PLASMA SWORD: NIGHTMARE OF BILSTEIN MINI-FAQ v0.6
(Star Gladiator 2: Nightamre of Bilstein in Japan)
for the Arcade and US Dreamcast versions
Written by Chris MacDonald
Unpublished work Copyright 1998-2001 Chris MacDonald
This document is protected by US Copyright Law, and the Berne Copyright
Convention of 1976. It is for private and personal use only--it cannot
be reprinted in part or in whole, or reproduced in any way or in any
form (written or otherwise). It is a free document that cannot be used
in any sort of commercial transaction, including selling it or giving
it away as a gift. This FAQ cannot be referenced, altered, or used by
anybody (including webmasters, publishers, and magazine staff) without
my express written permission. This FAQ was created and is owned by
me, Chris MacDonald <kmegura (at) yahoo (dot) com>. It can be found
exclusively at (www.GameFAQs.com). All copyrights and trademarks are
acknowledged and respected that are not specifically mentioned herein.
I expressly forbid the following publishers/publications from using this
FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer),
Future Publishing, Ltd. (publishers of PlayStation Power, Official UK
PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games,
and Prima Games. Remember, plagiarism is a crime and is punishable by
law.
The Star Gladiator / Plasma Sword series is (c) Capcom Co., Ltd.
=================
TABLE OF CONTENTS
=================
1. HOW TO PLAY
- FAQ Notation
- Basic Commands
2. CHARACTER MOVELISTS
- Bilstein and Ghost Bilstein
- Blood and Shaker
- Gamof and Gantetsu
- Gerelt and Claire
- Gore and Luca
- Hayato and Black Hayato
- June and Ele
- Saturn and Prince
- Vector and Omega
- Zelkin and Eagle
- Rain
- Byakko
- Rai-On
- Kaede
3. SECRETS AND TRICKS
- Play as Kaede or Rai-On
- Fight Kaede or Rai-On
- Play as SG1 2P Color Gamof
- See Your Character's True Ending
4. GAMEPLAY NOTES
- The Life and Plasma Power Gauges
- Types of Movement
- Types of Throws
- Attack and Defense
- Fighting on the Ground
- The Plasma Moves
5. MISCELLANEOUS
- Translations
6. AUTHOR'S NOTE
- Special Thanks
- Revision History
This FAQ was written mostly based on my experience with the US Dreamcast
version. According to Ben Koh, this game was re-released in the arcades
and was based on the Dreamcast version, so this FAQ should work fine
with that game. I don't know what differences there are from the first
arcade release and the re-release, though.
========================================================================
1. HOW TO PLAY
========================================================================
------------------------------------------------------------------------
FAQ NOTATION
------------------------------------------------------------------------
[ Controller Layout ] -------------------------------------------------
ub u uf Jump Up-Back Jump Up Jump Up-Forward
\ | /
b -- n -- f Walk Backward Neutral Walk Forward
/ | \
db d df Crouch Crouch Crouch
Obviously, you'll need to reverse these commands if you're on the left
side of the screen.
[ Button Layout ] -----------------------------------------------------
A B B+K Vertical Slash Horizontal Slash Plasma Field
M K A+B Movement Kick Throw
You can change these buttons any way you like in the Options Menu.
On a standard Dreamcast control, B+K is the right-hand trigger, and
A+B is the left-hand trigger. On Capcom's official joystick or an
ASCII FT pad, "C" is B+K, and "Z" is A+B.
[ FAQ Notation ] ------------------------------------------------------
qcf / hcf Press (d,df,f) or (b,db,d,df,f) on your controller.
qcb / hcb Press (d,db,b) or (f,df,d,db,b) on your controller.
ub~uf Press ub or u or uf.
(air) The move can be done while on the ground or when jumping.
AM / BM / KM Press A+M / B+M / K+M buttons together at the same time.
AB / BK / AK Press A+B / B+K / A+K buttons together at the same time.
ABK Press A+B+K together at the same time.
1 / 2 The move is only available to the 1st or 2nd character.
------------------------------------------------------------------------
BASIC COMMANDS
------------------------------------------------------------------------
Standing Guard Hold b when attacked
Crouching Guard Hold db when attacked
Dash Backwards Tap b,b / b + M
Dash Forwards Tap f,f / f + M
Run Forward Tap f,f, hold f / f + M, hold f
Dashing Jump Press uf while dashing or running
Move into Background Press M
Move into Foreground Press d + M
Safe Fall Press any button when you hit the ground
Throw / Crouching Throw Press AB when standing or crouching
Throw From Behind Press AB when standing behind your enemy
Get-Up and Flip Away Press b when lying on the ground
Get-Up and Roll Forward Press u or f when lying on the ground
Quick Get-Up Press d when lying on the ground
Roll into Background Press M when lying on the ground
Roll into Foreground Press d + M when lying on the ground
Vertical Attack Press A (can't be blocked crouching)
Horizontal Attack Press B
Kick Attack Press K
Jumping Attack (Going Up) Press u + A / B / K
Jumping Attack (Going Down) After apex of jump, press A / B / K
Weak Pursuit Attack Press u + K when enemy is downed
Strong Pursuit Attack Press u + A / B when enemy is downed
Plasma Reverse: Revenge Press AM (costs 0.5 levels)
Plasma Reverse: Reflect Press BM (costs 0.5 levels)
Plasma Field Press BK (costs 1 level)
Plasma Strike qcf / qcb + AB (costs 1 level)
For more information on these moves, please see the Gameplay Notes
section.
========================================================================
2. CHARACTER MOVELISTS
========================================================================
The original Star Gladiator cast is listed alphabetically, with their
"alternate" character listed along with them (since they share all the
same moves, Plasma Combos, etc. except their Plasma Strikes). The only
exceptions are Byakko and Rai-On, and Rain and Kaede. Although they
use similar animations, they have unique movelists and Plasma Combos.
Also, instead of listing the Plasma Combos in diagrams as they appear
in the Training Mode, I've just listed all the combinations. This is
because, unlike the first Star Gladiators, most characters have very
few Plasma Combos anyway.
