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SASUKE GUIDE v2.0 by faust (
[email protected])
Version Released On 11/8/1998
Document Total size: 37KB
Best viewed with Courier New/word wrap enabled
The latest version of this document can always be found at
http://www.gamefaqs.com
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C-O-N-T-E-N-T-S:
I ............................. Legal Notice
II ............................ What A Heck Is EHRGEIZ Anyway?
III ........................... Introduction To Sasuke: Strategy Hints & Tips
IV ............................ Syntax
V ............................. Basic Movement
VI ............................ Complete (?) Move list
VII ........................... Move Analysis
VIII .......................... General EHRGEIZ gameplay issues
IX ............................ VS Guides
X ............................. EHRGEIZ' Story line
XI ............................ Sasuke Information
XII ........................... Things Still To Be Added To This Guide
XIII .......................... EHRGEIZ Related Weblinks
XIV ........................... Revision History
XV ............................ Thanks
XVI ........................... Author Information
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I Legal Notice
Any person is hereby authorized to copy, print and re-distribute this document
and its contents only as long as the following requirements are met:
1.The document is used for informational purposes only.
2.The document is only used for non-commercial purposes and distributed free of
charge.
3.The contents of the document is preserved intact and the appropriate credit is
given.
Thanks :-)
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II What The Heck Is EHRGEIZ Anyway?
EHRGEIZ is a 3D fighting game similar to Tekken and Virtua Fighter etc. Even if
it's not as detailed as the pioneers of the scene (and especially VF 3), it adds
some new elements to the concept. These include free roaming and walking around
the arena. The reason why I nowadays play EHRGEIZ more often than Tekken 3
(which also can be found in the local arcade) is that it's cheaper (50%!) and
more fun to play. It has also about 50% shorter learning curve than in TK3,
which makes it a lot easier to master. However, some sort of strategy and
general knowledge of the game is still needed in order to get the top scores, so
I decided to make all the knowledge I have from Sasuke available for everyone to
read.
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III Introduction To Sasuke: Strategy Hints & Tips
If we take a look at the characters available in the EHRGEIZ we notice quite
quickly that the balance between them isn't quite as well planned as, for
example, in Tekken 3. Even though in TK Eddy Gordo is a quite "cheap" character
to play with (by cheap I mean that it's much more quicker process to learn how
to play with him effectively as it is e.g. with Jin or Yoshimitsu), it's even
more obvious that in EHRGEIZ Cloud is your choice, if you wish to take the
easiest approach. I don't mean that it's impossible to play very skilfully with
him. It's just that most of the players keep repeating his best couple of moves
over and over again and achieve much better scores (as well as times) than e.g.
somebody who plays with Jo and uses much greater amount of moves in his
gameplay. Unfortunately there are no "Style" points in EHRGEIZ - if there was,
the high scores would IMHO most likely witness some radical changes. ;-)
Strengths
In my opinion, the thing which makes Sasuke an effective character is his sword,
or more specifically the unblockable moves that can be perform with it. The
three moves which stand out from the rest are Renmenzan, Cutting Rage and Bamboo
Burial (see the Movelist for input and hit levels). Especially the Renmenzan is
an excellent all-around move and can be used for both defensive and offensive
purposes. The sword attacks have also their weaknesses, which are discussed in
the next section. Combined with Double Backflip To Slash these moves form the
backbone of Sasuke's arsenal, and should all be used diligently. A couple of
other useful moves can be found in the "Move Analysis" section.
Weaknesses
When talking about Sasuke's weaknesses one thing which immediately comes up is
the lack of diversity of his moves. It's very hard to form strategies that
differ much from another 'cause the amount of his moves (about 45) is simply too
low for such purposes. Therefore it's very important that you learn to
automatically choose the right move for right situation in the game, since that
way the gameplay itself becomes much more enjoyable (for both the player and the
folks behind your back).
Another major failing IMHO is his lack of low-range moves. Surely you have the
basic punches and kicks but that's it! The sword attacks work only at mid and
long range, and leave him quite vulnerable if the opponent gets too close (this
can be seen very well for example against the CPU Naseem). Keep this in mind -
it'll save your ass many many times in the future!
