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-
- Alternative FAQ v2.5
- Dr Daytona@aol.com
- Copyright (C) 1994/1995 by Miles Hardison
-
- January 16th, 1995
- Written and Compiled by Miles Hardison
-
-
- ** Please view this FAQ with Monaco or Courier size 10 for best results **
-
- ##########################################################################
- ############################## Contents ################################
- ##########################################################################
-
- 1) Contents
- 2) General Info
- 3) Key to Moves
- 4) Individual Moves
- 5) Key to Combos
- 6) Individual Combos
- 7) Tricks
- 8) Glitches
- 9) Credits
-
- ##########################################################################
- ############################# General Info #############################
- ##########################################################################
- egular Moves:
- Basic punches and kicks. They are quick but don't cause much damage.
-
- Special Moves:
- Unique moves which can be performed at any time during the fight. They
- cause more damage than regular moves, but require specific joystick and
- button combinations.
-
- Transition Moves:
- Special moves which start then immediately switch to another special move
- in the middle. Transition moves are useful for confusing opponents.
-
- Basic Combos:
- Combos are several moves strung together which are unblockable after the
- first hit. After you perform a combo, the announcer will yell out what
- type of combo it was. The names of the combos (with the number of hits)
- are as follows; Triple(3), Super(4), Hyper(5), Brutal(6), Master(7),
- Awesome(8), Blaster(9), Monster(10), King(11), Killer(12+).
-
- Ultra Combo:
- A special type of combo which can only be activated by a certain joystick
- and button combination after you have strung together at least 2 hits.
- Hit the opponent twenty times. Can only be performed when the opponent's
- energy bar is flashing red.
-
- Ultimate Combo:
- A special type of combo which can only be activated by a certain joystick
- and button combination after you have strung together at least 2 hits.
- The combo ends with a No Mercy move. Can only be performed when the
- opponent's energy bar is flashing red.
-
- Combo Breaker:
- Special moves which are used to stop combos. They must be performed
- between hits in a combo. After you do a combo breaker, the line on your
- energy bar will start flashing. You do not need to charge Combo Breaker
- moves. When using combo breakers, specific buttons must be used to break
- other buttons. 1/4 breaks 2/5, 2/5 breaks 3/6, and 3/6 breaks 1/4.
-
- Retaliation Moves:
- Special moves which can only be performed while you are getting up after
- falling. These moves often catch the opponent offguard and can be used to
- defend against any unblockable moves opponents may use while you are
- getting up.
-
- Flashing Line:
- When the line on your energy bar is flashing, your character has special
- abilities. Doing a combo breaker is one way to cause the line to start
- flashing. Some characters need only to perform certain special moves to
- activate the flashing energy bar line. Sabrewulf's energy howl will make
- the line start flashing. Also, when Spinal absorbs a special move with
- his absorb shield, it will cause the line on the energy bar to start
- flashing. The flashing energy bar line is at the tip of your energy bar.
-
- Air Juggle:
- After you perform a combo that knocks the opponent high into the air, you
- can hit them as they are falling with an air juggle move. Only certain
- special moves have the ability to juggle opponents, all other moves go
- through them. Air juggle moves don't take off much energy but they add
- one extra hit to the combo.
-
- Double and Triple Juggle:
- Some characters do multiple air juggle moves when their energy bar line is
- flashing. These multiple juggle moves will hit two or three times
- depending on which character it is.
-
- Shadow Moves:
- When the line on your energy bar is flashing, you can perform special
- moves which you could not normally perform. These special moves are the
- same as their counterparts except they either go faster, cause more
- damage, or both. Some shadow moves can only be performed in combos. If
- you perform shadow moves too many times, the line on your energy bar will
- stop flashing
-
- No Mercy:
- After defeating your opponent for the second time in a fight, you have the
- chance to perform a No Mercy. A No Mercy is a move which kills your
- opponent. A No Mercy may have a different outcome depending on what
- character you performed it against.
-
- Humiliation:
- If you defeat your opponent for the second time in a fight without loosing
- all the energy in your first energy bar, you will be able to perform a
- Humiliation. A Humiliation is a move which humiliates the opponent by
- forcing them to dance to some very "weird" music.
-
- Last Breath:
- After being defeated for the second time in a fight, your character will
- be dizzy. Rapidly shake the joystick left and right and press all the
- buttons to 'speed up' the dizzy process. If you do this long enough
- without your opponent hitting you or performing a finish move you, will
- get up and fight with your last breath. You will be given just enough
- energy so that if you block a special move, or get hit, you will die.
-
- Awesome Victory:
- Defeat your opponent then finish them with a No Mercy or Humiliation and
- you will be rewarded with an Awesome Victory. You also get to see an
- animated sequence after the fight.
-
- Supreme Victory (Perfect):
- Defeat your opponent without loosing all the energy in your first energy
- bar and you will be rewarded with a Supreme Victory. You also get to see
- an animated sequence after the fight. If you do not loose any energy at
- all the announcer will say "Perfect".
-
- ##########################################################################
- ############################ Key to Moves ##############################
- ##########################################################################
-
- GENERAL - General information about abbreviations.
-
- " , " can be substituted by "then".
- " + " can be substituted by "and".
- " / " can be substituted by "or".
- " * " indicates that something is unconfirmed by me.
-
- All charge moves must be charged for at least 1 second
-
- Note: Moves with a "+" mean that you have to be holding the joystick in a
- specific direction while you press or release the button. Here are a
- couple of examples;
-
- Example #1: "H6,QCDB+R6" should be read as, hold fierce low attack and
- rotate the joystick in a quarter circle down/back motion (DF,D,DB), then
- while the joystick is STILL held in the DB position, release fierce low
- attack.
