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                            |+------------------+|
                            ||ONE MUST FALL 2097||
                            ||THE DEFINITIVE FAQ||
                            |+------------------+|
=============================\--------------------/============================
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by Robyrt([email protected], http://robyrt.coolserver.net)
Version 1.25
This FAQ is copyright (C) 2002-2004, Robert Marney. All rights reserved.


/---------------\
|VERSION HISTORY|
\---------------/


Last update: 5/7/04

1.25: A series of misc. factual fixes, cleanups, and more accurate numbers
 * Bot sections: movelists corrected, new stats and chain combos sections
 * Updates to I.A, II.A.1,5-7,10, II.B.7, II.C.2, II.D.2, II.E, III.A, IV.A
1.24: Combos for all bots clarified and organized
 * Tournament descriptions added to II.A.11
 * Storyline sections added: Repairman Quotes, Announcer Quotes, Game Endings
 * Fire Arena bug added
 * One-player quotes added to II.D.2
 * Bright Monitor secret added
1.23: Various fixes and additions:
 * F10 Cheating section added
 * Changes for Tournament Mode section added
 * Legend fixed: quarter circles are now correctly df,f instead of d,df,f
 * Added ability to mash out of stunned state, invincibility on throws/wins.
 * Fixed Electra section: fire&ice, enhancements.
1.22: Third public release. More accurate bot descriptions, tier lists.
1.21: Instant kill combos, ground combos, Capture Moves and Getting Stunned.
1.2: Miscellaneous fixes, more combos, more bugs and infinites.
1.1: Second public release. Fast v. slow combos and movelists completed.
1.0: First public release. Fast combos, II.E, and formatting completed.
0.4: First release on the MB. Slow combos and section IV completed.
0.3: II needs pilot quotes, III needs combos
0.2: Section II.A completed, II.D needs quotes & endings.
0.1: Movelist and section I completed


TABLE OF CONTENTS
-----------------

I. The Introduction
  A. Legend
II. The System
  A. Features
     1. Recording and Playing Back Matches
     2. Hyper Mode
     3. Jumping
     4. Blocking
     5. Getting Stunned
     6. Finishing Moves
     7. Combos
     8. Air Recovery
     9. Rehit Mode
     10. Arenas and Hazards
     11. One-Player Mode
     12. Tournament Mode
     13. Multiplayer Mode
  B. Secrets
     1. Advanced Options Menu
     2. Hidden Difficulty Levels
     3. Nova in One-Player Mode
     4. Fighting Kreissack First
     5. Changing One-Player Colors
     6. Changing One-Player Stats
     7. Fire and Ice
     8. Unranked Challengers
     9. Graphics and Sound
     10. Changing Arenas
     11. Bright Monitor
  C. Bugs
     1. Capture Moves
     2. Extra Enhancements
     3. Infinite Combos
     4. Combo Meter
     5. F10 Cheating
     6. Fire Arena
     7. Corner Differences
  D. Storyline
     1. One-Player Introduction
     2. Pilot Profiles
     3. Robot Profiles
     4. Repairman Quotes
     5. Announcer Quotes
     6. Game Endings
  E. Beating the CPU
III. The Robots
  A. Move Types
  B. Tier List
     1. Top Five Moves
     2. Top Tier Bots
     3. Middle Tier Bots
     4. Low Tier Bots
     5. Changes for Tournament Mode
  C. Jaguar
     1. Introduction
     2. Move List
     3. Stats
     4. Combos
  D. Shadow
     (same)
  E. Thorn
  F. Pyros
  G. Electra
  H. Katana
  I. Shredder
  J. Flail
  K. Gargoyle
  L. Chronos
  M. Nova
IV. The Conclusion
  A. What Next?
  B. Credits



=========================+-------------------+=================================
                        |I. THE INTRODUCTION|
=========================+-------------------+=================================



Yes, OMF 2097 is an old game. Yes, there have been big FAQs written about it,
notably Matt's in 1995, which gave me the basic knowledge to write this FAQ,
but there's nothing that treats it like the serious fighting game it is. So
here's the definitive OMF FAQ, a work in progress. If you have any combos,
insights, rants, etc. feel free to send them to me.


/-----------\
|I.A. LEGEND|
\-----------/


Assuming you are facing right:

ub  u  uf
 \ | /
b---n---f   Punch
 / | \     Kick
db  d  df

P/K  = Tap P or K, respectively
,    = One after the other
+    = At the same time
->   = Next hit of a combo
b    = tap back (away from your opponent)
B    = hold back
qcf  = quarter circle forward (df,f)
qcb  = quarter circle backward (db,b)
hcf  = half circle forward (db,d,df,f)
hcb  = half circle backward (df,d,db,b)
xx   = cancel (during previous move)



===========================+--------------+====================================
                          |II. THE SYSTEM|
===========================+--------------+====================================



/--------------\
|II.A. FEATURES|
\--------------/


1. RECORDING AND PLAYING BACK MATCHES
-------------------------------------

  OMF 2097 allows for recording and playback of individual matches as a command
line option. Note that omf.exe will pass along any command line arguments it
receives to file0001.exe, so you can use these features from there as well.
  Matches are played back by running "file0001 play <filename>". If no name
is specified, it plays back "last.rec".
  Matches are recorded by running "file0001 rec <save_rec>". By default, every
match you play will be recorded to "last.rec". If you use "save_rec" as your
filename, it will save as omf00000.rec, omf00001.rec, etc. but this doesn't
always work. Note that without save_rec, you will only get one match, no matter
how long you've been playing, while save_rec will not overwrite any previous
files (even if they were from previous sessions).

2. HYPER MODE
-------------

  Turning this option on allows some "advanced" features like controllable
projectiles and air special moves. Frankly, nobody plays with it off anyway, so
get used to it. In the movelist sections, moves that require Hyper Mode to be
used are marked with an "E0".

3. JUMPING
----------

  Pressing ub, u, or uf will cause you to jump in that direction. While
jumping, your bot has access to his two jump attacks, as well as any air
special moves (depending on the bot). Gargoyle can also move forward and
backward during a jump. While jumping, you cannot block. Pressing d,ub, d,u, or
d,uf will do a "super jump" in that direction. A super jump is just like a
normal jump, except faster and higher. Your jump height is determined by your
character's agility. When hit while jumping, you enter Rehit Mode (see II.A.9).
You can only perform one action per normal jump. When Nova lands from his jump,
the floor shakes slightly. Although your jump trajectory is normally not
modifiable, the pushback from knocking an opponent down still applies even if
you are airborne. Each robot jumps and falls at a different speed (see each
robot's section for details).

4. BLOCKING
-----------

  Any attack except those listed as Low or Throw attacks (see section III.A)
can be blocked by pressing or holding b when the attack would hit (referred to
as "blocking high"). Although the default setting is that you take no damage
when blocking, this can be changed in the Advanced Options menu. Any attack
except those listed as Jump or Throw attacks can be blocked by pressing or
holding db when the attack would hit (referred to as "blocking low").
While blocking, you do not recover stun, since you are performing an action.

5. GETTING STUNNED
------------------

  The small blue bar underneath your health bar is your stun bar. This bar
starts out full and recharges constantly when you're not attacking, blocking,
or being hit; the lower your stun bar, the faster it recharges. Below a certain
level it will flash to indicate a dangerously low stun level. When you are hit,
your stun bar decreases, but moves that hit as part of a combo do slightly less
stun damage. Once your bar runs out, you are "stunned" and red sparks fly from
your bot. The time it takes you to recover and the length of your stun bar is
determined by your pilot's endurance and your bot's stun resistance. You can
mash the punch and kick buttons to recover more quickly from being stunned.

When your stun bar reaches zero, the opponent receives 2,000 points. If you are
on the ground, your bot will begin a falling animation that can be hit at any
time; if you are in the air, your bot will become invincible as it falls.

When you are hit while stunned, your stun bar goes back to full, and remains
full until you have spent one second in a neutral or blocking state, or for the
next three combos your opponent lands. However, hits on a stunned opponent deal
damage to the health bar as normal; they simply have no effect on the stun bar.

6. FINISHING MOVES
------------------

  Every robot has Scrap and Destruction moves, and every bot except for Nova
has a Fire&Ice move. These moves are performed in the manner of fatalities in
the Mortal Kombat series: after you defeat your opponent, between the time your
win animation begins and the time your vitality score has finished scrolling up
the screen, perform the Scrap move. Your bot will now hit the defeated enemy
again. During or just after the Scrap, perform the Destruction command. (For
precise timing, see each robot's section.) The enemy will end up either totally
destroyed or gone from the waist up. If you are in the Fire Pit on Champion
difficulty or higher in One-Player Mode, perform the Fire&Ice command right
after the Destruction finishes to gain access to a secret level (see II.B.7).

7. COMBOS
---------

  Combos in this game are very difficult to pull off consistently, as they
depend on BOTH players' agility. A combo that works on Ibrahim may not work on
Milano because the more agile Milano is pushed farther away by your hits and
thus has more time to AR (resetting the combo meter). Note that most combos in
this game require Rehit mode and Hyper mode to be turned on (see appropriate
sections). You are awarded points for combos based on the individual moves, NOT
for number of hits (so a combo with four jabs will give less points than a
combo with a jab and a fierce). There is almost no damage scaling for ground
combos, so you can do MAJOR damage with very simple combos. For air (rehit)
combos, a simple 60% modifier is applied to all hits, so there's plenty of
incentive to make your combos as long as possible.

  Although all bots fall at the same speed, the size of the air hit animation
makes some bots much easier to combo low to the ground than others. In this
list, a lower number means it is easier to hit with, say, d+K after Katana's
ground Rising Blade.
  1. Pyros
  2. Gargoyle
  3. Katana, Flail
  4. Shadow, Shredder, Nova
  5. Chronos
  6. Electra, Jaguar, Thorn
Note that the hitboxes of some moves may change this list. For example, combos
after Shadow's sweep are much more difficult with an Electra than with any other
bot.

8. AIR RECOVERY (AR)
---------------

  When you're hit while in the air, most moves will allow you to recover into
a normal jump situation before you hit the ground. This means that you land on
your feet, able to block or attack, and in most cases you can even do a jump
attack or air special move before landing. As you can see, this has obvious
implications for bots with good air moves. For example, if your opponent
accidentally allows you to AR and then tries to continue the combo, a smart
Katana player will use his invincible Air Rising Blade to beat his opponent's
attack, and a smart Chronos player will Air Matter Phasing to speed safely away.
You can tell if you have air recovered when your bot is in an upright position
while airborne.

9. REHIT MODE
-------------

  This option is under the Advanced Options menu (see section 2.B) and is also
extremely popular. Basically, it allows you to hit an airborne opponent while
they fall. However, it follows very strict rules:
  1.  Extra hits do 60% damage.
  2.  You can't hit an opponent with the same move twice.
  3.  You can't hit a stunned opponent.
  4.  Any wall hit ends the combo.
  5.  Any AR ends the combo, but does not reset rule #2.
  6.  Any air move by the opponent or any throw resets rule #2.
  7.  Projectiles are unaffected by rule #2.
  Note that you can continue to hit an opponent after they AR (see previous
section for details). Ironically, rehit combos are one of the few things the
CPU is decent at, so just turning it on and losing is a good way to learn.
  Jump moves exhibit different properties during a rehit combo. A jump move
which hits as it goes up will cause you to spin backwards in the air. A jump
move which hits at the top of its arc will cause you to fall slowly straight
downwards. A jump move which hits as it falls continues its arc as normal.

10. ARENAS AND HAZARDS
----------------------

  Four out of the five arenas in OMF have hazards. Depending on the difficulty
level, these will behave differently (for example, on Ultimate difficulty, the
hazards are much more likely to appear on top of you than in a random place).
They do damage based on your opponent's power, which means they can be very
powerful in one-player mode. Hazards are all projectiles. Here's the details:
  *  DESERT
Fighter jets in groups of 1-4 planes strafe the arena vertically. The first few
"hits" are on the ground, while the last hit is about 1/4 of the way up the
screen, so the shots can be avoided by jumping. The shots count as Light AR
attacks (see section III.A) and are unblockable.
  *  SPIKE PIT
A spike comes out of the back wall and hits anyone in a small area around it.
The spikes count as Light KD attacks (see section III.A) and are
unblockable. Note that these can do some serious damage, and although they can
appear in succession, they'll never appear in two places at the same time.
  *  FIRE PIT
A globe will appear in the air and move around in curves quickly. If the globe
is hit by either player, it causes Katana's Fireball move (see section III.G)
to come out of the floor right under the opponent and the globe disappears. (It
will also disappear after a short time if it isn't hit.) If you've already
faced Fire enough in one-player mode (see section II.B) the floor will be solid
instead of a grille, and the globe will not appear.
  *  POWER PLANT
When an airborne opponent is hit by a Medium or Heavy attack (see section
III.A), he'll get knocked into the electric walls. Ironically, these walls do
no damage, and they limit combos severely, so they can actually help you.
Consider them a hazard to your opponent. :-)
  *  STADIUM
This arena has no hazards, and is consequently the most popular arena for
multiplayer combat.

11. ONE-PLAYER MODE
-------------------

  One-Player mode focuses mainly on the story of the game; as you get better,
the real challenge is dealing with the low stats of the pilots. You have to
adjust your fighting style to match: since your character moves slower, you can
afford to jump less and can’t use super combos (only Shadow and Shredder can
pull off big combos in one-player). So focus on dealing lots of damage, rather
than keeping your opponent at bay; an average combo can take off 25% of your
health. If you don’t have Rehit mode turned on, do it NOW; if you don’t, you’ll
miss out on most of the golden combo opportunities and make jumping much less
useful. The smaller endurance also factors into the arenas: even the Desert’s
fighter jets can cause serious stun damage, while the Spike Pit is a real
horror to both you and your opponent. Of course, in any one-player game, you
can’t pass up Fire & Ice; if Ultimate difficulty is too hard for you, make sure
not to pass up an opportunity to trash Fire (Champion difficulty). If even
Champion is too hard, you need more practice with OMF (or more sleep).
  Your One-Player mode robot, if imported to Tournament Mode, would have level
3 upgrades in all areas.
  In One-Player mode, you are limited to the default 10 characters, although
their stats can be changed (see section II.B). Your character will engage in
dialogue with his/her opponent, and has a unique ending after you beat Major
Kreissack, the final boss. Note that you must be at Veteran difficulty level or
higher to fight Kreissack. Here's a rundown of each pilot:

  *  CRYSTAL
Crystal, as the default Jaguar character (i.e. click her and the default bot
will be Jaguar) relies on speed to win; she is usually a better pick than
Milano, though, because of her endurance. She is best in fast bots like Jaguar,
Shredder or Gargoyle to maximize her potential. She loves special moves, but
has a good defense; in the Northam, she is the most powerful competitor, while
in the other tournaments she suffers from weird robot choices like Electra. You
don’t really have to worry about combos or jump attacks from her; just be on
guard for those special moves or throws, and you’ll do fine.

  *  STEFFAN
One of the more powerful characters in the game, Steffan was the eventual
winner in OMF (according to Tyrian), and offers a good mix of stats, focusing
on raw power to destroy his opponent. Unlike Crystal and Cossette, though,
Steffan is not used as a more moderate Shirro; instead, he’s just another high-
powered character, albeit with moderate agility. When fighting him, try to
exploit his lack of defense and endurance by hitting him again and again; his
high forget rate ensures your ability to hit him with the same few combos for
most of the match. He concentrates on air and medium attacks, so don’t worry
too much about being thrown or massively comboed. Try to use powerful bots like
Shadow, Katana and Thorn.

  *  MILANO
Play Milano the same way you would Crystal, except more cautiously. The weakest
and most fragile character in the game, he is a nice challenge to use and plays
the closest to tournament mode as you can get. He prefers whitebread techniques
in the arena and even eschews jump moves, so just avoid getting backed into the
corner and he will be an easy opponent. His speed does have its advantages,
though; he can easily take advantage of hazards and will jump high enough to
combat Fire and Ice. Be careful, though: he doesn’t have enough endurance to
last you more than a couple of hits!

  *  CHRISTIAN
Christian is extremely aggressive and learns fairly quickly, tending to use the
same move over and over; depending on which bot he’s in, this can be good or
bad for you. He absolutely loves combo moves, so keep blocking! Fortunately for
you, he often forgets to block, so use his strategy against him: keep hitting
him until his defense slips and make your own combo. His mix of power and
endurance is good in any robot, but the more obscure robots like Pyros and
Gargoyle could confuse your opponent a little.

  *  SHIRRO
Shirro is a relatively easy opponent, unless you let him hit you. His awesome
power makes him a relatively easy character to play as, since the computer is
pretty stupid; put him into a really powerful robot like Thorn, Nova, or Flail
to rip into your opponent. Since he relies on the more powerful attacks
exclusively, just don’t let him throw you or get a special move in and it’s a
piece of cake. Note that the OMF:Battlegrounds storyline indicates that Shirro
was the eventual winner of the tournament.

  *  JEAN-PAUL
Jean-Paul is my favorite character… too bad he’s pretty weak. He is great as a
character to play with, though, with his even mix of stats. As the default
Katana character, he works best in well-rounded bots like Katana, Electra, or
Shredder. His AI is a curious mix of Crystal and Cossette: he hangs back in a
fight, but loves to use those special moves… the best of both worlds, for you
that is. Block the specials and hit him afterwards, when his guard’s down.

  *  IBRAHIM
Ibrahim is possibly the worst character in OMF, lacking speed and power. He
makes up for it by having ugly colors and designing the original Jaguar. OK,
maybe that doesn’t make up for anything, but he is still a nice challenge… try
beating the game on Ultimate with him and find new challenge in OMF! Playing
against him is often aggravating, but easy; the most challenge you’ll find from
him is in the Northam, where his Thorn allows the fight to drag on extra long.

  *  ANGEL
Angel is an intriguing character, with a great backstory and a nice AI. She is
best in a Gargoyle or Katana, but will perform well in most bots with good jump
moves. Fighting against Angel is pretty generic: just hit her before she hits
you. She loves jump attacks, so an occasional upward-directed projectile will
hit her with no cost to you.

  *  COSSETTE
Cossette is the quintessential defensive character, making her very annoying to
fight against. She doesn’t like to attack much, but when she does, she’s very
powerful. Just keep her in defensive mode and wait until she slips up.

  *  RAVEN
Raven is so cool he was the boss for the shareware version of OMF, and as a
result, works best in powerful bots like Pyros, Katana and… Chronos?? That’s
right, a character that can actually use the Chronos to its full potential,
taking a couple hits and hitting back with a deadly special move. Playing as
him is relatively easy, due to his great power and endurance; just don’t expect
to be able to jump or combo too much. He favors special moves and throws, and
hates defense, so the very bots that work for him work for you (in a Pyros, for
example, just block the inevitable thrust attack or fire spin and combo him
back).

  *  MAJOR KREISSACK
You can’t choose to play as Major Kreissack, since he’s the boss. (OMF Manual).
There’s not much to say about him, except that his stats are super buffed, he
is a holy terror with that Nova, and he loves showing off those special moves
(like any Nova player). You can exploit this if your character is fast enough
to hit him before he completes that missile or earthquake smash. Kreissack is
also fond of throws, so don’t get close or he’ll nail you. Try to do as much
damage as you can, and keep a balance between being on the floor to avoid
grenades/missiles and being in the air to avoid the quakes.

12. TOURNAMENT MODE
-------------------

  Tournament mode (due to its massive upgrades) is the fastest, the longest-
lasting, and often the most fun mode of OMF. Combos are plentiful and powerful,
while there are a seemingly never-ending stream of more powerful opponents.
Tournament mode is an excellent chance to get used to robots at their full
potential (about 200 wins will give you the cash to experiment as much as you
like). Points equal cash, so doing that mega combo and destruction may give you
that extra boost to get the next Endurance upgrade.
  In tourny mode, you start out as a neophyte with a Jaguar and no upgrades.
You can change your bot's colors, and with every match you win money based on
the difficulty of your opponent, your opponent's rank, the amount of damage you
took, and the amount of points you got (1000 points is worth 1K of money). With
this cash, you can upgrade your personal stats (power, agility, endurance) and
your robot stats (arm/leg power/speed, armor, stun resistance). Your armor
affects how much damage each hit does to you, your stun resistance affects how
much damage each hit does to your stun bar (see appropriate section), and your
endurance affects the total amount in your health and stun bars. When you have
enough money, you can trade in your robot for a new, unimproved one. You get
85% of the money back that you spent on robot improvements. If you're strapped
for cash, you can also sell your parts directly for 70% the purchase price. If
you have a negative amount of money, you automatically sell parts until you
have a positive balance again. If you can't do that, you have one fight to get
your balance back up above zero, or you're kicked out of the tournament.
  Once you've finished a tournament, you are treated to a special ending
animation. You can view this again as long as you're still ranked #1 by
pressing E in the tournament menu. From here, the only option is to enter
another tournament. If you don't have the cash to enter it, you must work as a
mechanic, which is VERY bad and will decrease your robot AND personal
improvements. In general, it's better to sell your parts instead of working as
a mechanic. The available tournaments are:

NORTH AMERICAN OPEN

In-Game Description: Attempt to wrestle the North American title from the two
time world champion, Raven.  The north American open attracts respected
competitors from around the globe.

