're charging the
move AND walking backwards (I'll refer to the direction in brackets...
ex. 'charging [back]'). It makes the moves much easier to time, and
you're still blocking while doing it (for the moves starting with the
back direction, anyway).
The following is a list of ways to beat each of the computer players
using any of the characters. These almost always work better than the
general strategies. A lot of them are unknown at this point... just try
using the general strategies and do the best you can.
ARMADON vs.
-----------
** ARMADON - Pretty simple, if you get the timing right. Keep about a
screen's length apart, then do the Rushing Uppercut. Usually, the
computer Armadon will try to do a Hornication Uppercut, which results in
you sticking your horn up his butt. Back up a screen length away, do it
again after he stands up. The Rushing Uppercut, if done right, will
also knock Armadon out of a Spinning Death and a Rushing Uppercut of his
own. If you happen to time it wrong, and he blocks, he'll do 1 of two
things : try to hit you with his horn. I this case, just back up and
start over. Otherwise, he'll try to hit you with his tail twice.
Unless you're really close, the first swing will miss. Do the Rushing
Uppercut again quickly, or he'll knock you upside the head with a spiked
tail.
Also, you can play defensively and charge [back] the Spinning
Death. When Armadon gets far away from you, he'll do his own Spinning
Death. Block it, then return the favor. Just don't stay too close or
he'll tail-trip/Spinning Death you.
** BLIZZARD - Again, pretty easy. Similar to Talon, you just get a
screen length away, charging [back] either the Rushing Uppercut or
the Spinning Death, and wait for a Long Mega Punch or a Cold Breath.
As soon as he does either of those, do the Rushing Uppercut or Spinning
Death (the latter is better, but leaves you more vulnerable if Blizzard
blocks in time), and repeat. If you're good, you can finish him off
faster by doing a jumping combo as soon as he does the Cold Breath.
** CHAOS - If you wait until the very last possible second before the
round starts, and do a Spinning Death, it will USUALLY hit his Battering
Ram (which he loves to start out with) before he gets a chance to move.
** DIABLO - Unknown. Just wait for a fireball and pound his head in.
** SAURON - Make Sauron do a Stun Roar, then do a Rushing Uppercut or
a Spinning Death. Take 2 steps forward, then walk backwards, charging
[back] the Rushing Uppercut or Spinning Death. That usually makes him
do it again as soon as he stands up. Repeat as needed.
** TALON - He can be annoying at times, but usually isn't too
difficult. The basic idea is to hit him with a strong horn (button 2)
in the air. If the horn hits, immediately hit 1+2, for a quick
2-hit air combo. Just jump at him, and hit the buttons the instant you
leave the ground. It works best if you're standing right next to him,
as he'll take at least blocking damage if he doesn't jump. If you find
he's hitting you in the air, try button 4 instead (wide tail swing,
longer range). Don't just jump around at random though. When you knock
him down, jump the instant he stands back up, not a second earlier. If
you can time it right, do a jumping 2 instead. If it hits, immediately
push buttons 1 and 2 for a quick 2-hit combo in the air.
** VERTIGO - Easy. Same idea as fighting Talon. Just get right next
to her, and either do a jumping 2, 1+2 combo or a jumping 3+4.
BLIZZARD vs.
------------
** ARMADON - Same principle as fighting as Armadon vs. Armadon. You
must get as close as you can to him ASAP. Usually, starting off with a
Long Mega Punch works. The instant you finish the punch (you can start
hitting the buttons early), do ducking jabs (down, button 1) until a jab
misses from you being pushed back (usually the 2nd or 3rd). Then
immediately do another Long Mega Punch, then start jabbing again. It
actually works well, although he will occasionally hit you with a horn
if he blocks your punch.
** BLIZZARD - Get as far back as you can, out of Mega Punch range.
Then, just keep doing Cold Breaths. He'll usually respond with one of
his own, cancelling it in the air. Eventually, though, he'll try and
Mega Punch you. He'll be frozen, and you won't be hit unless you're too
close. He looks like he's off the ground, but it's still possible to
hit him with a nice jumping combo.
Another trick is to just power jump at him with a 3+4 attack,
but not actually attacking until you are directly over him. The only
way he can hit you is to do an Ice Geyser, but you should be in the
position that he'll jump up, miss you, and you'll unfreeze and land
behind him, sometimes hitting him on the way down. The real trick to
this is learning to anticipate his Cold Breath and do jump at him
then... just remember this little trick with the Ice Geyser so if he
recovers too fast, he won't be able to freeze and hit you.
** CHAOS - Stay as far away as you can, and Cold Breath him. He'll
usually puke or something instead of blocking. If you have time, jump
over the puke and combo him (remember, you can't do 2 freezes in 1 combo
[ie, freeze, trip, ice geyser]... it's an auto-cheeze and will let Chaos
out of the combo-stun early). Then back up as far as you can, and
freeze him as soon as he gets back up.
** DIABLO - Unknown. Just bash his head in when he fireballs you.
** SAURON - The Cold Breath will usually cause Sauron to try a
Leaping Bone Bash.... hopefully, he'll be frozen on the way up. If
Sauron's cooperating and throwing a lot of Stun Roars, stya close and
sweep him whenever he does. You'll duck the Stun Roar and trip him at
the same time.
** TALON - Annoying little sucker, Talon is. As when playing as
Armadon, you want to get close, then jump over him, attacking as soon as
you leave the ground (button 2 or 3+4 works best). If it hits, or even
if it doesn't, follow with an Air Throw. Usually taking 2 steps forward
then jumping with an air throw seems to work pretty good.
Talon will usually try and slide under any projectiles you throw at
him, and follow up with a Pounce & Flip. If you can time it right, it
is possible to do a Cold Breath right before he gets back up, catching
him as he tries to slide under it. Walk up to him, do a Punching Bag
with a high arcing uppercut, then do a normal jumping aerial attack,
followed by an air throw. Then freeze him again, and repeat. Works
well as long as you never miss with the Cold Breath... this isn't the
way to beat him unless you are really good, or really bored (or both),
but it looks good and is fun.
** VERTIGO - As with Talon, just jump at her (buttons 3 & 4 seem to
work best on her). Don't forget your Air Throw.
CHAOS vs.
---------
** ARMADON - Back up, as far as you can, even into a corner. Armadon
will almost always do a Spinning Death. The instant you block it, do a
Battering Ram. You'll hit him before he recovers, and be on the other
side. Back up again, and repeat.
** BLIZZARD - Unknown.
** CHAOS - Unknown.
** DIABLO - The opposite of fighting Armadon. Keep doing Battering
Rams into Diablo as fast as you can. He'll block the first one, try to
bite you, but get hit by his second one instead. Wait until he stands up,
then do it again.
** SAURON - Unknown.
** TALON - Unknown.
** VERTIGO - Unknown.
DIABLO vs.
----------
** ARMADON - This one works GREAT. First off, do an Inferno Flash
(teleport). If you don't appear close to Armadon or he jumps away,
teleport again until you appear right next to him. As soon as you do, do
this...
low 1 - low 1 - low 3+4 - Hot Foot (low bite, low bite, trip, hot foot)
Unless you're really slow, he won't be able to block it. Then wait for
him to stand up, and do it again! It works on players, too, though not
as well. (If you can't get the Hot Foot off fast enough, just leave it out.
The cheeze still works without it, just takes longer)
** BLIZZARD - This is a little tricky, but works pretty well. Stand a
screen length away, wait for a Cold Breath. Immediately, do a
Pulverizer. If you did it fast enough, you'll hit Blizzard before he
recovers from his Cold Breath (and you'll see why we call the Pulverizer
'the Velcro' ;). Then walk backwards... he'll usually try a Cold Breath
again. If he does a Long Mega Punch, you might be able to get
off a Mega Lunge before he recovers.
** CHAOS - Exact same as Armadon. Teleport until you're close, then 2
low bites, trip, Hot Foot. Works GREAT!
** DIABLO - Try doing the Pulverizer as he spits fireballs at you. Hard
to time, but effective if it hits.
** SAURON - Not totally effective, but will definately make you look
really cheezy.... just keep teleporting (Inferno Flash) really, really
fast. Usually Sauron will block, but if you're doing it fast enough,
you'll toast him when he does try to attack. This works best in the
corner. It also has the side effect of wearing out your wrist, and the
joystick. Use at your own risk! (it's also an auto-cheeze if it hits 3
times in a row)
You can also try to do a Pulverizer as he Stun Roars. See the General
Computer Patterns on how to make him Stun Roar.
** TALON - Pretty much just jump over him and whack him with your tail.
If you're about 3/4 of the screen away (or more), and you knock him down,
throw a fast fireball. He'll try to slide under it but get hit instead.
If you're too close, though, expect a trip - Pounce & Flip combo.
** VERTIGO - Unknown.
SAURON vs.
----------
* quick note - Sauron's Air Throw will work as long as your opponent is
off the gound, and is touching ANY part of your body. That means you
can get some NASTY air combos off, followed by an air throw. Sauron is
so big, if you're off the ground, you're touching at least his feet,
which is enough for the throw.
** ARMADON - Back up. If he does any kind of rushing move (Rushing
Uppercut, Spinning Death, etc), do a fierce bite (1+2). If you're close
to the corner, do a power jump over him before he gets up... you have to
do this when he's down - Sauron is so big, he'll never make it over
Armadon's Bed-O-Nails. Also, if you're about a screen length apart, do
a fierce bite (1+2) then keep walking backwards. He'll try to horn you,
but you'll bite him in the face first. If you're too close when you do
it, you'll be hit.
** BLIZZARD - If you're really fast, do a Leaping Bone Bash when he
tries to freeze you with a Cold Breath. Otherwise, trying to hit him
with a jumping combo works pretty good.
** CHAOS - If you're desperate, get back as far as you can and do Stun
Roars. He'll usually do a Power Puke. You can block the puke, but
he'll be hit by the Stun Roar. This will make him dizzy quickly, but
you probably will have difficulty killing him in time with this
strategy, as the Stun Roar does very little damage.
** DIABLO - If you jump over him, but don't attack until the last
moment, you'll usually make him do a Mega Lunge that misses. You'll
land behind him... do a tail-trip (low 3+4), followed by a Cranium
Crusher before he hits the ground.
** SAURON - Unknown.
** TALON - Like being Blizzard. Jump at him with button 3 or 4, and
do an air throw if it hits.
** VERTIGO - Just like playing as Blizzard. Jump at her (button 3 or
4 works fine), and do an air throw if it hits.
TALON vs.
---------
** ARMADON - Suprisingly, this is one of the easier people to beat
with Talon. Simply block any inital attack in the round, then do quick
jabs (button 1). If he blocks, only do 2. If they hit, do 3 jabs.
Then take 1 step forward, and repeat. If you do it quick enough (not
too hard), you'll hit him before he can hit you. You can even hit him
out of a Spinning Death this way.
If you really want to impress that large crowd watching you in awe, try
this combo... it's a little difficult to pull off consistently, though.
Be sure to start pushing the jab (button 1) button before you finish the
double slash, or it'll count as 2 small combos instead.
Using the above rules (ie, if he blocks, 2 jabs then step forward), do
this (assuming you hit on the first jab):
jab - jab - jab - Double Slash - jab - jab - Pounce & Flip
9 hits, 50% damage, and lightning bolts up the kazoo.
** BLIZZARD - Again, quite easy. Stand where you are at the
beginning, and when Blizzard does the Cold Breath or Long Mega Punch, do
the Pounce and Flip. When you land, charge [standing] the Pounce and
Flip, and repeat. Then there's always the 'Snapping Jaws Cheeze'. See
section 4 below.
** CHAOS - If you time it just right, you can get a Pounce & Flip off
as he's puking, but before the puke actually gets animated. The best
way I've found is to knock him down some way, then wait. The instant
you can see his head through the dust as he's getting up, do a Double
Slash (doesn't matter where you are), the immediately do a Pounce & Flip
again. The Double Slash has the effect of helping you time the P & F
perfectly so that you hit Chaos just as he starts to puke.
Also, when he's in the corner, a Pounce & Flip will usually draw a Fart
of Fury from Chaos, instead of his usual Battering Ram.
** DIABLO - What I usually do is much like fighting Talon. If he gets
close, I do 2 jabs (button 1) to push him back, then jump with 3+4. If
he jumps you'll hit him. If he doesn't jump, he'll probably do a Mega
Lunge, which should miss if you don't push the buttons until you are
over him. Then do a long slide (low 3+4), and catch him from behind
before he finishes his Mega Lunge. Repeat.
** SAURON - Wait for a Stun Roar, do a Pounce and Flip. When you
land, walk up to Sauron until you touch him, then immediately walk
backwards. This will usually cause Sauron to Stun Roar again. You know
what to do from there.
** TALON - As with everyone else, keep jumping at him. Usually, the
claw rake will work (jumping 1 & 2), although if Talon hits you a lot,
switch to buttons 3 & 4. If you hit, push down on the joystick and hit
button 2 (the 'Snapping Jaws') for that extra hit. If you jump, but
find the computer Talon didn't, do 2 jabs (button 2), then jump again.
It'll push him away from you, and will keep him from comboing you as you
land.
** VERTIGO - Just beat the crap outta her with jumpkicks. As with
veryone else, get close, and jump over her with buttons 3+4. And
there's always the 'Snapping Jaws Cheeze'. See section 3 below.
VERTIGO vs.
-----------
** ARMADON - Back up. As long as you stay out of tail-sweep range,
you should be ok. If he does the Spinning Death or a Rushing Uppercut,
block it and Fierce Bite (1+2) or do a Scorpion Sting. If he jumps, do
a Fierce Bite and you should hit him before he lands on the ground. If
he backs you into a corner, go into a defensive crouch (back+down), and
wait until you can hit him (if you just hold back he'll tail-sweep you).
Once you knock him down and you're near a corner, teleport, and repeat.
It's also possible, but difficult, to block his Spinning Death, then
do a trip (low 3+4) - Scorpion Sting combo.
** BLIZZARD - Unknown, except for the 'Snapping Jaws Cheeze'. See
section 4 below.
** CHAOS - If you can time it right, and you're lucky, jump at him,
and at the last possible second, hit button 4. That particular tail
move is very low, and will probably hit him in the head as he tries to
Battering Ram you.
** DIABLO - Unknown.
** SAURON - Unknown.
** TALON - Just like everyone else, jump at him (preferably when
you're close to him). Hit button 4 as soon as you leave the gound. If
it hits, quickly hit buttons 3+4 for an extra hit, then button 1 to
bounce him again.
** VERTIGO - Just like fighting Talon above.
-----------------------------------------------------------------------
3 Other Cool Stuff
-----------------------------------------------------------------------
This section is other various Cheezes, bugs, and other interesting stuff
that doesn't fit anywhere else, or I forgot to mention above.
** The 'Snapping Jaws Cheeze' **
This interesting AI glitch only seems to work with Talon and Vertigo,
and has only been verified against Vertigo and Blizzard. Diablo seems
like it should be possible to use it with, and Chaos and Armadon might
fall for it, also. For Talon, it's a centered joystick and button 2.
For Vertigo, it's a centered joystick and button 1.
Basically what it is is getting just far enough away so your 'magic'
bite doesn't quite hit. Then you just keep tapping the appropriate
button. When not done right, you get your head bashed in. When done
right, this happens: The first hit misses, the computer just stares at
you. As you start the second bite, the computer tries to hit you. Your
bite is too fast though, and you hit the computer instead. The next hit
misses, and so on. Miss, bite, miss, bite, etc. So, in short... you
just keep tapping the button, and they just keep getting hit until
they're brain-fried. Be warned, though... I did this with Talon on
Vertigo, and I REALLY pissed her off.... she killed me with some combos
that were so fast I can't even tell you what she did (once she woke up,
that is ;).
** The Armadon Shredder Bug **
This only works when you're Talon, and I've only seen it work against
the computer Armadon on his stage. If you win and Armadon is all the
way in the corner (which is usually the case if you use the Armadon
Cheeze listed in Talon's section), do the shredder fatality. What will
happen is Talon will spin around, drift over to Armadon, but that's it.
He'll spin and spin for like 10-15 seconds, no blood, then drift off the
edge of the screen. The whole time Armadon just stares at the sky,
swaying back and forth like he's drunk. Still counts as a fatality
though.
** The Slip-n-Slide Bug **
The computer has a part of code built in that pushes the two characters
apart if they touch, so that the figures don't overlap, making them
appear more solid (among other things). However, there is a bug in this
code, which sometimes results in one character sliding all the way
across the screen until he reaches the edge, sometimes taking the other
character with him. It happens quite frequently with Armadon's Rushing
Uppercut when it's blocked... he'll hit, then slide all the way across
the screen. This is good. I was playing as Talon once, when it
happened to me... I slid to the right... my opponent was to the right of
me. I pushed him all the way into the corner. I just sat there, trying
to back up, hitting the jab button. All he could do was block. I
finally told him it was screwed up, and not to attack. I stopped doing
anything, let the joystick center, and got out of it. Good for me, not
good for him.
** The Rising Body Bug **
I have not seen this bug personally, but it's probably related to the
Slip-n-Slide bug. It seems that one character had won the match, and
Diablo was lying lifeless on the ground, when suddenly, his body rose up
and flew off the screen at about a 60-degree angle.
** The Final Battle Bug **
This one's nice. If you can somehow manage, through a glitch in the
game, to get any character other than Blizzard completely off the
block any move you throw at them until they die. Since all your moves
do more damage in the final round, you can work someone down quite fast
even when the moves are blocked. Note, however, that any kind of
grabbing move - Talon's Face Ripper, Chaos's Grab-N-Throw, etc - will
cancel this bug and make the computer fight again.
** The Vertigo 'Bite the Crap Outta Them Forever' Bug **
This might work for others, but I've only seen it for Vertigo vs.
Computer Armadon. The way the game works, it gives you time to finish
off any combos even after your opponent's health runs out, so you don't
mess up the fatality. Well, it seems Vertigo's bite is sooo quick, you
can keep doing it theorectically forever. The guy playing didn't know
what he was doing, so he was just pushing buttons. He finished off
Armadon with a low jab, but didn't realize he had killed him. He kept
hitting Armadon a good 10-20 times before he realized what was up and
stopped. Armadon promptly fell over and didn't move =)
-- What's an Auto-Cheeze? --
An auto-cheeze is any combination of moves that always brings up the
game's 'No Cheeze' sign. Basically, any combo that involves
freezing/dizzying your opponent twice. For example, a Voodoo spell to
dizzy your opponent, then 2 bites, then a Come Slither will set it off,
resulting in your opponent being released from Combo-Stun (tm). A Cold
Breath by Blizzard, followed by a trip-Ice Geyser combo will set it off
as well. Repeated unblocked Inferno Flashes by Diablo have the same
effect, as does a jumpkick/Face Ripper by Talon. But remember.. no
sign, no cheeze! (unless the guy you're playing is bigger than you =)
------------------------------------------------------------------------
4 Where can I get the newest version of the Primal Rage FAQ and the
Primal Rage Strategy Guide?
------------------------------------------------------------------------
Either FTP to netcom.com and look in the directory /pub/vi/vidgames/faqs
for :
primalrg.txt - FAQ
prsg1_7.faq - Strategy Guide, PR version 1.7
prsg2_3.faq - Strategy Guide, PR version 2.3
or send an e-mail message to ftp-request@netcom.com
with the line:
send /pub/vi/vidgames/faqs/primalrg.txt to your.address@here
for the FAQ,
or:
send /pub/vi/vidgames/faqs/prsg1_7.faq to your.address@here
for the Strategy Guide (PR version 1.7)
or :
send /pub/vi/vidgames/faqs/prsg2_3.faq to your.address@here
for the Strategy Guide (PR version 2.3)
(or put all of them!)
Also, check out the WWW Primal Rage FAQ at:
http://csclub.uwaterloo.ca/u/cebarton/primal/primal-rage.html
-----------------------------------------------------------------------
5 I want your Cheeze!
-----------------------------------------------------------------------
If you have any suggestions or comments, possible ideas or any sure-
fire ways to beat the computer (especially against Chaos... I really
HATE Chaos), send them to :
Todd.Sinclair@Castles.com
or Ace@Community.net
I'll reply to all messages I get... if you send one and don't hear
anything in a couple days, send another message to the other address.
My main mail place has problems with e-mail from time to time.
Anyone out there got any cool Ascii pic I can put in the title? (besides
the one in the FAQ) Not only will you get my gratitude, but you'll have
your artwork admired by MILLIONS of people all over the WORLD!!! You'll
be famous, and get a great job drawing ascii pics for $100,000 a year!
Seriously!
-----------------------------------------------------------------------
6 Credits
-----------------------------------------------------------------------
ME!..........................................Wasting time on this Thing
Andy Eddy (vidgames@netcom.com).................Keeping this FAQ around
Typhoon@netcom.com......................................Blizzard Cheats
Thoreau@umich.edu....................................Bugs and Chip Info
Zio@netcom.com...........................................Armadon Cheats
MINERVA@EMF.Lan.McGill.CA.................................Diablo Cheats
Cebarton@undergrad.math.uwaterloo.ca......Adding this to the WWW PR FAQ
And a bunch of anonymous people at Solano College who let me try moves
on them, let me have rounds to try new stuff, and pumping in the
quarters that keep the college tuition as low as it is =)
+949
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=======================================================================
Moves List, v7.0
I kinda went stealth with v6.0, because I didn't have time to post the
faq due to end of the semester studying. So, if you didn't pick up 6.0
up from a site, you'll see a few changes. The major reason for this
release is the new Kuroko section. Enjoy!
Any comments, suggestions, or corrections are welcome. Send them to
my address at rfj105@psu.edu.
This move list is ftp archived, courtesy of Gamepro's Andy Eddy. The
ftp address is "ftp.netcom.com", in "pub/vi/vidgames/faqs". My faq
is labeled as "samsho2.mov"
Andy's site is mirrored at "cencongopher.concordia.ca", by ftp or
gopher. The site is maintained by Paul Schwartz, and the good stuff is
in "pub/JustTheFaqs/VideoGames".
GeeSe Howard also has a copy of this list at his excellent NeoGeo
site, which contains everything you've ever wanted to know about
NeoGeo games and systems. The address is "kaiwan.kaiwan.com", in
the "/user/dvillnva/" directory. FAQs are in the "neogeo_faqs"
directory, with mine labeled "samsho2.mov"
You may also find this FAQ in the Fighting Games Archive maintained
by Dave Kirsch. You'll find everything on fighting games from FAQs
to fan art here. The address is "ftp.krl.caltech.edu". You can find
my work in "pub/fighting/ss2" as "SamuraiShowdown2.moves"
Finally, if you paid any money for this list, you were suckered. This
is free information, so distribute widely. However, the art and
layout of this list is copyrighted, so please do not use without my
permission. Thanks.
=======================================================================
Basic Moves:
Slash: A Weak Slash B Medium Slash AB Strong Slash
Kick: C Weak Kick D Medium Kick CD Strong Kick
- Double tap forward on joystick to run.
- Double tap backward on joystick to hop back.
- Fake a retreat tapping twice back, then once forward. The char
will jump back, then immediately charge forward.
- Double tap joystick diagonal down to roll forward or backward.
Rolls go under many normal attacks and projectiles.
- Double tap joystick straight down to lie flat, to avoid attacks.
- Press BC for a small jump backward. Forward BC jumps straight up.
- Taunt your opponent when out of range with either AC or BD.
No power or energy is affected by a taunt.
- If dizzy, shake the joystick to regain your senses quicker.
- Push the start button during a match to deny challengers. Push it
again to accept them.
=======================================================================
Weapon Notes:
- Blocking an attack at the last possible moment will cause the
attacker to freeze briefly.
- When both players go for an attack at the same time, they may lock
weapons. A shoving match ensues, in which one or both chars may
drop their weapons. Pressing the slash buttons helps to break the
lock. Using the joystick, you can push on the opponent, or pull
away. It is also possible to kick the other character.
- All broken weapons return after a five second delay. Restored items
will fall from the sky and stick in the ground nearby.
- When weaponless, you are able to catch the opponent's weapon and
throw. Just move the joystick in a semicircle toward the attacker.
No button press is needed.
=======================================================================
Unique Character Traits:
- People who have the ability to bounce off walls are: Earthquake,
Hanzo, Galford, Nakoruru, Cham Cham, and Gen-An. When jumping
close to a wall, push the joystick away to jump off.
- All moves are diagrammed as if facing right and on the ground,
unless otherwise noted.
- If "Slash" or "Kick" is used in place of a specific
button, assume that the strength of the move is determined
by the strength of the button used.
- "Power Special" moves will only work when the power meter is
full. Some characters may also need their weapons. Besides doing
a sizable chunk of damage, this move will also break your
opponent's weapon! Power Specials will not drain the special meter,
unless they hit.
- "Super Deformed" motions make your characters look like they
belong in children's anime. You cannot move, but you also cannot
be thrown. To change back, your character must be hit or do a
special move. This can lead to some interesting strategies...
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Cham Cham, with her chimp Paku Paku
,_ Special Moves ____________________________________________________,
| | \ -O Slash Forward 'rang |
| O O Boomerang streaks forward |
|--------------------------------------------------------------------|
| | / O- Slash Upward 'rang |
| O O Boomerang flies diagonal up |
|--------------------------------------------------------------------|
| -O \ | / O- C Pakupaku Deos |
| O O O Paku Paku spins forward on his |
| fingers, legs extended |
|--------------------------------------------------------------------|
| -O \ | / O- D Mura Gaburu |
| O O O Paku Paku tosses a small skull |
|--------------------------------------------------------------------|
| -O \ | / O- CD Paku Gaburu |
| O O O Paku Paku jumps up, and spits a |
| rising fireball |
|--------------------------------------------------------------------|
| -O \ | / O- (2x), C Super Deformed |
| O O O |
|____________________________________________________________________|
,_ Throws ___________________________________________________________,
| -O B, AB, D, or CD Back Scratcher |
|--------------------------------------------------------------------|
| | \ -O Kick Leaping Scratch |
| O O Can also catch aerial opponents. |
I____________________________________________________________________I
,_ Power Special ____________________________________________________,
| -O O- / | \ -O A Lion Rush |
| O O O A ferocious Cham Cham grows |
| Earthquake size, and charges! |
|____________________________________________________________________|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Charlotte
,_ Special Moves ____________________________________________________,
| / | \ Slash Power Gradation |
| O O O A rising energy slash |
|--------------------------------------------------------------------|
| Tap Slash Repeatedly Splash Fount |
| Charge with rapid thrusts |
|--------------------------------------------------------------------|
| -O | \ Slash Sword Flash |
| O O Toss a triangle |
|--------------------------------------------------------------------|
| -O \ | / O- (2x), D Super Deformed |
| O O O |
|____________________________________________________________________|
,_ Throws ___________________________________________________________,
| -O B, AB, D, or CD Kick throw |
|____________________________________________________________________|
,_ Power Special ____________________________________________________,
| -O \ | / O- -O B Splash Gradation |
| O O O Charlotte slashes in the form of |
| a seven pointed star |
I____________________________________________________________________|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Earthquake
,_ Special Moves ____________________________________________________,
| (in air) | CD Repeatedly Fat Bounce |
| O Bouncing butt attack |
|--------------------------------------------------------------------|
| Tap Slash Repeatedly Fat Chainsaw |
| EQ disappears in a puff of dust, |
| and reappears as a buzzsaw |
|--------------------------------------------------------------------|
| -O O- / | \ -O A = Left Mirror Images |
| O O O B = Right He disappears, and two solid |
| images of EQ puff up from dust. |
| The real position of Earthquake |
| is determined from the button |
| used. Moving breaks the illusion |
|--------------------------------------------------------------------|
| -O \ | / O- BCD Portal Drop |
| O O O EQ disappears, and drops out over |
| the opponent's head |
|--------------------------------------------------------------------|
| | / O- Slash Flame Fandango |
| O O Blows a downward stream of flame |
|--------------------------------------------------------------------|
| -O O- (3x), | B Super Deformed |
| O |
|____________________________________________________________________|
,_ Throws ___________________________________________________________,
| -O B or D Overhead Toss |
|--------------------------------------------------------------------|
| -O AB or CD Smell the Roses! |
|____________________________________________________________________|
,_ Power Special ____________________________________________________,
| -O \ | / O- -O CD Earth Gaddemu |
| O O O Earthquake waves a blue hand up |
| and down, five times max. Able |
| to move back and forth. If he |
| grabs the opponent, he throws the |
| character upward, then tosses his |
| spinning nage gama after. |
|____________________________________________________________________|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Galford, with his dog Poppy
,_ Special Moves ____________________________________________________,
| | \ -O Slash Plasma Blade |
| O O Electrical projectile |
|--------------------------------------------------------------------|
| -O O- / | \ -O A = Left Mirror Images |
| O O O B = Right He disappears, and two solid |
| images of Galford puff up. His |
| real position is determined from |
| the button used. |
|--------------------------------------------------------------------|
| BCD (when attacked) Fake Wood |
| Galford will disappear, and |
| reappear over the opponent with a |
| rolling slash |
|--------------------------------------------------------------------|
| -O \ | / O- BCD Portal Drop |
| O O O Galford disappears, and drops out |
| over the opponent's head |
|--------------------------------------------------------------------|
| | / O- Slash Rush Dog |
| O O Poppy dashes forward |
|--------------------------------------------------------------------|
| | / O- C Mad Dog |
| O O Poppy roughs up the opponent |
|--------------------------------------------------------------------|
| | / O- D Dog Drop |
| O O Poppy falls from the sky. |
|--------------------------------------------------------------------|
| -O O- (3x), | BCD Back Stab (Invisibility) |
| O Galford meditates, then vanishes. |
| Reappear when hit. |
|--------------------------------------------------------------------|
| -O \ | / O- -O O- C Super Deformed |
| O O O |
|____________________________________________________________________|
,_ Throws ___________________________________________________________,
| -O AB or B Throw onto ground |
|--------------------------------------------------------------------|
| | AB or B (in air) Aerial Throw |
| O Toss your opponent down |
|--------------------------------------------------------------------|
| -O CD or D Throw and slash |
|--------------------------------------------------------------------|
| -O | \ Kick Strike Hez |
| O O Also, a running strike hez will |
| carry the opponent diagonally up. |
|____________________________________________________________________|
,_ Power Special ____________________________________________________,
| -O \ | / O- -O D Poppy Power! |
| O O O Poppy rushes forward and mauls |
| the victim; she then performs a |
| strike hez for the coup de grace |
|____________________________________________________________________|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Gen-An Shiranui
,_ Special Moves ____________________________________________________,
| | \ -O Slash Poison Blizzard |
| O O Puff a cloud of poison from a jar |
|--------------------------------------------------------------------|
| -O \ | / O- Slash Glove Extension |
| O O O Gen-An whips his glove out on a |
| chain, then whips it back. This |
| move pulls the opp. closer; if |
| the claw hits, it will dizzy |
|--------------------------------------------------------------------|
| -O | \ Slash Butcher Thrust |
| O O Spin forward with claw extended |
|--------------------------------------------------------------------|
| BCD (when attacked) or Second Skin |
| Gen-An emerges from his skin with |
| \ | / BCD a leaping butcher thrust |
| O O O |
|--------------------------------------------------------------------|
| -O \ | / O- (2x), C Super Deformed |
| O O O |
|____________________________________________________________________|
,_ Throws ___________________________________________________________,
| -O B, AB, D, or CD Knee Bash |
|____________________________________________________________________|
,_ Power Special ____________________________________________________,
| -O \ | / O- -O AB Madou Diving Claw |
| O O O Gen-An runs forward with blue |
| sparks, grabs opponent, and does |
| a massive stomach twister |
|____________________________________________________________________|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Kibagami Genjuro
,_ Special Moves ____________________________________________________,
| -O | \ Slash Toha Kouyokujin |
| O O A rising purple slash |
|--------------------------------------------------------------------|
| | \ -O Slash Sanrensatsu (Kiba, Tsuno, Rin) |
| O O Genjuro slides forward and slices |
| through the opponent. Immediately |
| repeat move for a second sliding |
| slice. Repeat once more for a |
| final overhead slash. |
|--------------------------------------------------------------------|
| | / O- Slash Oukazan |
| O O Genjuro throws a hanafuda card |
|--------------------------------------------------------------------|
| -O \ | / O- -O O- B Super Deformed |
| O O O |
|____________________________________________________________________|
,_ Throws ___________________________________________________________,
| -O B, AB, C, or CD Body slam |
|____________________________________________________________________|
,_ Power Special ____________________________________________________,
| -O \ | / O- -O A Gokouzan |
| O O O Genjuro tosses a card, which |
| lifts the opponent to the top of |
| the screen. He then jumps up, |
| and slashes five times, flipping |
| cards with each slash. |
|____________________________________________________________________|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hanzo Hattori
,_ Special Moves ____________________________________________________,
| O- / | \ Slash (in air) Reppu Shuriken |
| O O O Throws a shuriken to the ground. |
|--------------------------------------------------------------------|
| -O \ | / Slash Bakuen Ryu |
| O O O An earth-pounding fire snake |
|--------------------------------------------------------------------|
| -O O- / | \ -O A = Left Mirror Images |
| O O O B = Right He disappears, and two solid |
| images of Hanzo puff up from dust.|
| The real position of Hanzo is |
| determined from the button used. |
|--------------------------------------------------------------------|
| BCD (when attacked) Fake Wood |
| Hanzo will disappear, and emerge |
| underneath the opponent with a |
| sweeping slash |
|--------------------------------------------------------------------|
| -O \ | / O- BCD Portal Drop |
| O O O Hanzo disappears, and drops out |
| over the opponent's head |
|--------------------------------------------------------------------|
| -O O- (3x), | BCD Ninpo Eibu (Invisibility) |
| O Hanzo chuckles, then vanishes. |
| Reappear when hit. |
|--------------------------------------------------------------------|
| -O O- (3x), | A Super Deformed |
| O |
|____________________________________________________________________|
,_ Throws ___________________________________________________________,
| -O AB or B Grab and throw onto ground |
|--------------------------------------------------------------------|
| | AB or B (in air) Aerial Throw |
| O Toss your opponent down |
|--------------------------------------------------------------------|
| -O CD or D Use leg to grab, throw onto the |
| ground, and stab |
|--------------------------------------------------------------------|
| -O | \ Kick Bullhead Blast |
| O O Also, a running bullhead will |
| carry the opponent diagonally up. |
|____________________________________________________________________|
,_ Power Special ____________________________________________________,
| -O \ | / O- -O D Hellfire |
| O O O A circle of fire appears on the |
| ground. Hanzo stabs his blade |
| into the dirt, and a gust of |
| flame bursts upward. |
|____________________________________________________________________|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Haohmaru
,_ Special Moves ____________________________________________________,
| -O / | \ Slash Kogetsuzan |
| O O O Rising uppercut slash |
|--------------------------------------------------------------------|
| -O / | \ Kick Resshin Zan |
| O O O Leaping somersault slice |
|--------------------------------------------------------------------|
| | \ -O Slash Senpuretsuzan |
| O O Launch an energy tornado |
|--------------------------------------------------------------------|
| | \ -O Kick False Senpuretsuzan |
| O O Fake a tornado toss |
|--------------------------------------------------------------------|
| | / O- A Sake Kogeki |
| O O Swing out a bottle of sake! This |
| move can reflect projectiles if |
| they hit the bottom of the jug. |
|--------------------------------------------------------------------|
| \ O- / | \ -O O- | / BC Kogetsuzen Combo |
| O O O O O O Haohmaru steps forward and swirls |
| his katana four times, ending the |
| move with a fierce kogetsuzen. |
| Easier method: Try an extra semi- |
| circle instead of forward crouch. |
|--------------------------------------------------------------------|
| -O \ | / O- -O O- B Super Deformed |
| O O O |
|____________________________________________________________________|
,_ Throws ___________________________________________________________,
| -O B or AB Throw onto ground |
|--------------------------------------------------------------------|
| -O D or CD Back flip throw |
|____________________________________________________________________|
,_ Power Special ____________________________________________________,
| -O \ | / O- -O A Tempa Seikouzan |
| O O O Haoh slashes hard downward, |
| creating a large blue flash |
|____________________________________________________________________|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Jubei Yagyu
,_ Special Moves ____________________________________________________,
| | \ -O Slash Suigetsutoh |
| O O Ground Wave |
|--------------------------------------------------------------------|
| Tap Slash Repeatedly Hasso Happa |
| 100-Sword Strikes |
|--------------------------------------------------------------------|
| -O | \ Slash Nikkaku Ratoh |
| O O Charge forward and then execute |
| a rising slash. Jubei only rises |
| if he touches the opponent. |
|--------------------------------------------------------------------|
| | / O- -O A Yagyu Shingantou |
| O O The perfect counterattack. He |
| blocks the attack with one sword, |
| holds,then a slash with the other.|
|--------------------------------------------------------------------|
| -O \ | / O- -O O- D Super Deformed |
| O O O |
|____________________________________________________________________|
,_ Throws ___________________________________________________________,
| -O B or AB Throw |
|--------------------------------------------------------------------|
| -O D or CD Ground throw |
|____________________________________________________________________|
,_ Power Special ____________________________________________________,
| -O \ | / O- -O C Zetsu Suigetsutoh |
| O O O Jubei tosses a large ground wave, |
| which immediately explodes upward |
| in a jagged blue energy column |
I____________________________________________________________________|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Kyoshiro Senryo
,_ Special Moves ____________________________________________________,
| | / O- Kick Chobi Jishi |
| O O Flip forward in a fiery spin |
|--------------------------------------------------------------------|
| -O | \ Slash Rotating Slash (rising) |
| O O Spin around as you rise |
|--------------------------------------------------------------------|
| | AB (at top of jump) Rotating Slash (falling) |
| O Spin as you fall |
|--------------------------------------------------------------------|
| | \ -O Slash Flame Fandango |
| O O Flame Breath |
|--------------------------------------------------------------------|
| | / O- Slash Fire Fan |
| O O Kyo tosses a flaming fan |
|--------------------------------------------------------------------|
| -O O- / | \ -O O- D Super Deformed |
| O O O |
|____________________________________________________________________|
,_ Throws ___________________________________________________________,
| -O B or AB Stab and throw |
|--------------------------------------------------------------------|
| -O D Hair Toss |
|--------------------------------------------------------------------|
| -O CD Hair Strangle |
|____________________________________________________________________|
,_ Power Special ____________________________________________________,
| -O O- / | \ -O C Aragotoshi Kyoshiro |
| O O O Kyoshiro does a flaming version |
| of his spinning slash on the |
| ground; he is able to move back |
| and forth. |
|____________________________________________________________________|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Nakoruru, with her hawk Mamahaha
,_ Special Moves ____________________________________________________,
| | \ -O Slash Leyla Mutsube |
| O O Upward rush |
|--------------------------------------------------------------------|
| O- / | Slash Annu Mutsube |
| O O Horizontal energy rush |
|--------------------------------------------------------------------|
| | / O- Slash Kamui Ryuse |
| O O Nak swirls her cape in front of |
| her. This move will also reflect |
| projectiles, and make her |
| invulnerable to pet attacks. |
|--------------------------------------------------------------------|
| -O \ | / O- Slash Amube Yatoro |
| O O O Summon Mamahaha to attack |
|--------------------------------------------------------------------|
| | / O- C Hawk Carry |
| O O When without weapon, this move |
| will also summon Mamahaha back |
|--------------------------------------------------------------------|
| (Hawk Carry) Rolling Down Attack |
| / or | or \ Slash or Kick Direction controlled by joystick |
| O O O |
|--------------------------------------------------------------------|
| (Hawk Carry) Diagonal Down Arrow Attack |
| Any other dir., Slash or Kick |
|--------------------------------------------------------------------|
| | / O- -O | \ BC Apefuchi Kamui Rymuse |
| O O O O Flick her cape quickly four times;|
| finish with a fierce flick, from |
| which a baby hawk appears. |
|--------------------------------------------------------------------|
| -O \ | / O- (2x), D Super Deformed |
| O O O |
|____________________________________________________________________|
,_ Throws ___________________________________________________________,
| -O B Toss |
|--------------------------------------------------------------------|
| -O AB Trip, sit and stab |
|--------------------------------------------------------------------|
| -O B or AB (without weapon) Face Slap |
| She hops up on her opponent and |
| slaps them around, then ends with |
| a two handed pound to the head. |
|--------------------------------------------------------------------|
| | B or AB (in air) Air toss |
| O |
|--------------------------------------------------------------------|
| -O D Grab and triple kicks |
|____________________________________________________________________|
,_ Power Special ____________________________________________________,
| -O O- / | \ -O A Mamahaha's Revenge |
| O O O Nakaruru glows, and Mamahaha |
| streaks down. If she hits, the |
| hawk dives three more times, then |
| slams into the opponent. |
|____________________________________________________________________|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Caffeine Nicotine
,_ Special Moves ____________________________________________________,
| | \ -O Slash Shikigamireifu Rai (Thunder) |
| O O Nic flips a talisman and it turns |
| into an electric hawk; flies head |
| level across the screen. |
|--------------------------------------------------------------------|
| | \ -O Kick Shikigamireifu En (Fire) |
| O O Nic flips a talisman and it turns |
| into a small demon. It rushes |
| low along the ground, and it must |
| be blocked low. |
|--------------------------------------------------------------------|
| / | \ -O Kick (in air) Spiral Kick |
| O O O Nic plants his staff in the dirt, |
| then spins down in flames |
|--------------------------------------------------------------------|
| -O \ | / O- Slash Bakusa Jougeki |
| O O O The staff will extend via a chain.|
| Pulls opponent closer, and will |
| dizzy if it hits. |
|--------------------------------------------------------------------|
| O- | / AB Rashin Jufu |
| O O Toss a talisman up into the air. |
| If touched, the paper will knock |
| down and temporarily reverse the |
| opponent's joystick motions. |
|--------------------------------------------------------------------|
| -O \ | / O- (4x), D Super Deformed |
| O O O |
|____________________________________________________________________|
,_ Throws ___________________________________________________________,
| -O B Energy Steal |
|--------------------------------------------------------------------|
| -O AB Machine Gun Staff Stab |
|--------------------------------------------------------------------|
| -O D or CD Morning Breath |
| (also AB without weapon) |
|____________________________________________________________________|
,_ Power Special ____________________________________________________,
| -O O- / | \ -O D Summoning |
| O O O Nicotine tosses a large talisman, |
| which grows into the god Atavakah!|
|____________________________________________________________________|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Neinhalt Sieger
,_ Special Moves ____________________________________________________,
| -O \ | / O- Kick Blitz Sieger |
| O O O A fiery Sieger launches himself |
| on the opponent with a bellyflop. |
|--------------------------------------------------------------------|
| | \ -O 1 tap A = punch Vulcan Weinen |
| O O 2 tap A = flame Turn your arm into a flamethrower |
| (Look closely into the flames...) |
|--------------------------------------------------------------------|
| \ BC Finger Flick |
| O Sieger flicks his finger, which |
| will reflect projectiles |
|--------------------------------------------------------------------|
| | \ -O C (Step 1) Tiger Kopf (Step 1) |
| O O Slide forward for a knockdown. |
|--------------------------------------------------------------------|
| | \ -O B (Step 2) Launching Punch (Step 2) |
| O O Immediately after the opponent is |
| tripped from a Tiger Kopf, this |
| move will launch the victim high |
| in the air. This sets up for... |
|--------------------------------------------------------------------|
| -O \ | / O- A Backbreaker (Step 3) |
| O O O Finish the combo; Sieger will now |
| leap up, catch the opponent, and |
| land with him across his shoulder.|
| Incredibly painful! This move |
| must be done immediately after |
| the launching punch motion, or he |
| will miss the grab. |
|--------------------------------------------------------------------|
| -O \ | / O- -O O- A Super Deformed |
| O O O |
|____________________________________________________________________|
,_ Throws ___________________________________________________________,
| -O B or AB Throw |
|--------------------------------------------------------------------|
| -O C or CD Butt Drop |
|--------------------------------------------------------------------|
| | B or AB (in air) Aerial Throw |
| O |
|--------------------------------------------------------------------|
| -O O- / | \ -O AB Wolf Fangen |
| O O O Sieger extends his arm along the |
| ground and grabs. A few smacks; |
| finish with a toss to the wall. |
| Able to grab through many moves. |
|____________________________________________________________________|
,_ Power Special ____________________________________________________,
| -O \ | / O- -O CD Atomic Blast |
| O O O Sieger launches himself high in |
| the air, then falls straight down |
| for an explosive impact |
|____________________________________________________________________|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Ukyo Tachibana
,_ Special Moves ____________________________________________________,
| | / O- A = pause intial Sasame Yuki |
| O O B = 2 short pause The apple slice |
| AB = pause final |
|--------------------------------------------------------------------|
| | / O- Kick Apple Toss |
| O O Fake an apple slice |
|--------------------------------------------------------------------|
| | \ -O C = forward slash Spirit Slide |
| O O D = downward slash Ukyo teleports forward, and ends |
| CD = upward slash with a slash. Trailing image is |
| vulnerable to attack. |
|--------------------------------------------------------------------|
| / | \ -O Slash (in air) Tsubame Gaeshi |
| O O O A much improved Swallow Swoop |
| Slice; slashes in a full circle |
|--------------------------------------------------------------------|
| Tsubame Gaeshi motion, Jumping Tsubame Gaeshi |
| then O or O or O Slash Last motion is to control how you |
| \ | / want to jump. SSS comes out just |
| after you leap. |
|--------------------------------------------------------------------|
| O- O- / | \ -O Slash Ground Tsubame Gaeshi |
| O O O This one comes out during your |
| hop backward. |
|--------------------------------------------------------------------|
| | / O- -O \ | \ B Super Deformed |
| O O O O O |
|____________________________________________________________________|
,_ Throws ___________________________________________________________,
| -O B Catch and punch |
|--------------------------------------------------------------------|
| -O AB Throw (and slash with weapon) |
|--------------------------------------------------------------------|
| -O CD or D Trip & Stab |
|____________________________________________________________________|
,_ Power Special ____________________________________________________,
| -O O- / | \ -O AB Swallow Fury |
| O O O Ukyo tosses an apple, then spins |
| through the air in a series of |
| non-flaming Tsubame Gaeshi. |
|____________________________________________________________________I
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Wan-Fu
,_ Special Moves ____________________________________________________,
| | / O- Slash Exploding Wave |
| O O Leaps up and throws his weapon |
|--------------------------------------------------------------------|
| -O | \ Slash Slicing Gust |
| O O Rising flame pillar |
|--------------------------------------------------------------------|
| | \ -O A = one twirl Column Sweep |
| O O B = two twirls Spins toward opponent with an |
| AB = three twirls extended pillar |
|--------------------------------------------------------------------|
| A (in air) Stone Shield |
| Protects against weapon attacks. |
|--------------------------------------------------------------------|
| | / O- CD Benpatsu Attack |
| O O Wan-Fu smacks his head three times|
| against the pillar. Drains enough |
| health to power up the special, |
| and protects against close attacks|
|--------------------------------------------------------------------|
| -O O- / | \ -O O- D Super Deformed |
| O O O |
|____________________________________________________________________|
,_ Throws ___________________________________________________________,
| -O B (without weapon) Throw opponent against the wall |
|--------------------------------------------------------------------|
| -O B (with weapon) Body Slam |
|--------------------------------------------------------------------|
| -O AB (without weapon) Smash opponent's head into ground |
|--------------------------------------------------------------------|
| -O AB (with weapon) Leap up and sit on opponent, bash |
| several times, then kick |
|--------------------------------------------------------------------|
| -O D Knee drop |
|--------------------------------------------------------------------|
| -O CD Leap up and sit on your opponent |
|____________________________________________________________________|
,_ Power Special ____________________________________________________,
| -O O- / | \ -O B Pillar Destruction |
| O O O Wan-Fu does an exploding wave, |
| and a large flame shoots up from |
| where the pillar lands. |
|____________________________________________________________________|
=======================================================================
Kuroko!
No one has a sure way of playing against computer Kuroko as of yet.
However, it is possible to play as Kuroko! Many, many thanks to
GeeSe Howard for revealing this code. He always has the latest
(and greatest) info for the NeoGeo.
NOTE: FOR HOME NEO GEO MACHINES ONLY! Does NOT work in the arcade. :(
To play as judge Kuroko, you must play a TWO player game. On the char
selection screen, on the FIRST player side, move the joystick:
O | O- O | -O + A
| O | O
You only get to play one battle with him...whoever wins the fight gets
a "Game Over" screen afterward. (So, he has no ending...)
Kuroko's weapon (flags) cannot be broken by any means.
Some of his special moves draw on other characters from other Neo Geo
games. Thanks to Galen Komatsu and Scott, I've noted the name and
original character related to these moves.
,_ Special Moves ____________________________________________________,
| | \ -O A Kohken (Ryo Sakazaki, AOF) |
| O O |
|--------------------------------------------------------------------|
| | / O- A Double Fireball (Krauser, FFS) |
| O O |
|--------------------------------------------------------------------|
| | \ -O B or AB Mega Smash (John Crawly, AOF) |
| O O |
|--------------------------------------------------------------------|
| / -O A Double Pizza Toss (Jubei, FFS) |
| O |
|--------------------------------------------------------------------|
| -O O- / | \ -O A HaohShoKohKen (Ryo Sakazaki, AOF) |
| O O O |
|--------------------------------------------------------------------|
| | \ -O \ | / O- A Blade Fireball (Krauser, FFS) |
| O O O O O |
|--------------------------------------------------------------------|
| | / O- / -O BC Exploding Fireball |
| O O O |
|--------------------------------------------------------------------|
| O- / | \ -O \ | / O- A Crescent Fireball |
| O O O O O O |
|--------------------------------------------------------------------|
| -O \ | / O- A Flag Extension |
| O O O |
|--------------------------------------------------------------------|
| Tap C repeatedly Gekiho (Tung Fu Rae, FFS) |
| |
|--------------------------------------------------------------------|
| | \ -O ABC or | / O- ABC Reflection |
| O O O O |
|--------------------------------------------------------------------|
| -O \ | / O- BCD Reflection Slash |
| O O O |
|--------------------------------------------------------------------|
| BCD (when attacked) Death Fake |
| |
|--------------------------------------------------------------------|
| -O \ | / O- (2x), D Super Deformed |
| O O O |
|____________________________________________________________________|
,_ Throws ___________________________________________________________,
| -O A, B, C, or D RessenKyaku (Tung Fu Rae, FFS) |
|
|____________________________________________________________________|
,_ Power Specials ___________________________________________________,
| -O \ | / O- -O AB RyuukoRanbu (Ryo Sazaki, AOF) |
| O O O |
|--------------------------------------------------------------------|
| O- / | \ -O (x2), CD "Exhausting" RyuukoRanbu |
| O O O |
|____________________________________________________________________|
========================================================================
Thanks Where Thanks Are Due:
Thanks to Galen Komatsu, Ewan Ng, and Mark Maestas for the original
Samurai Shodown FAQ; I drew most of the original moves from it.
Galen and Mark have also contributed to this FAQ, for which I'm
eternally grateful.
Thanks to Shawn Holmes for additional info from the TAPFAQ.
Andy Eddy, the net presence and senior editor of GamePro magazine, has
admitted this sheet into his hallowed FAQ archive. Thanks!
Thanks to Dave "GeeSe Howard" for his *incredible* NeoGeo site, and
for the insider info from unknown sources...
Thanks to Dave Kirsh for archiving me at the prestigious Caltech
fighting games site. I can't praise this guy (or his work) enough!
An Nguyen constantly gives me feedback on this FAQ, and keeps me updated
on important Neo news.
Other important additions and corrections by Calvin Mak, Chris Ozols,
Iain Sinclair, and Admiral Wombat. Thanks guys!
The Kuroko section was brought to you by a combination of guys; namely
GeeSe Howard, Galen Komatsu, Scott, Joab Kong, and the rest of the
Neo Geo mailing list.
And finally, thanks to Chris Noel for being an all around cool guy.
========================================================================
Rich Joseph, editor (aka Hecubus) Tim Heydelaar, co-editor
Bio UnderGrad Williams Entertainment
Penn State University
Email to rfj105@psu.edu
copyright 1994
========================================================================
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+222
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Here is a graphical representation of all the special moves for HF.
All the moves are for facing to the right. When used in a phrase,
the symbol "|" means or. The word beg. is beginning. The charge times
shown are relative to the game's speed. So, a 2 second charge on CE is
longer than on HF. The words in parentheses show which attribute of
the special move is affected by using different button strengths.
---------------------------------------------------------------------------
RYU and KEN
Fireball | \ --O and Punch (speed)
O O Delay (Ryu's is shorter)
Faster for Ryu than Ken
Hurricane Kick | / O-- and Kick (speed duration)
O O (ground and air)
Invulnerability at beg. and end for Ryu only
Ryu's knocks down after one hit
Dragon Punch --O | \ and Punch (height range damage)
O O Invulnerability for the ride up only
Jab and Strong DP is knock down on 1st hit
Fierce may hit twice if close enough
Ken has faster execution and range
Ryu has more power
---------------------------------------------------------------------------
CHUN LI
Whirlwind Kick | [2 charge] O and Kick (speed duration)
O | (ground and air)
Charge in air after heel stomp
Doesn't need to end straight up
Invulnerability at beg. and end
Fireball O-- / | \ --O and Punch (speed)
O O O Same properties as Ryu/Ken Fireball
O-- / | and Punch (speed)
O O Proposed shortest necessary motion
Lightning Leg [no joystick motion] rapidly press Kick (speed)
Keep pressing to extend duration
---------------------------------------------------------------------------
E. HONDA
Sumo Torpedo O-- [2 charge] --O and Punch (speed duration)
Invulnerable at beg. of Jab Torpedo
Sumo Butt Crush | [3 charge] O and Kick (height range)
O | Must end straight up
Invulnerable at beg.
