572 lines
18 KiB
Plaintext
572 lines
18 KiB
Plaintext
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ETERNAL CHAMPIONS FAQ
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version 0.2
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by Adam Rixey
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GENERAL INFORMATION
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===================
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This FAQ is meant to be an all-in-one guide to the Sega Genesis game
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Eternal Champions. Although rather sparse at the moment, I hope to add
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much more text in the future - more information about the special moves,
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information about the Overkills, all of the characters' endings, strategy
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guides, etc. Don't send me information just yet - I still have a lot
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more to type in and I don't need to be inundated with mail right away.
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I'll probably ask for help sometime in the near future.
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REVISION HISTORY
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================
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1/18/94 - version 0.1: Began writing this.
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1/22/94 - version 0.2: Released to the public (netnews.rec.games.sega)
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THE STORY
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=========
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Welcome to my chamber. I am the Eternal Champion, keeper of this vast
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fighting complex. It exists in a place and time corrupted by centuries
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of misuse and destruction.
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My purpose in this grand scheme is to maintain the balance between
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good and evil, light and darkness, hope and despair.
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Now this balance has been lost and the very fabric that holds the
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world together will be torn apart.
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Your future, my present, has been destroyed by a cruel and unjust
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twist of fate.
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Nine individuals from various periods in time were killed before their
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lives could affect this dark existence.
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I have observed each of their short lives and have been powerless to
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stop the chaos.
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I have spent the centuries harnessing my power for this very moment.
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I am the pur and untouched energy of all the great martial arts masters
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that have lived before me. Their skill, wisdom, knowledge and
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inner-strength are at my command.
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Even with the force of their collective powers, I can only reward one
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of the nine individuals with the gift of life. Any of them can have an
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equally profound effect on the future. For this reason, the contest
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must take place.
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At the end of this contest, only one will remain. The victor will be
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returned to life a few seconds before his death, allowing him to avoid
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the past with the knowledge to change the future.
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Only one may live so that balance may again be achieved.
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Let the contest begin. . .
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MOVES LISTS
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===========
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I haven't yet had a chance to sit down and figure out how much Inner
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Strength the special moves use (and I know that Dave Woodall is doing
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something similar), but that information will be in a later version of
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this FAQ. Another note about Inner Strength - you can have more than it
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shows on the screen. I think that it updates relatively smoothly - if
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you're Trident and you see your second quarter-circle appear, if you
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wait half of the amount of time it would take for the next quarter-circle
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to appear, you can safely do a fireball or ground-slide (normally you
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need three-quarters of a circle to do the move).
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Please not that all moves relating to range are my opinion and my
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opinion only. Since this list was not all compiled at once, there may
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be some variations in range between characters. Certainly, Jetta's long
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range is likely to be different from, say, Xavier's long range. I've
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also only put ranges where they're really applicable. On moves such as
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RAX's mid-air spin or Jetta's thing where she pulls her arms down, there
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really isn't any range - it'll only hit if the opponent touches you. I'm
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also not too up on my combat terminology - punches are punches and I
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can't always describe all the moves easily (Blade's ducking C kick, for
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instance). If you know technical names for moves, send them to me.
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The following notation is used throughout the move guide:
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X = Straight Punch
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Y = Lunge Punch
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Z = Swing Punch
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A = Snap Kick
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B = Thrust Kick
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C = Wheel Kick
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CB = Charge Back (away from opponent)
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CD = Charge Down
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F = Forward
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(xxs) = hold for xx seconds
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x-y = do x then y
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x+y = do x and y at the same time
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Throwing information:
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When in close range, for all characters except Slash, if you press
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forward and Y or Z you will throw your opponent forwards. If you press
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backwards and Y or Z you will throw your opponent backwards.
