------------------------------------------------------------------------
STAR GLADIATOR FAQ v0.2
for the Arcade and US Sony PlayStation versions
Written by Chris MacDonald
------------------------------------------------------------------------

Unpublished work Copyright (c) 2000-2003 Chris MacDonald

The guidelines for using this faq are simple; don't sell it or give it
away, don't reprint it without obtaining permission, and don't bother
posting it on a website (I'm only releasing it for www.GameFAQs.com to
host).  You may not incorporate any part of this FAQ into your own guide
without obtaining my express written permission.

Game magazine/guide/site authors are not allowed to use this FAQ, the
following in particular: Ziff-Davis Video Game Group (publishers of
Expert Gamer), Game 13th Magazine, IDG Media, Future Publishing, Ltd.
(publishers of PlayStation Power, Official UK Play Station Magazine),
Brady Games, Prima Games and Eric Pratte, CheatCC.com, Shoryuken.com,
Kibagami, and IGN.

The Star Gladiator series is (c) Capcom Co., Ltd.  All characters,
move names, and character move names are trademarks of Capcom.


=================
TABLE OF CONTENTS
=================

1.  AUTHOR'S NOTE
      - Revision History
      - Special Thanks
2.  HOW TO PLAY
      - FAQ Notation
      - Basic Commands
3.  CHARACTER MOVELISTS
      - Bilstein
      - Blood
      - Gamof
      - Gerelt
      - Gore
      - Hayato
      - June
      - Kappah
      - Rimgal
      - Saturn
      - Vector
      - Zelkin
      - Super Bilstein
4.  SECRETS AND TRICKS
      - Play As Super Bilstein
      - Fight Super Bilstein
      - Fight Kappah
      - Enable Bilstein and Kappah (Arcade Version)
      - Enable Bilstein, Kappah, and Blood (PSX Version)
      - Victory Pose Camera
      - Enable Wall Mode
      - Enable Darkness Mode
      - Enable Deformed Mode
      - Same Character At Continue
      - Hidden Gerelt Picture
      - Soft Reset
5.  GAMEPLAY NOTES
      - Types of Movement
      - Throws
      - Attack and Defense
      - Fighting on the Ground
      - The Plasma Reverses and Plasma Strikes
      - Plasma Combo Types and Plasma Final Chart
      - More Info. About Plasma Combos
      - Ring Outs
6.  MISCELLANEOUS
      - Addendum
      - Translations


========================================================================
1.  AUTHOR'S NOTE
========================================================================

I've owned Star Gladiator for some time now, but only recently did I
decide to write a FAQ (after seeing how lame Hayato was in MvC2, I
started playing this game again to remind myself how much cooler he is
in 3-D).  Seeing how there was so much information at Capcom's page
that we English readers would never know about, I decided to sit down
and try and write a guide for this game.  So, better late than never,
I guess.

------------------------------------------------------------------------
REVISION HISTORY
------------------------------------------------------------------------

Version 0.2  (May 10, 2003)
 - Some minor corrections and additions were made, and contributor
   information about Blood's movenames and moves was added.

Version 0.1  (May 4, 2000)
 - First revision, complete movelists for everbody, as well as fully
   tested secrets and tricks, and a gameplay notes section.


------------------------------------------------------------------------
SPECIAL THANKS
------------------------------------------------------------------------

The Green Herring
 - For sharing the real names of Blood's moves (and some new moves I
   didn't know about), courtesy of the now-defunct Fighters Net.

CodeMaster                                              <www.cmgscc.com>
 - For the code to play as Super Bilstein.  This code and others can
   be found at the site listed above.

FrostByte
 - Some information on the secret codes taken from his excellent Star
   Gladiators FAQ (you can find it at www.gamefaqs.com).

Capcom of Japan              <www.capcom.co.jp/himitsu/sg/sutagura.html>
                             <www.capcom.co.jp/fax>
 - All official move names, most move commands, most secret combos, most
   of the secrets, and hidden character stats. and other misc.
   information taken from their home page, not to mention the bios for
   Bilstein, Kappah, and Blood.  Obviously, I owe these guys a big
   thanks.  The name for Super Bilstein's 'Gigantic Explosion' was taken
   from a FAX file on Plasma Sword (the moves are somewhat similar, so I
   opted to use that name).

Plasma Sword Manual (US Dreamcast version)
 - Took some move names for Blood from here, since I can't find his
   official SG1 move names anywhere on the 'Net.  Also took Zelkin's
   'Transformation' name from here.

Star Gladiator Manual (US PlayStation version)
 - Took Bilstein's story from here, and the stats. for all of the
   normally playable characters.


========================================================================
2.  HOW TO PLAY
========================================================================

[ Controller Layout ]  -------------------------------------------------

ub   u   uf      Jump Up-Back        Jump Up        Jump Up-Forward
   \ | /
b -- n -- f      Walk Backward       Neutral         Walk Forward
   / | \
db   d   df         Crouch           Crouch             Crouch

Obviously, you'll need to reverse these commands if you're on the left
side of the screen.

[ Button Layout ]  -----------------------------------------------------


     B                             Horizontal Slash

 A       K       Vertical Slash                        Kick Attack

     G                                    Guard

If you want to remember the buttons by their PlayStation designation,
then Vertical Slash is the Square Button (S), Horizontal Slash is the
Triangle Button (T), Kick is the X button (X), and Guard is the Circle
button (O).  You can configure the L and R shoulder buttons as well;
they can be set up to do any single button, or f + G, b + G, AB, AG,
BG, KG, or ABK.


------------------------------------------------------------------------
FAQ NOTATION
------------------------------------------------------------------------

qcf / hcf      Press (d,df,f) or (b,db,d,df,f) on your controller.
qcb / hcb      Press (d,db,b) or (f,df,d,db,b) on your controller.
ub~uf          Press ub or u or uf.
(air)          The move can be done while on the ground or when jumping.
(movename)     Means that I made up the move name, since it wasn't
               listed at Capcom of Japan's page.
AG / BG / KG   Press A+G / B+G / K+G buttons together at the same time.
AB / BK        Press the A+B or B+K buttons together at the same time.
ABK            Press A+B+K together at the same time.

Note that you can perform motions without diagonals--for example, you
could perform 'hcb' as 'f,d,b' or 'qcf' as 'd,f'.


------------------------------------------------------------------------
BASIC COMMANDS
------------------------------------------------------------------------

Dash Backwards                 Tap b,b
Dash Forwards                  Tap f,f
Run Forward                    Tap f,f, hold f
Move Away and Around Enemy     Press b + G
Rotate Around Enemy            Press f + G
Crouching Dash                 qcf + G

Standing Guard                 Press G while standing
Crouching Guard                Press G while crouching
Throw Attempt                  Press AB when standing or crouching
Throw From Behind              Press AB when behind your enemy

Vertical Attack                Press A  (can't be blocked crouching)
Horizontal Attack              Press B
Knockaround Attack             Press b + B
Kick Attack                    Press K
Jumping Attack (Going Up)      Press u + A / B / K
Jumping Attack (Going Down)    After apex of jump, press A / B / K
Weak Pursuit Attack            Press u + K when enemy is downed
Strong Pursuit Attack          Press u + A / B when enemy is downed

Get-Up and Flip Away           Press u or b when lying on the ground
Get-Up and Roll Forward        Press f when lying on the ground
Quick Get-Up                   Press d when lying on the ground
Roll into Back/Foreground      Press G when lying on the ground

Getting Up Attack              Press K while getting off the floor
Getting Up Lower Attack        Press d + K while getting off the floor
Getting Up Anti-Air Attack     Press d,u + K while getting off the floor

Turn Around                    Press G when facing away  (air)
Turnaround Attack              Press A / B / K when facing away
Low Turnaround Attack          A / B / K when facing away and crouching

Plasma Reverse: Revenge        Press b + AG / BG
Plasma Reverse: Reflect        Press f + AG / BG
Plasma Strike                  Press ABK  (can use once per round)
Plasma Combo                   (varies for each person; see below)

For more information on these moves, please see the "Gameplay Notes"
section.


