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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).
Secret Codes
Beginner Tips
Complete Moves List
  (includes Damages, Top Moves, Offensive and Defensive Strategies)
Opponent Strategies
OverKill List
Character Guides
Miscellaneous Notes
                   ---------------------------------- (David Woodall) (Adam K. Rixey) (David Suggs) (Christopher L Schneider) (Ryan D Hose)
adamsjd@NeXTwork.Rose-Hulman.Edu (Jason Adams) (Jonathan R Kohn) (David Liu) (Kelsey S. Libner) (David DAuria) (Eric Andersen) (The Vampire Lestat)
stimson@leland.Stanford.EDU (Stephen F. Timson) (Harry Hahn)
  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.
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
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.
     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).
   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
  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:


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.


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.


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.


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.


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.


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.


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.


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!


1. Be careful about getting close to Xavier, because you will be
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.


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.


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.



Landing Position:
  The Loser must land centered at the bottom of the huge fan.
  Loser gets sucked into the fan, sliced up, leaving only a trademark
  item behind.


Landing Position:
  The Loser must land in the middle of the gate.
  An earthquake occurs, and the loser falls into the fiery hole
  to his/her death.


Landing Position:
  The Loser must land a touch to the left or right of the ticket booth.
  The Loser gets gunned down by a passing car, then again left to
  right, while blood flies out of the loser everytime the bullet trail
  hits the loser.


Landing Position:
  Starting from in front of the hut to the left (the shorter part),
  finish the opponent so he/she bounces to the right and lands in front
  of the cow.
  The helicopter will launch a missile at the loser, blowing him up
  and leaving charcoal briquettes behind.


Landing Position:
  The Loser must land just to the right of the dragon statue.
  Some UFO robots fly onto the scene, freezing the enemy and then
  stattering the loser-si-cle.  Then a vacuum robot cleans up the


Landing Position:
  The Loser must land centered on the second letter from the left.
  Loser will fly into the letter, be electrocuted with lots of blood,
  explode, and drop an eyeball onto the ground.


Landing Position:
  The Loser must land roughly one body length away from the far left
  or right of the background.
  The loser gets dragged off-screen by a dinosaur that you can't see
  (yet).  The dinosaur then moves on-screen while chewing happily on
  the loser.  Finally, a trademark item is spit out of his mouth.


Landing Position:
  The Loser must land directly below the statue in the right half of
  the background (the statue with the water spout).  It has also been
  seen in front of the big rock located on the left side of the area,
  and centered in front of the sky city in the background.
  Three vines slowly wrap the loser up, then pull him/her under.
  A big series of splashes, followed by bubbles, lead up to a pool
  of blood where the loser fell.


Landing Position:
  The Loser must land centered in the fire.
  The loser will be slowly burned to death, arms flailing, leaving
  behind a skeleton.  The skull then falls to the ground.
                          Larcen's Character Guide:
                              by Chris Schneider
General Info:
So you want to play Larcen, eh? Excellent call. He's got a very good mix

of speed, power, and defense. Combine that with what I think is the easiest throw in the game and you've just become a walking weapon. I've only got one combo to mention and it has become the mainstay of my Larcen arsenel. Use a leaping "C" kick and as soon as you hit the ground, go for a sweeping "C", and immediately jump forward again with a second leaping "C". Somewhere in the course of that flurry, you're probably going to get a shot or two (or three) in. Beyond that combo, I generally fight with what I call the "In yo' face" style, leaping over opponents and striking as often with "C" kicks and "Z" punches as possible. The opponent often has no chance to open up any offense or perform any charge moves.

Your opponent can't get much off with you constantly in his

or her face. Leap over your opponent with kicks and punches and keep the pressure up when you land. Vary your attacks high and low and above all, don't let up. When you throw, always use the "Y" throw. It's quicker and equally as effective as the "Z" one. If you get the opponent hurt and you fear jumping in, throw a sai. With a full IS load, you can throw 3 sais before needing to rest. Also, when throwing sais, it is easy to get into the air with a leaping kick right behind the weapon. They'll block the sai, but usually not the kick.

vs. Blade:
This is the epitomy of "In yo' face". Jump in from the get-go.