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BLADE
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-----
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Standing:
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X = Forward punch, long range
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Y = Backhand, mid range
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Z = Overhead hammer then two punches, very long range
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A = Forward kick, long range
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B = Slide forward then forward kick, long range
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C = High roundhouse, long range
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Ducking:
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X = Elbow, very short range
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Y = Two-handed punch, long range
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Z = Forward punch, long range
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A = Forward kick, mid range
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B = Low kick then forward kick, mid range
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C = Hand-planted high kick, long range (knocks opponent over)
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Standing, close range:
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X = Double overhead hammer
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Y = Backhand to face / throw
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Z = Double face punch / throw
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A = Knee to stomach
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B = Knee to stomach
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C = Stomach kick
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Jumping vertically:
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X = Forward punch, long range
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Y = Forward punch, long range
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Z = Forward punch, long range
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A = Forward kick, very long range
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B = Forward kick, long range
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C = High roundhouse kick, long range
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Jumping diagonally:
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X, Y, A, B = Same as vertical jump
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Z = Forward punch, mid range
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C = Lightning bolt kick (always propels you forward)
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Special moves:
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CB(.5s)-F+Z = Stun Beam
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X+Y+Z = Personal Shield
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CB(.5s)-F+X+Y = Tracking Blade
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CB(.5s)-F+Y+Z = Straight Blade
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A+B = Projectile Containment Field
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A+B+C = Wild Fury Attack
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A+C = Backfire
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CB(.5s)-F+C = Power Drain
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X+Z = Insult
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JETTA
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-----
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Standing:
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X = Forward punch, short range
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Y = Forward punch, mid range
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Z = Forward punch, long range
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A = Forward kick, long range
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B = Low kick, mid range
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C = Cartwheel forward (about 1/4 screen length)
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Ducking:
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X = Backwards flip, long range and also high (about 1/4 screen length)
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Y = Swing arms down from over head (move name?)
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Z = Uppercut, short range
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A = Flip back, then propel self forwards (about 3/4 screen length)
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B = Same as standing B kick
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C = Roundhouse low kick, short range
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Standing, close range:
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X = Face slap
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Y = One-two punch / throw
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Z = Face punch / throw
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A = Shin kick
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B = Multiple kicks (up to four hits)
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C = Head kick (up to two hits)
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Jumping vertically:
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X = Forward punch, short range
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Y = Forward punch, mid range
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Z = Spin around
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A = Roundhouse low kick, long range
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B = Roll into ball
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C = Forward kick, mid range
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Jumping diagonally:
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X = Swing arms down from over head
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Y = Same as vertical jump
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Z = Dive forward (always propels self forwards, can add extra height)
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A = Low kick, mid range
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B = Forward kick, long range
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C = Low kick, mid range
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Special moves:
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CB(.5s)-F+Z = Flying Choke Hold
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X+Y+Z(1s) = Phase
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A+C(.5s) = Resonate (while Phased)
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CD(1s)-U+A = Ricochet left
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CD(1s)-U+C = Ricochet right
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CB(.5s)-F+X = Bladerang (1 hit)
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CB(.5s)-F+Y = Bladerang (2 hit)
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CD(1s)-U+Y = Ceiling Grab
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C = Death Dive (after Ceiling Grab)
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A+B = Spin left
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B+C = Spin right
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X+Z = Insult
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LARCEN
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------
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Standing:
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X = High punch, mid range
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Y = High punch, mid range
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Z = Forward punch, long range
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A = Knee forward (about 1/4 screen length)
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B = Forward kick, long range
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C = High roundhouse kick, mid range
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Ducking:
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X = Forward punch, mid range
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Y = Forward punch, mid range
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Z = High punch, close range
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A = Low grappling hook, very long range (knocks opponent over)
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B = Low kick, mid range
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C = Low roundhouse & slide forward
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Standing, close range:
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X = Face slap
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Y = Face punch / throw
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Z = Face punch (can hit twice) / throw
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A = Foot stomp
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B = Head kick
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C = Leg sweep (knocks opponent over)
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Jumping vertically:
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X = Forward punch, long range
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Y = Low punch, close range
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Z = High punch, close range
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A = Knee thrust, close range
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B = High kick, close range
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C = Roundhouse high kick, long range
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Jumping diagonally:
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X, Y, A = Same as vertical jump
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Z = Rising punch, range from close to mid to close
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B = Forward kick, long range
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C = Low kick, long range
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Special moves:
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U+A = Backwards flip (doesn't use inner strength)
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CD(1s)-U+C = Ceiling Crawl
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D+Y or D+Z = Ceiling Drop (after Ceiling Crawl)
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A+C = Air Sweep
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CB(.5s)-F+Z = Long Distance Sweep
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A+B+C(1.5s) = Power Sweep
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CB+X = Reflect Back Projectile
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CB(.5s)-F+Y = Sai Throw
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X+Y+Z = Swinging Hammer Fist
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X+Z = Insult
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MIDKNIGHT
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---------
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Standing:
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X = Forward punch & slide forward slightly, mid range
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Y = Forward punch, long range
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Z = Forward punch followed by high claw, can hit twice
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A = Forward kick, long range
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B = Spin forward followed by high and mid kick, can hit twice
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C = High kick, mid range
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Ducking:
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X = Forward then high punch, close range, can hit twice
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Y = Uppercut & slide forward slightly, close range
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Z = Uppercut & slide forward (twice as far as Y), mid range
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A = Forward kick, mid range
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B = Lie on back and kick legs, mid range (knocks opponent over)
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C = Whirlwind spin forward (about 1/3 screen length)
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Standing, close range:
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X = Multiple punches, can hit twice (three times?)
