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ETERNAL CHAMPIONS FAQ ------------------------- version 1.2 by Dave Woodall Updated on: Apr 11, 1994 ------------------------- PLEASE NOTE: -------------------------------------------- | | | This document is the collective work of | | several individuals, and is public | | domain material. Also, this document | | is intended to be printed and used as a | | reference. You will find ^L (Ctrl-L) | | codes (the standard page-eject char) | | every so often, noting start of pages. | | | -------------------------------------------- NEW IN THIS VERSION: ------------------------ 1) Updated (corrected) Overkill for Midknight's stage. 2) Added "@" in Moves List to denote "extra air" moves. 3) Updated strategies for Larcen, Midknight, Rax, Shadow, Trident. 4) Updated combos for Larcen, and Trident. 5) Added Character Guides (still need Blade and Jetta). ETERNAL CHAMPIONS FAQ CONTENTS: ---------------------------------- Secret Codes Beginner Tips Complete Moves List (includes Damages, Top Moves, Offensive and Defensive Strategies) Opponent Strategies OverKill List Character Guides Miscellaneous Notes ETERNAL CHAMPIONS FAQ CREDITS: ---------------------------------- woodall@adrs1.dseg.ti.com (David Woodall) ar2w+@andrew.cmu.edu (Adam K. Rixey) dsuggs@dvorak.amd.com (David Suggs) nbc2569@dbmsmail.dsac.dla.mil (Christopher L Schneider) ryandhoz@umich.edu (Ryan D Hose) adamsjd@NeXTwork.Rose-Hulman.Edu (Jason Adams) jrkst20+@pitt.edu (Jonathan R Kohn) davidliu@husc8.harvard.edu (David Liu) libnerk@minerva.cis.yale.edu (Kelsey S. Libner) dauria@cs.bu.edu (David DAuria) andersen@snake17.cs.wisc.edu (Eric Andersen) bc15@ellis.uchicago.edu (The Vampire Lestat) stimson@leland.Stanford.EDU (Stephen F. Timson) hhahn@macc.wisc.edu (Harry Hahn) ETERNAL CHAMPIONS SECRET CODES ---------------------------------- NOTE: As of 4/11/94, no secret codes are publicly known. The following are the "most wished for" codes: 1) Code to disable computer cheating (using extra I.S.): (or, a code to allow human cheating) 2) Code to play as the Eternal Champion: 3) Code to make Overkills always occur: 4) Code to become invincible: This section will be updated and released as soon as any codes are known. ETERNAL CHAMPIONS BEGINNER TIPS ----------------------------------- 1. When just beginning, choose a well balanced character and stay with him/her. The folks on Sega's Game Play lines recommend Xavier as a good starting character. 2. Go into the 1-player practice mode and set your Inner Strength to "Off" (which gives you unlimited Special Move power), set the CPU to 4 (the default), and set the time to "Infinite". Cycle through all the characters until you can beat them easily. Slowly increase the CPU's ability until you are at 8. 3. Now, turn your Inner Strength "On" and the time to "90 seconds". Practice until you can usually win. The difference here is that you will have to rely more on normal moves, and can let the clock help you in certain cases. 4. Be willing to change your attacks!!! If you try a particular move or combo, and it fails every time (against a particular opponent), don't keep doing it!!! For instance, in some cases a leaping punch will counter a leaping attack where a leaping kick won't. 5. When playing in a "Contest", keep an eye on the clock. Try to get an early advantage (in terms of damage), then mainly play in a defensive mode, only taking advantage of obvious opportunities. When the clock runs low (under 10 seconds), don't attack at all (unless your behind) - just run and block until the clock runs out. 6. Once a move is started, it will complete unless interrupted by a counter attack. For fastest response time, prepare your next move by pressing the first set of buttons before your current move is done. This is especially handy when you get knocked down - you can often come out of it doing a Throw. 7. Make use of your character's special abilities - like being able to stun your opponent or using extra jumping abilities to avoid attacks or projectiles. ETERNAL CHAMPIONS MOVE LIST ------------------------------- NOTES: 1) For each Special Move, I tried to figure out how much Inner Strength is needed to execute the move, and how much it consumes. I mainly did this by Insulting the opponent until my I.S. was gone, then repeatedly tried executing the move until I had enough I.S. for the move to be allowed. I found out a few curious things: a) Sometimes when your I.S. is full, executing a Special Move will not drain it at all - at least the gauge doesn't change. I suspect that you can have more I.S. than the gauge shows. b) It seems that the more I.S. you have, the more it will consume when performing some moves. Several of the moves will consume either 0.5 or 0.75 of the total I.S. - depending on how much you started with. The numbers I have listed are when the I.S. is low (more critical). 2) Some moves can be performed by different button sequences. In this case, I only listed the simpler sequence - or put the additional button sequence in parentheses. 