NIGHT WARRIORS: DARK STALKER'S REVENGE -- HSIEN KO GUIDE
                       ver. 1.0 - revised 03/28/96
                     by: FrostByte @ ix.netcom.com
                         Eclipz    @ msn.com

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               |    /_______/       /             /       |
               |          `.____ /                \       |
               `__________________________________________'

                                HSIEN KO
                            the Chinese ghost
                            Birth Date: 1730
                            Height:     6ft
                            Weight:     95 lbs.


==============================================================================
Contents:
1.  General character background & storyline.
2.  General control.
3.  Gameplay
4.  Regular moves.
5.  Special moves.
6.  Super moves.
7.  Hsien Ko's art of fighting (1)  OFFENSIVE
8.  Hsien Ko's art of fighting (2)  DEFENSIVE
9.  Combos you should know
10. An overview of your challengers.
F.  Finis


==============================================================================

1. General character background

  Hsien Ko is a typical Chinese vampire which greatly differs from their
  European counterpart (ie. Demitri).  First of all, most of them are
  similar to robots, they are unwillingly summoned/controlled by a priest
  In Hsien Ko's case, she has the help of her sister Mei Ling's who appears
  as the talisman on her head.
  (yes in contrary to what most people think, the ghostly female figure
   which appears beside the coffin is not Hsien Ko's ghost. It is her
   sister, you can see them together in the ending.)

  In this game, Hsien Ko wears a traditional Manchurian burial robe with
  an extended sleeve which carries her secret (and hilarious) arsenal of
  weapons. This includes her chainsaw, knives, axes, boulders, axes, etc.
  As with all Chinese vampires, Hsien Ko does not walk, she hops around
  on the ground, or run on the air.


  Winning Poses:
  Her talisman jumps to her shoulder as she puts her hands together.
  She tilts her head to the side and says "xie xie" (thank you in Chinese).

  She puts her hands together, but clumsily drops all the stuffs she hid
  under her sleeves.

  She takes her arms out of the sleeves and begins to juggle her knives.


  Winning Quotes:
  "Return to the darkness shade!  We shall not be denied our vengeance!"

  "That was too easy! in your next life try defending yourself!"

  "Close though you may come, you will never defeat us nor sway our course!"

  "Have a pleasant journey through the 9 courts of Judgement!"


==============================================================================

  These are her wardrobe selection;  (for those fashion conscious players)

  Button                 Color
  Jab                  : pink robe with a splash of dark blue.
  Strong               : dark blue robe with yellow sleeves.
  Fierce               : pale white Hsien Ko with orange robe.
  Short                : orange robe with green sleeves.
  Forward              : white overalls with blue sleeves.
  Roundhouse           : bright red robe with deep red sleeves.
  Jab + Forward (Hold) : "evil" looking naughty black robe with reds.
  Start                : light blue overall with dark blue robe.


==============================================================================

Storyline

  Hsien Ko and her sister were born in the 1700s, during one of China's
  more turbulent periods.  While they were still young girls, their mother
  was killed by one of the darkstalkers (probably Demitri).  Not knowing
  of the evil that had taken their mother, the girls set off to find out
  what happened only to fall themselves to the forces of darkness.  As
  they breathed their last breath, they each made a vow: one to free
  (or avenge) the spirit of their mother; the other to avenge themselves
  against the powers of the night by destroying the Darkstalkers.
  Although they have yet to realize it, they are rapidly becoming exactly
  what they swore to destroy!  They now must race against time to
  complete their tasks before their humanity drains out completely.


Ending

  <screen shows Hsien Ko and her sister laying unconscious on the ground>
  Mother... we have done it, we defeated them all just as we promised.
  Having fulfilled their oath to destroy the Darkstalkers, Hsien Ko and
  her sister collapse as the last of their spirit energy drains away.
  They prepare to fade into non-existence...

  <their mother's spirit descended upon them in a bright light>
  Hsien Ko, Mei Ling, no my little ones, the reward for your great
  deed shall not be oblivion.
  Warm light envelops the two sisters as their mother's freed life force
  flows around them.
  Here is my gift to you, live long and happy lives my children and
  know that I will be with you, always.

  <screen shows the reborn twins with their parents>
  whaaa!
  Darling, look at them!  They are adorable.
  The reborn twins look forward to a new life, one where the happiness
  that eluded them the last time can at last be theirs.