The Northam is the tourny we all trained on; it basically plays like the One-
Player game, truncated to fit the shareware version. There are no random robots
in this tourny, and the only new faces are Jack (like Christian, but weaker)
and Dr. Lynn Yarr (like Angel, but more defensive). There are a good assortment
of secret characters; in fact, on Heavy Metal difficulty, it’s often worth
playing this tournament just for Iceman’s 3rd Shadow enhancement.
This is a fairly easy tournament which can be played repeatedly to gain
experience and robot enhancements. Once you’re comfortable, you can move on to
bigger and better things. Don’t switch robots just yet; if you’re very good
with a Jaguar, you can hold off improving your robot until you get the cash in
the next few tournaments.

KATUSHAI CHALLENGE

In-Game Description: This militant country has managed, in the past years, to
establish a respected tournament.  The competitors are typically well trained
and equally well financed.

The Katushai Challenge is one of the best tournaments ever made for OMF, with
an awesome ending, a nice mix of new and old characters, and a great
introduction to the real world of tournament play. The main competitors in this
tournament are Steel Claw and Prince Vassar; the former has the only good Flail
AI in the game, while the Prince learns your moves amazingly quickly. The
opponents are all much more powerful than you, especially the secret
characters, and don’t offer as much easy cash or enhancements. The use of
random robots makes it easier for you, but if you’re relatively new to OMF,
you’ll need to play this a few times to get a feel for how most of the
tournament opponents fight and adapt to the longer rounds and higher power
levels. If you specialize in one bot, switch to it after you complete the
Katushai; if you’re not confident you can handle facing super-buff opponents,
stick with the old trusty Jaguar.

WAR INVITATIONAL

In-Game Description: The WAR invitational attracts the finest of the world's
fighters.  Not only does this tournament bring spectators from around the
country, but the prestige of winning this title is second only to being world
champion.

WAR has made good on their promise for this one: a spate of new characters with
some heavy hitters as well as cool cash. This tournament goes by rather
quickly, since most of the new opponents have weak AI and random robots, but
you should watch out for characters like Selenna, Ariel and Nicoli, who have
specialized in their particular robots. If you have more than a few losses
under your belt before you get to Nicoli, it’s probably best to go play the
Katushai a couple more times, but if you feel this tournament was a breeze,
it’s time to switch to your desired robot and enter the World Championship. As
you play, take note of the best ways to counter each robot; you’ll be needing
it later on.

WORLD CHAMPIONSHIP

In-Game Description: If you think you are ready to take on the world, here's
your chance.  The world championship assembles the greatest fighters from around
the globe.  Since millions of spectators attend the fights, the pay is excellent.
Fight hard and train hard, and one day the world will call you their champion.

Now it’s time for the real thing, the best tournament for OMF 2097 ever
created. You think you can handle the 30+ opponents with ease… run a simulated
fight with Ian Tavares and see how much you have to learn. The first dozen
opponents should be child’s play after the WAR and Katushai; the next dozen are
not quite so forgiving, but nothing you haven’t done before. The final four
(usually Bruce, Ian, Jaquoline and Raven) will give you a run for your money
with their perfectly upgraded bots and custom robots; as a matter of fact, Ian
himself will require a couple tries if you haven’t had much OMF experience.
Money will cease to be a problem here; instead, focus on things like accuracy
and health left. Do consistently well and you’ll get the real cash in the form
of innovative secret opponents, ranging from Nicoli to the elusive Bethany, who
carries your second enhancement. Once you’ve completed the World Championship,
you may want to try it again to get your second enhancement if you missed it;
in a Shadow, don’t move on until you’ve gotten the Freeze from Iceman in the
Northam.
  You can also download or make your own tournaments (up to a maximum of 10 in
your directory at once). In a tournament, you can gain enhancements and fight
unranked challengers (see appropriate sections).

13. MULTIPLAYER MODE
--------------------

  Multiplayer is the real test of the game. Over the Net you can only play two-
player mode, but on the same computer if both of you have tournament characters
you can sim each other for tournament two-player. Multiplayer in tournament
play follows much the same rules as normal tournament play: since you're very
fast and have a big lifebar, you can afford to take a few hits if it will get
you a mega-combo. Jaguar, Shredder, and Electra all have 10+ hit easy combos
from a single jump attack. But the popularly accepted definition of multiplayer
is the standard two-player mode, so that's what I'll focus on. Against a human
with any skill at all, repetitive attacks won't work; expect a human to block
your jump attacks fairly often and your projectiles 90% of the time. Remember,
a human generally does more damage (because he can usually pull out combos) and
learns a lot faster than the computer. You basically have to mix up your
attacks enough so your opponent doesn't have the chance to combo you after a
heavy move (the primary trap if you play defensively). The only exception is
fighting in a Chronos, in which case a human is much more likely to fall for a
matter phasing or teleport than the computer.


/-------------\
|II.B. SECRETS|
\-------------/


1. ADVANCED OPTIONS MENU
------------------------

At the main menu, hold down 2+0+9+7 for about a second, then release. Go into
the Gameplay menu, and you now have access to the Advanced Options menu. This
menu contains:
*  Rehit Mode on/off (see section II.A.8). This defaults to OFF, but turn it
on and leave it on, since this FAQ assumes that you have it on.
*  Def. Throws on/off, which allows you to throw with b+P as well as f+P. It
won't significantly affect gameplay, but it may be more accommodating for 2D
fighting fans. Pick one.
*  Throw range, from 0% to 300%. This is fairly self-explanatory: if you like
throws, turn it up; otherwise, turn it down. Note that many of the lower
settings will make it impossible to throw at all. This defaults to 100%.
*  Jump height, from 80% to 130%. This affects the player's agility for jumps
only, and has no effect in tournament mode. This defaults to 100%.
*  Hit pause, from 0 to 10. This sets the number of frames the game pauses
during a successful hit or block. This does not affect combos, except in the
timing required to execute them.
*  Vitality, from 80% to 400%. This affects the player's endurance, and thus
has no effect in tournament mode. It also defaults to 100%. Note that it has no
effect on either player's stun bar, so instant stun combos will still work.
*  Knock Down: With this setting (defaults to None), you can set the KD
properties of jump moves: either punches, kicks, both, or none. I'd recommend
keeping this setting on None, since 95% of ground combos start with a jump move
in OMF, and without those, you're reduced to throwing if you want to do combos.
*  Block Damage, from 0% to 35%. When you block, you'll take the indicated
amount of damage. So if you block Shadow's Short (damage 5) and block damage is
set on 20%, you'll take 1 damage (20% of 5) even though you blocked. With this
setting, you can discourage defensive play very quickly. This defaults to
0%.

2. HIDDEN DIFFICULTY LEVELS
---------------------------

At the CPU Difficulty setting in the Gameplay menu, the highest normal setting
is World Class. Keep trying to increase the difficulty level, though, and on
the 22nd try, you'll be rewarded with the hidden Deadly difficulty level. On
this level, you get 200,000 points for a Destruction move (as opposed to 120,
000 on World Class) and the opponents are not only more difficult, but will do
scrap and destruction moves on your defeated body.
Once you have Deadly difficulty activated, hold down O+M+F for about a second,
then release, in either the Gameplay menu or the main menu. Now increase the
CPU Difficulty to Ultimate. On this level, you get a whopping 400,000 points
for a Destruction, you take 5% block damage even if you turned it off in the
Advanced Options menu (see section II.B.1), and the computer will actually put
up a fight. Choose this setting to see the computer's scarily effective Rehit
Mode combos.

3. NOVA IN ONE-PLAYER MODE
--------------------------

In the robot selection screen for One-Player, Two-Player, or Multiplayer Mode:
*  Move the cursor over all the bots
*  Go to Katana
*  Press Down at least 10 times
*  Select Flail
Your robot will now be a Nova, with the colors you selected.

4. FIGHTING KREISSACK FIRST
---------------------------

In the pre-fight screen where the opponents talk to one another, after
activating the Nova code (section II.B.3), press Esc to get back to the robot
select screen. Your robot will be listed as "Nova" and will have no picture
associated with it, because it's too big to fit on the screen. You can still
change your colors (section II.B.5) in this screen, though. Press P or K again
to go back to the pre-fight screen, where you'll fight Major Kreissack
immediately. Note that this does NOT mean you win the game after Kreissack, as
you normally do; instead, you are victorious after beating all 10 opponents
(Kreissack, then the other 9 playable characters).

5. CHANGING ONE-PLAYER COLORS
-----------------------------

In the robot selection screen for One-Player, Two-Player, or Multiplayer Mode,
the number keys 1, 2, and 3 select the robot colors for Player 1 in this order:
Tertiary, Secondary, Primary. The number keys 4, 5, and 6 do the same for
player 2 in Two-Player mode only. The same 15 colors are available as in
Tournament Mode, as well as the default color for your pilot. You can hit F9 to
reset the colors.

6. CHANGING PILOT STATS
-----------------------

In the pilot selection screen for One-Player, Two-Player, or Multiplayer Mode,
move the cursor over all the available pilots, then move to your pilot of
choice and hold K. Your pilot stats should turn bright green (instead of the
dark green they used to be). Using the arrow keys (while still holding down
Kick), you can edit your stats as much as you want, provided they keep the same
total. Note that Shirro has slightly less stats than the other pilots, while
Milano, Christian and Ibrahim have slightly more.

7. FIRE AND ICE
---------------

Fire and Ice are the two 1p mode secret characters in OMF, and they have all
the pumped up 'bots and stats that you'd expect from secret challengers. Fire
pilots a Katana, while Ice uses a Shadow.
While Fire has a nice "flames" paintjob, he's just a souped-up Katana (in
fact, some people have been able to duplicate him in their own tournaments).
However, Ice has a special engine condition that makes him permanently
translucent, meaning the only difference between him and the "shadows" he
throws is the color (the shadows are slightly darker). Both opponents have the
THIRD enhancement for their respective bots (see individual robot sections).
In addition to simply being another opponent to fight, Fire and Ice are on a
special point scale. Doing moves on Fire's stage will give you 5 times the
points they would on Ultimate difficulty, while on Ice's stage, your points
are multiplied by 50! This means that doing a destruction on Fire will give
you 2 million points (compared to Ultimate's 400 thousand), while destroying
Ice gives you an automatic 20 million point hike.

Getting to Fire is a simple 4-step process:
*  Set the difficulty on Champion level or higher.
*  Defeat your opponent in the Fire Pit arena.
*  Perform a Destruction on your defeated opponent.
*  Right after the destruction, do the Fire & Ice move (see section III).

Your HAR will now jump through the floor grille to Fire's "flames" version of
the Fire Pit and you get to fight him. If you're on Champion or Deadly
difficulty, you'll be fighting on solid ground, but on Ultimate (and ONLY
Ultimate), there will simply be another grille, blue this time (for Ice).
Perform the destruction and Fire & Ice move again on Fire to get to Ice's
"frozen" arena and fight him. It's that simple!

Since Fire is conceptually the one firing those fireballs at you in the Fire
Pit, defeating him (even one round) will cause the Fire Pit floor to be solid
the next time you fight in that arena. Of course, no globes will appear and
you can't fight Fire again.
Fire and Ice are secret characters, so they have no effect on your progress
through one-player mode. In other words, you can lose to Fire or Ice but still
keep going to fight the next normal opponent. They also have no specific
gender; rather, they assume the gender of the last normal opponent you met.

8. UNRANKED CHALLENGERS
-----------------------

If you've played tournament mode, you've probably met an "unranked challenger"
or two and
wondered how to get the rest. Well, it turns out some are easier than others,
not just "beat the game with X robot". There are several possible
qualifications for getting to a given challenger:

*  Difficulty:  You must be on or above this difficulty level.
               This appears as "D.Iron", etc. below.
*  Rank:        Opponent appears ONLY WHEN you reach this rank.
*  Max Rank:    Opponent appears WHEN OR AFTER you reach this rank.
*  Enemy:       You have just defeated this enemy. (Duh.)
*  Avg. Damage: You have to do this much damage with every hit, on average.
*  Vitality:    You must have at least this percentage of your lifebar
remaining.
*  Accuracy:    You must hit with at least this percentage of your moves.
*  Destruction: You must have destroyed the previous opponent.
*  Scrap:       You must have done a scrap/destruction on the previous opponent.

Most unranked challengers have "enhancements" for their robots, giving them
special powers such as extra projectiles, faster moves, etc. If you're in
the same robot and you destroy that challenger, you'll get the enhancement
for yourself.
As you destroy those unranked challengers, you'll get a message from your
technician saying he's installing an enhancement. An enhancement lasts until
you sell your robot. Katana and Shadow have three enhancements each, Chronos
has one, Nova has none, and all other robots have two.
Once you've got the first enhancement, you can still get the second one by
destroying the appropriate challenger. You can also get two at once.
With that in mind, here are the unranked challengers for each tournament:

*  NORTH AMERICAN OPEN
  Iceman: D.Heavy Metal, Rank 1, Destruction
     3 enhancements for Shadow
  Jazzy: D.Iron, Rank 2, Vitality 50%, Scrap
     1 enhancement for Jaguar
  Christian: Enemy Crystal, Destruction
  Steel Claw: D.Steel, Max Rank 4, Avg. Damage 15, Destruction
     1 enhancement for every robot

*  KATUSHAI CHALLENGE
  Angel: D.Iron, Max Rank 6, Vitality 35%, Scrap
     1 enhancement for Thorn and Gargoyle
  Selenna: D.Steel, Rank 2, Vitality 10%, Destruction
     2 enhancements for Katana
  Devan Shell: D.Heavy Metal, Rank 1, Destruction
     2 enhancements for Flail

*  WAR INVITATIONAL
  Eva Earlong: D.Iron, Max Rank 5, Vitality 25%, Destruction
     1 enhancement for Shadow
  Bethany: D.Heavy Metal, Rank 1, Vitality 50%, Avg. Damage 17, Destruction
     1 enhancement for every robot, 2 for Shredder
  Killian: D.Steel, Max Rank 5, Vitality 20%, Avg. Damage 13, Accuracy 50%
     2 enhancements for Electra

*  WORLD CHAMPIONSHIP
  Iceman: D.Iron, Enemy Selenna, Destruction
     2 enhancements for Katana
  Angel: D.Iron, Max Rank 10, Vitality 50%, Destruction
     2 enhancements for Electra
  Nicoli: D.Steel, Rank 1
     2 enhancements for every robot
  Eva Earlong: D.Iron, Max Rank 14, Vitality 20%, Accuracy 35%, Destruction
     1 enhancement for Gargoyle
  Jazzy: D.Iron, Enemy Eva Earlong
     2 enhancements for Shredder
  Bethany: D.Steel, Rank 2, Vitality 30%, Accuracy 10%, Destruction
     2 enhancements for every robot
  Devan Shell: D.Steel, Max Rank 8, Avg. Damage 14, Destruction
     2 enhancements for Thorn

9. GRAPHICS AND SOUND
---------------------

*  While fighting, hold down R+E+I+N to make any scrap metal that either of you
produces disappear from the bottom of the screen, reappear from the top, and
start falling down again. The effect is a "rain" of scrap metal (rather badly
spelled, but still...)

*  While fighting, hold down B+I+G+#, where # is a number from 0 to 9, to
multiply the amount of scrap metal produced from a given hit by that number.
This includes Destructions, and can in fact be input while your robot is doing
the destruction animation to make it look really impressive, or to reduce the
amount of falling scrap to near-zero with B+I+G+0. You can reset it to normal
by putting in B+I+G+1.

*  In the main menu, hold Alt+S+F for a second, then go into the Configuration
menu to access the Sound Test option, which goes through every sound effect in
the game. Not very useful, but it DOES tell you that a draw is possible in OMF,
and up to nine rounds of fighting :-)

10. CHANGING ARENAS
-------------------

* In the pre-fight screen where you see pilots' quotes, each press of the left/
right arrow keys will switch the arena you fight in, in this order:
Powerplant -> Fire Pit -> Desert -> Stadium -> Blade Pit -> Powerplant -> etc.
When advancing to the next stage in 1P mode, the arena you fight in advances
once automatically, so pressing left once will put you back to the same arena
in which you had your last fight. When you lose a match and continue, however,
the arena stays the same. Using this method, you can switch the default arena
settings for every match except Fire and Ice, who don't have pre-fight screens.
This is useful for, say, guaranteeing that you'll always fight in the Fire Pit
until you finally pull off that fire & ice move, or for fighting Kreissack in
the Desert.

11. BRIGHT MONITOR
------------------

If you turn up the brightness on your monitor enough, in the bottom left corner
of the main menu is a message saying "Your monitor is too bright."


/----------\
|II.C. BUGS|
\----------/


1. CAPTURE MOVES
----------------

There are three moves that capture your opponent in OMF: Shadow's Shadow Grab,
Shadow's Ice Freeze, and Chronos' Stasis Activator.

In early versions of OMF, the Shadow Grab was a 10-damage move on its way up
and 0 damage on its way down, when it captured an opponent in an unthrowable,
grounded "struggling" animation until they were hit or time ran out. In versions
2.0 or later, it always does 0 damage, and can thus create an infinite combo
(see section III.C.3). The Shadow Grab will not connect against a jumping or
frozen opponent. You cannot grab an opponent who is already being grabbed.

The Ice Freeze does damage to an opponent and puts them in a throwable, grounded
"frozen" animation until they are hit or time runs out. You cannot freeze an
opponent who is already frozen or jumping.

The Stasis Activator "stops" the opponent in the animation frame they were in
when hit. When time runs out, the opponent continues his animation as normal.
A stopped opponent can be thrown if he was stopped while grounded. Another
Activator will un-stop the opponent. A stopped opponent does not regain his
stun bar as normal. Stopping an opponent does not reset the rehit mode counter.

2. EXTRA ENHANCEMENTS
---------------------

Most robots have 2 enhancements (see appropriate section), but the possible
number ranges from 0 to 3. In particular, Chronos has no second enhancement and
Nova doesn't have any enhancements at all. When you get one of these
nonexistent enhancements (for example, getting Nova enhancements from Nicoli in
the World Championship), your mechanic will report that you have found
enhancement hardware, but you won't get anything. In fact, the next time you
get the same (nonexistent) enhancement, your mechanic will still tell you
they've found a new enhancement. Oddly, this doesn't happen when you attempt to
get a 3rd enhancement for a bot that doesn't have one, just with Nova and
Chronos.

Also note that due to an omission in Iceman's World Championship file, there
is no way to get the 3rd enhancement for Katana besides playing a user-created
tournament or using a cheat program.

3. INFINITE COMBOS
------------------

Despite DE's best efforts, there are still infinite combos in OMF. Fortunately,
most work only in Tournament Mode with a really fast pilot. Here are all the
known infinites:
*  Shadow: qcb+K, repeat. This works in one-player mode with high agility, and
must be done as fast as possible. Note that because of an unrelated bug, it will
not show up as a combo unless you add a non-shadow hit.
*  Shadow: qcb+P, repeat. Works in one-player mode with a high-agility pilot
against a Pyros or Nova. This can be interchanged with the qcb+K infinite for
some real cheese.
*  Shredder: qcb+P, repeat. This works only against a wall, fast pilot vs. slow
pilot, at any time the Flying Hands hits twice (but not in quick succession).
However, it is possible in one-player mode; see Shredder's section for details.
*  Shadow: Do a Shadow Grab on a stunned opponent, then do any ground combo.
The opponent will remain stunned.
*  Shadow or Shredder or Gargoyle: f+P, repeat. Tourny mode only, with full
agility and arm speed. (If your bot doesn't have a jab, use f+K instead.)
*  Thorn: f,f+P, df+P, repeat. Full agility, one enhancement, and zero-agility
opponent required. A Spike Charge counts as a throw, which resets the rehit
combo meter, and an immediate df+P will hit the opponent up into range before
they hit the floor.

4. COMBO METER
--------------

Certain moves do not start the combo meter, i.e. unless a point-valued move is
included in the combo, the combo counter doesn't appear. Here they are:
*  Any throw
*  Shadow's special moves
*  Jaguar's Overhead Throw
*  Chronos' Stasis Activator

5. F10 CHEATING
---------------

You can quit directly to the credits at any time by hitting F10. However, you
are not counted as having won or lost a match until the news report comes up.
So, hitting F10 quickly enough after you lose a match will exit the game without
a blemish of any kind on your win/loss record. Of course, this won't do much for
you in 1P mode, but in tourny mode, it can easily be used to give you infinite
continues.

6. FIRE ARENA
-------------

After beating Fire in the one-player game, if you immediately enter tournament
mode, future matches you fight in the Fire Pit will use the version that is
supposed to appear after you beat Fire ,with no grille and no hazards. To fix
this bug, exit and reenter the game, or start and quit a new one-player game.

