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Golden Axe - The Duel
FAQ By: Goh_Billy (
[email protected])
Version #: 2.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Sections
--------
1. Legend
2. System
2.1 Basics
2.2 Thieves And Meter
3. Characters
3.1 Kain Blade
3.2 Milan Flare
3.3 Gillius Rockhead
3.4 Zoma
3.5 Jamm
3.6 Death-Adder
3.7 Keel
3.8 Doc
3.9 Green
3.10 Panchos
----------------------------------
3.11 Golden Axe
4. Conclusion
4.1 What's Missing/Needed
4.2 Credits
===============================================================================
1. Legend
===============================================================================
ub u uf f - Forward LP - Light Punch P - Any Punch
\ | / b - Back MP - Medium Punch K - Any Kick
b-- --f u - Up HP - Heavy Punch + - And
/ | \ d - Down LK - Light Kick / - Or
db d df MK - Medium Kick , - Then
HK - Heavy Kick
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
----------
Throw f/b + HP close refer to character's
movelist for different
throws and properties;
throws can be used
while the enemy is in
hitstun
Block High b note that after jumping
you cannot block for a
few frames
Block Low db does not block overheads;
note that after jumping
you cannot block for a
few frames
Dash Forward f, f (hold f to continue holding f will extend
to dash) dash for all characters
except Green
Backdash b, b has a few invulnerability
frames at the beginning
Dizzy Opponent opponent can be dizzied
if hit many times with
attacks
2.2 Thieves And Meter
---------------------
Blue Thieves - When hit with attacks they drop magic potions which can be
collected by walking over them. This fills your Magic
Meter. A thief will drop either 2 or 3 potions.
Green Thieves - When hit with attacks they drop meat which can be collected
(Sega Saturn only) by walking over them. This restores some health.
Magic Meter - Indicated on the bottom of the screen. Collecting 5 magic
potions will completely fill your Magic Meter allowing you
to Power-Up and thus have access to your Super attack.
Power-Up LP+MP+HP/LK+MK+HK when attacks become stronger;
magic meter is full magic meter will slowly
drain and once emptied
your Power-Up boost
will end; you are
invulnerable while
doing the Power-Up
animation
Super refer to character's can only be performed
movelist for motion when in Power-Up mode;
can perform as many
Supers as you want
until the Magic Meter
fully drains
===============================================================================
3. Characters
===============================================================================
*******************************************************************************
* 3.1 Kain Blade *
*******************************************************************************
Colors
------
LP/LK - Blue costume and Silver sword w/ Raw Umber hair
MP/MK - Dark Gray costume and Gold sword w/ Blue Gray hair
HP/HK - Light Gray costume and Light Gray sword w/ Green hair
Throw
-----
Catapult Toss f/b + HP close f and b determine where
opponent is thrown; can
be performed out of a
dash
Basic Moves
-----------
Sword Uppercut HP close 2 hits
Shin Kick LK far must be blocked low from
afar
Crushing Boot HK close 2 hits
Air Boot u, MK overhead; knocks opponent
down
Command Moves
-------------
Rising Sword Uppercut d + HP 2 hits
Power-Up LP+MP+HP/LK+MK+HK when attacks become stronger
magic meter is full
Special Moves
-------------
Power Blast qcf + P LP=slow, MP=medium,
HP=fast; the stronger
the button used the
more damage this
maneuver does; will
collide with other
projectiles as both
will be "destroyed" in
the process
Fire Edge f, d, df + P LP=short and 1 hit,
MP=medium and 2 hits,
HP=furthest with 3 hits
and it also knocks
opponent down; can be
comboed directly from a
sweep (d + HK)
Rushing Kick qcb + K LK=short, MK=medium,
HK=far; the stronger
the button used the
more damage this
maneuver does; can be
comboed directly from a
sweep (d + HK)
Back Kick K, K Rushing Kick must touch
opponent (blocked or
not) for this to come
out
Jumping Swipe Kick K, K if the second K you
pressed for the Back
Kick follow up was LK
then the Jumping Swipe
Kick will not combo
Super
-----
Fire Storm f, d, df, f, uf + P after move must connect (not
Power-Up blocked) to perform the
entire maneuver; can be
comboed directly from a