==============================================================================

2. General control

  All of the moves in this guide are written Street Fighter style;
  The button line up being:

                Jab    Strong   Fierce
                 0       0        0

                 0       0        0
               Short  Forward  Roundhouse


  The joystick setup:

             Up/Back    Up    Up/Forward
                   0    0    0
                     \  |  /
            Back  0--       --0  Forward
                     /  |  \
                   0    0    0
       Crouch/Back   Crouch   Crouch/Forward


  All moves written assuming that the player is the first player and
  is facing right.


==============================================================================

3. Gameplay

  Nightwarriors has almost an entirely different gameplay compared to its
  predecessor the DarkStalkers. The difference has already been discussed
  in the FAQ so I will go straight to a brief description of the gameplay.

  Winning a matchup:
  This can be done in several ways.
  1. Depleting your enemy's bar will result in victory,
     The last "finishing move" you did will determine what is shown
     in the box.
     A regular move or throw will result in a "V"
     A special move, throw or pursuit will show as "S"
     An Enhanced Special move will result in an "ES"
     An Extra Special move will result in an "EX"

  2. A Draw will result in a "double point" where each fighter will
     receive a point on their boxes. This is denoted by a "D"  (Draw)
     If you both have a point, and your 3rd round is a draw, the
     fighter with the longest winning streak will stay in the game!
     If there is no winning streak yet, the "defender" will win the game.

  3. A time out will award the fighter with the most life with a
     victory point.  This is denoted by "T"  (Time out)

  The power bar:
  Unlike Darkstalkers, Nightwarrior's powerbar is visibly longer and
  appear right below the life bar. This can be charged up multiple
  times.  The color of the bar change according to the power you have
  in store. The highest rank reachable is "special" denoted by a
  bright flashing white bar.

  This power bar is consumed by use of either of the following.
  1. Enhanced special move
  2. Extra special move

  This too can be charged up by either of the following.
  1. Hitting an unblocking opponent
  2. Hitting a blocking opponent
  3. Getting hit by an opponent
  4. Blocking an opponent's hit
  5. A Throw
  6. Any special move execution.
  7. Pressing any punch/kick button

  You start each matchup with an empty power bar, but whatever power bar
  you have remaining at the end of the round will carry over to the next
  round.

  Auto blocking:
  For the beginners, Capcom has added this feature.  You can enable
  this by selecting "automatic" on your character selection screen.
  With this enabled, your fighter will have 10 computer-aided blocks
  (shown at the bottom of the screen).  In addition, you will also
  have access to the "auto combos", these are done by pressing the
  3 punch or 3 kick buttons.  The only drawback to this is that
  you will not be able to chain any flashy manual combos.

  Combo notes:
  Unlike the Street Fighter series where the most prominent combo is
  the two-in-ones special combos, Darkstalkers uses alot of chain
  hit combos (I will explain it later in the FAQ).  Special combos
  are still here and they cause huge damage, but the offset of this
  is they are very hard to execute.

  Finishing Score:
  There are several ways to score BIG points in the game, but mostly
  it is through this Finishing move score you'll gain a lot of point.
  1. Perfect   ( +30000 )
  2. EX finish ( +20000 )
  3. ES finish ( +10000 )
  4. Special   ( +5000  )

  Versus mode:
  If there is a challenger, you'll be brought into the VS mode.
  Here you'll have to defeat your challenger to continue. The loser
  of course stays out.  In this mode, there will be no points scored
  no matter what you do.  The combo meter will still register, but
  the only thing that change is your "win" meter.  Any consecutive
  match you win will be registered but any loss will drop the meter
  back to 0.


==============================================================================

4. Regular moves.
------------------------------------------------------------------------------
Standing
------------------------------------------------------------------------------
  Jab       : fast punch to the face           (1 hit)
  Strong    : overhead punch                   (1 hit)
  Fierce    : low stomach jab/chainsaw         (1 hit) / (3 hits)
  Short     : fast mid kick                    (1 hit)
  Forward   : handstand double kick            (1 hit)
  Roundhouse: high leg sweep                   (1 hit)

------------------------------------------------------------------------------
Standing  --0 + punch
------------------------------------------------------------------------------
  Jab       : fast punch to the face           (1 hit)
  Strong    : high mace swing                  (1 hit)
  Fierce    : long diagonal claw uppercut      (1 hit)

------------------------------------------------------------------------------
Crouching;
------------------------------------------------------------------------------
  Jab       : fast left claw                   (1 hit)
  Strong    : low double handed uppercut       (1 hit)
  Fierce    : low rotary blade crawl           (1 hit)
  Short     : a short leg jab                  (1 hit)
  Forward   : long leg jab                     (1 hit)
  Roundhouse: double leg lift                  (1 hit)

