BBBBBBB AA TTTTTTTTT TTTTTTTTT LLL EEEEEE
BBBBBBB AAAA TTTTTTTT TTTTTTTT LLL EEEEEE
BBB BBB AA AA TTT TTT LLL EEE
BBBBBBB AAAAAAAA TTT TTT LLL EEEEE
BBBB BBB AAA AAA TTT TTT LLLLLLLLL EEE 2222222222222222222
BBBBBBBB AAAA AAAA TTT TTT LLLLLLLLL EEEEEEEE 222222222222222222222
22222222222222222222222
AA RRRRRR EEEEEE NNN NNN AA 2222222222 2222222222
AAAA RRRRRRRR EEEEEE NNNNN NNN AAAA 222222222 22222222222
AA AA RRR RRRR EEE NNN NN NNN AA AA 22222222 222222222222
AAAAAAAA RRRRRRRRR EEEEE NNN NNNNN AAAAAAAA 22222222 222222222222
AAA AAA RRRR RRRR EEE NNN NNNN AAA AAA 22222222 222222222222
AAAA AAAA RRRR RRRR EEEEEEEE NNN NNN AAAA AAAA 222222222222
222222222222
TTTTTTTTT OOOO SSSSSS NNN NNN DDDDD EEEEEE NNN2222NNN222
TTTTTTTT OOOOOOO SSS SSS NNNNN NNN DDDDDDD EEEEEE NNNNN22NNN222
TTT OOO OOO SSSS NNN NN NNN DDD DDD EEE 2NNN2NN2NNN222
TTT OOO OOO SSSSS NNN NNNNN DDD DDD EEEEE 2NNN22NNNNN222
TTT OOOOOOOO ss SSSS NNN NNNN DDD DDDD EEE 2NNN222NNNN222
TTT OOOOO SSSSSSS NNN NNN DDDDDDDDD EEEEEEEE 2NNN2222NNN22222222222222222
22222222222222222222222222222
ppppp ll uu uu ssss 222222222222222222222222222222
pp pp ll uu uu ss ss 222222222222222222222222222222
pppppp ll uu uu sss
pp ll uu uu sss
pp lllllll uuuuu sssss
<<WARRIOR'S ULTIMATE GUIDE VER.1>>
Author: Deeshad
Questions? Comments? Complaints? (Is that possible?!?)
Send me a message at <
[email protected]>
===============================================
===============================================
Contents:
A. DISCLAIMER
B. Introduction
C. Vocabulary
D. Game Modes
E. Character's Controller Options
F. Characters' Basic Moves
G. Combo System
H. Overdrive: Warrior's Rage
I. Counter Attack System
J. Damage Control
K) Characters' Profile
*The Challengers
-Eiji Shinjo
-Kayin Amoh
-Sofia
-Rungo Iron
-Fo Fai
-Mondo
-Duke B. Rambert
-Ellis
-Gaia
-Tracy
-Chaos
*Himistsu Kessha's Masterminds
-Master
-Uranus
*Warriors Shrouded in the Dark
-Vermilion
-Sho Shinjo
L. Secrets & Tricks of the Arena
M. Features and Flaws of the Warriors
N. Sights and Effects to look out for
O. Thanks
P. Updates and Revision
===============================================
===============================================
============================================================================================
-------------
A. DISCLAIMER
-------------
This is a guide written for Battle Arena Toshinden 2 Plus, a Japanese-only game. In no
way should this be copied & altered, for the materials written here must stay intact and in
their original form. If (for some reason) anyone would like to use this for their own private
uses (ex. placing on a game-related website) please contact me first and ask for my
permission.
Despite the fact that this is an old game, I still am against this being used for
profitable means. This should not be sold for money or any type of profit, nor should this
be placed in commercial, profitable reading materials & resources (ie. a game magazine).
Plagiarism is also a must-not, and I will not tolerate that. I will have the rights to take
action and am not afraid to express my rights.
============================================================================================
---------------
B. Introduction
---------------
Hello to all Toshinden fans out there. Thank you for choosing to read the one and only
guide on Battle Arena Toshinden 2 Plus in the States. Despite the fact that this is about
2-3 years late, I am still willing to bring this out for those that do own the game, or want
to learn about it. This guide will have not only each character's storyline and moves, but
there will be translations on character's moves, secrets, and featuress that are worth knowing.
TSD2 owners, don't despair! This guide can still be used, for there are alot of info that still
refers to the previous version. Well, without any further noise, choose the section of your
choice to begin at and read on!
============================================================================================
------------
B. Storyline
------------
The Toshinden is a secret tournament of fighting gods, goverened by the secret and
powerful organization Himitsu Kessha. A year ago, Gaia (one of the fighters), organized a
tournament without the knowledge or consent of the Himitsu Kessha. Because of this, the Himitsu
Kessha now considers Gaia a traitor, and wants him eliminated. This is the motivation for
oraganizing another Toshinden -- to lure Gaia to his last battle. It is in this arena of evil
in which you are about to enter.
============================================================================================
-------------
C. Vocabulary
-------------
-Hard (H): Stronger version of an attack
-Weak (W): Weaker version of an attack
-Slash (S): Weapon-based attack
-Kick (K): Kick-based attack
-Counter : You attack just as your opponent does and beat there attack
-Reversal : You immediately attack after you block an attack, take a hit, or
are knocked down (in which case can also be called a retort)
-FT : Fatal Technique
-USA : Ultimate Sacred Attack
-S-FT : Secret Fatal Technique
-OD : Overdrive
-Overhead : Another term for a mid level attack
-Underblow: An attack that strikes low (note that this is different from a
Basic Low attack. This usually veers towards FT's and such)
-Drain(ing) : You hit a blocking foe with an attack that depletes some energy
from his/her Health Gauge
-T.L.: True Link
-Combo Starter (CS): An attack that's usually suitable/essential for starting
combos of any sort.
-Delay Combo (DC): A combo where the final blow (usually) is delayed as long
as possible before executing it. While this is usually for
the case when your combo is being blocked, it may also
apply for combos that do connect.
-Fast Combo (FC): A combo where every hit (especially the final blow) is done
extremely fast on the point of contact. While this usually applies
to combos that hit, this can also be for the case when an opponent
is blocking, usually trying to get a hit (usually the final)
on an opponent's blind side before they can block.
-Blocked Combo (BC): A combo done on a blocking opponent. Done in a pressuring manner,
you try to get by there guard and score a hit. Meant only for this
case, Blocked Combos may be useless as a combo that connects from
the start.
-Long/Short Combo: 2 combo types that depends on 1) how many hits are being inputted
2) if you're combining chain & link combos together, and 3) whether
you end a combo early or you prolong it as long as you can.
-Projectile: An energy-based attack that is hurled towards a character. Usually a
single shot that strikes once. (Ex. Eiji's Rekkuzan) If multiple shots are
executed at once, then each shot should only hit once. (Ex. Mondo's OD move)
-Combustion: An energy-based attack that is sprayed out in a huge fluff, but doesn't fly
out. More like a ball (or mass of energy) that is fed with power continuously
to stay up. Could be a single or multi-hitter. (Ex. Uranus' Cockatrice)
------------------------------------------------------------------
============================================================================================
-------------
D. Game Modes
-------------
1)1P Game
-This can be considered the normal mode of TSD2P. Just pick a character and play through a 99
second, 2-out-of-3 match game to the end (default setting). You'll fight against 8 fighters, 6
being of the regular characters (including personal rival), while the last two being Master and
Uranus (continuing or losing will not affect the gameplay). Once you win you'll see (or should I
say read) your character's ending. As you play the game, there is also a Time Indicator at the
bottom-left of the screen which, if fast enough, will be recorded in the "Ranking" Option (more
about that later). Also, through this mode, the Boss characters, Secret characters, and "Instant
Secret Trick" method can be unlocked. (again, this'll be discussed later in this guide).
2)Full Battle
-Much like the "1P Game" mode, this mode has you fighting under the same conditions, except
that you'll be fighting against 12 fighters, including the bosses. Unlike the former, there will
be no Time Indicator, so you can place in the "Ranking" Option. Also, you can't unlock the
secrets of the game. However, you can fight 1 of the 2 Secret characters through this mode,
depending on specific conditions (this will be discussed later).
(Author's note: Each character has 3 unique paths in both "1P Game" and "Full Battle" modes.
Instead of listing them all, I'll leave the fun of discovering them all to you. Gotta leave
something for you to do.)
3)VS Human
-Your standard "VS" mode where you duke it out against a fellow friend(s). Victories & loses,
as well as the winner and challenger, while be displayed on-screen while fighting.
4)VS CPU
-Fight a 1-on-1 battle against the computer, where you can select who you want to fight
against (CPU controlled). Can also be looked as a practice mode, helping you to battle at your
own conditions, or against a character that's giving you a hard time. Note that when you first
start, the CPU will not put up much of a fight, as if it were the "1P Game" or "Full Battle"
mode. After a couple of matches, the pace will pick up. Another strange thing noticed is
sometime after 20 matches or more, the CPU will no longer put up a fight, being worst than when
you first started.
5)Ranking
-New to the Toshinden scene, this mode will display how fast you beat 1P Game mode with each
character. At the end of completing 1p Game mode, you will be given the option of entering your
name, which will then record this along with your completion time. (That's only if you rank in any
place) Entering Ranking mode, each character's name is set in rows of four on the screen.
Selecting each character's name will take you to his/her best time records, which goes from 1st
place to 5th place. Note that if you do not enter a name, the default name, "TAM", will fill in
the spot.
(Note that once the secret characters have been unlocked, their names will also appear in this
mode, and they can have their own time records when played in 1p Game mode.)
6)Option
-From here, you can change the game's play according to your pleasure. Most are the same from
TSD2 except for 2 features. First one is "GPK", which lets you play the game in a different
manner (See below in "Character's Controller Options" section). Second is the all-new "Attack
Power" feature. Not to be confused, this is merely a meter that reads the strengths of each
attacks a player executes, and indicates combos through switching colors between white and gold.
Apart from that, setting up the game, the camera angle, and the controller layout can be done
here in the Option mode
7)Save&Load
-Tired of inputting those codes for the 4 Extra Characters every time you put on the game?
Better yet, bored of spending 10-15 minutes beating the "1P Game" mode just to get all the
characters and secrets before you can play your friends all out? In TSD2P, you no longer have
to worry about that. Once you unlock all the secrets, all you have to do is remember to go back
to the Title screen, head to this option, and save the game. Even your special Option Screen
setups will be saved! Really makes life easier when you really want to play with your fave
Secret Character, like Master or Vermilion.
Just to point out, once each secret character has been unlocked, they will radomly appear
in some of fight scenes that take place when no action is taking place at the Title screen.
===================================================================
===================================================================
---------------------------------
E. Character's Controller Options
---------------------------------
Button Layout
---------------
These are the buttons that are the permanently set and are the basic movements that all
characters can do.
u = Jump up. Pressing ub or uf will making you jump diagonally.
f = Walk forward
b = Walk backward
d = Crouch down
df = Crawl forward (Vermilion and Uranus cannot do this.)
db = Crawl backwards (Only Ellis, Duke, Sofia, Tracy, Fo, and Master can do this)
Controller Type
----------------
There are two types of ways to play TSD2P. At the Options Screen, you can select between
'Normal' or 'GPK' setting at the Controller option. 'Normal' setting lets you play the game in
the normal game style since TSD 1. 'GPK' changes your buttons to 'Virtual Fighter' type of
gameplay, where you have a guard button and all. Depending on which one you choose, your attack
buttons and their strength will be different. Here's a layout on which setting does what.
NORMAL GPK
----------- -----
sq = Weak Slash sq = Weak Slash
tri = Hard Slash tri = Weak Kick
X = Weak Kick sq + X = Hard Slash
O = Hard Kick tri + O = Hard Kick
b = High Block X/O = High Block
db = Low Block X/O + d/db = Low Block
If you play in 'GPK' style, that you can still do all the attacks the same way as 'Normal' and
decide the strength of an attack. Just remember that you still have to press sq+X or tri+O if
you want to the stronger versions.
--------------------------
F. Characters' Basic Moves
--------------------------
(Note: Moves are all under default setting.)
Dash
----
-Press f,f (hold). Each character's dash have different attributes, falling in these
categories: speed, recovery time (to stop running, to block while dashing), and the ability to
avoid certain attacks.
Backstep
---------
-Press b,b. Each character's backstep is also different from each other. Some are good in
offensive strategies requiring to move in and out of range quickly, while others will avoid harm
completely.
Sidestep
--------
-L1 (foreground), L2 (background), or d,d (Auto). This'll help you to avoid attacks as you
dodge to the side. You'll be invincible throughout the entire dodge until the final frames of
animation, when you're about to recover. Depending on your position in each stage, the Auto
Sidestep randomly moves you from side to side, but will always move you away from the edge of
the ring.
Diving Sidestep
----------------
-f + L1 (foreground) or f + L2 (background). This is much like the Sidestep, except that you
have some control over it. You will move towards your opponent while dodging to the side, giving
you a chance to avoid an attack and counterstrike. Depending on your distance, the arc and
distance of your dodge changes (Uranus can almost do a 360 spin around her foe if close).
Dash Avoid
----------
-L1 (foreground) or L2 (background) while dashing. Quickly shifting to the side, you can now
avoid harm if caught while dashing without having to stop. Also, if you continue to hold the
direction you're dashing in, you will immediately dash again right after you dodge. Some dashes
offensive potentials, where you can shift quickly to the side and immediately attack if up
close. Some will position you at an angle away from your opponent, giving you a chance to attack
while having some distance between. Others will just put you out of harm's way completely,
having nothing to fear. Uranus is the only character whose Dash Avoid will hit an opponent if
close enough.
Dash Attack
-----------
-Any Slash or Kick button while dashing. Depending on the strength of the button pressed, the
attack done while dashing will differ. Most Dash Attacks will propel each character forward,
either being a simple thrust attack or a knockdown move.
Getting Up from a Down Position
-------------------------------
-When postioned on the ground, there are numerous ways to get up:
*Stand up = Press nothing
*Roll to the side = L1 (foreground) or L2 (background)
*Roll backwards = Press b
*Roll foreward = Press f
*Jump up while down = Press u
*Speed recovery time = Rapidly press the Slash and Kick buttons. Your recovery
time will also be instantaneous if hit while down. Also,
Chaos can get up instantly most of the time once he is
knocked down. Mondo can do this as well, but this is rare.
Also note that if you're near the edge of a stage, despite what direction you press, you
will always roll away from the edge automatically.
Retort (aka Ground Reversal)
------
-Input a move while getting up. You will attack before you fully stand up, giving you a
chance to hit any foe that plans to assault you as you stand. There might be some slight
invincibility at the start of your attack, almost ensuring that you'll beat any attack that your
foe might try to do. Some moves have better attributes when you do this, so choose wisely.
(ex. Sho's Shishouzan has a better chance of not being reversed than Rekkuzan)
Throw Technique
---------------
-b + tri or O when near foe. There are a couple of ways that a throw can be used:
*Normal = get close and throw
*Block-n-throw = Block an attack and throw on impact
*Defenseless throw = If opponent's attack whiffs by you close, you can instantly throw
*Dash in = Dash at your foe and, once close, throw
*Reversal = If you take a hit (usually a weak blow), you can throw
*Counter = Just as your foe begins his attack, you can throw them
All throws are unreversable no matter what, and each have there own throw range:
*Close (Within a character's space or standing area)
*Near (Point of one's space or when both characters' space is slightly touching each other)
*Far (Outside of a character's space)
Please note that Uranus, Master, and Vermilion do not have throws, while Vermilion is the
only character that cannot be thrown.
Down Attack
-----------
-WK + WS (Close Range) or HK + HS (Far Attack). This will strike your foe as they are down
on the ground, as long as they aren't getting up. A Down Attack will also strike if an opponent
has fully stood up. Duke is the only character that can't do a Down Attack.
Back Attack
-----------
-When your back is turned to your opponent, you can do an attack, which'll prevent you from
taking huge damage. Here's the types of attacks that you can perform:
*Back High S = Any Slash Button
*Back High K = Any Kick Button
*Back Low S = d + any Slash Button
*Back Low K = d + any Kick Button
The strength of the button doesn't effect the attack done.
Taunt
------
-Press the Select Button. Each character's Taunt raise their opponen't Overdrive bar. Some
Taunts have special attributes as well. Duke and Vermilion also have special Taunts, which
drains their opponent's Overdrive gauge (OD Blowout).
Basic Attacks
--------------
-Press any Slash or Kick button. Basic Attacks can be done while standing, crouching, and
jumping. Depending on your range and the strength of the button pressed, the attack may change
and/or be different. Most Basic Attacks can cancel (or 2-in-1) into a Fatal Technique. See
each Character's Profile to learn about the types of Basic Attack that can be done and their
attributes.
Fatal Technique (FT)
--------------------
-Each character has special moves that require specific button motions. See each Character's
Profile for their FT.
Ultimate Sacred Attack (USA)
-------------------------------
-Press WS+WK+HS+HK simultaneously when your OD Gauge is full. A one-shot, one-time only
attack that works whenever your Overdrive Gauge is full. see each Character's Profile for a
detailed explanation on each USA.
Secret Fatal Technique (S-FT)
-----------------------------
-A special desperation attack that can be done once each character's Health Gauge is low and
flashing red. See each Character's Profile for their S-FT.
Toshin Final Technique (TFT)
----------------------------
-Each character has a secret move, which requires multiple button motions. Some characters
have more than one, while others may have none. See each Character's Profile for their Toshin
Final Technique.
Jigoku Final Technique (JFT)
----------------------------
-Chaos' a very special character indeed! Because he has so many Final Techniques, his are
labeled differently. (Doesn't mean that they are easy to do either) See Chaos' Profile for
more on this "hot" techniques he owns.
Unique Abilities
----------------
-Each character has a certain trick or two that they can do. See each Character's Profile
for their Unique Abilities.
1-Shot Fatal Technique
----------------------
-Fatal Techniques can be set in any of the L/R buttons. You can do all of each
character's attacks through this method simply, pressing each consecutive buttons and direction
required along with it. When used, the Hard version of each attack will be performed. Ultimate
Sacred Techniques and S-FT can also be done through this method. However, if both Gauges are
in play (Health Bar is flashing and OD Gauge is full), you'll always execute the Ultimate Sacred
Technique first.
4-Link Fatal Technique
----------------------
-Although not stated in the manual, FT can also be done by pressing all Slash and Kick buttons
simultaneaously. It is also the same as the 1-Shot FT method, requiring specific directions
pressed along with it. USA, S-FT, and TFT can also be done through this method. However, TFT
will not work once the OD Gauge is full (and possibly when the Health Gauge is flashing red),
while OD will always be executed before a S-FT.
AUTHOR'S NOTE: Since the 1-Shot FT and 4-Link FT are the easier method to executing the moves
(and since I don't use them), I'm not going to put each move's command in this FAQ. It'll be too
long, and I don't really know who uses these methods.
===================================================================
===================================================================
---------------
G. Combo System
---------------
Chain Combo System
------------------
Taken from Capcom's popular fighting games (including the SFA and DS series), Toshinden uses
the ever-popular Chain Combo system. This system lets you cancel or "chain" your basic attacks
to each other. The rules that apply is a weak attack will chain into a hard attack, and a sword
attack will chain into a kick attack and vice versa. Depending on whether you're in Close Range
or Far Range, or if your crouching or Standing, each character's Chain combo may differ from the
standard system. In the Character's Profile section, you can learn about each character's
personal Chain combo.
Extra Chain Combos
------------------
Some characters can chain their basic attacks in a unique way that breaks the rules. They
work in the same way as a regular Chain combo, except that their chaining pattern is very
flexible. Extra Chains can be a weak attack chaining into another weak attack, a hard attack
into another hard attack, or even a hard attack chaining into a weak attack. This is achieved by
a specific Basic Attack. Range and height of the attack also play a factor in this, and may
effect the outcome of your chain attack. In the Character's Profile section, you can learn about
Extra Chain combos, that is, for those characters that have it.
Air Chain Combos
----------------
Not to be confused with "Air Combos" found in Capcom's popular "Vs" games, this is more of
just attacking continuously in the air. Similar to the Chain Combo System, you can follow a
basic attack with another basic attack. (Ex. Tracy's Air WS, followed by HS). However, the
attacks do not "chain" together. Instead, once the preceding attack ends in the air, allowing
the character to "recover" to their regular, non-attacking state, another attack can be inputted,
as long as height permits it to be so. FT's can also be inputted, so long as that character can
input it in the air. Mondo, Ellis, Tracy, Uranus, and Master can perform Air Chains, while Eiji
and Sho can only follow an air attack with a FT. See these character's profiles to know how to
do their Air Chains and under what conditions.
Link Combos
-----------
Link combos are indirect method to making a combo. Links are different from Chain combos,
for you're not cancelling a basic into another. Link combos require that after any basic attack,
through speed and timing, to connect another attack while you're opponent is stunned. This can
usually be done by weak attacks, while hard attacks usually have to be fast in order to do this.
If the stun is long, Links will usually work.
True Links
-----------
Really a glitch in the game, some characters can connect basic attacks that normally
shouldn't be able to happen. A cross between a FT and Chain Combos, True Links require doing a
motion followed by the corresponding button. True Links are Basic Far Standing attacks that are
literally 2-in-1'd into (ex. after Gaia's Far HS, do d,f,d,f + HK. He'll 2-in-1 into his Far HK).
Range doesn't play a factor, so the attack done will always be the Far attack, even if close.
Eiji, Kayin, Sofia, Rungo, Gaia, and Sho can only perform True Links. In the "Character's
Profile" and "Features and Flaws of the Warriors" sections, their T.L. and how to do it will be
explained there.
(Note: I've yet to figured out how to do Kayin's and Rungo's Extra Links. However, I'll mention
what these character's T.L. are.)
===================================================================
===================================================================
----------------------------
H. Overdrive: Warrior's Rage
----------------------------
The Overdrive Gauge, the newest addition to the Toshinden scene, is unique in many ways.
Not only does it give all characters an extra attack, but it also enhances the gameplay, adding
extra offensive-defensive capabilites. Depending on how you play, the Overdrive will give you an
edge in your winning strategies.
------------------
Filling up your OD
------------------
1) When you perform attacks
-Basic: does not hit = Gain nothing
-FT: does not hit = Gain a little
-Basic: hits (blocking) foe = Gain a little
-FT: hits (blocking) foe = Gain a little more ~ Gain alot
2) When taking a hit
-Basic: you block = Gain nothing
-FT: you block = Gain a little ~ Gain alot
-Basic: you're hit = Gain a little more
-FT: you're hit = Gain a little more ~ Full Gauge
3) Taunting
-Empty: Fills 40-45%
-Full: Fills 45-50%
4) Weakening the Gauge
-After every full gauge is emptied (whether it drains empty or the Ultimate
Sacred Technique is used) the Overdrive gauge weakens by 5-10%. It will take a
bit longer to fill your gauge in each turn.
-OD Blowouts reduces gauge to nil (whether full or not). If not full, OD
Blowouts will not weaken the OD gauge.
------------
OD's Effects
------------
1) Faster body gyration. Doesn't change your character's speed or agility, however. Will
keep Chaos in one place while he dances.
2) Enhanced strength:
-All Basics & most FT: 1%-2% stronger
-Projectiles and combustions are unaffected
-Both hits from behind and counter attacks will not be affected
-Throws are unaffected
-Combos are easier to connect(?)
-When being hit & your OD is full, you will be pushed slightly out of range(?)
-----------------------------------
OD's Weapon: Ultimate Sacred Attack
-----------------------------------
1) One-time, one-gauge only attack
2) All can be 2-in-1 into
3) All are unique, being from a multi-hit attack to a spray of projectiles
4) All are wild
===================================================================
===================================================================
------------------------
I. Counter Attack System
------------------------
Like in TSD 1, you can do more damage when your opponent is in the middle of an attack. When
a foe does a FT (including Toshin Final Techniques), attack them with any type of move, whether it be
a Basic Attack or a FT. Your attack will do about 3-3.5% more damage than it usually would.
Be careful that you yourself don't get hit while you do a FT, for the tables will turn on you.
Again, projectiles and combustions are not affected.
Note: If Tracy's hit during a W Electro Shadow, for some reason it doesn't count as a counter hit.
The same happens to the H version at times, usually before the spark of electricity shoots
out.
===================================================================
===================================================================
-----------------
J. Damage Control
-----------------
A player should be aware about their attacks and the effects it inflicts on the opposition.
Depending upon a character's position and the types of situations in which damage is given, the
outcome can turn out in many different ways that can be used for the advantage:
-------------
Taking Damage
-------------
1) While standing*
-All hit effects are normal. However, most low attacks may suck you in (pull you closer
to other character).
2) Crouching*
-All characters have a longer recovery time when hit.
3) In the air
-Instant knockdown. Most moves may hit more than once, even if it's a single hitter on
the ground (juggle).
4) When knocked down
-There are a couple of ways in which a strong hit can knock down a character:
Flat on the back - Will cause you to bounce a little on your back from a knock-
down hit either from the front or back. In the air, there's
no bounce.
Back breaker - Character will fall flat on his/her face in an painful manner if
caught from behind in the air
Trip - This happens when low knockdown moves hits, like Low HK. Character'll
fall down in the same place.
Spiral - This also takes place when a low knockdown move is done. Character will
fly to the side before hitting the ground.
Flip-Flop - Similar to Spiral, execpt that character's body flips & turns un-
controllably. Will happen when a strong (low) hit connects from the
side or behind
Stumble Forward - When struck hard in the back, character'll stumble forward a
great distance before falling on your face
Tumble - From a strong blow, character will roll/fall either forward or backward
a great distance on the ground.
Note that these conditions vary during a battle, and may not get the same result even if it
is the same move used twice. Also note that each character may not do the same thing under the
same condition. While Tracy may tumble a short distance, Gaia tumbles an unusally long distance.
5) While down
-Depending on how strong the hit received, or how many hits were taken in a combo,
recovery time may be longer once knocked down. This also applies to Chaos, but it's not
definite, since he can get up almost instantly most of the time. Chaos is the only
character that can be hit while standing up.
6) Blocking FT
-3-4% damage is done on a blocking character who has a full Health Gauge. After about
25-30% of health is lost, 2% block damage is done. When about 45% health or lower is
left, 1% block damage is done.
-------------
Special Cases
-------------
1) High Combo Push-Out**
-After each hit done, a character is slightly pushed away. From 1 hit, the push is slight,
practically unnoticable. After about 5 hits, characters are pushed away at greater
lengths. Moves that snags a character (Uranus' Cockatrice) or work like grabs in order to
deliver in all the hits (Tracy's Crazy Planet), this rule doesn't come into effect.
2) Chain-Link Reaction**
-In some cases, usually when a High Combo Push-Out is in play, there are times when any
hit executed will cause a very long stun, no matter how strong it is. Once this happens,
almost any move you try will most likely connect, especially for slow attacks that
usually cannot connect in regular combos. The downfall to this is that every hit
executed will push that stunned character a good distance away, meaning that moves that
push you forward is needed to keep that combo going.
3) K.O. Finisher
-After excessively long combos (usually when Chain-Link Reaction is in play), or if
a character is repeatedly struck (whether there are breaks in-between strikes), there
are times when an attack will be an instant knockdown. Even if the attack usually
doesn't cause a knockdown (Eiji's Basic Standing HS, Kayin's H Deadly Raise), it
may do so if the conditions stated above is in effect. This is a random effect, for how
many hits are needed or when a character will be knocked over cannot be determined.
*Note that Duke & Master have a longer recovery time than usual when they are hit, while Tracy
has a slightly quicker recovery time when hit.