-
- Example #2: "CB,F+3" should be read as, charge back (2 seconds) then press
- forward, then while the joystick is still held in the forward position,
- press fierce high attack.
- +------------------------------------------------------------------------+
- BUTTONS - Information/Abbreviations for buttons.
-
- H = Hold C = Charge aHA = Any High Attack
- R = Release S = Start aLA = Any Low Attack
-
- 1 = Quick High Attack 2 = Medium High Attack 3 = Fierce High Attack
- 4 = Quick Low Attack 5 = Medium Low Attack 4 = Fierce Low Attack
- +------------------------------------------------------------------------+
- JOYSTICK - Information/Abbreviations for joystick motions.
-
- B: Back C: Charge
- F: Forward DF: Down Forward
- D: Down DB: Down Back
- H: Hold
-
- QCB: Quarter Circle Back (D,DB,B)
- QCT: Quarter Circle Toward (D,DF,F)
- HCB: Half Circle Back (F,DF,D,DB,B)
- HCT: Half Circle Toward (B,DB,D,DF,F)
-
- QCDB: Quarter Circle Down/Back (DF,D,DB)
- QCDF: Quarter Circle Down/Forward (DB,D,DF)
- +------------------------------------------------------------------------+
- PARENTHESIS - What this stuff means
-
- control: can be controlled with the joystick by pressing up or down.
-
- juggle: can only be performed when juggling the opponent.
-
- midair: can only be performed in midair.
-
- ground/midair: can be performed on the ground or in midair.
-
- during combo: can only be performed during a combo of at least 2 hits.
-
- flashing line: you must have a flashing line on your energy bar.
-
- anti-projectile: goes through projectiles
-
- ##########################################################################
- ########################## Individual Moves ############################
- ##########################################################################
-
- CINDER
-
- == SPECIAL MOVES ==
- Flaming Palm B,B,1
- Red Outline HCB+2 (immune to ALL projectiles)
- Invisibility HCB+3
- Flame Torpedo F,F,aHA (ground/midair)
- Flame Torpedo CB,F+aHA
- Flame Stream F,F,aLA
- Flame Stream CB,F+aLA
- Flip Kick F,QCT+aLA
-
- == SHADOW MOVES ==
- Invis. Teleport Front HCB+1 (flashing line)
- Invis. Teleport Back H1,HCB+R1 (flashing line)
- Shadow 4 hit + air H2,F,F+R2 (flashing line, during combo)
- Shadow 4 hit + air H6,F,QCT+R6 (flashing line, during combo)
- Triple Torpedo Juggle F,F,3 (flashing line, juggle)
- Triple Torpedo Juggle CB,F+3 (flashing line, juggle)
-
- == TRANSITION MOVES ==
- Flame Torpedo to Diagonal Flame Torpedo F,F,3,B,B,3 (midair)
-
- == OTHER MOVES ==
- Air Combo Jump6,CF,B+2 (midair)
- Air Juggle CB,F+3 (juggle)
- Air Juggle F,F,3 (juggle)
- Combo Breaker F,QCT+aLA
- Retaliation F,QCT+aLA
-
- == FINISH MOVES ==
- Lava Pool B,B,B,2 (1 to 2 PLA)
- Meltdown HCT+4 (1 to 2 PLA
- Humiliation B,B,B,6 (1 to 4 PLA)
- Ultimate MD HCB+5 (during combo)
- Ultra Combo F,F,3 (during combo)
- **************************************************************************
- TJ COMBO
-
- == SPECIAL MOVES ==
- Single Backfist CB,F+1
- Double Backfist CF,B+1
- Double Roll Punch CB,F+2 (anti-projectile, charge 1 sec.)
- Triple Roll Punch CB,F+2 (anti-projectile, charge 3 sec.)
- Lunging Punch CB,F+3
- Winding Uppercut C3,R3,3 (charge 3 sec.)
- Flying Knee CB,F+4/6
- Rising Knee CB,F+5
-
- == SHADOW MOVES ==
- Shadow Lunging Punch H3,CB,F+R3 (flashing line, anti-projectile)
- Shadow 3 hit + air H6,CB,F+R6 (flashing line, during combo)
- Shadow 4 hit + end H2,CB,F+R2 (flashing line, during combo)
- Shadow 4 hit + end H3,CB,F+R3 (flashing line, during combo)
- Triple Punch Juggle CB,F+3 (flashing line, juggle)
-
- == TRANSITION MOVES ==
- Rolling Punch to Rising Knee CB,F+2,B+5
- Lunging Punch to Single Backfist CB,F+3,B+1
- Lunging Punch to Rolling Punch CB,F+3,B+2
- Lunging Punch to Sudden Stop CB,F+3,B+3
- Lunging Punch to Flying Knee CB,F+3,B+6
-
- == OTHER MOVES ==
- Air Combo Jump5,CF,B+4 (midair)
- Air Combo Jump6,CF,B+5 (midair)
- Air Juggle CB,F+3 (juggle)
- Combo Breaker B,F+aLA
- Retaliation CB,F+aLA
-
- == FINISH MOVES ==
- Neck Breaker B,B,F,F,2 (close)
- Screen Punch HCT+6 (close)
- Humiliation D,D,D,1 (1 to 4 PLA)
- Ultimate SP HCB+5 (during combo)
- Ultra Combo CF,B+3 (during combo)
- **************************************************************************
- FULGORE
-
- == SPECIAL MOVES ==
- Flying Uppercut F,QCT+aHA (anti-projectile)