Can hit twice
Hundred Hand Slap [no joystick motion] rapidly press Punch (speed)
Honda can move while doing this
---------------------------------------------------------------------------
BLANKA
Horizontal Ball Attack O-- [2 charge] --O and Punch (speed duration)
Can roll into electricity
Roll-into-bite attack
Vertical Ball Attack | [3 charge] O and Kick (speed height range)
O | Must end straight up
Can hit twice
Electricity Attack [no joystick motion] radiply press Punch
Can bite after attack for a tick
---------------------------------------------------------------------------
ZANGIEF
Spinning Pile Driver O-- / | \ --O O-- and Punch
O O O Can be countered
There are other methods
Spinning Lariat [no joystick motion] all Punch simultaneously
Projectiles pass through
Super Spinning Lariat [no joystick motion] all Kick simultaneously
Projectiles pass through
Cannot be footswept
Shorter duration than original
---------------------------------------------------------------------------
GUILE
Sonic Boom O-- [2 charge] --O and Punch (speed)
Little delay
Ken and Ryu can go over with HK
Flash|Razor Kick | [2 charge] O and Kick (height range damage)
O | Doesn't need to end straight up
Roundhouse Flash can hit twice
---------------------------------------------------------------------------
DHALSIM
Yoga Fireball | \ --O and Punch (speed)
O O Ken and Ryu can go over with HK
Delay
Yoga Flame O-- / | \ --O and Punch
O O O Will hit Ken and Ryu in HK
Foot Drill [down while in air] and Roundhouse
Head Spear [down while in air] and Fierce
Teleportation --O | \ and all Kick|Punch
O O Other side of opponent
O-- | / and all Kick|Punch
O O Same spot or thereabouts
---------------------------------------------------------------------------
BALROG
Dashing Punch O-- [2 charge] --O and Punch (range)
Hits crouched opponents
Feet are vulnerable
Dashing Uppercut O-- [2 charge] --O and Kick (range)
Hits crouched opponents
Feet are vulnerable
Turn Around Punch [no motion] Hold three buttons of different strengths
Minimum charge is 1
Longer charge = Greater damage
Invulnerability at beg. (very brief)
Feet are vulnerable
Many charge levels (1, 2, 3, etc, Final)
---------------------------------------------------------------------------
VEGA
Tumbling Claw O-- [2 charge] --O and Punch (range)
Jab Claw hits three times
Others hit up to six times
Easy to hit while done
Backflip [no joystick motion] all Punch simultaneously
Invulnerable until end
Easily to be attacked when completing
Wall Jump | [2 charge] O or O and Kick (speed and height off wall)
O \ / Sets up Screaming Eagle or Air Drop
Can be attacked before getting to wall
Slight delay when landing after miss
Up/Diagonal indicates which wall
Slight control after hitting the wall
Screaming Eagle [Wall Jump Attack] and Punch while in air
Air Drop [Wall Jump Attack and any direction] and Punch
While close to opponent
Higher up = More damage
---------------------------------------------------------------------------
SAGAT
High Firebird | \ --O and Punch (speed)
O O Delay
Same properties as Ryu/Ken Fireball
Low Firebird | \ --O and Kick (speed)
O O Same as High Firebird
Tiger Knee | O and Kick (height speed)
O / Hits twice if close enough
Delay after landing
Tiger Uppercut --O | \ and Punch (height)
O O Not invulnerable
Massive air damage
Jab knocks down
---------------------------------------------------------------------------
M. BISON
Flame Torpedo O-- [2 charge] --O and Punch (speed duration)
Can hit at most 3-4 times if blocked
Vulnerable beg.
Now, easily hit out of it
Scissor Knee O-- [3 charge] --O and Kick (range)
Delay at beg. and end
Hits up to 3 times, usually 2
2 high, 1 low
Head Stomp | [2 charge] O and Kick (height and speed)
O | Doesn't need to end straight up
Can control direction after hit
---------------------------------------------------------------------------
--
Internet: musjndx@gsusgi2.gsu.edu Fidonet : Jonathan Deitch@1:133/411.7
jdeitch@gisatl.fidonet.org Bellnet : 1 - 404 - 261 - 3665
-----------------------------------------------------------------------------
Atlanta 1996 !! | Play Pinball !! | Don't Panic ! | "I hate it when I can't
--------------------------------------------------| trust my own technology!"
"Thrills! Chills! Magic! Prizes!" -- Hurricane | -- Geordi LaForge
Gene Roddenberry, Isaac Asimov, Jim Henson, Dr. Seuss, Mel Blanc ... Sigh ...
+88
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DIP SW (A)
------------------------------------------------------------------------------
| ITEM DESCRIPTION 1 2 3 4 5 6 7 8 |
------------------------------------------------------------------------------
| 1 COIN 1 CREDIT OFF OFF OFF |
| 1 COIN 2 CREDITS ON OFF OFF |
| 1 COIN 3 CREDITS OFF ON OFF |
| COIN 1 1 COIN 4 CREDITS ON ON OFF |
| 1 COIN 6 CREDITS OFF OFF ON |
| 2 COINS 1 CREDIT ON OFF ON |
| 3 COINS 1 CREDIT OFF ON ON |
| 4 COINS 1 CREDIT ON ON ON |
------------------------------------------------------------------------------
| 1 COIN 1 CREDIT OFF OFF OFF |
| 1 COIN 2 CREDITS ON OFF OFF |
| 1 COIN 3 CREDITS OFF ON OFF |
| COIN 2 1 COIN 4 CREDITS ON ON OFF |
| 1 COIN 6 CREDITS OFF OFF ON |
| 2 COINS 1 CREDIT ON OFF ON |
| 3 COINS 1 CREDIT OFF ON ON |
| 4 COINS 1 CREDIT ON ON ON |
------------------------------------------------------------------------------
|CONTINUE COIN NORMAL OFF |
| CONTINUE COIN ON |
------------------------------------------------------------------------------
| NO USE OFF|
| ON|
------------------------------------------------------------------------------
* WHEN CONTINUE IS ON, GAME STARTS WITH 2 COINS AND CONTINUES WITH 1 COIN. IN
THIS CASE, SETTINGS OF COIN 1 AND COIN 2 ARE MEANINGLESS.
DIP SW (B)
------------------------------------------------------------------------------
| ITEM DESCRIPTION 1 2 3 4 5 6 7 8 |
------------------------------------------------------------------------------
| EASY OFF OFF OFF |
| /|\ ON OFF OFF |
| | OFF ON OFF |
| DIFFICULTY NORMAL ON ON OFF |
| | OFF OFF ON |
| | ON OFF ON |
| \|/ OFF ON ON |
| DIFFICULT ON ON ON |
------------------------------------------------------------------------------
DIP SW (C)
------------------------------------------------------------------------------
| ITEM DESCRIPTION 1 2 3 4 5 6 7 8 |
------------------------------------------------------------------------------
| FREE PLAY NOT FREE PLAY OFF |
| FREE PLAY ON |
------------------------------------------------------------------------------
| SCREEN STOP NORMAL OFF |
| PAUSE ON |
------------------------------------------------------------------------------
| SCREEN FLIP NORMAL OFF |
| FLIP ON |
------------------------------------------------------------------------------
|SOUND DURING OFF OFF |
|DEMO MODE ON ON |
------------------------------------------------------------------------------
|CONTINUE MODE OFF OFF |
| ON ON |
------------------------------------------------------------------------------
| TEST MODE GAME MODE OFF|
| TEST MODE ON|
------------------------------------------------------------------------------
* MAKE SURE THE POWER IS OFF BEFORE CHANGING DIP SWITCHES
AUXILLARY WIRE HARNESS
10 PIN
----
GND | 1| BLACK
GND | 2| BLACK
1P KICK LIGHT | 3| PURPLE
1P KICK MIDDLE | 4| GRAY
1P KICK HEAVY | 5| WHITE
N.C. | 6|
2P KICK LIGHT | 7| ORANGE
2P KICK MIDDLE | 8| GREEN
2P KICK HEAVY | 9| BLUE
N.C. |10|
----
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****************************************************************************
___________________________ ____________ _______________ _ _
/ __/_ __/ _ | __/ __/_ _/ / __/ / __/ // /_ __/ __/ _ | / // /
(__ ) / / / / _// _/ / / / _// / / / _ / / / / _// / / // /
/___/ /_/ /_/\_>__/___/ /_/ /_/ /_/___/_//_/ /_/ /___/_/\_> /_//_/
_____ _ _ _____ ______ _____
/ ____|| | | || __ \ | ____|| __ \
| (___ | | | || |__) || |__ | |__) |
\___ \ | | | || ___/ | __| | _ / THE NEW CHALLENGERS
____) || |__| || | | |____ | | \ \
|_____/ \____/ |_| |______||_| \_\
__ ____ ______________ ____________ ____________ ______
/ // / // / _ / __/ _ | / __/ / __/ // /_ __/ / \/ / __/
/ _ /__ / ___/ _// / / _// / / / _ / / / / / /\ / / /
/_//_/____/_/ /___/_/\_> /_/ /_/___/_//_/ /_/ /_/_/ /_/___/
___ _ _ ___ _ _ ___ _ ___ _ _ ___ __ _ ___ _ ___ _ _
| _| | | . | \/ | . | | | \ | | __| \| | | | | \ |
| |_| | | | _| | | | | | _|| | | || || | | | |
|___|_|_|_|_|_||_|_| |_|___|_\_| |___|__/|_||_||_|___|_\_|
__ _ _
/ _| |__._ __ __(_)____
| / | / _ / _/ _| / _/
| \_| |(_| \_ \_ | | |_
\__|_\__;_(__(__|_\___\ _____
___ ___ _ ___ ___ / ____| ___ ___ _ ___ ___ _ ___
| __| | | __| __| | | __| __| | | __| __| | __|
|__ | | | | __|__ | | |__\ | __| | | | __|__ | |__ |
|___|_|___|___|___| \_____/|___|_|___|___|___|_|___|
****************************************************************************
StreetFighter2 FAQ
Version 1/28/94
--kept and maintained by ps1o@andrew.cmu.edu (Phil Stroffolino).
The SF2 archive maintainer is a00563@giant.rsoft.bc.ca (Dave Kirsch)
If you upload anything into /pub/sf2/upload, please send Dave some mail
telling him about it.
Host: altair.krl.caltech.edu
IP Addr: 131.215.79.100
Directory: /pub/sf2
FTP site is provided courtesy of brown@reed.edu (C. Titus Brown)
If you have any additions, corrections, suggestions, comments or gripes,
please email ps1o@andrew.cmu
****************************************************************************
This is the Street Fighter 2 FAQ listing. This is where the common
knowledge, basic information, and trivia about the game SF2 is kept.
It is meant to accquaint the new user with the game and answer some common
questions that they may have, as well as to compile other interesting
information that may be later brought up.
This FAQ is divided into four sections for your convenience:
(1) general character information (moves & such)
(2) version independent questions & answers (trivia & tactics)
(3) version specific information (home systems & arcade)
(4) FTP information and net etiquette/guidelines
Enjoy!
****************************************************************************
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The Unofficial Guide to Ticks and Combos in SFII
Copyright 1992. [trick :) ]
This is my contribution to the SFII netters. I have spent the
past couple of weeks trying to compose this list of ticks and
combinations. I hope this will help improve your games. Since
this is a first release, I'm sure that there will be mistakes in
it. Please email any corrections or additions to me,
lhuynh@reed.edu.
Thanks to these people for their help: rhett@u.washington.edu,
tpordon@isis.es.du.edu
A few abbreviations before we start. T will denote tick, AT will
denote anti-tick, and C will denote combination. Since I do not
consider any ticks or combos cheap or unfair, my opinion of what
is a tick and what is a combo may differ from yours. Note also
that I did not include a counter for the combos, but if you want,
I'm sure I can write something up.
Guile:
T: Guile crouches, does a series of jabs, then goes in for
the throw. Guile stands, does a series of shorts, then goes in
for the throw. When you have knocked your opponent down, go
toward your opponent, then pull the joystick to defensive crouch
and start jabbing. After a few jabs, go in for the throw.
Remember not to be predictable with the number of jabs you use.
The dangerous thing about this is that your opponent can throw
you if you start your jabs to close to them.
AT: The easiest way to get out of this tick is to reverse the
sucker when he goes in for the throw. After the first jab, move
the joystick to offensive crouch (your character should still be
blocking). When Guile stops jabbing, and if he is still in your
throwing range, move the joystick to the forward position and
press strong or fierce to throw. The dangerous thing about this
is Guile can decide not to throw you, and do a flash kick
instead. Similarly, if Guile does the short/throw tick, move the
joysticks to the center after the first short, then go for the
throw when Guile stops his shorts. If you are Zangief, do the
spinning power driver after the jabs/shorts.
T: Guile throws a slow sonic boom, and follows it in for the
throw.
AT: There are several ways to counter this, but it can get
hard if Guile is close behind his sonic boom. If you are:
1) Ken/Ryu, after you block the sonic boom, do a jab dragon
punch. This should hit Guile if timed right. You can also block
high, then when Guile is close enough, sweep him with roundhouse.
You can also move back then do a hurricane kick.
2) Zangief, do the spinning power driver. If Guile is
anywhere near you, he'll get a headache.
3) Honda, after blocking the sonic boom, do the thousand
hand slaps. This will hit Guile several times if he goes in to
throw you. Be careful not to jump over Guile's sonic boom
when he's following in. He can always jump up to meet you in the
air, and throw you into the corner.
4) Anyone else, just go for the throw. Remember to move the
joystick to the center after you block the sonic boom. Then go
the throw immediately afterward.
C: Jump into your opponent with the forward kick, do a crouch
strong or jab, then a forward Razor Kick. Immediately after
executing the jump, pull the joystick to defensive crouch to
charge the Razor Kick. Don't wait to execute the Razor Kick after
the crouch strong. If this is done successfully, your opponent
will not be able to block or sac, and he/she will come up
stunned.
C: Jump into your opponent with fierce, pull the joystick
back to back defense. When you land (about 1/2 sec. later), do the
fierce upper cut, then immediately pull the joystick forward and
do the sonic boom. If your opponent has a little bit on energy
left, do the backhand immediately to finish your opponent off.
After the first three hits, your opponent should be stunned
again. Again, if this is done fast enough, your opponent cannot
do the sac throw.
Note: When doing the Razor Kick, you can go from defensive
crouch to backward flip. In this way, you still have you sonic
boom charged when you are doing the Razor Kick. This is very
helpful if you do a lot of short Razor Kicks.
Ken/Ryu:
T: Ken walks to his fallen opponent, and then does a series
of crouch or standing shorts, then goes for the throw. It is
harder to reverse the crouch shorts, so I recommend doing that
instead. Walk up to your opponent after knocking him/her down,
pull the joystick back, and start the shorts. Then go for the
throw. Again, remember to vary the number of shorts you use.
[Newscanning - General Stuff] - [99/99 ?/Help]:t
File name/number to type [?=List]: 40
The Unofficial Guide to Ticks and Combos in SFII
Copyright 1992. [trick :) ]
This is my contribution to the SFII netters. I have spent the
past couple of weeks trying to compose this list of ticks and
combinations. I hope this will help improve your games. Since
this is a first release, I'm sure that there will be mistakes in
it. Please email any corrections or additions to me,
lhuynh@reed.edu.
Thanks to these people for their help: rhett@u.washington.edu,
tpordon@isis.es.du.edu
A few abbreviations before we start. T will denote tick, AT will
denote anti-tick, and C will denote combination. Since I do not
consider any ticks or combos cheap or unfair, my opinion of what
is a tick and what is a combo may differ from yours. Note also
that I did not include a counter for the combos, but if you want,
I'm sure I can write something up.
Guile:
T: Guile crouches, does a series of jabs, then goes in for
the throw. Guile stands, does a series of shorts, then goes in
for the throw. When you have knocked your opponent down, go
toward your opponent, then pull the joystick to defensive crouch
and start jabbing. After a few jabs, go in for the throw.
Remember not to be predictable with the number of jabs you use.
The dangerous thing about this is that your opponent can throw
you if you start your jabs to close to them.
AT: The easiest way to get out of this tick is to reverse the
sucker when he goes in for the throw. After the first jab, move
the joystick to offensive crouch (your character should still be
blocking). When Guile stops jabbing, and if he is still in your
throwing range, move the joystick to the forward position and
press strong or fierce to throw. The dangerous thing about this
is Guile can decide not to throw you, and do a flash kick
instead. Similarly, if Guile does the short/throw tick, move the
joysticks to the center after the first short, then go for the
throw when Guile stops his shorts. If you are Zangief, do the
spinning power driver after the jabs/shorts.
T: Guile throws a slow sonic boom, and follows it in for the
throw.
AT: There are several ways to counter this, but it can get
hard if Guile is close behind his sonic boom. If you are:
1) Ken/Ryu, after you block the sonic boom, do a jab dragon
punch. This should hit Guile if timed right. You can also block
high, then when Guile is close enough, sweep him with roundhouse.
You can also move back then do a hurricane kick.
2) Zangief, do the spinning power driver. If Guile is
anywhere near you, he'll get a headache.
3) Honda, after blocking the sonic boom, do the thousand
hand slaps. This will hit Guile several times if he goes in to
throw you. Be careful not to jump over Guile's sonic boom
when he's following in. He can always jump up to meet you in the
air, and throw you into the corner.
4) Anyone else, just go for the throw. Remember to move the
joystick to the center after you block the sonic boom. Then go
the throw immediately afterward.
C: Jump into your opponent with the forward kick, do a crouch
strong or jab, then a forward Razor Kick. Immediately after
executing the jump, pull the joystick to defensive crouch to
charge the Razor Kick. Don't wait to execute the Razor Kick after
the crouch strong. If this is done successfully, your opponent
will not be able to block or sac, and he/she will come up
stunned.
C: Jump into your opponent with fierce, pull the joystick
back to back defense. When you land (about 1/2 sec. later), do the
fierce upper cut, then immediately pull the joystick forward and
do the sonic boom. If your opponent has a little bit on energy
left, do the backhand immediately to finish your opponent off.
After the first three hits, your opponent should be stunned
again. Again, if this is done fast enough, your opponent cannot
do the sac throw.
Note: When doing the Razor Kick, you can go from defensive
crouch to backward flip. In this way, you still have you sonic
boom charged when you are doing the Razor Kick. This is very
helpful if you do a lot of short Razor Kicks.
Ken/Ryu:
T: Ken walks to his fallen opponent, and then does a series
of crouch or standing shorts, then goes for the throw. It is
harder to reverse the crouch shorts, so I recommend doing that
instead. Walk up to your opponent after knocking him/her down,
pull the joystick back, and start the shorts. Then go for the
throw. Again, remember to vary the number of shorts you use.
AT: This can be hard to reverse sometime. The trick is to pull
the joystick to the crouch, then go for the throw when Ken stops
shorting. Remember to watch for the throw. Ken might decide to
sweep you instead (This usually happens when he is out of range
to do the throw). Again if you are Zangief, do the spinning power
driver. If you are Guile, you can do a short Razor Kick
immediately after the shorts. This should get any Ken who goes in
for the throw.
T: Ken traps you in the corner, and starts his fireball. If
you jump, he does the short or strong Dragon Punch and knocks you
out of the air. After throwing the fireball, keep the joystick
in the forward position so a that Dragon Punch can be executed
quickly if the opponent jumps over. The trick to doing this tick
successfully is not to be predictable. This mean varying the
speed of your fireballs, and sometime just hitting the jab button
instead of doing a fireball. This is very hard to get out of,
and very annoying for rookies.
AT: If you are:
1) Ryu, block the fireball, then do a jab dragon punch
through the next fireball. You can now sweep Ken with roundhouse
if he does another fireball. You can also just jump straight up,
then come down and do a fireball.
2) Guile, block the fireball, then do a Razor Kick. Or you
can time your forward flip right and do the auto-stun combo on
Ken when he does his fireball. Or you can do a sonic boom to meet
Ken's fireball, then do a backhand slap.
3) Honda, sweep Ken with the standing roundhouse before he
does his fireball. Or you can time the fireball right to flip
forward into Ken with the fierce or the roundhouse.
4) Chun Li, block the fireball, then do a crouch roundhouse
to knock Ken down. Be careful because Ken can dragon punch your
crouch roundhouse.
5) Zangief, time your forward flip so that you hit Ken with
the roundhouse, then immediately do the spinning power driver.
The range for this is incredible.
6) Any Ken trying this tick on Dhalsim is either stupid or
desperate. Just time your slide to go under the fireball.
C: Ken jumps behind his opponent with a roundhouse, then
crouches and does a series of shorts. If the roundhouse hits,
three more shorts should get his opponent stunned. Remember not
to jump too far behind your opponent's head.
C: Ken jumps behind his opponent with a roundhouse, then does
a standing fierce, then a fierce dragon punch. When executed
properly, you will stun your opponent. The trick to doing this
combo is to leave the joystick in the center when doing to
standing fierce punch, then immediately move the joystick to
forward and execute the dragon punch. With practice, your
opponent will not be able to defend the dragon punch if you get
the fierce punch in.
C: Ken jumps into his opponent with short, then crouches and
does a series of shorts. The trick to successfully executing his
combo is pressing all three kick buttons as fast as possible.
This will keep your opponent from moving back after the first
short. It is VERY hard to press all three kick buttons quickly,
but it is possible. It just takes practice. Be careful when using
this combo. It can be reversed with the sac throw.
C: A VERY good combo for Ken is the sweep/fireball. This is
very hard to do, but once mastered, Ken will be a very hard
opponent to beat, even with Guile. Pull the joystick to
defensive crouch and hit the forward or roundhouse button, then
immediately move the joystick in a circular path to forward and
hit a punch button. The idea is to press the kick and the punch
button in one motion for a fireball. After mastering this
technique, you can make up your own combo. For instance, jump
with roundhouse, crouch with forward kick, then fireball with
fierce. Note that instead of sweeping your opponent, you can
also do a crouch punch.
C: Jump in with roundhouse kick, then couch and do another
roundhouse. This combo is old, but it works good against
opponent who sac throw a lot.
Dhalsim:
T: Dhalsim crouches, does a jab or a short, then noogies or
throws his opponent. Move close to a fallen opponent, but just
out of his/her throwing range, then pull the joystick to
defensive crouch and hit jab, then immediately hit strong while
moving the joystick to forward. I found that it helps to get the
joystick in the forward position until I have them in my grip. If
you see that your opponent is going for the reverse throw, then
just pull the joystick to back defense after the jab/short and do
the head butt.
AT: This is VERY hard to get out of sometime, but not
impossible. If you are:
1) Ryu, Chun Li, Honda, or Zangief, just go for the throw
immediately after the jab. Remember to keep the joystick in the
center after Dhalsim jabs you. If Dhalsim makes a mistake, and
starts his jab too close, then just throw him when you are
getting up. Here, the Spinning Power Driver works , but not as
well as a regular throw.
2) Guile. It is very hard for Guile to get out of this tick.
There are several ways for Guile to reverse this. There is first
the reverse throw (see 1) where Guile blocks that jab, then goes
for the throw. Second, Guile can crouch and jab. Third, and
probably the most effective way to get out of this tick is for
Guile to do a short Razor Kick immediately after Dhalsim jabs.
T: When Dhalsim traps his opponent in the corner, he does a
fireball, then goes in for the throw. Do the fireball when your
opponent is getting up, keeping the joystick in the forward
position afterward. Then go in and tap fierce quickly. If your
opponent tries to reverse throw you, they will usually get thrown
back into the corner 90% of the time. Do NOT try this tick on
Zangief, he will do the Spinning Power Driver on you.
AT: It is nearly impossible to reverse throw Dhalsim if he
does this tick on you, unless you are Zangief. So the most
obvious thing is not to try the reverse throw, just keep blocking
after the fireball hits you. If Dhalsim is tapping the fierce
button after the fireball, it is most likely that he will do the
head butt instead of throwing you. If you are against a Dhalsim
who has not perfected the distance for this tick, then you can
try to reverse throw him. Remember to pull the joystick back to
the center after the fireball hits, then go for the throw
immediately. I have found that it is easier to reverse throw
Dhalsim if you are blocking with back defense instead of
defensive crouch. If you are:
1) Guile, you can do a short Razor Kick immediately after
the fireball. This will hit Dhalsim if he tries to throw you.
The short Razor Kick is fast enough that if Dhalsim blocks, he
will not be able to hit you afterward. Dhalsim might go in to
throw you after you miss with the Razor Kick. In he does,
just go for the back breaker.
2) Zangief, do the Spinning Power Driver.
T: Dhalsim spins into his opponent, with head first or feet
first, then does the throw. I found that this works best if you
do the feet first spin, and aim your spin so that the feet hits
your opponent's leg. The reason for this is to distance yourself
from your opponent so that he/she cannot throw you. This is not a
very good tick to use because it can be reversed very easily.
AT: Just go for the throw just before Dhalsim is finished with
the spin.
C: Dhalsim fireballs, then kicks this opponent out of the air
if they jumps in. Do not be predictable with the fireballs.
This means varying the speed, and sometimes just hitting jab, or
short. After the fireball, move forward a little, and use either
the forward or the short button to kick your opponent out of the
air. To keep your opponent at a safe distance, use the fierce or
the strong punch.
C: Dhalsim slides into his opponent with forward or short,
then jumps back and does a roundhouse or a fierce punch. Most
opponents will jump into you after they your slide. If you use
the forward or the short button, you will recover quickly enough
so that you can jump back and hit roundhouse. The roundhouse will
knock you opponent out of the air if timed correctly. Replace
the roundhouse with the fierce punch if you opponent is just
walking into you.
Chun Li:
T: Chun Li walks into a fallen opponent, then jabs and
throws. This is similar to all the other jab/throw tick. Pull
the joystick to back defense, hit jab or strong, then to forward
and throw. This tick is easily countered, so don't go for the
throw a lot. Move forward as though you are going to throw, then
sweep with the forward instead. The trick to doing any tick is
not to be predictable.
AT: Just go for the reverse throw. If you are:
1) Guile, you can reverse throw Chun Li, or you can do a
short Razor Kick after the jab, which will also work.
2) Zangief, do the reverse throw or the Spinning Power
Driver if you are fast enough. The reverse throw usually works
better. Remember that you want to keep her close to you, so use
the strong button to throw.
T: Chun Li jumps into her opponent with the forward or short,
NOT the head-hop, then throw. When doing this, don't hit your
opponent too high, or else you will be thrown even before you
land. Do NOT try this tick on Zangief; it would be hazardous to
you health!
AT: The sac throw should work well here. You can also block,
then go for the throw. If Chun Li is too close when she starts
her jump, then walk under her, and turn around for the throw. If
Chun Li has her timing down such that she throws you even when
you walk under her, then just walk under her, turn around and
crouch jab, then throw her.
T: Chun Li jumps over her opponent with the forward kick,
turns around and throws. The timing for this tick is very hard to
get down. The idea is to time the forward kick so that Chun Li
pulls her leg in right before she lands. In this way, she can
immediately throw her opponent. This is a very hard tick to
counter if your opponent doesn't know how to reverse throw you.
AT: This is easy to counter if you get your timing down. The
easiest thing to do is wait for her to land, then hit her with
fierce. You can also try to throw her, but if you hit the button
too early or too late, you will get thrown. This problem most
people have with countering this tick is that they hit the fierce
too early.
C: Once Chun Li has cornered an opponent, she can safely do
the head hop. Jump into your opponent. While in the air, pull
the joystick down to crouch, and hit the forward kick. Chun Li
will bounce on her opponent's head, then bounce back out. While
she is bouncing out, hit the forward kick again, but this time,
leave the joystick in the center. She will do her other forward
kick. This will hit her opponent if he tries to jump after her.
If the first head hop doesn't bounce her out, then keep the
joystick in the crouch position and hit forward again.
C: Chun Li jumps into her opponent with the forward kick,
lands and does a strong punch, then crouches and does a forward
sweep. This is a good combo to use. If you do this fast enough,
your opponent will get stunned. Vary this combo with the ticks
listed above for an almost unstoppable game. There are several
variations of this combo. For instance, using the roundhouse as
the sweep instead of forward, jumping into your opponent with the
fierce punch instead of the forward kick, etc.,.
C: Jump into your opponent with the fierce punch, then land
and hit fierce again. The second fierce should hit your opponent
if the first one hits, and if you do this combo fast enough.
E. Honda:
T: Honda jumps into his opponent with the belly flop and then
throw. The belly flop is done with the forward kick button.
While in the air, pull the joystick to defensive crouch, then go
for the throw after your opponent blocks.
AT: The sac throw works good here. You can also block, and
then go for the throw. Remember to move the joystick to the
center after you block.
C: Honda crouches, hits jab fast, but not fast enough to do
the thousand hand, then does a jab torpedo when his opponent
jumps in. This is a great move to use because your opponent will
get hit every time if they jump in too close. Use the torpedo
when you have fallen and your opponent is jumping into you. Even
though this is not a tick, I will show how to counter this move.
For Chun Li and Blanka, jump in with the forward kick. Do not
aim for Honda's head. Instead aim for where his head will be if
he does the torpedo. If Honda doesn't do the torpedo, then throw
him. For Zangief, the roundhouse would work better.
C: Honda jumps into his opponent with fierce, crouches and
does a roundhouse, then a torpedo. After jumping into your
opponent, pull the joystick to defensive crouch. If your
opponent is far away, do the fierce torpedo. If your opponent
jumps over the fierce torpedo, immediately do the thousand hand
slaps. If you opponent jumps into you when you are doing the
roundhouse, then do a jab torpedo.
Blanka:
T: Blanka jumps into his opponent with a kick, then goes for
the bite.
AT: This is a regular tick. Do sac throw or block, then throw.
Both should work equally well.
C: Blanka jumps into his opponent with fierce, lands and does
a strong punch, then crouches and does a forward kick. Jump into
your opponent with the fierce punch, when you land hit strong
quickly while keeping the joystick in the center, then pull the
joystick to defensive crouch and hit forward immediately.
C: Jump into your opponent with either the roundhouse or the
fierce punch. While in the air, pull the joystick to back
defensive and hit either roundhouse or fierce punch, then do the
furball. You can trick your opponent pulling the joystick to
back defense, then hitting either strong or forward, then doing a
fierce furball.
C: Jump into your opponent with the fierce claw. While in the
air, pull the joystick to back defense. When you land, hit jab,
then do the furball with any punch button. This is like Guile's
fierce-fierce-sonic boom combo, but slower.
Zangief:
T: Zangief jumps into his opponent, then does the Spinning
Power Driver. The trick to doing this successfully, is to keep
your distance when you jump in. Time you jump so that Zangief
just barely touches his opponent, then immediately do the
SPD. Use the strong button for the SPD.
AT: This is very hard to get out of. In fact any combos or
ticks of Zangief are hard to get out of. You can sac throw, which
will work sometimes. If you are:
1) Ken, do the jab or strong Dragon Punch if Zangief jumps
in too late, otherwise try the sac throw.
2) Guile, do the short Razor Kick if Zangief jumps in too
late, otherwise try the sac throw.
3) Honda, try the jab torpedo, or the sac throw.
T: After his opponent has fallen down, Zangief goes toward
his opponent, crouches and does a short or a series of jabs, then
the SPD. This is EXTREMELY hard to counter.
AT: Do not try to reverse throw Zangief is he does this tick
on you. You can escape if you just flip backup, unless you're in
the corner, in which case jump back with a kick. If you are
Guile, do the short Razor Kick.
C: Jump into a fallen opponent with the fierce punch. Don't
pull the joystick back when you are hitting the fierce punch. You
want Zangief to do the punch, not the body flop. After the punch,
pull the joystick to defensive crouch and hit short, then do the
SPD. This is EXTREMELY hard to counter, even for a master-blank
player.
C: Jump into your opponent with the roundhouse kick. If the
kick hits, do the SPD. This is very useful against opponents with
missiles.
Press [Return] to continue
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(** Street Fighter ][ tactics for Guile,Blanka,Ken,Ryu **)
(Compiled from FIVE messages.)
--------------------------------------------------------------------
Air Combinations:
* (all these combo's will daz any non-dazzed opponent)
* (scenario: you jump at opponent. opponent is on ground and CLOSE
If you're too far away, your first hit might make contact but the
third and second hit might miss)
*(remember to time jump so opponent doesn't walk under or dragon punch
or razor kick..etc. Usually done while opponent is getting up from
a throw,razor kick,Blanka's roll,dragon punch,...and don't jump too
soon or you'll miss the first hit and get thrown as you land.)
* (FIRST HIT IS ALWAYS FROM THE AIR)
------------------------------------------------------------------------------
Guile
------------------------------------------------------------------------------
AIR COMBINATIONS:
As soon as you push the jstick in the diagnol(jumping forward)
pull jstick back in Sonic Booming position and KEEP it there,
for now. Now hit the fierce punch button to hit opponent then
then wait a 1/2 second and hit the fierce-punch-button-again-
and-IMMEDIATELY hit the fierce punch for the third time but
this time make it a sonic boom.
(The reason you wait 1/2 sec between the 1st & 2nd punch is
because if you do it too fast the 2nd punch won't register
and most likely you'll do a sonic boom as the 2nd hit
instead of the 3rd hit, but do it too slowly and you are
vulnerable to a counter-throw)
You can do another Guile combo by replacing sonic boom in the
above procedure with a razor kick.
STRATEGIES/TRICKS:
Guile's middle kick is a very powerful attack.
Its reach is long and is reliable in the air.
Use it wisely.
Guile is one of the faster players and can walk under jumping
players. Guile can even throw a sonic boom and recover fast
enough to walk under Chun Li or even Blanka!
Usually opponents wait for Guile to throw a sonic boom so they
can jump and attack Guile. You can fake a sonic boom by
pressing jab or strong punch buttons with a noticable sound. Or
a better one is to press the fierce button while in the crouch
position. What happens is that Guile stands up with a fist in
the air, but the jstick is still in the crouch position ready
for a real sonic boom or a razor kick.
Follow your sonic booms to "close in." Do this against Ryu/Ken.
With Ryu/Ken and Dhal, you are the attacker. Against Blanka,
Honda,Zang and Chun Li, you are the defender
(at least initially).
Use sonic booms a lot on Zangief. If he jumps over them then
roundhouse kick him. Try avoid getting stuck in the
corner against him. When you can, push him back by doing some
combinations as described above.
Guile's jab can tag Blanka's fierce crouch punch and roundhouse
low kick. But the distance between players must be pretty far
away. Guile's jab can tag Dhal's sliding low kick. So when
you're right up next to him, throw some jabs in his face. When
close enough, Dhal cannot penetrate the jabs except with a fire
ball. So use jabs a lot on Dhal. One trick is to throw jabs
in front of his face and while Dhal thinks about what to do,
walk up to him and throw him. Remember, the only way to beat
Dhal is to get close to him.
A neat move is when Guile jumps straight up and does a short
or forward kick. This kick can catch Blanka's roll and even
his crouch fierce punch. This kick works well against Dhal's
long legs. It is even known to beat an attacking Blanka in
the air.
If Blanka attacks you by air, see if you can see a pattern
and walk under his jumps so you can toss him. Remember, it's
better to block his attacks and sometimes get bitten than it is
to take a hit and get dazed by Blanka's combo. Guile is
pretty good against Blanka in the air also. Use his roundhouse
kick because it has such a long reach. If you notice Blanka
fierce clawing you, then you have a good chance of throwing him
in the air because Blanka's fierce button is usually only
pressed at the last moment. So you can meet him in the air,
thus throwing off the timing of your opponent.
MORE GOODIES:
Automatic sonic boom:
Ok the automatic sonic boom is created after Guile throws a
opponent with strong and you keep the joystick in the thrown
direction. Ok throw lets say a opponent to the right and keep the
joystick pointed right after the throw. Guile will stand up from
the throw. As he is standing press any of the punch buttons
repeadly. When you figure out the timing all you need to do is
press it once , but this will aleast let you see it. What is does
is throw a sonic boom as he is standing or almost walking right
without build up time. It is better to throw a jab sonic and follow
it in.
Also, if Zangief does any of his "throw" moves on Guile or Blanka
then press any of the punch buttons as Guile or Blanka is standing.
With Guile this will throw a sonic boom as he stands and Blanka it
will do a ball. Keep the joystick pointed at the opponent as
Zangief "throws" you and press any of the punch buttons as you are
standing. No build up necessary.
Sonic kick: crouch for 3 seconds, up, hit any kick.
Sonic boom: defend crouch for 3 seconds, forward, hit any punch.
Handcuff: Push or back opponent into corner, defend crouch, forward flp.,
hit 2 middle buttons.
Freeze: Jump at opponent, kick w/roundhouse (pull back to store up
sonic boom), when you land kick with roundhouse again,
while kick is in motion throw boom.
INFO ON CUFFS & MAGIC THROW:
1. You can do the cuffs to anyone that is withen throwing range and
you are built up for the razor kick. If they try short,short throw
then build up the razor and counter them by the cuffs.
To do the cuffs just hold the joystick in crouch, off or def or
directly down. When the are withen throwing range do a razor kick
by running your fingers down strong and foward at the same time.
DONT press each button with two fingers. Slide your fingers down
both buttons very fast as you lift the joystick up for a razor
kick.
I have now found a 100% way to escape from them. If you understand the
magic throw or Guile's touch of death then do this in cuffs and the
opponent will be thrown out. If someone "cheaps" me anymore when I play
Guile then I cuff them and wait until 6 seconds then throw them out.
Pisses them off but, he they get what is comming to them. This is only
if I have slightly less energy or more when I enter cuffs. When you
throw them out it takes away 1 throws worth of energy.
About cuffs working on any machine. No, on version 4 SF2 the Guile bugs
DO NOT work. They have been corrected. To test for a version 4 just try
the freeze or cuffs. If you can usually do them and you can get them to
work then it is a version 4. If you do find a version 4 then you can do
another very cool bug exclusive to version 4 machines. Anyplayer vs
anyplayer. Ex Guile vs Guile, Dhalsim vs Dhalsim. SOme of the any vs
any combinations like Dhalsim's lock up the machine sometimes. In one of
my previous messeges I described how to do this so scan my last messages
for the technique.
I have found a combo that gets the opponent into cuffs pretty good. DO a
jumping short, jab then cuffs. Timing is important and distance but it
works.
Anybody got the magic throw yet. I have found the ultimate in cheap
with this. Just jump into them with just about any kick or punch. If
they block then use jabs and Guile moves back unti the jabs stop. WHen
Guile can no longer jab(several inches) do a magic throw. It can throw
Honda at the begining of the round. Even if the opponent is throwing a
specail weapon or kicking,punching the magic throw or "touch of death"
brings them down to the ground while GUile is untouched. You can do it
on Vega when he is climbing the wall. It knocks him off before he jumps
down screamen with arms spread. He just falls off like you kicked him.
So damn funny. The best most impressive and hardest way to use it is on
a attacking opponent. You can magic throw an atacker as he jump kicks
you. Guile is untouched and the jumper falls helpless to the ground.
By the way if you perfect the magic throw it is impossible for the
opponent to escape. ONce you magic throw him you can repeatldy magic
throw him and he can NOT stand back up. As he is standing back he falls
back to the ground again.
If yo magic throw an opponent with stars the stars are still there when
they get back up unless they are a fast star escaper. Ducks take longer
to escape from and stars are fast escaping.
I learned how to throw out of the cuffs when Guile is frozen in the
cuffs. You know double bug. I guess when you throw out you are essential
performing a TRIPLE bug at ONE time. Well it is awesome looking. Not
much use but cool.
Finally mastered the fierce,fierce, razor this week. IT is a hell of a
lot better than the fierce,fierce, sonic boom. Only problem is I
sometimes reset the machine doing it. 1 in 20 this happens.
Try this combo. It is not super energy draining like the fier.,fier.
razor but it looks cool.
Fierce, crouching strong, magic throw. The magic throw gets them
whether they block or dont block.
Try magic throwing Dhalsim when he is flaming. The flame falls to the
ground with him.
Sean can you do the bi-directional magic throw? I mean a plan old def
to foward one. It has more range than the reversal one. About 1/3 or
more(screen). hint: Guile must take one step before you do it or it
will throw a sonic boom. Timing is the SUPER CRITICAL facor. Try
throwing a magic throw and hit roundhouse earlier. You will do the
freeze. Interesting one step freeze method. I have figures out the
cuffs from freeze. Works awesome on Vega who slides alot. Next I am
going to try to magic throw Vega from the freeze. Dont think it will
work but going to see.
Well heres not a very useful combo but it saves you from embaresment. If
you are playing M.Bison with Guile and do a jab razor and he is about to
throw you as you are coming down. Do a reset. For some reason reset
just about always works there. Even though Guile cant throw Bison first
it seems to work.
------------------------------------------------------------------------------
Ken/Ryu
------------------------------------------------------------------------------
AIR CONBINATIONS:
While jstick is in any direction, fierce punch wait 1/2 sec
and fierce-punch-again-and-IMMEDIATELY execute fierce fireball.
(Remember, ..punch-and-IMMEDIATELY.. means as fast as your
fingers can fly!)
You can do a similiar combo by replacing the 2nd fierce punch
with a crouch roundhouse kick.
STRATEGIES/TRICKS:
When opponents anticipate your fireballs, try to feint
your fireballs every once in a while. You can do this in
numerous ways. An easy one is to press to simply press the
jab button. This might fool an amateur who thinks everytime
your character on the screen moves a finger a fireball will
come out. But against those who actually listen for joystick
movement and button pressing(fireball sounds), try wiggling
joystick and pressing the jab. But against those who are
seasoned players who actually use their peripheral vision
to spot that unmistakable fireball jstick movement, then
move the jstick just like fireball but instead of pressing
the punch button, hit the kick button. When they finally
catch on, then go back to fire-ball-fire-ball-fire-ball..mode.
Always keep them guessing.
Avoid using fireball against Blanka unless he is so far away,
he couldn't reach you. In this case, if Blanka is far away,
throw a fireball and walk forward expecting Blanka to jump
forward over the fireball. Then at the right distance and
timing, trip Blanka just as he is landing. If done correctly
Blanka's kicks will be a hair length away from your face, and
Blanka will get tripped. What happens is that when you crouch
roundhouse, your character's upper body moves back a little,
just enough to avoid Blanka's kick but close enough to trip
him. This technique can be applied to Honda and Ryu/Ken also.
Master your dragon punch so that it becomes so natural that
it almost becomes second nature. Use your dragon punch to
counter Guile's crouch kick or back-hand-fist or Dhal's arms
and leg..etc. Being vulnerable during an empty dragon punch is
worth the damage you dish out when you actually make contact.
Like always, don't be predictable. When players catch on to
your dragon punches, they will most likely just sit their
waiting for your dragon punches. In this case, execute a
fireball when previously you would have done a dragon punch.
Mix it up.
Dragon punch anyone in the air. Chunli,Dhal and Guile are most
vulnerable to this because of their long hang time.
When executing a fireball, these characters will most likely
give you enough time to recover and execute a dragon punch.
Remember, if the character seems far away to hit him/her with
a dragon punch, you still have a good chance of hitting if they
extend a kicking leg. But good players will anticipate you
doing this and won't do anything in the air and simply land
while you miss with the dragon punch, then throw you as you
come down. In this case, throw fireball and when they jump
over, simply walk toward them and throw THEM when they land.
They'll be expecting to hear "Aaall you can!"(or whatever),
before they realize they're being thrown in the air. Obviously,
they'll catch on to this also, so go back to the previous
method. Mix it up.
Against Guile. There are basically two types of Guile modes.
1) Throws sonic booms every once in a while while waiting to
razor kick any air assaults. Follows their sonic booms. And
tries to maintain that optimal position where if you do a
fireball, their middle crouch kick or razor kick will hit.
2) Throws sonic booms a lot and fast. Follows their sonic
booms. This is when your extended fireball stance is hit
by Guile's backhand-fist(fierce punch) or the crouched
forward or roundhouse kick.
Against mode 1), try to avoid being trapped into the 'optimal'
distance and throw fireball's FAST. Make him jump over your
fireballs. If you have a sneaking suspicion that Guile is
waiting for a fireball so he can razor kick you, then do a
middle dragon punch. A short one might not have a long enough
hang time to catch the razor kick in the air.
Against mode 2), this is tougher. This is where Ryu/Ken must
jump over the sonic booms to attack Guile. Most likely you'll
he roundhoused out of the air. But you might get a lucky break
and catch him throwing a sonic boom while you're in the air.
Try some helicopters to fly over the booms instead of jumping.
Mix it up. Do something unexpected like jumpkick and instead
of crouching with short kicks or a roundhouse kick try jumping
over him again. If Guile tries to walk under you to throw,
use the roundhouse kick in the air. This kick can catch
characters walking under you.
In both modes, try blocking their sonic booms and just as they
approach you execute a dragon punch, you might catch their
sweeping leg. Or if you can't do dragon punches consistently,
try the roundhouse crouch kick. You might be able to trip his
sweeping leg. You can even use the short crouch kicks
repeatedly to tag any incoming kicks.
If your opponent is down to %40 health and is dazed, you can
finish him/her off by doing a fierce punch dragon punch.
First approach dazed opponent as close as possible. Then
CROUCH(otherwise you'll throw him) fierce punch-and-IMMEDIATELY
a dragon punch.
MORE GOODIES:
Ryu/Ken: (all moves that Ryu does, Ken can do too)
Dragon Punch | -0, |, \ , -0 + [a|b|c] | Ryu punches straight up into the
(Sheng Long) | 0 0 | air. The punch button used
| | determines how powerful and how
| | high it goes.
| |
Hurricane Punch | |, \ , -0 + [a|b|c] | Ryu throws a ball of force across
| 0 0 | the screen. The punch button used
| | determines how powerful and how
| | fast it flies.
| |
Cyclone Kick | |, /, 0- + [1|2|3] | Ryu flies across the screen
| 0 0 | spinning in the air with his foot
| | extended. The kick button used
| | determines how long he stays aloft.
| |
Shoulder Throw | close, -0 + [b|c] | Ryu throws his opponent over his
| | shoulder.
| |
Rolling Throw | close, -0 + [2|3] | Ryu grabs his opponent and rolls
| | with him/her along the ground,
| | finally kicking him/her away.
Got a new Ryu/Ken bug. With Ryu or Ken as 1 player let the time get
low. Put the second player in defensive crouch and hold him there. Get
next to him pressing FOWARD on the 1 player joystick. With 1 player
stand and do jabs and keep pressing foward as the time runs out. WHen
the time runs out 1 player will do a winning or losing pose. The 2
player will STAY crouched if you are still in defensive crouch. Until
you move the joystick the game does not continue. It just pauses
forever just before the point totals are calculated. Try to do a
hurricane kick on the winning posed 1 player or a razor. If the 1 player
has won then he is in the winning pose as you hit him. SMASH through
Ryu's smile.
Just got this bug today and got it to work. Try experimenting.
------------------------------------------------------------------------------
Blanka
------------------------------------------------------------------------------
AIR COMBINATIONS:
While jstick is in NEUTRAL position, fierce claw punch wait
1/2 sec and hit the strong punch button(the middle punch) and-
IMMEDIATELY-crouch-hit-(middle kick).
(Blanka's combos are the easiest to execute. If you are new
at combinations, do it with Blanka first to get use to the
timing aspect of the combinations)
You can do similiar combo's by replacing the fierce claw punch
with any attack button(fierce claw does more damage though).
STRATEGIES/TRICKS:
Mix Blanka's combinations so your opponent doesn't know if
you'll finish the combination or simply walk up and bite
him/her.
Try not to be predictable by jumping forward all the time or
else you'll get walked under and thrown. Don't jump forward
everytime a sonic boom or fireball is thrown. Try jumping
straight up. It's very difficult to time those slow boom/balls,
because of Blanka's short hang time but worth the skill to
master.
Blanka is most vulnerable when he falls to the ground and tries
to get up. If Guile or Ryu/Ken jumps at you, the crouch fierce
is a reliable defense. Beware of the distance though. At the
right distance(far but close enough for contact), Guile and
Ryu/Ken can kick you while you're pressing the fierce button.
Sometimes Ryu/Ken will come down on you with the short knee
kick and the crouch fierce punch doesn't work! That is because
your opponent timed his jump perfectly. So a more difficult
but better defense is Blanka's roll. When you get knocked down
immediately assume the roll position with the jstick. The
difficult part is timing your roll. You can help your timing
by NOT observing your character but the OTHER guy. Wait until
Ryu/Ken is JUST about to hit you and then let it fly. Beware,
if your opponent has the right distance between him/her and you,
Blanka's roll can be countered with a kick in the air.
Blanka's crouched forward middle kick button has priority
against Guile's infamous crouched forward middle kick button.
Although Blanka's middle kick doesn't have the reach as Guile's,
you can hit his outstretched leg and do some significant
amount of damage. So if Guile plays the crouch and wait game,
do the same but slowly creep up to him all the while crouching
and hitting the middle kick button repeatdly.
If Guile does his roundhouse tripping kick(the one that comes
around twice), block the first one and wait until his second
swing comes around. Wait until it's just about to hit you and
use Blanka's roundhouse tripping kick. If you do it right,
Guile will get tripped while you won't. Sometimes you might get
the timing off and both players will get tripped.
Remember, Blanka's opponents are most vulnerable against the
wall. So if your opponent walks back, walk forward but don't
jump forward. Be patient. If your opponent throws a boom/ball,
jump straight up or simply block it and continue to advance
(by walking not jumping forward). If your opponent doesn't
give up any ground then it's time to wait for an opening and
attack. Otherwise walk them to the wall and then attack.
MORE GOODIES:
Blanka:
Thunder Storm | [| | 0] + Tap[a|b] | Blanka crouches and gains an electric
(Lightning Storm) | [0 | ] | aura, anyone who touches it gets
| | zapped (some moves will strike throug
| | this.)
Rolling Attack |[0-| /],-0 + [a|b|c]| Blanka curls into a ball and flies
(Spinning Ball) |[ |0 ] | at the opponent. The punch button
| | used determines how fast he flies.
Spinning Double | close,0 + c | Blanka does a forward spin in place,
Claw | | reaching out twice to claw opponent.
| |
Head Butt | close,-0 + [a|b] | Blanka head butts, hitting twice,
| | once high, once low.
| |
Knee Jab | close,-0 + [1|2] | Blanka knees opponent, hitting twice.
| | The punch button used determines the
| | power of the strike.
| |
Face Bite | close,-0+c,Tap[c] | Blanka grabs hold of opponent and
(Face Munch) | | repeatedly bites his/her face until
| | opponent shakes him off.
Learned a new trick today. Blanka rolls then stops at the person and
bites them. Got this from USENET today and am going to try it. The guy
swears it true so I will have to see. Anyway if it works I will post
it.
------------------------------------------------------------------------
Please don't take this guide as 'the' way to win, but more of a source
of techniques that can be built on. I wrote this for those people
who find themselves stuck in a losing pattern. I stress that anyone
can be beat with a predictable playing pattern. Mixing up moves is
a good way to win, and makes the fight more interesting.
"FIGHT!"
From: blue@pear.ucsb.edu (Sam Lee)
Newsgroups: rec.games.video.arcade
Subject: Guile,Ryu/Ken & Blanka guide
Summary: nifty suggestions and moves
Keywords: SF2, Guile, Ryu, Ken, Blanka, strategies, combinations
Date: 2 Feb 92 02:32:20 GMT
Organization: University of California, Santa Barbara
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
Another file downloaded from: The NIRVANAnet(tm) Seven
& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
Burn This Flag Zardoz 408/363-9766
realitycheck Poindexter Fortran 510/527-1662
Lies Unlimited Mick Freen 801/278-2699
The New Dork Sublime Biffnix 415/864-DORK
The Shrine Rif Raf 206/794-6674
Planet Mirth Simon Jester 510/786-6560
"Raw Data for Raw Nerves"
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While standing:
Jab (and short) quick jab claw,
strong(or forward) for counterattacking air
Fiece damaging/Slow
While crouching:
The punch buttons will slash/stab, while the kick buttons will perform leg
sweeps.
The slash/stab's are more or less similar, but they vary in speed and damage.
I personally feel that the jab and strong slashes are the best.
The short and forward sweeps are rather quick, and vega stays in place while
leg sweeping. The roundhouse sweep slides into the opponent, knocking thme
off their feet. BEWARE! This move can be very dangerous to your health,
because it has a _long_ delay after execution. If your sweep is blocked,
look forward to getting thrown or something mean happening to you.
In the air:
Every button does a kick.
Jumping straight up with a roundhouse kick does Vega's "stright-out" kick, where
his leg is parallel to the ground - Firece will have the same effect. The
other four buttons perform the kick which points down at the earth. Jumping
in any direction and then attacking will perform the diagonally pointing kick,
but if you are on top of your enemy (also in the air) and use strong or fierce,
you will do some funky looking air-throw. From my experience, it's best to
use fierce. It will roundhouse normally - and if someone jumps in the air to
meet you, you may airthrow them also (without having to switch buttons *grin*)
Special moves:
O- O -O (sonic boom motion) with a punch button will do Vega's rolling claw
attack (or rolling punch). If you are close enough to your enemy, you can
potentially hit the opponent three tiems (but not enough to stun). This
move can be useful in hitting opponents out of the air - _if_ the timing
and distance is right. It is also possible to use it to _dodge_ under an
arial attack (i.e., someone jumping in at you), and you can often recover in
time to throw. ^H
/ O / O
O /or O \ (sonic kick motion - sort of, I'll explain)
You have to charge this attack by crouching (any direction) for about 2 - 3
seconds. Then, by pushing the joystick to _either_ corner of the controller,
you will jump off the wall and perform the "screaming eagle attack". Pushing
toward backwards flip will jump to the wall behind you, pushing the joystick
the other way will jump to the wall you are facing. When you come off the
wall, you have some control over where Vega lands. (Basically, you can land
in the left, middle, or right part of the screen) Simply push the joystick
there to land there. As you are coming down, push Fierce or Strong - You can
use the others, but you don't want to, since Fierce or strong _will_ backdrop
if you are close enough, otherwise, you will to the spread eagle attack
(arms extended). The trick to the backdrop is to aim Vega to the _back_ of
the opponent, and pushing Fierce or Strong just as you are descending upon them.
Vega is somewhat vulnerable (about 1/3 second) afterwards (he bounces around
after landing), so be careful if you are fighting against Zangief (he can
spin you after you land).
O- O O- (tap joystick left twice (assuming that is back defense) )
or
/ ! /
O O O (d. crouch, crouch, d. crouch)
or
/
O- O O- (b. defense, d. crouch., b. defense)
All the above will do Vega's flipping attack. It is useful against flying
attacks (like the Blanka ball, sumo torpedo).. but be careful about using it
otherwise. A smart opponent will follow the flip and throw (or d. punch) you
as you get out. Other than that, it is fun to use because it look so cool :).
Tactics:
General tactics:
Master the "Screaming eagle back drop". If you master this move, you will be
able to pull so many wins out of your ass. It's important to mix it up. The
secret is to aim for the back of your opponent. If he goes into the air, the
job is alot easier, but if he stays on the ground, _aim_ for the back and hit
Fierce just as you are about to land. This is one of the most powerful moves
in the game, and only a few characters have a great counter attack against it.
(No, Guile isn't one of them).
Mastery of the back flipping dodge is nice. I still haven't got this one down.
But it is damned impressive looking and you usually get a throw out of it (if
you dodge the right attacks (Sumo torpedo, etc.. ) ).
The surprise throw can be effective in keeping your opponent honest. If he is
just sitting there in defense. You might try walking up and throwing him.
Vega's jump kick does not have the highest priority in the world. His kick
can be beaten by alot of other kicks, _unless_ you get it off after the other
person kicks (depending ont he character, of course). Jumping into the
opponent and pushing roundhouse immediately is quite effective.
The rolling claw can be devestating, but use it with caution. It is quite
vulnerable to counter attacks, a simple jab can stop it, and a dragon punch can
really make you look bad. However, a good time to use it is after your
opponent is down - walk up next to him and do it just as he gets up (before he
throws you). You will knock of a little energy (hey, it's a free hit) if he
defends.. If he trys to throw, you'll score three nasty hits.
Walking under people and throwing works very well with most opponents (Vega
is so damned fast!), and sacrifice throws work quite well too, however you have
to be in close to the attack to throw (unlike Sagat or Zangief or even Ken for
that matter).