**After these effects come into play, if that character blocks anything (usually a FT) after-
wards, they will be pushed back a great distance. Multihitting attacks are the worst, for they
can ring out an opponent easily. On the otherhand, this doesn't apply to moves that snag in an
opponent, like Verm's Peacemaker or Uranus's Cockatrice.
------------------------------
Damage: From Least to Greatest
------------------------------
1) Blocking FT (Least)
-Depending on the FT performed and how much life a character has, the block damage
varies between 1-4% with each hit.
2) Clean Hit
-Attack strikes regularly, hitting a character in the front.
3) OD's Rage
-Attacks are boasted with 1-2% more strength. Follows the same rules as when a Clean Hit
is executed.
4) Counterattack
-3-4% more damage is added to any attack that strikes a character who's executing any
type of Fatal Technique (Toshin Final Techniques included).
5) Striking From Behind (Greatest)
-Attack is enhanced with nearly 50% more strength.
Note that projectiles and combustions will be the same no matter what, always having the effect
as a Clean Hit attack.
===================================================================
===================================================================
----------------------
K) Characters' Profile
----------------------
-Here's some terms that are used. This'll help you while reading each character's profile and
their different attributes:
A=Air level attack and/or any type of block will do
U=High block only
D=Low block only
B=Either high or low block is good
N=No block can be done; unblockable
;=If written in between two different damage readings or blocking methods,
means that the move is a multihitter/hits on different levels. The following blow/block
that's seperated by ";" mark means that its reading/block method is different from the
fromer. Apart from that, this separates W and H readings of an attack.
( )=Can mean that the attack/block may differ under certain conditons.
{ }=The OD version of an attack, when the Overdrive is filled
===================================================================
===================================================================
**EIJI SHINJO**
"His Strength Grows in the Presence
of a Stronger Warrior"
Height: 175cm
Weight: 63kg
Blood Type: A
Age: 22
Nationality: Japan
Occp: Adventurer
Weapon: Byakko no Tachi (White Tiger's Sword)
Health Gauge: 552
STAGE: Aizu Mountain
RIVAL: Kayin Amoh
==============================================================================================
STORY
After returning from the last Batlle Arena Toshinden with his dreams unfulfilled, Eiji
continued to dream about fighting and beating his brother. His dreams were very real. No other
opponent would satisfy him - it had to be his brother. He is now facing the next Battle Arena
Toshinden, believing that his brother will be there and the
fight of his dreams will happen at last.
==============================================================================================
<<<Chatter of a Fighting God>>>
DURING SELECTION SCREEN:
Yosh~~a!!
-Trans: All ri~~ght!
DURING TAUNT:
Saa, ikuze!
-Trans: Okay, let's do it!
=Victory Quotes=
FANTASTIC:
Rakushou da ze!
-Trans: No Problem!!
SKILLED:
Itchou agari!
-Trans: I did it!
ROUGH:
-Mata yarou ze!!
-Trans: Let's go at it again!!
RING OUT:
Anta, sono teido ka yo.
-Trans: Hey buddy, that won't get my respect.
(Lit. That isn't the [right] attitude)
========================================
========================================
========================================
<<<MOVES AND TECHNIQUES>>>
THROW: SEOI NAGE (Shoulder Throw)
NOTES: Damage is a bit weak, but is essential as a counter against aggressive foes, turning the
game into your hands. Range is okay, and is important when playing Eiji's close pressure game.
Can tag in his Close Range Down Attack once you've grounded your foe. Also, if an opponent has
you near the edge of the ring, you can easily switch places with, or ring out, your foe with
his throw.
Damage: 96 Range: Far
=BASIC ATTACKS=
WS
--
STAND
--Close: Short-ranged handle punch. Comes out fairly quickly, so you can stop aggressive foes'
assaults. Best used in combos.
Damage: 24 Block: B 2-in-1: Yes
--Far: Sword stab. Has long range and is fairly quick. Reversing or countering attacks, or
poking at foes to put pressure on is possible with this. Also good in linking combos.
Damage: 24 Block: B 2-in-1: Yes
CROUCH
--Close: Arching, short-ranged sword swipe. Slightly slow in execution, as well as recovery
time. Use in pressuring attacks or on opponents that're wide open.
Damage: 24 Block: B 2-in-1: Yes
--Far: Low sword stab. Fairly quick in execution, as well as in recovery time. As good reach,
and can reverse some attacks, especially high. Poke gingerly at opponets, or perform link
combos.
Damage: 24 Block: B 2-in-1: Yes
AIR
--Jump: A quick stab. Has a slight angle in attack. Fast in execution, but ends pretty quick.
Use to counter attacks or close pressure.
Damage: 37 Block: U
--Flying: A flying stab angled downwards. Good as a jump in, for its reach is great. Weak, but
will stop anyone who tries to challenge you. Safe to use in any situation.
Damage: 37 Block: U
HS
--
STAND
--Close: A upward sword swipe. Will stop most airborn attack, for it reaches high in the air.
However, against a foe on the ground it's reach is slightly short, and will miss often due to
its range of execution (even a few inches away, it tends to come out). May also miss foes that
are crouching low, especially on small characters. It's strengthis good, and should be used in
close, quick 1-2 chain combos.
Damage: 49 Block: B 2-in-1: Yes
--Far: Downward sword swipe. It's reach is fairly good and protects well against other attacks.
Just don't abuse it's reach too much, or you'll be swinging wildly. In some cases, could miss
foes that are crouching if far enough, especially on small characters. Alone, it's strong, but
comes out slightly slow. Recovery time is even worse, so you should always follow up with
another attack. Best in combos and as a counter on wide open foes.
Damage: 49 Block: B 2-in-1: Yes
CROUCH
--Close: A low, outward sword slice. It's speed is good in execution, while its recovery time
is slightly slower. Since it strikes low, this makes it effective in Eiji's top-down games, for
just about all of his other sword strikes have to be blocked high. Its reach is okay, but should
be followed up with another attack. Great in 1-2 chains or for punishing foes after they mess up.
Damage: 43 Block: D 2-in-1: Yes
--Far: A lunging sword stab/raise that strikes on two levels. Stab strikes low, comes out
extremely fast, and has long, long reach. Raise strikes on the air level, able to counter air
opponents. Timing as a air counter is crucial due to its forward motion. Slow execution due to
the previous attack, but will work if executed early. Can easily be punished if done too close
to a foe, now that the raise doesn't strike foes on the ground anymore (back in TSD 2). High
priority in reversing attacks and, if done far, will strike and give Eiji time to recovery,
making it great as a pressure move and in link combos. The only one bad thing about this move
is it can't be cancelled into FT (if it did, Eiji would be even more fearful).
Damage: 40(stab); 40(raise) Block: D 2-in-1: No
AIR
--Jump: An upward sword swipe. Great strength, and comes out fairly quickly, but the timing to
actually hit a foe is tricky. Must be done instantly against an air foe, especially if they're
close. On a foe on the ground, must be done slightly early as you descend, just before you reach
your opponent. Use when you're certain that it'll connect.
Damage: 74 Block: U
--Flying: A downward sword chop. Its range is short, while its attack point is even shorter, for
its moment of impact lasts for a little more than a split second. Too difficult to effectively use,
as well as risky. Slightly quick in execution. Must be done a second early when you're about to
reach your opponent for it to use. Avoid using this, unless you're sure it'll his or you just want
to be stylish.
Damage: 74 Block: U
WK
--
STAND
--Close: A knee kick. Quick execution and recovery, so can almost be done repeatedly. Strikes on
mid level, making it easy to connect with crouching foes. Great at linking, chains, and pressuring.
Damage: 24 Block: B 2-in-1: Yes
--Far: A high side snap kick. Fast execution and safe recover. Reach is good on standing opponents,
but doesn't strike most crouching foes. Can also nail airborne opponents. In some cases, this move
will strike twice, turning into a knee/snap kick combination. Best in combos, especially those that
are links.
Damage: 24(+24) Block: A 2-in-1: Yes
CROUCH
--Close & Far: A low ground kick. Quick everything. Nuff said. Use in combos, poking, and applying
pressure.
Damage: 24 Block: D 2-in-1: Yes
AIR
--Jump & Flying: An aerial snap kick. Comes out fairly quick and lasts for a second or two before
recovering. Good against other airborne foes due to its horizontal angle. Not too good as a jump in.
Weak. Best used against airborne foes.
Damage: 37 Block: U
HK
--
STAND
--Close: An axe kick that strikes on two levels. At the initial startup, as Eiji brings his
foot over his head, kick will stop airborne opponents only. Timing is tricky, since startup
is a tad slow. Unlike in TSD 2, this part no longer hits foes on the ground. At its second
point, when Eiji brings his foot down, will hit foes on the ground, even if they're crouching
(not an overhead, sadly). Since only the second part hits on the ground, this attack is quite
slow, even on its recovery time. Must cancel into a FT quickly if you don't want to be stuffed
with a combo. Try not to use this much, unless you want to psych out a foe with its slowness.
Damage: 49(Air);49(Ground) Block: B 2-in-1: Yes
--Far: A high spin kick. Move strikes on both head and air level, but will flail by
crouching opponents. Risky move to stick out carelessly. A bit slow on startup, while its attack
point is also short. Timing is also tricky against airborne foes, for it has to be done early.
Unless foe is directly infront of you, attack tends not to connect. Best in combos on standing
foes or big characters (just pause a bit after initial hit before using this attack so to
align with foe).
Damage: 49 Block: A 2-in-1: Yes
CROUCH
--Close: A low, mid level spin kick. Comes out fairly quick, but easily punishable if blocked,
especially since it doesn't push foes away. However, if you connect this, you can follow up
with another basic attack, making excellent link attacks. Can counter air attacks, but a bit
risky. Best in combos.
Damage: 37 Block: B 2-in-1: Yes
--Far: A low reverse sweep. Execution is quick, and has good reach. Safe if blocked, so you
don't usually have to worry about being countered. Instant knockdown, making it essential when
you want to turn the tide against overly aggressive foes. This move is also cancelable, so you
can follow up with a W Mukurowari for a quick overhead if sweep is blocked. Great in quick
combos, top-down games, or as a low reversal.
Damage: 37 Block: D 2-in-1: Yes
AIR
--Jump: A double front kick. Timing and attack point is too difficult to use. Strong, but
relatively useless. Don't use.
Damage: 74(1st); 74(2nd) Block: U
--Flying: Flying side kick. Quick, long reach, and has a slight angle shift. Strong, will
beat alot of air attacks, and essential as a jump in.
Damage: 74 Block: U
=BACK ATTACKS=
High S: Turning downward chop. Very strong attack with good reach. Slow in execution. Little </pre><pre id="faqspan-2">
hop will go over some low attacks. Best as a counter from a distance.
Damage: 74 Block: B
High K: A backward drop kick. Unlike in TSD 2, Eiji now turns to face his foe after the attack,
positioning him to prepare to fight. Has good reach (moves towards foe as he prepares to attack),
while startup and recovery time is decent. Whether move hits or not, Eiji propels away from foe,
staying out of harm's way. Best as a quick hit upclose or counter against charging foes.
Damage: 49 Block: U
Low S: A low sword thrust. Slightly slow in execution, but recovery time is quick. If it
connects, you can immediately follow up with another attack. Has good reach, as well as good
strength. Use against aggressive foes, if your aim is to start a combo.
Damage: 49 Block: D
Low K: A back reverse sweep. Startup has a slight hesitation, but recovery time is decent.
Range is short, but strength is good. Instant knockdown, which'll get an opponent out of your
hair. Use a low counter close.
Damage: 49 Block: D
=DASH ATTACKS=
WS: A lunging sword stab. Quick in execution, but recovery time is now horrible. Whether
blocked or connects up close, Eiji's a sitting duck to anything a foe wants to do to him. Has
long reach, so it should be done at its maximum range, so to have the chance to recover just as
you hit your foe almost instantly. Not much usage, though, except as a far counter or to getting
a clutch hit.
Damage: 18 Block: B
HS: A charging, rising sword slice. Slow in execution, making it almost impossible to counter
an opponent. Its forward momentum also leaves him as a target for any sudden attacks from your
opponents. If it does connect, however, you can usually follow up with another attack, if you're
quick enough. Can also strike airborne foes due to its upward angled attack, but proves very
difficult to time. Use after a deep jump in or if your foe is totally wide open.
Damage: 62 Block: B
WK: A leaping spin kick. Scores two hits. Fairly quick in execution, but can be punished if
blocked. Works as an overhead, an essential key in Eiji's top-down games. Can follow up with
any attack once it connects.
Damage: 18+18 Block: U
HK: A charging flip kick. Fairly quick, but its attack range is very short. Have to be close. Can
nail airborne opponents if timed carefully. Also works as an overhead, adding to Eiji's top-down
games. Use wisely, for if you miss you'll be wide open for punishment.
Damage: 37 Block: U
=DOWN ATTACK=
Close Range: A simple sweep kick. Fairly quick in execution, although recovery time is slow. Works
well after quick knockdowns or after a throw. Weak, but good for putting a dent in the foe's health
gauge.
Damage: 18 Block: B
Far Range: A leaping stomp. Must be done quick if you want to nail a quickly fallen foe. Execution
is quick (for a jump attack), and does good damage. Rebound after attack will keep you away from foe
that had quickly stood up. Also effective if you do it as your foe stands, so to strike them before
they know what's going on. Be careful, though, for this move now tends to cross over foe after
impact. If foe is near the ring out point, you will bounce right out.
Damage: 43 Block: B
<<<FATAL TECHNIQUES>>>
REKKUZAN ("Air-Ripping Slash" or "Sonic Slash")
MOTION: D,DF,F + W or H Slash
NOTES: W has slower speed and shorter reach, while H has greater speed & distance. Use the
different strengths in 'fireball' games and traps.
DAMAGE: WS =31; HS =37 BLOCK: B
HISHOUZAN-KAI (Flying Slash - Revised)
MOTION: F,D,DF + W or H Slash
NOTES: Must-use if you want to win. W will reverse anything thrown at Eiji. Its reach is long,
and will strike instantly. H should only be used in combos, or to counter some high attacks or
projectiles. Will also nail airborne foes if they're directly above him.
DAMAGE: WS = 62{65}; HS = 37+37{39+39} BLOCK: B
MUKUROWARI (Body Splitter)
MOTION: B,D,BD + W or H Slash
NOTES: Use W mainly as an overhead and/or surprise attack. From afar, turns into a short slide.
H should be used as a counter attack against projectiles, for the somersault motion will go
over most projectiles. Can be controlled.
DAMAGE: WS = Chop | Slide HS = 65+37+37{65+39+39} BLOCK: U;B during slide
37{39} | 37+37 {39+39}
RYUUSEIKYAKU (Meteor Kick)
MOTION: D,DB,B + W or H Kick (Air)
NOTES: Good for quick air attacks, counters, or surprise hits. May also cancel some projectiles.
DAMAGE: WK=43{52}; HK=28x3{29x3} BLOCK: U
SHUUGEKIDAN (Charging Kick)
MOTION: DF + W or H Kick
NOTES: W works well in top-down games & as a low counter. H should be utilized in long, Chain-
Link Reaction combos. Will only go under high attacks and projectiles.
DAMAGE: WK=6; HK=9x6 BLOCK: D
=Ultimate Sacred Attack=
(When Overdrive Gauge is filled)
JIGOKUMON (Hell's Gate)
MOTION: WS+WK+HK+HS simultaneously
NOTES: Initial slice will stop most projectiles. The same during its burning rush. Great as a combo
ender.
DAMAGE: 12+(14x8) BLOCK: B; N upclose
=SECRET FATAL TECHNIQUE=
(When Health Gauge is low and flashing)
HYAKKI MOUSHUU KEN ("Sword of 100 Demons' Violence" or "100 Demons' Fierce Assault Sword")
MOTION: F,D,B,D,F + HS
NOTES: Will go under some projectiles. Great as a combo ender.
DAMAGE: (1x7)+149 {[1x7]+158} BLOCK: B
=Toshin Final Technique=
ENJIN SHURA HA ("Blade of Inferno Annihilation" or "Fire Blade Ashura [War] Break")
MOTION: F,D,F,D,F + HS
NOTES: Sparkles on blade will stop most projectiles, making it essential for counterattacking. Great
in projectile fights & traps.
DAMAGE: 62 + 99 BLOCK: B
=UNIQUE ABILITIES=
URA-TE JAKUZUKI (Reverse-hand Weak Thrust)
MOTION: D,DF,F + HS (Air)
NOTES: Basically his Flying WS
DAMAGE: 37(39) BLOCK: U
URA-TE KYOUGIRI (Reverse-hand Strong Slice)
MOTION: D,DF,F + WS (Air)
Notes: Basically his Flying HS
DAMAGE: 74(78) BLOCK: U
========================================
========================================
========================================
<<<Combo Pattern>>>
=Chain System=
Close Far
----- ---
STAND CROUCH STAND CROUCH
WS=HS WS=HS WS=HS WS=HS
WS=HK WS=HK WS=HK WS=HK
WK=HS WK=HS WK=HS WK=HK
WK=HK WK=HK WK=HK WK=HK
=Extra Link=
D,DB,B + WK(Stand WK) D,DB,B + HK(Stand HK)
--------------------- ---------------------
=Hits: 2 =Hits: 1
=2-in-1: Yes =2-in-1: Yes
=Chain: Yes =Chain: No
=Air Chain=
Jump WS (done just as he leaves the ground):
-------------------------------------------
=Ryuusekyaku (just as he recovers, before
he lands)
==============================================================================================
ENDING
Eiji grew up in awe of his brother Sho, the mighty warrior, and never imagined he could
ever surpass him. His quest to find Sho eventually led him to victory in the Toshinden Battle
Arena. Looking at the one who fought to protect the secret organization, he finally understands
a great truth - that the power to shape our destiny lies in our own hands....
==============================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**KAYIN AMOH**
"Revenge Is What Changed This Man"
Stats
------
Height: 178cm
Weight: 64kg
Blood Type: AB
Age: 23
Nationality: England
Occp: Bounty Hunter
Weapon: Carriburn Saber
Health Gauge: 552
STAGE: Bronx
Rival: Eiji Shinjo
STORY
================================================================================================
Believing that fighting brings about tragedy, Kayin put away his sword after the last
Battle Arena Toshinden. However, to ensure Kayin's participation, the Himitsu Kessha kidnapped
Kayin's foster daughter Naru . After much personal struggle, Kayin decided that there are
fights that result in happiness, and he went to the last battle to win back his daughter. He
now longer holds any doubts, as he returns to this Battle Arena Toshinden ready to fight.
================================================================================================
<<<Chatter of a Fighting God>>>
DURING SELECTION SCREEN:
-Ikuze!
Trans: Let's go!
=Victory Quotes=
FANTASTIC:
Maji ni yarou ze.
-Trans: Let's settle this for good.
(Lit. Let's really fight now.)
SKILLED:
Yeeeeah!
ROUGH:
Jigoku deau ze, baby.
-Trans: I'll see you in Hell, baby.
RING OUT:
Kakkowarii na, kimi.
-Trans: Hey man, you're a zero (and I'm #1).
========================================
========================================
========================================
///MOVES AND TECHNNIQUES\\\
THROW: ROLLING THROW
NOTES: Not the strongest of throws, but has a lot of uses due to Kayin's close game. Turn the
tables on aggressive foes once they get close (this is much easier than one would think) with a
counter throw. Against missed attacks, you can dash up to an opponent (Kayin's ability to stop
early in his dash is a plus) and floor them. When on the offense, throw anyone that huddles up
and stays on the defense, which will annoy the hell out of them. The only problem with this is
it doesn't give you any real advantage to taking control of the match. In other words, you can't
follow up with a Ground Attack or, since your back is turned after the throw, can't set up any
traps so easily since the opposition will be getting up as you turn to face them. Also note,
that if you are being pounded near the edge of the ring, you can switch places with your
aggressor or simply ring them out (even better). A great way to end alot of matches.
Damage: 96 Range: Far
=BASIC ATTACKS=
WS
--
STAND
--Close: Sword handle punch. Fast and effective. Good upclose in combos, applying pressure, or
stopping an opponent's offense.
Damage: 24 Block: B 2-in-1: Yes
--Far: Sword stab. This attack is very fast. Not only does it start up fast, but its recovery
time is almost instant! Combos involving links are easy with this. The only problem is it has
no reach. Still, quite useful in combos, poking, and countering & reversals.
Damage: 24 Block: B 2-in-1: Yes
CROUCH
--Close: Low sword swipe. Very fast startup and decent recovery time. Since it works only
upclose, use mainly in combos.
Damage: 12 Block: B 2-in-1: Yes
--Far: Low sword stab. Fast startup and recovery time! Almost impossible to be countered. Reach
isn't too great, however, and it's very weak. Good for poking, countering attacks, and in combos.
Damage: 12 Block: B 2-in-1: Yes
AIR
--Jump & Flying: Diagonal sword stab. Quick and lasts about throughout the jump since it arcs
downwards, it's very effective in jump ins and stopping air attacks as long as you're above
them.
Damage: 37 Block: U
HS
--
STAND
--Close: An upward sword swipe. Start up is okay, but recovery time is slow. Sword range is very
short, so you will be hitting air only most of the time if you're not close to your foe.
Crouching foes (especially short characters) will usually not be hit by this move unless you're
extremely close. Will hit airborne foes above him. Use sparingly, especially in close 2-in-1
combos.
Damage: 49 Block: B 2-in-1: Yes
--Far: A downward sword slash. Start up and recovery time is a bit slow, making it a very risky to
use on its own. Has short range, making it a bad choice if you're making long link combos. Can
also be ducked under slightly (especially by short characters). Use near foes, especially in short
combos, or as a counter against other attacks.
Damage: 49 Block: B 2-in-1: Yes
CROUCH
--Close: A double-whirling sword slice. In TSD 2, this move was very effective and reliable. Now,
it has a lot of flaws. Most of the times only the first slice will hit, with the second slicing
through thin air. Moreover, if you do get both hits in, it's almost impossible to follow up with a
FT, since the 2nd strike makes you to unalign with your opponent. If used, do a quick 2-in-1 after
the 1st hit.
Damage: 24+24 Block: B 2-in-1: Yes
--Far: A low double-handed sword stab. Has great reach, striking almost up to far range. Start up
is pretty quick, but has slow recovery time. Don't do it near a foe due to this. Since it can't
2-in-1, its usage is limited. A plus to this is that it will go under many high attacks and
projectiles just as Kayin stabs forward, making it an essential counter. Best at poking from afar,
or as a counter.
Damage: 43 Block: B 2-in-1: No
AIR
--Jump: An upward sword swipe. Great strength, and comes out fairly quickly. The timing to hit a
foe is tricky, depending on where they are. Against an airborne foe, must be done instantly. On a
foe on the ground, must be done slightly early as you descend, just before you reach your opponent.
Use if you're certain that it'll connect.
Damage: 74 Block: U
--Flying: A downward sword chop. One of Kayin's best jump ins. Comes out fairly quick and lasts
throughout his jump. Whether you do this as Kayin jumps or at the top of his jump, this attack stays
effective until he touches the ground. Also quickens Kayin's descent. Use it and abuse it. It's hard
to counter against.
Damage: 74 Block: U
WK
--
STAND
--Close: A knee kick. Fast execution and recovery. Little risk (although insanely weak). Great in
combos (all types).
Damage: 12 Block: B 2-in-1: Yes
--Far: A high snap kick. Slightly fast execution and recovery. Its reach is okay, but its strength
is terrible. Will hit both airborne and standing foes. Not aimed towards air level, so it will also
hit big crouching foes. May also hit twice, turning into a knee/snap kick combination. Best in link
combos and poking (against big characters).
Damage: 12 (+12) Block: A (B) 2-in-1: Yes
CROUCH
--Close & Far: A low ground kick. Fast execution and recovery! Safe at poking, or in link combos.
Also very effective at reversals and countering. Strength is also good (for a weak attack).
Damage: 24 Block: D 2-in-1: Yes
AIR
--Jump & Flying: An aerial snap kick. Comes out fairly quick and lasts for a second or two before
recovering. Since it's a horizontal-leveled attack, it's effective against air attacks. Not very
effective as a jump in.
Damage: 37 Block: U
HK
--
STAND
--Close: A mid-high level roundhouse. Execution is a tad slow, making it blockable if done alone.
Fairly safe if blocked, but can be countered if opponent attacks with a fast move. The most
interesting part of this attack is that it has a slight upward angle and hits on two levels,
depending on range and foe. Will hit mid on all standing characters close, but whiffs by many
crouching foes. The good part about this is you can follow up with any other attack that you
please, for its stun on a character is pretty long. All in all, great in combos (links
especially).
Damage: 37 Block: A(B) 2-in-1: Yes
--Far: A mid-level spin kick. Best substitute to use when sword attacks aren't working. Slow on
execution, but its reach is long. Can't be ducked under, making it almost impossible to counter.
All-purpose attack, for it can be used in any type of combos (long link combos are a plus),
poking & applying pressure, and as a counter.
Damage: 37 Block: B 2-in-1: Yes
CROUCH
--Close: A circular ground sweep kick. Slow in execution and recovery, making it non-essential
if used alone. Strong for a ground attack, and fancy looking too! Knocks foes to the side, making
it possible to ring out the opposition. Best used in quick 1-2 combos (since it knocks down foes),
or as a reversal against blocked or missed attacks.
Damage: 49 Block: D 2-in-1: Yes
--Far: A reverse sweep. Great reach, great damage, and decent execution speed. Safe if done at
its maximum range. Great in quick 1-2 combos or as a low counter.
Damage: 49 Block: D 2-in-1: Yes
AIR
--Jump & Flying: A flying side kick. Another one of his best jump ins. Slightly angled downwards,
enabling it to stop most attacks below. Move also lasts throughout his entire jump, turns into a
drop kick if done just as he jumps. Very strong and hard to counter.
Damage: 74 Block: U
=BACK ATTACKS=
High S: Turning downward chop. Very strong attack with good reach. Slow in execution. Little
hop will go over some low attacks. Best as a reversal from a distance.
Damage: 74 Block: B
High K: Twirling spin kick. A bit slow in execution, while even slower in recovery time. Has
good reach, especially since little hop moves Kayin closer to foe. If it hits, you can follow
up with another hit if fast enough. If blocked, you're toast! Use sparingly, mainly as a counter
against low attacks.
Damage: 49 Block: U
Low S: A double-spinning sword slice. High priority against other attacks. Fast attack that has
extremely long range. The second slice has even greater reach! Protects Kayin's entire front,
even slightly above his head. Lags abit in recovery time, so it's possible to counter this move
if blocked (which is rare). Use for sheer protection or as a counter against attacks from behind.
Damage: 49+49 Block: D
Low K: A reverse ground spin kick. In TSD 2 this move would strike a foe without knocking them
down, enabling for another back attack. This was a set a for Kayin's very own unique Back top-down
game. Now this isn't the case. Will knock down a foe, giving it very little usage in top-down games.
Fast attack, but has very little range. Still keeps Kayin's back turned, making it risky to use.
Use upclose as a low counter.
Damage: 49 Block: D
=DASH ATTACKS=
WS: A lunging sword stab. Quick in execution, but recovery time is horrible. Whether blocked or
connects up close, Kayin's opened to any type of counterattack. Has a fairly long reach, and
should be done at its maximum range, so to have the chance to recover just as you hit your foe
almost instantly. Not much usage, though, except as a far reversal or to getting a clutch hit.
Damage: 18 Block: B
HS: A charging, rising sword slice. Slow in execution, making it very ineffective to counter an
opponent. Its forward momentum also leaves him as a target for any sudden attacks from your
opponents. If it does connect, however, you can usually follow up with another attack, if you're
quick enough. Can also strike airborne foes due to its upward angled attack, but proves very
difficult to time. Use after a deep jump in or if your foe is totally wide open at far range.