3) Some moves will have a different name listed in parentheses - for example: Medium Kick (knee smash). The name in parentheses is the move that occurs when you use the same button sequence but your character is standing next to your opponent. 4) The damages listed for the Regular Moves is the MAXIMUM damage that move CAN do. However, some moves have multiple hits and can be blocked mid way through. This will reduce the amount of damage done. 5) Once a Special Move is initiated, Special Moves are disabled until the current S.M.'s attack, mode or whatever is over. 6) Special Moves marked with "*" are those that will stun or freeze the opponent - making for an easy attack. 7) Regular Moves marked with "@" are those that will provide "extra air" by moving up again (while in the air). For Rax, press U + F > Y to leap, then hit Y again. Massive air time!!! 8) There is a "total damage" number listed with each Combo move. This number is also the MAXIMUM damage for the entire combo. Usually, the computer can and will start blocking during the move. This will reduce the amount of damage done. 9) The Top 5 moves are those that can be used very frequently for effective matches, not necessarily those that do the most damage. Legend: -------------------------------------------------------------- CB = Charge (Hold) Back (back means away from opponent) U = Up D = Down F = Forward (forward means toward opponent) + = press buttons at the same time , = press buttons sequentially > = hold button(s) while pressing the next ones BBBBBB L AAAAA DDDDD EEEEEEE Ratings: B B L A A D D E --------------- B B L A A D D E Speed: 2 BBBBBB L AAAAAAA D D EEEE Endurance: 4 B B L A A D D E Power: 5 B B L A A D D E Recovery: 3 BBBBBB LLLLLLL A A DDDDD EEEEEEE Defense: 3 Equilibrium: 4 Regular Moves: move name: |% damage| button presses: ------------------------------+--------+--------------------------------- Kick (knee kick) | 7 ( 8)| A Lunge Kick (knee kick) | 11 (11)| B Spin Kick (side kick) | 12 (14)| C Jumping Side Kick | 8 | U > A Jumping Crouch Kick | 10 | U > B Jumping Spin Kick | 13 | U > C Power Spike Dive | 14 | U + F > C Crouching Kick | 8 | D > A Double Crouch Kick | 12 | D > B High Kick | 14 | D > C Punch (double punch) | 16 ( 9)| X Reverse Punch | 10 (11)| Y Overhead Combo Pnch (dbl pnch)| 18 (16)| Z Throw | 20 | F > Z (or F > Y) Jumping Punch | 7 | U > X Jumping Chop | 10 | U > Y Jumping Long Punch / Spin | 13 | U > Z Crouching Elbow Smash | 10 | D > X Crouching Double Fist Punch | 10 | D > Y Crouching Palm Thrust | 12 | D > Z Block | 0 | CB Special Moves: | IS | IS move name: |% damage| button presses: |used|reqd -----------------------------------+---+-----------------------+----+---- * Stun Beam | 0 | CB .5, F + Z |.75 |.75 Personal Shield | 0 | X + Y + Z |.75 |1.0 Tracking Blade |15 | CB .5, F + X + Y |.25 |.50 Straight Blade |15 | CB .5, F + Y + Z |.25 |.25 Projectile Containment Field | 0 | A + B |.25 |.50 Wild Fury Attack |20 | A + B + C |.50 |.75 Backfire | 0 | A + C |.50 |.75 Power (I.S.) Drain | 0 | CB .5, F + C |.25 |.50 Insult | 0 | X + Z |.25 |.50 Blade's Top 5 Moves: 1. Power Spike Dive (U + F > C) 2. Tracking Blade (CB .5, F + X + Y) 3. Throw (F > Z) 4. Wild Fury Attack (A + B + C) 5. side kick (D > C) Combination Moves: button presses: | move name: ----------------------+------------------------ CB .5, F + X + Y | Tracking Blade F > Z | Throw (while CPU is blocking) | (total damage: 20%) CB .5, F + X + Y | Tracking Blade U + F > C | Power Spike Dive Z | double punch (close) F | move in F > Z | Throw | (total damage: 65%) U + F > A | Kick (while leaping) F | move in D > X | Crouching Elbow Smash A + B + C | Wild Fury Attack | (total damage: 38%) U + F > C | Power Spike Dive D > B | Double Crouch Kick F | move in A + B + C | Wild Fury Attack CB .5, F + Z | Stun Beam F > Z | Throw | (total damage: 66%) U + F > C | Power Spike Dive D > B | Double Crouch Kick F | move in Z | Overhead Combo Punch CB .5, F + Z | Stun Beam F > Z | Throw | (total damage: 64%) ----------------------+------------------------ Offensive Strategies: 1. When standing, use Blade's arms for more damage. When jumping or crouching, use his legs and feet. 2. Stun opponents with the Stun Beam, then move in and hammer away. Defensive Strategies: 2. Use Tracking Blades (CB .5, F + X + Y) or side kicks (D > C) to stop charges. J EEEEEEE TTTTTTT TTTTTTT AAAAA Ratings: J E T T A A --------------- J E T T A A Speed: 5 J EEEE T T AAAAAAA Endurance: 2 J J E T T A A Power: 4 J J E T T A A Recovery: 3 JJJJJ EEEEEEE T T A A Defense: 4 Equilibrium: 3 Regular Moves: move name: |% damage| button presses: ------------------------------+--------+--------------------------------- Medium Kick (low kick) | 5 ( 4)| A Low Kick High (flurry kick) | 8 (17)| B Somersault (high kick) | 14 (14)| C Jumping Low Kick | 6 | U > A Jumping Vertical Spin Kick | 9 | U > B Jumping Medium Kick | 10 | U > C Flying Toe Kick | 5,9,11 | U + F > A (A, B, C) Spring Back then Forward | 4 | D > A Crouching Kick | 11 | D > C Punch | 5 ( 4)| X Palm Thrust (dbl palm thrust) | 8 (11)| Y Hand Jab (uppercut) | 10 (11)| Z Throw | 16 | F > Z (or F > Y) Jumping Chop | 4 | U > X Jumping Punch | 8 | U > Y Flying Spin | 10 | U > Z Flying Double Fist Pull | 6 | U + F > X @ Ceiling Dive | 12 | U + F > Z Flip Away | 5 | D > X Crouching Double Fist Pull | 9 | D > Y Uppercut | 11 | D > Z Block | 0 | CB Special Moves: | IS | IS move name: |% damage| button presses: |used|reqd -----------------------------------+---+-----------------------+----+---- Flying Choke Hold |15 | CB .5, F + Z |.50 |.75 Phase | 0 | X + Y + Z (1 sec) |.25 |.50 Resonate (do while Phased) | 0 | A + C (.5 sec) |.50 |.50 Ricochet Left |12 | D .5, U + A |.50 |.75 Ricochet Right |12 | D .5, U + C |.50 |.75 Bladerang (single hit) |10 | CB .5, F + X |.25 |.50 Bladerang (double hit) |10 | CB .5, F + Y |.25 |.50 Ceiling Grab | 0 | D .5, U + Y |.25 |.75 Death Dive (do after Ceiling Grab) | 0 | C |.00 |.00 Moving Cork Screw (left) | 8 | A + B |.25 |.50 Moving Cork Screw (right) | 8 | B + C |.25 |.50 Insult | 0 | X + Z |.25 |.50 Jetta's Top 5 Moves: 1. Phase (X + Y + Z) 2. Ceiling Dive (U + F > Z) 3. Spring Back then Forward (D > A) 4. Somersault (C) 5. Flurry Kick (close B) Combination Moves: button presses: | move name: ----------------------+------------------------ U + F > C | Flying Toe Kick D > Y | Crouching Double Fist Pull A + B (or B + C) | Moving Cork Screw (left or right) | (total damage: 28%) D > A | Spring Back then Forward D > X | Flip Away CB .5, F + Y | Bladerang (double hit) | (total damage: 19%) U + F > Z | Ceiling Dive A + B | Moving Cork Screw B | flurry kick (close) | (total damage: 37%) U + F > A | Jumping Low Kick Z | Hand Jab F | move in B | Low Kick High CB .5, F + Z | Flying Choke Hold | (total damage: 38%) D > A | Spring Back then Forward CB .5, F + Z | Flying Choke Hold | (total damage: 19%) D .5, U + Y | Ceiling Grab C | Death Dive F > Z | Throw | (total damage: 16%) ----------------------+------------------------ Offensive Strategies: 1. When standing or jumping (straight up), use Jetta's kick moves. When crouching or leaping forward, use her punch moves. 2. Phase often (and Resonate too). 3. Attack quickly, then run. Repeat. Defensive Strategies: 1. Use Bladerangs to keep opponents away. L AAAAA RRRRRR CCCCC EEEEEEE N N Ratings: L A A R R C C E NN N --------------- L A A R R C E N N N Speed: 3 L AAAAAAA RRRRRR C EEEE N N N Endurance: 4 L A A R R C E N N N Power: 4 L A A R R C C E N NN Recovery: 4 LLLLLLL A A R R CCCCC EEEEEEE N N Defense: 4 Equilibrium: 2 Regular Moves: move name: |% damage| button presses: ------------------------------+--------+--------------------------------- Advancing Kick (low kick) | 5 ( 8)| A Medium Kick (high kick) | 9 ( 8)| B High Kick (low kick) | 12 (11)| C Jumping Kneel Kick | 5 | U > A Jumping High Kick | 9 | U > B Jumping Reverse Kick | 11 | U > C Flip Kick | 9 | U + A Flying Knee Smash | 7 | U + F > A Flying Leg Jab | 10 | U + F > B Flying Toe Kick | 12 | U + F > C Grappling Hook Attack | 6 | D > A Undercut Kick | 8 | D > B Sliding Undercut Kick | 10 | D > C Punch | 5 | X Uppercut (straight punch) | 8 (10)| Y Straight Punch (dbl uppercut) | 12 (13)| Z Throw | 18 | F > Z (or F > Y) Jumping Straight Punch | 7 | U > X (or U + F > X) Jumping Low Punch | 8 | U > Y (or U + F > Y) Jumping High Punch | 11 | U > Z Flying Knuckle Sweep | 13 | U + F > Z Crouching High Punch | 6 | D > X Crouching Hard Punch | 9 | D > Y Crouching Uppercut | 11 | D > Z Block | 0 | CB Special Moves: | IS | IS move name: |% damage| button presses: |used|reqd -----------------------------------+---+-----------------------+----+---- Ceiling Crawl | 0 | D 1.0, U + C |.25 |.50 Ceiling Drop |25 | D + Y (or Z) |.00 |.00 Air Sweep |15 | A + C |.50 |.75 Long Distance Sweep |15 | CB .5, F + Z |.25 |.25 Power Sweep |18 | A + B + C (1.5 sec) |.50 |.75 Reflect Back Projectiles |?? | CB + X | ?? | ?? Sai Throw |11 | CB .5, F + Y |.25 |.50 Swinging Hammer Fist |17 | X + Y + Z |.25 |.00 Insult | 0 | X + Z |.25 |.50 Larcen's Top 5 Moves: 1. Flip Kick (U + A) 2. Grappling Hook Attack (D > A) 3. Power Sweep (A + B + C) 4. Swinging Hammer Fist (X + Y + Z) 5. Sliding Undercut Kick (D > C) Combination Moves: button presses: | move name: ----------------------+------------------------ U + F > B | Flying Leg Jab D > B | Undercut Kick F | move in U + F > C | Flying Toe Kick CB .5, F + Y | Sai Throw | (total damage: 41%) U + F > C | Flying Toe Kick D > B | Undercut Kick D > B | Undercut Kick X + Y + Z | Swinging Hammer Fist | (total damage: 45%) U + F > B | Flying Leg Jab Z | double uppercut (close) A + C | Air Sweep | (total damage: 37%) U + F > B | Flying Leg Jab D > B | Undercut Kick B | Medium Kick Z | Straight Punch | (total damage: 39%) A + B + C | Power Sweep X + Y + Z | Swinging Hammer Fist | (total damage: 35%) ----------------------+------------------------ Offensive Strategies: 1. Overall, Larcen's kicks are slightly more potent than his punches. When leaping forward however, the punches are stronger. 2. Use repeated Z punches (normal and close) against male characters. Use jump kicks and hit-n-run against the female. Defensive Strategies: 1. Use the Flip Kick (U + A) to counter aerial attacks. 