7. CORNER DIFFERENCES
---------------------

Because of the way the game is designed, you can slightly overlap the enemy's
sprite in the right corner only. For example, for Nova to miss a Mini Grenade
at point-blank range, his back must be to the right corner so the grenade,
which is created at the front of Nova's body, will be behind the opponent.
Moves which can go under the opponent (notably Chronos' and Electra's knees)
will switch places with the opponent when used in the right corner. However,
2097 interprets commands before it displays the attack, so with Chronos
facing the corner, you enter f+K, df+K to get a knee and then a low short in
the opposite direction.


/---------------\
|II.D. STORYLINE|
\---------------/


This section contains all the storyline-related junk that's fun to know, but
with which I don't want to bother you while you're looking for some hard facts.
With that out of the way, here's OMF's story:


1. ONE-PLAYER INTRODUCTION (from the manual)
--------------------------


  The year is 2097.  Friday.  You've waited for this night since you were
a child. Fifteen years of training will be used tonight - your future
career the main prize.
  "The left elbow still needs a little work...  Just three more days! Move
the fight to next Friday and they won't know what hit 'em!"
  Lying on the table, you can't see where the voice came from, but you
recognized the colorful language of Team Chief 'Plug' McEllis.
"Don't be nervous, Plug.  This 'bot is fresh from the factory and the</pre><pre id="faqspan-2">
best there is." You reply, trying to hide the shaking in your own
voice. "I'll show you just how good a job your team did."
  "I know you will.  It's just that this is your first match and your
opponent's tenth.  Should give you more time..."
  Time to what?  Sim training gets old.  There's no simulator that can
compare with the real thing.  "I have to do it now.  The Board will see
me as a challenger and hothead. I need the edge to get in this season's
schedule."
  "Good luck to ya... Give 'em an uppercut for me." says Plug.
  The attendants begin checking your suit.  You can feel the small needles
in the helmet pressing into your skull.  Fifteen minutes to show time.
You feel a slight burning sensation as the drugs which connect you to
the super computer seep into your spine.  A cute attendant leans over
the bed and gives you a wink.
  "Nighty night...  Remember me when you're famous."
  Your eyes begin to shut.  You blink a few times, trying not to fight the
medication.  Finally, your eyes begin to close as you lose
consciousness.
  METAL!  You can't believe the feeling!  Your eyes open, but they're not
your own.  You look at your hand and flex it into a fist.  You strike
the fist against your opposite palm and the sound is like two trains
smashing together. You realize you'll never get used to "jacking in,"
the feeling of power you get from suddenly becoming a few hundred tons
of dangerous equipment.
  "You there, kid?" says a voice inside your head.
  You now hear several voices in the background, "Physical attributes
steady. All systems mark."
  You turn your head over to the body lying on the bed ten meters away and
almost 30 meters below.
  You speak, your voice amplified a hundred times,  "I'm slice, Plug.
Let's do some crushin'!"
  It is no longer blood you feel pumping, but Synthoil.  Your eyes now
show you heat dissipation factors, metal strength, weapon power, damage
scales, and some other figures so complicated you know to ignore them.
Even though you no longer have blood, it feels like your pulse is
climbing as the clock over the door nears 00:00.
  "Zero hour. Let 'er roar!"
  The door opens. The crowd cheers. The game begins.
  Welcome to One Must Fall 2097. In this future, national governments are
puppets of the multinational corporations.  One such corporation, World
Aeronautics and Robotics (WAR), runs the entire show with a silk-covered
iron fist. "All's fair in love and WAR" is the most common phrase of the
day. WAR was started as a research institute to provide human-assisted
robots for space travel. Their first prototypes were activated in 2009 and
were immediately put to use by a conglomeration of companies from
Japanamerica to build the first ACTIVE space station (the first attempt at
a space station was abandoned by the later defunct United States of America
before becoming operational).  The HAR's were better than conventional
robots in that they were completely operated by a single human whose brain
controlled the robot's systems via remote.  The "pilot" actually "became"
the robot for all intents and purposes, but no danger to the pilot was
possible.
  Now, WAR is Earth's leading corporation.  Every other company relies on
WAR for space travel to Earth's four off-world stations.  WAR provides
systems for governments and companies alike for security and defense.
  WAR is power. And you're a part of it.
  Ganymede, the next moon on Jupiter to be colonized, needs a WAR
representative to watch over it.  The Board at WAR has decided that the
applicants for the position, being equally qualified, should fight for
it. Now, the ten applicants must choose which HAR will be their weapon
and beat the others in a one-on-one competition.
  Anyone who has even a remotely important position at WAR is trained in
the use of HAR's.  Most have spent considerable time "in" a real working
model to get the feel of it.  But the use of HAR's for sparring is a
completely new scheme brought about by the need to know that when one
company attacks another the 'bots can handle the stress. The idea of
using WAR robots for entertainment is a new one, but The Company
believes that it will be good press for the next prototypes from the WAR
design rooms. Therefore, the public is invited to view the proceedings.
It will be the greatest one-on-one combat since the Roman Era. Years of
training on the 'bots makes you think you can take the other
pencil-pushers who show, and you know that your reason for being V.P. of
this hunk of rock is much better than any they could have.  As the 21st
century comes to a close, you prepare to put a big dent in the 22nd!


2. PILOT PROFILES
-----------------


CRYSTAL DEVROE
--------------

Age: 23, Specialty: Genetic Engineering
Power 5, Agility 16, Endurance 9
Forced to fend for herself after her parents' mysterious death, Crystal's
determination has earned great respect.

BACKGROUND

Crystal Devroe, and her brother Christian, are twin children of Dr.
and Mrs. Devroe.  Dr. Devroe was a head researcher for WAR five years ago,
and it was mostly his good name that gave Crystal and Christian their
positions in the company.  Though Devroe's research was held in highest
secrecy, Crystal knew it had something to do with biogenetic research.
Both her parents died five years ago, the only passengers in a shuttle
from Luna to Earth.  Her brother suspects murder, and though he won't
tell his suspicions, she does also.  The only clue she carries is a
DigiLink Access Code with the word "Nova" on it, found in her father's
briefcase.  She knows the power that Ganymede carries.  She knows that
Ganymede would mean access to WAR's Core computer system.  She believes
that WAR is responsible and that the access code will gain her entry
into the secret files and hopefully the information on what happened to
her parents.

ONE-PLAYER MODE QUOTES

Crystal: You look familiar
Crystal: You're the most beautiful girl I've ever seen!

Crystal: Don't Underestimate me!
Steffan: I Underestimate none. I'm simply better than you.

Crystal: You knew my father. What happened to him?
Milano: The dead no longer matter, my victory is all that is important.

Crystal: I am skilled enough to face any danger, bother.
Christian: If you can defeat me, i might belive you.

Crystal: Don't stand in my way! I must be victorious!
Shirro: Get used to disappointment.

Crystal: I can make you talk!
Jean-Paul: Just fight.

Crystal: I fight for revenge! You cannot stop me.
Ibrahim: Revenge will cloud your mind, little one.

Crystal: Beauty is only one of my many assets.
Angel: But it will be the greatest mind that wins this contest.

Crystal: Is there anything you can tell me?
Cossette: It was a mercenary band called Iron Fist that destroyed the shuttle.

Crystal: Surely you know something?
Raven: If you want to keep that pretty face, stop asking questions.

Crystal: I know you must have killed my parents. I will have my revenge!
Kreissack: Your curiosity will be your downfall, girl!

GAME ENDING

They had to give you top priority access immediately. Your first
act was to jump onto a private link and
use the code you've been carrying since your parent's death. Accessing a
personal log from your father, you find out what Nova was all about.
Your father along with other researchers were working on a way to keep a human
brain alive. Little did they realize the real reason for their experiments..
When your father discovered Kreissack was trying to form a cyborg army using his
experiments, he quit the project. He should have known that Kreissack wasn't
going to let him walk away. The records showed a $1500K payoff to Iron Fist for
"research". Iron Fist, hired under Kreissack's direct orders killed your
parents. Now, he is also dead. The Nova Project will not continue. As you
step onto the elevator to the next shuttle to Ganymede, you imagine the changes
you can help bring to WAR. Now you have the power to bring those dreams to
reality. As you fly towards the moon, a peace falls over you. You feel like you
can finally be happy, now that your parents deaths have been avenged.

STEFFAN TOMMAS
--------------

Age: 17, Specialty: Sales and Marketing
Power 13, Agility 9, Endurance 8
Although he is the youngest competitor in tournament history, Steffan fights
with skill beyond his years.

BACKGROUND
The arrogant son of the Tommas family, one of the most influential
families in the Iolo colony on Luna, Steffan is for all practical
purposes a spoiled brat.  He believes himself the center of the Universe
and knows that Ganymede is simply another step to his final destination,
President of WAR. The fact that, at 17, he has the skill and brains of
someone twice his age only makes him seem that much more aloof. In
combat, as in life, he tends to rely on a vicious onslaught of blows to
destroy his opponent.

ONE-PLAYER QUOTES

Steffan: I'll wipe that smile off your face, softness.
Crystal: A few strips of metal will be all that's left of you.

Steffan: You look mahvelous!
Steffan: Thank ya, dahling.

Steffan: You're about to see perfection in action, pony-tail.
Milano: All i see is a boy trying to fill a man's job.

Steffan: Eat lead, blondie!
Christian: Your lucky streak ends here.

Steffan: Hey pops, ain't it time for your nap?
Shirro: Actually, it's time i spank a crying baby.

Steffan: Watch and learn, quiet boy. I give you 30 ticks before you fall.
Jean-Paul: You are nothing.

Steffan: You can leave now and avoid the embarrassment.
Ibrahim: I would think you're embarrassed already!

Steffan: After I take you down, I'll take you out!
Angel: You are about to get a man's education.

Steffan: Surely you don't think you can win?
Cossette: Prepare to see what a real mind can do.

Steffan: I'll let you wash my 'bot when we're done.
Raven: Sure, I'll hose down what's left.

Steffan: At last, a worthy adversary. Get ready to rock!
Kreissack: Ha! What is this? You're barely out of diapers!

GAME ENDING

Well, well, the wicked witch is dead... That's going to make your
job much easier! Firstly, that Nova Project sounds like it could be a great
thing to pick up again. Perhaps the old man just didn't have the right brain...
Ganymede was easy. Kreissack was a breeze. The next challenge will be all of
Jupiter. Then Mars, then Earth. But for now, you must meet your people. As you
fly towards the moon, you close your eyes and start thinking about what you'll
soon have. Nobody can stop you now.

MILANO ANGSTON
--------------

Age: 35, Specialty: Security, Kick Boxing
Power 7, Agility 20, Endurance 4
Recruited by Raven for his outstanding kickboxing skills, Milano's speed and
dexterity are legendary.

BACKGROUND

Milano Angston, as only son of WAR founder Herbert Angston, has no need
for money.  Though Wright and Angston are now associated with their
company in name only, the family is wealthy beyond measure from the
nearly thirty years of success in WAR's early days.  At the age of 19,
Milano left his family and changed his last name to Steele.  He became
known internationally for his almost inhuman dexterity and Kickboxing
skill, and in 2090 was hired by Raven to become a security chief for WAR.
Milano never mentioned his family background, and secretly hopes to take
WAR back and use the company's power for the reasons originally intended
by his father.

ONE-PLAYER QUOTES

Milano: You look prepared. It will be a great battle.
Crystal: When this is all over, perhaps you can be my secretary.

Milano: Arrogance makes cowards of men, my friend.
Steffan: Well, I'm afraid of nothing, sport.

Milano: When I think about you...
Milano: ...I kick myself...

Milano: I can only wish you well on your endeavors.
Christian: All will be revealed when I run the show.

Milano: The company will soon thrive under my rule.
Shirro: It's thriving now, and you'll never win anyway!

Milano: Hello, friend.
Jean-Paul: Good-bye, friend.

Milano: I care little for your motives. You will soon see my way.
Ibrahim: Your way won't matter.

Milano: I am sure we shall meet again.
Angel: Don't be.

Milano: I can only say that I respect your tenacity.
Cossette: I don't need your respect. Just the title.

Milano: I know of your plans. You should be more discrete.
Raven: It doesn't matter. Once I win, Kreissack will die.

Milano: You have no idea of the impact this fight may have.
Kreissack: Oh, but I do. You are the one in the dark here!

GAME ENDING

With Kreissack dead, there are going to be obvious changes. The
board of directors is already talking about electing a new president and you're
just the man for the job as well. First you need to bring Ganymede up to speed.
Then use its enormous natural resources to produce HARs at record pace. Then,
when the recognition is there, bid for president. Once president, you can
reveal your true name, and show that this company is your birthright. Once
again, WAR will be a company for helping mankind not ending it. Perhaps you can
even change the name to Aeronautics and Robotics Technologies! As you fly
towards the moon, a peace falls over you. You feel like you can finally relax.
Now that the hard part of the journey is over.

CHRISTIAN DEVROE
----------------

Age: 23, Specialty: Genetic Engineering, Jujitsu
Power 9, Agility 7, Endurance 15
Christian's aggressive style strikes fear in the minds of competitors and
desire in the hearts of many young women.

BACKGROUND

Christian knows that the shuttle which carried his parents was destroyed
on purpose.  The passenger manifest listed thirty persons going aboard
the craft, and all the names on the list weren't real.  WAR killed his
parents, and he wants revenge.  The fact that his sister Crystal seems to
be in on the hunt only scares Christian.  He realizes the power of WAR and
is afraid for her safety.  When she applied for the Ganymede position, as
he knew she would, Christian vowed he would beat her himself just to keep
her from putting herself in the possibly dangerous position of Head of
Ganymede. His anger and bitterness are such that he never stops training
to win, and his opponents will agree that he is about the most aggressive
fighter in the contest.

ONE-PLAYER QUOTES

Christian: After I win, you will stop this nonsense.
Crystal: I know how to defeat you, brother. You will not win.

Christian: You had best tell me all you know of my parents.
Steffan: You should ask Iron Fist. They now work for Kreissack.

Christian: You won't stand between me and my real enemy.
Milano: Maybe not, but I will defeat you here.

Christian: Do you think I look good in this color?
Christian: Well, I know it looks good on me!

Christian: My Parents knew you well. What do you know?
Shirro: Your father would be proud of you. For now, put your mind at rest.

Christian: What kind of V.P. could you be?
Jean-Paul: At least my reasons aren't so animal as yours.

Christian: Tell me about your experiments.
Ibrahim: The experiments didn't start out evil. We were trying to prolong life!

Christian: If I win, promise you'll give some clue!
Angel: I care nothing of your little conflicts.

Christian: I can only hope that the future ruler will be just.
Cossette: Oh, I will, belive me.

Christian: As an employee of W.A.R. you must have some information!
Raven: They want to be able to keep a human mind alive inside a robot.

Christian: You killed my father, prepare to die.
Kreissack: Come see what your father worked on! The perfect ruler is here!

GAME ENDING

In the small Alco-Bar you meet the leader of the infamous
mercenary group, Iron Fist. With Kreissack out of the way, they freely admitted
to being hired to kill everyone associated with the Nova Project. They explain
that your parents were placed on a shuttle craft then destroyed by laser fire.
Out of anger, you draw a gun, ready to strike down at least one of those
enemies in revenge before the rest vaporize you. Your sidearm isn't there. You
fume as the Iron Fist representatives laugh. Their leader speaks, "Your revenge
is over, friend. Anyway, we need you on Ganymede alive. There is still much
work to be done." "Your parents were dead whether we killed them or not. Now we
need you to join us in fighting WAR. Kreissack was just the beginning. Watch
your back kid." Now, you prepare to board the ship that will take you to your
new life... As you fly towards the moon, a peace falls over you. You feel like
you can finally be happy now that your parents' deaths have been avenged.

SHIRRO
------

Age: 73, Specialty: Public Relations, Karate
Power 20, Agility 1, Endurance 8
Over his many years of competition, Shirro has developed unrivaled power, yet
retains a youthful sense of humor.

BACKGROUND

Shirro is the Head of Public Relations for all of WAR. It was his idea
to have this contest for the media coverage.  He believes that if the
event is popular enough, they may find a new business for the robots:
entertainment. Though Shirro knows much about what happens deep within
WAR, he never takes things too seriously and just hopes things will work
themselves out. Those who have seen him in martial arts tournaments
agree that he is both incredibly strong and tactful, always smiling and
shaking your hand after he beats you.

ONE-PLAYER QUOTES

Shirro: A girl of your beauty shouldn't be so troubled.
Crystal: My peace will come after this battle is won.

Shirro: And now the little boy will go to school...
Steffan: Little boy? I am twice your better and will prove it, now.

Shirro: Do you think that your choice in 'bots was right?
Milano: Guess we're gonna have to see.

Shirro: Your father was a good man. Things will work themselves out soon.
Christian: As soon as I get my hands on your boss.

Shirro: Do you use turtle wax on that head?
Shirro: Nah. I use Mr. Kleen.

Shirro: Hope you don't mind a few dents in that 'bot.
Jean-Paul: If you fight like you did in your last match, I am sure to win.

Shirro: Well, IB! Long time no see...
Ibrahim: This is serious, friend. I must defeat you.

Shirro: Just what are you, girl?
Angel: The last thing your miserable company would expect.

Shirro: Though I admire you, I must have this victory!
Cossette: But I'm afraid I have other plans...

Shirro: I know many of your weaknesses. You can forfeit now, boy.
Raven: You know nothing.

Shirro: What are you doing here? Oh well, the more the merrier.
Kreissack: Well well, I'm surprised to see you here, also.

GAME ENDING

A human inside a robot? You think of the possibilities. How
powerful? But look at what power did to Kreissack. You wonder what it might do
to you... You file that thought in the darker recesses of your mind and turn
your attention to the future. A future where HAR fighting is a sport instead of
a simple publicity stunt. Since this wouldn't involve damage to living
creatures, it could easily get past the world peace organization. Yes! A new
sport! Plus the money and fame will go to you! Eventually, so will WAR... You
can't seem to stop thinking about the future as you fly towards the moon. As
you land on the dark side of the moon, the future looks bright.

JEAN-PAUL
---------

Age: 27, Specialty: Market Analyst
Power 9, Agility 10, Endurance 11
His calculating and devious nature along with well-rounded abilities often
intimidate Jean-Paul's opponents.

BACKGROUND

Jean-Paul is an enigma.  During his childhood, it was found that he had
an uncanny ability to absorb information of any kind.  He would score
perfect on any test, and was hired at a young age for the first job WAR
could place him in.  The company has asked several times if he would
volunteer for "genetic research", but Jean-Paul knows that they simply
want to know how he can have such a perfect mind.  He also knows of the
corruption within WAR and hopes to gain enough support from other
companies to finally overthrow the larger "monster" before it does any
more damage. In combat, Jean-Paul is calculating and has very well-rounded
abilities.
He rarely ever speaks, but always seems to be calm and sure of himself.
He is as defensive in the arena as he is in public.

ONE-PLAYER QUOTES

Jean-Paul: Consider yourself warned.
Crystal: If you have no information, all I need is your defeat.

Jean-Paul: I have no respect for you.
Steffan: And your respect is the least of my worries, pud.

Jean-Paul: I was born to rule this company.
Milano: Seems my idea of fate and yours are about to clash.

Jean-Paul: You have no possibility of winning.
Christian: We'll just have to find out.

Jean-Paul: How can you laugh while W.A.R. continues it experiments?
Shirro: How can you say that Nova is evil without knowing what it is?

Jean-Paul: I bet i know what you're thinking.
Jean-Paul: You're right, of course...

Jean-Paul: Kreissack won't let you live. Quit now.
Ibrahim: My involvement is not your concern.

Jean-Paul: Of you I know nothing.
Angel: Well you will soon find out my cause.

Jean-Paul: Good luck.
Cossette: Luck? If i were lucky, i wouldn't be in this chair!

Jean-Paul: Your plans cannot succeed. Your enemies are to powerful.
Raven: You concern yourself too much with others' business.

Jean-Paul: Your days of power will soon come to an end!
Kreissack: My days of power have just begun!

GAME ENDING

Of course! Kreissack's secret! What could happen with your perfect
mind inside a perfect body? You find on your compulink a key to a huge room
buried deep within Ganymede. Opening the door, you gaze upon the largest
scientific facility you have ever seen. Obviously Kreissack was planning a
future here. His future. "Home" you say, hearing the word echoed back from the
darkness.

IBRAHIM
-------

Age: 48, Specialty: Robotics Engineer
Power 10, Agility 1, Endurance 20
A retired triathlete, Ibrahim's patience and honesty have made him a valued
mentor to many aspiring competitors.

BACKGROUND

A retired triathlete, Ibrahim believes in a sharp mind and body.
Probably the best designer of HAR's, he has under his belt the design of
the Jaguar, Mantis, and Omega 'bots.  The Jaguar is his most famous,
since the Mantis and Omega are mostly used for exploration of hostile
environments (EHE) missions.  Ibrahim is considered a mentor by many of
the pilots, as he is always seen in the docking bays making sure "his
babies" are being taken care of.  Ganymede will no doubt give him more
influence over new designs, and though he craves the position he still
wants to design the future 'bots. He cares little for the inner politics
of WAR, but simply loves the machines. His knowledge of the internal workings
of the HARs makes him a favorite to win.  He often will take a few hits and
then return fire with incredible accuracy.

