~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ====================== I will become TOSHIN!! - Eiji Shinjo, Gerard Foundation's new "Top-In-Command" ====================== ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ THE COMPLETE TOSHINDEN SUBARU GUIDE FAQ Ver. 3.0 Author: Deeshad <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> DISCLAIMER: This FAQ is written as a non-profit document. The purpose of this FAQ is for free usage for those that own the game and/or want to know about it as long as: 1) the contents on this page is neither altered or copied in any way under a false name 2) printed, copied, or in any manner necessary that would make this a merchandise. In other words, this is not meant to have a price tag and be sold in any manner or by any means. A lot of work has been put to this FAQ, (from layout to translations of Japanese text into English) and I would appreciate it if my efforts aren't exploited just for someone else's gain. This FAQ is copyright-protected and should not be overlooked. People that would want to take/copy/use any of the information here (especially under my own wording) should think twice of their actions. Plagiarism is illegal and should not be practiced. If this should happen and I find out that anyone rips off this FAQ in any way, I have the right to take action against you (whether it be notifying the site in which you placed that document on to taking the matter to court) and am not afraid to use those rights. I've been moved to the point where I don't want to tolerate with such actions, (in other words, I'm stressed and not happy) so please stay away from causing such situations that could turn ugly. As for game magazines, books, guides, sources, and the like, this should not be copied and/or used WITHOUT consent. It is understood that anyone in any field of business wants to stay on the top of things, but taking someone else's work is still wrong no-matter-what. This is ESPECIALLY directed to Ziff-Davis Video Game Group, as well as anyone affliated with that group, (i.e. freelances, writers, publishers etc.) and their works and publications they distribute. (i.e. EGM, Expert Gamer, Expert Codebook, etc.) From here on, I plead with this group to PLEASE stay clear of this FAQ and the contents present. I believe that there's enough people working for that group who are capable of producing their own game information without having to use other people's FAQs. If, for some reason, anyone would like to use this FAQ, please let me know. If you would like to put this FAQ up on a web site, (whether game-related or a fan site) let me know before actually using it. You can contact me at this email address: . Any other matters that concern this FAQ should also be discussed with me. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> ***===***===***===***===***====***===***===***===***===***===***===***===***===***=== This Toshinden Subaru Guide can be found at these sites: Toshinden Forever History - GameFaqs - Console Gamer - Cheat Code Central - About.com - ***===***===***===***===***====***===***===***===***===***===***===***===***===***=== All information on this page is gathered from and translated from within the game "Toshinden Subaru", (the game being discussed below) from the game's manual, and from Tamsoft's Toshinden Subaru site. (the url for that site can be found under the "URL" list in Toshinden Subaru's Database Mode) Want more info on each character's background & profile? Want endings? And WAV files of each character's voices? Head to the only Toshinden Subaru site out on the Web called "Pleiades no Kakumei" This is owned & maintained by the Empress Katzy of Toshinden: Pleiades no Kakumei ~ Toshinden Subaru For those that want to understand those catchy lines that each characters use during (and out of) the fights, head to my very own Toshinden Subaru page at my own Toshinden site, called "Toshinden Forever History" (see above addresses where this FAQ can be found): TSD Subaru: 10 Years, New Lingo ----------------------------------------- ======== CONTENTS ======== A) PROLOGUE: THE FOUR HOLY WEAPONS B) GAME MODES C) 10 YEARS, NEW LOOK D) BASIC & ADVANCED CONTROLS E) OFFENSE & DEFENSE F) TOSHIN RYUUGI: GO WITH THE FLOW G) KISHIN KOURIN: OVERDRIVE'S LATEST RAGE H) PARTICIPANTS -SUBARU'S TEAM -PUELLA'S TEAM -GENMA'S TEAM -EIJI'S TEAM -VERMILION: SOLE SURVIVOR I) MINI GAME MODE J) GOODS MODE K) OBTAINING THE SECRETS L) REVISIONS & UPDATES ----------------------------------------- Toshinden Subaru is a Japanese-only game (at the moment) Toshinden Subaru is copyright (c) '99 by Tam Soft and (c) '99 by Takara ==================================================================================== A) PROLOGUE: THE FOUR HOLY WEAPONS Long ago, there once existed a dark Martial Arts Tournament, its presence part of the unknown.... There, some of the greatest warriors from the world were gathered together, as many magnificent battles to the death unfolded. When people of great strength were gathered, the curtains closed on that martial arts tournament, "Toshin Tournament". This happened because the sponsors were brought to their doom. Thus, the tournament becomes nothing more than a legend. 10 years after the tournament's chaotic demise, there is a rumor that in order to re- open the Toshin Tournament, a dangerous plot is put into motion. That rumor is recorded as so: "the person who gathers 4 weapons that are divine will attain great power." Thus, "Toshin Tournament" is reopened. Participants forming a 3-man team each hold their own reasons in their hearts for challenging others in the secret fights. A person seeks forgotten memories. A father's whereabouts is sought out by one person, while another is out to meet a man of legend. And one person participates in order to learn the true purpose on the opening of this tournament.... 9 strong people, drawn in by the web of Fate, are gathered together here. In order to make a new legend, the cover over the Toshin Tournament has to be cut off once again. Thus, this tale will be handed down for eternity. ==================================================================================== B) 10 YEARS, NEW LOOK Toshinden Subaru offers a new look, feel, and gameplay from the previous titles. This isn't a regular game where you can just jump in and understand in seconds. It's going to take some practice and getting used to the new features that this title has to offer. Here's some of the aspects new to the World of Toshinden: 1) 3 STAGES TO FIGHT IN: In Toshinden Subaru, besides everyone getting their own stage, there are 3 variations to fight in: -Field Stage = This stage feels a bit similar to the stages in Toshinden 3, except that there are no walls around to confine the fighters in. In fact, this stage has virtually no walls, enabling all characters to run wherever they feel like. If you run in one direction for too long, however, you will run into an invisible boundary, and will have to run in the opposite direction in order to move around again. While this stage makes fighting fair, there's no easy way to win except by actually knocking out the opposition. -Platform Stage = This is basically your classic stage, bringing back the old feel of Toshinden 1 and 2. Varying in shape, this stage allows you to fight with the danger of falling off the edge of the ring. The newest change about this stage is that you no longer fall off if you are merely near the edge. However, with a little push (or should I say shove) from your opponent, you will fall down. Also, being juggled out will cause your demise, as well as a mistimed jump, aerial move, (i.e Rook's Cannon Wave) or a move that throws you forward will also bring about your defeat. -Panel Stage = A very unique stage, you will have to stay on your toes as the ground falls out from under you. Yes, along with having the danger of the edge of the ring, now you will have to avoid randomly appearing gaps in this stage. Depending on the time limit, the rate of the panels falling will differ. (With no time limit, the panels take a while to fall. In a 30-second match, the panels fall fast.) Have no fear, though, for the entire stage will not fall apart. Note that these are not the official names of these stages. These are terms used to describe them. 2) FREE RUNNING: In no other Toshinden game has there been a true 3D feel than with this new feature. Similar to Soul Calibur, you can now run anywhere you like, despite angle & direction. Unlike other previous TSD titles you have a limit to how far each characters can separate from each other, however. So don't think that you can run away from the fight. With this feature, the outcome of a battle, along with strategies that can be used, will vary always. 3) NEW OFFENSE/DEFENSE SYSTEM: Along with basic and special moves, now there are techniques that make the gameplay more advanced. Stun attacks, overheads, Weapon Repels, and Attack Reversals are but some of the new tricks found in TSD Subaru. Along with that, Air blocking & juggles exist, making air battles something to consider and keep an eye out for. Defense is also another matter, for not only is there 3 levels in which attacks strike at, but Special Mid attacks and Unblockables make things very hectic...but fun! 4) TOSHIN RYUUGI & KISHIN KOURIN: TSD Subaru features a new combo system, which is made up of some aspects from both TSD 1 and 2. With the ability to "chain" attacks in a fluid, yet free, manner, your combos can stay unpredictable. Along with that, "Kishin Kourin" gives a new name to the term, "desperation". Use this new feature will make the difference between life & death matches. It's either you defeat your opponent, or face defeat. Either way, once this is activated, only one can remain standing.... 5) 3 FIGHTERS, 1 TEAM: Similar to the famous King of Fighters series, you now have the option of fighting in a team battle. Consisting of 3 of your favorite characters, you fight in a 1-round match where you must topple 3 oppositions in your path. If you're any good, you can just make it through with 1 character. However, if the going gets tough, buckle down and let your other partners get into the fray. Remember, it's a team effort anyway.... ==================================================================================== C) GAME MODES TEAM STORY MODE (1 Player)* Selecting from 3 teams of 3 fighters, you get to learn about the plot of the new Toshin Tournament as it unfolds before, during, and after each fight. During each match, 1 of your characters will start off, and has to do his/her best to stay alive and knock out each character. Depending on how fast you beat your opponents, you will regain health back in between each match. Once your character has been defeated, then the next character scheduled to fight on you team will continue the fight with a full health bar. Also, depending on who is selected as the main character of your team, you will be able to see that character's ending only. At the start of the game, you can only use three teams: Puella's Team, Subaru's Team, and Genma's Team. However, depending on how you fulfill certain conditions, other characters can be unlocked. (see "Obtaining the Secrets" section below) Note that each team has two endings. If you win without fighting in the "Special Battle", (See the "Obtaining the Secrets" section about this) you'll see your chosen character's/team's ending. However, if you manage to win the "Special Battle".... Note that only the Panel and Platform stages are used in this mode. TIME ATTACK MODE (1 Player)* Like any regular Time Attack mode in any other fighting games, you have to win each match as fast as possible in order to obtain a good time score. Fighting in 2-rounds, 60-seconds matches, you will fight each and every character 1-on-1. After fighting in 13 different matches, you will be able to place yourself amongst the fastest fighters in the Ranking mode found in the Database Mode. Depending on whether or not you defeat Vermilion through a knock out or by Time Limit, you will be ranked differently. TEAM TIME ATTACK MODE (1 Player)* Similar to Time Attack Mode, you will have to fight & win matches as fast as you can in a 3-man match. You will fight in 1-round, no timer matches, following the same rules found in the Team Story Mode. Also, just like the Time Attack Mode, you can also try to get a place in the Ranking mode. VS MODE (2 Players)* You can fight against your friends in this mode. Selecting your character, you can set the handicap of each fighter's Heath gauge (100% is normal; 150% is the highest, while 10% is the lowest) and stage in where your fight will take place. Other settings can be made through the Option Mode to make your matches suit your likings. TEAM VS MODE (2 Players)* Just like VS Mode, you can fight against your friends in this mode. The only difference is that you will be using 3 characters as a team. Again, you can select the layout for you matches through Option Mode. SURVIVAL MODE Like any other Survival Mode, this one's no different. Selecting your character, you have to fight a 1-match, 1-health bar only match against all the characters in the game. Depending on how much hits you take(?), how many combos you make(?), and how fast you win a match, you will receive a certain amount of energy that will replace any health lost.** Also, just like with the Time Attack mode, you can place in the Survival Ranking mode depending on how many opponents you defeat. PRACTICE MODE In order to better your skills, you can use this mode and practice with a "dummy" partner. Depending on the settings, you can change the actions of your partner, see the keys and damage strength of your attacks, or use your Ultimate Sacred Attacks and Secret Fatal Techniques infinitely. Note that only the Field Stage is used in this Practice mode MINI GAME MODE This is what makes Toshinden able to stand on its own, for you can now play numerous games that take you away from the fights. There are 7 in total, each offering a different gameplay, like a dancing game and a puzzle game. For descriptions on each game & how to receive them, see the "Mini Game Mode" section. DATABASE MODE Another new feature in the Toshinden series, this mode allows you to view images & sketches of each characters, learn about their personal data, and sounds found in the game. Along with this, each character's ranking in certain game modes, images and sounds that didn't make it into the game, and see the special *goods* that each character needs to receive in the Goods mode. There are two screens in this mode: Menu Browser, and the Display Screen. The Menu Browser (located on the far left) shows a list of all the options that can be selected from, while the Display screen (larger, right screen) let's you actually use what each option has to offer. On the side of each, You can scroll through both screens by moving the cursor onto the bar on the right side of each screen and move either up or down. Here's a short list of the actions that take place in this mode: L2 = Scrolls through the Menu Browser upward L1 = Scrolls through the Menu Browser downward R2 = Scrolls through the Display Screen downward R1 = Scrolls through the Display Screen upward Directional Pad = Moves cursor X + Directional Pad = Moves cursor faster O/Sq/Tri = Makes selection/Confirms X = Cancels selection/ Start = Confirms/executes an action (Display Screen only) Select+Start = Exit from Database mode When you actually enter into one of the options, the keys and what action they make may be different. (ex. when viewing a character's profile, the keys change into commands where you control the view and angles of the pictures found there) OPTION MODE Here, you can customize the game play in various manners, such as setting the difficulty, number of rounds to fight in, and the time limit. You can also config your controls to your liking, and save your game after important secrets and goods have been obtained. Note that the "Stage Fall Down" option determines if the floor for the Panel stage will fall or not. If "ON" is selected, then the floor will fall. Also, the "Quick Load" option allows the game to load faster in between battles. The sacrifice for this, however, is that the winner will only do his/ her inbetween-battle pose, even if the entire match is finished. If you don't mind listening to the characters' victory quotes, then it's a plus. GOODS MODE A special mode, you have to clear certain tests and conditions in order to obtain goods for each characters. Also, each Mini Game can also be unlocked here, but it is not necessary. *If both fighters get a "Draw" in the Final Round of any of these modes, those fighters will go into a Sudden Death Match, where their Overdrive is full and they have less than 25% health left. (their Health Gauge will be flashing red) **Note that if you win while using Kishin Kourin, you will not gain any lost health, no matter how quickly or skillfully you won during Survival Mode. In any mode, pressing Select + Start simultaneously will make you exit back to the Title Screen ==================================================================================== D) BASIC & ADVANCED CONTROLS *Note that these are all under Default setting and can be changed to a player's liking ------------- BUTTON LAYOUT ------------- Sq = Weak Slash Attack X = Weak Kick Attack L1 = Sidestep (Foreground) Tri = Hard Slash Attack O = Strong Kick Attack L2 = Sidestep (Background) R1 = Fatal Technique #1 R2 = Fatal Technique #2 ------ MOVING ------ Forward (F) = Walk forward Up (U) = Jump F,F (hold) = Dash Back (B) = Walk backward Down (D) = Crouch L1+L2+Any Direction = Free Run F,F = Step-In B,B = Step-Out* Dash, L1 or L2 = Dash Avoid *Also known as "Backstep" throughout this FAQ ------------------------------- GETTING UP FROM A DOWN POSITION ------------------------------- While on the ground: Sq or Tri = Stand up (Invincible) Forward = Roll forward** X = Low kick attack (Invincible) Up = Roll to the background of screen* O = Middle kick attack (Invincible) Down = Roll to the foreground of screen* Sq/X/Tri/O = Safe Landing (once launched/knocked Back = Roll backwards** off your feet, press just as you hit the ground) *Rolling to the foreground or background will not make you get up **A Roll Forward and Roll Backwards can be cancelled into a Stand up ------ THROWS ------ Front Throw = Tri+O at opponent's front Throw Escape = Tri+O just as opponent grabs (Exluding Back & special throws) Back Throw = Tri+O at opponent's back Fake Throw = B+Tri+O (Will not grab opponent no matter how close you are) ------------------ SPECIAL TECHNIQUES ------------------ Unblockable Attack = F+Tri* (Miyabi's & Eos' Weapon Repel = B+Tri just as opponent is blockable) attacks* Guard Cancel Attack = F+O after you block Attack Reversal = Sq+X (Miyabi and Naru an attack (Uses 1 block only) from Overdrive Gauge) Down Attack = U+W or H Slash/Kick (Depends on character) *There is another trick to doing these moves. While crouching down, holding Down-Forward as you press Triangle will execute Unblockable attack, while holding Down-Back as you press Triangle will execute Weapon Repel. -------------------------------- HISSATSU WAZA (FATAL TECHNIQUES) -------------------------------- Each character has special moves with specific motions, each stronger than Basic and Advanced Attacks. See each character's section for descriptions and motions for each Fatal Technique. ------------------------------------------ KYUU KYOKU HOUGI (ULTIMATE SACRED ATTACKS) ------------------------------------------ These can be stored up to 3 blocks in a character's Overdrive Gauge. They are much stronger than most moves in the game, while each have their own usage. Characters have two types of Ultimate Sacred Attacks, each which can be done from three different motions: the Command motion, the Overdrive motion, and the 1-Shot motion. See each character's section for descriptions and motions for each Ultimate Sacred Attack. (Note that because Eiji possess three Ultimate Sacred Attacks, one of them cannot be done through the Overdrive motion) --------------------------------------------- HIDEN HISSATSU WAZA (SECRET FATAL TECHNIQUES) --------------------------------------------- When a character's health bar is depleted more than 75% & is flashing red, this attack can be used. Once you've used it, that character's health gauge will stop blinking. However, when that character loses health again (either from a blocked Fatal Technique or from an actual hit) Secret Fatal Technique can be used again. See each character's section for descriptions and motions for each Secret Fatal Techniques. ==================================================================================== E) OFFENSE & DEFENSE The system in Toshinden Subaru has changed drastically, becoming more similar to many other 3D fighting games. Offense and defense now has to be studied and relearned in order to stand a chance. More competitive matches can be engaged in, just so long as you know how to attack and when to defend. -------- BLOCKING -------- Here's a chart on the levels in which attacks may strike at, and which defense is necessary for protection: ----------- ----------- ---------- ---------- ------------------ ------ Jump Attack High Attack Mid Attack Low Attack Special Mid Attack Throws ----------- ----------- ---------- ---------- ------------------ ------ ------------ High Defense Yes | Yes | Yes | No | Yes | No ------------ | | | | | Low Defense No | Will Miss | No | Yes | Yes | Will Miss ----------- | | | | | Air Defense Yes | Yes | Yes | Yes | Yes | Will Miss* ----------- ------------------------------------------------------------------------------- *Miyabi's Shira Yuri Gatame is the only air throw in the game, so she's the only one who can throw an airborne opponent. There is no restrictions to how long you can block, but keep in mind these tips: 1) On one hand, You cannot attack immediately after a block, which means it is difficult to counter an opponent. On the other hand, use the Guard Cancel attack wisely. While it will stop an opponent's attack no matter how strong it is, it will cost you 1 block from your Overdrive gauge (which could come in handy in using an Ultimate Sacred Attack). 2) Fatal Techniques, Ultimate Sacred Attacks, and Secret Fatal Techniques will drain your health gauge even as you block, so dodge if necessary. 3) Be aware that there are alot of attacks that can break your guard, besides Unblockable Attacks. Don't sit idle in one place or you will learn the hard way. 4) Lastly, the Weapon Repel trick will come in handy, so never forget it exists. Practice using it and your wrath can be unstoppable. --------- ATTACKING --------- It is best that you learn what type of attacks are in your arsenal. Here will be a list about all regular & advanced attacks that can be used to help you win: ---------------------------------------------------------------------- Basic Attacks = Attack varies depending on button and position done at ---------------------------------------------------------------------- These attacks are what is necessary to go toe-to-toe against your opposition. Basic attacks fall into these categories: Stand, Crouch, Jump/Flying, and Back. Depending on the strength of the button pressed, the damage and speed of the attack will differ: 1) Standing and crouching attacks hit on different levels, so it is wise to know what does what. This is also necessary in executing the Toshin Ryuugi. (See further below) 2) Back attacks, on the other hand, strike on a set level no matter if done standing or crouching while foe's behind you. 3) Whether you jump straight up or jump diagonally, the attack is always the same. Note that pressing up and an attack button at the same time will make your character do an air attack immediately. However, this will not work if that attack button is used for Down Attacks. ------------------------------------------ Ducking Attack = Down+Slash or Kick button ------------------------------------------ Not to be confused with a crouching attack, this has to be done just as you press down. This attack usually strikes on a low level and will fall your opponent. In other cases, this acts like an overhead attack (sort of like a Middle attack). Damage is strong, but speed of attack and recovery varies. Relatively safe, so don't worry about using this. -------------------------------------------------------------------- Rising Attack = Standing from a crouch position, Slash or Kick button -------------------------------------------------------------------- This attack takes some getting used to. Due to its slow setup, this cannot be used as effectively in an intense battle on its own. Depending on the character, this move is usually a launcher. Mastering this is necessary, especially if you want to make some devastating juggles. -------------------------------------------------- Down Attack = Up+any button (Depends on Character) -------------------------------------------------- Brought back again to the Toshinden series, this attack will strike low and catch anyone on the ground. Its power is low, but still good to use. Some are meant for close range, while others are meant for far range. Besides hitting an opponent while they are down, each one possesses some unique traits: -Some produce elemental effects (i.e. Eiji's Close Down Attack produces fire) -Some may knock down a foe if they get up in time -Some make you do a quick retreat at the end (i.e. Verm's Far Down Attack makes him flip away afterwards) -Some Close Down Attacks hit fast, while others may have a delay. (i.e. Rook's is fast enough to use anytime, while Genma's extends pass foe close and reels back to him slowly) -Most Far Down Attacks jump high and can be used to counter projectiles and attacks (i.e. Lancelot's will go over Eos' Adrastea, working like a counterattack) -All Down Attacks strike at Special Mid height (Bang-Boo and Verm are the exception) Be fast on the draw with this and harass fallen foes until they've learn to stay off the ground. Note that these are not the only attacks that will hit downed foes. Just about any attack that strikes on a low level and/or some (special) middle attacks and overhead attacks will hit a downed foe. Experiment and figure out what works for you. -------------------------------------- Unblockable Attack = Forward+Hard Slash -------------------------------------- Players that like to "turtle" up and block alot will change their gameplay quickly when this comes into play. Although slow on startup, an Unblockable Attack will break an opponent's guard in one sure hit. Each are unique for each characters: some may leave an opponent stunned, while others may topple an opponent. In defense, the player hit by this can press his/her buttons rapidly to recover. (only if Stun comes into effect) Each are very powerful and will open up the chance to starting a combo if fast enough. Note that Miyabi and Eos are the exception to this rule. Their Unblockable Attack is actually "blockable". The only thing that makes their Unblockable Attack special is that they have some extra attributes along with it. Miyabi's is very fast, making it easy to tag into certain combos. Eos' isn't as fast as Miyabi's, but it hits twice & will launch an opponent on the second hit. Rook also has an exception to his Unblockable Attack. While his is unblockable, it does not leave a character dazed. Instead, characters will have a longer recovery time then usual when hit, (Hit Stun) giving Rook time to add in an extra hit or two (if fast enough). ------------------------------ Weapon Repel = Back+Hard Slash ------------------------------ This technique is a key tool that should be mastered in order to gain the upper hand. When the opposition attacks with a weapon-based attack, (depsite the height) this will knock it away, leaving the opponent open to an attack for a moment. Yes, this will stop anything, even Fatal Techniques!* (i.e. Eiji's Gouka no Kurenai and Zero's Calypso) Anything that comes into mind can be done without any worries of a retaliation. (i.e. throws, Secret Fatal Technique) Projectiles (ex. Bang-Boo's Sybarite Cannon) and physical attacks (such as a punch or kick) cannot be stopped through this, though. Air Slash attacks also are uneffected by this technique, so don't think you're invincible to whatever comes at you. *A little note about Eiji's Shin Enjin Shura Ha. The first slash cannot be stopped with a Weapon Repel. From afar, the sword will disappear, but he'll still attack & hurt you if you do not move or block the 2nd slash. Upclose the 1st slash hits twice, meaning the Weapon Repel will cancel only 1 hit from the 1st slash. However, you'll still get hit no matter what. The 2nd slash, on the other hand, can be Weapon Repelled. -------------------------------------------------------------- Guard Cancel Attack = Forward+Hard Kick as you block an attack -------------------------------------------------------------- When the Weapon Repel isn't working for you, this should be your next savior technique. No matter what the attack is, how many hits it delivers, or if you're in a standing or crouching guard, this technique will stop it. (All except throws) Almost invincible, your character will counter attack on the spot. Each character's Guard Cancel Attack is different, (i.e. Rook's will launch a foe, while Zero's will send a foe flying away a great distance) so use each one wisely to your advantage. Just remember that you need at least 1 block from your Overdrive filled in order to use this. Note that if a Guard Cancel Attack is blocked, it will break a character's guard, making them go into a "Weapon Repel" posture minus the flash of light. ------------------------------------------------------------- Attack Reversal = Weak Slash+Weak Kick (Naru and Miyabi only) ------------------------------------------------------------- An even better version than the Weapon Repel, this technique can be used anytime you please against any type of attack. (Excluding throws and projectiles) Catching an opponent's attack, Naru and Miyabi will automatically counterattack, sending their opponent flying away. The strength of the Attack Reversal also varies; the more stronger the attack the opponent uses, the more damage Miyabi & Naru will dish right back. Unlike the Guard Cancel Attack, this is not invincible entirely, so there is a chance of it trading hits or being countered by the attack being reversed all together. Note that the recovery time is extremely slow so a reversed character can do a Safe Landing and hit Miyabi or Naru before they recover. (If fast enough) Miyabi's Standing Attack Reversal seems to miss at times, (especially low crouching opponents) as well as being easy to counter if the opponent's move is strong enough. Also, depending on the attack thrown at Naru, she will do either a Standing Weak Kick or Rising Attack Kick as her Standing Attack Reversal. ----------------------------------------------------------- Dash Attack = Press Slash or Kick while Dashing or Free Run ----------------------------------------------------------- When distance is a problem, this will make matters more simple to handle. The type of attack that will be executed, the height of attack, and the distance and effects of this attack varies depending on the button pressed. Very handy, use this when charging in onto the opposition. ---------------- COMBO TECHNIQUES ---------------- TSD Subaru offers many ways to execute combos. No longer limiting itself to just simple combos done on the ground, (TSD 1 & 2) or near "unlimited" juggles (TSD 3), the gameplay now evolves around four levels of fighting which must be kept in mind: GROUND COMBO: Your standard manner of fighting. Just go toe-to-toe with your opponent and tag him/her first in order to unlease your personal combination. JUGGLING COMBO: Becoming popular in a lot of fighting games, you can also snag your opponent while they are airborne and unleash your fury with some stylish & fancy combos. Launching-type moves come in handy for this, so find the opportunity to knock the opposition off their feet. A must, especially for setting up moves that are too difficult to connect when your opponent's on the ground. MIDAIR COMBO: Possibly the hardest (but most rewarding) method to doing combos is in the air. Timing & distance is everything, especially when utilizing the Toshin Ryuugi (see the "Toshin Ryuugi: Go With the Flow" section) while in midair. Don't expect any- thing radical like in the VS games made by Capcom; although the hits will never register up to 30+, you could turn this combo into a juggle if you should land first.... DOWN COMBO: Like its name, this combo requires an opponent to be knocked down first. Strange as it may seem, a good number of hits & some fancy outcomes may happen if you try connecting moves together. The only catch is that only ground-based hits/attacks that hit on a low-level will work. Use this knowledge well, for your average combos (like the ones stated above) do not end even when the opposition's down. ---------------------- OUTCOME DURIMG A FIGHT ---------------------- Within a fight, attacks each have different effects on an opponent. It is important to know what is possible and what can be done once you see any one of these effects: 1) Half-Down (Sit/Kneel) - Characters will fall halfway down on the ground from certain attacks. (i.e. Fen's Captain Silver) This not only puts characters in a position where most mid & low attacks can hit, but they are left wide open for attack while they are getting up. 2) Launch - Like its name implies, a character hit by this move will be sent flying high into the air. The height & hangtime of the launched character depends on attack that hit him/her. Through this, air combos and juggles are what to look for as a followup. If there's no restrictions to your fights, also look for ring outs and claim victory nice and quickly. 3) Stun - Some attacks (like Unblockable attacks) will leave characters staggering around, unable to defend or attack. Characters can rapidly press buttons (using the keypad for this is recommended for the best results) to recover from this state, while the attacker can use this chance to set up for some deadly damaging attacks. Note that if a character is hit while in this state, they will usually be launched in the air. 4) Hit Stun - Unlike the one stated above, this type of effect works a little different. When this comes into play, a character will not stagger. Instead, they will have a longer recovery time when they are hit. There is no way to speed up the recovery time, either. Compared to the other one, a character is not left open for a long period of time, but just long enough to take in another hit if the timing is right. Rook, Genma, Bang-Boo, Zero, and Vermilion are the only characters that can do this. 5) Topple - Similar to Stun, a character will stagger abit before falling slowly to the ground. Very few attacks do this, while the time to hit a character in this state is little. Use the same strategies from Stun to control your opponent. 6) Slam - Some moves that hit from above will cause a character to drop face first into the turf hard. This will also effect airborne characters, causing them to drop straight down to the ground without any resistance. Since there is no bounce, note that there is no way to do a Safe Landing when this comes into play. 7) Banish - A character who is hit by any moves of this effect will be sent flying forward through the air a great distance. Airborne characters will fly even further, and can even fly out of the ring through this. A good way to get annoying players out of your zone. 8) Spiral - Some moves hit with such a force that causes a character to spin in the air before flopping completely to the ground. While a charcter falls at a low-level height and can still do a Safe Landing, that character will fly forward abit more, making it possible to be ringed out if too close to the edge. 9) Trip - When a character is hit by a certain low attack, that character will fall to the ground as his/her feet is kicked out from under. Any attack that hits afterwards before that character is fully down to the ground will be knocked upwards. Safe Landing does not work, making it easy to get in another attack while the opposition can do nothing but pray. Because so much can turn against you, it is best to avoid having any of these outcomes happening to and put your opposition on the receiving end. -------------- DAMAGE CONTROL -------------- Everything is balanced out in the world of TSD Subaru. Infinite combos are impossible, while "No Contest" finishes (doing a combo that'll kill a player on the spot even if they have a full Health Gauge) do not exist.