2284 lines
99 KiB
Plaintext
2284 lines
99 KiB
Plaintext
ETERNAL CHAMPIONS FAQ
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-------------------------
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version 1.2
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by Dave Woodall
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Updated on: Apr 11, 1994
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-------------------------
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PLEASE NOTE:
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--------------------------------------------
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| |
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| This document is the collective work of |
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| several individuals, and is public |
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| domain material. Also, this document |
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| is intended to be printed and used as a |
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| reference. You will find ^L (Ctrl-L) |
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| codes (the standard page-eject char) |
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| every so often, noting start of pages. |
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| |
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--------------------------------------------
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NEW IN THIS VERSION:
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------------------------
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1) Updated (corrected) Overkill for Midknight's stage.
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2) Added "@" in Moves List to denote "extra air" moves.
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3) Updated strategies for Larcen, Midknight, Rax, Shadow, Trident.
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4) Updated combos for Larcen, and Trident.
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5) Added Character Guides (still need Blade and Jetta).
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ETERNAL CHAMPIONS FAQ CONTENTS:
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----------------------------------
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Secret Codes
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Beginner Tips
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Complete Moves List
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(includes Damages, Top Moves, Offensive and Defensive Strategies)
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Opponent Strategies
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OverKill List
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Character Guides
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Miscellaneous Notes
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ETERNAL CHAMPIONS FAQ CREDITS:
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----------------------------------
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woodall@adrs1.dseg.ti.com (David Woodall)
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ar2w+@andrew.cmu.edu (Adam K. Rixey)
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dsuggs@dvorak.amd.com (David Suggs)
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nbc2569@dbmsmail.dsac.dla.mil (Christopher L Schneider)
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ryandhoz@umich.edu (Ryan D Hose)
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adamsjd@NeXTwork.Rose-Hulman.Edu (Jason Adams)
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jrkst20+@pitt.edu (Jonathan R Kohn)
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davidliu@husc8.harvard.edu (David Liu)
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libnerk@minerva.cis.yale.edu (Kelsey S. Libner)
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dauria@cs.bu.edu (David DAuria)
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andersen@snake17.cs.wisc.edu (Eric Andersen)
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bc15@ellis.uchicago.edu (The Vampire Lestat)
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stimson@leland.Stanford.EDU (Stephen F. Timson)
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hhahn@macc.wisc.edu (Harry Hahn)
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ETERNAL CHAMPIONS SECRET CODES
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----------------------------------
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NOTE: As of 4/11/94, no secret codes are publicly known. The
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following are the "most wished for" codes:
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1) Code to disable computer cheating (using extra I.S.):
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(or, a code to allow human cheating)
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2) Code to play as the Eternal Champion:
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3) Code to make Overkills always occur:
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4) Code to become invincible:
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This section will be updated and released as soon as any codes
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are known.
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ETERNAL CHAMPIONS BEGINNER TIPS
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-----------------------------------
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1. When just beginning, choose a well balanced character and stay with
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him/her. The folks on Sega's Game Play lines recommend Xavier as a
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good starting character.
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2. Go into the 1-player practice mode and set your Inner Strength to
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"Off" (which gives you unlimited Special Move power), set the CPU
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to 4 (the default), and set the time to "Infinite". Cycle through
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all the characters until you can beat them easily. Slowly increase
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the CPU's ability until you are at 8.
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3. Now, turn your Inner Strength "On" and the time to "90 seconds".
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Practice until you can usually win. The difference here is that you
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will have to rely more on normal moves, and can let the clock help
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you in certain cases.
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4. Be willing to change your attacks!!! If you try a particular move
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or combo, and it fails every time (against a particular opponent),
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don't keep doing it!!! For instance, in some cases a leaping punch
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will counter a leaping attack where a leaping kick won't.
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5. When playing in a "Contest", keep an eye on the clock. Try to get
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an early advantage (in terms of damage), then mainly play in a
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defensive mode, only taking advantage of obvious opportunities.
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When the clock runs low (under 10 seconds), don't attack at all
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(unless your behind) - just run and block until the clock runs out.
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6. Once a move is started, it will complete unless interrupted by a
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counter attack. For fastest response time, prepare your next move
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by pressing the first set of buttons before your current move is done.
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This is especially handy when you get knocked down - you can often
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come out of it doing a Throw.
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7. Make use of your character's special abilities - like being able to
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stun your opponent or using extra jumping abilities to avoid attacks
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or projectiles.
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ETERNAL CHAMPIONS MOVE LIST
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-------------------------------
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NOTES:
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1) For each Special Move, I tried to figure out how much Inner Strength
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is needed to execute the move, and how much it consumes. I mainly
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did this by Insulting the opponent until my I.S. was gone, then
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repeatedly tried executing the move until I had enough I.S. for the
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move to be allowed. I found out a few curious things:
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a) Sometimes when your I.S. is full, executing a Special Move will not
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drain it at all - at least the gauge doesn't change. I suspect that
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you can have more I.S. than the gauge shows.
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b) It seems that the more I.S. you have, the more it will consume when
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performing some moves. Several of the moves will consume either 0.5
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or 0.75 of the total I.S. - depending on how much you started with.
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The numbers I have listed are when the I.S. is low (more critical).
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2) Some moves can be performed by different button sequences. In this
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case, I only listed the simpler sequence - or put the additional
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button sequence in parentheses.
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3) Some moves will have a different name listed in parentheses - for
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example: Medium Kick (knee smash). The name in parentheses is
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the move that occurs when you use the same button sequence but
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your character is standing next to your opponent.
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4) The damages listed for the Regular Moves is the MAXIMUM damage that
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move CAN do. However, some moves have multiple hits and can be
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blocked mid way through. This will reduce the amount of damage done.
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5) Once a Special Move is initiated, Special Moves are disabled until
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the current S.M.'s attack, mode or whatever is over.
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6) Special Moves marked with "*" are those that will stun or freeze the
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opponent - making for an easy attack.
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7) Regular Moves marked with "@" are those that will provide "extra air"
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by moving up again (while in the air). For Rax, press U + F > Y to
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leap, then hit Y again. Massive air time!!!
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8) There is a "total damage" number listed with each Combo move. This
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number is also the MAXIMUM damage for the entire combo. Usually,
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the computer can and will start blocking during the move. This will
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reduce the amount of damage done.
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9) The Top 5 moves are those that can be used very frequently for
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effective matches, not necessarily those that do the most damage.
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Legend:
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--------------------------------------------------------------
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CB = Charge (Hold) Back (back means away from opponent)
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U = Up
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D = Down
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F = Forward (forward means toward opponent)
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+ = press buttons at the same time
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, = press buttons sequentially
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> = hold button(s) while pressing the next ones
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BBBBBB L AAAAA DDDDD EEEEEEE Ratings:
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B B L A A D D E ---------------
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B B L A A D D E Speed: 2
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BBBBBB L AAAAAAA D D EEEE Endurance: 4
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B B L A A D D E Power: 5
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B B L A A D D E Recovery: 3
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BBBBBB LLLLLLL A A DDDDD EEEEEEE Defense: 3
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Equilibrium: 4
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Regular Moves:
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move name: |% damage| button presses:
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------------------------------+--------+---------------------------------
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Kick (knee kick) | 7 ( 8)| A
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Lunge Kick (knee kick) | 11 (11)| B
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Spin Kick (side kick) | 12 (14)| C
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Jumping Side Kick | 8 | U > A
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Jumping Crouch Kick | 10 | U > B
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Jumping Spin Kick | 13 | U > C
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Power Spike Dive | 14 | U + F > C
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Crouching Kick | 8 | D > A
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Double Crouch Kick | 12 | D > B
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High Kick | 14 | D > C
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Punch (double punch) | 16 ( 9)| X
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Reverse Punch | 10 (11)| Y
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Overhead Combo Pnch (dbl pnch)| 18 (16)| Z
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Throw | 20 | F > Z (or F > Y)
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Jumping Punch | 7 | U > X
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Jumping Chop | 10 | U > Y
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Jumping Long Punch / Spin | 13 | U > Z
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Crouching Elbow Smash | 10 | D > X
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Crouching Double Fist Punch | 10 | D > Y
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Crouching Palm Thrust | 12 | D > Z
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Block | 0 | CB
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Special Moves:
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| IS | IS
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move name: |% damage| button presses: |used|reqd
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-----------------------------------+---+-----------------------+----+----
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* Stun Beam | 0 | CB .5, F + Z |.75 |.75
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Personal Shield | 0 | X + Y + Z |.75 |1.0
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Tracking Blade |15 | CB .5, F + X + Y |.25 |.50
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Straight Blade |15 | CB .5, F + Y + Z |.25 |.25
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Projectile Containment Field | 0 | A + B |.25 |.50
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Wild Fury Attack |20 | A + B + C |.50 |.75
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Backfire | 0 | A + C |.50 |.75
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Power (I.S.) Drain | 0 | CB .5, F + C |.25 |.50
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Insult | 0 | X + Z |.25 |.50
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Blade's Top 5 Moves:
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1. Power Spike Dive (U + F > C)
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2. Tracking Blade (CB .5, F + X + Y)
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3. Throw (F > Z)
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4. Wild Fury Attack (A + B + C)
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5. side kick (D > C)
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Combination Moves:
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button presses: | move name:
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----------------------+------------------------
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CB .5, F + X + Y | Tracking Blade
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F > Z | Throw (while CPU is blocking)
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| (total damage: 20%)
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CB .5, F + X + Y | Tracking Blade
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U + F > C | Power Spike Dive
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Z | double punch (close)
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F | move in
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F > Z | Throw
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| (total damage: 65%)
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U + F > A | Kick (while leaping)
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F | move in
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D > X | Crouching Elbow Smash
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A + B + C | Wild Fury Attack
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| (total damage: 38%)
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U + F > C | Power Spike Dive
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D > B | Double Crouch Kick
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F | move in
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A + B + C | Wild Fury Attack
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CB .5, F + Z | Stun Beam
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F > Z | Throw
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| (total damage: 66%)
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U + F > C | Power Spike Dive
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D > B | Double Crouch Kick
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F | move in
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Z | Overhead Combo Punch
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CB .5, F + Z | Stun Beam
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F > Z | Throw
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| (total damage: 64%)
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----------------------+------------------------
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Offensive Strategies:
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1. When standing, use Blade's arms for more damage. When jumping or
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crouching, use his legs and feet.
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2. Stun opponents with the Stun Beam, then move in and hammer away.
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Defensive Strategies:
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2. Use Tracking Blades (CB .5, F + X + Y) or side kicks (D > C) to
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stop charges.
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J EEEEEEE TTTTTTT TTTTTTT AAAAA Ratings:
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J E T T A A ---------------
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J E T T A A Speed: 5
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J EEEE T T AAAAAAA Endurance: 2
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J J E T T A A Power: 4
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J J E T T A A Recovery: 3
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JJJJJ EEEEEEE T T A A Defense: 4
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Equilibrium: 3
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Regular Moves:
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move name: |% damage| button presses:
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------------------------------+--------+---------------------------------
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Medium Kick (low kick) | 5 ( 4)| A
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Low Kick High (flurry kick) | 8 (17)| B
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Somersault (high kick) | 14 (14)| C
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Jumping Low Kick | 6 | U > A
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Jumping Vertical Spin Kick | 9 | U > B
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Jumping Medium Kick | 10 | U > C
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Flying Toe Kick | 5,9,11 | U + F > A (A, B, C)
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Spring Back then Forward | 4 | D > A
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Crouching Kick | 11 | D > C
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Punch | 5 ( 4)| X
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Palm Thrust (dbl palm thrust) | 8 (11)| Y
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Hand Jab (uppercut) | 10 (11)| Z
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Throw | 16 | F > Z (or F > Y)
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Jumping Chop | 4 | U > X
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Jumping Punch | 8 | U > Y
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Flying Spin | 10 | U > Z
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Flying Double Fist Pull | 6 | U + F > X
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@ Ceiling Dive | 12 | U + F > Z
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Flip Away | 5 | D > X
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Crouching Double Fist Pull | 9 | D > Y
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Uppercut | 11 | D > Z
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Block | 0 | CB
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Special Moves:
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| IS | IS
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move name: |% damage| button presses: |used|reqd
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-----------------------------------+---+-----------------------+----+----
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Flying Choke Hold |15 | CB .5, F + Z |.50 |.75
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Phase | 0 | X + Y + Z (1 sec) |.25 |.50
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Resonate (do while Phased) | 0 | A + C (.5 sec) |.50 |.50
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Ricochet Left |12 | D .5, U + A |.50 |.75
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Ricochet Right |12 | D .5, U + C |.50 |.75
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Bladerang (single hit) |10 | CB .5, F + X |.25 |.50
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Bladerang (double hit) |10 | CB .5, F + Y |.25 |.50
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Ceiling Grab | 0 | D .5, U + Y |.25 |.75
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Death Dive (do after Ceiling Grab) | 0 | C |.00 |.00
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Moving Cork Screw (left) | 8 | A + B |.25 |.50
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Moving Cork Screw (right) | 8 | B + C |.25 |.50
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Insult | 0 | X + Z |.25 |.50
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Jetta's Top 5 Moves:
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1. Phase (X + Y + Z)
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2. Ceiling Dive (U + F > Z)
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3. Spring Back then Forward (D > A)
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4. Somersault (C)
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5. Flurry Kick (close B)
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Combination Moves:
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button presses: | move name:
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----------------------+------------------------
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U + F > C | Flying Toe Kick
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D > Y | Crouching Double Fist Pull
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A + B (or B + C) | Moving Cork Screw (left or right)
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| (total damage: 28%)
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D > A | Spring Back then Forward
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D > X | Flip Away
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CB .5, F + Y | Bladerang (double hit)
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| (total damage: 19%)
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U + F > Z | Ceiling Dive
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A + B | Moving Cork Screw
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B | flurry kick (close)
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| (total damage: 37%)
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U + F > A | Jumping Low Kick
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Z | Hand Jab
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F | move in
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B | Low Kick High
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CB .5, F + Z | Flying Choke Hold
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| (total damage: 38%)
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D > A | Spring Back then Forward
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CB .5, F + Z | Flying Choke Hold
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| (total damage: 19%)
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D .5, U + Y | Ceiling Grab
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C | Death Dive
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F > Z | Throw
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| (total damage: 16%)
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----------------------+------------------------
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Offensive Strategies:
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1. When standing or jumping (straight up), use Jetta's kick moves.