Optimal strategy?
Based upon my experience Sasuke is at his best when played "actively". What does
that mean then? What I mean by active playing style is that when a player likes
more to take the initiative, takes risks and is in general "in control" of the
match. As mentioned earlier, keep some distance to your opponent. Sasuke's
Katana is an excellent weapon in terms of range and damage: hits made by it are
unblockables, and the series (such as "Cutting Rage") can be safely initiated
outside the opponent's reach (this naturally doesn't apply when playing against
Cloud or Sasuke). But, if your opponent escapes your attack (sidestepping is a
killer-move in EHRGEIZ as well ;-)) you're in trouble. As it is called among
Tekken players, the "recovery times" (the time it takes to get back to the
normal stand) of the sword-based moves are horrible. During the time you're
putting your sword back to it's scabbard an advanced opponent can do some
serious damage by e.g. a throw or an unblockable (special) move. Another
drawback of the moves like Cutting Rage is that once initiated it's extremely
slow to interrupt the sequence, so it's quite usual that you keep flinging the
sword above your head while the opponent is waiting behind you and thinking how
to finish you off. Pay very much attention to timing - whether you succeed or
fail depends on your own judgement!
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V Syntax
In this guide the following syntax is used:
h: push h once
s: push s once
l: push l once
g: push g once
H: hold h
S: hold s
L: hold l
G: hold g
+: push buttons simultaneously
M: move hits medium level
H: move hits high level
L: move hits low level
U: unblockable move
FC: fully crouched position
Walk: while walking
Run: while running
Jump: while jumping
Step: while stepping
*: just frame point
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VI Basic Movement
Running: Just hold in the direction you wish to run.
Fully Crouch: Hold G.
Blocking: Unlike in VF you can also block without actually "doing" anything -
just stand in a neutral position to block high and mid attacks (in VF you have
to push the "G" button). Blocking low attacks is much more difficult, since it
takes an awfull lot of time to crouch, and it is crouching in particular that is
the only way to block low attacks. This makes it impossible to perform low
blocks while the opponent is performing an attack - you just don't have enough
time. Another way of "blocking" is to run around and keep hitting the "g"-button
(you see some sort of "electricity" around Sasuke)- in that way you can evade
some of the "airborne" special weapons (such as Tifa's and Han's). Yeah, EVADE.
You can't block a special attack, just try not to get hit by one.
Jumping: Tap joystick twice in direction your character is facing or hold G and
push S (hold G+S to jump higher).
Step: Once fully crouched, tap in any direction.
Throwing: Must be performed in close range! For basic throws (front-left-right-
back) just hold H+L+G. For special throw (Lightning Drop) do full circle with
the stick and hold H+L+G. You can also perform a throw while running (Sasuke
turns red and tries to grab his opponent).
Rolling: When on ground, just push in the direction you wish to roll. Push G to
get up or push H and/or L to perform a get-up attack. When you are standing,
hold G and tap the joystick twice in the direction you want to roll.
Counter: Push g right upon impact of hit.
Throw/running throw escape: push g right upon impact.
Quick recovery: push g before hitting the ground.
Special Objects: Boxes and such can be found on some stages. Break them by
pushing H+L+G when up close and you character will grab it and throw it at your
opponent or you can just hit the box with a low attack at any direction you
want. There are special items in the boxes (knifes, dynamites, point bonuses).
You can throw a weapon by hitting h, s or l. To drop it push g. To get the
bonuses just touch them.
Alternate Costume: Hold Up and then press G during the character select screen.
Rope-a-Dope: Hold G and move around. The AI still thinks you are running, so you
can try many things like throwing, combos, etc. Very good since at the same time
you're a moving target and still in control of your movement.
Two-Hand Grab: to make the characters using sword a bit more easier to defeat
there's a feature in EHRGEIZ called the "Two-Hand-Grab". Basically, it's like a
counter made against a sword attack - just push g right upon impact of hit. To
escape from the THG (land on your feet) push g while you're being throwed. This
one is extremely tricky one to perform, I've managed to perform the THG only a
few times, and NEVER escaped from one (don't stop trying, though, it's very well
worth the effort!).