You can get three easy leaping kicks because Blade will jump up. After any of them, you can elect to stay on the ground and walk up to him. As soon as he gets up, throw him. Back off and repeat the kick/throw as necessary. If he throws a tracking blade, it is usually possible to jump in and catch him with a leaping kick before the blade gets you, effectively killing it.

vs. Jetta:
You can bait Jetta into the air just like Blade. Just throw your

kicks/punches early and she won't touch you. Jetta is very easy to throw, so exploit that. If she does her back hand spring (the one where she then jumps back at you) jump back and use a leaping "C". She'll jump into it every time. be ready to block if you can't stop that back hand spring, because her favorite combo is that with a rapid series of kicks. Don't bother with the sais, as you'll just leave yourself open and she'll plant you. If she phases, wait for a second and bait her into jumping into the air, so you can kick her out of it.

vs. MidKnight:
Another "In yo' face" opportunity. Throw your kicks early or he'll feed you

his all day. If he is in the air and you're on the ground, block and throw. MidKnight has this real problem with projectiles. If you throw one, he'll immediately mist attack to dodge it. Somewhere along the line somebody thought it was such a good idea that he'll always do it unless he's in the air. Using this knowledge, just throw a sai and he'll mist up. Jump over the mist and walk toward it. You will not get hit, but he'll materialize right in front of you. Now throw. MidKnight is also easily corner trapped by Larcen using the leaping, sweep, leaping kick combo from above.

vs. RAX:
Watch jumping in! RAX will slam you at every opportunity. For some

reason, RAX loves using that cyber-kick against Larcen, so watch out for that too. Your best bet is to jump in from long range (so you land outside of RAX's throw range and can duck the cyber-kick) and sweep. He may block it, but you're now close enough to start in on the "In yo' face" stuff. Use standing "Z" punches and occasionally jump away to launch a sai. When he goes for the jet knee, jump toward him (if you can get in the air early enough) and use the "C" kick. You can often kick him out of the attack.

vs. Shadow:
Have fun with this, because it's where you'll get the most

practice with the knock-back projectiles move (hold back and hit "X" when the weapon is almost upon you). Since Shadow is so adept at launching stars, use them to your advantage. Stay away from her and knock back her stars. She rarely blocks them. When she goes for a cartwheel-fan, jump over, chase her down, and throw her. If she disappears, jump up and throw. If she does her spinning jump (that thing where she jumps and part way up rolls into a ball for greater height) simply jump back and use the "C" kick. Throw the occasional sai to shut up her "Coward" ranting.

vs. Slash:

What can I say? Slash loves to eat the leaping, sweep, leaping

combo. Just play hard inside and he's yours. If he tries the running charge, block and leaping kick him. If he uses the de-claw, knock it back. Larcen's speed can easily handle the ground smash by kicking Slash out of the air. Standing "Z" punches work great too if you work them into patterns of jumping over Slash.

vs. Trident:
Not as big of a problem as RAX, Trident is much easier to jump

in on. Constantly leap over him with a barrage of kicks and standing "Z" punches. The occasional sweep will hit, but not that often. Frequently, when you go to the air, Trident will roll away, with the intent to launch a plasma ball. Keep leaping at him, throwing "C" kicks. The extention of the leg will often take him down before the plasma gets going. If he does use the plasma from long range, throw a sai and block. Your sai will hit him while he's exposed and let you block in time.

vs. Xavier:
Keep him at a distance with your sai. The only way you'll be able

to jump in on him is from close range, so you won't be thrown. Anytime he uses a dragon trap or throws the cane, leap over and use a "C" kick. If it connects, walk up and throw. Anytime he gears up to throw a spell, go airborne and kick him while he's exposed. It is possible to use the knock back projectile move on the spells, but their weaving makes it very difficult. When you get him off balance, proceed to the leaping, sweep, leaping kick combo for what's usually a moderately easy fight.

vs. Champion #1:
Piece of cake. There's a nice little pattern that will

work against the Champions most of the time. When you're in close, jump away with a kick. He'll hesitate for a moment and then follow you. As soon as you land, leap back in with a kick. You'll come up underneath him and get a solid hit. If you stay in close and keep jumping over him, hammering the whole time, he won't have a chance to use his powers. Don't get too confident, though. It gets much harder than this.

vs. Shark Champion:
Use him as a refueling stop. By this, I mean take your

time and plan your shots. The Shark is pretty easy to handle if you're careful and you can get back another chunk of that precious health you're going to need against the Tiger and the Dragon. Don't throw the sais unless you're comfortable with jumping the fin, because that's his favorite counter. Don't try for those quickie throws like you can cinch in against the regular players, because you'll catch a weak low kick. Use the leaping out then back in pattern I mentioned above to shut the Shark down.

