Destrega
Game Faq version 1.0
Created by: Reginald Santo Tomas

This faq is for free distribution only! It should not be sold by anyone for
profit. Please leave all the contents in it unchanged.

--Controller Button assignments--

D-Pad = Moves the character
Start Button = Pauses Game
X Button = Jump
R1 (R) Button = Dash
L1 (L) Button = Block

When Near Opponent
Square (s) = Weak attack
Triangle (t) = Strong Attack
Circle (c) = Circling Attack

When Opponent is far or while in mid-air CHARGE ATTACK
Square (s) = TAIL (quick)
Triangle (t) = ASU (power)
Circle (c) = FAUX (wide)

--USING CHARGE MAGIC--

Level 1
Using level 1 Charge Magic is simply choosing one of the CHARGE buttons. The
charge bar must be yellow or green to use this type of attack. These attacks can
be used rather quickly. There are three different attacks to use:

s = Used for quick but weak projectiles
t = Used for slow but powerful projectiles that result in great damage
c = Used for a wider attack range but generally shorter distance


Level 2
Using level 2 Charge Magic is combining two type of charge attacks. The charge
bar must be green to use this type of attack. It takes slightly longer than
level 1 to use these type of Charge spells. There are nine (9) different
combinations for this attack. Each combination will result in different spells
depending on which charge magic you combine. Here are some examples:

ss = doubles the speed of the attack
st = A speedy projectile with greater capacity for damage (increased power)
ts = A wide attack of powerful projectiles


Level 3
Using level 3 Charge Magic is the combination of three charge attacks but NOT
all three different charge buttons. The charge bar must be FULL to use this
attack. It also takes a VERY long time to charge up for this attack. There are
21 different possible combinations that can be used for this attack. Experiment
to achieve different results. Some examples:

sss = super quick projectile attack
cct = Double the damage but launched in a wide array.


SUPER (Special)
Each character has a unique special attack with varying Damage/Speed/Accuracy.
In any order, use the three Charge magic in sequence.

cts = SUPER


--SPECIAL TECHNIQUES--

CHARGE DASH
During Charge + R1 = A charge dash can be used to deflect a projectile attack
while moving at the same time. This can be most useful when you want to rush at
your opponent and deflect his attacks simultaneously.

CHARGE GUARD
During Charge + L1 = A barrier will protect the character from MOST projectile
attacks from a stationary position if timed correctly.

CHARGE JUMP
During Charge + X (jump) = SUPER Jump. This also can be used defensively to jump
high in the air to avoid attacks and meanwhile charge for your own strike. Used
also for reaching high positions.

DEFLECT
tap L1 = A very difficult defensive tactic that "swats" projectile attacks away
just before injuring the character. Timing must be perfect here.

SAFE LANDING
L1 while in Air = Use this defensive tactic to land on your feet. This prevents
being damaged while "down" on the ground.


--MORE TIPS--

Simultaneous attacks (Fireball wars)
When both characters use Charge Attacks on each other, the following chart will
show which attack supercedes (beats) the other. Use this knowledge to overcome
your opponents' Charge Attacks.

TAIL (quick) beats ASU (power)
ASU (power) beats FAUX (wide)
FAUX (wide) beats TAIL (quick)

Higher level of attacks will ALMOST always beat lower level attacks but take
longer to generate.


--CHARACTER RATINGS--(out of 10)

P = POWER
S = SPEED
H = HOMING (Accuracy)
R = RUN (MOVEMENT)
D = DASH
J = JUMP

GRAD: P = 9; S = 6; H = 6; R = 6; D = 6; J = 6
SEREA: P = 5; S = 7; H = 9; R = 8; D = 7; J = 8
ROSEN: P = 7; S = 5; H = 10; R = 7; D = 4; J = 8
ZAUBER: P = 8; S = 7; H = 9; R = 7; D = 7; J = 8
LAON: P = 10; S = 7; H = 4; R = 5; D = 8; J = 5
FALMA: P = 7; S = 8; H = 7; R = 8; D = 9; J = 7
TEEM: P = 7; S = 6; H = 8; R = 6; D = 7; J = 6
KUGA: P = 5; S = 10; H = 5; R = 8; D = 10; J = 10
MILENA: P = 6; S = 8; H = 5; R = 10; D = 7; J = 6
ANZEAL: P = 4; S = 6; H = 7; R = 7; D = 7; J = 9
DOIL: P = 10; S = 4; H = 6; R = 6; D = 6; J = 5
REUS: P = 3; S = 6; H = 8; R = 8; D = 8; J =