* Here's some key points to remember while engaging in battle: -------------- WHILE FIGHTING -------------- -With each consecutive hit received, a character is pushed away (depending on the hit, it can either be slight to alot). The distance increases little by little with each hit, which will grow to a point where a combo will break because opponent is too far away. (excluding multihitting moves that are activated upon contact) Ex: Naru does a WK chained into a HK combo on Subaru, both of which connect. However, doing a combination consisting of WK-WS-HS-D+HS-HK, HK will miss because Subaru is pushed out of reach. -Damage from attacks received in the back do not increase, but the distance does. Most combo attempts will fail, even when a character's in the air. Ex: Naru does the same combination on Subaru from behind. This time around, D+HS misses, causing the combo to end 1 hit before HK can be executed. ---------------- WHILE IN THE AIR ---------------- -An airborne foe cannot be juggled infinitely. The more hits they take, the more gravity(?) acts upon them, pulling them down to the ground even more. Ex: Rook launches Naru with a Rising Kick attack, followed by a Jump WS-HS combo, lands, and quickly does a Consecutive Gear that connects before she hits the ground. However, if Rook launches her again, but follows up with a WS on the ground before doing the air combo, by the time he lands and does Consecutive Gear, Naru will hit the ground first, which'll cause consecutive Gear to miss. -While in midair, a character struck will either bounce upward, forward, or downward. According to the hit received. the struck character's path he/she will travel will vary. Ex: Rook jumps up with a HS that hits Naru as she is airborne. Hitting twice, Naru bobs up a little higher with each hit as she moves backwards a little bit. Ex: Rook does a Dash HK on Naru as she is airborne. Naru is knocked a great distance forward away from Rook through the air. Ex: Rook does a Ducking Slash Attack on Naru as she is airborne. Naru is slammed hard into the ground close to Rook, as the hit accelerates her descent. -A combination of the two points stated above, there is no way to break either of these rules. A character that is comboed on the ground & is suddenly knocked into the air will either be pulled down faster than usual or not fly up at all! Even if the hits are but a few, once the foe is knocked up, they will not follow the usual rules. Ex: Rook does a Ducking Kick Attack on Naru, followed by a Rising Kick Attack that launches her up. Jumping up, Rook executes a WS-HS. Landing, he then does WS-HS-HK combo. The more Naru was hit, the more shorter her ascent & the more faster her descent became, forcing Rook to execute each hit faster and faster. -Some special attacks that cause multiple hits, on the other hand, do not follow the rule stated above. After doing numerous blows, a character may be launched or sent airborne in the same manner as if only a single hit caused this to happen. However, once that airborne character is struck, the above rule will come into play. Ex: Rook does a WS-WK-HK-HS and quickly cancels into Boisterous Dancing on Naru, all of which register as a 17-hit combo. Despite the number of hits, the final hit from Boisterous Dancing launches her into the air similar to a single hit from his Rising Kick attack. Jumping into the air, Rook executes a WS-HS chain. As soon as WS connects, Naru's descent quickens so fast that HS does not connect. ------------------- WHILE ON THE GROUND ------------------- -Most Middle, Special Mid, and Low attacks will hit a downed foe. High attacks will not connect, though. Thus, combinations are possible to do while a character is down, while the downed character cannot get up while this is taking place. Ex: Miyabie does a D+WK-D+WS-D+HS combo on Genma while he is down. -Some Special Mids that do not connect while a character is down will hit if chained in from another attack. Ex: Miyabi's D+HK misses Genma while he is down. However, if D+WS is done on Genma & connects, and D+HK is then chained into, it will connect. -Most Jump attacks will hit a downed character. Ex: Miyabi does a Jump WS which hits Genma while he is down. -Some special attacks that are activated upon contact will not work on a downed opponent. However, if they should hit, they will only do one single hit. Ex: Miyabi does Musou Batto on Genma as he is down, connecting for damage from the initial hit. However, she will do nothing else but stop as if the move had never came in contact at all. ------------------- WHILE TAKING DAMAGE ------------------- -Each 1 hit does full 100% damage that it is capable of doing. When moves that do multiple hits and/or attacks that are chained from one into another and register as an actual combo come into play, the damage of each will reduce little by little. It goes like this: 1st Hit = 100% 4th Hit = 75% 2nd Hit = 90% 5th Hit = 60% 3rd Hit = 80% 6th Hit* = 50% *Any hits after the 6th hit will do 50% damage as well Ex: Subaru does a WS, which registers as 400 pts (100%) of damage on Rook, who has a health bar of 10000 pts (regular, 100% Health gauge). Next, he does a 2-hit combo on Rook, which consists of a WK chained into a WS. The outcome is 760 pts. WK does 400 pts (100%) of damage, but WS does 360 pts (90%) of damage, meaning 10% of its power was lost. -When Kishin Kourin comes in to play, all hits will do 25% more damage. However, The damage of each hit in a combo or multi-hitting attack will still reduce. The only thing is, each move will possess the 25% power boost from Kishin Kourin before the move is reduced. Ex: Subaru does Byakki Moshuu Ken on Rook, who receives 4200 pts worth of damage. Activating Kishin Kourin, Subaru does it again, this time dishing out 5250 pts worth of damage. *Sad to say, but "No Contest" combos do exist. This is possible mainly through Kishin Kourin. Eiji, Lancelot, Vermilion, Zero, and Bang-Boo are capable of doing 100% damage combos. See these characters' sections to know what is required to achieve this. ==================================================================================== F) TOSHIN RYUUGI: GO WITH THE FLOW Toshinden Subaru features a new combo system, called the "Toshin Ryuugi" (Toshin Flowing Technique). A pretty simple combo system, it takes a bit of practice to getting used to the Toshin Ryuugi's flexible manner. Here's a chart on how the combo system goes: ------------ Weak Attacks ------------ ____________________________________________________________________________ | | | Ground Air | | ------ --- | | | | Sq <=============> D+Sq | | <- -> | | /\ -- -- /\ | | || -- -- || | | || -- -- || Sq <=========> X | | || -- || | | || -- -- || | | || -- -- || | | \/ -- -- \/ | | <- -> | | X <=============> D+X | | | |____________________________________________________________________________| | | __| |__ \ / \ / \ / \/ ------------ Hard Attacks ------------ ____________________________________________________________________________ | | | Ground Air | | ------ --- | | | | Tri <=============> D+Tri | | <- -> | | /\ -- -- /\ | | || -- -- || | | || -- -- || Tri <=========> O | | || -- || | | || -- -- || | | || -- -- || | | \/ -- -- \/ | | <- -> | | O <=============> D+O | | | |____________________________________________________________________________| ------------------------------------- A RIVER'S FLOW: WEAK=WEAK & HARD=HARD ------------------------------------- Remember that attacks of the same strength can be mixed together, but the same attack cannont be used twice: Example: Sq-D+Sq and D+X-D+Sq-X-Sq is possible, but Sq-Sq is not possible. ------------------------------------------------- LIKE A STREAM OF WATER: WEAK INTO HARD'S THE FLOW ------------------------------------------------- From any weak attack combination, you can immediately go into any hard attack combination. However, you cannot go from any hard combination into any weak combination*: Example: X-Sq-D+Tri-Tri is possible, but D+Sq-D+O is not possible. *Note that Rook is the exception to this rule. Here's what I mean: ------------------------------------------------ | ====> Sq (standing only) | | || | | Down+Tri | | || | | ====> X (standing and crouching) | ------------------------------------------------ --------------------------------------------------- CANCEL POINTS: FLOW INTO AN OCEAN FULL OF SURPRISES --------------------------------------------------- It is possible to cancel into any Fatal Technique, Ultimate Sacred Attack, and Secret Fatal Technique while using the Toshin Ryuugi. This is also possible while using any other attack, excluding Down Attacks and Dash Attacks. So, it is possible to end your combos in different manners: Example: Sq-D+X-D+Sq-Tri=Hard Hishouzan (Subaru) --------------------------------- FLOW LIKE THE WIND: MIDAIR RYUUGI --------------------------------- Doing the Toshin Ryuugi in the air is a bit tricky, but if you can get the timing down, some fancy combos can be done. Also, you can jump in and do a very quick air combo into a ground combo. The only catch is, everything has to be done fast without any hesitation if you want your air-to-ground combo to register: Example #1: Rising Attack Kick (launch), Jump Sq-O, Land, Jump O-Tri (Rook) Example #2: Jump X-Sq, Land, Sq-X-D+X-D+O (Fen) ----------------------------------------------- ALL RIVERS ARE CONNECTED: OTHER WAYS TO FLOW BY ----------------------------------------------- On a side note, the Toshin Ryuugi can be started from both Ducking and Rising Attacks. The only catch is, because they are hard hits, only a hard attack combination can be done. Example: Rising Attack Slash-Tri-D+Tri (Lancelot) In order to use Ducking & Rising attacks effectively, here are so pointers: 1) Doing a low attack, (blocked or not), take your finger off of the Down button. Just as your character recovers and is about to rise, press Slash or Kick. Depending on the low attack & whether it hits or not, and the character being used, how this method will work may vary. 2) After doing a low attack that knocks your opponent off his/her feet or puts them in a seated position, take your finger off the Down button. Just as your character recovers and is about to rise, press Slash or Kick. This will hit your opponent just before he/she recovers if your character recovers first/Rising attack is fast. 3) Do a Ducking attack that either stuns, knocks your opponent off his/her feet, or is blocked. Once it connects, wait until your character recovers and is about to rise before pressing Slash or Kick. Outcome varies depend on character. 4) Do a W attack that either hits or is blocked. Once your character recovers quickly press Down + Slash or Kick. Example #1: D+X-D+O, Rising Attack Kick (Naru) Example #2: Sq-D+O, Rising Attack Slash (Eiji) Example #3: Ducking Attack Slash, Rising Attack Slash (Naru) Example #4: Sq, Ducking Attack Slash (Puella) ==================================================================================== G) KISHIN KOURIN: OVERDRIVE'S LATEST RAGE New to the Toshinden scene is a last-ditch trick called "Kishin Kourin" (Fallen Soul). Once this is activated, you'll see your character become engulfed in a geyser of burning energy, (characters with a Sacred Weapon will get an additional effect, as the animal symbol of their weapon appears in the background) which will turn your Overdrive stocks blue (means a player cannot use Kishin Kourin again) and cause that character to flash colors. (red for 1P; blue for 2P) When using Kishin Kourin: -Can be activated in both midair and on the ground. Cannot attack afterwards until you land if done in the air. -Characters' Health gauge will turn red and will become full despite how much damage was received previously -A character's attacks cannot be stopped/interrupted by an opponent's attack -Can still block -Damage received will be reduced -Damage inflicted will increase (See info labeled "Damage Control" in the "Offense & Defense" section for more on this.) -Can cancel into Kishin Kourin through any basic attack as if it were a Fatal Technique* -Characters attempting moves that have to be activated by connecting (i.e. Subaru's Byakki Moshuu Ken) will automatically fall into a "Weapon Repel" posture -Throws, on the other hand, are still effective -Secret Fatal Technique can be used at any time, but still follows the same rules. Once a character uses it once, he/she has to be hit again in order to use it again -Health gauge will slowly reduce as time goes by, even if that character isn't being hit. Once it is almost nil, the reduction rate will slow down, lingering on the little bit of energy left. After a bit of time, a character's Health gauge will by drained completely, killing that character on the spot despite whatever he/she is doing. -There's no way to fill up your Health Gauge. Even Puella's "Angel Song" is ineffective. -Note that in any battle with the timer on, Kishin Kourin cannot be used once there's 9 seconds left on the timer Note that Kishin Kourin can be done both on ground and in air. This can really save you in some tight situations, especially if you are near death. Yet, it also means your death if you do not finish off your opponent in time. It's a double-sword trick that should be used wisely. *Cancelling into Kishin Kourin has to be done either exactly or just slightly after a basic attack connects while on the ground. In the air, the same rules apply, but can sometimes be done anytime after a basic attack connects in the air. (usually if it is a Hard Slash or Kick) Practice to understand and become familiar with doing this either on the ground or in the air. ==================================================================================== H) PARTICIPANTS In this section you will find the storylines, personal data, moves, and combos & strategies for each character*. Before continuing below, here is a list of special words and labels I am using for each character's "Tips On Gameplay" section: SYMBOLS, TERMS AND ABBREVIATIONS -------------------------------- WS = Weak Slash - = Indicates that an attack is being chained WK = Weak Kick into another (Toshin Ryuugi) HS = Hard Slash = = Cancel into any Fatal Techniques / Do an HK = Hard Kick air-based Fatal Technique the moment you D+ = A crouching attack jump U(F or B)+ = A jumping attack , = Indicates a break/pause/separate attack Rising S/K = Rising Attack Slash or Kick within a combo Ducking S/K = Ducking Attack Slash or Kick / = Outcome is different depending on the Back S/K = Back Attack Slash or Kick situation UB = Unblockable Attack (Land) = You land on the ground after an air attack/combo before continuing (Crossover) You jump over opponent/land behind opponent Counter(attack) = You attack an opponent while he/she attacka, beating the attack in the process. Or, you dodge an attack and hit your opponent with your own. Reverse/Reversal = You attack after blocking an attack, or after taking a hit (your attack hits before opponent recovers) Top-Down = You attack with hits that mix between high-middle-low height as you try to get a hit in on your blocking opponent. RATINGS ON DASH RANGE & DISTANCE (Varies with each characters; --------------- ---------------- projectiles excluded) Slow = Lowest Upclose/Close = At this range, starting combos is easy, while throws OK = Low are possible. Average = Average Middle/Mid = At this range, your basics strike at maximum range. Fast = High Counterattackss & Dash Attacks are easy to do. Very Fast = Very High Far = At this range, only projectiles, attacks that rush in, and long- reaching attacks will hit. Jump ins are easy to do. Beyond = At this range, you and your opponent are at the farest ends of the screen. Free Run, Dash, and projectiles are safe to do. 100% Damage Combos: For this FAQ, these combos are done on characters with a regular (100%) Health gauge. There is no guarantee that these combos will work on a character with a Health gauge higher than this. *SPECIAL NOTE: All strategies, combos, and tips are from research on the game, as well as from my knowledge through playing countless hours. To ensure that each one works, I've used all motion types (Command, OD, and 1-Shot) to test each one out. I do not guarantee that you will be unbeatable by using the info from each character's section, nor that all strategies/combos are 100% flawless and will work all the time. Everything is written so to understand each character & their strong points better, as well as to guide you into developing a fighting chance against the competition. -------------------------------------- -------------------------------------- -------------------------------------- ============= SUBARU'S TEAM ============= --------------------------------------- SUBARU SHINJO - TRAVELER COUNTRY: JAPAN AGE: 18 HEIGHT: 170 CM WEIGHT: 58 KG WORK: TAKING A BREAK FROM HIGH SCHOOL WEAPON: Byakko no Tachi (White Tiger Blade); one of the Four Holy Weapons --------------------------------------- ======================================================================================= STORY Subura continues his training journey, as he aims to be the strongest figther in the world. On his journeys, he came to the presence of a girl named Naru, who disclosed to him that his teacher (Eiji) was once a close friend to her father (Kayin). From Naru, Subaru also learns that there's a warrior that, together with a "Dark Organization", is making plans to hold a "Toshin Tournament". It seems that through the revival of this "Toshin Tornament", chaos & confusion will be spurred from its existance. Hearing this from Naru, Subaru becomes a participant of the Toshin Tournament. ------------------------------------------------------ FIGHTING PERSONALITY: SIMPLE ATTACKS = FIERCE STRENGTH ------------------------------------------------------ Since connecting and opening with an attack is easy, Subaru's attack strength is high, while damage he inflicts is huge. When engaging in close battles, you should want to fight swiftly. ======================================================================================== *TIPS ON BASICS/ADVANCED MOVES & ABILITIES* DASH AVOID: SIDESTEP: -Speed is OK, but leaves him open -Gets him out of the way, but slow to many hits moving -Use upclose to get to foe's side or -Use at a distance to avoid projectiles if foe jumps or major life-threatening attacks DASH, BACKSTEP, AND FREE RUN: JUMP: -Speed in moving is slow -Jump height is average -Backstep is short -Descent is OK -Try not to move too much; hold your -Air combos are OK, while WS is great as ground more & fight a jump-in GUARD CANCEL ATTACK: THROWS: -Will cause Banis -Front: Will down foe; Down Attack & -If blocked, can easily follow up with Ring Out is possible another attack -Back: Will down foe; Down Attack is -Look for possible ring outs with this possible CLOSE DOWN ATTACK: FAR DOWN ATTACK: -Average speed -Slow speed -Average reach -High jump height -Special Mid -Special Mid -Extra Abilities: none -Extra Abilities: =Hit foes from behind (close~mid) UNIQUE ATTACKS/MOVES: -Dash HK (Shuugekidan [Charging Kick]) = Causes Trip --------- ------------ -------------- Launchers Stun Attacks Ground Attacks --------- ------------ -------------- -Rising Attack Kick -Unblockable Attack -U+WS (Close Range) -Rising Attack Slash -Dash WS (Topple) -U+HS (Far Range) ------------------------------------------------------- [FATAL TECHNIQUES] NAME: REKKUZAN (Air-Shredding Slash or Sonic Slash) ATTRIBUTES: Fire MOTIONS: TYPE: Projectile (Command) D,DF,F + W or H Slash ATTACK POINT: Special Mid (1-Shot) R1(W) or R2(H) # HITS: 1(W) / 1(H) DESCRIPTION: This technique was passed down to Subaru by Eiji: Weak Version - Eiji's version is thrusted through the air. Because he has yet to perfect it, Subaru scrapes the earth to make this projectile. Hard Version - Eiji's version is thrusted through the air. Through self-training, Subaru can direct this projectile at a 45 degrees angle upward. SPECIALTIES: -H version will knock down opponent NOTES: Despite its slowness in a fireball fight, use W version in combos or in stopping enemy's attacks from a distance. The H version is difficult to use in combos, so use mainly as a shield for protection, as well as to counter airborne foes. -------------------- NAME: HISHOUZAN (Flying Slash) ATTRIBUTES: Fire MOTIONS: TYPE: Slash (Command) F,D,DF + W or H Slash ATTACK POINT: Special Mid (1-Shot) F+R1(W) or R2(H) # HITS: 1(W) / 2~3(H) DESCRIPTION: This technique was passed down to Subaru by Eiji: Weak Version: This is similar to Eiji's when he was younger. Hard Version: Thrusting with his shoulder, he will slice his opponent as he spins once he makes contact. NOTES: Not as fast or continuous as Eiji's back in his younger days, but still effective. Counter attacks close with the W version, as well as tagging it in close, short combos. If it misses, repeat it again if at a safe distance & the timing is right. Use the H version in any combos, even if your foe's down on the ground. -------------------- NAME: MUKUROWARI (Body Splitter) ATTRIBUTES: None MOTIONS: TYPE: Slash (Command) B,D,DB + W or H Slash ATTACK POINT: Middle (1-Shot) B+R1(W) or R2(H) # HITS: 1(W) / 1(H) DESCRIPTION: This technique was passed down to Subaru by Eiji. Doing a somersault in the air, Subaru comes down upon his opponent with his sword. The attack and jump height changes depending on which button is pressed. SPECIALTIES: -Will cause Slam NOTES: Use the knowledge that it acts like an overhead to surprise opponents, throw them off, and (possibly) hit them while they are still crouching down. Pass over ground-level attacks to counterstrike. Also, this will come handy in juggles, so don't forget that this exists! -------------------- NAME: RYUUSEI KYAKU (Meteor Kick) ATTRIBUTES: Fire MOTIONS: TYPE: Kick (Command) D,DB,B + W or H Kick (in the air) ATTACK POINT: Middle (1-Shot) R1(W) or R2(H) (in the air) # HITS: 1(W) / 1(H) DESCRIPTION: This technique was passed down to Subaru by Eiji. During his youth, Eiji cuts through the air and drops down with a kick at his opponent. Due to its intense nature, the user of this will be ignited in flames. SPECIALTIES: -Will cause Banish NOTES: This homes in no matter where the opponent is. Remember that when trying to counterattack aggressive foes. Also, this can get you to safety when death is just lingering under you. -------------------- [ULTIMATE SACRED ATTACKS] NAME: KUUJIN RASEN ZETTO (Hollow Blade Spiral Execution Sword) ATTRIBUTES: Fire MOTIONS: TYPE: Projectile (Command) D,DF,F,D,DF,F + H Slash ATTACK POINT: Special Mid (1-Shot) F+R1+R2 # HITS: 1 (Overdrive) W+H Slash DESCRIPTION: This attack was obtained through Subaru's self-training. Swirling a great mass of flames, Subaru throws this attack forward. SPECIALTIES: -Will cause Banish NOTES: This will strike instantly upon execution without any fear of trading hits if done just as an opponent attacks, making its usage very easy. Decently strong, it will go through most projectiles & energy-based attacks. -------------------- NAME: JIGOKUMON (Hell's Gate) ATTRIBUTES: Fire MOTIONS: TYPE: Projectile (Command) D,DF,F,DF,D,DB,B + H Slash ATTACK POINT: Special Mid (1-Shot) R1+R2 # HITS: 6 (Overdrive) W+H Kick DESCRIPTION: This Ultimate Sacred Attack was passed down from Eiji to Subaru. Fired out from his right hand, a flame unravels on its target while prohibiting the captured foe from moving. Subaru then comes at the opponent and executes a number of spinning slices with his sword. Depending on the user, the form of the Jigokumon will be different. SPECIALTIES: -Will cause Slam NOTES: It's strength is unmatched in Subaru's arsenal, so abuse this as much as you like! Use this in combos, juggles, and as a counter. (it's funny to see your opponent's face when they realize there's no way to escape) Unlike the Kuujin Rasen Zetto, this can be blocked easily if mistimed, while can be nullified by a projectile. -------------------- [SECRET FATAL TECHNIQUE] NAME: BYAKKI MOSHUU KEN (Sword of 100 Demon's Violence) ATTRIBUTES: None (Basic) MOTIONS: TYPE: Slash & Kick (Command) F,B,F + H Slash ATTACK POINT: Middle (Start) (1-Shot) B+R1+R2 # HITS: 12(Close) / 11(Far) DESCRIPTION: This Secret Fatal Technique was passed down from Eiji to Subaru. Once subconsiously awakened, this becomes usable. SPECIALTIES: -Varies upon distance: Close - Subaru rams sword before sword swing (Does the least damage) Far - Subaru will stop rush and swing sword (Does the most damage) NOTES: Unlike previous versions, this can be used with little fear. There's no chance for an opponent to reverse this move if blocked. If your opponent does anything, you can easily counter, for you will recover faster. This technique is initiated on the second sword swing. (if blocked, Subaru attacks twice) Upclose, this will not work on a stunned foe. From far, however, the second sword swing will activate, causing this technique to work even on a stunned foe. ------------------------------------------------------- *STRATEGIES & COMBOS* STRATEGY: WS, Ducking S HITS: 1+1 NOTES: WS has very good reach. The delay between WS & Ducking S has to be slight. If foe ducks, the last hit will surely connect. STRATEGY: WS, Dash Avoid, Kuujin Rasen Zetto HITS: Varies NOTES: Whether WS connects or is blocked, it is to serve as bait for making your opponent attack. If you Dash Avoid just as your opponent throws out an attack, not only will you be standing safely at their side, but the Kuujin Rasen Zetto (due to its speed of attack) will hit flawlessly. STRATEGY: WS, Dash Avoid, Kishin Kourin, Jigokumon HITS: Varies NOTES: This is another setup that requires the same rules as the one above. The only difference is once Kishin Kourin is activated, there's no way you can be reversed by your foe's Back Attack. Just as you Dash Avoid, hold down the attack buttons so that Kishin Kourin is activated just as you stop moving. By the time your opponent can fully recover, the Jigokumon should have no trouble connecting. STRATEGY: WS (High): -Dash HS (Middle) (On defensive opponents) -Ducking S (Low) (On defensive & offensive opponents) -Dash WS (Special Mid) (On defensive & offensive opponents) -Dash WK (High) (On offensive opponents) -Dash HK (Low) (On defensive & offensive opponents) -HS-D+HS (Special Mid, Low) (Use delay tactics; best on offensive opponents) -UB=H Ryuusei Kyaku (Mid) (On defensive & offensive opponents) HITS: Varies NOTES: Through WS, this is a basic example of Subaru's pressuring tactics. Defensive opponents will be pressured down & threatened of their guard being broken, while offensive foes will get tripped up as you intercept them during their attacks. Dash HS is the slowest, while Dash WS is very fast & beneficial. WS' long reach keeps opponent at bay and gives Subaru's attacks a chance to come out without any interuptions. STRATEGY: WS, W Hishouzan HITS: Varies NOTES: The point for this is to reverse anything your opponents may try. The delay after WS should throw them off, causing them to recklessly attack. If so, they will get caught by the Hishouzan. STRATEGY: (Ducking K-)D+HK=W Mukurowari HITS: Varies NOTES: The ol' classic technique used by Eiji, this is also necessary in Subaru's arsenal. Whether this is done on its own or through a combo, make sure you cancel into W Mukurowari when your opponent is blocking low. Even if D+HK hits, you get a free two hit combo. If opponent becomes aware of this strategy, start it off with Ducking K. On a whole, best at a distance. STRATEGY: D+WK (Low): 1) U=W Ryuusei Kyaku (Mid) UF=Ryuusei Kyaku (Mid), (Crossover) Back K (Low) 2) D+WS (Low)< Byakki Moshuu Ken (Mid) Mukurowari (Mid) 3) Rising K (Mid)< D+HK (Low)=W Mukurowari (Mid) HITS: Varies NOTES: An extensive example of Subaru's Top-Down capabilities. The 1st followup is best if an opponent tries to stick out a low attack in retaliation. For the 2nd, Do Byakki Moshuu Ken upclose & fast so not to give your opponent the chance to block. All in all, do each followup close for the best results. STRATEGY: Jump WS or Jump HS=Ryuusei Kyaku HITS: 1+1/2 NOTES: Using WS, do this very early. As soon as it connects, Do the Ryuusei Kyaku. This method will either throw off foe or put pressure upon them. If you use HS, cancel into Ryuusei Kyaku immediately for it to connect. STRATEGY: WS, HS, D+HS, or Ducking S from mid range HITS: Varies NOTES: These attacks are what's necessary in beating your opponent to the punch. Each have good reach, as well as high priority in overcoming your opponent's attacks. D+HS and Ducking S also gives you a chance to break your opponent's guard if they are overwhelmed and not blocking correctly. Once either of these attacks connect, go into a quick combo that ends strong. ==BEGINNER== COMBO: Ducking K-HS=H Rekkuzan HITS: 3 NOTES: H Rekkuzan should be done fast. COMBO: WK-D+HK-HS=H Rekkuzan HITS: 4 NOTES: Same as above, except with a WK as a starter. COMBO: Rising S, Dash WK, Dash HK HITS: 3 NOTES: None COMBO: WS-D+HK-HS=W Mukurowari HITS: 4 NOTES: W Mukurowari should be done fast. COMBO: WS-HK-HS=Kuujin Rasen Zetto HITS: 4 NOTES: None COMBO: Rising S=H Rekkuzan, Kuujin Rasen Zetto HITS: 3 NOTES: None ==NOVICE== COMBO: WS-HK-D+HK-HS=W Rekkuzan, Step-In, Close Down Attack HITS: 6 NOTES: If done fast enough, Close Down Attack will hit before opponent gets up. COMBO: Rising S, Jump WS-HS=Ryuusei Kyaku HITS: 4 NOTES: Depending on when you jump, how close you (and your opponent) are to the ground, and how fast you plan to use the Ryuusei Kyaku, which version of the Ryuusei Kyaku to use will be different COMBO: Jump WS-WK, (Land) WK-HS=Byakki Moshuu Ken HITS: 16 NOTES: Press WS early as you jump, or before you start to descend, which will enable you to chain into WK in the air. Once you land, execute WK quickly. COMBO: Ducking S-HS-HK=Mukurowari, Close Down Attack HITS: 5 NOTES: Depending on how fast you cancel into Mukurowari, the version used will be different. COMBO: Rising K=H Hishouzan, Jigokumon HITS: 9 NOTES: Do everything fast! COMBO: Dash WS, Close Down Attack, Jump HK=Ryuusei Kyaku HITS: 4 NOTES: Using Close Down Attack is just for style. A different attack can be used as long as the recovery time is quick. COMBO: Dash WS, WS, Jump HK-HS, W Hishouzan HITS: 5 NOTES: Timing is tricky. Let foe descend abit before doing air combo. Depending on the air combo, W Hishouzan has to either be done at one's leisure or very fast. ==EXPERT== COMBO: D+WS-WS-HS-D+HS=H Hishouzan HITS: 6 NOTES: The closer you are, the better. D+HS may miss if distance increases too much COMBO: Dash WS, WS, Jump WK, (Land) HK-HS=W Mukurowari HITS: 6 NOTES: Time HK right, and the combo will work just fine. COMBO: Rising K=Kishin Kourin, Jump WS-WK, (Land) HS=Jigokumon HITS: 10 NOTES: Not as hard as one would think COMBO: D+WK-D+WS=W Hishouzan, Kuujin Rasen Zetto HITS: 4 NOTES: Both W Hishouzan & Kuujin Rasen Zetto have to be done VERY fast COMBO: WS-D+HK-HS-D+HS=Jigokumon HITS: 10 NOTES: Powerful! But very difficult if you do it by its Command Motion. COMBO: UB, UB, Rising K, Dash HS HITS: 4 NOTES: Wait until foe's about head level before doing Rising K COMBO: Dash WS, Dash WS, Dash WS, Kuujin Rasen Zetto HITS: 4 NOTES: Everything has to be done fast without any hesitation ==================================================================================== ==================================================================================== ==================================================================================== --------------------------------------- NARU AMOH - SEARCHER COUNTRY: ENGLAND AGE: 16 HEIGHT: 161 CM WEIGHT 47 KG WORK: NONE WEAPON: Carriburn (A.K.A Excalibur) --------------------------------------- ======================================================================================= STORY Naru was brought to a school at an All-Housing Institue by her foster father, Kayin. Afterwards, it didn't matter how long she waited, Kayin never showed up. Thinking that her foster father would never leave her in the hands of an institute because she was a burden, Naru trained herself using her foster father's techniques. Afther many years, she became a master at those techniques. On her 16th birthday, Naru runs away from the All-Housing Institue in order travel & learn about her foster father's disappearance. ---------------------------------------------- FIGHTING PERSONALITY: SHE'S THE ORTHRODOX TYPE ---------------------------------------------- Naru is a simple character which novice players with no patterns to their gameplay can use. Whether in a close or mid range battle, there's no problem with her. Depending on the Toshin Ryuugi, attack with combos all-out! ======================================================================================= *TIPS ON BASICS/ADVANCED MOVES & ABILITIES* DASH AVOID: SIDESTEP: -Speed is good, but leaves her open to -Gets her out of the way, but slow to many attacks moving -Use upclose to get to foe's side or -Use mainly at a distance to avoid if foe jumps projectiles or life-threatening attacks DASH, BACKSTEP, AND FREE RUN: JUMP: -Speed in moving is average -Jump height is short, while decent is -Backstep is OK decent is quick -Try not to move around unless it is -Air combos are difficult. Jump-ins are to get close or stay out away from harm easy. Jump mainlyto use Rising Sun GUARD CANCEL ATTACK: THROWS: -Will launch foe up -Front: Will down foe; can either ring -Can start a juggle if timed correctly out foe or be ringed out along with foe -Back: Knocks away foe; can either ring out foe or be ringed out if close to edge CLOSE DOWN ATTACK: FAR DOWN ATTACK: -Fast speed -Fast speed -Average Reach -Average jump height -Special mid -Special mid -Extra Abilities: -Extra Abilities: None =Poke at opponent (mid) UNIQUE ATTACKS/MOVES: -B+WS+WK = High Attack Reversal -DB+WS+WK = Low Attack Reversal -Rising Attack Slash (Upper Glide) = Causes Launch upon 2nd hit -Dash WK = Causes Slam -Dash HK = Causes Half-Down --------- ------------ -------------- Launchers Stun Attacks Ground Attacks --------- ------------ -------------- -Rising Attack Kick -Unblockable Attack (Topple) -U+WK (Close Range) -Rising Attack Slash -Dash WS -U+HK (Far Range) -Dash HS ===================================================== ===================================================== ===================================================== [FATAL TECHNIQUES] NAME: SONIC SLASH ATTRIBUTES: Electricity MOTIONS: TYPE: Projectile (Command) D,DF,F + W or H Slash ATTACK POINT: Special Mid (1-Shot) R1(W) or R2(H) # HITS: 1(W) / 1(H) DESCRIPTION: This is the technique used by Kayin. Her sword moving at the speed of sound, an energy bullet is shot out. The building up of the electricity, depending on the friction, will cause Naru to radiate sparks on her body. NOTES: Depending on the button, the speed of this projectile will be different. Use that to determine which occasion to use each version in. Fireball fights are no problem, while stopping an opponent's assault is a must with this. Note that the H version has a long recovery time, so try not to use upclose too much. -------------------- NAME: RISING SUN ATTRIBUTES: Electricity MOTIONS: TYPE: Projectile (Command) D,DB,B + W or H Kick (in the air) ATTACK POINT: Middle (1-Shot) R1(W) or R2(H) (in the air) # HITS: 1(W) / 1(H) DESCRIPTION: This is the technique used by Kayin. Executing a somersault in the air, Naru kicks upward & sends out an energy bullet from her leg. NOTES: Totally different from Kayin's, a different strategy must be used. Use this to counter opponent's attacks, as well as varying between this and Sonic Slash in a fireball fight. -------------------- NAME: SHOULDER CRUSH ATTRIBUTES: Electricity MOTIONS: TYPE: Kick (Command) D,DB,B + W or H Kick ATTACK POINT: Middle (1-Shot) B+R1(W) or R2(H) # HITS: 1(W) / 4(H) DESCRIPTIONS: This is the technique used by Kayin. Changed abit to fit Naru's style, the W version is very efficient, while the H version has her spinning as she rises up, then coming down with a kick. SPECIALTIES: -W version causes Stun NOTES: Use the W version alot, (despite its slow startup) especially if your opponent's blocking low. Use this to also go over very low attacks and to counter airborne opponents. Use the H version in combos, especially in juggles. Just be wary that if your foe does a Safe Landing, the final blow is highly blockable, as well as reversable. -------------------- NAME: DEADLY RAISE ATTRIBUTES: Electricity MOTIONS: TYPE: Slash (Command) F,D,DF + W or H Slash ATTACK POINT: Special Mid (1-Shot) F+R1(W) or R2(H) # HITS: 1(W) / 3(H) DESCRIPTIONS: This is the technique used by Kayin: Weak - Naru leaps into the air spinning at a 45 degrees angle as an attack. It's slicing ability is equal to Kayin's. Hard - At the start, Naru charges forward, holding her sword at both ends. When she connects, she attacks with the Full Deadly Raise technique. NOTES: Use the W version in all situations, from counters to air juggles. If fast enough, can nail an opponent again with this move before they hit the ground. Use the H version in all kinds of combos. -------------------- [ULTIMATE SACRED ATTACKS] NAME: HELL'S GATE ATTRIBUTES: Electriciy MOTIONS: TYPE: Kick (Command) D,DF,F,D,DF,F + H Slash ATTACK POINT: Middle (1-Shot) B+R1+R2 # HITS: 11 (Overdrive) W+H Slash DESCRIPTIONS: This is the technique used by Kayin. Naru changed this technique to fit her style abit. Thrusting in with an elbow strike that raises her opponent off the ground abit, she flips up with a kick. Spinning in a violent manner, a vaccuum is created around her. NOTES: Very fast, reliable, and one of the few moves that can be used on a stunned foe without being discontinued. Because it hits mid, this makes as a very deadly tool in Naru's arsenal. Will also connect on airborne foes, so use in all types of combos. Just be careful if this is blocked. -------------------- NAME: RAINBOW SPLASH ATTRIBUTES: ELECTRICITY MOTIONS: TYPE: Kick (Command) D,DB,B,D,DB,B + H Kick ATTACK POINT: Middle (1-Shot) R1+R2 # HITS: 7 (Overdrive) W+H Kick DESCRIPTIONS: This is the technique used by Kayin. Doing the weak version of the Shoulder Crush 6 times, she ends with a somersault kick. The color for each attack changes, (being 7 in total), which is why "Rainbow" is added to its name. NOTES: This is very slow to use in a ground combo, so keep this ready for air juggles or if your opponent's dead open. If this misses, however, Naru's open for whatever punishment her opposition can think of. A very strong move, you have to use this with smarts. -------------------- [SECRET FATAL TECHNIQUE] NAME: HELL'S INFERNO ATTRIBUTES: Electricity MOTIONS: TYPE: Kick & Slash (Command)F,B,F + H Slash ATTACK POINT: Middle (Start) (1-Shot) B+R1+R2 # HITS: 11~12 DESCRIPTIONS: This is the technique used by Kayin. Thrusting in with an elbow strike, Naru attacks with numerous kicks and slices. She then follows up with the weak version Shoulder Crush, Rising Sun, and ends with the weak version Deadly Raise. SPECIALTIES: -On small characters, it will hit 11 times. On big characters, it will hit 12 times. NOTES: With a similar startup like Hell's gate, use this in the same manner. Use mainly in combos, so to ensure no failure when this comes into action. ------------------------------------------------------- *STRATEGIES & COMBOS* STRATEGY: Jump WS, (Land) WS: -U or UB+WS=W Rising Sun -UB+WS, H Rising Sun HITS: Varies NOTES: If your opponents tries to attack is is crouching, pressing U/BU+WS will usually stop 'em. Doing W Rising Sun will just keep the pressure & surprise going. For the H version, wait u until you are about to land before executing it. STRATEGY: D+WS, UF+HS, (Crossover) Back K HITS: Varies NOTES: This is a setup to catch low blocking foes. Doing this upclose, you'll hit them as you fly by above them. To through them off, chain into HK in the air. It won't hit, but it'll throw them off, enabling to do Back K without them trying to counterattack. STRATEGY: WS or Low K, Attack Reversal HITS: 1 NOTES: This should be used as a setup on a blocking foe in case they intend to reverse your supposed "combo". Depending on your opponent, use either the high or low Attack Reversal if you can predict their attack patterns. STRATEGY: WS (High): -Ducking K (Mid) -Ducking S (Low) -Dash HS (Mid) -Dash HK (Low, Low) -HS (Special Mid) HITS: Varies NOTES: Using the quickness from WS, Naru can attempt Top-Down strategies. Very simple, her followups are quick and strong. HS has high priority in reversing retaliation attempts, so stick this out fast when the opposition doesn't want to sit idly on defense and wants to stop your assault. STRATEGY: D+WK (Low): 1) Rising S (1 Hit)-D+HS=W Shoulder Crush (Mid, Low, Mid) D+HK=Hell's Gate (Low, Mid) 2) Rising K=D+HS (Mid, Low)< W Shoulder Crush (Mid) 3) D+HK=H Shoulder Crush (Low, Mid) HITS: Varies NOTES: An extensive example of Naru's Top-Down tactics, her chances of getting through her opponent's defense relies on her speed in doing each part of her followups. Do upclose, so to keep opponent on the edge and guessing. STRATEGY: Jump WS=Rising Sun HITS: Varies NOTES: As WS is blocked, do Rising Sun. Not only does this reverse anything your opponent may try, but it lets you land safely. The higher you are when WS connects, the more you should stick with W Rising Sun. STRATEGY: (WS,) WS, Dash WS HITS: 1 NOTES: Using this trick can help to fool the opponent into attacking. If opponent lets up his/ her guard, Dash WS, due to its quick startup, can reverse them easily. Note that both attacks aim high, so be careful on crouching opponents. ==BEGINNER== COMBO: WS-HK=W Deadly Raise HITS: 3 NOTES: None COMBO: WS-WK-D+WK-HK-HS=H Deadly Raise HITS: 9 NOTES: Do everything fast. HK can be replaced by D+HK COMBO: D+WK-HK-D+HS=W Shoulder Crush, Close Down Attack HITS: 5 NOTES: None COMBO: Dash WS, Rising K, Dash HS, W Sonic Slash HITS: 4 NOTES: Easy if done fast. Get close for Rising K. COMBO: D+WS-D+WK-HK-D+HS=Hell's Gate HITS: 15 NOTES: None COMBO: WS-D+WK-D+WS-D+HS-HS=Hell's Inferno HITS: 16 NOTES: None ==NOVICE== COMBO: D+WK-D+HK=W Shoulder Crush, WS-HK=H Sonic Slash HITS: 6 NOTES: Do everything fast! COMBO: Dash WS, Rising K, Dash WS, Dash HS, Dash HK HITS: 6 NOTES: Timing & speed has to be on point. COMBO: Jump WS-WK, (Land) WS-WK-D+HK=Rainbow Splash HITS: 11 NOTES: Do everything fast! COMBO: Ducking S-D+HS, HS=H Sonic Slash HITS: 4 NOTES: HS should actually be chained into, but it has to be done at the last second. If you do it too fast, Sonic Slash will miss. COMBO: WS-D+WK-WK-D+WS-D+HK-HS=H Deadly Raise HITS: 10 NOTES: Do everything fast! COMBO: D+WK-D+WS-D+HK-HS-HK=Hell's Gate HITS: 15 NOTES: Don't rush Hell's Gate. Pause before executing it. COMBO: Dash WS, WS, Jump WS+WK, (Land) W Deadly Raise HITS: 6 NOTES: Wait until foe descends to head level before jumping COMBO: Jump WS-HS, (Land) Kishin Kourin, WK-WS-HS=Hell's Inferno HITS: 16 NOTES: Much, much easier than it sounds. Just don't panic & stay focus! COMBO: WS-D+HS=W Shoulder Crush, HK=H Shoulder Crush HITS: 7 NOTES: W Shoulder Crush has to be done fast! If opponent doesn't do a Safe Landing, last hif for H Shoulder Crush will do alot of damage. COMBO: Ducking S-HS-HK=H Shoulder Crush HITS: 6 NOTES: Do this fast, because this combo's strong! ==EXPERT== COMBO: Dash WS, WS, Rainbow Splash HITS: 9 NOTES: Hesitate for about 1/2 a second after WS before executing Rainbow Splash COMBO: Rising S, UF+WS-HK=H Rising Sun HITS: 5 NOTES: Wait til foe's about head level before doing U+WS. Walk forward abit if necessary. Execute H Rising Sun fast! COMBO: UF+WS-HS=W Rising Sun HITS: 3 NOTES: Do upclose. WS should hit just as you leave the ground COMBO: UF+HS-HK, Throw HITS: 2+Throw NOTES: Do this a few inches away from opponent. Once HS hits, hesitate abit before chaining into HK. COMBO: Guard Cancel Attack, HS=H Sonic Slash or W Hishouzan HITS: 3 NOTES: None COMBO: UF+WS-HS-HK, (Land) WK-HK=H Sonic Slash HITS: 6 NOTES: Do this a few inches away from opponent. Time the air combo properly. Once HS connects, chain into HK before you land on the ground. COMBO: W Shoulder Crush, HS=W Shoulder Crush, HK=Rainbow Splash HITS: 11 NOTES: A very POWERFUL combo, but timing is very tricky. Hesitate before executing 2nd Shoulder Crush. HK has to connect before foe comes too close to the floor. Once it connects, do Rainbow Splash quickly. COMBO: Guard Cancel Attack, Kishin Kourin, UF+WS-HS, (Land) HK=Ranbow Splash HITS: 11 NOTES: Very hard! Hold UF & tap WS repeatedly during Kishin Kourin for it to connect with air- borne foe. If necessary, omit Kishin Kourin for an easier (but weaker) version COMBO: Guard Cancel Attack, Jump forward, HS-HK=Kishin Kourin, (Land) WS-WK-HS=H Deadly Raise HITS: 10 NOTES: Almost as hard as the one above! UF+HS will not work. Kishin Kourin has to be done as HK connects. Once you land, each move has to be done slow enough where each hits connect. Once HS connects, do Deadly Raise fast. For an easier version, do Kishin Kourin as you land, or omit it completely. COMBO: HK-D+HK=H Shoulder Crush HITS: 5 NOTES: Everything has to be done fast! H Shoulder Crush has to hit twice before foe hits ground. COMBO: D+WK-D+HK, Rising K, Hell's Gate HITS: 14 NOTES: Just as you recover from D+HK, Do Rising K. It will hit before foe gets up. Hell's Gate has to be executed just as opponent is descending. COMBO: Guard Cancel Attack, WK=W Shoulder Crush, Ducking K, Close Down Attack HITS: 5 NOTES: Do Ducking K fast! Has to connect before foe hits ground for the last hit to work. COMBO: WS-D+HK, Rising S (2 hits)=H Deadly Raise HITS: 8 NOTES: Same rules apply just as above for Rising S. ==================================================================================== ==================================================================================== ==================================================================================== --------------------------------------- ROOK CASTLE - GIRL HUNTER COUNTRY: USA AGE: 22 HEIGHT: 178.5 CM WEIGHT: 65 KG WORK: CAMERAMAN WEAPON: Nunchaku --------------------------------------- ======================================================================================= STORY When he was younger, Rook accidently witnessed the Toshin Tournament & its influence, which caused him to start going to a Kung Fu school. Sticking soley with Kung Fu, Rook went to the Downtown area and, gradually seeking out strong opponents, challenged Street Fighters. At the start of his encounter with & lose to Miyabi, he began to develope a liking for her. Aiming to become the strongest warrior in the world, Rook sets out on his journey of training. ------------------------------------------------ FIGHTING PERSONALITY: PRESS ON WITH FAST ATTACKS ------------------------------------------------ While the reach of his attacks are short, Rook's speed is fast. Taking up close battles will Rook be able to dominate his foes with many attacks. Don't give your opponent any openings for a counterattack, though. ======================================================================================= *TIPS ON BASICS/ADVANCED MOVES & ABILITIES* DASH AVOID: SIDESTEP: -Fast & safe to do -Keeps him close -Keeps Rook on the move, making him -Makes it tough for opponent to stay less of a target aligned upclose -Easy to get to opponent's side & attack upclose DASH, BACKSTEP, AND FREE RUN: JUMP: -Speed in running is very high -Jumps at a very short height -Backstep gets him out of harm's reach -Descent is reletively quick a good distance -Make fast jump-ins & air combos -Stay mobile and swarm around foe consistantly GUARD CANCEL ATTACK: THROWS: -Will launch foe up -Front: Knocks away foe; Ring Out -Can start a juggle if timed correctly possible; foe can do a Safe Landing -Back: Will down foe; Ring Out is possible CLOSE DOWN ATTACK: FAR DOWN ATTACK: -Fast speed -Fast speed -Average reach -Average jump height -Special mid -Special mid -Extra Abilities: -Extra Abilities: =Poke at opponent (close~mid) =Backflip retreat =Will hit from behind (close) UNIQUE ATTACKS/MOVES: -WS, D+WS, Jump HS = Double Hit (Excluding Jump HS, beats Reversal Attacks half of the time) -Unblockable Attack = Causes Hit Stun & fire effect --------- -------------- Launchers Ground Attacks --------- -------------- -Rising Attack Kick -U+WK (Close Range) -Rising Attack Slash -U+HK (Far Range) ===================================================== ===================================================== ===================================================== [FATAL TECHNIQUES] NAME: CONSECUTIVE GEAR ATTRIBUTES: Fire MOTIONS: TYPE: Weapon-Based (Command) W or H Slash 2x or more ATTACK POINT: High (1-Shot) R1(W) or R2(H) # HITS: 2~8 (W & H) DESCRIPTIONS: Whirling his nunchaku at a high speed around himself, flames trail Rook's nunchaku at the tips. NOTES: Don't hit the buttons rapidly during combos if you don't want to use this move. Use mainly in air juggles, for this tends to miss alot in ground combos. Furthermore, this can be ducked under, even if foe blocks while standing. -------------------- NAME: CANNON WAVE ATTRIBUTES: None MOTIONS: TYPE: Kick (Command) B,F,F + W or H Kick ATTACK POINT: Middle (1-Shot) B+R1(W) or R2(H) # HITS: 4(W) / 4(H) DESCRIPTIONS: Spinning his body through the air, Rook throws out four sharp kicks. SPECIALTIES: -Will cause Slam upon final hit NOTES: Hard to tag this in a combo, so use while foe's in the midst of an attack at a distance. Stick mainly with the W version; at a certain distance the H version can be ducked under. For best results, do a low W attack at a crouching foe & immediately cancel into this. -------------------- NAME: ULTIMATE MAGNUM ATTRIBUTES: Fire MOTIONS: TYPE: Knock-Out (Command) B,DB,D,DF,F,UF + W or H Slash ATTACK POINT: W: Special Mid, (1-Shot) F+R1(W) or R2(H) High H: Middle, High # HITS: 2(W) / 2(H) DESCRIPTIONS: Throwing out a left short uppercut that lifts his opponent off the ground, Rook throws out another uppercut with his right, which releases energy that was being stored up. From that released energy, the opponent will be engulfed in flames. NOTES: Use the W version upclose, especially by canceling into this while doing a close low W attack. Also try to counter a foe during their attack while using this version (ground or air). The H version works great in ground combos, juggles, and breaking a crouching low guard. -------------------- NAME: SLANT SHOOT ATTRIBUTES: None MOTIONS: TYPE: Knock-Out (Command) B,F,F + W or H Slash ATTACK POINT: Middle (1-Shot) D+R1(W) or R2(H) # HITS: 1(W) / 1(H) DESCRIPTIONS: Lowering himself down abit as he gets close to his opponent, Rook places the flat of his hand against the opponent, releasing stored energy in a flash. Its attack power exceeds that of the Ultimate Magnum. SPECIALTIES: -Will cause Banish NOTES: Hard to use effectively due to its delay in attack, so look for openings in your opponent's movements. Will go over some high-level attacks. Use mainly in combos where opponent falls into sit/kneel position. -------------------- [ULTIMATE SACRED ATTACKS] NAME: BOISTEROUS DANCING ATTRIBUTES: None MOTIONS: TYPE: Kick (Command) F,B,DB,D,DF,F + H Kick ATTACK POINT: Low (Start) (1-Shot) F+R1+R2 # HITS: 12 (Overdrive) W+H Slash DESCRIPTIOMS: Rolling forward at his opponent, Rook stands up on contact and unleases a great number of kicks, each hitting on a low-mid-high-mid-low sequence. SPECIALTIES: -Will launch opponent on final hit. Height & hangtime is not affected by the number of hits received beforehand. NOTES: Hits low & cannot be countered or dodged against after its startup (it freezes the screen & moves too fast); must block low or else. Does good damage as well if it hits a downed foe. When the last hit knocks your opponent into the air, jump up for a quick air combo. -------------------- NAME: THUNDER CRACKER ATTRIBUTES: MOTIONS: TYPE: Weapon-Based KO (Command) F,B,DB,D,DF,F + H Kick ATTACK POINT: Middle (Start) (1-Shot) R1+R2 # HITS: 5 (Overdrive) W+H Kick DESCRIPTIONS: Rook sends a surge of sparks into his foe as his flailing nunchaku become encased in electricity. He then does an uppercut and ends his assault with an Ultimate Magnum. NOTES: Stronger than Boisterous Dancing, but harder to connect. Look for openings or tag this in a combo. -------------------- [SECRET FATAL TECHNIQUE] NAME: SKY-HIGH DESTROYER ATTRIBUTES: None MOTIONS: TYPE: Weapon-Based KO, Kick (Command) F,B,F + H Slash ATTACK POINT: High, High, (1-Shot) B+R1+R2 Middle # HITS: 12 DESCRIPTIONS: When his inner power rises, Rook strikes left & right hand, throwing straight punches. Striking with his nunchaku that lifts his opponent into the air, Rook chases on after them, unleasing an infinite amount of kicks. The final kick then sends the opponent straight to the ground. SPECIALTIES: -Will cause Slam upon final hit NOTES: Use this mainly in combos. In fact, stick this out whenever your opponent is open. Even if the first 2 hits don't connect, the 3rd strike is what's most important. The fact that it also hits on 3 levels may trick foes once in a while to block incorrectly. Its power is decent, so utilize this when necessary. ------------------------------------------------------- *TIPS ON FATAL TECHNIQUES* CONSECUTIVE GEAR: In order to use this in a successive manner, learn how it starts and how to control it. To avoid having Consecutive Gear come out when not necessary, try not to hit the WS and HS rapidly all the times. Here's how easy it Consecutive Gear comes out. On a blocking opponent, press WS or HS 2 times quickly. As soon as the first hit strikes, he'll begin Consecutive Gear, swinging his nunchaku only twice. Following this note, learn how to control the number of hits Consecutive Gear produces, so to throw off your opponent, set up traps, and know which situations require a certain number of hits: 2x = 2 hits (Safey; opponent blocks / Throw off opponent's timing) 4x = 4 hits (Safety; a break in its connection occurs or opponent falls out of range) 6-8x = 6 hits* (Juggles) 8x & Up = 8 hits (Ground combos; all hits connects properly) *Note that if you slow down around the 5th, 6th or 7th button press, you'll usually get this outcome *STRATEGIES & COMBOS* STRATEGY: D+WS (2 hits)-WK-D+HS-WS (2 hits)-D+WK, D+WK-WS (2 hits)-D+HS-WK-D+WS (2 hits) (Repeat) HITS: Varies NOTES: This is an example of Rook's pressuring techniques through the use of his versitile Ryuugi system. His speed is so quick that he can continuously attack, pinning down his opponent and keeping him/her on defense. Vary this up in anyway that seems fit, and players that don't have at least one stock in their Overdrive to use a Guard Cancel Attack will be pressured down until they crack. STRATEGY: Close Down Attack, UF+WS-WK,(Crossover) Back S HITS: 1+2+1 NOTES: If opponent hesitates before trying to attack after your 1st attack, the 2nd attack should connect. As you crossover, the 3rd hit will strike from behind. Depending on your opponent's actions, you can interchange the last attack with a Back K. STRATEGY: WS (Special Mid): -Ducking HS (Mid) -Dash WS (Mid) -Dash HS (Low-Low) -Ducking K (Low) HITS: Varies NOTES: Recovery after WS (especially if it hits twice) is very quick, enabling Rook to start up Top-Down tactics. If foe constantly does a low block, Ducking HS & Dash WS will snag 'em. For high blockers, Dash HS & Ducking K will connect if they are unaware of their situation. STRATEGY: WK (Low): -WS-D+HS (Special Mid, Low: -H Ultimate Magnum (Mid, Hig) -D+HK=W Cannon Wave -Sky-High Destroyer (High, High, Mid) -D+WK (Low), D+WK-WK-D+WS (2 hits)= W Cannon Wave (Low, Low, Low-Low, Mid) -D+WS (Low-Low): -D+WK (Low), Rising K-D+HK=Thunder Cracker (Mid, Low, Mid) -Rising K-HK=Boisterous Dancing (Mid, Special Mid, Low) HITS: Varies NOTES: An extensive example of Rook's Top-Down Tactics, everything is based upon speed. The faster everything's done, the easier to catch your opponent while he/she is open. If the opponent believes HK to hit mid for the last followup and blocks high, then there's a strong chance for Boisterous Dancing to connect if done very fast. STRATEGY: Cross over with Dash WK HITS: Varies NOTES: Good for keeping Rook on the move & away from harm. Depending on distance, you can either counterattack as you crossover or set up an attack from your opponent's back, such as another Dash Attack STRATEGY: Low WK, Rising S or K HITS: 1 NOTES: Since Low WK's recovery time is quick, it is easy to get out the Rising S or K in the heat of the battle. Whether blocked or not, this is a good method to use to get your foe off their feet. STRATEGY: Unblockable Attack, Throw HITS: 1+Throw NOTES: If close enough, throw will connect. STRATEGY: Free Run, Dash WK repeatedly HITS: Varies NOTES: This tactic increases Rook's evasive skills, making it almost impossible to get hit. If done correctly, you can direct where Rook will leap after each Dash WK, making him be all over his opponent and getting in hits once in a while. Remember, this will only work if if keep both Sidestep buttons down so to stay in Free Run. STRATEGY: D+WK=W Ultimate Magnum HITS: Varies NOTES: The faster you do Ultimate Magnum, the better you can snag your opponent. Even if 1st hit is blocked, Ultimate Magnum will reverse anything your opponent tries. ==BEGINNER== COMBO: WS (2 hits)=W Consecutive Gear HITS: 10 NOTES: It doesn't get any easier than this COMBO: D+WS(2 hits)-WS(2 hits)-D+HS-HS HITS: 6 NOTES: Has to be done close COMBO: D+WS(2 hits)-WS(2 hits)-HS-D+HS=H Ultimate Magnum HITS: 8 NOTES: None COMBO: Rising HS, WS (1 or 2 hits), Dash HS HITS: 3-4 NOTES: None COMBO: Rising K=W Ultimate Magunum HITS: 2 NOTES: Simple, yet powerful COMBO: WS (2 hits)-D+HS-HS=H Consecutive Gear HITS: 11 NOTES: None COMBO: Rising K, H Cannon Wave HITS: 5 NOTES: Wait until foe's descending before doing H Cannon Wave ==NOVICE== COMBO: D+WK, Rising S=H Cannon Wave HITS: 1+5 NOTES: If an opponent is crouching, he/she will get hit by Rising S. COMBO: D+WS (2 hits)=W Ultimate Magnum HITS: 4 NOTES: Do upclose & fast! COMBO: Guard Cancel Attack, WS=W Consecutive Gear HITS: 9 NOTES: None COMBO: Unblockable Attack, Boisterous Dancing, Jump WS-HS HITS: 15 NOTES: None COMBO: Ducking K, Rising K, HS=H Ultimate Magnum HITS: 5 NOTES: Wait until foe's close to ground before doing HS COMBO: Unblockable Attack, WS-D+HK-HS=H Consecutive Gear HITS: 10 NOTES: Easy to connect WS, but don't smash the button repeatedly to do so. Once it hits, every- thing else should connect just fine. COMBO: Unblockable Attack, WS(2 hits)-D+HS=Thunder Cracker HITS: 8 NOTES: None COMBO: D+HS-D+HK, Rising K-HS=H Consecutive Gear HITS: 12 NOTES: Do Rising K as foe is descending. Pause abit before doing HS COMBO: Unblockable Attack, Sky-High Destroyer HITS: 13 NOTES: None ==EXPERT== COMBO: WS(2 hits), Ducking K HITS: 3 NOTES: Time it right, and it will register COMBO: D+WK-D+WS(2 hits)-WS(1 hit)-HS-HK=Boisterous Dancing, H Ultimate Magnum HITS: 20 NOTES: Pause abit before using Ultimate Magnum COMBO: D+WK, Rising K, U+HS(2 hits), WS=H Ultimate Magnum HITS: 7 NOTES: Wait for foe to start descending before jumping up. COMBO: Rising K=Kishin Kourin, Rising K, Rising K, Rising K: 1) Ultimate Magnum (Stronger) 2) H Cannon Wave (Weaker) HITS: 6(1st); 7(2nd) NOTES: 1 hit will miss from H Cannon Wave COMBO: D+WK-D+HS-D+HK, Rising K= H Cannon Wave HITS: 8 NOTES: Do everything fast. Do Rising K as foe is descending. COMBO: D+WS, Rising K, UF+HS(2 hits), H Consecutive Gear HITS: 9-10 NOTES: Wait for foe to start descinding before jumping up. COMBO: Rising K=Kishin Kourin, Rising K, Rising S=Sky-High Destroyer, Close Down HITS: 10 NOTES: Hard to do! 1st hit of Sky-High Destroyer has to connect in order for the 3rd hit to connect. COMBO: WS(2 hits)-HS-HK=Boisterous Dancing, Thunder Cracker HITS: 20 NOTES: Hard, but powerful! In order to get the final hit from Thunder Cracker, foe has to be VERY close to touching the ground before executing this move. COMBO: D+WK-WS(2 hits)-HS-HK=Boisterous Dancing, Sky-High Destroyer HITS: 27 NOTES: Sky-High Destroyer has to be done about 1/2 a second after Boisterous Dancing ends. Out of the 3 attacks during Sky-High Destroyer's startup, only the Nunchaku should connect. If Kishin Kourin is activated, this combo can bring death very quickly to your opponent. COMBO: Dash HS (2 hits), WK=Cannon Wave HITS: 7 NOTES: If WK strikes before foe hits ground, use H Cannon Wave. If WK strikes just as foe hits (or is about to) the ground, use W Cannon Wave. The latter is easier, for it is much difficult to get all hits from the H version. COMBO: Dash HS (2 hits), WK=H Slant Shoot HITS: 4 NOTES: An easier & powerful version of the combo variation stated above. COMBO: Unblockable Attack, Ducking K=H Slant Shoot HITS: 3 NOTES: Do this from about mid range. If this is done fast enough, foe cannot block any parts of this attack, and it will register as an actual combo. ==================================================================================== ==================================================================================== ==================================================================================== ============= PUELLA'S TEAM ============= --------------------------------------- PUELLA MARIONETTE - ANGELIC GIRL COUNTRY: SWITZERLAND AGE: 16 HEIGHT: 153 CM WEIGHT: 43 KG WORK: CHOIR GROUP WEAPON: Suzaku no Yumi (Phoenix Bow); one of the Four Holy Weapons --------------------------------------- ======================================================================================= STORY When Puella was 3 years old, an angel, enwrapped in a bright light, came down and gave her a bow as she was saying prayers at a church. Suzaku's bow, one of the Four Holy Weapons, was what Puella was bestowed upon. Her voice having a mysterious power, some people that would use her powers attacked her orphanage one day. From that moment it seemed as though her presence at the orphanage was an inconvienence. From that thought, Puella set out on a journey. ---------------------------------------------------- FIGHTING PERSONALITY: HER PROJECTILES ARE CONVENIENT ---------------------------------------------------- Puella's Fatal Technique "Eagle Rage" has very little delay, making its usage very easy. Using her projectiles skillfully, you'll cover her short reach. ======================================================================================= *TIPS ON BASICS/ADVANCED MOVES & ABILITIES* DASH AVOID: SIDESTEP: -Quick & gets her to the side -Fast, moves her closer to opponent -Can dodge most attacks either close -Can dodge attacks safely, but recovery or far is abit slow DASH, BACKSTEP, AND FREE RUN: JUMP: -Speed in running OK -Jumps at a very short height -Backstep gets her out of harm's reach -Descent is reletively quick -Move around when trying to keep distance -Make fast jump-ins, while counter safely using Eagle Rage (air) GUARD CANCEL ATTACK: THROWS: -Knocks foe down -Front: Knocks foe down; can be ringed -Can dash in for an attack if fast enough out -Back: Knocks foe down; Down attack is possible CLOSE DOWN ATTACK: FAR DOWN ATTACK: -Average speed -Fast speed -Short reach -Average jump height -Special mid -Special mid -Extra Abilities: none -Extra Abilities: -Targets opponent's location UNIQUE ATTACKS/MOVES: -Jump HK = Double hit upclose; hits from behind -Dash HS = Causes Stun & hits twice, leaves Puella dizzy abit --------- ------------ -------------- Launchers Stun Attacks Ground Attacks --------- ------------ -------------- -Rising Attack Slash -Dash WS -U+WK (Close Range) -Rising Attack Kick -Dash HS (1st hit) -U+HK (Far Range) -Unblockable Attack -Ducking Attack Kick ===================================================== ===================================================== ===================================================== [FATAL TECHNIQUES] NAME: EAGLE RAGE (Ground) ATTRIBUTES: None MOTIONS: TYPE: Projectile (Command) D,DF,F + W or H Slash ATTACK POINT: Special Mid (1-Shot) R1(W) or R2(H) # HITS: 1(W) / 1(H) DESCRIPTIONS: Straightening up by itself, Puella releases energy from the Suzaki bow, which takes the shape of and flys like an arrow. NOTES: The button used determines the speed & power of attack. Use this alot to keep opponents away, in combos, or to stop them while they are in the midst of an attack. -------------------- NAME: EAGLE RAGE TO AIR ATTRIBUTES: None MOTIONS: TYPE: Projectile (Command) D,DB,B + W or H Slash ATTACK POINT: Special Mid (1-Shot) Back + R1(W) or R2(H) # HITS: 1(W) / 1(H) DESCRIPTIONS: Being angled 45 degrees upward, Puella releases energy from the Suzaki bow, which takes the shape of and flys like an arrow. SPECIALTIES: -Will cause opponent to fall upclose (usually tall characters) and from a distance (arrow falls down) NOTES: Button used determines the distance of attack. Great against airborne opponents. Also, arrow will fall back down after ascending a certain height. Use that knowledge to counter projectile users and/or characters that keep their distance. -------------------- NAME: EAGLE RAGE (Air) ATTRIBUTES: None MOTIONS: TYPE: Projectile (Command) D,DF,F + W or H Slash (in the air) ATTACK POINT: Middle (1-Shot) R1(W) or R2(H) (in the air) # HITS: 1(W) / 1(H) DESCRIPTIONS: Being angled downward from the air, Puella releases energy from the Suzaki bow, which takes the shape of and flys like an arrow. SPECIALTIES: -Will cause Slam NOTES: Button used determines the angle. Use as a high counter (especially over an opponent's projectile) and to keep an opponent away. -------------------- NAME: SWANY SWAP ATTRIBUTES: None MOTIONS: TYPE: Weapon-Based (Command) F,D,DF + W or H Slash ATTACK POINT: W: Special Mid (1-Shot) Forward + R1(W) or R2(H) H: Low, High # HITS: 1(W) / 5(H) DESCRIPTIONS: From one place or while she is thrusting forward, Puella lifts the Suzaki bow and does and upper swing attack with it. SPECIALTIES -Will launch an opponent NOTES: Because it is one of the few Fatal Techniques that hits low, use the H version alot. Players that like guarding against middle attacks will be caught by this. Use the W version to counter airborne opponents & in juggles. Note that launched or airborne opponents will bob up even higher into the air if hit at the end of this attack, especially the H version. -------------------- [ULTIMATE SACRED ATTACKS] NAME: COCKATRICE ATTRIBUTES: None MOTIONS: TYPE: Combustion (Command) D,DF,F,D,DF,F + H Slash ATTACK POINT: Special Mid (1-Shot) R1+R2 # HITS: 6 (Overdrive) W+H Kick DESCRIPTIONS: Thrusting her hands forward before her, Puella releases a ball of pure energy before her. This attack she possesses is similar to the one Uranus used. SPECIALTIES -Launches opponent on final hit NOTES: Much larger & easily usable than Uranus', use in combos & as a shield. Has a wide hit range, so most players that try to jump to the side (especially using Dash Avoid) will most likely get hit. -------------------- NAME: ANGEL SONG ATTRIBUTES: None MOTIONS: TYPE: None (Command) D,DF,F,DF,D,DB,B + H Kick ATTACK POINT: None (1-Shot) Forward + R1+R2 # HITS: None (Overdrive) W+H Slash DESCRIPTIONS: Singing a healing song, Puella can recover natural energy for her body. NOTES: The lower your Health Gauge is, the more you can benefit from this. Useless if you lost only a little bit of energy, use when you have 25% or less health left. Works practically instantly, freezing the screen at the point it is use and having almost no recovery time. For appeal, use in-between combos. -------------------- [SECRET FATAL TECHNIQUE] NAME: DESTINY ARROW ATTRIBUTES: None MOTIONS: TYPE: Projectile (Command) F,B,F + H Slash ATTACK POINT: Special Mid (1-Shot) Back + R1+R2 # HITS: 1 DESCRIPTIONS: When her true inner powers surface, Puella utilizes her sense of protection, along with her Suzaku no Yumi to seal her opponent in a giant heart. As an ender, Puella shoots out a single deadly arrow. NOTES: On it's own, it's not too reliable. Very easy to block, especially against a defensive opponent. Use this to beat minor projectiles, on an airborne opponent, while the opponent is wide open, and in combos. ------------------------------------------------------- *STRATEGIES & COMBOS* STRATEGY: Jump WS=W Eagle Rage HITS: 2/1 NOTES: If WS is blocked, doing Eagle Rage will reverse anything your opponent attempts, enabling a land safely. The speed of the W version is good, which can shock many opponents. STRATEGY: WS (WS), Ducking S HITS: Varies NOTES: Starting out as a pressuring tactic, low blockers will easily be caught in this trap. The speed between WS & Ducking S is high, making it very easy to do. Add another WS to throw off opponent. STRATEGY: WS, Jump Back=Eagle Rage (air) HITS: Varies NOTES: A good retreat & attack trap upclose, opponents that like to stick out moves low or want to contend and beat your attacks will get caught easily by Eagle Rage. Make sure that you are at a good height in the air when you do this, so that you don't get countered in the process. STRATEGY: Ducking K=H Swany Swap HITS: NOTES: Another essential trap, players that have good defense against middle attacks will be tripped up on the spot. As said earlier, H Swany Swap is very useful because it has to be blocked low. Utilize this as much as you can. STRATEGY: W Eagle Rage To Air, H Eagle Rage HITS: Varies NOTES: At a distance, this sets up an anti-air trap. Anyone that's not aware of the first shot will get hit if they try to jump over the second shot. Also, if foe shoots a projectile after you shot the first shot, the second shot will cancel foe's shot, while the first while strike as he/she is open. STRATEGY: Jump HK, (Crossover) Back S HITS: 2/1 NOTES: Back S is hard to stop. Using this trick, there is very little worries about being reversed, while toppling down your opponent. STRATEGY: Jump HS-HK (Doesn't hit), (Land) Throw HITS: 1 NOTES: Foes that expect an midair chain will be thrown off when HK doesn't connect. There is no recovery time when you land, (for some reason) enabling you to throw on the spot. ==BEGINNER== COMBO: WK-HK-HK=H Eagle Rage HITS: 4 NOTES: None COMBO: Jump WS, (Land) WS-WK-HK=H Swany Swap HITS: 9 NOTES: Do H Swany Swap fast COMBO: D+WS-D+WK-HS=Cockatrice HITS: 9 NOTES: None COMBO: D+WK-D+HK=Angel Song HITS: 2 NOTES: A defensive combo that give you a chance to recover energy against an aggressive opponent COMBO: Rising S-HS, Dash HK HITS: 3 NOTES: Pause abit before chaining into HS COMBO: W Swany Swap, W Swany Swap, Destiny Arrow HITS: 3 NOTES: None COMBO: D+WS-D+WK-D+HK-D+HS=W Eagle Rage HITS: 5 NOTES: Do everything fast! ==NOVICE== COMBO: WS-WK-D+WK-D+WS-HK-HS-D+HS-D+HK HITS: 8 NOTES: A variation of her full Ryuugi combo COMBO: D+WS-WS-WK-D+WK-D+HK-HS-HK-D+HS HITS: 8 NOTES: A variation of her full Ryuugi combo COMBO: Jump WS-HS, (Land) HK=H Swany Swap HITS: 7 NOTES: Do WS early so that HS connects COMBO: Jump HS=Eagle Rage (Air) HITS: 2 NOTES: Can't be too close to the ground COMBO: WK-D+HK-HS=W Swany Swap HITS: 4 NOTES: Difficult. Must be upclose COMBO: Crossover HK or HS, Back S HITS: 2 NOTES: None COMBO: WS-WK-HK=Angel Song, HS=Cockatrice HITS: 10 NOTES: Nice trick to regain lost health while beating up your opponent COMBO: Jump WK-HS, Front Throw HITS: 2+Throw NOTES: Even if the air chain is blocked, the throw will work fine COMBO: Dash WS, HK, Jump WK, (Land) WS-HK-HS=W Swany Swap HITS: 7 NOTES: Timing is everything COMBO: Low WS, Rising K=Eagle Rage To Air, Dash HS HITS: 1+5 NOTES: None COMBO: Rising S=H Eagle Rage, Destiny Arrow HITS: 3 NOTES: None ==EXPERT== COMBO: KK, Ducking K=Angel Song, (Walk Forward) Rising S=Angel Song, Cockatrice, Destiny Arrow HITS: 8 NOTES: ONLY possible if Kishin Kourin is activated. Angel Song's just for show, though. COMBO: WS-D+WK-D+HK-D+HS-HK-HS=Cockatrice, Ducking S HITS: 10 NOTES: Do everything fast! COMBO: Dash WS, WS, Jump HK-HS=Eagle Rage (Air) HITS: 5 NOTES: Jump up as foe begins to descend. Eagle Rage will hit just before foe hits the ground. COMBO: Rising K=W Swany Swap, Jump HK-HS=H Eagle