2. Use the Power Sweep (A + B + C) when cornered. 3. Use Reflect Back Projectiles (CB + X) to counter flying objects. M M I DDDD K K N N I GGGG H H TTTTTT Ratings: MM MM I D D K K NN N I G G H H T --------------- M M M M I D D K K N N N I G H H T Speed: 5 M M M I D D KKK N N N I G GGG HHHHHH T Endurance: 3 M M I D D K K N N N I G G H H T Power: 4 M M I D D K K N NN I G G H H T Recovery: 2 M M I DDDD K K N N I GGGGG H H T Defense: 4 Equilibrium: 3 Regular Moves: move name: |% damage| button presses: ------------------------------+--------+--------------------------------- Medium Kick (high kick) | 5 ( 7)| A Advancing High Kick (pounding)| 9 ( 8)| B High Kick (high foot sweep) | 9 (11)| C Jumping High Kick | 5 | U > A Jumping Spin Kick | 9 | U > B (or U > C) Flying Leg Jab | 6 | U + F > A Flying Spin Kick | 9 | U + F > B @ Flying Power Leg Jab | 10 | U + F > C Crouching Low Kick | 5 | D > A Back Roll Twirl Kick | 8 | D > B Tornado Attack | 10 | D > C Punch (double thrust) | 6 (10)| X Palm Strike (triple hit) | 9 (13)| Y Arm Sweep (triple combo) | 12 (16)| Z Shoulder Slam Throw | 18 | F > Z (or F > Y) Jumping Medium Punch | 6 | U > X Jumping High Punch | 10 | U > Y Jumping Downward Arm Sweep | 10 | U > Z Flying High Punch | 10 | U + F > X Flying Boxing Punch | 9 | U + F > Y Flying Downward Thrust | 11 | U + F > Z Crouching Double Punch | 8 | D > X Crouching High Punch | 9 | D > Y Crouching Uppercut | 11 | D > Z Block | 0 | CB Special Moves: | IS | IS move name: |% damage| button presses: |used|reqd -----------------------------------+---+-----------------------+----+---- Life Drain (be close) |17 | F + X + Y + Z |.50 |.75 Ceiling Ram (be close) | 8 | D .5, U + C |.25 |.50 * Bedazzle | 0 | X + Y + Z |.50 |.50 Dispel | 0 | A + B + C |.75 |.50 Mist Attack |15 | A + C |.50 |.75 Flying Wall Smash |13 | CB .5, F + Z |.50 |.75 Overhead Stomach Punch (be close) |18 | F + A + B + C |.25 |.50 Insult | 0 | X + Z |.25 |.50 Midknight's Top 5 Moves: 1. Tornado Attack (D > C) 2. Shoulder Slam Throw (F > Z) 3. Palm Strike (triple hit) (close Y) 4. Ceiling Ram (D .5, U + C) 5. Crouching Uppercut (D > Z) Combination Moves: button presses: | move name: ----------------------+------------------------ U + F > A | Flying Leg Jab Y | triple hit (close) D > B | Back Roll Twirl Kick CB .5, F + Z | Flying Wall Smash | (total damage: 36%) U + F > A | Flying Leg Jab D > Z | Crouching Uppercut F | move in D > X | Crouching Double Punch | (total damage: 25%) U + F > A | Flying Leg Jab F + X + Y + Z | Life Drain (be close) | (total damage: 24%) U + F > A | Flying Leg Jab D > X | Crouching Double Punch D > C | Tornado Attack A + C | Mist Attack | (total damage: 39%) D > C | Tornado Attack D > C | Tornado Attack X + Y + Z | Bedazzle F > Z | Shoulder Slam Throw | (total damage: 38%) ----------------------+------------------------ Offensive Strategies: 1. Across the board, Midknight's punches are better than his kicks. 2. Keep Midknight up close where he's very deadly. Use repeated Y, Z , F > Y or F > Z when you have'em cornered. 3. Get up close fast with the Flying Wall Smash (CB .5, F + Z). Defensive Strategies: 1. Break out of an attack with the Tornado Attack (D > C). RRRRRR AAAAA X X Ratings: R R A A X X --------------- R R A A X X Speed: 3 RRRRRR AAAAAAA X Endurance: 5 R R A A X X Power: 4 R R A A X X Recovery: 3 R R A A X X Defense: 2 Equilibrium: 4 Regular Moves: move name: |% damage| button presses: ------------------------------+--------+--------------------------------- Medium Leg Sweep (knee kick) | 7 ( 7)| A Medium Kick (hard knee kick) | 9 (10)| B Power Kick (toe pounding) | 11 (35)| C Jumping Medium Kick | 7 | U > A Jumping Reverse Kick | 8 | U > B Jumping Burners | 11 | U > C Flying Knee Smash | 8 | U + F > A Flying Leg Drive | 10 | U + F > B Flying Afterburner Drive | 13 | U + F > C Undercut Kick | 6 | D > A Foot Sweep | 9 | D > B Afterburner Thrust | 12 | D > C Light Punch (lght elbow smash)| 5 ( 6)| X Medium Punch (med elbow smash)| 6 ( 7)| Y Hard Punch (hard elbow smash) | 11 (12)| Z Body Slam | 18 | F > Z (or F > Y) Jumping Medium Punch | 7 | U > X Jumping High Punch | 8 | U > Y Vertical Twirl | 12 | U > Z Flying Medium Jab | 7 | U + F > X @ Flying Powered High Punch | 7 | U + F > Y Flying Downward Hit | 12 | U + F > Z Crouching Medium Punch | 5 | D > X Crouching High Punch | 6 | D > Y Powered Forward Thrust | 11 | D > Z Block | 0 | CB Special Moves: | IS | IS move name: |% damage| button presses: |used|reqd -----------------------------------+---+-----------------------+----+---- * Lock and Load |10 | A + B |.50 |.50 Air Jets | 5 | D .5, U + B |.50 |.75 Cyber Punch |16 | X + Y + Z |.25 |.50 Cyber Kick |18 | A + B + C |.25 |.50 Jet Knee Smash |15 | CB .5, F + C |.50 |.75 Overload |20 | A + C |.50 |.75 Turbine | 0 | CB .5, F + A |.50 |.75 Insult | 0 | X + Z |.25 |.50 Rax's Top 5 Moves: 1. Afterburner Thrust (D > C) 2. Flying Downward Hit (U + F > Z) 3. Lock and Load (A + B) 4. toe pounding (close C) 5. Overload (A + C) Combination Moves: button presses: | move name: ----------------------+------------------------ U + F > A | Flying Knee Smash CB .5, F + A | Turbine C | toe pounding (close) | (total damage: 43%) U + F > Z | Flying Downward Hit C | toe pounding (close) A + C | Overload | (total damage: 67%) U + F > B | Flying Leg Drive Y | Medium Punch A | Medium Leg Sweep F | move in X + Y + Z | Cyber Punch | (total damage: 39%) U + F > B | Flying Leg Drive D + A | Undercut Kick D + A | Undercut Kick CB .5, F + C | Jet Knee Smash | (total damage: 37%) ----------------------+------------------------ Offensive Strategies: 1. Generally, use Rax's legs more since they inflict more damage. 