- 1 Energy Bolt QCT+aHA (projectile)
- 2 Energy Bolts B,B,HCT+1 (projectile)
- 3 Energy Bolts F,B,B,HCT+1 (projectile)
- Reflect Shield QCB+aHA (reflects projectiles)
- Teleport Front B,QCB+aHA
- Teleport Behind B,QCB+aLA
- Energy Charge CB,F+aLA
- Eye Laserbeam QCDB+6
-
- == SHADOW MOVES ==
- Auto 3 Energy Bolts QCT+1 (flashing line)
- Shadow Flying Uppercut H3,F,QCT+R3 (flashing line)
- Shadow 3 hit + air H5,CB,F+R5 (flashing line, during combo)
- Shadow 4 hit + end H2,QCT+R2 (flashing line, during combo)
- Shadow 4 hit + end H3,F,QCT+R3 (flashing line, during combo)
- Shadow Energy Charge H6,CB,F+R6 (flashing line)
-
- == TRANSITION MOVES ==
- Energy Charge to Flying Uppercut CB,F+aLA,QCT+1
-
- == OTHER MOVES ==
- Air Combo Jump6,F,QCT+2 (midair)
- Air Juggle B,B,HCT+1 (juggle, hits 1x)
- Air Juggle F,B,B,HCT+1 (juggle, hits 2x)
- Combo Breaker F,QCT+aHA
- Retaliation F,QCT+aHA
-
- == FINISH MOVES ==
- Eye Laser HCB+3 (1 PLA)
- Machine Gun HCT+6 (1 to 4 PLA)
- Humiliation HCT+5 (1 to 4 PLA)
- Ultimate MG QCDB+2 (during combo)
- Ultra Combo F,QCT+1 (during combo)
- **************************************************************************
- GLACIUS
-
- == SPECIAL MOVES ==
- Blade Uppercut QCDB+1
- Shoulder Charge CB,F+aHA
- Bouncing Iceball QCT+aHA (projectile)
- Puddle Teleport QCT+4
- Puddle Uppercut QCT+5/6 (goes under ALL projectiles)
-
- == SHADOW MOVES ==
- Fast Bouncing Iceball H1,QCT+R1 (flashing line)
- Shadow 3 hit + end H5,QCT+R5 (flashing line, during combo)
- Shadow 3 hit + air H6,QCT+R6 (flashing line, during combo)
- Shadow 4 hit + air H1,QCDB+R1 (flashing line, during combo)
- Shadow 4 hit + air H3,QCT+R3 (flashing line, during combo)
- Triple Puddle Juggle QCT+6 (flashing line, juggle)
-
- == TRANSITION MOVES ==
- Puddle Uppercut to Teleport Uppercut QCT+5,QCT+6/QCB+6
- Puddle Uppercut to Teleport Uppercut QCT+6,QCT+5/QCB+5
-
- == OTHER MOVES ==
- Air Combo Jump6,CF,B+5 (midair)
- Air Juggle QCT+6 (juggle)
- Combo Breaker B,F+aHA
- Retaliation QCT+aLA
-
- == FINISH MOVES ==
- Blob Engulf HCB+5 (1 PLA)
- Needle Stab HCT+2 (1 to 2 PLA)
- Acid Puddle B,B,B,6 (1 to 4 PLA)
- Humiliation F,F,B,4 (1 to 4 PLA)
- Ultimate AP QCDB+1 (during combo)
- Ultra Combo CB,F+3 (during combo)
- **************************************************************************
- JAGO
-
- == SPECIAL MOVES ==
- Yellow Fireball H1,QCT+R1 (hits anti-projectile moves)
- Green Fireball QCT+aHA (projectile)
- Flying Uppercut F,QCT+aHA (anti-projectile)
- Green Sword QCDB+3
- Flying Heel Kick QCDF+4 (anti-projectile)
- Flying Heel Kick QCDB+aLA (anti-projectile)
- Fast Heel Kick H6,QCDB+R6 (anti-projectile)
-
- == SHADOW MOVES ==
- Fast Red Fireball H3,QCT+R3 (flashing line)
- Shadow Fast Heel Kick H6,QCDB+R6 (flashing line)
- Shadow 3 hit + end H5,QCDB+R5 (flashing line, during combo)
- Shadow 3 hit + air H2,F,QCT+R2 (flashing line, during combo)
- Shadow 4 hit + end H3,F,QCT+R3 (flashing line, during combo)
- Triple Fireball Juggle H2,QCT+R2 (flashing line, juggle)
-
- == OTHER MOVES ==
- Air Combo Jump6,QCDB+5 (midair)
- Air Juggle H2,QCT+R2 (juggle)
- Combo Breaker F,QCT+aHA
- Retaliation F,QCT+aHA
-
- == FINISH MOVES ==
- Sword Stab B,F,F,1 (close)
- Falling Car B,B,F,F,2 (1 to 4 PLA)
- Humiliation HCB+5 (1 to 4 PLA)
- Ultimate SS HCT+3 (during combo)
- Ultra Combo QCDB+4 (during combo)
- **************************************************************************
- ORCHID
-
- == SPECIAL MOVES ==
- Sabre Charge QCDB+1/2
- Tiger Charge CB,F+aHA (anti-projectile)
- Laser Boomerang QCT+aHA (projectile)
- Swinging Sabre QCDB+3
- Helicopter Kick CB,F+aLA
-
- == SHADOW MOVES ==
- Shadow Sabre Charge QCDB+2 (flashing line)
- Shadow Tiger Charge H3,CB,F+R3 (flashing line, anti-projectile)
- Shadow 3 hit + air H5,CB,F+R5 (flashing line, during combo)
- Shadow 4 hit + air H3,QCDB+R3 (flashing line, during combo)
- Shadow 4 hit + air H4,CB,F+R4 (flashing line, during combo)
- Triple Boomerang Juggle QCT+1 (flashing line, juggle)
-
- == OTHER MOVES ==
- Air Combo Jump3/6,CF,B+2 (midair)
- Air Combo Jump5,CF,B+1 (midair)
- Air Juggle QCT+1 (juggle)
- Combo Breaker B,F+aLA
- Retaliation CB,F+aLA
-
- == FINISH MOVES ==
- Frog Squash D,F,B,4,6 (close)
- Heart Attack B,F,F,1 (close to 4 PLA)
- Humiliation HCB+3 (1 to 4 PLA)
- Ultimate HA QCDB+5 (during combo)
