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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)
Q