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                         ETERNAL CHAMPIONS FAQ
                              version 0.2
                             by Adam Rixey

GENERAL INFORMATION
===================
   This FAQ is meant to be an all-in-one guide to the Sega Genesis game
Eternal Champions.  Although rather sparse at the moment, I hope to add
much more text in the future - more information about the special moves, 
information about the Overkills, all of the characters' endings, strategy
guides, etc.  Don't send me information just yet - I still have a lot 
more to type in and I don't need to be inundated with mail right away.  
I'll probably ask for help sometime in the near future.

REVISION HISTORY
================
1/18/94 - version 0.1:  Began writing this.
1/22/94 - version 0.2:  Released to the public (netnews.rec.games.sega)

THE STORY
=========
  Welcome to my chamber.  I am the Eternal Champion, keeper of this vast
fighting complex.  It exists in a place and time corrupted by centuries
of misuse and destruction.
  My purpose in this grand scheme is to maintain the balance between
good and evil, light and darkness, hope and despair.
  Now this balance has been lost and the very fabric that holds the
world together will be torn apart.
  Your future, my present, has been destroyed by a cruel and unjust
twist of fate.
  Nine individuals from various periods in time were killed before their
lives could affect this dark existence.
  I have observed each of their short lives and have been powerless to
stop the chaos.
  I have spent the centuries harnessing my power for this very moment.
I am the pur and untouched energy of all the great martial arts masters
that have lived before me.  Their skill, wisdom, knowledge and
inner-strength are at my command.
  Even with the force of their collective powers, I can only reward one
of the nine individuals with the gift of life.  Any of them can have an
equally profound effect on the future.  For this reason, the contest
must take place.
  At the end of this contest, only one will remain.  The victor will be
returned to life a few seconds before his death, allowing him to avoid
the past with the knowledge to change the future.

  Only one may live so that balance may again be achieved.

  Let the contest begin. . .

MOVES LISTS
===========
I haven't yet had a chance to sit down and figure out how much Inner
Strength the special moves use (and I know that Dave Woodall is doing
something similar), but that information will be in a later version of
this FAQ.  Another note about Inner Strength - you can have more than it
shows on the screen.  I think that it updates relatively smoothly - if
you're Trident and you see your second quarter-circle appear, if you
wait half of the amount of time it would take for the next quarter-circle
to appear, you can safely do a fireball or ground-slide (normally you 
need three-quarters of a circle to do the move).

Please not that all moves relating to range are my opinion and my
opinion only.  Since this list was not all compiled at once, there may
be some variations in range between characters.  Certainly, Jetta's long
range is likely to be different from, say, Xavier's long range.  I've
also only put ranges where they're really applicable.  On moves such as
RAX's mid-air spin or Jetta's thing where she pulls her arms down, there
really isn't any range - it'll only hit if the opponent touches you. I'm
also not too up on my combat terminology - punches are punches and I
can't always describe all the moves easily (Blade's ducking C kick, for
instance).  If you know technical names for moves, send them to me.

The following notation is used throughout the move guide:
X = Straight Punch
Y = Lunge Punch
Z = Swing Punch
A = Snap Kick
B = Thrust Kick
C = Wheel Kick
CB = Charge Back (away from opponent)
CD = Charge Down
F = Forward
(xxs) = hold for xx seconds
x-y = do x then y
x+y = do x and y at the same time

Throwing information:  
  When in close range, for all characters except Slash, if you press
forward and Y or Z you will throw your opponent forwards.  If you press
backwards and Y or Z you will throw your opponent backwards.

