1090 lines
49 KiB
Plaintext
1090 lines
49 KiB
Plaintext
ETERNAL CHAMPIONS OPPONENT STRATEGIES
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BLADE:
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1. Blade moves slowly, and has no way to travel quickly across the
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screen. When far, he'll usually throw a Tracking Blade or Stun
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Beam which you can block. Up close, he'll try a Wild Fury Attack,
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or a Throw.
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2. To beat Blade, just move in *quickly*, and attack. But don't stay
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too close when you've finished. Jump away, then advance again.
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JETTA:
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1. Jump kick her. Usually she'll jump into it. If she Phases, do a
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quick jump kick. She should run into that too. She's also
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susceptible to repeated throws.
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2. Don't let Jetta corner you - especially when Phased. You will get
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pounded no matter how much you block. If you get out of the leap
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and hit cycle, back away and try to start it again.
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LARCEN:
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1. Never, never leap into Larcen when he's on the ground. He will do a
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Flip Kick and damage you every time. When he's in the air or on the
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ceiling though, he's fair (and easy) game.
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2. Larcen is also very quick to block, so the best way to attack him is
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by waiting until he attacks you. Determine how he's coming at you,
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then go for an exposed spot. For example, if he's coming with a
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punch, counter it with a sliding low kick.
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MIDKNIGHT:
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1. Like Jetta, Midknight will almost always counter a leap with a leap.
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Determine which leap is effective for your character (ie. the Flying
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Downward Hit for Rax) and repeat.
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2. Midknight will also do a lot of Flying Wall Smashes and Mist Attacks.
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Learn to recognize the early frames of these animation sequences, and
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jump over him when he attempts them. He will do them when far away.
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RAX:
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1. When far away, Rax will almost always try a Jet Knee Smash. Learn to
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see this one coming, and jump over it. Otherwise, you'll be cornered
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and prone for some pounding. Also, when he starts his Lock and Load,
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jump straight up, and the projectile will go into the air instead of
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you. If you get stunned by it, he'll jump over and do a toe pounding.
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2. Rax is very strong offensively, so you can't stay too close. Go for
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moves where you move in quickly and strike. Try to keep him blocking,
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let up (block/jump back) then strike again.
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SHADOW:
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1. Shadow is easy to beat once you figure out her pattern. The trick is to
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stay away from her. Preferably on the other side of the screen. Jump
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over anything she throws at you. Pretty soon, she'll get tired of
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throwing things and will disappear. Wait around 2 seconds and jump
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straight up. She should appear right next to where you were standing
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before and attack. The attack will miss because you're in the air.
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Once you land, immediately throw her and/or get back to the other side
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of the screen.
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2. When she goes into a long move (like the Twirling Fan Attack) jump
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over her and kick or throw her from behind. Low undercut kicks are
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also a good frontal counter for these attacks.
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SLASH:
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1. Slash has a very easy pattern. He'll throw a few Claws then try to
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do a Power Thud. Block or jump the Claws then jump at him when he
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starts the Power Thud. With Xavier, just press Z until he drops!
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2. A Running Head Butt can be countered with a low undercut kick.
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3. Trick Slash into walking towards you, then do a low undercut kick.
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TRIDENT:
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1. Trident blocks everything (very frustrating!). If you avoid him,
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he'll try to stun you with Plasma Bolts. These are easy to see
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coming and to block (unless you're unlucky and he catches you in
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the middle of something or in the air).
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2. If cornered, Trident will either Throw you or do a Spinning Trident
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which is very damaging. Don't let this happen!!!
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3. The best offense is to do some type of long distance special move,
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and avoid him the rest of the time. Sometimes a low undercut kick
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will get through, but if not, jump back immediately!
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XAVIER:
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1. Be careful about getting close to Xavier, because you will be
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thrown.
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2. When Xavier starts to do a spell, he will hold his cane straight up.
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Jump forward immediately when you see this, and you will dodge the
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spell he's fired at you. This is usually the best time to attack.
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CHAMPION:
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1. You have to beat the Eternal Champion 5 times. After the first, he
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will reincarnate himself from one of four images on the windows, and
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you will be given about a third of your life bar restored. These
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matches are not timed - it's to the death - and you have to beat all
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5 with one life (you get 2 chances).
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2. Only attack the Champion when he's not flashing, and avoid or block
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everything that he throws at you. Stay out of range, and learn which
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kind of leaps and advancing attacks are effective for your character.