------------------------------------------------------------------------
BILSTEIN and GHOST BILSTEIN
------------------------------------------------------------------------
Blaze Sword f,d,df + A
Double Blaze f,d,df + B
Kieru b,d,db + K
Dark Vortex qcf + A
Hell Wind Sword b,f + B (direction depends on stance)
Final Bilstein hcb + K
Gigant Armored Tap d,d,d
Fuyuu Press Provocation (can then move b / f)
Kuuchuu Yoku Idou Hold G during Fuyuu (can move in / out)
Calamity Dive Press A / B / K during Fuyuu
(step sword) b + A
(stance change attack) b + B (turns enemy around)
(low shin knock) b + K
(low pierce blade) df + A
Fear Rise Sword Press A / B while dashing
Slide Centipede Press K while dashing
1 Dark Vortex: End qcf + AB
1 Nightmare Blaze qcb + AB
1 Gigantic Explosion d,d + AB (requires 3 levels)
2 Deadly Break qcf + AB
2 Nightmare Blaze qcb + AB
2 Gigantic Explosion d,d + AB (requires 3 levels)
Plasma Field - Infinity Power: Gauge Waza Tsukai Houdai
Plasma Combos:
A,A,A,A B,A,A,A K,K,K,A A,A,B A,B df+B,A,A df+B,B,B
B,A,A,B B,A,A,K K,K,K,K B,A,B B,B df+B,B,B db+B,A,A
- When you use the Kieru, you become invisible for a short period or
until hit. Only your sword can be seen.
- The Final Bilstein is unblockable.
- When you use the Gigant Armored, Bilstein gets his Super Bilstein
color scheme from the original Star Gladiator. For a short while
he will not go into hit stun when attacked (this is known as 'super
armor' in most games). In other words, if you are starting to do
the Dark Vortex and are attacked, instead of being knocked out of
the move, you still take damage but will complete your attack.
- During Bilstein's Plasma Field, you can use your Plasma Strikes
(even the Gigantic Explosion) as many times as you want.
------------------------------------------------------------------------
BLOOD and SHAKER
------------------------------------------------------------------------
Dark Surprise qcf + A, tap A rapidly
Evil Storm qcf + K
Teleportation qcf + M / qcb + M
Kuuchuu Teleportation f,d,df + M / b,d,db + M
Fatal Edge f,d,df + A
Fake Blade qcb + A
Hell Wind Sword b,f + B (direction depends on stance)
(flip throw) hcb + K (hits when close)
(stance change attack) b + B
(low shin knock) b + K
(low pierce blade) df + A
Fear Rise Sword Press A / B while dashing
Slide Centipede Press K while dashing
1 Rising Tornado qcf + AB
1 Bloody Blade qcb + AB
2 Murderous Vulcan qcf + AB
2 Darkness Arm qcb + AB
Plasma Field - Time Stop: Jikan Teishi
Plasma Combos:
A,A,B,B A,B,B,B B,B,B,B A,A,A db+B,A d+K,d+K,d+K
B,A,B,B K,A,B,B K,K,B,B K,K,K df+K,K
- The Fake Blade isn't just useful as a fake out, but also because you
cannot be hit until you appear for the sword slash, making this a
useful counter against fireballs.
- When using the Teleportation, qcf + M makes you appear in front of
your opponent, while qcb + M makes you appear behind them. The
f,d,df + M and b,d,db + M teleports have the same effect, but you'll
reappear in mid-air.
- During the Time Stop, your opponent is frozen in place. You can
attack them all you want, and when the move ends, they'll take the
culmulative damage.
------------------------------------------------------------------------
GAMOF and GANTETSU
------------------------------------------------------------------------
Gamo Tackle qcf + B
Gamo Tornado qcb + B, tap B rapidly
Gamo Screw hcb + K (hits when close)
Gamo Giant Swing hcb + K when foe's back is towards you
Zenten qcf + M
(roll and slash) Press or hold B from Zenten
(sit and smash) Press or hold K from Zenten
(stance change attack) b + B (turns enemy around)
Gamo Kick b + K
Gamo Head df + K
Gamo Ride df + A
Gamo Sliding Press A / B when dashing
Gamo Running Kick Press K when dashing
Gamo Fall Press B during Gamo Running Kick
1 Super Gamo Tornado qcf + AB
1 Plasma Giant Swing qcb + AB
2 10t Bakudan do Konjyou Nage qcf + AB
2 Flying Gantetsu Buster qcb + AB
Plasma Field - Auto Throw: Jidou Nage Mode
After connecting with Auto Throw (his Plasma Field ability):
Gamo Swing Press A / B / K and miss
Gamo Home Run Press A / B / K with good timing
Gamo Chip Press A / B / K with bad timing
Plasma Combos:
B,B,B,B A,A,A B,A,K d+A,K df+K,K K,K
B,A,B,B A,A,K K,A,K b+K,K df+A,A d+A,f+A
- The Gamo Tornado and Gamo Screw are unblockable, as are Gamof's Super
Gamo Tornado and Gantetsu's Flying Gantetsu Buster.
- During the Auto Throw plasma field, your character's hands grow big.
They can grab someone at any time (even if being attacked). If you
manage to grab your opponent, there are several outcomes to this move
once your foe is tossed into the air. If you press A, B, or K right
as your character starts to flash red, you get the Gamo Home Run.
Otherwise, you get the Gamo Chip. If you totally miss, you get the
Gamo Swing (aka nothing happens and they fall to the floor).