sweep (d + HK)
*******************************************************************************
* 3.2 Milan Flare *
*******************************************************************************
Colors
------
LP/LK - Light Gray costume w/ Blonde hair
MP/MK - Gray costume w/ Coral hair
HP/HK - Pink costume w/ Blonde hair
Throws
------
Power Punch f/b + HP close f and b determine where
opponent is thrown; can
be performed out of a
dash
Leg Strangle f/b + HK close Milan ends up behind
opponent; can be
performed out of a dash
Basic Moves
-----------
High Kick LK far must be blocked low
Knee To High Kick HK close 2 hits
Command Moves
-------------
Low Slice d + MP 2 hits
Power-Up LP+MP+HP/LK+MK+HK when attacks become stronger
magic meter is full
Special Moves
-------------
Rotor Sword Charge b for 1.5 seconds, LP=short and 1 hit,
f + P MP=medium and 2 hits,
HP=far and 4 hits; can
be comboed directly
from a sweep (d + HK)
Gyro Sword Charge d for 1.5 seconds, LP=short and 1 hit,
u + P MP=medium and 2 hits,
HP=farthest and 2-4
hits (can hit up to 4
times if done just as
enemy is landing from a
jump); can be comboed
directly from a sweep
(d + HK)
Air Strike Charge b for 1.5 seconds, LK=slow, MK=medium,
f + K HK=fast; the stronger
the button used the
more damage this
maneuver does; will
collide with other
projectiles as both
will be "destroyed" in
the process
Bird Of Prey Charge d for 1.5 seconds,
u + K
Talon Strike P
Tornado Spin d + HP move must connect (not
blocked) to perform the
entire maneuver; will
not work on airborne
opponent
Super
-----
Bird Of Prey Set Up Charge d for 1.5 seconds,
df, f, uf + K after
Power-Up
Bloody Tempest P move must connect (not
blocked) to perform the
entire maneuver; will
not work on airborne
opponent
*******************************************************************************
* 3.3 Gillius Rockhead *
*******************************************************************************
Colors
------
LP/LK - Blue costume w/ Asparagus trim
MP/MK - Green costume w/ Teal trim
HP/HK - Metallic Gold costume w/ Goldenrod trim
Throw
-----
Buffalo Head f/b + HP close f and b determine where
opponent is thrown; can
be performed out of a
dash
Basic Moves
-----------
Slice And Dice HP close 2 hits
Shin Kick LK far must be blocked low from
afar
Command Moves
-------------
Crouching Axe Slash d + MP 2 hits
Heavy Crouching Axe Slash d + HP 2 hits
Rock Roll d + HP in air
Power-Up LP+MP+HP/LK+MK+HK when attacks become stronger
magic meter is full
Special Moves
-------------
Stone Crush hcf + P LP=shortest, MP=short,
HP=medium; the stronger
the button used the
more damage this
maneuver does; will
collide with other
projectiles as both
will be "destroyed" in
the process
Miner's Drill qcb + P LP=short, MP=medium,
HP=far; the stronger
the button used the
more damage this
maneuver does; move
must connect (not
blocked) to perform
entire maneuver
Stone Storm f, b, f + HP connects close; can be
comboed directly from a
sweep (d + HK) but only
the initial palm strike
will come out; the palm
strike will absorb
projectiles
Shoulder Charge qcf + K LK=short, MK=medium,
HK=far; the stronger
the button used the
more damage this
maneuver does
Kick Fury f, df, d + HK close unblockable
Super
-----
Jawbreaker f, df, d, db, uf + P connects close; burst
after Power-Up must connect (not
blocked) to perform the
entire maneuver
*******************************************************************************
* 3.4 Zoma *
*******************************************************************************
Colors
------
LP/LK - Palatinate Blue skin and Amber staff w/ Green orb
MP/MK - Green skin and Copper staff w/ Orange-Red orb
HP/HK - Wheat skin and Teal staff w/ Orange orb (Mauve cloak)
Throws
------
Staff Launch f/b + HP close f and b determine where
opponent is thrown; can
be performed out of a
dash
Head Crusher f/b + HK close f and b determine where
opponent is thrown; can
be performed out of a
dash
Basic Moves
-----------
Staff Bop MP far 2 hits
Staff Poke LK must be blocked low
Staff Slice HK close 2 hits
Command Moves
-------------
Deadly Crescent d + HP knocks opponent down
Low Staff Slice d + HK 2 hits; must be blocked
low
Circle Of Death d + HP in air hits multiple times and
is an overhead
Power-Up LP+MP+HP/LK+MK+HK when attacks become stronger
magic meter is full
