Eternal Champions CD: Challenge from the Dark Side
Sega CD/Mega CD
Combo FAQ by: GalFord (
[email protected])
Section 1. _________________________________________________________________
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<VERSION HISTORY>
/////////////////
Version 0.2 25/04/01 - 26/04/01
UPDATE!!!!! Well, it took me long enough to get off my backside and work
at this for a little while longer, huh? Added the remaining combos for
the last three hidden challengers. Added a few bits and bobs (Bugs 'n'
stuff). And I just know I'll have to add more in due time...
Version 0.1 10/08/00 - 01/11/00
Started the darn thing.. it's taken me forever to type all this out!
Needs a lot more work, but if it's posted... then I'll have no excuse to
not update it!! ^_^ That should stop me from being lazy!!
Section 2. _________________________________________________________________
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<DISCLAIMER>
////////////
This FAQ is free and may not be used for profit or promotional purposes;
this MEANS being used by ANY Publisher of ANY Magazine (OK?), or be used
in a Website without the Writers Consent. It may not be changed, altered
nor edited in anyway. This FAQ was created and slaved over by
Bob Ritchings a.k.a. GalFord (
[email protected]).
And after going to the effort of typing this out...
Ripping this off, will force me to do some Serious Spanking!
Eternal Champions is (c) Sega. 1993
Eternal Champions CD:CFTDS is (c) Sega. 1995
Section 3. _________________________________________________________________
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<CONTENTS>
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1. Version History
2. Disclaimer
3. Contents
4. Intro
5. Story
6. Menu Explanations
>6.1 Title Screen/Main Menu
>6.2 Enter Contest
>6.3 Enter Duel
>6.4 Enter Tournament
>6.5 Tournament Descriptions
>6.6 Access Info
>6.7 Controller Setup
7. Advanced Game Systematics
8. Legend
9. Characters Moves Lists and Combos
10. Overkills and Sudden Deaths
11. Bugs and Buttons
>11.1 Secret Video
>11.2 Debug Mode
>11.3 Hidden Character Codes
>11.4 It's a Bug's Life
12. Epilogue
13. Things to be Added
14. Credits and Thanks
Section 4. _________________________________________________________________
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<INTRO>
///////
Yes, this is a yet another Combo FAQ by me. Bite Me. Ever since I first
got my hands on this game I've loved it. And I would love to see a
Dreamcast sequel. But enough of the "I want's!". This FAQ will focus on
all sorts of Combos (Standard and Power Combos) and will list the Button
Chains that the Characters have. So, here's the Combo FAQ with a bit of
backround info on the Characters.
Section 5. _________________________________________________________________
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<STORY>
///////
This is a tale about the battle between Hope and Despair, Light and Dark,
Good and Evil. Far into the future lies a Complex. In this Complex waits
the Eternal Champion, a being who came into existance as the universe was
born. From his creation He has travelled through time gathering 9
unfortunate souls destined for greatness who were to be killed before their
time. Taking them a second before their deaths to his Eternity Complex
which sits on the border of time itself, the Eternal Champion was to hold
a great contest in which the victor would be returned to their life a few
moments before their death with the knowledge to survive. This person
would then go on to their pre-ordained greatness without hindrance. The
losers would have to be returned to their deaths as the Eternal only had
enough power to restore one being to life. This would be a great battle,
a battle which held the greatest prize.... Life.
The 9 stood tall, waiting for their chance to win a right to Live. But
something was not quite as it should be. If the Eternal had bought 9
people to fight, how were there 13 ready to fight? The Eternal knew at
last, he was not alone in his quest. He had an eternal rival who fought
for all he was against. The Dark Champion appeared before the gathered
challengers and the Eternal. "With these 4 that I have bought, the contest
shall finally be resolved and Chaos shall finally reign without the need to
force this contest to remain in an eternal loop of Time. Now that I have
bought you the 4 warriors that I had supplanted. Let the Contest begin,
and let this struggle be decided once and for all". With these words the
Dark Champion started to glow an incandescant green. Turning into pure
energy, he streaked out of Eternity Complex and travelled to his Cimmurian
Complex.
The Eternal gathered the warriors and said:-
"Let the contest begin!"
Section 6. _________________________________________________________________
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<MENU EXPLANATIONS>
///////////////////
Browse through to see the menu system explained in full. Yes, I know it's
a fair bit of reading just for a fighting games menus and modes.. but you
could humour me, huh? Please?
Section 6.1 ________________________________________________________________
----------------------
|TITLE SCREEN/MAIN MENU|
----------------------
#ENTER CONTEST
This is the One Player Game which is essentially a Story Mode detailing the
characters struggle to win the contest and earn the right to live again.
#ENTER DUEL
This is the Two Player mode. Battle it out in a fight to the death with a
friend/enemy/spare mutant cucumber.
#ENTER TOURNAMENT
Prove that you're the best. Take on either the CPU or a bunch of Humans
with this fun packed Tournament mode.
#ACCESS INFO
Learn almost everything about EC here.
#CONTROLLER SETUP
Err... what do YOU think this is?? :P
Section 6.2 ________________________________________________________________
-------------
|ENTER CONTEST|
-------------
Once selecting this mode you are presented with the character line-up and
the three levels of difficulty:-
#NEOPHYTE = Easy (Although the AI is still fairly nasty on this.)
#WARRIOR = Medium (Or "Fine! Be like that!" As I call it.)
#CHAMPION = Hard (Or "Just DIE already!!")
and the EXIT command.
Section 6.3 ________________________________________________________________
----------
|ENTER DUEL|
----------
Once selecting this mode you are again shown the character roster but you
can pick the Eternal and Dark Champions in this mode. There is also an
OPTIONS menu too. The options include:-
#BATTLE TIME = Choose the time limit for each battle between 30, 60, 90
seconds. Infinite time is also allowed.
#MATCH CONDITION = How many rounds do you want to fight?
1 of 1, 2 of 3, 3 of 5, 6 of 11, 11 of 21(??)
#SPEED SETTING = How fast/slow can you go?
Slow = Very
Normal = Ok
Overdrive = Hold on to your hat!
#BACKROUND = Choose your stage!
#PLAYER 1 LEVEL = How good are you?
1 = Easy, 8 = Hard as nails
#PLAYER 2 LEVEL = See above.
#INNER STRENGTH = Do you want to play with it, or without it?
(Only available versus Human opponents. Unless....)
#EXIT = Uuh.....? Guess! :)
Section 6.4 ________________________________________________________________
----------------
|ENTER TOURNAMENT|
----------------
Upon picking this option you are then presented with a few menus.
#SINGLE PLAYER
Tournaments for the loner in you. Take out the CPU's characters and
prove yourself a winner.
#MULTI PLAYER
Tournament fun for 2~16 Players! Show your opponent's who's boss!
#TEAM PLAYER
Split into teams and vanquish the others with your combined might!
#EXIT
Return to the external world.
Section 6.5 ________________________________________________________________
-----------------------
|TOURNAMENT DESCRIPTIONS|
-----------------------
#SINGLE ELIMINATION
Fight your way through anything up to 15 opponents to claim the crown.
Losing is not an option! Go for broke!
You can choose:-
>NO OF PLAYERS: 1 to 16 (Only 1 if in SINGLE PLAYER)
>MATCH CONDITION: 1 of 1, 2 of 3 or 3 of 5 wins for a victory.
>CPU PLAYERS: 3, 7 or 15 CPU-controlled opponents. (Changes in accordance
to no of HUMAN PLAYERS if in Multi-Player)
>ENTER TOURNAMENT
>EXIT
#DOUBLE ELIMINATION
Like SINGLE ELIMINATION, but you can at least lose one match.
All losers get to battle each other to find the King of the Losers.
You can choose:-
>NO OF PLAYERS: 1 to 16 (Only 1 if in SINGLE PLAYER)
>MATCH CONDITION: 1 of 1, 2 of 3 or 3 of 5 wins for a victory.
>CPU PLAYERS: 3, 7 or 15 CPU-controlled opponents. (Changes in accordance
to no of HUMAN PLAYERS if in Multi-Player)
>ENTER TOURNAMENT
>EXIT
#DOMINATOR
The DOMINATOR tournament is cool. Select your team and do your best to
gain a lead in victories over the Opponent in a tug-of-war. These things
can go on for ages!!
You can choose:-
>NO OF PLAYERS: 1 to 8 (Only 1 if in SINGLE PLAYER)
>TEAMS: 2 on 2, 3 on 3 or 4 on 4. (Or NONE in SINGLE and MULTI modes)
>MATCH CONDITION: 1 of 1, 2 of 3 or 3 of 5 wins for a victory.
>CHARACTERS PER PLAYER: 3 to 13 Characters for your team.
>WIN CONDITION: How many Victories to win? 3, 6 or 9?
>ENTER TOURNAMENT
>EXIT
#SURVIVOR
Standard style SURVIVOR tournament. Defeat all the opponents to win.
Deafeating opponents lets you gain a little energy back. Good Luck,
you'll need it!
You can choose:-
>NO OF PLAYERS: 1 to 2 (Only 1 if in SINGLE PLAYER)
>MATCH CONDITION: 1 of 1, 2 of 3 or 3 of 5 wins for a victory.
>ENTER TOURNAMENT
>EXIT
#EXPERT SURVIVOR
Almost like the normal SURVIVOR but using Power Combos and killing your
opponents with Overkills, Sudden Deaths, Vendettas or Cinekills will earn
you more of a boost to your failing Life bar. In EXPERT SURVIVOR you will
earn points for Power Combos etc.. In a Two-player Competition your points
will determine who wins.
You can choose:-
>NO OF PLAYERS: 1 to 2 (Only 1 if in SINGLE PLAYER)
>MATCH CONDITION: 1 of 1, 2 of 3 or 3 of 5 wins for a victory.
>ENTER TOURNAMENT
>EXIT
After every battle you will be presented with the Final Stats screen then
another stat screen detailing how many points you scored in that fight.
#SELL-YOUR-SOUL
This is a variation of the POINT MATCH. Winning a battle will earn you 100
points. After you have fought every opponent once you will will fight the
opponent again but this time, depending on how many points you have you
will be awarded a life bar with the percentage of wins determining the
amount of energy you have for the last fight.
Example: 10 battles fought, you win 5. 50% energy awarded for last battle.
You can choose:-
>NO OF PLAYERS: 1 to 8 (Only 1 if in SINGLE PLAYER)
>TEAMS: 2 on 2, 3 on 3 or 4 on 4 (Or NONE if in SINGLE/MULTI mode)
>MATCH CONDITION: 1 of 1, 2 of 3 or 3 of 5 wins for a victory.
>PLAYERS PER CHARACTER: 1, 2 or 3
>ENTER TOURNAMENT
>EXIT
#POSSESSION
In POSSESSION you will fight the opponent's team of fighters and every time
that you beat one of the opponents characters they are added to your roster.
The winner is decided when 1 side has all of the Characters present.
You can choose:-
>NO OF PLAYERS: 1 to 8 (Only 1 if in SINGLE PLAYER)
>TEAMS: 2 on 2, 3 on 3 or 4 on 4 (OR NONE if in SINGLE/MULTI mode)
>MATCH CONDITION: 1 of 1, 2 of 3 or 3 of 5 wins for a victory.
>CHARACTERS PER PLAYER: 3 to 13
>ENTER TOURNAMENT
>EXIT
#COUNTDOWN
Similar to the SURVIVAL tournament. This time however, you are racing
against the clock to stay alive. Beat the opponent before the Timer kills
you!
You can choose:-
>NO OF PLAYERS: 1 or 2 (Only 1 if in SINGLE PLAYER)
>MATCH CONDITION: 1 of 1, 2 of 3 or 3 of 5 wins for a victory.
>ENTER TOURNAMENT
>EXIT
#SUDDEN DEATH
A quick-fire tournament. Choose your characters and face off in 30 second,
1 of 1 bouts. Side with the most victories wins.. (Simple really!)
You can choose:-
>NO OF PLAYERS: 1 or 2 (Only 1 if in SINGLE PLAYER)
>MATCH CONDITION: 1 of 1 (Nothing else here!)
>NUMBER OF CPU PLAYERS: 3, 7 or 15 for SINGLE, 2, 6, or 14 for MULTI
>ENTER TOURNAMENT
>EXIT
#ROUND ROBIN
Players choose an equal amount of fighters then face off. When one player
wins a battle they move on to their next character and the loser stays with
the character just beaten. The winner is the one to gain a victory with
all of their characters.
You can choose:-
>NO OF PLAYERS: 2 or 3
>MATCH CONDITION: 1 of 1, 2 of 3 or 3 of 5 wins for a victory.
>CHARACTERS PER PLAYER: 4 to 8
>ENTER TOURNAMENT
>EXIT
#POINT MATCH
In POINT MATCH you pick your team and fight a certain amount of battles.
For each battle won you are awarded 100 points. After all the battles are
fought, the victor is the one with the most points.
You can choose:-
>NO OF PLAYERS: 2 to 8
>TEAMS: 2 on 2, 3 on 3 or 4 on 4 (Or NONE in MULTI mode)
>MATCH CONDITION: 1 of 1, 2 of 3 or 3 of 5 wins for a victory.
>CHARACTERS PER PLAYER: 2 or 3 in MULTI, 1 in TEAM mode.
>ENTER TOURNAMENT
>EXIT
#EXPERT POINT MATCH
The premise behind the EXPERT variation is the same as the standard POINT
MATCH. Except that you are awarded extra points for pulling off Power
Combos, Perfect Victories and killing your opponent with any of the Death
Blows.
You can choose:-
>NO OF PLAYERS: 1 to 16 (Only 1 if in SINGLE PLAYER)
>MATCH CONDITION: 1 of 1, 2 of 3 or 3 of 5 wins for a victory.
>CPU PLAYERS: 3, 7 or 15 CPU-controlled opponents. (Changes in accordance
to no of HUMAN PLAYERS if in Multi-Player)
>ENTER TOURNAMENT
>EXIT
After winning a battle you are presented with a screen detailing the extra
points that you have won.
>WINNING MATCH: 100 (What you get for winning)
>TIME BONUS: 00 to 99 (1 point for every sec left on the clock)
>OVERKILL SUDDENDEATH: You gain 100 points for these
>VENDETTA OR CINEKILL: You gain 150 points for these
>POWER COMBO: You gain 50 points for each of these
>PERFECT HEALTH: You gain 100 points for each of these
>SUBTOTAL: What you scored in the last battle
>TOTAL: Uh... You REALLY don't need me to tell you, do you?
#RUSSIAN ROULETTE
This tourney's quite cool. Select your fighters and duke it out. After
a person loses the CPU will randomly kill a character on their side (It
doesn't have to be the losing character!). The surviving side wins!
You can choose:-
>NO OF PLAYERS: 2 to 8
>TEAMS: 2 on 2, 3 on 3 or 4 on 4 (Or NONE in MULTI mode)
>MATCH CONDITION: 1 of 1, 2 of 3 or 3 of 5 wins for a victory.
>CHARACTERS PER PLAYER: 3 to 12 in MULTI, 1 to 3 in TEAM
>ENTER TOURNAMENT
>EXIT
Section 6.6 ________________________________________________________________
-----------
|ACCESS INFO|
-----------
#BIOGRAPHY
Read about the challengers and their martial arts. Everything you want to
know about your favourite characters.
#STORYLINE
Read the epic storyline to this epic (And underated) game.
#CREDITS
Find out who helped make this wonderous game.
#OPENING
Missed the 4 minute intro? Watch it here.
#ENDINGS
Completed the game? Couldn't read the ending fast enough? View the last
ending you got with this function.
#EXIT
Again, return to whence you came.
Section 6.7 ________________________________________________________________
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|CONTROLLER SETUP|
----------------
Use this if you want to configure your controller.
A 6 button pad is VERY STRONGLY RECOMMENDED for this game!
Section 7. _________________________________________________________________
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<ADVANCED GAME SYSTEMATICS>
///////////////////////////
INNER STRENGTH-->
The Inner Strength system shows how much Chi you have at any given time.
All special moves require a certain amount of Chi to be performed, which
will stop people being really scrubby with certain characters and their
moves (Shadow, Trident, Larcen...). The Inner Strength orb will replenish
itself over time, but this forces you to think before you blindly attack.
If you should use all the available Chi, then the Orb shall shrink and
flash red. There is a way of getting unlimited Inner Strength and that's
by using...
POWER COMBOS-->
Yes, Power Combos.. "What's a Power Combo?" you ask? Well, a Power Combo
is a series of attacks that will cause the Eternal Champion to applaud your
skill by granting you unlimited Inner Strength for 10 seconds. You may
then attack without mercy. The Inner Strength Orb changes to the Eternal's
Bushido symbol and you will hear a high-pitched signal when you perform a
Power Combo correctly. Power Combos normally dizzy the opponent too!
Each character has at least one Power Combo and are listed in their
combo lists.
JUGGLING-->
In Eternal Champions: Challenge from the Dark Side you have the opportunity
to cause more damage to a hapless enemy by juggling them for a few more
hits after a combo or just knocking an opponent out of the air then pursuing
them to deal out more damage for their mistake in challenging you.
OVERKILLS-->
The Overkills from the original Eternal Champions are back, and they've got
easier to pull off. An Overkill is a backround related fatality that can
be done by any character to any of the Humanoid Champions on the final
round. To overkill your opponent, you must position your enemy in a certain
place on the backround (Every backround has it's own Overkill) then you
must strike them to kill their chances of being returned to life.
SUDDEN DEATHS-->
The Sudden Deaths are like the Overkills in the respect that they are
related to the backround, but the opponent can still be a little healthy
when it is activated. Just like the Overkills, these are quite gory. Go
on, use these to make you feel a little better.