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When crouching or leaping forward, use her punch moves.
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2. Phase often (and Resonate too).
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3. Attack quickly, then run. Repeat.
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Defensive Strategies:
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1. Use Bladerangs to keep opponents away.
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L AAAAA RRRRRR CCCCC EEEEEEE N N Ratings:
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L A A R R C C E NN N ---------------
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L A A R R C E N N N Speed: 3
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L AAAAAAA RRRRRR C EEEE N N N Endurance: 4
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L A A R R C E N N N Power: 4
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L A A R R C C E N NN Recovery: 4
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LLLLLLL A A R R CCCCC EEEEEEE N N Defense: 4
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Equilibrium: 2
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Regular Moves:
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move name: |% damage| button presses:
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------------------------------+--------+---------------------------------
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Advancing Kick (low kick) | 5 ( 8)| A
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Medium Kick (high kick) | 9 ( 8)| B
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High Kick (low kick) | 12 (11)| C
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Jumping Kneel Kick | 5 | U > A
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Jumping High Kick | 9 | U > B
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Jumping Reverse Kick | 11 | U > C
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Flip Kick | 9 | U + A
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Flying Knee Smash | 7 | U + F > A
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Flying Leg Jab | 10 | U + F > B
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Flying Toe Kick | 12 | U + F > C
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Grappling Hook Attack | 6 | D > A
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Undercut Kick | 8 | D > B
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Sliding Undercut Kick | 10 | D > C
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Punch | 5 | X
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Uppercut (straight punch) | 8 (10)| Y
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Straight Punch (dbl uppercut) | 12 (13)| Z
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Throw | 18 | F > Z (or F > Y)
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Jumping Straight Punch | 7 | U > X (or U + F > X)
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Jumping Low Punch | 8 | U > Y (or U + F > Y)
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Jumping High Punch | 11 | U > Z
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Flying Knuckle Sweep | 13 | U + F > Z
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Crouching High Punch | 6 | D > X
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Crouching Hard Punch | 9 | D > Y
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Crouching Uppercut | 11 | D > Z
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Block | 0 | CB
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Special Moves:
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| IS | IS
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move name: |% damage| button presses: |used|reqd
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-----------------------------------+---+-----------------------+----+----
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Ceiling Crawl | 0 | D 1.0, U + C |.25 |.50
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Ceiling Drop |25 | D + Y (or Z) |.00 |.00
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Air Sweep |15 | A + C |.50 |.75
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Long Distance Sweep |15 | CB .5, F + Z |.25 |.25
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Power Sweep |18 | A + B + C (1.5 sec) |.50 |.75
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Reflect Back Projectiles |?? | CB + X | ?? | ??
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Sai Throw |11 | CB .5, F + Y |.25 |.50
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Swinging Hammer Fist |17 | X + Y + Z |.25 |.00
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Insult | 0 | X + Z |.25 |.50
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|
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Larcen's Top 5 Moves:
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1. Flip Kick (U + A)
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2. Grappling Hook Attack (D > A)
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3. Power Sweep (A + B + C)
|
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4. Swinging Hammer Fist (X + Y + Z)
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5. Sliding Undercut Kick (D > C)
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|
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Combination Moves:
|
||
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button presses: | move name:
|
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----------------------+------------------------
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||
U + F > B | Flying Leg Jab
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D > B | Undercut Kick
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F | move in
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U + F > C | Flying Toe Kick
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CB .5, F + Y | Sai Throw
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| (total damage: 41%)
|
||
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U + F > C | Flying Toe Kick
|
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D > B | Undercut Kick
|
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D > B | Undercut Kick
|
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X + Y + Z | Swinging Hammer Fist
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| (total damage: 45%)
|
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|
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U + F > B | Flying Leg Jab
|
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Z | double uppercut (close)
|
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A + C | Air Sweep
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||
| (total damage: 37%)
|
||
|
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U + F > B | Flying Leg Jab
|
||
D > B | Undercut Kick
|
||
B | Medium Kick
|
||
Z | Straight Punch
|
||
| (total damage: 39%)
|
||
|
||
A + B + C | Power Sweep
|
||
X + Y + Z | Swinging Hammer Fist
|
||
| (total damage: 35%)
|
||
----------------------+------------------------
|
||
|
||
Offensive Strategies:
|
||
|
||
1. Overall, Larcen's kicks are slightly more potent than his punches.
|
||
When leaping forward however, the punches are stronger.
|
||
|
||
2. Use repeated Z punches (normal and close) against male characters.
|
||
Use jump kicks and hit-n-run against the female.
|
||
|
||
Defensive Strategies:
|
||
|
||
1. Use the Flip Kick (U + A) to counter aerial attacks.
|
||
|
||
2. Use the Power Sweep (A + B + C) when cornered.
|
||
|
||
3. Use Reflect Back Projectiles (CB + X) to counter flying objects.
|
||
|
||
M M I DDDD K K N N I GGGG H H TTTTTT Ratings:
|
||
MM MM I D D K K NN N I G G H H T ---------------
|
||
M M M M I D D K K N N N I G H H T Speed: 5
|
||
M M M I D D KKK N N N I G GGG HHHHHH T Endurance: 3
|
||
M M I D D K K N N N I G G H H T Power: 4
|
||
M M I D D K K N NN I G G H H T Recovery: 2
|
||
M M I DDDD K K N N I GGGGG H H T Defense: 4
|
||
Equilibrium: 3
|
||
|
||
|
||
Regular Moves:
|
||
|
||
move name: |% damage| button presses:
|
||
------------------------------+--------+---------------------------------
|
||
Medium Kick (high kick) | 5 ( 7)| A
|
||
Advancing High Kick (pounding)| 9 ( 8)| B
|
||
High Kick (high foot sweep) | 9 (11)| C
|
||
Jumping High Kick | 5 | U > A
|
||
Jumping Spin Kick | 9 | U > B (or U > C)
|
||
Flying Leg Jab | 6 | U + F > A
|
||
Flying Spin Kick | 9 | U + F > B
|
||
@ Flying Power Leg Jab | 10 | U + F > C
|
||
Crouching Low Kick | 5 | D > A
|
||
Back Roll Twirl Kick | 8 | D > B
|
||
Tornado Attack | 10 | D > C
|
||
Punch (double thrust) | 6 (10)| X
|
||
Palm Strike (triple hit) | 9 (13)| Y
|
||
Arm Sweep (triple combo) | 12 (16)| Z
|
||
Shoulder Slam Throw | 18 | F > Z (or F > Y)
|
||
Jumping Medium Punch | 6 | U > X
|
||
Jumping High Punch | 10 | U > Y
|
||
Jumping Downward Arm Sweep | 10 | U > Z
|
||
Flying High Punch | 10 | U + F > X
|
||
Flying Boxing Punch | 9 | U + F > Y
|
||
Flying Downward Thrust | 11 | U + F > Z
|
||
Crouching Double Punch | 8 | D > X
|
||
Crouching High Punch | 9 | D > Y
|
||
Crouching Uppercut | 11 | D > Z
|
||
Block | 0 | 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 | D .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
|
||
|
||
Midknight's Top 5 Moves:
|
||
|
||
1. Tornado Attack (D > C)
|
||
2. Shoulder Slam Throw (F > Z)
|
||
3. Palm Strike (triple hit) (close Y)
|
||
4. Ceiling Ram (D .5, U + C)
|
||
5. Crouching Uppercut (D > Z)
|
||
|
||
Combination Moves:
|
||
|
||
button presses: | move name:
|
||
----------------------+------------------------
|
||
U + F > A | Flying Leg Jab
|
||
Y | triple hit (close)
|
||
D > B | Back Roll Twirl Kick
|
||
CB .5, F + Z | Flying Wall Smash
|
||
| (total damage: 36%)
|
||
|
||
U + F > A | Flying Leg Jab
|
||
D > Z | Crouching Uppercut
|
||
F | move in
|
||
D > X | Crouching Double Punch
|
||
| (total damage: 25%)
|
||
|
||
U + F > A | Flying Leg Jab
|
||
F + X + Y + Z | Life Drain (be close)
|
||
| (total damage: 24%)
|
||
|
||
U + F > A | Flying Leg Jab
|
||
D > X | Crouching Double Punch
|
||
D > C | Tornado Attack
|
||
A + C | Mist Attack
|
||
| (total damage: 39%)
|
||
|
||
D > C | Tornado Attack
|
||
D > C | Tornado Attack
|
||
X + Y + Z | Bedazzle
|
||
F > Z | Shoulder Slam Throw
|
||
| (total damage: 38%)
|
||
----------------------+------------------------
|
||
|
||
|
||
Offensive Strategies:
|
||
|
||
1. Across the board, Midknight's punches are better than his kicks.
|
||
|
||
2. Keep Midknight up close where he's very deadly. Use repeated
|
||
Y, Z , F > Y or F > Z when you have'em cornered.
|
||
|
||
3. Get up close fast with the Flying Wall Smash (CB .5, F + Z).
|
||
|
||
|
||
Defensive Strategies:
|
||
|
||
1. Break out of an attack with the Tornado Attack (D > C).
|
||
|
||
RRRRRR AAAAA X X Ratings:
|
||
R R A A X X ---------------
|
||
R R A A X X Speed: 3
|
||
RRRRRR AAAAAAA X Endurance: 5
|
||
R R A A X X Power: 4
|
||
R R A A X X Recovery: 3
|
||
R R A A X X Defense: 2
|
||
Equilibrium: 4
|
||
|
||
|
||
Regular Moves:
|
||
|
||
move name: |% damage| button presses:
|
||
------------------------------+--------+---------------------------------
|
||
Medium Leg Sweep (knee kick) | 7 ( 7)| A
|
||
Medium Kick (hard knee kick) | 9 (10)| B
|
||
Power Kick (toe pounding) | 11 (35)| C
|
||
Jumping Medium Kick | 7 | U > A
|
||
Jumping Reverse Kick | 8 | U > B
|
||
Jumping Burners | 11 | U > C
|
||
Flying Knee Smash | 8 | U + F > A
|
||
Flying Leg Drive | 10 | U + F > B
|
||
Flying Afterburner Drive | 13 | U + F > C
|
||
Undercut Kick | 6 | D > A
|
||
Foot Sweep | 9 | D > B
|
||
Afterburner Thrust | 12 | D > C
|
||
Light Punch (lght elbow smash)| 5 ( 6)| X
|
||
Medium Punch (med elbow smash)| 6 ( 7)| Y
|
||
Hard Punch (hard elbow smash) | 11 (12)| Z
|
||
Body Slam | 18 | F > Z (or F > Y)
|
||
Jumping Medium Punch | 7 | U > X
|
||
Jumping High Punch | 8 | U > Y
|
||
Vertical Twirl | 12 | U > Z
|
||
Flying Medium Jab | 7 | U + F > X
|
||
@ Flying Powered High Punch | 7 | U + F > Y
|
||
Flying Downward Hit | 12 | U + F > Z
|
||
Crouching Medium Punch | 5 | D > X
|
||
Crouching High Punch | 6 | D > Y
|
||
Powered Forward Thrust | 11 | D > Z
|
||
Block | 0 | CB
|
||
|
||
Special Moves:
|
||
| IS | IS
|
||
move name: |% damage| button presses: |used|reqd
|
||
-----------------------------------+---+-----------------------+----+----
|
||
* Lock and Load |10 | A + B |.50 |.50
|
||
Air Jets | 5 | D .5, U + B |.50 |.75
|
||
Cyber Punch |16 | X + Y + Z |.25 |.50
|
||
Cyber Kick |18 | A + B + C |.25 |.50
|
||
Jet Knee Smash |15 | CB .5, F + C |.50 |.75
|
||
Overload |20 | A + C |.50 |.75
|
||
Turbine | 0 | CB .5, F + A |.50 |.75
|
||
Insult | 0 | X + Z |.25 |.50
|
||
|
||
Rax's Top 5 Moves:
|
||
|
||
1. Afterburner Thrust (D > C)
|
||
2. Flying Downward Hit (U + F > Z)
|
||
3. Lock and Load (A + B)
|
||
4. toe pounding (close C)
|
||
5. Overload (A + C)
|
||
|
||
|
||
Combination Moves:
|
||
|
||
button presses: | move name:
|
||
----------------------+------------------------
|
||
U + F > A | Flying Knee Smash
|
||
CB .5, F + A | Turbine
|
||
C | toe pounding (close)
|
||
| (total damage: 43%)
|
||
|
||
U + F > Z | Flying Downward Hit
|
||
C | toe pounding (close)
|
||
A + C | Overload
|
||
| (total damage: 67%)
|
||
|
||
U + F > B | Flying Leg Drive
|
||
Y | Medium Punch
|
||
A | Medium Leg Sweep
|
||
F | move in
|
||
X + Y + Z | Cyber Punch
|
||
| (total damage: 39%)
|
||
|
||
U + F > B | Flying Leg Drive
|
||
D + A | Undercut Kick
|
||
D + A | Undercut Kick
|
||
CB .5, F + C | Jet Knee Smash
|
||
| (total damage: 37%)
|
||
----------------------+------------------------
|
||
|
||
Offensive Strategies:
|
||
|
||
1. Generally, use Rax's legs more since they inflict more damage.
|
||
|
||
2. Stun or surprise opponents, get in close, then utilize the
|
||
"toe pounding" (C) move - 35% damage!
|
||
|
||
3. Close distances with the Jet Knee Smash (CB .5, F + C).
|
||
|
||
4. Use Rax's Undercut Kick (D > A) or Afterburner Thrust (D > C)
|
||
to knock your opponents down.
|
||
|
||
Defensive Strategies:
|
||
|
||
1. Use Turbine (CB .5, F + A) to escape from being cornered.
|
||
|
||
2. Use Flying Downward Hit (U + F > Z) to counter aerial attacks
|
||
or to scrape someone off the ceiling.
|
||
|
||
3. Grab "extra air" (U + F > Y, then Y again) to stay out of harm's
|
||
way for a short time.
|
||
|
||
|
||
SSSSS H H AAAAA DDDDD OOOOO W W Ratings:
|
||
S S H H A A D D O O W W ---------------
|
||
S H H A A D D O O W W Speed: 4
|
||
SSSSS HHHHHHH AAAAAAA D D O O W W W Endurance: 3
|
||
S H H A A D D O O W W W Power: 3
|
||
S S H H A A D D O O W W W W Recovery: 2
|
||
SSSSS H H A A DDDDD OOOOO W W Defense: 5
|
||
Equilibrium: 4
|
||
|
||
Regular Moves:
|
||
|
||
move name: |% damage| button presses:
|
||
------------------------------+--------+---------------------------------
|
||
Fast Kick (low kick) | 3 ( 5)| A
|
||
Medium Kick (high kick) | 8 ( 8)| B
|
||
Reverse Kick (360 kick) | 11 (12)| C
|
||
Jumping High Kick | 8 | U > A
|
||
Jumping Low Kick | 4 | U > B
|
||
Jumping 360 Kick | 11 | U > C
|
||
@ Flying Powered Twirl Kick | 6 | U + F > A
|
||
Flying Leg Jab | 9 | U + F > B
|
||
Flying High Kick | 10 | U + F > C
|
||
Fast Undercut | 10 | D > A
|
||
360 Leg Sweep | 10 | D > B
|
||
Tumbling Attack | 12 | D > C
|
||
Fast Punch (elbow smash) | 5 ( 7)| X
|
||
Medium Punch (left hand punch)| 8 ( 9)| Y
|
||
Hard Punch (straight punch) | 11 (11)| Z
|
||
Throw | 15 | F > Z (or F > Y)
|
||
Jumping Medium Jab | 10 | U > X (or U + F > X)
|
||
Jumping High Punch | 13 | U > Y (or U + F > Y)
|
||
Jumping Low Punch | 8 | U > Z (or U + F > Z)
|
||
Crouching Fast Punch | 4 | D > X
|
||
Crouching Medium Punch | 10 | D > Y
|
||
Tumbling Hard Punch | 11 | D > Z
|
||
Block | 0 | CB
|
||
|
||
Special Moves:
|
||
| IS | IS
|
||
move name: |% damage| button presses: |used|reqd
|
||
-----------------------------------+---+-----------------------+----+----
|
||
Shadow Mode | 0 | A + B + C (3 sec) |.75 |1.0
|
||
Twirling Fan Attack (1 twirl) | 4 | CB .5, F + A |.50 |.75
|
||
Twirling Fan Attack (2 twirls) | 8 | CB .5, F + B |.50 |.75
|
||
Twirling Fan Attack (3 twirls) |12 | CB .5, F + C |.50 |.75
|
||
High Jump Angle Kick |12 | D .5, U + B |.25 |.50
|
||
Smoke Screen (appear at opp.) | 0 | X + Y + Z |.25 |.50
|
||
Smoke Screen (appear at left) | 0 | X + Y + Z, A + B |.25 |.50
|
||
Smoke Screen (appear at right) | 0 | X + Y + Z, B + C |.25 |.50
|
||
Smoke Screen (appear at left ceil.)| 0 | X + Y + Z, X + Y |.25 |.50
|
||
Smoke Screen (appear at rght ceil.)| 0 | X + Y + Z, Y + Z |.25 |.50
|
||
Ninja Shuriken (slow or fast) |11 | CB .5, F + (X or Y) |.25 |.50
|
||
Ninja Knife (slow or fast) |11 | CB .5, U + F +(X or Y)|.25 |.50
|
||
Ninja Smoke Bomb (slow or fast) |11 | CB .5, D +F +(X or Y) |.25 |.50
|
||
Flying Mine Uzume-Bi |18 | CB .5, F + Z |.50 |.75
|
||
Flying Step Tobi Ashi (short) | 8 | A + B |.25 |.50
|
||
Flying Step Tobi Ashi (medium) | 8 | B + C |.25 |.50
|
||
Flying Step Tobi Ashi (super) | 8 | A + C |.25 |.50
|
||
Insult | 0 | X + Z |.25 |.50
|
||
|
||
Shadow's Top 5 Moves:
|
||
|
||
1. Smoke Screen (X + Y + Z)
|
||
2. Throw (F > Z)
|
||
3. Flying Mine Uzume-Bi (CB .5, F + Z)
|
||
4. Tumbling Attack (D > C)
|
||
5. Jumping Low Punch (U + F > Z)
|
||
|
||
|
||
Combination Moves:
|
||
|
||
button presses: | move name:
|
||
----------------------+------------------------
|
||
U + F > B | Flying Leg Jab
|
||
D > Y | Crouching Medium Punch
|
||
CB .5, F + C | Twirling Fan Attack (3 twirls)
|
||
| (total damage: 31%)
|
||
|
||
U + F > B | Flying Leg Jab
|
||
D > Z | Tumbling Hard Punch
|
||
B | high kick (close)
|
||
CB .5, F + (X or Y) | Ninja Shuriken (slow or fast)
|
||
| (total damage: 39%)
|
||
|
||
D > Z | Tumbling Hard Punch
|
||
C | 360 kick (close)
|
||
CB .5, F + Z | Flying Mine Uzume-Bi
|
||
| (total damage: 40%)
|
||
|
||
A + B + C (3 sec) | Shadow Mode
|
||
D > C | Tumbling Attack
|
||
Z | Hard Punch
|
||
F > Z | Throw
|
||
| (total damage: 38%)
|
||
----------------------+------------------------
|
||
|
||
|
||
Offensive Strategies:
|
||
|
||
1. Almost without exception, Shadow's punches are better than her
|
||
kicks. Many are even stronger than some of her Special Moves!!!
|
||
|
||
2. Start matches with the Shadow mode and punch quickly!!!
|
||
|
||
3. Use the Smoke Screen (X + Y + Z) followed by (X+Y) or (Y+Z) to
|
||
knock opponents out of the air.
|
||
|
||
4. Use Flying Mine Uzume-Bi (CB .5, F + Z) to stop a charging
|
||
opponent in their tracks (does well against Slash & Trident).
|
||
|
||
5. Play her using a "hit-n-run" offense.
|
||
|
||
|
||
Defensive Strategies:
|
||
|
||
1. Use the Smoke Screen (X + Y + Z, ...) or Throw (F > Z) if cornered.
|
||
|
||
|
||
SSSSS L AAAAA SSSSS H H Ratings:
|
||
S S L A A S S H H ---------------
|
||
S L A A S H H Speed: 3
|
||
SSSSS L AAAAAAA SSSSS HHHHHHH Endurance: 4
|
||
S L A A S H H Power: 5
|
||
S S L A A S S H H Recovery: 4
|
||
SSSSS LLLLLLL A A SSSSS H H Defense: 2
|
||
Equilibrium: 3
|
||
|
||
Regular Moves:
|
||
|
||
move name: |% damage| button presses:
|
||
------------------------------+--------+---------------------------------
|
||
Low Kick (knee smash) | 6 ( 5)| A
|
||
High Kick (low kick) | 8 ( 7)| B
|
||
Tumble Forward | 11 | C
|
||
Jumping Leg Lift | 5 | U > A
|
||
Jumping Leg Extend | 8 | U > B
|
||
Jumping Foot Drive | 11 | U > C
|
||
Flying Pounce | 8 | U + F > A
|
||
Flying Club Ram | 10 | U + F > B (or U + F > Y)
|
||
Flying Foot Drive | 11 | U + F > C
|
||
Crouching Toe Jab | 6 | D > A
|
||
Crouching Low Kick | 7 | D > B
|
||
Crouching 360 Club Swing | 16 | D > C (or D > Z)
|
||
Upward Club Swing (lght punch)| 6 ( 5)| X
|
||
Downward Club Swing (med pnch)| 8 ( 9)| Y
|
||
Horiz Club Swing (hard punch) | 12 (11)| Z
|
||
Throw Straight Up | 0 | F > Z
|
||
Jumping Upward Club Swing | 6 | U > X
|
||
Jumping Downward Club Swing | 8 | U > Y
|
||
Jumping Horizontal Club Swing | 11 | U > Z
|
||
Flying Claw Scratch | 7 | U + F > X
|
||
Flying Overhead Club Swing | 13 | U + F > Z
|
||
Crouching Finger Jab | 6 | D > X
|
||
Crouching Club Jab | 9 | D > Y
|
||
Block | 0 | CB
|
||
|
||
Special Moves:
|
||
| IS | IS
|
||
move name: |% damage| button presses: |used|reqd
|
||
-----------------------------------+---+-----------------------+----+----
|
||
Massive Club Swing | 6 | X + Y + Z |.50 |.75
|
||
Double Footed Swing Kick |14 | A + C |.25 |.50
|
||
De-Claw |12 | CB .5, F + Z |.25 |.50
|
||
* Power Thud Club Swing | 0 | Y + Z |.50 |.75
|
||
Spinal Crush (be close) |16 | F + Y |.75 |1.0
|
||
Running Head Butt |15 | CB .5, F + C |.25 |.50
|
||
Bat Back Projectile | 0 | X + Y (just bfore hit)|.25 |.50
|
||
Insult | 0 | X + Z |.25 |.50
|
||
|
||
Slash's Top 5 Moves:
|
||
|
||
1. Power Thud Club Swing (Y + Z)
|
||
2. Flying Overhead Club Swing (U + F > Z)
|
||
3. Spinal Crush (F + Y)
|
||
4. Crouching 360 Club Swing (D > Z)
|
||
5. Tumble Forward (C)
|
||
|
||
Combination Moves:
|
||
|
||
button presses: | move name:
|
||
----------------------+------------------------
|
||
Y + Z | Power Thud Club Swing
|
||
CB .5, F + C | Running Head Butt
|
||
F + Y | Spinal Crush
|
||
| (total damage: 31%)
|
||
|
||
U + F > C | Flying Foot Drive
|
||
B | low kick (close)
|
||
Z | Horizontal Club Swing
|
||
CB .5, F + C | Running Head Butt
|
||
| (total damage: 46%)
|
||
|
||
U + F > Z | Flying Overhead Club Swing
|
||
A + C | Double Footed Swing Kick
|
||
Z | Horizontal Club Swing
|
||
| (total damage: 39%)
|
||
|
||
U + F > Z | Flying Overhead Club Swing
|
||
D > B | Crouching Low Kick
|
||
D > C | Crouching 360 Club Swing
|
||
CB .5, F + Z | De-Claw
|
||
| (total damage: 46%)
|
||
|
||
U + F > C | Flying Foot Drive
|
||
X + Y + Z | Massive Club Swing
|
||
C | Tumble Forward
|
||
Z | Horizontal Club Swing
|
||
| (total damage: 40%)
|
||
----------------------+------------------------
|
||
|
||
Offensive Strategies:
|
||
|
||
1. Slash's strongest feature is his club. Use it crouching, up close,
|
||
leaping, etc...