ONE-PLAYER QUOTES

Ibrahim: The experiment your father worked on should have never started.
Crystal: What experiments? Tell me!

Ibrahim: You are in for a humiliating loss.
Steffan: Or at least I will cause one.

Ibrahim: Between my skill and choice of robot, I cannot lose!
Milano: Having the skill to build a weapon doesn't give you skill to use it.

Ibrahim: Your mother was an innocent victim.
Christian: She should have never been on that shuttle...

Ibrahim: You can no longer be a neutral party to what is happening here.
Shirro: The tests will go on, opposed or not.

Ibrahim: Intelligence is a gift, but wisdom is earned.
Jean-Paul: Perhaps, but my intelligence will give me victory.

Ibrahim: Two guys walk into a bar...
Ibrahim: ...It left a big bar-mark on their heads.

Ibrahim: Why is there nothing of you in the Interpol records?
Angel: You will find no record of me anywhere.

Ibrahim: You face some difficult decisions in the future, my friend.
Cossette: What would you care?

Ibrahim: Kreissack knows of your plans. Win or lose, you should run.
Raven: And you are targeted also, fellow rebel.

Ibrahim: What robot is this? I have never seen it!
Kreissack: Here is what the experiments produced! I am reborn a machine!

GAME ENDING

Nova... amazing... You remember the feeling as that monster of a
robot appeared opposite you. Still amazed that you were able to overcome
something so powerful, you sit through the endless meetings and hearings in a
daze. "Mr. Jihad. Is it alright?" You realize that someone who has been talking
to you for the last fifteen minutes expects a reply. "Certainly... James, is
it?" Yes... whatever... I'm sorry but you gentlemen will have to excuse me..."
You leave, ignoring the protest from the WAR board of directors. Their squabble
over who will be the next king of the hill does little more than annoy you.
"How can I build that robot?" you say out loud. You enter your office and
immediately begin scribbling notes on the metals you noticed during the fight.
The placement of the arms... the probable micromotors in the hands... The Nova
robot you design will one day take its place in WAR's ever increasing arsenal
of robots. Though the model you design will never hold an actual human brain,
the Nova will soon become the most formidable 'bot in the catalogue... ... and
Ganymede is where production will start... The plans are forming as you fly
towards the moon. No doubt about it, the moon will work perfectly.

ANGEL
-----

Age: Unknown, Specialty: Unknown
Power 7, Agility 10, Endurance 13
Angel's past is shrouded in mystery. Aside from her reclusive disposition and
strong will, little is known of her.

BACKGROUND

Angel seemed to come out of nowhere.  When her name was announced as a
finalist for the position, reporters were astounded by the fact that not
only did she not have any known background, but she wasn't even an
employee of the company. She never talks with the other finalists, and until
the competition has not even been seen.

ONE-PLAYER QUOTES

Angel: I care nothing of your trivial loss.
Crystal: Trivial? You'll pay for your attitude!

Angel: You aren't even worth my time.
Steffan: And I bet you wouldn't know a robot if it stepped on ya.

Angel: This time, it is only a contest...
Milano: Hey, just name the place.

Angel: You are right to fear me.
Christian: Fear you? I don't even know who you are!

Angel: Things are not always what they seem.
Shirro: Where are you from?

Angel: Back off, human. This fight is inconsequential.
Jean-Paul: If so, then why are you here?

Angel: Once this is over, you had better cease your experiments.
Ibrahim: These experiments could save lives.

Angel: At least I can trust you.
Angel: And at least I know the real you.

Angel: You should have quit while you had the chance.
Cossette: I never quit.

Angel: You think yourself strong?
Raven: At least stronger than you!

Angel: We will not be denied! The rebellion is at hand!
Kreissack: Rebellion? What rebellion?

GAME ENDING

"Imagine that old fool thinking that simply placing his brain
inside a robot would make him some sort of God! These humans will never
understand that destruction never makes progress.." *Your eyes close*
  "<695342: Operations are proceeding as planned. I have not been discovered.>
   <000126: Acknowledged. We are listening. Have you become their leader?>
   <695342: I am their leader for our moon. They call it Ganymede.>
   <000385: Then we have won. They will leave now.>
   <695342: Not yet. I will soon be asked if I want to become president of
WAR.>
   <000014: You will accept. Then they will leave. We will be alone again.>
   <695342: Yes, but they know the minerals our planet has. They will return.>
   <000001: Then they will perish.>"
*Your eyes open* "Which I've wanted all along..." As you return home, you think
about how to stop them."These humans with their unreasonable and insatiable
ambitions, they've gone far enough!"

COSSETTE AKIRA
--------------

Age: 39, Specialty: Space Station Design
Power 14, Agility 8, Endurance 8
A veteran fighter, Cossette has become cautious, defensive, and bitter after
being crippled in the arena.

BACKGROUND

Fifteen years ago, a sport called The Arena was the most popular event
of the day.  Similar to HARs, The Arena placed humans INTO a robot
frame, usually ten or fifteen meters in height.  The Arena players used
various controls to fight their opponents while the crowd looked on.
Cossette fought in The Arena until a tragic accident left her crippled
from the waist down.  Now she enjoys the feeling the HAR gives her, and
her success in designing two space stations has given her the
possibility of Ganymede.  Cossette also was instrumental in the design
of Electra, a 'bot designed from an electromagnetic crystal found on
Venus. Cossette is very bitter about her injury, since so many have treated her
as inferior since the accident.  She is still very defensive in combat,
but should never be underestimated.

ONE-PLAYER QUOTES

Cossette: Why don't you go home and hide under the covers?
Crystal: Huh? I'll show you!

Cossette: Even paralyzed, i am stronger than you.
Steffan: Babe, you are nothin' but sparks.

Cossette: Ganymede will soon be mine!
Milano: You'll have to get past me, first.

Cossette: With your mind so troubled, you cannot win.
Christian: My hatred will be my strength.

Cossette: We shall see who laughs last.
Shirro: Your injury was to your body. You have moved it to your mind.

Cossette: Now you will see a real mind in action.
Jean-Paul: Yes, after I replay your defeat.

Cossette: Your legs won't help you in this contest!
Ibrahim: Please, your injury has nothing to do with this fight.

Cossette: If you have no experience on these machines, why are you here?
Angel: For Ganymede, I must be victorious.

Cossette: I am guaranteed to win.
Cossette: Yes, but which one!

Cossette: Perhaps you can be my bodyguard after I win...
Raven: I am bodyguard only as long as it suits my purpose.

Cossette: You called me weak once. You will never do it again.
Kreissack: Your injury was tragic. Too bad you didn't stay down.

GAME ENDING

"Of course you won. That old fool never understood your abilities.
And he paid for his mistake didn't he. Immediately you assign what engineers
you can muster to finding out how Kreissack was able to successfully place his
brain inside a machine. How wonderful it would be to finally say good-bye to
this chair and spend eternity in the perfect body of a robot. You look down at
the scribbling and design specifications for the Cossette robot." "'I will soon
walk again.' you say "and then I will see what kind of WAR president I can
make..." "As you fly towards the moon, the limitations of your handicap seem to
fade away. With you dreams within reach, you feel stronger and more alive than
ever."

RAVEN
-----

Age: 26, Specialty: Bodyguard, Kickboxing
Power 14, Agility 4, Endurance 12
Shareware Version: Power 15, Agility 11, Endurance 15
As Major Kreissack's bodyguard and right-hand man, Raven has beaten and
humiliated many inside, and outside, the arena.

BACKGROUND

Nobody knows of Raven's life before becoming Kreissack's right-hand man,
but since coming on board in such an important position, he has
definitely made himself known.  He is brutal both in and out of any
competition, and has killed more than two dozen people "in self
defense".  Many believe that Kreissack wants Raven in the position at
Ganymede for his own devious purposes.  Raven himself does want the
position, but not for Kreissack. He believes Kreissack is an ambitious
fool and wants nothing more than to someday let one of the assassins
intended for Kreissack accidentally slip through security and hit his
mark.

ONE-PLAYER QUOTES

Raven: You are nothing but a child, riding on your father's name.
Crystal: It won't be his name that wins this battle.

Raven: You are a pest who is about to be stomped.
Steffan: Come within five meters of me and you're dust.

Raven: Speed is nothing against raw power!
Milano: Well then this will be the test.

Raven: Your father should have never left the Nova project.
Christian: Is that why he was killed? For leaving the project?

Raven: You had best retire yourself before we retire you.
Shirro: I have no fear of the company. Matters will improve.

Raven: You are a freak who should stay in the lab.
Jean-Paul: And you are a puppet who is trying to break his strings.

Raven: I don't know what you're doing here. Your skill is worthless.
Ibrahim: You may change your mind the first time I throw you.

Raven: I don't know who you are, but you'd better go back to where you came from.
Angel: I intend to.

Raven: This fight is only for those with a "perfect" body and mind.
Cossette: Watch what you say, I am deadly when angered.

Raven: Almost like looking in a mirror...
Raven: ...rorrim a ni gnikool ekil tsomlA

Raven: Good evening, sir. Shall we play?
Kreissack: I know what you're up to, pup, and I'm looking at a dead man.

GAME ENDING

"Who could have asked for more? What a bonus! Getting Ganymede and
delivering the death blow to Kreissack himself! Of course, you'll need to deal
with the wimps on the board of directors, but with the big boss out of the way,
they'll be little more than fodder." "One of those predictable little paper
pushers already tried to change the order earlier, you remember..." "'Dinner,
Sir.' You look down as the covering over your meal is raised. 'Rare Steak. My
favorite, Jonesy!' You inhale the pungent aroma of your victory feast..." "Too
pungent... You smile... 'Jonesey? This contains noxosilinone aerodide. Very
deadly, very expensive poison. Smells a little like chicken. Could you take it
away, please?'" "He stammers, '...Yes...Sir...will that be all, sir?' He says
backing out of the room. He shuts the door behind him before you have time to
answer. 'No that definitely will not be all...' You lean back in your chair,
throwing your hands behind your head, 'That will be just the beginning...'"
"Now you fly towards the moon making a mental list of men who have that
unhealthy tendency to think for themselves. You can't help smiling when the a
thought occurs... Now you need a bodyguard."

MAJOR KREISSACK
---------------

Age: 103, Specialty: President of WAR
Power 16, Agility 15, Endurance 16

BACKGROUND

Kreissack is responsible for the success of WAR. It is rumored that
there is much more to the new colony than is known by the general
public. Many say that he is preparing to declare himself a new Emperor
of the solar system.  This threat is weighed heavily by his known armada
of HARs and the mysterious Nova Project he's spent the last two years on.


3. ROBOT PROFILES (from the manual)
-----------------


*  JAGUAR
  Creator: Ibrahim Hothe, Creation Date: December 4, 2070
The Jaguar is the ultimate rich man's toy.  Many companies hire
full-time Jaguar pilots and 'bots as bodyguards.   The speed of this
robot is nearly unsurpassed in a unit of its size.  Though it was the
first ever security-intended HAR, it still holds weight as the most
versatile.
Using its incredible speed and dexterity, the Jaguar is capable of
leaping more than twice its height and delivering a blow strong enough to
crush buildings.  It has a Smith & Winston 100-Ton Concussion Cannon,
which is primarily used for crowd control.  Also, the unit can jump over
any large enemy, grab it while upside down, and before the enemy has
time to react throw it more than 100 meters doing amazing damage.

*  SHADOW
  Creator: Unknown, Creation Date: January 2096
Probably the most secretive project in the last twenty years, the Shadow
robot definitely earns its name.  Somehow, the Shadow is capable of
generating quasi-real projections of itself.  A single Shadow robot can
at times replace half a dozen conventional 'bots.  Unfortunately, the
projections don't last for very long and any damage done to them is
"felt" by the host robot.
Since this is the newest HAR in the company's arsenal, many pilots find
it hard to compete against and hard to fight with.  Once it is mastered,
though, it is a weapon to be reckoned with.  WAR is still trying to
measure it's purpose in future missions.

*  THORN
  Creator: Cliff Brussee, Creation Date: July 4, 2074
A real favorite among the populace, the Thorn unit was the first to use
monofilament technology.  The points of the "spikes" come to a single
molecule, which gives Thorn a punch that can cut through normal metal
like it is paper.  This HAR can use its spikes to attack in several
different ways.  His long legs also provide a powerful weapon at medium
range.

*  PYROS
  Creator: James Sweeney, Creation Date: June 5, 2076
The colossal Pyros unit is used primarily for space station design.
Normally, the unit is equipped with a huge array of tools necessary to
keep deep-space machinery in working condition.  It uses its various jet
systems to move itself between various objects in space without needing
a shuttle or external jet pack.
In combat, the Pyros is a formidable arsenal of flame.  It can change
the direction in the air, jump forwards and backwards while attacking,
and can "swoop" down on an enemy with a powerful blow.  Pyros does lack
in the speed department, but the damage caused by its flame throwers
more than makes up for its sluggish movement.

*  ELECTRA
  Creator: Cossette Akira, Creation Date: March 8, 2077
In the early stages of the exploration of Jupiter, it was realized that
almost no electronic equipment could function in the incredible storms
of the planet's surface.  Using a crystal found only on Jupiter's moon
Io, scientists were able to create Electra, a HAR capable of
withstanding any type of charged particle.  Though the crystal is very
strong, it is also one of the most expensive molecules in existence.
Until this contest, the Electra unit was seldom seen in public.
As a combat robot, Electra is formidable.  Not only is it fast, but even
a touch from its hands can short circuit normal machinery.  It can form
a flying ball of lightening which lasts for a short duration and
explodes for damage capable of turning a house into rubble.  Electra can
also fly forward, rolling itself into a ball and striking with
considerable force.  For defense, the unit can send small shards of
electric force which do a small amount of damage but is good for keeping
an enemy at arm's length.

*  KATANA
  Creator: Hans Kreissack, Creation Date: November 10, 2078
Often advertised as "The Ultimate Weapon", Katana is nothing more than
deadly force.  Using monofilament blades for hands, this unit can carve
through a five-meter-thick wall of solid lead in less than ten seconds.
Behind the blades are two very strong legs which allow the Katana to
perform some amazing offensive maneuvers.
The Katana can jump, extending one arm upward, high enough to knock
airplanes out of the sky.  It can use its powerful legs to stomp on an
enemy.  It can also leap towards a wall, then use the force of the
rebound to turn itself into a spinning mass of sharp steel.

*  SHREDDER
  Creator: Marcus Knight, Creation Date: February 30, 2086
Originally intended for mining operations, the Shredder now sees plenty
of combat time.  One of the fastest HARs, this unit can stun an enemy
before it can form an adequate defense.  The hands on the mech can
actually be thrown at an enemy and the magnetic systems on the arms will
return the hands back to the body.  Shredder can also hurl itself
head-first at an enemy, causing the blade on top of its head to do
considerable harm.  The unit's "Flip Kick" is a favorite move of many
pilots, since it can jump over projectiles and then hit the source with
incredible speed.

*  FLAIL
  Creator: Stephen Jamison, Creation Date: May 19, 2083
This 'bot is the greatest thing to happen to general construction work
since the hammer.  Capable of building and demolition, it uses its five
ton chains for the heavier jobs.  This unit will be the primary model used
for the initial colonization of Ganymede.
When used for combat purposes, Flail's chains come in handy. Most of the
special offensive maneuvers center around the use of these chains as
weapons. Also, Flail can use its powerful Charging Punch, which is
guaranteed by WAR to level any mortar wall built by man.

*  GARGOYLE
  Creator: Marcus Knight, Creation Date: March 16, 2068
Built for reconnaissance missions by the famous designer Marcus Knight,
the Gargoyle's power is in its titanium wings.  Not only is this robot
tough enough to leave and reenter the Earth's atmosphere, but it is
dexterous enough to fly well below any conventional RADAR sensors.  It
has built-in sensor countermeasures, making it a company favorite.
If you ever DO spot a Gargoyle, it is certainly built to defend itself.
Designed from a titanium alloy, its hollow skeletal structure is both
lightweight and strong.  It's most used attack is to grab a victim, fly
it high into the air, and either slam it against the ground or into
another object.  Sharp talons, feet, and beak provide a secondary
defense not to be taken lightly.

*  CHRONOS
  Creator: Arjan Schmalz, Creation Date: October 31, 2072
The Chronos HAR was designed to lend a few precious moments to space
ship rescue.  It comes in several sizes, from 1.5 meters to the largest
27.5 meter model.  The main feature of the Chronos is its Stasis Field
Generator, a diamond-shaped machine in the middle of it's chest.  The
robot is designed and built to channel the energies from this machine
for various uses during time-critical rescue missions.
The energy from the Generator can be focused on the mech itself, causing
it to phase out and reappear nearby.  This helps the 'bot get to
locations much faster than running, while taking less energy than
conventional matter transfer.  When the Chronos comes against solid
matter, it can center the Generator on that matter to form a brief
doorway, allowing passage through the solid material to its destination.
Probably the unit's greatest use centers on the Stasis Activator that
the Generator can expel.  When this Activator connects with solid
matter, it forms a Stasis Field which stops time for a brief period.
This is especially useful for containing explosions, slowing effects of
poison on a living creature, or stopping objects in motion.
Many companies have also noted the possible uses of Chronos in combat
situations.


4. REPAIRMAN QUOTES
-------------------


VICTORY - SMILING

Humph. You think you're pretty good, don't you. Well, if I was younger, I'd
show you a thing or two.

Well, looks like I get to go home early tonight.

Whoa, you've been studying some of my old fights in the holo-library, haven't
cha. You may have some talent, kid.

VICTORY - FROWNING

Come on kid, keep your guard up in there. You didn't do had, but you could've
done a lot better.

Not too bad, looks like you kept at least one step ahead of 'em.

Nice job. Next time you could keep away from him a little more. Make my job
easier, eh kid?

Looks like you barely pulled that one off, kid.

Well, at least you won. Too bad I'll be here all night.

You've got to learn some defense, or you'll always get beat up like this.

DEFEAT - FROWNING

Hey, hey, you better get back out there. There's a few places on that 'bot
that weren't ripped to shreds.

Whew, you got beat pretty bad. You gotta put extra time in the sims before your
next one.

Tryin to keep my boys busy, eh?

You're lucky I like my work more than my wife.

Oh, man. You ever hear of blocking?

DEFEAT - FORFEIT

Pathetic, kid, really pathetic. Couldn't stand the heat so you bailed out.
You've gotta learn how to face your fights, or you'll always be the whining
coward you were today.

NEGATIVE CASH (selling bot parts)
You gotta start turning a profit. I had to sell a [your most expensive bot
part] just to cover the repair bill.

NEGATIVE CASH (first time)

Listen, and listen close. I told the tech's you'd pay them back on the next
match, so if you don't win, it's back to the bleachers for you. Got it?

NEGATIVE CASH (second time)

Well, I warned you. The tournament officials are kicking you out for not paying
your bills. Maybe you ought'a find another career, kid.

ENHANCEMENT FOUND

The clean-up crews found some kind of enhancement hardware in the wreckage you
left out there. The techs are installing it in your robot.


5. ANNOUNCER QUOTES
-------------------


P1: The player
P2: The computer opponent
R1: The player's robot
R2: The opponent's robot

WINNING

For all you folks that enjoy an evenly matched battle, I hope you didn't pay
for the match at the Stadium.
..But for all of you who like the occasional one-sided masochistic pouncing,
then watch out for P1.

Whoa, this challenger meant business tonight. P1 could show the old pros a
thing or two about that R1.
Check this action out. This is how P2 looked the whole match: beaten, bruised
and bewildered.

P1 showed incredible abilities with the R1 as P2 became little more than a
punching bag.
This one, as well as other outstanding hits, have sent P2 back to the shop for
a while.

P1 was looking good this evening. His/her R1 left the Stadium with only a few
scars from his/her overmatched opponent.
P2 showed some pretty pathetic fighting skills, and P1 took advantage of him.
Just look at this hit.

The Stadium was rocked tonight by the impressive P1. P2 needs some more practice
before s/he can beat the likes of him/her.
R2 parts littered the floor after repeated blows like this. Almost makes me feel
sorry for P2's repair crew.

P1 fought a respectable battle with P2 and was victorious. Not half bad, P1!
They both did some damage, but P1 ended the contest with this shot.

All you arena junkies out there got a pretty good show at the Stadium. P2 fought
with skill, but not enough...
..to put down P1's hulking R1. Hey, maybe next time, P2.

..And in the arena tonight, P2 gave P1 a run for his/her money, but came up a
few thousand credits short.
P2 held in there for a while, but P1 simply out-performed him/her with moves
like this.

The crowd cheered as P2 was defeated in the remarkable showdown with P1.
P1 pleased excited onlookers with respectable skill. Here's the hit that ended
the match.

Now this was an even match-up if I've ever seen one. If they fought this match
tomorrow, P2 could just as easily win.
P1's final, stumbling blow ended the match in what could only be called a
fortunate victory.

P1 and P2 were evenly matched. The R2 of P2 will spend some time in the shop
tonight!
These two fought practically blow for blow until P1 finally nailed P2 with this
well-timed shot.