Rage (Air) HITS: 5 NOTES: Difficult. Everything has to be done fast. COMBO: HS-W Swany Swap, W Swany Swap, H Swany Swap HITS: 5 NOTES: Do this fast! COMBO: Rising K=Kishin Kourin, HS, HS, HS=Cockatrice HITS: 7 NOTES: Time each hit carefully COMBO: Jump HS-HK(2 hits), (Land) UB, Jump HK(2 hits)=Destiny Arrow HITS: 3+4 NOTES: Unblockable Attack may fool the opposition, for its startup looks like Ducking S. If 1st HK is difficult to get 2 hits, then settle for 1 hit. ==================================================================================== ==================================================================================== ==================================================================================== --------------------------------------- LANCELOT LAKEKNIGHT - FENCER COUNTRY: FRANCE AGE: 15 HEIGHT: 161 CM WEIGHT: 48 KG WORK: HIGHSCHOOL STUDENT WEAPON: Rapier --------------------------------------- ======================================================================================= STORY One summer, in the southern part of an old French castle, Lancelot encounters Naru, who seeks out a warrior said to be her foster father. Lancelot, who learned fencing, matched his hand and skills against her, but could not endure. Naru's faith that she carries upon herself and strength was felt by the young boy. Before long, Naru earns a clue from the ruler of the castle about her foster father, which leads to the start of her journey. Lancelot, also going on the chase, heads to the Toshin Tournament to be selected as a participant. ------------------------------------------------ FIGHTING PERSONALITY: ATTACK WITH SPEEDY THRUSTS ------------------------------------------------ Lancelot's thrusts have long reach and fast speed. Attacking from about middle range, pressure & assault your opponent from at a stretch. ======================================================================================= *TIPS ON BASICS/ADVANCED MOVES & ABILITIES* DASH AVOID: SIDESTEP: -Quick, yet can still get hit in most -Keeps him close cases -Makes it difficult for opponents to stay -Use mainly upclose to avoid close attacks aligned with him and to get to your opponent's side DASH, BACKSTEP, AND FREE RUN: JUMP: -Speed in running is average -Height of jump is high -Backstep is OK -Descent is slow -Moving around is safe, which is necessary -Jump in with WS or with Crescent Moon to keep opponent at his range GUARD CANCEL ATTACK: THROWS: -Knocks foe down -Front: Knocks foe away; Ring Out is -Can dash in for an attack if fast enough possible -Back: Knocks foe down; Down attack is possible CLOSE DOWN ATTACK: FAR DOWN ATTACK: -Fast speed -Fast speed -Long reach -Average jump height -Special mid -Special mid -Extra Abilities: -Extra Abilities: =Poke at opponent (mid) =Jump behind opponent (close) =Hit foes from behind (close~mid) UNIQUE ATTACKS/MOVES: -Rising Attack Slash and Kick = Hits mid; knocks down foe -Dash HS = Hits 2 times; knocks down foe -Ducking Attack Kick = Hits low; has no cancel point ------------ -------------- Stun Attacks Ground Attacks ------------ -------------- -Dash+WS -U+WS (Close Range) -Unblockable Attack (Topple) -U+HS (Far Range) ===================================================== ===================================================== ===================================================== [FATAL TECHNIQUES] NAME: FLOWER REVOLUTION ATTRIBUTES: None MOTIONS: TYPE: Projectile (Command) B,DB,D,DF,F + W or H Slash ATTACK POINT: Special Mid (1-Shot) Forward + R1(W) or R2(H) # HITS: 1(W) / 1(H) DESCRIPTIONS: Sweeping his sword upward, Lancelot throws forward a blast of pure energy. From this energy, majestic flower petals also fly out. NOTES: Has a wide attack range & height, and will hit downed foes. Airborne foes will also get hit if timed correctly. Use the W version in most situations, especially in fireball fights. The H version should be used in combos, due to its longer recovery time. -------------------- NAME: ROSE HURRICANE ATTRIBUTES: None MOTIONS: TYPE: Combustion (Command) F,DF,D,DB,B + W or H Slash ATTACK POINT: Special Mid (1-Shot) R1(W) or R2(H) # HITS: 3(W) / 4(H) DESCRIPTIONS: Storing energy from inside, Lancelot releases it as he spins around. Due to his energy, the images of rose petals appear. NOTES: An all-around attack that literally protects Lancelot from harm. It will stop just about anything short of a bullet, and can juggle foes as a multihit attack. Also does good block damage & can be used to *cheese* the competition, especially against sidestep-lovers. Stick with the W version; although the H version delivers more hits, it has a longer recovery time. Also note, if this is done extremely upclose, you can actually pass by your blocking foe & hit them a couple of times from the back. -------------------- NAME: ROSA CHINENSIS ATTRIBUTES: None MOTIONS: TYPE: Weapon-Based Combustion (Command) F,D,DF + W or H Slash ATTACK POINT: Special Mid (1-Shot) Back + R1(W) or R2(H) # HITS: 1(W) / 1(H) DESCRIPTIONS: From above him Lancelot throws out pure energy instantly. This energy resembles the wild flower Rosa Chinensis as it blooms in full glory. NOTES: Reach is very short & can somehow be ducked under if the distance is right. However, this little point can be used to your advantage. Due to its long attack period & wide hit range, close player might try to attack, thinking that the move will not hit. Most likely they will get hit if they then advance too close. Use mainly in very short combos, juggles, or to counter jumping opponents. -------------------- NAME: CRESCENT MOON ATTRIBUTES: Electricity MOTIONS: TYPE: Projectile (Command) F,DF,D,DB,B + W or H Slash (in the air) ATTACK POINT: Special Mid (1-Shot) R1(W) or R2(H) (in the air) # HITS: 5(W) / 5(H) DESCRIPTIONS: A gentle light, similar to moonlight, is released in a tubular form. From this elegantly released light, rose petals flutter about. SPECIALTIES: -Will cause opponent to fall upon final hit NOTES: An essential weapon that should be utilized when your opponent doesn't realize it. Targets in, even if foe sidesteps. Use alot to rain terror from the skys and in air combos. Even downed opponents aren't safe! -------------------- [ULTIMATE SACRED ATTACKS] NAME: ROSE TYPHOON ATTRIBUTES: None MOTIONS: TYPE: Weapon Thurst (Command) D,DF,F,D,DF,F + H Slash ATTACK POINT: Special Mid (1-Shot) R1+R2 (Start) (Overdrive) W + H Kick # HITS: 6 DESCRIPTIONS: From a countless number of thrusts, Lancelot unleashes a Flower Revolution within his assault. SPECIALTIES: -Will cause Stun upon 2nd to last hit NOTES: An all around move, this attack is good in ground combos and juggles. It will even hit downed opponents. Be careful if this is blocked, though, for he will dash by after a couple of hits, leaving his back open to harm. -------------------- NAME: FLOWER GARDEN ATTRIBUTES: None MOTIONS: TYPE: Combustion (Command) D,DF,F,D,DF,F + H Kick ATTACK POINT: Special Mid (1-Shot) Forward + R1+R2 # HITS: 3 (Overdrive) W+H Slash DESCRIPTIONS: Spining forward into the air, Lancelot unleashes his attack as he lands & thrusts his rapier into the ground. During this, great rose petals flutter about. NOTES: Upclose, it will crose over & strike a foe (in most cases) from behind. From far, it makes as a great counterattack against most attacks, especially against projectiles. Tricky to sidestep if timed wrongly. If an opponent is stunned or is downed, use this move immediately! -------------------- [SECRET FATAL TECHNIQUE] NAME: ROSE REVOLUTION ATTRIBUTES: None MOTIONS: TYPE: Weapon Thrust, Kick (Command) F,B,F + H Kick ATTACK POINT: Middle (Start) (1-Shot) Back + R1+R2 # HITS: 6 DESCRIPTIONS: Lancelot's hidden powers are revealed when his subconcious is awoken. After rapier thrusts and a kick, a rose-like energy is released through the ground. NOTES: Reach is shorter than it looks, so use upclose. If an opponent is open or if caught in a combo, stick this in without any hesitation. ------------------------------------------------------- *STRATEGIES & COMBOS* STRATEGIES: D+WS, Rising S on low blocking opponent HITS: 1 NOTES: The speed which Lancelot's slash attacks have is very high. with very little recovery time, Rising S comes out as if it were actually chained into. Persistan low blockers will get hit in most cases through this strategy. STRATEGIES: (D+)WS=W Flower Revolution HITS: 1 NOTES: Using the long reach which WS (or D+WS) possesses, you can cancel into Flower Revolution with little worries. Good for applying pressure, as well as reversing most counter attempts from your opponent. STRATEGIES: WS, Jump-Back=W Crescent Moon HITS: Varies NOTES: Again, doing WS at its max range gives you a chance to leap back without any troubles. As you leave the ground, immediately do W Crescent Moon. (you're not really cancelling into it; depending on how fast you do it, it may look as if you are) Any counter attempts will be reversed. The closer you are to the ground when this is done, the better. STRATEGIES: Jump WS=W Crescent Moon HITS: Varies NOTES: Cancel into W Crescent Moon when you are very close to the ground. Not only will this surprise the opposition, but you will land before your opponent is done blocking. This will enable you to start any attack or combo before your opponent can get a chance to react. STRATEGIES: D+WK=H Rose Hurricane on low blocking opponent HITS: 2 NOTES: Using this trick will allow you not only to drain your blocking opponent, but you will pass through your opponent and strike from behind. The closer you are, the better your chances. "Cheese" the opposition with pleasure, but be careful of a real confrontation breaking out once the game is over.... STRATEGIES: WS, walk back, WS, walk back, etc. HITS: Varies NOTES: This trick will keep you at a safe distance, making it hard for you opponent to hit you. Also, it enables you to reverse anything your opponent may attempt. Backstep anytime if you get too close for comfort. STRATEGIES: Mixup WS, D+WS, and Close Down Attack HITS: Varies NOTES: From afar, STRATEGIES: Close Down Attack: -Ducking K (Low) -Ducking S (Mid) -Dash WK (Mid) HITS: Varies NOTES: An example of Lancelot's Top-Down strategy. Close Down Attack works as a neutral starting point (Special Mid). Depending on how your opponent reacts to it, choose the follow up wisely. STRATEGIES: WS (High): Rising K (Mid) -D+HS (Low)< D+HK (Low) Rising S (Mid) -Ducking S (Mid)< Rising S (Mid) D+HS (Low)< D+HK (Low) HITS: Varies NOTES: An extensive list of Lancelot's Top-Down capabilities. Chain into those moves that can be chained into, while any Rising Attack should be done fast. To increase this chart, add Close Down Attack & its possiblities after D+HS or Ducking S. ==BEGINNER== COMBO: WS-WK-HK-HS=Flower Revolution HITS: 5 NOTES: None COMBO: D+WK-D+HK-D+HS=W Rosa Chinensis HITS: 4 NOTES: None COMBO: WS-D+WS-HS-D+HS=Rose Revolution HITS: 10 NOTES: Has to be done upclose. If Rose Revolution is done too slow, combo will not work. COMBO: WK-D+HK-HS=H Rosa Chinensis HITS: 4 NOTES: None COMBO: UB, HS, HK=Flower Garden HITS: 6 NOTES: Do Flower Garden fast COMBO: WK-D+HK, Rising S HITS: 2+1 NOTES: Rising S comes out fast and looks as if it combos in if done correctly. If foe crouches, this combo works. COMBO: Ducking S-D+HS=W Rose Hurricane HITS: 4 NOTES: None COMBO: D+WK-WK-WS-D+WS-HS-D+HK-D+HS, Close Down Attack HITS: 8 NOTES: Do everything fast! COMBO: WS-WK-HK-HS-D+HS=W Flower Revolution HITS: 6 NOTES: Do everything fast ==NOVICE== COMBO: Dash WS, HS, Jump WK-HK-HS=W Crescent Moon HITS: 9 NOTES: Do H Crescent Moon once foe hits the ground COMBO: UB, WK, HS=H Rosa Chinensis HITS: 4 NOTES: Wait until foe comes close to the ground before doing HS. Do H Rosa Chinensis fast! COMBO: WS-D+WS-D+HK-D+HS-HS=H Rosa Chinensis HITS: 6 NOTES: None COMBO: D+WK-D+WS-D+HS=Rose Typhoon, (Dash) Dash WK HITS: 10 NOTES: You have to run for about a full second before doing Dash WK. If done correctly, it will connect before foe hits the ground. COMBO: Flower Garden, Dash HS HITS: 5 NOTES: None COMBO: Jump WS-WK, (land) WK-WS-HS=H Rose Hurricane HITS: 9 NOTES: None COMBO: W Rose Hurricane, Dash HS HITS: 5 NOTES: Foe has to descend head level before doing Dash HS COMBO: Dash WS, HS, HK, Dash HS HITS: 5 NOTES: Time each hit just right for it to work COMBO: Dash WS, Ducking S, Rising K=Flower Revolution HITS: 4 NOTES: None COMBO: Ducking S-D+HK=Rose Typhoon HITS: 7 NOTES: Rose Typhoon has to be done instantly; the faster it's done, the greater the hits. ==EXPERT== COMBO: WS=Flower Garden, Back S, Rose Typhoon HITS: 1+10 NOTES: An interesting combo that may not work most of the time. Flower Garden has to crossover foe, before he/she attempts to escape. Flower Garden should hit upclose, so that the rest of the combo works. Rose Typhoon may or may not hit if not fast enough. COMBO: Dash WS, WS, Jump WS-WK-HS=Crescent Moon HITS: 10 NOTES: Jump while foe's descending. Time each hit right, and you will get all the hits in. COMBO: D+WK, Rising K-HS=W Flower Revolution, Dash WK HITS: 5 NOTES: Do everything fast COMBO: Ducking S=Kishin Kourin, WS-HS-D+HS=Rose Typhoon, Dash HK HITS: 10 NOTES: Cancel into Kishin Kourin fast, so that you can attack before foe's pushed back too much. Cancel into Rose Typhoon fast to tag in the most 5 hits. COMBO: Jump WS-HS, (land) Kishin Kourin, HS-D+HS=Rose Revolution HITS: 10 NOTES: Very strong! COMBO: UB, Kishin Kourin, UB, Jump HS-HK=H Cresent Moon HITS: 8 NOTES: Do not rush Crescent Moon COMBO: WS-HS-D+HK=Flower Garden, Dash WK HITS: 3+4 NOTES: Do Flower Garden instantly, so to ensure that it connects before opponent recovers COMBO: WS-HS-D+HS=Kishin Kourin, Dash WS, Front Throw HITS: 4+Throw NOTES: Strong! Do Dash WS fast! COMBO: Kishin Kourin, Flower Garden: 1) (It crosses over) Back S, Flower Garden (foe does Safe Landing), Flower Garden 2) (It doesn't cross over) HS=Flower Garden (Foe does Safe Landing), Flower Garden HITS: 4+3+2 or 4+3+2 (1st); 4+3+2 (2nd) NOTES: 100% damage! Hesitate before doing Back S or HS for both versions. 1st version's easier because 2nd Flower Garden will hit from behind. The 2nd version is blockable. Have to land as close as possible to foe on 1st Flower Garden for this to work. Whether foe does a Safe Landing or not after the 2nd Flower Garden, 3rd Flower Garden will kill him/her. ==================================================================================== ==================================================================================== ==================================================================================== --------------------------------------- FEN BAREFOOT - REVENGER COUNTRY: BRAZIL AGE: 13 HEIGHT: 153 CM WEIGHT: 42 KG WORK: FISHING WEAPON: Harpoon --------------------------------------- ======================================================================================= STORY When he was very young, Fen lost his parents. Thus, him and his grandfather made a living by fishing. One day, a wounded man (Mondo) appeared in Fen's forest. Fen and his grandfather attended to the man's wounds, and, once he was better, watched as he continued with his travels. One year later, a man dressed in strange clothing asked the grandfather the whereabouts of the wounded man had come to Fen's forest. Answering that he did not know, the strang man killed off the grandfather. In order to take revenge for his grandfather, Fen now sets out on a journey. ------------------------------------------------- FIGHTING PERSONALITY: THE ADVANTAGE OF LONG REACH ------------------------------------------------- Fen's harpoon basically has long reach. Staying out of an opponent's space, you should attack taking the initiative. ======================================================================================= *TIPS ON BASICS/ADVANCED MOVES & ABILITIES* DASH AVOID: SIDESTEP: -Barely moves him out of the way of oncoming -Goes out far & around opponent attacks -Use at a distance or upclose to go -No reason to use it except upclose to move behind opponent to opponent's side DASH, BACKSTEP, AND FREE RUN: JUMP: -Speed in running is slow -Height of jump is average -Backstep is short -Descent is slow -No need to move around; stick to the air -Use the air to make air combos & to utilize Fireless Shark GUARD CANCEL ATTACK: THROWS: -Knocks foe down -Front: Knocks foe down, Down attack is -Can dash in for an attack if fast enough possible -Back: Knocks foe down; can be ringed out CLOSE DOWN ATTACK: FAR DOWN ATTACK: -Slow speed -Average speed -Short reach -Average jump height -Special mid -Special mid -Extra Abilities: None -Extra Abilities: =Hit (non-blocking) foes from behind =Targets opponent's location UNIQUE ATTACKS/MOVES: -Dash HK = Will down Fen; knocks foe away -Back S = Hits twice; will launch opponent -Rising Attack Kick = Hits twice --------- -------------- Launchers Ground Attacks --------- -------------- -Rising Attack Slash -U+WS (Close Range) -Rising Attack Kick -U+HS (Far Range) -Down+HK ===================================================== ===================================================== ===================================================== [FATAL TECHNIQUES] NAME: CAPTAIN SILVER ATTRIBUTES: None MOTIONS: TYPE: Weapon-Based (Command) D,DF,F + W or H Slash ATTACK POINT: Special Mid (1-Shot) R1(W) or R2(H) # HITS: 1(W) / 1(H) DESCRIPTIONS: Using the technique he learned from Mondo, Fen thrusts forward as he spins his harpoon at a high speed. SPECIALTIES: -Will cause Half-Down NOTES: Both W & H versions will knock an opponent into a Half-Down position, while they differ in both speed, reach, and recovery time for this move is different. The W version should be utilized at all times in almost all occasions, while the Hard version should be used as a counter and/or in a combo. Unlike Mondo's Gouriki Fuujin, this cannot cancel out projectiles (yet). -------------------- NAME: FIRE BOHEMIAN ATTRIBUTES: Fire MOTIONS: TYPE: Thrust (Command) D,DB,B + W or H Slash ATTACK POINT: High (1-Shot) Back + R1(W) or R2(H) # HITS: 3(W) / 3(H) DESCRIPTIONS: Using the technique he learned from Mondo, Fen thrusts his harpoon upward at a 45 degree angle upward as it becomes engulfed in flames. SPECIALTIES: -Will launch an opponent NOTES: Reach is extraodinarily good, whether opponent is on the ground or in the air. Launches an opponent, but gives you no time to attack afterwards. Send opponents flying away with this, which'll possibly net you a ring out victory. -------------------- NAME: LONG VACATION ATTRIBUTES: None MOTIONS: TYPE: Weapon-Based (Command) F,D,DF + W or H Slash ATTACK POINT: Special Mid (1-Shot) Forward + R1(W) or R2(H) # HITS: 1(W) / 1(H) DESCRIPTIONS: Using the technique he learned from Mondo, Fen flys upward through the power of his spinning spear. SPECIALTIES: -Will launch an opponent -Can do an air attack afterwards NOTES: Speed is extremely high, reach is decent in tagging an opponent, and its usage is very easy. This is essential for Fen to making midair combos, so use this & abuse this. -------------------- NAME: FIRELESS SHARK ATTRIBUTES: Fire MOTIONS: TYPE: Projectile (Command) D,DF,F + W or H Slash (in the air) ATTACK POINT: Middle (1-Shot) R1(W) or R2(H) (in the air) # HITS: 4(W) / 4(H) DESCRIPTIONS: From the air, Fen creates four flaming energy shots. The shots resembes sharks, which is the reason why "shark" is put into the title of this attack NOTES: Attack power is very low, but will home in onto opponents to a CERTAIN degree. It doesn't home onto moving opponents that well, merely circling around and aligning with target which, once that is done, will nulify just before it can connect. Due to this, daring fighters can ignore the shots and rush at Fen while he his wide open in the air as he descends. On a whole, great in midair combos & harrassing opponents from a distance. -------------------- NAME: WILD FANG ATTRIBUTES: None MOTION: F,DF,D,DB,B,UB,U,UF + H Slash TYPE: Throw ATTACK POINT: None (High) # HITS: 3 DESCRIPTIONS: Grabbing his foe, Fen swings upward and, with three consecutive stomps, tramples his opponent in the back. NOTES: Reach is decently good, while the damage is very high. Hard to do it on its own, while harder to do in combos. To ensure connections, do this after a Standing HK. -------------------- [ULTIMATE SACRED ATTACKS] NAME: WIND BOHEMIAN ATTRIBUTES: None MOTIONS: TYPE: Projectile (Command) D,DF,F,D,DF,F + H Slash ATTACK POINT: Special Mid (1-Shot) Forward + R1+R2 # HITS: 1 (Overdrive) W+H Slash DESCRIPTIONS: Storing up energy in his body, Fen releases it with his harpoon like a bullet. Because he twists his arm and harpoon, this tempest-like shot spirals as it flies out forward. NOTES: Its speed in execution is extraordinarily fast, practically hitting its target the moment an opponent is slightly open. Will cancel just about anything in its path. Will also nullify a bullet, but will not do any damage in the process. -------------------- NAME: SKY BOHEMIAN ATTRIBUTES: None MOTIONS: TYPE: Projectile (Command) D,DF,F,D,DF,F + H Kick ATTACK POINT: Unblockable (1-Shot) R1+R2 (Middle) (Overdrive) W+H Kick # HITS: 1 DESCRIPTIONS: Giving his pig the command, Fen attacks through the use of Wolfy. Becoming big as he ascends above his opponent's head, Wolfy falls on top & crushes his target. SPECIALTIES: -Will cause Slam NOTES: Slow startup makes it obvious to your opponent as to what's coming. It's good points are that it cannot be blocked, (will ALWAYS catch a person the first time it is seen) will hit an airborne person, (even if they are launched) and will hit a grounded foe. It's bad points are that it has a long startup time, (opens can easily sidestep or run under it to...) will stop once Fen takes a hit, (daring fighters can easily stand under this falling death and strike Fen just before they get hit to mock such an imperfect technique) and does not reach full screen length. (despite the fact that Wolfy targets the opponent, any character standing all the way across the screen WILL NOT get hit) Use this at your own risk. -------------------- [SECRET FATAL TECHNIQUE] NAME: TATAKAE! (Fight) WOLFY ATTRIBUTES: Fire MOTIONS: TYPE: Projectile (Command) F,B,F + H Slash ATTACK POINT: Special Mid (1-Shot) Back + R1+R2 # HITS: DESCRIPTIONS: Giving his pig the command, Fen attacks through the use of Wolfy. Rushing at the opponent, Wolfy entangles his target in a series of thrusting attacks. Finally, he ends the assault with a somersault that knocks the opponent skyward. SPECIALTIES: -Launches opponent on final hit. Height & hangtime is not affected by the number of hits received beforehand. NOTES: Upon startup, Wolfy rushes so fast that an opponent in the middle of an attack is sure to get hit. Strength is very good, will target to where foe is, the wild zig-zag motions can catch an opponent if they are close and/or in the air, and will not stop until Fen's hit. (capable of countering a projectile-hurling opponent) Fen's wide open from start to finish, but the screen rotates and stops in an upredictable angle, making it hard to time a good (if possible) counterattack. Once opponent is sent airborne, you have a chance to tag in one final hit of your liking. ------------------------------------------------------- *STRATEGIES & COMBOS* STRATEGY: W Captain Silver, H Captain Silver HITS: Varies NOTES: A great pressuring trick, anyone that tries to retaliate after the W version will be caught by the H version most of the time. Although you have to start off with the W version, the following Captain Silver can be mixed up between the W or H version. Do the W version as much as necessary if your opponent is reluctant to attack. If you can anticipate when he/she will attack, do the H Captain Silver STRATEGY: Jump WS=Fireless Shark HITS: Varies NOTES: Using this strategy can keep your opponent on defense, giving you a chance to setup another attack once you land. Use this as a reversal as well, for even if Fen's hit while doing Fireless Shark, it will still be executed. STRATEGY: WS (WS, WS, etc.)=W Captain Silver HITS: Varies NOTES: Another arsenal to keep in pressuring a blocking opponent. WS is unusually quick and has very little lag in recovery, making it possible to stop any retaliations. If you anticipate an attack, immediately execute Captain Silver, preferably the W version. STRATEGY: HK=Wild Fang HITS: Varies NOTES: This is an essential trap to use that utilizes Wild Fang the easiest. If foe blocks HK, cancelling into Wild Fang before he/she recovers will connect, opening up to big damage. Even if HK connects, do the Wild Fang just for added damage. STRATEGY: Long Vacation, Fireless Shark HITS: Varies NOTES: Kinda reminiscing an old strategy used by Mondo, Fen's version loses abit on offensive strategies. However, if an opponent prepares to strike while Fen's in the air, Fireless Shark will enable him to land safely while you opponent burns/deals with the homing shots. STRATEGY: WS, D+WS, HS, D+HS, Rising S, and Ducking S from mid-far range HITS: Varies NOTES: Fen's advantage over most characters is based on his long reach. These attacks are what is necessary for achieving this. WS & W+HS have good reach from mid, along with speed that is tough to match. Rising S is what's necessary in intercepting the opposition's attacks from between the safety of mid and far range. HS & D+HS can be done from far range with little chances of being reversed, no matter how fast the opponent may charge in. Ducking S, rivalling just about any long-range, non projectile attack in reach, is best from far range. It's only downfall, however, is that it hits Special Mid, and not Mid, which it appears to hit. If the opponent chooses to sit back, then you should sit back and enjoy an easy match. STRATEGY: (WK,)WK (Low): -Dash WK (Low) -Dash HS (Mid) -Unblockable Attack (UB Mid) -Jump HS (Mid) (Big characters only) HITS: Varies NOTES: This is an example of Fen's Top-Down strategies. Most of his followups are rather fast and can be unsuspecting. While he should be upclose in most cases, when using his Dash HS, however, try not to be too close. STRATEGY: WS-WK (High, Low): -WK (Low) (Continue into the above WK strategy) -Ducking HK (Mid) -D+WK (Low), Rising K (Mid), W Captain Silver (Special Mid) -Dash HK (High), (Down position) Getting Up Attack (Mid or Low) Fireless Shark (mid) -D+HS (Low)=W Long Vacation (Special Mid)< HS (Air) (Mid) HITS: Varies NOTES: A more extensive Top-Down strategy, the outcome may change depending on which hit connects to your opponent. If the 1st hit from each of the followups (excluding the 4th) connect, then you can easily go into a combo with either anything of your choice or with anything else that's part of that followup. STRATEGY: Jump over or dash under jumping opponent, Back S HITS: 1/2 NOTES: Whether your back is turned intentionally or accidently to your opponent, always do Back S. It's reach & priority is unbelievable! It'll stop just about anything your opponent may try from behind. Also works against those that Dash Avoid or sidestep to your back upclose. STRATEGY: Low WK (Low), Rising S (Mid): -Wild Fang (High) -D+HS (Low) -HK-D+HK-D+HS=W Captain Silver (High, Special Mid, Low, Special Mid) HITS: Varies NOTES: More of a pressuring tactic than a Top-Down tactic, use this to try and break you opponent's guard by setting him/her up the way you want. Choose between Wild Fang and D+HS if you know how the opponent is going to act. Delay each hit for the 3rd followup as you feel fit, for each hit has a possibility of countering anything your opponent attempts (except a Guard Cancel Attack). ==BEGINNER== COMBO: Rising K=Sky Bohemian HITS: 2 NOTES: Easiest way to make Sky Bohemian connect COMBO: D+WK-WK-HS-D+HS=H Captain Silver HITS: 5 NOTES: None COMBO: D+WK-D+WS-WS-HK=Wild Fang HITS: 4+Throw NOTES: None COMBO: Rising S=Long Vacation, WS=Fireless Shark HITS: 7 NOTES: Do everything fast COMBO: WS-WK-HS-HK=Fire Bohemian HITS: 7 NOTES: Do everything fast COMBO: Rising K, Ducking S HITS: 2 NOTES: Do Ducking S fast if you want it to hit while foe's airborne. If timing is off, then as long as it hits, it doesn't matter if the opponent hits the ground (as long as he/she doesn't recover. COMBO: WK-WS-HK=Tatakae! Wolfy, W Long Vacation HITS: 12 NOTES: None ==NOVICE== COMBO: U+WK-HS (air) (Big characters only) HITS: 3 NOTES: Use upclose. Works best if opponent is in a crouching block (U+WK strikes like a middle attack). Do everything fast. COMBO: D+WK-WS-WK-HS-HK=Tatakae! Wolfy, Wind Bohemian HITS: 14 NOTES: None COMBO: WS-D+HK, WS, Dash WS HITS: 4 NOTES: Do Dash WS fast COMBO: WK-D+HK, Rising HK, WS, WS=H Captain Silver HITS: 6 NOTES: Do everything fast COMBO: Jump WS-HS, (Land) Close Down Attack HITS: 3 NOTES: None COMBO: Rising S, WS, Unblockable Attack HITS: 5 NOTES: None COMBO: Rising K, Ducking K-D+HS-HS=Wind Bohemian HITS: 5 NOTES: Pause abit before doing HS. Do Wind Bohemian fast. COMBO: D+HK, Rising S, Dash HK HITS: 3 NOTES: Do Dash HK fast. COMBO: Rising K=Kishin Kourin, Rising K=Sky Bohemian HITS: 3 NOTES: Easier than one thinks COMBO: Rising S=W Long Vacation, WS, (Land) H Long Vacation, WS-HS, Close Down Attack HITS: 7 NOTES: Do everything fast COMBO: D+HS-HK-D+HK, Rising S=Fire Bohemian HITS: 6 NOTES: Do close, or HK will miss ==EXPERT== COMBO: Ducking K-D+HS-D+HK=H Long Vacation, HS-HK (Air), Wind Bohemian HITS: 7 NOTES: Do everything fast. COMBO: HK-D+HK, Rising K=Sky Bohemian HITS: 4 NOTES: Hard!! Rising K must be done as soon as D+HK is finished fast!!! COMBO: Rising S, WS, WS, Ducking K=Long Vacation HITS: 5 NOTES: Time each hit correctly as you keep you opponent as high in the air as possible. COMBO: Jump WS-WK, (Land) WK-D+WK-D+WS-D+HK-HS=Long Vacation HITS: 8 NOTES: Hard! Do everything fast! COMBO: Rising S, H Fire Bohemian, Wind Bohemian HITS: 4 NOTES: Do Fire Bohemian slowly when foe's descending, so to launch foe very high. Wind Bohemian must be doned just as Fen finishes recovering from Fire Bohemian. COMBO: WS-HK-D+HK, Rising K (2 hits), H Fire Bohemian HITS: 7 NOTES: Very hard!! Wait till opponent start to descend before doing Rising K. If done correctly, Rising K will hit twice. Pause abit before doing H Fire Bohemian to score two hits from that as well. For an easier, 5-hit combo, do everything fast. COMBO: Rising S-D+HS, Rising K=Sky Bohemian HITS: 4 NOTES: Pause slightly before doing D+HS. If done correctly, D+HS will hit just as it is about to end. Do Sky Bohemian as soon as Rising K connects. COMBO: D+HK-HS, WS, WS-D+HK=H Fire Bohemian HITS: 7 NOTES: Hesitate abit before doing HS for it to connect. Keep opponent about head level as much as you can with the 2 WS so that the 2nd D+HK connects. Don't rush the 2nd D+HK, yet don't hesitate too long either. Pause abit before doing H Fire Bohemian so it will hit twice. COMBO: Rising S=Kishin Kourin, Rising S-HK=Tatakae! Wolfy, Wind Bohemian HITS: 8-10 NOTES: A very unpredictable combo. Can't be done too close on some characters. Do not let foe descend too close to the ground, or Tatakae! Wolfy will either miss or not launch foe upon final hit. Timing of attacks determines the number of hits that connect. 