Damage: 62 Block: B
WK: Multiple spin kicks done upside-down on his shoulders (aka the breakdancer kick). Slow in
execution, and easy to see coming. It's only good usage is if you alternate between this and
his Dash HK, psyking out your foe. It would've been more effective if it could only be blocked
low, though....Cool looking, and great for applying pressure from afar. Can be used as a low
counter against high attacks and projectiles (it'll go under most projectiles just as his legs
are spinning).
Damage: 6x Block: B (such a shame)
HK: A somersault drop kick. Slow in execution and recovery. Will suffer if blocked. Damage is
okay. Works as an overhead, and will counter any low attack. Use from afar, so to give it time
to be effective.
Damage: 37 Block: U
=DOWN ATTACKS=
Close Range: A simple sweep kick. Fairly quick in execution, although recovery time is slow.
Don't use too much, for Kayin doesn't have many attacks which can be followed by this. Weak,
but good for putting a dent in the foe's health gauge.
Damage: 18 Block: B
Far Range: A leaping stomp. Must be done quick if you want to nail a quickly fallen foe.
Execution is quick (for a jump attack), and does good damage. Rebound after attack will keep
you away from foe that had quickly stood up. Also effective if you do it as your foe stands,
so to strike them before they know what's going on. Be careful, though, for this move now
tends to cross over foe after impact. If foe is near the ring out point, you will bounce
right out.
Damage: 43 Block: B
<<<FATAL TECHNIQUES>>>
SONIC SLASH
MOTION: D,DF,F + W or H Slash
NOTES: W has slower speed and shorter reach, while H has greater speed & distance. Use the
different strength in projectile fights & traps.
Damage: WS=24; HS=37 Block: B
DEADLY RAISE
MOTION: F,D,DF + W or H Slash
NOTES: W can protect both from front & back close. H can go under some projectiles only
after the second slide during its dash. Can hit airborne foes at an angle slightly above
him. Once airborne, can hit some standing foes. W has very short reach, so use upclose, or
as a counter as a foe sticks out a move.
Damage: WS=49{52}; HS=37+37{39+39} Block: B
SHOULDER CRUSH
MOTION: D,DB,B + W or H Kick
NOTES: Can hit airborne opponents above him if timed correctly. Sidesteps abit, so it may
miss upclose at times. Has longer reach and more power than the Deadly Raise, so use as a
substitute in combos.
Damage: WK=62{65}; HK=74{78} Block: B
RISING SUN
MOTION: D,DB,B + W or HK (Air)
NOTES: Knee kick/flip kick combination. Knee kick only strikes upclose. Flip motion protects
against most attacks. Energy on leg will nullify most projectiles. Can control its movements.
Use in his many traps strategies.
Damage: WK HK Block: U
Knee: 74{78} | 74+49x
Flip: 37{65} | {78+}49x
UPPER GLIDE
MOTION: DF + HS
NOTES: Can go under some projectiles just as Kayin thrusts forward. 2nd part is now an
instant knockdown. Can stop airborne foes if timed correctly. Don't mistaken this to be the
same as his Low HS, for not only can the UG be blocked while standing, but leaves him
completely open if you try to poke at your opponent, even though he does veer back after
the 2nd part. Strictly a combo ender, use as a substitute for the Deadly Raise.
Damage: 43+43{45+45} Block: B
=Ultimate Sacred Attack=
(When Overdrive Gauge is filled)
HELL'S GATE
MOTION: WS+WK+HS+HK simultaneously
NOTES: Startup slice stops most projectiles, as well as the burning rush. Will glide by
opponent if too close. Will catch airborne foes. Great as a combo ender.
Damage: 12+11+(11x11) Block: B
=SECRET FATAL TECHNIQUE=
(When Health Gauge is low and flashing)
HELL'S INFERNO
MOTION: F,D,B,D,F + HS
NOTES: Goes under some projectiles. Only works on contact. Even if enemy is airborne, it'll
still go into effect. Kayin's best combo ender, especially if powered up.
Damage: (1x5)+1+149 {[1x5]+1+158} Block: B
=FINAL TECHNIQUE=
RAINBOW SPLASH
MOTION: F,D,B,DB,B,F,B + HK
NOTES: Instant triple Shoulder Crush/Rising Sun combination. Fast, but blockable. Often will
miss during sequence if unaligned. Rising Sun part can be controlled, as well as will cancel
some projectiles. Use in combos (if your hand's fast enough).
Damage: (6x3)+37 Block: B(1st); U(2nd)
(Note: This move is fancy, stylish, and, if you connect it in a combo, will wow the competition.
But let's face it. It's so weak it couldn't kill even a flea. It's not a threat. Might as well
just use the H Shoulder Crush.)
=UNIQUE ABILITIES=
VERTICAL CHOP
MOTION: DF + HS as you jump up
NOTES: Basically Kayin's Flying HS, except done as you jump straight up. Great if you don't
like his original Jump HS.
Damage: 74 Block: U
FLAME TAMER
MOTION: Select (Taunt)
NOTES: Flames won't burn a soul, but will stop air projectiles just as he snaps his fingers.
Stylish, makes your opponent look inferior, and gives you a chance to follow up with your own
flames (hint-hint, Sonic Slash).
Damage: 0 Block: N
========================================
========================================
========================================
<<<Combo Pattern>>>
=Chain System=
Close Far
----- ---
STAND CROUCH STAND CROUCH
WS=HS WS=HS WS=HS WS=HS
WS=HK WS=HK
WK=HS WK=HS WK=HS WK=HS
WK=HK WK=HK WK=HK WK=HK
==============================================================================================
ENDING
His peaceful life with Naru destroyed by the secret organization, Kayin once more took
up his sword, realizing that battle was sometimes necessary to defend happiness. His fighting
skill is proof of a hard life without rest, the life of a professional bounty hunter. Will the
man who has conquered all in the Toshinden Battle Arena continue to fight against destiny for
all eternity?
==============================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**SOFIA**
"She Felt the Sorrow of Remembering Her Past"
Stats
------
Height: 172.5cm
Weight: 50kg
Blood Type: A
Age: 25
Nationality: Russia
Occp: Private Detective
Weapon: Leather Whip
Health Gauge: 528
Stage: Aqua Disco
Rival: Chaos
===============================================================================================
STORY
In the last battle, Sofia learned that her memory had been tampered with. She had been
told of the life she once had, but nothing could equal a true memory. Because of this she was
full of sorrow. Since then, Sofia learned that another fighter is facing the same sorrow. In
search of that fighter, she comes to the Battle Arena Toshinden.
===============================================================================================
<<<Chatter of a Fighting God>>>
DURING SELECTION SCREEN:
-(Very strange laughter)
DURING LOVE LOVER:
-Swatte mo ii no yo.
Trans: It's okay to touch.
DURING SALAMANDER:
-Salamander!
=Victory Quotes=
FANTASIC:
-Swatte mo ii no yo.
Trans: It's okay to touch.
SKILLED:
-Tsk tsk tsk. (Strange laughter)
ROUGH:
-(Strange laughter)
RING OUT:
-Wada kimi ni midoritai no ne. Shikata nai na.
Trans:
========================================
========================================
========================================
<<<MOVES AND TECHNNIQUES>>>
Throw: QUEEN'S RECEPTION. Use this as a counter throw to set opponents back in their place if
they invade your space, or use this as a followup once you get in deep aggressively (usually
after a dash attack). Not a major tool in Sofia's arsenal due to her fighting style, but will
catch many off guard once you pull it off.
Damage: (8+6)+52 Range: Far
=BASIC ATTACKS=
WS
--
STAND
--Close: A simple cross lash. A bit slow on startup, as well as recovery time, but a bit
difficult to be effectively reversed. Use after a jump in.
Damage: 24 Block: B 2-in-1: Yes
--Far: Straight whip crack. Slow on startup, but its range if very long. Almost impossible to
counter. Great as a counter from afar, poking, or adding in an extra hit in a link combo.
Damage: 24 Block: B 2-in-1: Yes
CROUCH
--Close: A low cross lash. A bit slow on startup, but recovery time is a bit okay. Use after
blocking an opponent's attack close, or after a jump in.
Damage: 24 Block: B 2-in-1: Yes
--Far: Low straight whip crack. Long range, but startup is slow. Safe to use, for it's
practically impossible to be reversed. Use as a low counter, poking, or in long link combos.
Damage: 24 Block: B 2-in-1: Yes
AIR
Jump & Flying: Straight whip crack. A fairly quick attack with great range. Can match most air
attacks if far. As a jump in, there has to be some distance between you and foe. Can also
followup after a W Thunder Ring in the air.
Damage: 24 Block: U
HS
--
STAND
--Close: An upper slash. Fast execution and good recovery time. Range is short, however, so it
can whiff by opponents at times. Will also counter air attacks if opponent his above you. Use
in close 1-2 chain combos.
Damage: 49 Block: B 2-in-1: Yes
--Far: A downward whip crack. Very slow on startup and can be seen coming from a mile away. With
distance, can recover safely without being reversed. Although slow, can counter low pokers,
especially if they're out of range. Use mainly in combos or poking from afar.
Damage: 49 Block: B 2-in-1: Yes
CROUCH
--Close: An upward backhand lash. Slow in both startup and recovery. Reach is long, though, so
you don't have to worry much about missing foes. Makes a nifty counter against airborne opponents
if timed correctly. Use solely in combos, especially after a jump in.
Damage: 49 Block: B 2-in-1: Yes
--Far: Low backhand lash. Slow, but its reach is long! Rivals WS's range. Strong in attack. Use in
combos (especially in long links), far counters, and poking.
Damage: 49 Block: B 2-in-1: Yes
AIR
--Jump & flying: Downward whip crack. A bit slow and weak, but it's reach is long! In some cases,
if you do this the moment you leave the ground during a jump, you can strike most standing foes
before they realize it. Use solely as a jump in, for its downward angle makes it difficult to
match other air attacks.
Damage: 37 Block: U
WK
--
STAND
--Close: A simple shin kick. Extraordinarily fast on start. Its usage in upclose fights is very
important. Not only is it Sofia's main combo starter, but it cancels into any other WK (Extended
Chain). Use it to also put pressure on foes upclose, whether it be to push them back or ot break
their defense. Great in combos of all times and as a close counter.
Damage: 24 Block: B 2-in-1: Yes
--Far: A high snap kick. Fast attack which aims too high. Even at its appropriate range, it can
still with by many standing characters! Apart from that, it will counter airborne foes. Not very
useful, except in combos on opponents that're standing (especially big characters).
Damage: 24 Block: A 2-in-1: Yes
CROUCH
--Close & far: A low snap kick. A quick attack that lags slightly in recovery time. Reach is
extraordinarily long (for a WK), and is essential as a low counter, for she's very low on the
ground once this move is executed. All-purpose attack that's good in combos (especially links),
reversing & countering, and for poking.
Damage: 24 Block: D 2-in-1: Yes
AIR
--Jump & flying: A flying front kick. Quick attack that has slight reach. Its aim is horizontal,
making it good against airborne foes, but not too much as a jump in.
Damage: 24 Block: U
HK
--
STAND
--Close: A mid/high toe kick. Extremely fast for a H attack with slight lag on recovery. Reason
for this is that it strikes on two levels. For opponents on the ground, it strikes on mid level
just as she raises her leg (mid toe kick). Once she extends it fully, it will hit airborne
opponents if your timing is just right (high toe kick). Decent damage, but has short range. Will
whiff by foe if slightly out of its attack range. Best in quick 2-1 combos, or on its own as a close
reversal.
Damage: 49 Block: B 2-in-1: Yes
--Far: Mid level leaping spin kick. Slow move that can be seen coming in a mile, blocked, and
countered in a second. Has great reach, though, and goes slightly off the ground. Use that
knowledge to counter low attacks. Best in combos (has to be done fast, though. If done correctly,
you usually don't have to every worry about missing with this move in combos).
Damage: 49 Block: B 2-in-1: Yes
CROUCH
--Close: An overhead handstand kick (aka. the scorpion tail). A unique attack that will strike
anyone that's blocking low. However, it's quite slow, so it must be used in top-down games to
really be effective.
Damage: 49 Block: U 2-in-1: Yes
--Far: Reverse sweep. Fast execution with good reach. Damage is also good. Its only weakness is
that it can't cancel into a FT. Use in combos, reversals, and counters.
Damage: 49 Block: D 2-in-1: No
AIR
--Jump & flying: Twirling back thrust kick. Good, quick air attack that has an downward angle.
Move has a lot of priority, especially since it will last throughout her entire jump. Move also
hits twice, doing incredible damage once this happens. Best as a jump in.
Damage: 49+49 Block: U
=BACK ATTACKS=
High S: A turning backhand lash. A bit slow moving, from the moment she attack to the turning
motion. Whip has good reach, while she steps away from harms reach. Does good damage. Use against
charging foes or when you're close to them.
Dmage: 49 Block: B
High K: Turn snap kick. Fairly quick at the start of attack with a bit of lag time after. Aims a bit
high, but will hit some crouch opponents as well. Reach isn't too great, making it risky to use. Use
upclose and against airborne opponents.
Damage: 49 Block: B
Low S: Sliding elbow thrust. Slow on execution, but will do the job once in motion. Reach is good,
can only be blocked high (yes!), and the damage is great. However, once blocked, it's recovery in
slow, making it easy to be punished. Great as a low counter or in her traps.
Damage: 37x3 Block: U
Low K: Turning slide kick. Faster than the Back Low S, so makes as a good substitue. Damage and reach
is good, but slide is a bit short. Great as a low counter and paired with the Back Low S in traps.
Damage: 37x2 Block: D
=DASH ATTACKS=
WS: Finger stab. At first glance the attack looks useless, due to its hesitation before attack and
lack of reach. However, it holds some great surprises. The hesitation is good as a psyke-out, as well
as stop before harm's way and (possibly) counterstrike. Also, another attack can follow up, making it
possible to execute fast combos or burst out with a FT. This attack is weak, but must be used with
other attacks, especially after a jump in.
Damage: 12 Block: B
HS: A body check combination (shoulder/elbow/backhand). At first glance this attack looks like a
sure winner! However, a couple of guidelines must be understood before using this move. It's fast
and has good reach in its initial attack (shoulder tackle). However, it's easy to underestimate its
reach, so if out of, say, normal range, you might stop before your foe without connecting (I won't
go any further with the results). If too close you could easily dash by after the first hit (not
good either). For its biggest fault, if you follow all the guidelines as stated above, you'll get
(almost all the time) just two of the hits in, while the final (backhand) hits air because your
opponent was pushed out of reach (lag time is horrible after 3rd strike. I'm sure you can imagine
the rest). How do you use this? None that can specifically be said. You just have to dash and
pray....
Damage: 49+49+49 Block: B
WK: A sliding toe kick. Long slide with good reach, fast execution, and keeps her low to the ground,
making it hard to hit her. Damage is a bit weak, but is worth it. Mix this with her Dash HK and you
have your own dashing guessing game.
Damage: 9x3 Block: D
HK: A knee thrust. Attack glides forward, giving it slight good reach. Still needs to be done
slightly between close-normal range to be effective. Lag time is bad, so be careful. Even if it
connects, be warned that a speedy attack can counter you before you recover. Cannot be blocked
low, so low blockers will suffer. Mix with her Dash WK to keep your opponents guessing.
Damage: 9x3 Block: U
=DOWN ATTACKS=
Close Range: A heel stomp. Slow on start up, while reach is very short. Must be done extremely
close.
Damage: 24 Block: B
Far Range: Flying heel stomp. Pretty fast for a stomp attack, but still must be done instantly
once your opponent is knocked down (whether from a light blow or a huge combination). Sofia will
do a backward handspring after stomp, which (if you should miss your opponent) will leave her
open to a counter attack.
Damage: 37 Block: B
<<<FATAL TECHNIQUES>>>
THUNDER RING
MOTION: D,DB,B + W or HS (ground or air)
NOTES: Depending on the button pressed, projectile will go in different directions. Fake your
opponents out and control the airwaves with this move.
Damage: WS=37(49 in air); HS=46(59 in air) Block: B(ground), U(air)
AURORA REVOLUTION
MOTION: F,D,B + W or HS (ground or air)
NOTES: All around protection while spinning. On the ground, W is much better in combos, while HS
is good for draining opponents or shutting down any attempted attacks while moving away to safety.
In the air, will stop almost all air attacks, while bringing her down safely to the ground. Use
this move alot, especially as an unexpected attack.
Damage: Ground Air Block: B(ground); U(air)
WS=24x{25x} WS=34x2{36x2}
HS=31x{32x} HS=37x3{39x3}
LOVE SHOWER
MOTION: B,D,F + W or HK
NOTES: Overhead attack that will also stop air attacks. Sparkles will cancel most projectiles
(mainly air). W is best in combos. H should be used as a counter against most projectiles, for
it will go over most of them. Depending on range, this move should also be used in traps, as
you cross over foes and strike them with a Back attack.
Damage: WK=37{39}; HK=56{59} Block: U
RATTLESNAKE
MOTION: D,DF,F + W or HS
NOTES: Possibly Sofia's fastest FT. Do quick 2-in-1's into this move to prevent poking from
opponents, or use against charging foes to stop them in their tracks. Final lash has the longest
reach, and will nail anyone within range who plots early to counter Sofia when she's open after
this move. Strikes are indefinite, so you may either get in a lot of hits or get in just 1. Rely
on W alot in all situations, while tag the H in combos.
Damage: WS=24x{25x}; HS=37x{39x} Block: B
=Ultimate Sacred Attack=
(When Overdrive Gauge is filled)
LOVE LOVER
MOTION: WS+WK+HS+HK simultaneously
NOTES: A slow-moving attack that does wonders once it connects. Use mainly in setups, such as
after your foe is getting up from a knockdown, or in combos, especially if initial hit stuns
them long. Also works on unwary turtlers, so attack close and 2-in-1 into this move without
them realizing it. Will go through most attacks, acting as a counter. Sparkles will usually stop
some projectiles. Invincible to most air attacks. Unblockable 99% of the time, especially if
done upclose. Even if first initial strikes are blocked, a couple of hits (usually the final
blow) will hit. Hard to block; you have to block all throughout in the same direction you had
initially started in. Hits behind half of the times.
Damage: (3x16)+62 (max) Block: B or N
(Note: If it strikes from behind, damage turns into: [4x]+93)
=SECRET FATAL TECHNIQUE=
(When Health Gauge is low and flashing)
CALL ME QUEEN
MOTION: F,B,F,B + HS
NOTES: A homing attack that has alot of potential. Weak for a SFT, it's best to do it when you
know your foe's going to block. Close, it will circle around blocking opponent and will return
back to the front, striking if not careful about the way to block. From normal range, move will
glide by blocking foe and, usually, will strike behind. Good block damage and will intimidate any
opponent. Cannot be blocked low, so low blockers will suffer. Use that knowledge in traps. If you
perfer combos, use this in close, quick 2-in-1's.
Damage: 74(78) Block: U
(Note: if it hits from behind, damage will be: 111)
=Toshin Final Technique=
SALAMANDER
MOTION: F,D,B,DB,B,F,B + HS
NOTES: Much like the Rattlesnake, the hits of this move are indefinite, for the final strike
usually will not hit if done close. What's worse, there's no block damage! After initial strike,
the rest of the attacks can be blocked if there's some distance, so do this move close if you
don't want that to happen. In combos, your hand speed must be lightning quick if you wish for
this to connect. If not, follow after slow attacks, such as Low HS and HK. Homes in on foes
abit, making it safe to do randomly.
Damage: (18x8)+43 {[19x8]+45} Block: B
=UNIQUE ABILITIES=
THUNDER BREEDER
NOTES: After her W Thunder Ring in the air, there's a couple of things she can do afterwards:
1)Thunder Storm: Repeadly throw W Thunder Rings. H Thunder Ring can also be done, but you can't
follow with anything else afterwards.
2)Thunder Revolution: Follow up with an Aurora Revolution in the air. If too close to the ground
you'll just descend down to the ground quickly without attacking.
3)Thunder Strike: Follow up with any Air attack.
========================================
========================================
========================================
<<<Combo Pattern>>>
=Chain System=
Close Far
------ ---
STAND CROUCH STAND CROUCH
WS=HS WS=HS
WS=HK WS=HK
WK=HS WK=HS WK=HS WK=HS
WK=HK WK=HK WK=HK WK=HK
=Extra Chain=
Close WK into:
--------------
=Close WK
=WK
=Low WK
=Extra Link=
D,F,D + WS(Stand WS) D,F,D + HS(Stand HS)
--------------------- --------------------
=Hits: 1 =Hits: 1
=2-in-1: Yes =2-in-1: Yes
=Chain: No =Chain: No
F,D,B + WK(Stand WK) F,D,B + HK(Stand HK)
-------------------- --------------------
=Hits: 1 =Hits: 1
=2-in-1: Yes =2-in-1: Yes
=Chain: Yes =Chain: No
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**RUNGO IRON**
"He Listened Intently to a Man who Inspired
Him with Zealous Words"
Stats
------
Height: 196cm
Weight: 92.6kg
Blood Type: A
Age: 31
Nationality: USA
Occp: Miner
Weapon: Iron Club
Health Gauge: 614
Stage: Grand Canyon
Rival: Duke
=============================================================================================
STORY
Since the last Battle Arena Toshinden, Rungo safely rescued his wife and child from the
hands of the Himitsu Kessha and learned that Gaia had organized the last battle without their
permission. Realizing that Gaia is not the enemy after all, Rungo could not ignore his warning
that something evil was about to happen at this battle. He joins Gaia ready for combat.
==============================================================================================
<<<Chatter of a Fighting God>>>
DURING SELECTION SCREEN:
-Kowappu na!
Trans: You little twerp!
DURING TAUNT:
-Yaru. Kutabaru na.
Trans: Go on. Don't perish.
</pre><pre id="faqspan-3">
=Victory Quotes=
FANTASTIC:
-Mada yaru ka.
Trans: I'm still fighting on.
SKILLED:
-Hahahahahaha!
ROUGH:
-Omae wa jibun yatta.
Trans: You did this (to) yourself.
RING OUT:
-Mada yaru ka.
Trans: I'm still going on (to fight).
========================================
========================================
========================================
<<<MOVES AND TECHNIQUES>>>
THROW: HEAD BUTT: Grabbing his opponent by the shirt, Rungo rams his head into his foe's head.
Strong and reliable, for if anyone tries to overwhelm you, grab them to put away the pressure.
If you're close and get your opponent on the defense (or if they just turtle up), run up and
grab them. Many people would never expect this from a slow moving guy like Rungo. For style,
try grabbing your foe while they hit you. In some cases Rungo can actually do this, making it
a shock for the opposition.
Damage: 125 Range: Normal
=BASIC ATTACKS=
WS
--
STAND
--Close: A handle punch with his club. Decent execution and recovery speed. However, it cannot
be used to constantly put pressure. Good for starting a combo after blocking a close attack.
Damage: 24 Block: B 2-in-1: Yes
--Far: A straight thrust. Quick in execution, and has extremely long reach. At times, it may hit
twice. Great for countering attacks and poking from a distance.
Damage: 24(+24) Block: B 2-in-1: Yes
CROUCH
--Close: Low handle punch. Pretty much the same like the Close Standing version. Use close to
start combos, perferrably after an opponent attacks close.
Damage: 24 Block: B 2-in-1: Yes
--Far: Low straight thrust. Has extremely long reach and comes out fairly quick. Recovery time
is a bit slow, so it's best to use this from maximum range. Great at countering attacks and
poking grom a distance.
Damage: 24 Block: B 2-in-1: Yes
AIR
--Jump & Flying: Aerial club thrust. Attack comes out quick, but doesn't last too long. Will beat
most air attacks do to its reach. Points at an angle downward, making it a good jump in from a
distance.
Damage: 37 Block: U
HS
--
STAND
--Close: A double-handed handle hammer. The speed and strength is phenomenal! Its only downfall
is the recovery time (slow) and it's reach, which is pretty short. Use in quick close 1-2
combos or after jump ins.
Damage: 62 Block: B 2-in-1: Yes
--Far: Downward club swing. Extremely strong with good reach. Again, this attack has slow speed,
as well as dead-slow recovery time. A potential victim for a big combo! It's highly blockable,
even in a chain combo. Use rarely, possibly as a far counter or in pressuring. Just make sure
to 2-in-1 into a FT if blocked.
Damage: 62 Block: B 2-in-1: Yes
CROUCH
--Close: A foot sweep with his club. Fast, strong, and highly reliable. Tends to come out alot,
but due to its strength, it shouldn't be a burden. Use upclose in simple 1-2 combos, or to
punish an opponent if you block an attack.
Damage: 62 Block: L 2-in-1: Yes
--Far: Upward club swing. Fairly quick, has good reach, and delivers enormous damage. Being a
2-hitter, use it any chance you can. Will also take out any airborne opposition, for it reaches
very high in the air. Use mainly in combos or to counter anyone who carelessly tries to violate
your space.
Damage: 62+62 Block: B 2-in-1: Yes
AIR
--Jump & Flying: A downward club drop. A tad bit slow in execution. Apart from that, this attack
is Rungo's strongest, rivally many character's strongest FT's. Has long reach and superior
priority, for it will stop all attacks if timed right, and can strike from behind if Rungo
jumps over. Use this attack and abuse it, especially when your falling behind.
Damage: 74 Block: U
WK
--
STAND
--Close: Side shin stomp. Slow in both execution and recovery. More of a suicide move if you
don't know how to use it, you will be torn up in a second against skilled opponents. Apart from
that, it's good for starting up combos. Use defensively, when your foe is completely open after
blocking their attack. Also good with jump ins, especially after Flying HK.
Damage: 24 Block: B 2-in-1: Yes
--Far: A knee thrust. It's good points: has an extremely long reach (almost rivaling his WS),
strikes at mid level, will go over most low attacks, and will pull back out of harm during
recovery. It's bad points: it's slow, pulls his entire upper body in to the attack (easy to get
hit), and makes every attack following it a close attack. Use sparingly, mainly if you want to
make combos.
Damage: 24 Block: B 2-in-1: Yes
CROUCH
--Close & Far: A low toe stab. Fairly quick, has good reach, and one of his better poking
attacks. Note that it should be cancelled into another attack once blocked, for it's easy to be
punished due to its slow recovery. Also, it tends to miss alot, even close. Still, it's pretty
reliable for poking from afar and in starting combos.
Damage: 24 Block: D 2-in-1: Yes
AIR
--Jump & Flying: Flying toe kick. Comes out quick, but doesn't strike foes on the ground well.
Best against airborne opponents.
Damage: 37 Block: U
HK
--
STAND
--Close & Far: Front stomp. Best substitute when HS is getting you killed. Although slow at its
startup and recovery, it has good reach and strength. It strikes mid level, very few characters
can duck under it. Use strickly in combos, but try to avoid using it as the starter of one (if
you miss completely, you'll be a sitting duck).
Damage: 49 Block: B 2-in-1: Yes
CROUCH
--Close & Far: Close & Far: A 1-handed whip sweep kick. Basically his safest kick attack to use.
Fairly quick in start up, has long reach, and protects him thoroughly. It can even be used
against airborne foes if daring enough. Safe to pull out, especially if you just want to stop
an opponent's attack. If blocked quickly 2-in-1 into a FT, especially a W Mezame. It's still
easy to be retaliated against. The only thing that gives it such a disadvantage is that it can
be blocked both standing and crouching (no top-down games here). Use in all types of situations,
especially when you want to knock down the opposition and turn the tables on them.
Damage: 49 Block: B 2-in-1: Yes
AIR
--Jump & Flying: Flying side kick. Fast in execution, has good reach, and has high priority
against other air attacks. Super strong, works great as a jump in, and has a long duration.
Use it whenever you want.