Special Moves
-------------
Changeling qcf + P LP=slow and reaches 3/4
of the screen length,
MP=medium and reaches
90 percent of the
screen length, HP=fast
and has full screen
distance; if this move
connects (not blocked)
the opponent will be
changed into a frog;
a frog opponent can hop
forward and backward,
jump, and perform a
kick attack on the
ground or in the air;
the frog morph lasts 5
seconds or until
opponent is hit; will
collide with other
projectiles as both
will be "destroyed" in
the process (note that
it rolls under most
projectiles);
Changeling will not hit
if the opponent is
already transformed
into a frog
Skull Charge ub, df + P / ub, df + P LP=slow, MP=medium,
in the air HP=fast; the stronger
the button used the
more damage this
maneuver does; will
collide with other
projectiles as both
will be "destroyed" in
the process; maneuver
cannot be used while
the Changeling potion
is present
Quick Staff tap P rapidly using MP and HP makes the
staff animation quicker
however it will push
the opponent back
faster on hit, thus
dealing less hits and
damage
Levitation f, d, df + K LK=short jump, MK=medium
jump, HK=far jump;
lasts for 5 seconds or
until you Drop Down;
gives you complete
invulnerability during
the startup frames
until you reach the
height where you
actually float
Skull Charge ub, df + P LP=slow, MP=medium,
HP=fast; the stronger
the button used the
more damage this
maneuver does; will
collide with other
projectiles as both
will be "destroyed" in
the process; can be
used just as you reach
the specific height
where you start to
actually float and can
also be used while
falling down from the
Levitation; maneuver
cannot be used while
the Changeling potion
is present
Air Dash Forward f, f (hold f to continue
to dash forward)
Air Backdash b, b
Drop Down d
Super
-----
Dark Carnival qcf, qcf + P after move must connect (not
Power-Up blocked) to perform the
entire maneuver; has
some invulnerability
frames
*******************************************************************************
* 3.5 Jamm *
*******************************************************************************
Colors
------
LP/LK - Marigold fur skin
MP/MK - Gray fur skin
HP/HK - Salmon fur skin
Throws
------
Head Bite f/b + HP close f and b determine where
opponent is thrown; can
be performed out of a
dash; tap buttons
rapidly for more bites
and damage
Dropping Cannonball f/b + HK close Jam ends up in front of
opponent; can be
performed out of a dash
Basic Moves
-----------
Double Claw HP close 2 hits
Front Kick LK far must be blocked low from
afar
Driving Kick MK close 2 hits
Command Moves
-------------
Snapping Tail f + MK 2 attacks but it is not a
combo
Mule Kick f + HK knocks opponent down
Slide Kick d + HK must be blocked low
Power-Up LP+MP+HP/LK+MK+HK when attacks become stronger
magic meter is full
Special Moves
-------------
Beast Blast qcf + P (hold P to delay small fireball with any
and empower) delay up to 1.5
seconds, medium
fireball that is low
with delay over 1.5
seconds to 3 seconds,
large fireball with
any delay over 3
seconds; can hold and
delay move
indefinitely; will
collide with other
projectiles as both
will be "destroyed" in
the process
Thundering Herd Charge b for 1.5 seconds, LP=short and 2 hits,
f + P MP=medium and 2 hits,
HP=far and 3 hits with
knockdown
Cat's Paw tap K rapidly using MK and HK will
produce more rapid
kicks but the pushback
usually means the
damage is the same with
all versions
Super
-----
Spirit Summon Charge b for 1.5 seconds, move must connect (not
f, d, df + P after blocked) to perform the
Power-Up entire maneuver
*******************************************************************************
* 3.6 Death-Adder *
*******************************************************************************
Colors
------
LP/LK - Dark Gray pants w/ Silver armor and Steel Blue shield
MP/MK - Blue pants w/ Royal Blue armor and Purple shield
HP/HK - Red pants w/ Folly armor and Red shield
#Note on Death-Adder's Shield# - After a number of blocked attacks
Death-Adder's shield will shatter. To give an idea, 17 standing LPs or 6 far
HP attacks may end up breaking his shield. The number may change with attack
strength. Death-Adder's shield seems to have the same amount of health as his
own lifebar. Once his shield is broken it is gone for the rest of the match.