				BLADE
				-----
Standing:
  X = Forward punch, long range
  Y = Backhand, mid range
  Z = Overhead hammer then two punches, very long range
  A = Forward kick, long range
  B = Slide forward then forward kick, long range
  C = High roundhouse, long range
Ducking:
  X = Elbow, very short range
  Y = Two-handed punch, long range
  Z = Forward punch, long range
  A = Forward kick, mid range
  B = Low kick then forward kick, mid range
  C = Hand-planted high kick, long range (knocks opponent over)
Standing, close range:
  X = Double overhead hammer
  Y = Backhand to face / throw
  Z = Double face punch / throw
  A = Knee to stomach
  B = Knee to stomach
  C = Stomach kick
Jumping vertically:
  X = Forward punch, long range
  Y = Forward punch, long range
  Z = Forward punch, long range
  A = Forward kick, very long range
  B = Forward kick, long range
  C = High roundhouse kick, long range
Jumping diagonally:
  X, Y, A, B = Same as vertical jump
  Z = Forward punch, mid range
  C = Lightning bolt kick (always propels you forward)
Special moves:
  CB(.5s)-F+Z = Stun Beam
  X+Y+Z = Personal Shield
  CB(.5s)-F+X+Y = Tracking Blade
  CB(.5s)-F+Y+Z = Straight Blade
  A+B = Projectile Containment Field
  A+B+C = Wild Fury Attack
  A+C = Backfire
  CB(.5s)-F+C = Power Drain
  X+Z = Insult

				JETTA
				-----
Standing:
  X = Forward punch, short range
  Y = Forward punch, mid range
  Z = Forward punch, long range
  A = Forward kick, long range
  B = Low kick, mid range
  C = Cartwheel forward (about 1/4 screen length)
Ducking:
  X = Backwards flip, long range and also high (about 1/4 screen length)
  Y = Swing arms down from over head (move name?)
  Z = Uppercut, short range
  A = Flip back, then propel self forwards (about 3/4 screen length)
  B = Same as standing B kick
  C = Roundhouse low kick, short range
Standing, close range:
  X = Face slap
  Y = One-two punch / throw
  Z = Face punch / throw
  A = Shin kick
  B = Multiple kicks (up to four hits)
  C = Head kick (up to two hits)
Jumping vertically:
  X = Forward punch, short range
  Y = Forward punch, mid range
  Z = Spin around
  A = Roundhouse low kick, long range
  B = Roll into ball
  C = Forward kick, mid range
Jumping diagonally:
  X = Swing arms down from over head
  Y = Same as vertical jump
  Z = Dive forward (always propels self forwards, can add extra height)
  A = Low kick, mid range
  B = Forward kick, long range
  C = Low kick, mid range
Special moves:
  CB(.5s)-F+Z = Flying Choke Hold
  X+Y+Z(1s) = Phase
  A+C(.5s) = Resonate (while Phased)
  CD(1s)-U+A = Ricochet left
  CD(1s)-U+C = Ricochet right
  CB(.5s)-F+X = Bladerang (1 hit)
  CB(.5s)-F+Y = Bladerang (2 hit)
  CD(1s)-U+Y = Ceiling Grab
  C = Death Dive (after Ceiling Grab)
  A+B = Spin left
  B+C = Spin right
  X+Z = Insult

				LARCEN
				------
Standing:
  X = High punch, mid range
  Y = High punch, mid range
  Z = Forward punch, long range
  A = Knee forward (about 1/4 screen length)
  B = Forward kick, long range
  C = High roundhouse kick, mid range
Ducking:
  X = Forward punch, mid range
  Y = Forward punch, mid range
  Z = High punch, close range
  A = Low grappling hook, very long range (knocks opponent over)
  B = Low kick, mid range
  C = Low roundhouse & slide forward
Standing, close range:
  X = Face slap
  Y = Face punch / throw
  Z = Face punch (can hit twice) / throw
  A = Foot stomp
  B = Head kick
  C = Leg sweep (knocks opponent over)
Jumping vertically:
  X = Forward punch, long range
  Y = Low punch, close range
  Z = High punch, close range
  A = Knee thrust, close range
  B = High kick, close range
  C = Roundhouse high kick, long range
Jumping diagonally:
  X, Y, A = Same as vertical jump
  Z = Rising punch, range from close to mid to close
  B = Forward kick, long range
  C = Low kick, long range
Special moves:
  U+A = Backwards flip (doesn't use inner strength)
  CD(1s)-U+C = Ceiling Crawl
  D+Y or D+Z = Ceiling Drop (after Ceiling Crawl)
  A+C = Air Sweep
  CB(.5s)-F+Z = Long Distance Sweep
  A+B+C(1.5s) = Power Sweep
  CB+X = Reflect Back Projectile
  CB(.5s)-F+Y = Sai Throw
  X+Y+Z = Swinging Hammer Fist
  X+Z = Insult