Damage: 74 Block: U
=BACK ATTACKS=
High S: Backhand club swing. Has extremely long reach and will beat almost any attack thrown at
him. Covers both mid and low level, so there's no way to escape it except by jumping. Use this
for sheer protection, especially when you think you'll be in danger of a sneak attack in the
back.
Damage: 74 Block: B
High K: A back thrust kick. Fairly slow in both execution and recovery, so there's a high
possibility of being hit while doing this attack. However, it has good reach and strikes at mid
level. Could possibly counter low attacks, but the risk isn't worth it. Use from a distance.
Damage: 49 Block: B
Low S: Low backhand sweep. Again, has great reach, good strength, and knocks a foe of their feet.
Possibly safer than the standing version. Use when you're sure your foe's going to attack,
especially with a dash.
Damage: 62 Block: D
Low K: Turn low kick. Although fast, the reach isn't reliable. Will miss at times if not fully
aligned with your opponent. It doesn't knock down a foe, meaning you'll still have to put out
some more effort to stopping your foe from attacking. All in all an OK attack, but try to avoid
using it.
Damage: 49 Block: D
=DASH ATTACKS=
WS: Lariat side swipe. Although the range isn't great, it puts a long range between you and your
foe once it connects, for it'll send anyone rolling away (ring out possibilies). Also he'll turn
towards his foe if they happen to dodge or if attack misses. Depending on the distance and the
situation, it will strike from the side, but not because it has sidestepping abilities. Still a
very suicidal move, for not only is it slow and easy to see coming, but it can be ducked under.
If done too close, it'll whiff by, leaving him open for punishment. Use only when your foe is
wide open and have no means to dodge.
Damage: 37 Block: A
HS: Spiral club swing (aka mini Top Spinner). It's range isn't that good, although he'll still
move forward as he executes it. Move strikes pretty fast, hits twice, and it goes by an
opponent, leaving both Rungo and his foe standing roughly back-to-back. The bad point is that if
it happens to miss, it's easy to get hit in the back while you're wide open. Although it can be
used alone, use it in combos, especially after a WS attack.
Damage: 37+37 Block: B
WK: Toe punt. Not very useful in an intense battle. Although Rungo will stop shortly in his
tracks before he kicks out, (stop in front of an attack and counter) the range of the kick
isn't that long. It will also go over low attacks, but most of the times you'll be trading
hits with them. Even if it does strike, the recovery time is very slow, giving a fast opponent
enough time to reverse you. Although unsually strong, it might be best not to use this unless
a person is wide open and/or facing another direction.
Damage: 49 Block: B
HK: Butt splash. Possibly Rungo's best dash attack. The leap he does will avoid alot of attacks,
including projectiles. When he comes down, he'll roll away from harm, avoiding any retaliations.
Works as an overhead, so use near an opponents with a tough low defense. Note that this move is
a no-no up close, for not only will you just jump over your foes, striking the ground behind
them, but you'll roll into them, giving them enough time to plan what they can do to you as a
punishment. Best as a counter and within toe-to-toe matches.
Damage: 49 Block: U
=DOWN ATTACKS=
Close Range: Body splash. The range of this move is pretty good, but don't use upclose, or else
you'll leap by your grounded opponent. Will usually strike an opponent if done fast enough. If
they start getting up before you execute this, you'll leave yourself open.
Damage: 24 Block: A
Far Range: Dive bomb stomp. A much more better Down Attack than the former, it's strength is
immense! Although there's some lag time as it goes into the air, it will surely hit if done
immediately. The little forward roll after Rungo hits the ground is also a plus, moving him
away from any strife an opponent may have for him. Use this one more often than it should be
used.
Damage: 84 Block: A
<<<FATAL TECHNIQUES>>>
DAICH NO IKARI (Wrath of the Great Earth)
MOTION: D,DF,F + W or HS
NOTES: Club will strike upclose high. Rungo will go under some projectiles just as his club
strikes the ground. Dust has to be blocked low. Use at the end of any combo.
Damage: 49+49{52+49} Block: U(club), D(dust)
DAICHI NO MEZAME (Great Earth's Awakening)
MOTION: F,D,DF + W or HK
NOTES: W can be followed by any Air attack. H cannot be blocked low on its descent. Can be
controlled once airborne. Best in upclose combos and applying pressure from above.
Damage: WK=49{52), HK=62/62{65/65} Block:
KAZE TO TAIYOU NO IKARI (Wrath of the Winds and Sun)
MOTION: F,D,DF + W or HS
NOTES: W has little reach, distance, and may not hit crouching foes. It will, however, stop
air attacks well. H is fast, has great reach, and goes a long distance. Protects front and
back. Have to block the other direction once it passes by. Great in combos.
Damage: WS=18x4{19x4}, HS=18x{19x} Block: B
DAICHI NO OTAKEBI (Great Earth's Grand Roar)
MOTION: F,DF,D,DB,B + W or HS
NOTES: W turns towards foe with club raise. H doesn't strike well and can easily rush by
opponent or miss with club even if hit. Use W more often, especially in combos.
Damage: WS=24x3{25x3}, HS=31x5{32x5} Block: B
MUCHA GERI (Reckless Kick)
MOTION: D,DB,B + W or HK
NOTES: W and H seems to be the same. Both seems to fill an opponent's OD pretty quickly, though.
Can miss at times, especially if done from a distance and on a crouching opponent.
Damage: 24x3{25x3} Block: B
BOKUSATSU FUMIKOMI UCHI (Step-in Bludgeon Attack)
MOTION: B,F + HS
NOTES: Slow, but has long reach. Must be done fast in order to hit in combos.
Damage: Block: B
=Ultimate Sacred Attack=
(When Overdrive Gauge is filled)
TAIRIKU GEKI CHIN DAN (Continental Eruption)
MOTION: WS+WK+HS+HK simultaneously
NOTES: Striking ability is too hard to determine. From a distance is best. Eruption can only be
blocked low, and can stop some projectiles. Can control flight in the air & attack with an Air
attack.
Damage: (34x)+81+43 Block: B(charge & leap), D(Explosion)
=SECRET FATAL TECHNIQUE=
(When Health Gauge is low and flashing)
DAICHI HYAKU SAI (100 Anniversaries of the Great Earth)
MOTION: B,D,F,D,B + HS
NOTES: Works the same as Daichi no Ikari, except startup is slower. Blast cannot be jumped over.
Club works as an overhead.
Damage: 99+74(+74) {105+74[+74]} Block: U(club), D(dust)
=Toshin Final Technique=
BAKURETSU DAISHIZEN (Explosive Great Nature)
MOTION: U,B,D,F + HK
NOTES: Fast homing attack. Once it connects, 9 out of 10 times will it miss (unlike TSD 2),
crouching or standing. Last blow must hit; if it doesn't, he'll be left wide open. Use in
combos.
Damage: (6x6)+74 {[6x6]+78} Block: B
=UNIQUE ABILITIES=
TEKKON JIMEN BARAI (Iron Club Ground Sweep)
MOTION: When back is turned, D + HS
NOTES: Really his Back Low S, this will hit a grounded foe.
Damage: 62 {65} Block: B
========================================
========================================
========================================
<<<Combo Pattern>>>
=Chain System=
Close Far
------ ---
STAND CROUCH STAND CROUCH
WS=HS WS=HS WS=HS WS=HS
WS=HK WS=HK WS=HK WS=HK
WK=HS WK=HS WK=HS WK=HS
WK=HK WK=HK HK=HK WK=HK
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**FO FAI**
"The Lines Run Deep on the
Face of the Assassin"
Stats
------
Height: 154cm
Weight: 48kg
Blood Type: AB
Age: 107
Nationality: China
Occp: Magician
Weapon: Konsou Gakka (Iron Claws)
Health Gauge: 589
Stage:
Rival: Mondo
==============================================================================================
STORY (A Dream is Born)
The friendly face of the magician hides Fo's Black heart - the heart of an assassin. The
ecstacy of combat and the sweetness of battle made him laugh with joy, but now the fighting is
over. The smile fades from his lips, and as he stands in the midst of peace and beauty, the
true face of the assassin appears once again.
==============================================================================================
<<<Chatter of a Fighting God>>>
DURING SELECTION SCREEN:
-Shine! (Laughter)
Trans: Die! (Laughter)
DURING KAPPO RE:
-Dou ja?
Trans: How's this? (conceited remark)
DURING LOSE/RING OUT:
-Dou ja?
Trans: How's this so? (disbelief)
=Victory Quotes=
FANTASTIC:
-(Laughter)
SKILLED:
-(Laughter). Hunh! (sigh of relief)
ROUGH:
-Dou ja?
Trans: How's that?
RING OUT:
-Aah. Ki ni ja.
Trans: Aah. I feel bad for you.
========================================
========================================
========================================
<<<MOVES AND TECHNIQUES>>>
THROW: DONRAI ISSHO (Fierce Unity) Claw lift into a suplex. Fo isn't much of a close range
fighter, so use this once in a while, especially when a person's open and they automatically
go on defense. Dash in suddenly and grab. Or, if you're pinned down (especially near the
edge of the ring), use it when Don Pa isn't cutting it. Can also followup with a Close Range
Ground Attack, for the stun by this throw is long. The strength is great, so use it whenever
there's a chance. Works well in traps as well, which'll keep the opposition guessing.
Damage: 123 Range: Close
=BASIC ATTACKS=
WS
--
STAND
--Close: Outward claw cut. Fast & chains into another WS of any sort. Great combo starter. Use
to pressure foe, especially with Zan Reppuku to drain them without them realizing it.
Damage: 24 Block: B 2-in-1: Yes
--Far: Inward claw slash. A bit on the slow side, but does get the job done. Seems to strike
opponents' limbs very easily. Use in combos and as a counter.
Damage: 24 Block: B 2-in-1: Yes
CROUCH
--Close: Low claw stab. Decent speed, but must follow with another attack if blocked. Moves
him slightly forward. Use in combos.
Damage: 24 Block: B 2-in-1: Yes
--Far: Upward claw stab. A bit on the slow side. Has good reach, and is decent at poking. Use
as a counter and to start combos.
Damage: 24 Block: B 2-in-1: Yes
AIR
--Jump & Flying: Downward Extending stab. Has decent range and lasts throughout the jump.
Angles downward, making an essential jump in. Will stop most attacks easily. Use strictly as a
jump in, whether early or late.
Damage: 24 Block: U
HS
--
STAND
--Close: Upward claw slash. Range is pretty short, so there is a possibility of it whiffing by
in a combo. Can stop airborne opponents. Unusually strong, making it great in quick 2-in-1
combos.
Damage: 56 Block: B 2-in-1: Yes
--Far: Long-reaching stab. Not extremely fast, but is unusually strong and has great reach. If
close enough, it will hit twice, doubling the damage. Use in close combos and as a far counter.
Damage: 56+56 Block: B 2-in-1: Yes
CROUCH
--Close: Upward double-claw rake. A bit slow and has short reach, but has great strength. Hits
low, making it essenstial on those who block high. Use along with his Kappo Re to keep the
opposition guessing. Will also stop airborne foes above him, if timed correctly. Use in quick
2-in-1 combos.
Damage: 56 Block: D 2-in-1: Yes
--Far: Sliding claw stab. Very effective as a counter against projectiles. Although slightly
slow on startup, has long reach and goes under attacks. Be careful when it's blocked, for his
slide will stop, but he'll slowly recover to his feet. Use also in combos, especially when an
opponent is pushed far away.
Damage: 56 Block: D 2-in-1: Yes
AIR
--Jump & Flying: Twirling claw slashes. A very effective attack that will beat any and all
other air attacks. Attack lasts throughout the jump, so it can be done early. Hard to counter,
even if you're under him. Protects all around, so it can be used as a crossover. Use an all
types of situations.
Damage: 62 Block: U
WK
--
STAND
--Close: A push-back front kick. Slow, but pushes you out back abit from your opponent, setting
you up to continue your assault without fear of harm. Use after jump ins and in combos.
Damage: 24 Block: B 2-in-1: Yes
--Far: A long-reaching toe stab. Again, slow as the former, but is good for getting close to
your foe. May go over low attacks. Use to apply pressure, as a counter, or to start a combo.
Damage: 24 Block: B 2-in-1: Yes
CROUCH
--Close & Far: Low ground kick. Fairly quick and safe to use. Reach isn't too great, but works
good upclose. 2-in-1 into a Kappo Re on low blockers to catch them off guard. Good for starting
combos, a counter, and applying pressure.
Damage: 18 Block: D 2-in-1: Yes
AIR
--Jump & Flying: Mid-air stomp kick(?). Not too sure how it works, except that it'll only hit
the moment you execute it. Range is too short to really be effective. Stick with the Slashes
instead.
Damage: 24 Block: U
HK
--
STAND
--Close & Far: Spinning crescent kick. Slow & range isn't too great, but seems to work wonders
in combos. Strong to put a dent in anyone's health meter as well. Best to use in combos.
Damage: 56 Block: B 2-in-1: Yes
CROUCH
--Close & Far: Double spinning foot sweep. A fast, forward moving attack that attacks twice.
Whether close or far, the attack will still hit and be effective. Slow recovery, so 2-in-1
immediately into a Kappo Re if blocked. Also good as a counter against high attacks. Great in
combos.
Damage: 37/37 Block: D 2-in-1: Yes
AIR
--Jump & Flying: Flying front kick. A little hesitation before kick comes out, but is still
good enough to beat another air attack. What's unusual about this is that whether you push
forward or not, attack will cause Fo to move forward. Even if you jump backwards, he'll still
veer forward. Because of this, it's hard to use this as an effective jump in. Use this to jump
over foes to escape, to beat other air attacks, or in traps.
Damage: 49 Block: U
=BACK ATTACKS=
High S: Back-bending claw beat. Speed is decently quick and has good reach. Doesn't turn around
afterwards, so you can continuously do this or mix in with Fo's other Back attacks. Use when
opponent tries to crowd you from behind.
Damage: 49 Block: U
High K: Zan En, or "Slashing Revolver". This backflip kick attack has alot of possibilities if
used correctly. Will avoid all harm in his path and jump over opponent, hitting them from
behind. See the "Ansatsu Ura" under the "Unique Abilities" section for more on this move and
its abilities.
Damage: 49 (79 if it hits Block: U
from behind)
Low S: Turn double slash. Fast, low hitting attack that has OK range. Get both hits in to deal
a great amount of damage on opponent. Use upclose on aggressive foes.
Damage: 49+49 Block: D
Low K: Low crescent kick. Quick, and does good damage. Range isn't that long. Not a bad attack,
but nothing special as well. Use upclose (in my opinion, use any other Back Attack).
Damage: 49 Block: D
=DASH ATTACKS=
WS: Gliding claw stab. A very far reaching attack that strikes three times. With weak power, a
glide that doesn't stop no matter what, and a recovery time (whether you connect with all hits
or simply glide by) that makes this move just plain suicidal, it's really more of a hiderance.
In other words, hitting an opponent with this move is like missing, for they can always reverse
you way before you even stop. Best to avoid using this than risking your victory...or your life.
Damage: 12x3 Block: B
HS: Leaping double claw hook. The strength and usefulness against low attacks is good. The only
problem is that its startup and recovery time is very slow. A risky move with some range, use
it when you're absolutely sure it'll connect.
Damage: 49 Block: B
WK: Overhead forward flip kick. This move is pretty quick, has good range, and will beat many
low attacks. Also an overhead, making it a plus in some of Fo's traps. Its recovery time is
slow, so there's a high risk of being reversed hard. Use if your foe's in the air or you want
to knock his/her last bit of energy.
Damage: 31 Block: U
HK: Zan Shou, or "Slashing Air". This triple-attacking high-flying handspring is a long lasting
attack that starts the moment it's executed. Hard to reverse. See the "Ansatsu Kuu" under the
"Unique Abilities" section for more on this move and its abilities.
Damage: 49+49(ground); 49(air only) Block: B; A (N)
=DOWN ATTACKS=
Close Range: Low double claw swipe. In TSD2, this was a double hit. Now, it only hits twice.
Although the windup is slow, it seems to strike without any real problem. Use whenever your
opponent goes down in front of you, especially after his throw.
Damage: 24 Block: B
Far Range: Midair double stab/stomp combination. Again, a triple-hitter that struck fully in
TSD2. Now, only one hit will get in out of 99% of the time it's used. Will strike fully once a
person is standing. Best used when a person's standing up.
Damage: 24+24+24 Block: B
<<<FATAL TECHNIQUES>>>
DON PAPPA (Misty Burst)
MOTION: F,DF,D,DB,B + W or H Slash
NOTES: W is a short timed, non-moving burst. H is a longer, forward moving burst. Will stop
almost all attacks & projectiles. Fo's entire front i protected.
Damage: WS=12x; HS=9x Block: B
DON DON PAPPA (Foggy Misty Burst)
MOTION: F,DF,D,DB,B + W or H Slash (in the air)
NOTES: W is a quick burst that stops Fo in mid air. H is a longer lasting burst that continues
as he descends down. W can be done repeatedly (up to 9 times), while H cannot be followed by
another. Can do another air attack afterwards.Will stop almost all attacks.
Damage: WS=49; HS=56 Block: U
DON DOKO SHO (Screaming Misty Wheel)
MOTION: B,DB,D,DF + W or H Slash
NOTES: Distance can be controlled by the strength of the button pressed. Will stop almost any
attack & projectile underneath. Very vulnerable once it ends, even if you hit your opponent.
Use if you're daring & ahead in health.
Damage: WS & HS=6x Block: U
DON PA (Misty Break)
MOTION: D,DB,B + W or H Slash
NOTES: W is a quick burst, while H is a bit longer. Can be hit during attack low. After attack,
only a Ground Attack will hit. Hits anyone in the air twice. Use in Fo's traps strategies.
Damage: WS=74; HS=87 Block: B
KAPPO RE (Fierce Cannon Roar)
MOTION: D,DB,B + W or H Kick
NOTES: This surface-to-air attack is very useful. Besides in combos, it will stop almost all
types of air attacks. Furthermore, it works as a overhead, for it cannot be blocked low. Use
this knowledge in some of his traps (see the "Combos And Traps Strategies" section for more on
this). Use W upclose offensively, while H should be used to counter air attacks and as an
escape method, especially since its flight can be controlled.
Damage: WK=49{52}; HK=62{65} Block: U
BIROROON (Humorously Exposed Tips)
MOTION: B,F + HS
NOTES: Works like his HS, except this longer reach, and takes block damage. Use in combos.
Damage: 31+31(32+32) Block: B
ZAN REPPUKU (Ripping Chest Slash)
MOTION: B,F + WS
NOTES: Yes! This IS a real move!! It looks just like his WS, except for a couple of things:
1)It takes off block damage, 2)has longer reach, 3)can't 2-in-1 into anything afterwards, (it's
a FT, of course!) and 4)the ending animation is different, as the claw straightens out more.
Use the Slow Motion function and see for yourself. Whatever you do, don't take advantage of the
fact that it has longer reach. It's easly for this move to miss, especially after 3 to more
Close WS chain. Use in combos or to cancel mistimed H attacks, as well as to drain your foe
without them realizing it.
Damage: 24(25) Block: B
=Ultimate Sacred Attack=
(When Overdrive Gauge is filled)
DODODOUN (Raging Cloud Boom)
MOTION: WS+WK+HS+HK simultaneously
NOTES: Windup hits anyone who's slightly behind Fo, but takes no damage. At times, if done
upclose, that energy during the windup may still be there, thus hitting the foe before the
real burst comes out of his hand. Slow, easy-to-see-coming attack that is also the strongest
attack in the game. Best in Fo's traps strategies, and against airborne or unsuspecting
opponents.
Damage: 99x4 (Max) Block: B
=SECRET FATAL TECHNIQUE=
(When Health Gauge is low and flashing)
DODO DON PAPPA (Furious Misty Burst)
MOTION: F,B,D,F,B + HS
NOTES: Fast, sidestepping assault that targets an opponent, but doesn't home in. Aerial burst
has a set time which it will actually attack. Flight can be controlled, so you can ensure last
burst's connection.
Damage: 62x4(ground bursts); 62(aerial bursts) Block: B; U
=Toshin Final Technique=
DOKO DOKO DON DOKO SHO (Rambunctious! Screaming Misty Wheel)
MOTION: D,F,B,D,F,D + WS + HK
NOTES: Will hit anyone within mid range. Much faster & safer to use now. Use in Fo's traps
strategies (see "Combos and Strategies" section).
Damage: 37x Block: U
DON PUURIN KO (Tiger of the Misty Wind Chime)
MOTION: B,UB,U,UF,F + WS & HK
NOTES: Slow start, but keeps him low from some high attacks and projectiles. Blast cannot be
stopped my most projectiles. Use this as a starter for many of his traps.
Damage: 12 Block: B
DONDON BANBAN DON BANBAN (Misty Spots of Foggy Spots)
MOTION: HK,WS,WK,HS + F
NOTES: Slow start, but keeps him low from some high attacks and projectiles. Blast may stop
most projectiles if timed correctly. Has longer reach & may stop foes easier, but still is
weak as hell!! Use if you want to intimidate or gross out the opposition (works for me).
Damage: 12 Block: B
=UNIQUE ABILITIES=
ANSATSU KUU (Air Assassination)
NOTE: After a Dash HK, press any button once airborne:
1)WS (Early-Late; safe landing)
2)WK (Directly above opponent)
3)HS (Early-Late; safe landing; stop any air attack attempts)
4)HK (Early-Late; stop any air attack attempts)
5)Don Don Pappa (Protection, draining pressure)
6)Zan Shou (Anti-Air attack)
ANSATSU URA (Reverse Assassination)
NOTE: After a Back High K, press any button once airborne/before full back flip:
1)WS (Crossover; low attack counter)
2)WK (Crossover; low attack counter)
3)HS (Back attack, overhead)
4)HK (Back attack, overhead)
5)Don Pa (Overhead; protection)
6)Zan En (Overhead; back attack)
========================================
========================================
========================================
<<<Combo Pattern>>>
=Chain System=
Close Far
----- ---
STAND CROUCH STAND CROUCH
WS=HS WS=HS WS=HS WS=HS
WS=HK
WK=HS WK=HS
WK=HK WK=HK WK=HK WK=HK
=Extra Chain=
Close WS into:
--------------
=Close WS
=WS
=Close Low WS
=Low WS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**MONDO**
"Without Changing His Countenance, 'Emotions are
What Determine Victories and Defeats,' He Said"
Stats
------
Height: 179cm
Weight: 66kg
Blood Type: AB
Age: 43
Nationality: Japan
Occp: Onmitsu
Weapon: Seiryu no Yari (Green Dragon's Spear)
Health Gauge: 571
Stage: Training Grounds
Rival: Eiji Shinjo
===============================================================================================
STORY
With secret orders, Mondo returned with information from the Himitsu Kessha. Just as his
client (another organization) was about to attack the Himitsu Kessha, Mondo received an
invitation to the Battle Arena Toshinden. As a way to retaliate, the organization tried to
hold Mondo back, telling him to discard the invitation. Mondo ignored the restratint and headed
for the tournament without consent of his client. The shadows of his history are those of a
fighter, not of a secret warrior.
===============================================================================================
<<<Chatter of a Fighting God>>>
DURING SELECTION SCREEN:
Namu!*
-Trans: O' praise to you (O'great one)!
DURING TAUNT:
Shooshi!
-Trans: I win!
(Note: This is said when one feels that the other is inferior.)
DURING TOSHIN FINAL TECHNIQUE:
Kyouriki Jakou Retsu Bu!
-Trans: Strong Man Malicious Scarlet Jig!
=Victory Quotes=
FANTASTIC:
Namu!*
-Trans: O' praise to you (O' great one)!
SKILLED:
Ahahahahaha!
ROUGH:
Shooshi!
-Trans: I win!
(Note: This is said when one feels the other is inferior.)
RING OUT:
Fuyukai senban!
-Trans: So unpleasant! I win!!
*Translator's note: This is said when worshipping the gods in the Buddhist religion. A
popular prayer that is said with this is, "Namu Amida Butsu!", which translates as "Hail
Amida Buddha!". Nowadays, "Namu" can be said if you are worshipping or honoring someone
or something.
========================================
========================================
========================================
<<<MOVES AND TECHNIQUES>>>
THROW: RETSU. (Violent) Sticking his spear in between his opponents' left arm and body,
Mondo lifts them up into the air for a while, before bringing them down hard to the ground.
Does good damage, but doesn't really have any offensive usages due to Mondo's speed. It's
best used when you're pressured into being defensive, so to grab them once they're close.
Can also work on defensive characters, after you go for a jump in. If you happen to get
anyone near the edge of the ring, you can throw them out if 1) opponent becomes aggressive
and fights back or 2) they remain defensive. Grab 'em, give 'em a hoist, and watch as they're
dunked outside the ring.
Damage: 123 Range: Normal
=BASIC ATTACKS=
WS
--
STAND
--Close: Palm strike. While it's one of Mondo's better combo starters, it's also Mondo's slowest
Basic Attack. It's highly blockable in toe-to-toe situations, the damage is weak, but has good
reach and will make any combo work. Best used defensively, especially when you block an attack
that leaves your opponent vulnerable.
Damage: 24 Block: B 2-in-1: Yes
--Far: Round body swing. Decently quick execution time, delayed recovery time. Good reach, and
may hit twice (rare, however). Good in combos.
Damage: 24(+24) Block: B 2-in-1: Yes
CROUCH
--Close: Low palm strike. Mondo sways forward with the attack, and rears back once it's over.
Quick in execution, but recovery time is slow. Furthermore, it doesn't chain into any other
attack. Due to this, its usage is limited. (unless you quickly 2-in-1) Although you can use
this in some delayed combos in the form of traps, it's best to avoid this move.
Damage: 24 Block: D 2-in-1: Yes
--Far: Low round body swing. Quick in execution, has good reach, and is a great starter for
some of Mondo's low combos. May hit twice. Use in combos and poking when out of reach of harm.
Damage: 24(+24) Block: B 2-in-1: Yes
AIR
--Jump & Flying: Flying round swing. A bit slow in execution, a slightly short reach, and a
short attack point makes this move difficult to use as a jump. However, it works well against
airborne foes. This is the starter for Mondo's Air chain, which is good for making the
opposition guess what your true attack is.
Damage: 37 Block: U
HS
--
STAND
--Close: Double up-down spear swing. Very fast and reliable up close, making a good combo
starter. Recovery is also fast, allowing for another attack to follow. Range for it to work is
a bit short, so you have to be close to avoid getting the Far HS. Can also stop an airborne
foe, hitting twice even as they come down. Use in combos.
Damage: 37+37 Block: B 2-in-1: Yes
--Far: Mid-level spear stab. Mondo steps forward with the attack, and steps back afterwars. Has
good speed and reach. Possible to step out of harm's way once attack ends. Use in combos,
poking, and countering from afar.
Damage: 37 Block: B 2-in-1: Yes
CROUCH
--Close & Far: Low-level spear stab. Good reach and speed. Slight lag in execution, making it
blockable if used alone. Use in combos, poking, and countering from afar.
Damage: 37 Block: B 2-in-1: Yes
AIR
--Jump & Flying: Downward spear stab. Has great reach, super strength, and will strike a foe
way before Mondo comes close to touching the ground. Will beat almost anything that's under him.
Very essential jump in.
Damage: 74 Block: U
WK
--
STAND
--Close & Far: High front kick. Slow in execution, and doesn't chain in with anything else than
with HK. Apart from that, it's reach is good, and will stop airborne opponents if timed
correctly. Use in combos.
Damage: 24 Block: B 2-in-1: Yes
CROUCH
--Close & Far: Low ground kick. Slow in execution, but reliable in starting combos. Good reach.
Use in combos and poking.
Damage: 24 Block: D 2-in-1: Yes
AIR
--Jump & Flying: Aerial side kick. A bit slow in execution with a short attack point, (doesn't
hit too well) but has good power. Angled slightly downward, but best against airborne foes.