========================================================================
3.  CHARACTER MOVESLIST
========================================================================

Characters are listed in alphabetical order (except Super Bilstein, who
comes at the very end).  The little bios were taken from the instruction
booklet, except for Bilstein's, Blood's, and Kappah's, which were taken
from Capcom of Japan's page.  Moves are listed in this order: command
attacks, major special moves, then other miscellaneous moves.  After
that is a list of that character's Basic, Secret, and Final Plasma
Combos, if applicable.

For the Plasma Final Combos, I simply list an example path for each
character.  To understand how the PFCs work, please see Section 5,
under "Plasma Combo Types and Plasma Final Chart."

Note that Blood and Kappah both have background stories for them--I
listed these since not only do the other characters have their stories
in the instruction manual, but because Blood and Kappah have no ending
when you beat the game with them, so this is all you'll really ever
know about them.  Of course, my Japanese skills are pretty awful, so
I'm sure that the stories were very mangled in the translation.  Read
them at your own risk ;)


------------------------------------------------------------------------
BILSTEIN                                        (Type -A- Plasma Combos)
------------------------------------------------------------------------

Full Name:    Edward Bilstein
Nationality:  America (of German ancestry)
Height:       198 cm
Weight:       126 kg
Age:          Not listed at Capcom of Japan's page (the US manual says
              he's 48)
Weapon:       Plasma Sword

Vertical Sword                 f + A
Side Sword                     f + B
Bowels Break                   f + K
Penetrate Sword                df + A
Ground Hell Wind               df + B
Centipede Kick                 df + K

Space Rend Sword               qcf + A
Final Bilstein                 hcb + AB
Blaze Sword                    d,u + A
Double Blaze                   d,u + A / B during Blaze Sword
Hell Wind Sword                b,f + B
Deadly Triple                  f + B,A,A
Kieru                          b + K
(double blaze combo)           d,u + A / B after K,A,A Plasma Combo

Fuyuu                          Press KG  (press K to cancel)
Kuuchuu Yoku Idou              Hold G during Fuyuu  (can move in / out)
Calamity Dive                  Press A / B during Fuyuu
Dark Cyclone                   Press K when facing away
Death Spell Kick               Press K,K during Dark Cyclone
Death Spell Sword              Press K,A during Dark Cyclone
Fear Rise Sword                Press A / B while dashing
Slide Centipede                Press K while dashing

Plasma Secret Combo 1          K,K,K,K
Plasma Secret Combo 2          K,K,K,A
Fatal Decision                 A,A,B,K,K,A

- The Final Bilstein is unblockable.  And damn, does it look painful ;)
- While floating you can move backward or forward, or press G to spin
  around your opponent.  While spinning, you can use the controller
  to move closer to or further away from your opponent.


------------------------------------------------------------------------
BLOOD                                           (Type -A- Plasma Combos)
------------------------------------------------------------------------

Full Name:    Blood Barbarians
Nationality:  America
Height:       178 cm
Weight:       78 kg
Age:          22 years old
Weapon:       Plasma Sword

"To utilize Bilstein's research of Plasma Power, he killed a couple and
kidnapped their child, who was treated as Bilstein's own son and called
'Blood'.  The FBI had guessed that Bilstein would return to Earth
seeking vengeance after his arrest, and while the Earth's armies
prepared for the fight, they discovered that Blood was the one person
with the greatest amount of Plasma Power in the whole world.  They
investigated him in secret, but after the investigation got underway,
he found out and evaded the police who came after him.  Since his Plasma
Power is so great, he is now to be killed.  Hayato and June are asked
to hunt him down upon signing up with the Star Gladiators, so that the
balance of Plasma Power can be restored."

(Blood's story was translated by myself, and so is probably pretty
incorrect.  In other words, don't accept it as the gospel truth! -km)


Dissent Blade                  f + A
Wide Slash                     f + B
Shadow Fang                    f + K
Soul Crush                     df + A
Silent Vortex                  df + B
Assault Fang                   df + K

Dark Surprise                  qcf + A
Rising Tornado                 d,u + A
Fake Blade                     f,b + A
Death Circle                   b,f + B
Iron Fist                      b,f + K
Bull Tackle                    hcf + K
Evil Storm                     hcf + K,B
Fatal Edge                     d,d,d + A
Criminal Rush                  f + B,A,A
Crimson Force                  hcb + AB

Fear Rise Sword                Press A / B while dashing
Slide Centipede                Press K while dashing

Double Rising Tornado          B,A,B,B,A,A,A

- Blood has most of Bilstein's attacks, and some special moves as well.
- The Crimson Force is unblockable.
- After the Fatal Edge, your sword will stay big for a brief second,
  momentarily increasing your attack range.


------------------------------------------------------------------------
GAMOF                                           (Type -B- Plasma Combos)
------------------------------------------------------------------------

Full Name:    Gamof Gohgry
Nationality:  Planet DeRosa in the Andromeda Galaxy
Height:       6 feet, 2 inches
Weight:       309 lbs.
Age:          29 years (in DeRosa time)
Weapon:       Plasma Axe

Gamo Burn                      f + A
Gamo Boon                      f + B
Gamo Head                      f + K
Gamo Kick                      b + K
Gamo Ride                      df + A
Gamo Fly Kick                  df + K

Gamo Swing                     qcf + K
Gamo Home Run                  qcf + K,B  (hit with good timing)
Gamo Chip                      qcf + K,B  (hit with bad timing)
Gamo Screw                     hcb + K
Gamo Giant Swing               hcb + K when foe's back is towards you
Zenten                         qcb + KG
Ushiro Mawarikomi Jump         Press KG

Gamo Tornado                   b,f + B,B,B  (can tap B indefinitely)
Gamo Press                     b,f + K when enemy is floored
Gamo Victory                   f + A,A
Gamo Shot                      d + B, f + A
Gamo Sliding                   Press K when dashing
Gamo Running Kick              Press A / B when dashing
Gamo Fall                      Press B during Gamo Running Kick

Gamo Special Combo             B,B,B,B
Plasma Secret Combo 1          d + A, uf + A
Plasma Secret Combo 2          d + B, f + A
Plasma Secret Combo 3          d + A,K
Plasma Secret Combo 4          d + B,K
Plasma Secret Combo 5          df + B,K
Plasma Secret Combo 6          d + B,K  (seems to be the same as #5)
Gamo Flying Screw              K,A,K,A,K,A

- After the Gamo Swing, you can press B to hit your opponent, if you
  want.  Simply hitting them results in the Gamo Chip, but if you time
  it just right, you'll do the Gamo Home Run and bat them far away.
- The Gamo Swing, Gamo Screw and Gamo Giant Swing are unblockable.