			      MIDKNIGHT
			      ---------
Standing:
  X = Forward punch & slide forward slightly, mid range
  Y = Forward punch, long range
  Z = Forward punch followed by high claw, can hit twice
  A = Forward kick, long range
  B = Spin forward followed by high and mid kick, can hit twice
  C = High kick, mid range
Ducking:
  X = Forward then high punch, close range, can hit twice
  Y = Uppercut & slide forward slightly, close range
  Z = Uppercut & slide forward (twice as far as Y), mid range
  A = Forward kick, mid range
  B = Lie on back and kick legs, mid range (knocks opponent over)
  C = Whirlwind spin forward (about 1/3 screen length)
Standing, close range:
  X = Multiple punches, can hit twice (three times?)
  Y = Multiple punches, can hit three times / throw
  Z = Multiple punches, can hit three times / throw
  A = Head kick
  B = Head kick
  C = Head kick
Jumping vertically:
  X = Forward punch, close range
  Y = Uppercut
  Z = Forward punch, close range
  A = High kick, close range
  B = High kick, mid range
  C = Roundhouse kick followed by forward kick, mid range
Jumping diagonally:
  X = High punch, close range
  Y = Wave hands around, very close range
  Z = Low punch, very close range
  A = Forward kick, mid range
  B = High kick, mid range
  C = Forward kick, mid range (can achieve extra height)
Special moves:
  F+X+Y+Z = Life Drain (throwing range)
  CD(.5s)-U+C = Ceiling Ram
  X+Y+Z = Bedazzle
  A+B+C = Dispel
  A+C = Mist Attack
  CB(.5s)-F+Z = Flying Wall Smash
  F+A+B+C = Overhead Stomach Punch (throwing range)
  X+Z = Insult


	- AkR
	- ar2w@andrew.cmu.edu




				 RAX
				 ---
Standing:
  X = Forward punch, close range
  Y = Forward/low punch, long range
  Z = Forward punch, mid range
  A = High kick
  B = Forward kick
  C = High kick
Ducking:
  X = Forward punch
  Y = Uppercut
  Z = Rocket punch (about 3/4 of screen)
  A = Low kick
  B = Shin kick (slides forward slightly)
  C = Rocket low kick (about 1/2 of screen)
Standing, close range:
  X = Elbow to face 
  Y = Elbow to face / throw
  Z = Neck punch / throw
  A = Knee to groin
  B = Knee to stomach
  C = Repeatedly kick face
Jumping vertically:
  X = Forward punch, mid range
  Y = Uppercut
  Z = Spin around
  A = Forward kick, long range
  B = Spin kick, long range
  C = Ignites foot rockets
Jumping diagonally:
  X, Z = Same as vertical jump
  Y = Uppercut with thrusters on, can achieve extra height
  A = Knees first
  B = Low kick, mid range
  C = Thrusters on, feet first (always propels you forward) 
Special moves:
  A+B = Lock and Load
  CD(.5s)-U+B = Air Jets
  X+Y+Z = Cyber Punch
  A+B+C = Cyber Kick
  CB(.5s)-F+C = Jet Knee Smash
  A+C = Overload
  CB(.5s)-F+A = Turbine
  X+Z = Insult