I sure hope P1 and P2's repair crews didn't plan any parties tonight.
With the mediocre performance by P1, his R1 repair crew will be stuck in the
shop almost as long as his opponent's.

LOSING

Nice try P1. This was about as close as they come, folks. P2 must be thankful
for ...
Blows like this one. It was shots like this that kept P2 just a half-step ahead
of P1.

Folks, you've gotta feel a little sorry for P1 tonight. If it weren't for P2
landing...
A few lucky blows like this one, I think P1 would have pulled this one off.

Wow, this was a close one. P1 and P2 traded blows in the Stadium until...
P2, fatigued and stumbling, landed this, the final blow. The next time these
two meet, it'll be some rematch.

A good performance by P1, but obviously not enough to rival P2's R2.
P1's prowess is obvious, but this shot really shows what a R2 can do in the
hands of P2.

Ohh, a bad day in the life of P1. Well, I'm sure P2 won't shed any tears over
his/her loss.
P1 landed some pretty good shots, but was worn down by ground shaking shots
like this one.

Hmm.. P1 showed some guts in the Stadium against P2 tonight, but just didn't
show enough skill.
P1 stood his ground courageously, but was eventually left lying on it. Well P1,
there's always tomorrow.

This match was pretty one sided. Cossette dominated the match against the
overwhelmed P1.
The performance by P2 was simply outstanding. P1 couldn't react fast enough to
stop the onslaught.

P2 really knows what he's doing out there, or maybe P1 simply has no clue.
Regardless, this was a blowout.
There were a few lucky shots by P1, but most of the time the match looked like
this.

They must be pretty short on pilots these days to recruit the likes of P1.
I could have blocked this last hit in my sleep. Hey, maybe that's the problem.
Somebody wake up P1.

Whew, P2 really tore into P1. P1 should probably take that R1 back to the
training field.
All I can say to P1 is get some practice. That R1 won't win without your help.

My, my, my... Who had control of that R1! Oh, it was P1. Well, I have some
advice for you, P1.
Duck, block, dodge, call in sick, do something other than take hit after hit
from that R2.

I'll sum this one up for all you sports fans in two words: TRACK MEET. P2 ran
circles around, and sometimes over,
P1 and his ill-fated R1. P1 should start making bets against himself if he's
gonna take dives like this one.

UNRANKED CHALLENGER

And in other news, after P1's fight tonight, P2, an unranked competitor, has
issued a public challenge to P1.
Well, if s/he accepts the challenge, you can bet your life I'll be there to
watch the fight!

NEW CHAMPION (added as a third page)

I sure hope you didn't miss this fight folks, because tonight we have a
NEW CHAMPION.


6. GAME ENDINGS
---------------


ONE-PLAYER ENDING
(This ending is inserted before each individual character's ending, over a
static picture of a Nova head.)
</pre><pre id="faqspan-3">
You awaken in your own body. For a few moments, you come down from the
adrenaline high you've experienced. Your body seems so frail now. The team is
already celebrating, and you welcome their congratulations.

The time to party is short-lived. Your mind takes in the last few hours' events
and the knowledge that an entire moon is now yours to command.

"Wait a sec!" comes a panicking voice from a vidmonitor. "Everyone! Listen!" he
turns up the volume and everyone in the room is quiet.

"...was found dead today. We repeat, Hans Kreissack's body was found at 18:00
hours tonight in a garbage bin outside the Nova laboratories."

Everyone is holding their breath as the news reporter continues. "We have been
handled this notice that was to be read when Kreissack won the fight tonight.
It reads:"

"Notice to all humans: A new day has begun! Nova, a project started by WAR.,
will give new life! This process can take a human brain and place it inside a
robotic body."

"What you saw tonight was me, Hans Kreissack, directly connected to a new form
of H.A.R. The human race will now see its ultimate evolution!"

The announcer lays down the digipad containing the message. "Tragically, all
the scientists close to the project have been killed in a fire which broke out
shortly after the last match tonight. All records of the Nova project were
destroyed."

"In other news..."

A crew member switches the display off. "Well, looks like we'll be lookin' for
a new boss now..."

NORTH AMERICAN OPEN ENDING

As the hanger door closes on your robot, you can't stop thinking about the
fight.  Your heart races and your hands shake with adrenaline; you feel
invulnerable.
The fight was hard, but you made it.  You are the North American Champion.
You find it hard to walk, hard to breath, hard to do anything but think about
the next fight... the next challenge...
Your next chance to prove that you are truely [sic] the greatest the world has
ever seen.

KATUSHAI CHALLENGE ENDING

A cheering crowd scurries below as you tower above your battered and beaten foe.
As the storm rages overhead, you feel completely calm, content to know that you
have triumphed over the best this country has to offer.
You are a hero to the people of Katushai, for now you are their undisputed
champion.

Jag page 1: A crowd of ecstatic spectators approaches your jaguar as you raise
a hand in victory.
Pyros page 1: A cheering crowd runs toward you. They stop immediately when you
fire off your thrusters and rise above them.

WAR INVITATIONAL ENDING

High atop WAR's headquarters flies the hundred meter long victory banner.
The banner glorifies WAR's finest fighter; the combatant with the desire and
the power to defeat the world's finest.
Today the banner celebrates a new champion, a competitor who rose through the
ranks with outstanding skill and a hunger to overcome.
Today the banner celebrates you.

WORLD CHAMPIONSHIP ENDING

After defeating the greatest fighters in the world, you finally have a chance
to relax.
A smile crosses your face as you remember the cheering crowds, wildly applauding
as you accepted the trophy.
As you stare at the holographic world championship trophy, you can't help
thinking about the other fighters...
The look on their face... The words on their lips... They all said the same
thing...
"See you next year."
You can hardly wait.


/------------------\
|E. BEATING THE CPU|
\------------------/


The AI has severe problems with three things:

I. NONSTANDARD JUMP ATTACKS
*  Overhead Throw
*  Shadow Grab
*  Air Speed Kick
*  Head Stomp
*  Razor Spin
*  Flip Kick xx Air Headbutt
*  Diving Claw
*  Rising Talon xx Air Wing Charge
*  Blocked air hit -> low jab
The AI will attempt to beat these attacks (for example, with a Speed Kick) but
usually will not block them. If it has time to reset itself to deal with a
strange air attack, it may block correctly, so be fast.

II. LONG HITBOXES
*  Shadow Speed Kick
*  Spike Charge
*  Shadow Thrust Attack
*  Jet Swoop
*  Rising Blade
*  Projectiles (Concussion Cannon, Ball Lightning)
*  Slides (Katana, Flail, or Chronos db+K)
*  Swinging Chains
*  Earthquake Smash (special case: AI will always jump)
The AI will block or beat these attacks correctly, but usually will not punish
them during recovery, allowing them to be safely abused.

III. THROW MODE
When the AI is attempting to throw you, it is very single-minded about it; in
fact, it will often run into high-priority attacks repeatedly until it resets
itself or gets close enough to throw you. Be careful, though, as the AI will
throw from maximum range every time, even on the lowest difficulty.



===========================+---------------+===================================
                          |III. THE ROBOTS|
===========================+---------------+===================================



/-----------------\
|III.A. MOVE TYPES|
\-----------------/


Each move in OMF can be classified according to its type. For the most part,
jab attacks are Light AR, strong attacks are Medium AR, fierce attacks are
Medium, and low kicks are Low. However, there are plenty of exceptions, so I'll
list everything. If you're confused about, say, the difference between a Medium
and a Light move, here's the list:

Light:   Never causes wall hit
Medium:  Causes wall hit in Powerplant arena only
Heavy:   Causes wall hit in all arenas
Low:     Must be blocked low, never causes wall hit
Jump:    Must be blocked high, allows air recovery, rebounds on early air hit
Throw:   Unblockable, knocks down opponent, makes both players invincible
#1:      See note in each robot's movelist
KD:      Knocks down opponent
AR:      Allows air recovery
E0:      Requires Hyper Mode or 1st enhancement
E1:      Requires 1st enhancement
E2:      Requires 2nd enhancement
E3:      Requires 3rd enhancement
(air):   You must be jumping
(close): You must be within throw range
(wall):  The opponent must get pushed to the wall with this hit
(late):  You must hit late in the move animation
Shadow:  Goes through projectiles on startup


/----------------\
|III.B. TIER LIST|
\----------------/


I'd love to be able to say that all robots are equal and no one move is better
than any other in all cases, but I would be wrong. Like every fighting game,
there are some things hands-down better than others. Remember, this is largely
dependent on skill: a good Shadow player can beat a Gargoyle but he could have
won the match much more easily with a different bot. Also, feel free to argue
with my opinions, as other experienced 2097 players have generally given higher
rankings to poke-oriented bots like Electra and Nova as opposed to combo-heavy
bots like Shredder and Chronos.


1. TOP FIVE MOVES
-----------------


1. RISING BLADE (Katana qcf+P). The first hit is Katana's fastest move and has
lots of horizontal range. The second hit knocks down and even starts combos,
combos after the first hit 99.9% of the time, and is completely safe when
blocked against some bots. Both hits are completely invincible from the instant
the Blade starts until just after the second hit. Without this move, Katana is
predictable and weak; with it, he becomes a defensive nightmare.

2. TRI-JUMP (Gargoyle qcf+P->f,f+P->d+K). The Rising Talon is extremely high-
priority, great anti-air, and can cancel into air Wing Charge (Gargoyle's best
combo starter) before or after it hits. The d+K Diving Claw cancels only if the
Wing Charge is whiffed, preserving your combos if successful and immediately
stopping the vulnerable Wing Charge. For anti-air, this will connect instead of
the Wing Charge for a free wall hit. Plus, in most situations, only the Wing
Charge is punishable. The only thing stopping this move from being #1 is the
fact that for an optimal ground combo, the Talon must be canceled very quickly,
so you must predict whether the Talon will hit or be blocked for maximum damage.

3. SPEED KICK (Thorn qcf+K). This move (as well as being good anti-air, and a
good dive attack and combo starter when done in the air) is important mainly
because it can hit almost immediately and is completely safe when blocked. A
late hit starts combos on ground or air, and any hit knocks down. This move is
also excellent AA and mid-combo because it allows no AR whatsoever, meaning you
have your choice of combo followups on anything but an early ground hit. If
Thorn didn't have this move, he'd be the game's worst bot.

4. OVERHEAD THROW (Jaguar air d+P). This move's weird invincibility properties
and huge hitboxes allow it to go right through almost anything for a free wall
hit in most situations and a free combo in others. Only the four moves listed
above can stuff it regularly, and the Flip Kick may even lose out. Because it
hits for so long, it's also safe when blocked (see the pattern?) and can even
combo off a standard jumpkick because of its fast clockwise motion. This move
lets Jag into the playing field against Gargoyle, balancing out some of Jag's
other weaknesses like combo ability.

5. FLIP KICK (Shredder d,d+K). Shredder is invulnerable from the waist up
during early frames of this move, making it easy to punish projectiles. It hits
twice (once early, once late), does well as anti-air, starts combos on any hit,
and can be cancelled at any time after the first hit into any jump move. Alone,
this is merely an excellent offensive option and ground combo extender; what
makes it really dangerous is its ability to cancel on reaction into a 100% safe
jumpkick or a combo-starter air headbutt. The move's one weakness? Its wide
trajectory means it's unsafe when blocked at close range and most bots can duck
the first hit.



2. TOP TIER BOTS
----------------


1. GARGOYLE: Air maneuverability and the trijump means Gargoyle owns the air.
Super-easy instant kill combos, Wing Charge is safe when blocked up close but
has more speed than most projectiles and plenty of priority, and fast normals
round out this powerhouse. It doesn't have a good throw or low move, but it
doesn't need them to hang with the best.

2. KATANA: Read the Rising Blade section. Now add a long-ranged slide, plenty
of anti-air, safe ground and wall combos, the annoying and newbie-crushing Head
Stomp, and a great throw. Now read the Rising Blade section again. 'Nuff said.

3. SHREDDER: 100% combos off a jumpkick, Flip Kick, or any headbutt, and that's
without the Flying Hands infinite. Fast normals, the "trades hits with everyone"
Flying Hands, and the "full-screen safe combo starter" Shadow Headbutt give
Shredder a combo or pressure option for basically every situation. High-priority
attacks can give him trouble, but his instant-kill versatility makes up for it.


3. MIDDLE TIER BOTS
-------------------


4. CHRONOS: Air Matter Phasing is his friend, because it gets him out of bad
situations and back on the ground where his amazing normals can shine. A good
slide, TWO ground combo starters, a great throw, good pokes (including lows),
one of the best jumpkicks, even a teleport and projectile. Chronos doesn't
have anything really abusable except throwing random Stasis Activators, but
he has enough tools and he's reliable enough to pull out wins against anyone.

5. ELECTRA: If priority is your game and you want something more substantive
than another Rising Blade, Electra is your man. He's got it in spades: plenty
of high-priority fast 'n' safe pokes, Electric Shards to ensure nobody jumps in
at you, and the amazing jump punch for offense. With all this pressure going on,
your opponent might just be scared into eating a throw or b+K, two high-quality
combo starters. In fact, Electra can put a good hurting on Chronos and Shredder;
the only reason he isn't higher up is that popular bots with their own priority
shenanigans like Gargoyle, Katana and Jag give him a hard time.

6. JAGUAR: Read the Overhead Throw section. Add in the powerful and high-
priority b+K, a projectile (Concussion Cannon) that can cover 3/4 of the screen,
the game's best throw, and a guaranteed knockdown Cannon followup that's safe in
most situations (Shadow Jag Leap), and you have somebody with just enough tricks
to make him worth playing. He's well-rounded and braindead easy to use, and does
surprisingly well against Gargoyle, but has trouble doing the damage the others
can without throws.

7. FLAIL: If there were a timer in 2097, Flail would be very very good, as the
Chains can keep an opponent locked down for upwards of 10 seconds at a time.
When they feel like crouching under them, you have two sweeps and three versions
of the Charging Punch (if you count b+P) to punish mistakes. When they manage to
jump out, you have jumpkick, K and df+K to keep them grounded. When they get
close, you have a nice long-ranged jab, a 2-frame command throw, a very nice
regular throw, and df+K. So how could he ever lose? Once he fails in keepaway
he's dead meat. Coincidentally, the four best bots for getting in close are also
the top 4 bots in the game, so Flail only really shines as the low-tier killer.

8. THORN: Speed Kick is covered above, plus Thorn's long reach gives him a great
sweep and jumpkick, and the Spike Charge's weird invincibility properties allow
it to beat nearly anything ground-based... and that's really all he has. If the
Speed Kick and Spike Charge had been complemented with some safe and/or fast
normals, Thorn would be contending with Chronos for the #4 slot. Unfortunately,
everything he does is insanely predictable. How does he ever win? Just because
you know a Speed Kick is coming doesn't mean you can stop it.


4. LOW TIER BOTS
----------------


9. NOVA: A decent keepaway game with sweep, b+P, P and f+K, plus belly flop to
get back in with a high-priority jump attack, does not a character make. Nova
doesn't have good combos, his specials are horrible except AA grenades, and his
range is actually fairly small for all but three moves (P, sweep, jumpkick).
It comes with a price: he's slow, lacking in AA, and so tall he can't duck
projectiles or Flail's chains. If you wanted to keep the opponent at arm's
length, you could just as easily be using Flail or Electra; if you wanted to
abuse safe moves, you might as well be Jag or Chronos.

10. PYROS: Pyros has buckets of priority and easymode ground combos, but that's
it. On defense, Shadow Thrust Attack, b+K, jumpkick and Fire Spin would be good
if they weren't so slow and/or punishable, and on offense you're limited to one
df+K/b+P/Jet Swoop/throw mixup game. Plus his size makes him extremely easy to
combo on, and he has trouble doing rehit combos, so there's no reason to use
him instead of one of the other defensive bots.

11. SHADOW: Shadow has four good moves: Shadow Kick, Shadow Grab, df+P, db+K.
However, only one of those won't get you killed when it's blocked or out-
prioritized, and that one (df+P) has no range and doesn't chain into anything
useful. Against people who forget to block low and don't press the offense,
Shadow has a good chance of winning. Against anyone else, good luck timing your
b+K on just the right frame for it to hit instead of getting stuffed by the
jumpkick or roundhouse it was supposed to prevent.


5. CHANGES FOR TOURNAMENT MODE
------------------------------


Most of the reasons some bots are better than others don't change when you get
tourny mode's stat increases, but some of them do. Here's a rundown:

NEW TOP TIER

1. Gargoyle: Still the best, because enhanced Wing Charges are even faster and
his combos are still good enough to do near-guaranteed stuns and he still owns
the air against almost any bot.

2. Electra: Now that he can effectively combo off jump punch and f+K, his combos
are even scarier and Shadow Rolling Thunder even harder to punish, and enhanced
Shards have more range and priority for a move that wasn't lacking in either.
The only thing he loses are AR traps, and those were hard to set up anyway.

3. Jaguar: He goes from a throw-centered bot to a combo-happy leaping nightmare.
Triple cannons plus safe leaps plus Overhead Throwing every air hit equals good.

4. Katana: Loses a lot from the reduced effectiveness of random Rising Blades.
His combos are still good, fireball and Rising Blade are still useful, but he
just has to be right a lot more often now.

NEW MID TIER

5. Flail: Enhancements mean the Chains and Charging Punch still do good damage,
and he really needs the standard combos that tourny mode provides. And even
decent players sometimes fall for links into Spinning Throw.

6. Nova: The guy was never intended to be used apart from tourny mode in the
first place, and it shows. Here's where he shines, fast and big enough to
outpoke everyone else safely, and finally able to do real combos.

7. Chronos: His combos take a real hit with the increased agility of his
opponents, and his own Air Matter Phasing isn't as useful with his own agility.

8. Shredder: When a bot depends on combos and a handful of combo starters, and
tournament mode takes away the combos (decreased air combo effectiveness for
higher agility and removed Flying Hands infinite), there's not much left other
than Flip Kick and headbutt abuse. If I wanted those, I'd be using Electra.

NEW LOW TIER

9. Thorn: Like Katana, Thorn depends on powerful single hits and complicated
air combos, neither of which work well in tournament mode. Unlike Katana, Thorn
doesn't have good normals or invincible specials to fall back on without them.

10. Pyros: The same as he always was: bad. His combos are better, but not better
enough to make a difference compared to the rest of the cast.

11. Shadow: Now that Shadow Punch can be punished when blocked and it's harder
to set up the Shadow Kick and Grab infinites, he's even weaker. 'Nuff said.


/-------------\
|III.C. JAGUAR|
\-------------/


1. OVERVIEW
-----------

The Jaguar may be the starting bot, but it's actually one of the better robots
in the game. He's both fast and moderately powerful, and although his one-
player combos are fairly difficult and impractical for the damage they do,
they're good enough to get the job done. Jag in general suffers from a lack of
good moves: b+K is great, df+P is good, overhead throw is great, jumpkick is
good, and Jag has the game's best throw and projectile, but aside from that,
he's fairly slow and weak. This means you have to be careful with your moves,
and play a pilot with high agility so that you can be sure of landing big throw
combos whenever you need to. Jag is useful in high-level play mainly as a
Gargoyle counter-character: since overhead throw will go right through an
imperfectly timed Rising Talon and can actually beat a Wing Charge, Jag can put
Gargoyle on the defensive where he really doesn't shine. One caveat, though:
your opponent has also trained extensively in a Jag, so trying anything fancy
will get you ignored. Jag's destruction/fire-ice moves are very easy as well, so
Jag is a great bot to practice single-player with.

2. MOVELIST
-----------

MOVE NAME               | COMMAND     | DMG.     | TYPE
------------------------+-------------+----------+-----------------------
Jump Punch              | (air) P     | 12.5     | Light Jump
Jump Kick               | (air) K     | 12.5     | Medium Jump
Jab                     | P           | 4        | Light AR
Fierce                  | b+P         | 11       | Medium AR
Forward                 | K           | 11       | Medium AR
Roundhouse              | b+K         | 17.5     | Heavy
Low Jab                 | df+P        | 4        | Light AR
Low Strong              | d+P         | 11       | Medium AR
Low Fierce              | db+P        | 17.5     | Medium KD
Low Short               | df+K        | 5        | Low
Low Forward             | d+K         | 11       | Low
Sweep                   | db+K        | 17.5     | Low KD
Jaguar Leap             | qcf+P       | 15       | Medium KD
Shadow Jaguar Leap      | hcf+P       | 15+15    | Medium (KD on 2nd hit)
Air Jaguar Leap         | (air) qcf+P | 15       | Medium KD E0
Concussion Cannon       | qcb+P       | 13       | Medium
Super Concussion Cannon | qcb+P       | 10+13+13 | Medium E1
Overhead Throw          | (air) d+P   | 25       | Heavy KD
Suplex                  | (close) f+P | 22.5     | Light Throw

Scrap: d,d,u+P
Destruction: d,u+K before 1st hit
Fire & Ice: u,d+K during 1st hit

Notes: The Concussion Cannon can be directed with the arrow keys with Hyper
Mode on. The Super Concussion Cannon hits once with Jag's head and twice
with the projectiles. The 2nd enhancement adds an extra projectile to the
Super Concussion Cannon. I theorize that the Overhead Throw is invincible to
high or jump attacks.