------------------------------------------------------------------------------
Jumping;
------------------------------------------------------------------------------
  Jab       : claw drop                        (1 hit)
  Strong    : mace drop                        (1 hit)
  Fierce    : rotary claw drop                 (3 hits)
  Short     : high kick                        (1 hit)
  Forward   : mid leg kick                     (1 hit)
  Roundhouse: downward left kick               (1 hit)

------------------------------------------------------------------------------


Running:

--0  --0 (ground): will make Hsien Ko teleport a short distance ahead.

--0  --0 (air)   : will make Hsien Ko run on the air.

0-- 0--  (ground): Hsien Ko will slide backwards.

0-- 0--  (air)   : Hsien Ko will run on the air backwards.

Knock down recovery:
Left/Right to Roll away to the direction you desire.

Throw recovery:
--0 + Fierce or Strong

Pursuit:
0
|   +  any kick

Overhead Throw\Air Drop:
--0 + strong, fierce, forward or roundhouse


==============================================================================

5. Special moves.
  Maximum number of hits unblockable are shown in brackets.
------------------------------------------------------------------------------

  |  \   --0  + punch   |
  0    0                |                  DARK ARTILLERY
-------------------------                     -Ankihou-               (1 hit)
  Hsien Ko throws whatever item she has up her sleeve.

  The strength of the button determines where she throws.
  Jab = forward      Strong = Up/Forward     Fierce = Straight up then down

  The more you use the move, the stronger the strength of the item she tosses.
  some items may dizzy the enemy in one hit if it connects!

------------------------------------------------------------------------------
  --0 | \    + punch     |
      0   0              |                 CYCLONE BLADE DANCE
--------------------------                      -Senpuubu-         (1-9 hits)
  Hsien Ko shoots a chain to the ceiling and swings back and forth.

  Tap the button to dish out more hits.
  Tap the any kick button during the swing to abort the swing.
  This move can be executed in the air.

  This move takes a while to execute, but causes heavy ticking damage.
  Not to mention, hard to block, as the victim must block both ways
  when she swings back.

------------------------------------------------------------------------------
  |   / 0-- + punch |
  0 0               |   ( Close )          SPECTRAL SLICER
---------------------                         -Houtengeki-              (n/a)
  Hsien Ko throws her enemy up in the air (like her overhead throw)
  and spins like a top on the ground with her claws out. The enemy
  falls on her spinning claws for massive damage!

------------------------------------------------------------------------------
  |  / 0--  + punch   |
  0 0                 |                    PHANTOM REVERB
-----------------------                      -Henkyouki-              (1 hit)
  Hsien Ko pulls out and hammer a black gong.
  The stronger the button, the longer this move last.
  Can be executed in the air too.

  This move can reflect a forward moving projectile, it also can cause
  damage and pushes the enemy back.

==============================================================================


6. Super moves.

Extra specials (ES)
------------------------------------------------------------------------------
  | \   --0 + 2 punches  |
  0   0                  |                 ENHANCED ARTILLERY
--------------------------                                            (1 hit)
  Hsien Ko will flash and roll 3 spike balls on the ground "bowling" style
  consecutively.  However, the move is slow and blockable after the first
  hit, leaving lil' Ko vulnerable.

------------------------------------------------------------------------------
  --0 | \    + 2 punches |
      0   0              |                 ENHANCED BLADE DANCE
--------------------------                                           (4 hits)
  Similar to her pendulum move, but in this version, she flashes red and
  is able to swing back and forth 4 times.

------------------------------------------------------------------------------
  |   / 0--  + 2 punches |
  0 0                    |                 ENHANCED PHANTOM REVERB
--------------------------                                           (3 hits)
  You are also able to do this move in the air, and just like the special
  version, it will still be able to reflect fireballs.  It lasts longer
  and scores more hts than her regular reverb.

------------------------------------------------------------------------------
  0    + 2 kicks  |
  |               |   (After knockdown)    ENHANCED PURSUIT
-------------------                                                  (8 hits)
  Similar to her regular pounce, she spins longer causing even more
  damage.