2. Stun or surprise opponents, get in close, then utilize the "toe pounding" (C) move - 35% damage! 3. Close distances with the Jet Knee Smash (CB .5, F + C). 4. Use Rax's Undercut Kick (D > A) or Afterburner Thrust (D > C) to knock your opponents down. Defensive Strategies: 1. Use Turbine (CB .5, F + A) to escape from being cornered. 2. Use Flying Downward Hit (U + F > Z) to counter aerial attacks or to scrape someone off the ceiling. 3. Grab "extra air" (U + F > Y, then Y again) to stay out of harm's way for a short time. SSSSS H H AAAAA DDDDD OOOOO W W Ratings: S S H H A A D D O O W W --------------- S H H A A D D O O W W Speed: 4 SSSSS HHHHHHH AAAAAAA D D O O W W W Endurance: 3 S H H A A D D O O W W W Power: 3 S S H H A A D D O O W W W W Recovery: 2 SSSSS H H A A DDDDD OOOOO W W Defense: 5 Equilibrium: 4 Regular Moves: move name: |% damage| button presses: ------------------------------+--------+--------------------------------- Fast Kick (low kick) | 3 ( 5)| A Medium Kick (high kick) | 8 ( 8)| B Reverse Kick (360 kick) | 11 (12)| C Jumping High Kick | 8 | U > A Jumping Low Kick | 4 | U > B Jumping 360 Kick | 11 | U > C @ Flying Powered Twirl Kick | 6 | U + F > A Flying Leg Jab | 9 | U + F > B Flying High Kick | 10 | U + F > C Fast Undercut | 10 | D > A 360 Leg Sweep | 10 | D > B Tumbling Attack | 12 | D > C Fast Punch (elbow smash) | 5 ( 7)| X Medium Punch (left hand punch)| 8 ( 9)| Y Hard Punch (straight punch) | 11 (11)| Z Throw | 15 | F > Z (or F > Y) Jumping Medium Jab | 10 | U > X (or U + F > X) Jumping High Punch | 13 | U > Y (or U + F > Y) Jumping Low Punch | 8 | U > Z (or U + F > Z) Crouching Fast Punch | 4 | D > X Crouching Medium Punch | 10 | D > Y Tumbling Hard Punch | 11 | D > Z Block | 0 | CB Special Moves: | IS | IS move name: |% damage| button presses: |used|reqd -----------------------------------+---+-----------------------+----+---- Shadow Mode | 0 | A + B + C (3 sec) |.75 |1.0 Twirling Fan Attack (1 twirl) | 4 | CB .5, F + A |.50 |.75 Twirling Fan Attack (2 twirls) | 8 | CB .5, F + B |.50 |.75 Twirling Fan Attack (3 twirls) |12 | CB .5, F + C |.50 |.75 High Jump Angle Kick |12 | D .5, U + B |.25 |.50 Smoke Screen (appear at opp.) | 0 | X + Y + Z |.25 |.50 Smoke Screen (appear at left) | 0 | X + Y + Z, A + B |.25 |.50 Smoke Screen (appear at right) | 0 | X + Y + Z, B + C |.25 |.50 Smoke Screen (appear at left ceil.)| 0 | X + Y + Z, X + Y |.25 |.50 Smoke Screen (appear at rght ceil.)| 0 | X + Y + Z, Y + Z |.25 |.50 Ninja Shuriken (slow or fast) |11 | CB .5, F + (X or Y) |.25 |.50 Ninja Knife (slow or fast) |11 | CB .5, U + F +(X or Y)|.25 |.50 Ninja Smoke Bomb (slow or fast) |11 | CB .5, D +F +(X or Y) |.25 |.50 Flying Mine Uzume-Bi |18 | CB .5, F + Z |.50 |.75 Flying Step Tobi Ashi (short) | 8 | A + B |.25 |.50 Flying Step Tobi Ashi (medium) | 8 | B + C |.25 |.50 Flying Step Tobi Ashi (super) | 8 | A + C |.25 |.50 Insult | 0 | X + Z |.25 |.50 Shadow's Top 5 Moves: 1. Smoke Screen (X + Y + Z) 2. Throw (F > Z) 3. Flying Mine Uzume-Bi (CB .5, F + Z) 4. Tumbling Attack (D > C) 5. Jumping Low Punch (U + F > Z) Combination Moves: button presses: | move name: ----------------------+------------------------ U + F > B | Flying Leg Jab D > Y | Crouching Medium Punch CB .5, F + C | Twirling Fan Attack (3 twirls) | (total damage: 31%) U + F > B | Flying Leg Jab D > Z | Tumbling Hard Punch B | high kick (close) CB .5, F + (X or Y) | Ninja Shuriken (slow or fast) | (total damage: 39%) D > Z | Tumbling Hard Punch C | 360 kick (close) CB .5, F + Z | Flying Mine Uzume-Bi | (total damage: 40%) A + B + C (3 sec) | Shadow Mode D > C | Tumbling Attack Z | Hard Punch F > Z | Throw | (total damage: 38%) ----------------------+------------------------ Offensive Strategies: 1. Almost without exception, Shadow's punches are better than her kicks. Many are even stronger than some of her Special Moves!!! 2. Start matches with the Shadow mode and punch quickly!!! 3. Use the Smoke Screen (X + Y + Z) followed by (X+Y) or (Y+Z) to knock opponents out of the air. 4. Use Flying Mine Uzume-Bi (CB .5, F + Z) to stop a charging opponent in their tracks (does well against Slash & Trident). 