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VII Complete (?) movelist
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Move Name ........................ Input ............................ Hit Level
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Basic Attacks:
Ninja Jab ........................ h ................................ H
One-Two Slash .................... h,h,h ............................ H,H,UM
Ninja Rush ....................... h,h,l ............................ H,H,L
Ninja Sword Rush ................. h,h,h,l,h ...................... H,H,UM,L,UM
Backflip ......................... h+l .............................. M
Double Backflip To Slash ......... h+l,h+l,h .... (Requires first hit)M,UM,UM
Overhead Slash ................... h+s .............................. UM
Cutting Rage ..................... h+s,h ............................ UM,UM
Shin Cutter ...................... l ................................ L
Somersault Rush .................. l,h,h ............................ L,H,H
Bamboo Burial .................... s+l .............................. UL,UL
Slash Kick ....................... h+g .............................. M
Tsunami Kick ..................... l+g .............................. L
Hop Kick ......................... h+s+g ............................ M
Flip Slash ....................... s+l+g ............................ UM
Renmenzan ........................ Run+h,h,h ........................ UH,UH,UH
***Unknown1*** ................... l+g,h ............................ L,M (?)
Executed Attacks:
Kamikaze (when on higher level) .. h+l .............................. UM
Shinobi Cannon ................... Step,l,h ......................... M
Shinobi Sweep .................... Step,l,l ......................... L
Ninja Deception .................. Step,l,l,h ....................... L,M
Shadow Moon ...................... Walk+h ........................... UM
Low Thrust Kick .................. Walk+l ........................... L
Spinning Demon ................... Walk+l,l ......................... L,L
Sliding .......................... Run+l ............................ L
Sunrise .......................... Run+h+l .......................... M
Sunset ........................... Stick in any direction,g,h .... .. M
***Unknown2*** ................... Full Circle with stick,h or l .... UM(?)
Just Frame Attacks:
Sweeping Earth Slash ............. h+s,(before contact) *l .......... UL
Kagehisa ......................... h,h,h,*h ......................... H,H,UM
Ninja Juggle ..................... H,* h,h,h,h,* l .................. H,M
***Unknown3*** ................... l+g,*h ........................... UM(?)
Throws:
Doormat (Front) .................. h+l+g
Flip Back Drop (Front) ........... h+l+g, hold h or l
Double back Drop ................. g (After Flip Back Drop)
Assassination .................... g (After Double Back Drop)
Blood Dance (Left Side) .......... h+l+g
Leg Stretch (Right Side) ......... h+l+g
Meteor Toss (Back) ............... h+l+g
Lightning Drop ................... Full Circle with stick, h+l+g
Special:
Shooting Star .................... s
Ninja Mines ...................... S,l
Heaven Star ...................... S,h
Super Star ....................... S
Ninja Bomb ....................... Jump+s
Katashiki ........................ h+s+l (When white meter is full)
Nap .............................. h+s+l (When white meter isn't full)
Quick Slash ...................... s (When white meter is empty)
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VIII Move Analysis
In this section I will point out the moves and combos that I personally
use/value the most from the ones above. It's up to you, however, which ones you
prefer when playing with Sasuke. Moves are rated 1-5 while 1 being the least and
5 the most useful move or combo.
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Unknown1 ................................ L,M (?) ................ Rating:3
Rather good move, especially in the earlier stages. If the first one connects
the second hit is also guaranteed.
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Ninja Sword Rush ........................ H,H,UM,L,UM ............ Rating:4
Being the longest "official" serie that you can perform with Sasuke, the NSR is
a combination of the One-Two Slash and the Ninja Rush series. If your opponent
fails to perform a counter before the second hit it's very likely that you'll
make some serious damage with this one. To make it all complete perform the
Tsunami Kick (l+g) afterwards for some extra damage.