VENDETTAS-->
Vendettas are Player activated kills (Ala Mortal Kombat) in which your
character will exact vengeance in their own style! To execute (Pun
intended) your Vendetta you must be on your final round needed for you to
win. The opponent must have 33% or less life and.. you must dizzy your
opponent. (I didn't say it wasn't complex :P ) Enter the command at the
right place and... Win in style!
CINEKILLS-->
A Cinekill is a nice way to finish your opponent on the last round. To
issue a Cinekill to your opponent you must have performed a Power Combo to
earn Unlimited Inner Strength, taken you opponents energy down to 33% or
less AND dizzied them! The Dark Champion will then freeze time, and
transport you to the next challenger as he takes the victim to the
Cimmurian Complex and kills them in a Full-Motion 3D Rendered Fatality so
you don't have to! Isn't that nice of the Evil One?
Section 8. _________________________________________________________________
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<LEGEND>
////////
F = Forward
B = Back
U = Up
D = Down
J = Jumping
S = Standing
C = Crouching
JX= Cross-up, cross-over, back-door, overlap attack
P = Punch
K = Kick
X / WP = Weak Punch
A / WK = Weak Kick
Y / MP = Medium Punch
B / MK = Medium Kick
Z / HP = Heavy Punch
C / HK = Heavy Kick
T = Taunt (WP+HP)
QCF = Quarter Circle Forwards / Ryu's Ha-Dou-Ken Motion
QCB = Quarter Circle Backwards / Ryu's Hurricane Kick Motion
CBF = Charge Back then Forwards / Guile's Sonic Boom Motion
CDU = Charge Down then Up / Guile's Flash Kick Motion
(..) = Press together
[..] = Press and hold until move starts
~..~ = Press down then release
¿..¿ = Cancel the first special into the second
<C> = Corner Combo... (Yes, it'll only work in the corner.. ¬_¬)
Section 9. _________________________________________________________________
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<CHARACTERS MOVES LIST AND COMBOS>
//////////////////////////////////
-----------------
(-)SHADOW YAMOTO(-)_________________________________________________________
-----------------
Style: Ninjutsu/Taijutsu
Occupation: Ninja Assassin
Stage: Black Orchid Rooftop
Time: 1993 AD
Defining Quote: "A moral code is only required for the weak
who don't know the difference between wrong and right."
Taunt: "Coward!"
BIOGRAPHY-->
Shadow was the best corporate assassin in the Black Orchid Corporation.
She performed many tasks ranging from individual elimination jobs to
ending large corporate takeovers.
A true star at the Black Orchid headquarters, Shadow never thought much
about the morality of her career until she learned that if a job wasn't
completed to corporate satisfaction, a person like herself would in turn
eliminate her.
When she realized the peril of her own morality, Shadow found she couldn't
bring herself to kill others. The corporation didn't allow resignations,
so they arranged her fall from the 101st floor of the Black Orchid building.
This stopped her her from telling the world about Black Orchid and
corporations like it, with all their dark secrets of hired killers.
This knowledge would have had a huge impact on international business
going into the 21st century.
GOAL-->
Shadow's plan if she was returned would be to reveal to the world the
illegal assassination programs that exist in many of the largest
corporations of the world. She would also search for a way to use her
skills in a way that would make a positive difference for the world but
still support her thirst for danger and adventure.
SPECIAL MOVES-->
Shadow Punch = CBF+(YZ)
High Jump Angle Kick = CDU+B
Twirling Fan Attack = CBF+A,B,or C
Smoke Screen = (ABC)
Shadow Mode = [XYZ]
Flying Mine "uzume-bi" = QCT+Z
Shuriken = CBF+X or Y
Kunai = CB, UF+X
Smoke Bomb = CB, DF+X or Y
SKILL MOVES-->
Fan Block = CBF+(XY)
Rock & Roll = QCT+C
Banzai Blitz = CBF+(BC)
Flying Step "tobi ashi" = CBF+(AB)
Silent Shadow = F+X (Next to Opponent in Mid-Air/Throw)
---------------------
EXPLANATION OF MOVES-->
---------------------
-------------
#SPECIAL MOVES#
-------------
Shadow Punch = CBF+(YZ)
Damage: Up to 15% (7%+8%)+wall smash
#Shadow leaps forward with her fist and forearm covered in an ethereal
glow. Striking home 2 Hits when close this move is very useful as
connection will also send the opponent flying into the wall behind,
causing more damage. It's speed will get you across the screen in
a hurry.
High Jump Angle Kick = CDU+B
Damage: 12%
#Shadow leaps to the top of the screen where she then dives down at the
opponent with a heel kick. Kinda useful for annoying Larcen players who
throw Sai then jump-in with an attack. The kick will rip them out of the
air with no problems.
Twirling Fan Attack = CBF+A,B,or C
Damage: Up to 20% (5% for every twirl + 2% for the Fan strike)
#Shadow performs forward-flips ending with a slice from her razor-like fan.
Depending on the button pressed when performing this will get you different
amounts of forward-flips (A=1 Flip, B=2 Flips, C=3 Flips). This is a
really good attack to combo and should be a vital part of your tactics
whilst using Shadow.
Smoke Screen = (ABC)
Damage: 0% (Teleportation)
#Shadow throws a smoke bomb at the floor and disappears. Pressing certain
button combinations after the initial command will teleport her to one of
the four corners of the screen. They are as follows:-
@Teleport to the Left Corner (Floor) = (AB)
@Teleport to the Right Corner (Floor) = (BC)
@Teleport to the Left Corner (Ceiling) = (XY)
@Teleport to the Left Corner (Ceiling) = (YZ)
Not pressing a button will cause Shadow to teleport next to the Opponent.
Shadow Mode = [XYZ]
Damage: 0% (Invulnerability)
#Shadow "fades to black" and can attack without any fear of being hit or
thrown. Most opponents will see this move and block, so all you have to do
is throw them. (Ok I don't agree with doing this but then again, You're not
me!!) If opponents start to run away from you (making throwing a little
harder) just use the jumping A as a quick double-jump then Silent Shadow
(Air-Throw) them till they cry.
Flying Mine "uzume-bi" = QCT+Z
Damage: 15%
#Shadow throws an auto-locking shuriken that attaches itself to the
opponent and explodes a few seconds later. If the opponent is hit by it,
then as soon as it explodes you can jump up to juggle the enemy. If it is
blocked then the shuriken falls to the floor and explodes a few seconds
later (The opponent can be hit be the explosion).
Shuriken = CBF+X or Y
Damage: 11%
#Shadow throws a shuriken across the screen. Standard projectile attack.
Kunai = CB, UF+X
Damage: 11%
#Shadow throws a kunai (knife) up at a 45º angle. Air defence projectile.
Smoke Bomb = CB, DF+X or Y
Damage: 11%
#Shadow tosses an orb which explodes and releases a fire wave that travels
across the floor toward the opponent.
-----------
#SKILL MOVES#
-----------
Fan Block = CBF+(XY)
Damage: 0% (Projectile Reflection)
#Shadow spins her fan in front of her face and returns the projectile back
to the sender by First-Class post!
Rock & Roll = QCT+C
Damage: Up to 16%
#Shadow performs a forward roll or two then, once behind the enemy she
starts to elbow smash them in the back of the head!
Banzai Blitz = CBF+(BC)
Damage: Up to 15% (5 Hits x 3%)
#Shadow performs a 5-hit chain combo.
Flying Step "tobi ashi" = CBF+(AB)
Damage: 8%
#Shadow rushes forward with a masterful sliding sweep.
Silent Shadow = F+X (Next to Opponent in Mid-Air/Throw)
Damage: 10%
#Shadow grabs the opponent and decends with them, where she then slaps
them into the floor.
BUTTON CHAINS-->
S WK, ...
C WK, ...
S WP, ...
COMBOS-->
J HK, S WP, C WK, C HK {5 Hits}
J HK, S MK, CBF+(YZ) {4 Hits}
J HK, S WP, CB, UF+WP {4 Hits}
J HK, S WP, CB, DF+WP {4 Hits}
J HK, C WP, S WK, CBF+(YZ) {4 Hits}
J HK, C WP, S WK, CBF+(AB) {8 Hits}
J HK, C WP, S WK, CBF+(BC), CBF+(YZ) {8 Hits}
POWER COMBOS-->
J Z, S X, ¿CBF+(BC), CBF+C¿ {16 Hits}
VENDETTA-->
Slice 'n' Dice = F, F, D, F+HK
#Shadow decides to carve the opponent a new hole to breathe from...
----------------
(-)LARCEN TYLER(-)__________________________________________________________
----------------
Style: Praying Mantis Kung Fu
Occupation: Ex-Cat Burglar
Stage: Chicago Theater
Time: 1920 AD
Defining Quote: "Violence is an acceptable option when your
opponent doesn't have the common sense to use any other
skills."
Taunt: "Punk!"
BIOGRAPHY-->
Born in an era of crime bosses and racketeering, Larcen grew respecting
and idolizing the many powerful crime bosses who ruled the streets. As
a youth, he went to work for Mr.Taglalini, one of the most powerful crime
bosses. Under his wing, Larcen grew up to be one of the world's best cat
burglars. He did many illegal jobs for Mr.Taglalini, including the planting
of illegal evidence in other crime boss hideouts. There was one thing
that Larcen wouldn't do, and that was kill. Instead, he used martial arts
to stop and drop his attackers.
One day, Mr.Taglalini asked Larcen to plant a package on a supposed crime
boss who was recovering in the hospital. When he entered the room that
supposedly contained the boss, he instead found the now recovering chief of
police, who had been hurt in a prior assassination attempt. It seemed that
the mob wanted the chief dead because he was incorruptable, and was about
to declare war on the mob.
Larcen suddenly realized that he had been set up. The package he carried
probably contained a bomb. At this moment, Larcen decided that he had
chosen the wrong side. He wouldn't kill. Larcen attempted to throw the
bomb out of the window, but it was too late.
The bomb explosion not only killed both Larcen and the chief, but also most
of the hospital, including several youngsters in the children's wing.
GOAL-->
If Larcen gains a second chance he will use it to shut down Mr.Taglalini's
syndicate. Beyond that, he would like to use his second chance to find a
way to stop the criminal forces which he spent much of his life as part of.
His only absolution will be in destroying the forces that attempted to
destroy him.
SPECIAL MOVES-->
Slash and Turn = CBF+(YZ)
Sai Throw = CBF+Y
Swinging Hammer Fist = (XYZ)
Ceiling Climb = CDU+C
Dive = D+Y or Z after Ceiling Climb
Low Sweep = CBF+Z
Power Sweep = (ABC)
Air Sweep = (AC) (Can be done in Mid-Air)
SKILL MOVES-->
Reflect = CBF+X
Machine Gun Blitz = CBF+(BC)
Backflip Kick = QCB+C
Mantis Strike = QCT+A
---------------------
EXPLANATION OF MOVES-->
---------------------
-------------
#SPECIAL MOVES#
-------------
Slash and Turn = CBF+(YZ)
Damage: Up to 15% damage (3 Hits x 5%)
#Larcen performs a forward flip then punches the opponent. Quite useful.
Sai Throw = CBF+Y
Damage: 11%
#Larcen reaches inside his trenchcoat and throws a sai at the opponent.
When using Larcen you should abuse this move as much as possible as the
move has barely any recoil on it. You can throw one then either jump to
attack your enemy more or perform the Backflip Kick if the opponent jumps
at you.
Swinging Hammer Fist = (XYZ)
Damage: 16% (4 Hits x 4%)
#Larcen throws four quick swinging punches for a nice combo ender.
Ceiling Climb = CDU+C
Damage: 0%
#Larcen jumps up to the celing to crawl across it. From this move the Dive
is possible.
Dive = D+Y or Z after Ceiling Climb
Damage: 15%
#Larcen dives at a steep angle with the blades on his shoes extended.
Low Sweep = CBF+Z
Damage: 15%
#Larcen crouches and swings his grappling hook at the opponents legs.
This move MUST be blocked low by human controlled opponents.
Power Sweep = (ABC)
Damage: 18%
#Larcen fires his Grappling hook at the ceiling then does a good Tarzan
impression. But, this move will be seen from a mile off and you will be
countered BAD!
Air Sweep = (AC) (Can be done in Mid-Air)
Damage: 10%
#Larcen jumps back and throws his 'hook forwards at the enemy. This is a
handy move to have as you can do it whilst jumping. i.e: Jump at Xavier,
perform Air Sweep before he hits you with the Dragon's Bite. Xavier gets
hit and you sail backwards to safety.
-----------
#SKILL MOVES#
-----------
Reflect = CBF+X
Damage: 0% (Projectile Reflection)
#It does what it says on the box :)
Machine Gun Blitz = CBF+(BC)
Damage: Up to 15% (5 Hits x 3%)
#Larcen bursts into a 5-hit kick combo.
Backflip Kick = QCB+C
Damage: Up to 15% (5% + 10%)
#Larcen backflips and attempts to slice his enemy with the blades on his
shoes. This move is very useful against people like Xavier, Blade and
Trident.
Mantis Strike = QCT+A
Damage: Up to 15% (3 Hits x 5%)
#Larcen leaps forward with a lunging knee strike. Very useful for combos.
BUTTON CHAINS-->
C MK, ...
C MP, ...
COMBOS-->
J HK, S MK (2 Hits), QCF+A {6 Hits}
J HK, S MK (2 Hits), QCB+C {5 Hits}
J HK, S MK (2 Hits), CBF+Z {4 Hits}
J HK, S MK (2 Hits), CBF+(YZ) {6 Hits}
J HK, S MK (2 Hits), CBF+(BC) {8 Hits}
J HK, C MK, C MP, QCF+A {6 Hits}
J HK, C MK, C MP, QCB+C {5 Hits}
J HK, C MK, C MP, CBF+Z {4 Hits}
J HK, C MK, C MP, CBF+(YZ) {6 Hits}
J HK, C MK, C MP, [XYZ] {7 Hits}
J HK, C MK, C MP, CBF+(BC) {8 Hits}
POWER COMBOS-->
J HK, S MK (2 Hits), ¿CBF+(BC), CBF+(YZ)¿ {10 Hits}
J HK, C MK, C MP, CBF+Y {5 Hits} (You can sometimes get a HP afterwards)
VENDETTA-->
Pacifist Break = F, F, F, D+HP
#Larcen snaps... and in a little fit of anger he starts to stab the
opponent.... He doesn't look as tho' he's gonna stop stabbing them....
-------------------------
(-)R.A.X (R.A.X Coswell)(-)_________________________________________________
-------------------------
Style: Muay Thai Kickboxing
Occupation: Cyber-Fighter
Stage: Cyber Dome
Time: 2345 AD
Defining Quote: "Technology has been created to serve the
needs of humanity. When the opposite becomes true then our
futures will be empty and destroyed."
Taunt: "Wimp!"
BIOGRAPHY-->
R.A.X. (Robotic Artificial eXoskeleton) is a cyborg. Once, Coswell was one
of the best human kickboxers in the year 2345. Coswell's only problem was
that the sport was no longer about human competitiob, but a battle between
cyborgs, robotically enhanced human beings. Since the cyborgs could take
and deliver more da,age, the crowds began to stop attending the human
fights for the excitement provided by these new robotic combatants.
Given these changes, R.A.X. had no choice but to get cybernetic implants
and join the crooked game which was run by a deceitful fight promoter.
R.A.X. didn't trust this promoter, but needed his finacial support to
afford the cybernetic implant operation.
After the operation, R.A.X. rose through the ranks and won the right to
take on the champion. He was killed as a result of the corrupt fight
promoter trading R.A.X.'s life for a sure bet on the championship fight.
The promoter used an advanced electronic virus planted in R.A.X's
cybernetic brain during the implant operation to shut down all of his
vital systems. This shutdown was seconds before he was about to deliver
the fatal blow to the reigning champion.
GOAL-->
Upon returning as the winner from the contest, R.A.X. intends to win his
fight as well. Once the fight is won, R.A.X. will uncover the illegal
activities of the entire fighting organization, causing it to be dissolved.
He will also try to return the pursuit of martial arts back to its pure
human roots.
SPECIAL MOVES-->
Lock and Load = [AB]
Cyber Punch = (XYZ)
Jet Knee Smash = CBF+C
Overload = [AC]
Air Jets = CDU+B
Cyber Kick = (ABC)
Shockwave = CBF+(YZ)
SKILL MOVES-->
Atomic Knee = QCT+B
Thrash and Bash = CBF+(BC)
Jet Uppercut = CDU+Z
Turbine = CBF+A
---------------------
EXPLANATION OF MOVES-->
---------------------
-------------
#SPECIAL MOVES#
-------------
Lock and Load = [AB]
Damage: 10% +instant dizzy
#R.A.X folds his arms as a target seeks the opponent. Releasing the
buttons will cause R.A.X to fire a small energy bolt that will dizzy the
enemy on contact. Although very useful, this special as a LOT of wind-up
time. It also has to be done from the other side of the screen if you
want to be safe enough to try for the Vendetta.
Cyber Punch = (XYZ)
Damage: 14%
#R.A.X surges energy into his arm as he unleashes it as a lunge punch.
While not my favourite move, this does have it's uses. When combo'd it is
quite a devastating move.
Jet Knee Smash = CBF+C
Damage: 15% +wall smash
#Igniting his jets, R.A.X hovers as he raises his knees. He then thrusts
across the screen to deliver an awesome blow. Very useful to use as the
opponent can block this an R.A.X will land safely without fear of being
countered.
Overload = [AC]
Damage: 15%
#Drawing a huge amount of power to his central core, R.A.X fires a ball of
energy at the opponent. Good damage, Bad wind-up time. However, if you
perform this whilst in the middle of the Thrash 'n' Bash {CBF+(BC)} then
R.A.X will let the Overload fly with no charging animation! :)
Air Jets = CDU+B
Damage: 5% flame damage
#R.A.X leaps forwards and descends with his jump jets ignited. This move
is all but useless unless you wish to cross-up with it and even then it's
not that great.