------------------------------------------------------------------------
GERELT                                          (Type -A- Plasma Combos)
------------------------------------------------------------------------

Full Name:    Franco Gerelt
Nationality:  Spain
Height:       6 feet, 1 inch
Weight:       165 lbs.
Age:          38 years
Weapon:       Plasma Saber

Just Stab                      b + A
Gran Touche                    f + A
Gran Cut                       f + B
Trick Kick                     f + K
Black Heaven                   df + A
Killing Bull                   db + A
Sharp Crawl                    df + B
Blood Down                     df + K

Thunder Touche                 qcf + A
Thunder Touche Storm           Tap A during Thunder Touche
Southern Arrow                 Press K during Thunder Touche
Andelucia Storm                hcb + tap A rapidly
Andelucia Crawl                Press B during Andelucia Storm
Andelucia Arrow                Press K during Andelucia Storm
Rising Arrow                   f + A during Andelucia Storm

Spanish Dance                  b,b + A,A,A
Rapid Elbow                    f,f + K
S.D.F                          f,b + K when enemy is down with legs near
Flying Matador                 b,f + AK
Naname Zenten                  b,f + KG
Bloody Flamenco                df + K, b + K
Evil Barge                     Press A / B while dashing
Dead Slide                     Press K while dashing
Kick del Sol                   Press KG while dashing

Lightning Scarlet              A,A,A,A
Plasma Secret Combo 1          A,A,A,K,A,K
Plasma Secret Combo 2          K,A,B,B,B,f + BK
Plasma Secret Combo 3          df + A,A,B, tap K rapidly
Final Ecstasy                  A,A,B,A,A,A

- Gerelt's last Secret Combo is actually a taunt.  After knocking them
  into the air with df + A, tap A,B,K quicly to make Gerelt clap his
  hands.  You can keep tapping K to make him clap repeatedly.


------------------------------------------------------------------------
GORE
------------------------------------------------------------------------

Full Name:    Gore Gajah
Nationality:  Indonesia
Height:       5 feet, 6 inches
Weight:       110 lbs.
Age:          19 years
Weapon:       Plasma Mace

Kannon Biraki                  f + A
Suihei Biraki                  f + B
Kinteki Hishuu                 f + K
Tsubo Shiatsu Zuki             df + A
Kaiten Keizan                  df + B
Haikotsu Shinchou              df + K
Zenten                         df + G

Katsu Tou'nyuu                 df + K when enemy is down
Kinou Shinshuu                 A / B while dashing
Kacchimen Shuu                 K while dashing
Zatou Ichizuki                 A when facing away

Dokuyaku Sanpu                 qcf + A
Sosei Henkan                   qcf + B
Hiyaku Youkyoku                qcb + A
Enshin Bunri                   f,b + K when enemy is down with legs near

Zettai Ansei                   d + KG
Kyakubu Kaiten                 b,f + K after Zettai Ansei
Shindou Ryouhou                Press AB after Zettai Ansei
Okiru                          Press G after Zettai Ansei
Temae Shin Idou                d + G after Zettai Ansei
Ou Shin Idou                   u + G after Zettai Ansei
Shin Dash                      b,b / f,f after Zettai Ansei

Bairitsu Henkou (Kyokudaika)   d,d,d
Bairitsu Henkou (2 Dankai)     d,d,d after Kyokudaika
Bairitsu Henkou (Shukushouka)  d,d,d,d after 2 Dankai
Naizou Appaku                  qcb + K,K,K after 2 Dankai
Ara Ryouji                     f + A after 2 Dankai

Kanzen Shohou                  B,B,B,B
Plasma Secret Combo 1          b + K, df + K
Kyuukyoku Bouchuu              B,A,B,B,A,A

- The Sosei Henkan will leave an opponent open to attack momentarily.


------------------------------------------------------------------------
HAYATO
------------------------------------------------------------------------

Full Name:    Hayato Kanzaki
Nationality:  Japan
Height:       5 feet, 9 inches
Weight:       154 lbs.
Age:          21 years
Weapon:       Plasma Blade

Tenchi Zan                     f + A
Rekkuu Zan                     f + B
Eijin Kyaku                    f + K
Eijin Rai'ei Kyaku             f + K after Eijin Kyaku
Tsuki Kage                     df + A
Jajin                          df + B
Jatai                          df + K

Hayagake Zuki                  Press A while dashing
Dokuryuu                       Press B while dashing
Souryuu                        Press B after Dokuryuu
Shippuu Geki Kyaku             Press K while dashing
Kogetsu                        Press A when facing away

Shiden                         qcf + B,A
Shiden Kai                     qcf + B,B,A
Engetsu                        hcb + A
Ura Engetsu                    hcb + hold A
Byakko Hou                     f,b + K

Shou Jump                      Press KG
Hien                           Press A / B during Shou Jump

Ashura                         d,d,d
Shin Ashura                    Press A,A,f,G,B during Ashura
Shin Engetsu                   hcb + A after Shin Ashura
Shin Ura Engetsu               hcb + hold A after Shin Ashura
Gekishin Haten                 f,b,f,b + K after Shin Ashura
Guren                          f,d,df + A after Shin Ashura
Guren Ranbu                    f,d,df + A (x3) after Shin Ashura

Ashura                         d,d,d
Shin Ashura                    Press A,A,f,G,B durign Ashura
Shuradou                       d,d,d after Shin Ashura
Gekishin Haten                 f,b,f,b + K after Shuradou
Goku Raimei Zan                f,b,f,b,f,b + K after Shuradou
Guren                          f,d,df + A after Shuradou
Guren Ranbu                    f,d,df + A (x3) after Shuradou

Suzaku Ranbu                   A,A,A,A
Plasma Secret Combo 1          A,A,A,K,K, f + K
Kegon                          A,A,B,A,A, u + A

- You can tell if the Shin Ashura worked, because Hayato's hand will
  glow blue during the Ashura.


------------------------------------------------------------------------
JUNE
------------------------------------------------------------------------

Full Name:    June Lin Milliam
Nationality:  United Kingdom
Height:       5 feet, 4 inches
Weight:       108 lbs.
Age:          17 years
Weapon:       Plasma Circle

Star Shot                      f + A
Turn Shot                      f + B
Gyro Shoot                     f + K
Shine Dream                    df + A
Stardust Shot                  df + B
Scream Flash                   df + K
Ground Gyro Shoot              db + K

Prominent Kick                 Press A / B while dashing
Cosmo Stream                   Press K while dashing
Moonsault Kick                 Press K when facing away
Moonshine Kick                 Press KG during Moonsault Kick

Twinkle Elbow                  qcf + A,A
Starlight Wish                 qcf + A,K
Comet Kick                     qcb + K
Double Comet Kick              qcb + K,K
Sokuten                        qcb + G
North Star Combo               b,f + B,K
Camel Clutch                   f,b + K when enemy is down with legs near

Somersault                     d,u + K
Shine Dream                    Press A during Somersault
Chouhatsu                      Press A,A,f,G,B during Somersault

Back Ten                       Press KG
Big Bang                       A,A,f,G,B during Back Ten

Butt Check                     b,f,f + K
Spin                           B while rising during Butt Check

Meteoric Shower                K,K,K,K
Secret Plasma Combo 1          d + K, u + K
Secret Plasma Combo 2          B,B,B
Secret Plasma Combo 3          B,B, d + B
Secret Plasma Combo 4          K,K,K, d + K
Secret Plasma Combo 5          K,K,K, db + K
Happy Black Hole               K,K,B,K,K, u + K

- The Butt Check is an unlisted move.


------------------------------------------------------------------------
KAPPAH
------------------------------------------------------------------------

Full Name:    Kappah Nosuke
Nationality:  Planet Kappa
Height:       183 cm
Weight:       84 kg
Age:          123 (in Kappa time)
Weapon:       Kappadent

"In the Cygnus constellation lies Planet Kappa.  Kappah is believed to
be a member of his planet's elite military.  Apparently both Kappah
and Saturn, upon coming to Earth, discovered that Japan had a climate
they preferred.  Furthermore, their favorite drink was Japanese sake.
Kappah became legendary for drinking no matter what place he went to,
not caring if people noticed him (since he's an alien)?  Since Kappa's
race dislikes peace and is prone to fighting, Kappa considered joining
up with Bilstein's army.  After Bilstein offered to protect Kappah's
home planet as a reward, Kappah joined.  (I couldn't make out the rest
of it, which is something about the 'long sword of the star gladiators',
and an offhand comment pertaining as to how much a cetain people in
Japan like sake.)"