- Ultra Combo CB,F+2 (during combo)
- **************************************************************************
- RIPTOR
-
- == SPECIAL MOVES ==
- Slashing Claw QCDB+1
- Charge Attack CB,F+aHA
- Spit Fireball QCB+aHA (projectile, midair/ground)
- Breathe Fire QCDB+3
- Leaping Kick CB,F+aLA (anti-projectile)
- Leaping Kick CF,B+4/5 (anti-projectile)
- Tail Flip QCDB+aLA (anti-projectile)
- Air Tail Flip QCDB+6 (midair)
-
- == SHADOW MOVES ==
- Fast Blue Fireball H2,QCB+R2 (flashing line)
- Shadow 3 hit + air H6,CB,F+R6 (flashing line, during combo)
- Triple Fireball Juggle QCB+1 (flashing line, juggle)
-
- == TRANSITION MOVES ==
- Charge Attack to Breathe Fire CB,F+3,B+3
- Charge Attack to Tail Flip CB,F+3,B+4
- Charge Attack to Leaping Claw CB,F+3,B+5
- Leaping Kick to Midair Fireball CB,F+6,QCB+3 (midair)
- Leaping Kick to Air Tail Flip CB,F+6,QCDB+6 (midair)
-
- == OTHER MOVES ==
- Air Combo Jump6,CF,B+5 (midair)
- Air Juggle QCB+1 (juggle)
- Combo Breaker B,F+aLA
- Retaliation [unknown]
-
- == FINISH MOVES ==
- Eat Player HCT+2 (1 PLA)
- Spit Acid B,B,B,5 (1 to 4 PLA)
- Tail Stab F,F,B,6 (1 PLA)
- Humiliation [unknown] (1 to 4 PLA) D,F,F,3
- Ultimate EP HCT+1 (during combo)
- Ultra Combo CB,F+4 (during combo)
- **************************************************************************
- SABREWULF
-
- == SPECIAL MOVES ==
- Flaming Bat QCB+aHA (projectile)
- Spinning Claw CB,F+aHA (stops flashing line)
- Spinning Claw CF,B+2
- Rolling Claw CB,F+4 (stops flashing line, anti-projectile)
- Charging Claw CB,F+5
- Leaping Claw CB,F+6 (anti-projectile)
- Energy Howl QCDB+6 (starts flashing line)
-
- == SHADOW MOVES ==
- Double Spinning Claw CB,F+aHA (flashing line)
- Double Rolling Claw CB,F+4 (flashing line)
- Shadow 3 hit + air H1,CB,F+R1 (flashing line, during combo)
- Shadow 4 hit + end H4,CB,F+R4 (flashing line, during combo)
- Shadow 4 hit + air H5,CB,F+R5 (flashing line, during combo)
- Shadow 4 hit + air H6,CB,F+R6 (flashing line, during combo)
- Double Claw Juggle CB,F+6 (flashing line, juggle)
-
- == TRANSITION MOVES ==
- Charging Claw to Rolling Claw CB,F+5,B+4
- Charging Claw to Charging Claw CB,F+5,B+5
- Charging Claw to Leaping Claw CB,F+5,B+6
-
- == OTHER MOVES ==
- Air Combo Jump6,CF,B+5 (midair)
- Air Juggle CB,F+6 (juggle)
- Combo Breaker B,F+aLA
- Retaliation CB,F+aLA
-
- == FINISH MOVES ==
- Claw Stab B,B,5 (close)
- Screen Punch B,B,F,2 (1 PLA)
- Humiliation F,F,1 (1 to 4 PLA)
- Ultimate CS HCT+3 (during combo)
- Ultra Combo CF,B+4 (during combo)
- **************************************************************************
- SPINAL
-
- == SPECIAL MOVES ==
- Morph Combo D,D+aHA/aLA (during combo)
- Absorb Shield HB+1 (absorbs special moves for skulls)
- Shield Charge F,F,aHA
- Teleport Front D,D+aHA
- Teleport Behind D,D+aLA
- Air Teleport H1,Jump,D,D+R1 (midair, teleports front)
- Air Teleport H4,Jump,D,D+R4 (midair, teleports behind)
- Flaming Sword CB,F+2
- Flaming Sword CF,B+2
-
- == SHADOW MOVES ==
- Flaming Skull QCT+aHA (must have 1 skull)
- Double Flaming Sword CB,F+2 (must have 1 skull)
- Fast Red Fireball H1/2/3,QCT+R1/2/3 (must have 3 skulls)
-
- == TRANSITION MOVES ==
- Shield Charge to Sword Slash F,F,2/3,B+2
- Teleport Front to Teleport Behind D,D+3,D,D+1
- Teleport Behind to Teleport Front D,D+6,D,D+1
-
- == OTHER MOVES ==
- Air Combo Jump6,CF,B+5 (midair)
- Air Juggle QCT+1 (juggle, must have 1 skull)
- Combo Breaker F,F,aHA
- Retaliation D,D+aHA
-
- == FINISH MOVES ==
- Skeleton Grab B,B,B,5 (1 to 4 PLA)
- Shield Stab B,B,F,4 (close)
- Humiliation HCT+6 (1 to 4 PLA)
- Ultimate SS QCDB+1 (during combo)
- Ultra Combo HCT+3 (during combo)
- **************************************************************************
- CHIEF THUNDER
-
- == SPECIAL MOVES ==
- Flying Mohawk QCB+1/2
- Flying Mohawk HCB+3
- Spinning Chop CB,F+aHA
- Spinning Chop CF,B+2 (anti-projectile)
- Tomahawk Dive QCB+3 (midair)
- Firebird Throw QCT+aLA (projectile, control w/joystick)
-
- == SHADOW MOVES ==
- Shadow Tomahawk Dive H3,QCB+R3 (flashing line, midair)
- Giant Red Firebird QCT+5 (flashing line)
- Small Red Firebird H5,QCT+R5 (flashing line)
- Shadow 3 hit + air H3,CB,F+R3 (flashing line, during combo)
- Shadow 3 hit + end H6,QCT+R6 (flashing line, during combo)
- Shadow 4 hit + air H2,QCB+R3 (flashing line, during combo)