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Double Backflip To Slash ................ M,UM,UM (?) ............ Rating:5
THE ULTIMATE MOVE!!!! Use it everywhere: after a counter, against rushing
opponents, in the beginning of a round to take the initiative....it's almost too
good to be true! You can win entire matches only by repeating this move, and
I've never seen it getting countered, only rarely blocked. What actually makes
this serie powerful (but is also its weakest point) is the last hit which Sasuke
does with his sword. First of all, it's an unblockable and usually hits enemies
which have blocked the first kick, but it also does some additional damage to
the character in the air after the first two kicks. But, if this one misses,
you're in trouble (whether it hits seems to depend on the range your kicks place
your opponent - unless he gets kicked right upwards you'll most likely miss the
last one, because he falls down too far away from you). Once again, the time it
takes from Sasuke to return to his normal stand is awfully long, which makes him
extremely vulnerable for e.g. a side throw. This time, however, the risk is very
worth taking! ;-)
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Somersault Rush .......................... L,H,H .................. Rating: 3
The good point of this serie is that the second move is a "cartwheel" which
makes it safe to go back even if the enemy blocks your attack. The last hit can
be followed by the Tsunami Kick to hit the opponent on the ground.
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Cutting Rage ............................. UM,UM .................. Rating: 4
Initiate this one only if you have some distance between you and your opponent,
since this move takes a long time to start and finish. If the first "slice"
connects, the second hit is guaranteed.
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Bamboo Burial ............................. UL,UL ................. Rating: 4
An unblockable move which comes out quite fast and has rather good range and
damage - what else could you wish for? The BB one can be started nearer than the
Cutting Rage, but should not be used as a short range attack - it's still slower
to initiate than the basic punches and kicks.
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Flip Slash ............................... UM .................... Rating: 4
This move is a compromise between easy damage to your enemy and chance of
getting hit while airborne. This move is, in my opinion, at its best when used
against enemies which are just about to recover from a knockdown. The timing
means a great deal - FS must be initiated right before the character has begun
to rise in order to not get hit my his/her rising attack. FS is excellent when
used at the end of a match when you want to get close and at the same time
finish your opponent with minimal effort.
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Renmenzan ................................. UH,UH,UH .............. Rating: 5
This move, although it wasn't mentioned on either of the two "official" web
sites (Namco or Square), is definitely one of Sasuke's best moves. It comes out
fast, has pretty good range and like in all of Sasuke's sword attacks the hits
are unblockables, too. Follow this by Bamboo Burial and/or Cutting Rage and you
have a huge advantage!
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Sliding .................................. L ..................... Rating: 3.5
Simple yet effective move which is great if you want to get close to your enemy.
It shouldn't be performed from TOO far away, though, since it's EXTREMELY
predictable and offers a chance for merciless punishment if it misses (e.g. you
start running towards your opponent from the other side of the ring, he
sidesteps, and while you're getting up you get hit by the his special
attack...).
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Sunrise ................................... M ..................... Rating: 4
Use this move for same purposes as the Sliding. The good thing about this move
(when compared with the Sliding) is that Sasuke returns immediately back to his
normal stand after this move and therefore doesn't give as good opportunity for
a counter attack. However, the move hits in medium level, and is therefore much
more easier to block.
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IX Strategy Hints & Tips
General EHRGEIZ gameplay issues
This section is primarily for those who have some experience of other beat'em
ups (such as Tekken), so if you've never ever been to an arcade before, you can
jump to the next chapter rightaway.
Despite of some clear similarities to Tekken 3 (e.g. Sasuke's throw "Lightning
Drop" is exactly the same as Yoshimitsu's move called "Tornado Drop" etc.)