|
||
|
||
2. When close execute the Spinal Crush (F + Y).
|
||
|
||
3. Stun opponents with the Power Thud (Y + Z) then move in and
|
||
stomp on 'em.
|
||
|
||
4. Don't try to Throw (F > Z) unless you're good at hitting the
|
||
opponent when he/she comes down - if you miss, you'll be tired
|
||
(watch Slash's tongue wag) which is just as bad as being stunned!
|
||
|
||
|
||
Defensive Strategies:
|
||
|
||
1. Get out of a corner with the Running Head Butt (CB .5, F + C).
|
||
|
||
TTTTTTT RRRRRR I DDDDD EEEEEEE N N TTTTTTT Ratings:
|
||
T R R I D D E NN N T ---------------
|
||
T R R I D D E N N N T Speed: 4
|
||
T RRRRRR I D D EEEEE N N N T Endurance: 2
|
||
T R R I D D E N N N T Power: 4
|
||
T R R I D D E N NN T Recovery: 3
|
||
T R R I DDDDD EEEEEEE N N T Defense: 3
|
||
Equilibrium: 5
|
||
|
||
Regular Moves:
|
||
|
||
move name: |% damage| button presses:
|
||
------------------------------+--------+---------------------------------
|
||
Stationary Somerslt (side kick| 6 ( 6)| A (or D > B)
|
||
High Kick | 10 | B
|
||
Adv. High Kick (dbl high kick)| 14 (14)| C
|
||
Jumping High Kick | 6 | U > A
|
||
Jumping Trident Jab | 11 | U > B
|
||
Jumping Foot Jab | 13 | U > C
|
||
Flying Leg Jab | 7 | U + F > A
|
||
Flying Toe Drive | 9 | U + F > B
|
||
Flying Double Leg Strike | 12 | U + F > C
|
||
Crouching Side Kick | 5 | D > A
|
||
Crouching Heel Thrust | 11 | D > C
|
||
Fast Trident Jab (light punch)| 5 ( 4)| X
|
||
Medium Trident Jab (med punch)| 8 ( 7)| Y
|
||
Trident Sweep (hard punch) | 9 ( 9)| Z
|
||
Leg Grab Throw | 18 | F > Z (or F > Y)
|
||
Jumping Upward Trident Sweep | 5 | U > X
|
||
Jumping Downward Trident Sweep| 7 | U > Y
|
||
Jumping Vert. Trident Thrust | 10 | U > Z
|
||
Flying Medium Punch | 4 | U + F > X
|
||
Flying Upward Trident Sweep | 8 | U + F > Y
|
||
Flying Downward Trident Sweep | 9 | U + F > Z
|
||
Crouching Hard Punch | 3 | D > X
|
||
Crouching Trident Jab | 8 | D > Y
|
||
Defensive Roll | 10 | D > Z
|
||
Block | 0 | CB
|
||
|
||
Special Moves:
|
||
| IS | IS
|
||
move name: |% damage| button presses: |used|reqd
|
||
-----------------------------------+---+-----------------------+----+----
|
||
Depth Charge Field | 0 | X + Y |.50 |.75
|
||
Bio-Drain Field | 0 | Y + Z |.50 |.75
|
||
* Bio-Stun Field | 0 | A + B |.75 |1.0
|
||
Repulser Field | 0 | B + C |.50 |.50
|
||
* Spinning Trident |30 | X + Y + Z |.50 |.75
|
||
Sliding Spinning Trident |11 | CB .5, F + Y |.25 |.50
|
||
* Plasma Bolt |15 | CB .5, F + Z |.25 |.50
|
||
Liquid Mode | 0 | A + B + C |.25 |.50
|
||
Insult | 0 | X + Z |.25 |.50
|
||
|
||
Trident's Top 5 Moves:
|
||
|
||
1. Plasma Bolt (CB .5, F + Z)
|
||
2. Spinning Trident (X + Y + Z)
|
||
3. Flying Double Leg Strike (U + F > C)
|
||
4. Leg Grab Throw (F > Z)
|
||
5. Advancing High Kick (C)
|
||
|
||
Combination Moves:
|
||
|
||
button presses: | move name:
|
||
----------------------+------------------------
|
||
CB .5, F + Z | Plasma Bolt (this combo needs full I.S.)
|
||
X + Y + Z | Spinning Trident
|
||
F | move in
|
||
X + Y + Z | Spinning Trident (wait for .75 I.S.)
|
||
F | move in
|
||
F > Z | Leg Grab Throw
|
||
| (total damage: 93%)
|
||
|
||
U + F > C | Flying Double Leg Strike
|
||
D > Z | Defensive Roll
|
||
CB .5, F + Z | Plasma Bolt
|
||
F > Z | Leg Grab Throw
|
||
| (total damage: 55%)
|
||
|
||
U + F > A | Flying Leg Jab
|
||
A + B + C | Liquid Mode
|
||
X + Y + Z | Spinning Trident
|
||
| (total damage: 37%)
|
||
|
||
U + F > A | Flying Leg Jab
|
||
X | light punch (close)
|
||
X + Y + Z | Spinning Trident
|
||
| (total damage: 42%)
|
||
|
||
CB .5, F + Y | Sliding Spinning Trident
|
||
D > A | Crouching Side Kick
|
||
X + Y + Z | Spinning Trident
|
||
| (total damage: 46%)
|
||
----------------------+------------------------
|
||
|
||
|
||
Offensive Strategies:
|
||
|
||
1. In the air and on the ground, Trident's kicks rule! Use the
|
||
strongest kicks (C, U + C,...) and use Z for Plasma Bolts and
|
||
Throws.
|
||
|
||
2. Trident has lots of ways to stun his opponent. Pick one, then
|
||
follow it with a Throw (F > Z) or a Spinning Trident (X + Y + Z).
|
||
|
||
|
||
Defensive Strategies:
|
||
|
||
1. Use Liquid Mode (A + B + C) to get out of a corner.
|
||
|
||
X X AAAAA V V I EEEEEEE RRRRRR Ratings:
|
||
X X A A V V I E R R ---------------
|
||
X X A A V V I E R R Speed: 3
|
||
X AAAAAAA V V I EEEEE RRRRRR Endurance: 3
|
||
X X A A V V I E R R Power: 4
|
||
X X A A V V I E R R Recovery: 2
|
||
X X A A V I EEEEEEE R R Defense: 5
|
||
Equilibrium: 4
|
||
|
||
Regular Moves:
|
||
|
||
move name: |% damage| button presses:
|
||
------------------------------+--------+---------------------------------
|
||
Low Kick (fist/knee combo) | 4 ( 8)| A
|
||
Medium Kick (kick/cane strike)| 8 ( 9)| B
|
||
High Kick (double leg kick) | 9 (10)| C
|
||
Jumping Double Leg Kick | 7 | U > A (or U + F > A)
|
||
Jumping High Kick | 7 | U > B (or U + F > B)
|
||
Jumping Power Kick | 8 | U > C (or U + F > C)
|
||
Fast Toe Sweep | 4 | D > A
|
||
Cane Propelled Slide | 7 | D > B
|
||
Powerful Toe Sweep | 10 | D > C
|
||
Fast Cane Strike (triple hit) | 5 (16)| X
|
||
Powerful Cane Strike (sngl hit| 9 ( 8)| Y
|
||
Boomerang Cane Throw (cane jab| 10 (11)| Z
|
||
Cane Throw | 16 | F > Z (or F > Y)
|
||
Jumping Low Cane Strike | 6 | U > X (or U + F > X)
|
||
Jumping Medium Cane Strike | 8 | U > Y (or U + F > Y)
|
||
Jumping Overhead Cane Twirl | 9 | U > Z
|
||
Flying Forward Cane Attack | 9 | U + F > Z
|
||
Crouching Double Cane Attack | 6 | D > X
|
||
Crouching 360 Cane Attack | 8 | D > Y
|
||
Crouching Combo Cane Attack | 12 | D > Z
|
||
Block | 0 | CB
|
||
|
||
Special Moves:
|
||
| IS | IS
|
||
move name: |% damage| button presses: |used|reqd
|
||
-----------------------------------+---+-----------------------+----+----
|
||
Dragon Trap |15 | CB .5, F + Z |.50 |.75
|
||
Snap Back | 8 | CB .5, F + X |.25 |.50
|
||
Identity Change | 0 | X + Y + Z |.75 |.75
|
||
* Midas Touch | 0 | CB .5, F + Y |.50 |.75
|
||
Attract & Smack |12 | A + B + C |.50 |.75
|
||
Swap Spell | 0 | X + Y |.25 |.50
|
||
Confusion Spell | 0 | A + C |.50 |.50
|
||
Insult | 0 | X + Z |.25 |.50
|
||
|
||
Xavier's Top 5 Moves:
|
||
|
||
1. Boomerang Cane Throw (Z)
|
||
2. Flying Forward Cane Attack (U + F > Z)
|
||
3. Midas Touch (CB .5, F + Y)
|
||
4. Cane Throw (F > Z)
|
||
5. Powerful Toe Sweep (D > C)
|
||
|
||
|
||
Combination Moves:
|
||
|
||
button presses: | move name:
|
||
----------------------+------------------------
|
||
U + F > A | Jumping Double Leg Kick
|
||
D > X | Crouching Double Cane Attack
|
||
D > Y | Crouching 360 Cane Attack
|
||
A + B + C | Attract & Smack
|
||
| (total damage: 33%)
|
||
|
||
U + F > C | Jumping Power Kick
|
||
X | triple cane hit (close)
|
||
CB .5, F + Z | Dragon Trap
|
||
| (total damage: 28%)
|
||
|
||
U + F > C | Jumping Power Kick
|
||
D > X | Crouching Double Cane Attack
|
||
Y | Powerful Cane Strike
|
||
CB .5, F + Y | Midas Touch
|
||
F > Z | Cane Throw
|
||
| (total damage: 39%)
|
||
|
||
U + F > C | Jumping Power Kick
|
||
D > X | Crouching Double Cane Attack
|
||
D > C | Powerful Toe Sweep
|
||
X + Y + Z | Identity Change
|
||
| (total damage: 24%)
|
||
----------------------+------------------------
|
||
|
||
|
||
Offensive Strategies:
|
||
|
||
1. Xavier's cane is his strong point. Use punching attacks to make
|
||
the best use of his cane.
|
||
|
||
2. Use the Flying Forward Cane Attack (U + F > Z) to counter any aerial
|
||
attack, or to flick opponents off the ceiling.
|
||
|
||
3. Keep opponents away with Boomerang Cane Throws (Z). Tip: You can
|
||
defeat Slash with this one key! He will just keep walking into it.
|
||
|
||
4. Freeze opponents with the Midas Touch (CB .5, F + Y), then Throw
|
||
(F > Z) them.
|
||
|
||
|
||
Defensive Strategies:
|
||
|
||
1. Use the Swap Spell (X + Y) to swap positions with opponent, or the
|
||
Confusion Spell (A + C) - if you become cornered.
|
||
|
||
CCCCC H H AAAAA M M PPPPPP I OOOOO N N
|
||
C C H H A A MM MM P P I O O NN N
|
||
C H H A A M M M M P P I O O N N N
|
||
C HHHHHHH AAAAAAA M M M PPPPPP I O O N N N
|
||
C H H A A M M P I O O N N N
|
||
C C H H A A M M P I O O N NN
|
||
CCCCC H H A A M M P I OOOOO N N
|
||
|
||
|
||
|
||
|
||
NOTE: This section is included with the hope that a code is
|
||
available to play the game as the Eternal Champion.