- Shadow 4 hit + air H3,HCB+R3 (flashing line, during combo)
- Triple Firebird Juggle QCT+4 (flashing line, juggle)
-
- == TRANSITION MOVES ==
- Flying Mohawk to Tomahawk Dive HCB+H3,F+R3
- Flying Mohawk to Shadow Dive HCB+H3,F+R3 (flashing line)
-
- == OTHER MOVES ==
- Air Dive [unknown]
- Air Juggle QCT+1 (juggle)
- Combo Breaker HCB+aHA
- Retaliation [unknown]
-
- == FINISH MOVES ==
- Rain Dance HCT+3 (1 PLA)
- Axe Uppercut HCB+6 (close)
- *Humiliation D,F,F,4 (1 to 4 PLA)
- Ultimate RD QCDB+2 (during combo)
- Ultra Combo CB,F+1 (during combo)
-
- ##########################################################################
- ############################ Key to Combos #############################
- ##########################################################################
-
- GENERAL
-
- " , " can be substituted by "then".
- " + " can be substituted by "and".
- " / " can be substituted by "or".
- " * " indicates that something is unconfirmed by me.
-
- All charge moves must be held for at least 2 seconds
-
- Note: Moves with a "+" mean that you have to be holding the joystick in a
- specific direction while you press or release the button. Here are a
- couple of examples;
-
- Example #1: "H6,QCDB+R6" should be read as, hold fierce low attack and
- rotate the joystick in a quarter circle down/back motion (DF,D,DB), then
- while the joystick is STILL held in the DB position, release fierce low
- attack.
-
- Example #2: "cB,F+3" should be read as, charge back (2 seconds) then press
- forward, then while the joystick is still held in the forward position,
- press fierce high attack.
- +------------------------------------------------------------------------+
- BUTTONS
-
- H = Hold c = Charge
- R = Release
-
- 1 = Quick High Attack 2 = Medium High Attack 3 = Fierce High Attack
- 4 = Quick Low Attack 5 = Medium Low Attack 4 = Fierce Low Attack
- +------------------------------------------------------------------------+
- JOYSTICK
-
- B: Back c: Charge
- F: Forward DF: Down Forward
- D: Down DB: Down Back
-
- QCB: Quarter Circle Back (D,DB,B)
- QCT: Quarter Circle Toward (D,DF,F)
- HCB: Half Circle Back (F,DF,D,DB,B)
- HCT: Half Circle Toward (B,DB,D,DF,F)
-
- QCDB: Quarter Circle Down/Back (DF,D,DB)
- QCDF: Quarter Circle Down/Forward (DB,D,DF)
- +------------------------------------------------------------------------+
- CONNECTORS
-
- Moves within a combo which hits the opponent multiple times and keeps the
- combo going. Connectors will sometimes end the combo after a certain
- amount of hits.
-
- Column 1: The motion for the connector move.
- Column 2: The number of hits the connector move produces.
- Column 3: The move(s) that the connectors can be performed after.
- +------------------------------------------------------------------------+
- ENDINGS
-
- Moves used after connector moves which end the combo. It is sometimes
- possible to juggle opponents after an ending move. If the energy bar
- line is flashing when you juggle the opponent, some characters will
- receive two additional juggle hits. Endings can be used after ANY
- connector moves.
-
- Column 1: The motion for the ending move.
- Column 2: The number of hits the ending move produces.
- _ + end : You cannot juggle the opponent after the ending move.
- _ + air : You can juggle the opponent after the ending move.
- +------------------------------------------------------------------------+
- COMBOS
-
- normal: The combo has nothing special about it.
- shadow: The combo is a shadow combo.
- stun: The combo stuns the opponent.
- ultra: The combo is an Ultra Combo.
- ultimate: The combo is an Ultimate Combo.
- wait: Indicates that you are about to perform a juggle move.
-
- Example: cB,1,F+2,wait,QCT+1
- Charge back while you press 1, then press forward+2 to perform the charge
- move. This charge move happens to end the combo and knock your opponent
- into the air. Wait for your opponent to start falling then press QCT+1 to
- juggle your opponent with your juggle move.
- +------------------------------------------------------------------------+
- PARENTHESIS
-
- (crouching): The opponent must be crouching.
- (flashing line): Your energy line must be flashing to perform this combo.
- (midair): The move has to be performed in midair.
- (standing): The opponent must be standing.