(Kappah's story was translated by myself, and so is probably pretty
incorrect.  In other words, don't accept it as the gospel truth! -km)

Tsuku Shinbou                  f + A
Yume Harai                     f + B
Kare Susuki                    f + K
Amenbo Tsuki                   df + A
Kusagari                       df + B
Hasu no Hageri                 df + K
Inaba no Shirousagi            b + A

Hikyaku Uchi                   A / B while dashing
Nomi Geri                      K,K while dashing
Uma no Inanaki                 KG while dashing

Kane Narashi                   f,f + K
Meoto Tonpo                    qcb + K
Naname Zenten                  b,f + KG
Buyo no Mai                    df + K, b + K
Tsumuji Kaze                   hcb + B
Kappa Dadakko                  hcb + AB
Tagame Katame                  f,b + K when enemy is down with legs near

Mozu no Hayaie                 qcf + A
Semi Shigure                   Tap A rapidly during Mozu no Hayanie
Kawazu Geri                    Press K during Mozu no Hayanie

Yuuda Zuki                     hcb + A, tap A rapidly
Yuuda Ippon Zuri               f + A during Yuuda Zuki
Yuuda Yume Harai               Press B during Yuuda Zuki
Yuuda Kawazu Geri              Press K during Yuuda Zuki

Plasma Secret Combo 1          A,A,A,K,A,K
Plasma Secret Combo 2          K,A,B,B,B, f,b + K
Senbon Sotoba                  A,A,B,A,A,A


------------------------------------------------------------------------
RIMGAL
------------------------------------------------------------------------

Full Name:    Rimgal  (actually Michael Lin Milliam)
Nationality:  Unknown  (Mr. Milliam himself was from England)
Height:       6 feet, 4 inches
Weight:       278 lbs.
Age:          1 year
Weapon:       Death Bone

Big Bone                       f + A
Bone Branish                   f + B
Meal Bite                      f + K
King Tail                      b + K
Game Claw                      df + B
Skull Burst                    df + K
Tail Leap                      db + K

Dino Flame                     qcf + K
Long Dino Flame                hcf + K
Volcano Kick                   qcb + K
Double Volcano Kick            qcb + K,K
Landslide Kick                 b,f + K
Long Backdash                  f,b + KG
Jurassic Trip                  d,u + K when enemy is airborne
Skull Drive                    Press A while dashing
Sliding Bite                   Press K while dashing
Crazy Wave                     Tap B rapidly while dashing
Big Bone                       Press A during Crazy Wave
Hell Float                     Press K when facing away

Fuse                           Tap d,d
Leg Bite                       Press K during Fuse
Lower Dino Flame               qcf + K during Fuse

Earthquake                     K,K,K,K
Plasma Secret Combo 1          Press K during Long Backdash
Hundred Fang                   B,K,K,A,A,K

- The Jurassic Trip only hits an opponent who's in the air.
- Using the Fuse makes Rimgal crouch down.  He can move around when
  crouching, but cannot jump.  Pressing A or B returns him to normal,
  as does using the Leg Bite or Lower Dino Flame.


------------------------------------------------------------------------
SATURN                                          (Type -B- Plasma Combos)
------------------------------------------------------------------------

Full Name:    Saturn Dyer
Nationality:  Planet Saturn in the Andromeda Galaxy
Height:       5 feet, 11 inches
Weight:       156 lbs.
Age:          260 years (in Saturn time)
Weapon:       Plasma Yo-yo

Long Slash Throw               f + A
Side Slash Throw               f + B
Passing Head                   f + K
Sendout Sky                    df + A
Roll Slash                     df + B
Sailing Hit                    df + K

Trapeze Throw                  qcf + A
Trapeze Combo                  qcf + A,A
Top Spin                       qcf + B
Acrobat Attack                 qcb + B
Acrobat Combo                  qcb + B,B,B
Sokuten                        qcb + G
Tapping Attack                 b,f + B
Firecracker                    b,f + K
Drastic Follow                 f + B,B
Double Surprise                f + K,A
Dancing Foot                   d + K, f + K
Firecracker                    Press A / B while dashing
Ground Rush                    Press K while dashing

Jack In The Box                B,B,B,B
Deadly Cyclone                 B,A,B,B,A,B


------------------------------------------------------------------------
VECTOR                                          (Type -B- Plasma Combos)
------------------------------------------------------------------------

Full Name:    PX-O2C
Nationality:  Unknown
Height:       6 feet, 10 inches
Weight:       230 kg
Age:          0
Weapon:       Plasma Gun

Upper Beam Bazooka             f + A
Chainsaw                       f + B
Shovel Kick                    f + K
Lower Beam Bazooka             df + A
Leg Cut                        df + B
Drill Kick                     df + K

Hover Straight                 qcb + A
Horizontal Laser               qcf + K  (unblockable)
Mad Blit                       d,u + K
Flying Drill                   d + K during Mad Blit
Leg Impact                     f + K,K
Last Shooting                  Press A after throwing from behind
Back Roller Dash               db + KG
Death Express                  Press A / B while dashing
Sliding Drill                  Press K while dashing
Vertical Laser                 Press K when facing away  (unblockable)

Crazy Chainsaw                 B,B,B,B
Final Horizontal Laser         K,A,K,A,B, b + K, f + K
Plasma Secret Combo 1          K,K, b + K, f + K, b + K, f + K
Gigantic Hammer                K,A,K,A,K,K

- The Mad Blit only hits an opponent who's in the air.
- For Vector's first Secret Combo, after doing a normal laser, he'll
  lean back and fire a large red laser while glowing green.
- For his second combo, the last kick (although it is very delayed),
  will knock an opponent across the ring.  This makes it very easy to
  kick them out of the ring, as long as they're not too far away from
  a particular edge.


------------------------------------------------------------------------
ZELKIN                                          (Type -K- Plasma Combos)
------------------------------------------------------------------------

Full Name:    Zelkin Fiskekrogen
Nationality:  Planet Klondike
Height:       5 feet, 6 inches
Weight:       13 lbs
Age:          32 years (Klondike time)
Weapon:       Plasma Claw

Sky Snipe                      b + A
Keen Slash                     f + A
Wide Slash                     f + B
Hammer Kick                    f + K
Rising Blade                   df + A
Sliding Blade                  df + B

Trust Blow                     b,f + A
Thunder Blade                  b,f + B
Thunder Wheel Combo            b,f + B,K
Blue Storm                     hcb + K, tap K rapidly
Fire Wheel Combo               df + A,K
Air Javelin                    In air, d + A
Dash Thunder Blade             Press A / B while dashing
Spring Missile                 Press K while dashing
Air Wheel                      Tap K rapidly when facing away

Super Jump                     Tap d,ub~uf or press ub~uf when jumping
Sky Destruction                Press d + K during a Super Jump
Kuuchuu Dash                   Tap f,f during a Super Jump
Kaiten Super Jump              Tap d,u when jumping
Kyuu Rakka                     Press d + G while jumping
Kuuchuu Fuyuu                  Press AB when jumping
Kuuchuu Yoko Idou              Press G during Kuuchuu Fuyuu
Final Air Javelin              Press d + A after Dance in the Sky
Final Sky Destruction          Press d + K after Dance in the Sky
Transformation                 Tap f,f after Dance in the Sky

Blue Typhoon                   K,K,K,K
Dance In The Sky               B,K,K,A,A, u + A

- After Zelkin's 'Dance in the Sky', you can perform the Air Javelin
  or Sky Destruction (but the latter will only hit if the rest of the
  combo missed, so that your opponent is still standing).  Another
  option is to tap f,f before or once Zelkin lands.  He'll pause for
  a moment, then start flying around.
- While he's flying, you can make him spin around with A, or spin in
  the opposite direction with B.  Pressing K makes him get closer to
  the ground, while pressing it again makes him rise.  G aborts the
  move (it also ends if you are hit, or after a certain amount of time
  has passed).  Note that the controller has no effect, so you'll have
  to practice steering with the A and B buttons if you want to be able
  to careen into your opponent.  Unfortunately, the move doesn't do
  that much damage.  Although you can fly out of the ring, if you fly
  too far, it's an automatic ring out.
- The Kaiten Super Jump looks like the normal Super Jump, but Zelkin
  moves outward as he jumps.