Damage: 37 Block: U
HK
--
STAND
--Close: Backward flip kick. A pretty fast attack that strikes twice. Recovery time is slow,
making it possible to be reversed even if you hit your foe. Works wonders with WK close. use
in combos.
Damage: 37+37 Block: B 2-in-1: No
--Far: Double leaping front kick. While startup is a bit slow, this move is very reliable in
combos, since it moves forward. Can 2-in-1 from any one of the kicks. Note that the 1st hit has
a longer stun than the 2nd hit, so make your combos accordingly. Use in combos.
Damage: 37+37 Block: B 2-in-1: Yes
CROUCH
--Close & Far: Low Reverse sweep. Slow in execution, and has slight short range, even though it
moves slightly forward. Best used in combos.
Damage: 37 Block: D 2-in-1: Yes
AIR
--Jump & Flying: Spinning double kicks. Fast, 2-hitting attack that can work as a crossup.
Strong, especially if you can get both hits in. Works well as a jump in, but best against
airborne opponents.
Damage: 74+74 Block: U
=BACK ATTACKS=
High S: Leaping spear stab. Has long reach, and will hit as he leaps away, avoiding any harm
coming at him. Use when foe wants to get close to you.
Damage: 37+3 Block: B
High K: Backflip stomp attack. Fast, will avoid harm, and hits from above. See the "Saka Kaze"
under "Unique Techniques" section for more on its usage.
Damage: 49 Block: U
Low S: Outward spear swing. While shifting away from foe, attack swings out, having good reach
and power. Slight lag time on startup, but still reliable. Use when foe charges in as a counter.
Damage: 49 Block: A
Low K: Turn ground kick. Has short reach, slight lag time on startup, and leaves a foe standing
after hit. Shifts away slightly, giving Mondo some distance away from foe. Use close, mainly as
a low counter.
Damage: 49 Block: D
=DASH ATTACKS=
WS: Inward spear swipe. Mondo steps with the attack, stepping backwards once the attack ends.
Insanely fast attack that has long range. The only problem is the recovery time is slow,
leaving Mondo open for any attack even if it hits. Use after an attack or combo, or as a
counter from afar.
Damage: 24+24 Block: B
HS: Downward spear slam. Will sidestep abit while doing attack. Insanely slow, and doesn't
strike too well, especially if foe is crouch. Can followup with another attack if it hits. Not
much usage, so it's best not to use.
Damage: 49 Block: B
WK: Sliding spin thrust kick. Mondo slides with attack, and steps back once attack ends. A bit
slow, but has good range. Steps out of harms way abit, making it safe to use. Recovery time is
slow, and will not stop once it connects or blocked. Best to use at maximum distance so to
recover immediately. Execute after an attack or combo, or use over low attacks.
Damage: 24 Block: B
HK: Sliding kick. A low attack that hits 2-3 times if blocked. Pretty fast and reliable, but
doesn't go under any attack unless it hits between high-air level. After move connects, can be
cancelled into any WS attack (whether basic or FT), as well as his Close Range Down Attack.
Use after any attack or combo, or as a low combo
Damage: 49 Block: B
(Note: In order to cancel into a WS attack, it has to be about a second before Mondo recovers.
In order to determine this, do this on a blocking foe. When the slide hits twice, you can then
execute any WS attack.)
=DOWN ATTACKS=
Close Range: Overhead spear slam. Has long reach and will usually hit when done fast.
Damage: 24 Block: B
Far Range: High-flying backpack crush. Slow due to the extreme heights Mondo soars to. Must
be done fast. Note that you can follow up with any air attack once he bounces off the ground.
Damage: 37 Block: B
<<<FATAL TECHNIQUES>>>
SHIPPUU JOUDAN ZUKI (High Tempest Spear*)
MOTION: D,DF,F + W or H Slash
NOTES: Mondo steps in with the attack. Will miss if done extremely close. Only point of spear
hits; point will hit when it extends and retracts, but shaft of spear has no effect. Use W
mainly in combos and as a fast overhead, while H is good at poking from a distance and in
high-low confusion with the other Zuki's.
Damage: W=12x; H=24x Block: U
SHIPPUU GEDAN ZUKI (Low Tempest Spear*)
MOTION: D,DB,B + W or H Slash
NOTES: Mondo sways back at the startup, moving out of harm. Ducks low as he thrusts spear,
ducking under high attacks and projectiles. Only point of spear hits; point will hit when it
extends and retracts, but shaft of spear has no effect. Use W mainly in combos and as a fast
underblow, while H is good at poking from a distance and in high-low confusion with the other
Zuki's.
Damage: W=12x; H=24x Block: D
SHIPPUU TEN ZUKI (Skyward Tempest Spear*)
MOTION: B,D,DB + W or H Slash
NOTES: Mondo sways slightly backward at the startup, moving out of harm. Will hit a character
on the ground, but is much more effective against airborne foes. Only point of spear hits;
point will hit when it extends and retracts, but shaft of spear has no effect. Use as an
overhead close or as an air counter.
Damage: W=24x; H=37x Block: U
*(Translator's note: When I say "Spear", I mean in a form of a thrust or penetration. Not in
the literal name of a weapon.)
GOURIKI RAIJIN (Mighty Man God of Thunder)
MOTION: D,DF,F + W or H Slash (in the air)
NOTES: W shoots out one projectile instantly, while H shoots out two, after Mondo twirls his
spear. Mondo homes in onto opponent's direction, and will shoot at that direction. W covers
anything in front, or to the sides of Mondo, while H will cover all directions. Twirling spear
will hit foes upclose if they're behind him, making his H version a 3-hitter. W is good as a
fast attack, while H should be used in cross overs, as well as with the "Saka Kaze" trick.
Damage: W=37; H=37+37+37 Block: U
GOURIKI FUUJIN (Mighty Man God of Wind)
MOTION: B, DB, D, DF, F + W or H Slash
NOTES: W slides forward and attacks immediately, and steps back after attack ends. H sets up
first before sliding forward. Acts like a shield and will stop almost all types of projectiles
and combustions in the game. Not much use in combos, so should be used defensively for
protection, and for draining.
Damage: W=12x; H=24x Block: B
GOURIKI TENBU ("Mightly Man Dancing within the Heavens" or "Mighty Man Heaven's Dance")
MOTION: F,D,DF + W or H Slash
NOTES: W is an instant attacker, knocking foe down. H has a slow start up before attacking,
leaping to great heights. H Tenbu's flight and decension path can be controlled slightly, but
to make it travel at an angle, yoy have to jump in the direction first you desire the Tenbu to
travel. (ex. jump back, land, then H Tenbu. Flight & descent path will move backwards) Sparkles
on spear will stop some air projectiles. Use W mainly in combos and as a air counter, while H
is good in combos, as an air counter, and as a sniper move. (follow up with an air attack)
Damage: W=49{52}; H=62{65} Block: B
=Ultimate Sacred Attack=
(When Overdrive Gauge is filled)
CHOURIKI MONDOU HOU (Super Man Ground Gate Inferno)
MOTION: WS+WK+HS+HK simultaneously
NOTES: Taking a step forward, targets in onto opponent before releasing projectiles. Works well
in combos and as an anti-air attack (will usually hit twice on airborne opponents).
Damage: 99 (per shot) Block: B
=SECRET FATAL TECHNIQUE=</pre><pre id="faqspan-4">
(When Health Gauge is low and flashing)
CHOURIKI DAIBUTSU METSU (Super Man Great Buddha Destruction)
MOTION: D,DF,F,D,DF,F,B + HS
NOTES: In TSD2, this attack is slow due to the extreme height it soars to before the fire
attack. (In other words, it was useless). Now, this move is fast at startup (Tenbu), and flys to
a much shorter height before releasing projectiles. Targets slightly at start, but not as much
as a regular H Raijin. Descent is also fast, now almost difficult to followup with an air attack
once attack ends. Use close in combos or far as a sniper attack.
Damage: 49 (Spear); 99 (per shot) Block: B; U
=Toshin Final Technique=
KYOURIKI JAKOU RETSU BU (Strong Man Malicious Scarlet Jig)
MOTION: U,UB,B,DB,D,DF,F + HS
NOTES: 2 part attack. If initial startup hits (Fuujin), entire move will connect. Second part
(Tenbu) is extremely fast, and will counter almost any attack if initial part is blocked.
Initial part may stop projectiles, but usually will not. Works great in combos.
Damage: 6x11 (max); 43{45} Block: B
=UNIQUE ABILITIES=
SAKA KAZE (Slanted Wind)
NOTES: After a Back High K, input any of the following:
1)WS (Close range: crossup; mid range: jump in)
2)WK (Close range: crossup; mid range: jump in)
3)HS (Close-mid range: crossup)
3)HK (Close range: crossup; mid-far range: jump in)
4)W Raijin (Close range: Cross over)
5)H Raijin (Close-far range: jump in)
6)Stomp (Mid range: Overhead)
========================================
========================================
========================================
<<<Combo Pattern>>>
=Chain System=
Close Far
----- ---
STAND CROUCH STAND CROUCH
WS=HS WS=HS WS=HS
WS=HK WS=HK
WK=HS
WK=HK WK=HK WK=HK WK=HK
=Air Chain=
WS (Startup):
-------------
=WS
=WK
=HS (Best when you jump back)
=HK
=Gouriki Raijin
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**DUKE B. RAMBERT**
"No Matter How Great a Swordsman Duke May Be, He
Still Cannot Cut Himself from His Past"
Stats
------
Height: 190cm
Weight: 75kg
Blood Type: A
Age: 30
Nationality: France
Occp: Lord of the Manor
Weapon: Dernier Vancour
Health Gauge: 614
STAGE: Duke's Castle
RIVAL: Eiji Shinjo
============================================================================================
STORY (A Dream is born)
After defeating his foe at the last Battle Arena Toshinden, Duke returned to his castle
to train as a knight. Recently he received another invitation. His face froze as he looked at
the name of the sender: Uranus, from the Himitsu Kessha. Unable to believe it, he clasped his
precious sword, the Dernier Vancour, and set off to battle again.
============================================================================================
<<<Chatter of a Fighting God>>>
DURING SELECTION SCREEN:
Ikashite wa kaesan zo!
-Trans: I will kill you! (lit. I will not return your life)
DURING ANGEL TEARS:
Angel Tears!
DURING TAUNT:
Mada mada.
-Trans: Desist, for it'll be futile. (Lit. You're not ready yet)
DURING NOBLE TAUNT (FEINT):
Hah!
DURING NOBLE TAUNT (INSULT):
Hayaku! Tatanai ka.
-Trans: Hurry up! Will you not rise to your feet?
=Victory Quotes=
FANTASTIC:
Touzan no kekka da.
-Trans: For this outcome, it is by divine fate. / This was destined to be.
SKILLED:
Waga tomo ni kake...watashi ha maken!
-Trans: To care about one's (mine) friend...I shall not be defeated!
ROUGH:
Yoi shoubu deatta.
-Trans: This was a well-met match / A nice battle it was.
RING OUT:
Ha ha! Nasakenai zo!
-Trans: Ha ha! How pitiful!
========================================
========================================
========================================
<<<FATAL TECHNIQUES>>>
SOUTHERN CROSS
MOTION: B,F,DF,D,DB + W or H Slash
NOTES: W is a charge only attack, while H is both a charge and sword attackd. Sparkles on Duke's
sword the moment the move starts will cancel some projectiles. Same as the sparkle trails behind
him. Final slash cannot be blocked low low. Homes in on opponent in any direction. Sparkles do
damage upclose.
Damage: W=9+12+9; H=3+12+3+12+2+52 Block: W=B;H=B/U on last slash
DEATH
MOTION: D,DF,F + W or H Slash
NOTES: All-around spinning motion protects only Duke's front. Final chop will stop any type of
air attack. W homes in on final chop, while H only targets in.
Damage: W=24+37 {25+39}; H=37+(37x3) {39+[39x3]} Block: B
HARD ROSE
MOTION: F,D,DF + W or H Slash
NOTES: Long-reaching, pressuring attack that works well in combos & keeping foes out of reach.
Damage: W=31+31 {32+32}; H=(24x2)+(24x2) {[25x2]+[25x2]} Block: B
COFFIN
MOTION: D,DF,F + W or H Slash
NOTES: It's best to stick with the W version in combos, while the H version only to catch
elusive-moving opponents. If used at a certain distance, the W will allow you to followup with a
Back Attack if you should dash by foe, whether it hits or not. May also hit opponent in the back,
but don't put your hopes in that.
Damage: Block:
HELM CRUSH
MOTION: D,DF,F + W or H Slash (in the air)
NOTES: Travels in an angle depending on the direction of jump. Direction can be controlled. Fast
& safe, Duke can use this as a double jump & go over alot of attacks & projectiles, and come down
with his attack. Use as a counter or surprise, especially if you can do it the moment you jump
against low blocking/attacking opponents.
Damage: Block:
=Ultimate Sacred Attack=
(When Overdrive Gauge is filled)
GRAND CROSS
MOTION: WS+WK+HS+HK simultaneously
NOTES: All-around protection move. At startup, overhead slash that can be blocked in any manner.
Once he strikes the ground, the energy bursts have to be blocked low. Energy protects his front,
back, and sides. Duke targets foe all the way to the end. Sword/energy can stop most air attacks.
Sparkles can stop some projectiles just at the very beginning, but very hard to time right.
Damage: Block:
=SECRET Fatal Technique=
(When Health Gauge is low and flashing)
THE END
MOTION: DB,D,DF,F,B + H Slash
NOTES: W & H Death combined. Stronger, faster homing ability. Hits foes even if they are behind
him. Best in combos (if you can get the motion) or to catch airborne foes.
Damage: Block:
=Toshin Final Technique=
ANGEL TEARS
MOTION: F,DF,D,DB,B,F,D,DF + H Slash
NOTES: Impervious to attacks, but will take regular damage unfortunately. Slow, targetting attack
that is easy to block. First cut aims high, while second cut aims mid.
Damage: Block:
=UNIQUE ABILITIES=
FAKE
MOTION: WS + WK when foe is knocked down
NOTES: OD wipeout. Moves you forward abit, so don't use while you're foe's about to get up or too
close. (Duke might step over foe, with his back know exposed to harm)
Damage: 0 (Empties out opponent's OD) Block: N
DISRESPECT
MOTION: WS + WK when foe is knocked down
NOTES: OD wipeout. Possibly better than the latter, this leaves him stationed in one spot. Has long
duration, so take care while using this. Pair with his regular taunt for added effect.
Damage: 0 (Empties out opponent's OD) Block: N
========================================
========================================
========================================
<<<Combo Pattern>>>
=Chain System=
Close Far
----- ---
STAND CROUCH STAND CROUCH
WS=HK WS=HK WS=HK WS=HK
WK=HS WK=HS WK=HS WK=HK
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**ELLIS**
"Now That She Has Defeated her Father, She
Set Forth on Another Battle"
Stats
------
Height: 157cm
Weight: 46kg
Blood Type: O
Age: 17
Nationality: Turkey
Occp: Dancer
Weapon: A pair of Dirks
Health Gauge: 534
Rival: Gaia
STAGE: Istanbul
RIVAL: Gaia
================================================================================================
STORY
Ellis has learned that Gaia, the man in armor, was her real father. For some reason, she
felt neither fondness nor hatred towards him. She decided to go back to the troupe of traveling
minstrels who had raised her. A year passed and she received another invitation. With that, she
was informed that her father was wanted by the Himitsu Kessha as a traitor. Still having no
feelings towards her father, yet she decided to go in the hope of saving him.
================================================================================================
<<<Chatter of a Fighting God>>>
DURING SELECTION SCREEN:
-Ikuzo!
Trans: Here I go!
DURING THE END OF KISS KISS KISS:
-BAKA!!
Trans: DUMMY!!
DURING STARDUST NIGHT
-Yah! Yah! Yah! Goodnight baby!!
DURING FRENCH KISS
-Ikuzo! Yahyah! Yah! Yah! French Kiss!!
Trans: Here I come! Yahyah! Yah! Yah! French Kiss!!
=Victory Quotes=
FANTASTIC:
-Kondo ganbatte ne.
Trans: Better luck next time, okay?
SKILLED:
-Makenaide mo!
Trans: I won't lose!
ROUGH:
-Yoku wakatta.
Trans: I understand well.
RING OUT:
-Ganbatte yaru ka ne?
Trans: I'm doing my best, you know?
========================================
========================================
========================================
<<<MOVES AND TECHNIQUES>>>
WS
--
STAND
--Close: Upper swipe. Quick attack that makes a good combo starter. Aims abit high, while its
short range may make it miss at times. Don't use for poking; if this should come out by accident
chain or 2-in-1 into something els. Use mainly upclose after a jump in or after blocking an
attack close.
--Far: Paired cross swipes. Double attack that may not hit twice all the times. Aims abit high,
while its short range may make it miss at times. May stop foe in the midst of his/her attack due
to its long duration, but be sure to chain/cancel into something else if blocked. (Especially
uplose) Good for making far combos if the timing can be determined right.
Damage: Block: 2-in-1:
CROUCH
--Close: Low swipe. Low attack that has good reach. Weak on its own, best to start combos with.
Damage: Block: 2-in-1:
--Far: Lower paired swipes. Double attack that strikes OK. May stop foe in the midst of his/her
attack due to its long duration, but be sure to chain/cancel into something else if blocked. If
the timing is learned perfectly, Ellis can startup some good combos.
Damage: Block: 2-in-1:
AIR
--Jump & Flying: Paired downward thrust. Weak, but one of Ellis' best jump ins. Timing is
unnecessary, so use to beat air attacks or for a safety jump in.
Damage: Block:
HS
--
STAND
--Close: Extended upper swipe. Has long reach & strikes good. Can chain into itself, so can be
done over & over again. Best in combos.
Damage: Block: 2-in-1:
--Far: Advancing double cut. 2-hit forward-travelling attack that has a slight slow startup. Has
long reach, but can be fatal if foe blocks. Again, can chain into itself, so can make Ellis'
pressuring assault long & hold down the opposition. Great in combos, but may not connect well
all the times if combo's too long.
Damage: Block: 2-in-1:
CROUCH
--Close & Far: Rising cleave. Forward-moving attack that has good reach within mid-close range.
Will stop airborne foes if timed correctly. Will go under most projectiles and mid~high attacks.
Use in any combos where the opponent's not too far away.
Damage: Block: 2-in-1:
AIR
--Jump & Flying: Gliding cutter. One of Ellis' best jump ins that are hard to beat. Strength
isn't much, but should be used whenevery you want to torment your foe from the skys.
Damage: Block:
WK
--
STAND
--Close: High snap kick. Strikes at high level, so it will miss crouching opponents. Good for
stopping airborne foes, though. Weak on its own, best to use after a jump in.
Damage: Block:
--Far: Mid/high kick combo. Far-reaching attack that has good reach. A decent double-hitting
attack that's good in applying pressure. 2nd hit aims abit high, so be careful when using
against crouching foes. Use in combos, mainly those that are started by a jump in.
Damage: Block: 2-in-1:
CROUCH
--Close & Far: Knee slide. Not as fast as it can be, but good as a combo starter. May go under
some high attacks and projectiles just as she thrusts forward. Use from mid range for safety.
Damage: Block: 2-in-1:
AIR
--Jump & Flying: Flying side kick. While one of Ellis' better jump ins, strength leaves alot to
be desired. use whenever, but followup with a strong attack afterwards for it to be more
effective.
Damage: Block:
HK
--
STAND
--Close: High spin kick. Aims abit too high to carelessly throw out. Will stop airborne opponents.
Best used in very close combos on standing foes, especially after a jump in.
Damage: Block: 2-in-1:
--Far: Turn hip spin kick. Moves her forward, so gives move long reach. Doesn't strike as good as
it should anymore, So don't use in extremely long combos where foe's pushed abit away.
Damage: Block: 2-in-1:
CROUCH
--Close & Far: Ground sweep kick. Has good reach & makes a great low counter. Use as a good
combo ender.
Damage: Block: 2-in-1:
AIR
--Jump & Flying: Gliding drop kick. Angles diagonally, making it a very good jump in. Hard to be
countered by attacks, so don't worry about jumping at your opponents.
Damage: Block:
<<BACK ATTACKS>>
High S: High spiral blades. Has decent range & strength. Recovery speed's abit slow, so be
careful when this comes out. Aims high, so use against close standing foes, or opponents that
are charging in.
Damage: Block:
High K: Back bumper. A very strong hit that moves Ellis closer to her opponents. Instant
knockdown if it connects, so it's pretty safe to use. Reach is okay, but don't overestimate it.
Use it against agressive foes.
Damage: Block:
Low S: Low spiral blades. Safer than the HS version. Reach is okay upclose. Use as a low counter
against charging foes.
Damage: Block:
Low K: Low ground sweeper. A wide arcing attack that has good reach & does good damage. Recovery
time is slow, so you will suffer if move is blocked. Use as a low counter against charging foes.
Damage: Block:
<<DASH ATTACKS>>
WS: Trip & slide. An interesting weak attack that will literally trip up your opponent. May go
under high attacks, but not safe to use against projectiles. Goes into fallen position, so
many attacks will not hit her. Use when your foe's wide open and doesn't know what you're up to.
Damage: Block:
HS: Charging knife drive. Slow attack that is pretty strong. Easy to block, for it doesn't strike
as an overhead. Use when your opponent's wide open and won't get a chance to recover.
Damage: Block:
WK: Rolling cartwheel. A single hit attack that actually is a double attack. 1st hit can be
ducked under, while 2nd must be blocked. Once 1st hits, 2nd one will not. An overhead attack,
use to catch foes off guard, or counter airborne opponents.
Damage: Block:
HK: Diving drop kick. An overhead attack that is slow & doesn't do much damage. If it misses,
though, will put her in a down position. Use from afar, targeting opponents that are wide open
or are sticking out a low attack.
Damage: Block:
<<DOWN ATTACK>>
Close Range: Low knife drive. A bit slow on startup, but range is OK. Use once foe hits the
ground.
Damage: Block:
Far Range: Butt splash. While damage is decent, Ellis' is a wide target due to her recovery time.
To avoid being reversed, use once foe hits ground.
Damage: Block:
<<<FATAL TECHNIQUES>>>
LOLLYPOP
MOTION: D,DB,B + W or H Slash
NOTES: Range is little, but protects all around. Doesn't cancel attacks as it used to anymore,
so don't rely on it as a safety move.
Damage: Block:
SORE WIND
MOTION: F,D,DF + W or H Slash
NOTES: Energy on blade can cancel some projectiles, but timing is very tricky. H will go under
some projectiles, so use it against fireball freaks. All in all, a very good ender in combos.
Damage: Block:
ARC SLASH
MOTION: D,DB,B + W or H Slash in the air
NOTES: Targets onto foe, but doesn't home. A very fast attack that has alot of good hit-&-run
potentials. Very fast, so can catch reckless fighters off guard. Makes as a good jump in.
Damage: Block:
SICKLE DANCING
MOTION: D,DB,B + W or H Kick in the air
NOTES: Some projectiles can be cancelled, while its flight can be controlled. Hard to time as a
jump in, so use after a Homing Swallow to utilize its fullest potential.
Damage: Block:
HOMING SWALLOW
MOTION: D,DB,B + W or H Kick
NOTES: Homes in onto opponent's and flys around in a circular path. Can confuse a person with its
movements, while Ellis can drop out with an attack or land in a different spot for safety. Speed,
height, and hangtime can be controlled. Can start other air attacks.
Damage: Block:
=Ultimate Sacred Attack=
(When Overdrive Gauge is filled)
KISS KISS KISS
MOTION: WS+WK+HS+HK simultaneously
NOTES: Almost the fastest move in the game. Will reverse & counter almost any attack, whether
physical, energy-based, or even air attacks. Distance isn't a problem, so use as a defensive
tool or in combos
Damage: Block:
=SECRET FATAL TECHNIQUE=
(When Health Gauge is low and flashing)
FRENCH KISS
MOTION: F,B,F,B + HS
NOTES: Unlike the Homing Swallow, this cannot be controlled. A two-part move, 1st part (Homing
Swallow) does no damage. 2nd part starts on two conditions: 1) Final slice during Homing Swallow
must connect. 2) Even if final slice connects, Ellis must be within proprer range. No longer a
super-damaging attack, use in conbos or as a counter.
Damage: Block:
=Toshin Final Technique=
STARDUST NIGHT
MOTION: DF,D,DB,D,DF,B,F + HS
NOTES: Multi-combination attack that homes in slightly with each consecutive hit. Sickle Dancing
and sparkle spray cancels some projectiles.
Damage: Block:
=UNIQUE ABILITIES=
POLITE STAB
MOTION: Press Select
NOTES: Weak, and very risky. Use as a final blow or against airborne foes.
Damage: Block:
SWALLOW BLADES
MOTION: F,D,DF + W or H Slash during Homing Swallow
NOTES: Basically her Air Slash attacks. Will travel horizontally, making it a very useful jump
in. Height, speed, and hangtime can be controlled.
Damage: Block:
SWALLOW KICK
MOTION: 1) Doing an early Swallow Blades, press W or H Kick
2) Press WS, HS, WK, and HK simultaneously while OD's flashing during Homing Swallow
NOTES: Basically her Air Kick attacks. Will travel horizontally. the first method should be
used at a distance to set it up. The second method involves only the HK.
Damage: Block:
========================================
========================================
========================================
<<<Combo Pattern>>>
=Chain System=
Close Far
----- ---
STAND CROUCH STAND CROUCH
WS=HS WS=HS WS=HS WS=HS
WS=HK WS=HK WS=HK WS=HK
WK=HS WK=HS WK=HS WK=HK
WK=HK WK=HK
=Extra Chain Pattern=
Close HS into: Far HS into:
-------------- ------------
=Close (Low) HS =Close (Low) HK
=Far (Low) HS =Far HK
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**GAIA**
"He Took Off His Armor So He Could
Concentrate on Training his Physical Body"
Stats
------
Height: 214cm
Weight: 91kg
Blood Type: O
Age: 40
Nationality: Japan
Occp: Master Monk
Weapon: Bad End (Zanbatou)
Health Gauge: 601
STAGE: Sea of Japan
RIVAL: Ellis
===============================================================================================
STORY
As the Himitsu Kessha found out the truth behind the last Battle Arena Toshinden, Gaia
was branded as a traitor and was marked for death. During his flee, he received an invitation.
The sender was Uransu, his former colleague and long time enemy. "No matter where I hide, he
knows where I am,"* he thought. Gaia took off his heavy armor as he headed towards the battle.
===============================================================================================
*The confusion this remark makes in the American manual of TSD 2 is understood. In the Japanese
manual, it is not said whether Gaia's referring to a girl or guy, but the words he uses refer to
someone of a high, respectable status. Thus, he is possibly referring to Master.
<<<Chatter of a Fighting God>>>
DURING SELECTION SCREEN:
-Kudaki! Shini!
Trans: I will crush you to death!
DURING BATSU AND IGARASHI:
-Batsu!
Trans: Punishment! / Suffer!
=Victory Quotes=
FANTASTIC:
-Omae no you na yatsu no kuru tokoro de wa nai.
Trans: You do not belong here. (Lit. It seems that you are not one of those that come (belong)
here.)
SKILLED:
-Ki ni suru na. (Laughter) Omae ga yowai no dewa nai.
Trans: Don't worry. (Laughter) You are not a weak person. (But you are not strong either.)
ROUGH:
-Atowa washi ni makaseru.
Trans: Leave the rest for me to handle.
RING OUT:
-Oroka na.
Trans: Foolish one.
========================================
========================================
========================================
<<<MOVES AND TECHNIQUES>>>
THROW: IKARI (Anger). Grabbing & hoisting his opponent up by the neck, he blows them away as
his hand explodes with energy. Having insane reach and priority, Gaia can abuse his throw to
the fullest. With his strong defensive play, anyone that comes into reach can be sent back
where they came from.