Cyber Kick = (ABC)
Damage: 13%
#R.A.X redirects a surge of power to his leg to deliver a brutal kick.
This is just like the Cyber Punch, but R.A.X uses his leg instead.
Shockwave = CBF+(YZ)
Damage: 12%
#R.A.X blasts electricity through his fist as he punches the floor which
causes a ripple of energy to rise. There is not an awful lot of range on
this move, but it's enough to combo it.
-----------
#SKILL MOVES#
-----------
Atomic Knee = QCT+B
Damage: Up to 15% (3 Hits x 5%)
#R.A.X hops upward to strike with a charged knee attack. A great offensive
move for R.A.X as it's excellent in combos and is a part of a Power Combo.
Thrash and Bash = CBF+(BC)
Damage: Up to 15% (5 Hits x 3%)
#R.A.X executes a 5 Hit Muay Thai combo.
Jet Uppercut = CDU+Z
Damage: 12%
#R.A.X leaps forward with an uppercut powered with the force of his jets.
Although it's quite useful to take out jumping enemies with this, I don't
use it as I prefer to Turbine to confuse them.
Turbine = CBF+A
Damage: 0% (Invulnerability/escape)
#R.A.X pirouettes forward and sucks in opponents and projectiles. This
move has many uses. If used next to an enemy, R.A.X will suck them in,
pass through them and switch places. You will then have about half a
second to start a combo :) . If the opponent throws a projectile at you
then Turbine just before it hits and you shall pass through it unharmed.
Cool, ya?
BUTTON CHAINS-->
S WK, ...
C WP, ...
COMBOS-->
J MK, S WK, S HK {3+ Hits}
J MK, S MP, QCF+MK {5 Hits}
J MK, S HP, QCF+MK {5 Hits}
J MK, S MP, CBF+(YZ) {3 Hits}
J MK, S HP, CBF+(YZ) {3 Hits}
J HP, C WP, CDU+Z {3 Hits}
J HP, S HP, CBF+C {3 Hits}
J MK, S MP, ¿CBF+(BC+), CBF+C¿ {6 Hits}
J MK, S MP, ¿CBF+(BC+), [AC]¿ {7 Hits}
J MK, S MP, CBF+A, S MP, CBF+A, S MP, CBF+A, S WK, S HK {6+ Hits}
#This little combo is evil.. The Turbine will keep them frozen enough
for you to smack them in the back of the head with the S MP then cancel
back into the Turbine.. repeat again then simply finish with the little
chain that knocks down!
POWER COMBOS-->
J MK, S HP, ¿CBF+(BC+), QCF+B¿ {8 Hits}
J MK, S MP, ¿CBF+(BC+), QCF+B¿ {8 Hits}
VENDETTA-->
Cyber Toast = F, B, F, B+MK
#R.A.X super charges his arm full of energy then unleashes it into a
lethal punch that fries the opponent crispy!
---------
(-)SLASH(-)_________________________________________________________________
---------
Style: Pain
Occupation: Prehistoric Hunter
Stage: Great Rift Valley
Time: 50,000 BC
Defining Quote: "Club Good, People Bad!"
Taunt: "Bum!"
BIOGRAPHY-->
Slash was always advanced for a pre-man creature. He was the greatest
hunter and the greatest fighter of his generation. These skills didn't
just come from his great strength, but also from the emergence of an early
intelligence. Slash used this intelligence in his fighting, which meant he
could out-think most of his opponents.
His intelligence also got him into a lot of trouble. The cave elders
resented Slash for his intelligence, and rejected his every idea, including
an agricultural plan which would have freed the clan from its enslavement
to a life of drudgery as hunter-gatherers. The elders turned down this
idea at once , as they saw no value in having free time and enjoyed the
violence of the hunt.
One day, when Slash publicly spoke against the the elders in a clan meeting,
he was stoned to death by the clan when the elders proclaimed him to be an
evil force.
GOAL-->
If Slash was returned back to his life he would take charge and become the
new leader of the clan. Only through this direct leadership can Slash
teach his people new and better ways of living.
SPECIAL MOVES-->
Bone Breaker = F+Z (Next to Opponent in Mid-Air/Throw)
De-Claw = CBF+Z
Running Head Butt = CBF+C
Power Thud Club Swing = Whilst jumping (YZ)
Fire Club = QCT+X
Ice Club = QCT+Y
Spinal Crush = F+Y (Throw)
SKILL MOVES-->
Bat-back Projectile = CBF+(XY)
Caveman Beating = CBF+(BC)
Double Foot Kick = QCB+C
Club Dive = QCB+B
---------------------
EXPLANATION OF MOVES-->
---------------------
-------------
#SPECIAL MOVES#
-------------
Bone Breaker = F+Z (Next to Opponent in Mid-Air/Throw)
Damage: 16% +stun
#Slash gives the opponent no quarter as he drops down on top of them and
stomps upon their fallen body.
De-Claw = CBF+Z
Damage: 12%
#Slash ejects a sharp claw from his club. This is a great projectile
attack as it's so fast. In fact, you can launch one after the first one
and most opponents won't even register that you have.
Running Head Butt = CBF+C
Damage: 15% +wall smash
#Salsh charges toward the enemy with a tremendous headbutt. Nice damage,
but if the opponent blocks it then Slash backflips away. Sounds safe until
you see the speed at which he backflips. You WILL be punished if this
happens.
Power Thud Club Swing = Whilst jumping (YZ)
Damage: 0% (Dizzy)
#Slash falls to the ground with his club outstretched, which upon contact
with the floor will knock the opponent off their feet. Cool idea for a
move and the recoil after you land isn't long. You just have to mix-up
attacks for this to hit once in a while.
Fire Club = QCT+X
Damage: 12%
#Slash ejects a fireball from his club. It's a little slow but very
useful if used against a cornered opponent.
Ice Club = QCT+Y
Damage: 0% (Freeze)
#Slash ejects a spray of ice from his club. Now this is very useful. If
you manage to hit the opponent with this on the last round and they have
33% or less energy then you can do the Power Thud Club Swing and dizzy
them. All you have to do then is Vendetta them to death!
Spinal Crush = F+Y (Throw)
Damage: Up to 16% (4 Hits x4%)
#Slash grabs the enemy's waist with his feet and proceeds to dent their
head with his club. A solid and useable throw (If you can't get the
timing for his throw with Z).
-----------
#SKILL MOVES#
-----------
Bat-back Projectile = CBF+(XY)
Damage: 0% (Projectile Reflection)
#Unlike other projectile reversals, Slash goes for the very first Home-Run
as he bats it upward at a 50º angle.
Caveman Beating = CBF+(BC)
Damage: Up to 15% (5 Hits x 3%)
#Slash attacks with a 5 Hit combo.
Double Foot Kick = QCB+C
Damage: 11%
#Slash does a backflip using his club to execute a fierce kick. This move
is one of the best air defence moves in the game as the range is huge!
Club Dive = QCB+B
Damage: 12%
#Slash leaps over the opponent and swings his club at them whilst passing.
Yes, this move forces the opponent to block the other way because it
crosses up. :)
BUTTON CHAINS-->
S MP..
C WP..
COMBOS-->
J HK, S MP, CBF+Z {3 Hits}
J HK, S MP, QCF+X {3 Hits}
J HK, S MP, QCF+Y {3 Hits}
#This combo will setup the enemy for more beatings... :)
J HK, S MP, QCB+C {3 Hits}
J HK, S MP, CBF+C {3 Hits}
POWER COMBOS-->
J HP, S MP, QCF+X, QCB+C {4 Hits} <C>
J HP, S MP, QCF+X, CBF+C {4 Hits} <C>
#The 2 above combos have got to be done in the corner.
J HP, S MP, CBF+Z, CBF+C {4 Hits}
#You just gotta time the CBF+C and voila!
J HP, S MP, C WP, CBF+C {4 Hits}
J HK, S MP, ¿CBF+BC, CBF+BC¿ {11 Hits}
J HK, S MP, ¿CBF+BC, CBF+C¿ {8 Hits}
#Slash is just a Power Combo Maniac!
VENDETTA-->
Batter Up! = D, F, D, F+HK
#Slash pauses for a second then before you can blink... He slaps the foes
head clean (Well.. clean-ish) from their shoulders.
-----------
(-)TRIDENT(-)_______________________________________________________________
-----------
Style: Capoeria
Occupation: Gladiator
Stage: Shores of Atlantis
Time: 110 BC
Defining Quote: "I may have been created by man, but a man I'm
not."
Taunt: "Freak!"
BIOGRAPHY-->
Trident is so named becaise of the trident which replaced the hand he lost
in a duel with a shark.
The people of Atlantis during this time lived above the water. They were
competing with the romans to see would control the Earth's surface, with
the loser being plunged into the watery depths.
The atlanteans spent their time in the pursuit of science. They realized
early on that a major part of the land was going to sink into the ocean.
To handle this, they built great environments that were enclosed in bubbles
so that they could survive the ocean's depths.
They then offered a fair settlement to the Romans. Half of each each
culture would stay on land, and the other half would go to sea. the Romans
would not agree, and would only settle the issue through battle. So the
Atlanteans had no choice but to create a warrior that could stand up
against the warlike Romans. Trident was their champion.
The Romans rigged the fight and crushed Trident under a large stone pillar.
With their loss, the Atlanteans were forced unnecessarily undersea, and
their culture was lost forever.
GOAL-->
A victory for Trident would allow him and the people of Atlantis to share
the land with the Romans. Trident would also like to explore his role in
Man's future as Trident was a genetic creation and feels alone in his
existence.
SPECIAL MOVES-->
Wavemaster = CDU+A or C
Spinning Trident = (XYZ)
Plasma Bolt = CBF+Z
Bio-stun Field = (AB)
Repulser Field = (BC)
Bio-drain Field = (YZ)
Depth Charge Field = (XY)
Liquid Mode = (ABC)
SKILL MOVES-->
Whirlpool Kick = CBF+(AB)
Neptune's Fury = CBF+(BC)
Tidal Wave = QCT+Z
Slash Spin Reverse = QCF+A
Slash Spin Forward = QCT+C
---------------------
EXPLANATION OF MOVES-->
---------------------
-------------
#SPECIAL MOVES#
-------------
Wavemaster = CDU+A or C
Damage: 0% (Teleportation)
#Trident turns to water as he seeps into the floor and re-emerges elsewhere.
The A button teleport will shift Trident to the left of the screen, and the
C button teleport will shift Trident to the right of the screen.
Spinning Trident = (XYZ)
Damage: Up to 20%
#Trident extends his arm to full length and spins his trident hand at an
alarming speed. Excellent damage, great combo potential and painful for
the opponent on the receiving end!
Plasma Bolt = CBF+Z
Damage: 15% +dizzy
#Trident throws a large flaming ball of plasma at the enemy which dizzies
on contact. Very good move to set up the Vendetta. Abuse this.
Bio-stun Field = (AB)
Damage: 0% (Freeze)
#Trident emits a Green Aura that will freeze an opponent if you can hit
them whilst the field is encasing Trident.
Repulser Field = (BC)
Damage: 0% (Repulsion)
#Trident emits a Yellow Aura that will push an opponent away as it pulsates.
The only attacks you can really use to hit your opponent are projectiles.
And the opponent can only use projectiles against you too.
Bio-drain Field = (YZ)
Damage: 0% (Damage limitation)
#Trident emits a Red Aura that will cause the opponents attack power to be
halved if you can hit them whilst the field is encasing Trident.
Depth Charge Field = (XY)
Damage: 0% (Speed limitation)
#Trident emits a Blue Aura that will freeze an opponent if you can hit them
whilst the field is encasing Trident.
Liquid Mode = (ABC)
Damage: 0% (Invulnerability/escape)
#Trident once again transmutes to water as he floats forwards. Any
opponent shall pass through as will projectiles and attacks.
-----------
#SKILL MOVES#
-----------
Whirlpool Kick = CBF+(AB)
Damage: Up to 18% (6 Hits x 3%)
#Trident plants his trident into the floor and executes a spinning
splits kick akin to Chun-Li's Spinning Bird Kick.
Neptune's Fury = CBF+(BC)
Damage: Up to 15% (5 Hits x 3%)
#Trident unleashes a 5-Hit auto combo.
Tidal Wave = QCT+Z
Damage: 10%
#Trident calls forth a Wave from thin air and sends it forward.
Slash Spin Reverse = QCF+A
Damage: Up to 15% (5 Hits x 3%)
#Trident tucks in and rolls backwards with his trident extended.
Slash Spin Forward = QCT+C
Damage: Up to 15% (5 Hits x 3%)
#Trident tucks in and rolls forwards with his trident extended.
BUTTON CHAINS-->
None...
COMBOS-->
J HK, C WK, CBF+(AB) {7 Hits}
J HK, C WK, QCF+Z {3 Hits}
J HK, C WK, QCF+C {8 Hits}
J HK, C WK, CBF+(BC) {9 Hits}
POWER COMBOS-->
J HK, S MK, ¿CBF+(BC), QCF+Z¿ {8 Hits}
J HK, S MK, [XYZ] {23 Hits!!!}
VENDETTA-->
Trident Whirlpool = F, F, D, F+WK
#Trident simply places his trident into their chest, lifts them above his
head... then spins the trident at such a high speed he rips the enemy to
itty-bitty pieces.
----------------------------------------
(-)MIDKNIGHT (Mitchell Midleton Knight)(-)__________________________________
----------------------------------------
Style: Jeet Kune Do
Occupation: Bio-Chemist
Stage: Belgrave Square Laboratories
Time: 2100 AD
Defining Quote: "When the science of man attempts to step
beyond the mortal realm, its mortality will be the most likely
price for such knowledge."
Taunt: "Weakling!"
BIOGRAPHY-->
Mitchell worked for the CIA on loan from Interpol. Born in London,
Mitchell was one of the best bio-chemical scientists working in the
intelligence community. The CIA needed Mitchell to work on a bio-chemical
weapon to end the Vietnam War. Mitchell created a virus that would weaken
its victims until they hung near death, waiting for the antidote.
The virus was to be introduced into the water supply of Vietnam, but
Mitchell wouldn't stand for that much human destruction. He stole back
his formula and fled back to London to hide. Unfortunately, Mitchell was
cornered at the airport by both interpol and CIA agents. During the
escape, Mitchell fell from a nine-story building into a chemical storage
used by the airport. The force of the impact broke the seal of the virus
container and released the virus into the chemical vat.
This mixture creasted an unexpected result. Mitchell was transformed by
the mixture into a living vampire. Using his newfound cunning and
strength, Mitchell escaped and fled to London where he spent the next 133
years vainly searching for a cure for his disease. No longer identifying
with his past, Mitchell came to be known as Midknight.
The cure had become more important since the goverment used the virus
during the Vietnam War by using the contents of the airport chemical vat.
Many of the third-world countries were now over-run with living vampires.
Midknight was also running out of time because his body, with the exception
of his neck and face, was rotting away. This rotting was due to the fact
that Midknight wouldn't kill another person to renew his life energy.
Midknight was about to solve the last hitch in the antidote when a
government agent killed him by firing a firing a magnesium stake through
his heart.
GOAL-->
If Midknight should prevail in the contest, his goal would be to return and
rid himself of the self-induced sickness he suffers from. Once this cure
was found, he could also help all the other people in the world that have
been affected by this cruel fate.
SPECIAL MOVES-->
Bedazzle = (XYZ)
Doom Dog = QCT+B
Ceiling Ram = QCT+C (Close to Opponent)
Life Drain = CBF+(XYZ) (Close to Opponent)
Flying Wall Smash = CBF+Z
Mist Attack = [AC]
Manifest = [A+B+C]
SKILL MOVES-->
Demons Fang = Whilst jumping CBF+C
Rapid Fire = CBF+(BC)
Shoulder Roll/Side Kick = QCT+Z (Next to Opponent)
Overhead Stomach Punch = F+(ABC) (Close to Opponent)
---------------------
EXPLANATION OF MOVES-->
---------------------
-------------
#SPECIAL MOVES#
-------------
Bedazzle = (XYZ)
Damage: 0% (Hypnosis)
#Midknight stands and emits a small energy bolt from his eyes. If the bolt
hits the opponent then they shall start to walk up to Midkinght as he
beckons them to walk to their doom.
Doom Dog = QCT+B
Damage: Up to 15% (3 Hits x 5%)
#Midknight uses his vampiric powers to transmute into a Large Wolf, which
then pounces across the screen to bite the opponent.
Ceiling Ram = QCT+C (Close to Opponent)
Damage: 10%
#Trident crouches down, grabs the opponent and jumps upward smashing them
into the ceiling.
Life Drain = CBF+(XYZ) (Close to Opponent)
Damage: Up to 15% (Health transfer)
#Midknight grabs his opponent and starts to drain their Life Force. Doing
this will transfer the energy from your opponent to you. It also brings
about one of the most annoying samples in the world! :)
Flying Wall Smash = CBF+Z
Damage: 13% +wall smash
#Midknight launches into a flying two-fisted dive across the screen.
Upon connection the opponent is thrown to the back wall.
Mist Attack = [AC]
Damage: Up to 15% (5 Hits x 3%)
#Midknight once again calls upon his transmuting powers to change into a
deadly mist that floats to the opponents location and delivers an eerie
5-Hit attack.