------------------------------------------------------------------------
SUPER BILSTEIN                                  (Type -A- Plasma Combos)
------------------------------------------------------------------------

Vertical Sword                 f + A
Side Sword                     f + B
Bowels Break                   f + K
Penetrate Sword                df + A
Ground Hell Wind               df + B
Centipede Kick                 df + K

Space Rend Sword               qcf + A
Final Bilstein                 hcb + AB
Blaze Sword                    d,u + A
Double Blaze                   d,u + A / B during Blaze Sword
Hell Wind Sword                b,f + B
Deadly Triple                  f + B,A,A
Gigantic Explosion             b,f + K
(double blaze combo)           d,u + A / B after K,A,A Plasma Combo

Fuyuu                          Press KG  (press K to cancel)
Kuuchuu Yoku Idou              Hold G during Fuyuu  (can move in / out)
Calamity Dive                  Press A / B during Fuyuu
Dark Cyclone                   Press K when facing away
Death Spell Kick               Press K,K during Dark Cyclone
Death Spell Sword              Press K,A during Dark Cyclone
Fear Rise Sword                Press A / B while dashing
Slide Centipede                Press K while dashing

Plasma Secret Combo            K,K,K,K
Plasma Secret Combo            K,K,K,A
Fatal Decision                 A,A,B,K,K,A

- This version of Bilstein plays a bit differently from the normal
  version.  Although he loses the Kieru (invisibility), he gets a
  new move, in which he creates multiple explosions.  This move not
  only has a large range, but is unblockable.
- Super Bilstein's Plasma Strike can never connect.  It's probably
  a glitch.  Similarily, he has no ending if you clear Arcade Mode
  with him (the game will hang).
- When you press f + G to move around your enemy, Super Bilstein
  will move really quickly and usually goes all the way around them
  so that he is at their backside.  This is a really handy way to
  avoid attacks and to keep your opponent frustrated.
- Super Bilstein cannot lose by Ring Outs.  If you end up outside of
  the ring (say, by using the Fuyuu, then ending it), he will remain
  standing in thin air.  This can lead to pretty funny results when
  fighting the CPU, which will invariably try to run after you and
  fall out of the ring. ;)


========================================================================
4.  SECRETS AND TRICKS
========================================================================

------------------------------------------------------------------------
PLAY AS SUPER BILSTEIN
------------------------------------------------------------------------

To play with Super Bilstein, you need to use a GameShark code.  The
code is was made by CodeMaster and is: 301D867A - 0014.  With this
code on, both characters will be Super Bilstein, although you can
always select your character, then turn it off to fight normal
opponents.


------------------------------------------------------------------------
FIGHT SUPER BILSTEIN
------------------------------------------------------------------------

To fight against Super Bilstein in a special stage, get to Bilstein
_and_ defeat him within the folloiwng time limit:

     - On 1 round, 5 minutes to get to and beat him
     - On 3 rounds, 6 minutes to get to and beat him
     - On 5 rounds, 9 minutes to get to and beat him
     - On 7 rounds, 12 minutes to get to and beat him

Defeat Super Bilstein to see your character's true ending.  If you
lose to Super Bilstein you get a bad ending, and if you never even
make it to him in the first place (in other words, by the time you
beat normal Bilstein, you've gone over the time limit), then you get
a different bad ending.


------------------------------------------------------------------------
FIGHT KAPPAH
------------------------------------------------------------------------

To fight against Kappah, make your way to the third stage.  Once you get
there, kill your opponent when the game timer reaches 00 (you only have
to do this on the last round).  If you did it correctly, Kappah will be
your fourth stage opponent.


------------------------------------------------------------------------
ENABLE BILSTEIN AND KAPPAH (ARCADE VERSION)
------------------------------------------------------------------------

To enable either character, hold the Start button, then do the
following:

For Bilstein - move to Gore, input K,A,B,A,G,A,B,A,K,A,BG.
For Kappah   - move to Hayato, input G,K,G,K,A,A,A,B,B,B,KG.

You can now pick Bilstein by moving to Gore and pressing right, and can
pick Kappah by moving to Hayato and pressing left.


------------------------------------------------------------------------
ENABLE BILSTEIN, KAPPAH, AND BLOOD (PSX VERSION)
------------------------------------------------------------------------

To enable these characters, enter Arcade Mode with the shortcut option
turned off.

- To enable Bilstein, highlight Hayato, hold Select, move to Gore,
  then input: X,O,X,O,S,S,S,T,T,T, X+O while still holding Select.

- To enable Kappah, highlight Bilstein, hold Select, move to Hayato,
  then input: O,S,T,S,X,S,T,S,O,S, X+T while still holding Select.

- To enable Blood, highlight Hayato, hold Select, move to Bilstein,
  then input: X,S,X,S,X,S.  Then move to Kappah while still holding
  Select, and input O,T,O,T,O,T, L1+R1.

You can access the hidden characters by moving left past Hayato or
right past Gore.


------------------------------------------------------------------------
VICTORY POSE CAMERA
------------------------------------------------------------------------

After defeating your opponent, press and hold KG.  Once your character
does their win pose, you can release the buttons and move around using
the controller.  You can also press A to zoom in, and B to zoom out.


------------------------------------------------------------------------
ENABLE WALL MODE
------------------------------------------------------------------------

Beat the game once (even if you get the bad ending by not fighting
Super Bilstein), and the "Wall" option will appear in the Option Menu.
If you turn it on, you cannot knock a character out of the playing
field and win by Ring Out.  Furthermore, any attack you make knocks
an opponent back very far, so chances are you and your enemy will be
smashing into the invisible walls all the time.


------------------------------------------------------------------------
ENABLE DARKNESS MODE
------------------------------------------------------------------------

During the Versus / Stage screen that is shown just prior to a battle,
hold Down + L2 + R2.  When the first round begins, everything will be
dark, and you can only see your characters in the light of their Plasma
Weapons.  This code lasts for one battle, and must be input again
before the start of the next battle if you want to continue playing
this way.


------------------------------------------------------------------------
ENABLE DEFORMED MODE
------------------------------------------------------------------------

During the "Versus" screen, hold Right + Start + O + S.  When the first
round begins, your character will have a much larger head and feet.
Alternatively, you can hold Left + Start + O + S to start off with
a large body and a small head and feet.  Vector may actually benefit
from the big head code, as it makes his laser beams much wider.
However, there are some weird effects as well; his lasers will miss
from up close, and in Training Mode, it's possible to get both
characters stuck in the far ends of the screen (I don't know why this
happens, but it happened to me twice).

This code only lasts for one round, and must be input again before the
start of the next round if you want it to continue.  Just hold down
the buttons for either effect after your opponent dies.