|
||
|
||
|
||
|
||
|
||
|
||
Regular Moves:
|
||
|
||
move name: |% damage| button presses:
|
||
------------------------------+--------+---------------------------------
|
||
|
||
|
||
|
||
|
||
Special Moves:
|
||
| IS | IS
|
||
move name: |% damage| button presses: |used|reqd
|
||
-----------------------------------+---+-----------------------+----+----
|
||
|
||
|
||
|
||
|
||
Combination Moves:
|
||
|
||
button presses: | move name:
|
||
----------------------+------------------------
|
||
|
||
|
||
|
||
|
||
Champion's Top 5 Moves:
|
||
|
||
|
||
|
||
|
||
Offensive Strategies:
|
||
|
||
|
||
|
||
|
||
Defensive Strategies:
|
||
|
||
|
||
ETERNAL CHAMPIONS OPPONENT STRATEGIES
|
||
-----------------------------------------
|
||
|
||
BLADE:
|
||
|
||
1. Blade moves slowly, and has no way to travel quickly across the
|
||
screen. When far, he'll usually throw a Tracking Blade or Stun
|
||
Beam which you can block. Up close, he'll try a Wild Fury Attack,
|
||
or a Throw.
|
||
|
||
2. To beat Blade, just move in *quickly*, and attack. But don't stay
|
||
too close when you've finished. Jump away, then advance again.
|
||
|
||
JETTA:
|
||
|
||
1. Jump kick her. Usually she'll jump into it. If she Phases, do a
|
||
quick jump kick. She should run into that too. She's also
|
||
susceptible to repeated throws.
|
||
|
||
2. Don't let Jetta corner you - especially when Phased. You will get
|
||
pounded no matter how much you block. If you get out of the leap
|
||
and hit cycle, back away and try to start it again.
|
||
|
||
LARCEN:
|
||
|
||
1. Never, never leap into Larcen when he's on the ground. He will do a
|
||
Flip Kick and damage you every time. When he's in the air or on the
|
||
ceiling though, he's fair (and easy) game.
|
||
|
||
2. Larcen is also very quick to block, so the best way to attack him is
|
||
by waiting until he attacks you. Determine how he's coming at you,
|
||
then go for an exposed spot. For example, if he's coming with a
|
||
punch, counter it with a sliding low kick.
|
||
|
||
|
||
MIDKNIGHT:
|
||
|
||
1. Like Jetta, Midknight will almost always counter a leap with a leap.
|
||
Determine which leap is effective for your character (ie. the Flying
|
||
Downward Hit for Rax) and repeat.
|
||
|
||
2. Midknight will also do a lot of Flying Wall Smashes and Mist Attacks.
|
||
Learn to recognize the early frames of these animation sequences, and
|
||
jump over him when he attempts them. He will do them when far away.
|
||
|
||
RAX:
|
||
|
||
1. When far away, Rax will almost always try a Jet Knee Smash. Learn to
|
||
see this one coming, and jump over it. Otherwise, you'll be cornered
|
||
and prone for some pounding. Also, when he starts his Lock and Load,
|
||
jump straight up, and the projectile will go into the air instead of
|
||
you. If you get stunned by it, he'll jump over and do a toe pounding.
|
||
|
||
2. Rax is very strong offensively, so you can't stay too close. Go for
|
||
moves where you move in quickly and strike. Try to keep him blocking,
|
||
let up (block/jump back) then strike again.
|
||
|
||
SHADOW:
|
||
|
||
1. Shadow is easy to beat once you figure out her pattern. The trick is to
|
||
stay away from her. Preferably on the other side of the screen. Jump
|
||
over anything she throws at you. Pretty soon, she'll get tired of
|
||
throwing things and will disappear. Wait around 2 seconds and jump
|
||
straight up. She should appear right next to where you were standing
|
||
before and attack. The attack will miss because you're in the air.
|
||
Once you land, immediately throw her and/or get back to the other side
|
||
of the screen.
|
||
|
||
2. When she goes into a long move (like the Twirling Fan Attack) jump
|
||
over her and kick or throw her from behind. Low undercut kicks are
|
||
also a good frontal counter for these attacks.
|
||
|
||
SLASH:
|
||
|
||
1. Slash has a very easy pattern. He'll throw a few Claws then try to
|
||
do a Power Thud. Block or jump the Claws then jump at him when he
|
||
starts the Power Thud. With Xavier, just press Z until he drops!
|
||
|
||
2. A Running Head Butt can be countered with a low undercut kick.
|
||
|
||
3. Trick Slash into walking towards you, then do a low undercut kick.
|
||
|
||
TRIDENT:
|
||
|
||
1. Trident blocks everything (very frustrating!). If you avoid him,
|
||
he'll try to stun you with Plasma Bolts. These are easy to see
|
||
coming and to block (unless you're unlucky and he catches you in
|
||
the middle of something or in the air).
|
||
|
||
2. If cornered, Trident will either Throw you or do a Spinning Trident
|
||
which is very damaging. Don't let this happen!!!
|
||
|
||
3. The best offense is to do some type of long distance special move,
|
||
and avoid him the rest of the time. Sometimes a low undercut kick
|
||
will get through, but if not, jump back immediately!
|
||
|
||
XAVIER:
|
||
|
||
1. Be careful about getting close to Xavier, because you will be
|
||
thrown.
|
||
|
||
2. When Xavier starts to do a spell, he will hold his cane straight up.
|
||
Jump forward immediately when you see this, and you will dodge the
|
||
spell he's fired at you. This is usually the best time to attack.
|
||
|
||
CHAMPION:
|
||
|
||
1. You have to beat the Eternal Champion 5 times. After the first, he
|
||
will reincarnate himself from one of four images on the windows, and
|
||
you will be given about a third of your life bar restored. These
|
||
matches are not timed - it's to the death - and you have to beat all
|
||
5 with one life (you get 2 chances).
|
||
|
||
2. Only attack the Champion when he's not flashing, and avoid or block
|
||
everything that he throws at you. Stay out of range, and learn which
|
||
kind of leaps and advancing attacks are effective for your character.
|
||
|
||
ETERNAL CHAMPIONS OVERKILL LIST
|
||
-----------------------------------
|
||
|
||
GENERAL RULES:
|
||
|
||
1) Overkills only work in the fight which will cause you to win (or
|
||
lose) the match.
|
||
|
||
2) Overkills only work if your last hit does more than 13% damage.
|
||
Consult your manual for the appropriate moves, or just use a throw.
|
||
|
||
3) Overkills are BACKGROUND DEPENDENT. This means every character can
|
||
do all the fatalities, and that every player therefore may want to
|
||
learn all of em.
|
||
|
||
4) Overkills occur when the first 3 criteria are satisfied, and when the
|
||
loser lands on the magic spot on the background.
|
||
|
||
**************************************************************************
|
||
|
||
|
||
BLADE'S STAGE:
|
||
|
||
Landing Position:
|
||
|
||
The Loser must land centered at the bottom of the huge fan.
|
||
|
||
Effect:
|
||
|
||
Loser gets sucked into the fan, sliced up, leaving only a trademark
|
||
item behind.
|
||
|
||
|
||
JETTA'S STAGE:
|
||
|
||
Landing Position:
|
||
|
||
The Loser must land in the middle of the gate.
|
||
|
||
Effect:
|
||
|
||
An earthquake occurs, and the loser falls into the fiery hole
|
||
to his/her death.
|
||
|
||
|
||
LARCEN'S STAGE:
|
||
|
||
Landing Position:
|
||
|
||
The Loser must land a touch to the left or right of the ticket booth.
|
||
|
||
Effect:
|
||
|
||
The Loser gets gunned down by a passing car, then again left to
|
||
right, while blood flies out of the loser everytime the bullet trail
|
||
hits the loser.
|
||
|
||
MIDKNIGHT'S STAGE:
|
||
|
||
Landing Position:
|
||
|
||
Starting from in front of the hut to the left (the shorter part),
|
||
finish the opponent so he/she bounces to the right and lands in front
|
||
of the cow.
|
||
|
||
Effect:
|
||
|
||
The helicopter will launch a missile at the loser, blowing him up
|
||
and leaving charcoal briquettes behind.
|
||
|
||
|
||
RAX'S STAGE:
|
||
|
||
Landing Position:
|
||
|
||
The Loser must land just to the right of the dragon statue.
|
||
|
||
Effect:
|
||
|
||
Some UFO robots fly onto the scene, freezing the enemy and then
|
||
stattering the loser-si-cle. Then a vacuum robot cleans up the
|
||
remains.
|
||
|
||
|
||
SHADOW'S STAGE:
|
||
|
||
Landing Position:
|
||
|
||
The Loser must land centered on the second letter from the left.
|
||
|
||
Effect:
|
||
|
||
Loser will fly into the letter, be electrocuted with lots of blood,
|
||
explode, and drop an eyeball onto the ground.
|
||
|
||
|
||
SLASH'S STAGE:
|
||
|
||
Landing Position:
|
||
|
||
The Loser must land roughly one body length away from the far left
|
||
or right of the background.
|
||
|
||
Effect:
|
||
|
||
The loser gets dragged off-screen by a dinosaur that you can't see
|
||
(yet). The dinosaur then moves on-screen while chewing happily on
|
||
the loser. Finally, a trademark item is spit out of his mouth.
|
||
|
||
TRIDENT'S STAGE:
|
||
|
||
Landing Position:
|
||
|
||
The Loser must land directly below the statue in the right half of
|
||
the background (the statue with the water spout). It has also been
|
||
seen in front of the big rock located on the left side of the area,
|
||
and centered in front of the sky city in the background.
|
||
|
||
Effect:
|
||
|
||
Three vines slowly wrap the loser up, then pull him/her under.
|
||
A big series of splashes, followed by bubbles, lead up to a pool
|
||
of blood where the loser fell.
|
||
|
||
|
||
XAVIER'S STAGE:
|
||
|
||
Landing Position:
|
||
|
||
The Loser must land centered in the fire.
|
||
|
||
Effect:
|
||
|
||
The loser will be slowly burned to death, arms flailing, leaving
|
||
behind a skeleton. The skull then falls to the ground.
|
||
|
||
|
||
Larcen's Character Guide:
|
||
by Chris Schneider
|
||
|
||
General Info:
|
||
|
||
So you want to play Larcen, eh? Excellent call. He's got a very good mix
|
||
of speed, power, and defense. Combine that with what I think is the easiest
|
||
throw in the game and you've just become a walking weapon. I've only got one
|
||
combo to mention and it has become the mainstay of my Larcen arsenel. Use
|
||
a leaping "C" kick and as soon as you hit the ground, go for a sweeping "C",
|
||
and immediately jump forward again with a second leaping "C". Somewhere in
|
||
the course of that flurry, you're probably going to get a shot or two (or
|
||
three) in. Beyond that combo, I generally fight with what I call the "In
|
||
yo' face" style, leaping over opponents and striking as often with "C" kicks
|
||
and "Z" punches as possible. The opponent often has no chance to open up any
|
||
offense or perform any charge moves.
|
||
|
||
Your opponent can't get much off with you constantly in his
|
||
or her face. Leap over your opponent with kicks and punches and keep the
|
||
pressure up when you land. Vary your attacks high and low and above all,
|
||
don't let up. When you throw, always use the "Y" throw. It's quicker and
|
||
equally as effective as the "Z" one. If you get the opponent hurt and you fear
|
||
jumping in, throw a sai. With a full IS load, you can throw 3 sais before
|
||
needing to rest. Also, when throwing sais, it is easy to get into the air with
|
||
a leaping kick right behind the weapon. They'll block the sai, but usually not
|
||
the kick.
|
||
|
||
vs. Blade:
|
||
|
||
This is the epitomy of "In yo' face". Jump in from the get-go.
|
||
You can get three easy leaping kicks because Blade will jump up. After any
|
||
of them, you can elect to stay on the ground and walk up to him. As soon as
|
||
he gets up, throw him. Back off and repeat the kick/throw as necessary.
|
||
If he throws a tracking blade, it is usually possible to jump in and catch
|
||
him with a leaping kick before the blade gets you, effectively killing it.
|
||
|
||
vs. Jetta:
|
||
|
||
You can bait Jetta into the air just like Blade. Just throw your
|
||
kicks/punches early and she won't touch you. Jetta is very easy to throw, so
|
||
exploit that. If she does her back hand spring (the one where she then jumps
|
||
back at you) jump back and use a leaping "C". She'll jump into it every time.
|
||
be ready to block if you can't stop that back hand spring, because her
|
||
favorite combo is that with a rapid series of kicks. Don't bother with the
|
||
sais, as you'll just leave yourself open and she'll plant you. If she
|
||
phases, wait for a second and bait her into jumping into the air, so you
|
||
can kick her out of it.
|
||
|
||
vs. MidKnight:
|
||
|
||
Another "In yo' face" opportunity. Throw your kicks early or he'll feed you
|
||
his all day. If he is in the air and you're on the ground, block and throw.