EHRGEIZ differs quite a bit from Tekken and Virtua Fighter in terms of movement
and general gameplay. While you only had sidestepping feature in TK and VF, you
can now run around the arena, jump on the crates and walls etc. This makes the
fighting totally different and I might add that I was a bit lost when I tried
the game for the first couple of times! However, you get used to running and
jumping quite quickly, and the next thing you start paying attention to is the
fighting itself. To be honest, in terms of "realism" and complexity EHRGEIZ has
a lot of room for improvement. Characters` weight does not affect the fighting
at all, and the graphics and character design only strengthen the
"unprofessional" feel of the game. It's usual as well that you end up in a
position in which you can't see your character 'cause the opponent is blocking
the view (of course a moving camera would help a lot, but would most likely make
the fighting even more complex as it is already). If you're now thinking that
EHRGEIZ is a game similar to those awful-looking concepts like Mortal Kombat or
Street Fighter, you've misunderstood my point. What I want to say is that
EHRGEIZ is a game for those who don't need the utmost realism of Virtua Fighter
3 or the complexity of Tekken 3, but want to have fun and learn in a much
shorter period of time how to beat the CPU and hit the charts.
Try it! Soon you'll get the picture anyway.... ;-)
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X VS Guides
VS Inoba
Well, it shouldn't be too much trouble for you to wipe the floor with him. The
key is to keep him occupied (read: hit him and hit him hard) so that he can't
come too close and perform his throws. It really shouldn't take more than 25
secs. from you to finish him... ;-)
VS Jo
Definitely tougher one to beat, but nothing you can't handle, right? Just make
sure you don't let her start those kick combos which seem to take forever and
kill you in the process. Also keep in mind that only low attacks hit her while
she's performing the "Beast Transformation". I find it's good to start with the
Somersault Rush and immediately follow it by the Shooting Star (throw it just as
she is getting up). If she gets too close use the evergreen Double Backflip To
Slash -combo ;-).
VS Godhand
Occasionally I run into trouble with him, and I don't know why (could it be that
I'm just a lousy EHRGEIZ player...? ;-) ). One reason might be that he's the
first character you fight against who has a decent Special weapon. I just hate
when he waits far away and shoots those...those...whatever towards me and every
time I get up I get hit again and again.... But Godhand can be very annoying
also in close range. He's able to perform those nasty little moves which
interrupt your series and catch you off guard. In brief, DON'T TRY ANYTHING
FANCY WITH THIS guy. It's the brutal force which gives you the best results,
right? And use the Kamikaze - what his level doesn't have shortage of are the
differences in altitude...
VS Lee Shuwen
Hey, who is this guy, perhaps Akira's father ;-) ? Anyway, he was the first real
trouble I ran into as I started playing the game, and sometimes it's really
difficult to perform anything well-planned attacks, because you get pissed off
for his accurate and effective moves. Shuwen is also the first character to use
his Special weapon with good tactical skill and he was the fist one I actually
saw BLOCKING my moves, too. A good tip is that stay near him while he performs
the Earth Spear move (in which he jumps up in the air and comes down while
hitting with his "stick"). Then you can punish him while he's retracting his
weapon (pay close attention to his white bar - when it's empty he's much more
vulnerable!).
VS Yoko
Well, the "counter machine" sure is a tough one. It's almost impossible to
connect any other moves but Double Backflip To Slash or the sword attacks unless
you want to get countered (this applies especially when you have won the first
round and she's really pissed...;-) ). Luckily she can be hit rather easily
RIGHT AFTER she has performed the counter. (It seems as if the programmers have
made the recovery time from a successful counter so long that you can perform a
counter attack right after it. I personally think that this feature sucks as
badly as one can, because in real life you NEVER can correct the mistakes right
after you've made them. In Tekken 3, for example, the counters - or better known
among TK players as reversals - are usually fatal, and you can kiss lots of
health goodbye depending on the skill of your opponent.) So, forget those
"h,h,h..." combos, you'll only get your ass kicked big time. Special and sword
attacks are the best against her.
VS Naseem
If you're familiar with the term "pain-in-the-ass", here's a great opportunity
to use it. Besides that he's an extremely versatile and effective character, the
CPU has a bad habit of performing those damn side throws and the annoying
"cartwheel on your face" -move (similar to Sasuke's Flipslash). Especially the
latter one makes it almost impossible to defense yourself if you get cornered -
Naseem just keeps hitting while you lay on the ground. And don't you forget
those counters and Two-Hand-Grabs, they play a major role in this chum's
arsenal, too! So, what can I say...good luck! And ROLL AWAY BEFORE HE JUMPS ON
YOU!