------------------------------------------------------------------------
SAME CHARACTER AT CONTINUE
------------------------------------------------------------------------

When you lose a stage and are asked to continue, press Select + Start.
Instead of being taken back to the character select screen, you'll
restart that battle with the same charcter you've been using.


------------------------------------------------------------------------
HIDDEN GERELT PICTURE
------------------------------------------------------------------------

When you choose to save data onto your Memory Card, hold L1 + R1 when
it says that it's checking the card.  Now if you look at the Memory
Card icon in the PlayStation's Memory Card menu, you'll see that the
icon is Gerelt's winking face.


------------------------------------------------------------------------
SOFT RESET
------------------------------------------------------------------------

Capcom of Japan's page states that you can return to the title screen
at any time, press and hold the following buttons: L1 + R1 + Start +
Select.  This may be a Japanese-version only trick, though, since in
the US version you can simply press Start + Select to do the same
thing.


========================================================================
5.  GAMEPLAY NOTES
========================================================================

------------------------------------------------------------------------
TYPES OF MOVEMENT
------------------------------------------------------------------------

Every character can inch back or forward by holding in those directions,
but they can also dash forward or backward by tapping f,f or b,b.  While
dashing forward, you can hold f in order to keep running towards your
enemy.

Other types of movement involve the Guard button.  Pressing f + G makes
you move around your enemy a bit, so if you keep doing it, you'll
eventually circle all the way around them.  Pressing b + G has the same
effect, but you back away while circling as well, so long before you've
gone around your enemy, you'll end up at the far end of the playing
field.  When on the right side of the screen, you'll move away into the
background, while when on the left side of the screen, you move away
into the foreground.

The last type of movement is the crouch dash, which is done by inputting
qcf + G.   This simply makes you dash forward while ducking down,
allowing you to avoid high attacks.


------------------------------------------------------------------------
THROWS
------------------------------------------------------------------------

Throws are unblockable attacks that miss unless they're performed from
up close (when done from afar, your character simply reaches out without
grabbing anything).  Everyone can throw by pressing AB while standing,
and all characters (except Gore), can throw a crouching opponent by
crouching and pressing AB.  You can throw someone from behind, too,
but you can't crouch throw them (it will come out as the normal behind
throw instead).  If you are behind them and they are crouching, then
you cannot throw them at all.

Several characters (Gerelt, Gore, June, and Kappah) also have throws
that are done by inputting f,b + K.  These throws will not come out,
though, unless your opponent is lying on the ground face down, with his
or her legs towards you and their head pointing away from you.  The
easiest way to get them in such a position is to knock them down when
they're facing away from you, then dash close and input the command.


------------------------------------------------------------------------
ATTACK AND DEFENSE
------------------------------------------------------------------------

Unlike other fighting games, you cannot hold back or down-back to defend
against an attack--you have to hold the Guard button to do that.  Simply
holding the Guard button makes you guard against high attacks, while
crouching and holding the Guard button defends you against low attacks.

Throws cannot be defended against, and Vertical Attacks can only be
blocked by standing; if you crouch, they will still hit you.  On the
other hand, most Horizontal Attacks will miss a crouching opponent, so
it's sort of a trade-off.  Of course, you can crouch-guard against any
kind of crouching attack.

Another kind of attack is the Knockaround Attack, which is done by
pressing b + B.  This move's most obvious effect is that a hit opponent
is knocked around so that their back is towards you.  This move also
make you switch stances, so if you were standing with your front towards
the screen, you're now standing with your back towards the screen.

What's more, moves that cause you to move into the foreground will make
you move into the background when your stance is switched, and vice
versa.  For example, using Blood's Death Circle (b,f + B) will make
him swing into the background, but after using his b + B attack to
change stances, he will move into the foreground when the Death Circle
is used.

If you're knocked around so that your back is towards your opponent,
you can press G to turn around (this can also be done while jumping over
an opponent, so that you land facing them).  Another way to turn around
is to press A / B / K while standing or crouching, which makes you turn
and attack at the same time.

Finally, there are the jumping attacks.  There are two types; one if
you press an attack button right as you jump (or for some characters,
before you reach the apex of your jump), and another type of attack
comes out if you press a button after the apex of your jump.  Obviously,
the ones done right as you jump are better for anti-air attacks than
the ones done as you're falling, which are better for attacking people
on the ground.


------------------------------------------------------------------------
FIGHTING ON THE GROUND
------------------------------------------------------------------------

When you knock an opponent to the ground, several new options become
available to you and them.  Before they get up, you can always attack
them with any low attack (like a crouching kick, or some standing
Vertical attacks), or you can use a Pursuit Attack, which is done by
pressing u + A / B / K.  The K version does less damage, but comes out
faster, while the A / B version does more damage, but takes a while to
hit and gives your opponent more time to get out of the way.

However, you're not helpless when lying on the ground.  After a moment,
your character will flip over so that they face up, then they'll get</pre><pre id="faqspan-2">
up.  You can also press up or back when lying on the ground to get up
and flip backward, or press forward to get up and do a short roll
forward.  If you press down, you won't move around, but you will get
up faster.  Another option is to press G when lying on the ground,
which will make you roll into the background or foreground (it seems
to be random).

Instead of simply moving around, you can also attack while getting up.
Pressing Kick while getting up makes you do a high attack, while d + K
makes you do a low attack.  Inputting d,u + K makes you do an anti-air
attack, which is good for stopping Pursuit Attacks.  Note that these
attacks can be done not only while getting up, but after any of the
above moves, so you could hold b to flip away, then tap d + K to do
a low attack after the flip, or you could press G to roll away, then
tap d,u + K to do an anti-air attack.

Furthermore, note that you don't need to time the direction or button
presses for these moves; you can hold d + K  or G the moment you land,
and you do a low attack or a roll once you start to get up.


------------------------------------------------------------------------
THE PLASMA REVERSES AND PLASMA STRIKES
------------------------------------------------------------------------

The two moves you'll definitely want to master are the Plasma Reverses.
Both of these moves are designed to counter attacks; when you perform
them, you'll flash red (for the Plasma Revenge) or blue (for the Plasma
Reflect).  If you're hit during a Plasma Revenge, you automatically
counter attack; for the Plasma Reflect, your opponent's attack is
knocked away, stunning them momentarily.

Either move can be done with AG or BG; AG stops Vertical Slashes and
other A-button attacks, while BG stops Horizontal Slashes and other
B-button attacks.

The next Plasma move is the Plasma Strike, which is done by pressing
the ABK buttons together.  Your character will charge up, then attack.
If the attacks hit, they will continue to assault their opponent for
considerable damage.  This move can only be used once a round (even
if it hits or is blocked), but if you're hit out of it early enough,
you can use it again in a round.  If you kill someone with this move,
there's a little replay sequence showing the final hit from three
different angles.


------------------------------------------------------------------------
PLASMA COMBO TYPES AND PLASMA FINAL CHART
------------------------------------------------------------------------

The playable characters are can be divided into three groups; each uses
a different type of Plasma Combos.  Type A users include: Bilstein,
Blood, Gerelt, Hayato, and Kappah.  Type B users include Gamof, Gore,
Saturn, and Vector.  Type K users include June, Rimgal, and Zelkin.
The combo charts for each type are listed below:

    TYPE -A-                   TYPE -B-                TYPE -K-

         A                                                A   K
        /                                                /   /
       A   K=1                    A   A                 A   A
      / \ /                      /   /                 / \ / \
     A   K                      A   K                 A   K   A=7
    / \ / \                    / \ / \                 \ / \ /
   A   B   A=2                A   K   B=4               K   B
    \   \ /                    \ / \                   / \   \
     B   A                      B   B                 B   A   K=8
    /                          / \ /                   \     /
   B   A                      B   B   K=5               B   K
    \ /                        \ / \ /                 /   / \
     A   K                      A   A                 K   B   B
    / \ / \                    / \ / \                 \ / \ /
   K   B   B                  K   K   B=6               K   A
    \ / \ /                    \   \                     \ /
     K   B                      K   B                     K
      \   \                                                \
       K   A=3                                              K

You can start at any of three three letters on the far left (A, B, or
K), and progress from there.  For example, a Type K user could do a
K,K,B,A combo, but a Type A or B user could not.