------------------------------------------------------------------------
GERELT and CLAIRE
------------------------------------------------------------------------
Andelucia Storm qcf + A, tap A rapidly
Andelucia Crawl Press B during Andelucia Storm
Andelucia Arrow Press K during Andelucia Storm
Flying Matador qcb + A
Bloody Flamenco qcb + K
Naname Zenten qcf + M
Spanish Dance b,f + A
Rapid Elbow (to knock kick) f,f + K
Secret Combo df + A, then press A,B,K, tap K rapidly
1 (endless taunt) Tap Provocation rapidly
Just Stab b + A
(stance change attack) b + B
Black Heaven df + A
Sharp Crawl df + B
Killing Bull db + A
(rapid elbow) A / B while dashing
Dead Slide Press K while dashing
Kick del Sol Press KM while dashing
1 Spiral End qcf + AB
1 Final Ecstasy qcb + AB, tap A rapidly
2 Thousand Burst qcf + AB
2 Scarlet Del Sol qcb + AB
Plasma Field - Burst Mode: Kougeki Riki Up
Plasma Combos:
A,A,A,A,A B,A,A K,A,B K,K,K B,B
A,A,A,B,A B,A,B K,A,K d+K,K d+A,A,A
- To perform the Secret Combo, input df + A, then press A,B,K rapidly
(don't wait for the hits to come out), and start tapping K. Your
character will clap their hands as long as you keep tapping K.
- During the Burst Mode plasma field, any A or B attack you make comes
out as a multi-hit attack.
------------------------------------------------------------------------
GORE and LUCA
------------------------------------------------------------------------
Baku'en Tousha qcf + A
Sosei Henkan qcf + B
Kyakubu Kaiten qcb + K
Enshin Bunri qcf + K when enemy is floored
Katsu Tou'nyuu d,d + K when enemy is floored
Shukushou d,d,f,b + Provocation
(return to normal size) d,d,f,b + Provocation when small
Zettai Ansei Tap d,d,d, then do any move listed below
Shin Dash Tap b,b / f,f
(lying down movement) Press b / f
Shindou Ryouhou Press AB (hits when close)
Okiru Press M
Temae-shin Idou Press d + M
Ou-shin Idou Press u + M
Okiagari Kougeki Press K
Okiagari Gedan Kougeki Press d + K
Okiagari Taikuu Kougeki Press d,u + K
(get up jump attack) Press u + A / f + A
(get up leap slide) Press f + K
Atama Kyodaika Press and hold Provocation
Hiyaku Youkyoku b + A
(staff attack) b + B
Kou Kaiten Shuu b + K
Tsubo Shiatsu-zuki df + A
Kaiten Keizan df + B
Haikotsu Shinchou df + K (then hold d for Zettai Ansei)
Kinou Shinshuu Press A / B while dashing
Kacchi-men Shuu Press K while dashing
1 Ryuusei Shourai qcf + AB (hold Provocation for big head)
1 Ankoku Kyuuin qcb + AB (hold Provocation for big head)
2 Ganseki Houraku qcf + AB
2 Goku'en Shoukyaku qcb + AB, direct d / u
Plasma Field - Giant Attack: Kyodaika
After connecting with Giant Attack (his Plasma Field ability):
Ara-ryouji qcf + A
Naizou Appaku Press K,K,K
(spinaround throw) Press AB while standing
Plasma Combos:
A,B,B,B B,A,B,B A,A,A B,A,K df+K,f+A K,K
B,B,B,B d+A,K,B A,A,K K,A,K b+K,df+K df+K,b+K,df+K
- The Sosei Henkan petrifies an opponent, giving you a chance to attack
them as they break out of their stone casing.
- When you use the Shukushou, your character shrinks, and stays this
way until you're hit or use your Plasma Field. When shrunken, you
do less damage, and all your attacks are shrunk as well (such as
your Plasma Strikes). Also, you cannot use any throw moves when
small, nor can you use the Enshin Bunri.
- You can make your head increase in size while standing still, or
when lying down (during the Zettai Ansei). This even applies during
your Plasma Field. Gore can also increase his head size during his
Plasma Strikes).
- When Gore uses the Ankoku Kyuuin, his opponent is drawn towards a
black hole. If they're not blocking, they're sucked inside.
- The code to make Gore or Luca small is listed at Capcom of Japan's
page (and elsewhere!) as d,d,f,f,b,b + Start, but this doesn't work.
Anyone know if this code has some other effect?
------------------------------------------------------------------------
HAYATO and BLACK HAYATO
------------------------------------------------------------------------
Shiden qcf + B
Shiden: Kai qcb + B
Byakko Hou f,b + K (hits when close)
Guren f,d,df + A / B
Ashura Tap d,d,d
Tsuki Kage df + A
Jajin df + B
Jatai df + K
Hien b + A
(stance change attack) b + B
Hayagake-Zuki Press A while dashing
Shippuu Geki Kyaku Press K while dashing
Dokuryuu Press B while dashing
Souryuu Press B,B while dashing
1 Engetsu qcf + AB
1 Rasetsu Zan qcb + AB
2 Guren Tenpa qcf + AB
2 Kegon qcb + AB
Plasma Field - Plasma Sword: Tsurugi Kyodaika
Plasma Combos:
A,A,A,A K,A,A,B B,A,B K,K,B A,B df+K,A,A
B,A,A,B d+K,f+K K,A,B K,K,K B,B K,K,d+K,K
- When Hayato uses the Ashura, his sword increases in length for a
short period of time. The same applies after using the Engetsu.
It's possible to get a very long sword by using the Engetsu, then
performing the Ashura once you recover.
------------------------------------------------------------------------
JUNE and ELE
------------------------------------------------------------------------
Starlight Shoot qcf + A
Air Starlight Shoot In air, qcf + A / B
North Star Combo b,f + B,K
Sokuten qcb + G
Comet Kick qcb + K
Shine Dream (Somersault) qcf + K
Shine Dream (Command Attack) Press A Shine Dream (Somersault)
Moonsault Kick Press K when facing away
Moonshine Kick Press KG during Moonsault Kick
Camel Clutch Press AB (enemy face down, legs towards)
(stance change attack) b + B (turns enemy around)
Turn Shot f + B (direction depends on stance)
Shine Dream df + A
Stardust Shot df + B
Scream Flash df + K
Ground Gyro Shoot db + K
Prominent Kick Press A while dashing
Cosmo Stream Press K while dashing
1 Big Bang qcf + AB
1 Happy Black Hole qcb + AB (changes when used as anti-air)
2 Shooting Star qcf + AB
2 Meteor Step qcb + AB
Plasma Field - Ring Thrower: Ring Nage
Plasma Combos:
K,K,K,K K,K,K,d+K A,A,A A,K,K B,B,A K,B,B A,A,d+K,K
K,B,d+B d+K,K,K,K A,A,K B,K,K B,B,B b+K,K,K d+K,f+K,K
K,K,f+K d+B,B,B,B A,K,A B,K,A K,B,A B,B,d+B f,f+B,K,K,K
- During the Ring Thrower, pressing any button makes you toss a ring.