8 hits will produce over 60% damage, while 10 hits (if you are lucky) will produce more than 75% damage. ==================================================================================== ==================================================================================== ==================================================================================== ============ GENMA'S TEAM ============ --------------------------------------- GENMA (ILLUSION DEMON) - SORCEROR COUNTRY: CHINA AGE: FORGOTTEN HEIGHT: 153 CM WEIGHT: 45 KG WORK: MAGIC WEAPON: Genbu no Tate (Shield of the Dark Military); one of the Four Holy Weapons --------------------------------------- ======================================================================================= STORY Since 2000 years ago in China, Genma exists as a story teller of a dark assassin clan. He did research on magic & mastered it. Through that, however, Genma had eliminated all forms of human emotions. One day, a strange power came upon Genma, when he obtained the "Genbu No Tate". Requested to participate by a person who's out to own the remaining 3 of the Four Holy Weapons, Genma headed towards the Toshin Tournament. ----------------------------------------------------------------- FIGHTING PERSONALITY: TAKE CAUTION OF HIS TRICKY BASIC TECHNIQUES ----------------------------------------------------------------- His reach seems to be short but, having plenty of tricky moving techniques, Genma will display sudden & overwhelming attacks. Scratch your opponent's back with ease. ======================================================================================= *TIPS ON BASICS/ADVANCED MOVES & ABILITIES* DASH AVOID: SIDESTEP: -Very fast, but short -Moves him out of the way -Use to avoid attacks & to move to -Dodge just about anything that comes opponent's side at you with no problem DASH, BACKSTEP, AND FREE RUN: JUMP: -Speed in running is OK -Height of jump is average -Backstep is short, but quick -Descent is slow -No reason to move around, since he -Focus alot on jump HS. Apart from has many long-range attacks that, use WS as a jump in GUARD CANCEL ATTACK: THROWS: -Knocks foe down -Front: Knocks foe away; Ring Out is -Can dash in with an attack if fast enough possible -Back: Launches opponent; juggle/air combo is possible CLOSE DOWN ATTACK: FAR DOWN ATTACK: -Slow speed close; fast speed mid -Slow speed -Long reach -High jump height -Special mid -Special mid -Extra Abilities: -Extra Abilities: =Poke at opponent (mid~far) =Targets opponent's location =Hit airborne opponents --------- ------------ -------------- Launchers Stun Attacks Ground Attacks --------- ------------ -------------- -Rising Attack Slash -Unblockable Attack -U+HS (Close Range) -Rising Attack Kick -Dash HK -U+HK (Far Range) -D+HS ===================================================== ===================================================== ===================================================== [FATAL TECHNIQUES] NAME: KAEN KI (Flame Ghost) ATTRIBUTES: Fire MOTIONS: TYPE: Projectile (Command) B,DB,D,DF,F + W or H Slash ATTACK POINT: Special Mid (1-Shot) R1(W) or R2(H) DESCRIPTIONS: Using his sorcery, Genma calls forth a fire spirit. The person it strikes will burst into scorching flames. NOTES: Pressing W or HS determines the speed of the attack, not the strength. Time this carefully against your opponents. (especially those that go airborne) -------------------- NAME: REIHYO KI (Frigid Ghost) ATTRIBUTES: Ice MOTIONS: TYPE: Projectile (Command) F,DF,D,DB,B + W or H Slash ATTACK POINT: Special Mid (1-Shot) Back + R1(W) or R2(H) DESCRIPTIONS: Using his sorcery, Genma calls forth an ice spirit. The person it strikes will be wrapped in a casing of -100 degrees C ice. SPECIALTIES: -Will cause Hit Stun (ice) -Airborne foes cannot do Safe Landing NOTES: A very difficult technique to master, its main purpose is to just stop an opponent in his/ her tracks. Its attack power is very weak, although it comes out pretty fast. Useless on airborne opponents as well; you can't followup with an attack while opponent's in the air (although it will prevent an opponent from doing a Safe Landing). Once an opponent is frozen, you can get in another hit depending on distance & speed of attack. On the other hand, a frozen player can increase his/her recovery time by hitting the buttons. Frozen characters will usually go airborne once hit a second time. Unless this can be mastered correctly, this should be used to "slow the pace" down abit. -------------------- NAME: SHINGETSU NO MAI (Dance of the Perfect Moon) ATTRIBUTES: Fire MOTIONS: TYPE: Weapon Charge (Command) F,DF,D,DB,B,UB,U,UF + W or H Slash ATTACK POINT: Middle (1-Shot) Forward + R2 # HITS: 2 DESCRIPTIONS: Making his body to disappear, Genma rushes at his opponent. When Genma connects, the opponent will be knocked up to a great height by his "dance". Genma will then take the shape of a full moon. SPECIALTIES: -Can do an air attack afterwards NOTES: Very fast, enabling to hit unsuspecting opponents. The fact that it hits mid is also a plus. In combos, the height a foe is knocked up is decreased, while their descent is quickened. This is dangerous on Genma's side, for his opponent can get a chance to counterattack. On the other hand, Genma can do any midair attack just as the this technique ends, just before he touches the ground. Just stay away from the edge of the ring when you use this technique.... -------------------- NAME: SHIKI GAMI (Festive Deity) ATTRIBUTES: None MOTIONS: TYPE: Projectile (Command) B,DB,D,DF,F + W or H Slash (in the air) ATTACK POINT: Middle (1-Shot) R1(W) or R2(H) (in the air) # HITS: 1(W) / 1(H) DESCRIPTIONS: Genma throws a magical "gyofuda" (control talisman). SPECIALTIES: -Will cause opponent to fall NOTES: Speed is good, while angle of the attack is controlled by the button pressed. Will knock any opponent up abit into the air. (if close to the ground when you do this, you can start a juggle if fast enough...) Use mainly in air juggles and as a counter move from the air. -------------------- [ULTIMATE SACRED ATTACKS] NAME: ONI GURUMA (Demon Roller) ATTRIBUTES: Fire MOTIONS: TYPE: Projectile (Command) D,DB,B,DB,D,DF,F + H Slash ATTACK POINT: Special Mid (1-Shot) Forward + R1+R2 # HITS: 1 (Overdrive) W+H Slash DESCRIPTIONS: Using his sorcery, Genma summons forth a spirit's head. It is said that the person whom the crimson fire-encased spirit head sees, will be shooken up. NOTES: Speed of startup & the move itself is high, enabling you to counter an opponent just as they are in the midst of an attack. Even if you get hit just as you execute this, you will still tag your opponent as long as they are in the Demon Roller's path. Can also nail airborne foes if you time it just right. -------------------- NAME: SHINGETSU HAKKO (Perfect Moon Lumination) ATTRIBUTES: None MOTIONS: TYPE: Combustion (Command) F,DF,D,DB,B,F,DF,D,DB,B + H Kick ATTACK POINT: Special Mid (1-Shot) Forward + R1+R2 # HITS: 2(Far) / 3(Close) (Overdrive) W+H Kick DESCRIPTIONS: From all around his body, Genma will radiate a light dome, which is said to resemble the reddish hue of light from a moon. NOTES: Compared to Oni Guruma, this technique is essential for catching an opponent no matter where they are. The closer you are during execution, the more hits. Startup is good, but can easily be stopped just a second before the energy radiates out. -------------------- [SECRET FATAL TECHNIQUE] NAME: NARAKU ONI (Demon from Hades) ATTRIBUTES: None MOTIONS: TYPE: Earth-Based (Command) F,B,F + H Slash Projectile (1-Shot) Back + R1+R2 ATTACK POINT: Special Mid # HITS: 1 DESCRIPTIONS: Using his sorcery, Genma summons forth a demon from Hell. The demon will use its hand and pull a living being into the ground. NOTES: While this move appears to be frightening, its threat factor is reduced due to the fact that it can be blocked in any manner, and can virtually be nullified by any type of projectile. Startup isn't as fast as it should, so stick in combos. Will also catch (believe it or not) airborne opponents if they are around head level, giving it a plus in overall usage. Because of this, also use in juggles for some nice effects. ------------------------------------------------------- *TIPS ON FATAL TECHNIQUES* REIHYO KI: There are a couple of interesting uses Reihyo Ki possesses. It opens up some strategies & special combos a player can use if it connects. Some are abit too extraordinary to really happen, (unless the opposition is sleeping) while some are necessary to start some cool effects. Here's a listing on some of the followups that can be used after utilizing Reihyo Ki. Based on distance from an opponent, you have a chance to connect another attack after Reihyo Ki connects with opponent if fast enough: CLOSE RANGE MIDDLE~FAR RANGE BEYOND RANGE ----------- ---------------- ------------ WS (Juggle) Unblockable Attack Shingetsu no Mai Up+HS (Air Combo) Shingetsu no Mai H Kaen Ki Shingetsu no Mai Oni Guruma H Reihyo Ki Throw Shingetsu Hakko (more hits) Oni Guruma Close Down Attack Shingetsu Hakko (few hits) Naraku Oni Naraku Oni At close range, it doesn't matter which version you use. From both mid-far(?) and Beyond range, it is best to use the W version. If the following attack connects correctly, your opponent will be knocked off his/her feet no matter what the attack is, while the strength of that attack will be reduced. Speaking of which, most of the followups will be reduced a good deal if you use this strategy. Although this is the case, if you can constantly keep control of the battle, this factor really isn't important. *STRATEGIES & COMBOS* STRATEGY: HK = Shingetsu no Mai HITS: Varies NOTES: This is one of the ways to break an opponent's guard. If the opponent should block low, cancelling into Shingetsu no Mai quickly will strike successfully. STRATEGY: Jump HS on low crouching foe HITS: Varies NOTES: Another trick to break an opponent's guard. If the opponent loves blocking low, or is into a low block by any method, jump up and immediately do HS to knock them into the air. Follow up with a H Shiki Gami for an extra hit. STRATEGY: Ducking Attack-D+HK HITS: Varies NOTES: Yet another trick to breack an opponent's guard. If opponent should block Genma's Ducking attack (doesn't matter if it's Slash or Kick) standing up, doing a quick Down+HK will knock him/her down. If opponent is wise to this game and blocks low, quickly cancel into Shingetsu no Mai. STRATEGY: Ducking Attack-HK (Mid, Low): -D+HK (Low) -Shingetsu no Mai (High) -HS-D+HS=Shingetsu no Mai (Special Mid, Low, Mid) HITS: Varies NOTES: This demonstrates the use of Genma's ability in top-down games. After the Ducking Attack, (doesn't matter if it's Slash or Kick) HK's slowness is to fool wary players to block low. From there one, the guessing game starts. Depending on which followup you choose, your opponent will have to guess and risk choosing the wrong guard. STRATEGY: Far Down Attack (crossover), Back Attack Kick HITS: Varies NOTES: Whether your opponent is down on the ground first or not, this trick will bring him/her down in most cases. If the Far Down Attack crosses over, (whether it hits or not) Genma's Back Kick will usually connect due to the fact that it's hard to block or even stop. It cannot be ducked under either, meaning that the only way to escape this is by sidestepping. STRATEGY: Oni Guruma on jumping opponent HITS: 1 NOTES: This method acts like a reversal, except that you take a blow in the process. (it's pretty much worth it, though) Just as opponent's about to connect with his/her air attack, execute Oni Guruma. It comes out so fast that even if Genma is hit in the midst of it, the move will not end. Just don't wait too long to execute it, or opponent may land and block in time. STRATEGY: Jump WS=Shiki Gami HITS: Varies NOTES: As WS is blocked, do Shiki Gami while very close to the ground. Not only does this reverse anything your opponent may try, but you can start a juggle just as you land. If this is blocked, however, hopefully the presence of the Shiki Gami will throw off opponent's timing. ==BEGINNER== COMBO: WS-WK-HS=Reihyo Ki HITS: 4 NOTES: Weak, but nice effect. COMBO: WS-WK-HK-HS=Shingetsu no Mai HITS: 2 NOTES: None COMBO: WK-WS-HS=Kaen Ki HITS: 4 NOTES: None COMBO: WK-D+WK-D+HK-D+HS=Kaen Ki HITS: 5 NOTES: None COMBO: UB, HK-HS=Naraku Oni HITS: 4 NOTES: Strong & easy to do! COMBO: Jump HS-HK, (land) Dash HS HITS: 3 NOTES: Do HS while descending. ==NOVICE== COMBO: D+WK-D+HK-HS-D+HS=Oni Guruma HITS: 5 NOTES: Do not rush Oni Guruma, or it will miss. COMBO: D+WS-D+HS, Rising K-D+HS=Naraku Oni, HK-D+HK-D+HS HITS: 8 NOTES: After Naraku Oni, the rest will hit foe as he/she is down. COMBO: Jump WK-WS, (Land) WS-HS-D+HS=Naraku Oni HITS: 6 NOTES: Must do Naraku Oni as soon as D+HS connects. This combo makes the power of Naraku Oni weak as hell, though. COMBO: WS-D+WS-D+HK-D+HS-HK-HS=Oni Guruma HITS: 7 NOTES: Pause abit before doing HK. As soon as HS connects, Oni Guruma has to be done fast. Timing for combo is tricky, though. COMBO: Rising S, WS, WK Dash HS HITS: 4 NOTES: Don't rush! Time WS & WK so they will connect while foe's around head level. Do Dash HS fast. COMBO: Dash HK. Rising S, Ducking Attack-HK-D+HK-D+HS HITS: 6 NOTES: Do Dash HK from a distance to cut down Genma's recovery time. COMBO: WK=H Reihyo Ki, WS-D+HS-HS=Reihyo Ki HITS: 6 NOTES: Has to be done close & fast for H Reihyo Ki to register as a combo. WS will knock foe off feet if done before he/she recovers, meaning that everything else has to be done fast. COMBO: Jump HS, (Land) WS, WK, HS=Shingetsu no Mai HITS: 6 NOTES: Timing is everything. Jump HS has to be done at head level as you are descending. Do not rush Shingetsu no Mai. ==EXPERT== COMBO: WS-WK-D+WS-D+WK-D+HK-D+HS-HS-HK HITS: 8 NOTES: Full Ryuugi combo. Must do fast! COMBO: HS, UF-WS-WK-HK-HS, (Land) Shingetsu Hakko HITS: 8 NOTES: Do air combo fast! Your back will be turned when you land, but Shingetsu Hakko will still work. COMBO: Rising S-HS-D+HS, Jump WS-WK-HS, (Land) Back HS HITS: 7 NOTES: Timing & patience is the key to make each part work. The more higher you keep your opponent in the air, the better your chances for connecting with Back HS. COMBO: Dash HK, Kishin Kourin, Rising S=D+HS, U+HK-HS=Shiki Gami HITS: 6 NOTES: Do Dash HK from a distance to increase your recovery time. Pause abit after Rising S before doing D+HS. Use either version of Shiki Gami depending on speed of execution. COMBO: WS-HS-D+HS, Rising K=Shingetsu Hakko HITS: 7 NOTES: Delay Shingetsu Hakko abit so to get all hits in COMBO: Back Throw, (Walk Forward) WS, WK-D+HS, Rising K-D+HS=Reihyo Ki HITS: Throw+8 NOTES: Timing & speed is everything! COMBO: Jump HS=Shiki Gami, (Land) WK-HS=Oni Guruma HITS: 5 NOTES: Jump HS has to be done close around head level. Shiki Gami will bob foe higher, giving you time to land before foe does. Do not rush either HS or Oni Guruma. COMBO: Back Throw, Kishin Kourin, HS-D+HS, Rising S-D+HS-HS=Naraku Oni HITS: Throw+6 NOTES: Time each hit carefully. Keep foe up as high as possible with each hit. Do not rush 1st D+HS or 2nd HS. Do Naraku Oni fast! COMBO: HK-HS-D+HS=Kishin Kourin, UF+WS-HK-HS=Shiki Gami HITS: 7 NOTES: Hard! Do air combo fast! COMBO: Back Throw, Kishin Kourin: 1) Rising S-D+HS, Rising S-D+HS, HS=Oni Guruma (Harder) 2) D+HS, D+HS, D+HS, D+HS, Hs=Oni Guruma (Easier) HITS: Throw+6 NOTES: Keep opponent up as high as possible with each hit. Do Oni Guruma fast enough that it connects. ==================================================================================== ==================================================================================== ==================================================================================== --------------------------------------- MIYABI - NINJA COUNTRY: JAPAN AGE: 24 HEIGHT: 170 CM WEIGHT: 51 KG WORK: GENMA'S UNDERLING WEAPON: Giant Shuriken & Kodachi --------------------------------------- ======================================================================================= STORY Being the descendant of a ninja, Miyabi had received the training to become a ninja. Genma had kept a close eye on that girl. Genma had extracted from Miyabi her memories and rewrote in her head a new version, which claimed that she lost her parents as soon as she was born in Hong Kong. Losing her past, Miyabi battles with Rook in a street fight. Feeling like it was destiny for the both of them to encounter each other, Miyabi chooses to participate in the Toshin Tournament. ----------------------------------------------------------------------- FIGHTING PERSONALITY: HER EASILY-USABLE FATAL TECHIQUES ARE FASCINATING ----------------------------------------------------------------------- Miyabi is a character who's basic attacks and Fatal Techniques are all simple. Also, with her fast speed, coming in with combos is easy. Thus, a truly great character. ======================================================================================= *TIPS ON BASICS/ADVANCED MOVES & ABILITIES* DASH AVOID: SIDESTEP: -Very fast & safe -Moves her out of the way -Avoid attacks with ease. Use upclose -Dodge just about anything that comes to get close & start an attack at you with no problem DASH, BACKSTEP, AND FREE RUN: JUMP: -Speed in running is fast -Height of jump is high -Backstep is quick; long range -Descent is quick -Move around to stay as a hard target & -Use WS & HS as jump ins; counter come in with a Dash Attack projectiles with Manji Maru (air) GUARD CANCEL ATTACK: THROWS: -Knocks foe down -Front: Launches opponent; juggle/air -Good for keeping agressive foes back combo is possible -Back: Knocks foe down; Down Attack is possible CLOSE DOWN ATTACK: FAR DOWN ATTACK: -Average speed -Fast speed -Short reach -Low jump height -Special mid -Special mid -Extra Abilities: -Extra Abilities: =Poison effect =Jumps/hits behind opponent (far) =Jump close to opponent (beyond) UNIQUE ATTACKS/MOVES: -B+WS+WK = High Attack Reversal -DB+WS+WK = Low Attack Reversal -All non-kick attacks = Has the effect of poison -Dash WK = Startup, strikes with hands (poison); ending, strikes with feet -Spiral Kick*: -U+HK = Normal Distance -UB+HK = Short Distance -UF+HK = Long Distance *Note that if you jump completely and then press HK, the outcome will always be the U+HK version. --------- ------------ -------------- Launchers Stun Attacks Ground Attacks --------- ------------ -------------- -Rising Attack Slash -Forward+WS -U+WS (Close Range) -Dash HK -U+HS (Far Range) ===================================================== ===================================================== ===================================================== [FATAL TECHNIQUES] NAME: MANJI MARU (Swirl)* (Ground) ATTRIBUTES: None MOTIONS: TYPE: Projectile (Command) B,F + W or H Slash ATTACK POINT: Special Mid (1-Shot) R1(W) or R2(H) # HITS: 1(W) / 1(H) DESCRIPTIONS: Miyabi throws the shuriken that hangs on her back. NOTES: Recovery time & speed is based upon the button pressed. Use W version to harrass, drain, and counterattack your foe from a distance. Use H version mainly in combos. *AUTHOR'S NOTE: The translation of "Manji Maru" has a sense of imagry to it. It refers to the whirling motion of an object, like a snowflake. -------------------- NAME: MANJI MARU (Swirl)* (Air) ATTRIBUTES: None MOTIONS: TYPE: Projectile (Command) B,F + W or H Slash (in the air) ATTACK POINT: Middle (1-Shot) R1(W) or R2(H) (in the air) # HITS: 1(W) / 1(H) DESCRIPTIONS: From the air, Miyabi throws the shuriken that hangs on her back. SPECIALTIES: -Will knock standing foes down NOTES: Depending on the button pressed, the path in which the thrown shuriken travels is different. Safe for keeping distance, use this mainly to harrass unsuspecting opponents or as a counterattack. Doesn't target in if foe's unaligned, so be careful. Also, Miyabi is left wide open to attack due to the long hangtime, so use this move with caution. *AUTHOR'S NOTE: The translation of "Manji Maru" has a sense of imagry to it. It refers to the whirling motion of an object, like a snowflake. -------------------- NAME: HANGETSU NO MAI (Half Moon Dance) ATTRIBUTES: None MOTIONS: TYPE: Sword Slash (Command) B,F + W or H Kick ATTACK POINT: Middle (1-Shot) Forward + R1(W) or R2(H) # HITS: 1(W) / 1(H) DESCRIPTIONS: From a distance Miyabi will disappear. Closing in, she does a technique where she draws her sword upwards in the form of a jig while in midair. SPECIAlTIES: -Will launch an opponent NOTES: Goes under high-level attacks, so use as a counter against such moments. Will break the guard of a low-blocking opponent. Will also hit downed opponents. Slow startup, (even for the W version) so use anytime your foe's wide open or knocked off his/her feet. Up- close, she will actually dash behind her foe, so be careful. -------------------- NAME: HIEN KYAKU (Swallow Kick) ATTRIBUTES: Fire MOTIONS: TYPE: Kick (Command) D,U + W or H Kick ATTACK POINT: Special Mid (1-Shot) Back + R1(W) or R2(H) # HITS: 1(W) / 1(H) DESCRIPTIONS: Doing a cartwheel, Miyabi thrusts out both legs. Doing so in such a fierce manner causes the struck opponent to be engulfed in flames. Because the appearance of this technique resembles the beautiful dance of a swallow, "swallow" is added to the title. SPECIAlTIES: -Will launch an opponent NOTES: The button pressed determines the height in which Miyabi jumps to, as well as how high her opponent is knocked up. Good against airborne foes, but best in combos. Note that this move's recovery time is very slow. If added in to most 5+ hit combos, her opponent's going to hit the ground before her. Even worse, if they should do a Safe Landing.... -------------------- NAME: SHIRA YURI GATAME (Lily Gathering) ATTRIBUTES: None MOTIONS: TYPE: Throw (Command) D,DB,B + H Slash (in the air) ATTACK POINT: None (1-Shot) D+R2 (in the air) # HITS: 1 DESCRIPTIONS: A "throw technique" where an airborne opponent is grabbed and thrown down to the earth. SPECIALTIES: -Can do an air attack afterwards NOTES: Grab point & time is very short. Even worse, difficult to time since both Miyabi and her opponent is moving through the air. Does this make this move "useless"? Absolutely not! Due to these points, you have to tag this after launching an opponent and/or within an air combo. After an opponent is thrown down to the ground, Miyabi can followup with any air attack of her choice, ensuring a safer landing. -------------------- [ULTIMATE SACRED ATTACKS] NAME: (OUGI) TSUKI SHIZUKU ([Secret] Trickling Moon) ATTRIBUTES: Fire MOTIONS: TYPE: Projectile/Combustion (Command) F,B,DB,D,DF,F + H Slash ATTACK POINT: Special Mid (1-Shot) R1+R2 # HITS: 5 (Overdrive) W+H Kick DESCRIPTIONS: Through a chant, a meteor from the moon rains down. It is said that the moon looks as if it is shedding a tear drop. NOTES: Good points about this is that it works against grounded & airborne foes, has a large attack range & time interval due to the explosion, and will strike almost instantly upon startup. (In most cases, even if she somehow gets hit, her opponent will still eat rocks!) Bad points are that a close opponent can sidestep behind her & counter, (she is unprotected) a WELL-TIMED sidestep just as the meteor hits the ground will last longer than the explosion, (again, counterattack is possible) and a person who blocks this can run up and hit Miyabi. (Miyabi is left open even after the attack ends) The only way to actually stop this attack is by hitting her with an attack that somewhat "takes over" the screen. (ex. do a Boisterous Dancing [Rook] that connects before the meteor hits the ground will make it disappear) -------------------- NAME: GEKKA SHIRA YURI (Lily in the Moonlight) ATTRIBUTES: None MOTIONS: TYPE: Throw (Command) F,DF,D,DB,B,UB,U,UF + H Slash ATTACK POINT: None (High) (1-Shot) Forward + R1+R2 # HITS: 1 (Overdrive) W+H Slash DESCRIPTIONS: Grabbing her opponent, Miyabi takes her trapped foe and rise to a great height into the sky. Streaking back downwards, the foe is slammed into the earth through this "throw technique". It is said that the slammed foe will resemble the image of a lily made visible in the moonlight. NOTES: This move has the LONGEST grab range out of all throws in the game. (Reaches way beyond her hands a good couple of inches) Also will freeze the timer, (if it is on) so this move will do damage even if a foe tries to win by time limit. Can be ducked under or sidestepped easily, so use in a combo or while foe's open. -------------------- [SECRET FATAL TECHNIQUE] NAME: MUSO BATTO (Unpaired Drawn Sword) ATTRIBUTES: None MOTIONS: TYPE: Sword Slash (Command) F,B,F + H Slash ATTACK POINT: Middle (1-Shot) Back + R1+R2 # HITS: 8 DESCRIPTIONS: When she becomes heartless, Miyabi can use this technique. From a flow of multiple slices, she falls her opponent with one full slash. SPECIALTIES: -Will cause Topple upon final hit NOTES: Reach is VERY short, so DO NOT use from a distance whatsoever. This can also be used in a juggle, getting about 30-50% of the hits in. The final slice makes her foe topple over, giving you a long time to add in one attack. Note, depending on the attack used, her opponent will be launched in the air. This opens up the door to many possibilities.... ------------------------------------------------------- *TIPS ON FATAL TECHNIQUES* TSUKI SHIZUKU: On the surface, this hard-to-use move seems like it can only be used at the end of a combo, which takes away your control of the match. However, if you execute this just as you get hit by an attack, (preferablly a weak attack) you can now add in another hit before the Tsuki Shizuku ends! Although you sacrifice taking a hit, damage you inflict afterwards is worth it. Here are some followups you can use while your opponent is being hit by Tsuki Shizuku: -Tsuki Shizuku (9-10 hits. Easy & simple to do) -Muso Batto (12 hits; has to connect before the last hit from Tsuki Shizuku) -Jump HK (Varies. Jump HK has to hit as foe's knocked upwards. Do a quick air combo or Shira Yuri Gatame) -Hangetsu no Mai (6 hits) -Ducking HK=H Hien Kyaku (7 hits) -Step-In, Rising S (Varies. Allows you to add in another hit or two of your choice) -Step-In, Front Throw (Varies; sets up for juggles & air combos)* Timing and guts will make this strategy work. Note that this will not work if you get hit by just any attack; it can't be an attack that knocks you down or stuns you. *This is extraordinarily hard to do! In order for this to work: 1)you have be upclose, 2)opponent's attack has to be touching you just before Tsuki Shizuku's execution 3)you have to do the grab no later than 3 hits after Tsuki Shizuku. *STRATEGIES & COMBOS* STRATEGY: WS, Forward+HS HITS: Varies NOTES: The delay after WS is abit long, yet an opponent that tries to retaliate will usually be beaten to the punch as you do her Forward+HS. Anticipate when your opponent will attack and you will stun them before they realize it. Mix this up by adding an extra WS or two, which may prove necessary to forcing your opponent to attack. STRATEGY: Jump, Shira Yuri Gatame as you cross over opponent HITS: None NOTES: This is an important trick to know when using Miyabi's arsenal. Not only does this prove useful in attacking from behind, (especially in using her Back Throw while foe is stunned) but this allows you to quickly go behind an attacking foe and set up a counterattack. Also, if you mistime a jump and overshoot pass your foe, this will at least keep you facing Forward so to avoid being attacked from behind. STRATEGY: Up+HK on ducking opponent HITS: Varies NOTES: Players that block low will have their guard broken by this. This little trick acts like an overhead, which gives some possibilities to making Top-Down strategies. STRATEGY: WS or WK: -Dash WK (Low) -Dash HK (Mid) -Dash HS (Crossover; Mid) HITS: 1 NOTES: Players on the defense anticipating your next move are perfect for this strategy. Best from mid range, if they should try to attack after hesitating, Dash WK will beat them. If they huddle up, (especially with a crouch block) choose between Dash HK or Dash HS. STRATEGY: Ducking HS (1 hit; Mid): 1) W Hangetsu no Mai (Mid) 2) D+HS (1 hit)=W Hangetsu no Mai (Low, Mid) 3) D+HK (Low) HITS: Varies NOTES: This is an example of a Top-Down trap Miyabi can use. Hangetsu no Mai, due to is slow startup, should be used as a psych-out as much as possible. STRATEGY: WK, UB+HK (Mid): D+HS (1 hit)=W Hangetsu no Mai (Low, Mid) 1) WK (Low)< W Hangetsu no Mai (Mid) D+HS (2 hits) (Low) 2) Ducking HK (Mid)< W Hangetsu no Mai (Mid) Front Throw (High) 3) U+HK (mid)< Dash HS (Crossover; Mid) HITS: Varies NOTES: This is a more extensive example of Miyabi's Top-Down possibilities. Best done between close and mid range. Players that bottle up against her are the best victims for such traps like this, for her speed in Top-Down games isn't as fast as some other characters. STRATEGY: Jump Attack=Manji Maru HITS: Varies NOTES: If Miyabi's air attack is blocked, quickly cancelling into the Manji Maru can reverse any retaliations the opponent may attempt. Note that if the Manji Maru is blocked, Miyabi is open for big punishment due to her slow descent afterwards. STRATEGY: WS or K, Attack Reversal HITS: Varies NOTES: This should be used as a setup on a blocking foe in case they intend to reverse your supposed "combo". Depending on your opponent, use either the high or low Attack Reversal if you can predict their attack patterns. STRATEGY: Jump HK over attacks HITS: None NOTES: Another trick Miyabi can use to staying elusive. In case of danger of landing on an attack, this can be used to safely avoid it, as well as make a fine counterattack. STRATEGY: Jump-Forward, HK over opponent, Back S HITS: Varies NOTES: A very simple trick that works in any situation. Do between close-middle range for best results. ==BEGINNER== COMBO: WK-WS-HS-D+HS=Musou Batto, (face opponent) Tsuki Shizuku HITS: 17 NOTES: Combo will work, no matter how slow you do Tsuki Shizuku COMBO: D+WS-WS-WK-D+WK-HS=Musou Batto HITS: 13 NOTES: Do not rush Musou Batto. Will work even if slowly executed. COMBO: Front Throw, UF=Shira Yuri Gatame HITS: throw + throw NOTES: Easier than one would think. As soon as you recover from the Front Throw, jump and immediately do Shira Yuri Gatame. COMBO: WK-D+HS (1 hit)=Gekka Shira Yuri HITS: 2+Throw NOTES: Easy to do, even if Gekka Shira Yuri is done through the Command motion COMBO: WK-HS-HK=H Manji Maru HITS: 4 NOTES: None COMBO: UF+HK, (Crossover) Back Attack (smaller characters only) HITS: 1+1 NOTES: Doesn't register as a combo. Will work even if foe's standing COMBO: Ducking S (1 hit)=Gekka Shira Yuri HITS: 1+Throw NOTES: As long as Gekka Shira Yuri is done fast, this will work no matter which motion it is executed through. ==NOVICE== COMBO: Dash HK, Jump forward, Shira Yuri Gatame, (crossover) Back Throw or Gekka Shira Gatame HITS: 1+Throw NOTES: Do Dash HK from a distance to shorten your recovery time COMBO: UF+HK=H Manji Maru HITS: 2 NOTES: Best done as opponent attacks or if opponent in crouching down. Cancel into Manji Maru as fast as possible so it will register. COMBO: Rising S, Jump WS-WK=W Manji Maru, Close Down Attack HITS: 5 NOTES: None COMBO: WS-WK-HS-D+HK-HK-D+HS (2 hits)=W Hien Kyaku HITS: 8 NOTES: Do fast! COMBO: D+WK-D+WS-HK-D+HS (2 hits)-HS=H Hien Kyaku HITS: 7 NOTES: None COMBO: U+HK-HS, (Land) HS-D+HS (2-hits)=Muso Batto, Back Attack K, Tsuki Shizuku HITS: 17-19 NOTES: The longer you delay doing Tsuki Shizuku, the more hits you'll get COMBO: Tsuki Shizuku just as opponent attacks. Muso Batto, Back Attack K, Tsuki Shizuku HITS: 16-17 NOTES: Have to be close. Muso Batto must connect just before the last hit from Tuski Shizuku. The longer you delay the 2nd Tsuki Shizuku, the more chances to get more hits. COMBO: WK-D+WK-D+HK-HK=Tsuki Shizuku HITS: 8 NOTES: Do Tsuki Shizuku fast! COMBO: UB, Rising S=W Hangetsu no Mai, HS=H Hangetsu no Mai HITS: 5 NOTES: Do everything fast! COMBO: UB, Dash HK, Jump WS-HS=Shira Yuri Gatame HITS: 4+Throw NOTES: None ==EXPERT== COMBO: UB, Kishin Kourin, (Dash in close) Rising S, UB, UB, Dash WS (2 hits), Close Down Attack HITS: 7 NOTES: Timing is very difficult, while damage is rather low if done without Kishin Kourin. Once the rhythm is understood for this combo, however, it's not as hard as one would think. COMBO: Rising S, Jump WS-HS=Shira Yuri Gatame (misses), HS=H Hien Kyaku HITS: 5 NOTES: Shira Yuri Gatame will allow you to fly by your opponent while continuing to face him/her. When you land before your opponent, the other last two hits can be done. COMBO: Hangetsu no Mai, WS-HS=Manji Maru HITS: 4 NOTES: Hard! It doesn't matter which version of Hangetsu no Mai is used. WS has to be done as soon as you recover from Hangetsu no Mai. Everything else should also be done fast. COMBO: Dash HK, Rising S, Jump-Up WK-WS-HK=Manji Maru HITS: 6 NOTES: Pause abit before jumping up. If done too fast, opponent may bob up too high for HK to hit. COMBO: Tsuki Shizuku just as opponent attacks. Jump HK-HS=H Manji Maru HITS: 8 NOTES: Omit HS for an easier, 7-hit version COMBO: WS-WK-HK: 1) D+HK-HS=Muso Batto 2) D+HS (2 hits)-HS=Muso Batto HITS: 10 (1st); 11 (2nd) NOTES: Do not rush Muso Batto, or you will miss. Delay Muso Batto until foe's about to hit the ground. If timed correctly, it will hit & juggle foe. The longer you delay, the more chances to get the final slash of Muso Batto. Both are equally hard and require the same rules. COMBO: Jump WS-WK, (Land) UB, UB, UF+WK-HK=Shira Yuri Gatame HITS: 6 NOTES: None COMBO: Hangetsu no Mai, WS-HK, Dash WS (2 hits) HITS: 5 NOTES: Do everything fast! COMBO: U+HK-HS, (Land) UB, Dash, Rising S, Dash WS (2 hits), Close Down Attack HITS: 7 NOTES: Do within mid range, or the Unblockable Attack will miss. Do Dash WS as soon as you recover from Rising S. If done correctly, it will connect twice before foe hits ground. COMBO: U+HK, Front Throw, (Wait) HS=H Hangetsu no Mai, WS-HS=H Hien Kyaku HITS: 1+Throw+5 NOTES: Do not rush 2nd HS; pause after WS a little before doing it. All in all, timing and patience is necessary for this combo to work. COMBO: Hangetsu no Mai, UB, WS=Hien Kyaku HITS: 4 NOTES: None COMBO: Rising S=Kishin Kourin, Rising S, Rising S, Jump WS=Shira Yuri Gatame HITS: 4+Throw NOTES: None COMBO: U+HK-HS, (Land) Kishin Kourin, UB, Step-In, UF+HK=Shira Yuri Gatame HITS: 4+Throw NOTES: Shira Yuri Gatame will only work if you do it fast, as well as if UF+HK is done at the right distance. COMBO: Tsuki Shizuku just as opponent attacks. (Step-In close) Gekka Shira Yuri HITS: 5 NOTES: This is extraordinarily hard to do! In order for this to work, you have 1)be upclose 2)opponent's attack has to be touching you just before Tsuki Shizuku's execution 3)you have to execute Gekka Shira Yuri no later than 3 hits after Tsuki Shizuku. ==================================================================================== ==================================================================================== ==================================================================================== --------------------------------------- BANG-BOO - CYBORG COUNTRY: CUBA AGE: NO DATA HEIGHT: 187 CM WEIGHT 104 KG WORK: BEFORE, A PILOT FOR THE CUBAN ARMY WEAPON: Heavy Firearms --------------------------------------- ======================================================================================= STORY Because of the Gerard Foundation, Bang-Boo was made into a robot for the purpose of war. Except for his brain, his entire body was built by machine. Other than his brain and fighting instincts, everything's eliminated from him. Even his emotions are gone. One day Bang-Boo was ordered to obey Genma's instructions. However, if Genma assembles the Four Holy Weapons, it seems he has to be assassinated. this is the secret orders that Bang-Boo had received. --------------------------------------------------------- FIGHTING PERSONALITY: OVERWHELM WITH HUGE EXPLOSIVE POWER --------------------------------------------------------- Bang-Boo's Hard Slash attacks all possess unblockable projectiles. While he is vulnerable alot, his strength makes up for this little flaw. Take caution while within an opponent's space, take advantage of Bang-Boo's bazooka, and defeat the opposition! ======================================================================================= *TIPS ON BASICS/ADVANCED MOVES & ABILITIES* DASH AVOID: SIDESTEP: -Barely moves him out of the way of oncoming -Slow & short attacks -Use at a distance to dodge oncoming -No reason to use it except upclose to move danger to opponent's side DASH, BACKSTEP, AND FREE RUN: JUMP: -Speed in running is fast -Height of jump is low -Backstep is short -Descent is slow -Move if you need to keep distance -Use HS in the air to break opponent's guard or to keep opponent at a distance GUARD CANCEL ATTACK: THROWS: -Knocks foe away -Front: Knocks foe away, Ring Out is -Good for keeping agressive foes back possible. Foe can do a Safe Landing -Back: Knocks foe down; can be ringed out or be ringed out with opponent (Bang-Boo will still get the victory) CLOSE DOWN ATTACK: FAR DOWN ATTACK: -Slow speed -Fast speed -Long reach -Average jump height -UB (missile); Special mid (explosion) -Middle -Extra Abilities: -Extra Abilities: =Break opponent's guard (close) =Causes Slam =Shield against projectiles (mid~beyond) =Puts him in Down position =Fire effect =Does block damage (explosion) UNIQUE ATTACKS/MOVES: -Back Attack Kick = Ice Beam (2-3 hits; has the attributes of ice) -Flight*: -U+HK = Slight upward flight -UF+HK = 45 degree upward flight -Jump, HK = Varies* -Rising Kick = Hover (Short midair overhead attack that keeps him facing foe even if foe is unaligned); hits low; has no cancel points. -Rising Slash = Hits middle, launches opponent behind him -Basic HS (all types) = Bazooka (Shell is unblockable; explosion is blockable; fire effect; Standing HS can be blocked at full-screen length) *Speed & distance can be controlled by quickly pressing left or right before flight ends. --------- ------------ -------------- Launchers Stun Attacks Ground Attacks --------- ------------ -------------- -Rising Attack Slash -Unblockable Attack -U+WS (Close Range) -U+HS (Far Range) ===================================================== ===================================================== ===================================================== [FATAL TECHNIQUES] NAME: DIVING CANNON ATTRIBUTES: None MOTIONS: TYPE: Projectile (Command) D,DF,F + W or H Slash ATTACK POINT: High (1-Shot) R1(W) or R2(H) # HITS: -WS: Close=2~3 Far=6 -HS: Close=1~5 Air=3~5 DESCRIPTIONS: Bang-Boo releases a vulcan spray of shots. Anyone near his arm will feel the pressuring forced used to shoot the bullets. SPECIALTIES: -Will cause Topple upclose (W version) -Will hit upclose on taller characters (H version) -H version upclose causes different effects (see "Tips on Fatal Techniques" below) NOTES: Button pressed determines the angle at which attack is aimmed at. In most cases, use the W version. Not only is it an essential multihitter, it will beat almost anything thrown at him. Upclose, his arm will stun a character, which'll cause them to stumble backwards into the spray of bullets. Use H version against airborne opponents and in juggles. Low attacks will go under this attack, however. Be careful if opponent sidesteps as well, for Bang-Boo will be open for a couple of seconds. -------------------- NAME: GENOCIDE CANNON ATTRIBUTES: None MOTIONS: TYPE: Projectile (Command) F,DF,D,DB,B + W or H Slash ATTACK POINT: Special Mid (1-Shot) Forward + R1(W) or R2(H) # HITS: 4(W) / 4(H) DESCRIPTIONS: Bang-Boo shoots out special vulcan bullets into the ground, which rise out again to hit his opponent. NOTES: Makes an essential tool in traps. Besides using in on grounded foes, use to counter opponents that hang in the air at a distance. Timing is tricky, while Bang-Boo will be a perfect target if this move doesn't hit. -------------------- NAME: SYBARITE CANNON ATTRIBUTES: Fire MOTIONS: TYPE: Projectile/Combustion (Command) F,D,DF + W or H Slash ATTACK POINT: Unblockable (1-Shot) Back + R1(W) or R2(H) (Shell only); Blockable (Explosion) # HITS: 1(W) / 1(W) DESCRIPTIONS: Bang-Boo shoots out a special missile. At a close distance, the missile will travel straight. From a far distance, the missile will warp to where the opponent is and, depending on the type of shot Bang-Boo attacks with, will target in straight or at an angle. NOTES: Difficult to get the far distance version, which explodes even if it misses. (great for catching an opponent if they should dodge) Apart from that, the strength from either range is decently strong. -------------------- NAME: BEAST SHOOT ATTRIBUTES: None MOTIONS: TYPE: Earh-Based Projection (Command) D,DB,B + W or H Kick ATTACK POINT: Low (1-Shot) Down + R1(W) or R2(H) # HITS: 7(W) / 6(H) DESCRIPTIONS: Stirring up vibrations by striking the ground, Bang-Boo will attack with grounded shockwaves. NOTES: Damage is okay, but its strong points are that it can strike from any distance, while a player has to block low. Even sidestepping characters cannot escape this. However, Recovery time is very long. Even though this attack is still striking the ground towards the end, the opposition can will not get hit during this point. Try to use at a distance or to harrass your opponent if you can spare the health you may lose from doing this. Just stay away from the hard version. It's stronger, but will get you killed. -------------------- NAME: GIGA PHANTOM ATTRIBUTES: Fire MOTIONS: TYPE: Projectile (Command) D,DB,B + W or H Slash ATTACK POINT: None (Middle) (1-Shot) Up + R1(W) or R2(H) # HITS: 6(W) / 6(H) DESCRIPTIONS: Bang-Boo calls forth a unit that transforms him into attack "Gun Type" mode. After this event, a laser shoots out. SPECIALTIES: -Hits 5 times on smaller characters; hits 6 times (max) on taller characters -Will knock opponent off feet on 6th hit -6th hit strikes at Special Mid (unblockable) NOTES: A very strong technique that is great in combos and juggles. (Downed foes also are not safe) Use the H version more; despite the fact that the hits are more, once the beam is coming out horizontally (towards the end) it will still connect for a good 1-2 more hits. (Only on tall opponents) If the opposition should sidestep, however, all is lost for you. -------------------- [ULTIMATE SACRED ATTACKS] NAME: ATOMIC CANNON ATTRIBUTES: Fire MOTIONS: TYPE: Projectile/Combustion (Command) D,DB,B,D,DB,B + H Slash ATTACK POINT: Unblockable (1-Shot) R1+R2 (Special Mid) (Overdrive) W+H Kick # HITS: 1~2 DESCRIPTIONS: Bang-Boo shoots a missile straight above him. Exploding after traveling a good distance, the missile rains down all around Bang-Boo. SPECIALTIES: -Causes Hit Stun if foe is hit twice -Airborne foes will be hit by raining shots (Unblockable Special Mid) -Characters within Far range will be hit by a Special Mid shot (Unblockable) -Characters between Far & Beyond range will be hit by 2 shots most of the time (Both Unblockable) -Characters at Beyond range will usually be hit twice (the 2nd being a blockable Special Mid) -Characters at around Mid range will be hit by a blockable Special Mid explosion NOTES: Very difficult to use in a really close match. All the raining shots strike between mid- beyond range, while the area close to Bang-Boo is safe from harm. Above that, the startup is extraordinarily slow. The plus side to this attack is that if an opponent should jump from a distance just as the missile separates, he/she will get hit. Damage is actually on the strong side, despite the fact that the hits are so few. -------------------- NAME: SET READY ATTRIBUTES: None MOTIONS: TYPE: Shoulder Attack (Command) D,DB,B,DB,D,DF,F + H Slash ATTACK POINT: Middle, High (1-Shot) R1+R2 # HITS: 4 (Overdrive) W+H Slash DESCRIPTIONS: Rushing forward through his shoulder jets, Bang-Boo knocks his opponent upward with repeated tackles if he connects. Afterwards, to his leisure, Bang-Boo strikes his opponent to the floor. NOTES: Powerwise, this move is good. Speed is good, reach is long, while catching low blockers is a plus. Weapon Repel is useless against this attack, because Bang-Boo's using his body and not his arms at startup. However, if this is blocked, Bang-Boo will not stop in his tracks. Also, if it hits a character that's about head level in the air, the final blow will not connect. Keep this in mind when using this in juggles. -------------------- [SECRET FATAL TECHNIQUE] NAME: FINAL CANNON ATTRIBUTES: Electricity MOTIONS: TYPE: Projectile (Command) F,B,F + H Slash ATTACK POINT: Unblockable (1-Shot) Back + R1+R2 (Mid, Low) # HITS: 4 DESCRIPTIONS: Conjuring energy into both arms, Bang-Boo blasts an ultra electric energy laser at full throttle. It's said that this beam also pierces along the ground. NOTES: Speed of this attack is good. It being an unblockable is another point. Damage is also good, for in a tight battle, (especially when the odds are against you) this really will bring things to your side damage-wise. On a whole, safe & reliable to use. (as long as the opponent doesn't sidestep) ------------------------------------------------------- *TIPS ON FATAL TECHNIQUES* DIVING CANNON (Hard Version): At first glance, there doesn't seem much that this move can do, since it aims upward. However, On tall opponents, (Bang-Boo, Zero, and Verm) or anyone that jumps under his arm while Bang-Boo uses this move will get hit. The catch is, you have to do a move that his BEFORE you do H Diving Cannon, as if activating the effect that it will give off. Depending on what move is done first, H Diving Cannon's effect will vary: Knock Down Banish Launch ---------- ------ ------ Ducking S Dash HK (1st or Any HS Far Down Attack 2nd hit) Bullet-based Attacks Set Ready Fire-based Attacks Nothing (Start of match) Missile-based Attacks The "Knock Down" effect will knock an opponent straight to the ground (similar to the Slam effect). The "Banish" effect will send an opponent flying away at a far distance. The "Launch" effect not only sends Bang-Boo up into the air, but will knock them into the line of his bullets, helping him to make some nifty combos. Remember, his opponent has to be hit by the said moves above FIRST in order to get one of these 3 effects. ATOMIC CANNON: It seems like there's alot of special cases concerning Atomic Cannon. The most baffling case about this attack is that it hits 3 times--with an invisible shot! The invisible shot will have the same properties as the projectiles produced from Atomic Cannon (hits Special Mid, is Unblockable, has fire effect). I'm still not certain on how this can be done all the time and/or if it's controllable, but here's what I've noticed so far: While on the ground: You and your opponent should stand as far away as possible at the edge of the screen. Now, if you do an Atomic Cannon, just as the missile explodes, your opponent will suddenly be engulfed if flames and take the same damage as if he/she were hit by one of the projectiles from Atomic Cannon. On top of that, the actual projectiles will hit the opponent before he/ she can recover, for a total of 3 hits. While in the air: If you do Atomic Cannon and your opponent is in the air, just as the missle explodes, he/she will suddenly be hit by an invisible shot, and may by juggled by the actual projectiles rain- ing from the sky for a total of 3 hits. It seems as though both cases are activated if the opponent is hit by a specific unblockable attack first BEFORE you do Atomic Cannon. For a grounded opponent, it's still uncertain which attack to use, for it happens very rare and surprisingly. Usually, when I try it, it seems to happen if I do HS and/or Dash HS that connects. For an airborne opponent, a Jump HS that hits (the actual missile itself; the explosion doesn't count) seems to be the only way for the opponent to be hit by that invisible shot. However, how many Jump HS you need to do before the invisible shot takes place is still uncertain. (sometimes 1 Jump HS is good enough, sometimes it's not) Note that this trick seems more like a glitch, or some form of hit that was supposed to be be in the game but was removed (or at least wasn't removed completely). If you actually want to use this in a combo, the only one that I am able to find is just this one combo: COMBO: Rising S=Atomic Cannon HITS: 3~4 NOTES: You must do Jump HS that connects FIRST. Cancel into Atomic Cannon as soon as Rising S touches the opponent. Well, experiment with this "invisible shot" trick. It's rather interesting (especially when the opponent's hit on the ground before he/she could have sidestepped away). *STRATEGIES & COMBOS* STRATEGY: HS from far range: -W Diving Cannon/Sybarite Cannon/Atomic Cannon (Combo/Trap) -Beast Shoot (Stops dodging foe/Trap against projectiles/High Guard Break) -Up(-Forward)+HK/H Diving Cannon/Dividing Cannon (Anti-air counter/trap) -Giga Pantom/ Final Cannon(Combo/Guard Breaker) HITS: Varies NOTES: From afar, there are many options Bang-Boo has in order to keep his opponent at bay and/or to set up long-range traps & combos. Depending on your opponent's fighting pattern and reactions, choose the followup wisely. STRATEGY: Close Down Attack against standing opponent HITS: 1 NOTES: Most of Bang-Boo's shots aim high, making it difficult to hit his opponents. To compensate this, use his Close Down Attack. Although abit slow, it covers a wide attack range due to its explosion on the ground, which'll hit his opponent with little to no problem. STRATEGY: (D+)WS or WK-D+HS HITS: Varies NOTES: This strategy is necessary for keeping opponents away or to stop aggressive foe momentarily. Also, an unsuspecting blocking opponent will get hit by D+HS, which is good if you really need to cause damage on the opposition. STRATEGY: (WS,)WK ([High,)Low): -HK=Beast Shoot -D+HK=Set Ready (Special Mid, Mid) -Dash HK (Mid, Mid) HITS: Varies NOTES: Mainly a far-distance character, Bang-Boo can surprise his opponents with his unusual (but handy) Top-Down tactics. Hard to do due to his slow speed, this may throw off opponents, especially if you've been using projectiles all day long. STRATEGY: Ducking S (Mid): -Final Cannon (Unblockable Mid & Low) -HS (Unblockable High) -HK-D+HK (Special Mid, Unblockable Low) HITS: Varies NOTES: More of a pressuring tactic, your aim is to get through your opponent's defense one way or the other. The best way to achieve this is to use alot of unblockable attacks. STRATEGY: Jump HS: -Up (Close range; break opponent's guard) -Up-Forward (Far range; combustion shield as you land) -Up-Back (any range; keep opponent back) HITS: 1 NOTES: Taking to the air is necessary in Bang-Boo's arsenal. Using HS in the air and knowing how & when to shoot will save him in the many situations he is bound to get himself in. STRATEGY: Jump HK in the air HITS: None NOTES: Jump HK serves as a good escape tool against aggressive foes, as well as to avoid oncoming danger. STRATEGY: At far range, Jump Back, HS when descending, (land) Atomic Cannon HITS: Varies NOTES: A tactic that may prove reliable when attempting to use Atomic Cannon. HS (from the air) will shoot a missile that should not hit the opponent. Instead, it should explode in front of him/her from around Mid range. If done right, you will land way before the missle hits the ground, giving you enough time to do Atomic Cannon. Opponents that either hesitate due to the explosion or attempt to block the explosion will most likely get hit by the falling shots from Atomic Cannon. If they Sidestep too fast and/or jump too late, they will be caught one way or the other. The funny thing about this is that there is a way to avoid this trap. All the opponent has to do is take the hit from the explosion. He/she will recover in time to run to Bang-Boo's area, where it is safe. (A little sacrifice is better than taking in a whole world of pain) STRATEGY: Jump, HS when close to the ground, (land) Set Ready HITS: 4-5 NOTES: The trick to this is the explosion caused by HS as the missile hits the ground can be used as a shield to safely charge at an opponent. If the opponent is throwing a projectile, gets hit by the explosion, or does a crouch block, he/she will be caught by Set Ready STRATEGY: Jump, HS that goes behind opponent as he/she is getting up from a knockdown HITS: Varies NOTES: A little on the cheap side, this trick will cause the explosion to strike the opponent from behind as he/she stands to her feet if timed correctly. If close, opens up a chance to add any move of your choice without it being blocked, such as Set Ready. ==BEGINNER== COMBO: Ducking K-D+HK-HS HITS: 3 NOTES: None COMBO: HS, W Diving Cannon HITS: 7 NOTES: From within Far-Beyond range COMBO: Atomic Cannon, W Diving Cannon (Not practical in a real battle) HITS: 8 NOTES: From Beyond range. Do W Diving Cannon fast. COMBO: WS-D+WK-WK-HK=Set Ready HITS: 8 NOTES: Do Set Ready fast COMBO: D+WS-D+WK-D+HK-D+HS HITS: 4 NOTES: None COMBO: U+HK-HS HITS: 2 NOTES: Do upclose. Do HS as soon as U+HK connects COMBO: Ducking S-D+HS-W Dividing Cannon HITS: 6 NOTES: None COMBO: WK-D+WK-D+WS: 1) W Diving Cannon (Weaker; easier) 2) Final Cannon (Stronger) HITS: 9(1st); 7(2nd) NOTES: None ==NOVICE== COMBO: Dash HK from Far range HITS: 2 NOTES: Upclose, it doesn't combo due to the delay for the 2nd hit. From far, works fine. COMBO: UB, WS, Jump WK-WS-HK-HS HITS: 6 NOTES: Time the air combo correctly for it to work COMBO: UB, WS, HK=Giga Phantom HITS: 6-7 NOTES: The longer you delay after HK, the more hits you will recieve from Giga Phantom COMBO: H Sybarite Cannon, Giga Phantom (Doesn't work on small characters) HITS: 7 NOTES: From Far range. Will knockdown opponent on final hit. COMBO: Jump WK-WS, (land) WS-D+WS=W Beast Shoot HITS: 11 NOTES: Use H version if you want more damage but fewer hits. COMBO: WK-D+WS-D+HK-HK: 1) Diving Cannon 2) Giga Phantom HITS: 9 NOTES: Diving Cannon is harder, but more stylish. Giga Phantom is easier and stronger. COMBO: Jump WS-HS, (land) WS-D+HK=Final Cannon HITS: 8 NOTES: Tough, but effective COMBO: Rising K, HK=Set Ready HITS: 6 NOTES: Do not do upclose COMBO: Rising S, Back K HITS: 3 NOTES: Wait until foe's close to the ground before executing Back K COMBO: UB, WS, Dash HK HITS: 4 NOTES: Wait until foe's very close to the ground before doing Dash HK. That way, it'll hit twice. ==EXPERT== COMBO: UB, WS, WS=H Diving Cannon HITS: 8 NOTES: Do H Diving Cannon fast COMBO: Rising K, HK=H Diving Cannon HITS: 6-7 NOTES: Do not do upclose. Must do H Diving Cannon fast! COMBO: Rising S, Back S HITS: 2 NOTES: Wait until foe completely crosses over before attempting Back S COMBO: Rising K, WS, UF+HK-HS HITS: 4 NOTES: Strong, but tough to do. Rising K has to be done beyond Mid range, out of reach of WS. Don't rush; time each hits correctly and the combo will work. COMBO: Ducking K-D+HK=Kishin Kourin, HK=Set Ready HITS: 7 NOTES: Take your time. It's not as hard as it seems. COMBO: UB, Rising S, Back S, Final Cannon HITS: 6 NOTES: Very hard to do, but the damage is worth it. COMBO: Rising S=Kishin Kourin, (turn around) UF+WK-WS-HK, HS HITS: 5 NOTES: Hesitate before doing HS. Timing is everything for this midair combo. COMBO: KK, Atomic Cannon, Dash HS, UF+WS-HS, (Land, Step-In) WK-D+HK=Set Ready HITS: 11 NOTES: 100% damage! INSANELY HARD, mainly because the opposition will not sit in one place for it. You have to be around Far range when you execute Atomic Cannon, and pray that it hits twice. If it does, the moment you recover (opponent will be suffering from a long Hit Stun) press F,F and HS to do a Dash HS on the spot. If it connects before foe recovers, the hardest part is over. When you chain WS into HS in the air, HS will connect about a second after you touch the ground. This gives you enough time to Step-In (F,F) quickly so that you will be close for WK to connect. Once D+HK hits, take your time to do Set Ready, for it will hit while your opponent's tumbling on the ground. ==================================================================================== ==================================================================================== ==================================================================================== =========== EIJI'S TEAM =========== --------------------------------------- EIJI - ADVENTURER COUNTRY: JAPAN AGE: 36 (ESTIMATED) HEIGHT: 178.5 CM WEIGHT: 63 KG WORK: ADVENTURE WEAPON: Katana w/sheath --------------------------------------- ======================================================================================= STORY 10 years ago, in winning the Toshin Tournament, the termination of the Ancient Organization, which worships Agon Teos, was succeeded by Eiji, One day. an emissary from the terminated organization comes with a tale about obtaining the Top seat in the Gerard Foundation. Eiji takes up that demand, with that intention leading to the dismantling of the organization. Now, in order to gather the Four Holy Weapons, the Toshin Tournament is opened. -------------------------------------------------------------------------------- FIGHTING PERSONALITY: IN ADDITION TO BEING THE STANDARD CHARACTER, HE'S POWERFUL -------------------------------------------------------------------------------- The reach of Eiji's basic attacks is pretty short, making it difficult to make combos. If that point is the usual matter, then he can easily be used as a standard character. ======================================================================================= *TIPS ON BASICS/ADVANCED MOVES & ABILITIES* DASH AVOID: SIDESTEP: -Short distance -Slow, but safe -Do only to move to opponent's side -Dodge attacks or move behind opponent upclose DASH, BACKSTEP, AND FREE RUN: JUMP: -Speed in running is slow -Height of jump is average -Backstep is short -Descent is OK -Move around only if you need to -Jump in with WS GUARD CANCEL ATTACK: THROWS: -Knocks foe away -Front: Knocks foe down; Ring Out is -If blocked, can easily follow up with possible another attack -Back: Knocks foe down; Ring Out is possible CLOSE DOWN ATTACK: FAR DOWN ATTACK: -Average speed -Slow speed -Long reach -High jump height -Special mid -Special mid -Extra Abilities: -Extra Abilities: =Cancels some projectiles =Will knock opponent down =Does block damage =Jump behind foe (close~mid) =Fire effect UNIQUE ATTACKS/MOVES: -Dash HK (Shuugekidan [Charging Kick]) = Causes Trip -Dash HS = Hits twice, will launch an opponent --------- ------------ -------------- Launchers Stun Attacks Ground Attacks --------- ------------ -------------- -Rising Attack Kick -Unblockable Attack -U+HS (Close Range) -Rising Attack Slash -Dash WS -U+HK (Far Range) ===================================================== ===================================================== ===================================================== [FATAL TECHNIQUES] NAME: SHIN REKKUZAN (Perfect Gale Slash) ATTRIBUTES: Fire MOTIONS: TYPE: Projectile (Command) D,DF,F + W or H Slash ATTACK POINT: Special Mid (1-Shot) R1(W) or R2(H) # HITS: 1(W) / 2(H) DESCRIPTIONS: Focusing his energy, Eiji releases a spiritual shot as his attack. SPECIALTIES: -H version will cause opponent to fall upon 2nd hit -H version makes Eiji to be airborne; he will go over some low crouch attacks, but he can be thrown -Eiji will fall down if he is hit during the H version NOTES: W version's a fast, single shot. H version's a double shot with a pause at startup. W is good in intense fireball fights and to quickly halt opponents in their tracks. H is best when the opponent's open, beating an opponent's projectile if you attack early, in close combos, and in juggles. Note that Eiji's technically off the ground when he executes the H version. So, if you get hit during this, you will become airborne. -------------------- NAME: SHISHOUZAN (Deadly Raise) ATTRIBUTES: Fire MOTIONS: TYPE: Slash (Command) F,D,DF + W or H Slash ATTACK POINT: Special Mid (1-Shot) Forward + R1(W) or R2(H) # HITS: 6~7(W) / 9(H) DESCRIPTIONS: Eiji's Hishouzan, except that he took the name which his older brother used. Streams of energy form as he spins upward, encasing him in a pure red wind current. SPECIALTIES: -H version will launch an opponent upon final hit -W version cannot be Reversal attacked -W hits 6 times on smaller foes, and will hit 7 times on bigger foes -Will only hit 7 times on smaller foe if cancelled into from 1 previous attack (mainly a weak attack) NOTES: Works like Eiji's old Hishouzan, except that the number of hits it produces is unbelievable! W version will either beat or trade hits with a Reversal Attack!! (Yes, Eiji's sword & the flames around him will disappear, but the attack will continue on) W version has great reach & should be used in all occasions. H version is best used on its own as a counter or in very short combos and juggles. If either version is plugged into a 5+ hit combo, opponent will usually get pushed out of attack. Note that the H version works like a launcher and will knock an opponent twice as high ONLY IF the final hit just at the end of Eiji's ascension connects. This allows for any extra attack to be thrown in once you land. -------------------- NAME: MUKUROWARI (Body Splitter) ATTRIBUTES: Fire MOTIONS: TYPE: Slash (Command) B,D,DB + W or H Slash ATTACK POINT: Middle (1-Shot) Back + R1(W) or R2(H) # HITS: 1(W) / 1(H) DESCRIPTIONS: Bringing his sword down as he somersaults forward, Eiji slices his opponent down. As his sword hits the ground, a geyser of energy erupts. SPECIALTIES: -Will down an opponent NOTES: Height & control of this attack is gone. Also is slow moving, making it difficult to use. Will hit downed foes, fortunately, while explosion hits if the sword slice misses. If this technique fails completely, you're toast.... -------------------- [ULTIMATE SACRED ATTACKS] NAME: SHIN JIGOKUMON (True Hell's Gate) ATTRIBUTES: None MOTIONS: TYPE: Projectile, Slash (Commmand) D,DF,F,DF,D,DB,B + W or H Slash ATTACK POINT: Special Mid (1-Shot) R1+R2 # HITS: 5 (Overdrive) W+H Kick DESCRIPTIONS: Eiji sends forth an energy at his foe that looks like a torii (Shinto shrine archway). Locking his foe within the torii, Eiji rains numerous sword strokes on his opponent. NOTES: It's wide width makes this easy to connect even if Eiji's unaligned. Although not very fast, opponents that are wide open, in the midst of an attack, sidestepping, or even in the air will get caught. Stick this in a combo as well for best results. -------------------- NAME: SHIN ENJIN SHURA HA (Perfect Blade of Inferno Annihilation) ATTRIBUTES: None MOTIONS: TYPE: Slash (Command) D,DF,F,D,DF,F + H Slash ATTACK POINT: Middle (1-Shot) Forward + R1+R2 # HITS: 2~4 (Overdrive) W+H Slash DESCRIPTIONS: Conjuring his spiritual powers, Eiji slices his opponent as he sweeps his sword across and downwards. Because of his powers his sword not only becomes wrapped in flames, but it produces an illusion of his sword extending. SPECIALTIES: -Hits twice upclose on 1st slice, and once on 2nd slice. -Hits once far on both 1st & 2nd slice -Hits 4 times on dazed opponent close: twice on 1st slice, twice on 2nd (only if foe doesn't do a Safe Landing) -On any Field Stage, hits 4 times if opponent's against the invisible boundary -1st slice cannot be Weapon Repelled or Reversal Attack -Will cause Stun on either 1st or 2nd slice NOTES: This is a must in Eiji's arsenal, as well as his strongest attack! Great in combos, good for catching an opponent from a distance, and capable of hitting foes on the ground, this technique is almost safe to use. The first sword stroke cannot be Weapon Repelled, but the second one can. Be careful, for if this is blocked (on either strike) an opponent can hit him easily. -------------------- NAME: GOUKA NO KURENAI (Crimson Hellfire) ATTRIBUTES: None MOTIONS: TYPE: Slash (Command) D,DB,B,DB,D,DF,F + H Slash ATTACK POINT: Middle (1-Shot) Down + R1+R2 # HITS: 1 DESCRIPTONS: After storing up his spiritual powers, heavily Eiji drops his sword down. This technique is used by Eiji, influenced by Gaia. The only difference is that Eiji changed it to fit his style. SPECIALTIES: -Will cause Stun NOTES: Unfortunately, this technique is very slow. This is too easy to sidestep, block, and even Weapon Repel. However, if this strikes, Eiji's opponent will be stunned. Unless your opponent is wide open, launched, or on the ground, this shouldn't be used so loosely. -------------------- [SECRET FATAL TECHNIQUE] NAME: SHIN BYAKKI MOSHUU KEN (Perfect Sword of 100 Demons' Violence) ATTRIBUTES: None MOTION: TYPE: Slash, Kick (Command) F,B,F + H Slash ATTACK POINT: Middle (1-Shot) Back + R1+R2 # HITS: 21 DESCRIPTIONS: When his desire to achieve his goals subconciously escalates from within, Eiji, in one burst, slashes through with this technique. Doing an increasing amount of slices and kicks, he follows up with a Shishouzan that carries his foe upwards. NOTES: Fast on the draw and strong to boot, this is a very essential technique to throw in a combo. Recovery time is zilth, so follow up with a W Shishouzan if this is blocked in case of a counterattack. ------------------------------------------------------- *STRATEGIES & COMBOS* STRATEGY: Close Down Attack repeatedly HITS: Varies NOTES: The speed of Eiji's Close Down Attack is very fast, enabling a person to use it in a pressuring manner. It has good priority and will beat most players' attacks. It can also cancel projectiles, so there's very little worries when using this. STRATEGY: (D+WK,) D+WK or (WS,) WS=W Hishouzan HITS: Varies NOTES: Applying pressure on a blocking opponent, the W Hishouzan will reverse any type of counter he/she may attempt (except a Guard Cancel Attack). D+WK is fast, so you can tag another one if necessary in order to force your opponent to attack. WS is abit slow and lacks reach, but still works. Use WS on super defensive opponents. STRATEGY: Ducking S (1 hit): -Ducking S (2 hit) (Mid) -D+HK (Low) HITS: Varies NOTES: This is one example of Eiji's Top-Down strategy. Either just do Ducking S on it's own, (2nd hit will connect as a mid attack) or chain quickly into D+HK STRATEGY: WS (High): -Ducking S (Mid, Mid) -Dash HS (Mid, Mid) -D+WK, Rising S (Low, Mid) -D+HS=W Mukurowari (Low, Mid) -D+WS-HS-D+HK (Low, Special Mid, Low) -Ducking K (Low) HITS: Varies NOTES: A more extensive example of Eiji's Top-Down capabilities, opponents on the defense will be hard-pressed due to the prescence of so many Middle-hitting attacks. If necessary, cancel into W Shishouzan if any of the followups (except the 2nd & 4th) are blocked completely. STRATEGY: (Ducking K-)D+HK=W Mukurowari HITS: Varies NOTES: An old strategy used by Eiji, this no longer as effective as it used to be. The shock value that Mukurowari gives isn't as good as it used to, so it is easy to see coming & block. Still, it may work once in a while. If D+HK connects, then you will score a 2-hit combo only if you cancel into W Mukurowari fast. If opponent becomes aware of this strategy, start it off with Ducking K. Best at a distance, for if too close, W Mukurowari may cross over. STRATEGY: U+WK-WS-HS on a crouching foe HITS: Varies NOTES: if close enough, WK will hit. You can score an easy 2-hitter if you tag WS afterwards immediately. HS acts like a safe landing trick; anyone that tries to hit Eiji as he descends will get hit. It can score into a 3-hitter if you hesitate before doing WS, but then this strategy will no longer be as effective. If there is some distance between you and your opponent, do U+WS-HS instead. STRATEGY: (D+)HS=W Rekkuzan HITS: Varies NOTES: Using the long reach from HS, (or D+HS) cancelling into W Rekkuzan is safe. Use this to apply pressure, or to counter anything your opponent may attempt. ==BEGINNER== COMBO: Ducking S (1 hit)-D+HK: 1) H Rekkuzan 2) Shin Enjin Shura Ha HITS: 4 (both) NOTES: None COMBO: Ducking K=H Rekkuzan HITS: 3 NOTES: None COMBO: D+WK-WK-HK-D+HK=W Mukurowari HITS: 5 NOTES: None COMBO: WS-D+WK-HK-HS=Shin Jigokumon HITS: 9 NOTES: Do this fast! COMBO: D+WK-HK=W Mukurowari HITS: 3 NOTES: Do Mukurowari fast! COMBO: D+WK-D+WS-WS-HS-D+HS=Shin Byakki Moshuu Ken HITS: 26 NOTES: Do this upclose. Byakki Moshuu Ken seems to connect whether done fast or slow. COMBO: D+WK-D+WS-HS-D+HS=W Rekkuzan HITS: 5 NOTES: An easy combo. Do fast. COMBO: H Shishouzan: 1) Dash WK 2) Dash HK HITS: 10 (Both) NOTES: Do dash WK as soon as you recover from H Shishouzan. Dash HK will hit before foe hits the ground if fast enough. If not, then hope that the oppoenent doesn't do a Safe Landing ==NOVICE== COMBO: Dash HS, (Walk forward) WK, Dash HS HITS: 5 NOTES: Time each hit carefully, especially WK. Walk forward just slightly to ensure that WK hits. If too much then the opponent will hit the ground before WK comes out. If too little, then WK will miss. COMBO: Dash WS, Rising HS=H Shishouzan, Shin Jigokumon HITS: 13 NOTES: Do not rush H Shishouzan COMBO: Ducking S (1 hit)=Shin Enjin Shura Ha HITS: 1+3 NOTES: Doesn't register as a combo no matter how fast you cancel into Shin Ejin Shura Ha. If opponent doesn't block and/or is crouching, this combo will work. COMBO: Jump WS-HS, (Land) HS-D+HS=Shin Byakki Moshuu Ken HITS: 25 NOTES: None COMBO: Kishin Kourin, Ducking S (1 hit)=H Shishouzan, Shin Jigokumon HITS: 15 NOTES: Must get the final hit from H Shishouzan for this to work COMBO: Ducking S (2 hits)=Shin Enjin Shura Ha HITS: 5 NOTES: Do Shin Enjin Shura Ha fast. COMBO: Ducking S (1 hit)-HK=Gouka no Kurenai HITS: 3 NOTES: Do Gouka no Kurenai fast! COMBO: Jump WS-WK, (Land) UB, Rising S, Dash HS (2 hits) HITS: 2+4 NOTES: If foe doesn't dodge Eiji's UB, then this combo'll work. Wait till foe's close to the ground before doing Dash HS. COMBO: Rising K, Jump WS-HS: 1) Close Down Attack, Shin Jigokumon (Stylish) 2) WS=Shin Jigokumon (Stronger) HITS: 9 (Both) NOTES: Do combo fast, while keeping foe in the air as high as possible so that Shin Jigokumon connects. COMBO: D+HK, Rising S, Dash WK HITS: 3 NOTES: Tricky timing for Dash WK COMBO: D+HK, Rising S, Dash WS, W Shishouzan HITS: 10 NOTES: Do combo fast! ==EXPERT== COMBO: Dash WS, (Backstep) Dash HS, Ducking S (1 hit)-HK=W Hishouzan HITS: 11 NOTES: Abit on the hard side. Practice makes perfect. COMBO: Rising K, Jump WS-HS, (Land) Jump WS-HK-HS, Close Down Attack HITS: 7 NOTES: Do not rush HS after the 1st Jump WS COMBO: UB, Rising K=H Shishouzan, Gouka no Kurenai HITS: 9 NOTES: Do not cancel into H Shishouzan so fast. If the last hit from H Shishouzan connects, foe will be launched, enabling for Gouka no Kurenai to be used. Gouka no Kurenai has to be done the moment you touch the ground. If too slow, then it will still work as long as your opponent doesn't do a Safe Landing. COMBO: WK-HK=H Shishouzan, Dash HS, Close Down Attack HITS: 12 NOTES: Last hit from H Shishouzan must connect for the rest of the combo to work COMBO: D+HK=Gouka no Kurenai HITS: 2 NOTES: Tricky to do. You have to start Gouka no Kurenai's motion first. Once you hit Down during the B,DB,D,DF,F part, press HK. Do it slowly, but press HS fast once you press the last part of the motion. COMBO: Rising S=KK, Rising S, Jump WS-HS, (Land) H Shishouzan, Shin Jigokumon HITS: 17 NOTES: Speed, timing, and luck's the key to making this combo work. 2nd Risng S should not be done fast; wait until foe's descending close to you. H Shishouzan has to be done fast and follow these conditions: 1) it catches foe squarely into the center of its flame shield 2) the final hit from H Shishouzan hits & launches foe. It this *somehow* works, then Shin Jigokumon will connect COMBO: Jump HK or HK, (Land) KK, Dash WS, (Walk forward) Shin Enjin Shura Ha: 1) (Foe is down; combo ends) 2) (Foe does Safe Landing; foe doesn't block/crouches): a) Gouka no Kurenai (7 hits) b) Enjin Shura Ha (10 hits) c) Byakki Moshuu Ken, Shin Jigokumon (10 hits) HITS: 6(1st); Varies(2nd; see above) NOTES: Eiji's most unique and dangerous combo! Although the 1st variation does good damage, everything for the 2nd variation does 100% damage! (If you use the Enjin Shura Ha ending, then the damage is so unbelievable, that Verm's combos pale in comparison) Note that All Enjin Shura Ha hits 4 times in this combo as long as you are close. The 2nd variation will only work if foe Safe Lands and doesn't block correctly during the 1st Shin E.S.H. The 1st slash from Shin E.S.H. will knock foe off his/her feet; the 2nd slash has to catch foe once they do Safe Landing (hitting twice). If you use the "c" ending for the 2nd variation, then Byakki Moshuu Ken will only connect without activating; once Eiji stops just quickly do Shin Jigokumon before foe hits ground. COMBO: (Kishin Kourin,) D+HK, Rising S=W Rekkuzan, Byakki, Jigokumon, Close Down Attack HITS: 10 NOTES: Don't do W Rekkuzan too fast, but do Byakki Moshuu Ken & Shin Jigokumon fast. COMBO: KK, Shin Enjin Shura Ha (Only 2nd slash connects), (Walk forward) Enjin Shura Ha HITS: 6 NOTES: 100% damage combo! The 1st Shin E.S.H. hits twice on the 2nd slash, while the 2nd Shin E.S.H. hits 4 times upclose. Not practical, but could work if opponent dashes in and tries to do a Weapon Repel but messes up.... ==================================================================================== ==================================================================================== ==================================================================================== --------------------------------------- EOS - ALTERED HUMAN COUNTRY: ITALY AGE: 27 (ESTIMATED) HEIGHT: 170 CM WEIGHT: 50 KG WORK: EXECUTIVE OF GERARD FOUNDATION WEAPON: Seiryu no Yari (one of the Four Holy Weapons) --------------------------------------- ======================================================================================= STORY Eos is Gerard Foundation's biotechnologically produced masterpiece. She could predict an opponent's every move. Due to her good looks, she seals up this ability. After the years had gone by, Eos loosened the seal because of Eiji. Pledging loyalty to Eiji when he had asked her to liberate her powers for him, Eos headed towards the Toshin Tournament in order to return order to the world. ----------------------------------------------------------------- FIGHTING PERSONALITY: PRESS ON WITH LONG REACH AND FAST MOVEMENTS ----------------------------------------------------------------- With her long weapon and nimble movements, Eos is easy to use. In either a close fight or keeping her at a distance, Eos' strength as being balanced out should be exerted to its fullest. ======================================================================================= *TIPS ON BASICS/ADVANCED MOVES & ABILITIES* DASH AVOID: SIDESTEP: -Moves her outward -Slow, but long distance -Dodge oncoming attacks; dodge upclose -Use to dodge far oncoming attacks or to & strike at a good distance circle around opponent DASH, BACKSTEP, AND FREE RUN: JUMP: -Speed in running is slow -Height of jump is high -Backstep is slow, but good distance -Descent is slow -Be mobile to stay away from harm -Use HS in the air to break opponent's guard or as a counter. Jump in with WS or HK GUARD CANCEL ATTACK: THROWS: -Knocks foe away -Front: Knocks foe down, can be ringed out -Good for keeping agressive foes back -Back: Knocks foe down; can be ringed out CLOSE DOWN ATTACK: FAR DOWN ATTACK: -Slow speed -Slow speed -Average reach -Average jump height -Special mid -Special mid -Extra Abilities: none -Extra Abilities: none UNIQUE ATTACKS/MOVES: -UF+HK = Skydive Spike* -Dash HS = Hits twice; knocks foe away/causes Banish -Rising S = Hits twice *Pressing Up or Up-Back will not work. This move is the same as her Jump, HK version. --------- ------------ -------------- Launchers Stun Attacks Ground Attacks --------- ------------ -------------- -Rising Attack Slash -F+HS (1st hit) -U+WK (Close Range) -Dash HK -U+HK (Far Range) ===================================================== ===================================================== ===================================================== [FATAL TECHNIQUES] NAME: ADRASTEA ATTRIBUTES: None MOTIONS: TYPE: Ground-Based Projectile (Command) F,DF,D,DB,B + W or H Slash ATTACK POINT: Low (1-Shot) R1(W) or R2(H) # HITS: 1(W) / 1(H) DESCRIPTIONS: Sending out a magical phalanx, a dragon is called forth when this makes contact with Eos' target. It displays the illusion of carrying her opponent into the sky. NOTES: A very risky move to use, this is very slow at startup & has a long recovery time if it misses completely. H version is worst, which will leave her open for a very long time. Damage, on the other hand, is rewarded high if this technique connects, while it will travel under most projectiles. Stick this soley in combos or if you know your opponent will throw a projectile. -------------------- NAME: GALATEIA ATTRIBUTES: Fire MOTIONS: TYPE: Projectile (Command) B,DB,D,DF,F + W or H Slash ATTACK POINT: Special Mid (1-Shot) Forward + R1(W) or R2(H) # HITS: 1(W) / 1(H) DESCRIPTIONS: Calling to her back a dragon, it then charges forward. It's said that the length of the dragon exceeds the length of 10 meters. NOTES: Speed of execution is high. Even if she takes a hit, the dragon will continue going, while any regular projectile it connects with will disable it from inflicting damage. -------------------- NAME: NARKISSOS ATTRIBUTES: None MOTIONS: TYPE: Body-Based Attack (Command) F,D,DF + W or H Kick ATTACK POINT: Middle (1-Shot) Back + R1(W) or R2(H) # HITS: 1(W) / 1(H) DESCRIPTIONS: Gracefully rolling in midair through the power of her wings, Eos crashes down from above onto her opponent's head. SPECIALTIES: -Will cause Slam NOTES: Startup is slow, making it a difficult ender in most combos. Instead, use this as a counter attack if an opponent is completely wide open. -------------------- NAME: LYSITHEA ATTRIBUTES: Electricity MOTIONS: TYPE: Projectile (Command) B,DB,D,DF,F + W or H Slash (in the air) ATTACK POINT: Special Mid (1-Shot) R1(W) or