Damage: 96 Range: Far
=BASIC ATTACKS=
WS
--
STAND
--Close: Fan smack. Comes out quick, but some hesitation during recovery time, so be sure to
chain/2-in-1 into another attack. Not too great as a combo starter, but it will get the job
done.
Damage: 24 Block: B 2-in-1: Yes
--Far: Straight stab. Pretty quick and has long range, especially since Gaia steps forward a
bit. A bit of lag on the recovery, so be sure to tag something after it immediately. Also hits
a bit high, so be careful around low crouching/small foes. Good as a combo starter, reversal,
poking, and counter attack.
Damage: 24 Block: B 2-in-1: Yes
CROUCH
--Close: Inward cut. Fairly quick, but don't use alone. Also, range isn't very long, so be sure
that you're upclose to the opposition. Best used defensively in starting combos after blocking
an attack.
Damage: 24 Block: B 2-in-1: Yes
--Far: Low stab. Has long reach and high priority over many attacks. Use from afar, and Gaia
is almost untouchable. Best in combos, poking, and countering.
Damage: 24 Block: B 2-in-1: Yes
AIR
--Jump & Flying: Flying cut. Fairly quick in execution and lasts for a good while. Angled
downwards, so it will stop many attacks under him. Good as a jump in.
Damage: 37 Block: U
HS
--
STAND
--Close: Downward cleave. Strong attack that can hit a person if their slightly unaligned to
Gaia's left side. This is especially handy on all characters, since ducking under it won't help.
Works great in combos upclose.
Damage: 49 Block: B 2-in-1: Yes
--Far: Outward wide-cross slash. Has major priority in range and can tag a person even if they're
unaligned with him. Aims a bit too high, and may miss at times. It's not Gaia's fastest attack,
so don't use it all the time. Best to use this in combos, and as a reversal from out of your
foe's attack range.
Damage: 49 Block: B (A) 2-in-1: Yes
CROUCH
--Close: Upward-angled cross slash. Useful upclose, but reach isn't as good. Slight delay in
recovery time, so cancelling into a FT if blocked is a must. Use in close combos.
Damage: 49 Block: B 2-in-1: Yes
--Far: Low downward cleave. Best substitue when Stand HS isn't working. Very strong, and reach
is very good due to the small step-forward motion. Will stop alot of air assaults if timed
carefully. Shoudn't be used on its own, for if blocked, foe can reverse your attempt. Use in
combos.
Damage: 49 Block: B 2-in-1: Yes
AIR
--Jump & Flying: Falling downward cleave: Gaia's best air attack, for its strenght is unbeatable.
Reach is good, while will beat almost any attack. Use & abuse.
Damage: 74 Block: U
WK
--
STAND
--Close: Twisting back thrust kick. A useful attack that should be used at any chance. Best
paired with Far HK. Use in combos.
Damage: 24 Block: B (A) 2-in-1: Yes
--Far: Shin kick. Not too useful because it doesn't chain. Slow recovery and timing leaves Gaia
a target to agressive fighters. Use from afar for poking and countering.
Damage: 24 Block: B 2-in-1: No
CROUCH
--Close: Low ground kick. A very universal attack, this will start alot of combos. Can be linked
more than once, while pushing out foes with this is essential. has high priority as a counter
against low attacks. Use in all types of combo's, especially long conbos.
Damage: 24 Block: D 2-in-1: Yes
--Far: Low toe stab. Similar to its closer version, has longer reach & will extend combos
started by Close Low WK. Poking is a must, so don't be afraid to stick this out. Just remember
that it doesn't chain into HK.
Damage: 24 Block: D 2-in-1: Yes
AIR
--Jump & Flying: Flying knee butt. A bit slow in execution, a good attack for untimed jump ins.
Can cross over if used with Oboro.
Damage: 37 Block: U
HK
--
STAND
--Close: High axe kick. A double-hit attack that should be used upclose. If the 1st hit doesn't
strike, move becomes a 1-hit, slow attack that is easy to block. Can be used as a counter
against airborne foes upclose. Use in very short combos.
Damage: 49+49 Block: B 2-in-1: Yes
--Far: Thrusting spin kick. While startup is slow, attack has incredible long reach. From afar,
will counter almost any attack. In far combos, attack works like an essential ender. Use from
a distance for best results.
Damage: 49 Block: B 2-in-1: No
CROUCH
--Close: Crouching leg kick. Very quick in execution. Once blocked, can be opened for attacks.
Cancel into a FT to escape/continue assault if blocked. (i.e. Oboro or Tsubame) Use in quick
1-2 combos.
Damage: 49 Block: D 2-in-1: Yes
--Far: Reverse sweep. Has long reach & can beat many attacks. Once blocked, Gaia will be left
open for attack. Use in quick combos, a counter, or a reversal.
Damage: 49 Block: D 2-in-1: No
AIR
--Jump & Flying: Flying side kick. Strong, lasts for a long time. A very essential jump in.
Damage: 74 Block: U
=BACK ATTACKS=
High S: Retreating slash. While its reach & connection leaves alot to be desired, move will keep
Gaia out of harm's way. Has a wide arc, so will provide good protection. Use if opponent's
charging in.
Damage: 62 Block: B
High K: Turn snap kick. A very strong hit, but aims abit high. If it connects, can try to follow
up with a fast attack. Stick this out against careless fighters.
Damage: 56 Block: B (A)
Low S: Turn low thrust. Reach is decent, useful, and safe. Can followup with another attack
once it connects. Use if you want to start a combo.
Damage: 37 Block: D
Low K: Ground sweeper. Fancy looking, but works well against back attackers. Recovery time is
slow, so make sure that it connects.
Damage: 74 Block: D
=DASH ATTACKS=
WS: Drill thrust. A multi-hitting attack that isn't an instant winner. Gaia will not stop in his
rush, meaning if done too close, foe can reverse the attack. Best at a distance.
Damage: 12x3 Block: B
HS: Wide arc cutter. A fan/sword combo, this triple-hitting move is best close. From far move is
still good. Has sidestep potential. Back may be turned to foe when done close, so be wary. Won't
hit low blocks that well, so also be careful.
Damage: 37+37 Block: B (A)
WK: Diving heel drop. A double-hitter that works like an overhead. A good combo starter, can
follow with a combo once move connects. Once blocked, however, Gaia's an open target.
Damage: 31+31 Block: U
HK: Mid Drop Thrust. Although strong, recovery time is very slow. Even if this connects, foe can
reverse almost any attack of choice. Works as an overhead. Use as a final blow on a weaken
opponent, or if you're willing to take punishment.
Damage: 49 Block: U
=DOWN ATTACKS=
Close Range: Elbow drop. A bit slow, while its forward moment may make him miss. use from
mid-far range.
Damage: 24 Block: B
Far Range: Ground crusher. slow in execution, so use immediately once foe drops to the ground.
Strong, but be wary of retorts if done too slow.
Damage: Block: B
<<<FATAL TECHNIQUES>>>
BOTAN (Plant Peony)
MOTION: B,DB,D,DF,F + W or H Slash
NOTES: W goes upwards, best used against airborne opponents. H goes down across the ground,
which'll stop almost any attack and projectiles. H should be relied on most, for it's very
strong & does good damage whether blocked or hit.
Damage: W=49x2(air only); H=49x5 Block: B
OUGI (Fan)
MOTION: D,DB,B + W or H Slash
NOTES: W is a quick cross slash, while H is a stab/ wide cross slash combo. Only the fire on the
tip of the sword will cancel some projectiles. Will miss most characters that crouch, especially
small characters.
Damage: W=56x2 {59x2}; H=62x3 {65x3} Block: B
TSUBAME (Swallow)
MOTION: F,D,DF + W or H Slash
NOTES: A sidestep/dashing sword thrust attack. W makes Gaia jump to the right, while H makes him
jump to the left. May miss crouching foes, while, if it does hit a crouching foe, Gaia will keep
running by.
Damage: 31x4 {32x4) Block: B
TSUKI NO WA (Moon Crescent)
MOTION: B, F + H Slash
NOTES: Overhead chop that'll stop most air attacks. Has long reach, so use in combos, mainly
after a HS
Damage: 62 {65} Block: B
OBORO (Hazy)
MOTION: D,DB,B + W or H Kick
NOTES: Homes in on opponents. May fly around opponents in a circle if up close. Speed, height,
and hang time can be controlled a bit. Air attack during this move is possible.
Damage: 0 (Varies with air attack done) Block: N
=Ultimate Sacred Attack=
(When Overdrive Gauge is filled)
BATSU (Punishment)
MOTION: WS+WK+HS+HK simultaneously
NOTES: Far leaping overhead drill. Best as a counter against projectiles.
Damage: 3+(6x7)+37 Block: U
=SECRET FATAL TECHNIQUES=
(When Health Gauge is low and flashing)
GOUKA NO KURENAI (Crimson Hellfire)
MOTION: F,DF,D,DB,B,DB,D,DF,F + H Slash
NOTES: Forward-sliding attack that targets in, but doesn't home. This has to be used in combos,
or it will not hit to its fullest. Does good block damage, but leaves him a target afterwards.
Will stop most projectiles, so blaze through 'em close to snag foe.
Damage: 10x25 Block: B
=Toshin Final Technique=
IGARASHI (Surname, translated "50 Storms")
MOTION: U,UB,B,DB,D,DF,F + H Kick
NOTES: Short leaping overhead stomp. Best upclose and as a counter against projectiles. Flaming
descent may cancel some projectiles.
Damage: (3x18)+39 Block: U
MARYUUJIN (Devil Dragon Blade)
MOTION: U,UB,B,DB,D,DF,F + H Slash
NOTES: Fan, sword, and fire combination attack. Targets in, and homes just slightly. Various
hit connections and hit endings. Fire on sword will stop some projectiles.
Block: B
Maryuujin Hit Variation Chart**
1) 3+3+74+3+74+3+74+3+3+74 (Perfect;Complete;Near-impossible to get)
2) 3+(74x3)+3+74 (Normal)
3) 3+(74x3)+(3x6) (Fire Stream Ender)
4) 3+(74+3)+74 (No fire)
5) 3+(3x3)+3+(3x5) (No sword)
6) (74x3)+3+(74 or [3x5]) (No fan)
7) 74+74+74+74 (No fan or fire)
8) 3+74+74+3 (Unusual)
**Hits go as followed: Fan=3;Sword=74;Fire=3. First 2 hits are done by the fan. Afterwards, only
sword & fire.
========================================
========================================
========================================
<<<Combo Pattern>>>
=Chain System=
Close Far
----- ---
STAND CROUCH STAND CROUCH
WS=HS WS=HS WS=HS WS=HS
WS=HK WS=HK WS=HK WS=HK
WK=HS WK=HS WK=HK
WK=HK WK=HK WK=HK
=Extra Link=
D,F,DF + WK(Stand WK) D,DB,B + HK(Stand HK)
--------------------- ---------------------
=Hits: 1 =Hits: 1
=2-in-1: =2-in-1: No
=Chain: No =Chain: No
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**TRACY**
"With Tonfa in Hand and a Grave Expression
on her Face, this Female Cop Shouted, 'Freeze!'"
Stats
------
Height: 164cm
Weight: 48kg
Blood Type: B
Age: 21
Nationality: USA
Occp: Police Woman
Weapon: Tonfa (Stungun equipped)
Health Gauge: 540
Rival: Sofia
STAGE: Docks
RIVAL: Sofia
===============================================================================================
STORY
She was a righteous female cop who always let her opponent strike the first blow so that
she could use self-defense as an excuse to exert maximum lethal force. She received an invitation
to the Battle Arena Toshinden and thought, "I'm glad it wasn't a request for a written apology."
Relieved, she picked up her Tonfas with a new gleam in her eyes.
===============================================================================================
<<<Chatter of a Fighting God>>>
DURING SELECTION SCREEN:
Yaaaaaaaaaaah!!
DURING TAUNT:
Keiko ni naranai yo!
-Trans: Yo, I'm going all out here! (Lit. Hey, this won't be practice!)
DURING BULLDOG CHEEK:
Bulldog Cheek!!
=Victory Quotes=
FANTASTIC:
Yaru ki, ano ka na.
-Trans: Is that all ya got or what? / I wonder, is that your best?
SKILLED:
Yowai yo mou.
-Trans: Man, you're pathetic.
ROUGH:
Naka-naka yaru ja nai ka?
-Trans: You still wanna rumble?
RING OUT:
Ochiru na! Kuso!
-Trans: Don't bail out! S--t!
========================================
========================================
========================================
<<<MOVES AND TECHNIQUES>>>
THROW: SKY PILEDRIVER. Decently strong, unexpected, and easy to use. If you can keep your
opponent on the defensive, getting in close and grabbing them is a cinch. On turtlers who plan
to reverse whatever you throw at them, just fake an attack, rush up and throw them. This'll
also reverse the tables on anyone who's able to keep Tracy on bay, for her throw will put her
in mid range, essential for agressive pressuring. While you can ring a person out with this if
close enough to the edge, it's best not to use this when your back's to the edge. Tracy'll
literally bounce out, causing you to be the loser.
Damage: 105 Range: Normal
<<<BASIC ATTACKS>>>
WS
--
STAND
--Close: Straight tonfa jab. Fast, good power, and an essential combo starter, for it's easy to
chain with. Recovery time is a bit slow, so be sure to cancel into something immediately. Use
in combos.
Damage: 31 Block: B 2-in-1: Yes
--Far: Tonfa flick whip. Pretty fast, a 2-hitter, and has good range. Safe to stick out if it
connects, but cancel into another attack, for its recovery time is a bit slow. Good in combos,
poking, and in pressuring.
Damage: 24+24 Block: B 2-in-1: Yes
CROUCH
--Close & Far: Low tonfa flick. Pretty fast, a 2-hitter, and is safe to use. Good in combos,
poking, and in pressuring.
Damage: 31+31 Block: B 2-in-1: Yes
AIR
--Jump & Flying: Double tonfa beat. A double attack that doesn't connect well. Attack point is
very short, only hitting a bit after you hear her swing each tonfa. Unless used with her King
Slave, it's best not to use this.
Damage: 37+37 Block: U
HS
--
STAND
--Close: Straight tonfa punch. Strong attack that will beat many attacks upclose. Stun is long,
making an essential setup for Crazy Planet. Use in combos, mainly quick 2-in-1's.
Damage: 49 Block: B 2-in-1: Yes
--Far: Downward paired tonfa thrust. A far-reaching attack that hits low. Safe for poking so
long as it connects. Can go under high attacks if timed correctly. Use as a combo ender.
Damage: 43 Block: D 2-in-1: No
CROUCH
--Close: Upward tonfa whip. A strong hit that's great in combos due to its speed. Recovery time
is a bit slow, so be sure to cancel into another attack once it hits. Can beat airborne foes if
timed correctly. Use mainly in combos.
Damage: 49 Block: B 2-in-1: Yes
--Far: Low tonfa backhand spin. A pretty fast attack that has long reach. Good as a low counter.
Use in combos, especially in long combos.
Damage: 43 Block: B 2-in-1: Yes
AIR
--Jump & Flying: Paired tonfa beat. A strong attack that is fast and will beat many attacks.
Great as a jump-in and as an anti-air attack.
Damage: 56 Block: B
WK
--
STAND
--Close: Front toe stab. Speed of both startup and recovery is a bit slow, making it blockable
at times. Range is good, as well as its power. Use after a jump in.
Damage: 31 Block: B 2-in-1: Yes
--Far: Low spin kick. An insanely fast attack that has alot of range due to her boot knife.
Don't abuse its reach, however, for when you miss, it gives the opposition time to attack. Use
in combos of all types, countering, poking, and pressuring.
Damage: 24 Block: B 2-in-1: Yes
CROUCH
--Close: Heel lift/drop combination. An insanely fast hit that works wonders upclose.
Cancelable after 1st or 2nd kick. Use in all types of combos, especially long combos.
Damage: 31+31 Block: D 2-in-1: Yes
--Far: Low toe stab. A fast attack with a bit lag time after its execution. Can be used in
combos due to its long reach, but better at poking, applying pressure, and as a low counter.
Damage: 24 Block: D 2-in-1:
AIR
--Jump & Flying: Flying toe kick. Quick, reliable, and will beat almost any attack due to its
long attack point. Will pretty much last throughout her jump. Use as a jump in or to beat
airborne foes.
Damage: 37 Block: U
HK
--
STAND
--Close: High snap kick. Strong attack, but has some lag time in its recovery time. Will stop
airborne foes if timed correctly. Stun is long, making it an essential setup for Crazy Planet.
Use in fast, 2-in-1 type of combos.
Damage: 49 Block: B 2-in-1: Yes
--Far: High spin kick. Fast, high attack that has good reach, but will miss often if used in
long combos, especially if chained after a WK. If it misses, opponents will have time to
reverse her. Can stop airborne foes if timed correctely. Use in close, short combos.
Damage: 43 Block: B 2-in-1: Yes
CROUCH
--Close: Low spinning hook kick. A fast attack that hits hard. Won't knock a foe down. Range is
short, so its best to use in quick, 2-in-1 combos.
Damage: 49 Block: D 2-in-1: Yes
--Far: Low ground thrust kick. Speed is decent, while its reach is very long. Cancel into
another attack, for it won't stop even on contact. Works well with IMC. Use in long combos,
pressuring, and as a low counter.
Damage: 43 Block: D 2-in-1: Yes
AIR
--Jump & Flying: Somersault heel drop. Fast attack that can be done continuously, chaining into
itself again. Good as a jump in, better against airborne foes.
Damage: 56 Block: U
</pre><pre id="faqspan-5">
=BACK ATTACKS=
High S: Turn tonfa punch. Slow attack, but insanely strong. Stick this attack out, for the
damage is worth the risk. Use when the opposition is running up on you.
Damage: 74 Block: B
High K: Turn snap kick. Slow attack, but insanely strong. Will hit both high & mid level,
making it good for hitting even the shortest of opponents. Use when the opposition is running
up on you.
Damage: 74 Block: B
Low S: Low turn tonfa whip. A bit slow, but insanely strong. Possible to link in another attack
if fast enough. Use as a low counter close, especially when you want to regain the offensive.
Damage: 74 Block: B
Low K: Low turn stomp kick. A low attack that hits mid level. Very strong attack that can be
followed with another hit if fast enough. Use as a low counter.
Damage: 74 Block: B
=DASH ATTACKS=
WS: Paired tonfa tackle. A fast hitting attack that has good reach, and seems to stop any
attack that an opponent may try to do. Even if the opposition sticks out a move first, Tracy's
attack seems to still beat it, rarely trading hits. Recovery time is very slow, leaving her
open for punishment even if it does connect. Will usually cross by a foe close, giving her a
chance to escape. Although risky, use if you don't mind taking a blow.
Damage: 24 Block: B
HS: Paired tonfa drop. A far reaching attack that hits overhead, as well as beating low attacks.
Can also follow up with another attack if fast enough. Use as a follow up after an attack or
combo.
Damage: 49 Block: U
WK: Knee slide. A decently fast attack that hits 3 times. Applies good pressure, but its
recovery time is slow, making it easy for an opponent to reverse her. Also possible to follow
up with an attack if attack if done at its maximum range. Use as a follow up after an attack or
combo, or to apply pressure.
Damage: 9x3 Block: B
HK: Somersault heel split kick. Fast attack that works great close. Strong, will go over low
attacks, and works as an overhead. Use as a combo ender or as a high counter.
Damage: 49 Block: U
=DOWN ATTACKS=
Close Range: Grounded heel drop. Slow, and is short ranged. Usually has to be done fast as soon
as you knock down your opponent.
Damage: 24 Block: B
Far Range: Full body stomp attack. Decently fast attack that will usually target a fallen foe's
location without failure. Has a bit of a hangtime, giving an opponent the chance to get up in
tiime. Use as soon as you knock down your opponent.
Damage: 31 Block: B
<<<FATAL TECHNIQUES>>>
ELECTRO SPARTAN
MOTION: F, D, DF + W or H Slash
NOTES: A tonfa punch-elbow-underhand tonfa swing combination. W is a one-hit-knockdown move,
while H is a 3-hit move that involves all strikes. H will miss on the last strike if foe is
ducking, so be careful. W is best in all situations and combos, while H works best as a
sidestepper or in close combos.
Damage: W=62(65); H=12+12+49 (12+12+52) Block: B
HONEY MOON
MOTION: F, D, DF + W or H Kick
NOTES: W is a fast hit that doesn't knock down. H has a wider arc & is a bit slower, but will
knock down foe. Can stop some projectile if her feet passes before it.
Damage: W=56{59}; H=62{65) Block: B
ELECTRO SHADOW
MOTION: B,DB,D,DF,F + W or H Slash
NOTES: W is a single blow, while H is an electrifying shot. H can stop some projectiles once
electricity spark flashes out. W can be followed by another attack if fast enough.
Damage: W=62{65}; H=31+65+31{32+65+32} Block: B
JACKPOT (Ground)
MOTION: D,DB,B + W or H Kick
NOTES: W goes forward. H goes upward. Can go under some projectiles just as she curls up to
spring forward.
Damage: W=37{39}; H=74{78} Block: B
JACKPOT (Air)
MOTION: D,DB,B + W or H Kick
NOTES: W is a simple jump kick, while H is a multi-hitting jump kick + ground Jackpot. Ground
Jackpot will align with foes abit. Vaious hit combinations & enders:
Height
------
Ascending Peak Descending Head Level
Weak 12(KO) 12+12 12 0
Hard 24(KO) 24+24+37{25+25+39} 24+37{25+39} 0+37{0+39}
Block: U
KING SLAVE
MOTION: B,D,DB + W or H Slash
NOTES: Targets opponent's location. Can follow with any air attack
Damage: None Block: None
ELECTRO DYNAMITE
MOTION: D,F,DF + W or H Slash
NOTES: Ground combustion that hits from underneath. Acts like a time trigger: energy surge
travels across the ground before exploding. Surge will stop once Tracy's hit.
Damage: W=74; H=87 Block: L
=Ultimate Sacred Attack=
(When Overdrive Gauge is filled)
PALE SLIDER
MOTION: WS+WK+HS+HK simultaneously
NOTES: Basically a double H Honey Moon attack. Ultra fast & travels forward. Great in combos
and against low blockers.
Damage: 37+87 Block: U
=SECRET FATAL TECHNIQUE=
(When Health Gauge is low and flashing)
CRAZY PLANET
MOTION: F,B,F,B + HS
NOTES: Now a fast, forward-charging assault. Has to 1)connect properly, 2)opponent mustn't fall
out of range. Attack will stop if both conditions aren't met. (Which is 1-out-of-100 chances)
Damage: (1x5)+99 {[1+5]+105} Block: B
=Toshin Final Technique=
BLOOD CHEEK
MOTION: F,DF,D,B,DB,B,F,B + HK
NOTES: 5-hit combo. Slow start before advancing forward. First 3 hits does block damage. Won't
work in combos, so don't even attempt. Good as an opponent's getting up.
Damage: 24x5{25x5} Block: B
IMC (Iron Mount Close)
MOTION: B,F + WS & WK
NOTES: Back smash that's incredibly strong. Sidesteps just slightly. Best paired with Low HK.
Works upclose, so use in quick 1-2 combos.
Damage: 81{86} Block: B
========================================
========================================
========================================
<<<Combo Pattern>>>
=Chain System=
Close Far
----- ---
STAND CROUCH STAND CROUCH
WS=HS WS=HS WS=HS WS=HS
WS=HK WS=HK WS=HK WS=HK
WK=HS WK=HS WK=HS WK=HK
WK=HK WK=HK WK=HK WK=HK
Air Chain
---------
WS=WS HK=WS
WS=WK HK=WK
WS=HS HK=HS
WS=HK HK=HK
WS=Jackpot HK=Jackpot
--------------------------------------
--------------------------------------
--------------------------------------
**CHAOS**
"He is a Man who Can Be Expressed in
One Word; Sinister"
Stats
------
Height: 235cm
Weight: 70kg
Blood Type: B
Age: 35
Nationality: Sri Lanka
Occp: Executive
Weapon: Genbu no Tate (Shield of the Black Military)
Health Gauge: 583
STAGE: Ruins
RIVAL: Sofia
==============================================================================================
STORY
He is one of the top executives of the Himitsu Kessha. People feared that there was no
one who could equal his prominent combat skills of his vengeance. But then a change took place
in him. He stopped talking despite having been a man of many words. Rumors spread that "perhaps
he had lost his memory." That is when his entry in the Battle Arena Toshinden was decided. What
was the promoter's real intention? Chaos did not say a word.
==============================================================================================
<<<Chatter of a Fighting God>>>
DURING SELECTION SCREEN:
-(Insane chuckle)
DURING TOSHIN FINAL TECHNIQUES:
-Kurae!
Trans: Eat this!
=Victory Quotes=
FANTASTIC:
-(Psychotic laughter) A-ahem. Tanga karan da.
Trans: (Psychotic laughter) A-ahem. It's from appeal.
(Note: Basically, he's happy from his victory.)
SKILLED:
-Zezezezezekkou chou!
Trans: P-p-p-p-pure bliss!
ROUGH:
-Touzen no kekka da hyahahahahahah!
Trans: The results came out in my favor hyahahahahahah!
RING OUT:
-Aa! Ore wa dou naru no ka na?
Trans: Aa! I wonder what's to become of me?
========================================
========================================
========================================
<<<BASIC ATTACKS>>>
WS
--
STAND
--Close: Scythe handle thrust. A quick, good hit. Followups afterwards are no good, though.
(See HS & HK below) Use to start close combos, mainly ending with a (good) FT.
Damage: 24 Block: D 2-in-1: Yes
--Far: Straight spear. A long reaching attack that strikes good. Attack point is from the blade
part of the scythe only, so do far. Slow in recovery, so follow up with another attack. Use as
a counter/reversal, for poking, and for far combos.
Damage: 24 Block: D 2-in-1: Yes
CROUCH
--Close: Skyward swipe. An arcing attack that has short range. Quick strike that's best upclose
for starting combos only.
Damage: 24 Block: D 2-in-1: Yes
--Far: Side hook. Long reaching attack that strikes well. Attack point is from the blade part of
the scythe only, so do far. No real good followups (See HS & HK) so comboing is a bit difficult.
Use as a counter/reversal, as well as starting some (fast) combos.
Damage: 24 Block: D 2-in-1: Yes
AIR
--Jump & Flying: Flying thrust. A long reaching attack that strikes diagonally. Possibly Chaos'
best jump in with good strength, so use mainly as a jump in.
Damage: Block:
HS
--
STAND
--Close: Skyward reap. Long-ranged attack that will hit many airborne fighters above him. For
ground foes, range is decent, but misleading. Will miss often if range is mid, or if foe is
unaligned. May miss crouching foes, especially small opponents. If it hits, use a (fast) FT
as a followup. Use in very close-ranged combos, but beware the outcome.
Damage: Block: 2-in-1:
--Far: Wide hook. Has incredible long reach & power, but attack point is from the blade. Anyone
inside the strike point may not get hit. (in most cases). Sidesteppers that move to his right
will most likely get hit. Slow in both startup & recovery, use in far combos VERY fast.
Damage: Block: 2-in-1:
CROUCH
--Close: Downward reap. Close-ranged attack that does good damage & strikes well (often)
upclose. Use in close combos.
Damage: Block: 2-in-1:
--Far: Long scythe ram. Very long-ranged attack that is strong. Slow at startup & recovery,
and moves him abit forward. (As with most of his attacks) Combo-wise, it will strke if done
quickly, but it's other only good use is reversing attacks if well timed.