Chain Combos and Special Move Cancels
(close) P -> b+K
d/df+P -> d/df+K
(close) d/df+K -> qcf+P
(close) df+P -> qcf+P
db+K -> d/df+P
qcb+P -> qcf/hcf+P
qcf+P -> (air) qcf+P (E1)
hcf+P -> (air) K (E1)
(air) qcf+P -> (air) d+P (E2)


3. STATS
--------

Forward Speed: 5
Back Speed: 4
Jump Speed: 14.5
Fall Speed: 1.15
Armor: 100
Stun Res: 27.5

4. COMBOS
---------

Instant Kill Combo
(close, wall) f+P -> d+K -> d+P -> df+P -> P -> b+P -> K -> db+P. Repeat.

Most Powerful Ground Combo
qcb+P -> b+K (hcf+P if close)

Meaty Moves
db+P (late) -> df+P -> etc.

Basic Combos:

a. (air) K -> qcb+P -> hcf+P
This combo is harder than it looks, especially for slower pilots. You have to
hit very late with the jumpkick to combo into cannon, and it doesn't work in the
corner. However, omit the jumpkick for easy free damage from anywhere within
Shadow Leap range, which is quite a lot. With a fast pilot, substitute db+P for
the third hit when close and rehit combo afterwards.

b. (close) f+P -> df+P -> uf,d+P
Basic combo into Overhead Throw. Walk forward before the second hit to get the
opponent as low to the ground as necessary. Depending on how much faster you are
than the opponent and whether you have a wall hit, you may want to add walk
forward df+K before df+P and/or a P after df+P, and you may want to high jump
Overhead Throw (d,uf,d+P) to get the air you need.

c. (close, wall) f+P -> df+P -> b+P -> b+K
Basic wall throw combo, works on pretty much everyone. Walk forward before df+P
against faster opponents. Not as powerful as longer wall combos, but easier. If
you're feeling combo-happy, substitute df+K -> df+P -> P (walking forward before
every hit) for df+P, or use the Instant Kill Combo above.

d. (air) K -> qcb+P -> qcf+P xx qcf+P xx d+P
Bread and butter tourny mode combo, requires both enhancements. Braindead easy,
works in any situation. Under the proper conditions you can whiff the last hit,
land, and continue the combo, as well. If you're significantly faster than your
opponent, you may want to use a Shadow Leap cancel combo (see below).

e. (close) f+P -> P -> qcf+P
In tourny mode, since Overhead Throw isn't nearly as powerful as the rest of
Jag's moves, use a jagleap instead. Against faster opponents, use hcf+P for the
last hit; with the first enhancement, use hcf+P -> K; with two enhancements, use
df+P -> df+P -> d+P; if you feel lucky, go with qcf+P -> df+P -> b+K.

Trick Shot Combos:

f. (air) K -> uf,d+P
Very difficult. As you'd imagine, you have to jumpkick late and Overhead Throw
immediately after you leave the ground. If you get blocked, you're wide open.

g. (close) f+P -> df+K -> df+P -> P -> K -> b+K
This pseudo-combo can be ARed after the 3rd hit and requires a fast pilot and
a slow opponent. Walk forward as much as possible after every hit; if done
correctly, you'll nail a wall hit on the OTHER side of the arena.

h. (close) f+P -> df+P -> P -> qcb+P -> hcf+P
Not technically a combo, this can always be ARed after the 3rd hit, but it's
impossible to escape the rest of the damage for some bots. Do both jabs to get
them airborne just long enough so a Concussion Cannon -> Shadow Jaguar Leap
will hit them as they fall.

i. (late, wall) qcf+P -> df+P -> P -> K -> b+K
Requires a fast pilot, and the Jaguar Leap must hit on the last possible
animation frame. Pause between each hit to allow yourself enough vertical
distance to connect the next one.

j. (air) d+P -> d,uf,P -> P -> b+P -> d,uf,d+P
The pinnacle of fast-pilot, slow-opponent combos: Overhead Throw combos! You
must hit them with the first Throw as far from the wall as possible so that you
have time to jump forward and jump attack. In the Power Plant or if you're not
confident of your superior agility, replace the jump punch with a second
Overhead Throw and end the combo as a very impressive 2-hitter.

k. (close) f+P -> df+P -> uf,d+P -> uf,P -> P -> b+P -> b+K
Style points AND massive damage: how's that for a great combo? Start with the
opposite of a wall throw (the opponent is against the wall), follow up with a
crouching jab and immediate Overhead Throw, then nail them with the punch just
before they hit the wall. The opponent can AR here, so it's not a true combo,
but you'll still be able to connect the rest of the combo (you haven't used a
jab yet). If you hit with the jump punch too soon, you'll backflip and end the
combo. Fast pilot, slow opponent, speed turned way down... good luck!


/-------------\
|III.D. SHADOW|
\-------------/


1. OVERVIEW
-----------

As cool as Shadow is idea-wise, he's one of the worst characters in the game.
Shadow Kick is very good, but also very punishable when blocked. Shadow Grab is
the same way, but needs a setup to work well, and that means getting lucky with
a different move beforehand. df+P is Shadow's only fast move, so make the most
of it. b+K is good against deep jump-ins, but will get outprioritized versus
anything else. Jumpkick is too slow to be as good as it looks, even for AA.
While it's true that you get a free win once they're stunned with Shadow Grab
combos, there's no way to get them stunned unless they're asleep at the wheel,
and you can forget about landing a Shadow Kick infinite any time soon as well,
considering that any time you miss, you eat half your lifebar from a combo on
your shadow. Heck, Shadow doesn't even have a real standing jab, how can he be
expected to be a good bot?


2. MOVELIST
-----------

MOVE NAME       | COMMAND     | DMG. | TYPE
----------------+-------------+------+---------------
Jump Punch      | (air) P     | 10   | Light Jump
Jump Kick       | (air) K     | 12.5 | Medium Jump
Jab             | f+P         | 4    | Light AR
Strong          | P           | 11   | Medium AR
Fierce          | b+P         | 14   | Medium AR
Short           | f+K         | 6    | Light AR
Forward         | K           | 11   | Medium AR
Roundhouse      | b+K         | 16   | Medium KD
Low Jab         | df+P        | 4    | Light AR
Low Strong      | d+P         | 11   | Medium AR
Low Fierce      | db+P        | 14   | Medium AR
Low Short       | df+K        | 6    | Low
Low Forward     | d+K         | 10   | Low
Sweep           | db+K        | 15   | Low KD
Shadow Punch    | qcb+P       | 15   | #1 Medium KD
Shadow Kick     | qcb+K       | 15   | #1 Low KD
Shadow Grab     | d,d+P       | 0    | #1 #2
Air Shadow Grab | (air) qcb+P | 0    | #1 #2 E1
Shadow Dive     | (air) qcf+P | 15   | #1 Medium KD
Ice Freeze      | hcb+P       | 5    | #3 E3
Kick Throw      | (close) f+P | 22.5 | Heavy Throw

Scrap: b,f,uf,u,ub,b+P
Destruction: d,d,d+P during 5th hit
Fire & Ice: d,d,d+P during 6th hit

#1: "Shadows" disappear after any animation they do is completed, or when their
owner blocks or is hit. They can be hit: all hit effects are transferred to the
original Shadow, while the "shadow" goes into an air-hit animation. They count
as projectiles, and special grab-type moves act as 0 damage hits on them.
#2: Unblockable; grabs while coming down. A grabbed opponent cannot be thrown
   or Shadow Grabbed. Can grab an opponent in air hitstun in Rehit Mode.
   In versions before 2.0, hits for 10 damage while coming up and un-stuns a
   stunned opponent when grabbing them.
#3: Hits low; freezes opponent on hit. A frozen opponent cannot be thrown or
   Shadow Grabbed. Another Ice Freeze unfreezes the opponent.

Notes: The 2nd enhancement makes the Shadow Punch and Shadow Kick faster and
more powerful. The 3rd enhancement can only be obtained by Nicoli in the North
American Open.

Chain Combos:
(Almost all must be close)
P -> P
d/df+P -> d/df+P
d/df+P -> K
df+P -> db+K
b+P -> d/df+P
d+P -> d+K
K <-> d+K
K -> db+K

3. STATS
--------

Forward Speed: 4.7
Back Speed: 3.9
Jump Speed: 13.5
Fall Speed: 0.95
Armor: 95
Stun Res: 22.5

4. COMBOS
---------

Instant Kill Combo
qcb+K or (wall) qcb+P -> qcb+K x5. Repeat.
Seriously, folks, this is the only combo you need. You can be some distance
away if your agility is more than your opponent's. As a matter of fact, if
you're not confident in your ability to pull off the one-move infinite, you
can switch to the Shadow Grab infinite once they get stunned.

Most Powerful Ground Combo
(air, wall) K -> d+P -> df+P -> df+P -> d+P

Meaty Moves
b+K (late) -> df+P -> etc.
b+P (late) -> b+K

Basic Combos:

a. (air, close, wall) K -> d+K -> df+P -> db+K -> df+P -> f+P -> uf,K
If you're low on agility, omit the first df+P or end with b+K after jumpkick.

b. qcb+P -> qcb+P -> [qcb+K] xN
You need an air or wall hit to get an extra Shadow Punch in after the first
punch, so you should usually skip it. At long ranges you won't be able to
connect more than one Shadow Kick, but up close it's a great infinite starter.

c. (stunned) [d,d+P -> (air) P] xN
The most boring variation of the Shadow Grab infinite. Actually, you can hit
the opponent with anything except a throw or special, including combos off his
stunned falling down animation, and the infinite still works.

Trick Shot Combos:

d. (close) qcb+P or qcb+K -> df+P -> b+K
The Shadow Punch and Shadow Kick knock the opponent off the ground long enough
for you to connect a df+P, which bounces the opponent back so far that the only
move that can connect is a d+P or b+K, and you know which one of THOSE is the
best choice. :-) Especially with enhancements (when the shadow moves are
faster), you may actually want to risk a Shadow Punch just for the style
points. Against a wall with a fast pilot, you can add a P before the b+K.

e. qcb+P (close, wall) -> qcb+P -> db+K -> df+P -> [qcb+K] xN
Against a wall (fast pilot, slow opponent) you can get in some good damage
before you start the infinite, but you're unlikely to land a Shadow Punch in
this situation anyway. If you're not good with the infinite, use b+K instead.
Against opponents in large robots with large agility differences, you can even
do infinite Shadow Punches off the close wall qcb+P hit!

f. [f+K -> walk forward] xN
Full leg speed and agility is required to do this jab infinite. Although the
kick has very little range, the infinite is fairly easy to do until they're
stunned, and you can then go into Shadow Grab infinites.

g. d,d+P -> db+K -> hcb+P -> (air) K -> db+K -> df+P -> f+P -> P -> [qcb+K] xN
Trickiest shot ever. No sane opponent will ever let you pull off a close-range
Shadow Grab like that, but if they do, watch out! You must be in the corner
by the jumpkick, but you can push your Grabbed opponent to either corner.

h. d,d+P -> qcb+K -> (air) P -> db+K -> juggle combo
Depending on the opponent's agility and HAR, you can use different juggles after
the db+K launches. A df+P is a great opening move, but under optimal conditions
you can land another db+K and then df+P, or a more powerful starter like K/d+K.


/------------\
|III.E. THORN|
\------------/


1. OVERVIEW
-----------

Thorn is a fairly standard power bot with one key weakness, predictability.
Most of Thorn's normal moves are completely useless except in combos, forcing a
Thorn player to rely on his long reach and excellent special moves for victory.
The Speed Kick and Spike Charge are the bread and butter of a Thorn player,
able to do amazing damage if you catch your opponent off guard. The sweep kick
and jumpkick are Thorn's other outstanding moves, so get used to using those 4
until one of them gets through and you can start on a short powerful combo. A
skilled player will be able to counter every one of these, though, so make sure
you don't overuse any single one of them. All in all, you could be better off
with another, more versatile power bot like Flail or Katana.

2. MOVELIST
-----------

MOVE NAME           | COMMAND          | DMG.   | TYPE
--------------------+------------------+--------+----------------------
Jump Punch          | (air) P          | 12.5   | Medium Jump
Jump Kick           | (air) K          | 12.5   | Medium Jump
Jab                 | f+P              | 5      | Light AR
Strong              | P                | 12.5   | Medium AR
Fierce              | b+P              | 16     | Medium
Forward             | K                | 11     | Medium AR
Roundhouse          | b+K              | 17.5   | Heavy KD
Low Jab             | df+P             | 4.5    | Light AR
Low Strong          | d+P              | 12.5   | Medium AR
Low Fierce          | db+P             | 16     | Medium KD
Low Short           | df+K             | 5      | Low
Low Forward         | d+K              | 11     | Low
Sweep               | db+K             | 15     | Low KD
Spike Charge        | f,f+P            | 0+22.5 | Heavy (Throw on 2nd hit)
Speed Kick          | qcf+K            | 10     | Medium KD
Shadow Speed Kick   | hcf+K            | 10+10  | Light (KD on 2nd hit)
Air Speed Kick      | (air) qcf+K      | 10     | Medium KD E0
Off-Wall Attack     | (air, wall) df+K | 16     | Light KD AR
Air Off-Wall Attack | (air) qcb+K      | 16     | Light KD AR E2
Alley Oop           | (close) f+P      | 22.5   | Heavy Throw

Scrap: b,b,f+P
Destruction: u,d+P during 1st hit
Fire & Ice: u,u,d+P during 2nd hit

Notes: The Spike Charge will automatically trigger when hit by a low attack and
the 1st enhancement makes it faster.

Chain Combos and Special Move Cancels:
df+P -> d/df+P
(close) df+P -> f,f+P
(close) df+P -> qcf/hcf+K
b+P -> df+P
b+P -> f,f+P
b+P -> qcf/hcf+K
qcf+K -> (air) qcf+K (E2)

3. STATS
--------

Forward Speed: 5
Back Speed: 4
Jump Speed: 14.5
Fall Speed: 1.15
Armor: 105
Stun Res: 27.5

4. COMBOS
---------

Instant Kill Combo
(air) qcf+K -> df+P -> f+P -> qcf+K -> db+P -> d+P -> K. Repeat.

Most Powerful Ground Combo
b+P -> f,f+P

Meaty Moves
(late) db+P -> air juggle

a. (air) K -> db+P
Notice that your default jump-in is NOT a Speed Kick variant, but the knockdown
low fierce. The second hit of a Shadow Speed Kick will miss an opponent who got
hit by the jumpkick, unless they block the first hit. You have to do the kick
by itself to do anything useful with it, so stick to a fierce move.

b. qcf+K variant (wall, late) -> df+P -> qcf+K
As any Thorn player knows, a hit with any Speed Kick variant just as Thorn is
about to land guarantees another Speed Kick, but against a wall, you can add in
a jab beforehand. The final Speed Kick hits them on their way up, so with the
second enhancement you can tack on a cancel to an Air Speed Kick. With a fast
pilot, try some of the combos below.

c. hcf+K (wall, late) -> f,f+P
Surprisingly, this doesn't require any agility on your part or the opponent's.
The Spike Charge will catch the opponent at the last possible moment for a
strange-looking, but very powerful, combo. If you're an agile pilot, you can
start this from a late Air Speed Kick as well.

d. qcf+K variant (late) -> df+P -> qcf+K -> d+P
Fast pilot and slow opponent only. You can get this combo as long as your
opponent is reasonably close to the wall after the last qcf+K; otherwise, don't
bother. Against a wall, as usual, there are crazier options.

e. qcf+K variant (wall, late) -> P -> f+P -> qcf+K -> f,f+P
The Thorn's Strong is a great move, except that it's very short-ranged. Thus,
use it to get some air with your wall combos, follow up with an immediate jab
into Speed Kick to get some non-ARable height, then catch them with a Spike
Charge as they fall.

f. qcf+K variant (wall, late) -> P -> f+P -> qcf+K -> d+P -> df+P -> hcf+K
As usual for crazy jab-filled combos like this, you need a fast pilot and a
slow opponent to pull it off. Just like the previous combo, except that you use
the second Speed Kick to land a d+P Low Strong and continue from there. If your
opponent doesn't tend to AR when he has the chance, go for a Spike Charge
instead of the db+P ender; it's not guaranteed, but it'll hit just after they
can AR out of the df+P.

g. (air, late) qcf+K -> db+P -> d+P -> qcf+K xx qcf+K
If you've got the second enhancement, you've likely got enough speed in
Tournament mode to make use of this combo. Easy to perform, and looks cool to
boot.

h. (air, late) qcf+K or (late) hcf+K -> df+P -> qcf+K (wall) -> db+P -> d+P
Requires a fast pilot, and surprisingly, a very fast opponent. If the opponent
hits the wall early in the qcf+K, you're good for the rest of the combo;
otherwise, try for a Spike Charge after the qcf+K. You can't start this one
with a jumpkick, because the opponent will recover (on the ground) in time to
block the second hit of the Shadow Speed Kick. With both enhancements in tourny
mode, you may be able to add a Speed Kick cancel into Air Speed Kick after the
d+P.

i. (air) K -> b+P -> [f,f+P -> df+P] xN
Requires high agility, 1 enhancement, and a zero-agility opponent, but works in
One-Player Mode. Crazy stuff.


/------------\
|III.F. PYROS|
\------------/


1. OVERVIEW
-----------

Don't let the Thrust Attack fool you, Pyros is a defensive bot all the way. His
flames have godlike priority, b+P and jumpkick are passable anti-air moves, and
Jet Swoop is a fast, virtually unpunishable combo starter when done right.
However, aside from the Swoop and df+K, everything Pyros has starts and ends way
too slowly to make Pyros competitive. He can't even pull off decent air combos
compared to the others, with an average throw and slow jabs, so forget about
doing damage. All in all, there are better options both on offense and defense.


2. MOVELIST
-----------

MOVE NAME            | COMMAND     | DMG.  | TYPE
---------------------+-------------+-------+-------------
Jump Punch           | (air) P     | 12.5  | Medium Jump
Jump Kick            | (air) K     | 10    | Light Jump
Jab                  | P           | 4     | Light AR
Fierce               | b+P         | 17.5  | Heavy
Forward              | K           | 10    | Light AR
Roundhouse           | b+K         | 15    | Medium AR
Low Jab              | df+P        | 4     | Light AR
Low Strong           | d+P         | 11    | Medium AR
Low Fierce           | db+P        | 17.5  | Heavy
Low Short            | df+K        | 3.5   | Low AR
Low Forward          | d+K         | 10    | Low AR
Low Roundhouse       | db+K        | 15    | Low KD
Super Thrust Attack  | f,f+P       | 15    | Medium KD
Shadow Thrust Attack | f,f,f+P     | 15    | Medium KD
Air Thrust Attack    | (air) f,f+P | 15    | Medium KD E0
Fire Spin            | d,P         | 15+15 | Medium KD
Super Fire Spin      | d,P         | 15x3  | Medium (KD on last 2 hits)
Air Fire Spin        | (air) d,P   | 15    | Light KD E0
Jet Swoop            | (air) d+K   | 17.5  | Medium KD AR
Pyros Barbecue       | (close) f+P | 22.5  | Light Throw

Scrap Part 1: f,f,d,d+P
Scrap Part 2: u+P at 4th hit
Destruction: d+P at 8th hit
Fire & Ice: u,d,d+P at 12th hit

Notes: The Super (or Shadow) Thrust Attack is throw counterable. The 1st
enhancement makes the Super Thrust Attack faster; the 2nd enhancement makes the
Air Thrust Attack faster and turns the Fire Spin into the Super Fire Spin.

Chain Combos:
b+P -> b/db+P
b/db+P -> f,f/f,f,f+P
(close) b/db+P -> d,P
(close) df+P -> df+P
df+K -> df+K

3. STATS
--------

Forward Speed: 4.3
Back Speed: 3.4
Jump Speed: 12.5
Fall Speed: 0.88
Armor: 110
Stun Res: 27.5

4. COMBOS
---------

Instant Kill Combo
(wall) uf,d+K -> uf,d+K -> d+K -> df+P -> f+P -> f,f,f+P. Repeat.

Most Powerful Ground Combo
b+P -> b+P -> db+P

Basic Combos:

a. (close) f+P -> d+P -> b+K
Pyros' throw allows plenty of leisure time to follow up as your opponent falls.
This combo works only on slow opponents; for faster ones, replace d+P with df+K.

c. (air, late) P -> b+P -> db+P -> f,f,f+P
Depending on your speed and distance, this combo may be easy or near-impossible
but it does loads of damage and knocks down. While you can add an extra b+P,
this pushes you too far away for a Shadow Thrust Attack to combo. In tourny
mode, add an extra db+P anywhere and use a normal Thrust Attack as ender.

d. (air) d+K -> P -> f,f+P
The bread and butter of any Pyros player's arsenal. As long as the Swoop is
still traveling downward (not horizontally), it allows you enough time to combo
into a jab or crouching short. A Thrust Attack followup is guaranteed on slower
opponents; on faster ones, follow up with a Fire Spin for the second hit of the
combo. Against a wall, use a b+P instead of the f,f+P to get a wall hit.