Vega vs Vega:
The main strategy here is a) watching out for the screaming eagle attack.
b) knock the other Vega's claw off first. If the other Vega heads for a wall,
if you are charged and your timing is good, go for the opposite wall and
meet in the air. Otherwise, head for the same wall and attack when the
other vega hits the ground. If you are not ready for an attack, you have
a few options to get away. If there is enough distance, jumping back with
roundhouse will kick the other Vega down (usually), if not, try either
rolling out of the way, or sliding out of the way. DO NOT JUMP! You are
only making it easier to slam you. If the other vega heads for the wall
you are facing, if you have time, try to catch Vega 2 in the air with an
air throw (Vega when heading for the wall is vulnerable).
The other important tactic is to constantly jab, jab, jab, roll.. jump in
with roundhouse, jab, jab, etc.. (but mix up the number of each, to keep
the other vega off guard). Once you've knocked off the other vega's claw
You are in good shape. Walking under and throwing works well, as does
sacrifice throws, provided that you are very close to the attack (otherwise,
you will get hit with many stabs).
Vega vs. Ken/Ryu:
Patience is the key here. Pester Ken/Ryu with occasional jabs and crouchine
and standing strong stabs - but keep it a surprise, or you can have your claw
uppercutted. Occassionally, throw several jabs _short_ of Ken/Ryu to try to
fool them into a dragon punch (for Ken, you want to jab alot farther away,
since his Fierce dragonpunch has some serious range). Always be ready for
the fireball. As soon as you see Ken/Ryu go for the fireball, jump in with
Roundhouse then Strong, then jump back. If you get in fast enough, not even
Ryu has time to avoid being hit. If Ken/Ryu goes into the air, use the
standing strong to knock him back down (only if you have a claw). Be cautious
about the screaming eagle attack here, only use if you can be tricky. One
tactic is to jump at the wall behind the enemy (tricking him into a dragon
punch) and come back and slam. OR, you can jump to your own wall and land short
(provided you have enough space). Keeping the opponent off guard as to where
you are going and landing is the key here.
Vega vs. Honda:
Use the stabs carefully, because they are easy for honda to hit. Perhaps jab
a few times, kick and then retreat. If honda torpedoes, block, jump or dodge
it with the backflip. If Honda tries to corner you with the 1000 hands, jump
over him and throw (he can't stop the hands in time). As for the rolling
claw, only use it from a long distance, or if the opponent is down (then get
ready to jump away, since the 1000 hands can come out soon). Caution with
the diving attack - Make sure you land _behind_ honda, or he can headbutt
you out of it. If you land behind him, you should have a backdrop or a
slash at the very least. The trick is to vary the walls that you jump off of.
A good trick is to jump off the wall behind your opponent, and when he turns
around, land behind him *grin*
Vega vs. Zangief
The trick here is just to keep Zangief away, with jabs and the strong upward
slash. Vary the timing of your jabs, or Zangief may hit your arm/claw. If
he spins, use the roundhouse slide. The rolling claw should only be done
from a distance. For the screaming eagle attack - make sure you slam or
connect with your attack. And use it sparingly, since Zangief can just spin
around to hit you away. If you do not slam Zangief, he has enough time to
SPD you.. owch. Otherwise, Zangief should not be hard.
Vega vs. Dhalsim
HAHAHAHAHAHAHA - Good practice for your Arial backslam. This is the easiet
match for Vega. Occassionally, his headbutt can knock you out of the air,
but the timing is hard, and if your opponent gets good at it. Aim your landing
far behind him and slash instead, this will keep your opponent honest about
using the headbutt, then it's back to backslams from the air again.
Vega vs. Chun-li
Stay away from her 1000 kicks, or you will lose your claw quickly. If she
jumps up and down, get in close, then run under and slam her. He is one of
the very few characters who is fast enough to do this. If she goes up in the
air, jump back if, possible, otherwise block. You cannot counter attack her
from the air. As for arial slams, just make sure you get behind her, and you
will usually be okay. Otherwise, she can jump straight up and kick you out
of the air. Keep her busy with jabs and strongs when she is on the ground,
occasionally jumping in with the roundhouse or using the rolling claw. Make
sure that you use the "run under-and-slam" technique whenever she jumps up
into the air.
Vega vs. Balrog
Keep attacking with standing strong, and if you see the opponent coming in with
a charging punch, knock him down with roundhouse. If he jumps in the air, use
the upward slash (standing strong) to knock him down. If you go for the air
slam, make sure you land behind Balrog, or he can clock you out of the air,
and boy, does that hurt!
Vega vs. Guile
Guile is tricky, because he will keep you honest about throwing constant jabs
and strong claw attacks. The key here is to be very patient about attacking.
If he uses several medium kicks or the 360 kick, try to sneak in a sliding
roundhouse. If he throws a sonice boom, sometimes you can jump in and annoy
him a little, but he will usually block this. However, with the screaming
eagle attack, you can fake most Guile players out of their blade kick. Bu
By jumping on the same wall, and landing short, many times a tense guile will
release his bladekick, allowing you to walk up and slam. Or... you can head
for the wall behind Guile, and if he doesn't turn around, air slam. If he
does, land short and slam if guile doesn't do the blade kick.. With this move,
you have a definate advantage - sometimes, you can jump off the wall without
attacking and just slam the opponent when you land next to him, but it's
sometimes risky..
Vega vs. Bison
Your first move should almost always be a strong slash - it will keep Bison
from torpedoing or even doing his Blitz-kick. Keep the strong slash up,
varying it with the roundhouse (jumping) kick. If you get it in right, you
shoudl ususally kick Bison out of his flaming torpedo. If he is a ways away
and he does a torpedo, you can a) kick him out of it... b) do the screaming
eagle attack and backslam him as he gets out of the torpedo. If you aim for
the location _behind_ him, it is VERY hard for Bison to counter it. However,
if you see Bison start up another torpedo, direct yourself do a safe spot to
land in.
If he does the torpedo and you block, if you are within an inch when he reaches
the corner, use the strong throw to slam him, otherwise try jumping away, or
just blocking. (I recommend jumping away..although perhaps back flipping may
work)
Vega vs. Sagat
Argh, this is a very tough one. Having high and low tigers makes it hard to
time when to come in and attack, and one of Sagat's hits takes like 10 of yours
to make up with. You cannot keep stabbing, because a) you may get hit with
a tiger or worse b) You can get hit with a tiger uppercut. If you have
alot of distance, you may try jumping off a wall and landing way short to
draw Sagat into a tiger uppercut. If you can time it well, jump over the tiger
and use a roundhouse kick, then strong hit, then retreat again. Or, if you
are very fast, jump the tiger and slam Sagat, but this is risky. A good
Sagat can give you problems, because that Tiger uppercut is much more deadly
than Ryu or Ken's (hell, all his moves are nasty).
Vega vs. Blanka
This is a bad matchup for Vega. Blanka wins in the air almost every time,
unless you jump early with roundhouse and he jumps in at you to attack, in
which case, you will hit. But he can also jump straight up and fierce slap
you, or do a standing fierce (claws up) to hit you. His ball attack can be
stopped by kicking it, but that is risky. Don't even think about doing the
screaming eagle. Blanka seems to be _very_ good at defending it, and at best,
you will just land safely. Continuous thrusting of the claws means getting a
ball in the face. On top of that, Blanka does heavy damage per hit, and
you will find yourself incapable of matching that damag easily... really, its
like 10 hits of yours to one of his, only Blanka is alot faster than Sagat.
The best option here is to sacrifice throw _alot_. This means getting Blanka
to jump up, and taking the roundhouse hit and then slamming.
Well, that's most everything i've learned so far. One cool trick
though - If you know your opponent is coming in for a tick. Do the rolling
claw. 3 hits that will make him think about ticking next time *grin*.
BISON:
Flaming Torpedo - Guile sonic boom motion (jab - short distance, fierce -
long distance). 4 to 6 hits if blocked using fierce.
Scorpion (head stomp followed by rounded punch) - Guile whipkick to start
flying into the air, followed by a kick button to stand on
the opponent's head, followed by fierce and a push of the
joystick toward the person for best results.
Double foward kick - Guile Sonic boom with a kick button (again length of
flight is dependant upon the kick button pushed)
Those are the majors, the slide is roundhouse and the throw is the same as
other character's throws......
VEGA: (personal favorite)
"Screamin' Eagle" - Guile whipkick (corner to corner) to fly and scream, fierce
to spread eagle. (followed by backbreaker can sometimes stun)
NOTE: If you crouch left and sonic kick up to the left corner then you will
jump off the left wall, if you crouch left and sonic kick to the right
corner you will jump off the right wall.
Claw roll - Guile sonic boom from crouch to forward with any puch button.
Highly effective if close. It can hit 3 times almost like a
Blanka ball.
Bison Buster - regular jump kick when Bison does his torpedo.
All other moves in the air are jump kicks, even punch buttons, on the ground
the opposite is true, all buttons are stabs, including kick buttons. The
backbreaker is like Guile's. You can throw an opponent out of the air but
timing is critical!
SAGAT:
Tiger Uppercut - Ryu uppercut albiet harder.
Tiger fireball - Ryu fireball with punch to get the high ones, kicks for low
ones.
Tiger knee - Guile sonic boom with kick button.
Throw - Toward an opponent with fierce or strong button.
Nothing else a major factor with him to learn....
BALROG:
Turnaround Pause punch - hold down the three top punch buttons and then release
must be timed correctly to work. For a faster punch,
hold down for three seconds, release, push them again,
release (hold for 1 sec the second time).
Charging punches - Guile sonic boom with any button. Balrog will slide and
punch but be prepared to be tripped.
Headbutt - Push joystick toward opponent and press strong or fierce. Highly
effective if the opponent doesn't shake it off
because he will keep doing it for as long as they
don't touch anything.
Obviously anything he does takes off mondo damage but he is the most
ineffective character in the game due to the fact that he gets hit quite a bit
and cannot retaliate.
Now for other "improvements"
- the game is definitely faster with little slowdown whatsoever
- Ken has a wider arced uppercut that covers half the screen, and a twice as
fast hurricane kick which does little damage.
- Ryu is almost unchanged except for faster fireballs.
- Zangief can move with the spinning punch and has a faster SPD.
- E Honda can move with his wipe on wipe off hands and can torpedo faster.
- Blanka got deadly! He can do repeated balls and get his electricity off 10x
faster now. Also he doesn't have the double ball claw move anymore, yeah!
- Chun Li has a bird kick that can hit an opponent on the back of the head with
her knee in a "bird kick" plus she also has a push away kick.
- Guile has one new thing, instead of a stationary knee he "flies" with the
knee or as we call it "cheezyknee"
- Dhalsim can now spin twice as fast but that's about all. He does shout
"ooga" everytime you noogie someone though.
"Arguments with furniture are rarely productive."
-- Kehlog Albran, "The Profit"
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
Another file downloaded from: The NIRVANAnet(tm) Seven
& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
Burn This Flag Zardoz 408/363-9766
realitycheck Poindexter Fortran 510/527-1662
Lies Unlimited Mick Freen 801/278-2699
The New Dork Sublime Biffnix 415/864-DORK
The Shrine Rif Raf 206/794-6674
Planet Mirth Simon Jester 510/786-6560
"Raw Data for Raw Nerves"
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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THE COMPLEAT KUROKO FAQ (v. 1.5)
Playing CPU Kuroko
There are two ways to get Kuroko:
The first is completely by random. I've gotten him after the third,
fourth, fifth, and other opponents myself. Time, life left, whether
you've continued, human opponents, and any other factors do NOT affect
whether he comes out or not. Once I got him after beating third
opponent Sieger through a timeout, when I had a sliver of life more
than he had. This was a 2-1 match, after I had continued twice already.
So playing quality has NOTHING to do with it!
This second method is sure-fire, and was discovered by Greg Kasavin.
For the 6th, 8th, and 10th opponents, you must beat your opponent in
two rounds. For the second round, you must finish off your opponent
with your Super Move, with under 20 seconds on the clock. Kuroko will
come out after that.
To make this easier, a human player can join in. If either wins 2-0,
winning the second round through the conditions above, Kuroko will
still come out.
Also, a memory card saved at the appopriate opponent WILL work. So home
players can get Kuroko easily by loading the saved position, and beating
a "dummy" player while satisfying the conditions.
How to beat Kuroko
General tactics Kuroko uses--this is on my system, and I don't know if
the CPU uses the same strategy in other systems, but I don't see why
not.
Most of the time, Kuroko advance toward you, or throw fireballs if
you are far away. If you try to jump him, he will often hit you first
with his ground slash, or leap into the air and hit you with an air
slash. If you throw a fireball, he will often reflect it. If you do
special moves, he will often retaliate with his chain extension. When
he's hit, he will often do the "split" trick.
I've noticed these two tactics he initiates:
1) Kuroko rolls in and tries to AB slash or throw you. He will often do
this if you try making quick, non-low attacks against him; i.e. he rolls
through your attack and hits you. A variant on this is when he sends out
his electrical sphere, then rolls under it and tries to throw you.
2) Kuroko jumps at you, almost always with his C kick. As soon as he
lands he either does an AB slash or throws you.
When Kuroko's powered up, watch out. He will run up, then slide toward
you. If you try ANY counterattack, he will cream you with his Super. If
you block, he will keep on trying to slide into you, ticking off points.
He will eventually throw you if he can't hit you with the Super. I'm not
sure how to counter this. However, if he hits you, you will often be
powered up afterwards (assuming you're still alive). Kuroko does NOT move
after hitting you, so while going through your "mad" animation, you have
a free throw against him while he's right next to you.
To beat him, play conservatively most of the time. He seems to be
the weakest in the air, because he insists on doing the C kick, even
though his AB slash is much better. Also, I can get hit with the kick,
yet STILL hit him in the air after that.
Note that Kuroko doesn't have any low attacks except for his short-ranged
crouch kicks. So you don't have to crouch all the time.
Here's an almost sure-fire way to win with Charlotte: for most of the
time, just thrust him to keep him away. Watch out, as he can hit you
first occasionally with his AB slash. You will get backed into a corner.
Kuroko will then start jumping at you--when he does, jump and AB him.
You will get hit by his C kick first, but you can still jump up and
cream him with your AB afterwards.
If he splits into two, I can crouch AB the first one and still recover
in time if it's the wrong half.
You can't do anything about the fireballs he throws--they're too fast or
big.
Don't try jumping him unless you're desperate. Like Mizuki, he seems to
eat the first AB triangle, but learns after that.
After practicing, I can beat him 2-0 with Charlotte frequently, and I
think this strategy will work with any character with quick air attacks.
For those that don't but have a fairly slow jump, try the Kyoshiro strategy
instead.
For Kyoshiro, I fend off Kuroko with standing B-slashes. I eventually get
backed into a corner. When Kuroko jumps up and does his C kick, jump
straight up and get hit with it. It does little damage, and when Kuroko
lands, he still does his AB slash. By the time Kyoshiro lands, he can throw
the recovering Kuroko. This strategy works because Kyoshiro does a lot of
throwing damage against Kuroko, for some reason, so Kyoshiro comes out
ahead.
Playing human Kuroko
This will work for home Neo Geo systems only.
You can only play him in a two player game. You cannot load any saved
positions either.
After either player wins, the game ends. Whoever wins gets his/her face
shown on the "Game Over" screen, just as if he had won a normal game.
To get Kuroko with either joystick, enter this code, courtesy of Geese
Howard:
O | O- O | -O + A (i.e. hold the joystick forward and press A)
| O | O
The joystick movements are the same for EITHER side--don't reverse them!
Note you can play a mirror match with Kuroko. However, Kuroko doesn't
have an alternate color, so the two will look exactly the same!
Kuroko facts:
Kuroko cannot have his weapons broken or lost in a clash.
Kuroko cannot be thrown normally. He is thrown just like Earthquake.
Note this still can do substantial damage!
Kuroko can still be SPDed by the ninjas.
Kuroko can be dizzied.
If you split Kuroko in two, anatomical (not valentine's) hearts spill
out.
Taunts:
AC -- Says "Ora! Ora!" (Ryo Sakazaki, AOF)
BD -- Fans himself with a Japanaese fan (Mai Shiranui, FFS)
Normal Attacks:
Standing Far
A and B -- Flag thrust
AB -- Down slash (Haohmaru, SS)
C and D -- High kick
CD -- Slower high kick
Standing Close
A and B -- Elbow
AB -- Up then down slash (Haohmaru, SS)
C and D -- High kick
CD -- Triple kick (Nakoruru, SS)
Crouching Far
A and B -- Short flag swing
AB -- Up slash (Haohmaru, SS)
C and D -- Crouch kick
CD -- Longer crouch kick
Crouching Close
A and B -- Elbow
AB -- Up slash (Haohmaru, SS)
C and D -- Crouch kick
CD -- Longer crouch kick
Jump
A and B -- Diagonal flag thrust (A flag is extended throughout jump)
AB -- Down slash (Haohmaru, SS)
C and D -- Down kick (C kick is extended throughout jump)
CD -- Down kick
Special Attacks:
Adopted from the SS2 moves FAQ--all of these movements have been
confirmed, and simplified in some cases. These are all of Kuroko's
moves that I have seen.
,____________________________________________________________________,
| | \ -O A Kohken (Ryo Sakazaki, AOF) |
| O O |
|--------------------------------------------------------------------|
| O- | / A Double Kohken |
| O O |
|--------------------------------------------------------------------|
| | \ -O B Mega Smash (John Crawley, AOF) |
| O O |
|--------------------------------------------------------------------|
| -O | \ A HaohShoKohKen (Ryo, AOF) |
| O O |
|--------------------------------------------------------------------|
| | \ -O | / O- A Kaiser Wave (Wolfgang Krauser, |
| O O O O FFS) |
|--------------------------------------------------------------------|
| | / O- | \ -O BC Spikey Black Object |
| O O O O |
|--------------------------------------------------------------------|
| / -O A Double Senbei Shuriken (Jubei |
| O. Yamada, FFS) |
|--------------------------------------------------------------------|
| / -O BC Electrical Sphere |
| O. |
|--------------------------------------------------------------------|
| | / O- A Flag Extension (dizzies and pulls |
| O O closer) |
|--------------------------------------------------------------------|
| Tap C repeatedly Gekiho (Tung Fu Rue, FFS) |
| |
|--------------------------------------------------------------------|
| -O ABC Missile Reflection |
| |
|--------------------------------------------------------------------|
| -O BCD Reflection Slash (unlike above, |
| will also hit opponent) |
|--------------------------------------------------------------------|
| ABC or BCD when attacked Death Fake |
| ABC -- front half explodes |
| BCD -- back half explodes |
|--------------------------------------------------------------------|
| O- / | \ -O (x2), D Super Deformed |
| O O O |
|____________________________________________________________________|
,_ Throws ___________________________________________________________,
| -O B, AB, D, CD RessenKyaku (Tung Fu Rae, FFS) |
|____________________________________________________________________|
,_ Power Specials ___________________________________________________,
| -O \ | / O- -O AB RyuukoRanbu (Ryo Sazaki, AOF) |
| O O O |
|--------------------------------------------------------------------|
| O- / | \ -O (x2), CD RyuukoRanbu (Kuroko pauses to |
| O O O take a breather) |
|____________________________________________________________________|
Notes: The most useful fireballs are the Haohshokohken (HUGE--hard to
jump over) and the Mega Smash (very fast). The Electrical Sphere is
slow, and useful for setting up throws (like Hanzo's A slinky).
The Sembei Toss and Electrical Sphere do not come out consistently at
all, while the Double Kohken and Flag Extension can be easily mixed up,
since their joystick movements are similar.
To do the two moves consistently, try this: move the joystick B, DB, B,
but NOT D. For the Flag Extension, move the joystick DF, D, DB,
B. Basically, avoid doing a normal quarter circle either way.
Despite the similar appearance to Mizuki's Curse Ball, the Electrical
Sphere does normal damage and does NOT turn you into a pig.
You can be hit after doing the Death Fake, if your opponent picks the
right one to hit.
Kuroko seems to have very high throw priority.
Kuroko's Power Special is not easy to spot, because he slides toward
you without any big warning. You can block it, taking a hit of blocking
damage, but if you don't he nails you with his Super Combo. This move
also does major damage, unlike a lot of other Power Specials.
Credits:
Galen Komatsu--various comments and suggestions
Geese Howard -- getting Kuroko as human opponent
Scott Fujimoto, Geese Howard, Galen Komatsu, Joab Kong -- Kuroko's
moves
Greg Kasavin (Shrike) -- getting Kuroko as CPU opponent
`[1;37;43mRainbow V 1.07 for Delphi - Registered
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THE OFFICIAL SAMURAI SHODOWN 2 GUIDE TO CAFFEINE NICOTINE
(c) 1995 Thomas H Harper <th2n+@andrew.cmu.edu>
version 2.0
This guide is free to everyone. However, if you sell it for a profit, may a
wise old man pound your face in with his staff! ^_^
Tons of new info have been coming in! Sorry if I couldn't get back to all of
you who sent some of it, it gets hectic here at CMU around this time. At least
my midterm grades are up!
CONTENTS
-General Data and Normal Moves
-Special Moves and Effective Use
-Combos (not the snack food)
-Stratagems Versus Other Characters, CPU and Human Played
-Translations
-Wish List for Future Versions!
-Where To Get This Guide And Other SS2 Literature
-Version Chronicle
-Credits and Thanks!
At first glance, Caffeine Nicotine seems out of place amongst the sword-
wielding, boomerang-tossing, cannon-shooting warriors/warriorettes of
Samurai Shodown II. But he's loaded for bear! The teacher of Haohmaru and
Kibagami Genjuro, Nicotine is actually quite powerful and some of his moves
have killer priority and range!
*GENERAL DATA AND NORMAL MOVES*
Nicotine carries a staff with 2 rings on the end. You can hear the tinkle
they make when he's standing still. An appropriate weapon for a priest! His
slashes won't even cut plants or barrels! However, if your final move is a
Chain Cane, then your opponent's red red krovvy will flow.
He is quite mobile and a good jumper. His air "slashes" have a good priority
as well(especially his A and B), but try not to get into an air war with
people with mega-high air priority such as Galford and Hanzo. Wan-Fu will
likely put a pillar to your head, also! (ouch...) His air AB will go under
him before it swings to the front.
Nicotine tends to have a hard time with characters with a long weapon range
on the ground, especially Charlotte, Kyoshiro, and Earthquake. See the
*Stratagems* section.
Close up Nicotine has an arsenal of quick moves like his ducking A, standing
A(far and close range), and standing B(far and close range). Up close his A
when liberally used will frustrate your opponent. (This seems to be a Nicotine
specialty--frustrating the opponent)
His kicks have puny range so save them for when your opponent is up close
trying to thow you or for a combo. These are especially good for those players
that like to jump right over you and try to throw you as soon as they land.
If you don't want to take any chances, roll away. His roll not only looks
cool, it takes you out of the range of most other attacks!
(Sporty, yet functional...)
Speaking of throws, his Life Steal(B) takes off a good bit of power, his
Machine Gun Stab(AB) is good for the damage and it's such a rush when it hits!
His Bad Breath Attack(D) does the least damage of his "throws," but it's just
darn hilarious.
And now, the Great Equalizer... his ducking B. This has a very deceptive
range, and it's got power! You're gonna knock a lot of characters out of
special moves with this! And it's a great counter-strike! It'll also knock
them down, so flip a card when they get up.
His ducking A is very quick and has decent range (for Nicotine). Use this
move often! Also when it hits, human players have a tendency to try to strike,
but most of the time you can follow-up on it real quick with a ducking B and
knock 'em right out of it. Then you can almost feel their frustration!
Nicotine has a lack of a special move uppercut. (If he taught Haohmaru and
Genjuro, why doesn't he? ^_^) His ducking AB can be just as effective if
you time it right and the opponent is in the right place. And it does huge
damage! If he/she's too close to you you'll get a different move and
likely eat sword or get slammed. Practice with it against the computer to
get a feel for it.
See Scott Fujimoto's new improved SS2 TAPFAQ for a complete description of
Nicotine's normal moves.
*SPECIAL MOVES AND EFFECTIVE USE*
NOTE:The names and descriptions are courtesy of the TAPFAQ.
Exorcist Charm Slice: | \ -O + Slash
(Shikigamireifu Rai) O O
Nicotine flips a blue card which turns into an electrified hawk hitting for
shocking damage.
This projectile works well against the bigger characters and if you time it
right jumpers but most often characters can simply duck under it, roll under
it, or do a special move under it! Be careful when you use this because it has
a seemingly long delay.
Fires Of Fecundity: | \ -O + Kick
(Shikigamamireify En) O O
Nicotine flips a red card which turns into a dog-type beast made of fire that
rushes to strike low to hit for flaming damage.
This projectile you'll probably use the most. It is easily jumped over, but it
can't be sneaked under. Plus, it must be blocked low. Mix these up with the
above projectile to have a 5' tall Sagat. ^_^ And beware of throwing any
projectiles against Haohmaru, Nakoruru, or Sieger because they can reflect
them.
Choker Chain Cane Bang: -O \ | / O- + Slash
(Bakusa Jougeki) O O O
The head of Nicotine's staff extends on a chain. Can catch the opponent, drag
them closer, and dizzy them for a short time.
Another Equalizer, this move works best versus a Galford, Hanzo or Earthquake
that tries to drop down on you from above. Block the hit, and as SOON AS YOU
CAN fire this move off. It'll nail them just as they land and you can hit them
with something else. To play it safe use a ducking B, or go for a standing AB
for big damage.
This also works wonders countering:
-Ukyo's very late Swoop Swallow Slice (on his way down and if the sword
hits you and you block)
-Ukyo's Teleport if you see it coming
-Ukyo's Apple Slice if blocked
-Jubei's Hasso Happa if blocked
-Cham Cham's Mid-Air Rake (If blocked)
-Kyoshiro's Chobi Jishi if blocked
-Most projectile attacks--the chain will cancel the projectile and go
through to the opponent
-And a lot of other stuff if you get it off fast enough!
If you miss with it, it's got a very long delay. So make this move count!
Cane Swirl Cutter: / | \ -O + Kick in mid-air
(Shinjou Rasen Kyaku) O O O
Nicotine stabs his staff into the ground and spins downward by flame to hit
for flaming damage.
This move may be most useful against players that use ground attacks as an
anti-air defense. You'll stab the staff into the ground and hang for a short
time depending on which button you use, with C being the quickest. As your
opponent recovers, WHAM!
Curse Of Crunch: O- | / + AB
(Rashin Jufu) O O
Tosses a card that turns into Cap'N Crunch who whacks opponent with a cereal
bowl for wheat and milk damage. (NAH! Just kidding... )
Tosses a card that knocks opponent down and confuses joystick calibration for
about 10 seconds. Left will be right, Up will be down, et cetera.
The card can hit when it flashes blue and red. You can tell they're under the
Curse if a ? appears over their head. This move is very hard to connect with,
and the card doesn't flash for long. Try using it against opponents jumping in
if you have the power and daring to try it. It's ultra-frustrating when it
hits!
Super Deformed Transformation: 3 quarter-circles back, forward + D
I've never seen this one... must be cool though.
When the rage gauge fills up, it's time for the...
Underworld Pummeler: -O O- / | \ -O + D
(Niou Furei Satsu) O O O
Tosses a big card that summons the powerful deity Atavakah to ram opponent with
great strength, hitting for weapon shattering damage.
This thing does MONSTER damage when it hits! It only works right in front of
him and has the same range and radius as Charlotte's Power Special. His POW
doesn't stay up for very long, however. Use it fast and wisely. If you're
facing a character that likes to jump, this move is AWESOME!
*COMBOS*
So far Nicotine doesn't lend himself to combos too much. Mail me if you find
more!
--jumping B, crouching A
--jumping B, close crouching B, C/D/CD card flick. This has varying effects
depending on which opponent you combo. The ninjas won't get hit by the close
B but the card will nail them.
Interesting combo to try against the CPU--hit them with the Chain Cane,
standing AB, repeat process. The CPU won't recover in time after the Chain hits
to block the AB, and it won't recover from the AB fast enough to block the
next Chain (At least the first two times). It kinda lends itself toward being
cheap, but what gets cheaper than the CPU? This won't work against human
opponents because they'll recover before you can use the AB. Hit 'em with a
ducking B instead.
*STRATAGEMS FOR OTHER CHARACTERS, CPU AND HUMAN PLAYED*
HAOHMARU
Use Nicotine's ducking B. A lot. If Haoh misses with a long range slash this'll
sneak in and whack him. The CPU is especially fond of this for some reason...
The ducking A and B will also help against the jumping AB-ducking AB combo
crazy Haohs. In the air, an A "slash" will hit him out of most anything.
GENJURO
Plug your ears and strike low and fast. He's in deep trouble if he misses with
a standing AB or if you block it. (Geez, who isn't?) Use a quick move to hit
him out of his 3 Sliding Slashes. A standing AB can also work.
Your jumping A and B stand good chances if he takes to the air, but don't
let him get right above you. You'll eat an AB so fast.
GALFORD
Use the Chain Cane when he tries to drop on you from above. Fire it off quick
enough and he's in deep trouble. Yell "GET OVER HERE!" if it'll help you feel
better. ^_^ And AVOID THE DOG. Nic is gonna have to work hard here if he
doesn't have his weapon.
HANZO
If he tries to drop on you, block and use the Chain Cane. If you see an air
Shuriken coming run under it (he has the coolest running animation) and make
him PAY. Nic's small size is definitely an asset here.
EARTHQUAKE
If he drops down... well, you get the idea. Throw projectiles from a
distance, but don't get too comfortable doing it. Despite Nic's small
size, EQ's ducking slashes must of course be blocked low. (The sickle's
almost as tall as Nic is!) And EQ's ABs mean business if you're far away.
Try getting inside and "throw" him.
NAKORURU
The CPU always gives me a hard time (it's also set on level 6!!!!!! Argh...).
Do NOT throw Hawk Cards because she'll Annu Matsube right under them, and
you're not going to like that very much. She can also do that through Fire
cards if timed right Use his A "slashes" and all his kicks up close.
UKYO
Ukyo's ducking B will hit Nic out of his ducking B. (And I'd like to know
why...) It's easy to grab a CPU Ukyo out of a teleport with the Chain Cane,
but if a human does a C teleport watch out. Nic stands a good chance in the
air versus a CPU Ukyo, and if you're higher a human Ukyo is in trouble. If he's
on the ground don't jump at him because you're a candidate for Ukyo's standing
AB or ducking AB. If he does use the ducking AB, try a C Cane Swirl to
frustrate him. If you run into an Ukyo that just Swoop Swallow Slices all day
(we got plenty here at CMU) look for an opening and run or roll through.
Timed just right an air B will knock him out of a Swoop Swallow Slice.
CHAM CHAM
If you hear her say "A!" that doesn't mean she'll do an A move, she'll try to
land on you and claw you to death! Run or roll away, and when she lands make
her PAY for trying such a low-down dirty mega-huge-priority ultra cheapo
move. Pakupaku's skulls will go right under your Blue Hawk projectiles. An
air encounter could go either way due to the nature of her air moves, but
if she sticks her butt out, SMACK IT! If she tries a crouching CD kick
(slide) use a kick of your own, preferably your crouching CD, to counter it.
SIEGER
Don't let him near you. His kicks and air punches mean business. The CPU will
try to roll in or jump to land close to you and slam you often. Try not to
fall for it. Nic's Chain Cane might work if you block his Flaming Dive. Both
of Nicotine's projectiles can be marked "Return to Sender" by Sieg's
reflection move. Stay low and play defensively.
WAN-FU
Nic's ducking B can knock Wan-Fu out of many moves. Try not to get into an air
war with a human Wan-Fu. You'll get a faceful of pillars.
JUBEI
Nic's ducking B will sneak under almost all of his slashes, and it has more
range! Watch when he says "Ikuzo!" because then he'll do his Tsunami Sabre.
Block it or pay the price. Nail him with an AB on his way down if he does the
leap up.
GEN-AN
The ducking B again works wonders. Try got to get into an air war. The CPU
will use his slides a BUNCH. Use ducking A's and kicks up close. If you see
an opportunity after he does his roll Chain Cane him and give him the
business!
KYOSHIRO
Kyoshiro has a definite range advantage on the ground and a decisive advantage
in the air. Your only hope in mid-air is his A. Try to take advantage of Nic's
crouching AB as an anti-air weapon and his crouching A to knock Kyoshiro out
of slashes. You're gonna need them. Kyoshiro's fans will also slip under Nic's
Blue Hawk Cards. Play defensively.
CHARLOTTE
This may be Nic's toughest fight versus a human player, and the CPU shows
little or no mercy. Nic's ducking B may look like it can hit Charlotte out
of her low pokes but it'll go right through her feet! (What's up with that?)
Her crouching AB has a little bit more range than Nic's crouching B, so try
not to get into a crouching fight. Your Red Dog Cards might be able to go
under her Red Triangles. If at all possible, BREAK HER WEAPON. Nic's gonna
have to work, and work hard, to beat her. If she takes to the air, your A and
B are your best bets. Don't even THINK about throwing projectiles up close
or you'll taste jumping AB plus whatever else she can combo you with. At the
right range if you see her jumping in whack her out of the air with an AB, but
under most circumstances, such as jumping in up close, it won't hit her.
Another NICOTINE
A CPU Nicotine loves to roll in and do the Life Steal. It's also fond of
ducking A's. Use the ducking B whenever possible.
KUROKO
I've never seen this guy in action yet.
MIZUKI
Scott Fujimoto writes:
"Sorry but Nicotine SUCKS against Mizuki. I can hardly beat her on Level 1!
Nicotine can't do the large amounts of damage that other people can during
the few times Mizuki is open. Also, Nicotine's crouching B is slow enough,
Mizuki can override it with her AB slashes! I find that only doing A hat
swings is quick enough to avoid getting hit, and they don't do much damage.
And Mizuki does tons of damage, so it's in her favor."
If anyone has different experience, I'd like to know! I just got to her a few
days ago! (Man, she's tough!)
*TRANSLATIONS*
These are courtesy of Kenichiro Tanaka.
OPENING:
"Hoisa!"-Hmph!
NORMAL MOVES:
"Douja!"-How's that?
"Hore!"-Take that!
PROJECTILES:
"Raifu!"
"Enfu!"
BEING HIT:
"Bachi atariga!"-Blasphemer! (Hey, you're hitting a priest!)
"Koshi nuketa!"-That surprised me!
WIN:
"Dokkoisho."-Hmph. (Said when putting something down, for his ring-the-bowl
victory stance, and his Cane Swirl.)
*WISH LIST FOR FUTURE VERSIONS!*
If you have anything to add, send it to me or post it on r.g.v.a. I am in
need of--
-A few more strategies, especially versus Mizuki
-Some more combos if possible
-Cool ASCII art
-Opinions and comments about the Nicotine Guide
*VERSION CHRONICLE*
Version 0.1, Released 03-01-95.................Started after I went on a
7 game win streak with Nicotine and noticed
that nobody had a guide for him yet. I raised
a question on wheteher a guide should be made,
and a 15-win streak later, the guide was born...
Version 1.0, Released 03-04-95.................Strategies against other
characters start to filter in. More moves
expounded upon. Combo section started. Version
Chronicle started. Ken Tanaka's translations
added. Uploaded to the FTP sites.
Version 2.0, Released 03-12-95.................Strategies and comments pour
in. Chain Cane combo added. More info on Special
moves added. Some reformatting.
*WHERE TO GET THIS GUIDE AND OTHER SS2 LITERATURE*
Andy Eddy's FTP site at ftp.netcom.com.(cd pub/vi/vidgames/faqs)
Dave Kirsch's fighting game FTP site at brawl.mindlink.net. (cd pub)
GeeSe Howard's Neo Geo game FTP site at kaiwan.kaiwan.com (cd user/dvillnva/
neogeo_faqs)
Micheal Rusignuolo is the editor of the Samurai Shodown II Resource Guide also
kept at the above sites. Check it out for guide updates and new literature!
*CREDITS AND THANKS!*
Shawn Holmes.........Hecubus@psu.edu...........for the original kick-butt
TAPFAQ
SNK............................................for another kick-butt game
Scott Fujimoto.......SFUJIMOTO@delphi.com for the new TAPFAQ and......
Billy J. Bissette....bjbissett@ocs.ncsu.edu
Charley Chudchoey....u3616172@au.ac.th
Liam Briggs..........lbriggs@chat.carleton.ca
Michael Rusignuolo...damone@ios.com
Calvin...............cmak@violin.aix.calpoly.edu
Jasper Phillips......phillpsj@ucs.orst.edu
Kenneth Hsu..........e3321942@student.uq.edu.au
all for kick-butt advice,
strategies, and comments!
Kenichiro Tanaka.....tanaka@maya.com...........for translations and the
most dastardly Ukyo I've ever
faced! ^_^
Caffeine Nicotine....CafNic@templemist.org.jp..for being a kick-butt
character!
The CMU Gameroom SS2 Guys/Gals.................for their "help" with the
guide! ^_^ Happy fighting!
--
"Thou shalt not horn in on thy husband's... racket!"
--The Bible, according to Homer Simpson
+642
View File
@@ -0,0 +1,642 @@
THE
K K Y Y OOO SSSS H H IIIII RRRRR OOO
K K Y Y O O S H H I R R O O
KKK Y O O SSSS HHHHH I RRRRR O O
K K Y O O S H H I R R O O
K K Y OOO SSSS H H IIIII R R OOO
PLAYER'S GUIDE/FAQ (v.3.3)
a labor of love by Damone
Dedicated to all the players of the bad-ass kabuki master himself:
KYOSHIRO SENRYO. This is designed to be a complete introduction for
beginners and advanced players alike for the appreciation and use of
Kyoshiro.
Any replies, cool ascii pictures of Kyoshiro I can use, etc etc, to me,
Damone (damone@ios.com).
This Strategy Guide/Faq is available via annon ftp at FTP.NETCOM.COM in
/pub/vi/vidgames/faqs.
----------------------------------------------------------------------------
CONTENTS:
VERSION HISTORY
ACKNOWLEDGEMENTS
DISTRIBUTION, ADDITIONS, CORRECTIONS, REQUESTS
WANTED!!!!
WHY SHOULD OR SHOULDN'T I PLAY KYOSHIRO
KYOSHIRO INFORMATION
ENDMATCH MESSAGES
MISC. INFO
GENERAL STRATEGY
NON-ATTACK MOVEMENTS
NORMAL ATTACK MOVEMENTS
KYOSHIRO'S TAUNTS
THE SPECIAL MOVES AND WHAT TO DO WITH THEM
COMBOS
FIGHTING THE SPECIAL CHARACTERS
WHAT HAPPENS WHEN KYOSHIRO WINS
CONCLUSION
----------------------------------------------------------------------------
VERSION HISTORY:
1.0: First draft. That's it. No neat artwork, info on fighting
the judge, or individual player strategies.
1.5: Minor changes and format adjustments.
2.0: New sections added (WANTED!!!!, COMBOS) and other minor adjustments.
2.5: Added nifty little title graphic, minor adjustments, and
format re-arrangement.
3.0: Additional input from other people added, more combos,
expanded special moves section, new sections (NON-ATTACK MOVEMENTS,
NORMAL ATTACK MOVEMENTS, ENDMATCH MESSAGES, MISC. INFO), added historical
info, new Kuroko info, and minor format changes and corrections.
3.3: Additional corrections made, reformating of sections, ftp availability.
----------------------------------------------------------------------------
ACKNOWLEDGEMENTS:
Most importantly to:
Shawn Holmes <shawnh@qb.island.net>, author of the SS2 Tapfaq (v. 3.0)
Scott Fujimoto <ewann@sfu.ca>, curator of the SS Faq (v. 12.0)
I borrowed move lists and and other items from the faqs. I have
not properly acknowledged all the contributors to these faqs. Please
check them out to give respect to all who helped in their efforts. They
both can be retrieved via annon ftp at FTP.NETCOM.COM
/pub/vi/vidgames/faqs. Support these worthy efforts.
Shawn also gave me some feedback on this project and cleared up
some small errors.
Timothy Heydelaar <hydelaar@crash.cts.com>, co-author, Strategy/Combo Faq
(v.01)
Rich Joseph <rfj105@psu.edu>, co-author, Strategy/Combo Faq (v.01)
Got some combo information from it. They started a big
undertaking. Help them out.
Stephen Young <youngs3@rpi.edu>
Gave great input on combos, strategy, and special moves use.
Scott Fujimoto <sfujimoto@delphi.com>, author, Character History Faq (v.2.0)
Got some historical information on Kyoshiro from the Faq. It has
an EXTENSIVE list of sources on the characters. Check it out.
Kenneth Hsu <e3321942@mailbox.uq.oz.au>, author, Nakaru Strategy Guide v.1.0
Only other guy I know doing character-specific stuff for SS2, and
had quite a handful given Nak's downgrading from SS. His strategy guide
can be retrieved via annonymous FTP from FTP.NETCOM.COM /pub/vi/vidgames/faqs
Andy Eddy <vidgames@netcom.com>, curator, games directories at netcom
He allowed me to put my faq at his site.
And to every Kyoshiro enthusiast in the world, here ya go.
----------------------------------------------------------------------------
DISTRIBUTION, ADDITIONS, CORRECTIONS, REQUESTS:
This guide is free and public domain. It may be distributed freely and
archived in its current form. I only ask that if it is archived anywhere
that I be notified where, so I might update it at a later time if I so
choose. THE ENTIRETY OF THIS FAQ IS PROTECTED BY PUBLIC COPYRIGHT. IT MAY
NOT BE SOLD, IN WHOLE OR PART, IN ANY FORM.
If you have anything to contribute or correct, complain about, etc,
please e-mail me at damone@ios.com. I appreciate all input.
Please refrain for e-mail requests for this faq. It is now available via
annoymous ftp at FTP.NETCOM.COM in /pub/vi/vidgames/faqs. Please use
e-mail requests only if you do not have ftp access.
----------------------------------------------------------------------------
WANTED!!!!
-> Any ascii or ascii-ed gifs of Kyoshiro
-> Any endmatch messages I missed
-> Any info on fighting Kuroko with Kyoshiro (tactics, etc)
-> Any Kyoshiro combos you know
-> Any other Kyoshiro info, etc
Send any or all of this to me, Damone, at damone@ios.com.
----------------------------------------------------------------------------
WHY SHOULD OR SHOULDN'T I PLAY KYOSHIRO:
(Adapted From Tapfaq v.3.0)
3 Good Reasons to play as KYOSHIRO SENRYO
--> Lots of moves make for fun play
--> Good range for long weapon
--> His ego is bigger than most can count
PLUS:
--> Near complete air superiority
--> Can do many special moves WITHOUT weapons
--> *** HE'S THE ONLY ONE TO GET THE GIRL ***
3 Bad Things about KYOSHIRO SENRYO (and why they are wrong)
--> Weak attacks in air, usually loses to a well-timed counter
- Um, no. This is a lie.
--> Only character that got ONE new move
- He was perfect when created ;p
--> Won't give autographs
- He will if he likes you.
----------------------------------------------------------------------------
KYOSHIRO INFORMATION:
HISTORICAL INFO ON KYOSHIRO:
(Adapted From Character History Faq v.2.0)
SENRYO KYOSHIRO--Getting info on this guy was a real pain, mainly
because almost all English books on Japan focus on economics, politics,
and so forth and very little on popular culture. No wonder academics
are considered out of touch...
Kyoshiro is based on a fictional character named
Nemuri Kyoshiro. "Sleepy-Eyed Kyoshiro, Notes on Villany," by
Renzaburo Shibata was a novel serialized in a post-war magazine and
later made into a TV series. Kyoshiro was a skilled swordsman, but was
also an eccentric outcast and a womanizer. I found nothing that said he
was an actor but the information I have on him is limited...
Note that Kyoshiro is in the Kabuki costume of a lion, which is why
he has such long red hair. Also note that fans are an essential part of
Kabuki theater, and used in dances and such.
INFO ON KYOSHIRO FROM THE ORIGINAL SS:
(From SSfaq v.12.0: Probably Taken There From The Home Version Manual)
Name: Kyoshiro Senryo
Title: The Kabuki Master
Origin: Tokyo, Japan
Alma Mater: Kabuki Kollege of Dramatics and Stage Chewing, Edo Campus
Weapon: Shishi Ha [Lion's Blade] (naginata)
Misc. Info: In Japanese literature, Kyoshiro was an actor and a
swordsman, though in the game, Kyoshiro uses a naginata,
not a sword. Also, his father is Nao Itsu Oba.
INFO ON KYOSHIRO FOR SS2:
(Taken From The Tapfaq v.3.0: Taken From The Home Version Manual)
The Kabuki Master
KYOSHIRO SENRYO
"I will have your spirit," said the crazed Kabuki student before
Kyoshiro
resorted to the unspeakable and poked out his eye. A promising student,
Kyoshiro searches for the demon who possessed the lad. This master of
Kabuki movements is a formidable adversary and lies in wait for demons who
seek to destroy the clan of Kabuki. "If you can take my soul, try it. But
remember, I'm not getting small. It is the theatre that is!"
----------------------------------------------------------------------------
ENDMATCH MESSAGES:
(From Tapfaq v.3.0: More Exist)
"My Kabuki spirits'll beat the evil king!"
"What a deplorable 'Kabuki'! Commit 'Harakiri'!"
"Go through the real beauty of 'Kabuki' by your death!"
"You can't behave like me, even if you imitate my costume!"
"Fight like dance, and win. That's the soul of Kabuki!"
----------------------------------------------------------------------------
MISC. INFO:
--> If anyone successfully performs their POW super move, the audience in
his background claps.
--> When choosing to play Kyoshiro, A selects the Red Kyoshiro, and D
selects the Blue (and inferior-looking) Kyoshiro.
----------------------------------------------------------------------------
GENERAL STRATEGY:
Here are some of the most basic points about how to use Kyoshiro as an
effective player:
1) AIR ATTACKS: The air is where Kyoshiro is at his best. He has superior
range in the air, the AB jump, and the Dance of the Demon (see SPECIAL
MOVES) are devastating attacks. Remember, damage is still doubled in the
air, and Kyoshiro can beat nearly everyone in the air without exception.
9 fights out of 10 can be won by waiting for the opponent to jump in on
you and then tagging them, especially against the computer. Its that
simple. Whether you are jumping back with them or jumping into them from
the other side, Kyoshiro runs the show in the air.
The thing I will talk about is the 'K' point. This is the place,
a little more than a body length away from your opponent, that you can
stand and be at the exact extent of Kyoshiro's range, and thus be out of
the range of most everyone else. If you stay there, you will run the game
no matter what. When you are there and you opponent jumps towards you,
jump back and AB him. You will hit, he will not. Its a beautiful thing.
If you are not at that point, and/or you are both jumping toward
each other, some people can beat you. When jumping INTO an opponent, it
is better to use the Dance of the Demon, which will hit more. If not,
Gen-an's mid-air uppercut, Caffine's pole slash and hat move, Jubei's low
jumping slash, and many of Ukyo's moves will catch your AB in the air if
you are not placed perfectly. As opposed to waiting to do the AB attack
after they are starting theirs, you want to do an A as soon as possible,
and you can still beat them in the air, but only if you attack first.
Ukyo is a particular problem with his Firebirds, but you can adjust to it
with experience. See SPECIAL ATTACKs section about how to sucker someone
in the air.
2) GROUND ATTACKS: Kyoshiro isn't shabby at all on the ground either. He
has superior air defence with his back-AB and kabuki flame. In close, his
As and Cs have very high priority, and can quickly back off anyone too
close. You generally want to keep your distance from opponents because
you have reach, so use it. If they do come in too close, you can use your
pole throw to get them away (see SPECIAL MOVES section). If you stay at
the 'K' point, you can nail most people on the ground who are preparing
special moves, including Hanzo and Galford. While most of the time you
want to be in the air countering special attacks, it is possible to do
this as well on the ground. The only person who can beat his reach is
Ukyo. Strategies to go after him are useful in all cases. If they throw a
special at you, duck it, roll forward in, and start wailing away with the
A or C, and set them up for an AB stunner.
Kyoshiro's duck and dash tactics are similar to everyone else's,
except that he has less distance to go because of his reach. Remember to
use it to your advantage. Dash or roll in only to the point where you can
hit them and they can't hit you. Dashing in and using a variety of
Kyoshiro's special attacks is a great tactic. If you dash in and use the
same special (Flying Lion's Tail, Dance of Fire) at the same intensity
(CD or AB), your opponent will eventually catch on and nail you. Dash in
a couple of times using a C Lion's Tail, to the point where the opponent
is ready to counter your dashes by blocking and jumping you. Next time
in, do an AB Dance of Fire and fry him as he jumps (See SPECIAL MOVES
section for more). Or dash in and throw them away on the pole. Use your
judgement. The point is to mix it up. Kyoshiro's got the depth to do
this. You should stay airborne, but you can pull off a ground offensive
if you need to change the pace against humans.
3) UNARMED FIGHTING: Kyoshiro is one of the best unarmed fighters in the
game because he can still use many of his powers without his weapon,
unlike characters like Ukyo and Charlotte who are useless without their
weapons. You can go either one of two ways. You can stall by throwing
fans and kabuki flames to keep opponents away until the weapon returns,
or you can go on the offensive. Unarmed, you get priorities on most
attacks, so you can get away with some pretty nasty Bs and ABs. In close,
kicking is the best. The low CD combo is especially good if you are
trying to drive someone back, and C them to death in a corner, or follow
up with a kabuki flame. Remember that you can only use C, D, and CD
throws when you are unarmed. Catching the opponents weapon can do some
devastating damage, too, but is a trick to get right. Well worth the
practice though.
----------------------------------------------------------------------------
NON-ATTACK MOVEMENTS:
Dash forward -> Joystick forward twice
Dash back -> Joystick back twice
Fake back -> Joystick back once, forward once
Roll forward -> Joystick down diagonal front twice
Roll back -> Joystick down diagonal back twice
Duck -> Down twice (dodges specials)
Hop forward -> Forward BC
Hop back -> Backward BC
Catch opponent's weapon (unarmed) -> Forward half-circle
----------------------------------------------------------------------------
NORMAL ATTACK MOVEMENTS:
Here is the list of moves that Kyoshiro performs with each button combo:
(Adapted From SSfaq v.12.0: Not Complete)
-SLASHES- -KICKS-
-STANDING FAR- -STANDING FAR-
A - Twirl Pole C - Weak Pole Kick
B - Thrust D - High Pole Kick
AB - Arc Slash CD - Twirling Pole Kick
-STANDING CLOSE- -STANDING CLOSE-
A - Spin With Pole C - Front Kick (weak)
B - Forward Slash D - Front Kick (medium)
AB - Upward Slash (2 hits) CD - Roundhouse
-CROUCHING FAR- -CROUCHING FAR-
A - Weak Low Thrust C - Low Kick (weak)
B - Medium Low Thrust D - Low Kick (medium)
AB - Strong Low Thrust CD - Leg Sweep
-CROUCHING CLOSE- -CROUCHING CLOSE-
A - Fan Smack (weak) C - Weak Low Kick
B - Fan Smack (medium) D - Medium Low Kick
AB - Fan Smack (strong)? CD - Leg Sweep
-JUMPING UP- -JUMPING UP-
A - Weak Downward Thrust C - Front Kick
B - Medium Thrust D - Side Kick
AB - Upward Slash (2 Hits) CD - Pole Back Kick
-JUMPING AT ANLGE- -JUMPING AT ANGLE-
A - Weak Downward Thrust C - Front Kick
B - Medium Downward Thrust D - Side Kick
AB - Strong Downward Thrust CD - Pole Back Kick
----------------------------------------------------------------------------
KYOSHIRO'S TAUNTS:
AC - Kyoshiro makes move like going for flaming fan and pulls out a
regular fan, which he unfurls.
BD - Kyoshiro stands up and takes out a long pipe, lights up, and smokes it.
No change with or without weapon.
----------------------------------------------------------------------------
THE SPECIAL ATTACKS AND WHAT TO DO WITH THEM:
(All Special Attack Patterns Taken From The Tapfaq v.3.0)
(! Denotes weapon needed for move)
(* Denotes does damage against blocking character)
----------------------------------------------------------------------------
Flying Lion's Tail | Drives weapon into ground to use as
(Chobi Jishi) | leverage, and twirls, emitting blasts of
| / O- + Kick | fire to hit for fire damage.
O O *! |
----------------------------------------------------------------------------
This on has several useful applications, and is a very good move.
In the first step of the move, it brings Kyoshiro back out of reach of
enemy attack, then drives the opponent back and out of range with the
attack itself. In addition to all that, it does blocking damage. Be
careful using it on an opponent too close to the corner, however (See
last section on this move).
Remember that you can use it as a C, D, or CD attack, getting
progressively slower and higher in damage. If someone is jumping in on
you, you can catch him with a C one before he hits the ground or gets an
attack in. You need EXTREMELY good timing for this to work, however.
If someone is dazed, go at him with a CD. If he is preparing a
complex super move, jump in with a D or CD. Dashing in with a C one is
good, and can drive your opponent back into the corner as well. Mix up
the special moves you use with the in-dash for added effectiveness.
WEAKNESSES: If you have someone in the corner, or are using a CD
attack, be very cautious with this move. It is very counterable if you do
no not knock them back far enough. This move is also VERY susceptible to
long range low attack counters (Nak's ground slide, etc etc), which
cannot be blocked in time if you do not hit with this move, so use
caution. This move CAN be jumped over and is susceptible to attacks from
above, so be aware and don't use a CD when a C is appropriate.
----------------------------------------------------------------------------
Swirling Dance of the Demon | Twirls into the air, holding weapon along
(Kaiten Kyokubu) | shoulders to attack for weapon damage.
-O | \ + Slash |
O O *! |
----------------------------------------------------------------------------
This one is (guess what?) primarily an air attack. You get
multiple hits with it as well (see COMBOS), so it is a potentially
powerful move. If you know you have someone caught jumping, pulling this
one results in mega-damage. Better for jumping INTO someone, as opposed
to away.
Another use is fighting your way out of corner safely. If you use
an A one while you are trapped in a corner, one of several things will
happen: a) You will clear you opponent and be out of the corner b) You
will hit you opponent with the move, while driving him back. c) He will
block, taking blocking damage as he is driven back. Get the picture?
WEAKNESSES: Apparently this move can be countered by some kicks.
It is also possible that he can be slashed out of this move by an
opponent in the air.
----------------------------------------------------------------------------
Dance of Fire | Exhales a huge, spiraling flame into the
(Kaenkyokubu) | air to strike for fire damage.
| \ -O + Slash |
O O * |
----------------------------------------------------------------------------
This one is also a multi-task power. You can use it to catch
someone jumping in or to consume an enemy's projectile. A quick A one can
counter some relatively fast air attacks.
If you've knocked someone down, run up to him and do a B or AB.
He will either block it and take blocking damage, or swallow full damage.
Ditto someone stuck in a corner.
WEAKNESSES: This does NOT counter ninja's portals. The A and B
Dance of Fire does NOT protect against certain low attacks, like Nak's
ground slide.
----------------------------------------------------------------------------
Blood Mist Slice (jumping) | Performs the Kabuki Crunch Dance in the
(Chi kemuri kuruwa) | middle of a jump.
while jumping, | + AB |
O * ! |
----------------------------------------------------------------------------
This is a great bluff out power. Eventually, whoever your
opponent is will assume that you jumping means an AB attack. Wait for
them to start an air defense for it and then spin away. It is also useful
as the first move in a combo (See COMBOS).