5. Play her using a "hit-n-run" offense. Defensive Strategies: 1. Use the Smoke Screen (X + Y + Z, ...) or Throw (F > Z) if cornered. SSSSS L AAAAA SSSSS H H Ratings: S S L A A S S H H --------------- S L A A S H H Speed: 3 SSSSS L AAAAAAA SSSSS HHHHHHH Endurance: 4 S L A A S H H Power: 5 S S L A A S S H H Recovery: 4 SSSSS LLLLLLL A A SSSSS H H Defense: 2 Equilibrium: 3 Regular Moves: move name: |% damage| button presses: ------------------------------+--------+--------------------------------- Low Kick (knee smash) | 6 ( 5)| A High Kick (low kick) | 8 ( 7)| B Tumble Forward | 11 | C Jumping Leg Lift | 5 | U > A Jumping Leg Extend | 8 | U > B Jumping Foot Drive | 11 | U > C Flying Pounce | 8 | U + F > A Flying Club Ram | 10 | U + F > B (or U + F > Y) Flying Foot Drive | 11 | U + F > C Crouching Toe Jab | 6 | D > A Crouching Low Kick | 7 | D > B Crouching 360 Club Swing | 16 | D > C (or D > Z) Upward Club Swing (lght punch)| 6 ( 5)| X Downward Club Swing (med pnch)| 8 ( 9)| Y Horiz Club Swing (hard punch) | 12 (11)| Z Throw Straight Up | 0 | F > Z Jumping Upward Club Swing | 6 | U > X Jumping Downward Club Swing | 8 | U > Y Jumping Horizontal Club Swing | 11 | U > Z Flying Claw Scratch | 7 | U + F > X Flying Overhead Club Swing | 13 | U + F > Z Crouching Finger Jab | 6 | D > X Crouching Club Jab | 9 | D > Y Block | 0 | CB Special Moves: | IS | IS move name: |% damage| button presses: |used|reqd -----------------------------------+---+-----------------------+----+---- Massive Club Swing | 6 | X + Y + Z |.50 |.75 Double Footed Swing Kick |14 | A + C |.25 |.50 De-Claw |12 | CB .5, F + Z |.25 |.50 * Power Thud Club Swing | 0 | Y + Z |.50 |.75 Spinal Crush (be close) |16 | F + Y |.75 |1.0 Running Head Butt |15 | CB .5, F + C |.25 |.50 Bat Back Projectile | 0 | X + Y (just bfore hit)|.25 |.50 Insult | 0 | X + Z |.25 |.50 Slash's Top 5 Moves: 1. Power Thud Club Swing (Y + Z) 2. Flying Overhead Club Swing (U + F > Z) 3. Spinal Crush (F + Y) 4. Crouching 360 Club Swing (D > Z) 5. Tumble Forward (C) Combination Moves: button presses: | move name: ----------------------+------------------------ Y + Z | Power Thud Club Swing CB .5, F + C | Running Head Butt F + Y | Spinal Crush | (total damage: 31%) U + F > C | Flying Foot Drive B | low kick (close) Z | Horizontal Club Swing CB .5, F + C | Running Head Butt | (total damage: 46%) U + F > Z | Flying Overhead Club Swing A + C | Double Footed Swing Kick Z | Horizontal Club Swing | (total damage: 39%) U + F > Z | Flying Overhead Club Swing D > B | Crouching Low Kick D > C | Crouching 360 Club Swing CB .5, F + Z | De-Claw | (total damage: 46%) U + F > C | Flying Foot Drive X + Y + Z | Massive Club Swing C | Tumble Forward Z | Horizontal Club Swing | (total damage: 40%) ----------------------+------------------------ Offensive Strategies: 1. Slash's strongest feature is his club. Use it crouching, up close, leaping, etc... 2. When close execute the Spinal Crush (F + Y). 3. Stun opponents with the Power Thud (Y + Z) then move in and stomp on 'em. 4. Don't try to Throw (F > Z) unless you're good at hitting the opponent when he/she comes down - if you miss, you'll be tired (watch Slash's tongue wag) which is just as bad as being stunned! Defensive Strategies: 1. Get out of a corner with the Running Head Butt (CB .5, F + C). TTTTTTT RRRRRR I DDDDD EEEEEEE N N TTTTTTT Ratings: T R R I D D E NN N T --------------- T R R I D D E N N N T Speed: 4 T RRRRRR I D D EEEEE N N N T Endurance: 2 T R R I D D E N N N T Power: 4 T R R I D D E N NN T Recovery: 3 T R R I DDDDD EEEEEEE N N T Defense: 3 Equilibrium: 5 Regular Moves: move name: |% damage| button presses: ------------------------------+--------+--------------------------------- Stationary Somerslt (side kick| 6 ( 6)| A (or D > B) High Kick | 10 | B Adv. High Kick (dbl high kick)| 14 (14)| C Jumping High Kick | 6 | U > A Jumping Trident Jab | 11 | U > B Jumping Foot Jab | 13 | U > C Flying Leg Jab | 7 | U + F > A Flying Toe Drive | 9 | U + F > B Flying Double Leg Strike | 12 | U + F > C Crouching Side Kick | 5 | D > A Crouching Heel Thrust | 11 | D > C Fast Trident Jab (light punch)| 5 ( 4)| X Medium Trident Jab (med punch)| 8 ( 7)| Y Trident Sweep (hard punch) | 9 ( 9)| Z Leg Grab Throw | 18 | F > Z (or F > Y) Jumping Upward Trident Sweep | 5 | U > X Jumping Downward Trident Sweep| 7 | U > Y Jumping Vert. Trident Thrust | 10 | U > Z Flying Medium Punch | 4 | U + F > X Flying Upward Trident Sweep | 8 | U + F > Y Flying Downward Trident Sweep | 9 | U + F > Z Crouching Hard Punch | 3 | D > X Crouching Trident Jab | 8 | D > Y Defensive Roll | 10 | D > Z Block | 0 | CB Special Moves: | IS | IS move name: |% damage| button presses: |used|reqd -----------------------------------+---+-----------------------+----+---- Depth Charge Field | 0 | X + Y |.50 |.75 Bio-Drain Field | 0 | Y + Z |.50 |.75 * Bio-Stun Field | 0 | A + B |.75 |1.0 Repulser Field | 0 | B + C |.50 |.50 * Spinning Trident |30 | X + Y + Z |.50 |.75 Sliding Spinning Trident |11 | CB .5, F + Y |.25 |.50 * Plasma Bolt |15 | CB .5, F + Z |.25 |.50 Liquid Mode | 0 | A + B + C |.25 |.50 Insult | 0 | X + Z |.25 |.50 Trident's Top 5 Moves: 1. Plasma Bolt (CB .5, F + Z) 2. Spinning Trident (X + Y + Z) 3. Flying Double Leg Strike (U + F > C) 4. Leg Grab Throw (F > Z) 5. Advancing High Kick (C) Combination Moves: button presses: | move name: ----------------------+------------------------ CB .5, F + Z | Plasma Bolt (this combo needs full I.S.) X + Y + Z | Spinning Trident F | move in X + Y + Z | Spinning Trident (wait for .75 I.S.) F | move in F > Z | Leg Grab Throw | (total damage: 93%) U + F > C | Flying Double Leg Strike D > Z | Defensive Roll CB .5, F + Z | Plasma Bolt F > Z | Leg Grab Throw | (total damage: 55%) U + F > A | Flying Leg Jab A + B + C | Liquid Mode X + Y + Z | Spinning Trident | (total damage: 37%) U + F > A | Flying Leg Jab X | light punch (close) X + Y + Z | Spinning Trident | (total damage: 42%) CB .5, F + Y | Sliding Spinning Trident D > A | Crouching Side Kick X + Y + Z | Spinning Trident | (total damage: 46%) ----------------------+------------------------ Offensive Strategies: 1. In the air and on the ground, Trident's kicks rule! Use the strongest kicks (C, U + C,...) and use Z for Plasma Bolts and Throws. 2. Trident has lots of ways to stun his opponent. Pick one, then follow it with a Throw (F > Z) or a Spinning Trident (X + Y + Z). Defensive Strategies: 1. Use Liquid Mode (A + B + C) to get out of a corner. X X AAAAA V V I EEEEEEE RRRRRR Ratings: X X A A V V I E R R --------------- X X A A V V I E R R Speed: 3 X AAAAAAA V V I EEEEE RRRRRR Endurance: 3 X X A A V V I E R R Power: 4 X X A A V V I E R R Recovery: 2 X X A A V I EEEEEEE R R Defense: 5 Equilibrium: 4 Regular Moves: move name: |% damage| button presses: ------------------------------+--------+--------------------------------- Low Kick (fist/knee combo) | 4 ( 8)| A Medium Kick (kick/cane strike)| 8 ( 9)| B High Kick (double leg kick) | 9 (10)| C Jumping Double Leg Kick | 7 | U > A (or U + F > A) Jumping High Kick | 7 | U > B (or U + F > B) Jumping Power Kick | 8 | U > C (or U + F > C) Fast Toe Sweep | 4 | D > A Cane Propelled Slide | 7 | D > B Powerful Toe Sweep | 10 | D > C Fast Cane Strike (triple hit) | 5 (16)| X Powerful Cane Strike (sngl hit| 9 ( 8)| Y Boomerang Cane Throw (cane jab| 10 (11)| Z Cane Throw | 16 | F > Z (or F > Y) Jumping Low Cane Strike | 6 | U > X (or U + F > X) Jumping Medium Cane Strike | 8 | U > Y (or U + F > Y) Jumping Overhead Cane Twirl | 9 | U > Z Flying Forward Cane Attack | 9 | U + F > Z Crouching Double Cane Attack | 6 | D > X Crouching 360 Cane Attack | 8 | D > Y Crouching Combo Cane Attack | 12 | D > Z Block | 0 | CB Special Moves: | IS | IS move name: |% damage| button presses: |used|reqd -----------------------------------+---+-----------------------+----+---- Dragon Trap |15 | CB .5, F + Z |.50 |.75 Snap Back | 8 | CB .5, F + X |.25 |.50 Identity Change | 0 | X + Y + Z |.75 |.75 * Midas Touch | 0 | CB .5, F + Y |.50 |.75 Attract & Smack |12 | A + B + C |.50 |.75 Swap Spell | 0 | X + Y |.25 |.50 Confusion Spell | 0 | A + C |.50 |.50 Insult | 0 | X + Z |.25 |.50 Xavier's Top 5 Moves: 1. Boomerang Cane Throw (Z) 2. Flying Forward Cane Attack (U + F > Z) 3. Midas Touch (CB .5, F + Y) 4. Cane Throw (F > Z) 5. Powerful Toe Sweep (D > C) Combination Moves: button presses: | move name: ----------------------+------------------------ U + F > A | Jumping Double Leg Kick D > X | Crouching Double Cane Attack D > Y | Crouching 360 Cane Attack A + B + C | Attract & Smack | (total damage: 33%) U + F > C | Jumping Power Kick X | triple cane hit (close) CB .5, F + Z | Dragon Trap | (total damage: 28%) U + F > C | Jumping Power Kick D > X | Crouching Double Cane Attack Y | Powerful Cane Strike CB .5, F + Y | Midas Touch F > Z | Cane Throw | (total damage: 39%) U + F > C | Jumping Power Kick D > X | Crouching Double Cane Attack D > C | Powerful Toe Sweep X + Y + Z | Identity Change | (total damage: 24%) ----------------------+------------------------ Offensive Strategies: 1. Xavier's cane is his strong point. Use punching attacks to make the best use of his cane. 2. Use the Flying Forward Cane Attack (U + F > Z) to counter any aerial attack, or to flick opponents off the ceiling. 3. Keep opponents away with Boomerang Cane Throws (Z). Tip: You can defeat Slash with this one key! He will just keep walking into it. 4. Freeze opponents with the Midas Touch (CB .5, F + Y), then Throw (F > Z) them. Defensive Strategies: 1. Use the Swap Spell (X + Y) to swap positions with opponent, or the Confusion Spell (A + C) - if you become cornered. CCCCC H H AAAAA M M PPPPPP I OOOOO N N C C H H A A MM MM P P I O O NN N C H H A A M M M M P P I O O N N N C HHHHHHH AAAAAAA M M M PPPPPP I O O N N N C H H A A M M P I O O N N N C C H H A A M M P I O O N NN CCCCC H H A A M M P I OOOOO N N NOTE: This section is included with the hope that a code is available to play the game as the Eternal Champion. Regular Moves: move name: |% damage| button presses: ------------------------------+--------+--------------------------------- Special Moves: | IS | IS move name: |% damage| button presses: |used|reqd -----------------------------------+---+-----------------------+----+---- Combination Moves: button presses: | move name: ----------------------+------------------------ Champion's Top 5 Moves: Offensive Strategies: Defensive Strategies: ETERNAL CHAMPIONS OPPONENT STRATEGIES ----------------------------------------- BLADE: 1. Blade moves slowly, and has no way to travel quickly across the screen. When far, he'll usually throw a Tracking Blade or Stun Beam which you can block. Up close, he'll try a Wild Fury Attack, or a Throw. 