vs. Eagle Champion:
Here's another refueling stop. The Eagle telegraphs his

wall dive worse than RAX. It gives you plenty of time to go to the air and try to kick the Eagle out of it. Use hit and run tactics and throw alot of sais. Another quirky thing about this Champion is the repluser field. If he's on the left of you, you can't approach him. If he's on the right, however, you can press on, albeit slowly, and get in close. Once you're in range, use a "Z" punch to put him down.

vs. Tiger Champion:
Here's a rough fight. I suggest staying in the air and

using the jumping out/jumping in pattern already mentioned. The cartwheel attack is hard to counter unless you use the sais. The speed of the Tiger is your biggest problem, though. Take your time and block his leaping attacks. This will leave him wide open for a throw. Keep your cool and you'll handle him.

vs. Dragon Champion:
Ugh. I hate this guy. I have yet to knock back one of

his fireballs, so I can't say if it's even possible. Barring them, the other problem is that half-damage field he puts up. Hard to put him down when every punch and kick you've got does pitiful amounts of damage. If you can catch him in the jumping out/jumping in pattern, use it as long as you can. Your sais will give you some help, but don't stay that far away from him for long or you'll be eating fireballs.

                         Midknight's Character Guide:
                              by Chris Schneider
General Info:
He's tremendously vicious in close when you can get the other character off

balance. His Flying Wall Smash combined with a throw will spell fast death for those caught by it. Another combo I love starts with the Tornado Attack, and when the opponent blocks it, hit the Ceiling Ram (repeat D > C, then U + C). This combo is easily modified to taste for the Stomach Punch or the Life Drain, but I find it easier to hit the Ceiling Ram, since you don't have to reposition your fingers to new buttons.

Use the strongest kick as a hop kick (grab extra air-time).  Only use the

kicks if you suspect you're going to be hit on the way down, such as Larcen's backflip. The Flying Wall Smash is generally a safe maneuver, but can cause trouble. Do *not* use the mist attack. It's pretty much worthless given the recovery time and how much warning it gives the opponent. Only use the Stomach Punch and Life Drain in a combo or on a stunned opponent. They seem to have a very low strike priority. Another good one especially against human players is a Flying Spin kick followed by the Back Roll Twirl kick. Same button (B), but you have to block high then low to stop it. The crouching uppercuts (Y or Z with D) are nice for advancing on your opponent and will take them out of the air if timed correctly. And when close, use repeated Y or Z punches (or with F for throws).

vs. Blade:
Go to the air.  Blade is probably the worst programmed fighter in the game.

He's easily goaded into the air and then punched before he can get a move off. Quickly follow this up with a throw. If the timing is right, you will nail him about 90% of the time. Catch him just as he gets back to his feet and use the middle punch for the throw, rather than the hardest one. His projectiles are a joke, since the Flying Wall Smash will soar right under them, hitting the often exposed Blade.

vs. Jetta:
Go to the air.  She'll usually try to meet you, but can be batted down just

like Blade. The followup throw will work if timed right. Do *not* attempt a Flying Wall Smash, as she tends to phase when you make your move. By the time you hit, she's invulnerable to the strike. Keep moving and use a lot of throws. Good combo: U + F > Z, then repeat Y and F > Y. It'll probably be a close one.

vs. Larcen:
Don't jump in on Larcen.  He loves that backflip and it can be used against

him. Jump in on him, and at the peak of the jump, use one of the two strongest kicks. That added elevation will throw off his timing for the flip and can leave him vulnerable for the throw. If he goes for his grappling hook swing, simply block and throw. The Flying Wall Smash will catch him off guard maybe 30-40% of the time, so use it sparingly. Larcen is also a sucker for the Tornado/Ceiling Ram. If you can get him off balance, use alternating high/low strikes. The computer seems to have major difficulty with Larcen on shifting between blocks.

vs. Rax:
Use quick aerial punches and avoid jumping in if he's on the ground.

Inevitably, he'll start in with the jet knees. When he does, standing block it and then walk forward after he bounces off. Once he lands, you can nail the throw. If he hits with the jet assisted uppercut (the one that carries him almost off-screen) you can score another easy throw when he lands. Rax is also a major sucker for the Tornado/Ceiling Ram combo.

vs. Shadow:
Use the standard Shadow defenses.  Jump straight up when she disappears and

throw her when you land. If she throws projectiles, either jump or block. If she cartwheels, leap over and chase her down from behind. You can usually catch her and throw. Be careful with the Flying Wall Smash, or you'll end up being thrown.

vs. Slash:
Use alot of Flying Wall Smashes. He seems to love being hit by them...