-
- ##########################################################################
- ########################## Individual Combos ###########################
- ##########################################################################
-
- CINDER
-
-
- =========
- CONNECTORS
- ==========
- cF,B+1 2 hits N/A
- 4 2 hits after F,F,1 (midair)
- 1 3 hits after F,F,2
- 2 3 hits after cF,B+1 or Jump6
-
- =======
- ENDINGS
- =======
- F,F,2 4 + air
- F,QCT+5 4 + air
- F,QCT+6 4 + air
-
- ======
- COMBOS
- ======
- Normal
- 11: Jump6,2,F,F,1,F,QCT+6,wait,F,F,3
- 15: F,F,2,cF,1,B+1,2,F,QCT+5/6,wait,F,F,3
-
- Ultimate
- 11: F,F,2,cF,1,B+1,2,HCB+5
-
- Ultra
- 29: F,F,2,cF,1,B+1,2,F,F,3,wait,F,F,3
- **************************************************************************
- TJ COMBO
-
-
- ==========
- CONNECTORS
- ==========
- cF,B+1 2 hits N/A
- 5 3 hits cF,B+1 or cB,F+4/6
-
- ======
- ENDING
- ======
- cB,F+2 3 + air
- cB,F+6 3 + air
- cB,F+3 4 + end
- cB,F+1 4 + air
-
- ======
- COMBOS
- ======
- *** - |ndicates that the roll must hit the opponent 3 times.
-
- Normal
- 20: cB,F+2,cF,B+1,cF,5,B+1,cF,5,cB+1,F+1,wait,cB,F+3 (***)
-
- Ultra
- 34: cB,F+2,cF,B+1,cF,5,B+1,cF,5,B+1,cF,4,B+3,wait,cB,F+3 (***)
- **************************************************************************
- FULGORE
-
-
- ==========
- CONNECTORS
- ==========
- 5 2 hits after cB,F+6
- QCDB+6 2 hits N/A
- 1 3 hits after cB,F+6 or QCDB+6
- 2 3 hits after Jump6
- 6 3 hits after cB,F+6
-
- =======
- ENDINGS
- =======
- CB,F+5 3 + air
- B,QCB+1 4 + end
- QCT+2 4 + end
- F,QCT+3 4 + end
-
- ======
- COMBOS
- ======
- Stun
- 3: cB,F+6,QCDB+6,3/6
- 4: cB,F+6,5,F,QCT+2
-
- Normal
- 8: Jump6,2,F,QCT+3
- 13: cB,F+6,6,QCDB+6,1/6,F,QCT+3
- 13: cB,F+6,6,QCDB+6,1/6,B,QCB+3
-
- Ultra
- 29: cB,F+6,6,QCDB+6,1/6,F,QCT+1,wait,F,B,B,HCT+1
- **************************************************************************
- GLACIUS
-
-
- ==========
- CONNECTORS
- ==========
- 1 2 hits after cB,F+3
- cF,B+2 2 hits N/A
- 3 2 hits after cB,F+2
- 2 3 hits after cB,F+2/3 or Jump6
- 4 3 hits after QCT+5
- 6 3 hits after QCT+5
-
- =======
- ENDINGS
- =======
- QCT+5 3 + end
- QCT+6 3 + air
- QCDB+1 4 + air
- QCT+3 4 + air
-
- ======
- COMBOS
- ======
- Stun
- 3: cDB,3,F+3,D,3
-
- Normal
- 14: cB,F+3,cF,2,B+2,2,QCT+3,wait,QCT+6
- 14: QCT+5,cF,6,B+2,2,QCT+3,wait,QCT+6
-
- Ultra
- 28: B,F+3,cF,2,B+2,cB,2,F+3,wait,QCT+6
- 28: QCT+5,cF,6,B+2,cB,2,F+3,wait,QCT+6
- **************************************************************************
- JAGO
-
-
- ==========
- CONNECTORS
- ==========
- 2 2 hits after Jump6
- QCDB+3 2 hits N/A
- 4 2 hits after QCDB+5
- 5 3 hits after QCDB+6
-
- =======
- ENDINGS
- =======
- F,QCT+1 2 + end
- F,QCT+2 3 + air
- F,QCT+3 4 + end
-
- ======
- COMBOS
- ======
- Stun
- 3: QCDB+4,QCDB+4,QCDB+4
-
- Normal
- 7: Jump6,2,F,QCT+3
- 14: QCDB+6,5,QCDB+3,5,5,F,QCT+3
- 15: QCT+1,pause,QCDB+6,5,QCDB+3,5,5,F,QCT+3 (fireball must hit first)
-
- Ultra
- 28: QCDB+6,5,QCDB+3,5,5,QCDB+4
- **************************************************************************
- ORCHID
-
-
- ==========
- CONNECTORS
- ==========
- cF,B+5 2 hits N/A
- 1 3 hits after cF,B+5 or cB,F+6
- 6 3 hits after cB,F+3
-
- =======
- ENDINGS
- =======
- cB,F+5 3 + air
- QCDB+3 4 + air
- cB,F+4 4 + air
-
- ======
- COMBOS
- ======
- Stun
- 4: cDB,3,F+1,1 (standing)
- 4: cB,F+2,6,QCDB+2
-
- Normal
- 8: QCDB+2,QCDB+1,3,QCDB+3,wait,QCT+1
- 20: cB,F+3,cF,6,B+5,cB,1,F+6,1,QCDB+3,wait,QCT+1
- 30: cB,F+6,cB,1,F+6,cB,1,F+6,cF,1,B+5,1,QCDB+2,QCDB+1,QCDB+3,wait,QCT+1
-
- Ultra
- 44: cB,F+6,cB,1,F+6,cB,1,F+6,cF,1,cB+5,1,QCDB+2,QCDB+1,F+2,wait,QCT+1
- **************************************************************************
- RIPTOR
-
-
- ==========
- CONNECTORS
- ==========
- cF,B+4 2 hits N/A
- 2 2 hits after cB,F+1 or Jump6
- 1 3 hits after cB,F+4
- 5 3 hits after cB,F+3
-
- =======
- ENDINGS
- =======
- QCB+3 4 + end
- QCDB+1 4 + air
-
- ======
- COMBOS