------------------------------------------------------------------------------

Extra super moves (EX)
------------------------------------------------------------------------------
  0--  / | \  --0 + 3 Kicks  |
     0   0   0               |             DEMONIC CUISINARD
------------------------------                 -Jireitou-            (5 hits)
  Hsien Ko sticks her sleeves into the ground and a volley of 6 daggers
  shoot out from the ground consecutively towards the enemy.
  Note: Hsien Ko is NOT invincible during this move.

------------------------------------------------------------------------------
  Short, Roundhouse, Strong, Strong, 0  |      TENRAIHA
                                     |  |                           (5 hits)
-----------------------------------------
  Hsien Ko, lifts her arm high and drops a mega weight from her sleeve!
  This knocks down your opponent and cause 10 spike balls to drop from
  the sky.
  Note: Hsien Ko is NOT invincible during this move.

------------------------------------------------------------------------------


Practice these moves until you can do it smoothly, especially her Tenraiha
move ,her Pendulum swing and her pounce attack.  Once you have mastered
them, notice their timing, get a feel of her animation.
OK so now you have mastered her moves, lets get on with Killing!

==============================================================================

To make it easy for beginners, I'll write this step by step, beginning with
the most essential skill to learn.  It is useful,  if you learn this with
an arcade machine to practice with nearby.


7. Hsien Ko's art of fighting (1)  (ATTACKING)

  In order to be able to use Hsien Ko well, there are some things you must
  master first. The first and most important arsenal you can have as
  Hsien Ko is her chain hit combos. There is no way you can win using
  Hsien Ko without these, so if you like to spaz, use someone else!


a. CHAIN HIT COMBOS
  Intro:
  If you remember, this combo was first introduced to Chun Li in the old
  SF2 game.  With the introduction of KI and X-MEN, people started calling
  it things like the "magic series" combo.  Well, to put it in simple term,
  it is cancelling your regular move, into another stronger regular move.
  To get an idea of how beautiful this looks, I sugest you watch CPU Hsien
  Ko fights. Almost all of her combos are chain hits.

  How to:
  OK, get near the enemy and press; jab, strong and fierce one after another,
  time yourself. Remember you can only cancel weaker attacks to another
  atack of the same level or a stronger attack.
  Then try; short, forward, roundhouse.  After you get the feel of it,
  try crouching and do the same thing.  Got it?
  Now try; jab, short, strong, forward, fierce.
  If you did those correctly, the combo meter will show your chain hits.

  Usage:
  1. "Tick" your opponent, throwing jabs (standing or crouching).
     or even strong (crouching).  If one of them goes through,
     follow up with the rest.

  2. Guard (crouch or stand) Wait for a "heavy mistake move".
     Like Demitri's demon spin, or Talbain's Beast Rush.
     Then counter!

  3. Jump in with her fierce to drill your opponent's face and
     follow up with her combo.


b. Speed & Choice of moves

  By now you should have mastered her chain combos, and probably
  you'll notice, (except her combo which ends in a crouching fierce)
  that her combos leave her clear off any counter attacks.
  So if they block your combo, finish your combo, and end it with
  a standing fierce.  There is no way your enemy can counter you.
  (except with a guard reversal).
  Important!
  END ALL OF HER BLOCKED COMBO WITH A STANDING FIERCE!
  END MOST UNBLOCKED COMBO WITH A CROUCHING FIERCE FOR FOLLOWUP ATTACKS!

  Usage:
  Now use her speed to your advantage and confuse your enemy.
  Try her Tenraiha and while your enemy is busy orienting himself,
  do her Blade Dance!  Now he'll be thinking; Which way to block?
  down? forward? back?  If they don't block it, do her pursuit in
  the midst of the falling metal balls.


c. Followup attacks

  1. Pounce everytime you knock down an enemy (just like VF) If it fails,
     don't worry! Dash backwards, or even forward for another attack.

  2. After pounce, tick him! do your blade dance, there is no way he could
     have countered your pendulum without a block reversal. He'll block it!
     Trust me! (except against people with auto blocks! ;( )


d. Fierce punches!
  Hsien Ko's jumping and crouching fierce has a high priority over any
  other regular attacks.  There is no way your enemy can knock you out
  of these with a regular move.  With this in mind, you should start
  all jumping combos with a deep fierce (2 hits) and use the crouching
  fierce (which travels a short distance forward under most projectiles)
  to counter your opponents.
  Against jumping opponents, her forward + fierce is really awesome.
  I would put it a notch above the other Dragon Punch type air counters.
  You'll cover your whole up/forward flank with this move, knocking
  anything out of the air.  It's un-air-blockable unless it hits your
  opponent at the front upper body part (which is very rare).
  Her standing far fierce punch is another useful move.  It has a range
  of almost half the screen, one of the furthest reaching move.
  Use it as a harassment move after a dash, or you can use it as a
  gambit when you start the round.
  Try these out and get a feel of these essential moves.

e. Special moves usage
  1.  Dark Artillery
      Use the jab to tick your opponent's bar and psyche them out to keep
      their distance.  Do not use this up close.
      The ES version is next to useless, save your special for something
      else.