When he goes for the ground smash, knock him out of the sky. If it appears that you'll land without a hit before he does, use one of the stronger kicks to give you that extra "oomph." The Tornado Attack usually gets you a nice club for the effort, so use it very sparingly.

vs. Trident:
With Trident, it's a matter of beating him to the punch.  I will usually jump

at him at the start and kick quickly. He's very vulnerable to the throw after getting knocked down. If he goes for the plasma, go for a body launch. Don't worry too much about a computer controlled Trident when he uses the fields. He'll usually block, rather than give you the damage. If you're not in the air before him, don't try to meet him. He's not nearly as forgiving as Blade and Jetta. As with any character vs Trident: Don't get caught by the plasma, or you may get the insta-death combo (spinning trident followed by another spinning trident).

vs. Xavier:
This is the one character I hate almost as much as the Dragon Champion.

Xavier will block just about everything you throw and hit you with that killer combo. The way to deal with Xavier? Defense. Let him come to you. He'll be open after a magic spell, so jump over it and strike fast. If he jumps in, block and throw. If you can get behind his standing cane throw or the dragon trap, go for the throw. He'll fall for the tornado/ceiling ram about 50% of the time. The Flying Wall Smash will tear him apart if you catch him after throwing a spell and leave him open for a quick throw.

vs. Champion #1:
The first champion is a good introduction to the computer's cheating.  To

deal with him, use the two strongest kicks as hop kicks. You can catch him from underneath. Don't try to follow-up with the throw or you'll end up getting smacked by a few low weak kicks. The Flying Wall Smash will work about 35-40% of the time. The best way to deal with him quickly is the tornado/ ceiling ram combo, since you can hit him with it twice in quick succession before needing to back off for your IS to replenish.

vs. Shark Champion:
The shark loves to counter the Flying Wall Smash with the fin move.  Don't

use it unless you're comfortable with jumping over it. Don't jump straight up, rather jump over it, trying to stay in the middle of the screen. When the champ pulls back together, go for a quick throw. This battle will best be fought in the air.

vs. Eagle Champion:
Don't try to meet his body launch with a Flying Wall Smash.  Instead, keep

this fight in the air. The eagle's reach is a bear to deal with, but can be stopped if met with aerial attacks. Beware his vertical "sawblade" strike. Use a lot of hit and run, and use your Flying Wall Smash often, provided he isn't going for it himself. If he begins after you've launched, you'll catch him flush in the stomach. The tornado/ceiling ram is another good bet for this champion.

vs. Tiger Champion:
His speed is impressive, but he's dumb.  His aerial priority is seemingly

low, so go high often. When he uses his cartwheel attack, body launch. You'll hit him every time. When he jumps in, block and throw. Keep up the pressure with hit and runs and he's yours. Expect to trade a lot of blows though.

vs. Dragon Champion:
This is the real test of your mettle. He cheats so bad that it's very

difficult to stop him. His aerial priority is very high, so stay on the ground as best you can. His fireballs can stop the Flying Wall Smash and he'll usually strike with quick weak hits if you get close. Your best bet is to block as best you can and try to catch him coming down from the air with a Flying Wall Smash. Quickly go for the tornado/ceiling ram and you may get it. Don't jump in, but try to take him out of the air with uppercuts and middle punches. This will be the hardest opponent you face as Midnight.

                           Rax's Character Guide
                              by Dave Woodall
General Info:
Rax is one of the strongest offensive players in the game - only Trident

can match his sheer offensive strength. And given the slightest opening, he can totally devastate his opponent. Luckily for Rax, it is impossible to Insult and Block at the same time. When Insulted, immediately fire off a "Lock and Load", then leap over *quickly* and give'em a "Toe Pounding" (close C). Instant 45% damage! It feels soooooo good!

In most situations, use the strongest buttons - Z for punches and C for

kicks (of course in combination with leaps, crouches, etc.). I rarely use any of the others except with Special Moves. Rax also has an amazingly fast Throw!

vs. Blade:
Blade is a major sucker for the Flying Downward Hit (U + F > Z).  You can

easily win with this move alone, but that gets boring. An occasional Lock and Load/Toe Pounding is fun, and when Blade does his Spin Kick, knock him off his feet with an Afterburner Thrust (D > C). Blade's projectiles are slow moving, and easily avoided by pressing D. For fun, finish him with Jet Knee Smash!