				SHADOW
				------
Standing:
  X = Single punch, close range
  Y = Single punch, slightly longer range than X
  Z = Single punch, same range as Y
  A = Forward kick
  B = Forward kick, same range as A
  C = Spin kick, slightly less range than A or B
Ducking:
  X = Single punch, close range
  Y = Single punch, very slightly longer range than X
  Z = Roll forward then punch
  A = Kick forward, close range
  B = Spin in place, close range (might hit behind you as well)
  C = Roll forward then kick
Standing, close range:
  X = Elbow
  Y = Chest punch / throw
  Z = Neck punch / throw
  A = Shin kick
  B = Head kick
  C = Roundhouse head kick
Jumping vertically:
  X = Forward punch
  Y = High punch
  Z = Low punch
  A = High kick (can hit low or mid as it moves up)
  B = Forward kick
  C = Spinning kick
Jumping diagonally:
  X, Y, Z, B, C = Same as vertical jump
  A = Roll into ball, can achieve extra height
Special moves:
  A+B+C(3s) = Shadow Mode
  CB(.5s)-F+A = Twirling Fan Attack
  CB(.5s)-F+B = Double Twirling Fan Attack
  CB(.5s)-F+C = Triple Twirling Fan Attack
  CD(.5s)-U+B = High Jump Angle Kick
  X+Y+Z = Smoke Screen 
    A+B = Warp Left Corner          \
    B+C = Warp Right Corner          \   After doing Smoke Screen
    X+Y = Warp Left Ceiling Corner   /
    Y+Z = Warp Right Ceiling Corner /
  CB(.5s)-F+X = Slow Shuriken
  CB(.5s)-F+Y = Fast Shuriken
  CB(.5s)-U+F+X = Slow Knife
  CB(.5s)-U+F+Y = Fast Knife
  CB(.5s)-D+F+X = Slow Smoke Bomb
  CB(.5s)-D+F+Y = Fast Smoke Bomb
  CB(.5s)-F+Z = Flying Mine Uzume-Bi
  A+B = Short Flying Step Tobi Ashi
  B+C = Medium Flying Step Tobi Ashi
  A+C = Super Flying Step Tobi Ashi
  X+Z = Insult

				SLASH
				-----
Standing:
  X = Upwards club swing, mid range
  Y = Downwards club swing, mid range
  Z = Forwards club swing, very long range
  A = Low kick, long range
  B = High/low kick, mid range (can hit twice)
  C = Flip forwards (about 1/4 screen distance)
Ducking:
  X = Forward claw, short range
  Y = Forward club thrust, long range
  Z = Club spin, long range (can hit twice, 2nd swing knocks opponent
                             down)
  A = Low kick, short range
  B = Forward kick, mid range
  C = Same as ducking Z
Standing, close range:
  X = Neck punch
  Y = Neck punch / beat on head if pressing forward & have Inner
                   Strength
  Z = Face punch / toss up into air if pressing forward, any button to
                   swing bat (do it when opponent at head level)
  A = Stomach kick
  B = Shin kick
  C = Groin kick
Jumping vertically:
  X = Upwards club swing, close range
  Y = Downwards club swing, mid range
  Z = Forwards club swing, long range
  A = Knee forward, close range
  B = Low kick, mid range
  C = Low kick, mid range
Jumping diagonally:
  X = Forward claw, short range
  Y = Forward club thrust, short range
  Z = Overhead club swing, mid range (always propels you forward)
  A = Forward club thrust, short range
  B = Forward club thrust, short range
  C = Same as vertical jump
Special moves:
  X+Y+Z = Massive Club Swing
  A+C = Double-Footed Swing Kick
  CB(.5s)-F+Z = De-Claw
  Y+Z = Power Thud Club Swing
  F+Y = Spinal Crush
  CB(.5s)-F+C = Running Head Butt
  X+Y = Bat Back Projectile
  X+Z = Insult