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Y = Multiple punches, can hit three times / throw
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Z = Multiple punches, can hit three times / throw
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A = Head kick
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B = Head kick
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C = Head kick
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Jumping vertically:
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X = Forward punch, close range
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Y = Uppercut
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Z = Forward punch, close range
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A = High kick, close range
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B = High kick, mid range
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C = Roundhouse kick followed by forward kick, mid range
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Jumping diagonally:
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X = High punch, close range
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Y = Wave hands around, very close range
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Z = Low punch, very close range
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A = Forward kick, mid range
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B = High kick, mid range
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C = Forward kick, mid range (can achieve extra height)
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Special moves:
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F+X+Y+Z = Life Drain (throwing range)
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CD(.5s)-U+C = Ceiling Ram
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X+Y+Z = Bedazzle
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A+B+C = Dispel
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A+C = Mist Attack
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CB(.5s)-F+Z = Flying Wall Smash
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F+A+B+C = Overhead Stomach Punch (throwing range)
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X+Z = Insult
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- AkR
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- ar2w@andrew.cmu.edu
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RAX
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---
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Standing:
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X = Forward punch, close range
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Y = Forward/low punch, long range
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Z = Forward punch, mid range
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A = High kick
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B = Forward kick
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C = High kick
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Ducking:
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X = Forward punch
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Y = Uppercut
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Z = Rocket punch (about 3/4 of screen)
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A = Low kick
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B = Shin kick (slides forward slightly)
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C = Rocket low kick (about 1/2 of screen)
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Standing, close range:
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X = Elbow to face
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Y = Elbow to face / throw
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Z = Neck punch / throw
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A = Knee to groin
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B = Knee to stomach
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C = Repeatedly kick face
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Jumping vertically:
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X = Forward punch, mid range
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Y = Uppercut
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Z = Spin around
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A = Forward kick, long range
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B = Spin kick, long range
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C = Ignites foot rockets
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Jumping diagonally:
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X, Z = Same as vertical jump
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Y = Uppercut with thrusters on, can achieve extra height
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A = Knees first
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B = Low kick, mid range
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C = Thrusters on, feet first (always propels you forward)
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Special moves:
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A+B = Lock and Load
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CD(.5s)-U+B = Air Jets
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X+Y+Z = Cyber Punch
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A+B+C = Cyber Kick
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CB(.5s)-F+C = Jet Knee Smash
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A+C = Overload
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CB(.5s)-F+A = Turbine
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X+Z = Insult
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SHADOW
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------
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Standing:
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X = Single punch, close range
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Y = Single punch, slightly longer range than X
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Z = Single punch, same range as Y
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A = Forward kick
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B = Forward kick, same range as A
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C = Spin kick, slightly less range than A or B
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Ducking:
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X = Single punch, close range
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Y = Single punch, very slightly longer range than X
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Z = Roll forward then punch
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A = Kick forward, close range
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B = Spin in place, close range (might hit behind you as well)
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C = Roll forward then kick
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Standing, close range:
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X = Elbow
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Y = Chest punch / throw
