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Global Champion
AKA
Kaiser Knuckle
FAQ By: Goh_Billy (
[email protected])
Version #: 5.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Sections
--------
1. Legend
2. System
2.1 Basics
2.2 Zones
3. Characters
3.1 Kazuya
3.2 Barts
3.3 Gekkou
3.4 Wulong
3.5 Lihua
3.6 Liza
3.7 Jay McCoy
3.8 Boggy
3.9 Marco
-------------------
3.10 Gonzales
3.11 Azteca
3.12 General
4. Conclusion
4.1 What's Missing/Needed
4.2 Credits
===============================================================================
1. Legend
===============================================================================
ub u uf f - Forward HP - Heavy Punch P - Any Punch
\ | / b - Back MP - Medium Punch K - Any Kick
b-- --f u - Up LP - Light Punch + - And
/ | \ d - Down HK - Heavy Kick / - Or
db d df MK - Medium Kick , - Then
LK - Light Kick
Note: Global Champion/Kaiser Knuckle contains strength four (LP+MP/LK+MK) and
strength five (MP+HP/MK+HK) attacks. For the sake of making it easier,
SP/SK have been assigned to strength four attacks, and EP/EK have been
assigned to strength five attacks.
EP - Extreme Punch (MP+HP)
SP - Super Punch (LP+MP)
EK - Extreme Kick (MK+HK)
SK - Super Kick (LK+MK)
qcf - quarter circle forward (d, df, f)
qcb - quarter circle back (d, db, b)
hcf - half circle forward (b, db, d, df, f)
hcb - half circle back (f, df, d, db, b)
===============================================================================
2. System
===============================================================================
++++++++++++++
| 2.1 Basics |
++++++++++++++
Desperation Performed when bar is low and flashing red.
Crush Attack When the crush meter is full (filled by getting hit),
the next successful special move will deal 1.5 times
more damage. This will also activate a fire or
electric zone to appear (depending on the stage).
Walls Walls (which are in certain stages) can be broken to
open up more of the stage area.
Throw f + MP/HP/MK/HK close depending on character
Dive Attack d + LK+MK+HK in air
Dizzy Recovery shake joystick and tap
P and K rapidly when
dizzied
Block High b
Block Low db will not block overheads
Level 4 Punch LP+MP
Level 4 Kick LK+MK
Level 5 Punch MP+HP
Level 5 Kick MK+HK
+++++++++++++
| 2.2 Zones |
+++++++++++++
Fire/Electric Zones are activated after a successful crush attack. Certain
character's moves will be powered up if used in this zone.
Fire Zone Locations
-------------------
Kazuya Stage - left side beyond wall and right side beyond wall
Gekkou Stage - left side beyond wall and right side beyond wall
Lihua Stage - left side beyond wall and right side beyond wall
Liza Stage - left side beyond wall and right side beyond wall
Jay McCoy Stage - left side beyond wall and right side beyond wall
Electric Zone Locations
-----------------------
Barts Stage - left side beyond wall and right side beyond wall
Wulong Stage - left side beyond wall and right side beyond wall
Boggy Stage - left and right corners
Marco Stage - left side beyond wall and right side beyond wall
No Special Zones
----------------
Gonzales Stage
Azteca Stage
General Stage
===============================================================================
3. Characters
===============================================================================
*******************************************************************************
* 3.1 Kazuya *
*******************************************************************************
Colors
------
Start - Red W/ Blue wrap
LP/MP/HP/LK/MK/HK - Blue w/ Red wrap
Throws
------