You can juggle your opponent easily with multiple ring tosses.
- To use the Camel Clutch, your opponent must be lying on the ground
face down, with their legs pointing towards you.
- When June uses the Happy Black Hole and hits an airborne opponent
with the initial somersault, she does a multi-somersault combo
instead of grappling her foe and butt-checking them.
------------------------------------------------------------------------
SATURN and PRINCE
------------------------------------------------------------------------
Inu no Sambo qcf + A,A
Firecracker qcf + K (air)
Tapping Attack b,f + B (direction depends on stance)
Acrobat Combo qcb + B, tap B rapidly
(stance change attack) b + B (turns enemy around)
Sendout Sky df + A
Roll Slash df + B
Sailing Hit df + K
Firecracker Press A / B while dashing
Ground Rush Press K while dashing
1 Infinity Yo-yo qcf + AB
1 Dance With Me qcb + AB
2 Trick Superball qcf + AB
2 Rolling My Way qcb + AB
Plasma Field - Doll Bomb: Ningyou Bakudan Hassha
Plasma Combos:
B,B,B,B K,A,B,B A,A,A B,A,K b+B,B d+K,f+K,K K,K
B,A,B,B d+B,B,A B,B,K K,A,K d+K,K df+K,A,B
- There's a mistake in Saturn and Prince's plasma combo chart (the one
that appears in Training Mode). The combo that reads "d+K - K" is
actually performed as "d+K - f+K".
- During the Doll Bomb Plasma Field, pressing any button makes you send
out a Saturn doll (even if you're Prince) that explodes when they get
close to their opponent).
------------------------------------------------------------------------
VECTOR and OMEGA
------------------------------------------------------------------------
Beam Bazooka qcf + A (qcf + Provocation to fake)
Lower Beam Bazooka qcb + A (qcb + Provocation to fake)
Horizontal Laser qcf + B
Lower Horizontal Laser qcb + B
Mad Blit f,d,df + K, move b / f at apex of jump
Flying Drill d + K during Mad Blit
Last Shooting Press A after throwing foe from behind
Vertical Laser Press K when facing away (unblockable)
Back Roller Dash Tap b,b, hold b
(lower attack) df + A
Leg Cut df + B
Drill Kick df + K
Death Express Press A / B while dashing
Sliding Drill Press K while dashing
1 Mega Horizontal Laser qcf + AB
1 Satellite Shoot qcb + AB
2 Omega Shockwave qcf + AB
2 Mad Spin Burst qcb + AB
Plasma Field - Auto Fire: Beam Nagi Harai Mode
Plasma Combos:
A,B,B,B A,A,K,K B,B,K,K K,K,K,K B,A,K A,A,A
B,B,B,B A,B,K,K K,A,B,B df+K,K,A K,A,K
- The Horizontal Lasers are blockable now, unlike as in the first Star
Gladiator. Because they cover a large radius, they can hit people
who try to sidestep out of the way, though.
- Vector can do a lot of damage by doing the Satellite Shoot, juggling
his opponent with another Satellite Shoot, then doing a Mega
Horizontal Laser or Plasma Field against his falling opponent.
- During the Auto Fire, pressing any button makes you fire a beam of
light from your face that can be directed up or down.
- If you taunt with Vector and hold down the button, he keeps spinning
and will earn continuous Plasma Power that way. For Omega, holding
the button has no effect, although taunting with him does give you
a little bit of Plasma Power.
------------------------------------------------------------------------
ZELKIN and EAGLE
------------------------------------------------------------------------
Rising Blade f,d,df + A, tap A rapidly
Sky Destruction qcf + K
Thunder Blade b,f + B (depends on flip stance)
Thunder Wheel Combo b,f + B,K, tap K rapidly
Sky Javelin Press in any direction + AK x2 (air)
Blue Storm (Taunt) Press and hold Provocation
Super Jump Tap d,ub~uf
Kuuchuu Nage Press AB when in air
Kuuchuu Fuyuu Tap ub~uf when in air
Kuuchuu Yoko Idou Press G during Kuuchuu Fuyuu
Kuuchuu Dash Tap f,f / f + M
Kyuu Rakka Press d after Kuuchuu Fuyuu
Sky Snipe b + A
(sword swipe) b + B
Rising Blade df + A
Sliding Blade df + B
Hammer Kick df + K
Dash Thunder Blade Press A / B while dashing
Spring Missile Press K while dashing
1 Crimson Phoenix qcf + AB (air)
1 Blue Storm qcb + AB (air)
2 Kaiser Sky Destruction qcf + AB (air)
2 Judgment Phaser qcb + AB (air)
Plasma Field - Transformation: Hikou Mode ni Henkei
Plasma Combos:
A,A,K,A,A K,K,B,A A,A,A K,B B,K,A K,K,f+K d+K,d+K,d+K,d+K
B,K,K,A,A K,K,K,K A,K,A B,B df+A,A df+B,K,K
- The Sky Destruction is unblockable, but only hits standing opponents.
- You can do the Sky Javelin twice in the air, in any direction you want
(on the ground, you cannot fly in any of the downward directions).
- When you use the Blue Storm (the taunt, not the Plasma Strike), you
will blow your enemy backward with gusts of wind.
- The Kuuchuu Nage is like a ground throw, but it works against
an airborne opponent.
- When you use the Kyuu Rakka, you will not drop down until after
the Kuuchuu Fuyuu ends.