|
||
MidKnight has this real problem with projectiles. If you throw one, he'll
|
||
immediately mist attack to dodge it. Somewhere along the line somebody thought
|
||
it was such a good idea that he'll always do it unless he's in the air. Using
|
||
this knowledge, just throw a sai and he'll mist up. Jump over the mist and walk
|
||
toward it. You will not get hit, but he'll materialize right in front of you.
|
||
Now throw. MidKnight is also easily corner trapped by Larcen using the leaping,
|
||
sweep, leaping kick combo from above.
|
||
|
||
vs. RAX:
|
||
|
||
Watch jumping in! RAX will slam you at every opportunity. For some
|
||
reason, RAX loves using that cyber-kick against Larcen, so watch out for
|
||
that too. Your best bet is to jump in from long range (so you land outside
|
||
of RAX's throw range and can duck the cyber-kick) and sweep. He may block
|
||
it, but you're now close enough to start in on the "In yo' face" stuff.
|
||
Use standing "Z" punches and occasionally jump away to launch a sai. When
|
||
he goes for the jet knee, jump toward him (if you can get in the air early
|
||
enough) and use the "C" kick. You can often kick him out of the attack.
|
||
|
||
vs. Shadow:
|
||
|
||
Have fun with this, because it's where you'll get the most
|
||
practice with the knock-back projectiles move (hold back and hit "X" when
|
||
the weapon is almost upon you). Since Shadow is so adept at launching stars,
|
||
use them to your advantage. Stay away from her and knock back her stars. She
|
||
rarely blocks them. When she goes for a cartwheel-fan, jump over, chase her
|
||
down, and throw her. If she disappears, jump up and throw. If she does her
|
||
spinning jump (that thing where she jumps and part way up rolls into a ball
|
||
for greater height) simply jump back and use the "C" kick. Throw the
|
||
occasional sai to shut up her "Coward" ranting.
|
||
|
||
vs. Slash:
|
||
|
||
What can I say? Slash loves to eat the leaping, sweep, leaping
|
||
combo. Just play hard inside and he's yours. If he tries the running charge,
|
||
block and leaping kick him. If he uses the de-claw, knock it back. Larcen's
|
||
speed can easily handle the ground smash by kicking Slash out of the air.
|
||
Standing "Z" punches work great too if you work them into patterns of jumping
|
||
over Slash.
|
||
|
||
vs. Trident:
|
||
|
||
Not as big of a problem as RAX, Trident is much easier to jump
|
||
in on. Constantly leap over him with a barrage of kicks and standing "Z"
|
||
punches. The occasional sweep will hit, but not that often. Frequently, when
|
||
you go to the air, Trident will roll away, with the intent to launch a plasma
|
||
ball. Keep leaping at him, throwing "C" kicks. The extention of the leg will
|
||
often take him down before the plasma gets going. If he does use the plasma
|
||
from long range, throw a sai and block. Your sai will hit him while he's
|
||
exposed and let you block in time.
|
||
|
||
vs. Xavier:
|
||
|
||
Keep him at a distance with your sai. The only way you'll be able
|
||
to jump in on him is from close range, so you won't be thrown. Anytime he
|
||
uses a dragon trap or throws the cane, leap over and use a "C" kick. If it
|
||
connects, walk up and throw. Anytime he gears up to throw a spell, go airborne
|
||
and kick him while he's exposed. It is possible to use the knock back
|
||
projectile move on the spells, but their weaving makes it very difficult.
|
||
When you get him off balance, proceed to the leaping, sweep, leaping kick
|
||
combo for what's usually a moderately easy fight.
|
||
|
||
vs. Champion #1:
|
||
|
||
Piece of cake. There's a nice little pattern that will
|
||
work against the Champions most of the time. When you're in close, jump away
|
||
with a kick. He'll hesitate for a moment and then follow you. As soon as you
|
||
land, leap back in with a kick. You'll come up underneath him and get a solid
|
||
hit. If you stay in close and keep jumping over him, hammering the whole
|
||
time, he won't have a chance to use his powers. Don't get too confident,
|
||
though. It gets much harder than this.
|
||
|
||
vs. Shark Champion:
|
||
|
||
Use him as a refueling stop. By this, I mean take your
|
||
time and plan your shots. The Shark is pretty easy to handle if you're
|
||
careful and you can get back another chunk of that precious health you're
|
||
going to need against the Tiger and the Dragon. Don't throw the sais unless
|
||
you're comfortable with jumping the fin, because that's his favorite counter.
|
||
Don't try for those quickie throws like you can cinch in against the regular
|
||
players, because you'll catch a weak low kick. Use the leaping out then back
|
||
in pattern I mentioned above to shut the Shark down.
|
||
|
||
vs. Eagle Champion:
|
||
|
||
Here's another refueling stop. The Eagle telegraphs his
|
||
wall dive worse than RAX. It gives you plenty of time to go to the air and
|
||
try to kick the Eagle out of it. Use hit and run tactics and throw alot of
|
||
sais. Another quirky thing about this Champion is the repluser field. If he's
|
||
on the left of you, you can't approach him. If he's on the right, however,
|
||
you can press on, albeit slowly, and get in close. Once you're in range, use
|
||
a "Z" punch to put him down.
|
||
|
||
vs. Tiger Champion:
|
||
|
||
Here's a rough fight. I suggest staying in the air and
|
||
using the jumping out/jumping in pattern already mentioned. The cartwheel
|
||
attack is hard to counter unless you use the sais. The speed of the Tiger
|
||
is your biggest problem, though. Take your time and block his leaping attacks.
|
||
This will leave him wide open for a throw. Keep your cool and you'll handle
|
||
him.
|
||
|
||
vs. Dragon Champion:
|
||
|
||
Ugh. I hate this guy. I have yet to knock back one of
|
||
his fireballs, so I can't say if it's even possible. Barring them, the other
|
||
problem is that half-damage field he puts up. Hard to put him down when every
|
||
punch and kick you've got does pitiful amounts of damage. If you can catch
|
||
him in the jumping out/jumping in pattern, use it as long as you can. Your
|
||
sais will give you some help, but don't stay that far away from him for long
|
||
or you'll be eating fireballs.
|
||
|
||
Midknight's Character Guide:
|
||
by Chris Schneider
|
||
|
||
General Info:
|
||
|
||
He's tremendously vicious in close when you can get the other character off
|
||
balance. His Flying Wall Smash combined with a throw will spell fast death for
|
||
those caught by it. Another combo I love starts with the Tornado Attack, and
|
||
when the opponent blocks it, hit the Ceiling Ram (repeat D > C, then U + C).
|
||
This combo is easily modified to taste for the Stomach Punch or the Life Drain,
|
||
but I find it easier to hit the Ceiling Ram, since you don't have to reposition
|
||
your fingers to new buttons.
|
||
|
||
Use the strongest kick as a hop kick (grab extra air-time). Only use the
|
||
kicks if you suspect you're going to be hit on the way down, such as Larcen's
|
||
backflip. The Flying Wall Smash is generally a safe maneuver, but can cause
|
||
trouble. Do *not* use the mist attack. It's pretty much worthless given the
|
||
recovery time and how much warning it gives the opponent. Only use the Stomach
|
||
Punch and Life Drain in a combo or on a stunned opponent. They seem to have
|
||
a very low strike priority. Another good one especially against human players
|
||
is a Flying Spin kick followed by the Back Roll Twirl kick. Same button (B),
|
||
but you have to block high then low to stop it. The crouching uppercuts (Y or
|
||
Z with D) are nice for advancing on your opponent and will take them out of the
|
||
air if timed correctly. And when close, use repeated Y or Z punches (or with
|
||
F for throws).
|
||
|
||
vs. Blade:
|
||
|
||
Go to the air. Blade is probably the worst programmed fighter in the game.
|
||
He's easily goaded into the air and then punched before he can get a move off.
|
||
Quickly follow this up with a throw. If the timing is right, you will nail
|
||
him about 90% of the time. Catch him just as he gets back to his feet and use
|
||
the middle punch for the throw, rather than the hardest one. His projectiles
|
||
are a joke, since the Flying Wall Smash will soar right under them, hitting
|
||
the often exposed Blade.
|
||
|
||
vs. Jetta:
|
||
|
||
Go to the air. She'll usually try to meet you, but can be batted down just
|
||
like Blade. The followup throw will work if timed right. Do *not* attempt a
|
||
Flying Wall Smash, as she tends to phase when you make your move. By the time
|
||
you hit, she's invulnerable to the strike. Keep moving and use a lot of
|
||
throws. Good combo: U + F > Z, then repeat Y and F > Y. It'll probably be a
|
||
close one.
|
||
|
||
vs. Larcen:
|
||
|
||
Don't jump in on Larcen. He loves that backflip and it can be used against
|
||
him. Jump in on him, and at the peak of the jump, use one of the two strongest
|
||
kicks. That added elevation will throw off his timing for the flip and can
|
||
leave him vulnerable for the throw. If he goes for his grappling hook swing,
|
||
simply block and throw. The Flying Wall Smash will catch him off guard maybe
|
||
30-40% of the time, so use it sparingly. Larcen is also a sucker for the
|
||
Tornado/Ceiling Ram. If you can get him off balance, use alternating high/low
|
||
strikes. The computer seems to have major difficulty with Larcen on shifting
|
||
between blocks.
|
||
|
||
vs. Rax:
|
||
|
||
Use quick aerial punches and avoid jumping in if he's on the ground.
|
||
Inevitably, he'll start in with the jet knees. When he does, standing block it
|
||
and then walk forward after he bounces off. Once he lands, you can nail the
|
||
throw. If he hits with the jet assisted uppercut (the one that carries him
|
||
almost off-screen) you can score another easy throw when he lands. Rax is also
|
||
a major sucker for the Tornado/Ceiling Ram combo.
|
||
|
||
vs. Shadow:
|
||
|
||
Use the standard Shadow defenses. Jump straight up when she disappears and
|
||
throw her when you land. If she throws projectiles, either jump or block. If
|
||
she cartwheels, leap over and chase her down from behind. You can usually
|
||
catch her and throw. Be careful with the Flying Wall Smash, or you'll end up
|
||
being thrown.
|
||
|
||
vs. Slash:
|
||
|
||
Use alot of Flying Wall Smashes. He seems to love being hit by them...
|
||
When he goes for the ground smash, knock him out of the sky. If it appears
|
||
that you'll land without a hit before he does, use one of the stronger kicks
|
||
to give you that extra "oomph." The Tornado Attack usually gets you a nice
|
||
club for the effort, so use it very sparingly.
|
||
|
||
vs. Trident:
|
||
|
||
With Trident, it's a matter of beating him to the punch. I will usually jump
|
||
at him at the start and kick quickly. He's very vulnerable to the throw after
|
||
getting knocked down. If he goes for the plasma, go for a body launch. Don't
|
||
worry too much about a computer controlled Trident when he uses the fields.
|
||
He'll usually block, rather than give you the damage. If you're not in the air
|
||
before him, don't try to meet him. He's not nearly as forgiving as Blade and
|
||
Jetta. As with any character vs Trident: Don't get caught by the plasma, or
|
||
you may get the insta-death combo (spinning trident followed by another
|
||
spinning trident).
|
||
|
||
vs. Xavier:
|
||
|
||
This is the one character I hate almost as much as the Dragon Champion.
|
||
Xavier will block just about everything you throw and hit you with that killer
|
||
combo. The way to deal with Xavier? Defense. Let him come to you. He'll be
|
||
open after a magic spell, so jump over it and strike fast. If he jumps in,
|
||
block and throw. If you can get behind his standing cane throw or the dragon
|
||
trap, go for the throw. He'll fall for the tornado/ceiling ram about 50% of the
|
||
time. The Flying Wall Smash will tear him apart if you catch him after
|
||
throwing a spell and leave him open for a quick throw.
|
||
|
||
vs. Champion #1:
|
||
|
||
The first champion is a good introduction to the computer's cheating. To
|
||
deal with him, use the two strongest kicks as hop kicks. You can catch him
|
||
from underneath. Don't try to follow-up with the throw or you'll end up
|
||
getting smacked by a few low weak kicks. The Flying Wall Smash will work about
|
||
35-40% of the time. The best way to deal with him quickly is the tornado/
|
||
ceiling ram combo, since you can hit him with it twice in quick succession
|
||
before needing to back off for your IS to replenish.
|
||
|
||
vs. Shark Champion:
|
||
|
||
The shark loves to counter the Flying Wall Smash with the fin move. Don't
|
||
use it unless you're comfortable with jumping over it. Don't jump straight up,
|
||
rather jump over it, trying to stay in the middle of the screen. When the
|
||
champ pulls back together, go for a quick throw. This battle will best be
|
||
fought in the air.