Manifest = [A+B+C]
Damage: 0% (Damage limitation)
#Midknight uses the vampiric power of superhuman resilience. The next hit
received will only do half damage. It's quite useless tho' :(
-----------
#SKILL MOVES#
-----------
Demons Fang = Whilst jumping CBF+C
Damage: 13% +wall smash
#Like the Flying Wall Smash, Midnight takes to the air and commits to a
powerful flying kick. (Looks like he has a Christmas tree on his foot ^_^)
This also causes the wall smash effect.
Rapid Fire = CBF+(BC)
Damage: Up to 15% (5 Hits x 3%)
#Midknights 5-Hit auto combo.
Shoulder Roll/Side Kick = QCT+Z (Next to Opponent)
Damage: 12%
#Midknight somersaults over the opponent and delivers a back kick.
Never ever use this move, it's so useless you'll end up getting beaten for
using it.
Overhead Stomach Punch = F+(ABC) (Close to Opponent)
Damage: 18%
#Midknight raises the opponent above his head and punches them skyward.
Not only does this move do good damage, it looks cool too!
BUTTON CHAINS-->
C MP..
C HP..
S HP..
COMBOS-->
J HK, S HP(1 Hit), S HK {4 Hits}
J HK, S HP(1 Hits), CBF+(XYZ) {3 Hits +Throw/Energy Drain}
J HK, S HP(2 Hits), CBF+Z {3 Hits}
J HK, S HP(2 Hits), QCF+B {5 Hits}
J HK, C HK, CBF+Z {3 Hits}
#Yes, it's a juggle combo.
POWER COMBOS-->
J HK, S WK, ¿CBF+(BC), QCF+B¿ {10 Hits}
J HK, S WK, ¿CBF+(BC), CBF+(BC)¿ {11 Hits}
J HK, C MP, C HP, ¿CBF+(BC), CBF+(BC)¿ {12 Hits}
J HK, S HP (2 Hits), C MP, S WK ¿CBF+(BC), CBF+(BC)¿ {14 Hits}
#Now, this is a nice combo. Looks a little odd with the fact that the
button chain goes DOWN in power instead of up like most traditional games.
But, then again.. when has EC ever been traditional?? ^_^
VENDETTA-->
Vampiric Drain = D, F, F, D+MK
#Midknight hoists the victim above his head before slamming them to the
floor and draining their entirity to replenish his failing body.
--------------------
(-)XAVIER PENDRAGON(-)______________________________________________________
--------------------
Style: Hapkido Cane Fighting
Occupation: Warlock/Alchemist
Stage: Salem
Time: 1692 AD
Defining Quote: "Power doesn't corrupt absolutely, it instead
gives corrupted people absolute power."
Taunt: "Simpleton!"
BIOGRAPHY-->
Xavier always made bad career choices, so it was no surprise that his last
job ended in failure. After nailing still-smoking horseshoes onto the
mayor's prized workhorse, Xavier found himself with a shack full of
smithy tools and no job.
Stirred by a love for science, Xavier decided to try his hand at the
age-old quest for the formula which would turn lead into gold. Instead,
he found a way to create an unlimited source of cheap, clean-burning energy
that would put Salem on the map forever in addition, Xavier found his
alchemy had changed him, giving him strange new powers.
Before he could begin to use this power and document it for the good of
future generations, Xavier found himself bound and gagged as the people of
Salem carted him off to the town square. There they burned him at the
stake for the false charge of being a warlock.
While some of Xavier's powers could be mistaken for witchcraft, they are
all based on real science.
GOAL-->
Xavier's return back to his life would allow him to finish his studies of
the unlimited power source that he found. He would like to find a way to
use it without creating any great danger of giving another tool to evil.
He would also like to put a stop to the ignorance that led to many witch
hunts across the expanse of history.
SPECIAL MOVES-->
Phantom Strike = [YZ]
Dragon Trap = CBF+Z
Attract and Smack = (ABC)
Midas Touch = CBF+Y
Swap Spell = (XY)
Possession = (XYZ)
Confusion Spell = [AC]
SKILL MOVES-->
Mystic Shield = CBF+(YZ)
Wizards Wrath = CBF+(BC)
Snap Back = CBF+X
Dragons Bite = QCT+C
---------------------
EXPLANATION OF MOVES-->
---------------------
-------------
#SPECIAL MOVES#
-------------
Phantom Strike = [YZ]
Damage: 15%
#Xavier thrusts his cane into a portal and pokes it out of another to hurt
the opponent. Pressing any of the following buttons will poke the cane out
of a new portal somewhere on the screen. They are as follows:-
@X = Top Left of screen
@Y = Top Middle of screen
@Z = Top Right of screen
@A = Bottom Left of screen
@B = Bottom Middle of screen
@C = Bottom Middle of screen
This is quite handy for confusing the hapless opponent.
Dragon Trap = CBF+Z
Damage: 15%
#Xavier transforms his cane into a glowing green dragon that ensnares the
opponent and proceeds to bite them mercilessly.
Attract and Smack = (ABC)
Damage: 12%
#Xavier extends his cane to double it's size, grabs the opponent with it
and drags them to him. He then gives them a sharp stabbing with his cane.
Midas Touch = CBF+Y
Damage: 0% (Freeze)
#Xavier uses his alchemy to throw a bolt that will turn the opponent to
gold for a short period of time, thus rendering them helpless.
Swap Spell = (XY)
Damage: 0% (Invulnerability/escape)
#Xavier draws upon his power to teleport himself to the opponents location
and the opponent to his last location. Nice move for mind games.
Possession = (XYZ)
Damage: 0% (Switch Bodies)
#Xavier casts a bolt, that enables you to control the opponent's body and
all of their moves. It's OK, but there are better moves available.
Confusion Spell = [AC]
Damage: 0% (Remap D-Pad)
#Xavier again casts a bolt at the opponent. This time however, their
controls are randomized for about 5 secs. A great move, just a little odd
to use. Mix this up with the Possession spell and you're laughing.
-----------
#SKILL MOVES#
-----------
Mystic Shield = CBF+(YZ)
Damage: 0% (Projectile Reflection)
#Xavier crouches as he spins his cane, sending any incoming projectiles
back to the sender!
Wizards Wrath = CBF+(BC)
Damage: Up to 15% (5 Hits x 3%)
#Xaviers 5-Hit auto combo.
Snap Back = CBF+X
Damage: 10%
#Xavier uses his abilities to cause his cane to extend, poking the enemy
from afar. Nice little move here that's quick to execute and has fast
recovery time, but... I forget about this move most of the time and use
something else >_<
Dragons Bite = QCT+C
Damage: Up to 15% (3%+3%+9%)
#Xavier leaps skyward with a fierce Cane Uppercut. This move has so much
priority it hurts!! There are very few things that will take you out of
it. Abusing this move tho' will cause the opponent to block once.. then?
Then you get spanked hard!
BUTTON CHAINS-->
None..
COMBOS-->
J HK, S MP, CBF+X {3 Hits}
J HK, S MP, CBF+Z {3+ Hits}
J HK, S MP, [ABC] {4 Hits}
J HK, S MP, QCF+C {5 Hits}
J HK, S MP, CBF+(BC) {7 Hits}
POWER COMBOS-->
J HK, S MP, ¿CBF+(BC), [ABC]¿ {7 Hits}
J HK, S MP, ¿CBF+(BC), QCF+C¿ {10 Hits}
VENDETTA-->
Gullivers Travel = D, D, B, B+HK
#Xavier casts a deadly spell that shrinks his foe. He then walks over to
them and squashes the little one with a boot. All the while.. he smiles!
------------------
(-)JONATHAN BLADE(-)________________________________________________________
------------------
Style: Kenpo
Occupation: Bounty Hunter
Stage: Syrian Desert Refinery
Time: 2030 AD
Defining Quote: "If you're coming on, come on!"
Taunt: "Loser!"
BIOGRAPHY-->
Blade was one of the best cops that ever lived in the future. Born in
Syria, raised in Africa, Blade was dedicated to the extreme, working some
of the meanest parts of New Chicago.
He had, however, one small problem: his temper. After almost being killed
several times by a suspect during a case, Blade caught up to him. The
suspect again tried to kill Blade, who was able to sidestep the laser shot
and grab the suspect.
Being only human, Blade was out of patience. He proceeded to beat the
suspect to near death. The suspect survived, and sued the police. The
police fired Blade to hush the scandal, and he ended up moving back to
Syria to become a Bounty Hunter, which allowed him better use of his quick
temper. His final case dealt with a rogue scientist who had escaped a
government bio-weapons lab. The scientist was threatening to smash open a
vial containing a virus that would kill 95% of all human life if the
government did'nt stop all bio-research. The Syrian government hired Blade
to safely retrieve the vial. Blade agreed on one condition: they wouldn't
interfere. They agreed.
He cornered the scientist in an alley and radioed that the scientist agreed
to peacefully give up the vial. The government had followed Blade, and
took this moment to make their move. When shots from laser rifles filled
the alley the last image that Blade saw before he died was the smashed and
open vial of the virus.
GOAL-->
If Blade was to return his plan would be to get to the vial before it broke,
and to save the life of the rogue scientist. This would keep the virus
from being exposed and killing most of humanity with its destructive force.
SPECIAL MOVES-->
Stun Beam = CBF+Z
Low Stun Beam = CBF+C
Straight Blade = CBF+(YZ)
Wild Fury Attack = [ABC]
Backfire = [AC]
Personal Shield = (XYZ)
Tracking Blade = CBF+(XY)
Projectile Containment Field = (AB)
SKILL MOVES-->
Slice 'n' Dice = QCT+C
Lightning Strike- QCT+(BC)
Brick Wall = CBF+B
Excessive Force = CBF+(BC)
---------------------
EXPLANATION OF MOVES-->
---------------------
-------------
#SPECIAL MOVES#
-------------
Stun Beam = CBF+Z
Damage: 0% (Freeze)
#Blade blasts a small ball of energy from his wristbands that freezes the
opponent in place for 5 seconds. Shot at head-height, these are OK to use
against jumping characters. Hit the opponent with this to setup a Combo.
Low Stun Beam = CBF+C
Damage: 0% (Freeze)
#Blade crouches and fires a Stun Bolt at the enemy. Shot at waist-height.
Combo's are needed after connection with this!
Straight Blade = CBF+(YZ)
Damage: 15%
#Blade launches a buzzsaw blade at head-height towards the opponent. If
it connects the enemy will be frozen as the blade wrecks havoc. It will
then explode and the hapless victim will fly back. Nice move this, but
the CPU tends to be the only one who can use them well. Study the CPU's
Pattern and learn! ^_^
Tracking Blade = CBF+(XY)
Damage: 15%
#Same as above, apart from the blade hovers stationary for half a second
before homing in on the opponent to cause damage.
Wild Fury Attack = [ABC]
Damage: Up to 16% (8 Hits x 2%)
#Blade leans forward and rapidly throws open palm slaps. Very good for
combos, nice damage and the Sound FX to this move are worth hearing.
Backfire = [AC]
Damage: 0% (Projectile neutralization)
#Blade projects a small target-like projectile at the enemy that will
negate their ability to cast fireball style attacks. It sounds like a
good move yet it moves so slow, can be blocked and these points make it
generally useless.
Personal Shield = (XYZ)
Damage: 0% (Damage limitation)
#Blade emits a small field that decreases all damage done to him by 50%.
However, you can not do any special moves (Some skill moves are possible)
and the main problem with this lies in the taking of damage. After a good
couple of hits the darn thing implodes, causing you extra damage! DOH!
Projectile Containment Field = (AB)
Damage: 0% (Slows projectiles)
#Blade holds out his fists as his Armbands glow. This slows down all the
enemies projectile attacks for a while. Useless, useless... >_<
-----------
#SKILL MOVES#
-----------
Slice 'n' Dice = QCT+C
Damage: Up to 16% (4 Hits x 4%)
#Blade strikes with a spinning combo with a saw attached to each wrist.
Real nice damage, quick and soooo combo-able it hurts! (Literally ^_^)
Lightning Strike = QCT+(BC)
Damage: Up to 15% (5%+10%)
#Blade charges himself with energy as he ascends with a double fisted punch
then descends with an explosive dive kick. The priority on this move is
great!! There are no real downsides to using this move at all.
Brick Wall = CBF+B
Damage: 12% +wall smash
#Blade shows that he is as hard as nails by using himself as a force to be
reckoned with. Sliding forwards towards the enemy he extends his chest to
bat the opponent across the arena. Good move, fast and surprising. There
is a little delay if it's blocked... But Blade's not perfect :)
Excessive Force = CBF+(BC)
Damage: Up to 15% (5 Hits x 3%)
#Blade's 5-Hit Auto-Chain Combo
BUTTON CHAINS-->
S WP..
C MP..
COMBOS-->
J HK, S WP (2 Hits), CBF+B {4 Hits}
J HK, S WP (2 Hits), CBF+(YZ) {4 Hits}
J HK, S WP (2 Hits), [ABC] {11 Hits}
J HK, S WP (2 Hits), QCF+C {8 Hits}
J HK, S WP (2 Hits), CBF+(BC) {8 Hits}
J HK, S WP (2 Hits), S HK, CBF+(YZ) {5 Hits}
J HK, S WP (2 Hits), S HK, [ABC] {12 Hits}
J HK, S WP (2 Hits), S HK, QCF+C {9 Hits}
POWER COMBOS-->
J HK, S HK, ¿CBF+(BC), [ABC]¿ {11+ Hits}
J HK, S HK, ¿CBF+(BC), QCF+C¿ {10 Hits}
J HK, S WP (2 Hits), S HK, CBF+(BC) {9 Hits}
VENDETTA-->
Javelin Pierce = D, D, F, F+WP
#Blade punches the opponent into the opposite wall then powers up his
Armbands and fires a deadly energy spear into their hapless body.
--------------
(-)JETTA MAXX(-)____________________________________________________________
--------------
Style: Penjak Silat/Savate
Occupation: Circus Acrobat
Stage: Blue Dragon Circus
Time: 1899 AD
Defining Quote: "The only revolution worth having is one which
would leave humanity forever with an everlasting peace, and
nothing short of this outcome is worth a single loss of life."
Taunt: "Bastard!"
BIOGRAPHY-->
Jetta was always a rebel: as a youth she changed her given Russian name
to Jetta Maxx to sound more like a performer.
Born in Russia, cousin to Czar Nicholas II, Jetta traveled the world as a
performer in a famous international circus. During her many travels,
which included visits to France and Indonesia, she learned gymnastics and
martial arts.
In 1899, her circus troop visited China. At the time, Chain was being
ripped apart by the Boxer rebellion, the Chinese attempt to rid their
homeland of foreigners. Unfortunatly, many innocent Chinese were also
dying. Spurred by her compassion, Jetta decided to help infiltrate the
"Yihe Quang", or "Rightous Harmony Fists" and get them to turn their ways
to pacifism before the major foreign powers brought all their military
forces to bear. In addition Jetta foresaw that Russia's involvement in
the fighting of the East would further weaken her own governmant's
stability. Before Jetta was able to bring a peaceful end to the fighting
and change the history of Russia and China, she fell victim to an act of
sabotage by a radical from the Yihe Quang. Jetta's safety net and tension
wire cut, Jetta plummeted to her death during the grand performance for
the crown emperor of China.
GOAL-->
If Jetta was to win her chance to return, she would work to stop the damage
and destruction that both the Chinese and Russian revolutions will bring.
Her efforts would be to find a way for change to occur without bloodshed.
SPECIAL MOVES-->
Whirlwind Kick = CBF+C
Phase = [XYZ]
Resonate = (AC) (After Phase)
Moving Corkscrew = (AB) or (BC)
Bladerang = CBF+X or Y
Flying Choke Hold = CBF+Z
Death Dive = CDU+Y
SKILL MOVES-->
Corkscrew uppercut = CBF+(YZ)
Gymkata = CBF+(BC)
Power Burst = QCT+C
Ricochet = CDU+A or C
---------------------
EXPLANATION OF MOVES-->
---------------------
-------------
#SPECIAL MOVES#
-------------
Whirlwind Kick = CBF+C
Damage: Up to 15% (5 Hits x 3%)
#Jetta peppers the opponent with a one-legged 5-Hit Combo. Talent or what?
Phase = [XYZ]
Damage: 0% (Speed up)
#Jetta invokes a speed spell. Like she needs to get any faster? The move
will stop if Jetta is hit. Use this after knocking the opponent down, then
wreck havoc as they have no idea what direction Jetta is heading!
Resonate = (AC) (After Phase)
Damage: 0% (Scramble reponses)
#After Jetta uses the Phase she then has access to Resonate. This causes
her to glow, if she hits the enemy then they will start to judder out of
control. Their controls will be real sluggish then... so attack without
mercy!! ^_^
Moving Corkscrew = (AB) or (BC)
Damage: 8%
#Jetta pirouettes with Bladerangs in hand. Not great damage, but they
are useful for just annoying the opponent.
Pressing (AB) = Jetta Corkscrews Left
Pressing (BC) = Jetta Corkscrews Right
Bladerang = CBF+X or Y
Damage: 10%
#Jetta throws a Bladerang forward. The X button version will only hit once.
The Y button version will hit twice, once for the throw and once for the
return. This is one of Jetta's best moves. After throwing the Y Ver. you
can then jump-in to start a combo.. And if you can keep it up.. you can
keep doing it to perform an almost-infinite combo!
Flying Choke Hold = CBF+Z
Damage: Up to 15%
#Jetta throws out the sleeve to her tunic, which will magically strangle
the hapless victim. Bit slow, but a worthy addition to Jetta's moves.
Death Dive = CDU+Y
Damage: Up to 20% (3%+3%+3%+11%)
#Jetta throws her Bladerang as she jumps to the ceiling. The Bladerang
flies back and forth a few times then Jetta dives at her opponent with a
double fisted diving punch. Useful and blooming annoying as the Bladerang
forces the opponent to block in awkward positions sometimes :)
-----------
#SKILL MOVES#
-----------
Corkscrew uppercut = CBF+(YZ)
Damage: Up to 15% (1%+2%+3%+4%+5%)
#Jetta pirouettes so fast toward the enemy she envelopes herself inside a
whirlwind striking them before attacking with a twisting uppercut.