Shoulder Toss f/b + MP/HP close f or b determines where
opponent is thrown
Sandle Strike f/b + MK close
Back Breaker f/b + HK close
Basic Moves
-----------
Downward Fist SP/EP in air overhead
Swiping Kick u, SK/EK overhead
Jump Kick ub/uf, SK/EK overhead
Double Palm SP far
Back Fist SP close 2 hits
One Two Fist EP far
Swipe Away EP close 2 hits
Whirlwind Kick SK far
Axe Kick SK close 2 hits
Cartwheel Kick EK far 2 hits
Double Plant EK close 2 hits
Command Moves
-------------
One Two Low d + SP
Low Elbow d + EP 2 hits
Lay Back Kick d + SK
Low Dropkick d + EK 2 hits; both parts must be
blocked low
Dive Kick d + LK+MK+HK in air overhead
Special Moves
-------------
Ko-Oh Ken qcf + P LP/MP/HP=small, SP/EP=large
dragon; will collide with
other projectiles as both
will be "destroyed" in the
process
Super Ko-Oh Ken qcf + P in fire zone LP/MP/HP=large fireball,
SP/EP=large dragon; will
collide with other
projectiles as both will be
"destroyed" in the process
Dankuuga f, d, df + K LK=low, MK=medium,
HK/EK=high, SK=very high
Genroudan qcb, f + P LP=short, MP=medium, HP=long,
SP/EP=long and powerful
Shiten Kongouha qcb, f + P in air
Gasaigeki hcb + P LP=low, MP=medium, HP=high,
SP=low and far, EP=medium
and far; overhead
Desperation
-----------
Gen'ei Koroudan b, db, d, df, b, hcf, hcf + EP works as well;
df + EP dash in must connect (not
blocked) for full
Desperation to come out;
goes under some projectiles
*******************************************************************************
* 3.2 Barts *
*******************************************************************************
Colors
------
Start - Green pants w/ Blue shirt
LP/MP/HP/LK/MK/HK - Blue pants W/ Magenta shirt
Throws
------
Neck Throw f/b + MP close f or b determines where
opponent is thrown
Hard Spike f/b + HP close f or b determines where
opponent is thrown
Suplex f/b + MK/HK close f or b determines where
opponent is thrown
Piledriver MP/HP close in air
Basic Moves
-----------
Axe Handle Smash SP/EP in air overhead
Extend Leg u, SK/EK overhead
Jump Kick ub/uf, SK/EK overhead
Back Elbow SP far
Rising Elbow SP close 2 hits
Driving Back Elbow EP far 2 hits
One Two EP close 2 hits
High Kick HK close 2 hits
Twist Dropkick SK far
Big Boot SK close
Spiral Swipe EK far
High Big Boot EK close
Command Moves
-------------
Skyward Fist d + SP/EP
Falling Foot d + SK 2 hits
Guile Trip d + EK both parts must be blocked
low
Dropping Foot d + LK+MK+HK in air overhead
Special Moves
-------------
Thunder Knuckle Charge b for 2 seconds, LP=short, MP=medium, HP=long
f + P SP=very long, EP=full
Rolling Smash Charge b for 2 seconds, LK=short, MK=medium, HK=long
f + K SK=very long, EK=full
Aura Cannon Charge d for 2 seconds, LP=wavy, MP=fast wavy,
u + P HP=fast straight, SP=faster
straight, EP=two fireballs;
will collide with other
projectiles as both will be
"destroyed" in the process
Super Aura Cannon Charge d for 2 seconds, LP=wavy, MP=fast wavy,
u + P in electric zone HP=fast straight, SP=faster
straight, EP=two fireballs;
will collide with other
projectiles as both will be
"destroyed" in the process
Moonsault Smash Charge d for 2 seconds, LK=low, MK=medium, HK=high,
u + K SK=medium and long,
EK=medium and very long
Desperation
-----------
Final Spark Charge db for 2 seconds, absorbs projectiles
df, b, f + EP
*******************************************************************************
* 3.3 Gekkou *
*******************************************************************************
Colors
------
Start - Red w/ White wrap
LP/MP/HP/LK/MK/HK - Purple w/ Gold wrap
Throws
------
Jump Over Toss f/b + MP/HP close f or b determines where