The shield also does not recover its endurance during rounds. If the shield is
1 hit away from being destroyed, in the next round, the next hit will destroy
the shield. He cannot perform his "Dragon Breath" attack without his shield.
Even though certain attacks of Death-Adder make your shield flash as if it's
losing endurance, this is not true.
Throws
------
Heavy Slam f/b + HP close f and b determine where
opponent is thrown; can
be performed out of a
dash
Fling Toss f/b + HK close f and b determine where
opponent is thrown; can
be performed out of a
dash
Basic Moves
-----------
Death Axe HP far 3 hits
Shield And Swipe HP in air has two parts that can
hit twice on larger
opponents
Slide LK far must be blocked low from
afar
Sumo Stomp MK close 2 hits
Command Moves
-------------
Charging Shield d + MP 2 hits
Crouching Axe Swipe d + HP knocks opponent down
Short Slide Kick d + LK must be blocked low
Long Slide Kick d + MK must be blocked low
Skyward Boot d + HK 2 hits; must be blocked
low
Falling Sky d + HK in air overhead
Power-Up LP+MP+HP/LK+MK+HK when attacks become stronger
magic meter is full
Special Moves
-------------
Dragon Breath hcf + P LP=quick burst, MP=medium
burst, HP=longest
lasting burst; 2 hits
if performed close; the
stronger the button
used the more damage
this maneuver does;
absorbs projectiles;
will not work if your
shield is broken;
cannot be used if Death
Wave is present
Death Wave Charge b for 1.5 seconds, LP=slow, MP=medium,
f + P HP=fast; the stronger
the button used the
more damage this
maneuver does; will
collide with other
projectiles as both
will be "destroyed" in
the process (note that
it rolls under most
projectiles)
Super
-----
Soul Taker hcb, LP+MP+HP close after unblockable; can be
Power-Up comboed into from any
cancelable normal (ie
close standing HP);
maneuver takes a bit
of your lifebar each
time you use it,
however you cannot die
from using it
*******************************************************************************
* 3.7 Keel *
*******************************************************************************
Colors
------
LP/LK - Orchid costume w/ Blue trim
MP/MK - Green costume w/ Dark Blue trim
HP/HK - Gray costume w/ Turquoise trim
Throw
-----
Saw Blade f/b + HP close f and b determine where
opponent is thrown; can
be performed out of a
dash
Basic Moves
-----------
V Slice HP close 2 hits
Sliding Slice HP far
Straight Jump Kick u, MK overhead; knocks opponent
down
Command Moves
-------------
Slide Kick d + HK must be blocked low
Power-Up LP+MP+HP/LK+MK+HK when attacks become stronger
magic meter is full
Special Moves
-------------
Ice Arrow qcf + P LP=slow, MP=medium,
HP=fast; the stronger
the button used the
more damage this
maneuver does; will
collide with other
projectiles as both
will be "destroyed" in
the process
Freezing Bolt f, d, df + P the stronger the button
used the more damage
this maneuver does; a
few invulnerability
frames during startup
Power Stab qcb + P LP=short, MP=medium,
HP=far; the stronger
the button used the
more damage this
maneuver does
Dematerialize f, df, d + K a tapped LK=teleports to
middle of the screen, a
pressed LK=teleports in
front of opponent,
MK=teleports in front
of opponents,
HK=teleports behind
opponent; has
invulnerability frames
during the startup and
until he reappears
Ice Slide qcb + K LK=short, MK=medium,
HK=far; the stronger
the button used the
more damage this
maneuver does; must be
blocked low
Super
-----
Insanity Winds qcb, qcb + P after move must connect (not
Power-Up blocked) to perform the
entire maneuver; if
Super is performed from
far away it becomes
unblockable