This is a great little move to finish combos with, and the damage is well
worth using it for.
Gymkata = CBF+(BC)
Damage: Up to 15% (5 Hits x 3%)
#Jetta's 5-Hit Auto-Chain Combo.
Power Burst = QCT+C
Damage: 10%
#Jetta crouches as she emits an energy field from her bracelets. This is
solid air-defence, barely ANYTHING gets past this (Ok, so projectiles do..
I said air-defence :P ). Use it, abuse it.. make your opponent cry.
Ricochet = CDU+A or C
Damage: Up to 12% (4 Hits x 3%)
#Jetta somersaults to the ceiling then falls down to the floor. After
landing Jetta rolls towards the enemy. Quick and useful but don't rely on
it as you can get taken out by smart people.
Pressing A = Lands on the Left, Rolls Right
Pressing C = Lands on the Right, Rolls Left
BUTTON CHAINS-->
C WK..
C MK..
COMBOS-->
J MK, C MK, S WK, CBF+Y {5 Hits)
J MK, C MK, S WK, CBF+Z {4 Hits)
J MK, C MK, S WK, CBF+C {8 Hits)
J MK, C MK, S WK, CBF+(BC) {8 Hits)
J MK, C MK, S WK, ¿CBF+(BC), CBF+(YZ)¿ {11+ Hits}
POWER COMBOS-->
J MK, C WK, C MK, C WK, C MK, S WK, CBF+(YZ) {17+ Hits)
J MK, C WK, C MK, C WK, C MK, S WK, ¿CBF+C, CBF+(YZ)¿ {20+ Hits)
J MK, C WK, C MK, C WK, C MK, S WK, ¿CBF+(BC), CBF+(YZ)¿ {20+ Hits)
#Is Jetta on something? ^_^
VENDETTA-->
Disharmonic Resonance = D, D, B, D+WK
#Using her natural aura (that and the small fact that she can Resonate^_^)
Jetta vibrates (Ooer!) at such a high speed she discorporates the enemy!!
-----------------------------
(-)RIPTIDE (Sophia DeMedici)(-)_____________________________________________
-----------------------------
Style: Kajukenbo
Occupation: Pirate
Stage: Off the Barbary Coast
Time: 1566 AD
Defining Quote: "The sea derives its power from its depth and
cold nature, and I believe these same elements supply my
personal strength as well."
Taunt: "Sea Dog!"
BIOGRAPHY-->
Riptide was once named Sophia De Medici, a member of the infamous Italian
family. Her name and identity were all but wiped out when she left Italy
to pursue her fortune off the Barbary Coast, North Africa.
She left because she grew up in a household where everything was given to
her but nothing could be earned. Her family insisted on an arranged
marriage to an Italian crime lord that promised to join power with her
family. Given this she had no choice but to leave her destined fortune and
begin a new life in a place where she would never be discovered.
At this point in tim., the Barbary Coast was the centrepoint of the pirate
era. Corsairs, or Pirates as they were more commonly known, were at the
height of their dominance. There wasn't a spot in the Ocean where Pirates
couldn't strike.
Sophia used what little family money she had at the time to purchase a ship
that would allow her to compete with these Pirates. She also worked on a
martial art system very similar to a system from the future called
Kajukenbo, which gave her renowned hand to hand fighting skills.
It was during this time that she became known as Riptide, the most feared
of the female Pirates. There were three other famous female Pirates, but
what made Riptide famous was tshe didn't take from the weak, but instead
took from the tyranny directly, the pirates themselves. Her time was
filled with many amazing and dangerous battlesagainst the greatest pirates
of that time.
It was a single man that caused her doom. His name was Hannibal and he was
not only a powerful pirate, but also controlled many powerful criminal
organizations around the World. When somebody went against Hannibal, he
didn't just exact revenge on them, but also everyone connected to them.
During a nighttime raid, Riptide was taking some buried treasure that
Hannibal had buried on his island. Unfortunatly, she under-estimated
Hannibal and was killed by a shovel blow to the back of the head while
trying to steal his ill-gotten treasure.
Hannibal, realising that She was more than just a Pirate, used her attack
as an excuse to attack and destroy the entire De Medeci family by using
his various crime organizations. Their destruction had a massive negative
effect on the timeline, including the loss of several undiscovered works
of Leonardo DaVinci that the family was hiding until the World could handle
their meanings.
These works had tremendous religious and scientific implications which
would be realised in the 21st century.
Without the works of Leonardo and the influence of this massive family
line, a future renaissance was never realised.
If Riptide could return, she would destroy Hannibal and others like him
to end the pirate era and to allow her family's destiny to be fulfilled.
GOAL-->
The return of Riptide would allow her to stop Hannibal before he can
destroy her family and rob history of many treasures that they will
protect until the World is ready. She will also return to the sea
and free it of the scourge of maniacal pirates so that there isn't
another to replace Hannibal and his type.
SPECIAL MOVES-->
Eagle Talon = QCT+Z
Sea Legs = QCT+Y
Ground Kriss Blade = CBF+X or Z
Whirlwind Teleport = CDU+C
Fog Trap = QCB+Y
Air Kriss Blade(Straight) = CBF+C
Air Kriss Blade(Down) = CBF+Y
SKILL MOVES-->
Flashing Daggers = CBF+(BC)
Crows Nest CDU+Z
Whirlpool Reflect = CBF+A
Tidal Punch = QCT+X
Thunder Clap = QCT+C (while close)
---------------------
EXPLANATION OF MOVES-->
---------------------
-------------
#SPECIAL MOVES#
-------------
Eagle Talon = QCT+Z
Damage: Up to 16% (4 Hits x 4%)
#Riptide busts into a nice 4-Hit combo. Good damage, nice looking and
very useful on the end of combos.
Sea Legs = QCT+Y
Damage: 0% (Remap D-Pad)
#Riptide calls upon the fury of the sea to cast a Water Bubble. If the
bubble hits the opponent then their D-Pad gets completly remapped! ^_^
This is a move that human opponents don't like (The CPU is unaffected
tho', go figure >_<). A good move that helps make Riptide better than
average.
Ground Kriss Blade = CBF+X or Z
Damage: 10%
#Riptide throws a Kriss Blade. Fairly fast and as annoying as all get out.
Pressing X = Straight Throw
Pressing Z = Angled Throw (approx. 75 degrees)
Whirlwind Teleport = CDU+C
Damage: 0% (Teleportation)
#Riptide vanishes in a whirlwind and appears behind her opponent. I don't
like using this.. gets me into too much trouble (But, I'm useless at using
teleports!). Try it.. you might like it.
Fog Trap = QCB+Y
Damage: 12%
#Riptide sends a small fog cloud across the floor. WHAT??? She has more
projectiles???? This is why Riptide is good... A projectile for every
occasion:)
Air Kriss Blade(Straight) = Jump then CBF+Y
Damage: 10%
#An airborne Kriss Blade Throw. The blade travels straight ahead.
Air Kriss Blade(Down) = Jump then CBF+C
Damage: 10%
#An airborne Kriss Blade Throw. The blade travels down at about 135 Deg.
-----------
#SKILL MOVES#
-----------
Flashing Daggers = CBF+(BC)
Damage: Up to 15% (5 Hits x 3%)
#Riptides 5-Hit Auto-Chain Combo.
Crows Nest CDU+Z
Damage: 15% (10% for hit, 5% for landing)
#Riptide delivers an uppercut that blasts the opponent skyward. This move
is great! If only for the simple fact of the satisfaction you feel after
they go flying!
Whirlpool Reflect = CBF+A
Damage: 0% (Projectile Reflection)
#Riptide encases herself in a whirlwind that'll refect projectiles. Use
this as a fake Whirlwind Teleport!:) Confuse them to bits, then smash
them into a heap.
Tidal Punch = QCT+X
Damage: 12%
#Riptide calls upon the power of the Seas with a forceful punch. The
wind-up on this is silly, you can hit with it in a combo but not outside
of one. It's not really that worth it really.....
Thunder Clap = QCT+C (while close)
Damage: 10% +dizzy
#Riptide blasts her opponent with a thunderous double-fisted punch. This
actually looks like the Crow's Nest, but dizzies instead of sending them
to the moon. Blooming useful for getting the Vendetta when you want it.
BUTTON CHAINS-->
S MK..
C MP..
COMBOS-->
J MK, S MK, CBF+X {4 Hits)
J MK, S MK, QCF+X {4 Hits)
J MK, S MK, CDU+Z {4 Hits)
J MK, S MK, CBF+X {4 Hits)
J MK, S MK, QCB+Y {4 Hits)
J MK, S MK, CBF+(BC) {8 Hits)
J MK, S MK, QCF+Z {8 Hits)
POWER COMBOS-->
J MK, S MK, ¿CBF+(BC), QCF+Z¿ {12 Hits)
VENDETTA-->
Ice Maiden's Kiss = F, D, B, B+MK
#Riptide blows them a siren's kiss.. Cold as ice, it freezes the foe in ice
and causes their heart to be so excited it explodes out of the victim's
ribcage.... Tasty... >_<
--------------
(-)RAMSES III(-)____________________________________________________________
--------------
Style: Hung Gar Kung Fu
Occupation: Pharaoh
Stage: Abu Simbel Temple
Time: 1151 BC
Defining Quote: "Great leaders are created from the strength
and character of their followers."
Taunt: "Jackal!"
BIOGRAPHY-->
Ramses III was the last strong Pharoah of Egypt. Eighty years after his
death, Egypt started a long decline into overwhelming bureaucracy where
Pharoahs were little more than figureheads and Alexander the Great would
be considered the "Son of Amon" and assume the throne in the third
century B.C., or it would have have declined if Ramses III wasn't
assassinated before his time.
The lone assassin had spent many working his way into a postion of trust
within the Royal Court and the Pharoah felt no fear turning his back on
the man would would end his life. The killer was cruel enough to choose
a method of execution that was particularly terrifying to the Pharoah.
Though Ramses was a brave fighter and fearless leader, he had never
learned to swim, and the thought of drowning haunted his dreams often.
Ramses was overseeing the construction of a new temple situated on the
bank of the Nile, and he had climbed a tall hill of freshly excavated
earth for a better view of a site. The killer knew the time was right,
and pushed Ramses off of the hill and into the Nile below.
Ramses III drowned before he could father the son that would have become
his successor and before he could rally his armies into beating back the
warriors of the Ancient who were threatening to take over the rich Nile
delta.
After his assassination, Egypt was taken over by the invaders, and over
the centuries, the new Pharoahs raised armies strong enough to stop
Alexander the Great and his Roman legions from taking over Persia
and Egypt.
The changes these events created in the timestream were significant.
The Egyptian Empire grew powerful and lasted beyond the twenty-first
century. Many countries that would have been controlled by the Roman
Empire were either overrun by the Egypian Empire or were driven out of
their homelands into what would have become Russia.
The end result was a future devoid of many different cultures, which
drained the Human Spirit of its originality and spirit, damning it just
as much as the loss of humanity in the other champions' failed time lines.
GOAL-->
The original would of history would be restored if Ramses was able to
return back to his life. His returned existance would allow his rule to
be completed and Alexander the Great would meet his famous history in
succeeding to become Pharoah of Egypt.
SPECIAL MOVES-->
Sun Reflection = CBF+Z
Anubis Block = (ABC)
Wrap Attack = CBF+Y
Teleport = CDU+X
Snake Attack = CDU+C
Torch Attack = CDU+Y
Hack & Smack = CBF+(XY)
SKILL MOVES-->
Thunder Lizard = QCT+C
Jackals Bite = QCT+Y
Phoenix Dive = Whilst jumping QCT+Z
King Combo = CBF+(BC)
---------------------
EXPLANATION OF MOVES-->
---------------------
-------------
#SPECIAL MOVES#
-------------
Sun Reflection = CBF+Z
Damage: Up to 15% (5%+10%)
#Ramses calls to Ra who bequeaths him a bolt of pure sunlight. This is
quite good air-defence as the bolt travels in from about 45 degrees then
is thrown straight ahead. Nice damage, and (As you can see) has other
uses than just being a fireball attack.
Anubis Block = (ABC)
Damage: 0% (Projectile reversal/invulnerability)
#Ramses invokes the spirit of Anubis that causes him to reflect projectiles
and have temporary invincibility. Pressing any button during the move
will cause Ramses to return to normal.
Wrap Attack = CBF+Y
Damage: 10%
#Ramses throws a bunch of Mummy wrappings at his foe. If this hits then
the victim is knocked down, mummified. It's an Ok fireball move, not too
fast and not slow either.
Teleport = CDU+X or Z
Damage: 0% (Teleportation)
#Ramses disappears in a flash of sunlight.
Pressing X = Teleport to the Left.
Pressing Z = Teleport to the Right.
It's a teleport.. You know I can't use them >_<
Snake Attack = CDU+C
Damage: 15%
#Ramses uses ancient magic to transform into a snake which burrows into
the floor and reappears underneath the enemy in an attempt to bite them.
Not a bad move, it's got a little lag on the end after being blocked tho'.
Torch Attack = CDU+Y
Damage: 12%
#Ramses uses another spell to turn into living fire. The fire then travels
across the floor and back to roast the foe. Quite interesting this move,
not really combo-able but it's still fun none-the-less.
Hack & Smack = CBF+(XY)
Damage: Up to 16% (4 Hits x 4%)
#Ramses' runs through a 5-Hit Auto-Combo using his weapons.
-----------
#SKILL MOVES#
-----------
Thunder Lizard = QCT+C
Damage: 16% (4 Hits x 4%)
#Ramses performs an butterfly kick infused with the spirit of a crocodile.
This is one of Ramses' best moves. The distance travelled is good, damage
is a great bonus and it's annoying as hell too!
Jackals Bite = QCT+Y
Damage: 11%
#Ramses calls forth a ghostly Jackals head to attack. Quite quick and has
one of the best silly samples to go with it:)
Phoenix Dive = Whilst jumping QCT+Z
Damage: 10%
#Ramses fuses with the spirit of the immortal Phoenix to smash the enemy.
This move in ridiculously fast.. I mean, nothing else in the game is this
fast! It's not super damaging tho'... so I can forgive it.
King Combo = CBF+(BC)
Damage: Up to 15% (5 Hits x 3%)
#Ramses' 5-Hit Auto-Chain Combo.
BUTTON CHAINS-->
C WP..
C MP..
COMBOS-->
J HK, C WP, C MP, C HK {5 Hits}
J HK, C WP, C MP, CBF+Y {4 Hits}
J HK, C WP, C MP, QCF+C {9 Hits}
J HK, C WP, C MP, CBF+(XY) {7 Hits}
J HK, C WP, C MP, CBF+Z {4 Hits}
#Ok.. bug time.. Like R.A.X's Overload the Sun Reflection will not call
the bolt from the sky, but will simply start with the "fireball" 2nd half
instead... O_o Weird.
J HK, C WP, C MP, QCF+Y {4 Hits}
J HK, C WP, C MP, QCF+C, QCF+Y {8 Hits} <C>
The Jackals Bite will just about hit them if you're pounding the foe in
the corner.
POWER COMBOS-->
J HK, C WP, C MP, ¿CBF+(BC), QCF+C¿ {11 Hits}
J HK, C WP, C MP, ¿QCF+C, QCF+C¿ {11 Hits}
VENDETTA-->
Scarabs Touch = D, D, D, F, F+HP
#Ramses morphs into a very hungry giant Scarab beetle.. guess the next part?
----------------
(-)RAVEN GINDAR(-)__________________________________________________________
----------------
Style: Tae Kwon Do/Hsing-i Kung Fu
Occupation: Voodoo Preistess & Healer
Stage: Shengo Village
Time: 1802 AD
Defining Quote: "Real magic is only given to true believers,
otherwise it perverts into the worst type of evil."
Taunt: "Zombie!"
BIOGRAPHY-->
Raven was from a long line of Arawak healers and was herself a great
healer in her tribe. She possessed a magical hourglass that had been
handed down from generation to generation which allowed her to completely
control very small segments of time. The healers used the hourglass
sparingly because it sapped the life-force of it's user every time it
was activated.
Raven and many of the other Arawak women were abducted by a Carib raiding
party and bought back to the village of Shengo on the island of Trinidad.
Once in the Carib Village, the women were intergrated into the new
society. Over the years, Raven became highly respected for her white
magic abilities and the villagers revered her as a powerful Voodoo
Priestess.
The admiration that the villagers felt toward the young healer didn't
sit well with the aging Carib high priest, Raknook, who was feared by the
villagers because of his use of black magic against his rivals.
Late one night, Raknook feigned illness and sent for Raven. As soon as
she was alone with the priest, Raven sensed she was in danger. Before she
could react, Raknook cast a dark spell that turned the power of Raven's
hourglass against her and transferred all of her life energy into his
withered body, killing her and rejuvenating him in the process.
GOAL-->
Raven's return to her life will allow her to reverse the spell of the
evil Raknook, taking his life instead of hers. With his death, Raven
can free herself and the others so that they can return back to their
home free to pursue their lives as they wish.