opponent is thrown
Ninja Toss any direction except f or b determines where
u + MP/HP close in opponent is thrown
air / MP close in air
Basic Moves
-----------
Tornado Spin u, SP/EP overhead
Roll uf/ub, SP/EP overhead
Frog Kick u, SK/EK overhead
Dropping Boot ub/uf, SK/EK overhead
Quick Elbow SP/EP 2 hits
Leg Cutter SK
Ninja Dropkick EK far
Axe Kick EK close 2 hits
Command Moves
-------------
Backdash b, b invulnerable for a split
second
Double Jump ub/u/uf after first jump
Ninja Touch d + SP/EP
Lay Back Kick d + SK
Tornado Trip d + EK both parts must be blocked
low
Dagger Dive d + LK+MK+HK in air overhead
Special Moves
-------------
Kurojuuji qcf + P LP/MP/HP=one star,
SP=twirling two,
EP=twirling three; will
collide with other
projectiles as both will be
"destroyed" in the process
Super Kurojuuji qcf + P in fire zone LP/MP/HP=one star,
SP=twirling two,
EP=twirling three; will
collide with other
projectiles as both will be
"destroyed" in the process
Jigokugoma qcb + K LK=short, MK=medium, HK=long,
SK/EK=grounding short
Air Jigokugoma u/uf, qcb + K in air LK=short, MK=medium, HK=long,
SK/EK=quick long
Retreat Air Jigokugoma ub, qcb + K in air LK=short, MK=medium, HK=long,
SK/EK=quick long
Kaiten Kurojuuji u, uf, f + P in air SP/EP=star crawls on ground;
will collide with other
projectiles as both will be
"destroyed" in the process
Super Kaiten Kurojuuji u, uf, f + P in air in SP/EP=Star crawls on ground;
fire zone will collide with other
projectiles as both will be
"destroyed" in the process
Izuna Otoshi hcf + EP close in air unblockable
Kokushi Raikouzan hcb + SP close in air unblockable
Desperation
-----------
Senpuu Kaen Jigoku f, b, db, unblockable
d + HP+HK close
*******************************************************************************
* 3.4 Wulong *
*******************************************************************************
Colors
------
Start - Black pants w/ Red top
LP/MP/HP/LK/MK/HK - Purple pants w/ White top
Throws
------
Snapping Back f/b + MP/HP close f or b determines where
opponent is thrown
Rapid Knees f/b + MK/HK close
Kick Away any direction except
u + MK/HK close in air
Basic Moves
-----------
Diagonal Backfist SP in air overhead
Slope Chop EP in air overhead
Booted Jump Kick u, SK overhead
Classic Kick ub/uf, SK or u, EK overhead
Air Twist ub/uf, EK overhead
Hand Blade HP close 2 hits
Chop SP far
Push Away SP close 2 hits
Kung Fu Fist EP far
Break Off EP close
Low Poke MK far must be blocked low
Roundhouse SK far
Leap Frog SK close
Hop Kick EK far
Crazy Swipe EK close
Command Moves
-------------
Triangle Jump jump toward wall and
then away
Low Palm d + SP
Death Fingers d + EP 2 hits
Half Trip d + SK must be blocked low
Dropkick Slide d + EK must be blocked low
Wall Bounce d + LK+MK+HK in air overhead
Special Moves
-------------
Ryuugekiken hcf + P LP/MP=small, HP/SP=medium,
EP=large; will collide with
other projectiles as both
will be "destroyed" in the
process; with the exception
of the EP version, this
will travel under most
projectiles
Super Ryuugekiken hcf + P in electric zone LP/MP=small, HP/SP=medium,
EP=large; will collide with
other projectiles as both
will be "destroyed" in the
process; with the exception
of the EP version, this
will travel under most
projectiles
Ryuukizan f, d, df + P LP=low, MP=medium, HP=high,
SP=medium with extra kick,
EP=high with extra kick
Shouten Ryuubu hcf + K LK=short, MK=medium, HK=long,
SK=very long, EK=full
Nunchuck No Mai hcb + P LP=slow, MP=medium,
HP/SP=fast, EP=very fast
Desperation
-----------
Gekisatsu Hiryuuken b, f, df, d, db, must be blocked low; must