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Z = Neck punch / throw
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A = Shin kick
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B = Head kick
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C = Roundhouse head kick
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Jumping vertically:
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X = Forward punch
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Y = High punch
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Z = Low punch
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A = High kick (can hit low or mid as it moves up)
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B = Forward kick
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C = Spinning kick
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Jumping diagonally:
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X, Y, Z, B, C = Same as vertical jump
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A = Roll into ball, can achieve extra height
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Special moves:
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A+B+C(3s) = Shadow Mode
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CB(.5s)-F+A = Twirling Fan Attack
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CB(.5s)-F+B = Double Twirling Fan Attack
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CB(.5s)-F+C = Triple Twirling Fan Attack
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CD(.5s)-U+B = High Jump Angle Kick
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X+Y+Z = Smoke Screen
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A+B = Warp Left Corner \
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B+C = Warp Right Corner \ After doing Smoke Screen
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X+Y = Warp Left Ceiling Corner /
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Y+Z = Warp Right Ceiling Corner /
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CB(.5s)-F+X = Slow Shuriken
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CB(.5s)-F+Y = Fast Shuriken
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CB(.5s)-U+F+X = Slow Knife
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CB(.5s)-U+F+Y = Fast Knife
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CB(.5s)-D+F+X = Slow Smoke Bomb
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CB(.5s)-D+F+Y = Fast Smoke Bomb
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CB(.5s)-F+Z = Flying Mine Uzume-Bi
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A+B = Short Flying Step Tobi Ashi
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B+C = Medium Flying Step Tobi Ashi
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A+C = Super Flying Step Tobi Ashi
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X+Z = Insult
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SLASH
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-----
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Standing:
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X = Upwards club swing, mid range
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Y = Downwards club swing, mid range
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Z = Forwards club swing, very long range
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A = Low kick, long range
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B = High/low kick, mid range (can hit twice)
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C = Flip forwards (about 1/4 screen distance)
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Ducking:
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X = Forward claw, short range
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Y = Forward club thrust, long range
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Z = Club spin, long range (can hit twice, 2nd swing knocks opponent
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down)
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A = Low kick, short range
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B = Forward kick, mid range
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C = Same as ducking Z
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Standing, close range:
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X = Neck punch
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Y = Neck punch / beat on head if pressing forward & have Inner
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Strength
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Z = Face punch / toss up into air if pressing forward, any button to
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swing bat (do it when opponent at head level)
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A = Stomach kick
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B = Shin kick
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C = Groin kick
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Jumping vertically:
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X = Upwards club swing, close range
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Y = Downwards club swing, mid range
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Z = Forwards club swing, long range
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A = Knee forward, close range
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B = Low kick, mid range
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C = Low kick, mid range
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Jumping diagonally:
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X = Forward claw, short range
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Y = Forward club thrust, short range
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Z = Overhead club swing, mid range (always propels you forward)
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A = Forward club thrust, short range
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B = Forward club thrust, short range
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C = Same as vertical jump
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Special moves:
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X+Y+Z = Massive Club Swing
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A+C = Double-Footed Swing Kick
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CB(.5s)-F+Z = De-Claw
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Y+Z = Power Thud Club Swing
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F+Y = Spinal Crush
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CB(.5s)-F+C = Running Head Butt
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X+Y = Bat Back Projectile
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X+Z = Insult
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TRIDENT
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-------
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Standing:
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X = Forward stab, mid range
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Y = Forward stab, long range