R2(H) (in the air) # HITS: 4(W)/ 4(H) DESCRIPTIONS: Spinning her staff, energy that was stored in her hands is shot out in a flash. NOTES: Button pressed determines angle at which this is aimmed at. Attack duration is very short, while damage is pretty low. Wide open once move ends, so use this with caution. -------------------- [ULTIMATE SACRED ATTACKS] NAME: HYPERION ATTRIBUTES: Electricity MOTIONS: TYPE: Combustion (Command) D,DB,B,DB,D,DF,F + H Slash ATTACK POINT: Special Mid (1-Shot) Forward + R1+R2 # HITS: 6 (Overdrive) W+H Slash DESCRIPTIONS: Eos releases electric energy from her staff, which radiates out in the form of a dome. NOTES: Speed of this attack is incredibly high. Gives all around protection from almost any type of attack, while hitting an opponent no matter where they are. Damage is very good, recovery time is very short, while a ring out is possible as an opponent is knocked high into the air. Use this at any chance you get. -------------------- NAME: ASTRAEA ATTRIBUTES: Fire MOTIONS: TYPE: Projectile (Command) D,DF,F,D,DF,F + H Slash ATTACK POINT: Unblockable (1-Shot) R1+R2 # HITS: 1 (Overdrive) W+H Kick DESCRIPTIONS: Calling a dragon to her side, it will target Eos' opponent. As it is said, there is no human alive that can do anything to that dragon. NOTES: This attack does strong damage. However, the damage's not easy to earn. Startup time is fast for the dragon to come out, but Eos will not recover from this for about a second or two. Although the dragon flies all about the screen intimidatingly, its attack time can be predicted if watched carefully, (after a couple of times seeing it) making it easy to sidestep. To cover up the first little flaw, cancel into this as you knock your opponent down or do from a distance. For the second little flaw, Rush at your opponent and attack in a manner that will keep them on the defense, giving the dragon enough time to strike. Note that if Eos is hit at anytime (even during Kishin Kourin), or executes Adrastea (which connects), Galateia, or even another Astraea anytime during this attack, this dragon will disappear. -------------------- [SECRET FATAL TECHNIQUE] NAME: DIONYSOS ATTRIBUTES: None MOTIONS: TYPE: Staff-Based Attack (Command) F,B,F + H Kick ATTACK POINT: Middle (1-Shot) Back + R1+R2 # HITS: 11 DESCRIPTIONS: When her subconscious heightens, Eos, like a Goddess of War, brilliantly uses this frightening technique. SPECIALTIES: -Will cause Stun upon 2nd to last hit NOTES: Possibly Eos' strongest attack. Speed of execution is good, while reach is abit short. Stick this into a combo. Note that unlike many other hit-on-contact moves of its kind, this attack will begin instantly even on stunned foes. It will juggle them abit, but on a whole, it becomes useless. On top of that, just as Eos throws out the final dragon, a player can ACTUALLY recover from his/her stun by RAPIDLY hitting the buttons. If fast enough, you can block/sidestep the dragon before it hits. ------------------------------------------------------- *TIPS ON FATAL TECHNIQUES* ASTRAEA: The startup and connection time of Astraea makes it difficult to use. Instead of your usual hit-the-enemy-instantly attacks, Astraea is more of a set-them-up-in-a-trap attack. There are some tricks, though, that can make things a little bit easier. Below are some methods to look for that may make Astraea usable more in the heat of a battle: STARTUPS KILLING TIME -------- ------------ Dash HK (Has Stun effect) Do blocked combos (Start with WK) Rising S (Cancel into Jump Back (Gain distance) Astraea on 2nd hit) Jump Back, Lysithea (Keep opponent back) D+HK (Cancel into Astraea fast; foe Sidestep (Stay elusive) doesn't do Safe Landing) Block (Guard so not to get hit) HS (Cancel into Astraea fast; foe Free Run (Stay elusive) doesn't do Safe Landing) ENSURING ASTRAEA'S HIT ---------------------- (Blocked) Combo (Try not to knock foe down) Dash HK (Has Stun effect) Hyperion (Do on blocking opponent) Dionysos (Astraea connects during Dionysos's hits) None of these points are fool-proof; these will help you to have more of a chance to trap your opponent and keep him/her open for Astraea to connect. Experiment as best as you can and see which tactics work for you. *STRATEGIES & COMBOS* STRATEGY: (WS,) UF+HK, (Crossover) Back Attack Kick HITS: 2 NOTES: This should be done upclose, for UF+HK is not supposed to hit (but if it does, that's okay). Best done while foe's crouching. Set this up with an attack first if necessary, as WS. STRATEGY: U+HS on crouching opponent HITS: 1 NOTES: Due to her staff's long reach, Eos is able to hit most crouching foes with this trick. If quick enough, you can try to start a mid air combo through this. STRATEGY: WK-D+WS-D+HS (Low, Low, Low): 1) W Narkissos (Mid) 2) D+HK (Low) HITS: Varies NOTES: An example of trying to get through your opponent's guard. W Narkissos should be done fast so to hit before your foe knows it. If opponent should stand anytime during this strategy, the remaining hits can turn this into a combo. STRATEGY: Ducking HK (Mid): 1) W Narkissos (Mid) 2) D+HS (Special Mid): - D+HK (Low) - W Narkissos (Middle) HITS: Varies NOTES: An example of Eos' Top-Down strategy. Compared to other characters, due to the lack of fast, chainable and/or cancellable Middle attacks, her strategies are not as extensive as some other characters. STRATEGY: UF+HK over projectiles HITS: 1 NOTES: If you can time it just as your opponent throws a projectile, you can counter them easily with this trick. It's fast, safe, and guarantees an easy combo of your choice. STRATEGY: Galateia against opponent's attack HITS: 1 NOTES: A reversal trick that will come handy against agressive foes. Whether the opponent jumps at you or attacks you on the ground, do Galateia immediately. Even though you take a hit, the dragon will knock away your opponent in most cases. STRATEGY: HS, D+HS, UB (2nd hit only), Rising S, Ducking S HITS: Varies NOTES: Take advantage of Eos' long reach through these attacks. Each one have very long reach and OK speed, making each one effective to use from afar. Also, while doing each one may make it hard to predict what's coming at the opposition; use this to your advantage to strike your opponent in the area he/she is not guarding. STRATEGY: Dash HK, Astraea, Evade, Hyperion: 1) Hyperion is blocked, Astraea hits 2) Hyperion hits before Astraea hits 3) Astraea hits before Hyperion hits HITS: Varies NOTES: Evade as long as you can until Astraea is coming in to connect. Immediately do Hyperion close to your foe, where it is obvious for the opposition to block. The fewer the hits blocked, the more damage received from Hyperion once Astraea connects. If Astraea hits before Hyperion comes out, or the 1st hit from Hyperion connects (opponent doesn't block) before Astraea does, then this becomes more of a real combo. Note that this strategy has possibilities, but it's not fool's proof. It'll take alot of tries before you'll probably get the result you like. Try this on your own risk, but don't be surprised at the results. ==BEGINNER== COMBO: Rising S (2 hits), Rising K HITS: 3 NOTES: Rising HS gives an opponent an extremely long hangtime that Rising K can be done at one's leisure. COMBO: Jump HK or UF+HK=Lysithea HITS: 5 NOTES: Either version of Lysithea works as long as you're close COMBO: WK-WS-HS-HK=Galateia HITS: 4 NOTES: None COMBO: WK-WS-HS=Hyperion HITS: 9 NOTES: None COMBO: Ducking S=Galateia HITS: 2 NOTES: None COMBO: WK-D+WK-HS-D+HS=W Narkissos HITS: 5 NOTES: None COMBO: WK-WS-HK-D+HS=Dionyssos HITS: 15 NOTES: None ==NOVICE== COMBO: UF+HK, Throw HITS: 1+Throw NOTES: Do UF+HK around mid-far range. You will grab your opponent before he/she can do any-thing about it. COMBO: U+HS=Lysithea HITS: 3~4 NOTES: Will catch attention, but this combo's possibly the weakest ever! Best on low blockers. COMBO: Dash HK, WS, Dash HS (2 hits) HITS: 4 NOTES: Time Dash HS just right for it to hit COMBO: WK-HS-HK=H Adrastea HITS: 4 NOTES: H Adrastea has to be done very fast! COMBO: D+HK-D+HS=Narkissos HITS: 3 NOTES: Do either version of Narkissos fast COMBO: WK-D+WK=Narkissos, (crossover) Back K HITS: 2+3 NOTES: Do from around mid range. Narkissos will cross over foe as it downs him/her. If you land at a good distance near foe, Back K will hit twice. COMBO: D+HK-D+HS-HS=H Adrastea HITS: 4 NOTES: Do combo fast! COMBO: Back K, WK-HK-HS=Hyperion HITS: 11 NOTES: Do combo fast! COMBO: Rising S (1 hit)-HS-HK=Galateia HITS: 4 NOTES: Do combo fast! ==EXPERT== COMBO: Rising S (2 hits), Rising S (2 hits), Dash HS (2 hits) HITS: 6 NOTES: Time each attack carefully to get in every hit COMBO: Ducking S=Kishin Kourin, HK-D+HS-HS=Hyperion HITS: 10 NOTES: Time each hit correctly COMBO: Rising S (2 hits), Rising S (1 hit), Rising S (1 hit)=W Narkissos, Close Down Attack HITS: 6 NOTES: Timing is everything COMBO: Rising S (2 hits)=Kishin Kourin, Astraea: 1) WK-D+HS=Dionyssos (Weaker) 2) Ducking K-HK=Dionyssos (Stronger) 3) WK or Ducking K=Dionyssos (Strength varies) HITS: 2+9(1st & 2nd); 2+10(3rd) NOTES: More of a trap than an average combo. Do both KK & Astraea fast so to recover before foe hits the ground in case he/she does a Safe Landing. WK & Ducking K serve to break an opponent's guard depending on how the opponent blocks once foe stands up. For all combo variations, you will not get all the hits from Dionyssos due to Astraea (it still looks, though). The dragon from Dionyssos will connect only if opponent doesn't block once he/she stands up. COMBO: Rising S (2 hits), Rising S (1 hit), Rising S (2 hits): 1) Dash HS (2 hits) 2) Hyperion HITS: 7(1st); 11(2nd) NOTES: Time each hits correctly for the 1st variation. Hesitate abit before executing Hyperion for the 2nd variation. COMBO: UF+HK=Kishin Kourin, (land) Unblockable Attack HITS: 3 NOTES: None COMBO: UF+HK, (land) WK-WS-D+WS-D+HS-HK=KK, WK-WS-D+WS-D+HS-HK=Dionyssos HITS: 22 NOTES: Over 75% damage! Timing is tricky due to the many hits that have to be entered. COMBO: UF+HK, (land) WK-D+HS-HK=KK, Dash HS, Close Down Attack HITS: 7 NOTES: Close Down Attack will connect if opponent doesn't do a Safe Landing COMBO: Astraea, Adrastea HITS: 2 NOTES: Tricky! Adrastea can either connect as soon as Astraea hits, or as soon as foe's about to hit the ground. ==================================================================================== ==================================================================================== ==================================================================================== --------------------------------------- ZERO - ALTERED HUMAN COUNTRY: GREECE AGE: 30 (ESTIMATED) HEIGHT: 187 CM WEIGHT: 80 KG WORK: EXECUTIVE OF GERARD FOUNDATION WEAPON: Broadsword --------------------------------------- ======================================================================================= STORY Zero is a synthentic human who finds pleasure in destruction for some reason. A wound, obtained during an accident in the middle of an experiment, made an opening to some form of power. However, wearing a special suit seems to exert this power to its fullest even more. The people who were frightened by that power sealed it away. After a number of years, due to the influence of Eiji to having that seal removed, Zero becomes a participant in the Toshin Tournament. ------------------------------------------------------------- FIGHTING PERSONALITY: HIS GIANT SWORD'S LONG REACH IS AMAZING ------------------------------------------------------------- Zero, who handles a huge sword, has very long reach with that weapon. Oppose to his huge body, Zero's movements are quick, making him a character who can always take the initiative. ======================================================================================= *TIPS ON BASICS/ADVANCED MOVES & ABILITIES* DASH AVOID: SIDESTEP: -Slides him outward -Slow, but will roll around opponent -Dodge oncoming attacks; dodge upclose -Use to dodge far oncoming attacks or to to attack from opponent's side circle around opponent close DASH, BACKSTEP, AND FREE RUN: JUMP: -Speed in running is slow -Height of jump is average -Backstep is OK -Descent is quick -No need to move around unless it's -Jump in with WS, while attack necessary aggressively with Telesto GUARD CANCEL ATTACK: THROWS: -Knocks foe away -Front: Knocks foe away; Ring Out is -Look for possible ring outs with this possible; foe can do a Safe Landing -Back: Knocks foe away; Ring Out is possible; foe can do a Safe Landing CLOSE DOWN ATTACK: FAR DOWN ATTACK: -Slow speed -Fast speed -Average reach -Average jump height -Special mid -Special mid -Extra Abilities: -Extra Abilities: =Electricity effect =Will knock down opponent =Will put him in down position UNIQUE ATTACKS/MOVES: -Ducking Attack Slash = Has the effect of Hit Stun -Back Attack Slash = Has the effect of Hit Stun -HS-D+HS* = Has the effect of Hit Stun -Rising K = 2 hits; cannot chain or cancel into anther attack -Jump HS = Causes Slam *Note that, depending on the occasion, just doing either one alone MAY give you a Hit Stun. Seems like this method works for the computer more or in combos, but that doesn't really happen much. --------- ------------ -------------- Launchers Stun Attacks Ground Attacks --------- ------------ -------------- -Rising Attack Slash -Unblockable Attack -U+HK (Close Range) -Dash WK -U+HS (Far Range) ===================================================== ===================================================== ===================================================== [FATAL TECHNIQUES] NAME: CHARON ATTRIBUTES: Fire MOTIONS: TYPE: Projectile (Command) D,DF,F + W or H Slash ATTACK POINT: Special Mid (1-Shot) R1(W) or R2(H) # HITS: 2(W) / 2(H) DESCRIPTIONS: Zero shoots out fire through his battle energy as he scrapes the ground. This shot will explode & blast his opponent into the air. The remaining energy from the explosion will be sent skyward and ignite once more while foe's in midair. NOTES: Speed of attack, on a whole, is very high, making it an essential tool to use in all occasions. Low airborne foes may still catch the full brunt of this attack, while downed opponents will surely get hit. If this is blocked or sidestepped, you will be wide open to an attack. -------------------- NAME: ENCELADUS ATTRIBUTES: Electricity MOTIONS: TYPE: Combustion (Command) F,D,DF + W or H Kick ATTACK POINT: Special Mid (1-Shot) Forward + R1(W) or R2(H) # HITS: 5(W) / 5(H) DESCRIPTIONS: Building up war energy, Zero releases it from within the heart of his very core. NOTES: Attack range is wide and almost unavoidable upclose. Gives total protection against anything, (including most projectiles) making it an essential counter move. Note that if this is blocked or all the hits do not connect, Zero is left wide open for an attack. -------------------- NAME: CALYPSO ATTRIBUTES: Electricity MOTIONS: TYPE: Slash (Command) F,DF,D,DB,B + W or H Slash ATTACK POINT: Middle (1-Shot) Back + R1(W) or R2(H) # HITS: 1(W) / 1(H) DESCRIPTIONS: Twisting his body, Zero swings his sword downwards as an attack. During this, an electro-phenomenon is spurred from Zero's sword. SPECIALTIES: -Will cause Slam NOTES: It's simplicity in appearance can easily fool many players into believing that it is a regular attack. If they proceed to block low, they will get hit. Speed is OK, but cancel into this for best results. On a whole, its usage is universal. (grounded, airborne, and downed foes are not safe) -------------------- NAME: TELESTO ATTRIBUTES: Electricity MOTIONS: TYPE: Projectile (Command) D,DF,F + W or H Slash (in the air) ATTACK POINT: Middle (1-Shot) R1(W) or R2(H) (in the air) # HITS: 1(W) / 1(H) DESCRIPTIONS: From the air Zero throws forth an electrical shot that was stored within his sword. NOTES: The button pressed determines the projectile's angle. Use this attack as a jump in close to the ground, for its execution is almost instant. If you land before opponent recovers, you can go into a combo. -------------------- [ULTIMATE SACRED ATTACKS] NAME: PROTEUS ATTRIBUTES: None MOTIONS: TYPE: Projectile (Command) D,DF,F,D,DF,F + H Kick ATTACK POINT: High (1-Shot) R1+R2 # HITS: 1 (Overdrive) W+H Kick DESCRIPTIONS: The super ability that Zero possesses creates an image of an monster instantly. With amazing speed it bashes through Zero's opponent. NOTES: It's big size & fast speed makes it a good move to use. Once an opponent's wide open, (whether opponent's in the air or on ground) use this as a counterattack. If it collides with a projectile, however, it will not hit. -------------------- NAME: TRITON ATTRIBUTES: Electricity MOTIONS: TYPE: Combustion/Body Block (Command) D,DF,F,D,DF,F + H Slash ATTACK POINT: Unblockable (1-Shot) Forward + R1 + R2 (Combustion)/ (Overdrive) W+H Slash Special Mid (Body) # HITS: 7 DESCRIPTIONS: An apparition, making its way towards Zero's enemy, captures Zero's foe in an electric vortex attack. Afterwards, in the same position it smashes together its hands onto the trapped foe. NOTES: While monster's appearance is quick, an opponent can easily dodge just as it attacks. When relying on the electric burst, use in combos or as an opponent is getting up. Monster's body will also stop an opponent in its tracks, (air & ground) making an essential shield to protect Zero if foe should sidestep, or snare them into the electric burst. However, touching the monster will not do damage, while its body can be blocked. -------------------- [SECRET FATAL TECHNIQUE] NAME: ASKLEPIOS ATTRIBUTES: None MOTIONS: TYPE: Grab, Slash, Kick (Command) F,B,F + H Slash ATTACK POINT: High(Start) (1-Shot) Back + R1+R2 # HITS: 10 DESCRIPTIONS: Unveiling his inner self, an apparition will go and reach out at Zero's enemy. If it can do so, Zero will unleash a countless series of slashes and kicks, ending his assault through the apparition, which bashes the opponent with a fierce punch. NOTES: Monster's appearance will freeze the game until it is about to grab. Although it seems threatening, this is easy to dodge. This will not work if opponent's dizzy as well, for once the monster comes in contact, opponent will be launched. Best used in combos and when Hit Stun comes into play. ------------------------------------------------------- *STRATEGIES & COMBOS* STRATEGY: (D+)HS from a distance HITS: 1 NOTES: Zero's HS and D+HS has huge priority. Possessing long reach and high power, they can stop most attacks with ease, making them essential counters. When necessary, Backstep will put Zero at a good distance if too close, enabling effective usage of this strategy. STRATEGY: UB + WS: -W Telesto -H Telesto HITS: 2/1 NOTES: Doing this upclose, There's a couple of usages this trick serves. With the W version, use a hit-&-run technique. If an opponent gets hit by WS, then W Telesto will surely cnnect AS LONG AS you cancel into it fast. Even if WS is blocked, W Telesto will prevent any attempted counters. With the H version, this should be done as you are about to land on the ground. Not only will the timing throw off most players, it will stop them in their tracks if a pursuit is attempted. STRATEGY: D+WK, Unblockable Attack HITS: Varies NOTES: This trick should be used on a defensive foe, or if you are aggressively overwhelming your opponent. Although there is a pause between the 2 attacks, it'll work if you pause in between his other attacks alot (such as D+WK, D+HS). Do at D+WK's maximum reach for best results. STRATEGY: Jump Back, (Far-Beyond Range) H Telesto close to the ground: -Charon (Within projectile battle) -Asklepios (Within projectile battle/Blocking foe) -Proteus (Within projectile battle/Foe jumps) -Triton (Within projectile battle/Foe jumps/Blocking foe) -Jump, W Telesto (Foe sidesteps/Foe jumps) HITS: Varies NOTES: From a distance, H Telesto will act like a setup for a stronger attack depending on your opponent's actions. If the opposition should throw out any basic projectile against your H Telesto, the followups above will surely hit while he/she is open. If opponent decides jump over H Telesto, Proteus & Triton will catch him/her just fine. (If opponent jumps straight up, Triton will usually catch him/her with the electric combustion for 7 hits) If timed correctly, any player that decides to defend against H Telesto will be caught by Proteus & Asklepios while he/she is still in block animation. Lastly, if opponent tries to get close by Dash Avoid or Sidestep, a well-timed W Telesto will keep him/her back. STRATEGY: Jump WK, WK (Low): -Ducking S (Mid) -Dash WK (Mid) -D+WK=W Calypso (Low, Mid) -Ducking K-D+HK=W Calypso (Low, Special Mid, Mid) HITS: Varies NOTES: This is an example of Zero's Top-Down capabilities. Compared to most characters, his are very few and tricky to utilize. The first 2, because there's a break in the combo, has to be done as fast as possible. The last one works if an opponent doesn't know Zero's moves too well and mistakens D+HK to strike low. If he/she continues to block low afterwards, W Calypso has a chance to connect. STRATEGY: Enceladus against elusive opponent HITS: Varies NOTES: Good as all-around protection, and possessing a large hit range, opponents that try to dash around or jump at Zero will be halted on the spot. STRATEGY: Jump WS=W or H Telesto (very close to the ground) HITS: 1/2 NOTES: As WS is blocked, do Telesto before you land. Telesto is executed so so fast that Zero should land just as it, enabling him to continue his offense with another attack (such as a Standing WK, for it is fast & will break opponent's high guard) Even it the entire trick is blocked, you will land safely on the ground and can block almost any retaliations. STRATEGY: Jump Forward, (Land) WK HITS: 1 NOTES: When the above strategy his seen too much and has become too predictable, use this strategy to keep your opponent guessing. If this works, start a quick combo. STRATEGY: Fake Throw, Enceladus HITS: 5 NOTES: A risky trick with surprising results. If a blocking foe is thrown off about the miss of the initiated "throw" and attempts an assault, Enceladus will counter him her on the spot. ==BEGINNER== COMBO: W Telesto, (Land) HS=Charon HITS: 4 NOTES: None COMBO: Back S, Enceladus HITS: 6 NOTES: None COMBO: WK-HK=Enceladus HITS: 7 NOTES: None COMBO: Jump W Telesto, (Land) HS-D+HS=Asklepios HITS: 14 NOTES: Asklepios will hit no matter how slow it is done COMBO: Dash HK, Proteus HITS: 2 NOTES: None COMBO: Triton, Charon HITS: 8 NOTES: Do before foe hits ground. ==NOVICE== COMBO: Back S, U+WS=Telesto HITS: 3 NOTES: None COMBO: Unblockable Attack, (Step-In) Rising S=Calypso HITS: 3 NOTES: None COMBO: WK-D+WK-HK=Enceladus HITS: 8 NOTES: Don't do too far, or Enceladus may not hit fully COMBO: H Telesto, Unblockable Attack, Triton HITS: 1+1+7 NOTES: H Telesto has to be done close to ground. Triton has to be done around Mid range. COMBO: Dash WK, Triton, Proteus HITS: 9 NOTES: Do Proteus fast. COMBO: Back S, WK-HS=Calypso HITS: 4 NOTES: Do everything fast COMBO: UB, UB, Ducking S-HS=Enceladus HITS: 8 NOTES: None COMBO: Back S, Dash WK, Front Throw HITS: 2+Throw NOTES: A very STRONG combo! ==EXPERT== COMBO: Unblockable Attack, Rising S, Jump WS-HS-HK, (Land) Enceladus HITS: 10 NOTES: Do the air combo fast; if HK is pressed in time, HS will slam opponent to ground. COMBO: Dash WK, WK, Jump WS-HS-HK: 1)Charon (Harder) 2)Enceladus (Easier) HITS: 7(1st); 9(2nd) NOTES: If fast enough, Charon will hit airborne foe twice COMBO: Triton, UF+WS=W Telesto HITS: 9 NOTES: Has to be done close. If done correctly, monster's body will hit 3 times (not registering) before electric burst. UF+WS has to be done fast, while Telesto has to be done before you touch the ground. COMBO: Jump WS=H Telesto, (Land) HS-D+HS=Kishin Kourin, UF=W Telesto, (Land) WK-HS-D+HS=Asklepios HITS: 18 NOTES: 100% Damage!! Timing is excrutiatingly tricky! At the start, don't jump in too close, or W Telesto (after Kishin Kourin) will miss. As soon as Kishin Kourin ends, jump and IMMEDIATELY do W Telesto the moment you leave the ground, so opponent doesn't recover from Hit Stun. Despite the Hit Stun given from the 2nd HS-D+HS combo, do Asklepios fast so that it will register as part of the combo. COMBO: Ducking S=Kishin Kourin, Ducking S-D+HS-HS=Asklepios HITS: 14 NOTES: 100% damage!! Very easy to do, too! COMBO: Dash WK, UB, Dash HS, Dash HS, Dash WK HITS: 5 NOTES: Do last 3 hits fast ==================================================================================== ==================================================================================== ==================================================================================== ========================= VERMILION - SOLE SURVIVOR ========================= --------------------------------------- VERMILION - MURDERER COUNTRY: NO DATA AGE: NO DATA HEIGHT: 187 CM WEIGHT: NO DATA WORK: NO DATA WEAPON: 2 pistols & 1 machinegun --------------------------------------- ======================================================================================= STORY Vermilion, who hid himself just before the "Organization's" fall, caught some information about the opening of the Toshin Tournament, so to gather the Four Holy Weapons. Knowing the Four Holy Weapons' secret, Vermilion plans to destroy the world, where all the weapons are being acquired. In order to destroy the world and get revenge on Eiji, Vermilion heads toward the Toshin Tournament. --------------------------------------------------- FIGHTING PERSONALITY: COME WITH UNBLOCKABLE PISTOLS --------------------------------------------------- All his weapon attacks are unblockable projectiles. His speed's also quick, while his reach is far. When you're not receiving the opposition's hits, attack! ======================================================================================= *TIPS ON BASICS/ADVANCED MOVES & ABILITIES* DASH AVOID: SIDESTEP: -Slides him outward far -Slow, short -Dodge just about anything; dodge -Use to dodge attacks at a distance upclose to move behind foe DASH, BACKSTEP, AND FREE RUN: JUMP: -Speed in running is very fast -Height of jump is average -Backstep is fast & far distance -Descent is OK -Move around with ease! -Do quick shots from the air (this will make him a hard target to hit) GUARD CANCEL ATTACK: THROWS: -Knocks foe away -Front: Knocks foe away; Down Attack -Look for possible ring outs with this is possible -Back: Knocks foe down; Ring Out is possible CLOSE DOWN ATTACK: FAR DOWN ATTACK: -Slow speed -Fast speed -Average reach -High jump height -Unblockable (hits 4 times -Low -Extra Abilities: -Extra Abilities: =Hit Stun effect (if 3~4 hits connect) =Hits from behind (close~mid) =Break opponent's guard =Backflip retreat UNIQUE ATTACKS/MOVES: -WS & HS (All except Ducking Attack Slash) = Bullets: -Unblockable -WS has the effect of Hit Stun -HS has the effect of fire -HK = Has the effect of Hit Stun -Ducking Attack Slash = Cannot be Weapon Repelled --------- ------------ -------------- Launchers Stun Attacks Ground Attacks --------- ------------ -------------- -Rising Attack Kick -Unblockable Attack -U+HS (Close Range) -U+HK (Far Range) ===================================================== ===================================================== ===================================================== [FATAL TECHNIQUES] NAME: UPPER 45 ATTRIBUTES: None(W) / MOTIONS: Fire (H) (Command) D,DF,F + W or H Slash TYPE: Projectile (1-Shot) R1(W) or R2(H) ATTACK POINT: Unblockable (High) # HITS: 1 DESCRIPTIONS: Drawing his arm up quickly, Vermilion shoots upward at the air. NOTES: Hits upclose or airborne opponents. In any case, stick this attack soley in juggles. -------------------- NAME: RYUUSAN GRENADE LAUNCHER (Sulfate Grenade Launcher) ATTRIBUTES: Poison MOTIONS: TYPE: Projectile (Command) B,DB,D,DF,F + W or H Slash ATTACK POINT: Unblockable (1-Shot) Forward + R1(W) or R2(H) (Middle) # HITS: 1(W) / 1(H) DESCRIPTIONS: Revising his old technique, the Ryuusan Gake, Vermilion shoots a sulfate bullet from his machine gun. SPECIALTIES: -Will cause Stun NOTES: W version flies straight while H version shoots out in an up-down manner. In either case, don't misjudge this technique and duck low. Attack power is good, while it will stun an opponent, enabling you to get in another hit. Beats many projectiles of all types, so especially use in fireball fights. -------------------- NAME: BINARY ATTACK ATTRIBUTES: Fire from one of MOTIONS: the bullets (Command) F,DF,D,DB,B + W or H Slash TYPE: W: Kick & Projectile (1-Shot) Back + R1(W) or R2(H) H: Knock Out & Projectile ATTACK POINT: W: Low (Kick), Unblockable (Bullets) H: Middle (Hit), Unblockable (Bullets) # HITS: 3(W)/ 3(H) DESCRIPTIONS: A technique with two outcomes: W version - From a kick, Vermilion shoots with both guns. H version - Striking with an overhead elbow attack, Vermilion shoots down at his fallen foe. SPECIALTIES: -H version will cause Hit Stun (1st shot) and Topple (2nd shot) NOTES: Depending on the situation, choose between these two versions wisely. W version is very reliable for tripping up high blockers and in combos. (all hits connect) Even if the first hit's blocked, his gun shots will nail his opponent. H version is best on defensive opponents (especially low blockers) and for breaking their guard. (final shot will not hit downed foe if they quickly get up) If first attack is blocked, the second one will break opponent's guard & cause Hit Stun if opponent does not move. If this should be the outcome, then the final shot will connect, causing Topple. Good technique to use, but do not use if your opponent moves around alot. -------------------- [ULTIMATE SACRED ATTACKS] NAME: DEATH MARIONETTE ATTRIBUTES: None MOTIONS: TYPE: Projectile (Command) D,DF,F,D,DF,F + H Slash ATTACK POINT: Unblockable (1-Shot) R1+R2 (Middle) (Overdrive) W+H KicK # HITS: 6~16 DESCRIPTIONS: Vermilion shoots rapidly with both a machine gun and one pistol. SPECIALTIES: -Will cause Stun (pistol) and Hit Stun (Bang-Boo only) NOTES: Different from his previous version, this one is a strong spray of bullets. If opponent should sidestep to Verm's left and get hit by one shot from his pistol, (this usually occurs about halfway through the technique and/or if foe rushes in to get close) he/she will be stunned. Verm's wide open if this technique misses, though. Best used on an unsuspecting foe, if foe's in the midst of an attack, or in a combo or juggle. -------------------- NAME: VERM THE RIPPER ATTRIBUTES: None MOTIONS: TYPE: Projectile (Command) D,DB,B,DB,D,DF,F + H Slash ATTACK POINT: Unblockable (1-Shot) Forward + R1+R2 (Middle) (Overdrive) W+H Slash # HITS: 10 DESCRIPTIONS: Taking out his concealed machine gun, Vermilion rapidly shoots as he targets onto his opponent. NOTES: Again, this attack is now different. Attack power & number of hit are lower than Death Marionette. However, this attack homes, making it very difficult to escape. Upclose, an opponent can sidestep away. But from a distance, it's virtually impossible. -------------------- [SECRET FATAL TECHNIQUE] NAME: FLASH BACK ATTRIBUTES: Fire MOTIONS: TYPE: Projectile (Command) F,B,F + H Kick ATTACK POINT: Unblockable (1-Shot) Back + R1+R2 (Middle) # HITS: 2 DESCRIPTIONS: It's said that the person who has it in mind to strike Vermilion in his head will takes a blow from this technique of his. Along with that, anyone that gets close to him will also receive a blow from this technique. SPECIALTIES: -Works like a reversal if hit -Can be delayed as long as you like by holding Down NOTES: Works as both an attack reversal & a trap. As a trap, whoever comes close will be shot, while any blow received to Verm will cause him to reverse that attack with his own. He will not take damage if he is hit. Note that this is useless against projectiles and combustions, as well as to low-level attacks. Also note that if this move is not executed immediately upon startup. If activated just as an attack is about to hit him, Vermilion will get hit, which will stop this technique. ------------------------------------------------------- *TIPS ON FATAL TECHNIQUES* DEATH MARIONETTE: On regular characters, Death Marionnette will knock them off their feet. However, Bang-Boo is the exception to this. Whether upclose, mid or far range, Bang-Boo will usually stay on his feet while taking in numerous hits from Death Marionette. In most cases, it will cause 16-hits; on rare occasions, it will cause 17-hits. Due to this, some special (but really cruel!) combos can be done on Bang-Boo. See below for more on those Bang-Boo-only combos. *STRATEGIES & COMBOS* STRATEGY: WK-D+W or HS HITS: 1 NOTES: Breaks opponent's low guard, which comes in handy when Standing WS & HS aren't working. STRATEGY: Dash Avoid, Dash, Back Throw HITS: Throw NOTES: Best done between close and mid range, Dash Avoid while opponent's in the midst of an attack. His sidestep is extremely fast and easily gets him to his opponent's side or back. Dashing in and going for the Back Throw is a little tougher, which takes speed & timing. If it doesn't work, just keep Dash Avoiding until it works. STRATEGY: Dash, UB+WK-HS HITS: 1 NOTES: Verm's Dash speed is so fast that you'll be upon your opponent faster than they realize it. Doing this from a distance, stop as close as you can to you opponent before doing UB-WK. If it connects on a blocking foe, HS will break his/her guard. STRATEGY: Ryuusan Grenade Launcher as opponent does Safe Landing HITS: 1 NOTES: Being an unblockable hit, R.S. Grenade Launcher will hit an opponent just as he/she's landing on his/her feet. It's slowness and wide hit range makes it easy not to mistime, which can be a real annoyance to the opposition, for he/she cannot jump or sidestep. Whether on its own or cancelling into it after a basic attack, do this trick with R.S. Grenade Launcher after knocking your opponent off his/her feet & you know they will do a Safe Landing. STRATEGY: Ducking S (Mid): -Upper 45 (High) -W Binary Attack (Low, Mid, Mid) -H Binary Attack (Mid, Low, Low) HITS: Varies NOTES: For those that want to play more with skills, you can utilize Verm's Top-Down strategy. Do this upclose; if too far away Upper 45 will miss. STRATEGY: WK (Low)-HK(Special Mid): -W Binary Attack (Low, Mid, Mid) -H Binary Attack (Mid, Low, Low) HITS: Varies NOTES: Another example of a Top-Down trap. HK acts neutral, for it can be blocked in any manner. Depending on how your opponent blocks, choose the version of Binary Attack wisely. STRATEGY: Free Run, Dash WS or HS repeatedly. HITS: 1 NOTES: This tactic helps Verm to stay on the move while shooting down his opponent. Remaining at a distance, shoot as much as you want. STRATEGY: Jump WK-WS HITS: 1 NOTES: If opponent blocks WK, WS will break his/her guard. This strategy also allows you to followup with another attack, for WS will cause Hit Stun. ==BEGINNER== COMBO: WK-HK-HS HITS: 3 NOTES: None COMBO: WK-HK-WS, HS HITS: 3+1 NOTES: Do HS fast, and it may hit if opponent cannot dodge in time. COMBO: Close Down Attack: 1) Verm the Ripper 2) Throw HITS: 4+10(1st); 4+Throw(2nd) NOTES: All hits from Close Down Attack have to hit in order for either combo to work COMBO: Rising K=Upper 45 HITS: 2 NOTES: None. COMBO: Kishin Kourin, HK-D+HK=Flash Back HITS: 4 NOTES: 100% damage! Time carefully. ==NOVICE== COMBO: U+WK-HK-HS HITS: 3 NOTES: Do upclose. Everything has to be done fast. COMBO: WK-WS=Verm the Ripper HITS: 2+10 NOTES: Opponent cannot dodge Verm the Ripper if done fast. COMBO: Jump WK-WS, Flash Back HITS: 4 NOTES: Have to be close for Flash Back to activate. COMBO: Ducking K, Rising S HITS: 3 NOTES: Do fast before foe gets up. COMBO: Kishin Kourin, WK-HK=Death Marionette, Death Marionette, Death Marionette (Bang-Boo only) HITS: Too numerous to determine correctly NOTES: 100% damage! Do each Death Marionette just as the first one finishes if using the Command motion. Will kill Bang-Boo on the spot no matter what his Health gauge is at unless he *somehow* falls down. Add a WS or HS if he *somehow* still lives. COMBO: UB: 1) WK, Jump HK-HS (Hard) 2) UB, UF+WK-HK-HS (Easy) HITS: 4 NOTES: Do both upclose. COMBO: Ducking K-D+HK-HK=H Upper 45 HITS: 4 NOTES: None ==EXPERT== COMBO: Kishin Kourin, Jump WK-WS, (Land) UB, (Dash In close) Flash Back HITS: 5 NOTES: 100% damage! Have to do Flash Back fast once near your opponent. COMBO: Jump WK-HS, (Land) Kishin Kourin, UB, HK, HK=Flash Back HITS: 7 NOTES: 100% damage! Timing is the key! COMBO: D+HK-HK: 1) W Binary Attack 2) H Binary Attack HITS: 5 NOTES: 1st is difficult, for you have to delay it until foe's descending in order to get all 3 hits. Don't do the 2nd too fast, or you'll either miss or the 1st hit from H Binary Attack will knock foe out of reach. Too slow, and the 1st hit from H Binary will not hit. COMBO: Rising K=Ryuusan Grenade Launcher, Dash, D+HK-HK=Verm the Ripper HITS: 1+9 NOTES: R.S. Grenade Launcher must be done a second after Rising K. If done correctly, opponent will stand up into it if he/she does Safe Landing, unable to dodge away. Pause after D+HK, while wait til foe's mid level in the air before doing Verm the Ripper. ==================================================================================== ==================================================================================== ==================================================================================== I) MINI GAME MODE A very unique mode on its own, the Mini Game mode offers alot of different games that may bring memories to some old, classical games. In order to play this mode, you can either play the "Super Chance" battle in the Goods mode & see if you can win the chance of opening each Mini Game early, (see the "Goods Mode" section) or just play any of the regular game modes for a couple of hours to time-release them. In this section, you will find the story behind & controls for each Mini Game, as well as the time that is necessary to release each Mini Game. ---------------------------------------------- GAME#1: PUZZLE ARENA TOSHINDEN TIME-RELEASE: 3 HOURS PURPOSE: Grouping blocks number 0~9, this puzzle game requires you to clear all these falling blocks. STORY: In order to solve Fen's disliking for mathematics, Lancelot (through his beloved computer) creates a puzzle game for him. However, noticing that game, the other Toshin Tournament participants decide to battle through the puzzle game. Thus, the "Game Tournament" has begun. GAME FEATURES: ----- -------- RULES OBSTACLE (VS Mode only) ----- -------- -Blocks range from 1 X = Appears on opponent's screen -Same # blocks are joined (3 & up) as you clear your blocks. or The more you clear, the more Consecutive order (3 & up) these will drop on your opponent --------------------- ARRANGEMENT OF BLOCKS (Get 4 in a row) --------------------- HORIZONTAL SHAPE VERTICAL SHAPE DIAGONAL -------- CONTROLS -------- Left, right, down = Moves blocks O = Spin block right X = Spin block left TIPS: 1) This is hard! (At least, for me) Got any tips? 2) When the blocks accumulate, drop them in random areas. This'll actually increase your chances for survival. 