  2.  Cyclone Blade Dance
      Again, do not use this when the enemy's waiting.  It has huge
      lag time at the start.  But please do use this AFTER a succesful
      pursuit.  It won't combo, but will tick of a chunk of their bar.
      (Again... don't use this strategy against auto-blockers)
      The ES version swings really high, and its highly counterable
      so, save your power bar.

  3.  Phantom Reverb
      Use this to counter fireball-happy Demitris/Morrigans.  Other than
      that, this move has a huge lag at the end.  Do not overuse it.  As
      a guard reversal, it hits only the front part of your sprite, so try
      to predict where your enemy ends.
      The ES version again, is almost useless.

  4.  Spectral Slicer
      This is an execellent counter/cheap move.  Unlike other special
      throws in the game this one, does decent damage, second only to
      Victor's Power Bolt.  Use this after they screw up.
      (ie. Blocked Beast Rush, Rikuo's Slide.)
      Also use this after her Blade Dance throw them as soon as you land!
      Or you can roll towards them after a knockdown for this throw.

  5.  Demonic Cuisinard
      Although not as useful as her Tenraiha, this move holds up on its
      own against air opponents.  For best result use it when an enemy
      is jumping, right BEFORE they hit you.  You will trade hits, but
      the trade - off is far greater, he'll be juggled for 4-5 hits and
      dealt massive damage.

  6.  Tenraiha
      Absolutely the best special Hsien Ko has.  It is very hard to
      block!  (the first part must be blocked high, and the second low.)
      The greatest damage is caused by the first hit, the second part
      cause little damage but knocks down, and the spike balls also does
      abysmal damage but keeps your enemy down.
      Learn to chain into this move and follow up your attack when they
      are down.


7. Hsien Ko's art of fighting (2)   (DEFENDING)

a. Blocking

  Once you learn how to attack, let's learn how to defend.
  There are 3 areas where you can block
  1. Ground (standing)
     For all upper body attack, including jump kicks, any air
     fireballs, etc.

  2. Ground (crouching)
     For all lower attack like sliding tackles, Sasquatch's EX
     Huitzl's bomb, low lasers etc.

  Learn to alternate between the two fluidly to prevent any trip ups
  from jump kicks.  Learn when to block and when to attack.
  The best way to do this is to fight Felicia, go to a corner, and block
  until the timer runs out (really! kidding aside, this is a real good
  practice!) If you can do this without dying, you pretty much have a
  good ground defense skill.

  3. Air
     This is as easy as pressing back in the air


b. IMPORTANT!  AIR BLOCK AND ATTACK

  Don't attack too fast in the air, allow your opponent to do a move,
  like an uppercut, BLOCK IT! and press your fierce punch immediately!
  This method works best against fireball-uppercut keep away techniques.
  Here, the best practice is against Morrigan.  She always jumps up to
  meet your jump, perfect for your counter, try it!

c. Guard reversals
  This is essentially, cancelling your block animation into a special
  move.  Well, ok, it sounds easy, but it is not.  Here's how really to
  do it.  Notice the white "flash" when you block a hit?  That is the
  border line for you to execute your reverb. You must execute the
  COMPLETE reverb move around that "flash" time.  But really, I strongly
  discourage you from using this.
  First, even experts know that there is a whole lot of risk involved.
  Second, the reverb does miniscule damage.
  Third, Blocking and countering their attacks is much more damaging and
  demoralizing to your opponent.
  Example:
  Someone does Demitri's Demon Drill.  You guard reversed.  So?  a little
  damage, no sweat!
  Now try this.  You block the entire thing.  He bounce away, you do a
  crouching fierce, he's down, you pursuit, then do a the blade dance,
  at the end of it you spectral slice him, he's down, you give him the
  Tenraiha.  See?


If you have followed these instructions, by now, you'd have mastered half
of the skills it takes to be a master Hsien Ko player.  Now, lets go to
the advanced combos and an analysis of your enemies.

==============================================================================
9. Combos you should know.