*******************************************************************************
* 3.8 Doc *
*******************************************************************************
Colors
------
LP/LK - Dark Gray costume w/ Blonde hair
MP/MK - Red costume w/ Blonde hair
HP/HK - Slate Gray costume w/ Green hair
Throw
-----
Shoulder Slam f/b + HP close Doc ends up behind
opponent; can be
performed out of a dash
Basic Moves
-----------
Energy Backfist HP close 2 hits
Double Sword Slash HP far 2 hits
Shin Kick LK must be blocked low
Double Jump Kick u, HK 2 hits with both being
overheads
Command Moves
-------------
Surprise Jump jump against the wall a triangle jump
and then f + K
Sliding Knee jump against the wall
and then b + K
Power-Up LP+MP+HP/LK+MK+HK when attacks become stronger
magic meter is full
Special Moves
-------------
Dashing Strike qcf + HP !Works in Sega Saturn
version only!
Head Shock f, d, df + P close unblockable
Scalpel Slash Charge d for half a LP=short, MP=medium,
second, u + P HP=furthest; the
stronger the button
used the more damage
this maneuver does; can
be comboed directly
from a sweep (d + HK)
Air Scalpel Slash Charge d for half a LP=short, MP=medium,
second, u + P in air HP=furthest; the
stronger the button
used the more damage
this maneuver does
Roundhouse Cut hcb + P the stronger the button
used the more damage
this maneuver does;
move is fully
invulnerable during the
startup and until Doc
ends his hop
Shock Palm hold P from previous
motion
Roundhouse Fake hcb + K move is fully
invulnerable during the
startup and until Doc
ends his hop
Triple Kick f, d, df + K the stronger the button
used the more damage
this maneuver does
Super
-----
Shock Wave hcb, f + P after Power-Up projectile must connect
(not blocked) to
perform the entire
maneuver; projectile
will absorb other
projectiles
*******************************************************************************
* 3.9 Green *
*******************************************************************************
Colors
------
LP/LK - Lawn Green skin w/ Red trim and Brown loincloth
MP/MK - Emerald Green skin w/ Purple trim and Cerulean loincloth
HP/HK - Teal skin w/ Orange trim and Dark Gray loincloth
Throws
------
Choke And Headbutt f/b + HP close Green ends up in front of
opponent
Dangerous Knees f/b + HK close Green ends up in front of
opponent; tap buttons
rapidly for more knees
and damage
Basic Moves
-----------
One Two Punch MP close 2 hits
Shin Kick Slide LK must be blocked low
Command Moves
-------------
Hop Forward f, f unique to Green, he
cannot hold f to extend
his dash; goes over
most lows (even Zoma's
Changeling potion if
done at the right time)
Double Knee Slide d + HK must be blocked low
Power-Up LP+MP+HP/LK+MK+HK when attacks become stronger
magic meter is full
Special Moves
-------------
Mammoth Slam ub/uf, f, df, d + P can connect to opponent
on the ground or in the
air; sometimes move
doesn't do the entire
animation if it hits
while the enemy is
airborne; overhead
Attack Feint Charge b for 1.5 seconds, LK=short, MK=medium,
f + K HK=far; is fully
invulnerable during the
startup and until the
maneuver ends
Giant Hook d, u + P launches opponent who can
be juggled
Windmill Charge any three attack 2 strikes with delay up
buttons, release to 3 seconds, 3 strikes
(delaying longer with delay over 3
empowers maneuver) seconds to 5 seconds,
4 strikes with delay
over 5 seconds to 8
seconds, 5 strikes
with delay over 8
seconds
Backbreaker 360 + K close the stronger the button
used the more damage
this maneuver does;
unblockable; can be
comboed into from any
cancelable normal (ie
close standing HP)
Super