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ETERNAL CHAMPIONS OVERKILL LIST
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-----------------------------------
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GENERAL RULES:
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1) Overkills only work in the fight which will cause you to win (or
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lose) the match.
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2) Overkills only work if your last hit does more than 13% damage.
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Consult your manual for the appropriate moves, or just use a throw.
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3) Overkills are BACKGROUND DEPENDENT. This means every character can
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do all the fatalities, and that every player therefore may want to
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learn all of em.
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4) Overkills occur when the first 3 criteria are satisfied, and when the
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loser lands on the magic spot on the background.
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**************************************************************************
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BLADE'S STAGE:
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Landing Position:
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The Loser must land centered at the bottom of the huge fan.
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Effect:
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Loser gets sucked into the fan, sliced up, leaving only a trademark
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item behind.
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JETTA'S STAGE:
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Landing Position:
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The Loser must land in the middle of the gate.
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Effect:
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An earthquake occurs, and the loser falls into the fiery hole
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to his/her death.
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LARCEN'S STAGE:
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Landing Position:
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The Loser must land a touch to the left or right of the ticket booth.
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Effect:
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The Loser gets gunned down by a passing car, then again left to
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right, while blood flies out of the loser everytime the bullet trail
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hits the loser.
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MIDKNIGHT'S STAGE:
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Landing Position:
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Starting from in front of the hut to the left (the shorter part),
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finish the opponent so he/she bounces to the right and lands in front
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of the cow.
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Effect:
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The helicopter will launch a missile at the loser, blowing him up
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and leaving charcoal briquettes behind.
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RAX'S STAGE:
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Landing Position:
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The Loser must land just to the right of the dragon statue.
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Effect:
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Some UFO robots fly onto the scene, freezing the enemy and then
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stattering the loser-si-cle. Then a vacuum robot cleans up the
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remains.
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SHADOW'S STAGE:
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Landing Position:
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The Loser must land centered on the second letter from the left.
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Effect:
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Loser will fly into the letter, be electrocuted with lots of blood,
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explode, and drop an eyeball onto the ground.
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SLASH'S STAGE:
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Landing Position:
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The Loser must land roughly one body length away from the far left
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or right of the background.
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Effect:
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The loser gets dragged off-screen by a dinosaur that you can't see
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(yet). The dinosaur then moves on-screen while chewing happily on
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the loser. Finally, a trademark item is spit out of his mouth.
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TRIDENT'S STAGE:
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Landing Position:
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The Loser must land directly below the statue in the right half of
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the background (the statue with the water spout). It has also been
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seen in front of the big rock located on the left side of the area,
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and centered in front of the sky city in the background.
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Effect:
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Three vines slowly wrap the loser up, then pull him/her under.
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A big series of splashes, followed by bubbles, lead up to a pool
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of blood where the loser fell.
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XAVIER'S STAGE:
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Landing Position:
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The Loser must land centered in the fire.
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Effect:
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The loser will be slowly burned to death, arms flailing, leaving
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behind a skeleton. The skull then falls to the ground.
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Larcen's Character Guide:
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by Chris Schneider
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General Info:
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So you want to play Larcen, eh? Excellent call. He's got a very good mix
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of speed, power, and defense. Combine that with what I think is the easiest
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throw in the game and you've just become a walking weapon. I've only got one
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combo to mention and it has become the mainstay of my Larcen arsenel. Use
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a leaping "C" kick and as soon as you hit the ground, go for a sweeping "C",
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and immediately jump forward again with a second leaping "C". Somewhere in
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the course of that flurry, you're probably going to get a shot or two (or
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three) in. Beyond that combo, I generally fight with what I call the "In
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yo' face" style, leaping over opponents and striking as often with "C" kicks
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and "Z" punches as possible. The opponent often has no chance to open up any
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offense or perform any charge moves.
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Your opponent can't get much off with you constantly in his
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or her face. Leap over your opponent with kicks and punches and keep the
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pressure up when you land. Vary your attacks high and low and above all,
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don't let up. When you throw, always use the "Y" throw. It's quicker and
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equally as effective as the "Z" one. If you get the opponent hurt and you fear
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jumping in, throw a sai. With a full IS load, you can throw 3 sais before
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needing to rest. Also, when throwing sais, it is easy to get into the air with
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a leaping kick right behind the weapon. They'll block the sai, but usually not
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the kick.
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vs. Blade:
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This is the epitomy of "In yo' face". Jump in from the get-go.
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You can get three easy leaping kicks because Blade will jump up. After any
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of them, you can elect to stay on the ground and walk up to him. As soon as
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he gets up, throw him. Back off and repeat the kick/throw as necessary.