SPECIAL MOVES-->
Time Smash = [XY]
Voodoo Attack = ~AC~
Time Add/Subtract = QCT+(AB) or QCT+(BC)
Double Fang Kick = (ABC)
Create Void = QCT+Z
Time Split = CBF+(YZ) Then A,B or C to reappear
Destabilize Time = [XYZ]
SKILL MOVES-->
Time Fold = CBF+X
Serpent Rainbow = CBF+A
Raven's Fury = Whilst jumping QCT+B
Mambo Combo = CBF+(BC)
---------------------
EXPLANATION OF MOVES-->
---------------------
-------------
#SPECIAL MOVES#
-------------
Time Smash = [XY]
Damage: Up to 15% (1 Sec=5%, 2 Secs=10%, 3 Secs=15% +wall smash)
#Raven charges her Hourglass with mystic energy. Holding down the buttons
for longer causes more damage when the hourgalss hits. Although not really
possible to combo with it, it has it's uses to stop an opponents barrage.
Voodoo Attack = ~AC~
Damage: Up to 15%
#Raven uses her Voodoo know-how as she pulls out a lil' doll of the enemy
and starts to punch it!?! The opponent then gets hit by this mystic force.
This is one of the most original moves in a beat 'em up:) There is a
small problem with this move... the speed. You have to hold down the
buttons and wait for it to start, the enemy is more than likely trying to
hit you at the time. However, if you do get it to hit.. it's quite funny.
Time Add/Subtract = QCT+(AB) or QCT+(BC)
Damage: 0% (Affect timer)
#Raven throws her Hourglass up to the heavens to add or subract time from
the battle timer. Simple really.
Pressing (AB) = Add time to timer.
Pressing (BC) = Subtract time to timer.
Double Fang Kick = (ABC)
Damage: Up to 18% (6 Hits x 3%)
#Raven unleashes a furious 6-Hit kicking combo. Muy useful.
Create Void = QCT+Z
Damage: Up to 16%
#Raven smashes her Hourglass into the floor. This then causes a temporal
void that sucks the opponent into it to cause damage. Not really that
useful, but try to use it once in a while to surprise opponents.
Time Split = CBF+(YZ) Then A,B or C to reappear
Damage: 0% (Multi-Teleport)
#Raven holds out her Hourglass then disappears, then reappears either at
the Left, the Middle or the Right of the screen with an attack of your
choice. When you first teleport press either:-
Pressing A = Reappear at the Left Side of the Screen
Pressing B = Reappear in the Middle of the Screen
Pressing C = Reappear at the Right Side of the Screen
After pressing a button to command the teleport, the next button pressed
will attack with it's standard attack (i.e Heavy Kick). If no buttons are
pressed to command the teleportation then the appearances are random.
Destabilize Time = [XYZ]
Damage: 0% (Speed limitation)
#Raven pours power into the 'Glass which causes a temporal disturbance.
Basically this slows down the opponents movements to equal that of walking
through mud. The wind-up on this move is soooo silly! It takes ages! But,
if you want your opponent stupidly slow..... You gotta pay the price.
-----------
#SKILL MOVES#
-----------
Time Fold = CBF+X
Damage: 0% +reflect x2 (Projectile reversal x2)
#Raven creates a field that reflects projectiles back at opponents and uses
the energy from the projectile to cast her own projectile! It's a reflect,
so it's gotta be good, right? Well.. it would be, if I could figure out if
you can fire the 2nd projectile whenever you reflect the 1st.. The fireball
she throws seems to be random.. >_< Does anyone know how to throw it
everytime????
Serpent Rainbow = CBF+A
Damage: Up to 16% (2 Hits x 8%)
#Raven high-kicks as her snake tattoo comes alive and dives towards the
floor in an arc. Real nice Air-Defence, quite good damage and the best
thing about this move is it's annoyance potential!!
Raven's Fury = Whilst jumping QCT+B
Damage: Up to 15% (3 Hits x 5%)
#Raven curls into a ball to deliver a 3-Hit rolling dive. Hmm.. the moves
priority isn't great, but it is fast. The recoil on the move is small too.
Mambo Combo = CBF+(BC)
Damage: Up to 15% (5 Hits x 3%)
#Raven's 5-Hit Auto-Chain Combo.
BUTTON CHAINS-->
S WK..
S MK..
COMBOS-->
J HK, S WK (2 Hits), CBF+A {4 Hits}
J HK, S WK (2 Hits), CBF+(BC) {7 Hits}
POWER COMBOS-->
J HK, S MK, S WK (2 Hits), [ABC] {9 Hits}
J HK, S MK, S WK (2 Hits), ¿CBF+(BC), [ABC]¿ {14 Hits}
VENDETTA-->
Sands of Time = D, F, B, F+MP
#Raven throws her hourglass at the dazed victim which quickly sends them
through their life and towards death. Decomposure happens almost straight
after their demise.
------------------
(-)DAWSON McSHANE(-)________________________________________________________
------------------
Style: Shotowando
Occupation: Gambler
Stage: Hangtown Mine
Time: 1849 AD
Defining Quote: "The only luck I ever needed was skill."
Taunt: "Weasel!"
BIOGRAPHY-->
Dawson had been a loner most of his life; he had never known his Mother
and his father was shot by a highwayman when Dawson was fifteen. He left
his native Scotland soon after the funeral and eventually became a
professional gambler travelling from town to town and city to city.
By the time Dawson was twenty-five years old, he was infamous throughout
Europe's casinos and gambling houses as a gambler who could break the
house's bank and devastate it's bar in a brawl, all in one evening.
Dawson had an aversion to firearms and relied on his fists to settle the
disputes that often arose from his frequent winning streaks. His fighting
style was a unique blend of martial arts and bar-room brawling techniques.
Tall tales of the Wild West had always intrigued Dawson and news of high
stakes being created by the recent Gold Rush drew Dawson to the untamed
west.
He wound up it a mining boom town and was unwittingly sucked into a
confrontation between the townsfolk and a powerful but ruthless landowner
named Homer Jenkins.
Just as Dawson arrived in town, he saw a man setting fire to the Sheriff's
Office. The arsonist ran when he knew that had been spotted and Dawson was
about to give chase when he heard a cry for help coming from within the
burning building. Dawson pulled the semi-conscious Sheriff from the
inferno, but it was too late, the Sheriff was dying.
The Sheriff's lasst request was that Dawson become a deputy to catch the
arsonist, Homer Jenkins' son, Bill Jenkins and bring him to trial. Bill
Jenkins had burned the Sheriff's office in order to escape being arrested
for a slew of recent crimes and the dying man knew that the townsfolk
would be too afraid to form a posse in order to capture the outlaw son
since the elder Jenkins controlled so much of the town.
Dawson agreed and the Sheriff pinned a Star onto the Scotsman's vest just
before he died. Dawson captured Bill Jenkins, but was ambushed on his way
to the makeshift courthouse and strung up by Homer Jenkins before the
circuit judge could hear the case. Homer and his son escaped prosecution
because no one in town would testify against them.
GOAL-->
If Dawson was returned back to his life he would make sure that the
Jenkins' were bought to justice. He would then travel the West, moving
through various adventures in which he would use his native fighting,
gambling, and newfound justice skills.
SPECIAL MOVES-->
Round-Up = QCT+B
Rattle Snake Belt Grab = CBF+Y
Roll the Dice = Whilst jumping QCT+Z
Tumble Weed = CBF+A,B, or C
Flying Tumble Weed = Whilst jumping CBF+A, B or C
Dual Knife Throw = CBF+X
Spit Attack = CBF+(YZ)
Pony Tail Strike = CBF+(XY)
Hat-a-Rang = CBF+Z
SKILL MOVES-->
Gold Strike = CBF+(BC)
Gentlemens Quarter = CDU+B
Spinning Axe Pick = QCT+C
Step Out = QCB+C (at the edge of the screen)
---------------------
EXPLANATION OF MOVES-->
---------------------
-------------
#SPECIAL MOVES#
-------------
Round-Up = QCT+B
Damage: Up to 20% (5 Hits x 4%)
#Dawson does a combo consisting of a Gentlemans Quarter, a Tumbleweed and
a Ducking Heavy Punch. Nice for combos, and "gotta love that damage!"
Rattle Snake Belt Grab = CBF+Y
Damage: 12%
#Dawson whips out his belt, grabs the opponent and pulls them toward his
outstretched fist. Blooming fast, nice priority and hilarious to watch!
Roll the dice = Whilst jumping QCT+Z
Damage: 13%
#Dawson curls into a ball and attempts to smash the enemy. S'ok... I just
don't use it. Ok damage, but you'll end up getting spanked after you
bounce off!
Tumble Weed = CBF+A,B, or C
Damage: 13%
#Dawson curls into a ball and rolls at the opponent. Like Roll the dice,
but on the ground. You have a better chance at blocking after it tho'.
Flying Tumble Weed = Whilst jumping CBF+A,B, or C
Damage: 13%
#Dawson curls into a ball and rolls at the opponent whilst jumping. Like
Roll the dice.. even down to the beating you'll get for using it!
Dual Knife Throw = CBF+X
Damage: 11%
#Dawson throws two knives that are concealed in his sleeves. A little
wind-up on these, but BOY! are they fast! The damage isn't great however,
who cares when you'll throw 2 or 3 before the opponent notices!
Spit Attack = CBF+(YZ)
Damage: 0% (Speed limitation)
#Dawson spits chewing tobacco at his foe. If it hits then the opponent is
slows down to a snails pace.
Pony Tail Strike = CBF+(XY)
Damage: 12%
#Dawson swings 'round to whip the enemy with the spurs attached to his
ponytail. Exactly that. It's Ok to combo, but there are better things to
do with your Inner Strength.
Hat-a-Rang = CBF+Z
Damage: 12% (6%+6%)
#Dawson throws his Hat away, and Lo! It comes back!
Nice, 2-Hits and fairly hefty damage on this. Combo it when you can.
-----------
#SKILL MOVES#
-----------
Gold Strike = CBF+(BC)
Damage: Up to 15% (5 Hits x 3%)
#Dawson's 5-Hit Auto-Chain Combo.
Gentlemens Quarter = CDU+B
Damage: 12% (6%+6%)
#Dawson bends down and flips his spiked ponytail out at his foe.
What? What kinda move is this?? Well.. it's quite cool actually.
It's not going to win any awards for damage or speed... it's a fun move.
Spinning Axe Pick = QCT+C
Damage: Up to 16% (4 Hits x 4%)
#Dawson delivers lethal Spinning Combo. Nice damage, combo-able too!
Step Out = QCB+C (at the edge of the screen)
Damage: 10%
#Dawson steps out to appear on the other side of the screen with a twin
attack of a punch and a stomp. OK.. This move is SO unfair on Humans..
How the hell are you meant to block it?? I think I've tried everything
but to no avail. However, if you are using Dawson it's a great move to
foil constant projectile throwers. :)
BUTTON CHAINS-->
S WK..
COMBOS-->
J HK, S HK (2 Hits), CBF+C {4 Hits}
J HK, S HK (2 Hits), CBF+X {4 Hits}
J HK, S HK (2 Hits), CBF+(XY) {5 Hits}
J HK, S HK (2 Hits), CBF+Y {5 Hits}
J HK, S HK (2 Hits), CBF+Z {5 Hits}
J HK, S HK (2 Hits), CBF+(BC) {8 Hits}
POWER COMBOS-->
J HK, S HK (2 Hits), CDU+B {5 Hits}
J HK, S HK (2 Hits), QCF+C {7 Hits}
J HK, S HK (2 Hits), QCF+B {11 Hits}
J HK, S HK (2 Hits), ¿CBF+(BC), QCF+B¿ {11 Hits}
VENDETTA-->
Shotgun Buckshot = B, D, F, B, B+HP
#Dawson pulls a nice double-barrelled shotgun from out of the inside of
his trenchcoat and neatly (If you can call it that.) blows their head off
of their shoulders... then adds a cute hole in their chest. Such a nice
lad, isn't he?? ^_^
____________________________________________________________________________
\\\\\\\\\\\\\\\\\\\\
<HIDDEN CHALLENGERS>
////////////////////
This FAQ will ONLY cover combo lists as stuff for the the mortal humanoid
characters as I don't really deem the Eternal Champions nor the Animals
viable characters.
Sorry.....
-----------
(-)CHIN WO(-)_______________________________________________________________
-----------
Style: Monkey Kung Fu
Occupation: Acupuncturist
Stage: Stone Monkey Temple
Time: 1815 AD
Defining Quote: "As a point of a needle can both heal and hurt
so can a man. In my life I have done both, one by choice, the
other by force."
Taunt: "Fool!"
BIOGRAPHY-->
Chin Wo was one of the best fighters in China but spent most of his time
healing. One day a cousin of the ruling class challenged Chin to a fight.
Chin refused knowing that if he won it would surly mean death. Chin, a
proud man, wouldn't lose either. This left him only one choice which was
not to fight. The cousin made life very hard on Chin but he wouldn't budge
from his decision. Finally, in a last attempt to get Chin to fight, the
cousin killed an innocent street beggar and framed Chin. He told Chin that
he could get the charges dropped if Chin would consent to a public fight.
Chin at this point saw death in either choice and chose to accept the
murder charges rather than give the the cousin what he most desired.
This led to his head being seperated from his neck in a public execution.
If Chin was to win a second charge, he would stop the death of the beggar
and settle the fighting issue on his own terms.
GOAL-->
If Chin Wo was allowed to return back to his life he would clear his name
and return back to his career of healing. He would then become an advocate
for other common people who were framed for crimes that they didn't commit.
SPECIAL MOVES-->
Aura of Life = (XYZ)
Tree of Tranquility = (YZ)
Wheel of Steelwater = CBF+(AB)
Iron Monkey = (BC)
Fireball Spell = QCT+Y
Needle Shot = CBF+Z
SKILL MOVES-->
Hoop Spin Block = CBF+X
Badass Mr.Monkey Combo = CBF+(BC)
Poison Cloud = QCT+A
Playful Monkey Boy = CBF+C
Little Drunken Monkey = QCB+C
---------------------
EXPLANATION OF MOVES-->
---------------------
-------------
#SPECIAL MOVES#
-------------
Aura of Life = (XYZ)
Damage: 8% +10% Life recovery
#Chin Wo stands tall as he is covered in an aura that gathers intensity
until it casts it's energy outward in the shape of a fireball. Great move,
you gain a little life when using it and it throws a projectile. True,
the start-up is slow, but if you gain a little life back who's complaining?
Tree of Tranquility = (YZ)
Damage: 0% (Invunerability)
#Chin Wo becomes one with the Forest Spirits and becomes a tree. Just don't
use this if you fight Yappy.... :P
You become invunerable with this move. And you can cancel it earlier by
pressing any button.
Wheel of Steelwater = CBF+(AB)
Damage: 1% +freeze
#Chin Wo morphs into a bubble of water that freezes enemies on touch.
Heh, abuse this as much as you can! The opponent can't hit you when you
are the bubble and it's a pig to get to him if they block it. If the enemy
jumps however, you could get in trouble.. but not always :)
Iron Monkey = (BC)
Damage: 0% (Damage limitation)
#Chin Wo envelopes himself in an Iron skin. You seem to take half the
amount of damage that you should. There doesn't seem to be a downside to
this move... hmm... there has to be.
Fireball Spell = QCT+Y
Damage: 10%
#Chin Wo casts a fireball straight at the foe. Standard fireball kinda
move. Standard damage.. but, if you use the Iron Monkey beforehand..
the Fireball is Yellow?? Is there a difference? I can't see one..
Needle Shot = CBF+Z
Damage: 10%
#Chin Wo gets back into practice with his acupuncture needles.
Again, standard kinda projectile attack.
-----------
#SKILL MOVES#
-----------
Hoop Spin Block = CBF+X
Damage: 0% (Projectile Reflection)
#Chin Wo spins his little hoop around to return the projectile back to the
sender!!!! Projectile reversal, 'nuff said.
Badass Mr.Monkey Combo = CBF+(BC)
Damage: 15% (5 Hits x 3%)
#Chin Wo's 5-Hit Auto-Chain Combo
Poison Cloud = QCT+A
Damage: 10% + dizzy
#Chin Wo calls forth a deadly poison cloud to incapacitate his foe. This
move is possibly his best. Fast, nice damage and best of all, it dizzies!
Setup some nice combos or his Vendetta with this!
Playful Monkey Boy = CBF+C
Damage: 10%
#Chin Wo leaps over his opponent and plants his heel in the back of their
head! Ok, so it's not going to win fights because of it's slowness, but
still try to use it as it can be a major surprise. The only major
downside to this move is that it can ONLY be executed when next to your
opponent. Just as well it can be combo'd then, aye?
Little Drunken Monkey = QCB+C
Damage: 0% (Fake Dizzy)
#Chin Wo acts like the Intoxicated Chimp and fumbles.
This is quite useful, it's a fake dizzy.. So, use it as you get up to trick
the opponent into thinking that you are wide open... then spoil their plans
by booting them into next week! ^_^
BUTTON CHAINS-->
S WK..
S MP..
COMBOS-->
J HK, S WK, S MP, C HP {6 Hits}
J HK, S WK, S MP, C HK {5 Hits}
J HK, S MP, CBF+Z {3 Hits}
J HK, S MP, QCF+Y {3 Hits}
J HK, S MP, QCF+A {3 Hits +dizzy}
J HK, S MP, DB, UF+C {3 Hits}
J HK, S MP, CBF+(BC) {7 Hits}
J HK, S WK, S MP, CBF+Z {4 Hits}
J HK, S WK, S MP, QCF+Y {4 Hits}
J HK, S WK, S MP, QCF+A {4 Hits +dizzy}
J HK, S WK, S MP, CBF+C {4 Hits}
J HK, S WK, S MP, CBF+(BC) {8 Hits}
POWER COMBOS-->
J HK, C MP, CBF+C, C HP {6 Hits}
J HK, C MP, CBF+C, S MP, S HP {5 Hits}
J HK, C MP, CBF+C, C MP, CBF+C, C MP, CBF+C {7 Hits}
#The above combos use the Needle Shot to deadly effect. When used up close
the Needle Shot syuns the opponent for you to get in another hit. Well,
just abuse it at watch their energy drop!