- During the Transformation, your character does repeated Sky Javelins.
You can direct them with the control pad, but the buttons have no
effect (just the opposite of SG1)!
------------------------------------------------------------------------
RAIN
------------------------------------------------------------------------
Spinning Scythe qcb + A
Vertical Sword qcf + A / B / K
Charge Scythe Alpha Hold A and release
Charge Scythe Beta Hold B and release
(thrusting spin) b + B
(upper knock) b + K
(chop staff) df + A
(sweep staff) df + B
(knockaway staff) While dashing, press A / B
(staff end hit) While dashing, press K
1 Destroy Spear qcf + AB
1 Galactica Storm qcb + AB
Plasma Field - Freeze Blade: Reitou Kougeki
Plasma Combos:
A,A,A A,A,K A,B,B A,B,K B,B,B B,B,K B,A,K
K,A,K B,A,B K,A,B K,K d+B,B d+K,K d+K,B
- When you use the Vertical Sword, the button pressed determines where
the blade comes up. A is closest, K is furthest away.
- It doesn't matter how long you hold A or B for the Charge Scythes;
they still do the same amount of damage.
- The Destroy Spear will freeze an enemy if done up close.
- During the Freeze Blade, any attack you make freezes your enemy,
leaving them open to attack.
------------------------------------------------------------------------
BYAKKO
------------------------------------------------------------------------
Kessou Jin qcb + A
Shippuu Zan qcf + B
Byakko Hou qcb + M, then press A / B / K
Byakko Hou: Manji qcf + M, then press A / B / K
Jinrai Shuu After apex of jump, d + K
Shikkuu Sou In air, tap f,f / f + M
Nidan Chouyaku In air, press ub~uf
(spin slash) b + B
(flip kick) b + K
(slash swing) df + A
(spread claw) df + B
(slide) df + K
(leaping kick) While dashing, press A / B
(spinning attack) Press A / B after Leaping Kick
(sliding kick) While dashing, press K
1 Oboro Tsmuji qcf + AB
1 Kekka Soujin qcb + AB
Plasma Field - Great Haste: Speed Up
Plasma Combos:
A,A,A,A K,K,B,K b+B,B,B A,A,B K,K,K
A,A,A,K B,A,B,B d+K,K,K B,A,A A,B
K,K,B,B B,A,B,K b+B,B,df+B K,A,A B,B
- After doing the Byakko Hou or Manji, the button you press changes
how you attack. A is a 2-hit slash attack, B is a Shippuu Zan,
and K makes Byakko jump forward and do an unblockable throw.
- During the Great Haste, you turn invisible when not attacking, and
move faster and jump higher. Not only do your attacks come out
quickly, but you can do mid-air combos by tapping A, B, or K while
jumping (you can do up to 5 hits, and can mix up the buttons any
way you like). However, you cannot use _any_ moves aside from your
normal A,B,K attacks and the Kessou Jin or Shippuu Zan.
------------------------------------------------------------------------
RAI-ON
------------------------------------------------------------------------
Tenshin Raigeki qcf + A / B / K
Raion Shou qcb + K
Hougeki qcb + M, then press A / B / K
Hougeki: Manji qcf + M, then press A / B / K
Jinrai Shuu After apex of jump, d + K
Shikkuu Sou In air, tap f,f / f + M
Nidan Chouyaku In air, press ub~uf
Purazuma Tako Hold M after Nidan Chouyaku, move b / f
(spin slash) b + B
(flip kick) b + K
(slash swing) df + A
(spread claw) df + B
(slide) df + K
(leaping kick) While dashing, press A / B
(spinning attack) Press A / B after Leaping Kick
(sliding kick) While dashing, press K
1 Dai Shippuu Zan qcf + AB, direct d (or u in air)
1 Ura Shungoku qcb + AB (unblockable)
Plasma Field - Great Haste: Speed Up
Plasma Combos:
A,A,A,A A,B,B,A K,K,K,K u+A,A,K,d+K
A,B,B,B B,B,B,B d+K,K,K
- When you perform the Tenshin Raigeki, the button used determines your
flight path. A is straight forward, B is an arc, and C is a very
steep arc.
- The Raion Shou stuns an opponent briefly.
- After doing the Hougeki or Manji, the button you press changes
how you attack. A is a 2-hit slash attack, B is a Shippuu Zan,
and K makes Rai-On jump forward and do an unblockable throw.
- On the ground, you can fly into the air during the Dai Shippuu Zan
by pressing up. If you do this move in the air, you can fly up or
down by pressing in those directions.
- The Ura Shungoku is unblockable. When you do this move, Rai-On
will jump at his opponent, which means he'll jump forward if they're
in front of him or he'll jump backwards if they're behind him.
- During the Great Haste, you turn invisible when not attacking, and
move faster and jump higher. Not only do your attacks come out
quickly, but you can do mid-air combos by tapping A, B, or K while
jumping (you can do up to 5 hits, and can mix up the buttons any
way you like). However, you cannot use _any_ moves aside from your
normal A,B,K attacks and the Tenshin Raigeki.
------------------------------------------------------------------------
KAEDE
------------------------------------------------------------------------
Ichi no Jutsu: Kage Hou qcf + A
Ni no Jutsu: Hasai Kourin qcf + B
San no Jutsu: Kaen Kyaku qcf + K
Yon no Jutsu: Sou Kan'ei qcb + A
(bopper staff) df + A
(sweeper staff) df + B
(slider staff) df + K
(dashing sweep) Press A / B while dashing
(dashing knock) Press K while dashing
(chin rub) Press and hold Provocation
1 Ougi: Hyouryuu Shourai qcf + AB (air)
1 Ougi: Enryuu Shourai qcb + AB (air)
Plasma Field - Mysterious Force: Mogura Tataki
Plasma Combos:
A,A,A A,A,K A,B,B A,B,K B,B,B B,B,K B,A,K
K,A,K B,A,B K,A,B K,K d+B,B d+K,K d+K,B
- The Kage Hou will stun an opponent.