VS Han
Since the match always starts in the face-to-face distance, it's an easy job to
perform a throw right as the match begins. Just run towards him and hold H+L+G.
After that (and about 40% advantage in health if you succeed) it's rather easy
to beat him. Just remember that those are heat seeking missiles that he fires
and don't get too close - Han is almost as bad with throws as Naseem....
VS Sasuke
One might think that it's an easy job to beat the character that you've payed a
great deal attention to. Anybody who has fought against Sasuke can prove the
opposite - together with Naseem and the Time Release Characters Sasuke is one of
the hardest opponents in EHRGEIZ. There really isn't much to do about it - just
think the weaknesses that Sasuke has and use them against him. Peace a cake,
huh? ;-)
VS Cloud
Well, the boywonder surely knows how to beat up people! The thing which makes
him a challenging opponent is the diversity of his moves. When close to him you
get either throwed or countered and when further he starts waving his sword
(which unfortunately beats the one that Sasuke uses, in both range and damage).
In other words, it's difficult to play against him since you don't have any
certain tactics/playing style for him. I find it's good to start with the
Renmenzan (see the Moves Section), then follow with Bamboo Burial and Cutting
rage, and see how the match develops. The Double Backflip, Super Star and Flip
Slash also produce good results. Just maintain some distance between you and him
- just enough to escape his attacks and, on the other hand, to punish him for
his mistakes. Also make sure that you back off after he makes a counter, because
it's impossible to perform any other move before he'll throw you.
From Danny Duong: Start the match quickly with the Renmenzan, then follow with
Double Backflip To Slash, Ninja Sword Rush and Sliding. Just keep repeating
those over and over again.
VS Tifa
Totally different setting since now the special weapon is similar to Sasuke's. I
most often start the match with Double Flip and try to hit her at least a couple
of times with my Shooting Star - it also seems to make her come closer. She
likes to do those low, sweeping kicks on you when you're on the ground so it's
wise to roll away as fast as you can after a knockdown.
From Danny Duong: Use the same strategy as with Cloud.
VS Django
Even though he ain't as difficult opponent as the two previous ones Django is a
hard one to beat. One reason might be that once you've managed to get this far
it's very easy to start playing with too much confidence on your skills. This is
lethal, since Django is one of the hardest opponents in the game. Besides that
he plays most of the time much lower than the rest of the characters (which
means you can hit him with your special weapon only when he's far away or
standing on his backfeet) he can also do some serious damage while you're
knocked down and lying on the ground: he can hit you with his special weapon (a
fireball of some sort?) and also come and start eating/scratching your body.
It's therefore wise to bear in mind a few basic issues: Don't do high attacks!
Try keep him occupied with a mixture of low and mid attacks (such as Somersault
Rush or Double Backflip to Slash) and TAKE SOME DISTANCE AFTER YOU'VE KNOCKED
HIM DOWN - if you don't you'll only get hit with his rising attack (a some sort
of "cartwheel", which consists of 4-5 unblockable attacks). In general he can be
beaten with similar strategy as the previous two: hit and run.
From Danny Duong: Do the Renmenzan, then run and do the Sliding. Just keep
repeating those two.
