NAMCO X CAPCOM FAQ v0.1 -----------------------------------------------
authored and revised by Louis Dube (
[email protected]).
This document is an intellectual property of Louis Dube 2005.
Basically, do whatever you want with this as long as it's for
personal, non-commercial use. If you want to publish this in any way,
fashion, shape or form, please contact me first.
VERSION HISTORY -------------------------------------------------------
v0.1 - First release, completed fronend (nearly), semi-walkthrough to
Chapter Three.
TABLE OF CONTENTS -----------------------------------------------------
1. Introduction
A. Main Menu Translation
2. Basic Game Rules
A. AP System
B. Branch Number > Battle Basics
C. In-Game Menu Translations
i. Battle Map Windows
ii. Battle Map Keys
iii. Command Window
iv. Commander Options
v. The Status Screen
vi. Intermission Screen
D. Battle Sequences
vii. The Attack Phase and Basic Battle Commands
a. Aerial Chains and Bonuses
viii. The Defense Phase and Basic Defense Options
3. Chapter Overviews
A. Chapter One - Downtown
B. Chapter Two - Druaga
C. Chapter Three - Soul Edge
4. Character Overviews
A. Reiji & Shaoumu
B. Shion & M.O.M.O.
C. KOS - MOS
D. Chun-Li
E. Stahn & Rutee
F. Klonoa & Ganz
G. Sandra & Koakuman
H. Gilgamesh & Ky
I. Mitsurugi
J. Taki
K. Tron Bonne & Serv-Bot
L. Tobi Masuyo & Hiromi Tengenji
M. Taira No Kagekiyo & Tarosuke
1. INTRODUCTION -------------------------------------------------------
The basic premise of this game is to take characters from both the
Namco and Capcom universe and throw them all together in a strategy
RPG much like Super Robot Wars aims to do with all the various very
famous robots. SRW is well established and it's quite obvious that the
idea stemmed from this series.
NxC reaches pretty deep into both companies' past to bring up some
fairly obscure characters (by anyone's standards really) and it is all
thrown together with a certain 2D flair, a sort of hybrid, taking the
staple artdrawn traits of Capcom and letting Namco at it with their
own design house, once again much like the SRW series.
This game is very enjoyable, moreso to long time fans of Namco and>or
Capcom. Little knowledge of Japanese is required to tread on through
the game although all of the story and some other things like item
names and such might be problematic. This FAQ aims to help the casual
to advanced gamer plow through the game.
A. MAIN MENU TRANSLATION ----------------------------------------------
Upon booting up the game and perhaps watching the intro cut-scene, you
will be prompted to Press Any Button. You will be presented with four
options, which read as follows:
- New Game
- Load Game
- Load Quicksave
- Options
New Game obviously starts a new game, while Load Game obviously loads a
saved game. Load Quicksave loads a game saved amidst a battle. You are
allowed up to fifty slots for the regular Save Games, according to how
much space you have left on your Memory Card. You are allocated one
slot for Quicksave purposes. Finally the Options mode brings up these
selections:
- Stereo or Mono
- Background Music Volume
- Sound Effects Volume
- Vibrate On or Off
2. BASIC GAME RULES ---------------------------------------------------
Namco X Capcom is a turn-based strategy game. There is no player or
enemy phase. Instead the order of action is determined by an AP count
which is compounded dynamically (more on this later). The player
controls a party of characters, some which are usually paired, and of
which all individual entities on the game board are called Units. Under
the player's control these Units attack and defend against other enemy
Units.
A. AP SYSTEM ----------------------------------------------------------
The AP system in NxC is fairly simple. At the beginning of a battle,
every Unit starts fresh with 10 APs (Action Points). Every action this
Unit takes a number of APs away from this count. For example, moving
any number of spaces takes 1 AP from the Unit's AP count, while
attacking takes 3 APs. A Unit may not act until it's AP total reverts
to 10.
A stage phase is the game's measure for turns. Once all Units present
on the board, which were able to act, acted, then that phase is over.