  Jumping Starter: Always use deep fierce punch (2 hits)!

  Basic chain combos:
  Jab, Strong, Fierce (5 hits)
  (hold forward) Jab, Strong, Fierce (3 hits knockdown)
  Crouch Jab, Crouch Strong, Crouch Fierce (3 hits knockdown)
  You can mix between standing and crouching variation of these.

  Special attack combos:
  Strong --> Jab ES/Dark Artillery (2 hits)
  Strong --> Fierce ES/Phantom Reverb (2 hits)

  Advanced chain combos:
  Jab, Short, Strong, Fierce. (6 hits)
  Short, Roundhouse, Strong, Strong, Up (5 hits knockdown)   *fast!*
  (if you did it correctly, only the first short and one roundhouse/strong
   will come out before the Tenraiha kicks in.)

  Followup attacks\Cheese trap
  1. Pursue every knockdown combos!  only ES pursuit after Spectral Slicer.
  2. Use another Tenraiha close.  They can roll, but you can follow them.
  3. Do the Blade Dance to tick them after a successful pursuit.
  4. Spectral Slice them if you land close after a Blade Dance.

  Hsien Ko's cheese trap will look like.
  (knockdown combo) -> Pursuit -> Blade Dance -> Spectral Slice -> repeat
  from Blade Dance.
  The only way they can escape is to roll, guard counter, or jab you in
  the lag before the spectral slice.
  If you anticipate their counter, you can dash backward or block it,
  and again, knock them down and further attack them.


==============================================================================

That's basically what it takes to be good with Hsien Ko.
In summary:
1. In air battles, always air block first, wait for your enemy to make
  his move then attack out of your air block.
2. Master chain combos!  You should be able to do it in a snap now!
3. Use her speed! attack from all direction!
4. Once you managed to stick an attack in, go berserk (I don't mean
  spazzing).  Follow up those attack with a variety of her moves!
  keep your enemy blocking!


==============================================================================

10. An overview of your challengers.
This section is here to show you what most human opponents do, and what
the CPU AI will do as specific characters.

a. Anakaris

  CPU Techs: Move away as far as possible and use your strong artillery
             Repeat... he'll get dizzy!

  Most players will float on the air, doing their transformation cloud
  multiple times (Yawn!).  There are 2 easy ways you can get around this.
  1. Your strong artillery which goes at an arc. Throw it all the time
     until he gave up jumping (sucker!).
  2. Run forward little by little, get under them as Anakaris is
literally
     "floating down".  When you are under him, go up for the attack!
     when Anakaris is hit, his cloud has no effect on you.
  Note:  You cant block his super throw, when you see the purple hands

         coming, run back or dash (teleport) through it!


-------------------------------------------------------------------------------

b. Bishamon

  CPU techs:  Keep your offense, Bishamon loves to stick on the ground,
              and using his dash attacks.  Try to trip him mid-dash
              using the knock down combos and wear him down.

  Now, he's one guy you dont want to mess with.  Most of the experts
  here choose him, well, he's my best guy matched only by Ko ;).  Among
  the things you want to watch out for;
  1. His jumping roundhouse; really high ground priority, long reach
     and very heavy damage!
  2. 3 hit chain hit "poker" Bishie's crouching Jab, Strong, Fierce chain
     will take almost half of your life if comboed with jumping roundhouse.
  3. His crouching fierce;  This gotta be the longest reaching move in
     the game! not to mention one of the most damaging!
  How to beat him? Defense! wait for him to come to you. Try to maintain
  a higher life bar than his so that he don't turtles. Dont "tick" too
  often, or he'll poke you silly with his crouching fierce.  Wait for him
  to jump then counter. And most importantly, use your power bar, dont be
  a miser!  squeeze every single drop of life you can!

c. Demitri

  CPU Techs: Well, pretty straight forward here.  Stay pretty close to
             him, anticipate his fireballs (its easy!) then jump in and
             combo him!  If he tried the demon drill, use Ko's crouching
             fierce for a follow up attack.

  Well, Demitri seems to have been toned down a little now, he poses
  little danger to an experience Hsien Ko players.  Watch for his
  "demon drill" move which can easily be countered with your crouching
  fierce or even reversed.  Maintain a balance between your defense and
  offense, attack too often and your enemy will counter it easily with
  his demon spin.  Look for misFrom: [email protected](Hans )
Newsgroups: rec.games.video.sega
Subject: Hsien Ko player's guide (Hsien_Ko.txt 42K)  2/2

-------------------------------------------------------------------------------

b. Bishamon

  CPU techs:  Keep your offense, Bishamon loves to stick on the ground,
              and using his dash attacks.  Try to trip him mid-dash
              using the knock down combos and wear him down.