vs. Jetta:
Start every match by leaping away from Jetta.  At this point, do one of two

things: 1) Fire off a Lock and Load and get ready to leap over for a Toe Pounding if it hits, or 2) Wait for her to Phase. When she does, do a leaping Z (U + F > Z) and 90% of the time she will meet you in mid-air. If all that fails, she will jump over to you. At this point, IMMEDIATELY hold F and hammer on Z. When she lands, you will do an instant Throw. Follow every Throw with a leap back and a Lock and Load. About 50% of the time it will succeed!

vs. Larcen:
Larcen is pretty quick defensively, which makes it hard to get many moves

to connect. NEVER NEVER leap in on Larcen when he's on the ground! You will not ever win that encounter. Basically, let Larcen come to you. When he does the Ceiling Crawl/Drop, meet him at the top with a leaping Z. Or, if your quick, fire off a Lock and Load and knock him down. Counter the Long Distance Sweep or a leap with either a leaping Z or C. Watch out for the Grappling Hook, because you can't block it. If you're close when he Insults, do a quick Afterburner (D > C), then move in for a Throw. Also, use the Throw if Larcen corners you.

vs. Midknight:
Midknight is also fairly easy - but more fun to defeat than Blade.  The

basic moves are U + F > Z, and D > C. He's a sucker for both. NEVER do either a Lock and Load or an Overload (A + C) - he will go for his Mist Attack every time! Just leap to avoid the Mist. If he jumps in close, do a quick Throw. You can also do repeated Throws if you corner him.

vs. Shadow:
Start every match with a leap away followed by a Lock and Load - most

likely, she will begin her match with Insults! If successful, leap over for a Toe Pounding, and if not, wait. Block whatever she throws, and if she does the Shadow Mode, wait a second, jump straight up and press D > Z coming down. Counter her Twirling Fan Attack with an Afterburner (D > C), jump back and do a Lock and Load.

vs. Slash:
Whatever you do, don't stay close to Slash!  If you do, you're in for a

world of hurt. What I've found that works best is to get about 2/3 screen length away, and slowly move forward. When he starts to walk, do a quick Afterburner (D > C), and you'll catch him off guard every time. You can repeat this until you back him into a corner, then leap to the opposite corner and try a Lock and Load/Toe Pounding. Overloads will sometimes get through, but he often bats them back. NEVER NEVER NEVER do an Overload when Slash is close - if he bats it, you'll get it back! Ouch! Also, you can counter a Running Head Butt with an Afterburner (D > C).

vs. Trident:
Trident blocks everything (almost :-).  Start every match with 2 or 3

Overloads followed by a leaping Z. Trident has 3 ways to stun you, and the worst of these is the Plasma Bolt. Don't get caught by this or you're dead! To win a leap, you must beat Trident into the air, so more often than not, leap away from him. If he leaps in close, do a quick Throw (hold F, and hammer on Z). When he does an Advancing High kick or a Spinning Trident, counter with an Afterburner (D > C) - this is the only time he doesn't block it! Of course, counter an Insult with a Lock and Load.

vs. Xavier:
Xavier also is very good at blocking, and if you get close, he'll throw

you. He is also good at avoiding Lock and Loads, so use Overloads. Most of the time, they'll get through. At this point, Xavier will do one of three things: Insult, a new spell, or a leap. Counter the first two with an Afterburner Thrust, or let him leap over you then leap away. When your Inner Strength runs low, block Xavier's spells and wait for .75. If you fire an Overload before a spell has past you, they will cancel each other, so wait. Not a glamorous win, but it works.

vs. Champion #1:
Fight this one like Blade.  Do lots of leaping Z's, and don't let up on

him. If you do, he'll go invincible or do a Special Move. If you do end up on the other side of the screen and he insults you ("Fight!"), quickly fire off a Lock and Load (effective about 40% of the time). Another thing I've found effective against any of the Champions is if you happen to kill one of them right next to you, do an Overload when the next starts to pull himself together.

vs. Shark Champion:
Above all else, do NOT use Lock and Load or Overload!  Like Midknight, this

one will always go into his "shark fin" attack. Use plenty of leaping Z's, and stay in the air. He seems very good at blocking Rax's undercutting kicks (bummer). If he goes into the "shark fin", jump the opposite direction he's going and jump high. Or use any leap followed by Y for "extra air".

vs. Eagle Champion:
Try to catch this one on the ground and do a Lock and Load / Toe Pounding

combo. He doesn't block the Lock and Load very well!!! Do this twice and you've got 90% damage on him! Other than that, try using well timed C kicks and Throws if you're cornered.

vs. Tiger Champion:
Like the first Champion, use lots of leaping Z's.  This guy reminds me of

Jetta, and you can fight him pretty much the same way - try to stay in the air because you'll get pounded on the ground. If you get attacked on the ground, block then Throw (if you can).

vs. Dragon Champion:
This guy reminds me of Trident with those @$)!($ fireballs.  Jump over them

and try to get in a quick kick! Go for the ground assault: Afterburner Thrusts (D > C), Lock and Load / Toe Poundings, and Overloads. Good Luck!