If a Unit was not able to act (i.e. it's AP count was less than 10),
then this Unit regained 1 AP for that phase in compensation for not
being able to act.
There are some subtleties here in the system. Since moving any number
of spaces costs only 1 AP and attacking costs 3 APs, it is easy to see
that positioning and movement issues here are non-existent. Any given
Unit can move three times while any other attacks (technically
speaking).
Additionally, if a Unit ever receives an AP count greater than 10
somehow (i.e. the Unit has 9 APs and acts in a way that it will gain
2 APs) then this Unit will immediately be able to act next. Its AP
count will still be 10.
So in recap:
- Every Unit starts the battle at 10 APs (this is a maximum,
i.e. a Unit may never have 11 APs.)
- Every action a Unit takes depletes a certain amount of APs
from this count.
- No Unit may act unless it's AP count is 10.
- A unit not able to act will gain 1 AP for that stage phase.
B. BRANCH NUMBER > BATTLE BASICS --------------------------------------
The meat of NxC are the battle sequences. Whenever two Units engage in
combat, something special happens. Instead of going into the specifics
here, I'm going to overview the battle basics. For specifics, please
refer to section , "".
Every Unit is assigned a Branch Number. This stands for the number of
attacks a Unit can branch out to during one attack sequence. For
example, Ken starts out with a Branch Number of six, meaning that when
you attack with him you'll have the opportunity to chain together a
maximum of six attacks.
An attack is defined as a button press. The battle system in NxC
lets the player string together attacks into combos. The circle button
along with the d-pad produces a multitude of different attacks, and
although some attacks may hit more than once, the rule is one button
press counts as one Branch out.
Once you've depleted your Branch points during a fight sequence, the
fight is over and that's basically the end of that Unit's turn.
C. IN-GAME MENU TRANSLATIONS ------------------------------------------
i. BATTLE MAP WINDOWS -------------------------------------------------
- At any given time, two windows will be up on the map screen during
a battle:
1. At the top right corner, there is a compass showing you
which way is North for that particular map. This will be
particularly useful for the Chapter overviews so I hope you
know how to read a compass! There is also a Stage Phase counter
here. Finally, the vertical gauge at the right of the compass
is (??????).
2. At the bottom left corner, there is a window titled
"Action". This menu shows you the order of action of your Units
(blue) and of the enemies (red). The AP count for each is also
displayed next to their name. The next three Units able to act
are displayed.
- When the cursor is hovering on any given Unit (friendly or not),
another window will pop up at the top left which I will try to
describe next:
From top left, reading left to right:
_______________________________________________________________________
Level of Unit, Name (blue>red fade to indicate friend or foe)..........
HP Bar (Health Points), SP Bar (Super Points), Order (Phase Pos.>Total)
(^ GREEN ^) (^ YELLOW ^)
MP Bar (Magic Points), ST Bar (Stun Points), AP Bar (APs out of 10)
(^ DRK BLUE ^) (^ RED ^) (^ LITE BLUE ^)
-----------------------------------------------------------------------
This stuff is pretty self-explanatory:
Health Points: The stamina of the Unit. Once this total reaches zero,
the Unit in question dies (it is taken out of play).
Super Points: Very much like the usual Capcom Super Bar. This bar
fills up if the Unit attacks or gets hit (or defends). Once it is
full (100 points), a Super Attack can be unleashed. Some skills also
use up some Super Points (Capcom fans, think Alpha Counter: partial
Bar use).
Order: this states the Unit's order over the total number of units.
For example, "2>3" would mean that this Unit is the second Unit to act
for the Stage Phase while there are three Units on the battlefield.
Magic Points: A mandatory staple of ANY RPG it seems, MPs will dictate
your ability to use MAs (Multiple Assaults).
Stun Bar: Another Capcom idea, this one originally from SF3. Once this
bars is filled (100 points), the Unit will go into Stun (read: Dizzy)
mode. When a Unit is stunned, it will NOT be able to act until it is
attacked (after which it will not be stunned any longer and the Stun
Bar will be returned to zero).