J HK, S MP, ¿CBF+(BC), CBF+(BC)¿ {11 Hits}
INFINITE COMBO-->
J HK, C MP, CBF+C, C MP, CBF+C, C MP, CBF+C etc, etc...
#It'll give you the infinite Inner Strength as well as dizzy the foe after
a few hits.. rinse, repeat, dizzy, Vendetta. ^_^
VENDETTA-->
Pins 'n' Needles = D, F, D, F+MP
#Chin throws a bunch of needles that circle the victim. They then start
to go a little further than skin-deep as the opponent is ripped to pieces.
-------------------------
(-)THOMAS "BLAST" CHAVEZ(-)_________________________________________________
-------------------------
Style: Green Beret Technique
Occupation: Green Beret
Stage: Song Hong Delta
Time: 1955 AD
Defining Quote: "Might doesn't always make right, but most of
the time a couple of good kicks to the head will cause most
people to come around to your way of thinking."
Taunt: "Hippie!"
BIOGRAPHY-->
Blast was the one of the first special forces agents to perform gun and
weapon running to Vietnam. At this time, the U.S. was only involved in
supporting the French effort to hold their influence in Vietnam. Blast,
a chopper pilot, was tasked with the duty of making clandestine drops of
weapons over the enemy lines.
Blast made many of his runs with a man named Redux. During his final run
before being scheduled for service back in the States, he run into trouble.
His final drop went fine and he was about to take off for base when Redux
surprised him. It seems that Redux was a double agent for Vietnam. Redux
pulled the pin on a grenade and ran from the helicopter that was about to
lift-off. Because Blast was strapped in for take-off, he was unable to
remove his harness in time and blown up in the resulting explosion.
If Blast was given a given a second chance he would take out Redux before
he could be double-crossed.
GOAL-->
Succeeding in the journey back to his life, Blast will first take care of
Redux with extreme prejudice. With that finished, Blast will get out of
the business of war and use his skills to rescue prisoners of war and
terrorism for the rest of his years.
SPECIAL MOVES-->
That's a Knife! = QCT+Z
Blaster Master = (ABC)
Napalm Express = Down, up X+Y
Full Metal Knuckles = Back, forward X+Y+Z
Ceiling Grab = CDU+Z
Drop Knuckle = C after Ceiling Grab
Grenade Serenade = CBF+A,B or C
Cannon Fodder = (XYZ)
SKILL MOVES-->
Helmet Bash = QCT+X (Close to opponent)
Green Puree = CBF+(BC)
Blast Shield = CBF+X
Turf Slide = QCB+C
---------------------
EXPLANATION OF MOVES-->
---------------------
-------------
#SPECIAL MOVES#
-------------
That's a Knife! = QCT+Z
Damage: 10%
#Blast throws a Knife attached to a bungee cord. Good distance, and can
be really annoying for opponents.
Blaster Master = (ABC)
Damage: 16%
#Blast stands tall and emits a warning light to enemies. In fact, when he
starts to glow red the next contact with the opponent (Whether it's a hit
or just walking into them) will detonate a small explosion that will harm
both players. The opponent will take more damage than Blast tho' ^_^
Napalm Express = Down, Up X+Y
Damage: 8% +Dizzy
#Blast slams both fists into the floor causing a small eruption. This move
MUST be used if you want to win with Blast. It stuns if the opponent is
standing still on the floor when he connects with the floor. Combo setup,
Vendetta setup... what more could you want?
Full Metal Knuckles = Back, forward X+Y+Z
Damage: 15%
#Blast throws his opponent to the floor and punches them Green Beret style.
Nice damage, looks painful!
Ceiling Grab = CDU+Z
Damage: 0% (Semi-Teleport)
#Blast throws his Knife (With attached Bungee Cord) up into the ceiling,
he then hoists himself up to hang there waiting to pounce. You can't do
anything with this move except....
Drop Knuckle = C after Ceiling Grab
Damage: 12%
#Blast drops down on top of his foe with a Knuckle Sandwich. Exactly.
Grenade Serenade = CBF+A,B or C
Damage: 10%
#Blast tosses a Grenade at the enemy. Although the damage is quite good,
I try never to use this as I get punished everytime(Must be doing it wrong!)
Cannon Fodder = (XYZ)
Damage: 12% +wall smash
#Blast detonates the opponent with a lethal two-fisted punch. Quick, and
the damage is silly. ^_^ A great move for a great character!
-----------
#SKILL MOVES#
-----------
Helmet Bash = QCT+X (Close to opponent)
Damage: 10%
#Blast leans forward as he grabs his victim before headbutting them.
This is fun! A command throw you can combo!
Green Puree = CBF+(BC)
Damage: 15% (5 Hits x 3%)
#Blast's 5-Hit Auto-Chain Combo.
Blast Shield = CBF+X
Damage: 0% (Projectile Reflection)
#Blast pulls out the trusty Steel Shield to refleact projectiles. Ok, so
the wind-up on this is a bit harsh and the wind-down is bad (Unless you
press a button to cancel it^_^) but it IS good for using against Larcen!
Turf Slide = QCB+C
Damage: 10%
#Blast slides across the floor to deliver a bone-crunching Ankle Kick.
Quite good because of his size and the damage, recovery stinks a little.
BUTTON CHAINS-->
S WK..
C MP..
COMBOS-->
J HK, C MP, QCF+WP {7 Hits}
J HK, C MP, (XYZ) {3 Hits}
J HK, C MP, QCB+C {3 Hits}
J HK, C MP, QCF+Z {3 Hits)
J HK, C MP, CBF+(XYZ) {4 Hits}
J HK, C MP, CBF+(BC) {7 Hits}
POWER COMBOS-->
J HK, C MP, QCF+Z, QCF+Z, QCF+Z, etc...
#Yes, it's possible to hit with quite a few of the "That's a Knife" moves
in a row.. enough to give you the Power Combo and sometimes a dizzy too.
J HK, C MP, ¿CBF+(BC), (XYZ)¿ {7 Hits}
J HK, C MP, ¿CBF+(BC), CBF+(BC)¿ {11 Hits}
VENDETTA-->
Timed Impact = B, B, D, D+MK
#Blast throws a small, yet compact bomb at the opponent which attaches
itself to them before detonating... BOOM! Body parts!
------------
(-)THANATOS(-)______________________________________________________________
------------
Style: Time, Fate and Fisticuffs
Occupation: God of Death
Stage: Salem
Time: 1692 AD
Defining Quote: "Death is but a door, and I'm the doorman."
Taunt: "Corpse!"
BIOLOGY-->
In Greek mythology, Thanatos was the God of death. He dwelt with his
brother Hypnos (Sleep) in the underworld.
He operated at his post without interruption until the year 1692 A.D.
When during a routine pick-up of a soul he was confronted by a force that
was neither evil nor good.
This force seemed to exist in an indiescribable middle ground that gave it
powers that Thanatos was no match for. This force turned him into a mortal
named Vaspian, a mortal who was thought to be a warlock and was hence
killed during the witch hunts of Salem.
This force then took the form of Death and has been performing the role
ever since. It seems that this force is changing of death by taking lives
that aren't meant to be taken so soon, and other bizarre behavior.
GOAL-->
The goal once the contest has been won would be for Thanatos to attempt
to return to his post as the immortal God of Death. In order to do this,
Thanatos would need the help of a force greater than even himself.
SPECIAL MOVES-->
Death Shot = QCT+Z
Chakan Cut = Whilst jumping (XYZ)
Hellfire Rising = QCB+A,B, or C
Iron Maiden = CBF+(XY)
Death Form- [XYZ]
Death Smasher = CBF+C
Death's Door = CDU+X or Z
SKILL MOVES-->
Headstone Block = CBF+X
Headman's Axe Cut = CDU+B
Death Slasher = CBF+(BC)
Rising Dead = QCT+C
---------------------
EXPLANATION OF MOVES-->
---------------------
-------------
#SPECIAL MOVES#
-------------
Death Shot = QCT+Z
Damage: 10%
#Thanatos hoists his Scythe up on rest on his shoulder and uses it like
a Bazooka! Not the best of projectiles as the wind-up is fairly slow.
Chakan Cut = Whilst jumping (XYZ)
Damage: 10%
#Thanatos extends his Scythe as he spins in a ball like a madman from his
jump. Well, you can't really doubt the range of this darn move. The only
complaint I have is... Don't overuse it. If it's blocked, you die. Simple.
Hellfire Rising = QCB+A,B, or C
Damage: 10%
#Thanatos throws a Molotov Cocktail at the floor which sends a stream of
fire skyward. The distance of the plume of fire depends on the button used.
Pressing A = Close to Thanatos
Pressing B = 1 Character space away from Thanatos
Pressing B = 2 Character spaces away from Thanatos
Not bad, if you can time it against a jumping opponent, you can hit them
with the Weak Hellfire Rising then juggle them.
Iron Maiden = CBF+(XY)
Damage: 15%
#Thanatos slides forward with a deadly embrace as blades start to protrude
from his body. If this hits then the foe is hugged by Thanatos whilst
piercing them with the blades. Only combo this, as the range stinks.
Death Form = [XYZ]
Damage: Invulnerbility
#Thanatos calls forth his remaining Godly powers to become deceased. When
you activate this move, it's exactly like Shadow's Shadow Mode. You can't
do special attacks only punch, kick.. and throw!
Death Smasher = CBF+C
Damage: 12% +wall smash
#Thanatos launches himself across the arena head first to hit the enemy.
Similar to Midknights' Flying Wall Smash without the speed, really.
Death's Door = CDU+X or Z
Damage: 0% (Teleport)
#Thanatos disappears from this plane of existance and reappears elsewhere.
It's a teleport, 'Nuff said.
Pressing X = Left side of the screen.
Pressing Z = Right side of the screen.
-----------
#SKILL MOVES#
-----------
Headstone Block = CBF+X
Damage: 0% (Projectile Refection)
#Thanatos pulls a headstone from thin air and reflects any projectiles that
are headed his way. Pressing X whilst holding the tombstone will put it
away (Useful if you do it by accident!)
Headman's Axe Cut = CDU+B
Damage: Up to 12% (6%+6%)
#Thanatos crouches down and does a 2-Hit overhead slice with an Axe that
he pulls out of thin air!!
Death Slasher = CBF+(BC)
Damage: 15% (5 Hits x 3%)
#Thanatos' 5-Hit Auto-Chain Combo.
Rising Dead = QCT+C
Damage: Up to 15% (3%+3%+9%)
#Thanatos leaps upwards with a tremendous uppercut. Exactly like Xaviers'
Dragon Bite.
BUTTON CHAINS-->
C WP... {3 Hits}
COMBOS-->
J HK, C WP {3 Hits}, CBF+C {5 Hits}
J HK, C WP {3 Hits}, CDU+B {6 Hits}
J HK, C WP {3 Hits}, QCF+C {7 Hits}
J HK, C MK, QCF+C {5 Hits}
J HK, C MK, CBF+(XY) {7 Hits}
J HK, C MK, CBF+(BC) {7 Hits}
POWER COMBOS-->
J HK, C WP {3 Hits}, C MK, QCF+C {8 Hits}
J HK, C MK, ¿CBF+(BC), QCF+C¿ {11 Hits}
VENDETTA-->
Threadbare = F, F, B, B, B+WP
#Thanatos gets direct, and instead of cutting their life-strings.. he just
goes for the neck... then splits their head in two.. Nice guy really...
-----------
(-)SENATOR(-)_______________________________________________________________
-----------
Style: Dishonesty
Occupation: Politician (Puppet of the Lobbyist)
Stage: Washington DC
Time: 1995 AD
Defining Quote: "Violence is the problem with violence."
Taunt: "Citizen!"
BIOGRAPHY-->
The Senator made a living by voting the ways of special interest groups
and creating issues to make himself popular. Given his lifetime membership
in the good-old-boys club, he was surprised when he wasn't supported by his
party for re-election.
It seems that he once voted for a Human rights issue and his party was
angry that Humanity was considered above their personal profits.
When he lost in a landslide election after spending millions of his own
money, he died of a massive heart attack.
GOAL-->
If the Senator was to recover from his bad case of death by winning the
contest, he would attempt to came back and make up for his years of civil
abuse, maybe.
SPECIAL MOVES-->
Red Tape = CBF+Y
Veto = CBF+(XY)
Impeach = (ABC)
Ban Violence = CBF+C
Diplomatic Immunity = (XYZ)
Donate = QCT+(BC)
Mud Slinger = CBF+(XZ)
SKILL MOVES-->
Rebuttal = CBF+X
Voter Pin Stab = QCT+Z
Kickback = CBF+(BC)
Sneak Attack = QCB+C
---------------------
EXPLANATION OF MOVES-->
---------------------
-------------
#SPECIAL MOVES#
-------------
Red Tape = CBF+Y
Damage: 10%
#Senator throws the dreaded Red Tape at his opponent. This will knock down
on connection.
Veto = CBF+(XY)
Damage: 0% (Immobilisation)
#Senator dares to Veto the opponent. If the Veto connects then the foe
is rooted to the spot for a limited time period. They can attack tho'
Impeach = (ABC)
Damage: 0% (Invisibility)
#Senator raises his hand in a peace sign... Then vanishes in the most unfair
move he can muster. I wouldn't mind.. but even his shadow vanishes, making
this one of the cheapest moves in the game. The wind-up time makes up for
it I suppose...
Ban Violence = CBF+C
Damage: 0% (Attack negation)
#Senator dares to Ban the opponent. If the Ban connects then all of the
opponents attacks are sealed for a limited time period. The enemy can
only move, block and taunt.
Diplomatic Immunity = (XYZ)
Damage: 0% (Invulnerability)
#Senator waves his little Stars 'n' Stripes... and becomes very stationary
yet very unhittable! Cheap? Yes... it's what the Senator's all about!
Donate = QCT+(BC)
Damage: 15%
#Senator pulls out a wallet and fires a lightning bolt out of it. If the
bolt hits the opponent then they are hoisted up into the air, turned upside
down as their savings are magically redirected to the Senators wallet.
Mud Slinger = CBF+(XZ)
Damage: 0% (???)
#Senator points a digit at the opponent as a halo appears above his head.
Possibly a powerful taunt?
-----------
#SKILL MOVES#
-----------
Rebuttal = CBF+X
Damage: 0% (Projectile Reflection)
#Senator hides behind a little podium to keep him safe from projectile
attacks. Err... Do I need to explain this again? :P
Voter Pin Stab = QCT+Z
Damage: 10%
#Senator slides forward to pin a "VOTE" Badge on the opponent. Being the
nice guy that he is... He uses the pin to stab the opponent with it.
Kickback = CBF+(BC)
Damage: 15% (5 Hits x 3%)
#Senators' 5-Hit kick combo.
Sneak Attack = QCB+C
Damage: 10%
#Senator raises a hand in a peace sign, then disappears and reappears with
a low-angle kick as he drops from above the opponents location.
BUTTON CHAINS-->
C MK..
COMBOS-->
J HK, S MK (2 Hits), CBF+Y {4 Hits}
J HK, S MK (2 Hits), QCF+Z {4 Hits}
J HK, S MK (2 Hits), CBF+(BC) {8 Hits}
J HK, C MK, C MP, QCF+Z {4 Hits}
J HK, C MK, C MP, CBF+(BC) {8 Hits}
POWER COMBOS-->
J HK, C MK, C MP, CBF+Y {5 Hits}
#For some unknown reason, you get two hits out of the Red Tape when you
combo it like this.. odd.
J HK, S MK (2 Hits), QCF+Z, QCF+Z
#The first Voter Pin Stab will knock them off the ground. Use a second one
to press home, get the vote a quick juggle AND a Power Combo!
VENDETTA-->
Going Postal = D, D, B, D+HP
#Senator has a spaz attack as he morphs into a Postman. He then delivers
a deadly message with an Uzi 9mm (You just gotta say Uzi 9mm in an Arnie
style voice... I'm sorry.. :P)
Section 10. ________________________________________________________________
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
<OVERKILLS AND SUDDEN DEATHS>
/////////////////////////////
STAGE: BLACK ORCHID ROOFTOP
TIME: 1993 AD
BACKGROUND USED BY: SHADOW YAMOTO
(GalFord's Notes: The five Japanese symbols on the neon light actually
spell out - kuro, i, ran, no, hana (Kuroi Ran no Hana) which basically
translates to "Black Orchid". )
OVERKILL: Frying Tonight
The opponent must be standing at either the left edge of the first neon
symbol or the right edge of the third symbol. Connect with a Heavy attack
that will force them towards the second symbol and you should get it.
#Description: The opponent will fly backwards and fall into the neon light.
The surge of electricity is too much for the human body as they fry, the
sign overloads with power and explodes.. taking the victim with it.
SUDDEN DEATH: Godzilla's Downtown Stroll
The opponent must be standing on the left section of the fifth neon symbol
and must be attacked so that they fall to the left.
#Description: There's almost a total blackout apart from the neon lights
of the Black Orchid Rooftop. Suddenly, a large reptillian foot falls upon
the hapless foe. Squashing them completely, they are carried away on the
underside of it's foot.
STAGE: CHICAGO THEATER
TIME: 1920 AD
BACKGROUND USED BY: LARCEN TYLER
OVERKILL: Tommy 'n' Gunn
The opponent must be positioned inline with the bricks that are on the
outside of either set of doors to the theater. Hit them towards the doors.
#Description: The winning blow will stun the opponent giving ample time for
a car to 'Drive-by' with machines gun blazing. After being floored by the
hail of bullets, the car makes a return trip to pepper the body some more.
SUDDEN DEATH: Chicago Beauty
The opponent must be positioned underneath the cornerstone of the theater
on the right. Attack them so that they fall to the left and you're all set.