                          Shadow's Character Guide
                              by Dave Woodall
General Info:
Shadow isn't the strongest of the Eternal Champion characters, but she does

have some awesome Special Moves. The best of these is the Smoke Screen, since you can control where you reappear. The pattern is very easy to remember:

                upper left:  X + Y      Y + Z   :upper right
                lower left:  A + B      B + C   :lower right

Most of the time, you can catch your opponent in the air with one of the upper positions, and you'll damage them almost every time. For the remainder of the guide, I'll just say "Smoke Screen", but this means to follow with one of the above re-entry positions (the uppers are best, since you appear doing a kick). Another useful move is the leaping A, since it will give you "extra air" and can get you out a close spot very quickly.

vs. Blade:
Leaping C!  That's about it.  Fighting Blade is very much like Midknight.

Other than the leaping C, Flying Mines and Smoke Screens keep things interesting. If you corner him, give him a Throw.

vs. Jetta:
Jump away at the start of every match.  Let her Phase, and do a leaping C.

Repeat! Most of the time, you'll meet her at the top and win. If she jumps in close, do a quick throw. You might as well, because if she does her Flurry Kick, you can't block it anyway! Starting with a Shadow Mode isn't always very effective since she moves around so fast it's hard to catch her. If she tries a Choke Hold, do a Smoke Screen and wham her from behind.

vs. Larcen:
Play defensively against Larcen.  He can hurt you in a hurry if you let him!

Keep your distance, but counter his offensive moves. If he does a Ceiling Crawl, counter with a leaping C, or a Flying Mine if you're quick. A Smoke Screen can also knock him off the ceiling. When Larcen calls you a Punk, throw a Flying Mine at him. Counter a leap with a leaping Y and a Power Sweep with a leaping C.

vs. Midknight:
You can win with only the leaping C!!!  This fight is best kept in the air,

because Midknight will do that annoying Wall Smash otherwise. Don't throw projectiles either because he will just get all Misty. The Smoke Screen is also fun, and use a Throw if you get cornered. And don't use the Twirling Fan Attack - he'll jump over it and attack from behind.

vs. Rax:
The toughest for me! (maybe because Rax is my main character).  I like

to start with a Shadow Mode, and quickly hammer away with Y and Z punches. Do a jump A (straight up) when he does his Jet Knee Smash (zooms across the screen). If you are at one end of the playing area, he will stop right next to you, and you can get 2 Throws in a row! (hold F and keep hammering on Z). Use Smokes to catch him in the air, but don't do it when Rax is on the ground, or you'll get thrown. Counter leaps with a leaping Y or Z.

vs. Slash:
Slash is a sucker for Flying Mines!  80%-90% they'll get thru - and they'll

always get thru if you can catch him doing a Running Head Butt. When he tries a Power Thud, either leap in with Z, or Smoke to the side he's on. Starting with a Shadow Mode (see Trident's description) also works well. Slash doesn't jump much, but if he does, leap back with C.

vs. Trident:
Start every match with a Shadow Mode, get over to him fast, and hit him

repeatedly with Y and Z. If you're quick, you can do about 40% damage before you come out of it! Trident loves to jump, and that's a fatal mistake when playing against Shadow. Do a Smoke, then appear in the upper corner that he's facing. Whamo! Flying Mines are also great if you can catch him in the air. If cornered, Throw.

vs. Xavier:
Xavier is tough - he blocks everything.  Like Trident, start every match with

a Shadow Mode. After that, just wait for him to try a spell, and either leap over and kick him before he gets it off, or do a Smoke Screen and pound him from an upper corner. Flying Mines only work against leaps, which he doesn't do very often.

vs. Champion #1:
This guy is a lot like Blade.  Use lots of leaping C's and Smoke Screens

to keep him off balance. If you move away from him, he'll go invincible or throw the 5 "power balls". Don't give him the opportunity.