AP Bar: the Unit's AP count, out of ten.
ii. BATTLE MAP KEYS ---------------------------------------------------
-- A quick rundown on which keys perform what actions on the Battle Map
-- If the cursor is NOT highlighting a Unit:
- L1, R1: Scroll through friendly Units
-
-L2, R2: Display quick information above Units on battlefield:
- - Order
- - HP Bar
- - MP Bar
- - SP Bar
- - ST Bar
-
-X: Move cursor to Unit which is currently allowed to act
-
-Square: Expand the "Action" Window to display SIX next Units order OR
- hit again to collapse "Action" Window OR hit a third time to
- bring back "Action" Window if collapsed.
-
-- If the cursor is highlighting any given unit:
- Triangle: Displays Unit's close attack (CA) range with red tiles and
- ranged attack (RA) range with yellow tiles (if applicable, some units
- lack CA or RA). Hit triangle again and the Unit's movement is
- displayed with blue tiles while it's maximum striking range is
- denoted by the outskirting yellow tiles.
-
- Circle: if highlighting a Friendly Unit, this will bring up the
- Command Window. If highlighting a Foe, this will bring up the Status
- Screen.
iii. COMMAND WINDOW ---------------------------------------------------
Not all Units will have these options in their Command Windows but this
is usually a good representation of what you'll be looking at.
Move 1 AP
Attack (if Unit is within range to attack) 3 AP
- Attack
- Multiple Assault (sometimes available)
Magic (costs no AP but various spells cost MP) 0 AP
Status Screen
Commander Options (opens pull-down menu)
- Stage Phase Order Breakdown
- Units Listing
- Available Spells
- Chapter Objectives
End Turn 1 AP
iv. COMMANDER OPTIONS -------------------------------------------------
Here is how to read the various menus that can be brought up when
Commander Options is selected.
- STAGE PHASE ORDER BREAKDOWN
This menu shows the Unit's name written in blue or red to denote friend
or foe, as well as displaying the Unit's AP bar and it's numbered stage
phase order next to its name. Hit X to exit out of this screen or hit O
on any given Unit to go to its Status Screen.
- UNITS LISTING
This menu provides the player with a more detailed overview of all
Units on the battlefield. At first, the player will see only friendly
Units displayed. They will be listed in order of levels.
L2, R2: hit either of these to view friendly Units or enemy Units.
L1, R1: change the sorting criteria, as displayed at the top of the
screen. The available criterias are:
- Sort by Level
- Sort by HP remaining
- Sort by MP remaining
- Sort by STR
- Sort by DEF
- Sort by Movement
- Sort by Branch number
Square: Show Unit's Available MAs, how many Units can be targeted and
how much MP the MA costs.
Circle: Bring up the highlighted Unit's Status Screen.
X : Exit Units Listing screen.
- AVAILABLE SPELLS
- OBJECTIVES
Hit any button to exit out of this screen.
v. STATUS SCREEN ------------------------------------------------------
The status screen is compromised of four windows, which you can scroll
through by hitting left or right on the d-pad. At any given time you
can perform a few functions:
L1, R1: display next Unit's status screen (good for all Units currently
on the battlefield).
Square: display a window which contains information on the Unit's
origins.
X: Exit out
The first page of the status screen is the basic Unit overview. It
reads as follows:
=======================================================================
Unit's Name Lvl, Exp needed for Next Lvl
=======================================================================
Picture HP Bar Super Bar | Auto Skills the Unit
Picture MP Bar Stun Bar | might have.
Picture Order AP Bar |
Picture |
=======================================================================
Branch Number ( )|Attack ( )| Equipped wearables.
CA Reach ( )|Defense ( )|
RA Reach ( )| |
Movement ( )| |
=======================================================================
Resistances PHYS FIRE ICE ELEC HOLY DARK E
=======================================================================
Branch Number: as described before, Branch Number is the number of
attacks that particular Unit can deal before it's attack
phase will be over with.