The numbers indicate the special finishers for certain characters.  For
example, Hayato is a Type A user, and his Plasma Final is 2.  So to do
his Plasma Final command, you'd do a Plasma Combo leading to [2] (say,
A,A,A,K,A, or A,A,B,A,A), and then press up + A to finish the move and
do his "Kegon" Plasma Final.  Here is a list of each character's
Plasma Final Command and how they work:

 Name       Plasma Final        Plasma Combo Type       Example Input
 --------------------------------------------------------------------
 Blistein   Fatal Decision      Type A=1, press A       A,A,B,K,K,A
 Blood      Dbl.Rising Tornado  Type A=3, press A       B,A,B,B,A,A,A
 Vector     Gigantic Hammer     Type B=5, press K       K,A,K,A,K,K
 Saturn     Deadly Cyclone      Type B=3, press B       B,A,B,B,A,B
 Rimgal     Hundred Fang        Type K=7, press K       B,K,K,A,A,K
 Kappah     Senbon Sotoba       Type A=2, press A       A,A,B,A,A,A
 June       Happy Black Hole    Type K=8, press u + K   K,K,B,K,K,u+K
 Hayato     Kegon               Type A=2, press u + A   A,A,B,A,A,u+A
 Gore       Kyuukyoku Bouchuu   Type B=6, press A       B,B,B,A,B,A
 Gerelt     Final Ecstacy       Type A=2, press A       A,A,B,A,A,A
 Gamo       Gamo Flying Screw   Type B=5, press A       K,A,K,A,K,A
 Zelkin     Dance in the Sky    Type K=7, press u + A   B,K,K,A,A,u+A


------------------------------------------------------------------------
MORE INFO ABOUT PLASMA COMBOS
------------------------------------------------------------------------

Plasma Combos are preset 'strings' of attacks that can be performed one
after another.  Despite their name, some of the Plasma Combos don't
actually combo, allowing your opponent to guard against the rest of
your attacks.  Some of the attacks must be blocked high (they look like
a triangle in the Plasma Combo indicator), others must be blocked low
(these look like an upside-down triangle), and some can be blocked
either high or low (these look like squares).

There are three basic sets of Plasma Combos; A, B, and K.  All this
really means is that, for example, a K user can press K four times for
a basic combo, whereas an A user could press A four times for a simple
Plasma Combo.  Obviously, there are other combos as well, and some
characters even have 'secret' Plasma Combo strings that don't show up
on the Training Mode charts, like Vector's all-Kick Plasma Combo.

Since the 'strings' lead into one another, you can perform parts of
the combo in various ways.  For example, one of June's Plasma Combos
is A,K,K,B,K.  It could also be performed B,K,K,B,K, or A,A,K,B,K.
The endings hits can't be changed (K,B,K), but that's because as the
combo progresses, the strings go off in their own direction.  Some
strings can only be done in one manner, like Gamof's A,A,A Plasma
Combo--nothing else can be used aside from A,A in order to get the
third and final A attack.

Although you can't cancel out of a Plasma Combo into a normal attack
(there are actually no cancelable moves in Star Gladiator, but that's
another story), most Plasma Combos end in special attacks, either
those that are normally available, or moves that are not.  For example,
Gore's B,B,K,K,B combo results in him spinning around and shooting out
poison bubbles, which isn't a normally usable attack.  On the other
hand, Bilstein's A,A,B,K,A combo ends in the Final Bilstein, a special
throw he can perform manually.  Also, it is possible to follow up
certain Plasma Combos with special moves.  For instance, at the end
of Bilstein's A,A,A,K,A combo, he does a Blaze Sword.  Since this move
can be followed up normally with the Double Blaze Sword, Bilstein can
do the same after the combo ends, and perform the Double Blaze Sword
upon landing.

Another aspect of the Plasma Combos are the Plasma Finals.  These are
commands entered at the end of a particular combo string that result in
a high-damage attack unique to each character.  For example, at the end
of his B,A,K,A,K / A,B,B,A,K / B,B,B,A,K, or B,A,B,A,K chains, Vector
will do a Plasma Final when you press K again after the final K press.
Sometimes you have to use the control pad as well (Hayato's Final
requires you to press up + A at the end of an A,A,B,A,A string).

Getting a little confusing?  Well, here's an example of how Plasma
Combos work.  In this case, it's a Type B chart, Gore's.  These are
all of his possible Plasma Combos:

1) A,A,K,B   2) A,A,K,K,A   3) A,B,B,A,B   4) A,B,B,A,K   5) K,K
   A,B,B,B      A,B,K,K,A      B,A,B,A,B      B,B,B,A,K   6) A,A,A
   A,B,K,B      B,B,K,K,A      B,A,K,A,B      B,A,B,A,K   7) K,A,K,B
   B,A,B,B                     B,B,B,A,B      B,A,K,A,K
   B,A,K,B   8) A,A,K,K,B      K,A,B,A,B      K,A,B,A,K   S) b+K,df+K
   B,B,B,B      A,B,K,K,B      K,A,K,A,B      K,A,K,A,K   F) From 3,A
   K,A,B,B      B,B,K,K,B

1) - Dokuyaku Sanpu            6) - Somersault Cane
2) - Zatou-ichizuki            7) - Shindou Ryouhou (if B hits)
3) - Sosei Henkan              7) - Zettai Ansei (if B misses)
4) - Kyakubu Kaiten            8) - Standing Bubble Spin
5) - Headbutt                  F) - Kyuukyoku Bouchuu

As you can see, each Plasma Combo has a certain ending attack.  For
example, all the ones ending in A,K result in the Kyakubu Kaiten, while
all those ending in K,K,A result in the Zatou-ichizuki.  The S) combo
is Gore's Secret Plasma Combo, which doesn't show up on the B-Type
chart and isn't usable by any other character except for him.  The F)
is Gore's Plasma Final, which is done by pressing A after any of the
combo sets ending in A,B.  This will make him go from the Sosei Henkan
to the Kyuukyoku Bouchuu.


------------------------------------------------------------------------
RING OUTS
------------------------------------------------------------------------

Except for when in Training Mode, every stage has an edge you can fall
off of.  You can't physically walk off the edge, but your own special
moves can carry you over the edge.  Your opponent can also knock you
over the edge with their attacks or by pushing into you (a CPU opponent
can run off the ledge, too).  If you fall off an edge, you automatically
lose the round by 'ring out'.


========================================================================
6.  MISCELLANEOUS
========================================================================

------------------------------------------------------------------------
ADDENDUM
------------------------------------------------------------------------

The instruction manual for the US PlayStation release is rife with
mistakes and misinformation.  So, here's what to look out for:

Page 8 - The 'Get Up' information is incorrect.  Holding G has no
effect on your character getting off the ground, and instead makes you
roll.  Holding back or forward does not control your roll, it instead
makes you get up away or towards your enemy, only if you _didn't_ roll.

Page 8 - The 'Head Spring' does not exist.  Pressing G will make you
roll (up doesn't affect this), and pressing up alone makes you get-up
away from your opponent.

Page 8 - The 'Flip Opponent' command is back + B, not forward + B.
The description is wrong as well, since this command makes the enemy
turn away from you, not towards you (when you hit an enemy from the
behind, they will fall over instead of turning around).