f + HP+HK connect (not blocked) for
entire Desperation to come
out
*******************************************************************************
* 3.5 Lihua *
*******************************************************************************
Colors
------
Start - Pink w/ White trim
LP/MP/HP/LK/MK/HK - Blue w/ Yellow trim
Throws
------
Flip Throw f/b + MP close f or b determines where
opponent is thrown
Palm Shoot f/b + HP close f or b determines where
opponent is thrown
Back Spike f/b + MK close f or b determines where
opponent is thrown
Leg Spike f/b + HK close f or b determines where
opponent is thrown
Air Leg Spike any direction except
u + MK/HK close in air
Basic Moves
-----------
Palm Strike u, SP/EP overhead
Sheath Hit ub/uf, SP/EP overhead
Double Boot u, SK/EK overhead
Dropkick ub/uf, SK/EK overhead
High Palm SP
Low Palm EP far
One Two EP close
Balance Swing SK far
High Kick SK close
Flying Boot EK far
Low High EK close 2 hits
Command Moves
-------------
Ducking Palm d + SP/EP must be blocked low
Slide Trip d + SK/EK must be blocked low
Sword Dive d + LK+MK+HK in air overhead
Down Sword d + MP in air overhead
Special Moves
-------------
Iaizan qcf, uf + P LP=slow, MP=medium, HP=fast,
SP/EP=fast and two hits
Super Iaizan qcf, uf + P in fire zone LP=slow, MP=medium,
HP/SP/EP=fast
Mueikassatsu b, db, d + P LP=slow, MP=medium, HP=fast,
SP=multiple slow,
EP=multiple fast
Hen'i Battou Kasumi-Giri qcb, f + P LP=short, MP=medium, HP=long,
SP=very long, EP=full
Shinkuu Nage hcb, ub + P LP=fastest, MP=fast,
HP=medium, SP=slow,
EP=slowest; absorbs
projectiles
Desperation
-----------
Shinkuusen hcb, db, ub + EP absorbs projectiles
*******************************************************************************
* 3.6 Liza *
*******************************************************************************
Colors
------
Start - White w/ Yellow and Green trim
LP/MP/HP/LK/MK/HK - Yellow w/ White and Yellow trim
Throws
------
Face Claw f/b + MP/HP close
Frankensteiner f/b + MK/HK close f or b determines where
opponent is thrown
Basic Moves
-----------
Elbow Drop SP/EP in air overhead
Air T Formation u, SK/EK overhead
Drop Kick ub/uf, SK/EK overhead
Claw Down SP/EP 2 hits
Shin Kick LK close must be blocked low
Back Kick SK/EK far
High Kick SK/EK close
Command Moves
-------------
Triangle Jump jump toward wall and
then away
Low Claw d + SP/EP 2 hits
T Formation d + SK/EK
Swing d + LK+MK+HK in air
Special Moves
-------------
Toto Charge b for 2 seconds, LP=short, MP=medium, HP=long,
f + P SP/EP=shadow long; will
collide with other
projectiles as Toto will
retreat and the other
projectile will be
"destroyed"
Ester Charge d for 2 seconds, LP=short, MP=long, HP=fast
u + P and long, SP=long and
knocks down, EP=long, fast,
and knocks down
Kiki Charge b for 2 seconds, LK=short, MK=medium, HK=long,
f + K SK/EK=strong long; will
collide with other
projectiles as Kiki will
retreat and the other
projectile will be
"destroyed"; Kiki will
travel under most
projectiles
Super Kiki Charge b for 2 seconds, LK=short, MK=medium, HK=long,
f + K in fire zone SK/EK=strong long; will
collide with other
projectiles as Kiki will
retreat and the other
projectiles will be
"destroyed"; Kiki will
travel under most
projectiles
Priego Charge d for 2 seconds, overhead
u + K
Samba tap K rapidly LK=slowest, MK=slow,
HK=medium, SK=fast,
EK=fastest
Desperation
-----------
Samba De Excelente Charge d for 2 seconds,
db, b, db, d,
df + EK
*******************************************************************************
* 3.7 Jay McCoy *