Another use that has proven effective is jumping straight up when
in close and performing the Blood Mist Slice on the way down. Most
anti-air attacks will be overcome by the range of the Blood Mist Slice,
and it will, at the least, drive your opponent back for blocking damage.
This CAN knock Cham Cham out of the Face Scratcher if done right.
WEAKNESSES: There are several ways this can be countered by your
opponent. If it is blocked, you will be lagged for a second. Quick, low
attacks can also catch you when you land. Also characters with superior
reach (Kyoshiro, Ukyo, etc) can catch you with an anti-air attack.
Long-reach kicks may also be able to knock you out of it.
----------------------------------------------------------------------------
Kabuki Swirl | Throws a flaming kabuki fan at opponent to
(Fuuretsusen) | hit for fire damage.
| / O- + Slash |
O O |
----------------------------------------------------------------------------
The most basic projectile attack. You can use it to negate an
enemy projectile or harass, but these are the most strategically basic
uses for the fan.
Throw one at an opponent to sucker him into jumping and follow
the fan in with a jumping AB. Enemy keeping doing jumping in place
attacks? Catch him on the way down with a fan. Dozens of fun uses.
Remember, use A when want speed, AB when you want power.
WEAKNESSES: There is a significant lag when you go into your
shirt for the fan, so don't use it when you are too close unless you have
REALLY good timing.
----------------------------------------------------------------------------
Spear Throw | Grabs opponent and tosses with spear for
when close, -O + B or AB ! | damage.
----------------------------------------------------------------------------
Hair Toss | Grabs opponent with hair and tosses for
when close, -O + D | damage.
----------------------------------------------------------------------------
Hair Strangle | Grabs opponent, and wraps hair around
when close, -O + CD | neck, strangling for multiple hits of
| damage.
|
----------------------------------------------------------------------------
The only strategical differences with these throws is that the
spear throw gets the opponent farther away from you after completion. In
trouble and need to get the guy way? Use the spear throw. Got him on the
ropes and want him in close to finish him off (or got no weapon)? Use one
of the C and D throws.
----------------------------------------------------------------------------
Super Deformed Transformation
-O O- / | \ -O O- + D
O O O
----------------------------------------------------------------------------
Everyone knows about these darlings. The only thing it does is
make you look cute and makes you immune from throws. You can get surprise
on your side by coming out of it with a special move. If you are way on
the other side of the screen from your opponent, you could SDT and catch
him with a fan on the way in, but it is so difficult to pull off, it is
strategically a bad idea unless you REALLY want to embarrass a neoephite.
----------------------------------------------------------------------------
POWER SPECIAL: Aragotoshi Kyoshiro "Chiniku-no mai"
(Flesh Flail Dance of Kyoshiro) | Spins across floor, creating large flames
-O O- / | \ -O + C | that burrow into opponent, hitting for
O O O * ! | fire and breaking damage.
----------------------------------------------------------------------------
The best time to zap someone with this is, ideally, when they are
stunned, but there are other ways. One is getting them right after you
have knocked them down, or if they are jumping in. An enemy without a
weapon against Kyoshiro's reach is dead meat quickly. Remember you can
move while you do this. If someone jumps at you, swirl back or forward
and catch them on the way down.
This can also be used a temporary defense if you are at full POW.
When you begin the move (forward-back with no buttons pressed and full
POW) you are invulnerable for a second or two to all attacks. I have
gotten skilled at this enough to be able to pull off the second of
invulnerability fairly regularly and use it as a defense, especially
close in.
WEAKNESSES: Be careful of players who block this or players with
long reach if you do not start the move right next to them. You will get
countered in the first case and attacked coming in on the second case.
That second of invulnerability can also come back to haunt you.
When doing moves and attacks that require a back movement while on full
POW, the computer always likes to make you start the Flesh Flail anyway,
so be careful. You are lagged for a second or two after your
invulnerability and you can get tagged badly if you did not expect/plan
to do it.
----------------------------------------------------------------------------
COMBOS:
(Some Taken From Strategy/Combo Faq v.01)
(NOTE: These are just combos that have worked in the past, or have been
confirmed. This is currently not an exhaustive list by far.)
-> Jump forward C or D kick, standing close B slash into C Lion's Tail
-> Standing A, Low CD, into C Lion's Tail
-> Blood Mist Slice, Standing AB, AB Kabuki Flame, Standing A
-> Blood Mist Slice, Standing A, C Lion's Tail
-> Straight up jumping AB followed by a back-AB when you land (Swear to God)
-> Blood Mist Slice, Dance of the Demon, and a close, crouching AB can
hit multiple times.
----------------------------------------------------------------------------
FIGHTING THE SPECIAL CHARACTERS:
Kuroko (The Judge):
I finally fought him for the first time recently. For all the
watchers who are trying to figure out when he shows up, he originally
challenged a Jubei player who thrashed me with a special moves bazar. Use
of special moves have anything to do with it? Couldn't tell you.
As far as strategy, this guy is pretty impossible. I know that I
will not have enough opportunities to fight him in the arcade as I did
with Mizuki (you can't continue a game after you lose to Kuroko), but I
can offer some hints on staying alive with Kyoshiro against him:
- Use A and C attacks. Anything that has any lag time longer than
an A or C attack is countered very quickly. I actually got quite a rally
going by just countering him coming in with As and Cs, but he still got
to me. The point here is keep your attacks quick.
- Keep a defensive posture at all times. Kuroko whips out special
moves faster than Mizuki. Always stay low and stay blocking. Use
'back-slash' or 'back-kick' attacks so you can stay blocking. It lessens
the damage he can sneak in on you.
- Dodge and counter. Get really good at ducking and rolling and
you can dodge his attacks and follow up with an A or C barrage, and roll
back out. It was the only semi-successful tactic I found.
This is by no means authoritative. It is just the listing of
tactics that were most successful in my brief encounter. I appreciate all
other input on fighting him with Kyoshiro.
Mizuki Rashoushin (End Boss):
It is my firm conviction that Mizuki Rashoushin is 'Bullshit
Damage' in Japanese. She is the queen of the bullshit moves that do mega
damage. She can hit with multiple attacks at the same time. At one time
once, I was hit with the Mass Confusion, Swine Curse, and her special
(Hell Storm) all at once. Needless to say, I was dead. I can offer some
general tips on how to stay alive long enough to kill her. I've finished
the game on one credit, so this strategy does work.
- Stay in the air. 6 times out of 10, its the best place to be.
She seems to be partially susceptible to air attacks, keeping off the
ground saves you from getting dragged into her Portal to Hell, and it is
a good place to be against most of her projectile powers. You can also
catch her most of the time when she is doing her teleport. Be careful, as
you cannot jump over her Mass Confusion, but you CAN get in a hit while
also getting hit by it, and sometimes that it a good trade, if you can
get used to reverse joystick movements (like me). You want to do as much
damage as possible with each hit, so in the air is the place to be.
- Stay away from her. In close, she will kick your ass hard and
fast. Use As and Cs to knock her back fast. Keeping back also lets you
see what she is doing and react to her, which is the only way to survive.
You are fodder in close. Don't be there. If you can get to the 'K' spot,
you can get in with an AB or B while she is preparing special moves.
- Use her special moves against her. After a while, you will
learn what each one looks like. Outside of nabbing her while she is
preparing them, your key to success is to know what each attack will do
and hit her while she is vulnerable. If she uses any of the demon dog
attacks, jump over it and nail her with a jumping AB. If she throws a
Mass Confusion at you, block it and follow up with a B or jump into it
with a jumping AB which will do more damage to her than you. If she
throws a Portal to Hell at you, jump it with an AB. Ditto her Teleport.
- Be very careful when her POW meter is full. He POW special
(Hell Storm) can get you going BOTH ways, so watch it. She tends to start
rapid fire specials when she is at full POW, and if you get hit by one of
them, go back to the well for another 50 cents.
----------------------------------------------------------------------------
WHAT HAPPENS WHEN KYOSHIRO WINS:
WHAT HAPPENED WHEN HE WON IN SS:
(From SSfaq v.12.0)
Ending scene description:
Kyoshiro says, "Having been trounced, I think you now realize the
sublimity of Kabuki." He looks at the background. "Hey, what a great
place. Why, of course..." Cut to a big curtain on the screen. "Lords,
Ladies, come hither." It opens up, revealing the musicians from Tokyo
sitting around Amakusa's area and a big audience at the bottom of the
screen. Kyoshiro comes out and starts dancing and whipping his hair
around. The audience cheers and throw flowers.
WHAT YOU GET IF YOU FINISH THE NEW GAME WITH KYOSHIRO:
(Ending Info Taken From Tapfaq v.3.0)
Kyoshiro is standing on the cliff, overlooking the forest. He says,
"I've had enough of dancing solo. I'll dance in pairs next." He then sees
something and leaps off the cliff into the forest.
Scene changes to forest. Mizuki is lying unconscious on the ground.
Kyoshiro takes a puff of his pipe, and tosses "dust" onto Mizuki, which
awakens her. She stands and says, "I can move on my own will. I'm free
now." Kyoshiro says, "You tried to control him but he did control you."
Mizuki says, "I thought I was the strongest, but my pride gave him the
chance to control me." Kyoshiro points to the sky, and Mizuki looks. In a
flash, the scene changes to Kyoshiro's background. He says, "Well, I'll
tell you the best job to train your mind. It's the job to dance a Kabuki
with me, and popularize it among the people." A heart flutters up from
Mizuki, and she smiles and nods. Then, while she plays a flute, Kyoshiro
goes on a wild Kabuki dance for everyone.
(NO CHANGE IF DONE ON ONE CREDIT)
----------------------------------------------------------------------------
CONCLUSION:
Well, that's it. If you have any additional ideas, corrections,
archive requests, etc etc, mail me at damone@ios.com.
Kabuki is the way.
Damone
(damone@ios.com)
Selling faqs is the problem. Free distrobution is the answer.
----------------------------------------------------------------------------
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***************************************************************************
THE COMPLETE AND WONDERFUL GUIDE TO SS2 RESOURCES v.1.0
compiled by Damone <damone@ios.com>
This is a list of net resources for Samurai Shodown 2. This
configuration is protected by public copyright. It is encouraged to be
distributed freely, BUT MAY NOT BE SOLD OR PUBLISHED FOR PROFIT IN ANY
FORM. If this shows up next month in EGM, someone gets sued.
This guide is currently available as 'Resource.Guide' at
brawl.mindlink.com in pub/ss2. It is also posted as updates warrant on
rec.games.video.arcade.
I have done my best to make this as accurate as possible, but
mistakes can and probably do exist. I also am missing a couple of key
pieces of info, like e-mail addresses and some names. Please send any
additions, corrections, or comments to me at damone@ios.com. All are welcome.
***************************************************************************
-CONTENTS-
WHAT'S NEW?
ELECTRONIC MAILING LISTS
FAQS
FTP SITES
GOPHER SITES
PICTURES
SOUNDS
***************************************************************************
-WHAT'S NEW?-
Version 1.0: Its all new. This is the first version.
***************************************************************************
-ELECTRONIC MAILING LISTS-
NEOGEO MAILING LIST
- How To Subscribe:
- E-mail to listproc@dhp.com. Include 'subscribe neogeo <last name>
<first name>' in the BODY of the message (Do NOT include the <> in your
message). The subject line is ignored.
- Post Messages To:
- neogeo@dhp.com
***************************************************************************
-FAQS-
Format:
SUBJECT: Category of faq: Character, General, Miscellaneous, or Movelist.
TITLE: Title of faq.
CURRENT VERSION: The most recent version available.
AUTHOR: Author of faq: where comments should be directed.
CURRENT AVAILABILITY: Where the faq can be found. If 'Through author' is
not listed, do not write him for the faq: use the other sources.
'rec.games.video.arcade' means that the faq is posted on that newsgroup
as updates warrant. 'FTP' is self-explanatory.
FTP SITES: Sites where the faq can be retrieved.
SUBJECT: Character - Jubei
TITLE: Jubei Strategy Guide
CURRENT VERSION: -
AUTHOR: Master (Anthony) Cho <achau@usc.edu>
CURRENT AVAILABILITY: Through author and rec.games.video.arcade
SUBJECT: Character - Kuroko
TITLE: The Compleat Kuroko Faq
CURRENT VERSION: -
AUTHOR: Scott Fujimoto <sfujimoto@delphi.com>
CURRENT AVAILABILITY: Through author and rec.games.video.arcade
SUBJECT: Character - Kyoshiro
TITLE: The Kyoshiro Player's Guide / FAQ
CURRENT VERSION: 4.7
AUTHOR: Damone <damone@ios.com>
CURRENT AVAILABILITY: Through rec.games.video.arcade and FTP
FTP SITES:
- ftp.netcom.com /pub/vi/vidgames/faqs 'ss2kyosh.txt'
- brawl.mindlink.net /pub/ss2/guides 'kyoshiro.damone'
- cencongopher.concordia.ca /pub/JustTheFAQs/VideoGames/FAQs 'ss2kyosh.txt'
SUBJECT: Character - Nakoru
TITLE: Nakoru Strategy Guide
CURRENT VERSION: 4.0
AUTHOR: Kenneth Hsu <e3321942@student.uq.edu.au>
CURRENT AVAILABILITY: Through rec.games.video.arcade and FTP
FTP SITES:
- brawl.mindlink.net /pub/ss2/guides 'nakoruru.guide.hsu'
- ftp.netcom.com /pub/vi/vidgames/faqs 'ss2nak.txt'
- kaiwan.kaiwan.com /user/dvillnva/neogeo_faqs 'ss2nak.txt'
- cencongopher.concordia.ca /pub/JustTheFAQs/VideoGames/FAQs 'ss2nak.txt'
SUBJECT: Character - Sieger
TITLE: The Sieger Player's Guide / FAQ
CURRENT VERSION: 2.3
AUTHOR: Damone <damone@ios.com>
CURRENT AVAILABILITY: Through rec.games.video.arcade and FTP
FTP SITES:
- ftp.netcom.com /pub/vi/vidgames/faqs 'ss2sieg.txt'
- brawl.mindlink.net /pub/ss2/guides 'sieger.damone'
- cencongopher.concordia.ca /pub/JustTheFAQs/VideoGames/FAQs 'ss2sieg.txt'
SUBJECT: General Faq
TITLE: Fringefaq
CURRENT VERSION: 3.0
AUTHOR: An Nguyen <acn@macsch.com>
CURRENT AVAILABILITY: Through FTP
FTP SITES:
- ftp.kaiwan.kaiwan.com /user/dvillnva/neogeo_faqs 'ss2_fringe.faq'
- brawl.mindlink.net /pub/ss2 'SamuraiShodown2.fringe.faq'
SUBJECT: General Faq
TITLE: Tapfaq
CURRENT VERSION: 4.0
AUTHOR: Shawn Holmes <shawnh@qb.island.net>
CURRENT AVAILABILITY: Through FTP
FTP SITES:
- ftp.netcom.com /pub/vi/vidgames/faqs 'samsho2.pt1' '.pt2' '.pt3'
- kaiwan.kaiwan.com /user/dvillnva/neogeo_faqs 'ss2faq.txt' 'ss2faqii.txt'
- brawl.mindlink.net /pub/ss2 'SamuraiShowdown2.1.faq' '.2.faq' '.3.faq'
- cencongopher.concordia.ca /pub/JustTheFAQs/VideoGames/FAQs 'samsho2.pt1'
'.pt2' '.pt3'
SUBJECT: Miscellaneous
TITLE: Character History Faq
CURRENT VERSION: 4.0
AUTHOR: Scott Fujimoto <sfujimoto@delphi.com>
CURRENT AVAILABILITY: Through author, rec.games.video arcade, and FTP
FTP SITES:
- kaiwan.kaiwan.com /user/dvillnva/neogeo_faqs 'ssorigin.txt'
SUBJECT: Miscellaneous
TITLE: Japanese Manual - Translation
CURRENT VERSION: -
AUTHOR: Kenichiro Tanaka <tanaka@maya.com>
CURRENT AVAILABILITY: Through author
SUBJECT: Miscellaneous
TITLE: SS2 Resource Guide
CURRENT VERSION: 1.0
AUTHOR: Damone <damone@ios.com>
CURRENT AVAILABILITY: Through rec.games.video.arcade and FTP.
FTP SITES:
- brawl.mindlink.com /pub/ss2 'Resource.Guide'
SUBJECT: Miscellaneous
TITLE: Strategy / Combo Faq
CURRENT VERSION: .0001 (discontinued)
AUTHOR: Timothy Heydelaar <hydelaar@crash.cts.com>
CURRENT AVAILABILITY: Through author
SUBJECT: Movelist
TITLE: Nine Key Movelist
CURRENT VERSION: -
AUTHOR: ?
CURRENT AVAILABILITY: Through FTP
FTP SITES:
- kaiwan.kaiwan.com /user/dvillnva/neogeo_faqs 'ss2_9key'
SUBJECT: Movelist
TITLE: SS2 Movelist
CURRENT VERSION: 7.0
AUTHOR: Rich Joseph <rfj105@psu.edu>
CURRENT AVAILABILITY: Through FTP
FTP SITES:
- ftp.netcom.com /pub/vi/vidgames/faqs 'samsho2.mvs'
- kaiwan.kaiwan.com /user/dvillnva/neogeo_faqs 'samsho2.mov'
- brawl.mindlink.net /pub/ss2 'SamuraiShowdown2.moves'
- cencongopher.concordia.ca /pub/JustTheFAQs/VideoGames/FAQs 'samsho2.mvs'
SUBJECT: Movelist
TITLE: SS2 Movelist - Short Form
CURRENT VERSION: 7.0
AUTHOR: ? <wb1cs171@picard.cc.rochester.edu>
CURRENT AVAILABILITY: Through FTP
FTP SITES:
- ftp.netcom.com /pub/vi/vidgames/faqs 'ss2short.txt'
- cencongopher.concordia.ca /pub/JustTheFAQs/VideoGames/FAQs 'ss2short.txt'
SUBJECT: Movelist
TITLE: Super Deformed Movelist
CURRENT VERSION: -
AUTHOR: Unknown
CURRENT AVAILABILITY: Through FTP
FTP SITES:
- kaiwan.kaiwan.com /user/dvillnva/neogeo_faqs 'ss2sdmoves.txt'
SUBJECT: Movelist
TITLE: Super Shadow Moves Faq
CURRENT VERSION: 1.7
AUTHOR: Damone <damone@ios.com>
CURRENT AVAILABILITY: Through author and rec.games.video.arcade
***************************************************************************
-FTP SITES-
SITE: brawl.mindlink.net
CURATOR: Dave Kirsch <a00563@giant.mindlink.net>
CONTAINS: faqs, pictures, sounds
SITE: cencongopher.concordia.ca
CURATOR: Paul Schwartz <?>
CONTAINS: mirror of ftp.netcom.com
SITE: ftp.dhp.com
CURATOR: Unknown
CONTAINS: sounds, pictures
SITE: ftp.netcom.com
CURATOR: Andy Eddy <vidgames@netcom.com>
CONTAINS: faqs
SITE: kaiwan.kaiwan.com
CURATOR: GeeSe Howard <dvillnva@kaiwan.com>
CONTAINS: faqs, pictures, sounds
***************************************************************************
-GOPHER SITES-
SITE: cencongopher.concordia.ca
CURATOR: Paul Schwartz <?>
INCLUDES: mirror of ftp.netcom.com site
***************************************************************************
-PICTURES-
SITE: brawl.mindlink.net /pub/ss2/pictures
CURATOR: Dave Kirsch <a00563@giant.mindlink.net>
INCLUDES: Cham Cham, Charlotte, Earthquake, Galford, Gen-an, Genjuro,
Hanzo, Haohmoru, Jubei, Nakoru, Nicotine, Sieger, Ukyo, Wan-fu, and others.
SITE: ftp.dhp.com /pub/neogeo/pictures/ss2
CURATOR: Unknown
INCLUDES: Cham Cham, Charlotte, Earthquake, Galford, Gen-an, Genjuro,
Hanzo, Haohmoru, Jubei, Nakoru, Nicotine, Ukyo, Wan-fu, and others.
SITE: kaiwan.kaiwan.com /user/dvillnva/neogeo_ss2_screenshots
CURATOR: GeeSe Howard <dvillnva@kaiwan.com>
INCLUDES: Cham Cham, Charlotte, Earthquake, Gen-an, Genjuro, Haohmoru,
Jubei, Nicotine, Nakoru, Sieger, Ukyo, Wan-fu, and others.
**************************************************************************
-SOUNDS-
SITE: brawl.mindlink.net /pub/ss2/audio
CURATOR: Dave Kirsch <a00563@giant.mindlink.net>
INCLUDES: Cham Cham, Charlotte, Genjuro, Haohmoru, Nakuro, and others.
SITE: ftp.dhp.com /pub/neogeo/sound/ss2
CURATOR: Unknown
INCLUDES: Cham Cham, Charlotte, Genjuro, Haohmoru, Kuroko, and others.
SITE: kaiwan.kaiwan.com /user/dvillnva/neogeo_wav_files
CURATOR: GeeSe Howard <dvillnva@kaiwan.com>
INCLUDES: Cham Cham, Charlotte, Genjuro, Haohmuro, Kuroko, and others.
***************************************************************************
That's it. Any additions, corrections, or updates, to me at the
address below.
Damone
<damone@ios.com>
***************************************************************************
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SS2 SECRET SHADOW MOVE FAQ v.1.7 (so I lied)
Basically, this is just a collection of rumors and hearsay that
may or may not be true at this point, including all the info on the known
shadow moves. Put together because it interests me for some reason. Whee.
- Damone <damone@ios.com>
Because people have been bugging me for it, it is now at
ftp.netcom.com /pub/vi/vidgames/faqs.
WHAT'S THIS GONNA INCLUDE?
WHAT'S NEW NOW?
WHAT ARE YOU TRYING TO DO HERE?
WHAT IS A SECRET SHADOW MOVE?
WELL, WHERE DID YOU GET THIS INFO FROM?
HEY, I SAW THIS REALLY WEIRD MOVE, AND...
WELL, WHAT ARE THE SECRET SHADOW MOVES?
WHAT'S THE ARGUMENT AGAINST THERE BEING ANY MORE SECRET SHADOW MOVES?
WHAT'S THE ARGUMENT FOR THERE BEING ANY MORE SECRET SHADOW MOVES?
HOW DO I FIND SECRET SHADOW MOVES?
WHO DO YOU WANT TO THANK?
WHAT'S NEW NOW?
This new version (1.7) just has some updated info from my own
experiences and some new stuff posted on rec.games.video.arcade about
newly discovered moves. Plus a possible move fro Ukyo. And I alphabetized
things. Enough to justify another addition. So I said the last one was
it. Sue me. It's archived now, too.
WHAT ARE YOU TRYING TO DO HERE?
Well, I'm making an offshoot to the Tapfaq at the moment. There
have been a lot of rumors and the such about the Secret Shadow Moves and
stuff like that, so I decided to start this thing as a clearing house for
information about these things. When all of them are found, and while
info for it comes in, I want to turn it all back to the Tapfaq where it
belongs. Until then, don't sell this, but distribute it anywhere you like
for free.
WHAT IS A SECRET SHADOW MOVE?
Apparently, in SS2, there are undocumented (i.e. not listed on
the game or in the manuals) attacks that can be performed that do
incredible things and/or damage. They have only been discovered for
certain players, but there have been enough of them to substantiate the
idea that every character has at least one.
The stories go that they can only be performed when the POW bar
is full and they are alternates to the POW Special Moves each character
has, and others that say they can be performed at any time. Information
is extremely sketchy. Major consensus seems to be that these are moves
that can be performed anytime, and the current discovered moves bear this
out, but rumors that there are some connected to the POW bar still exist.
WELL, WHERE DID YOU GET THIS INFO FROM?
Good question. For solid evidence, I picked out the moves that
had already been discovered and documented in the Tapfaq v.4.0, edited by
Shawn Holmes <shawnh@qb.island.net>. Those moves are reproduced here. I
wanted to get the information straight on these secret shadow moves
because they interest me, and, hey, it may save Shawn some work.
As far as blind speculation, I basically picked it all out of the
posts on rec.games.video.arcade concerning strange attacks that have been
posted so far. In addition to unconfirmed info about the soundtrack and
morf features, I have taken reports about moves from posts. The 'proof'
of these attacks range from 'having seen the computer pull it off,' to 'I
saw someone do it,' to 'I heard someone say they saw this.' Bottom line:
if a normal faq follows the scientific method, this is old-school alchemy
at its best. DO NOT TAKE ANYTHING HERE AT FACE VALUE.
HEY, I SAW THIS REALLY WEIRD MOVE, AND...
Cool. Mail me about it at damone@ios.com. Everything will be
compiled as I get it and as my health holds out. If you have anything
that fills in any of the blanks here (or, more to the point, connects the
vast chasms between actual facts), drop me a line. If you've heard rumors
of a move, thought you saw a move, have the actual move itself, etc, etc,
mail me.
WELL, WHAT ARE THE SECRET SHADOW MOVES?
Form:
CHARACTER: (* Denotes move info taken from Tapfaq v.4.0)
SECRET SHADOW MOVE / DESCRIPTION
JOYSTICK PATTERN (if known)
CHAM CHAM:
Tam Tam's Revenge: Apparently Paku Paku turns back to Tam Tam and Cham
Cham turns into a monkey, and you can play as Tam Tam for a while.
No move info
CHARLOTTE:
Super Power Gradiation: Charlotte tosses a rose in front of her and
performs multiple power gradiations through it.
-O | \ | / | + BCD OR - O | \ O - + BCD
O O O O O O O
(Movement unconfirmed)
EARTHQUAKE:
No move info (May be Ninja Fat Bomb)
GALFORD: *
Ninja Invisibility: Turns invisible, reappearing only to perform moves.
Full reappearance occurs when opponent touches, or after a short time.
-O O- -O O- | + BCD
O
GEN-AN:
No move info (May be Alternate Shredder)
GENJURO:
Super Card Slash: Apparently Genjuro appears to be performing his POW
super move when many cards come out, performing over 5 back and forth
card slashes.
No move info
HANZO: *
Ninja Invisibility: Turns invisible, reappearing only to perform moves.
Full reappearance occurs when opponent touches, or after 10-12 seconds.
-O O- -O O- | + BCD
O
HAOHMARU: *
Super Kogetsuzan Rush: Leaps into the air doing multiple Kogetsuzans
\ O- / | \ -O O- | / + BC
O O O O O O
JUBEI:
No move info
KYOSHIRO:
No move info
NAKORURU: *
Apefuchi Kamui Rymuse: Performs three quick Kamui Ryuse and finishes by
sending out a "shadow" of Falcon, allowing for four consecutive hits (if
close to opponent).
\ | / O- -O | \ + BC
O O O O O
NICOTINE:
No move info
SIEGER:
Machine Gun: Apparently Sieger fires his cannon arm repeatedly for
mega-damage. Another about a throw that takes him off-screen. First
sounds suspiciously like the Vulcan Explosion, and the second like either
his air throw or his back-breaker combo.
No move info
UKYO:
Teleport Slash: Apparently Ukyo 'teleports' to the other side of the
screen in his POW frame performing an upward slash.
/ | \ -o | \ + BC
o o o o o
(Movement Unconfirmed)
WAN FU:
No move info
WHAT'S THE ARGUMENT AGAINST THERE BEING ANY MORE SECRET SHADOW MOVES?
Whelp, it goes something a little like this:
- The Soundtrack: Every move and character in the game is
represented on the soundtrack, even the Secret Shadow Moves listed here
and Kuroko. If there are any more moves or characters (alla Tam Tam),
they must not use any additional sounds, but re-use other sounds. This is
not likely.
- The Test Feature: Apparently there is a test morph feature for
the game that lets the game owner test all the characters. This function
includes Kuroko, but not Tam Tam, or any other character.
- The 'Protagonist Attacks': Apparently someone who knows someone
at the game company says that the Shadow Attacks that exist already are
'Protagonist Attacks,' special attacks only for the 'heroes' of the game:
Hoah, Nak, Galford, and Hanzo. They are the only ones to get them.
- Weather Balloons Are Not UFOs: There are some glitches and bugs
in the game that make it do weird things sometimes, but they are not
special moves. As in most UFO sightings, most of the people who saw these
things were just imagining it anyway or just saw some documented special
attack they never saw before.
WHAT'S THE ARGUMENT FOR THERE BEING ANY MORE SECRET SHADOW MOVES?
Whelp, it goes something like this:
- Screw The Soundtrack And Test Feature: No matter how unlikely
it is, there could be special moves for the other players that either
re-use sounds already on the soundtrack, or on tracks hidden in the
soundtrack. Ditto the Test Feature. PLUS, the secret shadow moves that
exist already, are additions to other moves, and some do not USE
different sounds anyway. For example, Nak's is an extension of her hawk
strike, Hoah's is a multiple Kogetsuzan, and Hanzo and Galford's
invisibility is an extension of their ninja teleports in that they just
stay 'gone.' SO, the secret shadow moves for the others characters are
extensions of other moves, and don't NEED new sounds.
- 'Protagonist' My Ass: Nak, Hoah, Galford, and Hanzo, while
being more involved in the 'plot' of the game than the others, are by no
means the only 'good guys' in it. And if it is for the people in those
story lines, why shouldn't Genjuro, Ukyo, or Nicotine have one,
considering their connection to Haoh's storyline? And while there are
DEFINATELY some bad guys (Gen-an, Earthquake, etc), there are definately
other good guys (Nicotine, Cham Cham, etc), as well as those of dubious
morality (Kyoshiro, Sieger, etc.) What about them? Why screw up game
balance by giving super-powerful special attacks to characters who in no
way need them? And if the good guys get attacks, why not the villains as
well?
- It WAS a spaceship from Venus!: Many clearly sane people, who
have played the game for a long time, have SEEN the moves that they claim
with their own eyes, and they did appear to be bugs (How do you mistake
seeing Tam Tam?). Some people have even PERFORMED the moves themselves.
And there is the enough ambiguity to allow the possibility of these moves
being reality.
HOW DO I FIND SECRET SHADOW MOVES?
Still convinced that more moves exist? Well, take a look at what
we have already. It seems that all the Secret Shadow moves all have
button combos that have both slash and kick button involved (usually BC),
along with complex and unusual joystick movements. All of it is in some
ways akin to the Super Deformed transformations (weird joystick
movements/button combos). Also, all of the moves seem to have some sort
of 'shadow' component. Haoh and Nak have 'shadows' of themselves trailing
behind them as they perform their moves, while Hanzo and Galford turn
INTO 'shadows.' Also, for more moves to exist at this point and defy the
arguments against it, they are probably just extensions of moves the
characters already have (see the examples of Charlotte and Genjuro). So
go out, do weird things with the joystick, and hit slash and kick at the
same time.
WHO DO YOU WANT TO THANK?
Well, first off again, Shawn Holmes <shawnh@qb.island.net>,
editor of the Tapfaq v.4.0, for use of some of the moves from the Tapfaq.
I'd also like to thank all the posters who I borrowed from. If
you wish to be recognized for your info, please drop me a line and you
will be included, and accept my apologies ahead of time.
If you have any info, complaints, etc, drop me a line at
damone@ios.com. Thanks again.
Damone
<damone@ios.com>
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This list may also be found at ftp.netcom.com, courtesy of Andy Eddy, under
pub/vi/vidgames/faqs
###SAMURAI SHODOWN 2###
Abbreviated Moves List, v 7.0, by wb1cs171@picard.cc.rochester.edu
Based upon Moves List, v 7.0, by rfj105@psu.edu
Slash: press A,B,or AB Joystick (character facing right):7 8 9
Kick: press C,D,or CD POW: POW meter must be full
Tap: press button repeatedly Super Deformed: Character turns 4 6
|:follow-up to previous move into a anime distortion
1 2 3
###CHAM CHAM###
236 Slash Throws 'rang forward
214 Slash Throws 'rang diagonally up
63214 C Chimp spins forward
63214 D Chimp throws a skull
63214 CD Chimp jumps and spits fireball
236 Kick Leaping Face Rip
63214(twice) C Super Deformed
POW: 641236 A Grows and charges forward
###CHARLOTTE###
123 Slash Jumps, creating an energy wall
Tap Slash Charges forward while slashing
623 Slash Shoots a triangle
63214(twice) D Super Deformed
POW: 632146 B Slashes a giant star
###EARTHQUAKE###
(in air)2 CD Bouncing Butt Attack
Tap Slash Buzzsaw Attack
641236 A or B Mirror Images (A-left B-right)
63214 BCD Vanishes, then attacks from above
214 Slash Breathe Fire
6464642 B Super Deformed
POW: 632146 A Trys to grab oppponent
###GALFORD###
236 Slash Electric Projectile
641236 A or B Mirror Images (A-left B-right)
BCD(when hit) Vanishes, then attacks from above
63214 BCD Same effect
646464642 BCD Invisibility
214 Slash Dog rams into opponent
214 C Dog attacks opponent
214 D Dog attacks from above
6321464 C Super Deformed
(in air)2 AB or B Throws opponent while in the air
(in air)2 CD or D Same attack, but uses sword first
623 Kick Throw
POW: 632146 D Dog attacks opponent
###GEN-AN###
236 Slash Breathes poison gas
63214 Slash Shoots out glove
623 Slash Rolls forward with claws out
BCD(when hit) Sheds his skin and attacks
321 BCD Same effect
63214(twice) C Super Deformed
POW: 632146 AB Runs forward, trys to grab opponent
###GENJURO###
623 Slash Rising Sword Slash
236 Slash Slides forward and slashes
|236 Slash Repeats
||236 Slash Finishes with a big slash
214 Slash Throws a card
6321464 B Super Deformed
POW: 632146 A Rising Sword Slash
###HANZO###
(in air)4123 Slash Throws a star down
6321 Slash Shoots a fire-snake
646464642 BCD Invisibilty
641236 A or B Mirror Images (A-left B-right)
BCD(when hit) Vanishes, then attacks from below
63214 BCD Vanishes, then attacks from above
6464642 A Super Deformed
(in air)2 AB or B Throws opponent while in the air
(in air)2 CD or D Same effect, but uses sword first
623 Kick Throw
POW: 632146 D Creates pillar of fire
###HAOHMARU###
6123 Slash Rising Sword Slash
6123 Kick Leaping somersault slice
236 Slash Launch a tornado
236 Kick Fake a tornado launch
214 A Attack with your bottle
341236421 BC Spins sword and walks forward
6321464 B Super Deformed
POW: 632146 A Makes a big slash
###JUBEI###
236 Slash Shoots a ground wave
Tap Slash Multiple sword attacks
623 B or AB Charge forward, then rising slash
623 A Charges forward
2146 Slash Blocks and counterattacks
6321464 D Super Deformed
POW: 632146 C Creates an energy column
###KYOSHIRO###
236 Slash Breathe fire
63214 Kick Flaming drill
623 Slash Jump and spin
(in air)2 AB Spin as you fall
214 Slash Throws a flaming fan
6412364 D Super Deformed
POW: 641236 C Spins and moves on the ground
###NAKORURU###
236 Slash Upward rush
412 Slash Horizontal energy rush
214 Slash Reflect projectiles and pets
1 AB Roll on the ground
63214 Slash Hawk attacks
214 C Ride the hawk
|1 or 2 or 3 Slash or Kick Rolls down from the hawk
|Anything else Slash or Kick Same, except at a diagonal
214632 BC Flicks cape 5 times
(in air)2 B or AB Throw while opponent is in air
POW: 641236 A Hawk attacks
###NICOTINE###
236 Slash Throws an electric hawk
236 Kick Throws a flaming ape
(in air)1236 Kick Spins down with flames
63214 Slash Shoots out with staff
421 AB Throws a card which confuses opponent
63214(4 times) D Doll Motion
POW: 641236 D Creates a giant beast
###SEIGER###
63214 Kick Jumps on top of opponent
236 Tap A Flamethrower
3 BC Reflect projectiles
236 C Slides forward on one knee
|236 B Lauches opponent into air
||3214 A Backbreaker
632146 AB Trys to grab opponent
6321464 A Super Deformed
(in air)2 B or AB Throw opponent while in air
POW: 632146 CD Jumps on top of opponent
###UKYO###
214 Slash Apple Slice
214 Kick Fake the apple slice
236 C or D or CD Slides forward and slashes:
C-forward D-downward CD-upward
(in air)1236 Slash Spins and shoots a firebird
441236 Slash Spins and shoots as you hop back
2146323 B Super Deformed
POW: 641236 AB Throws apple then jumps and spins
###WAN-FU###
214 Slash Jumps and throws weapon
623 Slash Rising flame pillar
236 Slash Spins forward with extended pillar
(in air)A Stone Shield
214 CD Hurts himself to charge POW
4632146 D Super Deformed
POW: 641236 B Jumps and throws weapon
The USA home version is censored -- the blood is *green* and there are no
"cut him in half" fatalities. However, as has been posted recently to
rec.games.video.arcade, there are apparently two ways to "uncensor" it.
I. Select OPTION, change to "Japan" mode. Exit options. Select OPTION,
change back to "USA" mode. Exit options. Select START. You should now
have the game in English, with *red* blood and fatalities.
II. Select OPTION, make sure game is in "USA" mode. Move cursor to Exit
and press all 4 buttons on the controller. Select START. The effect
should be the same as the above.
Thanks to GeeSe Howard, here is the code to play as Kuroko on the home
version. Enter this sequence on the 1P controller before a 2P match:
UP, DOWN, LEFT, UP, DOWN, RIGHT + A
Thanks to Galen Komatsu and Scott Fujimoto for Kuroko's moves. Most of them
are drawn from other Neo Geo fighter carts.
236 A Fireball (Ryo Sakazaki, AOF)
236 B or AB Energy cylinder (John Crawly, AOF)
214 A Double Fireball (Wolfgang Krauser, FFS)
16 A Double Cookie Toss (Jubei, FFS)
641236 A Super Death Fireball (Ryo Sakazaki, AOF)
2363214 A Energy Wave (Wolfgang Krauser, FFS)
21416 BC Exploding Fireball
63214 A Extends flags to grab opponent
Tap C Energy Growth (Tung Fu Rue, FFS)
236 ABC or 214 ABC Reflects projectiles
63214 BCD Reflection Slash
BCD(when hit) Death Fake
63214(twice) D Super Deformed
6 any button Throw (Tung Fu Rue, FFS)
POW: 632146 AB Kick their ass! (Ryo Sakazaki, AOF)
POW: 63214(twice) CD Same, but take a breather
--
Reply to : wb1cs171@picard.cc.rochester.edu
"It must be inordinately taxing to be such a boob." -The Brain
"Treason, like beauty, is in the eye of the beholder." -Garak
"Nobody expects the Spanish Inquisition!" -Monty Python's Flying Circus
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Here's version 1.1 of the one-page SuperSFIITurbo special moves listing.
To cram all of the moves on one page, I used the ten-key shorthand brought
to us by Galen Komatsu. Here's a quick recap:
__Dhalsim Yoga Fire__
| \ --O + Punch *equals* D,DF,F+Punch *equals* 236P
O O
BTW, even if you already know the moves, you should check this list out
for some outrageous special-moves names. (Most of the following names are
Capcom's real american names! Honest!)
---CUT-HERE---
___ ___ ___ _______ ____
| __|| __|| __||_______||_ _| KEY: 12346789 = Joystick O = Spin 5/8ths
|__ ||__ || _| _||_||_ || A/B/C = Jab/Strong/Fierce c.harge j.ump
|___||___||_| |_______| || X/Y/Z = Short/Fwd/Rndhouse K.ick P.unch
#Super Street Fighter 2 Turbo# PPP = FastTap ABC = Together (m/n) = m OR n
####Sure Killing Technique#### * = Hold For Diff. Effect $ = Block High
--Ryu----------------------------------------------------------------------
236P Hadouken 41236P FireHadouken 214K TatsuMakiSenPuuKyaku
6B HookPunch$ 6C LungePunch 623P Shoryuken
236236P VacuumFireball
--Ken----------------------------------------------------------------------
236P Hadouken 623P Shoryuken 214K TatsuMakiSenPuuKyaku
623C FireShoryuken 236K* ScytheKick$ 623623P ViolentDP
--E.Honda------------------------------------------------------------------
c46P SumoMissile PPP 100HandSlap c28K SuperSumoDrop
214P OhichoThrow c4646P SuperKillerHeadRam
--Chun Li------------------------------------------------------------------
c46K SpinningBirdKick c28K JumpingSpinKick c46P Kikouken
KKK LightningLeg 3(Y/Z) FlipKick c4646K 1000BurstKick
--Blanka-------------------------------------------------------------------
c46P Horiz.Ball c28K Vert.Ball c46K BackstepRolling
PPP Electricity 6XYZ HopTowards 4XYZ HopBack
3C SlidePunch c4646P* GroundShaveRoll
--Zangief------------------------------------------------------------------
OP SpinningPileDriver OK FlyingPowerBomb(far) OK AtomicSuplex(close)
ABC SpinningLariat XYZ S.SpinningLariat 6(B/C) HopKick
632P BanishingPunch OOP FinalAtomicBuster
--Guile--------------------------------------------------------------------
c46P SonicBoom c28K SomersaultKick 6X FlyingKnee
6Y HopKick 6Z LungeShinKick c1319K 2xSomersaultKick
--Dhalsim------------------------------------------------------------------
236P YogaFire 41236P YogaFlame 41236K YogaBlast
421(XYZ/ABC) FrontTeleport(Far/Close) (4/1)(Any) ShortAttack
623(XYZ/ABC) RearTeleport(Far/Close) 4123641236P YogaInferno
--T.Hawk-------------------------------------------------------------------
623P SkullBuster j2ABC CondorDive OP MexicanTyphoon
OOP DoubleTyphoon
--Cammy--------------------------------------------------------------------
623K CannonSpike 236K SpiralArrow 416P Accel.SpinKnuckle
12369P HooliganCombo (K/P when close to throw) 623623K SpinDiveSmasher
--Fei Long-----------------------------------------------------------------
421K Fire-FuryKick 236P(Repeat) RekkaKen 269K BeatingFlashKick
6Y HopKick1$ 6Z HopKick2 236236P BlazingFlamePunch
--DeeJay-------------------------------------------------------------------
c46K Dbl.RollingHookKick c46P AirSlasher c28P RapidFireUpperCut
c28K JackKnifeMaximum c4646K CarnivalHookKick
--Balrog-------------------------------------------------------------------
c46P DashingPunch c46K DashingUpper c28P BuffaloHeadbutt
ABC/XYZ* TurnPunch c13P LowerDashPunch c4646P SuperDashUpper
--Vega---------------------------------------------------------------------
ABC DoubleBackflip XYZ SingleBackflip c46P RollingCrystalFlash
c16K FlipKick c28P SkyHighClaw c28K ClawDive
c1319K SuperClawDive After ClawDive-> P(close)=Grab P(far)=ClawSplash
--Sagat--------------------------------------------------------------------
236P TigerShot 236K GrandTigerShot 269K TigerKnee
623P TigerUppercut 623C 5-Hit TigerUpper 236236P TigerGenocide
--M.Bison------------------------------------------------------------------
c46P PsychoCrusher c46K DoubleKneePress c28K HeadPress
c28P-P DevilReverse 2Z SlideKick c4646K KneePressNightmare
---------------------------------------------------------------------------
###SSF2T 1PageMovesList*v1.1*by Jamie Klein <yanknir@genesis.nred.ma.us>###
---CUT-HERE---
--
Yb dP 8 8b 8 w Jamie Klein<yanknir@genesis.nred.ma.us>
YbdP .d88 8d8b. 8.dP 8Ybm8 w 8d8b =======================================
YP 8 8 8P Y8 88b 8 "8 8 8P "There's always an angel who cares.
88 `Y8Q 8 8 8 Yb 8 8 8 8 Where's your angel now?" -Ministry
File diff suppressed because it is too large Load Diff
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HISTORICAL BACKGROUND OF SAMURAI SPIRITS CHARACTERS v. 5.0
Many of the characters in Samurai Spirits are based on historical
or fictional characters. However, it is important to realize that
these are historical figures seen through the lens of popular culture.
Many legends have been woven around the Yagyu clan. Hattori Hanzo
is considered the archtypal ninja in Japan, and consequently his life
has probably been greatly embellished. Similarly, Musashi is regarded
as the archtypal samurai or kensei. In this case, the popular image
of Musashi in modern Japan has been shaped by Yoshikawa Eiji's book
"Musashi", which is a sort of "fictional biography" of his life. Curiously
enough, the fictional samurai Kyoshiro can be seen as an anti-archetype
of Musashi. At any rate, the game designers have based many of their
characters on their knowledge of famous fighters in Japanese popular
culture.
Haohmaru
Based on Miyamoto Musashi (1584-1645), the classic model of the
samurai. Musashi was a ronin when he was young, roaming the
countryside and testing his skill against various opponents.
(sounds familiar...) His religion was The Way of the Sword, in
which he hoped to gain enlightenment through perfect mental control
and physical skill. (like arcade players today :-) The basis of this
philosophy is Zen Buddhism, which advocates the negation of wordly
attachments and emotions to attain a higher state of non-being. Thus,
this goal came at the expense of everything else, even love (this
sorta explains Haohmaru's ending...) and personal appearance (which
explains Haohmaru's haircut). However, the cocky attitude that
Haohmaru adopts was NOT displayed by Musashi, who viewed everything
with the utmost seriousness.
Musashi developed the fighting technique of using two swords at once
(although Haohmaru only has one). He also eventually became a samurai
of the Hasokawa daiymo, which had previously employed his rival Genryu
earlier. Despite his famous martial prowess, Musashi gradually came
to believe that enlightenment could also be achieved through the arts
as well, and became a notable painter and woodsculptor. He left a
famous book on the art of swordfighting, "The Book of Five Rings",
that (curiously enough) has been used to advise businessmen today how
to become better competitors!
Note on the "Crescent Moon Slash": this may actually be based on the
"Full Moon Cut" used by Nemuri Kyoshiro (see below). In both moves,
the sword is swung in a circle to obliterate all enemies around
oneself.
Note on Oshizu: Probably based on Otsu, Musashi's girlfriend. He was
torn between his quest as a Zen swordsman and his attachment to Otsu,
just like Haohmaru.
Caffeine Nicotine
Musashi (at least according to Yoshikawa) did have a Zen Buddhist monk
as a mentor during his early years named Soho Takuan. Whether this is
historically true is debatable, but Takuan was a real person--there's a
pickle named after him! His teachings on Zen also had a great influence
on the historical Musashi's approach to fighting and life. In addition,
he was a personal mentor to both the Shogun and Yagyu Munenori, and
influenced HIS approach to swordsmanship as well. Of course, Takuan did
not puff joints, drink coffee, or throw talismans around, and he was NOT
a fighter in his early years like Nicotine is. But that's probably the
best basis for him.
For character design, Nicotine bears a remarkable resemblance to the
monk in Jubei Ninja Chronicles (many of the SS designers also worked
on that anime).
Tachibana Ukyo
Based on Sasaki Kojiro Genryu (?--1612), Musashi's skilled rival. Genryu
wielded a VERY long sword called the "Drying Pole". He was reputed to be
the most skilled swordsman around, and could slice swallows in mid-air,
according to Yoshikawa. The preface to the Book of Five Rings says that
he developed a sword technique inspired by the movement of a swallow's
tail in flight. This is the basis of Ukyo's "swoop swallow slice". Genryu
even named the school of swordsmanship he founded Tsumabe Gaeshi.
Despite his skill, during their duel Musashi killed him in one blow (two,
according to some accounts). Just like Ukyo and Haohmaru, Musashi and
Genryu fought on an isle off of the coast of Japan, and Musashi showed
up late for the duel as a psychological tactic (this could explain
why Ukyo and Haohmaru are at the same place, but totally different
times). After he defeated Genryu, the island was renamed Genryu Isle
("Gairyu Isle"), although it's actually by Shimonoseki. Note that this
was Musashi's most famous duel, and is pretty much a cultural reference
in Japan.
In the book "Musashi", Genryu comes off as a totally selfish and arrogant
person. Yoshikawa made him the symbol of a swordsman gifted with "mere"
technical virtuosity, to contrast him against Musashi's spiritual
strength. He's not a womanizer either. However, later Murakami Genzo
wrote a best-selling novel about Sasaki Kojiro, depicting him in a more
heroic light. This Genryu was an aristocratic, dignified swordsman, who
was a hearthrob with the ladies. His amorous affairs, fancy clothes, and
sophisticated air were contrasted sharply with Musashi's rough-and-tumble
look and attitude. He also had a sense of -aware-, a Japanese word meaning
a deep understanding of both the briefness and sweetness of life. This is
probably the portrayal of Genryu that Ukyo is based on. However, neither
Yoshikawa's nor Murakami's Genryu had blue hair :-)
Note on Ukyo's sword and fighting style: I strongly suspect that these
two aspects of his design are not based on Genryu, but instead the blind
swordsman Zato Ichi, a character in a series of popular movies. For one,
Ukyo's unusual sword looks EXACTLY like Zato's "cane sword." Zato kept
the blade sheathed in his cane most of the time, but could draw it at
lightning-quick speeds to dispatch his enemies, just like Ukyo. Being
blind, he used sound to locate his enemies. Ukyo is obviously not blind,
but his quirky style of facing away from his enemy may be inspired by
Zato's technique.
Incidentally, a tachibana is a type of mandarin orange.
SS2--As for Ukyo having tuberculosis, Genryu never came down with it.
He didn't live long enough.
Yagyu Jubei
The Yagyus were a famous line of samurai. Yagyu Muneyoshi was a
samurai renown for his skill with the sword and his general samurai
prowness. His son, Yagyu Munenori became the personal sword instructor
of the Tokugawa shoguns. The son of Munenori was Yagyu Jubei Mitsuyoshi,
who also started out as the shogun's sword instructor but was dismissed
for unclear reasons. It was rumored that this was actually a cover for
Jubei to go on covert missions for the shogun or the emperor. (hence
his nickname in SS, "The Emperor's Secret Servant") Because of this,
popular legend holds that that Jubei actually became sort of a
samurai-ninja. He is often depicted with an eyepatch, said to be the
result of a childhood accident when his father threw a stone at him to
determine his reaction time for fencing.
Nothing said about Jubei using two swords, although Musashi was
said to have introduced this technique.
Interestingly, in the book "Musashi", Yagyu Muneyoshi had retired from
ruling his domain, and lived in seclusion in a small house nestled
in a bamboo grove behind it! Perhaps Jubei inherited his
grandfather's hideaway?
Hattori Hanzo
Hattori Hanzo (1541-1596) actually existed, and was the most
famous of the ninjas of Iga (Iga province has been connected with
ninja activities throughout history). Hattori Hanzo Masashige's
nickname was "Devil Hanzo," and he engaged in such ninja-associated
activities as night raids on enemy castles. Through complex
circumstances, Oda Nobunaga felt compelled to invade Iga, brutally
crushing all resistance and using scorched-earth tactics. This may
explain the desolate background in Hanzo's stage, although SS puts him
in Yamada, not Iga, for unknown reasons. Ieyasu Tokugawa later welcomed
the ninjas as his allies. As a result, Hanzo and other ninjas fought for
Ieyasu Tokugawa in his quest to reunite Japan.
SS2--The historical Hanzo did not have sons named Kanzo or Shinzo.
He did have a son named Iwani-no-kami Masanari who was, of course,
*not* possessed by the spirit of Amakuza or anyone else.
Wan Fu
OK, I have two possibilities about the background of this
character. The first comes from Frederick Lee, who says that Wan Fu
is based on a swordsman during the Ch'ing dynasty called Wan Wu. He
was an anti-Ch'ing warrior with a big sword; people called him "Big
Scimitar Wan Wu". This sounds really promising, but I haven't found
ANYTHING on this guy! If anyone has ANY references, please notify me!
The second lead bases Wan Fu upon the ancient, almost legendary,
founder of the Chou Dynasty, King Wu Wang. At this time (1100 B.C.)
China was a fragmented country of kingdoms and kings. King Wu became
famous for his martial prowess when he conquered the rival Sheng
Kingdom and incorporated it into the Kingdom of the Chou. He moved the
capital of his kingdom to Hao, now called Sian. There is evidence that
King Wu wanted to unify all of known China, but he died before that
could be accomplished. Confucious cites him as an example of a strong
and virtuous king. The connections between King Wu and Wan Fu are that
both are king of Sian and both are military conquerors. It also explains
the historical discrepancy of "King" Wan Fu (during the time period of
SS, China was unified under the Ch'ing dynasty so Wan Fu can't be a king).
SS2--the short blurb about Wan Fu says that he is destined to unify all
of China, which furthers the incongruity with the SS time period and
offers more support to the "King Wu" theory, as King Wu also wanted to
unify China.
Senryo Kyoshiro
Getting info on this guy was a real pain, mainly because almost all
English books on Japan focus on economics, politics, and so forth and
very little on popular culture. No wonder academics are considered out
of touch... But silly gripes aside, it turns out the basis for our Kabuki
man is VERY different from the character in the game.
Kyoshiro is based on a fictional character named Nemuri Kyoshiro.
"Sleepy-Eyed Kyoshiro, Notes on Villany," by Shibata Tosaburo was a novel
serialized in a post-war magazine and later made into a film series from
1963-1969. Kyoshiro was a 17th-century skilled swordsman who was haunted
by his violent origin. He was conceived when his mother was raped by a
Portuguese missionary. Kyoshiro himself was estranged with society, and
had a hatred of both Christians and women. Despite this, or because of it,
he was also a complete womanizer--he often disrobed women by slashing
their garments with his sword before...err...getting to know them better.
Kyoshiro means "deranged fellow", while Nemuri means "sleepy", reflecting
his blase attitude towards life, and his cynical and cold posture toward
others. Nevertheless, he also pursued the Way of the Sword, and sought a
Zen-like detachment from emotions and thoughts, just like Musashi.
Note that Nemuri Kyoshiro had NOTHING to do with Kabuki, and was dressed
in black, to reflect his personality. He also was traditionally armed with
a sword, not a naginata. He DID have red hair, though.
Kabuki notes: Senryo Kyoshiro is in the Kabuki costume of a lion. Also
note that fans are an essential part of Kabuki theater, and used in dances
and such.
Charlotte
In 1972, Riyoko Ikeda wrote a famous manga (Japanese comic) series
called The Rose of Versailles. It concerned the various dealings in
Versailles right before the French Revolution. The main (fictional)
character was Oscar Francois de Jarjayes, an aristocratic woman who
wore men's clothing and a sword, and became the head of the guard at
Versailles. Despite her background, she later turned on her employers
and joined the French Revolution. Note that Charlotte throws a rose
every time after winning a fight.
As far as I know, Oscar never visited Japan. ^_^
SS2--Charlotte throws roses again. Also in her scene, the carpet has
a giant rose on it and there are bowls of roses at the ends of the hall.
And she's still at Versailles. "Rose of Versailles." Hmmm...
Shiro Amakuza
Shrio Amakuza (1622-1638) was also known as Masuda Shiro Tokisada. He
led a Christian-inspired uprising in the Shimabara region of Japan. His
father (Masuda Jimboye Yoshitsugu) was, ironically enough, a samurai.