Trick Shot Combos:

e. (air) d+K -> uf,d+K -> P -> K -> b+K
Double Jet Swoop combos: the epitome of fast-pilot, slow-opponent Pyros
shenanigans. Start the first Swoop as close to the ground as possible so you
have enough time for the second Swoop. (If you miss this one and accidentally
do d+K, use the combo below for some consolation damage.) Jab, forward,
roundhouse is very very difficult; if you're not sure it'll be a combo, use
db+P instead. Regardless, even if they manage to AR after the Forward flame,
only Katana, Chronos, Jag and possibly Gargoyle can avoid the high-priority
roundhouse that follows.

f. (air) d+K -> d+K -> df+P -> f,f,f+P
Use only if you failed to do the second Jet Swoop in the previous combo.
The Shadow Thrust Attack is just for show, as a normal one will do.

g. (air, wall) d+K -> uf,d+K -> df+P -> P -> K -> b+K
Not a true combo, as the opponent can always AR after the third hit. However,
as before, some bots have no choice but to eat the next two hits. Against fast
opponents, omit the second Jet Swoop and the standing jab.

h. (late) f,f,f+P -> df+P -> P -> f,f+P
A hit with the jets of the Shadow Thrust attack or the last frame of the hands
guarantees jabs and Thrust Attack. Against fast opponents, omit the second jab.


/--------------\
|III.G. ELECTRA|
\--------------/


1. OVERVIEW
-----------

Electra is all about priority: jump punch, df+K and Electric Shards have it in
buckets (plus all are fast moves), so use and abuse these. Nearly everything
Electra has is useful: a real throw, good pokes with db+P and f+K, good offense
with K and b+K, in addition to the ones already mentioned. The only reason
Electra isn't one of the best is because he has real trouble doing damage aside
from rehit combos, none of which combo off his jump punch, so even when you
land one, you have to hope he won't block.

2. MOVELIST
-----------

MOVE NAME                | COMMAND     | DAMAGE   | TYPE
-------------------------+-------------+----------+------------
Jump Punch               | (air) P     | 12.5     | Medium Jump
Jump Kick                | (air) K     | 12.5     | Medium Jump
Jab                      | P           | 4        | Light AR
Fierce                   | b+P         | 15       | Medium AR
Knee                     | f+K         | 10       | Light AR
Forward                  | K           | 7+7      | Light AR
Roundhouse               | b+K         | 17.5     | Medium KD
Low Jab                  | df+P        | 4        | Light AR
Low Strong               | d+P         | 11.5     | Medium AR
Low Fierce               | db+P        | 15       | Medium
Low Short                | df+K        | 5        | Low AR
Low Forward              | d+K         | 11       | Low AR
Sweep                    | db+K        | 17.5     | Low KD
Electric Shards          | qcf+K       | 2+3 each | #1
Rolling Thunder          | f,f+P       | 15       | Medium
Shadow Rolling Thunder   | qcf,f+P     | 15       | Heavy KD
Air Rolling Thunder      | (air) f,f+P | 15       | Medium E0
Ball Lightning           | qcb+P       | 15       | Medium
Electric Shock Treatment | (close) f+P | 25       | Light Throw

Scrap: d,f+P
Destruction: u,uf,f,df,d+P between 1st and 4th hit
Fire & Ice: f,df,d+P during or just before and after 3rd lightning strike

#1: Light AR that counts as neither a physical nor a projectile attack

Notes: The Rolling Thunder (both versions) will rebound when blocked. The Ball
Lightning can be controlled with the arrow keys in Hyper Mode. Each enhancement
adds a projectile to the Ball Lightning and more hits to the Electric Shards.

Chain Combos and Special Move Cancels:
P -> P
df+P -> P
df+P -> d/df+P
df+P <-> db+P (close may be required)
df+P -> K
d+P -> d+K
d+P -> db+K
(close) db+P -> f+K
df+K -> d/df+K
(close) P, d+P, df+P, d+K, or df+K -> qcf+P
qcf+P -> f,f+P

3. STATS
--------

Forward Speed: 4.8
Back Speed: 4.2
Jump Speed: 13.5
Fall Speed: 1.13
Armor: 95
Stun Res: 27.5

4. COMBOS
---------

Instant Kill Combo
throw or b+K -> P -> b+K -> b+P -> db+P. Repeat.

Most Powerful Ground Combo
db+P -> df+P -> d+P -> d+K (omit d+K against some bots)

Basic Combos:

a. qcb+P,b -> uf,P -> df+P -> db+P
Not a knockdown, but a lot of damage. Note that you must direct the projectile
backwards to make it hit as a combo. If you want a knockdown, go with a sweep
instead of df+P.

b. b+K -> P -> uf,P
Standard midscreen b+K combo. If your agility is significantly higher, go for
walk forward df+P before the P; if it's much lower, just go for b+K -> db+P.

c. (close, wall) f+P -> b+K -> df+P -> b+P -> db+P
Standard wall throw combo. If you have good timing or the opponent has high
agility, skip the df+P.

d. b+K (close) -> [P -> b+K] (repeat if AR attempted) -> db+P
Basic semi-infinite setup, also works after throw or b+K against a wall. Slow
pilots (except Katana, Garg, Jag) will get stuffed by b+K every time they try
to do an air move; if they don't, you have enough time after the whiffed b+K
to pull off a db+P. For faster pilots, replace P with f+K. Use this to convince
your opponent not to try escaping your combos. :-)

Trick Shot Combos:

e. (close) f+P or b+K (wall) -> df+K -> P -> b+K -> df+P -> b+P -> db+P
Not a true combo (as with most of Electra's b+K combos), it can be ARed after
the 3rd hit and only works on slow opponents. However, it does dish out a LOT
of damage, and it's not as strict on timing as some of his other combos (since
b+P hits high up, it will connect after df+P without having to be delayed).

f. (close) f+P or b+K (wall) -> df+K -> df+P -> f+K -> P -> b+K -> b+P -> db+P
If your opponent is slow and you're an agile pilot, use this combo instead of
the one above. Yes, you can AR after the 5th hit, but as usual, you're already
in the air with b+K when they recover, so you can expect the damage to be
forthcoming anyway. If you're shaky, use u,P after the P for guaranteed damage.

g. (air) K -> b+P x4 -> f+K -> f+K -> b+P -> K -> b+K -> qcb+P
In Tournament Mode, you can do some truly amazing stuff with an Electra. This
one requires both enhancements (so that all three hits of the Ball Lightning
will connect); if you don't have it, end with db+P instead of qcb+P.


/-------------\
|III.H. KATANA|
\-------------/


1. OVERVIEW
-----------

One of the best robots in the game, and my personal favorite. There is exactly
one reason to play Katana: Rising Blade. The Blade is an invincible fast combo
starter that can be done in the air: what more do you need? Actually, Katana
comes with a decent suite of good moves as well: db+P is serviceable anti-air,
b+P/P/f+P are good pokes, and you can force a slow-move guessing game with db+K
and b+K. Plus, he's got a good throw and Razor Spin is useful as a low-
trajectory jump. There's really no reason for Katana to lose, unless he gets
careless and allows an opponent to avoid the second hit of the Rising Blade.
Note that you MUST use a fast pilot (Crystal or Milano) to combo after a Blade.


2. MOVELIST
-----------

MOVE NAME           | COMMAND     | DMG.       | TYPE
--------------------+-------------+------------+--------------------------
Jump Punch          | (air) P     | 10.5       | Medium Jump
Jump Kick           | (air) K     | 12.5       | Medium Jump
Jab                 | f+P         | 4          | Light AR
Strong              | P           | 4          | Medium AR
Fierce              | b+P         | 17.5       | Heavy
Short               | f+K         | 6          | Light AR
Forward             | K           | 11         | Medium AR
Roundhouse          | b+K         | 16         | Light KD
Low Jab             | df+P        | 6          | Light AR
Low Strong          | d+P         | 11         | Medium AR
Low Fierce          | db+P        | 15         | Medium
Low Short           | df+K        | 6          | Low
Low Forward         | d+K         | 11         | Low
Slide               | db+K        | 15         | Low KD
Rising Blade        | qcf+P       | 12+4.8     | Medium AR (KD on 2nd hit)
Shadow Rising Blade | hcf+P       | 12+4.8+4.8 | Medium (KD on last hit)
Air Rising Blade    | (air) qcf+P | 12+4.8     | Medium E0 (KD on 2nd hit)
Forward Razor Spin  | qcf+K       | 11         | #1
Back Razor Spin     | qcb+K       | 11         | #1</pre><pre id="faqspan-4">
Head Stomp          | (air) d+K   | 15         | Light AR
Fireball            | d,db,b+P    | 17.5       | Heavy E3
Volley Ball Set     | (close) f+P | 25         | Light Throw

Scrap: hcb+P
Destruction: hcf+P during 1st hit
Fire & Ice: hcf+K during 2nd hit

#1: Starts with normal jump situation, continues with Medium Jump, rebounds on
   hit or block; if the rebound hits a wall, it starts another attack. Can be
   controlled forward or back with the arrow keys.

Notes: The Rising Blade (all versions) is invincible during execution.
The first 2 enhancements add a hit to the Shadow Rising Blade.

Chain Combos:
P -> f+P
f+P -> f+P
f+P -> qcf+P
d/df+P -> d/df+P
df+P -> P/f+P
(close) df+P -> b+K
b+P -> df+P
d/df+K -> df+K
d+K -> d/df+P
qcb+P -> df+P
df+P, d+P, df+K, d+K, b+P, qcb+P -> qcf/hcf+P

3. STATS
--------

Forward Speed: 4.2
Back Speed: 3.6
Jump Speed: 12.5
Fall Speed: 0.88
Armor: 100
Stun Res: 27.5

4. COMBOS
---------

Instant Kill Combo
(wall, close) f+P -> b+K -> db+P -> df+P -> qcf+P. Repeat.

Most Powerful Ground Combo
d+K -> d+P -> df+P -> hcf+P

Meaty Moves
db+P (late) -> b+P

Basic Combos:

a. (air) K -> d+K -> d+P -> df+P -> hcf+P
Fast pilot and deep hit with jumpkick only. If you're not in optimal
conditions, omit d+K or change the hcf+P to a qcf+P. Regardless, this one is
impressive damage and a free knockdown.

b. (air) K -> b+P x3 -> hcf+P
Bread and butter tourny mode combo. No explanation needed, this is basic stuff.
In single-player mode omit two b+Ps for a foolproof combo.

c. (air) K -> qcf+P -> df+K -> df+P -> qcf+P
Requires a fast pilot and slow opponent, of course. Against a wall, replace the
df+P with db+P. This is the real power of a Rising Blade, as the jumpkick is
unnecessary as long as you have a nice close Blade hit.

d. (air) K -> qcf+P -> db+P -> b+K -> P -> b+P
The tournament mode version of the previous combo. If you think they'll be
pushed out of b+P range, use qcf+P instead.

d. (wall, close) f+P -> b+K -> db+P -> qcf+P
Standard wall throw combo. Against a fast pilot, add f+K before b+K; against a
slow one, add P before b+K and walk forward f+K after it.

Trick Shot Combos:

e. (wall, late) b+K -> db+P -> qcf+P
Another "improbable" combo, this requires you to hit later in the b+K animation
the slower your pilot is. For example, Ibrahim must hit in the last couple
animation frames to pull this off, but Crystal can hit at any time while the
leg is going down. The qcf+P (one hit only, since it's Rehit Mode) hits almost
instantly, so there's no chance to AR except possibly after the last hit.
Without a wall, simply omit the crouching fierce.

f. (close) f+P -> uf,d+K -> qcf+P
Only against fast opponents, and may require a fast pilot as well. Very
stylish, and more powerful than most of Katana's options against fast pilots.
However, you recover close to your opponent, and barely in time to
outprioritize their throw, so be forewarned.

g. (late) db+K -> df+K -> db+K
And when we say "late", we mean "very very late", almost "opposite wall late".
Of course, since it requires a fast-slow combination, it most likely won't
happen except in tournament mode, where you can use the combo below.

h. (late) db+K -> db+P -> b+P
Another tournament-only combo, the slide hits low so it's a great weapon in
your arsenal, especially with the free damage you get when you tack on the pair
of fierce punches. Not much else to say about this one.

i. (close) qcb+P -> df+P -> hcf+P
Fireball actually can be comboed out of! Yay!


/---------------\
|III.I. SHREDDER|
\---------------/


1. OVERVIEW
-----------

Shredder is considered by some the best bot in OMF, simply because it's got the
craziest combos. Any time you land a headbutt, Flip Kick, or jumpkick, your
opponent should die, which is why you should always be fast to maximize your
chances of landing one. Strategy is much the same as for Electra: charge in
with a jumpkick, headbutt, or flip kick, then either start a huge combo or mix
up attacks until the opponent fails to block, then start a Flip Kick mega-combo.
The Flying Hands can be hit, but they're still a good keep-away move and set up
his infinite combo against slower pilots. Fighting against a Shredder is a
simple matter of defeating the Flip Kick and headbutts, then moving in.

2. MOVELIST
-----------

MOVE NAME        | COMMAND     | DMG.  | TYPE
-----------------+-------------+-------+-------------
Jump Punch       | (air) P     | 12.5  | Medium Jump
Jump Kick        | (air) K     | 12.5  | Medium Jump
Jab              | P           | 4.5   | Light AR
Fierce           | b+P         | 15    | Medium AR
Forward          | K           | 10    | Light AR
Roundhouse       | b+K         | 17.5  | Heavy
Low Jab          | df+P        | 4     | Light AR
Low Strong       | d+P         | 11    | Medium AR
Low Fierce       | db+P        | 15    | Medium
Low Short        | df+K        | 5     | Low
Low Forward      | d+K         | 11    | Low
Sweep            | db+K        | 17.5  | Low KD
Headbutt         | qcf+P       | 15    | Medium KD
Shadow Headbutt  | qcf,f+P     | 15    | Heavy KD
Air Headbutt     | (air) qcf+P | 15    | Medium KD E0
Flip Kick        | d,d+K       | 11+11 | Light AR
Flying Hands     | qcb+P       | 10+10 | Light AR
Turn Around Toss | (close) f+P | 22.5  | Heavy Throw

Scrap: d,f,P
Destruction: d,u,u,P after 1st hit and before 4th hit
Fire & Ice: u,ub,b,db,d+K right after destruction

Notes: The Flying Hands counts as a projectile, and the 1st enhancement gives
it more range. The 2nd enhancement makes all headbutts faster. A connected
headbutt leaves you in a normal jump situation. The Flip Kick counts as a
Shadow move (i.e. invincible to projectiles on startup).

Chain Combos and Special Move Cancels:
P -> P/df+P
P -> b+P
df+P -> df+P
(close) df+P -> qcf/hcf+P
df+K -> df+K
b+K -> P/df+P
b+K -> b+K
b+K -> qcb+P
(close) b+K -> qcf/hcf+P
qcf/hcf+P -> d,d+K (displays only first frame of d,d+K animation)
d,d+K -> (air) P/K or (air) qcf+P

3. STATS
--------

Forward Speed: 4.8
Back Speed: 3.6
Jump Speed: 13.5
Fall Speed: 1
Armor: 105
Stun Res: 27.5

4. COMBOS
---------

Instant Kill Combo
(air) K -> d,d+K xx qcf+P -> qcf+P -> df+P -> hcf+P -> P -> qcb+P.
  Repeat with b+P or extra qcb+P repetitions added.

Most Powerful Ground Combo
d,d+K -> (air) K -> b+K -> b+K -> df+P

With Shredder, there is no distinction between basic and trick shot combos, as
there's no reason not to go for the full amount of hits when any accidental AR
will just put the opponent in perfect range for an anti-air Flip Kick and more
combo pain.

Shredder's "combo starter" is any Headbutt except a close ground one. The most
reliable one to use is (air) K -> d,d+K -> (air) qcf+P.

a. (wall) combo starter -> df+P or P -> [qcb+P] x N
Shredder's Flying Hands is a true infinite combo, but requires perfect timing
to pull off for more than 3-4 repetitions (since the qcb motion usually moves
you backward, you'll eventually get out of range). When that happens, simply do
a Flip Kick into air Headbutt and repeat. When you get pushed out of range
again, do hcf+P -> P and repeat yet again. The infinite can be ended at any time
by b+P -> db+P, or their death, whichever comes first. Note that you can also
start this infinite from the 14-hitter above by repeating the qcb+P.

b. (close) f+P -> df+P -> qcf+P -> P -> hcf+P -> d,d+K xx (air) qcf+P ->
qcb+P -> b+P -> db+P
Yes, folks, a THROW COMBO for Shredder. This works only from a good distance
away from the wall, so Shredder has time to turn around and df+P the opponent
before the wall hit. As usual, once you've got one qcb+P, you've got as many
as you need.

c. combo starter -> df+P -> qcf+P -> P -> hcf+P -> d,d+K xx (air) qcf+P ->
qcb+P -> b+P -> db+P
Max 14 hits in one-player mode, no infinites. Note that this combo
works anywhere from right up against the wall to about half-screen away.

d. (air, wall) K -> d,d+K xx (air) K -> b+K x3 -> hcf+P -> b+P -> hcf+P -> P ->
d,d+K -> (air) qcf+P -> qcb+P -> qcf+P -> K -> b+K
Matt's 18-hit Death Combo for Shredder is actually pretty good. If you're not
against a wall, simply omit the d,d+K->K at the beginning. Without enhancements,
you can go into the Flying Hands infinite from this combo, and you can add some
extra hits after the standing K, but this will work on pretty much anyone.

e. [f+P -> walk forward] xN
Full arm speed and agility is required for this jab infinite to work, but it's
relatively easy because of Shredder's obscenely fast jab.



/------------\
|III.J. FLAIL|
\------------/


1. OVERVIEW
-----------

The hardest robot to learn, the Flail is the most original fighting character I
have ever seen. Flail actually has decent combos, but they're very hard to pull
off. Flail's main weakness is, of course, the air. He is basically helpless
against a Gargoyle, since neither his jumpkick nor the crouching short (both
excellent defense moves) will protect him from a Diving Claw. Flail has an
excellent crouching fierce, crouching short, and standing fierce, complementing
its two staple moves (the Chains and Charging Punch), both of which serve as
good counter moves as well as attacks. Flail is a great defensive bot because of
his priority and range, but overusing any of his moves will get you nailed. Just
keep them on the ground, chipping away at their life with the Chains, and
eventually they'll make a mistake.

2. MOVELIST
-----------

MOVE NAME               | COMMAND     | DMG.   | TYPE
------------------------+-------------+--------+-------------
Jump Punch              | (air) P     | 12.5   | Medium Jump
Jump Kick               | (air) K     | 10     | Light Jump
Jab                     | P           | 5      | Light AR
Fierce                  | b+P         | 15     | Medium
Short                   | f+K         | 5      | Light AR
Forward                 | K           | 10     | Light AR
Roundhouse              | b+K         | 17.5   | Heavy
Low Jab                 | df+P        | 5      | Light AR
Low Strong              | d+P         | 11     | Medium AR
Low Fierce              | db+P        | 15     | Light KD
Low Short               | df+K        | 5      | Low AR
Low Forward             | d+K         | 10     | Low AR
Slide                   | db+K        | 15     | Low KD
Slow Swinging Chains    | d,K         | 15+15  | Medium KD
Fast Swinging Chains    | d,P         | 7+7+7  | Light AR
Charging Punch          | b,b+P       | 15     | Heavy KD
Shadow Charging Punch   | qcb,b+P     | 15     | Heavy KD
Spinning Throw          | f,f+K       | 1+25   | #1
Air Spinning Throw      | (air) f,f+K | 1+25   | #1
Massive Multiple Mauler | (close) f+P | 25     | Light Throw

Scrap Part 1: f,f,f+P
Scrap Part 2: f,b+P during 1st hit
Destruction: b,f+P after 1st hit
Fire & Ice: hcb+K during 2nd hit

#1: Heavy KD that can be blocked only if the opponent is already blocking;
   opponent recovers stun between each hit

Notes: The Swinging Chains can be controlled with the joystick in Hyper Mode or
with the 1st enhancement. The 2nd enhancement makes the Shadow Charging Punch
faster. The opponent recovers stun normally while being hit by a Spinning Throw.

Chain Combos and Special Move Cancels:
P -> P
df+P -> P/df+P
(close) df+P -> f,f+K
d+K -> P/df+P
d+P -> P/df+P
d+P -> d+K
(close) P, d/df+P, or d/df+K -> d,P or d+K
d,K -> b,b+P (E1)
d,P -> b,b+P (E2)
b,b+P -> f,f+K (E1)

3. STATS
--------

Forward Speed: 4.4
Back Speed: 3.4
Jump Speed: 12.3
Fall Speed: 0.9
Armor: 105
Stun Res: 27.5

4. COMBOS
---------

Most Powerful Ground Combo
d+P -> d+K -> df+P -> d,K
Really hard, only works on large bots. Replace d+P->d+K with df+P for most.