-----
Raging Forest 360 + LP+MP+HP close unblockable; can be
after Power-Up comboed into from any
cancelable normal (ie
close standing HP)
*******************************************************************************
* 3.10 Panchos *
*******************************************************************************
Colors
------
LP/LK - Red costume w/ Gray bombs and Blue Gray weapon
MP/MK - Mint Green costume w/ Green bombs and Green weapon
HP/HK - Cyclamen Pink costume w/ Purple bombs and Purple weapon
Throw
-----
Bombs Away f/b + HP/HK close Panchos ends up behind
the opponent unless the
opponent is in the
corner; can be
performed out of a
dash; if the opponent
performs an
invulnerable attack
right before the bomb
explodes the bomb will
disappear without doing
any damage
Basic Move
----------
N/A
Command Moves
-------------
Mace Poke d + LP must be blocked low
Mace Swing d + MP must be blocked low
Power-Up LP+MP+HP/LK+MK+HK when attacks become stronger
magic meter is full
Special Moves
-------------
Mini Bomb qcf + P LP=short, MP=medium
HP=far; the stronger
the button used the </pre><pre id="faqspan-2">
more damage this
maneuver does; the bomb
itself is what strikes
the opponent, not the
blast afterwards; the
bomb will collide with
other projectiles as
both will be
"destroyed" in the
process
Mega Bomb qcf + K (hold K to delay LK=short, MK=medium,
explosion) HK=far; can throw
another bomb out while
delaying a bomb if you
use a different K
button; can delay
indefinitely; the blast
is what strikes the
opponent, not the bomb
itself; the blast will
collide with other
projectiles as both
will be "destroyed" in
the process
Dyna Might hcb + K LK=far with low damage,
MK=far with slightly
more damage than LK
version, HK=very far
with the highest
damage; maneuver has
invulnerability frames
during the startup and
rising part of the move
but not during the
falling part; can be
comboed directly from a
sweep (d + HK)
Super
-----
Blast Wave hcf, uf + K after move must connect (not
Power-Up blocked) to perform the
entire maneuver; can be
comboed directly from a
sweep (d + HK)
-------------------------------------------------------------------------------
*******************************************************************************
* 3.11 Golden Axe *
*******************************************************************************
Colors
------
LP/LK/MP/MK/HP/HK - Gold costume w/ Red cape
Throw
-----
Levitate Drain f/b + P close Golden Axe ends up in
front of the opponent;
can be performed out of
a dash
Basic Moves
-----------
Powerful Uppercut P close 2 hits on larger
opponents
Slide Kick K must be blocked low
Command Move
-------------
Power-Up LP+MP+HP/LK+MK+HK when attacks become stronger
magic meter is full
Special Moves
-------------
Death Beam qcf + P beam absorbs projectiles
Blast Uppercut f, d, df + P blast absorbs projectiles
Dash Wave qcb + P
Super
-----
N/A
===============================================================================
4. Conclusion
===============================================================================
4.1 What's Missing/Needed
-Corrections and clean up
-Any Super Move for Golden Axe?
-Any other Saturn version exclusive attacks?
-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
-Sega
-Gamefaqs
-Giygas for testing Doc's Dashing Strike on the Saturn version, providing
damage info, corrections on maneuver motions, details on moves, info on
Death-Adder's shield, invulnerability info, added information for thieves,
missing lows, detail on Kain Blade's Jumping Swipe Kick, expanded info on
throws, and much more!
-And me for writing this faq