|
||
|
||
vs. Eagle Champion:
|
||
|
||
Don't try to meet his body launch with a Flying Wall Smash. Instead, keep
|
||
this fight in the air. The eagle's reach is a bear to deal with, but can be
|
||
stopped if met with aerial attacks. Beware his vertical "sawblade" strike.
|
||
Use a lot of hit and run, and use your Flying Wall Smash often, provided he
|
||
isn't going for it himself. If he begins after you've launched, you'll catch
|
||
him flush in the stomach. The tornado/ceiling ram is another good bet for this
|
||
champion.
|
||
|
||
vs. Tiger Champion:
|
||
|
||
His speed is impressive, but he's dumb. His aerial priority is seemingly
|
||
low, so go high often. When he uses his cartwheel attack, body launch. You'll
|
||
hit him every time. When he jumps in, block and throw. Keep up the pressure
|
||
with hit and runs and he's yours. Expect to trade a lot of blows though.
|
||
|
||
vs. Dragon Champion:
|
||
|
||
This is the real test of your mettle. He cheats so bad that it's very
|
||
difficult to stop him. His aerial priority is very high, so stay on the ground
|
||
as best you can. His fireballs can stop the Flying Wall Smash and he'll
|
||
usually strike with quick weak hits if you get close. Your best bet is to
|
||
block as best you can and try to catch him coming down from the air with a
|
||
Flying Wall Smash. Quickly go for the tornado/ceiling ram and you may get it.
|
||
Don't jump in, but try to take him out of the air with uppercuts and middle
|
||
punches. This will be the hardest opponent you face as Midnight.
|
||
|
||
|
||
Rax's Character Guide
|
||
by Dave Woodall
|
||
|
||
General Info:
|
||
|
||
Rax is one of the strongest offensive players in the game - only Trident
|
||
can match his sheer offensive strength. And given the slightest opening, he
|
||
can totally devastate his opponent. Luckily for Rax, it is impossible to
|
||
Insult and Block at the same time. When Insulted, immediately fire off a
|
||
"Lock and Load", then leap over *quickly* and give'em a "Toe Pounding" (close
|
||
C). Instant 45% damage! It feels soooooo good!
|
||
|
||
In most situations, use the strongest buttons - Z for punches and C for
|
||
kicks (of course in combination with leaps, crouches, etc.). I rarely use any
|
||
of the others except with Special Moves. Rax also has an amazingly fast Throw!
|
||
|
||
vs. Blade:
|
||
|
||
Blade is a major sucker for the Flying Downward Hit (U + F > Z). You can
|
||
easily win with this move alone, but that gets boring. An occasional Lock and
|
||
Load/Toe Pounding is fun, and when Blade does his Spin Kick, knock him off his
|
||
feet with an Afterburner Thrust (D > C). Blade's projectiles are slow moving,
|
||
and easily avoided by pressing D. For fun, finish him with Jet Knee Smash!
|
||
|
||
vs. Jetta:
|
||
|
||
Start every match by leaping away from Jetta. At this point, do one of two
|
||
things: 1) Fire off a Lock and Load and get ready to leap over for a Toe
|
||
Pounding if it hits, or 2) Wait for her to Phase. When she does, do a leaping
|
||
Z (U + F > Z) and 90% of the time she will meet you in mid-air. If all that
|
||
fails, she will jump over to you. At this point, IMMEDIATELY hold F and hammer
|
||
on Z. When she lands, you will do an instant Throw. Follow every Throw with
|
||
a leap back and a Lock and Load. About 50% of the time it will succeed!
|
||
|
||
vs. Larcen:
|
||
|
||
Larcen is pretty quick defensively, which makes it hard to get many moves
|
||
to connect. NEVER NEVER leap in on Larcen when he's on the ground! You will
|
||
not ever win that encounter. Basically, let Larcen come to you. When he does
|
||
the Ceiling Crawl/Drop, meet him at the top with a leaping Z. Or, if your
|
||
quick, fire off a Lock and Load and knock him down. Counter the Long Distance
|
||
Sweep or a leap with either a leaping Z or C. Watch out for the Grappling
|
||
Hook, because you can't block it. If you're close when he Insults, do a quick
|
||
Afterburner (D > C), then move in for a Throw. Also, use the Throw if Larcen
|
||
corners you.
|
||
|
||
vs. Midknight:
|
||
|
||
Midknight is also fairly easy - but more fun to defeat than Blade. The
|
||
basic moves are U + F > Z, and D > C. He's a sucker for both. NEVER do
|
||
either a Lock and Load or an Overload (A + C) - he will go for his Mist
|
||
Attack every time! Just leap to avoid the Mist. If he jumps in close,
|
||
do a quick Throw. You can also do repeated Throws if you corner him.
|
||
|
||
vs. Shadow:
|
||
|
||
Start every match with a leap away followed by a Lock and Load - most
|
||
likely, she will begin her match with Insults! If successful, leap over for
|
||
a Toe Pounding, and if not, wait. Block whatever she throws, and if she does
|
||
the Shadow Mode, wait a second, jump straight up and press D > Z coming down.
|
||
Counter her Twirling Fan Attack with an Afterburner (D > C), jump back and do
|
||
a Lock and Load.
|
||
|
||
vs. Slash:
|
||
|
||
Whatever you do, don't stay close to Slash! If you do, you're in for a
|
||
world of hurt. What I've found that works best is to get about 2/3 screen
|
||
length away, and slowly move forward. When he starts to walk, do a quick
|
||
Afterburner (D > C), and you'll catch him off guard every time. You can
|
||
repeat this until you back him into a corner, then leap to the opposite
|
||
corner and try a Lock and Load/Toe Pounding. Overloads will sometimes get
|
||
through, but he often bats them back. NEVER NEVER NEVER do an Overload
|
||
when Slash is close - if he bats it, you'll get it back! Ouch! Also,
|
||
you can counter a Running Head Butt with an Afterburner (D > C).
|
||
|
||
vs. Trident:
|
||
|
||
Trident blocks everything (almost :-). Start every match with 2 or 3
|
||
Overloads followed by a leaping Z. Trident has 3 ways to stun you, and
|
||
the worst of these is the Plasma Bolt. Don't get caught by this or you're
|
||
dead! To win a leap, you must beat Trident into the air, so more often
|
||
than not, leap away from him. If he leaps in close, do a quick Throw (hold
|
||
F, and hammer on Z). When he does an Advancing High kick or a Spinning
|
||
Trident, counter with an Afterburner (D > C) - this is the only time he
|
||
doesn't block it! Of course, counter an Insult with a Lock and Load.
|
||
|
||
vs. Xavier:
|
||
|
||
Xavier also is very good at blocking, and if you get close, he'll throw
|
||
you. He is also good at avoiding Lock and Loads, so use Overloads. Most
|
||
of the time, they'll get through. At this point, Xavier will do one of
|
||
three things: Insult, a new spell, or a leap. Counter the first two with
|
||
an Afterburner Thrust, or let him leap over you then leap away. When your
|
||
Inner Strength runs low, block Xavier's spells and wait for .75. If you
|
||
fire an Overload before a spell has past you, they will cancel each other,
|
||
so wait. Not a glamorous win, but it works.
|
||
|
||
vs. Champion #1:
|
||
|
||
Fight this one like Blade. Do lots of leaping Z's, and don't let up on
|
||
him. If you do, he'll go invincible or do a Special Move. If you do end
|
||
up on the other side of the screen and he insults you ("Fight!"), quickly
|
||
fire off a Lock and Load (effective about 40% of the time). Another thing
|
||
I've found effective against any of the Champions is if you happen to kill
|
||
one of them right next to you, do an Overload when the next starts to pull
|
||
himself together.
|
||
|
||
vs. Shark Champion:
|
||
|
||
Above all else, do NOT use Lock and Load or Overload! Like Midknight, this
|
||
one will always go into his "shark fin" attack. Use plenty of leaping Z's,
|
||
and stay in the air. He seems very good at blocking Rax's undercutting kicks
|
||
(bummer). If he goes into the "shark fin", jump the opposite direction he's
|
||
going and jump high. Or use any leap followed by Y for "extra air".
|
||
|
||
vs. Eagle Champion:
|
||
|
||
Try to catch this one on the ground and do a Lock and Load / Toe Pounding
|
||
combo. He doesn't block the Lock and Load very well!!! Do this twice and
|
||
you've got 90% damage on him! Other than that, try using well timed C kicks
|
||
and Throws if you're cornered.
|
||
|
||
vs. Tiger Champion:
|
||
|
||
Like the first Champion, use lots of leaping Z's. This guy reminds me of
|
||
Jetta, and you can fight him pretty much the same way - try to stay in the
|
||
air because you'll get pounded on the ground. If you get attacked on the
|
||
ground, block then Throw (if you can).
|
||
|
||
vs. Dragon Champion:
|
||
|
||
This guy reminds me of Trident with those @$)!($ fireballs. Jump over them
|
||
and try to get in a quick kick! Go for the ground assault: Afterburner
|
||
Thrusts (D > C), Lock and Load / Toe Poundings, and Overloads. Good Luck!
|
||
|
||
Shadow's Character Guide
|
||
by Dave Woodall
|
||
|
||
General Info:
|
||
|
||
Shadow isn't the strongest of the Eternal Champion characters, but she does
|
||
have some awesome Special Moves. The best of these is the Smoke Screen, since
|
||
you can control where you reappear. The pattern is very easy to remember:
|
||
|
||
upper left: X + Y Y + Z :upper right
|
||
lower left: A + B B + C :lower right
|
||
|
||
Most of the time, you can catch your opponent in the air with one of the upper
|
||
positions, and you'll damage them almost every time. For the remainder of the
|
||
guide, I'll just say "Smoke Screen", but this means to follow with one of the
|
||
above re-entry positions (the uppers are best, since you appear doing a kick).
|
||
Another useful move is the leaping A, since it will give you "extra air" and
|
||
can get you out a close spot very quickly.
|
||
|
||
vs. Blade:
|
||
|
||
Leaping C! That's about it. Fighting Blade is very much like Midknight.
|
||
Other than the leaping C, Flying Mines and Smoke Screens keep things
|
||
interesting. If you corner him, give him a Throw.
|
||
|
||
vs. Jetta:
|
||
|
||
Jump away at the start of every match. Let her Phase, and do a leaping C.
|
||
Repeat! Most of the time, you'll meet her at the top and win. If she jumps in
|
||
close, do a quick throw. You might as well, because if she does her Flurry
|
||
Kick, you can't block it anyway! Starting with a Shadow Mode isn't always very
|
||
effective since she moves around so fast it's hard to catch her. If she tries
|
||
a Choke Hold, do a Smoke Screen and wham her from behind.
|
||
|
||
vs. Larcen:
|
||
|
||
Play defensively against Larcen. He can hurt you in a hurry if you let him!
|
||
Keep your distance, but counter his offensive moves. If he does a Ceiling
|
||
Crawl, counter with a leaping C, or a Flying Mine if you're quick. A Smoke
|
||
Screen can also knock him off the ceiling. When Larcen calls you a Punk,
|
||
throw a Flying Mine at him. Counter a leap with a leaping Y and a Power
|
||
Sweep with a leaping C.
|
||
|
||
vs. Midknight:
|
||
|
||
You can win with only the leaping C!!! This fight is best kept in the air,
|
||
because Midknight will do that annoying Wall Smash otherwise. Don't throw
|
||
projectiles either because he will just get all Misty. The Smoke Screen is
|
||
also fun, and use a Throw if you get cornered. And don't use the Twirling
|
||
Fan Attack - he'll jump over it and attack from behind.
|
||
|
||
vs. Rax:
|
||
|
||
The toughest for me! (maybe because Rax is my main character). I like
|
||
to start with a Shadow Mode, and quickly hammer away with Y and Z punches.
|
||
Do a jump A (straight up) when he does his Jet Knee Smash (zooms across the
|
||
screen). If you are at one end of the playing area, he will stop right next
|
||
to you, and you can get 2 Throws in a row! (hold F and keep hammering on Z).
|
||
Use Smokes to catch him in the air, but don't do it when Rax is on the
|
||
ground, or you'll get thrown. Counter leaps with a leaping Y or Z.
|
||
|
||
vs. Slash:
|
||
|
||
Slash is a sucker for Flying Mines! 80%-90% they'll get thru - and they'll
|
||
always get thru if you can catch him doing a Running Head Butt. When he tries
|
||
a Power Thud, either leap in with Z, or Smoke to the side he's on. Starting
|
||
with a Shadow Mode (see Trident's description) also works well. Slash doesn't
|
||
jump much, but if he does, leap back with C.