#Description: The ticket booth girl decides that she's seen enough. Taking
out a pistol she shatters the glass with a single shot. Quickly, she
takes two shots at the opponent before reaching down for her shotgun.
They kinda lose their head after that...
STAGE: THE CYBER-DOME
TIME: 2345 AD
BACKGROUND USED BY: R.A.X COSWELL
OVERKILL: Waste Disposal
The opponent must stand infront of the statue in the middle of the stage.
#Description: The opponent is stunned. A small robot floats in and uses
some kind of freezing ray upon the victim. Another robot floats in and
shatters the foe with a small laser blast. Two disposal 'bots wander in,
clean up a little and leave a pumping heart for the crowd to see.
SUDDEN DEATH: Lion's Fang
On this left of this stage you'll notice that there are two smaller
spotlights on the front of the large one. Position yourself and the
opponent between them and boot them to the left.
#Description: The opponent flies backwards for a VERY quick death by
impalement upon the statues horn.
STAGE: GREAT RIFT VALLEY
TIME: 50,000 BC
BACKGROUND USED BY: SLASH
OVERKILL: Jurassic Snackdown
Simply smack your opponent off of the left most side of the arena.
#Description: The opponent is tugged off screen and a second later a T-Rex
rears it's head and chows down on the remains. Bloody messy. :)
SUDDEN DEATH: Screaming Mimi
Position your opponent inline with the shimmering volcano in the background
and boot them to the left. They should land infront of the left volcano.
#Description: The foe is carried off by a Pteradactyl. We get to see a
silhouette of the 'dactyl dropping the victim into the distant volcano.
Seconds later there is a small eruption and the burnt corpse flies at the
screen... eerily still screaming.
STAGE: SHORES OF ATLANTIS
TIME: 110 BC
BACKGROUND USED BY: TRIDENT
OVERKILL: Naughty Tentacles
The opponent must be standing inline with either of the Mermaid statues.
Strike your opponent towards the center of the arena to claim their Life.
#Description: Lying helpless, two tentacles emerge from the water. One
after another they stab and embed themselves within them. Another tentacle
wraps around them and drags them under.. after a struggle, their bloody
remains float to the surface.
SUDDEN DEATH: Fish Food
Have your opponent stand infront of the second stone on the left side of
the stage. Attack them from the right and you should get it.
#Description: Dazed and confused, the poor wretch is attacked by 4 razor-
sharp fish. The last one dives through their head and swallows their brain.
Um.. tasty??
STAGE: BELGRAVE SQUARE LABS
TIME: 2100 AD
BACKGROUND USED BY: MIDKNIGHT
OVERKILL: Pit Stop
Your opponent must be standing infront of the center chamber on it's left.
Attack them from the left and send them flying to the right. If done right
they should drop down the trapdoor.
#Description: After dropping through the trapdoor the horrors of a deep pit
await them. Not to mention the many blades and saws that will carve them
to ribbons. After three sets of blades, their lone skull drops to the
floor and smashes to pieces.
SUDDEN DEATH: The Chamber of Horrors
With the opponent underneath either the flashing red 'Auto Destruct' or
'Danger' screens attack them so that they are pushed towards the center of
the stage.
#Description: The stunned enemy is transported into the chamber in the
middle of the stage. The lights dim out as only a few shadows can be seen.
The power surges through the chamber as it reveals that it's victim has
been flayed.. then it removes all muscles barring the vital organs. The
glass panel on the front of the chamber explodes outward as the body and
remains of the victim are sprayed across the floor.
STAGE: SALEM
TIME: 1692 AD
BACKGROUND USED BY: XAVIER, THANATOS, HOOTER
OVERKILL: Witch Hunt Barbeque
The victim must be standing on the second doorway to either the left o
the right of the bonfire and stake. Attack them so that they fly back
towards the fire.
#Description: Yes, you guessed it. It's marshmallows around the campfire
time!!! After a lovely display of pyrotechnics the flames die down for you
to watch the steaming skull of the dead fall to the floor.
SUDDEN DEATH: Greased Lightning
Your opponent must be standing directly infront of the tree on the left
side of the stage. Attack them from the right.
#Description: The dazed opponent doesn't have a chance as a streak of
lightning splits them down the middle, fries them to a crisp and BBQ's
the Owl that sat upon the builing in the background too!
STAGE: SYRIAN DESERT REFINARY
TIME: 2030 AD
BACKGROUND USED BY: BLADE
OVERKILL: Air-Conditioned
Have the opponent stand on either the left or the right edge of the giant
fan, and knock them into it.
#Description: Flying backwards into the fan, the hapless foe gets caught
on the blades and spins 'round at high speed. It's too much for the body
to take, and their blood starts to decorate the walls.
SUDDEN DEATH: Toxic Spillage
Your opponent must be inline with the Sun in the background. Attack them
from the right to make then land underneath the second metal band on the
celing. All going well, you should strike.. um.. toxic goo.
#Description: The opponent lands and the seal on the pipe above breaks,
covering the victim in toxic sludge.. after a few seconds the erode away
to nothing....
STAGE: BLUE DRAGON CIRCUS
TIME: 1899 AD
BACKGROUND USED BY: JETTA
OVERKILL: Lion's Den
The opponent must be standing in the far left corner when attacked.
#Description: The opponent is knocked out of the screen and after a few
seconds, the view pans to the left to reveal a Lion's Cage. The tail of
the Lion inside is swinging slowly at first the quickens as he rips the
foe to shreds. The wheels of the cage can't take the violence and collapse
as blood pours out of the cage bars.
SUDDEN DEATH: Cannonball Clowns
The opponent must be standing infront of the right side curtain of the right
tent entrance. Attack them from the left and all should be well.
#Description: The camera slides to the left to reveal the doorway as a
giant cannon rolls in and fires into the heavens. We then go back to look
upon the poor victim as a VW Beetle loaded with clowns comes crashing down
on top of them. A HUGE bloody mess is left as one of the clowns honks the
horn that spews more blood out.
STAGE: OFF THE BARBARY COAST
TIME: 1566 AD
BACKGROUND USED BY: RIPTIDE
OVERKILL: Hook, Line and Swinger
The enemy must be standing in the center of the stage, inline with the mast.
Attack them from the right to seal their fate.
#Description: A rather large (and brutal looking) hook swings loose and
scoops up the victim after impaling them from behind. It then calmly swings
in the breeze as blood dribbles all over the floor.
SUDDEN DEATH: Shark Bait
Have the foe stand on the left most side of the arena and boot them out of
the screen. Voilá.
#Description: The victim falls overboard and into the depths below. They
try to come up for air, but the current has better ideas. A sharks dorsal
fin swims into veiw as the poor soul is dragged under.. this time, it's not
the current. After a few bloody thrashings, the Shark emerges to show it's
blood soaked self.
STAGE: ABU SIMBEL TEMPLE
TIME: 151 BC
BACKGROUND USED BY: RAMSES III
OVERKILL: Evil Dead
Position the enemy infront of either of the large Pharoah statues in the
background and sent them flying towards the center of the stage.
#Description: The fallen body is elevated by a green wraith which circles
their body before devouring their head. A few lesser spirits then
discorporate the entire body before your eyes.
SUDDEN DEATH: Day of the Jackal
Have your opponent land infront of the torch on the left of the altar.
#Description: The golden jackal statue on the left will crumble and a
real jackal demon shall rise then pounce upon your foe. After carrying
them off screen for a few seconds the camera will pan across to watch the
beast skin them for it's midday snack.
STAGE: SHENGO VILLAGE, TRINIDAD
TIME: 1802 AD
BACKGROUND USED BY: RAVEN
OVERKILL: Voodoo Lunchtime
Your foe must be standing infront of the flaming skull on a pole on the
right of the central cave. Strike them towards the right to start the
overkill off.
#Description: Falling back into the boiling cauldron the hapless enemy
tries to climb out, but melts in the process.. some of the contents spill
over the side of the pot covering the floor in red liquid..
SUDDEN DEATH: Have your adversary stand infront of the skull totum on the
left side of the arena. Attack then from the left to execute the Overkill.
#Description: Unseen forces transport the victim into the fiery mouth of
the skull altar. They thrash and scream to no avail. Seconds later there
is a small eruption of flames and various bones of the foe are sprayed out
of the eyeholes and onto the floor.
STAGE: HANGTOWN MINE
TIME: 1849 AD
BACKGROUND USED BY: DAWSON
OVERKILL: Mine Shafted
Position the foe in the right end of the arena and attack without mercy.
#Description: The minetrain will pull into a deadend stop. Only, that
there's a rather LARGE pointed wooden log in the way. Needless to say,
the foe "gets the point" of it all...
SUDDEN DEATH: Rocky Horror
Stand your opponent over the third wheel on the right and boot them to the
left. If all goes well, they should land just between two flatbeds.
#Description: The flatbeds will travel into the mine where they'll come
to a standstill. After a small rumbling, a huge boulder falls down that
squashes the opponent like a pancake.
STAGE: STONE MONKEY TEMPLE
TIME: 1815 AD
BACKGROUND USED BY: CHIN WO
OVERKILL:
Strike them when they are directly under the Sun and in the middle of the
archway to start the overkill.
#Description: The two guardian dragons that are coiled around the archway
pillars come to life. Slowly at first, they uncoil together and whip out
at the victim, ripping them in half. The dragons them re-coil themselves
around the pillars.
SUDDEN DEATH: Monkey Mayhem
Opponent must stand just to the left of the Dragon Pillar on the right of
the stage's main archway.
#Description: The dazed opponent wobbles a little as four monkeys appear
on the rafters of the temple. They hop down and drag the screaming foe off
to the left.. out of sight. Ripping noises can be heard and when the
camera wanders over, you get to see the shredded remains of your enemy.
STAGE: SONG HONG DELTA
TIME: 1955 AD
BACKGROUND USED BY: BLAST
OVERKILL: Vietnamese B.B.Q
Have your opponent fall in the center clearing to start the mayhem.
#Description: Short and sweet. You've provided a great target, so the
roaming helicopter practices it's aim with a rocket. Messy.
SUDDEN DEATH: Trigger Happy
On the far right of the arena, have your foe stand inline with the Sun.
Attack from the right and send them left..
#Description: The opponent falls with a thud which alerts a gunner in the
tower. Using a high-powered machine gun, he blasts the skin off of the
vanquished!
STAGE: WASHINGTON DC
TIME: 1995 AD
BACKGROUND USED BY: SENATOR
OVERKILL: From DC with Love
Simply floor the enemy in the far right corner of the arena.
#Description: The missile silo in the background flips open and a huge
nuke blasts off. It finds it's target before it slams into the opponent
and nukes them (And Washington DC) to death. Seconds before it explodes
you can quickly see a picture of a large lady in a bikini with a notice
that reads "Big Bertha sends Sweet Dreams".
SUDDEN DEATH: Deadly Manhole
Get your opponent to stand to the right of the manhole cover in the left
and attack from the left.
#Description: The foe lands on the other manhole cover which erupts and
sends the opponent skyward. We then get to see a silhouette of the
character falling towards the Washington Needle. A quick close up shows
their untimly end.
Section 11. ________________________________________________________________
\\\\\\\\\\\\\\\\\\
<BUGS AND BUTTONS>
//////////////////
Here's a little list of keypress cheats:-
(I can't take any credit for these as they're general knowledge...
But thank you to the people who found them out in the first place,
wherever you are!!)
Section 11.1 _______________________________________________________________
------------
#SECRET VIDEO#
------------
Press START as the Deep Water Intro appears, then as soon as the
Eternal Champions Title Screen appears quickly press:-
( X, B, Z, A, Y, C, MODE, Up, Right, Left, Down, START )
Before the words "PRESS START" appear. If done correctly, you'll get to
see a ropy video scene that shows all of the people (And their dodgy
haircuts!!) who created this wonderful game.
Section 11.2 _______________________________________________________________
----------
#DEBUG MODE#
----------
This is quite handy for checking out Vendetta's and Cinekills..
Just dizzy the opponent and use the code to drop both energy bars to 20%
Et Voila!
To activate the Debug Mode, press:-
Y, A, B, B, A, Down, A, B, B, A, Down, Up, Up, Z, Z, Y
At the Final Stat screen, on Controller Two.
A chime should then be heard to confirm activation.
To use it, pause the game while playing and enter any of the codes below
using Controller One.
Code Effect
AAA Player 1's life depleted
BBB Player 2's life depleted
CCC No music
XXX Both players heal to full energy
YYY One hit damage to each character
ZZZ Full Inner strength recharge
Left,Left,Left,A Both players energy bars drop/rise to 20%
The following codes will only work in Contest Mode.
Right,Right,Right,A Warp to Eternal Champion after final round
Mode,Mode,Mode,A Warp to Dark Champion after final round
Section 11.3 _______________________________________________________________
----------------------
#HIDDEN CHARACTER CODES#
----------------------
To gain the hidden characters without performing such tedious tasks, go to
the Final Stats screen and enter these codes with Controller Two.
CHIN WO: B, Z, Up, Mode, Right, C, B, Up, Y, Up
BLAST: Z, Left, Y, Up, X, B, Mode, Right, Up
THANATOS: Mode, C, Y, A, B, Up, B, B, Y, Z, C
YAPPY: Y, Y, Up, Down, Z, Mode, Down, Z, Up, Up, X, Y
HOOTER: X, C, Right, X, B, Right, Z, A, Mode, Up
CRISPY: Mode, Up, C, Up, Mode, Y, Y, Right, Mode, A, Left
SLITHER: B, Y, Up, Up, C, X, Left, Up, X, Y
ZUNI: Y, X, Down, B, Mode, Up, X, Up, Up, Left, Z, Up
SENATOR: Right, C, C, Left, Mode, B, Down, X, A, X, Mode
The next three characters can only be used in a two-player fight.
ETERNAL 1: C, Left, Y, B, Mode, X, Right, C, Mode, Down, Down, Right
ETERNAL 2: X, Z, A, Mode, Down, Left, C, B, Right, Y, Up, Mode, Y, C
DARK CHAMPION: Up, C, B, B, X, Right, Left, C, X, Right, Y, Left, Down
Section 11.4 _______________________________________________________________
-----------------
#IT'S A BUG'S LIFE#
-----------------
Here is a little list of bugs:-
R.A.X 's Jet Jump
-----------------
Press Y just before you land from a jump and instead of flying forward with
an uppercut, R.A.X leaps forward whilst in his descending animation.
R.A.X 's Instant Overload
-------------------------
If you perform an Atomic Knee and immediatly hold down the buttons for the
Overload. Upon landing R.A.X will fire the Overload shot across the screen.
Xavier's Double Confusion Bug
-----------------------------
If you have a Xavier Vs Xavier match-up then watch out for this little bug.
You'll need to turn off the inner strength for this to work. With one of
the Xaviers perform his Posession Spell.. then hold down the buttons for
the Confusion Spell. The person who cast the Possession spell will then
cast the Confusion spell as soon as they switch body... but, when the spell
hits your original body... YOU'LL be the one who is confused.. even though
your original body is the one flashing.
Ramses III's Sun Reflection Bug
-------------------------------
Upon use of a certain combo (J HK, C WP, C MP, CBF+Z) the first part of the
Sun Reflection will not execute. Instead, as soon as you commit the move
it will fire off the "fireball" 2nd half without drawing the beam from the
sky first. In a way, this makes this move better in this situation as the
beam from above would render the combo useless.
Section 12. ________________________________________________________________
\\\\\\\\\\
<EPILOGUE>
//////////
Wow. This is my biggest FAQ yet.. More than likely my largest ever. And
it's taken me far too long to do!! :P I've enjoyed researching everything I
could about this game and I truly wish that a Dreamcast sequel would be
made. I hope that you've enjoyed the FAQ and found it helpful in your
little quest to understand this game a little better. If you have any
questions/queries or additions then don't hesitate to E-Mail me at
(
[email protected]) and I'll get back to you ASAP.
In fact, any feedback would be received with gratitude! :)
Section 13. ________________________________________________________________
\\\\\\\\\\\\\\\\\\\\
<THINGS TO BE ADDED>
////////////////////
#Cinekill descriptions.
#Moves Lists, Biographies and Story/Goals for the Animal Challengers/
Eternals.
#Lists of oddities: Colour lists and bits and bobs...
Section 14. ________________________________________________________________
\\\\\\\\\\\\\\\\\\\\
<CREDITS AND THANKS>
////////////////////
GameFAQ's (www.gamefaqs.com)
This site is still the best on the 'Net for game-related FAQ's.
All my FAQ's can be found here. Gambatte kudasai CJayC-san!
GameAdvice/VGStrategies (www.gameadvice.com/www.vgstrategies.about.com)
Always a pleasure to see FAQ-writer friendly sites! ^_^
The Eternal Champions Fan Club = For keeping the Eternal Dream alive!!
Dark Champ's excellent general EC:CD FAQ can be found here.
(And THANKS!! To the people who helped me find out what Shadow's Cinekill
looked like... *Darn Bugged UK Version... >_<* I'll find your names and
credit you with that properly soon!! ^_^)
SIDD = For making this more than fine game which has been a favourite of
mine for so many years, and will continue to be for many yet.
RalfKick = For liking the game when others didn't, for showing me the true
path on fighting games (Charge characters rock!). And for helping out with
a few combos here and there... ^_^
Dooby Frucan = For helping me get into this game all those years ago!!
Wow! To think, we played this so much yet knew nothing about it!
Funny that....
Crimson Fury = For suggesting a few things for Blade. For reminding me
that I needed to update this FAQ amongst other things!!
You = For taking the time to read this FAQ all the way through. Even
reading the credits! Wow, cool! :)
This FAQ is (c) Bob (GalFord) Ritchings. 2000