- You can follow the Sou Kan'ei with an attack, like the Kaen Kyaku.
- The Bopper Staff flattens an enemy.
- During Kaede's Mysterious Force, pressing A, B, or K makes her swing
her hammer at the appropriate hole. If you can hit your opponent
when they pop out of a hole, they are damaged. The more times you
hit them before the move ends, the more damage they take once the
Plasma Field has ended.
========================================================================
3. SECRETS AND TRICKS
========================================================================
------------------------------------------------------------------------
PLAY AS KAEDE OR RAI-ON
------------------------------------------------------------------------
To play as Kaede, put the cursor on Rain, then input this command:
- down, down, left, left, up
To play as Rai-On, pu the cursor on Byakko, then input this command:
- up, down, left, left, right, left, up
You have to re-enter the codes to enable them every time you play a
game in a new mode, unless you've fought them in Arcade mode (by
doing the trick listed below).
------------------------------------------------------------------------
FIGHT KAEDE OR RAI-ON
------------------------------------------------------------------------
To fight Kaede or Rai-On, you must do the following:
- Finish at least 2 rounds with Perfect wins.
- Finish at least 3 rounds with a Plasma Final win.
- Finish at least 1 round with a Plasma Field win.
- Don't get any Time Out finishes.
- Don't continue (you can still lose a round, though)
If you did it corretly, you'll randomly fight Kaede or Rai-On as your
fourth round opponent. Once you beat the character (you don't even
have to go on and beat the game), they are saved to memory, so once you
enter the code to play as one of them, they are permanently available.
Remember that since this game doesn't have an autoload or autosave
feature, you'll need to save your game after enabling them (you can
just hit ABXY + Start to reset, then go to the Option menu), and that
when you start a new game, you'll have to load your file or they
won't appear.
------------------------------------------------------------------------
PLAY AS STAR GLADIATOR 1 2P COLOR GAMOF
------------------------------------------------------------------------
Put the cursor on Gamof, hold Start, and press any button. The only
differences are in appearance--he plays just like the normal Gamof.
This version of Gamof just so happens to be the boss of Gamof's true
ending.
------------------------------------------------------------------------
SEE YOUR CHARACTER'S TRUE ENDING
------------------------------------------------------------------------
To see your character's real ending, you have to have amassed a certain
amount of Battle Abiliy points by the time you clear Stage 8. When
playing on 1-round settings, you need 70,000 points. On 3-round
settings, you need 95,000 points, and on 5-round settings, you need
110,000 points. It's okay if you die and have to continue--as long as
you get enough points, you'll get to see your character's true ending.
All of the true endings work in a similar fashion; where the real ending
would have left off, you instead are challenged by a CPU boss. If you
beat the boss, the rest of the ending is revealed. If you lose, you can
still continue and fight them, but you won't be able to change
characters.
========================================================================
4. GAMEPLAY NOTES
========================================================================
------------------------------------------------------------------------
THE LIFE AND PLASMA POWER GAUGES
------------------------------------------------------------------------
You start off each round with a full life gauge that can is reduced
when you're damaged by attacks, or if you block special moves or Plasma
Strikes. Once your gauge is empty, you are knocked out and you lose the
round (lose two rounds and the battle is over).
The Plasma Power gauge, on the other hand, starts off with only one
level of power but can hold three at the most. Plasma power is earned
when you are damaged, when you damage your enemy, or when you perform
a special move (whether it hits or misses). Plasma power can be
expended on Plasma Reflects and Plasma Revenges (these cost 0.5 levels),
and Plasma Strikes or Plasma Fields (these costs 1 level a piece). For
more info., read the sections below.
------------------------------------------------------------------------
TYPES OF MOVEMENT
------------------------------------------------------------------------
Every character can inch back or forward by holding in those directions,
but they can also dash forward or backward by tapping f,f or b,b. While
dashing forward, you can hold f in order to keep running towards your
enemy. It's also possible to dash by pressing f + M or b + M.
Other types of movement involve the Movement button. Pressing G makes
you move into the background, while pressing d + G makes you move into
the foreground. These movements can be used to avoid attacks, although
some attacks hit both to the sides as well as the front.
------------------------------------------------------------------------
TYPES OF THROWS
------------------------------------------------------------------------
Throws are unblockable attacks that miss unless they're performed from
up close (when done from afar, your character simply reaches out without
grabbing anything). Everyone can throw by pressing AB while standing,
and all characters can throw a crouching opponent by pressing AB when
standing or crouching. You can throw someone from behind, too, but you
can't crouch throw them (it will come out as the normal behind throw
instead). However, because characters automatically turn around when
you are behind them, it's a lot harder to land behind throws now.
June also has a throw that only comes out if her opponent is lying on
the ground face down, with his or her legs towards you and their head
pointing away from you. The easiest way to get them in such a position
is to do a dashing K slide, or to turn them around with b + B, then
knock them down with a df + K jumping knee. Afterwards, just get close
and press AB.
------------------------------------------------------------------------
ATTACK AND DEFENSE
------------------------------------------------------------------------
Throws cannot be defended against, and Vertical Attacks can only be
blocked by standing; if you crouch, they will still hit you. On the
other hand, most Horizontal Attacks will miss a crouching opponent, so
it's sort of a trade-off. Of course, you can crouch-guard against any
kind of crouching attack.
Another kind of attack is the turn-around attack, which is done by
pressing b + B. This move's most obvious effect is that a hit opponent
is knocked around so that their back is towards you. Not all characters
have this ability though, but those who do have the note (turns enemy
around) in their movelists.
Some characters b + B attacks (whether or not they turn a hit opponent
around) also make them switch stances. So, if they were standing with
their front towards the screen, they're now standing with their back
towards the screen. What does this mean? Well, for any move that makes
your character step to the side before attacking, they now step in the
opposite direction. For example, Bilstein's Hell Wind Sword normally
has him moving into the background while swinging his sword. If you
do b + B (even if it misses), he'll change his stance, and doing the
Hell Wind Sword makes him move into the foreground while attacking.