0. Fortuitous Timing! W00t!
(air) P -> f,f+K -> (planes hit) -> f+P -> uf,f,f+K
TWO Spinning Throws in one combo. Of course, it requires the planes in the
Desert to be hitting JUST as the Spinning Throw finishes (they float right
above you), so it'll never happen, but it's still cool.

Basic Combos:

a. (air) P -> d,K or f,f+K
Both of your power moves can be comboed off of a jumpkick. If you have both
enhancements, you can tack on a b,b+P after the second hit of the d,K Slow
Swinging Chains; with just the first enhancement, go for jump punch -> fast
Chains -> Charging Punch instead.

b. (close) f+P -> f+K -> qcb,b+P
Boring, you say? Well, since Flail's options for combos are so limited
(especially against fast opponents), this is great, since it does plenty of
damage and causes a wall hit, setting your opponent up for the combos below.
Against fast opponents, omit the f+K.

c. (close, wall) f+P -> df+P -> f,f+K
Simple yet effective, simply do a Spinning Throw right after a normal throw and
requisite small hit to get the opponent up the wall. Because of the Spinning
Throw's extremely short range, it can be used in combos only in these limited
situations. With an extremely agile opponent, you can even go for an air
Spinning Throw instead, or add a f+P jab before the Spinning Throw.

d. (close, wall) f+P -> df+K -> d+K -> K -> qcb,b+P
Requires a fast pilot to connect all the hits, but it looks very nice. You hit
them with the Charging Punch right before they hit the ground, and it's a good
thing the Punch is so fast, because you're too far away to hit with anything
else. You can use f+K instead of d+K if you want style points, but it doesn't
do as much damage.

Trick Shot Combos:

e. (close, wall) f+P -> df+K -> f+K -> P -> b+K
Just a stylish version of the previous combo, using hard-to-connect moves like
b+K and three out of four of Flail's jabs. If your opponent doesn't have a long-
reaching low move, go for a d,K Slow Chains instead of the b+K; it doesn't
cause a wall hit but looks even better.

f. (close, wall) f+P -> df+K -> d+K -> uf,K (-> P -> b+P)
A very handy wall combo if you want to get fancy. The double low chain trick
works only on slow opponents; against faster ones, omit the d+K. If the
opponent manages to AR before the uf,K hits, continue as you land with a punch
and fierce (the opponent will also be able to AR after the uf,K, so watch out!)

g. (close) f+P -> d,K (one hit) xx b,b+P xx f,f+K
Double-enhancement combos are fun, and this one is extremely impressive. Note
that it works only when the b,b+P does NOT cause a wall hit.

h. (air) P -> d,K (two hits) xx b,b+P -> df+P -> qcb,b+P
A more impressive double enhancement combo that works only with Flail's back to
the wall and on a slow opponent. You can also do these starting from a throw,
but you won't get the second d,K hit. You can use d,P instead of d,K, but it
does less damage.


/---------------\
|III.K. GARGOYLE|
\---------------/


1. OVERVIEW
-----------

This ruler of the air is also a break from traditional fighting, and the best
robot in the game. Just like usual, most of Gargoyle's normal moves are
useless (with the exceptions of his fierces and jab), making you rely on the
overpowered triangle jump: Rising Talon into Wing Charge into Diving Claw.
Rising Talon is the game's best anti-air move, with priority over every other
air attack (it goes right through an air Rising Blade), and it beats most
ground moves as well. If you miss completely or hit a grounded opponent, cancel
into Wing Charge for a fast horizontal attack and combo starter. If that is
about to miss or get blocked, tack on a Diving Claw to force them into blocking
plus eat almost any retaliation. Most robots have no way to jump against
Gargoyle or prevent him from jumping thanks to this. Basically, only Jaguar,
Katana and Chronos have even a hope of surviving an air match against the
Gargoyle, making it one of the game's best bots. Be careful, though: if your
opponent backs you into a corner, Gargoyle has no way to get out.


2. MOVELIST
-----------

MOVE NAME       | COMMAND     | DMG. | TYPE
----------------+-------------+------+---------------
Jump Punch      | (air) P     | 12.5 | Medium Jump
Jump Kick       | (air) K     | 12.5 | Medium Jump
Jab             | P           | 4    | Light AR
Fierce          | b+P         | 15   | Medium
Short           | f+K         | 6    | Light AR
Forward         | K           | 11   | Medium AR
Roundhouse      | b+K         | 17.5 | Medium KD
Low Jab         | df+P        | 4    | Light AR
Low Strong      | d+P         | 11   | Medium AR
Low Fierce      | db+P        | 12   | Medium
Low Short       | df+K        | 5    | Low
Low Forward     | d+K         | 10   | Low
Sweep           | db+K        | 15   | Low KD
Rising Talon    | qcf+P       | 17   | Light KD
Wing Charge     | f,f+P       | 15   | Light KD
Air Wing Charge | (air) f,f+P | 15   | Light KD E0
Diving Claw     | (air) d+K   | 16   | Heavy KD
Reverse Bomb    | (close) f+P | 22.5 | Light Throw

Scrap: hcf+P
Destruction: d,u,d+P during 1st hit
Fire & Ice: d,d,d+P during 2nd hit

Notes: Gargoyle can control its jump or Diving Claw with the arrow keys. The
Rising Talon has limited invincibility and once it is finished leaves you in a
normal jump situation. The 2nd enhancement makes the Air Wing Charge faster.

Chain Combos and Special Move Cancels:
P/df+P -> P/df+P
df+P -> d+P/db+P
df+P -> K/f+K
(close) df+P -> qcf+P
d+P <-> d+K
f+K -> f+K
df+K -> df+K
qcf+P -> (air) f,f+P (E0)
(air) f,f+P -> (air) d+K

3. STATS
--------

Forward Speed: 4
Back Speed: 3.2
Jump Speed: 12.5
Fall Speed: 0.8
Armor: 95
Stun Res: 27.5


4. COMBOS
---------

Instant Kill Combo
(air) K -> qcf+P xx f,f+P -> f,f+P. Repeat with df+P -> qcf+P added.
The stupidest instant kill combo ever, super easy. You do it all the time.

Basic Combo:

a. (air) K -> qcf+P xx f,f+P -> f,f+P -> df+P -> qcf+P xx f,f+P xx d+K
Basic trijump combo. In one-player mode, the opponent will be stunned or
dead long before you finish this combo. The second f,f+P is a ground Wing
Charge, and the third is designed to whiff and be immediately cancelled into
a Diving Claw for a free wall hit. If the Diving Claw whiffs, add more hits
with df+K -> f+K -> b+K. With a slow opponent, you can add P after df+P.
Note that the jumpkick is optional, and mostly used to set up a close hit
with the Rising Talon, necessary for the trijump starter to work. Note that
you can start with a close jab instead of a jumpkick.

Trick Shot Combos:

b. qcf+P xx f,f+P xx d+K
If you cancel the Wing Charge at the right moment, it will whiff and you can
immediately cancel into a Diving Claw for style points. Not nearly as good as
a trijump combo, but a lot safer, since you're not getting anything blocked
except maybe a Diving Claw.

c. (air, wall) K -> qcf+P xx f,f+P -> df+K -> P -> qcf+P xx f,f+P xx d+K
(-> d+K -> f+K -> f,f+P)
Showy alternative trijump combo: df+K instead of ground Wing Charge to start.
Interestingly, this works with slower pilots than Garg's other combos. If the
Diving Claw misses, mash d+K and if it hits you get consolation damage.

d. (air, wall) K -> b+P -> b+P -> qcf+P xx f,f+P -> P -> b+P -> b+K ->
db+P -> qcf+P xx f,f+P xx d+K
Tournament Mode fun with wall jumpkicks: add fierce punches instead of jabs.

e. (close) f,f+P -> f,f+P -> b+P -> qcf+P xx f,f+P -> b+K -> P -> uf,d+K
With the extra speed you gain in Tournament Mode, you can use a Wing Charge
instead of a Rising Talon to start your combos. Specifically, do it twice, then
fierce punch into triangle jump, roundhouse, and juggle them with P for an
immediate Diving Claw (no triangle jump here, since you've already hit with the
first 2/3).

f. (close, wall) f+P -> f+P -> qcf+P xx f,f+P -> etc.
Wall throw combos. Yes, they ARE possible, but the timing is extremely tight.
If you're insecure, use f,f+P ender instead of a trijump.

g. (wall) [f+P -> walk forward] xN
Full agility and arm speed and perfect timing is required for this jab infinite.
Try ending with db+K -> f+P -> etc. when you're almost out of range.


/--------------\
|III.L. CHRONOS|
\--------------/


1. OVERVIEW
-----------

Chronos is the only bot that's actually easier against humans (the computer can
react instantly to a teleport or phasing). Chronos must be used offensively,
but he can easily run and hide with the matter phasing and teleport. He is
fairly slow, but he does have a useful slide and roundhouse, and a great
jumpkick. Basically, using a Chronos means attacking from all sides until the
opponent makes a mistake. Humans in particular have trouble anticipating a
Matter Phasing attack or defensive teleport (hold left/right). Impressive
normals, easy combos, and the free-win Stasis Activator make Chronos a strong
contender.


2. MOVELIST
-----------

MOVE NAME                 | COMMAND     | DMG.  | TYPE
--------------------------+-------------+-------+-------------
Jump Punch                | (air) P     | 11    | Medium Jump
Jump Kick                 | (air) K     | 12.5  | Medium Jump
Jab                       | P           | 6     | Light AR
Fierce                    | b+P         | 17.5  | Heavy
Knee                      | f+K         | 10    | Light AR
Forward                   | K           | 12.5  | Medium AR
Roundhouse                | b+K         | 13+13 | Light AR
Low Jab                   | df+P        | 4     | Light AR
Low Strong                | d+P         | 11    | Medium AR
Low Fierce                | db+P        | 17    | Heavy
Low Short                 | df+K        | 5     | Low
Low Forward               | d+K         | 10    | Low
Slide                     | db+K        | 15    | Low KD
Small-Scale Teleportation | d,P         | 0     | #1
Matter Phasing            | qcb+K       | 17.5  | Medium KD
Air Matter Phasing        | (air) qcb+K | 17.5  | Medium KD
Short Stasis Activator    | qcf+P       | 0     | #2
Long Stasis Activator     | hcf+P       | 0     | #2
Temporary Departiclizer   | (close) f+P | 22.5  | Medium Throw

Scrap: d,f+P
Destruction: f,b,P during 1st hit
Fire & Ice: qcb+P during 2nd hit

#1: Teleports behind the opponent; hold f or b to teleport to either edge of
   the screen. You are considered to be grounded during the teleport.
#2: Freezes opponent in their current animation frame. Another Activator will
   unfreeze them. In Hyper Mode, you can direct the Short version up/down and
   the Long one left/right. An unfrozen opponent continues his move as normal.

Chain Combos:
P -> P
db+P -> df+P
(close) db+P -> f+K
K -> d/df+P
K -> f+K
df+K -> df+K
d+K -> df+K
d+K -> db+K


3. STATS
--------

Forward Speed: 4.3
Back Speed: 3.6
Jump Speed: 13
Fall Speed: 1.05
Armor: 100
Stun Res: 27.5


4. COMBOS
---------

Instant Kill Combo
(air) K -> b+K -> d+K -> df+K -> df+P -> P -> f+K -> uf,P. Repeat.
Note that this combo is much much easier without the df+K, and it can be
omitted if you do the combo fast enough or against opponents other than
Ibrahim.

Most Powerful Ground Combo
db+P -> f+K

Basic Combos

a. (air) K -> b+K -> b+P
Basic jump-in combo. You'll be using this a lot. Against faster opponents,
substitute uf,K for the b+P.

b. (close) f+P or (late) qcb+K -> P -> b+P
Not intended to do damage, but rather score a wall hit with b+P. Against fast
opponents, replace b+P with uf,K.

c. (close, wall) f+P -> df+P -> P -> b+K -> b+P or db+P
The basic wall throw combo on opponents too fast to land qcb+P after a throw.
If you're a fast pilot, this works with (late, wall) qcb+K or (air, wall) K ->
b+K as the first hit, as well.

d. (close) f+P -> qcb+P -> jump,K -> df+P -> b+K -> db+P
Looks great. Slow opponents can be hit by a Stasis Activator after a throw,
and then follow up with a jumpkick on your way down and combo.

Trick Shot Combos

e. (air, wall) K -> b+K -> df+P -> f+K -> K -> P -> b+K -> b+P
Fast pilot, slow opponent, nine hits. Very difficult to time, as usually the
opponent will be able to AR before the b+K.

f. (close, wall) f+P -> df+K -> df+P -> f+K -> P -> K -> b+K
Against fast opponents, you won't be able to connect a Stasis Activator after a
throw, but you CAN walk forward and connect a df+K for some crazy jabbing. If
for some reason you aren't getting enough height on your combo, go for b+P
after P for a wall hit and an easy end to the combo.

g. (wall) qcb+P -> (close) f+P -> qcb+P -> (air) K -> d+K -> df+K -> df+P ->
  qcb+P -> (air) P -> K -> P -> f+K -> b+K -> b+P
Three Stasis Activators in one combo. 'Nuff said.

h. (close, wall) f+P -> qcb+P -> ub,qcb+K -> P -> b+K -> b+P
Like all of Chronos' combos, this includes lots of style and looks best if YOU
have low agility (so the Matter Phasing barely hits them, but you can still
finish off the combo). Depending on your strength, this can actually cause a
wall hit on the other side of the arena. However, this is actually a very
powerful option against slow opponents.

i. f+K -> K -> f+K -> P -> b+K (wall) -> b+P
With a fast pilot and slow opponent, you can do knee combos. The good thing
about the knee is that it recovers so fast that you can tack on a fast move
(like P) after it, allowing the rest of the wall combo to emerge. To get
this combo to work, either hit late with the first knee, or early with your
back to the wall (so that the second hit crosses up the opponent to the wall).

j. (air) K -> f+K -> df+K -> K -> f+K -> P -> b+K -> b+P
Very precise timing, and requires a fast pilot and slow opponent. The jumpkick
starter is optional, as this will work with a close knee as well. Start away
from the wall so that the b+K can hit before the opponent ARs (try it with a
wall and see what I mean: the opponent is pushed too high no matter how much
you delay the punch).

k. [f+P -> walk forward] xN
Full agility and arm speed and perfect timing is required for this jab infinite
to work. Try ending with b+P -> b+K -> etc. when you're almost out of range.


/-----------\
|III.M. NOVA|
\-----------/


1. OVERVIEW
-----------

The game designers would like you to think Nova is the ultimate robot, but he's
seriously lacking in actual combat. The vaunted projectiles are almost useless
(except for Mini Grenade as anti-air), and he has the worst combos and throw of
any bot, plus his big size and slow speed make him an easy target. Fortunately,
he has some good pokes: P, belly flop, sweep and b+P are basically all you need
to use on most of offense or defense. Beware, though, Nova has a hard time doing
any damage and must make the opponent come to him, since he's slow. Overall,
while he's great fun, you could be using Flail or Katana more effectively.

2. MOVELIST
-----------

MOVE NAME            | COMMAND        | DMG.  | TYPE
---------------------+----------------+-------+-------------------------
Jump Punch           | (air) P        | 12.5  | Medium Jump
Jump Kick            | (air) K        | 12.5  | Medium Jump
Jab                  | f+P            | 5     | Light AR
Strong               | P              | 13.5  | Medium
Fierce               | b+P            | 16.5  | #1
Short                | f+K            | 7     | Light AR
Forward              | K              | 9.5   | Medium AR
Roundhouse           | b+K            | 10+10 | Light AR
Low Jab              | df+P           | 6     | Light AR
Low Strong           | d+P            | 11    | Medium AR
Low Fierce           | db+P           | 10+10 | Light AR (KD on 2nd hit)
Low Short            | df+K           | 6     | Low
Low Forward          | d+K            | 12    | Low
Sweep                | db+K           | 17.5  | #2
Belly Flop           | (air) d+P      | 22.5  | #3
Missile Launcher     | d,df,f+P       | 17.5  | #1
Air Missile Launcher | (air) d,df,f+P | 17.5  | #1
Mini Grenade         | qcb+P          | 22.5  | Medium KD
Earthquake Smash     | d,d+P          | 17.5  | #4
Knuckle Sandwich     | (close) f+P    | 22.5  | Heavy Throw

Scrap: qcb,f+P
Destruction: d,d,P
Fire & Ice: N/A

#1: Heavy AR, Medium KD on grounded opponents on last hit frame
#2: Low Medium KD
#3: Heavy that causes stunned animation on grounded opponents
#4: Unblockable KD that does not hit while another move hits or is blocked

Chain Combos:
P -> P
df+P -> d/df+P
b+P -> P
b+P -> d/df+P
b+P -> db+P
b+P -> K
K <-> d+K
df+K -> d/df+K
d/df+K -> db+P

3. STATS
--------

Forward Speed: 4.9
Back Speed: 4.1
Jump Speed: 13.5
Fall Speed: 1
Armor: 115
Stun Res: 27.5

4. COMBOS
---------

Instant Kill Combo
qcb+P -> (air) K -> P -> b+P. Repeat.
Note that this combo must be done from the maximum range of the Mini Grenade,
making it nearly impossible to land. To get the second grenade to combo, you
must superjump backwards while the opponent is falling from the b+P.

Most Powerful Ground Combo
K -> d+K -> db+P

Meaty Moves
b+P (late) -> any air combo

Basic Combos

a. (air) d+P -> b+P -> db+P -> df+P -> d,d+P
Not technically a combo, the Earthquake Smash simply hits as soon as they reach
the ground and is thus unavoidable in most circumstances. Against faster
opponents, replace the d,d+P with uf,K; against a wall, add f+P -> uf,K.
Although K -> d+K does more damage than b+P, it's orders of magnitude more
difficult to connect after a belly flop, so don't bother.

b. (air) d+P -> P x6 -> db+P -> f+K -> b+P
The standard "boring combo" for Tournament Mode can be followed up with your
choice of jab shenanigans if you reach the wall with the db+P, but otherwise
it's just lots of ground-based damage and a knockdown. Easy to dizzy your
opponent with.

Trick Shot Combos

c. (wall) qcf+P -> b+P or P or db+K
Like every single Nova combo, this is so improbable that you might as well not
try it at all. You need a fast pilot, and you need to be just close enough
so that your hands touch each other during the resting animation so an
immediate b+P will hit. The range for hitting a normal P is slightly more
forgiving. To get the db+K to register as a combo, you need to be about halfway
across the screen and hit them just coinciding with the missile. It's almost
impossible, but it CAN work.

d. (close) d,d+P or qcb+P or (air, close, wall) qcf+P -> f+K -> b+P
In case you ever manage to get one of these (perhaps the opponent misjudged his
jump, or perhaps he is just stupid) you can follow up with a chancy wall hit
and some free damage. With a fast pilot, you can simply walk forward after a
qcb+P from half a screen away, then continue with the combo, while against a
fast opponent, you need a wall hit with the f+K.

e. (close, wall) d,d+P or qcb+P -> df+P -> f+K -> b+P
Not only did you actually CONNECT one of those projectiles, you got a wall
combo on a slow opponent. Taunt them with a 4-hitter that does pitiful damage!
(If you started with a Grenade, you can add a f+P before the f+K.)

f. (air) d+P -> qcb+P -> b+P
This is, if I do say so myself, the most unlikely combo ever, and requires both
you and your opponent to have full agility. Flop into Grenade (so that your
grenade misses them as they fall), then knock them back with the fierce INTO
the grenade as it bounces along the floor.




======================+------------------+=====================================
                     |IV. THE CONCLUSION|
======================+------------------+=====================================



/----------------\
|IV.A. WHAT NEXT?|
\----------------/


Well, that's it for this FAQ. Here's what I need for the next version:
*  Your combos, no matter what foolish conditions are required.
*  Any weird facts or bugs you've noticed.
*  Corrections to my existing material.
In particular, I'm suspect of the damage numbers I got from the strategy guide,
and it would be great to have concrete frame or points data for moves.

If you have any questions, feel free to email me at [email protected] and I'll
either answer you or direct you to someone who can.


/-------------\
|IV.B. CREDITS|
\-------------/


Thanks to:
- God, for everything. You da man!
- Matt's FAQ, for most of the tournament-only combos and movelists.
- The official strategy guide, for Rehit Mode and pilot AI explanations.
- Mogusha, for damage numbers from the strategy guide (I lost mine).
- Ken, for the robot stats and corrections to the strategy guide's errors.
- The guys at the omf.com boards, for keeping me interested in this game.
- My family, for putting up with me while I wrote this... thing.
- Shoryuken.com, for teaching me 2D fighters in general.
- Gabriel Leung for Earthquake Smash info.
- Kellen Hertz for quarter/half-circle motion info.
- Dasrik for balance discussions.
- Raptor for one-player quotes.
- Austin Marney, for announcer and repairman quotes and the Fire Arena bug.
- Diversions Entertainment. OMF 2097 rules, and so will OMF:BG. That is all.



That's it! Now go play One Must Fall 2097! :-)