3) The speed chance during the course of the game. After every 10th level, the speed'll return to normal. However, after level 30, the speed will remain fast. ============================================== GAME#2: PUELLA'S EGG TIME-RELEASE: 4 HOURS PURPOSE: Puzzle game where the falling objects are eggs that have to be grouped together by the same color in order to make them disappear. It is also a puzzle game where chickens are born after a period of time from the falling objects. STORY: A chicken, which is being raised at Puella's Orphanage, layed an egg. To Puella and her friends, that egg seems to be hatching. Engaging in a painstaking struggle, the egg could not hatch. Seeing what was going on, the other Toshin Tournament participants, with full intent, decided to help out. GAME FEATURES: ------ -------- BLOCKS OBSTACLE (VS Mode only) ------ -------- EGG = 1st one you get SNAKE = Appears on opponent's screen CHICK = Eggs hatches as game progresses on as you clear your blocks. CHICKEN = Again, this'll appear later in the game The more you clear, the more these will drop on your opponent --------------------- ARRANGEMENT OF BLOCKS (Get 4 in a row) --------------------- HORIZONTAL SHAPE VERTICAL SHAPE SQUARE SHAPE ZIG-ZAG SHAPES -------- CONTROLS -------- Left, right, down = Moves blocks O = Spin block right X = Spin block left TIPS: 1) Once the eggs start to hatch, don't panic! Continue to drop the same color blocks there while eliminating whatever you can. After a while, it will clear on its own like at time bomb. ============================================== GAME#3: SCOOP! TOSHINDEN TIME-RELEASE: 5 HOURS PURPOSE: A game where you have to destroy blocks by bouncing a ball with a paddle. As you break the blocks, you will see each of the character's embarrasing(?) picture. STORY: Rook did a very special soop on the Toshin Tournament participants' secrets. Learning about this, the participants pressed on to find out what the contents are. Within a set of blocks, Rook hid the scoop images. GAME FEATURES: ------------------ BLOCKS THAT APPEAR ------------------ Normal (Variety of colors) - Takes 1 hit to break Hard (Black) - Takes many hits to break. Changes color each time it is hit Item (Diamond emblem) - Drops items once broken. Takes many hits to break ---------- GOOD ITEMS (items are marked with 1 of the symbols written below) ---------- S = Slows ball down L = Paddle becomes longer V = Row of hard blocks appear under paddle F = Fireball; ball will be able to destroy all blocks with 1 hit without bouncing back for a short period of time C = Catch ball E = Ball splits into 8 different-colored balls O = Receive an Option bit (3 max) 1P = Get 1 extra paddle life --------- BAD ITEMS (items are marked with 1 of the symbols written below) --------- M = Paddle becomes shorter D = Paddle becomes smaller -------- CONTROLS -------- Sq = Turbo (Hold this button + left or right) O = Super Turbo (Hold this button + left or right) X = release ball (start of game; when "C" item is obtained) Left or Right = Move Paddle TIPS: 1) The ball's path is decided by which sided point on the paddle it comes in contact with. 2) Knock the ball to the sides of the screen. This gives you more time to hit it, but it becomes harder to aim correctly. 3) If you see an opening, direct the ball there so it can go above the blocks. You'll eliminate more blocks, but the speed will increase faster. ============================================== GAME#4: TOSHINDEN ON HOCKEY TIME-RELEASE: 6 HOURS PURPOSE: An fun air hockey game. Use items and send the puck into the opposite goal to win. STORY: The Toshin Tournament participants arrived at the Gerard Foundation Building's basement, where a grand high-tech entertainment facility is located. Being a self-styled master, Subaru opposes the other participants, thus a fierce battle hockey war begins. GAME FEATURES: Block Shield: To the side of each player's goal is a wall made up of two rows of blocks. When the puck collides with one of the blocks, it will crumble abit. Taking another blow will destroy it. The more a block is shattered, the more goal on a player's size will increase, making it easy for the other player to score. ----- ITEMS (Name appears in the Item Box that drops down in the middle of the rink) ----- Speed Up = Paddle moves very fast Speed Down = Slows down opponent's paddle Big = Paddle becomes larger Small = Shrinks opponent's paddle Illusion = Paddle is trailed by images Confusion = Reverse opponent's controls Note that none of these items' effect is not permanent -------- CONTROLS -------- Key pad = Move paddle Tri, X, O = Smash Move (strong; will crumble a block with 1 hit) Sq = Speeds up paddle TIPS: 1) Don't be too fance while hitting the pucks. You might end up knocking the puck into your block shield or into your goal. 2) If your opponent uses Speed Down, Small, or Confusuion on you, send the puck ricocheting off the sides of the rink back & forth. This buys you some time for the effects to wear off. ============================================== GAME#5: ORIGIN TIME-RELEASE: 7 HOURS PURPOSE: A battle where the Toshinden characters become pilots, you move around in an 8- directional shooting game STORY: Using his magic, Genma traps the Toshin Tournament participants in Cyber Space. To escape, they ride in a fighter that can move freely through Cyber Space. They also must fight enemies in order to leace successfully. GAME FEATURES: ------ ----- OPTION (At the Origin Title Screen) SHIPS ------ ----- Level = Difficulty settings A-Fighter (1st Player) Energy = Change the length of your Health Gauge M-Fighter (2nd Player) Survival = Play the game without the "E" Item Records = High Score Ranking 1P~2P Vibration = Dual Shock on/off (Analogue Controller only) ---- -------- ITEM (Found inside the Item Pods) CONTROLS ---- -------- M = Missiles (Strong; fast) Key Pad = Move ship around H = Homing (Missile) (Homes in onto foe no Tri = Use Item Weapon matter where they go) Sq & O = Normal Shot B = Clear Bomb (Dead slow; when it makes contact, X = Boosters leaves a burst of electricity for a while that hurts) L = Laser (Strongest; hard to aim) E = Energy (replenishes lost health) P = Points (Value increases with each stage/appears as the # item according to stage) TIPS: 1) After every stage, you regain some emergy back. 2) Bumping into an enemy gives the both of you damage. 3) Take out the ships that can shoot first, then the ones that charge at you. ============================================== GAME#6: FIGHT! WOLFY TIME-RELEASE: 8 HOURS PURPOSE: A Mini Game where you have to make a pig climb a tree by pressing the key diplayed on the fastest pig up will become the winner. STORY: Requesting for a little time to relax, the Toshin Tournament participants arrived at Fen's homeland island. At the island, a custom that takes place every year where pigs have to take the fruit off of a tree at a festival was starting. Fen & everyone else are watching for Wolfy's victory at the festival GAME FEATURES: ----- RULES ----- A game where you have to press the button fast your goal is to take the fruit off of your opponent's tree first to win. The keys displayed are: Up, Down, Left, Right, O, X, Tri, and Sq. ---------- KEY PANELS ---------- On the top of the screen is a Key Panel. This Key Panel will randomly show a key that is need to press with each turn. each time you press the right key, your pig will climb up a little bit. However, if you do not press the right key, your pig will not move. ---------- ITEM GAUGE ---------- On the bottom of the screen is the Item Gauge. Working along side with the Key Panel, the rate at which this gauge fills up depending on the timing used to press the given keys and if you make a mistake while pressing a key. Here's the message & its relation with the Item Gauge you get when pressing any of the keys: SUCCESS (Press the right keys) FAILURE (Press the wrong keys) ------------------------------ ------------------------------ EXECELLENT!! = Item Gauge increases +4 NG! (Not Good!) = Item Gauge increases +3 GOOD! = Item Gauge increases +2 BAD! = Item Gauge increases by +4 OK! Item Gauge increases +1 ---- ITEM (Follows the layout of the Item Screen shown in the option "Manual") ---- POWER UP (For a limited time) = Key Panel's stop time is halved; Item Gauge's increase is doubled. POISON OPPONENT = Key Panel's time is double; Item Gauge's increase is halved. If "Standing Firm", effect will be reduced (?) DROP A WRENCH ON OPPONENTS HEAD = Player will be immobilized for 1 minute, and cannot use controls. If "Standing Firm", player will not lose the use of his/her controls LIGHTNING WILL COME INTO OPPONENT'S AREA & STRIKE = Player cannot use controls. If "Standing Firm", the time period will be halved. RELEASE A FIREBALL AT OPPONENT = Player cannot use controls. Pressing any buttons quickly will put out the fire faster. RELEASE *FART*, SPEED UP = Player will climb faster (?) Note that if you lose the use of your controls, can regain them faster by pressing buttons quickly -------- CONTROLS -------- Up/Down/Left/Right/O/X/Tri/Sq = Key Panel selection Down (Hold) = "Standing Firm" (while clinging onto the tree) L1/R1 = Select item TIPS: 1) Don't rush! Take it sloly at first. Once you get into the tempo you'll naturally go faster. 2) Once your opponent's Item Gauge fills up, "Stand Firm" if you know he/she is going to use it. (especially if they are behind) Better to be safe than sorry. ============================================== GAME#7: THE TOSHINDEN DANCE TIME-RELEASE: 9 HOURS PURPOSE: A rhythm-action game where a character dances as you press the key commands along with the rhythm. STORY: Taking the role as a dancer, the "famous" Naru had previously received a Toshin Dance Contest invitation. Naru mistakens "Toshin Dance Contest" with "Toshin Tournament", Thus she went to the place. Somehow, Naru assembled all the other Toshin Tournament participants for this as well. ------------ RHYTHM GAUGE ------------ In order to keep your character dancing, you have to press to displayed keys according to the progression of the music. The Rhythm Gauge, located at the bottom of the screen, will help you do this. As a blue bar passes along in the Rhythm Gauge, you must press the displayed keys as it goes through each of the gray bars on the Rhythm Gauge. The better your timing, the higher your score. ------------ MESSAGE LIST (Points acquired based on timing used to press the displayed keys) ------------ Message Meaning Points ------- ------- ------ GREAT!! Perfect timing +400 COOL! Great Timing +200 GOOD! OK Timing +100 OK Miss timing/wrong key pressed +0 BAD Totally off timing -100 GAME FEATURES: -------- CONTROLS -------- Up/Down/Left/Right/O/X/Tri/Sq = continue the beat L&R Buttons = Distracting Voice TIPS: 1) This game takes brain power! Always memorize, including yor opponent's keys. This gives you more time to do better when your turn comes up. 2) If you don't know the keys, make it up. Even if the wrong key is pressed, you will get the "OK" message and won't be penalized. However, as the game gets harder, or if this the wrong key is pressed consistantly, I THINK this rule will no longer apply. 3) The last key pressed is what will keep your character dancing when your turn is over most of the times. ==================================================================================== ==================================================================================== ==================================================================================== J) GOODS MODE In this mode, you will have to play through a couple of "quests", sort of special battles that will unlock each character's secret costumes and weapon in the game. As the wheel that has the name each of the battles spins, you have to randomly select which you want to battle in. Also, your opponent will be randomly picked before you select your battle. Here's a list on those special matches with short descriptions and tips: ============================================== (1) BATTLE TITLE: Throw Battle CONDITIONS: Knock foe's Health Gauge to zero, or Ring Out RULE: Because all other attacks are ineffective on the opponent, (opponent's Health Gauge will recover) you have to use throws in order to win. TIPS ---- 1) All moves will still have the same effects, so use any moves that cause Stun or Weapon Repel in order to throw with no resistance 2) Back throws seem to take more damage for certain characters 3) Miyabi's Shira Yuri Gatame & Gekka Shira Yuri, and Fen's Wild Fang counts as throws ============================================== (2) BATTLE TITLE: Fatigue Battle CONDITIONS: Knock foe's Health Gauge to zero, or Ring Out RULE: Your Health Gauge slowly depletes on its own. You have to beat your foe as fast as possible before you Health Gauge is drained completely TIPS ---- 1) You have no choice but to fight straight up. Attack like your life depends on it. (for it does) 2) Puella has an edge in this battle, for she can use "Angel Song" to heal up ============================================== (3) BATTLE TITLE: Ring Out Battle CONDITIONS: Ring Out RULE: Because all your attacks are ineffective on the opponent, (opponent's Health Gauge will recover) you have to ring out your opponent to win. TIPS ---- 1) If you can knock your opponent near the edge of the ring, Don't do anything. The CPU will usually sidestep repeated at the edge, thus ringing itself out. 2) Use juggles, mid air combos, and any moves that cause Banish (ex. Subaru's Kuujin Rasen Zetto) to either knock your opponent close to the edge or ring out your opponent completely. ============================================== (4) BATTLE TITLE: Time Limit Battle CONDITIONS: Knock foe's Health Gauge to zero, or Ring Out RULE: Having only 30 seconds to fight in a Panel Stage, (the stage will fall apart at a fast pace) you have to defeat your foe as fast as possible. TIPS ---- 1) You have two options in this battle. You either beat your opponent in an all-out fight, or knock them into one of the rapidly-increasing holes in the ground. The second option is possibly the best (and easiest). Just don't slip while doing either one in the process. 2) Launching your opponent in the air and juggling him/her near a hole or to the edge of the ring will help you win even quicker. Knocking your opponent onto a weakening panel is also a smart tactic. ============================================== (5) BATTLE TITLE: Kishin Kourin Battle CONDITIONS: Knock Foe's Health Gauge to zero, or Ring Out RULE: Automatically using Kishin Kourin, you will have to knock your opponent out first. TIPS ---- 1) Use moves that act like a multihitter, (ex. Naru's Hard Shoulder Crush) but stay away from moves that need to be activated through connection. (ex. Lancelot's Rose Revolution) ============================================== (6) BATTLE TITLE: Recover Enemy's Vitality Battle CONDITIONS: Knock Foe's Health Gauge to zero, or Ring Out RULE: Your opponent's Health Gauge recovers slowly after taking damage. You have to hit your foe repeatedly in order to knock his/her Health Gauge down to zero. TIPS ---- 1) Attack repeatedly, using your best combos & your strongest attacks. Even when opponent's on the ground, pursue them until they cannot get up. 2) Try not to take this as a real match. Despite your hardest efforts, if your opponent damages you, you'll be at a disadvantage. 2) Again, Puella has an edge in this battle. Use "Angel Song" to heal up from any damage received. ============================================== You may also try and spin a "Super Chance" Battle, where you can unlock a Mini Game instead of waiting for it to be time-released. The match you will fight in is random, selecting between 6 battles stated above. Also, the Mini Game that will be chosen is random, for you have to spin for it if you win in the "Super Chance" Battle. If your chances are good, you can open 1 Mini Game with each win during a "Super Chance" Battle. Just be aware that the wheel may select a Mini Game which has already been opened, which means that you will obtain nothing for that win. In the Goods mode, you have to use each character 4 times total. In each turn, you will receive another one of that character's secret item. Once you've received each one, you can go to each character's section in the Database Mode and take a look. Here's the order in which items are obtained: 1 Turn = 1st Wear (2P Color) 2 Turns = Goods Wear (1P Color) 3 Turns = Goods Wear (2P Color) 4 Turns = Funny Weapon Each of the costumes are color coded, corresponding with the button that's needed to select them. You'll know which one you've selected, for the color of the name of your character will change during the Character Select screen in each game mode (except Team Story Mode): Sqaure (Pink) = Goods Wear (2P Color) Triangle (Green) = Goods Wear (1P Color) X (Blue) = 1st Wear (2P Color) O (Gray) = 1st Wear (1P Color) To select your Funny Weapon, hold Select & any Button. When this is selected, not only is the appearance of each character's weapon (which is usually some odd tool/utensil/device) changed, but each character does a new win pose after the final/last match. (which is also funny/odd) ==================================================================================== ==================================================================================== ==================================================================================== K) OBTAINING THE SECRETS Here's all the secrets found in the game so far. These are accurate as far as I know it. Once new secrets are found, they will be posted. --------------- THE LONG METHOD: --------------- ------ ------- TO GET DO THIS ------ ------- -Special Battle -----> Beat Team Story Mode with no continues (Fight Vermilion) -Ending Picture -----> Beat Vermilion Team in Story Mode -Eiji -----> Beat Story Mode with Subaru's Team -Eos -----> Beat Story Mode with Puella's Team -Zero -----> Beat Story Mode with Genma's Team -Vermillion -----> Beat Story Mode with Eiji's Team -Edit Team* -----> Beat Story Mode with Vermilion -Manually-selected -----> Obtain all characters' goods Quests (Goods Mode) -Goods Mode -----> Beat Story Mode with any Team *The "Edit Team" feature can be used in any 3-man team mode except Team Story Mode ----------------- THE SHORT METHOD: ----------------- (Note that when one of these codes work, you will see a message come onto the screen. You will notice that the message does not leave the screen for a good number of seconds. Do not worry, the game did not freeze. It's just loading....) Get All Characters - At the title screen, press right, right, left, left, right, right, R1, R2 ------------------ Get All Mini Games - At the title screen, press left, right, left, right, left, left, L1, L2 ------------------ Get All Data (Database Mode) - At the title screen, press R1, R2, L1, L2, left, right, select, --------------------------- select ------------- OTHER TRICKS: ------------- CONTINUITY (DATABASE MODE) - Beat Team Story Mode with each character. In other words, that character has to be selected as the one who's ending will be seen. LOADING PICTURES - Play each character in Team Story Mode. In other words, that character has to be selected as the one who's ending will be seen. "VANQUISH THE VERMILION" KO RANKING - In both Time Attack modes, Vermilion HAS to be defeated. You'll get a special message at the screen where your time is being tallied up that lets you know that you beat Verm. Thus, your ranking will be different if you beat either Time Attack mode without beating Verm. ODD/FUNNY WIN POSES - Select each character's Funny Weapon & win the final match for each opponent you face. RED BOWTIE PUELLA - Select Puella's Goods Wear (1P) & her Funny Weapon together at the Character Select screen. PIGS FROM HEAVEN - While using Fen, either be ringed out by yourself, be ringed out along with Wolfy (stand on one of the falling panels in any Panel stage), or be ringed out in any round before the Final round. In the next round (same match with the opponent who ringed you out) as each character's doing their ready pose, Wolfy will spiral down from the sky and land next to Fen. This is rare and hard to get, though. GENMA'S INVISIBLE WIN POSE - In any round excluding the final round, knock you opponent high into the air, where they will be ringed out once he/she descends. Execute Shingetsu no Mai, so that you will fall out of the ring after your opponent. When you go to the victory screen, instead of seeing Genma spinning as he slowly fades away, you will only see his shadow on the ground, for he will already be invisible! EASY 1-2 AIR RYUUGI - Press U+WS+WK near your opponent. Opponent will get hit just as you rise off the ground. Note only is this a cool trick, but most attacks that would never hit an opponent just as you jump will connect! EXAMPLE: Fen's U+WS will only hit big characters. However, if you do U+WS+WK, it will hit even smaller characters. Note that this will be a Jump WS-WK combination, where WK will not connect as you rise up, but will hit as you fall down. (If WS doesn't connect as you rise up, then WK will not come out even if WS connects as you fall down) You can also change the second hit by quickly pressing another button the moment you press U+WS+WK. If done correctly, then the 3rd attack will replace WK. EXAMPLE: Zero will do a WS-HS air chain instead of WS-WK if you press HS the moment you do U+WS+WK. GENMA'S STRANGE BODY - If you use Genma, certain attacks will not work the same way as they would if it were another character. Here's some examples of what I mean: 1) Puella's D+WK will only connect from behind Genma while he is standing 2) Zero's Enceladus will not hit fully on Genma, for Genma's knocked away faster than other characters 3) Eiji's H Shishouzan will not hit fully on Genma no matter how well your timing is. Even in juggles, it is impossible to get all the hits. Furthermore, it's near impossible to get the final hit from H Shishouzan to connect. If it does, well, you still lost 1-2 hits from Shishouzan somehow. There are probably more cases, but these are the cases I noticed the most. (This is good news for Genma players) TELESTO'S CANCELLATION POINT - From a far distance, do a H Telesto with Zero very close to the ground. Before it hits, do any basic attack that has a cancel point. When H Telesto connects, do any Fatal Technique. Miraculously, the basic attack will "cancel" into that Fatal Technique without even having to hit the opponent! This seems to be a glitch, though, and will not work all the time. ==================================================================================== L) REVISIONS & UPDATES 8/29/99 - Initial release. Didn't quite get in everything I wanted to, but this'll have to do. Added descriptions on game modes and features, as well as a section for each character. Missing notes and descriptions for all character's moves except for Subaru, (didn't have time to get the rest in) so expect that in the next update. Missing data on characters' basic moves except for Subaru's team (again, that will be complete next time) Also added game secrets section, and will most likely be adding in more to this section. (There's got to be more secrets, right?) 9/4/99 - Bunch of errors that I immediately jumped on. Corrected many grammatical/spelling errors found. Fixed misinforming info, while corrected some info & redesigning the layout in each character's section. Added more info on some of the advance techniques in the "Offense and Defense" section. Added Fen's "Wild Fang" to his list. Added more info for Subaru's team, while added some more moves to Eiji's section. Fixed Genma's and Miyabi's sections. Included an additional chaining system possessed by Rook in the "Toshin Ryuugi" section. Also added some more secrets and tricks to the "Obtaining the Secrets" section. 9/4/99 - Again, fixed any grammatical/spelling errors hidden in this FAQ. Did some rewriting and changed some of the wording around in some sections, while (again) deleting any misleading info. (which is few) Most characters' section has their Basic/Advanced Moves list added. 9/18/99 - Slow month, but the info here is coming about just nicely: -Fixed spelling/grammatical errors by actually reading this FAQ -Fiddled around with the look of most sections -Added "Damage Control" and "Combo Techniuqes" to the "Offense & Defense" section -Added remaining characters' Basic/Advanced moves list in their personal sections, while most characters now have their personal descriptions of their attacks -"Mini Game Mode" section is now up -Removed the false method in obtaining the Loading Pictures in the "Obtaining the Secrets" section -If you had noticed, most of the notes given for the moves in the Subaru's Team section have been either informative, useful, and/or a run-on of unnecessary speech. These have been translated off of Tamsoft's page, along with some extra info thrown in by me. I don't like it. Thus, I am removing the ones written. Little by little, fortunately, I will put new notes in that are VERY informative and gives hints to ways it is useful. 9/28/99 - Errors galore! Well, I am only human, right? Anyway, I'm kinda disorganized at the moment with school life and the sorts, so there's been alot of inconsistancy with the updating on certain sections. Bear with this for a moment: -Fixed spelling/grammatical errors, as well as rearranging some of the language used. -TERRIBLE ERROR! Mixed up Eos' and Zero's weapon. (When I decided to read this FAQ again and saw that little slip up, the expression on my face was probably worth a million) -Forgot to mention, but "Hit Stun" has been added to "Outcome During a Fight" in the "Offense & Defense" section. -Various character's sections have been updated abit. Look hard and you'll see which one's which. -Added "Red Bowtie Puella" & Ending Picture tricks to the "Obtaining the Secrets" section. Also added in the actual codes to obtaining all the characters, mini games, and data faster. Due to this, the "Obtaining the Secrets" mode has a new look. 10/9/99 - Been a busy week for me, but somehow I'm still coming through. Just hope that it doesn't affect my grades.... -Every character's section has been updated with missing/complete info, while adding all motions for each character's moves, starting with Subaru's team. -Added the first installation of a strategy/combo section starting with Subaru's team, as well as a list for abbreviations, symbols, and terms on the top of the "Participants" section. -Added notes about Rising and Ducking attacks in the "Toshinden Ryuugi: Go With The Flow" section, for the sake of each character's strategy-combo section. -Added a note about the information gathered here and the address to a Toshinden Subaru Page at the top of this FAQ. (right under the Disclaimer) 11/2/99 - Finally, another update! Managed to dig out from all the schoolwork I had to do lately. Alot of the sections have significant changes/add-ons here and there. (so much that I forgot some of the areas....) -Alot of minor work has been done to some sections, mainly rewording some info & fixing errors. -A better label called "Half-Down" is used to describe both when a character is knocked into a sitting/kneeling position. That can be found in the "Outcome during a Fight" topic in the "Offense & Defense" section. -All characters's sections have been updated with missing/new/corrected info. -A new tips section is added to each character's profile section -A new "specialties" listing is added to each character's section, which will indicate any unique abilities that come along with the attack it is under. -Tips are added to each Mini Game in the "Mini Game Mode" section. -The "Database Mode" section will not be added. However, any important notes about it will be added to the "Game Modes" section. 12/4/99 - Been a while, hasn't it? Well, the size of this FAQ will easy compensate for the long absence. Consider this an early Christmas present.... -Extra notes about stages have been added in the "Game Modes" section, while more info & functions for Database Mode has been added under the same section. -Changed label that read as "Ultimate Sacred Technique" to "Ultimate Sacred Attack" -Changed the note for the Unblockable Attack concerning Miyabi & Eos in the "Basic & Advanced Controls" section a little bit. Along with that, added in a description about Unblockable Attack & Weapon Repel in the "Offense & Defense" section. -Added some extra notes about Rook's Unblockable Attack & the fact that it causes Hit Stun under "Attacking" and "Outcome During a Fight" topics in the "Offense & Defense" section, as well as under "Tips On Basics/Advanced Moves & Abilities" in his character profile section. -Added a note about Miyabi's Dash WK in her character profile section -Added Subaru's Byakki Moshuu Ken variations & extra notes in his profile section -Added more strategies & combos to Subaru's, Naru's, and Rook's section, while adding strategies & combos to almost all of the other characters. -Corrected effect that Bang-Boo's Diving Cannon causes, while added motions for his Jump HK. Also, added notes about Bang-Boo's HS (all types) and about explosions all his missles produce (including Sybarite Cannon) being blockable. -Added extra terms & descriptions at the beginning of "Participants" section -Added note about extra effect caused by Vermilion's Death Marionette in his section -Added extra note about the damage Miyabi & Naru's Attack Reversal gives in the "Offense & Defense" section -Combo sections have a new layout, with "Beginner", "Novice", and "Expert" listings. -Added number of hits each character's moves give, as well as each character's Down Attack types & attributes -Added extra notes about Down Attacks in the "Offense & Defense" section -Added extra note about Genma's Reihyo Ki and its effect on airborne opponents -Added note about cancelling into Kishin Kourin under "Kishin Kourin: Overdrive's Latest Rage" section, as well as corrected the info about its power boost to moves -Added four more effects to "Outcome During a Fight" listing under the "Offense & Defense" section. 1/4/00 Happy New Year!! Updates are slow due to a need of some R&R from school. However, this FAQ is almost finished. Also, I have the "Toshinden Subaru Characters' Guide". Nothing there that this FAQ didn't already have, except the full name of one of Verm's Fatal Techniques. -Fixed any spelling/grammatical errors found, while extra notes are added in each characters' sections randomly. (too many to remember) -Changed the title of Verm's "Grenade Launcher" to it's full title, "Ryuusan Grenade Launcher", which is obtained from the "TSD Subaru Characters' Guide" -Updated "The Toshinden Dance", located in "Mini Game Mode" section -All characters now have their complete motions for each of their Fatal Techniques -Further notes about the VS & Option mode is added to the "Game Modes" section -More notes about 100% Damage combos are added at the top of the "Participants" section, while more description about the reduction of damage for each hit is added to "Damage Control", located in the "Offense & Defense" section -A better description on obtaining the Mini Games has been added to the "Goods Mode" section, if there was any confusion before. -Corrected the attack height for Zero's Proteus and Asklepios, as well as Fen's Tatakae! Wolfy -Forgot to do this earlier, but added an extra note about the Field stage in the "10 Years, New Look" section -Each & every character now has their strategy section up. New strategies have also been added to previous characters' sections -Almost all characters have their combo section up. 2/1/00 Whew! Was I on a major lazy streak during this Winter break or what! Well, now that school has begun this week, I've finally awoken and am ready to go back to writing FAQS. To begin, I've put the finishing touches to this FAQ, for this will be the final update (unless some great secret's been discovered) Not only can I begin working on other FAQS, but I can *finally* make a printout of this FAQ! -Same ol' grammatical/spelling error corrections -"Four Sacred Weapons" has been changed to "Four Holy Weapons". Although in its Japanese translation, "Shiseigu", "sei" can stand for "holy", "sacred", or "divine". However, since "Holy" is used in the game, (that can be found in the music section within Database mode, which I didn't notice at first) I'm going to be consistant and use it as well. -Gave a better translation for Subaru's Kuujin Rasen Zetto, so to understand its meaning more better -Added # hits for each of Miyabi's attacks (forgot to do so by accident) -Corrected the 1st combo in Miyabi's Novice combo section, changing "Front Throw" to "Back Throw". (the former's impossible. A blunder on my part, I guess) -Gave a more thorough explanation about Bang-Boo's H Diving Cannon effects in his "Tips on Fatal Techniques" section -Added Eiji's and Eos' combos section -Added a note about Bang-Boo's Atomic Cannon and the mysterious "invisible shot" tin his "Tips on Fatal Techniques" section, along with a 100% Damage combo to his Combo section. -Added "Other Tricks" category in the "Obtaining the Secrets" section ==================================================================================== ==================================================================== Questions? Comments? Secrets? Let me know at ==================================================================== This FAQ is copyright (C) '99 by Deeshad