Heavy taxation and persecution caused the peasants and ronin of the
Shimabara region to revolt, the last challenge to Tokugawa authority
until the opening of Japan in 1868. Amakuza became their charismatic
leader, and they gave him such titles as "Heavenly Master" (his nickname
in SS is "The Child of God"), which is of course unorthodox, at least to
European Christianity. The rebellion was eventually crushed, although
Amakuza's body was never recovered. Note that a lot of Amakuza's quotes
make sense once you consider his background...
Kibagame Genjuro
Genjuro is TOTALLY based on the Japanese Hanafuda card game. Thanks go
to Greg Kasavin, Kenichiro Tanaka, and Spencer Olson for the following
information:
The Hanafuda (flower card) game is made of a deck of 41 different
cards where you try and match suits to make high scoring combinations.
There are several suits, including cherry blossoms, gingko, violets,
willow, peonies, pine, and the grassy scene in Genjuro's stage. There
are also four different ranks: the plain one with nothing but the plant
(1 point), the plant with a fuda (paper strip with poetry) (5 pts),
a picture with the plant and another object (10 pts), and an even more
elaborate picture (20 pts). Virtually EVERYTHING about Genjuro is a
reference to the Hanfuda deck:
--Genjuro's Sanren Satsu consists of three different attacks, the Boar,
the Deer, and the Butterfly. When he completes the three slashes, he
shouts "InoShikaCho!" which are the three respective animals. Look
closely and you'll see those animals on the cards, which are exactly as
they appear in the Hanafuda deck.
--Genjuro's Card Throw when blocked shows cards from the cherry blossom
suit. An A is a plain cherry blossom, a B is a 5 pt cherry blossom, and
the AB is a 20 pt cherry blossom, the same card that's used in his weapon
breaker.
--Genjuro's Violet Uppercut briefly shows a hawk's head at the arc of the
slash. This image is from the 20 pt card in the violet suit.
--Genjuro's Power Special displays either the highest or lowest cards of
each suit. When blocked, the lowest cards fly out. When he hits, the
highest ranking cards are shown:
1. Crane--pine suit
2. Man with umbrella and frog--willow suit
3. Hawk--violet suit
4. Moon over hill--grassy suit
5. Bridge--cherry blossom suit
--Genjuro's stage itself is right out of Hanafuda. An entire suit of the
grass cards consists of a grassy landscape at sunset with a big moon over
on the left. The 1 pt cards have only the grass, while the 10 pt card
show the flock of birds that fly across Genjuro's background. The 20 pt
card has the moon over the hill. The grass, incidentally, is called Sekagi
and that's why his stage is appropriately titled Sekagigahara.
--When Genjuro puts on his kimono, there is an image of a paper with
poetry on it, lined on either side by roses. This is from the 5 point
cherry blossom card. The wine dish is from the 10 pt chrysanthenum suit.
The pose with him holding an umbrella with a frog nearby is an image
directly from the 20 pt willow suit.
The following characters probably don't have a historical or fictional
basis:
Nakoruru--She's basically your typical kawaii anime character with a
knife.
Nakoruru wears the typical dress of the Ainu, as does her family.
The Ainu believe all natural objects and creatures are manifestations of
kamui (gods or spirits). This is probably the basis of Nakoruru's nature
worship.
Galford--First, San Francisco did not exist during the time of SS. Second,
there were of course no ninjas in America at that time. Galford is
probably an original creation by the designers.
Earthquake--Texas also did not exist at this time, and he's an
anachronistic ninja too, as his nickname says. Musashi did fight a person
skilled with a nage gama named Shishido Baikin, who was also portrayed
as somewhat of a roguish character. But that's probably it as far as
background goes.
Gen-An--Gen-An is not a tengu, because: 1) tengus may be mischievous, but
are never evil, 2) They have beaks and wings, 3) They live in dense,
mountainous forests, not caves. Gen-An is not an oni, because they have
horns and fangs, and traditionally wield spiked clubs and mallets. If
anything, he's probably a generic Japanese hobgoblin or some sort of
degenerate human.
Nienhalt Sieger--As many people have pointed out, his name is sort of a
joke. It means "No Halt Victory."
Historically, Sieger would most likely be a Teutonic Knight, a Germanic
order of knights. However, their symbol was a black cross on a white
field, not a lion. Also, they were not allied to either the Holy Roman
Emperor nor the Prussian King, but were basically an autonomous order.
The "Knights of the Red Lion Knight" that Sieger belongs to is probably
a total fiction as well.
Tam-Tam--The FAQ states the inconsistencies pretty clearly. Tam-Tam
supposedly is Incan but: 1) Quetzacoatl is an Aztec god, 2) the Incans
didn't have steel, 3) he looks like a Maori from New Zealand, 4) his
dress looks Aztecan.
Cham-Cham--To my knowledge, boomerangs were not found in the New World.
Paku-Paku also looks like a chimpanzee, which are not found in the New
World either. And of course, there's her green hair....
Sources Unknown:
Mizuki Rashoushin--No idea whatsoever.
Mizuki is dressed in the traditional white blouse and red skirt of a
Shinto priestess or priest-assistant (the Shinto priesthood is
predominantly male).
Note that the weapon she uses is a gohei, which is used both as a
purification device and a symbolic offering to the kami in Shinto rituals.
Of course, it isn't nearly as dangerous a weapon in real life. ^_^
Special Note:
Kuroko
Koroko are an essential part of Kabuki. They are best described as a
cross between a stagehand and a personal assistant to the actors.
Their many tasks include adding or removing props when needed, wiping
persperation off of an actor's face or bringing him water, assisting
an actor in changing a costume while on-stage (!), and other necessary
tasks to ensure a Kabuki performance runs smoothly. They are dressed in
black so as not to be seen (traditional backgrounds were often dark so
they blended in) and wore a black flap over their face to signify that
they were not "real" people in the play. They did their work as quietly
and quickly as possible, so as not to be noticed.
Anyone who has any info they would like to add, please tell me!
Sources: Ninja, the True Story of Japan's Secret Warrior Cult
by Stephen Turnbull
Samurai, the Story of a Warrior Tradition
by Harry Cook
The Heart of the Warrior
by Catharina Blomberg
Musashi
by Eiji Yoshikawa
The Book of Five Rings
by Miyamoto Musashi (introduction: Victor Harris)
China's Imperial History
by Charles O. Hucker
Manga! Manga! The Story of Japanese Comics
by Frederik L. Shodt
The Samurai Film
by Alain Silver
Archetypes in Japanese Film
by Gregory Barret
The Kabuki Theatre
by Earle Ernst
Japanese Mythology
by Juliet Piggott
Totally Obnoxious Notes to Urusei Yatsura, vol. 15
by Animiego
The SS1 FAQ
by Mark Maestas and Ewan Ng
Greg Kasavin, Kenichiro Tanka, and Spencer Olson (Genjuro info)
Shawn Holmes (Amakuza info)
Michael Rusignuolo (Sieger info)
Roger Lai (proofreading the whole thing)
--Scott Fujimoto
`[1;34;42mRainbow V 1.07 for Delphi - Registered
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-----------------
TEKKEN FAQ 1.0
by
Chris
McCullough
-----------------
(NOTE: V.1 consists of the Tekken moves sheet that Namco released.)
Towards the end of the 20th century, a mysterious challenge went out
to all who were deserving. No one knows from where it originated, but
it's draw was irresistible. The promise of power and riches beyond those
attainable by the common man all to go to the survivor. From the depths
of the lower earth to the far reaches of the outlands the call escaped no
one. Many perished during the mortal street fights that were only a
preview of the challenges that were to come. Only 8? remain, those with
the true killer instinct, all ready to die, to gain the title of "TEKKEN",
"Lord of the Rave War."
Tekken is Namco's latest stab at a combat game. Its graphics and
playability are much like Virtua Fighting. The controls conist of a
joystick and four buttons.
O X left hand O O right hand
| |
| Tap | Hold left leg O O right leg
. O O .
OR throw opponent
. O O .
Each character has their own throw, or special move.
---O ---O Dash toward the opponent
When knocked down
O--- somersault away from the opponent
---O somersault towards the opponent
----------------
Individual Moves
----------------
PAUL
----
He is basically another Ken/Jacky, with blond hair that is spiked stright
up.
Bone breaker
while sitting . . . O
down
. O . .
Shredder
O . . . .
/
/ O . . O
Jaw Breaker
while . .
crouching ---O
. O
Front Scissors
---O ---O . .
. O
JACK
----
He is a massive figure dressed in camoflage clothing. His head and
upper torso are extreme large, and he moves like a robot.
Meagaton Blast
/ | \ . O
O--- / | \
O O X . .
Cross Cut Saw
O O
---O ---O
. .
Jack Hammer
O . O . O .
. . . . . .
Pancake Press
O . .
/
/ O O
KING
----
An animal character. He is a leopard with great agility.
Exploder
. .
---O ---O
O O
Capital Punishment
O O O
/
/ . .
Deep Sleep
While . O
jumping
. O
Konvict Kick
. .
---O ---O
. O
Forward Flip
\ . .
\
O O O (if close enough, King with throw the opponent)
MICHELLE
---------
She has long brown hair and dresses in indian fashion. T. hawk's
younger sister?
Tomahawk
O .
. . rapidly
Razor's Edge
while . . O .
sitting down
. O . .
Skyskraper
while . .
getting up
. O
Tequila Sunrise
while . O
getting up
. .
YOSHIMITSU
----------
Definately the bizarre character. Dresses in armour, carries a
sword, face is sort of kabuki-ish.
Solar Kick
. .
---O ---O
O O
Shark Attack
O O
. .
Stone Fist
O .
X--- move
joystick . . rapidly
Poison Wind
O . .
/
/ O O
NINA
----
A Sarah-like character, with blonde hair and black (or purple) suit.
Bermuda Triangle
O . . O . .
. . . . . O
Flash Kicks
\ . . . . . . . .
\
O O . O . O . . O
Knee Jerk
. .
---O ---O
. O
Can Opener
O . . . . . .
/
/ . O O . . O
LAW
---
Bruce Lee. Enough said
Rave War Combo
. O . O . O
---X move
joystick . . . . . .
Shaolin Spin
. . . . . .
. O O . . O
Catapult
| O . .
| |
X | . O
Rainbow
| O . .
| |
X | O O
KAZUYA
------
He is the Ryu of the game.
Flash Punch
O . O . . O
. . . . . .
Demon Slayer
O . . O . O
. . . . . .
Rising Sun
O . . . .
/
/ . O . O
Tsunami Kick
while . . . .
getting up
. O . O
The are still more moves for each character. They will be posted in later
Faqs.
"You may want to shield yourself with your dessert menus-I might be dangerous!"
--The Tick
()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()
() Chris McCullough () "Sometimes I go into my own little world...()
() (a.k.a. Sir Galahad) () But that's okay, they know me there." ()
() 25096@ef.gc.maricopa.edu () --- Joel Hodgson ()
()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()
"Good evening. Last week we learned how to saw a lady in half. This week
we're going to learn how to saw a lady in three bits and dispose of the body.."
--Michael Palin (MPFC) "Conjuring Today"
"You may want to shield yourself with your dessert menus-I might be dangerous!"
--The Tick
()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()
() Chris McCullough () "Sometimes I go into my own little world...()
() (a.k.a. Sir Galahad) () But that's okay, they know me there." ()
() 25096@ef.gc.maricopa.edu () --- Joel Hodgson ()
()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()
"Good evening. Last week we learned how to saw a lady in half. This week
we're going to learn how to saw a lady in three bits and dispose of the body.."
--Michael Palin (MPFC) "Conjuring Today"
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For all who have asked, here is the Time Killers handbook. It contains
a list of moves for all of the playable characters in the game and it also
contains biographies for everyone in the game(including Death). The following
came straight out of the handbook. Only minor additions were made by me.
This should answer most, if not all, questions about Time Killers. If anyone
wants to turn this into a FAQ, be my guest, just acknowledge me. This list
is pretty long so if you just want a quick list of moves, see the following
post. Remember, if you find any part of the following incorrect, don't blame
me, blame the handbook. However, I may still correct the changes and post
another version, but you're probably better off posting the correction so
everyone can just make the changes themselves. Anyway, here it is:
TIME KILLERS OFFICIAL HANDBOOK
Button Configuration:
* Head
* BackArm(BA) * WeaponArm(WA)
* Backleg(BL) * WeaponLeg(WL)
or
* BackArm(BA) * Head * WeaponArm(WA)
* BackLeg(BL) * Head * WeaponLeg(WL)
note: Please remember that everything here will assume that your opponent is
on the right. If the opponent is on the other side, perform the reverse
of the printed move.
BothLegs-BL and WL pressed together
BothArms-BA and WA pressed together
Flail-hit the button fast and repeatedly
close-you must be right next to the opponent to execute this move
Note: If you lose the required limb, another move may be substituted.
Joystick controls will be abbrieviated as thus:
A-Away from opponent U-UP D-Down T-Towards your opponent
UA-Up and away DA-Down and away UT-Up and towards DT-Down and towards
Jumping:
Long jump-hold the joystick in the desired direction
Short jump-tap the joystick once(don't hold) in the desired direction
Multiple attacks and defends are possible while airborne.
Basics:
All 5 buttons pressed simultaneously will execute a death move.
A super death move is close and all buttons. This can only be used when the
opponent is stunned. This will chop off botharms and the head.
Characters become stunned when repeatedly hit in the head. Some stun more
easily than others. Flailing on the buttons shortens the stun's length.
Execute A & Head to recharge after being stunned.
Defending is simply holding the joystick away from the opponent or holding
BA and BL together.
THUGG:
Origin: Mesopotamia Weapon: Stone Axe Height: 6' 9"
Time Period: 20,000B.C. Death Move: Blood Chop Weight: 325 lbs.
Fighting Place: Stone Age
For centuries the alien Troglodytes dominated the earth, subjecting the emerging human race to the role of slaves and cattle. The ruthless reptillian
race broke the spirit of these early humans, keeping them in constant pain and
fear. At unexpected moments, the Troglodyte warriors would raid these prison
camps and wreak havoc on the hapless humans. Some of the humans were enslaved
to perform the lowest and most imhuman of tasks. Others were unceremoniously
slaughtered, and the human meat consumed. Still others were hunted, brutalized
and killed for sport. The frightened and disorganized human race nearly became
extinct during the domination of the heartless Troglodyte race.
Then Thugg, a huge and battleworn human, emerged from beyond The Edge.
A natural and brutal leader, Thugg was attacked by a band of Troglodyte warriors
at the base of the largest human death camp. The humans had never witnessed
such a fierce battle, nor had they in their wildest imaginings dreamed that a
single human could best such overwhelming odds. Thugg had slaughtered at least
a dozen of the fiercest Troglodyte warriors single-handedly!
Thugg suffered some serious injuries during his first encounter with the
Troglodytes. The human witnesses, at first wary of this ferocious stranger,
eventually took him in and dressed his wounds. Thugg's strong presence and
self confidence made him a natural leader and the humans responded willingly.
In a relatively short time, Thugg re-taught them many of the important basics
of life that the Troglodytes had worked so hard to eradicate. With the return
of their survival instincts came a sense of purpose of being and a drive for
the preservation of the species. Thugg had taken a cowering, spiritless species
and turned them into an organized and driven fighting force.
In the continuous battles that folowed against the Troglodytes, Thugg
led his men through victories and defeats, massive slaughters and devious
espionage. During this time, Thugg turned his savage strength and beast-like
agility into a formidable fighting style. With each dead enemy, Thugg would
bite a chunk of green reptillian flesh from the dead corpse before him. He
would chew on the alien flesh until he faced his next victim. Then, at the
appropriate time, he would spit the pice of soft, rotted meat at his enemy. Th
e Troglodyte was usually so shocked and repulsed that Thugg wold execute a final
killer blow.
After yars of bloody battles and scores of dead bodies, Thugg finally
confronted the Supreme One, the hideous Troglodyte leader. These two enigmatic
warriors locked into a battle of incredible brutality and destruction.
Eventually, the tide of battle turned against Thugg. As Thugg struggled to
stop the Supreme One from splitting him open with his own axe, a Troglodyte
guard huled a long spear at Thugg's back. At the last possible instant, Thugg
shifted his weight and spun around, and the spear pierced both of the Supreme
One's hearts.
With the death of their evil leader, the Troglodytes lost their sense of
evil and reverted to a more complacent species. Thugg, immediately after his
battle with the Supreme One, wandered back into The Edge and was never heard
from again.
Thugg Special Moves:
Fast Trog hocker: DA,D,DT & head
Slow Trog hocker: DT,D,DA & head
Flip combo: T & bothlegs - then while still in air, BA for pound to
head, WA for axe chop
Body launch: D & bothlegs - then while legs are extended, BA for
lobbing launch, WA for medium range
launch, botharms for quick launch
(Double hit move, legs and launch)
Running head-butt combos: T & head to start running head-butt - then
A to stop for "psych" or execute a standing
attack. D to stop of execute a sliding
crouching attack. If you run into a wall, you
stun yourself.
Body roll combos: DT & bothlegs to start rolling - then let the roll
continue to hit the opponent. Hit any button
combonation to execute a crouching attack.
Body roll and running head-butt are great ways to get close to enemy or move
under an airborne attack.
Ground pound: A & WA Caveman will pound the ground so hard, that it forces
the opponent to bounce toward him. Flail on the WA
for faster hits.
Super Uppercut: close T & BA to knock opponent up and away
Super Kick: bothlegs to hurl opponent into the back wall.
Quick blood chop: A & all buttons. This death move doesn't have the
range of the normal death move, but is faster
to execute.
Kick/chop: WA/WL
LEIF:
Origin: Harstad, Norway Weapon: Battle-axe Height: 6' 7"
Time Period: 829 A.D. Death Move: Berserker Weight: 284 lbs.
Fighting Place: Nordic Conquest
It seems as if Leif was always a grown man, seeking adventure and
enjoying life to its fullest. No one remembered Leif as a child, and he never
spoke of himself as a young man. He would, however, tell long and enthralling
stories about himself and his incredible travels, describing exotic locations
and fersome enemies with such exuberance and detail that he was welcomed and
held in awe wherever he went. He never stayed in one place for long, but he
was remembered fondly by all those with whom he came in contact.
Many of Leif's adventures involved the mysterious Black Army, a ruthless
plague of evil led by Black Thorn, hte hideous and cruel mystical leader of the
savage undead armies. Leif led many battles against the armies of evil along
the northern coast of Norway, keeping their disease from spreading outward.
Leif's bravery and physical endurance were a symbol of strength and courage for
his Viking comrades, and they gladly followed him into terrible battles,
overcoming impossible odds.
Black Thorn soon learned of Leif and his ability to rally his troops and
foil hil plans. Black Thorn re-desingned his war strategy and turned all of his
energies toward killing Leif, thereby removing the greatest obstacle to his
military domination.
Black Thorn and Leif mat many times through the years, but they never
battled each other. This frustrated and enraged Leif greatly, for he knew that
if Black Thorn was destroyed, the wars would be over and many lives would be
saved. Black Thorn was wary and clever and never put himself in any personal
jeopardy. He sent brutal henchmen and expendable minions to trap and kill Leif
but through keen wits and enormous strength, Leif was able to overcome every
trap that was set for him.
At last Leif's frustration with Black Thorn's devious untouchability
reached a searing climax, and Leif entered into a final desperate plan. During
the Battle of Niffelheim, Leif butchered two dozen of Black Thorn's undead
soldiers before he allowed himself to be captured. Risking instant execution,
he was carried back to the Lair of the Unknown and thrown into the deepest of
the evil stronghold's dungeons. There Leif waited, enduring unheard of tortures
and pain, holding on to the hope that Black Thorn himself would come to finish
him.
After endurng many days of torture and humiliation, Black Thorn was
finally convinced that Leif's tattered and bloodied body was no longer a
personal threat. Black Thorn ordered that Leif's shackles be removed and that
he be brought to him for the pleasure of a personal execution. Weaponless but
free to move, Leif used his last bit of adrenaline to charg savagely at Black
Thorn, who, so certain that he had broken Leif's spirit, was caught completely
off guard by such a powerful attack. Leif crashed into Black Thron and pushed
him back against his throne made of human skulls. The throne twisted and
shattered against the far wall. As luck would have it, a decorative battle-axe
fell from the wall and spun along the floor, stopping at Leif's feet. In one
swift motion, Leif grabbed the axe and swung hard, sending the disbelieving
Black Thorn into eternal darkness.
As Black Thorn perished, the unnatural forces that held thrall over the
undead were released, freeing the captive souls and banishing the forces of evil
from the face to the earth. Leif's fellow Vikings waited for days after the
defeat of the unnatural army, but Leif never returned from the evil castle.
Leif's Special Moves:
Short Berserker: A and all buttons
Rotoslice: D and botharms(spin the joystick clockwise for more
spins)
Super Kick: D and bothlegs to hurl opponent to back wall
Axe Pole Vault: Bothlegs - then while still in air, BA low flying
follow through, WA high flying follow
through.
Head Splitter: In air botharms
Running head-butt combos: Head to start running head-butt - then A to
stop for "psych" or execute a standing attack, D to
stop or execute a sliding crouching attack.
If you run into the wall, you will stun yourself.
Flying Rotoslice: In air, start from T, circle joystick clockwise 360
degrees, then botharms
Viking spike Close and botharms
Reverse pole poke: T & botharms
Extended Trip: D & WL
LORD WULF:
Origin: Camelot, England Weapon: Broadsword Height: 6' 2"
Time Period: 1202 A.D. Death Move: Flying Guillotine
Fighting Place: Medieval Age Weight: 226 lbs.
At a very early age, Lord Wulf left legendary Camelot to follow his own
personal quests and make his life his own. After several years of travel and
many adventures, he came to a place called Spinstershire, and there he fell in
love and made his home.
However, the fates were such that his new home was ruled by a corrupt
and thoughtless government, which Lord Wulf learned of first hand. As a man of
honor, Lord Wulf rallied the townspeople to make their voices heard and put an
end to the tyranny they had been subjected to.
Lord Wulf overcame great hardships and suffered unparalleled emotional
loss while leading the charge to overthrow Count Morbid, the cruel ruler of
Spinstershire. After losing his beloved wife and family to Morbid's malevolent
deceit, Wulf eventually entrapped and exposed the corrupt ruler and banished him
from the land. The townspeople rallied behind Lord Wulf, grateful for all that
he had done for them, and they made him their new ruler.
Lord Wulf ruled his new kingdom fairly and justly for many years, and
the land prospered, yet Wulf was lonely and troubled. The butchering of his
family and the horrible tortures endured by his wife while he was forced to
watch in helpless agony had left him emotionally scarred, and was unable to
form any fulfilling relationships. At night, Wulf's dreams brought distrubing
visions of his slaughtered family, who shouted agonizing warnings and cries.
He would also see foreboding images of Morbid commingling with unnatural and
evil forces, and plotting his revenge on Spinstershire and all of England.
Lord Wulf ordered that Spinstershire take arms once again, and turned
the farming town into a well armed and well trained fortress. At last, during
a fierce and unnatural thounderstorm, Lord Wulf's worst fears were realized.
Seemingly from nowhere, a dark and mysterious army appeared out of the gloom
and rained down on the stronghold. The townspeople, even prepared as they were
never stood a chance against the overwhelming onslaught of primal hatred and
vengeance.
Lord Wulf fought valiantly against the treacherous hord, cutting a
bloody path to the top of a precipice strew with the bodies of his fallen
soldiers. There amidst the rivers of blood he confronted the leader of this
unholy war. It was Morbid, now outfitted in full armor made of an unnatural
black metal that seemed to consume any life force that came in contact with it.
The battle was short and fierce, and Lord Wuld suffered great wounds and found
himself unnaturally weak. It was then that Wulf reached deep within himself
and called upon his noble bloodline of Camelot. With his last bit of strength,
he raised his sword into the air and called to Excalibur, the mystical sword of
legend. Morbid laughed at his enemy, and moved in for the killing blow. At
that moment, a blinding bolt of white energy pierced through the sky and
connected with Lord Wulf's outstretched sword. Wulf was filled with a
revitalized energy, and he re-directed this power through him and into the
approaching Morbid. Morbid writhed in agony and dismay as his ebony armor
exploded and shattered. What was left of Morbid was not a human form, but
rather a dark entity of pure hatred. Lord Wulf drove his sword deep into the
center of the pulsating mass and relegated it back to the darkness.
The storm subsided as night slowly turned to the beginning of a new day.
There were only a handful of townspeople that survived the night's onslaught.
Lord Wulf never came down from the hilltop and was never seen again.
Lord Wulf Special Moves:
Energy Bolt: A & head then T(Start a war cry, but before yelling push the
joystick towards your opponent)
Spinning guilliotine: Head & botharms - spin the joystick clockwise for more
spins
Sword Plant Double Leg: bothlegs
Super Uppercut: close T & BA to knock opponent up and away
Quick-Slide Uppercut: T, T & BA (2 taps toward, then the backarm)
Super Kick: D & bothlegs to hurl opponent into the back wall
Airborne Guilliotine: in air all buttons
Slide trip: D & BL
Super Head Split: in air botharms
Lord Wulf can push off opponents in the air for airborne combination moves,
Flying Head Jab: in air BA
Heel crunch: in air WL
Lord Wulf can easily execute three or four move combinations.
In air 1. Heel Crunch
2. Flying Head Jab
3. Super head split
4. Sword plant double leg
MUSASHI:
Origin: Nagashima, Japan Weapon: Kitana, Daito Height: 5' 11"
Time Period: 1455 A.D. Death Move: Dragon's Bite
Fighting Place: Feudal Japan Weight: 167 lbs.
Musashi was a brilliant war strategist and the finest general in all of
Feudal Japan. He and his army of devoted fighting men had fought numerous,
complex war campaigns and never lost a battle or had a casualty. His men
regarded Musashi not only as brilliant in the art of war, but they sought
Musashi's advice on nearly every subject of life and spriit. Musashi regarded
his undefeated army as his sons, and treated them with respect, devotion, and
love. He taught his men to seek enlightenment through becoming one with your
spirit and finding harmony in your surroundings.
These happier times ended abruptly during a secret mission deep in the
rough and uncharted land known only as the Foothills of the Serpent. For the
first time, Musashi decided to deviate from his carefully laid plans and take a
new route through the unknown and forbidded territory. As Musashi led his
devoted soldiers through the eerie landscape, the sky was blackened by a huge
shadow that threateded to swallow them up. Musashi stipped and looked toward
the heavens. There, for an instant, he believed he saw two fiery red eyes lock
onto his very soul. Then, a sudden sharp pain to the back of his head sent him
hurtling to the ground.
As Musashi recovered his helmet, he noticed that lodged within the metal
and leather was a mysterious spiked scale. As Musashi touched the strange
object, the ebon sdy turned bright orange and Musashi saw the unnatural image of
a huge flying serpent: The legendart Yofune'-Nushi dragon. Without wrning, the
dragon belched black smoke and white-hot fire from it's gaping jaws. Musashi
watched in helpless horror as his men burned to bone and ashes in the searing
flames. Musashi, protected by the dragon's scale lodged in his helmet, was
untouched by the unnatural flames. Yet in his mind he could feel the heat and
the pain and the despair of all of his men as their spirits burned from their
flesh.
Reeling from guilt and shame for leading his men to their dishonorable
deaths, Musashi was even more tortured now by the horror that played over and
over in his mind. The twisted evil that was in the dragon now forced his mind
to watch helplessly as his men were so casually and horribly slaughtered.
Musashi, tormented and shamed, vowed to avenge the deaths of his comrades and
and restore his honor by hunting down and destroying the evil beast.
As the years passed, Musashi traveled the farthest corners and the
darkest regions of Japan in search of the fabled serpent. His many adventures
and driven wanderings taught Musashi many things, and his deeds became the stuff
of legends. Musashi had lost his ability to become one with his world, but he
was able to find an enlightenment of sorts through the perfection of his
swordsmanship. He developed the Dragon Bite sword technique, specifically
designed to vanquish the monstrous serpent.
At long last, Musashi discovered the lair of the Youfune'Nushi dragon.
It took weeks of travel in pitch darkness, but Musashi persisted, guided by the
serpents scale that longed to be reunited with its rightful owner. The dragon,
also anxious for his property, waited for Musashi in a huge chamber lit by the
red glow of burning rocks. Knowing that the dragon could sense the scale,
Musashi placed it around a curve in the main tunnel and entered the chamber
from another direction. The dragon was caught by surprise, and Musashi managed
to strike first, slicing one eye and damaging the other. A heated battle
ensued, but Musashi overcame the beast and sliced the monster to ribbons.
It is said that Musashi still resides in the dragon's lair, offering
portions of the dragon's flesh to the spirits of his dead soldiers.
Musashi Special Moves:
Butterfly: T & flail WA. Flail botharms to get faster.
Lightning Slice: T & flail BA.
Off The Wall: While in the air and against the wall, move joystick
away from wall to jump forward
Flying Dragon: In air All buttons
Flip To Head: Bothlegs
Back Slam: D & bothlegs
Katana Flash: D & flail WA
Daito Flash: D & flail BA
Double Slice: Botharms
Slide Trip: D & BL
Katana Blender: In air flail BA
Samurai Hair Cut: In air flail botharms
Flip Double Lunge Kick: In air bothlegs
RANCID:
Origin: New Chicago, U.S.A. Weapon: Chainsaw Height: 6' 6"
Time Period: 2024 A.D. Death Move: Head Shred Weight: 261 lbs.
Fighting Place: Post Modern Age
Abandoned as a child in a rusty trash can in a rat infested alley,
Rancid's only home was the dark and twisting underground tunnels of the decaying
city. Growing up alone, hated and shunned by even the lowliest beggar or the
meanest criminal, Rancid knew nothing about human interaction and the ways of
the common man.
Rancid survived these early years due to his incredible sense of
survival and self-preservation. Rancid never stopped moving, and his actions
were clever and unpredictible. Having no sense of right and wrong, he simply
did what he had to do to stay alive and satisfy his needs. More often than not,
Rancid would stumble into circumstances that were beyond his comprehension, yet
his intervention would unwittingly create a beneficial, though sometimes bloody,
outcome. These events gave Rancid a reputation and mystique throughout the city
as an enigmatic urban force.
As Rancid grew older and a bit wiser, he moved through the city's
streets with ease and tried his hardest to live up to the reputation that he had
so unwittingly earned. One dark night he was surprised by a vicious street gang
war party. After killing three savage attackers and experiencing a narrow
escape, Rancid went seeking answers to this unprovoked attack.
Through stealth, deceit, and brutality, Rancid learned that he was
being accused of The X Murders, a series of horrible serial killings that left
the disfigured corpses with an X branded into their skulls. A reward was posted
for thirty million credits for Rancid's capture, dead or alive. Rancid, now
wanted by both the Police and the Underworld, went on a personal mission to
elude capture and to find the creature responsible for his sudden infamy. The
days and nights that followed were a blur of panic and brutal instinct, as
Rancid fought and killed to stay alive and discover the truth.
Eventually, Rancid's bloody trail led to an abandoned warehouse, where
he confronted a being named Plague. Caught off guard for a moment due to his
long days of sleeplessness, Plague stunned Rancid and branded his forehead with
an X, Plague's evil death mark. As Plague was about to eviscerate him with his
razor-sharp spiked gauntlet, Rancid regained consciousness and kicked Plague
squarely in the groin. Plague, shocked and enraged with pain, lashed out
blindly at Rancid. Rancid took a deep wound to his chest, but rolled with the
blow, out of reach of Plague's treacherous finger weapons. Plague managed a
kick to Rancid's ribs that sent him reeling into a pile of decaying rubble and
rotting wood.
Through a blur of blood and sweat, Rancid spotted a rusting chainsaw
buried beneath the rotting materials. Rancid grabbed the saw and instinctively
pulled on the cord, and the chainsaw sprang to life. Plague, never having a
victim fight back before, grew wild with rage and charged at Rancid. The
smoking chainsaw plunged deep into Plague's chest, and carved a wide and jagged
X through his spasming body.
To this day, the mystery of the X murders remains unsolved. No one has
discovered Plague's multilated corpse, and Rancid seems to have vanished from
the city.
Rancid's Special Moves:
Chain Ride: A, DA, D, DT, T & botharms
In Air Ride: In air U, UT, T, DT & botharms
Head Dance: In air bothlegs, aim this towards the opponent's head
to do multiple head stomps.
Crotch Rocket: T & botharms
Jump Split Kick: T & bothlegs
Both Leg Bullet: bothlegs
Dirty Knife In Boot: close T & WL
Flying Knee: T & WA
Flip Trip: DT & bothlegs
Slide Trip: D and bothlegs
Spinning Saw: in air WA
Chainsaw Lobotomy: in air botharms
Flying Head Slam: in air head
ORION:
Origin: Alpha Labs Orbital Weapon: Electric Sabre Height: 6'
Outpost M-X29 Death Move: Satellite Slash
Time Period: 2885 A.D. Weight: 175 lbs.
Fighting Place: The Last Frontier
When the creation of the dimensional slide-drive was near stabilization,
a series of space stations was launched from Earth where humans began building
manned exploration vehicles. Born from a test tube in the first of these
orbital outposts, Orion grew up regarding the industrial satellite as a prison,
holding him back from the wonders of the cosmos.
As soon as he was able, he trained to be a pilot for the exploration
ships that the colony produced. Orion excelled in his pilot and survival
skills, and although he was never considered a model student, he was the
youngest cadet to ever graduate from the rigorous training academy. To
celebrate his impending freedom from the confines of the station, Orion
"borrowed" an experimental slide craft and took a short joyride to the Pleides
cluster and back.
Upon his return, Orion was met with a horrible sight. The space station
had been ripped open like a paper bag. People and equipment were being shot
through the shredded hull and into the frozen void. Orion steered his ship
headlong into the stream of twisted debris and writhing bodies, in the hopes
that he may yet save some of his peole from certain death. As he approached,
however, he noticed strange images floating gleefully through the mutilated
corpses. They were nearly as black as the emptiness of space, and blended
almost perfectly as if invisible. They seemed to be tearing the bodies apart
and feeding on them. Both fascinated and repulsed, Orion moved in for a closer
look.
Suddenly, something attached itself to Orion's view screen. It was all
black, with no true shape or form. From it's center was row upon row of long,
sharp, yellow teeth warped into a hideous and menacing grin. Green and yellow
bile oozed from the slathering orifice, which began to eat its way through the
hull of the ship. A loud, haunting, horrible sound filled the void making
Orion's ears burn. Orion on instinct jammed the craft into slide drive, which
sent him speeding through the dimensional fabric of space. The creature seemed
shocked by the jolt of speed beyond comprehension, released the ship and
vanished from sight.
When Orion at last regained his wits, he guided his ship to the closest
space station to report the disaster. He was met with a military escort and a
call to surrender his vehicle. Apparently, the shadow creatures had left no
trace of their visit, and Orion, with his stolen slide craft, was the prime
suspect in the annihilation of the space station and all who were aboard.
Orion, assuming that no one would believe his story and fearing confinement in a
prison, a fate worse than death, once again activated the experimental slide
drive and made his escape.
Orion went on to travel the dimensional cosmos, in search of the Shadow
Beast responsible for destroying his people and making him a fugitive. During
his travels as the first human to visit countless new worlds, Orion's survival
skills were put to the test again and again. The slide ship became a trophy
room of sorts, displaying the treasures he found and the species he conquered.
He became legendary among many galaxies as a tortured and driven being, eager
to right a wrong and make an impossible task possible.
Legend has it that Orion at last was able to locate the lair of the
Shadow Beasts. Orion set his course directly for the shadow planet in a
mysterious and dark dimension and has never returned to this galaxy.
Orion's Special Moves:
Spinning Drill: U, UT, T, DT, D & WL
Gravity Throw: in air T,T or A,A. On the way up, tap the joystick
twice in the direction of the new gravity.
Roll Stab: DT & botharms. This move has the potential for 2 hits
first on a roll kick and them on a stab follow through.
High Torpedo: bothlegs
Low Torpedo: D & bothlegs
Airborne Slash: in air all buttons
Soprano Slice: close T & botharms
Knee to a Kick: close BL. A knee hit followed by a kick.
Spin Stab: close T & WA
360 Spin Chop close botharms
Orion can change direction in the air. This is effective with the following
moves:
Body Spear: in air Head
Football Kick: in air WL
Flying Spin: in air bothlegs
MATRIX:
Origin: Mars Colony A-7, Weapon: Photon Blade Height: 5' 10"
Sector 709 Death Move: Photon Fury Weight: 133 lbs.
Time Period: 3297 A.D.
Fighting Place: Galactic Conlinization
Matrix was four years old when the Cyber Wars began on Mars. At this
early age, she watched in horror as the Nannydrone that had raised her tortured
and disemboweled her parents and older brother. Matrix managed to escape
certain death from the mysteriously re-programmed drone when a rampaging
Postaldrone blew up the front door, destroying the Nannydrone. Matrix ran from
her house to find her sector in total and bloody chaos. Something had
mysteriously re-programmed all of the machines and robots to destroy life
rather than serve it. Fortunately for Matrix, the rampaging horde were
disorganized and random in executing their new-found orders, which gave her a
chance to find safety and eventually meet up with other human survivors.
Matrix was ten when she first battled the now re-created and wholly
organized Cyberdrone army. On her way back from a routine delivery mission,
Matrix was spotted my a patrolling Plasmadrone. As the charging war drone
approached, Matrix somehow managed to climb on top of the Plasmadrone. In one
smooth motion, she smeared mud over the drone's optical sensors and jammed a
sharp wooden spike into the robot's power grid. The confused and spasming
Plasmadrone was still able to raise its weapons toward Matrix, and it fired a
searing blast of energy. Matrix jumped up avoided the plasma stream, grabbed
the barrel of the plasma gun with her hand and pointed it downwaard. The burst
of pure energy sheared the top of the drone's armor, scrambling the intricate
intelligence grids within and locking the drone's plasma bursts into a
continuous stream of destruction.
Following the explosive sounds, more Cyberdrones came to join in the
ensuing battle. Matrix continued to ride the bucking monstrosity, aiming the
death ray into the approaching robotic reinforcements. When the Plasmadrone
finally fell to the earth, fully spent of all of its destructive power, Matrix
had managed to destroy an entire battalion of Cyberdrones single-handedly.
Buzzing with the glory of war, Matrix raised her arms high in victory. Her
ecstasy turned to horror as she saw that the hand that held the plasma gun was
a mass of fused flesh, bone and metal.
The human scientists learned mush from the captured Cyberdrone
technology. From these components they created an indestructible bionic hand
that was grafted to Matrix's arm. This melding of technologies gave Matrix
the unexpected ability to tap into the remote commands that were being fed to
the robotic armies. This ability to understand and anticipate the actions of
the enemies at last gave the human freedom fighters the edge they needed in
fighting against the unfeeling Cyberdrones.
At age twenty-four, and more battle worn than anyone would like to
believe, Matrix at last decoded and pinpointed the location of the hidden
Cyberdrone stronghold. With a hand-picked strike force of hardened and
experienced soldiers, Matrix led a final mission into the heart of enemy
territory. As the strike force engaged the CyberGuard Warriors, Matrix's fully
operational bionic senses led her to a hidden underground chamber. Deep within
the eerie steel tunnels Matrix encountered the Master Drone. The Master Drone
was a malevolent bio-technical entity from unknown origins. Oozing from the
cracks of its dark metallic armor was a black pus that breathed as if it had a
life of its own. The Master Drone attacked Matrix, throwing everything it had
at her on both the physical and binary levels. Through sheer fighting skill
and years of training, she was able to counter the vicious attacks. Slowly and
painfully, Matrix moved closer and closer to the monster, attempting to execute
a final desperate attack. Suddenly, with her Photon Blade blazing, Matrix cut
a panel of the gunmetal plating away from the Master Drone's Central
Intelligence Unit. Matrix then plunged her bionic fist into the mass of
writhing black stench. Master Drone let out a horrible shriek, like the sound
of metal grinding into metal. The black slime sizzled and vanished and the
Master Drone crumpled to dust.
All over the planet, the machines of destruction stopped dead in their
tracks and ceased to function. The remaining soldiers of Matrix's elite strike
force emerged from the ruins of the enemy stronghold. No sign of Matrix was
ever found.
Matrix's Special Moves:
Flying Super Butt: in air head & WA & BL
Cyber Punch: T, flail BA
Low Cyber Punch: D, flail BA
Eat My Feet: D & bothlegs
Tornado Spin: in air botharms
Super Uppercut: D & close BA
Airborne fury: in air all buttons
Short Leg Spin: in air, clockwise 360 degrees & WL
Long Leg Spin: in air, clockwise 360 degrees & bothlegs
Super Side Kick: BL to hurl opponent into the wall
Leg Launch: T & BL to launch opponent up and away
Matrix's facing position can change in air by pointing joystick at opponent.
Use this by jumping past the opponent and attacking from behind.
Flying Pummel: in air flail BA
Photon Slice: in air WA
MANTAZZ:
Origin: Unknown Weapon: Serrated Forearms Height: 7' 2"
Time Period: 4002 A.D. Death Move: Secare Slice Weight: 187 lbs.
Fighting Place: Mutant Armageddon
No one is certain whether the Mantazz race invaded Earth from another
planet, or if they evolved through natural selection in a remote and radioactive
area of the Overzone jungle. At first there were only myths and legends that
described these vicious insect-like creatures that fed humans to their young.
However, when many of the rogue explorers who went into this particular sector
of uninhabitable land never came out, and the few that did survive were horribly
mutilated and completely insane, the public began to take notice.
Eventually, when RADnet radio communications in that area failed, and
SATnet pictures showed no warm-blooded creatures in the entire sector, the world
leaders took action. Teams of heavily armed ToxoSquads were ordered to
infiltrate and destroy whatever menace was in the seemingly barren and
foreboding landscape. Not long after this elite group of fighters entered the
Overzone, a breif skirmish was recorded by SATnet before all of the human life
was extinguished.
From the SATnet records, the people of Earth saw first-hand the
mysterious creatues that had conquered and infested the Radioactive jungle.
The world watched in helpless horror as hideous, insect-like creatures casually
defended against a powerful ToxoSquad attack and annihilated and devoured the
entire human force.
Soon after this shocking massarcre, the Mantazz began a careful and
strategic migration from the Overzone, leaving nothing but bloody destruction
in their path. The human race regrouped and retaliated, eventually finding some
methods of combat that slowed down the frenzied Mantazz migration, but could
not stop it completely.
Throught SATnet, mankind learned that the Mantazz are a race of
insect-like warriors warriors solely dedicated to self-preservation. They
stand over seven feet tall and yet are light enough to fly. Their outer surface
is composed of a meta-hard exoshell, coated with a layer of brightly colored
toxic acid. Each double-jointed forearm houses a razor-sharp, serrated
claw-like appendage. Toenails and teeth seem to be of the same material and
are sharpened to knife points. A paralyzing acidic enzyme exudes from both the
toes and mouth. Every adult Mantazz has the ability to fire devastating plasma
bursts from their eyes, giving it the advantage of long-range attacks.
After years of warfare, the human race was on the brink of exinction at
the hands of the deadly Mantazz race. The remaining humans had finally learned
that the Mantazz were somehow feeding living human flesh to a single Queen,
who would produce ten eggs for every human she consumed. The gestation period
of a Mantazz egg was unknown but estimated at less than three days. A hatchling
reached full maturity at twelve days. The life span of an adult Mantazz was
nearly forever. The remaining humans realized that if they were to avoid
extinction, they would have to destroy the Queen, located in the Overzone
jungle. A hundred of the best human warriors battled their way into the toxic
domain. A dozen soldiers survived to reach the Queen's immense nest. There
they witnessed the Queen Mantazz, seemingly in conversation with a strange
glowing being of dark energy. The Mantazz nodded and disappeared in a flash of
black light.
With the Queen gone, the Mantazz drones fell into chaos and disarray.
The remaining soldiers took gleeful joy in destroying every last one of the
unhatched Mantazz eggs. As time progressed, humans once again prospered and
multiplied, and cut the number of Mantazz adults to a manageable size.
Eventually, Man and Mantazz learned to co-exist on Earth for many generations.
Mantazz's Special Moves:
Fast Eye-beam: DA, D, DT & Head for faster beams
Slow Eye-beam: DT, D, DA & Head for slower beams
Low Eye-beam: D, D & Head(joystick down, back to center, then down
with head button)
Fly: T, T or A, A while airborne, tap the joystick twice in
the direction you want to fly.
Elbow-spinning Double Kick: close T & bothlegs
Super Spin Trip: D & WL will trip, flail on WL to move towards opponent.
Move joystick DA, D, DT back and forth across the
bottom while flailing WL to double the speed across the
screen
Helicopter Secare: D & Head & botharms. You have some control over range
and height by moving the joystick.
Airplane Secare: A, A & WA
Knife Sharpener: flail botharms. You can execute this standing or
crouching or switch between the two via the joystick.
Super Extension Kick: D & bothlegs. This move only works while both arms are
intact.
Double Elbow Hurl: close T & botharms
DEATH:
Life and Death, the two prime forces of nature, have fought a timeless
struggle for dominance over All That Is. The incarnate forces of Life and
Death clash constantly, within and without all dimensions, planes and times.
Both Life and Death enjoy victories and mourn losses in their struggle, but for
the most part the two entities are evenly matched.
Death is not content with this celestial balance and craves power and
domination over all things. Throughout time Death has launched his most
devious, brutal and destructive plans in pursuit of the elimination of Life and
the gaining of Eternal Domination. Death infused a portion of his being into
mortal creatures of power and evil who performed his horrible machinations.
And, to his eternal chagrin, Death has been soundly defeated by and individual
and seemingly inconsequential agent of the Life Force.
Throughout time, these warriors have triumphed over Death's earthly
incarnations, weakening Death's cosmic balance and enraging him to unfounded
heights of frustration and resolve. From these great losses Death plots a
devious new scheme that will exact his revenge on those who defeated him and
severely weaking the Life Force at the same time.
Death plucks each hero from the time stream at the moment of victory.
He approaches the heroes separately, disguised as Chronos, Master of Time and
Messenger for Good. Death lies to each mortal, spinning moral fantasies and
catering to individual secret desires. Death convinces each warrior to fight
seven messengers of Death throughout the time stream in order to defeat evil
and preserve Life. A promise of immortality is offered to each mortal if he or
she is successful in this false mission. The TIME KILLERS heroes, still
fatigued and disoriented from their previous encounters, believe the Master of
Deceit and agree to meet the challenge.
Death has orchestrated events that will pit eternity's greatest warriors
and Death's greatest enemies against each other. Whichever TIME KILLERS
warrior survives these bloody battles will have to face a fully powered and
vengeful Death in his own dark underworld. Will Death be victorious and
reclaim a hold on All That Is? Or will one of the TIME KILLERS heroes overcome
the power of this prime force and become forever immortal? Only time will
tell...
--
With Faint heart, tired feet and many ___________
a tear, through our opposed path | |\
we must persevere. A minor poem | |---|__\ Jay H. Anderson
for a minor obstacle(Life)-Beast \/ | \ gt4976c@prism.gatech.edu
+450
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@@ -0,0 +1,450 @@
T-MEK TIP FILE
Version 5.1.0
New in this version: What's new in program version 5.1: The Warlords!
Hidden features of 5.1 and how to get them!
How to get more info about Nazrac's Dominion!
Welcome to the latest edition of the T-MEK tip file! This is emailed to
any T-MEK enthusiasts who want to hone their game and kick serious butt in
Atari's hot new game.
-----------------------------
*****NEW PROGRAM VERSION*****
-----------------------------
The new program version of T-MEK is on the way to the arcades! This is
program version 5.1: The Warlords. Read below for how to access the new
features which make T-MEK kick more butt than ever before!
The program upgrade, with ROMs and graphics, has been sent to game
distributors worldwide. Arcade owners and operators will then be able to
get the upgrade from their distributors. If your arcade does not have
version 5.1: The Warlords, ask the manager to get it!
------------------------
*****WHAT IS T-MEK?*****
------------------------
T-MEK is a new coin-op title made by Atari Games. It currently is shipping
and available for purchase by arcade operators. T-MEK has a deluxe
sit-down configuration, with custom analog controls and Atari's new CAGE
immersive surround sound system. Each game cabinet can link two players in
head-to-head play, and permit solo play for lone players. Up to three
cabinets can be linked for 6-way head-to-head play.
T-MEK combines the realism and strategy of the best simulator games with
the competitive thrill of fighting games. The basics can be learned in a
minute, but mastery comes, if ever, after hundreds of hard-fought matches.
Seasoned players learn to hone their reflexes, make split-second decisions,
use their systems skillfully, and employ subtle strategies and
counter-strategies to defeat their opponents.
The object of T-MEK is to prove one's superiority against all challengers,
rising through Nazrac's tournament ladder until one meets the supreme T-MEK
player-- Nazrac himself. While you are struggling up the ladder, other
players challenge your rank, resulting in spectacular head-to-head battles
that can rage with up to six players at once.
In a T-MEK match, you and your MEK enter one of many exotic arenas with at
least three other T-MEK pilots. You score points by hitting and destroying
other MEKs with your array of blasters, plasma cannons, and more
specialized weapons. When a player's MEK is ravaged and explodes, the
pilot automatically ejects, grabs a backup MEK, and jumps back into battle.
When the match time runs out and the twisted wreckage slides to a stop,
Nazrac declares the player with most points the winner. The round winner
continues in the tournament for free; the losers must pay a re-entry fee to
continue in the competition.
If you defeat a player, you acquire that player's rank in the tournament,
catapulting you towards your final victory. When your rank challengers
have all been put at bay, you can eventually fight against the boss of each
arena, special underlings to Nazrac. Unlike lower-rung battles, these
fights are to the death! If you defeat the arena boss, you replace him,
her, or IT as the ruler of that arena and the planet it lies on. A very
few players have been rumored to have been challenged by Nazrac himself, to
remind them of their subordination to him. Nobody has survived these
conflicts. Will your ambition tempt Nazrac to call a challenge against
you? If it comes to that, who will emerge the ruler of the T-MEK
tournament and of all the planets it occupies?
------------------------
*****ABOUT YOUR MEK*****
------------------------
Before each match, you choose which model of MEK to take into battle. Each
MEK has its stronger and weaker points, and each has unique and powerful
weapons and defenses. All MEKs have a few things in common, however.
The two control sticks move your MEK through the arena. Your MEK hovers
above the ground, so you may slide left and right as well as forward and
back. By pushing one stick forward or back, you travel in a curve. By
pushing one stick forward and one stick back, you will spin in place.
Pushing the stick a small distance causes a small acceleration; a harder
push makes you move faster. Skillful pilots use the control sticks to
produce a wide variety of maneuvers.
The right trigger fires your long-range plasma cannon. The glowing hot
plasma does heavy damage to MEKs and arena structures. Your plasma shot
automatically curves to track the player registered in your lockon cursor.
You may fire your plasma cannon with no limitation.
The left trigger fires your two short-range blasters. Your blasters fire
rapidly, but do not travel far before gouging into the ground. An
individual blaster hit does light damage, but their cumulative effect is
deadly. You may fire your blasters with no limitation.
The right thumb fires your MEK's special weapon. To fire a special weapon,
you must have at least one offense powerup (shown on the right side of the
control panel). To get more offense powerups, go through the blue light
beaming down from underneath the floating reload platforms. Each MEK has a
different special weapon.
Holding down the left thumb activates your MEK's defensive system. The
defense varies from MEK to MEK, but all have the same basic effect: your
MEK is impervious to weapons. Your defensive charge is measured on the
left side of the control panel. When this charge runs out, your defense
will no longer work. When your defense is not active, the charge slowly
builds up. Use this sparingly when in crossfire or when being attacked
from behind. As an added benefit, while your defense is active you can
turn faster than usual. However, as long as your defense is active, your
conventional weapons will not work-- your MEK's power is being diverted
towards saving your butt.
Your MEK has several systems to help you track your opponents. When
another MEK is near your sights, your weapon systems automatically lock on
to that player-- a secondary target bracket follows that MEK. When locked
on, information about that MEK appears near your central target sight: the
player's name (written in that player's color), and the point value of that
player (see scoring tips below). The darker the color of your opponent's
name, the less shield power that MEK has. Your plasma cannon and some
special weapons will automatically home in on whoever you have locked onto.
Your radar, in the center of your control panel, is a topdown view with
yourself in the center. The large colored dots represent your opponents of
the matching color. Dots at the top of the circle represent MEKs in front
of you; dots in the right part of the circle are MEKs to your right, and so
on. These dots are not fully accurate and may jump around as your
opponents' MEKs resist your detection. MEKs with high defense ratings are
more difficult to track on your radar. The LurkerMEK is nearly impossible
to pin down!
The bar at the top of the screen represents your remaining shield power.
If your shields are gone and your MEK suffers additional damage, your MEK
explodes impressively. You lose precious seconds and points before you
re-enter the battle in a new MEK-- and in fights to the death against arena
bosses, you may lose your last hope of survival!
The small screen in the right part of the control panel shows the current
rankings of all players in the match, sorted by the points they have
earned.
The small screen in the left part of the control panel shows your current
score and the time remaining in the match.
----------------------------------
*****SPECIAL WEAPONS REVEALED*****
----------------------------------
Shockbolt:
Composition: A powerful, contained charge of electricity.
Damage: Light.
Speed: Fast.
Tracking: Good.
Special features: The shockbolt goes through most obstacles and
disorients your opponents by mixing up their controls.
Acid drone:
Composition: A heavy dose of molecular acid suspended in a
magnetically-protected alloy shell.
Damage: Medium.
Speed: Slow.
Tracking: Excellent.
Special features: If someone is locked in your sights when you fire
off an acid drone, it will keep seeking that opponent for quite a
while. Bounces off many obstacles and keeps going.
POV missile:
Composition: A lethal charge of fusion explosives delivered in a
pilot-guided high-speed missile.
Damage: Very severe.
Speed: Fast.
Tracking: Depends on the pilot.
Special features: The pilot can guide this baby to any target,
including oneself. The speed can be controlled by pushing the
sticks forward or backward. Hit the right thumb again to abort.
Plasmathrower:
Composition: Three white-hot balls of charged plasma.
Damage: Heavy when accumulated.
Speed: Fast.
Tracking: Decent.
Special features: To line up and whallop an opponent with all three
hits delivers serious damage. Nearly impossible to outrun.
Blinder Bomb:
Composition: An explosive-filled shell that deploys shrapnel and a
blinding flash via highly photoemissive magnesium powder.
Damage: Pretty nasty.
Speed: Medium.
Tracking: Excellent.
Special features: A hit with a blinder bomb will make your opponent
(or, if you are not careful, YOU) temporarily unable to see
outside the cockpit due to scanner overload.
Speed Missile:
Composition: Identical to the POV missile but composed of a lighter
alloy that increases speed and sacrifices stability.
Damage: Severe.
Speed: TOO fast.
Tracking: Depends on the pilot.
Special features: See POV missile.
------------------------------
*****TIPS FOR HIGH SCORES*****
------------------------------
At the end of the match, Nazrac declares the player with the most points
the winner. The winner gets to continue in the tournament free of charge
while others must pay a re-entry fee to continue. Here are some tips to
help you outscore your opponents.