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If he throws a tracking blade, it is usually possible to jump in and catch
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him with a leaping kick before the blade gets you, effectively killing it.
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vs. Jetta:
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You can bait Jetta into the air just like Blade. Just throw your
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kicks/punches early and she won't touch you. Jetta is very easy to throw, so
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exploit that. If she does her back hand spring (the one where she then jumps
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back at you) jump back and use a leaping "C". She'll jump into it every time.
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be ready to block if you can't stop that back hand spring, because her
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favorite combo is that with a rapid series of kicks. Don't bother with the
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sais, as you'll just leave yourself open and she'll plant you. If she
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phases, wait for a second and bait her into jumping into the air, so you
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can kick her out of it.
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vs. MidKnight:
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Another "In yo' face" opportunity. Throw your kicks early or he'll feed you
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his all day. If he is in the air and you're on the ground, block and throw.
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MidKnight has this real problem with projectiles. If you throw one, he'll
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immediately mist attack to dodge it. Somewhere along the line somebody thought
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it was such a good idea that he'll always do it unless he's in the air. Using
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this knowledge, just throw a sai and he'll mist up. Jump over the mist and walk
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toward it. You will not get hit, but he'll materialize right in front of you.
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Now throw. MidKnight is also easily corner trapped by Larcen using the leaping,
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sweep, leaping kick combo from above.
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vs. RAX:
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Watch jumping in! RAX will slam you at every opportunity. For some
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reason, RAX loves using that cyber-kick against Larcen, so watch out for
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that too. Your best bet is to jump in from long range (so you land outside
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of RAX's throw range and can duck the cyber-kick) and sweep. He may block
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it, but you're now close enough to start in on the "In yo' face" stuff.
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Use standing "Z" punches and occasionally jump away to launch a sai. When
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he goes for the jet knee, jump toward him (if you can get in the air early
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enough) and use the "C" kick. You can often kick him out of the attack.
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vs. Shadow:
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Have fun with this, because it's where you'll get the most
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practice with the knock-back projectiles move (hold back and hit "X" when
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the weapon is almost upon you). Since Shadow is so adept at launching stars,
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use them to your advantage. Stay away from her and knock back her stars. She
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rarely blocks them. When she goes for a cartwheel-fan, jump over, chase her
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down, and throw her. If she disappears, jump up and throw. If she does her
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spinning jump (that thing where she jumps and part way up rolls into a ball
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for greater height) simply jump back and use the "C" kick. Throw the
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occasional sai to shut up her "Coward" ranting.
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vs. Slash:
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What can I say? Slash loves to eat the leaping, sweep, leaping
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combo. Just play hard inside and he's yours. If he tries the running charge,
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block and leaping kick him. If he uses the de-claw, knock it back. Larcen's
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speed can easily handle the ground smash by kicking Slash out of the air.
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Standing "Z" punches work great too if you work them into patterns of jumping
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over Slash.
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vs. Trident:
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Not as big of a problem as RAX, Trident is much easier to jump
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in on. Constantly leap over him with a barrage of kicks and standing "Z"
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punches. The occasional sweep will hit, but not that often. Frequently, when
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you go to the air, Trident will roll away, with the intent to launch a plasma
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ball. Keep leaping at him, throwing "C" kicks. The extention of the leg will
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often take him down before the plasma gets going. If he does use the plasma
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from long range, throw a sai and block. Your sai will hit him while he's
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exposed and let you block in time.
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vs. Xavier:
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Keep him at a distance with your sai. The only way you'll be able
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to jump in on him is from close range, so you won't be thrown. Anytime he
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uses a dragon trap or throws the cane, leap over and use a "C" kick. If it
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connects, walk up and throw. Anytime he gears up to throw a spell, go airborne
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and kick him while he's exposed. It is possible to use the knock back
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projectile move on the spells, but their weaving makes it very difficult.
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When you get him off balance, proceed to the leaping, sweep, leaping kick
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combo for what's usually a moderately easy fight.
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vs. Champion #1:
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Piece of cake. There's a nice little pattern that will
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work against the Champions most of the time. When you're in close, jump away
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with a kick. He'll hesitate for a moment and then follow you. As soon as you
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land, leap back in with a kick. You'll come up underneath him and get a solid
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hit. If you stay in close and keep jumping over him, hammering the whole
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time, he won't have a chance to use his powers. Don't get too confident,
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though. It gets much harder than this.