  Now, he's one guy you dont want to mess with.  Most of the experts
  here choose him, well, he's my best guy matched only by Ko ;).  Among
  the things you want to watch out for;
  1. His jumping roundhouse; really high ground priority, long reach
     and very heavy damage!
  2. 3 hit chain hit "poker" Bishie's crouching Jab, Strong, Fierce chain
     will take almost half of your life if comboed with jumping roundhouse.
  3. His crouching fierce;  This gotta be the longest reaching move in
     the game! not to mention one of the most damaging!
  How to beat him? Defense! wait for him to come to you. Try to maintain
  a higher life bar than his so that he don't turtles. Dont "tick" too
  often, or he'll poke you silly with his crouching fierce.  Wait for him
  to jump then counter. And most importantly, use your power bar, dont be
  a miser!  squeeze every single drop of life you can!

c. Demitri

  CPU Techs: Well, pretty straight forward here.  Stay pretty close to
             him, anticipate his fireballs (its easy!) then jump in and
             combo him!  If he tried the demon drill, use Ko's crouching
             fierce for a follow up attack.

  Well, Demitri seems to have been toned down a little now, he poses
  little danger to an experience Hsien Ko players.  Watch for his
  "demon drill" move which can easily be countered with your crouching
  fierce or even reversed.  Maintain a balance between your defense and
  offense, attack too often and your enemy will counter it easily with
  his demon spin.  Look for misticker" combos
             CPU Huitzl's real good at guard reversals!

  He/It is actually very similar to anakaris.  However, you need to
  be on the defense when fighting Huitzl.  He has a huge array of
  projectiles and an unblockable air counter (his strong punch).
  The only time you should jump is when he does his laser or bomb.
  Other than that harass him with a low item throws.
  (be very careful blocking his bombs, you need to block until all
   the flames has gone!).

g. Morrigan

  CPU Techs: Again, similar to Demitri, stay close, wait for her
             fireball.  The only difference you must note, CPU
             Morrigan has this tendency to meet you mid-air for
             a counter.  Use the block and attack strategy
             till she decides to stay down and fireball.
             (Did I mention she's a good air blocking practice? ;)

  She is pretty easy to beat actually, you can stay on the offensive
  for this one.  Your main weapon should be jumping in combos. Done
  right after her fireball (huge lag time for her).  Or like usual
  a fake block jump (lure her into her shadow wings).
  One thing you should watch for in human Morrigans is her low
  roundhouse trip, it has a deceivingly small range, but its actually
  pretty hard to anticipate.

h. Rikuo

  CPU Techs: Similar to Talbain, stay on defense.  Use the jab item
             toss to tick him and wait for his dashing low roundhouse
             (which is his favourite move.) If he tried jumping in attacks,
             block it! In fact block everything! wait for his low
             dash roundhouse only!

  Against human Rikuos, again, you should stay on the defense. If
  you have played Rikuo you'll notice he doesnt have any decent
  fireball type harassing moves. The only way for him to score is
  to wait for you, or go berserk.  This is where mistakes such as
  crouching fierce, come in.
  Another thing to watch is his "float" (down + roundhouse) block
  this move (or reverse with gong), and counter with fast jabs.
  When he reach the ground, his recovery time is almost 0! you'll
  end up screwed if you try to combo his landing!

i. Sasquatch

  CPU Techs: Nada here... its so stupid you can do a double perfect
             EX ending showoffs here.
             er.. ok do only ground combos, his air counter is
             fairly good ;)

  One thing I noticed about experienced sasquatch players, they
  throw! With things like his "freezer" you should play on the
  offensive with him, dashing back and forth, and jumping out
  of his throw range.  Wait for chances like his ice breath or
  a blocked hurricane kick to nail him.

j. Felicia

  CPU Techs: Same with Talbain and Rikuo, go on defense, low
             defense, wait for her to roll, land, then counter
             her with your crouching 3 hits.   Block her jump
             ins, and try to keep away from her... she's
             pretty cheap up close ;>

  A second spazzer's choice, she's actually pretty deadly when
  used by experienced players.  With her, go on defense, BUT...
  block LOW, only block high when she jumps at you... WHY? well
  her cat roll, which many people do will push you out of counter
  range when you block high, if you block low, she'll land nicely
  on your lap (really!).
  Other than that she really pose no threat to expert Ko players.

k. Raptor

  CPU Techs: Defense again here, try to stay in the corner, block
             his attacks, counter his rising demon spin (which he
             always does after a mid-air demon spin).  Also duck
             his standing roundhouse or fierce and use your low fierce
             (both those moves have huge lag time).  If Raptor
             goes on teleport frenzy (you'll see it), crouch and
             throw fast continuous jabs till he eat one of them.