When you lock onto a MEK, you see, under the name of the MEK's pilot, a
"kill bonus"--how many points you would get for destroying that MEK. A
"confirmed kill" report appears when you get this bonus. In addition, when
you damage a MEK you get a fraction of that kill bonus, proportional to the
amount of damage you did. If an opponent's kill bonus is 40,000, for
example, you get ten percent of that, or 4,000 points, for hitting that
MEK with your plasma cannon.
The observant player will notice that a MEK's kill bonus is not always the
same. In fact, the kill bonus for a player depends on that player's
current ranking. A player who at the moment is in first place has a kill
bonus of 80,000 points. A player who is currently in fourth place has a
kill bonus of merely 20,000 points. Therefore, to maximize your points, go
after the higher-ranked players! The right-hand screen in the control
panel shows who is in the lead. The color of that player's name matches
the color of the radar dot showing the position of that lead player's MEK,
which also matches the color of the glow of that player's engines.
Also, the darker a player's name appears, the lower the shields are on that
player's MEK. Pick up an easy kill bonus by preying on the weak!
Just say no to death! In the wreckage of destroyed MEKs are glowing energy
cores. Run over these to boost your shield power and defense.
When your MEK is destroyed, Nazrac deducts a fraction of your points.
Therefore, reckless "kamikaze" fighting holds little benefit-- not only do
you repeatedly lose points each time you bite it, but other players are
gaining many points by wasting you so often! Those who die in a manner
Nazrac deems dishonorable-- hitting themselves with their own weapon, or
foolishly running into an arena hazard-- have an additional penalty
deducted from their scores.
Beware of other MEKs stealing your kills! You can blast an opponent down
to almost no shields, only to have someone else sweep in, make the killing
blow with a special weapon, and speed off with the kill bonus. Some pilots
try to avoid this by putting themselves between their prospective kill and
the would-be point thief. Another favorite tactic is not to fire upon
someone who is already being attacked, but instead go after the attacker,
who might be too distracted to notice an assault from behind.
----------------------------------
*****TIPS FOR FIGHTING BOSSES*****
----------------------------------
On your climb up the tournament ladder, Nazrac will notice your skill.
Since Nazrac is always on the lookout for a savage warrior to help uphold
his mighty empire, he will call on you to challenge the boss of one of his
planets. If you win, you become the new ruler of that planet and
everything on it. If you lose, your charred remains will be tossed into
Nazrac's Pit of the Unworthies.
Fights against arena bosses are fights to the death. Unlike arena battles,
contestants are not ejected from their MEKs in the moment before they
explode. The defeated pilot is scorched to ashes by the fusion implosion.
You get one MEK to prove your superiority.
In boss battles, all contestants have extra shield power added to their
MEKs. Consequently, the energy cores left in the wrecks of exploded MEKs
in boss battles are bright orange, and add a great deal of shield energy to
whoever runs over them first. These energy cores are THE KEY to winning
your challenges to Nazrac's warlords.
When you challenge an arena boss, the boss has two guards that will also
fight against you. Having three MEKs shooting at you will wear you down
quickly! Therefore, ELIMINATE THE GUARDS FIRST. You can tell which MEK is
the boss and which are the guards by the name, the color, and the
appearance of the MEK. When fighting Shocka, for example, hers is the
bright blue HyperMEK. Her guards are named Voltage and Wired, and they are
in normal-looking HyperMEKs.
As soon as you eliminate a guard, RUN OVER THE ORANGE ENERGY CORE sitting
in the wreckage. This will boost your shields and defenses enormously.
Run over that core quickly, or else one of your opponents will, and you
will have a real uphill battle! It is wise not to blow up an enemy MEK if
another one is hovering nearby.
Whenever possible, position yourself wisely. Don't keep driving through
fire hazards or into wide spaces where your enemies can get you from all
sides.
If you find yourself dying too quickly, try a MEK with more armor. If you
run out of time, consider a MEK with more firepower. If you are not
picking up enough energy cores and special weapon reloads, a speedier MEK
will help.
Above all, be persistent. Boss battles have a unique strategy and higher
tension level than what you might be used to. Keep trying, and soon you
will be winning worlds.
---------------------
*****TOURNAMENTS*****
---------------------
Keep an eye out for T-MEK tournaments! We make it easy for arcade
operators to conduct double elimination tournaments that will prove who is
the supreme T-MEK master. Prizes will include T-shirts, hats, posters, and
CASH! All participants will receive a full-color mini-poster/tech spec
sheet. Ask for a tournament at your favorite arcade! Arcade operators can
contact their distributor or Atari's customer service for a tournament
starter kit.
-----------------------------------------------
*****HOW TO SPOT VERSION 5.1: THE WARLORDS*****
-----------------------------------------------
The operator of your favorite arcade should be able to get the full program
update from Atari or from the distributor that sold T-MEK to that arcade.
The update includes new ROMs and also some decals and signs. These signs
and decals are the easiest way to spot a T-MEK station that has been
updated with version 5.1: The Warlords.
Another way to tell is what happens when you start the game. Unless the
arcade has turned it off, the first thing you see when you start a new game
is a screen telling you that you are playing the Warlords version. The
next giveaway is the new screen where you are asked to peg yourself as a
BEGINNER or ADVANCED. If you see that screen, you know you are playing
with The Warlords.
If you see an arena full of fog, or the radar is blanked out, or the
players are in a completely new arena you've never seen before, it's
version 5.1: The Warlords.
Also, screens in the attract mode of the game (what it shows when it is not
being played) announce that it has a new program version. But you won't
see the attract mode, right? Because everyone will be too busy playing it!
--------------------------------
*****HIDDEN FEATURES IN 5.1*****
--------------------------------
The secrets with the * before them only appear in program version 5.1: The
Warlords. How to recognize this version is explained above.
*WARLORD NAMES:
Now you can feel what it's like to be one of Nazrac's warlords! Identify
yourself as an awesome boss by entering the proper name at the start of the
game. If you play a warlord, you will be given a specialized MEK with a
new look and unique abilities. BAKED has an big AssaultMEK with more
firepower-- but it's a bit slower. SHOCKA flies an extreme HyperMEK that
goes even *faster* and has even *less* armor-- only speed freaks need
apply. Shocka's MEK also hops over those pesky boulders in her native
Storm Rift. VENUSIVA's glowing hot StealthMEK is not harmed by the fire
nor stopped by the spikes in her abode, Inferno. PHANTOM's ghostly
SuicideMEK doesn't show up on the radar, and in his Stone Web he can pass
through the inner walls! Watch your back, though, because he has less
armor and no defense. BRK'OTH takes the form of a slimy green LurkerMEK
that in its birthplace, the Alien Nest, is hard to see and can ooze right
through most obstacles. And NAZRAC's redesigned SpeedMEK? Its looks alone
strike terror, and the fire of the Killing Floor and his Attic does no harm
to it.
*VENUSIVA EXPRESS:
When you see Nazrac's tournament ladder, you can jump right up to a
challenge versus the wicked Venusiva if you hold both sticks outward (the
right one to the right, the left one to the left) and then hold down both
thumb buttons. Do it fast-- Venusiva won't wait for you to get up your
nerve!
*HIDDEN ARENAS:
If you get to choose the next arena in a rank challenge, you can open up a
new world. If you choose the Stone Web while holding the left stick to the
right, prepare to enter the mind-bending Abyss. If you choose the Killing
Floor while holding the left stick to the left, you will find the key to
the red-hot maze of Nazrac's Attic. Prepare for some extreme MEK battles.
*STICK COMBO EFFECTS:
In those sweaty few moments while you are waiting for the Big Metal Doors
to open, you can mess with your opponents' world. During the "Waiting for
Others" countdown (while you are sitting in front of the doors that are
about to open and let you into the arena), hold your control sticks in the
proper position to achieve some cool effects.
*To kill off everyone's radar, keep the left stick
pushed right and the right stick pushed left. You don't
appreciate something until it's gone...
*To roll the fog into the arena, keep the left stick pushed
left and the right stick pushed right. This stuff is thicker
than Brk'oth's slimy blood!
*To tweak the color phase of any arena except for the Killing
Floor, the Abyss, and Nazrac's Attic, keep both sticks pulled
back. Enter the Moon's Bed, Iceferno, and Psychedelic Rift!
SAURONS/HIDDEN FINALE:
In the Storm Rift, Alien Nest, and Stone Web is lurking the star of another
one of TWI/Atari's hot new games: SAURON of PRIMAL RAGE! In the Storm
Rift, he hides in a secret canyon behind a false wall in the left side of
the squared-off nook. In Stone Web, he lurks behind a false wall in one of
the outer wall's gentle bends. In the Alien Nest, you must blow away a
bunch of the thin tubes to find a passage between the Watchers (those eye
stalks that encircle the arena). If you blast all three Saurons and then
kill Nazrac, you will (after the credits) enter a new arena that fans of
Atari classics will be sure to recognize. In any case, it is the way to
stay on *top* of the high score screen!
BOOST YOUR PICKUPS:
When going through the blue light of the reload platforms, try pushing both
sticks outward at the last moment. It's tricky! If you succeed, you will
get five special weapon charges instead of three. Likewise, hold the sticks
in as you pick up an energy core in the wreck of a MEK. You will get a
much larger boost of energy and defense charge.
------------------------------------------------------
*****HOW TO GET MORE INFO ABOUT NAZRAC'S DOMINION*****
------------------------------------------------------
Who is Venusiva? How did Nazrac get so tough? Why is Baked such a
pathetic excuse for a planetary boss? Your burning questions about
Nazrac's Dominion and the T-MEK universe may be answered. Email
tmek@agames.com with "get story" on a line by itself in the message body
and you will be emailed the story of Nazrac's rise and Venusiva's
domination. This process is not automated yet, so it might take a few days
to be sent back the info.
--------------------
*****STAY WIRED*****
--------------------
Updates of this tipfile will keep coming, so every once in a while email us
again to get the newest version, or get the most recent tipfile by
anonymous ftp to ftp.netcom.com, in the directory /pub/vi/vidgames/faqs.
Also keep your eye on the game magazines for more tips and strategy!
Keep on blasting,
Team T-MEK * Atari Games * Time-Warner Interactive
tmek@agames.com
"T-MEK" and "Nazrac" are copyrighted (c) 1994 by Atari Games.
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Street Fighter II - Turbo/Championship Edition
Two code combinations
ADFC-E40D+F9FC-E46D 10 Star turbo speed
One code combinations
3B02-8F6F After one player dies, the other can continue to fight -
always ends in draw
DDF2-7761 After win, character goes into fighting stance - turn
effects off to continue
10F2-7761 After win, character goes into jab hit stance - turn off
effects to continue
DFF2-7761 After win, character goes into knockout stance
55F2-77D1 After win, character goes into strong hit stance - turn
off effects to continue
EE04-77A7 After win, character goes into win stance - must reset to continue
55F2-E7A0 All hits, even when blocked, knock you down
3B02-8F6D Alters Select Screen pallette
8BE6-E7A0 Alters background color palletes
EE5D-7D67 At Player Select, no flags, icons at top of screen
1434-E7A0 Background items are altered, missing, or displaced -
turn off effects before figthing Ryu
D869-7DD1 Balrog's first Dash Punch goes farther
DC32-CF0D Balrog's first Turn Punch goes faster
DF69-7DD1 Balrog's first dash punch goes slower
D432-CF0D Balrog's first turn punch goes a little backwards
DF3B-14DD Blanka's Hard Rolling Attack goes slower
DC3B-14DD Blanka's hard Rolling Attack goes faster
DF3C-1D0D Blanka's hard Vertical Rolling Attack doesn't go as far
DA3C-1D0D Blanka's hard Vertical Rolling Attack goes out farther
DC3B-1FDD Blanka's light Rolling Attack goes faster
DF3B-1FDD Blanka's light Rolling Attack goes slower
DF3B-170D Blanka's light Vertical Rolling Attack doesn't go as far
DA3B-170D Blanka's light Vertical Rolling Attack goes out farther
DC3B-1F6D Blanka's medium Rolling Attack goes faster
DF3B-1F6D Blanka's medium Rolling attack goes slower
DF3B-17AD Blanka's medium Vertical Rolling Attack doesn't go as far
DA3B-17AD Blanka's medium Vertical Rolling Attack goes out farther
2A95-7D67 Both players stuck in their corners
55DC-E7A0 CPU is invisible
48F1-7FD4 Champion Edition CPU Vs CPU Ken
4762-87A9 Character stamps are misplaced
FFD2-8DD9 Character stamps go missing after special moves
EED4-87A9 Characters float - in Round 2, player 1 is invisible
DF38-1F6D Chun Li's hard Spinning Bird Kick doesn't go as far
DC38-1F6D Chun Li's hard Spinning Bird Kick goes farther
DF38-1D6D Chun Li's light Spinning Bird Kick doesn't go as far
DC38-1D6D Chun Li's light Spinning Bird Kick goes farther
DF38-1FDD Chun Li's medium Spinning Bird Kick doesn't go as far
DC38-1FDD Chun Li's medium Spinning Bird Kick goes farther
EEDF-D40D Distorts backgrounds and Ryu's face into stamps, no text
73A5-DF60 Dragon Punch does not go as high
2AA5-DF60 Dragon Punch goes higher
A9B5-7765 Eternal Bouncing Yoga Flame Death
EE5F-7D67 Every face on select screen is Ryu's
C2F9-7705 Final hit causes opponent to burst into flames
8539-E7A0 Fireballs disabled
C933-7D09 Fireballs dissapear
C9B8-77A5 Fireballs go nowhere
4DAE-1DDD First bonus round is 20 seconds
1DAE-1DDD First bonus round is 60 seconds
6DAE-1DDD First bonus round is 80 seconds
BBAE-1DDD First bonus round is 99 seconds
DD18-570D First hit ends round
F034-7405 First throw ends round
EEDA-87A9 Front half of characters is invisible
DDB5-7753 Glitches screen
5811-E7A0 Guile's flying hard and medium attacks drain his life
DD30-17AD Hard Dragon Punches are vertical
DD31-37AD Hard Fireballs go backwards extremely slowly
E039-14AD Hard Hurricane Kicks go backwards when you face right
D039-14AD Hard Hurricane Kicks go faster and farther--TO THE RIGHT ONLY
3E31-37AD Hard fireballs go faster
DE31-37AD Hard fireballs go faster backwards
EE31-37AD Hard fireballs go slower
DD75-8460 Hard special moves become light
D475-8461 Hard special moves become medium
D675-8462 Hard special moves disabled
EE2F-7D67 Hit from almost anywhere
23F2-8DAI Hits cause your opponent to fly off the top of the screen
- turn off effects to continue - code may glitch
DD18-54AD Hits do no damage
3CF3-E7A0 Hitting a ducking fighter will freeze them until next hit
- turn off effects to continue
56F2-E7A0 Hitting the CPU will freeze them until next hit - turn
off effects to continue
DE35-1FAD Honda's hard Sumo Head Butts are faster
DF35-1FAD Honda's hard Sumo Head Butts are slower
F436-1DDD Honda's hard Sumo Smashes are faster
F636-1DDD Honda's hard Sumo Smashes go farther and higher
DE35-1DAD Honda's light Sumo Head Butts are faster
DF35-1DAD Honda's light Sumo Head Butts are slower
EE35-1FAD Honda's light Sumo Head Butts go no where
F436-17DD Honda's light Sumo Smashes are faster
F436-1DDD Honda's light Sumo Smashes are slower
DE35-1F0D Honda's medium Sumo Head Butts are faster
DF35-1F0D Honda's medium Sumo Head Butts are slower
F435-176D Honda's medium Sumo Smashes are faster
C933-7DA9 Hurricane Kicks and Fireballs go nowhere
DD05-7F04 Infinite time
8ED2-87A9 Invisible players
DDF1-7DD0 Jump to disappear - characters become invincible
33FB-7D60 Jumping attacks temporarily freeze
4EF9-7760 Jumping causes you to get hit - hit varies as to last hit
made on you
7DF9-7760 Jumping empties lifebar
D52D-CDAF Ken jumps farther backwards
E52E-14AF Ken jumps farther forward
EEDB-87A9 Ken the amazing head
DF30-17AD Ken's hard Dragon Punch doesn't go as far
D330-17AD Ken's hard Dragon Punch goes farther
D630-14AD Ken's light Dragon Punch goes farther
DF30-170D Ken's medium Dragon Punch doesn't go as far
D830-170D Ken's medium Dragon Punch goes farther
A101-77A7 Lifebar empties from left to right
EE09-77A7 Lifebar hides in background
DD31-34AD Light Fireballs go backwards extremely slowly
3E31-34AD Light fireballs go faster
EE31-34AD Light fireballs go slower
05DA-E7A0 Logo continually spins until effects turned off
DC39-C40D M. Bison's hard Psycho Crusher is faster
DF39-C40D M. Bison's hard Psycho Crusher is slower
DC31-CD6D M. Bison's hard Scissor Kick goes faster (TURBO ONLY)
DF31-CD6D M. Bison's hard Scissor Kick goes slower (TURBO ONLY)
DC39-CF0D M. Bison's light Psycho Crusher goes faster (TURBO ONLY)
DF39-CF0D M. Bison's light Psycho Crusher goes slower (TURBO ONLY)
DF39-C76D M. Bison's light Scissor Kick goes slower
DC39-C76D M. Bison's light scissor kick goes faster
DC39-CFAD M. Bison's medium Psycho Crusher is faster
DF39-CFAD M. Bison's medium Psycho Crusher is slower
DC31-CDDD M. Bison's medium Scissor Kick goes faster (TURBO ONLY)
DF31-CDDD M. Bison's medium Scissor Kick goes slower (TURBO ONLY)
3E31-370D Medium fireballs go faster
EE31-370D Medium fireballs go slower
DD31-370D Medium projectiles go backwards slowly
E5F2-8DD1 Moves take off 1/4 of your energy
DF05-77A7 Names and time missing from life bar
D071-E460 No charging for special moves
22C6-E7A0 No strike marks visible
DEAD-E7A0 Numbers wrong or misplaced at point total
55D6-E4D1 Occasionally you will face the wrong direction
55F2-5D6D Pixelates certain backgrounds and selection screens
EEF2-5D6D Pixelates other backgrounds
55A1-7761 Plane flies off screen and the stage name is repeated -
turn off effects to continue
2575-7D60 Player 1 "morphs" into opposing character by pushing down
- code may glitch
6875-7D60 Player 1 sweeps by pressing down
1575-7D60 Player 1 teleports by pressing down
B942-7D60 Player 2 jumps strangly (short hops, random lengths, etc.)
55DE-E7A0 Player Select screen distorted, no strike marks
8ED2-84A9 Player on left invisible
EED7-87A9 Players are at the extreme right and left
DD1F-EFAD Players walk through each other
65B4-5465 Projectiles will cause the game to glitch and reset
D526-1DAF Ryu jumps farther backward
E525-14AF Ryu jumps farther forward
DF30-1DAD Ryu's hard Dragon Punch doesn't go as far
D630-1DAD Ryu's hard Dragon Punch goes farther
D637-17AD Ryu's light Dragon Punch goes farther
DF30-1D0D Ryu's medium Dragon Punch doesn't go as far
D630-1D0D Ryu's medium Dragon Punch goes farther
D838-CF0D Sagat's hard Tiger Knee goes farther
D63B-C70D Sagat's hard Tiger Uppercut goes farther
D439-340D Sagat's high Tiger Shots disabled
D83C-CF0D Sagat's light Tiger Knee goes farther
D63B-C40D Sagat's light Tiger Uppercut goes farther
D439-34AD Sagat's low Tiger Shots disabled
D83C-C70D Sagat's medium Tiger Knee goes farther
D63B-C4AD Sagat's medium Tiger Uppercut goes farther
4DAE-1D6D Second bonus round is 20 seconds
1DAE-1D6D Second bonus round is 60 seconds
6DAE-1D6D Second bonus round is 80 seconds
BBAE-1D6D Second bonus round is 99 seconds
E2E2-E7A0 Select screen fighter boxes are distorted
EDF2-7DAI Some special moves freeze opponent
DDF1-7D60 Special moves in air
9691-E76D Start with 1/2 energy
4A91-E76D Start with 1/4 energy
FDA3-176D Start with 10 seconds
6091-E76D Start with 3/4 energy
7DA3-176D Start with 30 seconds
9DA3-176D Start with 50 seconds
5DA3-176D Start with 70 seconds
BDA3-176D Start with 90 seconds
DFB2-5DA1 Throwing lands you about 3/4 inch above the ground - not
with Chun Li
F034-7705 Throws do no damage
77F1-7FD4 Turbo Edition CPU Vs CPU Ken
DF04-5DAF Win second round, win match
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Virtua Fighter FAQ
====================
one page QFAQ
version 2.05
May 14, 1994
rez@cwis.unomaha.edu
====================
This file is Copyright (C) 1994 by Chad E. Reznicek. All rights reserved.
Redistribution of this file, in whole or in part, in both electronic and
printed form is permitted provided that it is not edited or modified in any
form (without prior permission), no fee is charged (other than direct costs),
and that proper credit is given. If you redistribute this file on another
network, please let me know so that I can keep track of where this file goes.
This format of the QFAQ will print out on one page on a standard dot-matrix
printer. It will print out in a smaller pitch and in two columns in order
to fit on a page. Save this to a file, and print it out from the dos prompt
or from the editor. It is probablly the easiest format to take with you to
your arcade.
If you have need of more help than just character's moves, see the complete
guide (vf-25.txt). You can obtain it on net news (posted every friday), by
anonymous ftp from netcom.com under pub/vi/vidgames/faqs (thanks to Andy Eddy
of GamePro mag), or by fingering the e-mail address above.
Good luck!
=========================================================================== CUT HERE ===========================================================================
@ O M x VIRTUA FIGHTER PG-QFAQv2.05
TERMINOLOGY: F,B,U,D joystick directions ALL all buttons KAGE Elbow {C} F+P Hip throw DEF+P
DEF defense + and Sweep {SD} F,F+K Kick into the air {D} B+P
P, K punch, kick , then Flying Kick {S} F,F+ALL Pull out feet ALL
[ ] a double motion move / a diagonal direction Roll For [Sweep] {S} B,D,F,[K] Reaping Throw {D} B,F+P
-?- unknown * new moves Roll Back [Sweep] {S} F,D,B,[K] (BEHIND) Torso takedown DEF+P
{S} hits a standing defender {D} can be done in defense Heel Kick D,DEF+K >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
{C} hits a crouching defender Hopping Knee D,F+K 3 Punches & Heel Kick P,P,P,K
-----------------------------------EVERYONE----------------------------------- Backflip {D} B/U 3 Punches & Kickflip P,P,P,U/B+K
when you get up: heel kick{C} U,K when theyre down: pounce U+P Kickflip {D} B/U+K Running Punches P,[P,P]
: sweep {S} D,K shuffle side kick {C} D/F+K Backflip w/ Kick {D} B,B+K Heel Kick & Sweep D,DEF&K,F,F+K
: roll back B hop kick (do the kick late) U,K <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Kick throw & [Jump Kick] B+P,F/U+K
: roll to side DEF Kick & Sweep K,F,F+K [Sweep] ",F,F+K
: roll w/sweep DEF,K 1 Punch, Rhouse, [Sweep] P,K,F,F+K or [Flying Kick] ",F,F+ALL
: handspring U 2 Punches, Rhouse [Sweep] P,P,K,F,F+K or [Heel Kick] ",D+DEF&K
================================================================================--------------------------------------------------------------------------------
NAME STANDING or >>>COMBOS<<< THROWS or >>>COMBOS<<< LAU Elbow {C} F+K Flip across shoulders DEF+P
---- -------- ------------ ------ ------------ Crescent DEF+K Backdrop {D} B+P
AKIRA Elbow {C} F+P Trip {D} B+P Knife Hand [Double] D/F,P,[P] Face slam {D} B,F+P
Dashing Elbow {CD} F+P Pull in, throw out {D} B/D,F+P Sweep {S} D+DEF&K (BEHIND) -?-
Dashing Palm D,F+P Backwards uppercut {D} F/D, Heel Kick D,B+K >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
*Dashing Body Check B,F,F+P&K B+P&K Backflip {D} B/U Knife,1 Punch, & {S} D/F+P,P,K
Punch on Ground D/F,P >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Kickflip {D} B/U+K Roundhouse
Jumping Kick [Dbl] {CD} F,F+K,[K] 1 Punch & Roundhouse P,K Double Pounce (hold up) U+P Knife,2 Punches, & {S} D/F+P,P,
Knee -?- Running Punches P,[P] <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Spinning Crescent P,K
-------------------------------------------------------------------------------- 1 Punch & Spin Kick P,K Knife,2 Punches, {S} D/F+P,P,
JACKY Elbow F+P Brainbuster DEF+P 2 Punches & Spin Kick P,P,K Sweep P,D+K
Backfist [Double] B,P,[P] Jumping clothesline {D} F,F+P 3 Punches & Sweep {S} P,P,D+K Knife,2 Punches, D/F+P,P,
Backfist [Crescent] B,P,[K] (BEHIND) DDT DEF+P 3 Punches & Crescent P,P,P,K Kickflip P,U/B+K
Backfist [Sweep] {S} B,P,[D,K] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 3 Punches & Kickflip P,P,P,U/B+K Punches,Heel,Knife, P,[P],K,P,
Low Backfist [Sweep]{S} B/D+P,[K] 1 Punch & Sidekick P,K Running Punches P,[P,P] Punches,Crescent P,[P],K
Knee {C} F+K 1 Punch & Crescent-far P,K --------------------------------------------------------------------------------
Crescent DEF+K 1 Punch & Sweep {C} P,D+K PAI Punch on Ground D/F+P Wrist Twist DEF+P
Double Roundhouse K,K 2 Punches & Roundhouse P,P,K Crescent DEF+K Jump into them {D} B,F+P
High Snap Kick {CD} F,F,K 2 Punches & Backfist, P,P,B+P, Sweep {S} D,DEF+K Falling DDT {D} F,D+P
Side Kick {S} D+DEF&K [Sweep] [K] Heel Kick D,B+K Reaping throw-> Punch {D} F,F+P&K
Snap Kick {CD} D+K Running Punches w/upper P,[P,P] Backflip {D} B/U Grab an attack B+P
Backflip {D} B/U Running Punches w/ F,P,P, Kickflip {D} B/U+K (BEHIND) -?-
Kickflip {D} B/U+K elbow [& Heel Kick] {C} P,[K] <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Double Foot {C} K Elbow & Heel Kick {C} F,P,K 1 Punch & Spin Kick P,K 3 Punches & Sweep {S} P,P,D+K
-------------------------------------------------------------------------------- 2 Punches & Side Kick P,P,K 3 Punches & Crescent P,P,P,K
JEFFRY Elbow-> Hammer {CD} F,B+P Shoulder smash DEF+P 3 Punches & Kickflip P,P,P,U/B+K Running Punches P,[P,P]
Low Punch [uppercut]{CD} F,F+P,[P] Power Slam {D} F+P ------------------------------------------------------------------------------
Uppercut[s] {C} D/F,P,[P] Body Press {D} B,B+P SARAH Elbow {C} F+P Suplex DEF+P
Knee {C} F+K *Crucifix Piledriver D/F,D/F+ Knee {C} F,K Jumping clothesline {D} F,F+P
Snap Kick [Hammer] {CD} D+K,[P] P&K Lunging Knee {CD} F,F+K (BEHIND) torso takedown DEF+P
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Power Bomb (crouch) {C} F/D+All High Snap Kick {CD} D/F+K >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
1 Punch & Roundhouse P,K Pick up their face {CD} D+P Snap Kick [Rhouse] {CD} D+K,K 1 Punch & High Roundhouse P,K
Running Punches P,[P,P] (crouch) Triple Kick [1,2,3] {C} D/F,K,K,K 1 Punch & Low Roundhouse P,D+K
Knee head (crouch) {CD} D,F+K Couching Side Kick {S} D,DEF+K 2 Punches & Side Kick P,P,K
(BEHIND) Backbreaker DEF+P Hopping Knee D,F+K 3 Punches & Knee P,P,P,K
-------------------------------------------------------------------------------- Backflip {D} B/U 2/3 Punches & Kickflip P,P,[P],
Chad E. Reznicek rez@cwis.unomaha.edu Kickflip {D} B/U+K B+K
Double Foot {C} DEF+K 3 Punches & Hopkick P,P,P,U+K
Copyright (C) 1994 All rights reserved <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Running Punches P,[P,P]
Kick & Punch K,P Elbow & Knee {C} F+P,K
----------------------------------------------------------------------------------------------------------------------------------------------------------------
WOLF Clothesline {SD} F,F+P Backfall DEF+P
Dashing Shoulder {D} B,F+P Body Slam {D} F+P
Knee {C} F+K Twirl & hurl {D} B,D,F+P
Uppercut D/F,P (2 1/2 turns)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Double Arm Suplex {C} B/D,ALL
1 Punch & Roundhouse P,K *Crucifix Piledriver D/F,D/F+
Running Punches P,[P,P] P&K
(BEHIND) German Suplex DEF+P
=========================================================================== CUT HERE ===========================================================================
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Virtua Fighter QFAQ
====================
quick guide
version 2.05
May 13, 1994
rez@cwis.unomaha.edu
====================
This file is Copyright (C) 1994 by Chad E. Reznicek. All rights reserved.
Redistribution of this file, in whole or in part, in both electronic and
printed form is permitted provided that it is not edited or modified in any
form (without prior permission), no fee is charged (other than direct costs),
and that proper credit is given. If you redistribute this file on another
network, please let me know so that I can keep track of where this file goes.
This guide is a much shorter version than the complete guide. The getting
started section as well as the techniques guide have been cut in order to
provide you, the gamer, with the shortest possible listing of all known
moves to date. See vf-pg25.txt for a one page format of this QFAQ.
If you have need of more help than just character's moves, see the complete
guide (vf-25.txt). You can obtain it on net news (posted every friday), by
anonymous ftp from ftp.netcom.com under pub/vi/vidgames/faqs (special thanks to
Andy Eddy of GamePro mag), or by fingering the e-mail address above.
All changes, additions, or suggestions: e-mail to the address at the top
of this article.
-------------
special notes
-------------
There is a real difference between "," and "+" in this FAQ. For example,
"D+K" _must_ be done as a tap to the joystick down and simultaneously
pressing the K button. On the other hand, a "D,K" could be done by
tapping the joystick down and pressing K or _also_ by holding the joystick
down and then pressing the K button.
This is only most notably important in the snap kicks, backflips, and
kickflips which require a tap of the joystick in conjunction with possibly
pressing the button.
The "heel kicks","sweeps", and "knees" that have not been witnessed and
are still marked w/ a -?- in the complete guide will now be removed from
the QFAQ to conserve space.
All new moves will now me noted by a "*".
All moves which can be done while still holding defend are marked with a {D}
All moves which hit a standing defender are marked with an {S}
All moves which hit a crouching defender are marked with a {C}
Check out the complete guide, theres a lot of other stuff there.
-------------
On to the moves!!!
==================================CUT HERE======================================
VIRTUA FIGHTER QUICK FAQv2.05
TERMINOLOGY: F,B,U,D joystick directions ALL all buttons
DEF defense + and
P, K punch, kick , then
[ ] a double motion move / a diagonal direction
-?- unknown * new moves
{S} hits a standing defender {D} can be done in defense
{C} hits a crouching defender
-----------------------------------EVERYONE-----------------------------------
when you get up: heel kick{C} U,K when theyre down: pounce U+P
: sweep {S} D,K shuffle side kick {C} D/F+K
: roll back B hop kick (do the kick late) U,K
: roll to side DEF
: roll w/sweep DEF,K
: handspring U
================================================================================
NAME STANDING or >>>COMBOS<<< THROWS or >>>COMBOS<<<
---- -------- ------------ ------ ------------
AKIRA Elbow {C} F+P Trip {D} B+P
Dashing Elbow {CD} F+P Pull in, throw out {D} B/D,F+P
Dashing Palm D,F+P Backwards uppercut {D} F/D,
*Dashing Body Check B,F,F+P&K B+P&K
Punch on Ground D/F,P >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Jumping Kick [Dbl] {CD} F,F+K,[K] 1 Punch & Roundhouse P,K
Knee -?- Running Punches P,[P]
--------------------------------------------------------------------------------
JACKY Elbow F+P Brainbuster DEF+P
Backfist [Double] B,P,[P] Jumping clothesline {D} F,F+P
Backfist [Crescent] B,P,[K] (BEHIND) DDT DEF+P
Backfist [Sweep] {S} B,P,[D,K] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Low Backfist [Sweep]{S} B/D+P,[K] 1 Punch & Sidekick P,K
Knee {C} F+K 1 Punch & Crescent-far P,K
Crescent DEF+K 1 Punch & Sweep {C} P,D+K
Double Roundhouse K,K 2 Punches & Roundhouse P,P,K
High Snap Kick {CD} F,F,K 2 Punches & Backfist, P,P,B+P,
Side Kick {S} D+DEF&K [Sweep] [K]
Snap Kick {CD} D+K Running Punches w/upper P,[P,P]
Backflip {D} B/U Running Punches w/ F,P,P,
Kickflip {D} B/U+K elbow [& Heel Kick] {C} P,[K]
Double Foot {C} K Elbow & Heel Kick {C} F,P,K
--------------------------------------------------------------------------------
JEFFRY Elbow-> Hammer {CD} F,B+P Shoulder smash DEF+P
Low Punch [uppercut]{CD} F,F+P,[P] Power Slam {D} F+P
Uppercut[s] {C} D/F,P,[P] Body Press {D} B,B+P
Knee {C} F+K *Crucifix Piledriver D/F,D/F+
Snap Kick [Hammer] {CD} D+K,[P] P&K
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Power Bomb (crouch) {C} F/D+All
1 Punch & Roundhouse P,K Pick up their face {CD} D+P
Running Punches P,[P,P] (crouch)
Knee head (crouch) {CD} D,F+K
(BEHIND) Backbreaker DEF+P
--------------------------------------------------------------------------------
KAGE Elbow {C} F+P Hip throw DEF+P
Sweep {SD} F,F+K Kick into the air {D} B+P
Flying Kick {S} F,F+ALL Pull out feet ALL
Roll For [Sweep] {S} B,D,F,[K] Reaping Throw {D} B,F+P
Roll Back [Sweep] {S} F,D,B,[K] (BEHIND) Torso takedown DEF+P
Heel Kick D,DEF+K >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Hopping Knee D,F+K 3 Punches & Heel Kick P,P,P,K
Backflip {D} B/U 3 Punches & Kickflip P,P,P,U/B+K
Kickflip {D} B/U+K Running Punches P,[P,P]
Backflip w/ Kick {D} B,B+K Heel Kick & Sweep D,DEF&K,F,F+K
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Kick throw & [Jump Kick] B+P,F/U+K
Kick & Sweep K,F,F+K [Sweep] ",F,F+K
1 Punch, Rhouse, [Sweep] P,K,F,F+K or [Flying Kick] ",F,F+ALL
2 Punches, Rhouse [Sweep] P,P,K,F,F+K or [Heel Kick] ",D+DEF&K
--------------------------------------------------------------------------------
LAU Elbow {C} F+K Flip across shoulders DEF+P
Crescent DEF+K Backdrop {D} B+P
Knife Hand [Double] D/F,P,[P] Face slam {D} B,F+P
Sweep {S} D+DEF&K (BEHIND) -?-
Heel Kick D,B+K >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Backflip {D} B/U Knife,1 Punch, & {S} D/F+P,P,K
Kickflip {D} B/U+K Roundhouse
Double Pounce (hold up) U+P Knife,2 Punches, & {S} D/F+P,P,
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Spinning Crescent P,K
1 Punch & Spin Kick P,K Knife,2 Punches, {S} D/F+P,P,
2 Punches & Spin Kick P,P,K Sweep P,D+K
3 Punches & Sweep {S} P,P,D+K Knife,2 Punches, D/F+P,P,
3 Punches & Crescent P,P,P,K Kickflip P,U/B+K
3 Punches & Kickflip P,P,P,U/B+K Punches,Heel,Knife, P,[P],K,P,
Running Punches P,[P,P] Punches,Crescent P,[P],K
--------------------------------------------------------------------------------
PAI Punch on Ground D/F+P Wrist Twist DEF+P
Crescent DEF+K Jump into them {D} B,F+P
Sweep {S} D,DEF+K Falling DDT {D} F,D+P
Heel Kick D,B+K Reaping throw-> Punch {D} F,F+P&K
Backflip {D} B/U Grab an attack B+P
Kickflip {D} B/U+K (BEHIND) -?-
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
1 Punch & Spin Kick P,K 3 Punches & Sweep {S} P,P,D+K
2 Punches & Side Kick P,P,K 3 Punches & Crescent P,P,P,K
3 Punches & Kickflip P,P,P,U/B+K Running Punches P,[P,P]
------------------------------------------------------------------------------
SARAH Elbow {C} F+P Suplex DEF+P
Knee {C} F,K Jumping clothesline {D} F,F+P
Lunging Knee {CD} F,F+K (BEHIND) torso takedown DEF+P
High Snap Kick {CD} D/F+K >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Snap Kick [Rhouse] {CD} D+K,K 1 Punch & High Roundhouse P,K
Triple Kick [1,2,3] {C} D/F,K,K,K 1 Punch & Low Roundhouse P,D+K
Couching Side Kick {S} D,DEF+K 2 Punches & Side Kick P,P,K
Hopping Knee D,F+K 3 Punches & Knee P,P,P,K
Backflip {D} B/U 2/3 Punches & Kickflip P,P,[P],
Kickflip {D} B/U+K B+K
Double Foot {C} DEF+K 3 Punches & Hopkick P,P,P,U+K
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Running Punches P,[P,P]
Kick & Punch K,P Elbow & Knee {C} F+P,K
--------------------------------------------------------------------------------
WOLF Clothesline {SD} F,F+P Backfall DEF+P
Dashing Shoulder {D} B,F+P Body Slam {D} F+P
Knee {C} F+K Twirl & hurl {D} B,D,F+P
Uppercut D/F,P (2 1/2 turns)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Double Arm Suplex {C} B/D,ALL
1 Punch & Roundhouse P,K *Crucifix Piledriver D/F,D/F+
Running Punches P,[P,P] P&K
Chad E. Reznicek (rez@cwis.unomaha.edu) (BEHIND) German Suplex DEF+P
==================================CUT HERE======================================
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VIRTUA FIGHTER FAQv3.2 Table of Contents
December 1, 1994
Editor: dug@lugaru.com
Original FAQ by rez@cwis.unomaha.edu
Copyright c 1994. All rights reserved.Redistribution of this file, in whole or in part, in both electronic and printed form is permitted provided that it is not edited or modified in any form (without prior permission), no fee is charged (other than direct costs),and that proper credit is given. If you redistribute this file on another network, please contact the editor so we can keep track of its distribution. Thanks.
VIRTUA FIGHTER FAQV3.2 TABLE OF CONTENTS
WHAT'S NEW
DEFINITIONS
INTRODUCTION
GETTING STARTED
First- How to win the match
Second- How to win a set
Third- Terminology
Fourth- The Buttons
Standing
Crouching
Fifth- Jumping
TWO TYPES OF JUMPS
JUMPING ATTACKS
Sixth- Running and all that jazz
Seventh-Crouching, Standing, and Throws
Eighth- Replays
MOVES STANDARD FOR ALL 8 CHARACTERS
As You're getting up
Kick 'em while you get up
Roll away as you get up
Other standard moves
MOVES SPECIFIC TO EACH CHARACTER
AKIRA
JACKY
JEFFRY
KAGE
LAU
PAI
SARAH
WOLF
CHARACTER MOVES' RATINGS
GENERAL FIGHTING TECHNIQUES
1) A FLURRY OF JABS
2) SHORT JUMPING ATTACKS
3) DISTANCE JUMPING ATTACKS
4) RING OUT
5) WAITING FOR YOUR BREAK
6) KICKING AS YOU STAND UP
7) HIT 'EM WHILE THEY'RE DOWN
8) KICKFLIPPING
9) STAB 'EM IN THE BACK
10) Feints
11) Fake Out for a Boot to the Head
CHARACTER PLAYING GUIDE
AKIRA-
JACKY
JEFFRY-
KAGE-
LAU
PAI
SARAH-
WOLF-
SUDDEN DEATH
THE COMPUTER
GAME ADJUSTMENTS
A WORD FROM OUR SPONSOR
THE RUMOR MILL
PUBLIC OPINION
Survey #1 (3/25 - 4/1) 46 responses
1. Which Character are you using right now? (first choice)
2. Which Character do you think is the most powerful?
3. On the machine you play most often, how many rounds do you need to win to win?
Survey #2 (4/1 - 4/8) 44 responses
1. What is your favorite MOVE in the VF?
2. What is your favorite THROW in the VF?
3. What is your favorite COMBO in the VF?
Survey # 3 (4/8 - 4/15/94) 60 responses
SURVEY #4 QUESTION (4/5 - 4/13) 84 RESPONSES
1. If there was ONE thing you could add/change on VF, what would it be?
SURVEY #5 QUESTION
1. Please rank each character on a scale of ONE to EIGHT in your personal
opinion of who is the most powerful (with one being high).
PRODUCED BY
SPECIAL THANKS
GETTING THIS FAQ
ALL COMMENTS, SUGGESTIONS OR ADDITIONS
-----------------------
What's New
-----------------------
This section of the FAQ is exactly what its name says. It's a summary of some of the changes to this updated version of the FAQ in a quick reference way so you to know what to look for as you peruse the guide.
Changes from 3.1:
Names of Fighting Styles added.
Playing as Dural.
Jeffry's Body Press corrected (Was Back, Back+Punch; Now Back+Punch only)
Two player games with the same colored characters.
Sarah's Knee & Rising Knee combo added.
Additions from 3.0:
A strategy section for kicking opponents in the back of the head
Short Hopping Jab and Karate Chops for all characters
Akira & Pai -- Repeated Ground Punches
Kage -- Hopping Jab/Sweep Combo
Color coding of Difficulty Settings
A rumor has also surfaced about VF2 being field tested in Japan. (Always take rumors with a grain of salt, though....)
Additions from 2.7:
Jeffry -- Knee/Rushing Uppercuts Combo
Changes from 2.7:
Headers revised to be (hopefully) more readable
Additions from 2.6:
Jeffry -- Toe-Kick/Piledriver Combo
Lau/Pai -- 3 Punches & Mid kick combo
Punching/Throwing combination section
Changes from 2.6:
Character move ratings has been replaced by a hopefully more readable table rated SOLELY by the power of the move. The rating is an approximate percentage of damage done.
The character strategy guide has been edited and altered to reflect new moves and info.
The Virtua Fighter complete guide is now the largest FAQ for a single video game on the internet! Congratulations guys on all the moves/strategies/things to talk about we've gotten started for this great game.
Enjoy the guide.
-----------------------
Definitions
-----------------------
vir tu a (ver'chu a), slang for virtual
vir tu al (ver'chu al), adj. for all practical purposes, actual, real fighter (fi'ter), n. 1) a person or thing that fights 2) a person who participates in a violent struggle; combat or conflict; battle; contest
vir tu a fight er (ver'chu a fi'ter),n. 1) a person who, for all practical purposes is actually participating in a real battle or contest 2) One of the baddest one on one fighting games to hit the streets whose breathtaking polygon graphics and genuine martial arts moves are sure to captivate players all across the globe
-----------------------
Introduction
-----------------------
Different is good.
Lately, gamers have been hit pretty hard by a barrage of fighting games ranging from those whose only draw is blood and guts to those who resemble a sick horse that should be humanely shot or at least taken to a hospital for a few years....
With the release of their first ever fighting game1 , Sega has broken new ground by designing the only current martial arts game whose draw isn't violence or the ever popular 'magic' moves, but whose draw is realism, fluidity of motion, and genuine martial art techniques.
The ability to so successfully meet these goals is due to Sega's System 1 polygon graphics engine which is much like the system used in their popular Virtua Racer. This system can handle over 180,000 flat shaded polygons per second, and since the fighters are three-dimensional figures made of polygons instead of just flat images, be prepared to be dazzled by more than just the backgrounds.
As for the game itself, Virtua Fighter plays like other recent fighting games in some respects. There are 8 characters to choose from, and the basic object of the game is to, through the use of punches, kicks, throws, grabs, pounces, and a variety of other techniques, drain your opponent's life meter. The problem is that at this point Virtua Fighter already shows its differences from other fighting games because you can also win by knocking your opponent out of the ring. Another difference is that Virtua Fighter has many more special moves than any previous fighting game; there are over 100 secret techniques to discover. Not to mention that it just feels more like a real battle due to the fluid motion and realistic moves.
Needless to say, Virtua Fighter is destined to be remembered as both a great one on one martial arts game and a spectacular fighting simulator. If you haven't seen one yet, then go check it out at your local arcade.
Otherwise, check out the moves and strategies in this FAQ and then use them to help you master this exciting game before someone else gets ahead of you.
-----------------------
Getting Started
-----------------------
-----------------------------
FIRST - How to win the match
-----------------------------
The winner is the first player to win 3 sets.
NOTE: Virtua Fighter can be adjusted so that the winner wins after winning 2, 3, 4, or 5 sets. On 2, the winner must win 2 out of 3 sets. On 3, he must win 3 out of 5, and so on. Factory setting is two sets, but this goes much too fast. Four or five is much too long. Three sets is where the game plays best for the gamer and still earns well for the operator. If your Virtua Fighter is not put on 3 sets, talk to your local arcade manager about having him do so, for it only takes a few seconds to change over.
-----------------------------
SECOND- How to win a set
-----------------------------
1) By KO
2) By a 'Ring Out'
3) By a 'Time Out'
KO- so thoroughly pulverizing your opponent that you completely drain his life meter
Ring Out- somehow or other knocking your opponent out of the 'ring' that you are fighting in
Time Out- each round lasts only 30 seconds, so if you are ahead, it might be to your advantage to just let the last few seconds tick away, and win by decision
-----------------------------
THIRD- Terminology
-----------------------------
Term Meaning As in
----------------------------------
VF Virtua Fighter The game this FAQ is about
For Forward Moving the joystick towards your
opponent
Back Back Moving the joystick away from your
opponent
Down Down Moving the joystick down
Up Up Moving the joystick up
Def Defend The button that blocks (more
below)
Punch Punch The button that punches (more below)
Kick Kick The button that Kicks (more below)
All Press all 3 buttons Press all 3 buttons
Attack A punch or a kick Either one is sufficient
+ And Down+Kick (tap Down & Kick as one)
Punch+Def (press Punch & Def as one)
Tap A quick tap Quickly tap the button; do not hold it.
Hold A long press Continue holding the button or joystick
/ Diagonal direction For/Up (a jump forward)
Jump A jumping direction Either Up/For, Up or Up/Back
[ ] Optional Will work fine w/o [ ] part, but there
IS more to the move you can do
{D} Can do Defending The move can be done while still holding
the defend button
{S} Hits standing foe This move will hit someone who is
blocking while standing
{C} Hits crouching foe This move will hit someone who is
blocking while crouching
* A new move A move new to this revision
-----------------------------
FOURTH- The buttons
-----------------------------
WHEN YOU ARE STANDING
PUNCH - Steps forward with a punch
Repeat for multiple punches
KICK - A kick to the head
Not too powerful or effective
DEFEND- Blocks your opponent's STANDING and JUMPING attacks
You take no damage from such attacks.
Crouching attacks do damage.
You are still pushed backwards
Some special moves can be done while defending
WHEN YOU ARE CROUCHING:
PUNCH - Low punch; Hits standing defenders
Stays in one place; quite weak and ineffective
KICK - Low kick to the knee; very weak; Hits standing defenders
Longer reach than a crouching punch, but slower
DEFEND - Defends against all crouching attacks, and ducks under many
standing attacks; some standing attacks and most jumping
attacks will still hit.
All moves that can be done while holding the defend button are marked with a {D}.
All moves that will hit a standing defender are marked with an {S}.
All moves that will hit a crouching defender are marked with a {C}.
-----------------------------
FIFTH- JUMPING
-----------------------------
TYPES OF JUMPS
1) Long distance jump Hold jump {D}
JUMPING ATTACKS
Name Motion
------------------------------------------
Hopping Karate Chop Tap Jump and Punch {D}
Hopping Jab Tap Jump, Tap Up+Punch in air {D}
Overhead hammer Hold Jump, For+Pun {D}
Jumping kick Hold Jump+Kick {D}
Hop kick Tap Jump+Kick {D}
Drop Kick Forward Hold Jump,For+Kick {D}
Drop Kick Behind Hold Jump,Back+Kick {D}
Short jumping attacks work OK, but the punches & kicks come out in almost slow motion, and you can easily be knocked down by any attack from your opponent.
Short jumping attacks are the only jumping attacks which can hit a crouching opponent.
Kage has two types of drop kicks, depending on distance.
COLLISION IN MID AIR
Will usually just push both players away from each other, & neither one will hit the other.
JUMPING WHILE BLOCKING
all jumping attacks can be done while holding defense
this can be especially helpful when doing an in close distance jumping kick
---------------------------------
SIXTH- Running and all that Jazz
---------------------------------
Name Motion
-------------------------------------------------------
Step Forward Quickly For, Tap For
Step Backward Quickly Back, Back
Run Forward For, Hold For
Turning around Tap or hold towards opponent
Turn around punch or kick Attack
NOTE: defense doesn't work when you are facing backwards
-----------------------------------------
SEVENTH- Crouching, Standing, and Throws
-----------------------------------------
NOTE: There is a real difference between "," and "+" in this FAQ.
Especially when in conjunction with a downward movement. For example, "D+K" must be done as a tap to the joystick down and simultaneously pressing the K button. On the other hand, a "D, K" could be done by tapping the joystick down and pressing K or also by holding the joystick down and then pressing the K button.
This is only most notably important in the snap kicks, backflips, and kickflips which require a tap of the joystick in conjunction with possibly pressing the button.
All throws assume that you are standing next to your opponent. Some throws require that you're opponent be crouching.
ALL throws can be done to an opponent who is defending
SOME throws can be done while you are defending
-----------------------------
EIGHTH- Replays
-----------------------------
At the end of every set, the computer will replay the last 3 seconds or so of the fight, and then the winner will do his victory pose. This is a really cool feature, but may soon get irritating. Sega, realizing the positive/negative aspects of such a feature, was smart enough to add a way to skip past the replay by simply hitting the START button. This way, you can still watch the replays if you had an especially exciting finish, or you can just hit start and immediately go on to the next set.
Finally now, the moves...