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vs. Shark Champion:
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Use him as a refueling stop. By this, I mean take your
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time and plan your shots. The Shark is pretty easy to handle if you're
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careful and you can get back another chunk of that precious health you're
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going to need against the Tiger and the Dragon. Don't throw the sais unless
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you're comfortable with jumping the fin, because that's his favorite counter.
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Don't try for those quickie throws like you can cinch in against the regular
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players, because you'll catch a weak low kick. Use the leaping out then back
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in pattern I mentioned above to shut the Shark down.
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vs. Eagle Champion:
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Here's another refueling stop. The Eagle telegraphs his
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wall dive worse than RAX. It gives you plenty of time to go to the air and
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try to kick the Eagle out of it. Use hit and run tactics and throw alot of
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sais. Another quirky thing about this Champion is the repluser field. If he's
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on the left of you, you can't approach him. If he's on the right, however,
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you can press on, albeit slowly, and get in close. Once you're in range, use
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a "Z" punch to put him down.
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vs. Tiger Champion:
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Here's a rough fight. I suggest staying in the air and
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using the jumping out/jumping in pattern already mentioned. The cartwheel
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attack is hard to counter unless you use the sais. The speed of the Tiger
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is your biggest problem, though. Take your time and block his leaping attacks.
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This will leave him wide open for a throw. Keep your cool and you'll handle
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him.
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vs. Dragon Champion:
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Ugh. I hate this guy. I have yet to knock back one of
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his fireballs, so I can't say if it's even possible. Barring them, the other
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problem is that half-damage field he puts up. Hard to put him down when every
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punch and kick you've got does pitiful amounts of damage. If you can catch
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him in the jumping out/jumping in pattern, use it as long as you can. Your
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sais will give you some help, but don't stay that far away from him for long
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or you'll be eating fireballs.
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Midknight's Character Guide:
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by Chris Schneider
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General Info:
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He's tremendously vicious in close when you can get the other character off
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balance. His Flying Wall Smash combined with a throw will spell fast death for
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those caught by it. Another combo I love starts with the Tornado Attack, and
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when the opponent blocks it, hit the Ceiling Ram (repeat D > C, then U + C).
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This combo is easily modified to taste for the Stomach Punch or the Life Drain,
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but I find it easier to hit the Ceiling Ram, since you don't have to reposition
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your fingers to new buttons.
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Use the strongest kick as a hop kick (grab extra air-time). Only use the
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kicks if you suspect you're going to be hit on the way down, such as Larcen's
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backflip. The Flying Wall Smash is generally a safe maneuver, but can cause
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trouble. Do *not* use the mist attack. It's pretty much worthless given the
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recovery time and how much warning it gives the opponent. Only use the Stomach
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Punch and Life Drain in a combo or on a stunned opponent. They seem to have
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a very low strike priority. Another good one especially against human players
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is a Flying Spin kick followed by the Back Roll Twirl kick. Same button (B),
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but you have to block high then low to stop it. The crouching uppercuts (Y or
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Z with D) are nice for advancing on your opponent and will take them out of the
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air if timed correctly. And when close, use repeated Y or Z punches (or with
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F for throws).
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vs. Blade:
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Go to the air. Blade is probably the worst programmed fighter in the game.
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He's easily goaded into the air and then punched before he can get a move off.
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Quickly follow this up with a throw. If the timing is right, you will nail
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him about 90% of the time. Catch him just as he gets back to his feet and use
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the middle punch for the throw, rather than the hardest one. His projectiles
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are a joke, since the Flying Wall Smash will soar right under them, hitting
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the often exposed Blade.
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vs. Jetta:
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Go to the air. She'll usually try to meet you, but can be batted down just
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like Blade. The followup throw will work if timed right. Do *not* attempt a
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Flying Wall Smash, as she tends to phase when you make your move. By the time
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you hit, she's invulnerable to the strike. Keep moving and use a lot of
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throws. Good combo: U + F > Z, then repeat Y and F > Y. It'll probably be a
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close one.