  One of the most popular characters, he has a long range for his
  regulars (almost same as Bishy's crouching fierce).  Watch for
  his chainsaw drop (block HIGH!) or his "Dunker" special (jump
  away DONT block!) Again, play the defensive game, but try for
  power attacks, no fancy footworks here! counter his attacks
  with your crouching fierce only, forget combos, you need to kill
  him fast and decisively.
  Also, to counter his demon spin trip him when he's close to the ground
  but is still flying, because when he lands there is almost no recovery
  time form this move.

l. Pyron

  CPU Tech: Go offense here! Get close to him, use the air block/attack
            strategy often.  If he goes on teleport frenzy stay on the
            ground, hold back and hit fierce to catch his teleport.  If
            he goes for his EX, jump in do a combo that ends with your
            crouching fierce.

  Again, Pyron is really overused by beginners (yeah he's the old boss
  so what?!)  against them, you really have nothing to fear.  At the
  hands of an expert however, Pyron is the king of 2 in 1s combos.
  His 3 hitter fireball combo can take almost half your life.  But of
  course, he'll have to jump near you first.  That is one weakness you
  can use.  Use her forward + Fierce punch to keep him off the air and
  watch for his oh-so-counter-able slides.

m. Hsien-Ko

  CPU Tech: Its easy, she crouch often, just go offense and do lots of
            jumping combos, until she throws her claw uppercut, then
            you have to wait until she go on her artillery frenzy.

  Damn... I wished it never came to this, but since alot of people
  is using her nowadays, you have to be prepared to deal with her.
  One thing you'll notice about Hsien-Ko, her moves, especially her
  jumping fierce has high priority over any other attacks.  So
  any decent Ko player will try chaining his hits on you.  SO the
  whole game should be played DEFENSively.  Do not initiate an attack
  first or she'll cut you down, trust me!  Ever saw Ken/Ryu Ryu/Ryu
  fights? the one where they harass each other waiting for mistakes?
  yap... thats basically what you need to do ;)

Victor

  CPU Tech: Another easy one.  Just do jumping combos, he usually
            do his jab punches to keep you off, to counter this,
            hit the fierce punch early.  You'll snuff his hand and
            be able to combo him when you land.

  There's not many human Victor players, but those that play him
  really play him well.  Watch for his jumping roundhouse boot.
  It doesnt have your fierce priority, but it sure kicks up some
  pain, and his 3 hit chain combos also do huge damage.
  Another thing you have to watch is his Power Bolt, the most
  damaging move in this game.  In the arcade, 3-4 of this can kill
  you straight out.


------------------------------------------------------------------------------
MY CHARACTER RANKING FOR HUMAN CHALLENGES;

1.  Bishamon
2.  Hsien Ko
3.  Raptor
4.  Pyron
5.  Talbain
6.  Demitri
7.  Morrigan
8.  Felicia
9.  Morrigan
10. Sasquatch
11. Anakaris
12. Victor
13. Huitzl
14. Donovan


------------------------------------------------------------------------------

F. THE END

Written by: Hans D.A and Ron

Credits;
CAPCOM  CAPCOM  CAPCOM  CAPCOM  CAPCOM  CAPCOM  CAPCOM  CAPCOM  CAPCOM  CAPCOM
damn they're good!

all the NW FAQ writers;
De Bruyne Yves   (Nightwarrior's FAQ)
Kenichiro Tanaka (DS Revenge FAQ)

Timothy Heydelaar: used his excellent Nakoruru ascii as a base for the pic.

all the guys I played at Teddy.

RGVA! my fave newsgroup


So there it is! I hope you find this guide useful.  If you have any comments,
suggestions, additions or would like to challenge any of my theories feel
free to mail me or drop me a line.

                         [email protected]

                        Teddy Bear arcade  (25ct)
                 Boston, Stuart street (beside Park Plaza)
Every weekend, see the guy who always do 1200000 Hsien Ko in the
machine ;)