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Z = Trident slash in large arc, mid range
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A = Flip kick, mid range
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B = High kick, mid range
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C = High kick followed by high sliding kick (about 1/3 screen length)
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Ducking:
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X = Forward punch, close range
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Y = Forward stab, mid range
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Z = Roll backwards (about 1/3 screen length)
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A = Forward kick, mid range
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B = Same as standing A
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C = Low kick, mid range (knocks opponent over)
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Standing, close range:
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X = Face punch
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Y = Neck punch / throw
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Z = Uppercut / throw
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A = Stomach kick
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B = Head kick
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C = Two head kicks
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Jumping vertically:
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X = Upward slash, close range
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Y = Downward slash, mid/close range
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Z = Trident uppercut
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A = High then low kick, mid range
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B = Knee/trident forward, close range
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C = Forward kick, mid range
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Jumping diagonally:
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X = Forward punch, close range
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Y = Same as vertical jump X
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Z = Same as vertical jump Y
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A = Low kick, close range
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B = Low kick, very close range
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C = Forward kick, long range
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Special moves:
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X+Y = Depth Charge Field
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Y+Z = Bio-Drain Field
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A+B = Bio-Stun Field
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B+C = Repulser Field
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X+Y+Z = Spinning Trident
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CB(.5s)-F+Y = Sliding Spinning Trident
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CB(.5s)-F+Z = Plasma Bolt
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A+B+C = Liquid Mode
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X+Z = Insult
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XAVIER
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------
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Standing:
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X = Forward cane thrust, mid range
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Y = Overhead cane smack, mid range
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Z = Forward cane twirl, godlike range (about 1/2 screen length)
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A = Low kick, close range
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B = Forward kick, close/mid range
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C = High kick, mid range
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Ducking:
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X = Forward then high cane jab, mid range
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Y = Slide forward slightly & spin around, mid range
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Z = Low cane jab then slide forward & forward jab (about 1/4 screen
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length)
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A = Low kick, close range
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B = Cane propels you forward, low kick (about 1/4 screen length,
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knocks opponent over)
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C = Roundhouse low kick, close range (knocks opponent over)
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|
Standing, close range:
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|
X = Cane slashes, can hit three times
|
|
Y = Chest jab with cane / throw
|
|
Z = Face jab with cane / throw
|
|
A = Face smack with cane followed by knee to stomach
|
|
B = Head kick followed by cane smack, can hit two (three?) times
|
|
C = Two-footed kick to stomach
|
|
Jumping vertically:
|
|
X = Low cane jab, close range
|
|
Y = Forward cane jab, mid range
|
|
Z = Overhead cane twirl
|
|
A = Two-footed forward kick, mid range
|
|
B = High kick, close range
|
|
C = High kick followed by low kick, close range
|
|
Jumping diagonally:
|
|
X, Y, A, B, C = Same as vertical jump
|
|
Z = Forward cane twirl, close range
|
|
Special moves:
|
|
CB(.5s)-F+Z = Dragon Trap
|
|
CB(.5s)-F+X = Snap Back
|
|
X+Y+Z = Identity Change
|
|
CB(.5s)-F+Y = Midas Touch
|
|
A+B+C = Attack & Smack
|
|
X+Y = Swap Spell
|
|
A+C = Confusion Spell
|
|
X+Z = Insult
|
|
|
|
RUMOURS/HIDDEN THINGS
|
|
=====================
|
|
Yes, I know about the Overkills. Yes, I know how to do all the Overkills.
|
|
Until I can do all of them consistently though, I'm not putting them in
|
|
(there's about two that I can't get reliably).
|
|
|
|
During one game session (i.e. - while the cartridge was on), everytime
|
|
Slash would bat back a projectile, he would gain back about 5 pixels of
|
|
health. This happened both in the Battle Room and in two-player fight
|
|
mode, and for any kind of projectile. Slash was player one. We've been
|
|
completely unable to replicate this effect, though, and don't know if it
|
|
was just a feature or if there's a way to make it happen consistently.
|
|
|
|
THE ETERNAL CHAMPION
|
|
====================
|
|
Losing message:
|
|
|
|
Your performance has disappointed. You are not worthy to live beyond
|
|
the life that fate dealt you. I have no choice except to return you to
|
|
your death. This outcome was not as I had planned.
|
|
|
|
I doubt I have the energy to bring the others back for another
|
|
contest. The world is lift with little chance.
|
|
|
|
I must return to my meditation chamber and see if there is a way to
|
|
avert the certain disaster that awaits the future. You have failed and
|
|
because of this the future is in doubt. My time is over. . .
|
|
|
|
And so is yours. . .
|
|
|
|
|
|
- AkR
|
|
- ar2w@andrew.cmu.edu
|
|
|
|
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|