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vs. Larcen:
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Don't jump in on Larcen. He loves that backflip and it can be used against
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him. Jump in on him, and at the peak of the jump, use one of the two strongest
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kicks. That added elevation will throw off his timing for the flip and can
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leave him vulnerable for the throw. If he goes for his grappling hook swing,
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simply block and throw. The Flying Wall Smash will catch him off guard maybe
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30-40% of the time, so use it sparingly. Larcen is also a sucker for the
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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 Midknight.
|
|
|
|
|
|
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!
|
|
Be VERY aggressive with it. After you make contact with a punch or kick,
|
|
immediately move in and Throw! Very effective against most opponents,
|
|
especially Jetta and Trident.
|
|
|
|
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
|
|
never 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. Counter the Grappling Hook
|
|
with an Afterburner (D > C). A good combo against Larcen is D > C, D > A,
|
|
D > A.
|
|
|
|
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.
|
|
A satisfying combo against Midknight is the Jet Knee Smash (CB .5, F + C)
|
|
followed by a Throw.
|
|
|
|
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. Do not leap in on Shadow - you'll get a projectile up your
|
|
nose.
|
|
|
|
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 eat it! Ouch! Also, 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.
|
|
Don't forget to follow a contact with a quick Throw!
|
|
|
|
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 (D > C), or let him leap over you then leap away. You can
|
|
usually get 2 or 3 Afterburners in a row! 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. Do not Throw this champion unless you are cornered. He
|
|
has a magic (:-) ability to counter it with a damaging undercut kick.
|
|
|
|
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". When
|
|
doing the leaping Z, get into a pattern where you leap, jump back and
|
|
repeat. This works against all the champions.
|
|
|
|
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. Avoid the Midknight style "Flying Wall
|
|
Smashes" - you usually can't counter them. The leap back and forth is also
|
|
very effective.
|
|
|
|
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 (he's fairly susceptible to them). Counter most
|
|
leaps with a leaping Z, or if he goes high, use a Vertical Twirl (U > Z) to
|
|
knock him down.
|
|
|
|
vs. Dragon Champion:
|
|
|
|
This guy reminds me of Trident with those @$)!($ fireballs. DO NOT jump
|
|
straight up to avoid them, because they travel too slow. Leap over them
|
|
and try to get in a quick kick! He seems to have priority in BOTH the air
|
|
and the ground, which makes it tough to fight him. He will block most Lock
|
|
and Loads, Overloads, and Throws (unless you're cornered). Have patience
|
|
when fighting this one - don't forget there is no clock. It seems that the
|
|
weakest punches and kicks get through more often than the strongest ones.
|
|
While my normal strategy is to get in their face and pound away, you have
|
|
to hit-and-run (block) this jerk-wad. Like the Tiger, use a Vertical Twirl
|
|
(U > Z) to knock him down if he goes high.
|
|
|
|
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 your 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 Z and Y punches.
|
|
If you punch instead of Throw (keep your finger off the D button), you can
|
|
get four hard punches in followed by a Throw - about 60% damage! 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 50% 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. Whammo! 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. Also good: Do a Smoke Screen and
|
|
before you reappear, hold a Throw in the same direction he's facing (ie. Left
|
|
and Z if he's facing left). You'll appear behind him - and do a Throw! Works
|
|
very well!!! Lastly, flying Mines only work against leaps, which he doesn't
|
|
do very often.
|
|
|
|
vs. Champion #1:
|
|
|
|
First a general note on beating the Champions: Start most matches with
|
|
your Shadow Mode!!!! Most of the time, you can do serious damage right off
|
|
the bat, then back off and wait for your meter to refill.
|
|
|
|
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". If you try a Shadow, he will go invincible most
|
|
of the time. And your Throw is only effective if you get cornered. One
|
|
thing that is handy is to do a Flying Mine (CB, F > Z) when he leaps into
|
|
the air! This champion is very tough - only because he cheats so much.
|
|
|
|
vs. Shark Champion:
|
|
vs. Eagle Champion:
|
|
vs. Tiger Champion:
|
|
|
|
I grouped these three together because you can fight them pretty much the
|
|
same way. Basically, the tactic is to start your matches with a Shadow and
|
|
inflict as much damage as you can. Then start a leaping C then leap back
|
|
pattern and wait for your I.S. meter to refill. Repeat. For these guys,
|
|
your Throw is pretty handy as well. Flying Mines and Smokes are also good
|
|
if timed correctly.
|
|
|
|
vs. Dragon Champion:
|
|
|
|
What makes this guy so tough is that he: 1) Blocks everything, 2) throws
|
|
those half-speed fireballs, and 3) executes moves that seem to be un-
|
|
blockable. Shadows, Smokes and Throws will work - granted you can get
|
|
close enough to use them. I try to lure him into a corner (by standing
|
|
there myself) and try to get off 2 Throws and leap away. If at a good
|
|
distance and he leaps, fire off a quick Mine. You can also try the leap
|
|
in and out pattern, but he doesn't usually fall for that very long. Above
|
|
all else, young grasshopper - have patience!
|
|
|
|
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,
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He's stunned!) In the air, Slash has his z club swing. The good thing
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about this is that if you jump back and do this, you reverse directions
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and move toward your opponent. This can suprise many an opponent and
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is quite damaging and effective. Finally, he has his declaw move.