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X EHRGEIZ' Story
Fifty years ago, a sword with a mysterious "Materia" was found in the ruins of
an ancient German castle. The blade of the sword was broken, and a mysterious
stone was set in its handle. The weapon took the name "Ehrgeiz" and became the
symbol for a tournament, which would decide the world's strongest fighter. The
sword was presented to the champion as a trophy. Meanwhile, a secret excavation
of a Middle Eastern desert ruin was ordered by a secret organization called "Red
Scorpion". It was rumored that the ruins contained the secret of immortality. As
a front, Red Scorpion claimed to be an international organization established to
protect international archaeological treasures and ruins. In reality, they are a
weapons manufacturer collaborating to develop bio-weapons. They hope to
rediscover and use the technology founded by hyper-ancient cultures. After
months of excavating, Red Scorpion located the ancient ruins. They located a
door to the ruin but it couldn't be opened. A special key was needed... Does the
key still exist? If so, where is it? The strongest theory points to a mysterious
stone set in the EHRGEIZ sword. On the same day the door was discovered, the
EHRGEIZ stone radiated an eerie luster and brilliance. Legend says those who
come in contact with the stone will be overwhelmed with a burning desire to
answer a mysterious calling. Koji Masuda, the defending and consecutive three-
time champion is the current holder of the EHRGEIZ. Like a magnet, the sword
navigates Koji to the Middle East and eventually the ancient ruin. The Red
Guardians are not at all pleased by this intrusion onto their secret finding.
Disregarding the call of the sword, he has no choice but to flee the Middle
East. If caught he would surely be executed. Koji now realized the danger of the
tournament and the sword. It's far mere than a symbol of fighting experience.
Understanding the sword brings danger to his life, Koji reluctantly decides to
withdraw from the tournament and relinquish his right to the sword. In a letter
to his daughter Yoko Masuda, Koji asks her to succeed his will and use her
martial art skills to regain the sword. But news of the mysterious stone has
traveled afar and now many more have the curiosity to seek it.
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XI Sasuke Info
Name: Sasuke
Age: Unknown
Nationality: Japan (?)
Sex: Male
Occupation: Future Ninja
Weapon (special attack): shun-ken (star-shaped dagger), enmaku (smoke bomb),
makibishi (small, star-shaped weapons, scattered on the ground to interrupt
enemies' chase)
Weapon (primary): katana
Personality: True to a Ninja's persona Sasuke is a dark, mysterious personality.
Red Scorpion currently occupies him as a covert operative. Sasuke's true
identity is unknown even to himself due to an injury that resulted in a loss of
memory. While attempting to execute an order to assassinate Koji Masuda, the
mysterious light on EHRGEIZ somehow triggers part of his lost memory. Sasuke is
now motivated to win the tournament and the legendary weapon. He believes that
the weapon and its mysterious stone can return his memory.
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XII Things Still To Be Added To This Guide
- Names for the "Unknown" moves
- What's the name of the move in which Sasuke sweeps with his katana and the
opponent flies high up in the air (and you can immediately follow by Double
Backflip To Slash)? At least one certain way to do it is to first make the
Tsunami Kick, wait about 0.5 sec and then hit h. Any ideas?
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XIII EHRGEIZ Related Weblinks
Namco Official Ehrgeiz Site (www.namco.com/arcade/titles/ehrgeiz)
Dream Factory official homepage (www.drf.co.jp/english/acd/)
Usenet newsgroup (rec.games.video.arcade)
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XIV Revision History
9/23/1998 v0.5 (16KB)
Work has started, still missing all the strategies etc.
9/26/1998 v1.0 (24KB)
Initial public release. A lot of things to be added (More VS guides and links
etc.).
10/1/1998 v1.5 (32KB)
Move analysis and short VS guides for the rest of the characters added. More
typos found and fixed. Some cosmetic enhancements.
12/23/1998 v2.0 (37KB) The Final Version
New moves and tips added, corrected the counter and Two-Hand-Grab input.
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XV Thanks
I'd especially like to thank
Danny Duong - <
[email protected]>
I shamelessly stripped the "EHRGEIZ' Story line" and some basic moves from his
very good Cloud FAQ.
Donny Chan <
[email protected]>
I obtained lots of info from his Yoko FAQ.
Matti Tiilikainen (www.norssi.jyu.fi/~tiilikam.yal.opi)
Just for being a good EHRGEIZ player :-)
Everybody on the "rec.games.video.arcade" -newsgroup.
And finally Dream Factory/SquareSoft/Namco for the great game!
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XVI Author Information
Ilja J. Sillman aka faust
WWW:
http://surf.to/faust
E-Mail: <
[email protected]>
ICQ: 16455169
"Why be a man when you can be a success? - Bertold Brecht"
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the end