			       TRIDENT
			       -------
Standing:
  X = Forward stab, mid range
  Y = Forward stab, long range
  Z = Trident slash in large arc, mid range
  A = Flip kick, mid range
  B = High kick, mid range
  C = High kick followed by high sliding kick (about 1/3 screen length)
Ducking:
  X = Forward punch, close range
  Y = Forward stab, mid range
  Z = Roll backwards (about 1/3 screen length)
  A = Forward kick, mid range
  B = Same as standing A
  C = Low kick, mid range (knocks opponent over)
Standing, close range:
  X = Face punch
  Y = Neck punch / throw
  Z = Uppercut / throw
  A = Stomach kick
  B = Head kick
  C = Two head kicks
Jumping vertically:
  X = Upward slash, close range
  Y = Downward slash, mid/close range
  Z = Trident uppercut
  A = High then low kick, mid range
  B = Knee/trident forward, close range
  C = Forward kick, mid range
Jumping diagonally:
  X = Forward punch, close range
  Y = Same as vertical jump X
  Z = Same as vertical jump Y
  A = Low kick, close range
  B = Low kick, very close range
  C = Forward kick, long range
Special moves:
  X+Y = Depth Charge Field
  Y+Z = Bio-Drain Field
  A+B = Bio-Stun Field
  B+C = Repulser Field
  X+Y+Z = Spinning Trident
  CB(.5s)-F+Y = Sliding Spinning Trident
  CB(.5s)-F+Z = Plasma Bolt
  A+B+C = Liquid Mode
  X+Z = Insult

				XAVIER
				------
Standing:
  X = Forward cane thrust, mid range
  Y = Overhead cane smack, mid range
  Z = Forward cane twirl, godlike range (about 1/2 screen length)
  A = Low kick, close range
  B = Forward kick, close/mid range
  C = High kick, mid range
Ducking:
  X = Forward then high cane jab, mid range
  Y = Slide forward slightly & spin around, mid range
  Z = Low cane jab then slide forward & forward jab (about 1/4 screen
                                                     length)
  A = Low kick, close range
  B = Cane propels you forward, low kick (about 1/4 screen length,
                                          knocks opponent over)
  C = Roundhouse low kick, close range (knocks opponent over)
Standing, close range:
  X = Cane slashes, can hit three times
  Y = Chest jab with cane / throw
  Z = Face jab with cane / throw
  A = Face smack with cane followed by knee to stomach
  B = Head kick followed by cane smack, can hit two (three?) times
  C = Two-footed kick to stomach
Jumping vertically:
  X = Low cane jab, close range
  Y = Forward cane jab, mid range
  Z = Overhead cane twirl
  A = Two-footed forward kick, mid range
  B = High kick, close range
  C = High kick followed by low kick, close range
Jumping diagonally:
  X, Y, A, B, C = Same as vertical jump
  Z = Forward cane twirl, close range
Special moves:
  CB(.5s)-F+Z = Dragon Trap
  CB(.5s)-F+X = Snap Back
  X+Y+Z = Identity Change
  CB(.5s)-F+Y = Midas Touch
  A+B+C = Attack & Smack
  X+Y = Swap Spell
  A+C = Confusion Spell
  X+Z = Insult

RUMOURS/HIDDEN THINGS
=====================
Yes, I know about the Overkills.  Yes, I know how to do all the Overkills.
Until I can do all of them consistently though, I'm not putting them in
(there's about two that I can't get reliably).

During one game session (i.e. - while the cartridge was on), everytime
Slash would bat back a projectile, he would gain back about 5 pixels of
health.  This happened both in the Battle Room and in two-player fight 
mode, and for any kind of projectile.  Slash was player one.  We've been
completely unable to replicate this effect, though, and don't know if it
was just a feature or if there's a way to make it happen consistently.

THE ETERNAL CHAMPION
====================
Losing message:

  Your performance has disappointed.  You are not worthy to live beyond
the life that fate dealt you.  I have no choice except to return you to
your death.  This outcome was not as I had planned.

  I doubt I have the energy to bring the others back for another
contest. The world is lift with little chance.

  I must return to my meditation chamber and see if there is a way to
avert the certain disaster that awaits the future.  You have failed and
because of this the future is in doubt.  My time is over. . .

  And so is yours. . .


	- AkR
	- ar2w@andrew.cmu.edu