 This is about as far as I've gotten with Shadow - I'll fill in more as

I get better, or if I get some good tips that pan out. Good luck!

vs. Shark Champion:
vs. Eagle Champion:
vs. Tiger Champion:
vs. Dragon Champion:
                         Slash's Character Guide
                             by David DAuria
General Info:
   First of all, he's kind of slow.  That's o.k. since he has one main

advantage: the club. The club gives him two main advantages: A long reach and lots of power to damage with.

   Now, here's some tips and tactics.  First of all, learn to do the

ground thump.(That's y+z. He jumps way up into the air and drives his club into the ground) It maybe be the slowest stunning move in the entire game, but if your opponent is on the ground when you land he will be stunned. (Even if he blocks. I'm not too sure how well this works on humans since they'll probably try to knock you out of it instead of blocking. It may be possible to fake a ground thump by jumping straight up and then just knock them out of the sky as they try to prevent a thump that's never going to come) This move is very effective when the computer is far away.(At mid and close range, the computer will probably knock you out of it. This is especially true of Jetta and Shadow. Their speed and jumping power make this quite a dangerous move to attempt so be careful with it against them) Another thing is that Slash is quite effective in up close battle. Just pound away with your club, doing y and z shots. What's even better up close is his "Batting Practice" throw. This is probably the easy throw to get started. It a good idea to try to get in close for this throw, since you will be successful quite often.(You do have to time your swing when your opponent comes down. When they're about waist high is the right time to swing for the fences.) Also, it seems to do more damage than any other throw.(These 2 factors are probably there to make up for the fact you have to time your swing. BTW it's really a bad thing when you miss. Slash becomes so suprised, He's stunned!) In the air, Slash has his z club swing. The good thing about this is that if you jump back and do this, you reverse directions and move toward your opponent. This can suprise many an opponent and is quite damaging and effective. Finally, he has his declaw move. He basically shoots a projectile at an opponent. I use this to keep an opponent on his toes.(I'm not sure if this move can be used in a combo or not)

   Now,  I'm not sure if Slash has any true combos.  It seems that hitting

your opponent with y then z maybe a combo. He does have the thump and throw combo.(Not a true combo but it is effective if timed right.) Basically You stun your opponent with the thump. You then go for his throw.(And don't miss it, against trident you'll probably lose if you miss) After you hit him, go for another thump so that you land just after he gets up. (You'll stun him and get to throw him again) Just keep this up as long as you can.(Of course, if you throw him or her first, then go for the thump when the get up trick.)

vs. Blade:
vs. Jetta:
vs. Larcen:
vs. Midknight:
vs. Rax:
vs. Shadow:
vs. Slash:
vs. Trident:
vs. Xavier:
vs. Champion #1:
vs. Shark Champion:
vs. Eagle Champion:
vs. Tiger Champion:
vs. Dragon Champion:
                         Trident's Character Guide
                              by Ryan D Hose
General Info:
Basically, he's a kicker.  Use the strongest jumping kicks (jump and C) and 

sweeps (Down and C) for most of the moves. But keep your finger on Z for fireballs and flips. Awesome Combo - IS must be at full strength (or off). Lob a fireball, and if it hits, continue. If not, don't. When the fireball connects, walk up to your dazed opponent and do a Spinning Trident (XYZ). Then, as soon as the person falls back, lob another fireball, which will hit. Walk up, and throw your opponent. Then walk up and do a foot sweep. Guaranteed to take off 80% of their energy.

vs. Blade:  Same as Midknight.
vs. Jetta:
She was hard for a while until I realized something.  If she 

is just standing there (non-phased) you can jump towards her and do either a kick (C) or hit (Z) and she'll jump into it every time. Watch out when she's phased though, just turn on the stun shield and then do the jumping again.

vs. Larcen:  Same as Midknight.
vs. Midknight:
Just keep jumping at him and then try two or three sweeps.  If none of

them knock him back, jump back and block before jumping back towards him.

vs. Rax:  Same as Midknight.
vs. Shadow:
Jump back in the very beginning and wait for her to do one of these things

and react accordingly:

Throws shurkien, knife, bomb, star:  Stand and Block
Jumps in the air towards you: Jump back
Jumps in the air towards you, then goes higher for a kick:  Jump back,
  and as she comes down, hit hard kick (C).
Teleports:  Wait a second, then jump straight up and hard kick (C).  Hit
  the ground pressing down and (C) several times, then jump back.
Somersaults toward you:  Fireball, then combo.
Anything else (rare):  Back off and wait for one of these things.
vs. Slash:
Same as above, but watch out for thorns.  Also, wait to jump at him until

he tries to do a ground pound. You can really mess him up that way.