- ======
- Stun
- 3: cDB,3,cF+3,B+3 (standing)
- 3: cB,cF+3,B+3,3
-
- Normal
- 6: cB,F+1,cB,2,F+1,2
- 14: cB,F+3,cB,5,F+4,5,QCDB+1,wait,QCB+1
-
- Ultra
- 28: cB,F+4,cF,1,B+4,cB,1,F+4,wait,QCB+1
- **************************************************************************
- SABREWULF
-
-
- ==========
- CONNECTORS
- ==========
- cF,B+2 2 hits N/A
- 5 2 hits after cB,F+1
- 2 3 hits after cB,F+4/6
- 3 3 hits after cB,F+4
- 6 3 hits after cB,F+2/3
-
- =======
- ENDINGS
- =======
- cB,F+1 3 + air
- cB,F+4 4 + end
- cB,F+5 4 + air
- cB,F+6 4 + air
-
- ======
- COMBOS
- ======
- Stun
- 2: cB,cF+5,B+5
- 4: cDB,3,F+3,D+3 (standing)
- 4: cDB,6,F+3,D,6
-
- Normal
- 17: cB,F+4,cB,2,F+2,cB,2,F+6,wait,cB,F+6 (flashing line)
-
- Shadow
- 15: cB,F+6,cF,2,B+2,cB,2,F+6,wait,cB,F+6 (flashing line)
-
- Ultra
- 31: cB,F+4,cB,2,F+2,cF,2,B+4,wait,cB,F+6 (flashing line)
- **************************************************************************
- SPINAL
-
-
- ==========
- CONNECTORS
- ==========
- cF,B+2 2 hits N/A (must have 1 skull)
- 5 2 hits after F,F,2
- 6 2 hits after F,F,3
- 2 3 hits after F,F,3
- 3 3 hits after F,F,1 or cB,F+2 or cF,B+2
-
- =======
- ENDINGS
- =======
- F,F,1 3 + end
- F,F,2 3 + end
- F,F,3 4 + end
-
- vs. Cinder
- D,D+1 (4 + air) D,D+2 (4 + air) D,D+3 (4 + air)
- D,D+4 (4 + air) D,D+5 (4 + air) D,D+6 (4 + air)
-
- vs. TJ Combo
- D,D+1 (3 + air) D,D+2 (4 + end) D,D+3 (4 + end)
- D,D+4 (3 + air) D,D+5 (3 + air) D,D+6 (4 + air)
-
- vs. Fulgore
- D,D+1 (? + ???) D,D+2 (? + ???) D,D+3 (? + ???)
- D,D+4 (? + ???) D,D+5 (? + ???) D,D+6 (? + ???)
-
- vs. Glacius
- D,D+1 (4 + air) D,D+2 (4 + air) D,D+3 (3 + air)
- D,D+4 (3 + end) D,D+5 (3 + end) D,D+6 (3 + end)
-
- vs. Jago
- D,D+1 (2 + end) D,D+2 (3 + end) D,D+3 (4 + end)
- D,D+4 (3 + end) D,D+5 (3 + end) D,D+6 (3 + end)
-
- vs. Orchid
- D,D+1 (4 + end) D,D+2 (? + ???) D,D+3 (? + ???)
- D,D+4 (4 + air) D,D+5 (? + ???) D,D+6 (? + ???)
-
- vs. Riptor
- D,D+1 (4 + end) D,D+2 (4 + air) D,D+3 (3 + end)
- D,D+4 (3 + air) D,D+5 (3 + air) D,D+6 (3 + air)
-
- vs. Sabrewulf
- D,D+1 (3 + air) D,D+2 (4 + end) D,D+3 (? + ???)
- D,D+4 (4 + air) D,D+5 (4 + air) D,D+6 (4 + air)
-
- vs. Spinal
- D,D+1 (3 + end) D,D+2 (3 + end) D,D+3 (4 + end)
- D,D+4 (3 + end) D,D+5 (3 + end) D,D+6 (4 + end)
-
- vs. Chief Thunder
- D,D+1 (3 + air) D,D+2 (4 + air) D,D+3 (4 + air)
- D,D+4 (3 + end) D,D+5 (3 + end) D,D+6 (3 + end)
-
- ======
- COMBOS
- ======
- Normal
- 7: F,F,2,5,F,F,3
- 8: F,F,1,3,F,F,3
- 8: F,F,3,2,F,F,3
- 14: cB,F+2,cF,3,B+2,3,F,F,3 (must have 1 skull)
- 15: cB,F+2,cF,3,B+2,3,D,D+_,wait,QCT+1 (only works vs some opponents)
-
- Ultra
- 28: cB,F+2,cF,3,B+2,3,HCT+3 (must have 1 skull)
- **************************************************************************
- CHIEF THUNDER
-
-
- ==========
- CONNECTORS
- ==========
- F,2 2 hits after cB,F+3
- F/B,6 3 hits after cB,F+3
- cF,B+2 3 hits N/A
-
- =======
- ENDINGS
- =======
- CB,F+3 3 + end
- QCT+6 3 + end
- HCB+2 4 + air
- HCB+3 4 + air
-
- ======
- COMBOS
- ======
- Normal
- 14: cB,F+3,cF,6,B+2,HCB+3,wait,QCT+4
-
- Ultra
- 28: cB,F+3,cF,6,B+2,cB,F+1,wait,QCT+4
-
- ##########################################################################
- ############################### Tricks #################################
- ##########################################################################
-
- Turbo Mode:
- At the player selection screen, have both players hold 1+2+3+right
- immediately after picking their character. Keep holding 1+2+3+right until
- the game starts. This will make the fight go super fast for one fight
- only. You performed this trick correctly if you hear a "swoosh" sound.
-
- High Scores Table:
- During the demo mode, press up on one of joysticks to view the high
- scores.
-
- Change Character Color:
- At the character selection screen, pressing up or down will change the
- color of your character. You cannot choose the same color your opponent
- chose.