2. To beat Blade, just move in *quickly*, and attack. But don't stay too close when you've finished. Jump away, then advance again. JETTA: 1. Jump kick her. Usually she'll jump into it. If she Phases, do a quick jump kick. She should run into that too. She's also susceptible to repeated throws. 2. Don't let Jetta corner you - especially when Phased. You will get pounded no matter how much you block. If you get out of the leap and hit cycle, back away and try to start it again. LARCEN: 1. Never, never leap into Larcen when he's on the ground. He will do a Flip Kick and damage you every time. When he's in the air or on the ceiling though, he's fair (and easy) game. 2. Larcen is also very quick to block, so the best way to attack him is by waiting until he attacks you. Determine how he's coming at you, then go for an exposed spot. For example, if he's coming with a punch, counter it with a sliding low kick. MIDKNIGHT: 1. Like Jetta, Midknight will almost always counter a leap with a leap. Determine which leap is effective for your character (ie. the Flying Downward Hit for Rax) and repeat. 2. Midknight will also do a lot of Flying Wall Smashes and Mist Attacks. Learn to recognize the early frames of these animation sequences, and jump over him when he attempts them. He will do them when far away. RAX: 1. When far away, Rax will almost always try a Jet Knee Smash. Learn to see this one coming, and jump over it. Otherwise, you'll be cornered and prone for some pounding. Also, when he starts his Lock and Load, jump straight up, and the projectile will go into the air instead of you. If you get stunned by it, he'll jump over and do a toe pounding. 2. Rax is very strong offensively, so you can't stay too close. Go for moves where you move in quickly and strike. Try to keep him blocking, let up (block/jump back) then strike again. SHADOW: 1. Shadow is easy to beat once you figure out her pattern. The trick is to stay away from her. Preferably on the other side of the screen. Jump over anything she throws at you. Pretty soon, she'll get tired of throwing things and will disappear. Wait around 2 seconds and jump straight up. She should appear right next to where you were standing before and attack. The attack will miss because you're in the air. Once you land, immediately throw her and/or get back to the other side of the screen. 2. When she goes into a long move (like the Twirling Fan Attack) jump over her and kick or throw her from behind. Low undercut kicks are also a good frontal counter for these attacks. SLASH: 1. Slash has a very easy pattern. He'll throw a few Claws then try to do a Power Thud. Block or jump the Claws then jump at him when he starts the Power Thud. With Xavier, just press Z until he drops! 2. A Running Head Butt can be countered with a low undercut kick. 3. Trick Slash into walking towards you, then do a low undercut kick. TRIDENT: 1. Trident blocks everything (very frustrating!). If you avoid him, he'll try to stun you with Plasma Bolts. These are easy to see coming and to block (unless you're unlucky and he catches you in the middle of something or in the air). 2. If cornered, Trident will either Throw you or do a Spinning Trident which is very damaging. Don't let this happen!!! 3. The best offense is to do some type of long distance special move, and avoid him the rest of the time. Sometimes a low undercut kick will get through, but if not, jump back immediately! XAVIER: 1. Be careful about getting close to Xavier, because you will be thrown. 2. When Xavier starts to do a spell, he will hold his cane straight up. Jump forward immediately when you see this, and you will dodge the spell he's fired at you. This is usually the best time to attack. CHAMPION: 1. You have to beat the Eternal Champion 5 times. After the first, he will reincarnate himself from one of four images on the windows, and you will be given about a third of your life bar restored. These matches are not timed - it's to the death - and you have to beat all 5 with one life (you get 2 chances). 2. Only attack the Champion when he's not flashing, and avoid or block everything that he throws at you. Stay out of range, and learn which kind of leaps and advancing attacks are effective for your character. ETERNAL CHAMPIONS OVERKILL LIST ----------------------------------- GENERAL RULES: 1) Overkills only work in the fight which will cause you to win (or lose) the match. 2) Overkills only work if your last hit does more than 13% damage. Consult your manual for the appropriate moves, or just use a throw. 3) Overkills are BACKGROUND DEPENDENT. This means every character can do all the fatalities, and that every player therefore may want to learn all of em. 4) Overkills occur when the first 3 criteria are satisfied, and when the loser lands on the magic spot on the background.