*******************************************************************************
Colors
------
Start - Blue gloves and shorts w/ White pants and shirt
LP/MP/HP/LK/MK/HK - Red gloves and shorts w/ Blue pants and shirt
Throws
------
Gut Punches f/b + MP close
Hard Toss f/b + HP close f or b determines where
opponent is thrown
Gut Knees f/b + MK/HK close
Basic Moves
-----------
Double Fist SP/EP in air overhead
Jump Kick SK/EK in air overhead
Downward Blast SP far
Hook SP close 2 hits
Dash One Two EP far
Uppercuts EP close 2 hits
Low Tap LK far must be blocked low
High Kick SK/EK
Command Moves
-------------
Dash Punch d + SP/EP
Slide Trip d + HK must be blocked low
Long Slide Trip d + SK must be blocked low
Slide Trip Double d + EK both parts must be blocked
low
Diving Fists d + LK+MK+HK in air overhead
Special Moves
-------------
Boomerang Crush Charge b for 2 seconds, LP=short, MP=medium, HP=long,
f + P SP=very long, EP=full
Super Boomerang Crush Charge b for 2 seconds, LP=short, MP=medium, HP=long,
f + P in fire zone SP=very long, EP=full
Sonic Bomber Charge b for 2 seconds,
f, b + P
Jet Upper Charge b for 2 seconds, LK=short, MK=medium, HK=long,
f + K SK=very long, EK=full
Thunder Bolt Charge d for 2 seconds, LP=slowest, MP=slow,
u + P HP=medium, SP=fast,
EP=fastest; overhead
Spark Blow tap P rapidly LP=slowest, MP=slow,
HP=medium, SP=fast,
EP=fastest
Sonic Bomber stop tapping P
Desperation
-----------
Destructive Combination Charge db for 2 seconds, dash in must touch opponent
df, d, db, b, ub + EP to perform the entire
Desperation
*******************************************************************************
* 3.8 Boggy *
*******************************************************************************
Colors
------
Start - Black pants w/ Red top
LP/MP/HP/LK/MK/HK - Green pants w/ Yellow top
Throws
------
Elbows f/b + MP close
Throat Toss f/b + HP close f or b determines where
opponent is thrown
Basic Moves
-----------
Jump Fist SP/EP in air overhead
Scissor Kick u, SK/EK overhead
Split Kick ub/uf, SK/EK can get 2 hits with both hits
being overheads
Blind Push SP/EP far
One Hand Push SP/EP close 2 hits
Y Formation SK/EK far
Knee And Rise SK/EK close
Command Moves
-------------
Low Poke d + SP/EP
Back Trip d + SK/EK must be blocked low
Head Dive d + LK+MK+HK in air overhead
Special Moves
-------------
Blast Hurricane Charge d, u + K / d, LK=fast, MK=medium, HK=slow,
u + K SK=short jump, EK=high jump
Storm Dancer hcf + K LK=short, MK/SK=medium,
HK/EK=long
Wheel Spin qcb, ub + K LK=short, MK=medium, HK=long,
SK=very long, EK=full
Super Wheel Spin qcb, ub + K in electric LK=short, MK=medium, HK=long,
zone SK=very long, EK=full
Risky Step db, df, ub + K LK=short; move must connect
(not blocked) to perform
the entire maneuver
Desperation
-----------
Dead Dance hcb, db, d + HP+HK close unblockable
*******************************************************************************
* 3.9 Marco *
*******************************************************************************
Colors
------
Start - Green w/ Tan skin
LP/MP/HP/LK/MK/HK - Blue w/ Purple skin
Throws
------
Toss Away f/b + MP close f or b determines where
opponent is thrown
Spin Toss f/b + HP close f or b determines where
opponent is thrown
Head Chomp f/b + MP a step away
Back Breaker f/b + HP a step away
Basic Moves
-----------
Demon Chop HP in air 2 hits; both hits are
overheads
Stretch Fist SP/EP in air overhead
Dropkick u, SK overhead
Body Splash ub/uf, SK or u, EK overhead
Butt Drop ub/uf, EK overhead
Hidden Poke SP far
Upward Poke SP close
Hammer Punch EP far
Double Axle EP close 2 hits