vs. Xavier:
Keep a jump distance away from him.  When his staff raises as he's about to

perform a move, jump in and kick (C) him, then sweep two or three times. The sweeps probably won't land, and you might get thrown, but in the end you'll win. If he keeps coming at you as you stay a jump distance away, lob a fireball at him and then jump towards him with a kick (C).

vs. Champion #1:
Jump kicks work best. Use Jetta's pattern.
vs. Shark Champion:
Same as First, but beware the bubble he throws and the Electric Fin.
vs. Eagle Champion:  Same as Tiger.
vs. Tiger Champion:
Same as Jetta, but use fireballs sometimes too.  Stun shield is good here.
vs. Dragon Champion:
The toughest one.  Use stun a lot.  Don't try to jump kick him - he's

too fast.

                         Xavier's Character Guide
                              by Jason Adams
General Info:
vs. Blade:
Same opening round instructions as for Jetta.  This sucker always jumps!

His jump is too slow to get him over the Spinning Cane Attack, but if for some reason he does get over it, and comes in with his lightning bolt, you're in for a world of hurt. You'd better block like nobody's business. The snake does quite nicely against his shield.

vs. Jetta:
Ever noticed how pissed someone gets when they're going for a ceiling grab

and you do the switch thing on them? Very easy to cheese Jetta. If you can throw her once, then you can just walk up and throw her again and again while she's getting up. Always start out a first round against a computer Jetta with a jumping fierce punch. She always jumps first thing first round. Second round she phases first thing. Jump in again, again with the fierce punch (to guard against the freak occurence of something other than her Phasing). She'll block it as you're coming in. This situation screams THROW!!!!! That'll knock her out of phase. The rest is cake.

vs. Larcen:
Can be a problem if you let him.  If he does the Ceiling Crawl a forward jump

in conjunction with a fierce punch will dissuade him from doing anything else. If he is coming down the same will work, but if you're that late in doing it you're probably not quick enough to jump before you're hit. The light punch works well on larcen, as well as the light kick. They also work well in tandem.

vs. MidKnight:
Well, what can I say?  This guy's a sucker for the Spinning Cane Attack.

I think that the fierce punch borders on cheese when fighting MidKnight. In a fight with everyone's fav. vamp. stay mid-range. Don't get close, because he's got the crouching double punch and a wide variety of other totally devastating moves from the inside. Using Xavier I have a lot of luck throwing MidKnight right after he comes out of the Wall Smash. And that's the only thing the Spinning Cane Attack can't stop.

vs. Rax:
Don't stand near Rax when you knock him down, or it's throw-slam city.

Otherwise, his sliding crouching punches and kicks are best met with a medium crouching kick right after your block. I don't usually use the fierce punch in this situation for one reason. If the first hit knocks rax down, then he's gonna throw you through the second hit. The cyber kick and punch are painfully obvious from the telltale sound and windup, so they're no problem to avoid.

vs. Shadow:
It's basically just a game of keep-away.  Make sure you stay clear of her at

all times. The standard wait a couple of seconds and then jump routine works when she has disappeared, but I would also say to use a jumping (fierce?) punch, the one that helicopters the staff above your head. This way when she comes from the top corners of the screen she'll catch a staff in the legs. For her cartwheel thing, charge a snake in the air while jumping over her. If not, the Spinning Cane Attack always hits for some damage when you land.

vs. Slash:
You don't even have to be awake during this fight!! Slash is one of the most

pitiful players EVER DEVELOPED against someone with a long-range attack. Using Xavier's Spinning Cane Attack, you shouldn't even get scratched. He shouldn't get closer than a cane's length. You can also win by just pressing Z over and over. Doesn't matter, he's dead either way.

vs. Trident:
There are two big dont's against Trident:
  1) Don't ever let him get in close.
  2) Don't ever eat a plasma ball.
You can't stress these enough.  Let number two happen with a player who knows

what he is doing and you are DOL (dead on landing). Stay medium range so that a Spinning Cane Attack can cancel a fireball, but don't eat one at medium range or even a novice can get in and do the grand-slam. Don't jump. Don't rush in. Don't do anything except press the fierce punch, jump straight up and press the fierce punch, or jump forward and press the fierce punch in response to Trident's moves.

vs. Champion #1:
vs. Shark Champion:
vs. Eagle Champion:
vs. Tiger Champion:
vs. Dragon Champion:
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.
/data/webs/external/dokuwiki/data/pages/archive/games/etrnchmp.txt · Last modified: 2001/01/14 06:17 by

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