-----------------------------
MOVES
-----------------------------
-----------------------------------
Moves standard for all 8 characters
-----------------------------------
MOVES USABLE WHEN GETTING UP
Name Motion
---------------------------------------------------------
Heel Kick {C} Tap Kick; Head not toward opponent
Foot Sweep {S} Hold Down, Tap Kick
Rear Kick {C} Tap Kick, must have head towards opponent
Jacky and Sarah do a Double Footed kick
Roll Back Tap Back
Roll to the Side Tap Def repeatedly
Side roll & sweep {S} Tap Def, Tap Kick during the roll
Kippup Tap Up
OTHER STANDARD MOVES
Name Motion
--------------------------------------------------------
Quick/Light Pounce Tap Up+Tap Punch (foe on ground)
Slower, Stronger Pounce Tap Up+Hold Punch (foe on ground)
Side Kick (not too close) {C} Down/For, Kick
---------------------------------
Moves specific to each character
---------------------------------
-----------------------------
AKIRA
-----------------------------
Name: Akira Yuki
Country:Japan
Age:25
Sex:Male
Job:Kung-Fu Teacher
Blood Type:O
Hobby:Kung-Fu
Outfit 1 Gray ghi,white headband & borders, red bracers and a 4th degree black belt
Outfit 2 White ghi, white headband, gray bracers, and a 4th degree black belt
Fighting Style: Hakkyokuken
----------------------------------------------------
AKIRA'S MOVES
----------------------------------------------------
Name Motion
----------------------------------------------------
Elbow {C} For+Punch
Dashing Elbow {C}{D} For, For+Punch
Dashing Palm Down, For+Punch
Dashing Body Check Back, For, For+Punch+Kick
Punch on the Ground Down/For+Punch
Repeated Punches on Ground Down/For+Punch,Down/For,Repeat
Jumping Kick [Double] {C}{D} For, For+Kick,[Kick]
Knee (?)For,Hold For+Def+Kick,Release Kick/Tap Def
Akira's Throws
Trip {S}{D} Back+Punch
Pull in, throw out {S}{D} Down/Back, For+Punch (don't roll)
Backwards uppercut {S}{D} Back, For/Down+Punch+Kick (don't roll)
Akira's Combos
Punch and Roundhouse Punch,Kick
Double Punch Punch,Punch
2 Punches and a Straight Kick For, For+Punch+Kick,Punch, Kick
3 Punches[ and a Spin Kick] For, For+Punch+Kick, Punch, Punch,[Kick]
-----------------------------
JACKY
-----------------------------
Name:Jacky Bryant
Country:America
Age:22
Sex:Male
Job:Indy car racer
Blood Type:A
Hobby:Training
Outfit 1
Maroon jumpsuit, white taped hands and black belt & fistpads
Outfit 2
Gray jumpsuit, white taped hands and gray boots
Fighting Style: Jeet Kune Do
----------------------------------------------------
JACKY'S MOVES
----------------------------------------------------
Name Motion
----------------------------------------------------------
Elbow {C} For+Punch
Backfist [Double] Back,Punch,[Punch]
Backfist [Crescent] Back,Punch,[Kick]
Backfist [Sweep] {S} Back,Punch,[Down,Kick]
Low Backfist [Sweep] {S} Tap Down/Back+Punch,[Down,Kick]
Knee {C} For+Kick
Crescent Kick Def+Kick
Roundhouse & Heel Kick Kick,Kick
Punt Kick {C}{D} For, For+Kick
Snap Kick {C}{D} Tap Down+Kick
Side Kick {S} Down, Def+Kick
Backflip {D} Tap Back/Up
Kickflip {D} Tap Back/Up+Kick
Jacky's Throws
Brainbuster {S} Punch+Def
Jumping clothesline {S}{D} For, For+Punch
Backside Clothesline Punch+Def (from behind)
Jacky's Combos
Single Punch & Sidekick (close) Punch,Kick
Single Punch & Crescent (far) Punch,Kick
Single Punch & Sweep {S} Punch, Down+Kick
Double Punch & Straight Kick Punch,Punch,Kick
Double Punch & Backfist [&Sweep] Punch, Punch, Back+Punch,[Kick]
Running Punches (w/uppercut) Punch,[Punch,Punch]
Running Punches (w/elbow) [& Heel Kick] {C}
Hold For,Punch,Punch,Punch,[Kick]
Elbow & Heel Kick {C} For+Punch, Kick
----------------------------------------------------
JEFFRY
----------------------------------------------------
Name:Jeffry McWild
Country:Australia
Age:36
Sex:Male
Job:Fisherman
Blood Type:A
Hobby:Reggae Music
Outfit 1
Gray pants, black belt, sandals, orange bracers, bare-chested
Outfit 2
Dark gray pants (ripped), olive tank-top & bracers, bare-footed
Fighting Style: Pankration
----------------------------------------------------
JEFFRY'S MOVES
----------------------------------------------------
Name Motion
Lunging elbow & Hammer {C}{D} For, Back+Punch
Dashing low [uppercut] {C}{D} For, For+PUnch,[Punch]
Uppercut[s] {C} Down/For,Punch,[Punch]
Knee {C} For+Kick
Toe Kick [&Hammer] {C}{D} Tap Down+Kick, Punch
Jeffry's Throws
Fireman's Carry {S} Def+Punch
Power Slam {S}{D} For+Punch
Body Press {S}{D} Back+Punch
Crucifix Piledriver {S} Down/For,Down/For+Punch+Kick
Grab face (vs. crouching) {C}{D} Down,Punch
Powerbomb (vs. crouching) {C} Down/For+All
Knees to the head (vs crouching) {C} Down,For+Kick (don't roll)
Backbreaker (from behind) Def+Punch
Jeffry's Combos
Toe Kick O' Doom (C'fix P.D.) Down+Kick,Down,For/Down,For+ALL
Single Punch & Roundhouse Punch,Kick
Running Punches (w/uppercut) Punch,Punch,[Punch]
Knee & Dashing Uppercuts For+Kick,For,For+Punch,Punch
----------------------------------------------------
KAGE
----------------------------------------------------
Name:Kagemaru
Country:Japan
Age:21
Sex:Male
Job:Ninja
Blood Type:B
Hobby:Mahjong
Outfit 1
Blue suit & mask w/ black highlites, red sash
Outfit 2
Black suit & mask w/ gray highlites, gold sash
Fighting Style: Jujutsu
----------------------------------------------------
KAGE'S MOVES
----------------------------------------------------
Name Motion
-----------------------------------------------------
Elbow {C} For+Punch
Double Footed Sweep {S}{D} For, For+KIck
Flying Kick {S} For, For+All
Roll Forwards [Sweep] {S} Back,Down,For,[Kick]
(Kick during the roll)
Roll Backwards [Sweep] {S} For,Down,Back,[Kick]
(Kick during the roll)
Heel Kick Down, Def+Kick
Hopping Knee Down, For+Kick
Backflip {D} Tap Back/Up
Forward Kickflip {D} Tap Back/Up+Kick
Backward flip with a kick {D} Back, Back+Kick
Kage's Throws
Hip throw (Flip over shoulder) {S} Punch+Def
Ten Foot Toss{S}{D} Back+Punch
Pull out feet {S} All
Reaping Throw {S}{D} Back, For+Punch
Torso take down (from behind) Punch+Def
Kage's Combos
Ten Foot Toss & Jump Kick Back+Punch, Up/For+Kick
Ten Foot Toss & Sweep Back+Punch, Back, For, For+Kick
Ten Foot Toss & Heel Kick Back+Punch, Down, Def+Kick
Ten Foot Toss & Flying Kick Back+Punch, Back, For,For, All
Roundhouse & Sweep Kick, For, For + Kick
Heel Kick & Sweep Down, Def+Kick, For, For+Kick
Single Punch & Roundhouse [&Sweep] Punch,Kick,[For, For+Kick]
Double Punch & Straight Kick [&Sweep] Punch,Punch,Kick [For,For+Kick]
Triple Punch & Spin Kick Punch,Punch,Punch,Kick
Triple Punch & Kickflip Punch, Punch, Punch,Up/Back+Kick
Running Punches Punch,Punch,[Punch]
Hopping Jab & Sweep Tap Jump, Tap Up+Punch, For,For+Kick
----------------------------------------------------
LAU
----------------------------------------------------
Name:Lau Chan
Country:China
Age:53
Sex:Male
Job:Cook
Blood Type:B
Hobby:Chinese Poetry
Outfit 1
Blue suit, red vest w/gold & green highlites/trim
Outfit 2
Black pants, gold vest & sleeves w/ green trim and red buttons
Fighting Style: Koenken
----------------------------------------------------
LAU'S MOVES
----------------------------------------------------
Name Motion
---------------------------------------------------
Elbow {C} For+Punch
Crescent Kick Def+Kick
Knife Hand {C} Down/For+Punch
Lifting Palm Down/For,Punch
Sweep {S} Down, Def+Kick
Heel Kick Down, Neutral+Kick
Backflip {D} Tap Back/Up
Kickflip {D} Tap Back/Up+Kick
Lau's Throws
Flip across shoulders {S} Def+Punch
Piggyback Drop {S}{D} Back+Punch
Face Slam {S}{D} Back, For+Punch
Lau's Combos
Single Punch & Heel Kick Punch, Kick
Double Punch & Heel Kick Punch,Punch,Kick
Triple Punch & Spinning Crescent Punch,Punch,Punch,Kick
Triple Punch & Sweep {S} Punch, Punch, Punch, Down+Kick
Triple Punch & Kickflip Punch, Punch, Punch,Up/Back+Kick
Triple Punch & Mid-Kick For,Hold For,Punch,Punch,Punch,Kick
Running Punches Punch,Punch,[Punch]
Knife, Punch & Straight Kick Down/For+Punch, Punch, Kick
Knife, 2 Punch & Crescent Kick Down/For+Punch, Punch, Punch,Kick
Punch&Kick Mania Punch,Kick,Punch,Punch,Punch,Kick
Hop Kick Flurry Tap U/F+Kick,3 or 4 Punches & Kick
(Note:3 Punches are more likely to hit than 4)
----------------------------------------------------
PAI
----------------------------------------------------
Name:Pai
Country:Hong Kong
Age:18
Sex:Female
Job:Action Star
Blood Type:O
Hobby:Dance
Outfit 1
Blue suit w/ gold trim, and red sash & ribbons
Outfit 2
Pink suit w/ gold trim, gray sash & red ribbons
Fighting Style: Enseiken
----------------------------------------------------
PAI'S MOVES
----------------------------------------------------
Name Motion
--------------------------------------------------
Punch on the ground Down/For+Punch
Repeated Ground Punches Down/For+Punch,Down/For,Repeat
Crescent Kick Def+Kick
Sweep {S} Down, Def+Kick
Heel Kick Down, Neutral+Kick
Backflip {D} Tap Back/Up
Kickflip {D} Tap Back/Up+Kick
Pai's Throws
Wrist Twist {S} Def+Punch
Pushover {S}{D} Back, For+Punch
Falling DDT {S}{D} For, Down+Punch
Reaping Throw -> Punch {S}{D} For, For+Punch+Kick
Grab an attack (vs High punch or kick) Back+Punch
Pai's Combos
Single Punch & Heel Kick Punch, Kick
Double Punch & Straight Kick Punch, Punch, Kick
Triple Punch & Sweep {S} Punch,Punch, Punch, Down+Kick
Triple Punch & Spinning Crescent Punch, Punch, Punch, Kick
Triple Punch & Kickflip Punch, Punch, Punch,Up/Back+Kick
Triple Punch & Mid-Kick For,Hold For,Punch,Punch,Punch,Kick
Running Punches Punch,Punch,[Punch]
----------------------------------------------------
SARAH
----------------------------------------------------
Name:Sarah Bryant
Country:America
Age:20
Sex:Female
Job:College Student
Blood Type:AB
Hobby:Skydiving
Outfit 1
Black cat-suit
Outfit 2
Black bikini top, torn blue-jeans
Fighting Style: Jeet Kune Do
----------------------------------------------------
SARAH'S MOVES
----------------------------------------------------
Name Motion
-------------------------------------------------
Elbow {C} For+Punch
Knee {C} For+Kick
Lunging Knee {C}{D} For, For+Kick
High Snap Kick {C}{D} Tap Down/For+Kick
Double [Triple] Kick {C} Hold Down/For, Kick, Kick,[Kick]
Crouching Side Kick {S} Down, Def+Kick
Backflip {D} Tap Back/Up
Kickflip {D} Tap Back/Up+Kick
Toe Kick [&Side Kick] {C} {D} Tap Down+Kick,[Kick]
Sarah's Throws
Suplex {S} Def+Punch
Jumping Clothesline {S}{D} For, For+Punch
Torso takedown (from behind) Def+Punch
Sarah's Combos
Kick & Punch Kick, Punch
Single Punch & Roundhouse Punch, Kick
Singel Punch & Side Kick Punch, Down+Kick
Double Punch & Straight Kick Punch, Punch, Kick
Double Punch & Low Roundhouse Punch, Punch, Down+Kick
Triple Punch & Knee Punch, Punch, Punch, Kick
Triple Punch & Kickflip Punch, Punch, Punch,Up/Back+Kick
Triple Punch & Hop Kick Punch, Punch, Punch,Up+Kick
Running Punches Punch,Punch,[Punch]
Elbow & Knee [&Elbow] {C} For+Punch, kick, [For+Punch]
Knee & Rising Knee For+Kick, Down/For+Kick
----------------------------------------------------
WOLF
----------------------------------------------------
Name:Wolf Hawkfield
Country:Canada
Age:27
Sex:Male
Job:Wrestler
Blood Type:O
Hobby:Karoke
Outfit 1
Blue shorts w/ red & white trim, matching shoes, and bare chested
Outfit 2
Gray shorts w/ white trim, white top w/ gold stripe, gold "Wolf" on shorts
and boots
Fighting Style: Professional Wrestling
----------------------------------------------------
WOLF'S MOVES
----------------------------------------------------
Name Motion
----------------------------------------------------
Running Clothesline {S}{D} For, For+Punch
Dashing Shoulder {D} Back, For+Punch
Knee {C} For+Kick
Uppercut {C} Down/For,Punch
Wolf's Throws
Backfall {S} Def+Punch
Body slam {S}{D} For+Punch
Crucifix Piledriver Down/For,Down/For+Punch+Kick
Twirl & hurl (2 1/2 turns) {S}{D} Back, Down, For+Punch
Double Arm Suplex (vs crouching) {C} Back/Down+All
German Suplex (from behind) Def+Punch
Wolf's Combos
Single Punch & Roundhouse Punch,Kick
Running Punches Punch,Punch,[Punch]
Knee & Uppercut For+Kick,Down/For+Punch
+261
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------------------------------------
Character Moves' Ratings
------------------------------------
This section rates and lists the best of each character's special moves, throws, and combos. The rating in parentheses is an approximate percentage of the life bar lost from the move.
Some of the combinations listed include Pouncing on the downed opponent. If the Pounce is listed, it means that the Pounce is very likely to hit if done quickly.
Keep in mind that although the moves below are effective ways of demolishing an opponent, you will need to learn to use the basic punches and kicks as well to become a true champion. The best strategy in any fighting game is, after all, a flexible one.
Below the name of the move is how to do it in abbreviated notation.
------------------------------------
Character's Most powerful attacks
------------------------------------
Moves Throw
Akira Dashing Body Check(50%) Trip&Punch on Ground (40%)
B,F,F+P+K B+P,D/F+P
Pai Triple Punch,Crescent&Pounce(55%) Pushover & Pounce(50%)
P,P,P,K,U+P B,F+P,U+P
Lau Hop Kick Flurry 3 & 2x Pounce(85%) Face Slam & 2x Pounce(70%)
Tap U/F+K,P,P,P,K,Hold U+P B,F+P,Hold U+P
Wolf Shoulder Ram & Pounce(55%) Twirl&Hurl&Run&Pounce(80%)
B,F+P,U+P B,D,F+P,F,Hold F,U+P
Jeffry Toe Kick,Piledriver & Butt Bomb(100%!) See left (Toe kick o' doom)
Tap D+K,D,D/F,F+ALL,Hold U+P (Automatic kill)
Kage Triple Punch & Mid Kick(45%) 10' Toss & Head Dive(45%)
P,P,P,K B+P,wait til thump,U+P
Sarah Triple Kick & Pounce (55%) Suplex(25%)
Hold D/F,K,K,K,U+P P+D
Jacky Double Punch, Elbow, Kick&Pounce(55%) Brain Buster(30%)
Hold For,P,P,P,K,U+P
------------------------------------
General Fighting Techniques
------------------------------------
This part of the guide will hopefully help you to get a head start on learning some of the basic fighting techniques. It tells how each style works, advantages & disadvantages, and sometimes a way to counter it if someone is using it against you. They are listed in the order of their complexity or importance. Don't use any one of these techniques too much, because a mixed style is the best technique that you can possibly use.
First off, though, realize that VF is mainly a GROUND game. In its attempt to be as close to real fighting as possible, Sega chose to make air attacks fairly worthless. Some arts, like Tae Kwon Do, do deal with a certain amount of air attacking, but generally speaking, most martial arts teach solely ground techniques. You'll have a hard time trying to find a tournament with as many people jumping around as you do in any of the SF2 clones.
Therefore, expect to keep a lot of your game on the ground, but by all means, don't expect this fact to limit VF's game playing variety or fun in any way. It only makes the game more realistic.
Now then, the techniques...
------------------------------------
A FLURRY OF JABS
------------------------------------
By simply tapping the punch button repeatedly, your character, whomever he (or she) may be, will step forward and punch as they go. They will punch 2-3 times and then pause for a second before they can begin to attack again.
Works good...
when your enemy has very little life left
When your enemy is close to the edge of the ring (to get a 'ring out')
sometimes to start the round out with
if they are in the air, you can usually hit them with an attack, and follow that up with two or three punches before they hit the ground
Jeffry, Lau, and Wolf can tag on their uppercut/knife hand to make a more deadly combo whenever they catch someone in the air with a punch or a kick
if you tag on the kick part of their combos
Works bad...
if you use it too much
to start the round out too much with it since your opponent can just start his round out with a jumping kick and hit you before you can start punching
------------------------------------
SHORT JUMPING ATTACKS
------------------------------------
Pretty much worthless against any decent opponent. OK if you can catch them off guard, but they still don't do much damage. The jumping straight up attacks seem to work the best since they let you jump above a sweep or low punch, and then clobber the sucker on the head.
Short jumping attacks, though, are the only jumping attacks which are able to hit a crouching opponent.
------------------------------------
DISTANCE JUMPING ATTACKS
------------------------------------
Jumping and kicking immediately works well if they are really close to you. You can catch them off guard if they are closing in with a fury of jabs. This attack also hits a crouching defender. Therefore it is very valuable to people who don't have many other attacks which can hit a crouching opponent. For Pai, in particular, she only has the shuffle side kick and this jumping kick.
If they aren't close, then you have three options.
Double footed kick:
Has deceptive range. Probably the best distance attack. You must hit the kick button before you reach the peak of your jump. You can only be hit out of it if your opponent does a close jumping kick before your kick comes out... and that is a very hard move to time.
Pai will do some sort of foot stomp
Sarah will do a single legged kick
Kage will do a flip, turned into a kick
Mid air kick
If you hit the kick as you are coming down instead of hitting it early, you'll get a weak sort of kick with no range.
Overhead hammer:
You need to hit the punch button before you reach the peak of your jump. Better than the mid air kick, but not as good as the double footed kick.
Jumping attacks can sometimes connect, but they work best only as a desperation move since you are so vulnerable to being hit.
------------------------------------
RING OUT
------------------------------------
Knocking your opponent out of the ring is a perfectly legitimate way to win a set. The simplest way to accomplish this is, when they are close to the edge, to use a fury of jabs or a sweep since these attacks will push them backwards even if they defend.
Note that Kage's flying kick pushes people back very far, and that Wolf's spinning throw can throw the person out of the ring if you are lucky :) for that, try to have your back to the edge since that is the direction that he finally lets them fly.
------------------------------------
WAITING FOR YOUR BREAK
------------------------------------
One of the more successful defenses can be to simply just crouch and sit below your opponents attacks until they pause in their attack. You can then counter with one of the following.
A Power Move
Like Kage's heel kick, Wolf's Shoulder Ram or Akira's double motion snap kick.
A Throw
Just perform the motion for the throw you would like to do. Characters are easy targets for throws while they recover from moves such as high kicks and missed pounces and jumps.
A Combo
Like Jacky's elbow, heel kick combo or Sarah's elbow, knee combo
------------------------------------
KICKING AS YOU STAND UP
------------------------------------
If your opponent knocks you down and then walks up next to you as you lay on the ground, tap kick as you get up and you will immediately do a sweep, a roundhouse, or a double feet first kick to the head region as you stand up, hopefully catching them off guard. Any of these kicks will hit your opponent if he's not defending, but each one also has a priority over certain defend stances as well.
A sweep hits a standing person -- Hold Down,Tap Kick
A roundhouse hits a crouching or jumping person -- Tap Kick
The kick will appear differently depending on where the opponent is in relation to your head on the ground. If the opponent is behind you, the fighter will do a rear kick or double footed up-side down kick similar to the roundhouse.
Or, if you don't want to try for a sweep you can roll backwards, and get yourself away from the action by simply tapping Back before you stand up.
If you are close to the edge of the ring, or you have some other reason to get to the side of your opponent, hit Defense and you will roll to the side of your attacker. Tap defense quickly to get up faster. This may possibly open you up for a good attack since your opponent will not be facing straight on. You can also do a roll to the side with a sweep by hitting Defend,Kick after you land. You need to wait a second after you hit, or it may not come out right.
If you are playing someone who is fairly good, they will not usually stay close to you after they knock you down, so don't expect to get too many kicks in.
If you have knocked your opponent down, and are expecting him to try to kick you as he gets up, there are some things you can do to counter his kicks if you can outguess him. If you anticipate...
A sweep -- you do a short jump straight up with a punch or kick, and hit him as you jump over his sweep. Beware of a sweep after the opponent rolls to the side.... Elbows also hit.
A roundhouse -- you do a sweep
A rear kick -- defend, don't try anything
------------------------------------
HIT 'EM WHILE THEY'RE DOWN
------------------------------------
NEARLY every time you knock your opponent down you should try for a stomp...
To do a basic stomp, simply tap Up+Punch. To do a slower, but more damaging stomp, tap Up and Hold Punch (NOTE: Akira has only the lighter stomp. Do not hold punch with Akira).
The pounces in which you hold Up are all slower, but they do inflict more damage. Make sure you have enough time to land on your opponent if you choose to do a slower stomp.
Each character has their stomps described below with holding and tapping punch. Note that Akira can do his Jumping Punch only if he taps up, and that Kage's three pounces vary with distance, not with holding or tapping.
Name Tap Up+Punch Hold Up+Punch
Akira Jumping Punch -None- Jacky Low Jumping Hammer Higher Jumping Hammer Jeffry Splash Butt Bomb
Kage Head Dive(close) same
Feet-First (medium) same
Knee Dive (far) same
Lau Single Stomp Double Stomp Pai Low Knees Higher Knees
Sarah Low Jumping Hammer Higher Jumping Hammer Wolf Low Jumping Elbow High Jumping Elbow
Akira and Pai can do their normal stomp, and they can also simply bend over and punch their opponent repeatedly on the ground by alternately pressing Down/For+Punch and Down/For. Timing is critical to obtain multiple hits on the ground.
------------------------------------
KICKFLIPPING
------------------------------------
All the characters except for Akira, Jeffry, and Wolf can backflip. Those who can backflip can do a type of attack called kickflipping, which is a high backwards flip in which the legs can hit the opponent and do major damage besides looking just totally cool.
To perform a kick flip with these characters, tap Back/Up+Kick.
Kage can perform a kickflip as well as a back handspring with double foot kick.
Kage, Lau, Pai, and Sarah can do kickflip combos by going P,P,P,B/U+K.
Sarah can also do on with only two punches.
Some hints for future kickflippers --
works best to wait for your opponent to walk towards you, totally unaware of the disaster that awaits them, and then kickflip them at the last second
it also works well when your opponent is jumping in at you
------------------------------------
STAB 'EM IN THE BACK
------------------------------------
If your opponent jumps over you, or somehow get turned around, run at them as soon as you can (if you have a known back side throw). As you are still running, execute the move for your throw, and you'll grab them before they even have a chance to turn around :)
Note, though, that you can not run at a person and grab them on the front as easily as you can on the back side.
This can be a dangerous attack since your opponent can do a turn around attack by simply pressing either punch or kick... but if you're quick enough, you can get to them before they can do a turn around attack.
------------------------------------
Feints
------------------------------------
There are many type of feints in VF. Below are summarized a few that you can use to take your opponent off guard.
Pulling back a kick
------------------------------------
To pull back a kick, press the kick button, and then press the DEF button before your kick has been raised above your knee. What you do after that is up to you, but your opponent will probablly block. This will give you an opportunity to strike w/ a {C} or {S} attack depending on how they defend.
Don't finish out a double/triple motion move
------------------------------------
That is to say, do only a double kick for Sarah's triple kick, or only do one Backfist for Jacky. If you've been doing a lot of double/triple motion moves in prior rounds, this can be a very effective tactic. As they are defending, expecting the next move, hit them w/ a {C} or {S} again.
Do a different combo/double motion move that looks simmilar Switch from using Lau's 3 punch sweep to his crescent to his kickflip. Start doing Sarah's triple kick instead of just a double kick. Do Jacky's double roundhouse. The key is to keep mixing things up, and if a move looks a lot like another move that you have, then mix those two up especially.
------------------------------------
Punch and Throw Techniques
------------------------------------
If an opponent tends to try to close distance with you by move forward, try punch and throwing him. Do a single punch, crouching or standing, followed QUICKLY by the motion for the throw you want to do. If the punch connects, there is a good chance they will still be in range for a throw. "Heavy" fighters, such as Jeffry and Wolf, are particularly vulnerable, since the punch will hardly move them at all.
The punch is fast enough to interrupt any attack the opponent may be attempting, and the throw if done correctly will come out while they are still reeling from the punch. Even if the opponent blocks, the throw will connect so long as you are close enough.
Typical Punch & Throw techniques are Kage's Punch&Toss (P,B+P), Wolf's Punch&Twirl (P,B,D,F+P) and Lau's Punch&Face Slam (P,B,F+P).
As a final note, try doing Jeffry's ultimate combo: the Toe Kick&Piledriver combination (D+K,D,F/D,F+ALL). With a follow-up pounce it automatically kills any opponent in three nasty moves.
------------------------------------
Hit 'em in the air
------------------------------------
Sometimes characters play a little hand-ball with their opponents by repeatedly punching, uppercutting and otherwise bouncing them along in the air. Lau is the true master of this technique, able to bounce opponents up to eight times in a single combination of moves. But everyone can do it to some degree.
If you manage to catch the opponent in the air, make them pay. Experiment tacking on different moves after your favorite combos. Knees are particularly good at knocking opponents skyward, and their exist many pseudo-combinations involving a knee attack (For+Kick) followed immediately by something else. Jeffry's Knee&Dashing Uppercut combo is a perfect example. (For+Kick,For,For+Punch,Punch).
------------------------------------
Fake Out for a Boot to the Head
------------------------------------
One of the more artistic methods of beating computer opponents is to jump over the computer's head and do a heavy kick to the head. There are two sure-fire methods of doing this attack versus any computer opponent.
The first is to jump over the opponent's head. After you land, immediately jump backwards back over the opponent. DO NOT TURN AROUND BEFORE JUMPING. You should be flying backwards through the air. As you pass over the opponent, press For+Kick. You will do a heavy kick into the back of the opponent's head.
A second more mystifying method starts by jumping over the opponent's head. After landing, press For and press and hold forward to begin running toward the edge, away from the opponent. The computer will run after you. Just as you are about to run off the edge, jump straight up into the air. The computer will run underneath you, and skid to a halt on the edge. It's momentum will take it underneath and in front of you. Press For+Kick, and you will do a heavy kick to the head before the computer has a chance to recover, kicking it out of the ring!! This will work on every opponent, including Dural.
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------------------------------------
CHARACTER PLAYING GUIDE
------------------------------------
Here is a general character playing guide which will help you with some strategies for specific players. Each character's guide is divided into 3 sections: Strengths, Weaknesses and Beating the Computer
------------------------------------
Jacky -- "Ballet of the Fighter"
------------------------------------
Jacky's Strengths:
------------------------------------
Jacky is a favorite among advanced players because of his wide variety of attacks and combinations. Jacky is perhaps the most flexible of the characters, able to easily attack standing opponents, crouching opponents, jumping opponents, opponents behind him and opponents who just knocked him down. Many of his combinations attack both high AND low, such as his Punch&Foot sweep or his Double Punch, Elbow & Kick. His Punt Kick is deadly versus crouching opponents, and opponents who are not cautious getting off the ground. Finally, his pounce is quick and deadly.
Jacky's Weaknesses:
------------------------------------
It's tough to find weaknesses in Jacky because of his flexible arsenal of moves. But when compared to the other characters, his weakness is that he is not the "best" in any one thing. He is good all around, but he does not have the best range, best speed, best power, best throws, or best combos. He is good all around, but if your playing style is geared to specializing in a particular type of attack, other characters would be better. For instance, if you love making throws, Jeffry or Wolf are better. If you are good with quick, light attacks, Lau or Pai or Sarah are better. If you play a positional game of hitting and running, Kage is better. Jacky is good at all these things, but he is not a specialist.
Beating the computer Jacky:
------------------------------------
It is extrememly difficult to lose to the computer Jacky. In fact, it is SO hard to lose you may want to take the opportunity to practice some difficult throws or moves on him while you have the chance. Show off for the crowd a little, they'll appreciate it.
------------------------------------
Jeffry -- "A Pillar of Strength"
------------------------------------
Jeffry's Stregnths:
------------------------------------
Power and throws are Jeffry's strengths. He and Wolf do the most damage with basic punches and kick, and Jeffry has EIGHT (!!) throws to smash opponents flat on the mat. If an opponent pauses or kicks over Jeffry's head, a good Jeffry player can do a throw & Body Splash pounce for an easy 50% of their life bar. Scariest of all is Jeffry's Toe Kick o' Doom combo, the most powerful combination in the game. This toe kick followed by a LONG range Cruicifix Piledriver and a Butt Bomb will always, ALWAYS, KO the poor opponent in three devastating moves. Jeffry's Backbreaker is also (not surprisingly) greatly feared as one of the most damaging single moves in the game. Finally, Jeffry's Uppercuts and Rushing Uppercuts have deceptively long ranges and can hit crouching opponents or opponents knocked into the air by another attack.
Jeffry's Weaknesses:
------------------------------------
Jeffry is one of the slowest characters. His recovery from missed attacks is relatively slow. Butt Bombs usually miss, although the Body Splash has a good chance of hitting. However, missing either leaves Jeffry prone and possibly vulnerable. Likewise, missing a jumping double kick leaves Jeffry flat on his back.
Beating the Computer Jeffry:
------------------------------------
Block his punches, then retaliate with a punch/kick combo or other quick move. Punch & throw techniques work very well against Jeffry, since he is usually charging right into them.
------------------------------------
Sarah -- "Femme Fatale"
------------------------------------
Sarah's Strengths:
------------------------------------
Sarah has the flexible arsenal of Jacky, but is faster and lighter than her brother. Her Light Pounce (Tap Up+Punch) almost always hits if the opponent is knocked down, and her elbow and knee can keep crouching opponents honest. Her backkick and quick attacks keep most opponents on their toes.
Sarah's Weaknesses:
------------------------------------
Sarah's attacks are all somewhat weak, so she must connect more frequently than stronger characters to get the KO. Also, the lack of a foot sweep makes standing opponents more difficult to handle.
Beating the computer Sarah:
------------------------------------
Play defensively. Block her punches or knees, then do a quick attack. Punch&kick combos followed by pounces work particularly well. Avoid crouching, since her elbow/kick combo and her rushing knee can hit you easily.
------------------------------------
Kage -- "Death from Above"
------------------------------------
Kage's Strengths:
------------------------------------
Kage has the greatest range and best movement of all the characters. He can roll forward and backwards, doing a foot sweep with either. He can flip backwards quite quickly, and can jump twice the height and distance of all the other characters. His flying kick and Double Footed Sweep have extremely long ranges, and he can do a kickflip backwards or forwards as the situation warrants. He can even pounce on a character from any distance in the ring, and his double-foot heavy jumping kicks roll out safely whether he kicks forward or backward. If he misses a mid-range pounce, he lands on his feet and can immediately do a throw, kickflip or other attack if the opponent is nearby. Given all this, Kage is the best positional character in the game, and is the best at jockying for better spots on the ring to both get Ring Outs and avoid them.
Kage's Weaknesses:
------------------------------------
Kage has trouble against crouching opponents. In addition, his long range attacks (including his pounces) are all slow, and take a long time to recover from if blocked. His head dive is virtually worthless, except after the Ten Foot Toss, and missing a flying kick can put Kage in quite an awkward position. When playing Kage it is crucial to not overly rely on his slower attacks, using his Punch/Kick and Heel Kick/Sweep combos to keep opponents off-balance for the occasional Flying Kick or jumping attack. The element of surprise is essential with Kage.
Beating the computer Kage:
------------------------------------
The computer Kage is a sucker for ducking his first kick in a round, and getting thrown with Def+P (or B+P in Akira's case). If you get knocked down, roll backwards. If Kage dives at you (which he often does), do your most powerful single attack that hits CROUCHING opponents. Wolf's Shoulder Ram, Akira's Body Check, Jeffry's Toe Kick/Punch Combo, Lau's Knife hand/Double Punch/Crescent Kick, Pai's Foot Sweep, Jacky's Punt Kick, Sarah's Elbow/Knee Combo, and Kage's Flying Kick are probably the best ways to hit Kage after he misses a head dive. Be careful to block his heel kicks, and block low if he starts to roll or slide toward you. If he misses a foot sweep or flying kick, don't hesitate to make him pay.
------------------------------------
Pai -- "Pulling the Strings"
------------------------------------
Pai's Strengths:
------------------------------------
Pai's greatest strength lies in her speed, and in one move: her Back+Punch throw. This throw stops punching and kicking opponents dead in their tracks, and completely negates much of the value of some special attacks as well, such as Jeffry's Rushing Punches and Uppercuts, Akira's Rushing Palm and Lau's Knife Hand. It can even grab Kage's Flying Kick, believe it or not. This takes away alot of options for opponents who fight Pai, and force them to rely on either crouching attacks, or attacks which are often slower and harder to recover from. Pai's speed allows her to then strike back, and her pounce is almost always a hit. In addition, her foot sweep is useful if used judiciously, and her punch/kick combos are all reasonably powerful.
Pai's weaknesses:
------------------------------------
Pai has serious problems dealing with crouching opponents, since none of her "special" attacks hit crouching defenders. Also, although she is fast, her attack power is weak, so she has to connect that much more often to get a KO.
Beating the computer Pai:
------------------------------------
Wait for her to come at you with an attack. Block high. If she punches you, duck after the last punch so that she will either kick over you or you will block her low kick. If she does a low kick, just hit her. If she kicks over your head, do a throw. Likewise, if she misses a pounce be sure to throw her.
------------------------------------
Wolf -- "Rage in the Ring"
------------------------------------
Wolf's Strengths:
------------------------------------
Wolf is as powerful as Jeffry with his basic attacks. Although Wolf does not have as many throws as Jeffry, the throws he has are more than adequate to do the job. If used wisely when opponents are vulnerable, his shoulder ram & pounce is devastating. Essentially, Wolf is a powerhouse who can grab or ram opponents for tremendous damage.
Wolf's Weaknesses:
------------------------------------
Wolf's biggest weakness is his speed. His punches and uppercuts are extrememly slow, and his recovery from attacks is snail-paced. His arsenal is not nearly as flexible as other characters, and blocked shoulder rams leave him wide open for retaliation. Wolf is best played with an eye for intimidating opponents into making mistakes, leaving them open for a shoulder ram or throw.
Beating the computer Wolf:
------------------------------------
If Wolf starts punching, block it then punch back. Three punches, followed by a crouching punch and low kick, work surprisingly often on him. One tactic that almost always works for a quick hit is to start the round by jumping straight up in the air. Wolf will usually do three punches underneath you while you are in the air. As he does this, hold the joystick back and press kick. You will do a backwards double footed kick into Wolf's spine.
-----------------------------------------
Lau -- "Furious Flurry of Fists and Feet"
-----------------------------------------
Lau's Strengths:
------------------------------------
Lau has the fastest punches and kicks in the game. His punches and kicks are so fast, in fact, that if a kick knocks an opponent into the air, he can follow it up with two or three more attacks before the opponent lands. This ability to play "handball" with his opponents produces many ring outs, and many KO's. Lau has an eight hit combination, for instance, which does tremendous damage and pushes the opponent ridiculous distances across the ring. His face slam does terrific damage, and his foot sweep and punch/heel kick combo are both difficult attacks to avoid.
Lau's Weaknesses:
------------------------------------
Although Lau can string together his punches and kicks quite quickly, he is slow to recover after any combo or "heavy" move. Also, Lau has to be careful about not getting thrown by opponents who duck underneath his running punches.
Beating the computer Lau:
------------------------------------
Beat the computer Lau exactly as you did Pai. Just be forewarned that Lau mixes up his attacks more than Pai, and has much better timing than Pai. Nonetheless, the same defensive strategy suggested for Pai works for Lau.
------------------------------------
Akira -- "Invincible Motions"
------------------------------------
Akira's Strengths:
------------------------------------
Akira has the fastest special attacks in the game. His rushing palm, body check and rushing elbow are all so fast that they can all connect on an opponent who has missed anything other than a punch. These attacks are not only lightning fast, but as powerful as dynamite. The body check can do as much as 85% of the life bar on opponents who are close enough, and the rushing palm can do upwards of 65% of the life bar on occasion. His rushing elbow can hit crouching opponents, as can his Double Kick and Elbow. One VF player put it best when they said that while Jacky instills the fear of the unknown because of his wide variety of attacks, Akira instills the fear of the known, because his opponents know EXACTLY what Akira will do but are almost powerless to prevent it.
Akira's Weaknesses:
------------------------------------
Although Akira's attacks are powerful and blindingly fast, he takes longer to recover from these attacks than almost any other character recovering from a special attack in the game. Any missed special attack leaves Akira wide open for a combo or even a throw on occasion. And to compound this, NONE of his special attacks hit standing defenders. This is a tremendous hinderance, since Akira must resort to low kicks and punches to hit standing opponents.
Beating the computer Akira:
------------------------------------
Keep in mind that Akira is vulnerable after any special attack. Keep him at bay with single or double punches, and never crouch. Stand and block all his attacks. If you block an elbow, kick, body check or rushing palm, do your most powerful single move. If Akira knocks you down, roll backwards. If he misses the pounce, quickly run forward (For,Hold For) and throw him.
------------------------------------
Dural -- "Superhuman Cybernetics"
------------------------------------
Dural's Strengths:
------------------------------------
Dural, the final Bonus stage character, has some of the best moves from each of the other eight characters. She has some of Wolf and Jeffry's throws, Kage's flying Kick, Lau's punching ability, Wolf's Clothesline and Akira's Single Kick. Dural is extremely quick, and difficult to throw, and it is almost impossible to pounce on Dural if you knock her down. Her attacks all do significant damage, and she throws opponents with eerie regularity.
Dural's Weaknesses:
------------------------------------
Dural is susceptible to Uppercuts, Jumping Punches and Crouching Punches. Her knee pounce (borrowed from Kage) is very slow, and it takes her a long time to stand back up from it. If she tries it and misses, don't waste time; beat her into the ground with the best attack or combination you can muster.
Beating Dural:
------------------------------------
Play off her weaknesses. Don't try to throw her, and be prepared to miss if you pounce on her once you knock her down. If necessary, you can beat her quite soundly by jumping straight in the air and doing a double-fisted punch (Hold Up,For+Punch).
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=========================================================================
VF HiScores v2.2 As Compiled by PEZ <pez@eo.se> Sep 01 1994
=========================================================================
What's New in v2.2
^^^^^^^^^^^^^^^^^^
All new scores since v2.0.1 marked with an asterisk (*).
The Scores
^^^^^^^^^^
JACKY - 2/3
LHS 1.47.58 Palads Cinema - Copenhagen
KHM 2.08.02 Townson State Univesity Rec Center, USA
* NJP 2.34.48 Space Illusions Arcade, West Edmonton Mall, Canada
JACKY - 3/5
* LHS 2.43.05 Scala - Copenhagen Denmark
MEB 2.45.XX Place unknown
*JEFFRY - 2/3
* NJP 3:25.23 Space Illusions Arcade, West Edmonton Mall, Canada
* GMJ 5.31.97 Trojan's Lair (aka Carnival), Univ. Southern Cal.
SARAH - 2/3
ARW 2.27.89 The Gameroom, Boston, MA
* TFL 2.34.38 Q-Zar, San Jose, CA, USA
* NJP 2.41.68 Space Illusions Arcade, West Edmonton Mall, Canada
PAI - 2/3
TFL 1.38.79 San Jose City College, CA, USA
PAT 2.06.34 Georgetown University Gameroom, USA
KEN 2:24.48 Tuen Mun Yaohan, Hong Kong
JEM 2.30.29 Commons Lobby, Texas A&M University, USA
PEZ 2.32.57 Stockholm Globe Arena - SWEDEN
JEM 2.35.49 Post Oak Mall, College Station, TX, USA
* NJP 2.48.59 Space Illusions Arcade, West Edmonton Mall, Canada
WOLF - 2/3
KEV 2:14:00 Circus Circus Arcade, Queensway Shopping C, Singapore
* NJP 2.51.34 Space Illusions Arcade, West Edmonton Mall, Canada
JEM 2.55.01 Post Oak Mall, College Station, TX, USA
WOLF - 3/5
* LHS 2.39.XX Scala - Copenhagen Denmark
AND 3.24.19 Playoff Entertainment, Worcester, MA, USA
AKIRA 2/3
JEM 3.14.20 MSC, Texas A&M University, USA
* NJP 3:21.38 Space Illusions Arcade, West Edmonton Mall, Canada
TFL=gregory@Garg.Campbell.CA.US (Gregory Tung)
PEZ=pez@eo.se (Pete Stromberg)
JEM=jem6892@zeus.tamu.edu (James Munger)
MEB=peldor@netcom.com (Mitch Burton)
NJP=npalovci@gpu.srv.ualberta.ca (Nathan Palovcik (Cardinal Fang))
LHS=larshs@VNET.IBM.COM (Lars Holst Soerensen)
KEV=art30990@leonis.nus.sg (Kevin)
KHM=miller@midget.towson.edu (The Hunter)
PAT=mrhappy@netcom.com (Mr Wrong)
AND=ileto@husc.harvard.edu (Andrew Ileto)
ARW=awood@lynx.neu.edu (Adam R. Wood)
GMJ=shubert@usc.edu (Anthony Shubert)
Notes:
KHM is on some machines registrated as KEV. For clarity reasons I
use KHM consistantly here.
Lacking from the list: There is no Kage or Lau scores at all in
this list. Does this mean that there are very few netters playing them?
Anyway since there is now room for 10 scores in each section, plenty of
netters should make it to this hall of fame. Please send me your scores.
I want this info:
- The Score (of course).
- Your 3-letter gaming sig.
- Name of the Arcade, Town and Country
- Also a line like the following if it's the first time you countribute
to the list: TFL=gregory@Garg.Campbell.CA.US (Gregory Tung)
All Comments Are Highly Welcome!
=========================================================================
/Pete _/_/_/_/ _/_/_/_/ _/_/_/_/
_/ _/ _/ _/
_/_/_/_/ _/_/_/ _/
_/ _/ _/
_/ _/_/_/_/ _/_/_/_/ VF GrandMaster Gonnabe!
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=========================================================================
JACKY vs. CPU - Guide, v1.01
=========================================================================
By LHS (larshs@vnet.ibm.com)
This guide was made on request by Pete Stromberg (pez@eo.se), using his
"PAI vs. CPU" guide setup.
*************************************************************************
*** General Information:
When reading this guide, you must bear in mind that it is optimised for
speed. Which means that is not necessary the most fun way to play Jacky,
and the methods of beating the CPU characters will properly not work
with a human opponent. At the end I will make a little section about
Jacky vs. Human techniques.
*************************************************************************
*** Moves ratings:
This is the moves listed in order of importance (IMHO):
1. Elbow & Heel Kick - F+P,K (This is "THE MOVE" - Use it |)
2. Running Punches & Heel Kick - Hold F,P,P,P,K
3. Side Kick - D,DEF+K
4. Punt Kick - F,F+K
5. Roundhouse & Heel Kick - K,K
6. Kickflip - Tap B/U+K
7. Single Punch & Sweep - P,D+K
8. Low Backfist (Sweep) - Tap D/B+P,D,K
9. Brainbuster - P+DEF
When all the above moves are mastered, you should be able to give the
CPU a serious headache. And following this guide, you should be able
to easily get scores below 3 min. (2/3). I can consistently get times
between 2.00 and 2.15 using this technique, my personal best being
1.46.58 (2/3).
*************************************************************************
*** Hi Scores
These are the best times to my knowing.
--- Normal, 2/3 ---
NJP 2.39.16 Jacky Sherwood Park Mall, Alberta.
-------------------
--- Hardest 2/3 ---
LHS 1.46.58 Jacky Palads Cinema - Copenhagen Denmark
XXX 2.08.03 Jacky Townson State Univesity Rec Center, USA
-------------------
--- Normal, 3/5 ---
MEB 2.45.XX Jacky Place unknown
-------------------
--- Hardest 3/5 ---
LHS 2.44.XX Jacky Scale - Copenhagen Denmark
-------------------
MEB=peldor@netcom.com (Mitch Burton)
NJP=npalovci@gpu.srv.ualberta.ca (Nathan Palovcik (Cardinal Fang))
LHS=larshs@VNET.IBM.COM (Lars Holst Soerensen)
All the above scores are taken from the HiScore list compiled by
Pete Stromberg (pez@eo.se).
*************************************************************************
*** General Jacky "Pouncing" technique:
"Light Pounce" - Tap U+P
"High Pounce" - Hold U+P
vs. Jacky - Always go for the pounce
vs. Jeffry - Always go for the pounce
vs. Sarah - Always go for the pounce
vs. Kage - Always go for the pounce
vs. Pai - Always go for the pounce
vs. Wolf - Only go for the "Light Pounce", but expect to miss.
vs. Lau - Only go for the "High Pounce" after the "Roll back trick" |
(see "Jacky vs. Lau" section), at all other time you should
only go for the "Light Pounce", if at all.
vs. Akira - Only go for the as instructed in "Jacky vs. Akira" section.
vs. Dural - Always go for "Light Pounce"
*************************************************************************
*** From Jacky to Dural:
(In parentheses; the order of difficulty, 1-8, again IMHO.)
Jacky (1)
^^^^^^^^^
Start the round with the "Running Punches & Heel Kick" combo,
then pounce. If the pounce connects then;
- If he gets up by rolling backwards, you launch another "Running
Punches & Heel Kick" combo, just before he get up, which will send
him flying out of the ring.
- If he rolls to the side, then wait for him to get up, and floor him
with a ""Elbow & Heel Kick" or a "Punt Kick", and then pounce.
- If he should catch you with a sweep when getting up, then roll back
and use the "Running Punches & Heel Kick" combo again.
if not then:
- Hold defence while he makes his move, and the counter attack with
"Elbow & Heel Kick" then pounce.
Moves to use if every technique fails:
- Elbow & Heel Kick
- Running Punches & Heel Kick
- Side Kick
- Punt Kick
- Roundhouse & Heel Kick
- Brainbuster
Jeffry (2)
^^^^^^^^^^
You can use the exactly same technique as with Jacky, only difference is
that if the pounce hits, he will almost always roll backwards.
You could also start the round with a "Roundhouse & Hell Kick", which
will usually connect, still it is not a certain hit as the "Running
Punches & Heel Kick" combo is.
Moves to use if every technique fails:
- Punt Kick
- Running Punches & Heel Kick
- Elbow & Heel Kick
- Roundhouse & Heel Kick
Sarah (3)
^^^^^^^^^
Here you can again use the same technique as with Jacky. Should this
technique fail, use the "Punt Kick" then pounce for the KO. It seems
that Sarah don't know how at defend this, so she will keep on running
into that particular move.
Moves to use if every technique fails (in order of importance):
- Punt Kick
- Running Punches & Heel Kick
- Elbow & Heel Kick
Kage (6)
^^^^^^^^
This is the first opponent, that should pose some trouble. A good start,
is as always, the "Running Punches & Heel Kick" combo, but don't get
surprised if it doesn't connect, if usually don't. Kage normally follows
this combo with his "Heel Kick", if he does then:
- Go for yet another "Running Punches & Heel Kick" combo, and Kage
will properly go for the "Heel Kick" again, repeat this for an easy
Ring Out. (If you wait for a split second, before using the combo
for the second time, you should be able to actually HIT Kage, then
follow with the pounce, and then another combo for RO.)
Note: If Kage should knock you down and try his "Head Pounce", quickly
roll away and go for your own pounce immediately before he hits
the ground, this should work almost every time.
Moves to use if every technique fails (in order of importance):
- Elbow & Heel Kick
- Running Punches & Heel Kick
- Side Kick
- Punt Kick
- Roundhouse & Heel Kick
Pai (4)
^^^^^^^
There are at least two different ways to safely beat-up Pai.
Waiting for a break - This is actually very simple. Keep some distance
between you and Pai, about the distance of her
P,P,P,K combo |. If you stand and hold defence she
will ALWAYS come blazing at you with her P,P,P,K
combo, duck after the first couple of punches,
when she kicks over your head throw her. This
work every time, with every character against Pai.
Going for speed - This is the fastest way, but definitely NOT pretty.
Start the round the "Running Punches & Heel Kick"
combo or an "Elbow & Heel Kick", if either of these
hits, go for the pounce. If not use the "Side Kick"
over and over again, until KO. It's ugly, but it
works.
Moves to use if every technique fails (in order of importance):
- Side Kick
- Brainbuster
- Punt Kick
- Elbow & Heel Kick
- Roundhouse & Heel Kick
Wolf (7)
^^^^^^^^
Start with the "Running Punches & Heel Kick" combo, then wait (while
holding defence) for Wolf to stop his series of attack (usually 3
punches), then repeat this technique until RO or KO. Don't expect to hit
every time using this method, but you should be able to make a RO.
Wolf like to make two High Kicks in a row, so when you see him make the
first kick, then when the second kick comes out, go for the "Punt Kick",
he should be wide open.
Moves to use if every technique fails (in order of importance):
- Running Punches & Heel Kick
- Side Kick
- Elbow & Heel Kick
- Punt Kick
Lau (9)
^^^^^^^
This is the most difficult character to beat, since there is not a
bulletproof technique that works EVERY time. You really just have to
instinctively use the best counterattack for whatever Lau throws at you.
Sounds easy |? right |? Well, this works for me...
1. Start with a "Running Punches & Heel Kick" combo to push him back.
(If this hits, then "light pounce". If the pounce connects, then he
will usually roll back, then use another "RP&HK" combo while he gets
up to push him further back, and finish with a "Side Kick" for a RO or
KO.)
2. When Lau starts his attack, use the "Side Kick" to stop the attack
and keep him at a distance. Then use the "Elbow & Heel Kick" or "Punt
Kick" if he doesn't start his next attack right away. If he on the
other hand come running back, then use this "Side Kick" technique
again.
(You can actually beat him using only the "Side Kick" (D,DEF+K). This
is THE MOVE to use if everything else fails, against every character.)
Other hints:
- Use the "Side Kick" and the "Punt Kick" a lot. Especially the "Side
Kick".
- You can also use the "Wait, Duck and Throw" technique described under
Pai, but you have to be careful not to release defence before the
kick, since he half the time finish with a low kick, unlike Pai.
- Should he knock you down, then ALWAYS roll back || Because he often
goes for his pounce, and this leaves him open for a "Roundhouse & Heel
Kick" followed by a "High Pounce". The double kicks alone take some
50% and the pounce should take another 25%.
(This is earlier referred to as the "Roll back trick")
Moves to use if every technique fails (in order of importance):
- Side Kick
- Punt Kick
- Elbow & Heel Kick
- Roundhouse & Heel Kick
- Running Punches & Heel Kick
- Brainbuster
Akira (5)
^^^^^^^^^
Start with the "Running Punches & Heel Kick" combo then defence, this
will NOT connect, then wait for Akira to make his move, then go another
"Running Punches & Heel Kick" combo, this however should knock him down,
then quickly go for a "Light Pounce". If the pounce connects, then Akira
will get up rolling back, and you give another "Running Punches & Heel
Kick" combo for a RO. If the pounce do not connect, then repeatedly use
the "Running Punches & Heel Kick" combo for a RO or KO.
Moves to use if every technique fails (in order of importance):
- Running Punches & Heel Kick
- Elbow & Heel Kick
- Side Kick
- Kickflip
Dural (8)
^^^^^^^^^
There is no certain method of taking care of Dural, so just try different
techniques, and see how it goes.
Some pointers:
- Try a "Kickflip" quickly followed by an "Elbow & Heel Kick", this
will work if Dural doesn't hit you in the air while doing the
"Kickflip".
- Don't hesitate to punish her when she misses her pounce.
Moves to use if every technique fails (in order of importance):
- Punt Kick
- Elbow & Heel Kick
- Side Kick
- Running Punches & Heel Kick
- "Overhead dashing elbow-hammer" (TAP U+P)
=========================================================================
_/ _/ _/ _/_/_/_/
_/ _/ _/ _/
_/ _/_/_/_/ _/_/_/_/
_/ _/ _/ _/
_/_/_/_/ _/ _/ _/_/_/_/ -=- The Grandmaster of VF -=-
(larshsvnet.ibm.com)
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=====================================
Pai Chan vs the CPU - Guide, v1.1
=====================================
By PEZ <pez@eo.se>
What's New in v1.1
^^^^^^^^^^^^^^^^^^
Inspired by LHS <larsh@vnet.ibm.com> and his Jacky Guide, the moves have
their joystick movements listed, and they are slightly reordered.
Again as LHS, I have tried to move some common things to the General Info
section.
I also have tried to incorporate some of the techniques suggested
by other Pai GrandMasters out there, mainly JEM <jem6892@zeus.tamu.edu>
and KEN <s902569@acs.csc.cuhk.hk>. LHS have contributed with some his great
VF knowledge also, and so has TFL.
*****************************************************************************
*** General Information:
This Guide is optimized for speed. Don't ever forget that.
There's lot of *good* info on Pai in the VF FAQ, read that one first -
It would be waste of bytes to repeat that stuff here.
Pai is probably the easiest fighter to play due to that most of her
moves doesn't involve as much timing as with many other figthers.
Because of this, it's a good idea to start out your VF life with her,
and go on to more powerful characters when you master her.
The moves in order of importance (for the purposes of this Guide):
- Grab an attack B+P
- Sweep D,DEF+K
- Pounce U+P (Tap or Hold as appropriate)
- Punch on ground D/F+P
- Running Punches P,P,P
- Kickflip combo P,P,P,B/U+K
- Kickflip B/U+K
- Crecent combo P,P,P,K
- Side Kick combo P,P,K
- Twist wrist DEF+P
- Sweep combo P,P,P,D+K
- Jump into them B,F+P
- Crescent kick DEF+K
- Trip, Punch on ground F,F+P+K
- Grab head, fall back F,D+P
When Grabbing attacks; If you Grab their arm, follow up with a Punch
on ground twice, then Pounce. But if you get hold of their leg, you almost
always have time for a Pounce immediately.
Pouncing; Use the Low Pounce against any character you feel are rising
to fast. If they are rising real fast, use the Punch on groundx2(or
3) *then* High Pounce. The High Pounce is for guys who lays still long
times or when you have got them with a throw or combo with particular
force. You can keep a look on the foes power bar. If your attack
consumed much power then Pounce, otherwise do a combo as theyr'e getting
up.
P,P,P combos as they are rising; Against the first 3 guys , the P,P,P,K
almost always connect. Against the rest the Kickflip combo has the
best chances. If your to close, back of a little before executing
the combo or get hit by their rising attack. If your to far away,
move a little closer or miss and risk to get throwed.
*****************************************************************************
*** Hi Scores
These are the best times to my knowing (netters only).
--- Normal, 2/3 ---
TFL 1.49.98 Pai San Jose City College, CA, USA
-------------------
--- Hard 2/3, ---
PAT 2.06.34 Pai Georgetown University Gameroom, USA
-------------------
--- Hardest 2/3 ---
JEM 2.30.29 Pai Commons Lobby, Texas A&M University, USA
-------------------
TFL=gregory@Garg.Campbell.CA.US (Gregory Tung)
JEM=jem6892@zeus.tamu.edu (James)
PAT=mrhappy@netcom.com (Mr Wrong)
*****************************************************************************
*** From Jacky to Dural in Zero Time:
(In parantheses; the order of difficulty, 1-8, again IMO.)
Jacky - Poor Dude (1)
^^^^^^^^^^^^^^^^^^^^^
This is a real Piece of Cake! Start out with:
Sweep or Heel Kick, Pounce! Wait for him to start to rise, P,P,P,K.
Repeat the P,P,P,K when he's getting up.
He's out, this often takes about 3-5 secs. :)
However, sometimes he gets lucky and start out the round good, or
manages to roll away in time to avoid the first Pounce. (Mostly on
harder settings.)
He rarely Pounces, so you can rise with an attack if you get hit to
the ground.
Chicken out with sweeps if he's getting tough with you.
JEM> Always starts out with P,P,P,K, Low Pounce.
KEN> I start with reaping throw, then DDT, pounce/PK him if he's not dead.
Jeffry - Keep the Initiative (2)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Much the same strategy as with Jacky. However, sometimes he gets nasty,
and those times you can have trouble with him hitting you close to
the edge of the ring. :(
Watch out for the Throws he executes, these are very time consuming.
He sometimes Pounces, and if he does, roll to the side with a Sweep,
or just roll to the side and execute a Pounce. Both his Pounces keeps
him on the ground long enough for your Pounce to have good chances
to succeed. :)
If you feel your'e losing it, start Grabbing attacks, Punch on ground
and Pounce!
JEM> Always do p,p,p, and then Jump into Him, then big pounce.
KEN> Start with PK combo, if he uppercuts, B+P will do good.
Sarah - Does She Have More Fun? (3)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
She sometimes start the round with a Hopping Knee or an eqivalent,
so you can mix in a "Stand and Defend and then Attack"-start from
time to time.
It's really easy to Sweep her, and follow up with a Pounce. Also the
combos are productive move against this blonde chick.
However, the Kickflip combo is *very* difficult to hit her with. A
Kickflip after she missed some of her attacks often does her though.
Like with Jeffry, she can get naughty. But it's much easier to escape
with Sweeps.
She often Pounces and then it's best to Sweep or Kick her in the back.
JEM> Check your time. A minute is so-so, 50 seconds is good, 40 is
really kickin' butt.
Kage - Master of Defence (6)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
This is the first really tough guy, with lots of moves that are difficult
to cope with. You can start out the same way as with the first three
fighters but the success rate won't be as high. Grabbing attacks is
a good alternative.
If youre reflexes are fast, stand and defend can do him. Often he
then tries to do a Flying Kick, a Sweep or a combo. If it's one of the
two first, a crouching Kick executed in time hit's him to the ground,
as always follow up with a Pounce, though he often manages to avoid
it. A combo is best dealt with by a Sweep or a Throw.
Kage is very good on blocking your attacks, so you have to be good
an mixing Kicks, Sweeps and Punches. The Sweep combo followed by
low Kicks and Punches is a good one.
The Kickflip combo when he's rising from the ground often succeeds.