Double Lift SK/EK far
Strong Knee SK close 2 hits
Strong Lift EK close 2 hits
Command Moves
-------------
Diagonal Poke d + SP/EP
Slide d + SK/EK must be blocked low
Swing Around d + LK+MK+HK in air
Special Moves
-------------
Head Crasher qcf + P LP=short, MP=medium, HP=long,
SP=very long, EP=full; will
collide with other
projectiles as both will be
"destroyed" in the process
Super Head Crasher qcf + P in electric zone LP=short, MP=medium, HP=long,
SP=very long, EP=full; will
collide with other
projectiles as both will be
"destroyed" in the process
Magic Hand hcb, f + P LP/MP/HP=body splash,
SP/EP=suplex; move will
execute if Marco's hands
touch the opponent; the
grab is unblockable
Rampaging Tearing tap P rapidly move with b or f; LP=slowest,
MP=slow, HP=medium,
SP=fast, EP=fastest
Desperation
-----------
Marco Dynamite hcb, db, qcf + EP Desperation will execute if
Marco's hands touch the
opponent; the grab is
unblockable
-----------------------------------------------------------------------------
*******************************************************************************
* 3.10 Gonzales *
*******************************************************************************
Color
-----
any button - White costume
Throws
------
Power Bomb f/b + MP close
Judo Throw f/b + HP close f or b determines where
opponent is thrown
Basic Moves
-----------
Reverse Sweep LK must be blocked low
Shin Stomp MK/HK/SK/EK close 2 hits; both hits must be
blocked low
Command Moves
-------------
Giant Scoop d + HP/SP/EP must be blocked low
Russian Trip d + SK/EK both parts must be blocked
low
Special Moves
-------------
Daisharin Nage f/b + HK close unblockable
Dai Tatsumaki-Otoshi f/b + MK close unblockable
Zenpou Kaiten Ukemi EP
Desperation
-----------
Chou Ginga Nage ???
*******************************************************************************
* 3.11 Azteca *
*******************************************************************************
Color
-----
any button - Yellow w/ Red trim
Throw
-----
Dive f/b + MP/HP close
Basic Moves
-----------
Double Fist SP/EP in air overhead
Strong Palm SP/EP far
Headbutt SP/EP close
High Axe HK close 2 hits
Sky Kick SK 2 hits
Needle Kick EK
Command Moves
-------------
Low Headbutt d + SP/EP 2 hits
Hair Swipe d + LK+MK+HK in air overhead
Special Moves
-------------
Mystic Buzzsaw qcf + P LP=short, MP=medium, HP=long
Silent Spear qcb, f + P
Desperation
-----------
Death Blow Pressure ???
*******************************************************************************
* 3.12 General *
*******************************************************************************
Color
-----
any button - Green
Throws
------
Grab And Toss f/b + MP/HP close f or b determines where
opponent is thrown
Stomach Grind f/b + MK/HK close
Basic Move
----------
Uppercut MP/HP close 2 hits
Command Moves
-------------
Slide d + HK must be blocked low
Regular Trip d + MK/SK/EK must be blocked low
Dive Kick d + LK+MK+HK in air overhead
Special Moves
-------------
Green Ghost SP absorbs projectiles
Ghost Spread EP absorbs projectiles
Teleport EK invulnerable for a split
second
Desperation
-----------
???
===============================================================================
4. Conclusion
===============================================================================
4.1 What's Missing/Needed
-Any missing moves
-Corrections and clean up
-If you have anything to add, any corrections I need to make, please email me
at
[email protected]. Credit will be given for your contribution.
4.2 Credits
-Taito
-Gamefaqs
-And me for writing this FAQ