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He basically shoots a projectile at an opponent. I use this to keep
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an opponent on his toes.(I'm not sure if this move can be used in a combo
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or not)
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Now, I'm not sure if Slash has any true combos. It seems that hitting
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your opponent with y then z maybe a combo. He does have the thump and throw
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combo.(Not a true combo but it is effective if timed right.) Basically
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You stun your opponent with the thump. You then go for his throw.(And don't
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miss it, against trident you'll probably lose if you miss) After you
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hit him, go for another thump so that you land just after he gets up.
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(You'll stun him and get to throw him again) Just keep this up as long
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|
as you can.(Of course, if you throw him or her first, then go for the thump
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when the get up trick.)
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vs. Blade:
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vs. Jetta:
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vs. Larcen:
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vs. Midknight:
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vs. Rax:
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vs. Shadow:
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vs. Slash:
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vs. Trident:
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vs. Xavier:
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vs. Champion #1:
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vs. Shark Champion:
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vs. Eagle Champion:
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vs. Tiger Champion:
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vs. Dragon Champion:
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Trident's Character Guide
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by Ryan D Hose
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General Info:
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Basically, he's a kicker. Use the strongest jumping kicks (jump and C) and
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sweeps (Down and C) for most of the moves. But keep your finger on Z for
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fireballs and flips. Awesome Combo - IS must be at full strength (or off).
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Lob a fireball, and if it hits, continue. If not, don't. When the fireball
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connects, walk up to your dazed opponent and do a Spinning Trident (XYZ).
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Then, as soon as the person falls back, lob another fireball, which will hit.
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Walk up, and throw your opponent. Then walk up and do a foot sweep.
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Guaranteed to take off 80% of their energy.
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vs. Blade: Same as Midknight.
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vs. Jetta:
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She was hard for a while until I realized something. If she
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is just standing there (non-phased) you can jump towards her and do
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either a kick (C) or hit (Z) and she'll jump into it every time. Watch
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out when she's phased though, just turn on the stun shield and then do
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the jumping again.
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vs. Larcen: Same as Midknight.
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vs. Midknight:
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Just keep jumping at him and then try two or three sweeps. If none of
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them knock him back, jump back and block before jumping back towards him.
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vs. Rax: Same as Midknight.
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vs. Shadow:
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Jump back in the very beginning and wait for her to do one of these things
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|
and react accordingly:
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Throws shurkien, knife, bomb, star: Stand and Block
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Jumps in the air towards you: Jump back
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Jumps in the air towards you, then goes higher for a kick: Jump back,
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and as she comes down, hit hard kick (C).
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Teleports: Wait a second, then jump straight up and hard kick (C). Hit
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the ground pressing down and (C) several times, then jump back.
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Somersaults toward you: Fireball, then combo.
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Anything else (rare): Back off and wait for one of these things.
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vs. Slash:
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Same as above, but watch out for thorns. Also, wait to jump at him until
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he tries to do a ground pound. You can really mess him up that way.
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vs. Xavier:
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Keep a jump distance away from him. When his staff raises as he's about to
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|
perform a move, jump in and kick (C) him, then sweep two or three times. The
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sweeps probably won't land, and you might get thrown, but in the end you'll
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win. If he keeps coming at you as you stay a jump distance away, lob a
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fireball at him and then jump towards him with a kick (C).
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vs. Champion #1:
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Jump kicks work best. Use Jetta's pattern.
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vs. Shark Champion:
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Same as First, but beware the bubble he throws and the Electric Fin.
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vs. Eagle Champion: Same as Tiger.
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vs. Tiger Champion:
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Same as Jetta, but use fireballs sometimes too. Stun shield is good here.
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vs. Dragon Champion:
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The toughest one. Use stun a lot. Don't try to jump kick him - he's
|
|
too fast.
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|
|
Xavier's Character Guide
|
|
by Jason Adams
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|
|
General Info:
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|
|
|
|
vs. Blade:
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|
|
|
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.
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|
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|
vs. Jetta:
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|
|
|
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.
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|
|
|
vs. Larcen:
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|
|
|
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.
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|
|
|
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.
|
|
|
|
|