Damage: Block: 2-in-1:
AIR
--Jump & Flying: Round reap. Range is a bit short, but anyone within range will be hit. Will
beat many attacks if timed carefully. A good jump in that is strong, so use this as much as
you can.
Damage: Block:
WK
--
STAND
--Close: Side snap kick. Slow attack that isn't much helpful. Weak, slow recovery, and nothing
good can really followup afterwards to make it effective. Try to avoid this. If not, then use
Crouch HK as a followup.
Damage: Block: 2-in-1:
--Far: Side thrust kick. A bit slow & moves him to the side a bit, a long-ranged (but weak)
attack that has little usages. As a counter/reversal, it is okay, but not too good in combos.
Again, Crouch HK if done in a combo manner.
Damage: Block: 2-in-1:
CROUCH
--Close: Double step kicks. Slow, but comes in handy for driving out aggressive opponents out
of your zone. Use in the heat of a battle for that purpose, as well as countering low attacks.
Damage: Block: 2-in-1:
--Far: Reverse foot sweep. Very weak, but has good range. Nothing good can really follow up,
but if you must, usse to start combos.
Damage: Block: 2-in-1:
AIR
--Jump: Midair whip kick. Useless. Do not use this.
Damage: Block:
--Flying: Zoom kick. Although weak, makes as a sudden jump in attack. (has potential for high-
low games) Recovery's a bit slow, so be careful.
Damage: Block:
HK
--
STAND
--Close: Flop down. A very chaotic move that may come out when you least expect it due to its
strange range. Good because it will knock down an opponent, plus can be 2-in-1 into an FT. Use
in combos.
Damage: Block: 2-in-1:
--Far: Somer-flip kick. Although will go over low attacks and counter air attacks, usage is
none. With slow recovery time and OK strength, you'll be asking for trouble more if this comes
out.
Damage: Block: 2-in-1:
CROUCH
--Close: Gut headbutt. Abit slow on startup, but is a very good attack. (if it can be setup
right) Use in close, quick combos.
Damage: Block: 2-in-1:
--Far: Flop down. A better version because it can be timed when to use and when not to. Will
catch low blocks, and may stop air attackers. Long range, so makes a nice counter/reversal,
as well as a weapon in his high-low games. OK in combos, but a good tool in the long run.
Damage: Block: 2-in-1:
AIR
--Jump & Flying: Float. Makes Chaos to glide forward abit automatically. Can be controlled.
Although will strike an opponent in his path, best as an escape maneuver.
Damage: Block:
<<<BACK ATTACKS>>>
High S: Backbend stab. A quick attack that has good reach and may look deceiving. Use whenever
opponent's close.
Damage: Block:
High K: Back kick. Decently fast with OK range. Use whenever opponent's close.
Damage: Block:
Low S: Turn reap. A decent ranged attack that moves Chaos back abit. Sweeps in a wide arc, so
may catch foes that are unaligned. A nice low counter move, use when foe's closing in.
Damage: Block:
Low K: Low drop kick. Has decent range & comes out pretty quick. A good low counterblow, use
whenever opponent's closing in.
Damage: Block:
<<<DASH ATTACKS>>>
WS: Propeller rush. Strong if all the hits get in, but dangerous if blocked. Slow recovery,
so it's easy to get reversed. Use if you're sure it will connect.
Damage: Block:
HS: Wide-reaching reap. While both startup and recovery are terribly slow, attack is very
strong. Sidesteps him abit to the side, but may often miss low blockers. Sidesteppers will be
caught. Best from a distance, especially if foe miscalculates his/her move.
Damage: Block:
WK: Barrel roll. A decently strong attack that strikes low. A good escape move, plus adds to
Chaos' high-low game. Use to help Chaos stay on the move, but beware if move is blocked....
Damage: Block:
HK: Missile head rush. An decent attack that will hit twice if it catches an airborne foe.
Has to be blocked high, so should be paired with Dash WK. Far-reaching attack, but recovery
time is dangerously slow if blocked. Use with caution.
Damage: Block:
<<<DOWN ATTACKS>>>
Close Range: Scythe bash. A good attack only if within mid range. Safest out of his two Down
Attacks, use this whenever
you can.
Damage: Block:
Far Range: Chaos from above. While strength is ok, if this misses as an opponent's rising,
you're toast! Use this as soon as the opposition hits the ground.
Damage: Block:
<<<FATAL TECHNIQUES>>>
GEDOU GAS (Heresy [Heretic] Gas)
MOTION: D,DF,F + W or H Slash
NOTES: Chaos' best & safest attack. An all-around move that can be used within combos,
countering, and within traps. Just remember that it aims high, so low attacks can go under.
Start many combos with this.
Damage: Block:
JADOU WAVE (Heresy [Evil path] Wave)
MOTION: D,DF,F + W or H Slash in the air
NOTES: Targets opponent, but doesn't home in. Best substitue for Gedou Gas, and good when
staying elusive.
Damage: Block:
ZANKOKU CUTTER (Heartless Cutter)
MOTION: F,DF,D,DB,B + W or H Slash
NOTES: W is a multi-hiting, horizontal-cutting attack that homes onto opponents in his path.
Great in combosand stopping airborne opponents. Will miss low crouching foes, though. H only
aligns with foe, but stops almost anything that comes within range. Attack will stop some
projectiles.
Damage: Block:
HIDOU DRILL (Cruel Drill)
MOTION: B,DB,D,DF,F + W or H Kick
NOTES: Its up-diagonal travelling motion is good for tricking opponents. Best as a counter
against projectiles, but be careful if its blocked.
Damage: Block:
MUDOU RUN (Thoughtless Run)
MOTION: F,D,DF + W or H Kick
NOTES: No longer hits, so its usage has diminished alot. Fast, zigzag movements will keep you low
under high attacks and projectiles & confuse foes, but be sure not to get confused yourself.
Followup with any attack of your choice.
Damage: Block:
=Ultimate Sacred Attack=
(When Overdrive Gauge is filled)
CHOU MUZAN SHIBARI (Tremendously-Compact Press)
MOTION: WS+WK+HS+HK simultaneously
NOTES: Slow startup, but strong damage. Chaos will target foes, even if they're constantly moving.
Damage: Block:
=SECRET FATAL TECHNIQUES=
(When Health Gauge is low and flashing)
KOPPA MIJIN (Smithereens)
MOTION: B,DB,D,DF,F,DF,D,DB,B + H Slash
NOTES: A quick sidestepping attack that is good as a counter/reversal as opponent is in the midst
of an attack. Targets as he takes off like a jet rocket, making the timing to dodge this tricky.
Recovery is hellishly slow if blocked, so use if you know when to do it. Use from mid-far range to
ensure a sure hit & a speedy recovery in case if it misses.
Damage: Block:
=Jigoku Final Technique=
JIGOKU BOU (Hell Anaconda)
MOTION: F,DF,D,DB,B,DB,D,DF + WS + HK
NOTES: Lowest, ground-travelling projectile. Goes under almost all attacks & projectiles. Must be
blocked low.
Damage: Block:
JIGOKU FUNSAI (Hell Pulverize)
MOTION: F,DF,D,DB,B,DB,B + WS + HK
NOTES: Slow startup, but strikes surely & does multiple block damage. Will stop some projectiles if
timed carefully. Best used in combos. (If your fingers are fast enough)
Damage: Block:
JIGOKU YAMAUBA (Hell Mountain Witch)
MOTION: F,DF,D,DB,B,F,D,DF + WS + HK
NOTES: Quick-rising attack that will stop most airborne opponents. Will cancel some projectiles if
timed carefully. OK in combos, (if you can get the motion out) but makes a great Retort.
Damage: Block:
JIGOKU BAKUHATSU (Hell Bomb)
MOTION: F,DF,D,DB,B,D,DF,F + WS + HK
NOTES: Ground combustion that cannot be extinguished by most attacks. Great protection from both
ground & air attacks. OK in combos, (if you can get the motion out) but best as a counter against
charging foes.
Damage: Block:
JIGOKU GOUKA (Hell Roaring Fire)
MOTION: F,DF,D,DB,B,F,B,F + WS + HK
NOTES: Damage may not prove it, but this is invincible & cannot be stopped by anything short of a
gunshot. Hits airborne foes twice. Not good in combos, so use from a distance against jumpers,
chargers, and fireball players.
Damage: Block:
========================================
========================================
========================================
<<<Combo Pattern>>>
=Chain System=
Close Far
----- ---
STAND CROUCH STAND CROUCH
WS=HS WS=HS WS=HS WS=HS
WK=HK WK=HK WK=HK
=Extra Chain Pattern=
Close Low HK into:
------------------
=(Close) HK
=(Close) Low HK
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**URANUS**
"A Thorn can be Found in Beautiful Wings"
Stats
------
Height: No Data
Weight: No Data
Blood Type: No Data
Age: No Data
Nationality: No Data
Occp: Executive
Weapon: Suzaku no Yumi** (Phoenix Bow)
Health Gauge: 614
(**Suzaku was an emperor that ruled from 930-946. A little more history to note, eh?)
STAGE: Church
RIVAL: Duke
==============================================================================================
STORY
It is said that Uranus aims to exterminate Master through the setup of the Battle Arena
Toshinden. From when did Uranus possess this ambition? What was it from her past that spurred
this desire? No one could understand what lies inside her heart.... Now, Uranus has begun to
set her new, twisted ambitions in motion.
==============================================================================================
<<<Chatter of a Fighting God>>>
DURING SELECTION SCREEN:
-Ikimasu yo!
Trans: Here I come!
DURING TAUNT:
-Moetsuki nasai.
Trans: Burn to a crisp.
=Victory Quotes=
FANTASTIC:
-Nemuri nasai. Watakushi no mune de.
Trans: I'll keep your memory alive forever. (Lit. Rest well, in my heart.)
SKILLED:
-Anato mo chigaimashita ka.
Trans: This wasn't meant to be. (Lit. You were the wrong one)
ROUGH:
-Ano kata ni wa tooku oyobimasen.
Trans: This inferiority is nothing before me. (Lit: That manner's way off to compare to my level)
RING OUT:
-Sayonara.
Trans: Goodbye.
========================================
========================================
========================================
<<<FATAL TECHNIQUES>>>
EAGLE RAGE (High level)
MOTION: D,DF,F + W or H Slash
NOTES: A single/double shot attack. Smaller characters and low attacks will go under.
Damage: Block:
EAGLE RAGE (Low level)
MOTION: D,DF,F + W or H Kick
NOTES: A single/double shot attack. High attacks will go over.
Damage: Block:
SWANNY SWAP
MOTION: F,D,DF + W or H Kick
NOTES: A rising vertical slash that will stop most air attacks. Not as strong as it used to be,
but still useful. W is best as an air counter, while H works wonders in combos.
Damage: Block:
FIRE HAWK
MOTION: F,B,F,B + W or H Slash
NOTES: A fairly low-level attack that will not stop projectiles. Has wide attack range, hitting
also at the sides. Can go under some projectiles, and start combos if done correctly. Best as a
retort and in combos.
Damage: Block:
=Ultimate Sacred Attack=
(When Overdrive Gauge is filled)
COCKATRICE
MOTION: WS+WK+HS+HK simultaneously
NOTES: Short-ranged, and slowness makes it hard to use in combos. 2nd strongest attack in the
game. Hits mid level, but leaves her open to high and low attacks.
Damage: Block:
=SECRET Fatal Technique=
(When Health Gauge is low and flashing)
PHOENIX
MOTION: D,DF,F,B,DB,D,DF,F + H Slash
NOTES: An energy spray with a long duration & reaches across any stage. Will stop most attacks
and projectiles. Cannot be jumped over regularly.
Damage: Block:
=Toshin Final Technique=
COCKATRICE
MOTION: D,DF,F,DF + H Kick
NOTES: Same as OD version.
Damage: Block:
=UNIQUE ABILITIES=
SIDE WINGER
MOTION: Sidestep that moves her to her left (right wing)
NOTES: It used to be both wings in TSD2, but this has been changed. Quick way to get a qucik hit
while avoiding harm. Must be done upclose.
Damage: 12 Block: A
NEST OF INFERNO
MOTION: Taunt
NOTES: Flames will not burn a soul, but will wipe out any air projectile once flames fully start
to rise. Can stop multiple projectiles, so use that knowledge wisely.
Damage: 0 Block: N
========================================
========================================
========================================
///Combo Pattern\\\
=Chain System=
Close Far
----- ---
STAND CROUCH STAND CROUCH
WS=HS WS=HS WS=HS WS=HS
WS=HK WS=HK WS=HK WS=HK
WK=HS WK=HS WK=HS WK=HK
WK=HK WK=HK WK=HK WK=HK
=============================================================================================== ========================================
ENDING
Uranus' reason for holding the tournament was to defeat the Master and bring the secret
organization under her own control. her plans fulfilled, the ruler of the underworld now steps
into the light of the everyday world. Will her ambition ever be quenched?
===============================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**MASTER**
"Within those Purple Eyes Dwells
Hope and Despair"
Stats
------
Height: 151cm
Weight: 39kg
Blood Type: No Data
Age: 16
Nationality: Belgie
Occp: The Master
Weapon: Touki Sword
Health Gauge: 614
STAGE: Another Dimension
RIVAL: Gaia
===============================================================================================
STORY
It is said that when the young boy's appearance grew in a desired manner by many, only
solitude was stored in his very core. That sadness brought upon the Gerard Foundation's reverse
side....
As this coldness turned him cold-hearted, he begins to also embrace an emotion to
murder people. Thus, the young boy is now turning to the Society's (Himitsu Kessha) unjust
ways. In addition to that, as far as it is said, Uranus' past records has yet to be discovered....
===============================================================================================
<<<Chatter of a Fighting God>>>
DURING SELECTION SCREEN:
-Ikite wa kaeshimasen yo.
Trans: You must die. (Lit. I will not return your life)
DURING TAUNT:
-Bachideau, anata.
Trans: You will face your fate by my hands.
DURING LAST JUDGE:
-Last Judge!
=Victory Quotes=
FANTASTIC:
-Jigen no chigai desu ne.
Trans: Yes, your affairs here are irrelevent.
SKILLED:
-Jikan no muda deshita ne?
Trans: This was a waste of time, wasn't it?
RING OUT:
-Jigen no chigai desu ne.
Trans: Yes, your affairs here are irrelevent.
ROUGH:
-Gomessuku o, oinorishimasu.
Trans: You're asking for a death wish. (Lit. Make [honorable] prayers, for Death)
========================================
========================================
========================================
<<<MOVES AND TECHNIQUES>>>
=BASIC ATTACKS=
WS
--
STAND
--Close & Far: Double hook. Double attack move that gets in close. Recovery time is long,
so chain or 2-in-1 immediately. Puffs of energy will cancel projectiles just as energy
emits from Master's hands. a good combo starter, as well as getting close to pressure.
Damage: 24+24 Block: B 2-in-1: Yes
CROUCH
--Close: Rising flame palms. A very useful close attack that can chain into its own self.
Very fast, but slight delay in recovery time, so chain or 2-in-1 afterwards. Good combo
starter and counter against air attacks.
Damage: 24 Block: B 2-in-1: Yes
--Far: Diving flame. Low-moving attack that has decent reach. Energy will stop most low
attacks & low projectiles. Feet may also connect once in awhile, especially against
airborne opponents. Use within far combos.
Damage: 24+24(+24) Block: B 2-in-1: No
AIR
--Jump & Flying: Falling flame. Doesn't last long but still is a good attack. Timing is
crucial; only the flames on his hands will hit. An okay jump in.
Damage: 24 Block: U
HS
--
STAND
--Close: Inferno thrust. A strong attack that will knock off health in combos. Slight
delay if blocked, so chain 2-in-1 afterwards. Use whenever you get a chance in combos.
Damage: 37+37 Block: B 2-in-1: Yes
--Far: Waving inferno. With new animation change, Master spins and does a chop. Will
nullify projectiles & strike opponent with its long reach, but can no longer be chained
afterwards. Delay time is extremely long, so immediately 2-in-1. Best used at a distance
as a counter/reversal, as well as in long/far combos
Damage: 49 Block: B 2-in-1: Yes
CROUCH
--Close: Rising inferno. A stronger version of the Crouch Close WS. A bit slower, so
followup after any other attack. Good in close combos or as a counter against air attacks.
Damage: 49 Block: B 2-in-1: Yes
--Far: Diving inferno. A stronger version of the Far Crouch Far WS. More fire, so beating
low projectiles is better. Feet may also connect once in awhile, especially against
airborne opponents. Use in combos.
Damage: 49+49(+49) Block: B 2-in-1: No
AIR
--Jump & Flying: Falling inferno. A stronger version of WS. Master's best jump in that
protects & can cancel projectiles easier.
Damage: 49 Block: U
WK
--
STAND
--Close: Triple low-to-mid kick. A triple hitter that doesn't connect too well. Will make
Master step back abit. Drains, doing block damage on contact. Chains into itself, so can
be used repeatedly. Use for pressuring or in quick close combos.
Damage: 24+24+24 Block: B 2-in-1: Yes
--Far: Triple low-to-high kick. A triple hitter that moves Master forward. Flames on foot
will nulify projectiles. Drains, doing block damage on contact. Chains into itself, so can
be used repeatedly. Use in combos, aggressive pressuring, and as a quick counter or
reversal.
Damage: 24+24+24 Block: B 2-in-1: Yes
CROUCH
--Close: Whirling flame sweeper. Low attack that protects around. Distance is tricky and
doesn't strike well. Comes out alot, even when Master seems to be in mid distance.
Drains, doing block damage on contact. Use in very close combos.
Damage: 24 Block: D 2-in-1: Yes
--Far: Spiral flame. Will go over low, ground-based attacks. Can cancel projectiles just
as he springs up and as he's about to go down. Drains, doing block damage on contact.
Keeps Master low, making him a hard target to high attacks. Good in (far) combos, as a
counter from a distance, and to getting close to apply pressure.
Damage: 24x Block: B 2-in-1: No
AIR
--Jump & Flying: Flying flame spin. Small flames on foot does block damage. Very quick
and can go into other air attacks if timed correctly. Not very useful, for strike point
is very short. Mainly should be used against airborne opponents, otherwise do not use.
Damage: 24x Block: U
HK
--
STAND
--Close: Whirling inferno. (Forward)** Seems to strike twice close, and slides Master
forward. Does block damage. If hits twice, doesn't seem to chain/cancel into another
attack. Hard to use in combos, so use once upclose.
Damage: 49+49 Block: B 2-in-1: Yes
--Far: Whirling inferno. (sidewind)** Seems to strike once and moves Master in a
counterclockwise motion. Will cancel projectiles, and can chain into itself. Use in
combos, or to pressure foe with its continous attacking abilities.
Damage: 49 Block: B 2-in-1: Yes
(**Note: I could be mistaken, but this could be just one attack. However, this attack
seems to have alot of complications and attributes depending on the distance and
situation, so it is described by distance due to this reason.)
CROUCH
--Close: Whirling ground inferno. Same as Crouch Close WK, but a bit slower. Distance is
tricky and doesn't strike well. Comes out alot, even when Master seems to be in mid
distance. Drains, doing block damage on contact. Use in very close combos.
Damage: 49 Block: D 2-in-1: Yes
--Far: Spiral inferno. Same as Crouch Far WK, but a bit slower. Will go over low,
ground-based attacks. Can cancel projectiles just as he springs up and as he's about to
go down. Drains, doing block damage on contact. Keeps Master low, making him a hard
target to high attacks. Good in (far) combos, as a counter from a distance.
Damage: 49+ Block: B 2-in-1: No
AIR
--Jump & Flying: Flying inferno spin. Does block damage. Hard to time as a jump in, as
well as against airborne attacks. When it comes out, however, it is strong and strikes
surely. Best not to use this attack.
Damage: 49+ Block: U
=BACK ATTACKS=
High S: Fire stream. Hits twice and protects all around. Will stop projectiles as flames
from hands shoot out. Use for protection, but with no worries of mistiming it.
Damage: 62+62 Block: B
High K: Reverse spiral thrust. Keeps Master low & strikes with no problems. Cannot be
blocked high, so will trick many fighters. Use when foe's closing in or executing low
attack.
Damage: 49+49 Block: D
Low S: Low fire stream. Hits twice and protects all around. Will most likely stop low
projectiles as flames from hands shoot out. Use for low protection, and to counter foe's
charge.
Damage: 62 Block: D
Low K: Ground twister. Slow, but relatively safe. Will strike under high attacks and beat
low attacks. Use when foe's closing in.
Damage: 49+49 Block: D
=DASH ATTACKS=
WS: Rapid flame chaser. A multiattacking rush attack that doesn't strike well anymore. Can
stop projectiles, but only through the 2nd & 4th punch. Will not hit low crouching foes.
Slow recovery, but will knockdown foe on contact. Best against airborne foes, or closing in
on wide open, tall standing opponents.
Damage: 49 Block: B
HS: Rapid inferno chaser. Same as WS version, except with bigger fire puffs. Can stop
projectiles, but only through the 2nd & 4th punch. Will not hit low crouching foes. Slow
recovery, but will knockdown foe on contact. Best against airborne foes, or closing in on
wide open, tall standing opponents.
Damage: 49 Block: B
WK: Flame roller. A kick/fire combination attack. Projectile will stop projectiles & do block
damage. Projectile can be blocked anyway, but kick has to be blocked high. Use when trying
to get close. (especially against fireball maniacs)
Damage: 24+24 Block: U (Close); B (Far)
HK: Inferno roller. Same as WK version, except projectile is bigger. Projectile will stop
projectiles & do block damage. Projectile can be blocked anyway, but kick has to be blocked
high. Use when trying to get close. (especially against fireball maniacs)
Damage: 49+49 Block: U (Close); B (Far)
=DOWN ATTACKS=
Close Range: Drop spire. A very slow sword thrust. Safe though against retorts because it lasts
for a long time. Fallen foes will have to be careful once they get on their feet. Use if you
can get out fast, or if you want to mess up rising foes
Damage: 24 Block: B
Far Range: Fallen spire. A high-flying sword thrust that can miss if distance is miscalculated.
Use from a distance.
Damage: 37 Block: B
<<<Fatal TechniqueS>>>
RESET
MOTION: F,D,DF + W or H Slash
NOTES: Rising upward slash that will beat any air attack. Snag low blockers unexpectedly.
Damage: W=18x2 {19x2}; H=24x3 {25x3} Block: U
ERASE (Ground level)
MOTION: D,DF,F + W or H Slash
NOTES: Forward sword throw that will stop most attacks. Sparkles from sword will stop some
projectiles at times, but very hard to time.
Damage: W=18x3 {19x3}; H=24x3 {25x3) Block: B
ERASE (Air level)
MOTION: D,DB,B + W or H Slash
NOTES: Upward-angled blade thrust that will stop all airborne foes. Can hit upclose. Sparkles
from sword will stop some projectiles at times, but very hard to time.
Damage: W=18x {19x}; H=24x {25x} Block: B (On ground only)
SHRED
MOTION: B,DB,D,DF,F + W or H Slash
NOTES: Low multi-hitting attack. Master's completely protected from the front and sides. Energy
near sword's hilt will stop most projectiles
Damage: W=(6x)+24 {[6x]+25); Block: B
H=(6x)+49 {[6x]+52}
DELETE
MOTION: F,B,F,B + W or H Slash
NOTES: Sword thrust/fireballs combination attack. Strikes differently depending on distance.
Final shot cannot be crouched under.
Damage: WITHOUT SWORD WITH SWORD COMBINE
------------- ---------- -------
(18x3)+37 (6x2+18)+(6x2+18)+(6x2+18)+24 (6x2+18)+(6x2+18)+(6x2+18)+24
{[6x2+18]+[6x2+18]+[6x2+18]+25}
Block: B
=Ultimate Sacred Attack=
(When Overdrive Gauge is filled)
ARMAGGEDON
MOTION: WS+WK+HS+HK simultaneously
NOTES: All-around sparkle attack. 2-attack variation. From normal & far range, triple sparkle
spray that targets opponents, even if they're moving. Upclose, turns into Last Judge. (Secret
Fatal Technique) Each part will stop most projectiles.
Damage: Spray=37x7 (MAX); Shield=137 Block: B
=SECRET FATAL TECHNIQUE=
(When Health Gauge is low and flashing)
LAST JUDGE
MOTION: D,DF,F,B,DB,D,DF,F + H Slash
NOTES: Sparkling barrier that protects all around Master. Slow startup, but sparkle duration
is long. Will stop most projectiles. Best to stay away from this and use the quicker version
in Armaggedon.
Damage: 137 Block: B
========================================
========================================
========================================
<<<Combo Pattern>>>
=Chain System=
Close Far
----- ---
STAND CROUCH STAND CROUCH
WS=HS WS=HS WS=HS WS=HS
WS=HK WS=HK WS=HK WS=HK
WK=HS WK=HS WK=HS WK=HK
WK=HK WK=HK WK=HK WK=HK
=Extra Chain Pattern=
HK into: Close d+WP into: Close d+HS into: WK into:
-------- ---------------- ---------------- --------
=d+HS =WS =d+HK =X
=d+HK =d+WS =d+HS =d+X
=d+WK =WK =d+WS =WS
=d+WS =d+WK =d+WK =d+WS
=HK =HK
=HS =HS
=WK =WS
=WP =WK
=Air Chain=
WK (Startup):
-------------
=HK
=WS
=HS
=X
===============================================================================================
ENDING
At last his true self revealed. No longer hidden behind the scenes, he sees himself clearly.
But this does not surprise him. He is already mad, cold and insane, and feelings no longer have
meaning for him. What lies ahead on his future path? The Master stands alone and isolated, his
heart lost forever...
===============================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**VERMILLION**
"The Man who Harbors Death. His
True Colors...."
Stats
------
Height: No Data
Weight: No Data
Blood Type: No Data
Age: No Data
Nationality: No Data
Occp: A Visitor
Weapon: Shotgun & Peacemaker
STAGE: ???
RIVAL: None
===============================================================================================
STORY
Where did he happen to come from? And his true nature? What about his purpose? This man
who is veiled in mystery is Vermilion. Covering himself in a black cloak, he goes to shower
death all around through his overwhelming power....
===============================================================================================
<<<Chatter of a Fighting God>>>
DURING SELECTION SCREEN:
-(Histerically insane laughter)
DURING TAUNT:
-Kiero!
Trans: Get out of my sight!
DURING MEGA BOOM:
-Shine!
Trans: Drop dead!
DURING RYUUSAN GAKE:
-Kiero!
Trans: Be wiped out of existance!
DURING PEACEMAKER:
-Ikuzo!
Trans: I'm comin' at ya!
DURING VERM THE RIPPER:
-(Repeated insane laughter)
========================================
========================================
========================================
=Victory Quotes=
FANTASTIC:
-(Gun shot) Shine!
Trans: (Gun shot) Go to your grave!
SKILLED:
-Honto ni yatsura taoshitan da?
Trans: You actually got this far? / Is it true that the other fighters failed against YOU?
ROUGH:
-Hito chigai no you da na.*
Trans: Well, I guess I can't blame you. (Lit. People are different, I guess)
*AUTHOR'S NOTE: The meaning of this phrase is when you do something that you thought someone
else could do/handle. Mistaken, you don't blame him/her because of their different qualities.
RING OUT:
-(Wild laughter) Kono teido ka.
Trans: (Wild laughter) You can't use this (style) to win.
========================================
========================================
========================================
<<<FATAL TECHNIQUES>>>
MEGA BOOM
MOTION: D,DB,B + W or H Slash
NOTES: W aims slightly above Verm, while H aims more at an angle forward. Timing is crucial, but will stop anything
in the air.
Damage: W=62; H=74 Block: A
RYUUSAN GAKE (Sulfrate Precipice)
MOTION: F,D,DF + W or H Slash
NOTES: Jug/shoulder/energy combination attack. Mist shoots out from jug, while vapor lingers before Verm like a
shield. Will stop alot of attacks and projectiles. Best in combos.