-
- Random Select Character:
- At the character selection screen, hold up and press start. A random
- character will be chosen for you.
-
- Combo Breaker:
- During the animated sequence before the fight, hold down+start on both
- controllers. The effects of this trick are unknown during a 2 player
- game. However, when playing one player, this trick will allow the
- computer to perform shadow moves without doing a combo breaker. You
- performed this trick correctly if you hear the announcer say "combo
- breaker".
-
- Stage and Music Select:
- When you are at the character selection screen, holding up or down on the
- joystick and pressing a button will choose either the stage or music from
- a specific stage. If you are the first person to choose your character,
- you get to choose the stage. If you are the second person to choose, you
- get to choose the music from a stage. The joystick direction and buttons
- needed for each stage are listed below:
-
- Wooden Bridge: D+1
- Bloody Alter: D+2
- Lava Bridge: D+3
- Chicago Street: D+4
- Room w/fireplace: D+5
- Small Sky Arena: D+5 (both players)
- Factory: D+6
- Ice Temple: U+1
- Infinite Caves: U+2
- Ice Sculpture: U+3
- Castle Roof: U+4
- Roof in Chicago: U+5
- Desert Roof: U+6 or D+S
- Skeleton Room: ???
- Tiger Shrine: ???
- Boxing Gym: ???
-
- ##########################################################################
- ############################## Glitches ################################
- ##########################################################################
-
- TJ COMBO
-
- Midair Ultra Combo:
- Play on any of the rooftop stages and make sure your opponent is in the
- corner when they have just a little bit of energy left. Do the Double
- Backfist (CF,B+1). Immediately perform the Ultra Combo after the Double
- Backfist. The Double Backfist will knock the opponent off the roof but TJ
- Combo will start to do the ultra as they are falling. The opponent will
- mysteriously start flying upward and they will be spitting blood all over
- the place while in midair.
- **************************************************************************
- FULGORE
-
- Mini Fulgore:
- When playing on the Desert Roof stage (U+6 or D+S), get the opponent into
- the edge and perform this combo: B,F+6,B+5,B,QCB+4 and when Fulgore
- appears on the other side of the opponent, he will be half his normal
- size.
- **************************************************************************
- GLACIUS
-
- Stuck together:
- Play Glacius verses Glacius on any nonscrolling stage. Get both Glacius's
- in the corner next to each other and have them do the Puddle Teleport at
- the same time. They will both appear in the same place and they will be
- stuck together. You can get unstuck by jumping.
-
- No Ultimate:
- Perform the Ultimate Combo with 6 hits or more and when the opponent is
- about to be engulfed by the puddle, they bounce away and remain dizzy. it
- still counts as an Ultimate Combo but the opponent doesn't die.
- **************************************************************************
- ORCHID
-
- Frog No Mercy Glitch:
- Perform the frog No Mercy (D,F,B,4), then hold up and tap any attack
- button rapidly. Orchid will leap into the air and hit the frog. The frog
- will turn into the normal character except they will look all green and
- distorted.
-
- Stuff to do after the No Mercy Glitch:
- 1) CB,F+2 and Orchid will start her Ultra Combo.
- 2) Press 6 and Orchid will disappear then reappear.
- 3) Rooftop Stages: knock them off the roof with a special move.
- **************************************************************************
- SPINAL
-
- Midair Morph Combo:
- Perform a combo with Spinal then do the opponent morph move. Immediately
- after pressing the button tap up and Spinal will perform the morph combo
- while in midair. The actual motion is: D,D+_,U
-
- Stay Morphed as your Opponent:
- If you perform a specific Midair Morph Combo against certain players,
- Spinal will stay morphed as the gray opponent after missing them with the
- combo. Spinal will be able to perform all of the opponent's moves
- (including finishing moves) while he is morphed. Spinal can block moves,
- but if he gets hit or jumps he will morph back into Spinal. Also, when
- you are morphed as your opponent, Spinal's name changes to the opponent's
- name.
-
- 1) D,D+4,Up (vs. Jago)
- 2) D,D+1,Up (vs. Chief Thunder)
- **************************************************************************
- CHIEF THUNDER
-
- Missing Firebird:
- Perform the Firebird Throw (QCT+4), then quickly hold the joystick back.
- Chief Thunder will stick out his hand but nothing will come out.
-
- ##########################################################################
- ############################## Credits #################################
- ##########################################################################
-
- ********************
- ** SPECIAL THANKS **
- ********************
- Phillip Ervin.........................................................none
- Henry Ha...............................................ST5O1@Jetson.UH.EDU
- Matt Hoppa.......................................71333.1060@compuserve.com
-
- ***********************
- ** OTHERS WHO HELPED **
- ***********************
- Grant Bugher...............................................Vylanis@aol.com
- Joey Carter.......................................pinhead@merlin.nando.net
- Jesse Kindwall...................................kindwallj@picard.msoe.edu
- Doug McClendon......................................dmcclend@nyx.cs.du.edu
- James Polak...........................................JLP149@PSUVM.PSU.EDU
- George Samuelson...........................................Ladisla@aol.com
- Brian Smolik...............................................floyd@ripco.com
- Slycer AKA Lush Fan.........................................Umbors@aol.com
- Craig.....................................................TheGoofy@aol.com
- Tim..............................................74031.3657@compuserve.com
- ???.....................................................FreakofNIN@aol.com
- ???........................................................Matt00Z@aol.com
-
- Where you can find this FAQ in the future:
- 1) Posted in rec.games.video.arcade.
- 2) Available through FTP at ftp.krl.caltech.edu
- 3) In the file libraries at Video Games Forum on CIS.
- 4) In the file libraries at the Video Games area on AOL.
- **************************************************************************
-
-
- flash% ls
- KI-Alternative-Faq2.5 kasumi.txt
- flash%
-