|
||
|
||
vs. Trident:
|
||
|
||
Start every match with a Shadow Mode, get over to him fast, and hit him
|
||
repeatedly with Y and Z. If you're quick, you can do about 40% damage before
|
||
you come out of it! Trident loves to jump, and that's a fatal mistake when
|
||
playing against Shadow. Do a Smoke, then appear in the upper corner that
|
||
he's facing. Whamo! Flying Mines are also great if you can catch him in
|
||
the air. If cornered, Throw.
|
||
|
||
vs. Xavier:
|
||
|
||
Xavier is tough - he blocks everything. Like Trident, start every match with
|
||
a Shadow Mode. After that, just wait for him to try a spell, and either leap
|
||
over and kick him before he gets it off, or do a Smoke Screen and pound him
|
||
from an upper corner. Flying Mines only work against leaps, which he doesn't
|
||
do very often.
|
||
|
||
vs. Champion #1:
|
||
|
||
This guy is a lot like Blade. Use lots of leaping C's and Smoke Screens
|
||
to keep him off balance. If you move away from him, he'll go invincible or
|
||
throw the 5 "power balls". Don't give him the opportunity.
|
||
|
||
This is about as far as I've gotten with Shadow - I'll fill in more as
|
||
I get better, or if I get some good tips that pan out. Good luck!
|
||
|
||
vs. Shark Champion:
|
||
|
||
vs. Eagle Champion:
|
||
|
||
vs. Tiger Champion:
|
||
|
||
vs. Dragon Champion:
|
||
|
||
|
||
Slash's Character Guide
|
||
by David DAuria
|
||
General Info:
|
||
|
||
First of all, he's kind of slow. That's o.k. since he has one main
|
||
advantage: the club. The club gives him two main advantages: A long
|
||
reach and lots of power to damage with.
|
||
Now, here's some tips and tactics. First of all, learn to do the
|
||
ground thump.(That's y+z. He jumps way up into the air and drives his club
|
||
into the ground) It maybe be the slowest stunning move in the entire game,
|
||
but if your opponent is on the ground when you land he will be stunned.
|
||
(Even if he blocks. I'm not too sure how well this works on humans since
|
||
they'll probably try to knock you out of it instead of blocking. It may
|
||
be possible to fake a ground thump by jumping straight up and then just
|
||
knock them out of the sky as they try to prevent a thump that's never going
|
||
to come) This move is very effective when the computer is far away.(At mid
|
||
and close range, the computer will probably knock you out of it. This is
|
||
especially true of Jetta and Shadow. Their speed and jumping power make
|
||
this quite a dangerous move to attempt so be careful with it against them)
|
||
Another thing is that Slash is quite effective in up close battle. Just pound
|
||
away with your club, doing y and z shots. What's even better up close is his
|
||
"Batting Practice" throw. This is probably the easy throw to get started.
|
||
It a good idea to try to get in close for this throw, since you will be
|
||
successful quite often.(You do have to time your swing when your opponent
|
||
comes down. When they're about waist high is the right time to swing for
|
||
the fences.) Also, it seems to do more damage than any other throw.(These
|
||
2 factors are probably there to make up for the fact you have to time your
|
||
swing. BTW it's really a bad thing when you miss. Slash becomes so suprised,
|
||
He's stunned!) In the air, Slash has his z club swing. The good thing
|
||
about this is that if you jump back and do this, you reverse directions
|
||
and move toward your opponent. This can suprise many an opponent and
|
||
is quite damaging and effective. Finally, he has his declaw move.
|
||
He basically shoots a projectile at an opponent. I use this to keep
|
||
an opponent on his toes.(I'm not sure if this move can be used in a combo
|
||
or not)
|
||
Now, I'm not sure if Slash has any true combos. It seems that hitting
|
||
your opponent with y then z maybe a combo. He does have the thump and throw
|
||
combo.(Not a true combo but it is effective if timed right.) Basically
|
||
You stun your opponent with the thump. You then go for his throw.(And don't
|
||
miss it, against trident you'll probably lose if you miss) After you
|
||
hit him, go for another thump so that you land just after he gets up.
|
||
(You'll stun him and get to throw him again) Just keep this up as long
|
||
as you can.(Of course, if you throw him or her first, then go for the thump
|
||
when the get up trick.)
|
||
vs. Blade:
|
||
vs. Jetta:
|
||
vs. Larcen:
|
||
vs. Midknight:
|
||
vs. Rax:
|
||
vs. Shadow:
|
||
vs. Slash:
|
||
vs. Trident:
|
||
vs. Xavier:
|
||
vs. Champion #1:
|
||
vs. Shark Champion:
|
||
vs. Eagle Champion:
|
||
vs. Tiger Champion:
|
||
vs. Dragon Champion:
|
||
|
||
Trident's Character Guide
|
||
by Ryan D Hose
|
||
|
||
General Info:
|
||
|
||
Basically, he's a kicker. Use the strongest jumping kicks (jump and C) and
|
||
sweeps (Down and C) for most of the moves. But keep your finger on Z for
|
||
fireballs and flips. Awesome Combo - IS must be at full strength (or off).
|
||
Lob a fireball, and if it hits, continue. If not, don't. When the fireball
|
||
connects, walk up to your dazed opponent and do a Spinning Trident (XYZ).
|
||
Then, as soon as the person falls back, lob another fireball, which will hit.
|
||
Walk up, and throw your opponent. Then walk up and do a foot sweep.
|
||
Guaranteed to take off 80% of their energy.
|
||
|
||
vs. Blade: Same as Midknight.
|
||
|
||
vs. Jetta:
|
||
|
||
She was hard for a while until I realized something. If she
|
||
is just standing there (non-phased) you can jump towards her and do
|
||
either a kick (C) or hit (Z) and she'll jump into it every time. Watch
|
||
out when she's phased though, just turn on the stun shield and then do
|
||
the jumping again.
|
||
|
||
vs. Larcen: Same as Midknight.
|
||
|
||
vs. Midknight:
|
||
|
||
Just keep jumping at him and then try two or three sweeps. If none of
|
||
them knock him back, jump back and block before jumping back towards him.
|
||
|
||
vs. Rax: Same as Midknight.
|
||
|
||
vs. Shadow:
|
||
|
||
Jump back in the very beginning and wait for her to do one of these things
|
||
and react accordingly:
|
||
Throws shurkien, knife, bomb, star: Stand and Block
|
||
Jumps in the air towards you: Jump back
|
||
Jumps in the air towards you, then goes higher for a kick: Jump back,
|
||
and as she comes down, hit hard kick (C).
|
||
Teleports: Wait a second, then jump straight up and hard kick (C). Hit
|
||
the ground pressing down and (C) several times, then jump back.
|
||
Somersaults toward you: Fireball, then combo.
|
||
Anything else (rare): Back off and wait for one of these things.
|
||
|
||
vs. Slash:
|
||
|
||
Same as above, but watch out for thorns. Also, wait to jump at him until
|
||
he tries to do a ground pound. You can really mess him up that way.
|
||
|
||
vs. Xavier:
|
||
|
||
Keep a jump distance away from him. When his staff raises as he's about to
|
||
perform a move, jump in and kick (C) him, then sweep two or three times. The
|
||
sweeps probably won't land, and you might get thrown, but in the end you'll
|
||
win. If he keeps coming at you as you stay a jump distance away, lob a
|
||
fireball at him and then jump towards him with a kick (C).
|
||
|
||
vs. Champion #1:
|
||
|
||
Jump kicks work best. Use Jetta's pattern.
|
||
|
||
vs. Shark Champion:
|
||
|
||
Same as First, but beware the bubble he throws and the Electric Fin.
|
||
|
||
vs. Eagle Champion: Same as Tiger.
|
||
|
||
vs. Tiger Champion:
|
||
|
||
Same as Jetta, but use fireballs sometimes too. Stun shield is good here.
|
||
|
||
vs. Dragon Champion:
|
||
|
||
The toughest one. Use stun a lot. Don't try to jump kick him - he's
|
||
too fast.
|
||
|
||
|
||
Xavier's Character Guide
|
||
by Jason Adams
|
||
|
||
General Info:
|
||
|
||
|
||
vs. Blade:
|
||
|
||
Same opening round instructions as for Jetta. This sucker always jumps!
|
||
His jump is too slow to get him over the Spinning Cane Attack, but if for some
|
||
reason he does get over it, and comes in with his lightning bolt, you're in for
|
||
a world of hurt. You'd better block like nobody's business. The snake does
|
||
quite nicely against his shield.
|
||
|
||
vs. Jetta:
|
||
|
||
Ever noticed how pissed someone gets when they're going for a ceiling grab
|
||
and you do the switch thing on them? Very easy to cheese Jetta. If you can
|
||
throw her once, then you can just walk up and throw her again and again while
|
||
she's getting up. Always start out a first round against a computer Jetta with
|
||
a jumping fierce punch. She always jumps first thing first round. Second
|
||
round she phases first thing. Jump in again, again with the fierce punch (to
|
||
guard against the freak occurence of something other than her Phasing). She'll
|
||
block it as you're coming in. This situation screams THROW!!!!! That'll knock
|
||
her out of phase. The rest is cake.
|
||
|
||
vs. Larcen:
|
||
|
||
Can be a problem if you let him. If he does the Ceiling Crawl a forward jump
|
||
in conjunction with a fierce punch will dissuade him from doing anything else.
|
||
If he is coming down the same will work, but if you're that late in doing it
|
||
you're probably not quick enough to jump before you're hit. The light punch
|
||
works well on larcen, as well as the light kick. They also work well in
|
||
tandem.
|
||
|
||
vs. MidKnight:
|
||
|
||
Well, what can I say? This guy's a sucker for the Spinning Cane Attack.
|
||
I think that the fierce punch borders on cheese when fighting MidKnight. In
|
||
a fight with everyone's fav. vamp. stay mid-range. Don't get close, because
|
||
he's got the crouching double punch and a wide variety of other totally
|
||
devastating moves from the inside. Using Xavier I have a lot of luck throwing
|
||
MidKnight right after he comes out of the Wall Smash. And that's the only
|
||
thing the Spinning Cane Attack can't stop.
|
||
|
||
vs. Rax:
|
||
|
||
Don't stand near Rax when you knock him down, or it's throw-slam city.
|
||
Otherwise, his sliding crouching punches and kicks are best met with a medium
|
||
crouching kick right after your block. I don't usually use the fierce punch
|
||
in this situation for one reason. If the first hit knocks rax down, then he's
|
||
gonna throw you through the second hit. The cyber kick and punch are painfully
|
||
obvious from the telltale sound and windup, so they're no problem to avoid.
|
||
|
||
vs. Shadow:
|
||
|
||
It's basically just a game of keep-away. Make sure you stay clear of her at
|
||
all times. The standard wait a couple of seconds and then jump routine works
|
||
when she has disappeared, but I would also say to use a jumping (fierce?)
|
||
punch, the one that helicopters the staff above your head. This way when she
|
||
comes from the top corners of the screen she'll catch a staff in the legs.
|
||
For her cartwheel thing, charge a snake in the air while jumping over her.
|
||
If not, the Spinning Cane Attack always hits for some damage when you land.
|
||
|
||
vs. Slash:
|
||
|
||
You don't even have to be awake during this fight!! Slash is one of the most
|
||
pitiful players EVER DEVELOPED against someone with a long-range attack. Using
|
||
Xavier's Spinning Cane Attack, you shouldn't even get scratched. He shouldn't
|
||
get closer than a cane's length. You can also win by just pressing Z over and
|
||
over. Doesn't matter, he's dead either way.
|
||
|
||
vs. Trident:
|
||
|
||
There are two big dont's against Trident:
|
||
1) Don't ever let him get in close.
|
||
2) Don't ever eat a plasma ball.
|
||
You can't stress these enough. Let number two happen with a player who knows
|
||
what he is doing and you are DOL (dead on landing). Stay medium range so that
|
||
a Spinning Cane Attack can cancel a fireball, but don't eat one at medium range
|
||
or even a novice can get in and do the grand-slam. Don't jump. Don't rush in. Don't do anything except press the fierce punch, jump straight up and press the
|
||
fierce punch, or jump forward and press the fierce punch in response to
|
||
Trident's moves.
|
||
|
||
vs. Champion #1:
|
||
vs. Shark Champion:
|
||
vs. Eagle Champion:
|
||
vs. Tiger Champion:
|
||
vs. Dragon Champion:
|
||
|
||
ETERNAL CHAMPIONS MISCELLANEOUS NOTES
|
||
-----------------------------------------
|
||
|
||
1) Yes, the computer cheats. The most obvious form of cheating is when
|
||
the CPU performs Special Moves when it has NO Inner Strength. Some
|
||
also believe that it cheats by blocking player attacks more effectively
|
||
than possible, and by "breaking through" player's valid blocks. But
|
||
these are difficult to prove. Sega only admits to I.S. cheating.
|
||
|