Damage: Energy mist Shoulder & Jug</pre><pre id="faqspan-6">
----------- --------------
W=56 H=43+3 W=56{59} H=37x3{39x3)
Energy Vapor
------------
W=56 H=43
Block: B
=Ultimate Sacred Attack=
(When Overdrive Gauge is filled)
PEACEMAKER
MOTION: WS+WK+HS+HK simultaneously
NOTES: All-out bullet barrage from the air that homes on to where opponents are, no matter where they move.
Effective out of normal range. Cannot be blocked low. Will suck in an opponent once caught, or snag in a foe
if they're airborne.
Damage: (6x9)+43 Block: U
=SECRET FATAL TECHNIQUES=
(When Health Gauge is low and flashing)
VERM THE RIPPER
MOTION: D,DF,F,B,DB,D + H Slash
NOTES: All-out bullet barrage that targets in at foe at the start. Does not home in afterwards.
Will suck in foes closer at times.
Damage: (18x9)+49 Block: B
=UNIQUE ABILITIES=
GUN SMOKER
MOTION: WS + WK when foe is knocked down
NOTES: OD drainer. Use whenever.
Damage: 0 (Empties out opponent's OD) Block: N
========================================
========================================
========================================
///Combo Pattern\\\
=Chain System=
Close Far
----- ---
STAND CROUCH STAND CROUCH
WS=HS WS=HS
WS=HK
WK=HS WK=HS
WK=HK WK=HK
=Extra Chain Pattern=
Close HS into:
--------------
=Close (Low) HS
=Far (Low) HS
ENDING
===============================================================================================
It happened in an instant... The black warrior who appeared as if from nowhere has
triumphed over the fighters wh struggled so hard against ambition, hatred and destiny. No one
shall every know his true form now, looking into his cold eyes, it seems that only a hopeless
and desolate future awaits him...
===============================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**SHO SHINJO**
"A Man Already Called a Legend"
-----
Stats
-----
Height: 176cm
Weight: 63kg
Blood Type: A
Age: No Data
Nationality: Japan
Occp: Etranger
Weapon: Hienken (Flying Swallow Sword)
Health Gauge: 614
STAGE: Tower of Babel
RIVAL: None
==============================================================================================
STORY
Could it be that Sho had entered the unknown realm which fighters are coming across?
Even his little brother who, when he encountered Sho, couldn't understand his ways of
contemplation. Sho repeated to fight, as if he were bored. Overwhelmingly, that strength had
totally conquered the world. There isn't a single person who doesn't know that warrior's name,
for that name is spoken with such deification. Sho is also called the "Wind's Etranger", for
he goes where ever the wind flows.
==============================================================================================
///Chatter of a Fighting God\\\
DURING SELECTION SCREEN:
-Meifuku o inoru.
Trans: Pray for a better life in the underworld
DURING TAUNT:
-Misete kure yo!
Trans: Show me what you got!
DURING RYUUGEKI DAN:
-Shuugeki Dan!
Trans: Charging assault kick!
DURING SHISHOUZAN-NI:
-Hishouzan!
Trans: Flying Slash!
========================================
========================================
========================================
=Victory Quotes=
FANTASTIC:
-Shizuka ni nemure.
Trans: Rest in peace.
SKILLED:
-Yowasugiru.
Trans: Pathetic. / Such a waste of time.
ROUGH:
-Kimi to tatakae koto o koun ni omou.
Trans: I feel we are fortunate to have fought with each other.
RING OUT:
-Meifuku o inoru.
Trans: In the next world, wish for a better afterlife.
========================================
========================================
========================================
<<<FATAL TECHNIQUES>>>
RYUUGEKIDAN (Dragon Attack Charge)
MOTION: DF + W or H Kick
NOTES: W is good for tripping up a foe, while H is good within combos. Can easily follow up
with a fast attack after a H version. Can only go under high attacks.
Damage: Block:
SHISHOUZAN - NI (Rising Death Slash #2 or Deadly Slash II)
MOTION: B,D,DB + W or H Slash
NOTES: H can go under some projectiles only during 2nd slide forward. Spin motion will hit any-
thing around him. Reach is good, even for the W version.
Damage: Block:
HISHOUZAN - KAI (Flying Slash - Revised)
MOTION: F,D,DF + W or H Slash
NOTES: H goes under some projectiles during charge. Spin motion will hit anything around him.
Reach is good, even for the W version.
Damage: Block:
SUISEIKYAKU (Shooting Star Kick)
MOTION: D,DB,B + W or H Kick (in the air)
NOTES: Homes in onto opponent no matter where they are. Flames on legs may cancel some
projectiles.
Damage: Block:
SENKOUGA (Flash Tooth)
MOTION: D,DB,B + W or H Kick
NOTES: Can hit airborne opponents above him if timed correctly. Extremely fast & possesses good
power, so use as much as you would use Hishouzan.
Damage: Block:
ZETSUMETSU ZAN (Eliminating Severe)
MOTION: D,DB,B + W or H Slash
NOTES: A fast overhead attack if you use the W version. W also act like a sliding attack if
done from a distance. H will go over projectiles just as Sho starts his somersault. Targets
onto foe, but doesn't home in. Distance can be controlled.
Damage: Block:
JUSEIGYO (Cursed Fish Soul)
MOTION: D,DF,F + W or H Kick
NOTES: W is a somersault knee drop, while H is a flaming flip kick/downward kick combination.
W is best upclose in combos, while H can hit airborne opponents (close) & ground foes (far).
H can stop some projectiles. Both can counter against projectiles. H may juggle foes.
Damage: Block:
REKKUZAN (Intense Air Slash)
MOTION: D,DF,F + W or H Slash
NOTES: A double projectile attack. Can juggle airborne opponents if timed correctly.
Damage: Block:
GEKKOSEN (Moonlight Fan)
MOTION: D,U + W or H Kick (air/ground)
NOTES: Upclose, strikes with his knee first. Can cancel some projectiles, as well as can be
controlled.
Damage: Block:
=Ultimate Sacred Attack=
(When Overdrive Gauge is filled)
JIGOKU GOKURAKU MON (Hell & Nirvana Gate)
MOTION: WS+WK+HS+HK simultaneously
NOTES: Initial slice will stop most projectiles. The same during its burning rush. Great as a
combo ender.
Damage: Block:
=SECRET Fatal Technique=
(When Health Gauge is low and flashing)
BANKI MOUSHUU KEN* ("Entire Demons' Fierce Assault Sword" or "Sword of All Demons' Violence)
MOTION: F,D,B,D,F + HS
NOTES: Low charge that turns into a multi-hitting beatdown if Sho connects. Charge can go under
some projectiles. Will not work if connection is broken during attack. Unlike Eiji's and Kayin's,
this doesn't come out all the times even if the motion is perfect.
Damage: Block:
*Translator's Note: "Ban" is written as the same character as "Man", which means "10,000".
However, in most cases, "Ban" is read as "full", "complete", or "everything within a specific
group".
=Toshin Final Technique=
ENMA RESSHUU SAI (Fire Demon [Iffrit] Decimation)
MOTION:
NOTES: Too slow to really be of any real offensive usage. Sparkles in Sho's hands, as well as the
energy burst, will stop most projectiles.
Damage: Block:
JIRA O SATSU ("Double Murder" or "The Death of Us")
MOTION:
NOTES: Suicide move that harms both foe and his foe. Leaves him open for a beating, so use
wisely.
Damage: Block:
=UNIQUE ABILITIES=
URA-TE JAKUZUKI (Reverse-hand Weak Thrust)
MOTION: D,DF,F + HS (Jump up)
NOTES: Basically his Flying WS
DAMAGE: 37(39) BLOCK: U
URA-TE KYOUGIRI (Reverse-hand Strong Slice)
MOTION: D,DF,F + WS (Jump up)
Notes: Basically his Flying HS
DAMAGE: 74(78) BLOCK: U
========================================
========================================
========================================
<<<Combo Pattern>>>
=Chain System=
Close Far
----- ---
STAND CROUCH STAND CROUCH
WS=HS WS=HS WS=HS WS=HS
WS=HK WS=HK WS=HK WS=HK
WK=HS WK=HS WK=HS WK=HK
WK=HK WK=HK WK=HK WK=HK
=Extra Link=
D,U + WK(Stand WK) D,U + HK(Stand HK)
------------------ ------------------
=Hits: 2 =Hits: 1
=2-in-1: Yes =2-in-1: Yes
=Chain: Yes =Chain: No
(Note that this will only work in a chain combo. If you do it on its own,
you'll do the Gekkousen)
=Air Chain=
Jump WS (done just as he leaves the ground):
-------------------------------------------
=Suiseikyaku (just as he recovers, before
he lands)
===============================================================================================
ENDING
Why does he fight? Why does he sacrifice everything in following the way of the sword? In
front of the proud and lonely warrior Sho, words have no meaning. The unshakeable confidence in
his eyes, and the eloquence of his sword, tell all. Will Sho, better known as the Stranger,
continue on his quest forever?
===============================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
--------------------------------
L. Secrets & Tricks of the Arena
--------------------------------
FIGHT VERMILION AND SHO
-First, go to the Option screen and set the difficulty to 6 or higher. Next, go back to the
Title screen and access the 'Full Battle' mode. Once you've chosen your character, you
must fulfill a certain requirement before either Verm or Sho will appear:
Sho - Must play through without any continues.
Vermilion - Must get 3 Fantastics or more without any continues.
If done correctly, you'll be in their presence after you watch your character's ending.
OBTAIN EXTRA CHARACTERS
-To play as the 2 Boss characters and 2 Secret characters, there are two methods that can
be used:
1st Method
-First set the difficulty to 4 or higher*. Next, go to the Title screen and choose the '1P
Game' mode. Choose your character and play straight to the end**. Once you've won, you'll go
back to the title screen and should notice that the cursor has changed yellow to blue. This is an
indication that both Uranus and Master are selectable. Now head back to the Option screen and set
the difficulty to 6 or higher. Again, choose the '1P Game' mode and repeat the process, choosing
any of the characters (including the newly acquired Boss characters). Once you've beaten the
game, you'll head back to the Title screen. The cursor will be a different color again, turning
from blue to red. The other 2 characters, Vermilion and Sho, will now be at your disposal.
(*Setting the difficulty 6 or higher at the start will still make both tricks work.)
(**This will work even if you lose and continue during any match.)
2nd Method
-There is a code in which you can use to get all the extra characters. When you first start
up your disc, wait until the Title screen appears and the words are scrolling onto the screen.
While this is happening, using controller 1, type in this following code:
(1) L1, L1, L1, L1, L1, R1
The color of the cursor should be blue instead of yellow. Uranus and Master will be usable.
Repeat the process again, using controller 2 this time. Type in the following:
(2) R1, R1, R1, R1, R1, L1
This will turn the cursor red, indicating that both Vermilion and Sho are usable now.
INSTANT Toshin Final Technique
1st Method
-Once you've obtained all the extra characters, set the difficulty to 8 at the Option screen.
Choose the "1P Game" mode, and play as any of the characters. Whether you continue or not it
doesn't matter, just so long as you beat the game. Once you've returned back to the Title screen,
the cursor (which should've been red) should now be green. Head to the Option screen and set the
L and R buttons with "Fatal Techniques". While you're playing a game, press two of these
buttons simultaneously and you will instantly perform your character's Toshin Final Technique!*
2nd Method
-After all the secret characters have been obtained, (it doesn't matter the method) wait for
the Title screen to come on. When the words are scrolling down, input:
(3) L2, L2, L2, L2, L2, R2
Set your L & R buttons with FT and press them together during the fight to stand a chance! Keep
in mind, though, that if your character has more than one HT, (i.e. Chaos) only one will be set
permanently through this method.
HIDE OPTIONS BOX AND ON-SCREEN DISPLAY
-During the game, press start to pause. Using controller 1, hold select, and press Tri+Sq+X+O
simultaneously. (You can also press select at the same time if you want) This will remove the
Options Box, making it possible to use the "Slow Motion" and "Camera Controller" functions.
Press these buttons again and the on-screen display (Health gauge, timer, etc.) will be removed
as well. Not the game can be played with the characters and the backgrounds cleared and blinded,
for you'll never know when your death is to come! To bring the Options Box and displays back,
just press the buttons one more time.
CAMERA CONTROLLER
-Different camera angles and perspectives are possible to choose and manipulate. To do this, set
the L and R buttons to "Not Used". Move down to the Camera Type and move left once. A new option,
"Control" will be available. Moving back to any of the L/R button setup, push right. The L/R
buttons will all be set on "Camera Control". When you start a game, pause and remove the Options
Box. Now you can control the camera to any angle you desire:
Fixed Rotation View
L1: Rotates camera around characters to the left.
R2: Rotates camera around characters to the right.
L2: Rotates camera around characters downwards.
R2: Rotates camera around characters upwards.
L2+R2: Reset to centered view (only if view has been rotated up or down).
When you pause the game and press select, new camera options can be used:
Still-Lined View
L1: Slides camera to the left.
R1: Slides camera to the right.
L2: Zooms inward.
R2: Zooms outward.
Pressing select again or pressing start will revert the camera view and controls back to "Fixed
Rotation" View. Please note that while both controllers can used the "Camera Controller"
function, only controller 1 can use the "Still-Line" View.
SLOW MOTION FUNCTION
-During the game, press start to pause. With controller 1, hide only the Options Box. Now, while
the game is still paused, hold select on controller 2. The game will move frame-by-frame slowly,
enabling you to watch every action detail. You can also fight while using this feature, but it's
pretty tough.
INSTANT STILL-FRAME VICTORIES
-When you are fighting against an opponent and are about to land a blow that's sure to win the
match, quickly pause the game. Remove the Options Box with controller 1 and advance the game in
slow motion with controller 2. Once your final blow connects and you hear "KO", stop the slow
motion advancement and leave the game paused. After a few seconds the camera will go into the
usual "So-and-so Won" screen, continue to the leave the game paused until the next round. When
the next round begins, you'll notice that both characters are still in the same position from
the last round, with you landing the killer blow. Once the next match is announced to begin
you'll automatically hear "KO". You've won again! Continue to do this until all rounds are won
and the entire match is over.
CPU-CONTROLLED MATCHES AND FIGHTERS
-At the Option screen, set L/R buttons on either controller to "Not Used". Now, start either a
"1P Game" or "Full Battle" match. Once you've selected your character pull out your controller.
>From there on that character will be controlled by the computer and fight all battles. Putting
your controller back in will put you back in control, while removing it will put the CPU in
command. This can also be done in the "VS Human" and "VS Computer" as well.
LAST BLOW
-In the ring : Just before the Victory Screen appears, do a move that will send the opposition
down again just as they stand. There are two conditions:
1) Ground - Shoot a projectile or do a move that isn't ground based
(ex. Sofia's Love Shower)
2) Air - Do any air attack, shoot a projectile, or a move that is strictly air based
(ex. Eiji's Ryuseikyaku). Far-ranged Ground Attacks also work well.
Most Last Blows will ring out your opponent. For a real challenge, shoot a projectile at a foe
who's close to the edge of the ring (feet near the edge). If you do it correctly, you'll hit
them just as they slip out. Once they hit the ground, instead of falling flat, they'll tumble
a bit before coming to a stop.
-Out the ring : Just before the Victory Screen appears, do a move (presuming that your still in
the ring) that'll hit the opposition back down in the Abyss outside the ring (they should already
be ringed out). The conditions are:
1) Attack - Do any move or FT that isn't ground based, and that travels forward
& remains consistent (ex. Gaia's Batsu [both versions]).
2) Projectile - Do a projectile that travels downward (mainly from the air)
(ex. Uranus' Air HS).
If the ring is low enough, and your foe is standing near the ring outside, you can hit him/her
with an attack that's low to the ground (ex. Chaos' Hanabi Spark), or with a flying attack
executed right before you fall out (ex. Eiji's flying HK).
HUMILIATION
-Victor's Shame: If you're near the edge of the ring (usually when your opponent is out of
the ring), you can also ring yourself out just by saying your quotes during the Victor's
Screen. Depending on the body language and foot action, you can literally fly out of the
ring, making yourself look very foolish as you jabber away. For example, Verm's Ring
Out quote makes him step forward, leaving him an easy candidate for a ring out. The
same goes for Kayin. For others, you might have to be facing a specific direction besides
forward before you can make your exit.
-Loser Takes a Dive: Just as you take a defeat, you can really make yourself look lowly
just by plunging out as the Victory Screen pops up. There are two ways in which this
could happen. The first is by your body action during the Victory Screen. Some will fall
back (Sofia), or, if your feet are facing towards the edge, will get up near the edge and
immediately fall out. The second is, if you've taken a blow that just sends you rolling,
cancel (if necessary) to the Victory Screen just as you've tumbled near the edge of the
ring. Either way is fine, especially for the victor (who'll take pride in seeing your
humiliation).
JUGGLES
-Although there are no real juggling systems in BAT, you can do some tricks that might give that
juggling effect. When your foe's in the air, you can hit them with a move that'll score multi-
hits (2-3 tops). Usually this veers towards multi-hitting attacks, but for some moves that
usually hit once may hit multiple times (ex. Chaos' Dash HK). Another way is usually done by
attacks that not only hits multiple times, but 'snags' you, so to deliver all the hits necessary.
Moves like Master's Delete and Verm's Peacemaker will hit you in the air and, just before you hit
the ground, will hit again, causing you to land on your feet! This is quite strange, but it does
happen. One last way is through a combo method, where you strike your opponenet while they're in
the with a basic & quickly cancel into another attack. Some examples of this are:
1) Tracy - Close WS+Close HS
2) Eiji - WK = H Rekkuzan
3) Kayin - Close HS = W Deadly Raise
4) Rungo - Close HS = Tairiku Geki Chin Dan (snags foe)
5) Eiji, Kayin, or Sho - Overdrive attack, Hishouzan or Deadly Raise (CPU only)
Although cool if you can do this, this method is very difficult, and really isn't practical.
GLITCH (WOUNDED) BLOCK
-At certain moments while fighting, you might try to defend against a move that's coming
at you, but know it's too late since you're too slow at recovering from your attack or
movements. Oddly, just as you take the hit, you can suddenly defend, blocking all the
rest of the hits. This unusual blocking is unpredictable, but does happen, sometimes
often. Usually you can do this Glitch block against FT, especially against multi-hitters
(ex. Fo's Don Pappa). This also may happen against Rush-type of attacks, like Tracy's
Crazy Planet and Sofia's Love Lover. This is good for your own benefit, but if your
attack is blocked (especially the Crazy Planet) it's very nerve-racking.
"NOT-SO-FANTASTIC-VICTORY"
-In some cases, if you take block damage & lose possibly 1%-3% damage only before you win a
match, you may see your character do his/her "Fanatstic Victory" pose. This is not,
unfortunately, a real Fantastic victory, but more of a glitch. Easy way to understand this is
during Full Battle mode. If you happen to get 2 real Fantastic victories, then win 1 match where
this comes into effect, you will only meet Sho. Cool to get bragging rights on friends, but
remember that you'll be living a lie.
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M. Features and Flaws of the Warriors
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EIJI SHINJO
* Sparkling Rekkuzan: Throw a Rekkuzan. Immediately execute the EnjinShuraHa.
Before the Rekkuzan dissipates, it'll sparkle.
* Slanted Hishouzan: Do a Hishouzan. It will travel forward or backwards while in the
air. (1 or 2-10% ratio)
SOFIA
* Unfinished Lover: Execute Love Lover. At times, when it connects, it will stop.
(Possibly it lost a hit)
MONDO
* Slanted Tenbu: Do a W Tenbu. It will travel forward while in the air. (Rare)
* Invincible Tenbu: Do a H Tenbu against a single-shot projectile. Just as he goes up,
he'll pass harmlessly through the projectile. (Rare)
GAIA
* Jaku Bakuha: Grab the opponent. Once his hand explodes, opponent falls immediately
to the ground before him than fly away. (Rare)
* Tora Ashi (Safety Landing): Slip out of the ring during a Victory Screen. Gaia will land
on his feet and go into the same actions when a match begins.
TRACY
* Flying Slam: Grab the opponent. It will travel forward or backwards in the air.
(3-10% ratio)
* Unfinished Planet: Perform the Crazy Planet. At times, it will suddenly stop
(2-10% ratio).
* Invincible Spartan: Do a H E.Spartan against a single-shot projectile. Just as she comes
out of her spin & is about to descend, she'll pass harmlessly through the projectile.
CHAOS
* Mucha Steps: Leave Chaos alone for a couple of minutes. He'll perform a dance that
moves counter-clockwise outward. Will ring himself out.
* Mekura no Shuukan Slaughter: Grab your opponent. Suddenly, they'll be standing fine
while the shield swirls around in thin air. Opponent still takes damage (Rare)
* Mecha-mecha Spray: Execute a W Gedou Gas within Chaos' normal range. Dash & grab
opponent. Just as he spits (the pink mist), Gedou Gas should hit, canceling the throw.
Opponent takes no damage from the initiated throw.
* Yaki Gas: Execute a Gedou Gas. Before it dissipates, perform the Jigoku Funsai or Jigoku
Yamauda. Gas should turn red.
* Buru-buru Floating: Setting your R button's with FT, Jump straight up and press both
R buttons at the same time. Chaos will do his Flying HK, except that he won't be going
anywhere....
URANUS
* Eagle Tamer: As you execute her taunt (Nest of Inferno) and the flames start to rise,
execute her Eagle Rage. The thicker layer of flames (should rise just as you complete the
motion for the Eagle Rage) should extinguish the shot.
VERMILION
* Crawl to Defeat: When knockdown (whether it be on his back or stomach) & you're a good
distance away from the edge, move towards the direction of the edge. Because he crawls
a great length to keep distance from his foe, he can ring himself out.
SHO SHINJO
* Complete Jigokumon: If initial slice kills foe just as he goes up during Jigoku
Gokuraku Mon, opponent will not be thrown to the ground while Sho continues to ascend
upwards.
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N. Sights and Effects to look out for
-------------------------------------
Opening Curtains in Duke's Stage
-At the start of the 1st round, Duke's stage will be dimly lit, for there's no windows or lights
around. After a couple of seconds, two huge curtains will open up, allow a great flow of light to
illuminate the action. Cool effect, demonstrating the lighting capabilities first introduced in
BAT2.
Final Battle: Brimstone and Fire (Master's Stage)
-In Master's stage, the background and atmosphere is very gloomy and eerie. It'll be like this
for the next two rounds. If you fight up to a 3rd round, just as the round starts and the music
kicks in, the whole stage becomes a fiery red color as the stage becomes surrounded with bright
flames. It'll remain like this even if you lose and continue. Again, a display of lighting
effects capable in BAT2P that's a wonder to see. (especially since we can now see clearly the
huge monster watching covertly in the background)
Spectators in the Dark (Verm's Stage)
-At the start of a battle in Verm's stage, you'll notice some small, dark figures all the way in
the background. Using the "Camera Controller" trick as stated above, zoom in as best as you can
on those shadowy beings. Seem familiar? They're just sketched images of three of the warriors:
Eiji, Kayin, and Fo. What's so special about this? Nothing. It's just something interesting to
look at if you can spot it.
Changing Soundtracks in Sofia's Stage
-In Sofia's stage, all the flashing lights are a great indication that she's battling out in a
disco area. The music also reflects this as well. Usually Sofia's stage's music (track #4) will
be playing in each round. However, her stage plays that extra soundtrack from the disc, (track
#17) which pops up a great deal. Unlike her original soundtrack, (which is cool and mellow) this
extra soundtrack is fast and upbeat, which is a great feature when in the midst of a battle
that's really intense, especailly if it's the final round.
Change Music While Fighting
-For all the arenas in BAT2P (except Sofia's stage) the music stays the same. While each arena's
music is pretty good IMHO, everyone has their favorite soundtrack. Are you battling Duke but are
anxious to hear Ellis' music? Already beat Mondo, but still want to hear his music again as you
battle it out in Rungo's arena? Are you just dying to listen to Master's stage? Well, there is a
way. When you're fighting against an opponent, the music (after a period of time) will end, thus
restarting again. Just as it ends, pause the game about 3-4 times rapidly. After a moment, a new
track will play. The way it works, however, is it depends on who you're fighting. It follows the
track setup on the CD, in numerical order. Say you're fighting Eiji and you decide to change the
music. Using this method will cause Kayin's track to play. If you're battling Fo, Mondo's track
will play if you use this trick. This trick can be done repeatedly, so you can be in Eiji's stage,
but be listening to Tracy's music if done correctly. If you want to listen to Eiji's track while
in Duke's stage, you'd probably will have to cycle through the whole CD. Note that once that new
music is finished, the regular, preprogrammed music will play. A neat trick if you don't mind
having different music while fighting.
Different Colored "Now Loading"
-As simple as can be, just press Sq, Tri, X, O, Start, or Select while the game is loading. Keeps
a person occupied until the real action starts.
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---------
O. Thanks
---------
Now's the time to give thanks to those that made this FAQ possible:
1) Takara/Tamsoft - Hey, if it weren't for them, no Toshinden!
2) Toshinden fans - If I hadn't had visited many Toshinden sites on the web, I may not have been inspired
to continue with this FAQ.
3) Friends - For being good test dummies, as well as teaching me a thing or two. (or three or...)
4) Shinpei Suzuki - For helping me with those long & hard phrases. Finally, Gaia's phrases make sense!
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P. Updates and Revisions
------------------------
8/27/99 - Initial release. Most of the FAQ is done, but because some sections are lacking some key
info, (and this summer went downhill in terms of writing FAQs), only each character's stats,
stories, and Fatal Techniques are being put up. (I know there are errors somewhere, but it's
going to take me awhile before I find them) Also availible are game descriptions, secrets,
and codes.
8/28/99 - Fixed grammatical errors, as well as added my e-mail address. (How I forgot that, I haven't
a clue) Added Basic Moves in Eiji's, Kayin's, Sofia's, Rungo's, Fo's, Mondo's, Tracy's,
Gaia's, and Master's sections. Along with that, filled in info missing for some character's
stage and Rival, and damage for Fatal Techniques.
11/8/99 - Whew! Has it been a long time or what! Well, this hasn't been forgotten!! My attention is
divided on other works, (such as Subaru) but I'm going to try to get this complete as soon as
possible. Still missing stuff from a few characters' sections. This is good, though. Things
are going to change abit in this FAQ. And now that I got my hands on the TSD 2 Perfect
Fighting Book, I can now add in official names for each character's basic attacks. And maybe
more....
- Fixed some errors, mainly removing words that didn't belong.
- Somewhat rewrote the Introduction abit. If you remember, I promised a combo/strategy section.
However, this FAQ is getting too big for its own good. So, what will happen to that section?
Plans for a new FAQ is on the back burners. Just have to take care of Subaru first....
- Replaced "Kakushi Waza" with "Toshin Ougi" due to the inconsitancy of its meaning.
- Added in Ellis' & Chaos' Basic Moves list, while adding Ellis' Extra Chain Pattern & fixing
her regular Chain System list
- Changed Tracy's "Bulldog Cheek" to "Blood Cheek" again. (I'm not sure if that was even in
the first time I put this up) The site I got the former was incorrect. (And to think it
was from a Japanese site too...)
- Added the meaning for Tracy's IMC
- Added the motion for Ellis' Swallow Kick
- Added Uranus', Master's, Vermilion's, and Sho's occupation
- Translated Uranus' weapon
- Added an extra (and possibly more accurate) translation to Sho's Jira o Satsu Technique
- Added the really *special* Jigoku Final Technique in both the "Characters' Basic Moves and
Chaos' "Character Profile" sections.
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This is copyright (c) by Tamsoft and (c) Takara
This guide is copyright (c) '99 Deeshad