CA Reach: the reach of the Unit's Close Attacks. Denoted on the
battlefield with red tiles.
RA Reach: the reach of the Unit's Ranged Attacks. Denoted on the
battlefield with yellow tiles.
Movement: how many tiles the Unit can cross by using the Move command
once.
The second page of the status screen is the Unit's Attacks Breakdown.
=======================================================================
Unit's Name Lvl, Order
=======================================================================
Type | Cmd | Attack Name | HIT | DMG | SP
.
.
.
=======================================================================
Strike Type: :
:
=======================================================================
Type: denoted either by a red "S" (short range) or yellow "L" (long
range).
Cmd: gives you an idea of how to perform this attack.
Name: name of the attack.
HIT: the number of hits the attack inflicts.
DMG: the amount of health points the attack takes away.
SP: the amount of super points the attack requires, if any.
The third page of the status screen is the Unit's Skills Breakdown.
=======================================================================
Unit's Name Lvl, Order
=======================================================================
Type | Effect | Skill Name | Affect | MP
.
.
.
=======================================================================
Description
=======================================================================
Type: a green "M" for magic,
Effect: spell or skill type.
Skill Name: name of the skill or magic spell.
Affect: graphically illustrates the skill's field of effect.
- HP: recovers health points
- MP: recovers magic points
- SP: recovers super points
- little chick with an arrow: raises or decreases stun points
MP: the amount of required to use this skill.
The fourth page of the status screen is the Unit's Items Breakdown.
=======================================================================
Unit's Name Lvl, Order
=======================================================================
=======================================================================
Description
=======================================================================
vi. INTERMISSION SCREEN -----------------------------------------------
This is the screen that you will come to everytime you finish a
chapter.
- Units Overview - Stage
- Inventory Control - Gold
- Item Equip
- Training
- Options
- Save - Next Stage
a. Units Overview
This is basically the famous status screen for each of the Units that
are currently under your control.
b. Inventory Control
This screen lets you overview you inventory and see who has what. The
left tab lists the equipment that you own (i.e. rings, armor, etc).
The right tab lists the expendables which are equipped on a
Unit.
Once you've selected a tab, hit L1, R1 to sort the items and equipment
according to the following criterias.
- By Item Number
- By Whether or not the item is new
- By Name
- By Quantity Equipped
- By Quantity Owned
c. Item Equip
When you first enter this screen, you will notice a list of your Units
on the left. Then on the right, there are two lists. The list on top
enumerates the equipment the Unit has on, and the list on the bottom
enumarates the expendable items the Unit is carrying.
By selecting a Unit and hitting O, you will be taken to a new screen.
This screen shows the Unit's name and level at the top, then from
left to right there are three lists: equipment worn, items carried,
and inventory available. By hitting square in either of the first two
lists you will empty out that Unit's list. By hitting triangle on an
already equipped item you will remove this item from the list and put
it back into your inventory. If you have any items in your inventory,
hitting O on an empty spot in the Unit's Equipment or Item list will
allow you to equip it there. You can scroll to the next and previous
Units with the use of L1 and R1.
d. Training
By selecting this mode you can go train against the invincible Mokujin
training dummy. Once you select this you have three options:
- The first box is to go to training. Select this to go train against
Mokujin. Once you select this option, you are given two choices: train
with limited number of Branches (that Unit's Branch Number that you'll
train with) for realistic training, or train with unlimited number of
Branches (to get acquainted with the attacks or perfecting combo
timing).
Once your selection is made you will be asked to pick a Unit. Upon
picking the Unit which you would like to use, you will be once again
given two options: practice Close Attacks or Ranged Attacks. Finally
you will be asked to confirm or to go back.
- The second box is the Multiple Assault Tutorial box. If you select
this box, you will be given a list of Multiple Assaults that your
current Units can perform. Hit L1, R1 to sort by number of units
involved (default) or by maximum number of enemy Units strikable.
