------------------------------------------------------------------------
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Unpublished work Copyright (c) 2000-2003 Chris MacDonald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
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
========================================================================
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.
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'.
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 ;)
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
- 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.
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.
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.
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.
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
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
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.
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
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.
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
- 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.
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.
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.
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.
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.
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.
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.
------------------------------------------------------------------------
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 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:
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'.
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.
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.
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
------------------------------------------------------------------------