Finally, there are the jumping attacks. There are two types; one if
you press an attack button right as you jump (or for some characters,
before you reach the apex of your jump), and another type of attack
comes out if you press a button after the apex of your jump. Obviously,
the ones done right as you jump are better for anti-air attacks than
the ones done as you're falling, which are better for attacking people
on the ground.
------------------------------------------------------------------------
FIGHTING ON THE GROUND
------------------------------------------------------------------------
When you knock an opponent to the ground, several new options become
available to you and them. Before they get up, you can always attack
them with any low attack (like a crouching kick, or some standing
Vertical attacks), or you can use a Pursuit Attack, which is done by
pressing u + A / B / K. The K version does less damage, but comes out
faster, while the A / B version does more damage, but takes a while to
hit and gives your opponent more time to get out of the way.
However, you're not helpless when lying on the ground. After a moment,
your character will flip over so that they face up, then they'll get
up. You can also press back when lying on the ground to get up
and flip backward, or press up or forward to get up and do a short roll
forward. If you press down, you won't move around, but you will get
up faster. Another option is to press M when lying on the ground,
which will make you roll into the background or d + M to make you roll
into the foreground.
Another option is to press any button before you even hit the ground.
If you timed it right, you'll land on your feet instead of on your
back or stomach.
------------------------------------------------------------------------
THE PLASMA MOVES
------------------------------------------------------------------------
The two moves you'll definitely want to master are the Plasma Reverses.
The first type, the Plasma Reflect, is done by pressing A+M. When
used, you lose half a level of Plasma Power, and a hemisphere of
energy surrounds you. If your opponent attacks the energy shield
during this time, they are surrounded by electricity and are
momentarily stunned, allowing you to attack them without worry.
The other type of Plasma Reverse is the Plasma Revenge, which is done
by pressing B + M. Like the reflect, an energy field will surround
you momentarily, but if you are attacked during this time, you
automatically counterattack. Unlike as in the first Star Gladiator,
both moves will counter horizontal and vertical slashes, not to mention
certain special moves.
Next up are the Plasma Strikes. In SG1, these were 'finishing' moves
done at the end of combos. Now they have been changed and are more
like the Super Combos of the SF series. To do a Plasma Strike, input
qcf + AB or qcb + AB when you have at least one level of Plasma Power
(The Bilsteins also have a Plasma Strike done by inputting d,d + AB,
but it requires 3 levels of Plasma Power). Plasma Strikes generally
have higher priority and do much more damgae than other moves.
Finally, there are the Plasma Fields. These also cost 1 level of
Plasma Power to perform, and are done by pressing B+K. When you do
this, a field of energy surrounds your character. If the field hits
your opponent (and yes, it can be blocked), then the playing field
changes to a box-like enclosure, and your character gains a new ability
for a certain amount of time (you can see how much time you have left
by keeping an eye on the gauge that replaces your Plasma Power meter).
Note that Plasma Fields can be performed in air. If you do them after
reaching the apex of your jump, then you fall down afterwards should
the field miss. If you attempt one before reaching the apex of your
jump and it misses, you will continue to rise up (so no, it's not a
double jump or anything like that, although it looks like it).
========================================================================
5. MISCELLANEOUS
========================================================================
------------------------------------------------------------------------
TRANSLATIONS
------------------------------------------------------------------------
[ BILSTEIN and GHOST BILSTEIN ] ---------------------------------------
Kieru Erasure
Fuyuu Floating
Kuuchuu Yoku Idou Mid-Air Horizontal Movement
Gauge Waza Tsukai Houdai Gauge Skill Usage
[ BLOOD and SHAKER ] --------------------------------------------------
Kuuchuu Teleportation Mid-Air Teleportation
Jikan Teishi Time Stop
[ GAMOF and GANTETSU ] ------------------------------------------------
Zenten Forward Roll
10t Bakudan do Konjyou Nage 10 Ton Bomb Tenacious Throw
Jidou Nage Mode Automatic Throw Mode
[ GERELT and CLAIRE ] -------------------------------------------------
Naname Zenten Diagonal-Forward Roll
Kick del Sol Kick of the Sun
Scarlet del Sol Red Sun
Kougeki Riki Up Attack Power Up
[ GORE and LUCA ] -----------------------------------------------------
Baku'en Tousha Exploding Fire Projection
Sosei Henkan Composition Conversion
Kyakubu Kaiten Spinning Leg
Enshin Bunri Centrifuge Separation
Katsu Tou'nyuu Scolding Throw
Shukushou Become Reduced in Size
Zettai Ansei Absolute Rest
Shin Dash Lying Down Dash
Shindou Ryouhou Vibration Treatment
Okiru Getting Up
Temae-shin Idou Lying Down Movement (to the background)
Ou-shin Idou Lying Down Movement (to the foreground)
Okiagari Kougeki Getting Up Attack
Okiagari Gedan Kougeki Getting Up Lower Attack
Okiagari Taikuu Kougeki Getting Up Anti-Air Attack
Atama Kyodaika Giant-Sized Head Transformation
Hiyaku Youkyou Leaping Middle Spin
Kou Kaiten Shuu Backward Spinning Kick
Tsubo Shiatsu-zuki "Touching a Pressure Point" (tsubo)
Kaiten Keizan Spinning Leg Slash
Haikotsu Shinchou Spine Stretching
Kinou Shinshuu Recollection Quaking Kick
Kacchi-men Shuu Slippery Surface Kick
Ryuusei Shourai Meteor Summon