Page 9 - The 'Plasma Strike' information is slightly off.  Even if
you perform a Plasma Strike that misses, you will still be unable to
use it for the rest of the round, contrary to the what the booklet
says.

Page 10 - For 'Plasma Combos': Type A users also include Bilstein, Super
Bilstein, Blood, and Kappah.  This isn't mentioned in the manual for
obvious reasons :)

Page 12 - Hayato's Plasma Final ends in u + A, not d + A.

Page 13 - June's Moonshine Kick is performed by pressing K+G after the
Moonsault Kick, which is done by pressing K when your opponent is
behind you.  Pressing K,K,G simply does the Moonsault Kick (the second
K and G do nothing).  Her Plasma Final ends in up + K, not just K.

Page 15 - Gamof's Plasma Final ends in A, not hcf + A.  Also, you can
tap B during the Gamo Tornado indefinitely, not just three times.

Page 17 - Vector's 'Last Shooting' (what they call 'Final Blast'), is
done by pressing A after throwing someone from behind, not from a
'backward throw' (you think they could keep their terminology
straight!)

Page 19 - Zelkin's Super Jump is done by pressing d,u, not d,u,u.

Other more obvious stuff is the made up names (I hate those), and the
fact that they only list one way to do a Plasma Final, when in fact
there are sometimes several combos that you can end in a Plasma Final.


------------------------------------------------------------------------
TRANSLATIONS
------------------------------------------------------------------------

All translations were done on my own, with the text and spellings taken
from Capcom of Japan's page.  Since my Japanese is pretty rotten, the
translations are probably not very correct.


[ BILSTEIN ]  ----------------------------------------------------------

Kieru                          Erasure
Fuyuu                          Floating
Kuuchuu Yoku Idou              Mid-Air Horizontal Movement


[ GAMOF ]  -------------------------------------------------------------

Zenten                         Forward Roll
Ushiro Mawarikomi Jump         Circling Backward Jump


[ GERELT ]  ------------------------------------------------------------

Kick del Sol                   Kick of the Sun
S.D.F                          Scarlet Deathlock with Facelock
Naname Zenten                  Diagonal-Forward Roll


[ GORE GAJAH ]  --------------------------------------------------------

Kannon Biraki                  Kwannon (Goddess of Mercy) Unsealed
Suihei Biraki                  Horizon Unsealed
Kinteki Hishuu                 Gold Target Flying Kick
Tsubo Shiatsu-zuki             "Touching a Pressure Point" (tsubo)
Kaiten Keizan                  Spinning Leg Slash
Haikotsu Shinchuu              Spine Stretching
Kou Kaiten Shuu                Backward Spinning Kick
Dokuyaku Sanpu                 Spraying Poison
Hiyaku Youkyou                 Leaping Middle Spin
Sosei Henkan                   Composition Conversion
Katsu Tounyuu                  Scolding Throw
Kyakubu Kaiten                 Spinning Leg
Ara-ryouji                     Wild Recovery
Naizou Appaku                  Internal Pressure
Kinou Shinshuu                 Recollection Quaking Kick
Kacchi-men Shuu                Slippery Surface Kick
Zatou-ichi Zuki                Anus Stab
Shindou Ryouhou                Vibration Treatment
Enshin Bunri                   Centrifuge Separation
Zettai Ansei                   Absolute Rest
Okiru                          Getting Up
Temae-shin Idou                Lying Down Movement (to the background)
Ou-shin Idou                   Lying Down Movement (to the foreground)
Shin Dash                      Lying Down Dash
Bairitsu Henkou                Magnification Change
Kyoudai-ka                     Become Giant Sized
Shukushou-ka                   Become Reduced in Size
2 Dankai                       2 Stages
Zenten                         Forward Roll
Kyuukyoku Bouchou              Ultimate Growth
Kanzen Shohou                  Perfect Perscription


[ HAYATO KANZAKI ]  ----------------------------------------------------

Tenchi Zan                     Heaven and Earth Slash
Rekkuu Zan                     Violent Sky Slash
Eijin Kyaku                    Sharp Blade Kick
Tsuki Kage                     Moon Silhouette
Jajin                          Serpent Blade
Jatai                          Serpent Thigh
Engetsu                        Full Moon
Ura Engetsu                    Reverse Full Moon
Shiden                         Violet Electricity
Shiden Kai                     Modified Violet Electricity
Eijin Rai'ei Kyaku             Sharp Blade Lighting Shadow Kick
Shou Jump                      Small Jump
Hien                           Flying Swallow
Hayagake-Zuki                  Rapid Dash Thrust
Dokuryuu                       Lone Dragon
Souryuu                        Double Dragon
Shippuu Geki Kyaku             Gale Attack Kick
Kogetsu                        Crescent Moon
Byakko Hou                     White Tiger Cannon
Ashura                         (demonic warrior)
Shin Ashura                    True Ashura
Shuradou                       Scene of Carnage
Shin Engetsu                   True Full Moon
Gekishin Haten                 Severe Earthquake Heaven Breaker
Guren                          Crimson Lotus
Guren Ranbu                    Crimson Lotus Boisterous Dance
Goku Raimei Zan                Extreme Thunder Slash
Kegon                          Stern Lotus
Suzaku Ranbu                   Red Phoenix Boisterous Dance


[ JUNE ]  --------------------------------------------------------------

Sokuten                        Side Spin
Back Ten                       Backflip
Chouhatsu                      Taunt / Provocation


[ KAPPAH ]  ------------------------------------------------------------

Mozu no Hayanie                Quick Cooking of a Shrike
Semi Shigure                   Cicada Late Autumn Shower
Kawazu Geri                    Frog Kick
Yuuda-zuki                     Rainshower Stabbing
Yuuda Ippon Zuki               Rainshower "Fishing Pole"
Yuuda Tsuyu Harai              Rainshower Sweeping Dew
Yuuda Kawazu Geri              Rainshower Frog Kick
Tsumji-kaze                    Whirlwind
Kane Narashi                   Ringing of Bells
Meoto Tonbo                    Dragonfly Pair
Buyo no Mai                    Dance of the Gnat
Kappa Dadakko                  Spoiled Kappa
Hikyaku Uchi                   Flying Kick Strike
Nomi Geri                      Flea Kick
Uma no Inanaki                 Horse's Neigh
Tegame Katame                  Turtle's Hand Harden
Naname Zenten                  Diagonal Forward Roll
Tsuku Shinbou                  Earth Shinbou
Tsuyu Harai                    Sweeping Dew
Kare Susuki                    Blasting Advance
Amenbo Tsuki                   Amenbo Stabbing
Kusagari                       Mowing Grass
Hasu no Hageri                 Lotus' Leaf Kick
Inaba no Shirousagi            White Rabbit's Inaba
Senbon Sotoba                  Thousand Sotoba (wooden grave tablets)


[ RIMGAL ]  ------------------------------------------------------------

Fuse                           Crouch Down


[ SATURN ]  ------------------------------------------------------------

Sokuten                        Side Spin


[ ZELKIN ]  ------------------------------------------------------------

Kaiten Super Jump              Spinning Super Jump
Kuuchuu Fuyuu                  Mid-Air Floating
Kyuu Rakka                     Sudden Dive Underneath
Kuuchuu Yoko Idou              Mid-Air Horizontal Movement
Kuuchuu Dash                   Mid-Air Dash

"I am super hero!" - Saturn, saying my favorite win quote ;)

------------------------------------------------------------------------
STAR GLADIATOR FAQ v0.2              Copyright 2000-2003 Chris MacDonald
------------------------------------------------------------------------