Grabbing attacks is sometimes the best way of fighting him, though
his Heel Kick is tricky to deal with this way.
Watch out for his Flip over shoulder Throw, you don't have time to
roll to the side for his Pounce. :(
This Ninja often Pounces, though they are slow. His short distance
Pounce often results in him laying on the ground and then it's *really*
easy to Pounce him instead, if your fast enough. His medium distance
pounce on the other hand, when it misses, leaves him ready to fight
immediately.
He has some moves that also gets you or him close to the edge of the
ring, so Ring Out quite often ends a round.
If time is running low and Kage is in the lead he chickens out starting
to Backflip away from you. This makes you lose the round and, more
important, *time*. Some dude (forgot who, sorry) suggested that you
do p,p,p,k repeatadly. But, frankly, if the time is running so low
that this is happening, give it up. Use your credit to practice some
moves, or give the audience something to look at.
JEM> Start with stand defend. If he kicks, duck and wait. If he high-kicks
again, wrist twist and stomp. If not, he'll probably do a side kick,
at which time you'll need to do The Great Bullshit Timing Sequence :)
The GBTS is this. p,p,p (while kinda hitting forward), then wait a tick,
and do it again, until his life bar's about 60% gone, then b+p his
next heel kick, and stomp. The "tick" is about the same amount of time
in between "p" hits, and just gives him enough time to start a heel kick.
As he starts it, you hit him these three times, then he starts another
heel kick, etc, etc. If you do it right, it doesn't take 5 seconds.
KEN> PK combo do good, mix up with sweep. Kickflip if he is close.
Pai - Getting all those Nasty Moves Back on Yourself (7)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Now, this fighter can do all the things you can do, and often does
it. The Spin Kick combo have its chances as a starter. Or stand and
defend until she tries a combo then Sweep or try to Throw her. Some
dude on the net suggested that you keep pushing B which makes her
execute a combo. Then crouch and defend and Throw her. I'd tried it,
it works (thanx Brandon).
Whatch out for her Crescent combo, it almost seems like it takes more
off your power bar than does your own ditto combo.
Your Kickflip combo seems to push Pai to far away for your Pounce
to reach her, better to do one more combo as she rises.
Quite often it's best to Grab her attacks.
JEM> Wrist twists are very important against her. After one of those, do
a kickflip combo as she's getting up, then a quick stomp, and she's gone.
KEN> I don't grab her attack, PK first, sweep or throw her when she kicks
over your head. Easy.
Wolf - Wrestler With Lack of Imagination (4)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Grab attacks, Pounce or Punch on ground twice and then Pounce. Do a
Kickflip combo as he rises. :)
That's it actually.
Try not to get to close to him, he has some really time and power
consuming throws.
Wolfs' Pounce *really* consumes some power. When he gets it in that
is, which he most often doesn't, and then a quick Pounce from you
nails him instead. :) (Kind of a stupid move that Wolf Pounce, would
you try it if you were fighting on hard rock?)
Watch out! When he's in the lead he gets *very* difficult to deal
with, never let that happen.
Lau - Wouldn't Like *my* Father Treat me That Way (8)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Kind of like fighting Pai, but with some significant differences.
Tricky to Grab his attacks due to his efficient Heel Kicks, Elbow
and general power in his fists.
The Knife Hand often takes your breath. And when he has you in the
air he doesn't hesitate to keep you there with raging Punches.
Due to his superiour strenght, he seems to be much more successful
with his combos.
JEM> Duck, wrist twist and there's no problem.
His weakness is the Pounce. It's slow and makes him an easy target
afterwards. Also he often ends up close to the edge of the ring with
his back against you, then you can quite easily give him a Kick in
the Back (Side Kick or just a plain Kick) to Ring him Out.
Akira - Is this Guy Mr Dynamite Himself? (5)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Fight him like you fight Wolf. It makes you a bore, but it *really*
is a sure win. The Kickflip combo isn't, by far, as easy to succeed
with as with Wolfee Boy. (JEM claims it is, ask him to be specific
about it.)
He hits you with his Elbow, Dashing Elbow or Dashing Palm now and
then, but it doesn't matter really. His Pounce is slow and you can
get up and finish him just losing a few secs.
When he kisses you with his Dashing Hook though ... It takes out some
90% of your full power bar! You just lost a round dude, sorry.
If you can get Akira close to the edge (the laste stone or so) facing
you and crouching, just do your Running Punches and he'll never get
up. "Ring Out" the speaker announces.
KEN> A very easy guy. Start with reaping throw (F, F, P+K), then punch
on ground. If he rools aside, PK. If he uses runing palm, or other
special attacks, kickflip with a low pounce sends him to hell.
Dural - Naked Steel (5)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Grabbing her attacks most often gets you to close and she'll do some
of Wolfs' Throws. Two such Throws and a tiny jab gives her the round.
The Spin Kick combo is effective and so is the Kickflip and Sweep
dittos. Actually the Kickflip combo has prooved itself very efficient,
she doesn't seem to know how to cope with that one.
JEM> I normally start with p,p,p then punt kick. If that connects, you can
kickflip combo + stomp to your heart's content.
Her weakness is her slow Pounces. Most often she tries Kages long
distance Pounce, and that leaves her a target for your Sweep folowed
by a Pounce. Sometimes she tries Wolfs' Pounce and you just have to
do your Pounce to make her power bar less green.
JEM> No! When she stomps, roll back. Then, (time this right), you can
nail her with the "k" in the p,p,p,k combo. stand and defend as she
gets up...if she does jacky's double-footed thing, you can kickflip
combo and stomp.
KEN> Dural is easy too, PK, PPK, and kickflip does great damage. Sweep if
she tries to pounce. Never let her get close to you. If she tries
to get close and throw, kickflip.
I start the round with PK, kickflip, PPPD+K, kickflip,...
Any Comments are Welcome
=============================================================================
/Pete _/_/_/_/ _/_/_/_/ _/_/_/_/
_/ _/ _/ _/
_/_/_/_/ _/_/_/ _/ VF GrandMaster Wannabe
_/ _/ _/
_/ _/_/_/_/ _/_/_/_/
Second Place is Only the Best of the Losers.
(Got that one from an ad by LaserMaster.)
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
THE WORLD HEROES 2 JET FAQ
Revision 4
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
WH2JFAQ.TXT - Made in Australia.
This FAQ and many other game related FAQs are avaliable via FTP, all thanks to
Andy Eddy of GamePro magazine. FTP to ftp.netcom.com, cd /pub/vi/vidgames/faqs.
This FAQ is also posted on rec.video.games.arcade.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
The World Heroes 2 Jet FAQ will no longer be posted on a regular basis, but
will be posted only when new information is found.
------------------------------------------------------------------------------
History of this FAQ
------------------------------------------------------------------------------
17th May 1994 - Revision 0.9 posted...
18th May 1994 - Revision 0.99 posted...
24th May 1994 - Revision 1 posted...
4th June 1994 - Revision 2 posted...
10th June 1994 - Revision 3 posted...
20th June 1994 - Revision 4 posted...
==============================================================================
Part Two - Contents
==============================================================================
Part One - Title
Part Two - Contents
Part Three - What's New in World Heroes 2 Jet
Part Four - Entry Into Tournament
Part Five - Vs World Heroes Mode
Part Six - Player One Vs Player Two
Part Seven - The Infamous Button C, Throwing and Faking
Part Eight - Movement
Part Nine - Attacks
Part Ten - Defense
Part Eleven - The World Heroes
Part Twelve - Colours of the World Heroes
Part Thirteen - Credits, Thanks & Other Things
==============================================================================
Part Three - What's New in World Heroes 2 Jet
==============================================================================
- Dio seems to be missing, and Zeus has taken Dio's place as the last boss.
Shame...Dio was a cool character. Perhaps SNK have ported a character from
another SNK beat 'em up and placed him or her as a last boss, like Ryo from
AOF was placed in FFS, and Geese from FF2 was placed in AOF2. Zeus is a poor
choice for a boss. He is boring to play against. Three-Four hits and you are
dead as a doornail.
- Ryofu and Jack can be used.
Pretty unoriginal characters...fairly dull and plain. Ryofu has some
originality, but Jack is a total rip off Vega from SF2 (Balrog in Japan)
- Character alterations.
As with SSF2T, WH2J has been altered for better close range battles, but,
unlike SSF2T, WH2J hasn't evened out the character that much, with Dragon
being able to beat everybody easy.
- Gameplay sped up.
Yay...but I still wish it could be faster...Speed is what is needed these
days...with the King of this genre, SFII, speeding up all the time, the
World Heroes series will be left behind. The slow never win.
- Increased AI.
Yay! But its still too easy, even on the hardest mode. Could learn from
Super Street Fighter II Turbo. Also, the CPU doesn't seem to deflect
projectiles as much as it used to in World Heroes 2. Just don't let the
computer do any combos on you.
- New "Tournament Mode" and "Vs World Heroes Mode".
Somehow, I think that they should have left death match in and not have put
the vs World Heroes...death match was pretty original and fun to play.
- Character type select in two player mode.
One of the new innovations in this genre of games.
- All blocked hits take off energy.
This is kinda a la Mortal Kombat. It sort of makes the special moves in the
game not so 'special' any more, even the gameplay has been affected.
- More cinematic scenes.
Somewhat a waste of work, as most players I know just skip them...not very
good either.
- New endings?
Somebody confirm this...I never get the chance to look at them.
- Throwing much harder to do.
See "The Infamous Button C..."
- New Colours for the characters?
Help me with this...
- New introduction
Basically, they did a very poor job on the intro. Hardly anything
impressive, very jerky. Could learn from the intro in Super Street Fighter
II Turbo which the best so far, and could even learn from World Heroes 2.
- New sounds/music
Sometimes I wish that they could get a decent voice for the characters. I
really hate how they use someone with a bad American accent who is most
likely to be Japanese to do the voices. When Rasputin is supposed to say
"Axel Spin" he says, "Gaosfg Spid" or something like that...why can't they
get proper voices for the characters. For example, for Brocken, get a fella
who speaks German with a proper German accent and get him to say things in
German, not English...I mean, it would make more sense if Brocken spoke
German and not english, plus, it would be way cool.
- Overall.
WH2J is a good game, but not good enough to challange the giant of this
genre, the Street Fighter series. The World Heroes series has been one that
basically copies the Street Fighter series, with a few streaks of
originality, like the death match. If there is a WH3, SNK would have to
totally revamp the whole game. If there is no WH3, nobody would really be
complaining. IMHO, SNK should concentrate on the Fatal Fury series and
Samurai Shodown/Spirits series. In particular, the Samurai Shodown series.
==============================================================================
Part Four - Entry Into Tournament
==============================================================================
You basically fight all sixteen characters and the boss character in
Tournament mode. However, you don't really get a lot of time for your money,
as you only fight most of the characters once.
First you fight twelve of the characters, divided up into four groups of three
characters. These four groups will be placed in random order. When you fight a
group, you fight the characters one round each. If you lose against two
opponents in one group, you are out of the game. However, if you win against
either two or three opponents in a group, you advance to the next group.
After you defeat all four groups. You then fight Captain Kidd, Hanzou, Jack,
Ryofu and Zeus in that order. But the difference between these five characters
and the previous twelve is that you fight these five characters the best out
of three rounds.
And if you succeed, you finsh the game.
These are the first four battles you fight placed from hardest to easiest
(IMHO)...I think when you fight them, the battles are in random order.
- Shura, Kim Dragon, Fuuma (The Elite)
- Ryoko, Julius Carn, Janne (The Cheaters)
- Mudman, Brocken, Rasputin (The Weirdos)
- Johnny Maximum, Muscle Power, Erick (The Big Boys)
Then you fight these battles.
- Captain Kidd
- Hanzou
- Jack
- Ryofu
- Zeus
==============================================================================
Part Five - Vs World Heroes Mode
==============================================================================
Never ever choose this mode, as it wastes your money. It basically lets you
fight against four (I think) characters, best out of three rounds, then the
machine says game over...I only tried this once and never will again.
==============================================================================
Part Six - Player One Vs Player Two
==============================================================================
This is a fairly cool idea, but I have no idea why they bothered.
Speedy - Only use this if you are playing against a totally crappy
opponent.
Normal - Use this if your character is the medium to fast speed.
Offensive - Use this if your character is the powerful type.
Defensive - Don't use this.
==============================================================================
Part Seven - The Infamous Button C, Throwing and Faking
==============================================================================
Remember in World Heroes and World Heroes 2 when you could throw your
character just by hitting button C? Well, those days are over in World
Heroes 2 Jet. Now the only way you can throw is by getting close and
pressing forward or backward and one of the attack buttons. Tis a shame
that throw reversals have been taken out. Throwing is now like Mortal
Kombat...by the time you get close enough to throw the computer, the
computer would already have thrown you.
Button C is now used for 'fake' or 'attract' where you fake a dizzy to
attract your opponent to hit you. If you just hit button C, you will do
some sort of weirdo pose. If you press down and button C, you will fake a
dizzy. This is fairly useful as you can attack out of your dizzy, so
basically, fake a dizzy, wait for you opponent to come close, then SMACK!
The other buttons remain as normal - Button A for punch, button B for kick
and button D is the button that you press if you have nothing better to
do...i.e. it does nothing.
==============================================================================
Part Eight - Movement
==============================================================================
Movement can charge towards your opponent or retreat from him or her, without
them, life would be pretty still.
Generally, Jumping forwards and backwards would be your main form of movement,
as it is the fastest and most combos start with a jumping attack. Jumping
directly up is also possible. Jumping directly up is done by pressing your
joystick in the up position. Jumping backward is done by pressing your
joystick in the up-backwards position. Jumping backward is done by pressing
your joystick in the up-forwards position. Note that jumping is done from
the ground.
Walking is the next form of movement. It is done my holding the joystick
in either a -O or O- position, while on the ground.
Dashing is new in World Heroes 2 Jet. It basically is running either backwards
or forwards. Just tap twice the way you wish to go. For example, if you want
to dash backwards, tap backwards twice. Different characters have different
dashes. The Ninjas slide, Rasputin warps...etc.
==============================================================================
Part Nine - Attacks
==============================================================================
Without attacks, there is no way to win a battle in World Heroes. Attacking is
to try to hit your opponent. There are three main attacks, punches, kick and
special moves.
Punches are generally hits with the hand or arm. This is done by pressing
button A. There are two main types of punches, weak and strong. Weak punches
are done by tapping on the A button, whereas strong punches are done by
pressing on button A. Kicks are done in the same fashion, but with button B.
i.e., Weak kicks are tapping on button B, strong kicks are pressing button B.
These punches and kicks can produce several different punches and kicks. They
can be done while jumping in the air, while on the ground, while holding the
joystick in a certain direction. Best to experiment.
Special moves are slightly different. Special moves require a certain motion
to be done by the joystick, then a button is pressed, either punch or kick.
As with punches and kicks, special moves can be weak or strong, depending
whether you tapped or pressed the button.
Different attacks produce different effects on opponents when hit. Some
attacks will burn them, some will electricute them, some will make them
stumble backwards, some will make them fall back. Experiment to see what they
do.
When you and your opponent attack each other at exactly the same time, when
you come into contact with each other, you will clash. This means that when
they come into contact with each other, they will lock up, sparks will be seen
at the point of contact, then you repel each other, bouncing back. No damage
is done, or recived.
==============================================================================
Part Ten - Defense
==============================================================================
Defense is a very important part of playing World Heroes 2 Jet. Defending is
basically blocking an attack. This is done by holding the joystick in the
opposite direction in which it the attack is coming from, and most of the
time, that would be backwards. A high block is done by pushing the joystick
directly backwards, and a low block is done by pushing the joystick in a
down-backwards, diagonal position. Low blocks are used for blocking low
attacks, and high blocks are used for blocking high attacks.
This does not mean that everytime you press backwards, you will do a high
block, or everytime you press down-backwards, you will do a low block. Blocks
only occur when your character is being attacked. For example. If you press
backwards when your opponent is not attacking, you will walk backwards. If
you press backwards when your opponent is attacking, and in range, you will
block.
This does not mean, as long as you block every single attack, you will be
safe. Energy will still be taken off your energy bar if you block an attack,
but the energy taken off is little when compared to unblocked attacks. Note
that energy will only be taken off if your opponent makes contact with you.
Blocks are useless against throws. If you a blocking, and your opponent wishes
to throw you, there is no way you can block a throw.
There is a special kind of defense called projectile deflection. This means
that when your opponent throws a projectile at you, you can deflect it, and
reverse the projectile's course, sending it back to your opponent. This is
done by waiting for the projectile to come towards you, then pressing
backwards just before the projectile comes into contact with your character.
==============================================================================
Part Eleven - The World Heroes
==============================================================================
Thanks to Galen Komatsu (gkomatsu@uhunix.uhcc.hawaii.edu) for the help with
this section and Marc Michaels (marcm@cougar.multiline.com.au) also. Help
would be appreicated with offical names for General moves.
------------------------------------------------------------------------------
General Attacks (that I know the names of)
------------------------------------------------------------------------------
Standing Punch of Ka-Boom : Strong Punch (Close)
Standing Kick of Chaos : Strong Kick (Close)
------------------------------------------------------------------------------
Hanzou Hanzou Hanzou Hanzou Hanzou Hanzou Hanzou Hanzou Hanzou Hanzou Hanzou H
------------------------------------------------------------------------------
Style - Iga Ninjitsu
Nationality - Japanese (Japan)
* The Rekko Zan has been worsened by a longer recovery period.
* The multiple Rekko Zan seems to be much easier to do, having more time to
execute the move, but I know of no one who has been able to pull off a
triple weak Rekko Zan.
* The Ko Ryu Ha has been boosted in speed, but reduced in range, it now has a
different effect on the opponent it hits.
* The weak Ninpoh Koh Rin Ka Zan has remained the same, while the strong
Ninpoh Koh Rin Ka Zan has been boosted in power, range and speed. It now
flies up into the air for a while, then decends quickly, knocking opponents
down.
* Nothing has changed for the Ninja Leg Lariot.
* Hanzou's new move, the MijinKakure-no Jutsu is a teleport that transports
him about a third across the screen. It doesn't have much offensive
potential, since it is too slow, but is useful for avoiding attacks and
getting out of a corner.
Rekko Zan : | \ -O + Punch
O O
Multiple Rekko Zan : | \ -O | \ -O + Punch
O O O O
Ko Ryu Ha : -O | \ + Punch
O O
Ninpoh Koh Rin Ka Zan : \ | / O- + Kick
O O O
Ninja Leg Lariot : | \ -O + Kick
O O
Mijin Kakure-no Jutsu : -O | \ + Kick
O O
Izuna Giri : Jump, | + Punch
O
Nidan Jump : Jump, O or O or O (Double Jump)
\ | /
Lightning Drop : -O + Punch (Close Range) (Throw)
------------------------------------------------------------------------------
Fuuma Fuuma Fuuma Fuuma Fuuma Fuuma Fuuma Fuuma Fuuma Fuuma Fuuma Fuuma Fuuma
------------------------------------------------------------------------------
Style - Fuuma Ninjitsu
Nationality - Japanese (Japan)
* As with Hanzou's Rekko Zan, Fuuma's Reppu Zan is now a worsened move with
longer recovery time.
* Similar to Hanzou's Multiple Rekko Zan, Fuuma's Multiple Reppu Zan is easier
to do, but getting a triple weak Reppu Zan is hard.
* Fuuma's En Ryu Ha seems to lack the range of Hanzou's Ko Ryu Ha, but the
ability for Fuuma to execute the En Ryu Ha in mid air is a good boost to the
move.
* The Ninpoh Fu Rin Ka Zan has not been altered.
* Fuuma's new move, the BakuretsuKyuukyokuKen is an air-to-ground attack.
Fuuma leaps up into the air, engulfing himself in a aura of flame then
charging down at a forty-five degree angle. It is a bit slow to be of much
use as an offensive weapon but can be used in the defensive style like
Hanzou's MijinKakure-no Jutsu.
Reppu Zan : | \ -O + Punch
O O
Multiple Reppu Zan : | \ -O | \ -O + Punch
O O O O
En Ryu Ha : -O | \ + Punch (Air Also)
O O
Ninpoh Fu Rin Ka Zan : \ | / O- + Kick
O O O
Exploding Atomic Crash : -O \ | / O- O + Punch
O O O \
Kuchuu Tomoe Nage : -O + Punch (While in the Air) (Close) (Throw)
Nidan Jump : O or O or O (While in the Air)
\ | /
------------------------------------------------------------------------------
Kim Dragon Kim Dragon Kim Dragon Kim Dragon Kim Dragon Kim Dragon Kim Dragon K
------------------------------------------------------------------------------
Style - Wing Chun
Nationality - South Korean (South Korea)
Kim Dragon's new moves are all kicks and they are fairly useful. His
TobiSokuToh is a either a charging single powerful kick or a several
charging weak kicks followed by a powerful kick, depending on the strength
of the attack. The powerful kick will knock any unblocked opponent to the
side of the screen. Very useful for finshing combos and cornering. His
HiryuuKyaku is a anti-air and air-to-ground kick. Dragon leaps up into the
air, kicking upwards, then when Dragon reaches to peak of his jump, he
comes charging downwards at a forty-five degree angle, kicking down. His
HyakuretsuShuu is a multi-hit sationary anti-air attack. It is fairly
powerful, but timing of the execution of this move must be precise to get
the most out of this. It can leave Dragon open to attack if not executed
correctly.
Hundred Fist Blow : Hit Punch Rapidly
Dragon Kick : | O + Kick
O |
Leaping Foot Slice : | \ -O + Kick
O O
Flying Dragon Kick : | / O- + Kick
O O
Hyaku-Retsu Shuu : -O \ | / + Kick
O O O
Triangle Jump : Jump to edge of screen & push stick
Skull Crush : -O + Punch (Close Range) (Throw)
Mid Air Throw : Jump, -O + Punch (Close Range) (Throw)
KeriAge : Jump | + Kick
O
Chinese Choke : -O + Kick (Close Range) (Throw)
------------------------------------------------------------------------------
Janne Janne Janne Janne Janne Janne Janne Janne Janne Janne Janne Janne Janne
------------------------------------------------------------------------------
Style - Sword Fencing
Nationality - French (France)
Her new move, the Phoenix Fire is a fast and powerful charging move. Janne
surrounds her self in a Aura Bird and charges with her sword thrusting.
Indeed a very good move.
Aura Bird : O- -O + Punch
Justice Sword : O- -O + Kick
Flash Sword : | O + Kick
O |
Phoenix Dash : -O | \ -O O + Punch
O O /
Sword Prick : Jump, | + Punch
O
Sliding Kick : \ + Kick
O
Pile Driver Crunch : -O + Punch (Close Range) (Throw)
Super Slap : -O + Kick (Close Range) (Throw)
------------------------------------------------------------------------------
Julius Carn Julius Carn Julius Carn Julius Carn Julius Carn Julius Carn Julius
------------------------------------------------------------------------------
Style - ?Capoeira?
Nationality - Monogolian (Mongolia)
J. Carn's new move, the Mongolian Attack is similar to Janne's Justice
Sword, as it serves as an anti-air attack and a charging attack. Carn
rolls-up into a ball and leaps into the air, and decending onto opponents.
Carn's Mongolian Press is a fast and powerful charging move. Carn leaps
up into the air, then decending on opponents butt-first. Very useful if
Carn is a fair distance away and wants to get close quickly. This move,
however is very prone to anti-air attacks.
Mongolian Tiger Flash : Charge O- -O + Punch (Mongolian Tiger Flash)
Mongolian Blitz : O- -O + Kick
Mongolian Dynamite : | O + Punch
O |
Mongolian Press : | \ -O + Kick
O O
Triangle Jump : Jump to edge of screen & push stick
Head Sliding : \ + Kick
O
------------------------------------------------------------------------------
Brocken Brocken Brocken Brocken Brocken Brocken Brocken Brocken Brocken Brocke
------------------------------------------------------------------------------
Style - ?Ler Drit?
Nationality - German (Germany)
Brocken's Rocket Punch, although not new, has been given new animation.
His new move, the Jack Hammer, is a charging, multiple hit move that looks
cool, but does weak damage. I like using it for finshing a round. His
Long Spark Thunder is just a extended version of the Spark Thunder. I
always seem to miss.
Rocket Punch : | \ -O + Punch
O O
German Missile : | \ -O + Kick
O O
Spark Thunder : Hit Punch Rapidly
Long Spark Thunder : O- / | \ -O + Punch
O O O
Hurricane Arm : | -O \ + Punch
O O
Foot Jerk : | / O- + Kick
O O
Jack Hammer : | / O- + Punch
O O
Rocket Flight : Jump, Punch + Kick (Can control flight by | or O)
O |
Rolling Heel Kick : Jump, \ + Kick
O
Northern-Light Suplex : -O + Punch (Close Range) (Throw)
------------------------------------------------------------------------------
Rasputin Rasputin Rasputin Rasputin Rasputin Rasputin Rasputin Rasputin Rasput
------------------------------------------------------------------------------
Style - ?
Nationality - Russian (Russia)
Rasputin's new move, the Cossak Dance is a move that should be removed
from the game. It is useless and hopeless.
Fireball : | \ -O + Punch (Air Also)
O O
Thunderball : O- / | \ -O + Punch
O O O
Axel Spin : | / O- + Kick (Air Also)
O O
Kossak Dance : | \ -O + Kick
O O
Hand Hug : -O + Punch (Close Range) (Throw)
Handshake : -O + Kick (Close Range) (Throw)
------------------------------------------------------------------------------
Muscle Power Muscle Power Muscle Power Muscle Power Muscle Power Muscle Power
------------------------------------------------------------------------------
Style - Western Wrestling
Nationality - American (United States of America)
Muscle Bomber : O- -O + Kick
Tornado Breaker : Spin Joystick Once + Punch (Close) (Throw)
Super Drop Kick : | \ -O O + Kick
O O /
Anti-Aircraft Giant Swing : O + Punch + Kick (Close) (While opponent air)
/
Elbow Drop : Jump, | + Punch
O
Girochin Drop : Jump, | + Kick
O
Body Slam : \ + Kick (Throw) (Close)
O
------------------------------------------------------------------------------
Mudman Mudman Mudman Mudman Mudman Mudman Mudman Mudman Mudman Mudman Mudman M
------------------------------------------------------------------------------
Style - ?
Nationality - New Guinean (New Guinea)
Mudman Attack : | \ -O + Punch
O O
Mud Launcher : | \ -O + Kick
O O
Mud Cutter : | / O- + Punch
O O
Mud Gyro : | O + Punch
O |
Mask Spinner : | O + Kick
O |
Mud Slider : \ + Kick
O
Mud Magic : -O + Punch (Close Range) (Throw)
------------------------------------------------------------------------------
Johnny Maximum Johnny Maximum Johnny Maximum Johnny Maximum Johnny Maximum Joh
------------------------------------------------------------------------------
Style - ?
Nationality - American (United States of America)
Head Crush : | O + Punch
O |
Lightning Tackle : -O | \ + Punch
O O
Shoulder Butt Crush : | \ -O + Kick
O O
Johnny Special : O- / | \ -O + Punch (Close) (Throw)
O O O
Slide Kick : \ + Kick
O
------------------------------------------------------------------------------
Captain Kidd Captain Kidd Captain Kidd Captain Kidd Captain Kidd Captain Kidd
------------------------------------------------------------------------------
Style - ?
Nationality - The Seven Seas
Shark Knuckle : O- -O + Punch
Shark Upper : | O + Punch
O |
Pirate Ship Blast : | \ -O + Punch
O O
Spiral Kick : O- -O + Kick
Hyper 'Yakuza' Kick : -O \ | / O- + Kick
O O O
Shark Kick : Jump, \ + Kick
O
Long John Heave-Ho : -O + Punch (Close Range) (Throw)
Round-Trip Slap Fest : -O + Kick (Close Range) (Throw)
------------------------------------------------------------------------------
Erick Erick Erick Erick Erick Erick Erick Erick Erick Erick Erick Erick Erick
------------------------------------------------------------------------------
Style - ?
Nationality - Norway
Long Horn : O- -O + Punch
Blizzard Breath : O- / | \ -O + Punch
O O O
Thor's Hammer : | / O- + Punch
O O
Ygir's Halberd : | / O- + Kick
O O
Hurricane Drop : -O O- / | \ -O + Punch (Close Range) (Throw)
O O O
Viking Crush : -O + Punch (Close Range) (Throw)
------------------------------------------------------------------------------
Ryoko Ryoko Ryoko Ryoko Ryoko Ryoko Ryoko Ryoko Ryoko Ryoko Ryoko Ryoko Ryoko
------------------------------------------------------------------------------
Style - Judo
Nationality - Japanese (Japan)
Bo Satsu Soh : | / O- + Punch
O O
Super Shoulder Throw : O- / | \ -O + Punch (Close Range) (Throw)
O O O
Iakeri : -O | \ + Kick
O O
KubiKiriNage : O- / | \ -O + Kick (Throw)
O O O
Triangle Jump : Jump to edge of screen & push stick (MikkadoTobi)
KaenKen : MikkadoTobi, Punch
Palms of Destruction : \ + Punch
O
Feet of Destruction : \ + Kick
O
KataGuruma : / + Punch (Close Range) (Throw)
O
Orbit Drop : Jump, -O + Punch (Close Range) (Throw)
Whirlpool Toss : -O + Kick (Close Range) (Throw)
Pile Driver Crunch : -O + Punch (Close Range) (Throw)
------------------------------------------------------------------------------
Shura Shura Shura Shura Shura Shura Shura Shura Shura Shura Shura Shura Shura
------------------------------------------------------------------------------
Style - Muai Thai
Nationality - Thai (Thailand)
Tiger Claw : O- -O + Kick
Tiger Fang : O- -O + Punch
Muai Thai Kick : | O + Kick (Descent can be controled by O- or -O)
O |
Double Knee Kick : | \ -O + Kick
O O
Knee-Poke Flash : -O + Punch (Close Range) (Throw)
------------------------------------------------------------------------------
Jack Jack Jack Jack Jack Jack Jack Jack Jack Jack Jack Jack Jack Jack Jack Jac
------------------------------------------------------------------------------
Style - Savate
Nationality - British
(Written by Marc Michaels)
Fast and generally very sneaky, Jack has the weirdest moves in the game. The
Mixer Crush is an opponent homing move that, once executed will take the
shortest route to his opponent's head, for a six hitting move. Jack's Jaws of
Death is a horribly weird move where Jack goes underground with his claws
sticking out. <ZC-This move has some offensive potential but I use it for
getting out of sticky situtions.> Jack's Iron Crawl is a ridiculous move where
Jack falls to the ground and starts crawling with his blades flinging up into
the air. The Knee Smasher forces Jack to make a hole in opponent's bodies with
a sharp spike on his leg.
Mixer Crush : | \ -O + Punch
O O
Jaws of Death : -O | \ + Kick
O O
Iron Crawl : | \ -O + Kick
O O
Knee Smasher : | / O- + Kick
O O
Triangle Jump : Jump to edge of screen & push stick
Spinning Slide : \ + Kick
O
------------------------------------------------------------------------------
Ryofu Ryofu Ryofu Ryofu Ryofu Ryofu Ryofu Ryofu Ryofu Ryofu Ryofu Ryofu Ryofu
------------------------------------------------------------------------------
Style - ?
Nationality - Chinese
(Written by Marc Michaels)
Lacking in speed, Ryofu uses his power, in combination with the extra power
and long range of his spear to devastate opponents. His Psychic Kick is a
charging move where he leaps up into the air and charges down with his spear.
His Spear Head Boogie is a so-so anti-air move where Ryofu's spear engulfs in
flames and he starts swinging it around. His Fists of Flame is a semi-
projectile move where Ryofu blows a flame that roasts at thing it touches. And
his Spear of Destruction is a multi-hit move that cause massive headaches for
any idiot who walks into it.
Psychic Kick : O- \ | / -O + Kick
O O O
Spear Head Boogie : | / O- + Punch
O O
Fists of Flame : | \ -O + Punch
O O
Spear of Destruction : | \ -O + Kick
O O
Halberd Slice of Thunder : -O + Punch (Close Range) (Throw)
==============================================================================
Part Twelve - Colours of the World Heroes
==============================================================================
This section is still very incomplete, help would be nice...I've removed the
button C section after discovering that there is no colour for button C, as it
is the same as button B.
---------------+------------------------------+------------------------------+
Character | Button A | Button B/C |
---------------+------------------------------+------------------------------+
Hanzou | Blue suit | Black suit |
Fuuma | Red suit | Gold suit |
Kim Dragon | Red belt? | Blue belt? |
Janne | Silver armor/sword | Gold armor/sword |
Julius Carn | White suit | ? |
Brocken | Navy Blue suit | Army Green suit |
Rasputin | Green suit | Violet suit |
Muscle Power | Red/Blue | Yellow |
Mudman | Green | Yellow |
Johnny Maximum | Red suit outlines | Blue suit outlines |
Ryoko | Sky Blue suit | Pink suit |
Erick | Blue suit | Black suit |
Shura | ? | ? |
Captain Kidd | Blue suit outlines | Red suit outlines |
Jack | Red shirt | Blue shirt |
Ryofu | ? | ? |
---------------+------------------------------+------------------------------+
==============================================================================
Part Thirteen - Credits, Thanks & Other Things
==============================================================================
The Big Boss
------------------------------------------------------------------------------
Mister Zoey Chan...........contact via Marc M. (marcm@cougar.multiline.com.au)
The creator, ex-Big Boss and contributor
------------------------------------------------------------------------------
Marc Michaels....................................marcm@cougar.multiline.com.au
For information on special moves
------------------------------------------------------------------------------
Galen Komatsu..................................gkomatsu@uhunix.uhcc.hawaii.edu
For a lot of information on everything
------------------------------------------------------------------------------
James Coulter...................................james_coulter@panam.wimsey.com
For information on the colours
------------------------------------------------------------------------------
E. Chris...................................................emperor@wam.umd.edu
------------------------------------------------------------------------------
------------------------------------------------------------------------------
World Heroes 2 Jet Reading...
------------------------------------------------------------------------------
------------------------------------------------------------------------------
Any other readings that are not listed here, I'm not aware of. Please E-mail
me any others.
"The World Heroes 2 Jet FAQ" by (This FAQ)
-------------------------------
Marc Michaels....................................marcm@cougar.multiline.com.au
Mister Zoey Chan...........contact via Marc M. (marcm@cougar.multiline.com.au)
"World Heroes 2 Jet 1-Page" by (World Hereos 2 Jet moves on 1 page)
------------------------------
Galen Komatsu..................................gkomatsu@uhunix.uhcc.hawaii.edu
"World Heroes 2 Jet FAQ" by (Not to be confused with this FAQ)
---------------------------
James Coulter...................................james_coulter@panam.wimsey.com
==============================================================================
Send any corrections, suggestions, additions, replies or nasty flames to
- Zoey Chan - contact via Marc M. (marcm@cougar.multiline.com.au)
- Marc Michaels - marcm@cougar.multiline.com.au
==============================================================================
This file is Copyright (C) Zoey G. Chan, 1994. This file may be redistributed
in electronic form or print form, on the condition that this file is
redistributed in whole, not edited or modified in any way, unless prior
permission is given by Zoey G. Chan.
==============================================================================
------------------------Here marks the end of this FAQ------------------------
+246
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*NOTE* I don't maintain this list at all as I don't play the game
(nor plan to anytime soon). If a WH2 player out there would
like to "officially" take over this list, drop me a line.
__ __ _______ _______ __ ______
| |_| | _ | _ | | | _ |
| | | | | | | |_| | | | | | |
| | | | | | | _ || | | | | |
| | |_| | | | | |____| |_| | World Heroes 2
|__,_,__|_______|__| |__|_______|______| release0 93f25
__ __ _______ _______ _______ _______ _______ ______
| | | | ____| _ | _ | ____| _____| |____ \
| |_| | |_ | |_| | | | | |_ | |_____ ___| |
| _ | _| | _ || | | | _| |____ | / ___/
| | | | |____| | | | |_| | |____ ____| | | |____
|__| |__|_______|__| |__|_______|_______|_______| |_______|
- At the time of writing this, I have NEVER touched this game, not
that I don't want to, just never did (probably because I got caught
up in Fighter's History.)
- I don't have a move listing for the original WH (didn't play that
game either!)
- The moves were copied out of the June issue of the Japanese arcade
gaming magazine "Gamest". So if any movements are inaccurate, it's
not my fault, save typos.
- Dots (".") subscripting any joystick positions indicate "charges",
hold the joystick in that position for a moment. Moves may also be
charged on adjacent diagonals.
- {Braced} words indicate my attemt at translating names into an
English form.
- [Bracketed] words indicate English translations obtained from
elsewhere (most likely a NeoGeo console.)
- <however-you'd-refer-to-these> indicate straight Katakana readings
as I couldn't figure out it's English origin.
- And finally, as always, assume right facing.
_ Kim Dragon: Martial Arts _ Korea _________________________________
| | O B Dragon Kick |
| O | |
|--------------------------------------------------------------------|
| Tap A repeatedly HyakuRekken {100 hand fury} |
|--------------------------------------------------------------------|
| Hit A & B at same time YokoCho^Keri |
| {Leaping double side kick} |
|____________________________________________________________________|
_ Hanzou: Iga Ninja _ Japan ________________________________________
| | -O A Rekko^zan |
| O [Lightning Slash] |
|--------------------------------------------------------------------|
| -O / \ A Ko^RyuHa |
| O O [Dragon Wave] |
|--------------------------------------------------------------------|
| \ | / O- B |
| O O O |
|--------------------------------------------------------------------|
| | -O | -O A Double Rekko^zan |
| O O |
|--------------------------------------------------------------------|
| | \ -O B Leg Lariott (?) |
| O O |
|____________________________________________________________________|
_ Muscle Power: Wrestler _ USA _____________________________________
| O-. -O A Muscle Bomber |
|--------------------------------------------------------------------|
| Spin joystick once A Tornado Breaker |
|--------------------------------------------------------------------|
| Spin joystick once B Giant Swing (?) |
|--------------------------------------------------------------------|
| Press A B C at same time Giant Swing (magazine printed |
| 'ditto' marks.) |
|--------------------------------------------------------------------|
| | \ -O O B Cho {extreme} Drop Kick |
| O O / |
|____________________________________________________________________|
_ Gengis Carn: Marauder _ Mongolia _________________________________
| O-. -O A [Tiger Mash] |
|--------------------------------------------------------------------|
| | O A Mongolian Dynamite |
| O. | |
|____________________________________________________________________|
_ Janne: Swordsperson _ France _____________________________________
| O-. -O A Aura Bird |
|--------------------------------------------------------------------|
| | O B Flash Sword |
| O. | |
|--------------------------------------------------------------------|
| O-. -O B Justice Sword |
|____________________________________________________________________|
_ Rasputin: Sorcerer _ Russia ______________________________________
| | \ -O A Fireball |
| O O |
|--------------------------------------------------------------------|
| O- / | \ -O A Tiger Ball |
| O O O |
|--------------------------------------------------------------------|
| | / -O B Axle Spin |
| O O |
|--------------------------------------------------------------------|
| (mid-air) | \ -O A Mid-air Fireball |
| O O |
|--------------------------------------------------------------------|
| | \ -O B Kossak(sp?) Dance |
| O O |
|--------------------------------------------------------------------|
| (mid-air) | / O- B Mid-air Axle Spin |
| O O |
|____________________________________________________________________|
_ Fuuma: Fuuma Ninja _ Japan _______________________________________
| | -O A Reppu^zan |
| O [Cyclone Slash] |
|--------------------------------------------------------------------|
| -O / \ A EnRyuHa |
| O O [Dragon Flame] |
|--------------------------------------------------------------------|
| \ | / O- B |
| O O O |
|--------------------------------------------------------------------|
| | -O | -O A Double Reppu^zan |
| O O |
|--------------------------------------------------------------------|
| (mid-air) | \ -O B Aerial EnRyuHa |
| O O |
|____________________________________________________________________|
_ Brocken: Military Officer _ Germany ______________________________
| \ -O A Grenade Launcher |
| O |
|--------------------------------------------------------------------|
| | -O \ A Hurricane Arm |
| O O |
|--------------------------------------------------------------------|
| Tap A repeatedly Spark Thunder |
|--------------------------------------------------------------------|
| \ -O B German Missile |
| O |
|--------------------------------------------------------------------|
| (mid-air) \ B Mid-air flying spin kick |
| O |
|--------------------------------------------------------------------|
| (mid-air) Hit A B at same time Flying Attack |
|____________________________________________________________________|
_ Shura: Muay Thai _ Thailand ______________________________________
| O-. -O A Dash Upper |
|--------------------------------------------------------------------|
| O-. -O B Dash <sutore^to> |
|--------------------------------------------------------------------|
| Hit A B at same time Dash Nige {escape} Punch |
|--------------------------------------------------------------------|
| | O B MaKu^TobiShitsuKeri |
| O | {Flying Knee Kick} |
|--------------------------------------------------------------------|
| / O B Ku^ChuNiDanMawashiKeri |
| O. / [Airborne Twirl Kick] |
|____________________________________________________________________|
_ Ryoko: Judo Queen _ Japan ________________________________________
| | -O \ A BoSatsuSho |
| O O [Hand of God] |
|--------------------------------------------------------------------|
| O- / | \ -O A NiDan Seoi Nage |
| O O O {Two step Shoulder Throw} |
|--------------------------------------------------------------------|
| -O \ | / O- -O B Ku^ChuHaNiDanNage |
| O O O [Airborne Body Bounce] |
|--------------------------------------------------------------------|
| Tap Joystick twice (?) Dash |
|--------------------------------------------------------------------|
| Dash A Dash Punch |
|--------------------------------------------------------------------|
| Dash B Dash Kick |
|--------------------------------------------------------------------|
| Hit A B at same time Dash Jump Kick |
|____________________________________________________________________|
_ Capt. Kidd: Pirate _ Seven Seas __________________________________
| O-. -O A Shark Knuckle |
|--------------------------------------------------------------------|
| | O A Shark Upper |
| O. | |
|--------------------------------------------------------------------|
| O-. -O B Spiral Kick |
|--------------------------------------------------------------------|
| Hit A B C at same time Kime <po^su> |
|--------------------------------------------------------------------|
| Hit A B at same time Hyper <yakuza> Kick |
|--------------------------------------------------------------------|
| | \ -O A Pirate Ship |
| O O |
|____________________________________________________________________|
_ Mudman: Spirit Warrior _ New Guinnea _____________________________
| \ -O A Mud Attack |
| O |
|--------------------------------------------------------------------|
| | O- A Mudcutter |
| O |
|--------------------------------------------------------------------|
| | O A Mud Gyro |
| O | |
|--------------------------------------------------------------------|
| Hit A B C at same time Dance |
|____________________________________________________________________|
_ Erik: Viking _ Norway ____________________________________________
| | O A Thor Hammer |
| O. | |
|--------------------------------------------------------------------|
| O- \ B Aegyr's Halberd |
| O |
|--------------------------------------------------------------------|
| O- / | \ -O A Blizzard Press |
| O O O |
|--------------------------------------------------------------------|
| O-. -O A Longhorn |
|____________________________________________________________________|
_ J.Maximum: Quarterback _ USA _____________________________________
| | \ -O A <a^mondo> Shot |
| O O [Pigskin Thunderspirit] |
|--------------------------------------------------------------------|
| | \ -O B Under <a^mondo> |
| O O [Penetration Point] |
|--------------------------------------------------------------------|
| -O -O A Shoulder Charging |
|--------------------------------------------------------------------|
| | O A Head Crush |
| O | |
|--------------------------------------------------------------------|
| -O | \ A Lightning Tackle |
| O O |
|____________________________________________________________________|
corrections are appreciated
NakajimaMichiyoTakahashiYumikoSakaiNorikoMoritakaChisato
CoCoCheckersTUBEAnzenChitaiBUCK-TICKDreamsComeTrue Galen Komatsu
BO0WYnineinchnailsXTCPearlJam10,000Maniacs gkomatsu@hawaii.edu
RevolutionKOOSHAtari2600FatalFury2ym ar592@cleveland.freenet.edu
+288
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******WWF Royal Rumble Faq*******
v1.0
BY Michael Durr
mdurr@gab.unt.edu
Super NES is property of Nintendo Entertainment Inc.
WWF Royal Rumble is property of LJN/ACCLAIM.
Wrestlers Names property of either World Wrestling Federation or
World Championship Wrestling.
All righty, somebody, the other day, asked for a faq on WWF Royal Rumble
for the Super NES. So I decided to write one. There might be a revision
depending on whether or not there is a need for one. And also look for
the WWF Raw faq sometime around mid January when I come back from vacation.
I. The Different Types of Matches
a.One on One
*1.One fall(Till you pin your oppenent or opp. is counted out).
*2.Brawl(Till your oppenent's energy bar is depleted).
3.Tournament(Face 11 guys, in a row, advance by pinfall or countout)
b.Tag Team Action
*1.One fall(Same as above).
*2.Brawl(Same as above).
3.Tournament(Face 5 teams in a row, advance by pinfall or countout).
c.Six man Action
*1.One Fall(Same as above).
*2.Brawl(Same as above).
d.Royal Rumble
explanation:Starts out with two men in the ring. Then at regular
intervals other wrestlers join in til there is six men in the ring
at once. They can only be eliminated by throwing the wrestler over
the top rop. Then other men join in when one is eliminated and at
the end when 11 wrestlers have been eliminated, there is one guy
left standing:The Royal Rumble Champion.
*-Oppenents may be hand picked or done randomly.(Tournaments are only random)
II.Difficulty Levels
1-4 Pretty Easy, Easy to Get Control in Grapple, Finishing Grappling
Manuevers easy to do.
5-6 Medium
7-8 More Difficult
9-10 Hardest of All...Rely on running moves, and finishing grappling moves
near impossible.
III. Basic Maneuvers(All wrestlers can do).
While Standing
B-Punch or if close to ropes make the tag to teammate.
A-Kick
X-Grapple(To put wrestlers together...aka try to get control).
Y-Run(Also direction key while holding down Y is needed).
L-Eye Gouge(illegal, can only be used in Brawl, Royal Rumble, outside of
the ring or if the ref is unconsious.
R-Chokehold(illegal, same as eye gouge).
Once in the Grapple(X).
1.You have control and pushing any of the following buttons repeatedly.
B-Bodyslam
A-Headbutt
X-Suplex
Y-Push into Ropes(If back to ropes and close enough, will throw out of
the ring).
L-Atomic Drop(If opponent's back to ropes and close enough, will throw out
of the ring).
R-Back Breaker
2.Opponent Controls and pushing any of the following buttons repeatedly.
B,X,Y,L,R-Trying to Gain Control
A-Bust out of the Grapple.
Your standing, Opponent is Lying Down.
Over Him(Above) Under Him(Below)
B Big Splash Elbow Drop
A Kneedrop Stomp
Around Head Legs or Middle of the Body
X Pull Up Pin
Y-Run(Hold down and direction key right or left)
L,R-Roll off(But only while pinning).
You 're standing opponent is running.
B-Hip Toss(If back to ropes and close enough can throw out of the ring).
A-Drop Kick
X-ClothesLine
Y-Run(Again direction key right or left while holding Y down)
You're running, opponent is standing.
B-DropKick
Y-Run Somemore.
You're running and opponent is one the mat.
B-Flying Elbowdrop
Y-Keep on Running.
Other Moves-
While Standing
X-Pick up chair or Put it back down.
Y-Swing Chair(Crack!!)
To leave ring press Y while walking into ropes
Go Towards top two turnbuckles to climb them and then A,B,X,Y to execute
the flying elbow drop.
IV Wrestler Profiles and Special Maneuver Execution.
(These are my descriptions and are not opinion of anybody except myself :-) )
1. Randy "Macho Man" Savage
WWF Former World Champion, Former Intercontinental Champion...now can be seen
in the WCW searching for Hulk Hogan(will find him during Starcade).
A great tatictian and great airalist.
Execute Flying Elbow Smash(Note: All special moves can only be done when
there is only red left in the opponent's energy bar).
Go up to the turnbuckle and climb it, and then press R to execute it, the
range is that quarter of the turnbuckle that you climb, right or left. You
know when you do it correctly when Savage raises his arms and jumps down
with elbow poised(does look different from regular elbow drop).
2.Mr Perfect/Curt Henning
Former Intercontinental Champion, now missing in action as far as I know.
Great technical skills and ring prescense.
Execute Perfect Plex
In the grapple, press the R repeatedly to get the plex, it will look like
a pin suplex but he won't actually pin him(darn!).
3.The Undertaker
After beating Yokozuna at Survivor Series in a coffin match, he is now riding
on his own wave of glory. Soon to enter a feud with IRS...his seeming
immortality and strength of moves will propel him to the top.
To execute the Tombstone(probably the most punishing maneuver).
In the grapple, press the R repeatdly to get the Tombstone, which will look
like a piledriver as he drives the victim to the mat.
4.Bret "Hit Man" Hart
After losing the WWF World Championship Belt to Bob Backlund in Survivor
Series, is licking his wounds and will return to the WWF in early January
of '95. Another great skills artist, so good, his fans call him the
"Excellence of Execution"...also Former Intercontinental Champ and Tag
Team Champ.
To preform his Sharpshooter
When oppenent is down and your back is not close to the ropes go in front of
his feet and press R. This will preform the move, and after a while he will
let go as well.
5.Crush
Little has happened to this guy. After turning face and having feuds with
Lex Luger and Randy Savage, he fell out of the WWF and is now missing in
action as well. He has lots of strength.
Execute Craninum Crush.
When opponent is panting(done by atomic drop, choke, or certain numbers of
kicks and punches), go behind the wrestler and press R to execute the
grab the hold of the head and press down toward the mat hold.
6.Tatanka
Recently turning face on Lex Luger and fans is now in Ted Dibiase's stable,
fighting to get rid of Luger. Speed and Strength are Tatanka's main
attributes
Execute Fall-Away Slam
Fling your opponent toward the ropes and when he is coming back toward you,
press the R button and he will take the wrestler and put him on his
shoulders and throw him back.
7.Ric Flair
After losing to Hulk Hogan in WCW in a career vs career match, he is now
at home resting and enjoying the benefits of retirement. He is a great
tatician and has the most stamina I have ever seen in a wrestler. Flair
is perhaps also the greatest of all time.
Execute the Figure Four Leglock
When opponent is down go over to his feet and press the R button. He will
pick a leg up and slap on the move...he will eventually let go(another darn),
and then it is up to you to go for the pin.
8.Shawn Michaels
He's just my sexy boy, sexy boy, not your boy toy, boy toy, oh sorry,
defintely my favorite wreslter in the game if not in WWF right now. He is
a former intercontinental champion as well as a former tag team champion.
But in Survivor Series, the feud between him and former best friend Disel
(Incidentally Diesel is now WWF World Champion)erupted. Now they are on a
collision course and I hope Shawn beats the crap out of Disel...Shawn has
a lot of speed and some great tatics inside the squared circle.
Execute Back Suplex
Get the opponent stunned via atomic drop, choke, certain kicks/punches and
then go behind him and push the R button and Shawn will suplex him
backwards.
9.Narcissist/Lex Luger
This powerhouse got beat pretty bad by the Million Dollar Team in Survivor
Series. But the feud against Ted Dibiase's stable has probably just begun.
The steel plate in his arm still causes controversy but his hordes of fans
still love this "made in the usa" character.
Excute Running Shoulder Butt
Defintenly the hardest move to master, throw your guy into the ropes, then
start to bounce off the opposite ropes. Then right when he is near you push
R and you should see your opponent on the ground with you flexing your
muscles(Or else you two, would be on the ground from the collision :-( )
10.Yokozuna
After getting the coffin closed on him in Survivor Series, the giant diaper
boy will be seeking employment elsewhere, probably WCW. He has defintely
weight on his side as well as strength. A sheer elbow from him could mean
it's over for yer wrestler :-(
Execute the Bonzai Drop
You execute this maneuver with the same range as you used with the "Macho
Man"...but with a little difference...instead of climbing up the turnbuckle,
get to right where the turnbuckle is but push R instead of climbing it.
Yokozuna should start to go through his motions and then go up to the
second turnbuckle and pounce down on his opponent.
11."Million Dollar Man" Ted Dibiase
Now manages his stable which currently exists of Tatanka, King Kong Bundy,
Bam Bam Bigelow, Nikolai Volkoff(is he still wrestling under Dibiase?), and
I.R.S. They have been doing very well, and right now, they can only destroy
themselves as I see it. But I am not sure if Dibiase will ever wrestle
again, I hope he does.
Execute the Million Dollar Dream
Get your guy stunned via choke, atomic drop, or right number of punches and
/or kicks. Then get behind him and push the R button. He will wear down
and then just let go, with the guy still standing there and panting, just
knock him over to go and pin him.
12."Razor" Ramon
I got your machismo right here...the current Intercontinetal Champion.
Always seen with his trademark toothpick, this fan favorite always seems
to come through in the end. He was the sole survivor of his team in
Survivor Series when they faced the Teamsters.
Execute the Razor's Edge
Out of the grapple, press the R button rapidly to get the desired move.
It is very cool to watch and will hurt very much to get hit with.
V.Strategies and Hints
1. If you don't have a controller with turbo on it, get one, it will
immensly help you to get control of all of the various moves.
2. To knockout the refree is mostly random, but I have been able to get it
most of the time with this method. When the ref is near the top of opposite
ropes, start running toward him but right below him, so that you will catch
him right as he is coming down to avoid you in the first place. After that,
go rulebreak away :-)
3.In Tournament Mode(Tag Team or Singles), you can play around in the first
few matches, but after that, don't try to grapple to much, use the ropes,
and hit and move, and hit and move, to achieve the victory.
4.For Tag Matches, when your opponent is low and energy and looks to tag,
and looks to tag, cut off the ring, don't let him get the tag, and keep
pounding on him.
5.More Tag Hints, if the ref is conscious, make sure that you are near the
ropes but not too close, and that your opponent is inbetween you. Atomic
drop him and your tag team partner should start to choke him, this will
allow you to pound on him some more. If the ref is unconsious, the only
change is instead of the Atomic drop use the eye gouge(much more effective).
6.In the Royal Rumble, constantly rule break or throw your opponents into
the ropes. Also try to avoid much contact as possible...as you will need
it for the entire Rumble. And never climb the turnbuckle or start running
around for no reason. Unless you feel like playing with death(which I do
sometimes with Macho Man)...but don't do it at first until you feel real
sure.
VI. Ratings and Credits.
Playbility:8
Graphics:8
Realism:9
Sound:8(Michael's song is just like so cool :-) )
I like to thank Juan Gonzales for selling me this game, it is such a
pleasure to play.
And I would like to thank my mom and dad for letting me have a Super NES :-)
And finally thank Kevin Chun-Kai Wang for requesting this faq...as probably
never would have written it.
Okay that is it for now, direct all comments to mdurr@gab.unt.edu....
However if you address your e-mail's from Dec 14 to Jan 13 or somewhere in
there, I will have my vacation message and be in Houston so your message
will most certaintly not get too me. If you want to send me a letter,
write to
Michael Durr
UNT Campus P.O. Box 7706
Denton, TX 76203
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