Ankoku Kyuuin Dark Absorption
Ganseki Houraku Boulder-Demolishing Drop
Goku'en Shoukyaku Hellfire Incineration
Kyodaika Giant Size Transformation
Ara-ryouji Wild Recovery
Naizou Appaku Internal Pressure
[ HAYATO and BLACK HAYATO ] -------------------------------------------
Shiden Violet Electricity
Shiden: Kai Modified Violet Electricity
Byakko Hou White Tiger Cannon
Guren Crimson Lotus
Ashura (demonic warrior)
Tsuki Kage Moon Silhouette
Jajin Serpent Blade
Jatai Serpent Thigh
Hien Flying Swallow
Hayagake-Zuki Rapid Dash Thrust
Shippuu Geki Kyaku Gale Attack Kick
Dokuryuu Lone Dragon
Souryuu Double Dragon
Engetsu Full Moon
Rasetsu Zan Justice Slash
Guren Tenpa Red Lotus Heaven Render
Kegon Stern Flower
Tsurugi Kyodaika Giant Sword Transformation
[ JUNE and ELE ] ------------------------------------------------------
Sokuten Side Spin
Ring Nage Ring Throw
[ SATURN and PRINCE ] -------------------------------------------------
Inu no Sambo Dog's Sambo
Ningyou Bakudan Hassha Doll Bomb Discharge
[ VECTOR and OMEGA ] --------------------------------------------------
Beam Nagi Harai Mode Sweeping Beam Mow Down Mode
[ ZELKIN and EAGLE ] --------------------------------------------------
Kuuchuu Nage Mid-Air Throw
Kuuchuu Fuyuu Mid-Air Floating
Kuuchuu Yoko Idou Mid-Air Horizontal Movement
Kuuchuu Dash Mid-Air Dash
Kyuu Rakka Sudden Dive Underneath
Hikou Mode ni Henkei Transformation into Aviation Mode
[ RAIN ] --------------------------------------------------------------
Reitou Kougeki Freezing Attack
[ BYAKKO ] ------------------------------------------------------------
Kessou Jin Bloody Claw Dance
Shippuu Zan Gale Slash
Byakko Hou White Tiger Cannon
Byakko Hou: Manji White Tiger Cannon: Gammidion
Jinrai Shuu Swift Lightning Attack
Shikkuu Sou Quick Air Run
Nidan Chouyaku Two Level Leap
Oboro Tsmuji Gloom Whirlwind
Kekka Soujin Bloody Petal Claw Dance
- As a mid-boss, Gantetsu's comment on the 'Four Saint Beasts' is
referring to the legendary animals Genbu (turtle), Seiryuu (dragon),
Byakko (tiger), and Suzaku (phoenix). These are the same guys that
show up in Rai-On's ending.
[ RAI-ON ] ------------------------------------------------------------
Tenshin Raigeki Rolling Lightning Attack
Raion Shou Sound of Thunder Thrust
Hougeki Demolishing Attack
Hougeki: Manji Demolishing Attack: Gammadion
Jinrai Shuu Swift Lightning Attack
Shikkuu Sou Quick Air Run
Nidan Chouyaku Two Level Leap
Purazuma Tako 'Plasma' Kite
Dai Shippuu Zan Great Gale Slash
Ura Shungoku Reverse Imprisoning Flash
- Rai-On is a real name (lit. "resentful thunder"), but it's also a
play on words, since "raion" is the romaji for "lion".
- The kanji used to spell "Purazuma" are nonsensical--the idea here is
that the spellings match the romaji spelling of "plasma", which is
"purazuma".
[ KAEDE ] -------------------------------------------------------------
Ichi no Jutsu: Kage Hou First Technique: Shadow Stich
Ni no Jutsu: Hasai Kourin Second Technique: Smashing Light Ring
San no Jutsu: Kaen Kyaku Third Technique: Summer Salt Kick
Yon no Jutsu: Sou Kan'ei Fourth Technique: Paired Shadow Gods
Ougi: Hyouryuu Shourai Concealed Technique: Ice Dragon Summon
Ougi: Enryuu Shourai Concealed Technique: Flame Dragon Summon
Mogura Tataki Earth Dragon Binding World
- The idea that 'kaen' is translated as 'summer salt' is not a mistake
but a play on words, since Kaede somersaults during this move. ;)
- The kanji used for Mogura Tataki don't really spell out that way.
Although the translation is taken from the kanji, 'mogura' means
'mole', and 'tataki' means 'to attack'. You know, as in the mole
bopping-game that Kaede's Plasma Field is based upon. ;)
========================================================================
6. AUTHOR'S NOTE
========================================================================
------------------------------------------------------------------------
SPECIAL THANKS
------------------------------------------------------------------------
I could have never written this FAQ without the help of the following
people:
Trako and Li Y. Jimmy
- Trako told me some info told to him by Jimmy (who in turn got it
from the Magic Box <
http://the-magicbox.com>), about fighting and
saving Kaede and Rai-On to memory.
Capcom of Japan <www.capcom.co.jp>
- Some movenames and other move spellings, as well as info. on
Bilstein's Gigantic Explosion and how to get people's true endings,
were taken from their website and FAX page.
Ben Koh
- For the huge amounts of info. and the move descriptions that were
found in v0.5, and for answering some of my questions on this game.
I owe this guy a huge debt of gratitude, here.
Banshee
- For more info. on Bilstein and other misc. info.
Shlomo Abraham
- For some corrections on Rain's moveslist, and for explaning Kaede's
'Mysterious Force' to me.
Doug Earley
- For some information on Bilstein.
------------------------------------------------------------------------
REVISION HISTORY
------------------------------------------------------------------------
Version 0.6 (May 21, 2000)
- Now that I have the US Dreamcast version of this game, I've been able
to rewrite the entire FAQ with all-new and corrected info. It only
took what, two years? ;) Hey, blame Capcom's poor distribution of
arcade games, not me ;)
v0.5 - Various corrections, additions, and move explanations by Ben.
v0.4 - More additions, especially. to the Misc. section.
v0.3 - Added a move for Bilstein and corrected Rain's moves.
v0.2 - Added Kaede and Rai-On's moves and codes.
v0.1 - Initial release.
Have any questions not answered in the FAQ? Comments or complaints?
Then drop me a line at <
[email protected]>. If you would like to
contribute some information to the FAQ, that would be great, as there
is zero official info out there on the Net (which is surprising
considering how much info was out there when I wrote my Star Gladiator
FAQ).
Unpublished work Copyright 1998-2001 Chris MacDonald