By selecting a MA from the list, you will be shown a picture of an
example Unit arrangement in order to perform the MA. The data given
next to the picture reads as follows:
- Number of friendly Units involved
- Max Number of enemy Units attacked
- Damage (per enemy)
- MP Cost
- AP Cost
- The third box is the game tutorial, which is all in Japanese. I will
not cover this section.
e. Options
Same as on the title screen.
f. Save
Same as on the title screen. Be careful! Top option SAVES, bottom
option LOADS.
g. Next Stage
Choose this option to proceed to the next stage.
D. BATTLE SEQUENCES ---------------------------------------------------
vii. THE ATTACK PHASE AND BASIC BATTLE COMMANDS -----------------------
Upon selecting a target for the attacking Unit, you will be brought to
a screen which will display the defending and attackin Units' vitals.
Also, the order which is displayed on the stat boxes for both Units are
the orders which will be in place AFTER the attack takes place.
By hitting Square at any time, the player can bring up the Status
Screen. By hitting X at any time, the player can cancel out the Attack
Command issued to the unit.
The screen to which the player is taken after choosing a target first
displays two tabs. On the first tab are two options:
- Attack
- Cancel
If the player hits left or right on the d-pad, the other tab will be
selected, at which the attacking Unit's skills are displayed. If the
Unit has enough MPs it may use any of its skills before entering
the battle sequence.
If the player chose "Attack" on the first tab, the next screen shown is
the attacking Unit's movelist. If any moves are lit up blue and are
flashing, that means those are favorable attacks, i.e. they will
deliver full, and potentially extra damage. Green moves will deliver
normal damage and red moves will deliver sub-par damage. These
qualities are determined by the defending Unit's defensive attributes.
The player may hit X at this time to backtrack, or Square to go to the
Status Screen, or O to proceed.
The game will ask one last time, Yes or No for the Attack Command.
Choose the first option to proceed with your attack.
At this point, the attacking Unit will do an opener, which is usuallly
just an attack to get the Branch going. This attack does NOT count on
the Branch Numbers. After the opener, the Unit is in the player's
hands. Attacks can be inputted using the O button and the d-pad.
You will notice that in the middle above the HP bars are several
symbols:
O L+O R+O D+O U+O
If you do any of those attacks, it will be highlighted. If you complete
all of them within a sequence, you will be awarded a random bonus, be
it a HP or MP bonus.
You will also notice that some attacks pop the defending Unit higher,
and some attacks keep the foe in the air for longer periods of time.
Aerial Chains are particularly important as you will be awarded extra
Bonuses for longer Chains. Practice will make this aspect perfect.
Important to us are Super Moves. Once a Unit's SP Bar is filled, it
can unleash its Super Move by hitting the Triangle button at any time
during an attack sequence. These moves are particularly devastating
and are always very impressive.
Finally, the last topic in this section, but not the least, are the
Multiple Assaults. Once in a while, a Unit (or two or three if it's a
Team Multiple Assault) will be put in a situation where it can unleash
a MA. These attacks are fully automated, unlike the regular attacks, so
when you perform these you can just watch the show unfold. These are
also very impressive and usually VERY damaging!
a. AERIAL CHAINS AND BONUSES -----------------------------------------
During an attack sequence, keeping the enemy Unit in the air without
allowing to touch the ground is performing an Aerial Chain. The player
is rewarded for long Aerial Chains with various Bonuses. A SPECIAL
THANKS TO RIAS FROM THE GAMEFAQS BOARDS WHO INITIALLY DISCOVERED THIS.
I only confirmed this data and expanded on it.
- DA : Damage UP! Bonus - increases damage per attack
- BR : Branch UP! Bonus - adds 1 to your current Branch Number
- SP : Super Points UP! Bonus - fills up your SP Bar
- ST : Stun Damage UP! Bonus - fills up the enemy's Stun Bar
quicker
- IG : Item GET! Bonus - get an item (usually a HP 15% recov)
After the battle sequence finishes, DA, BR, SP and ST bonuses will be
converted into EXP Bonuses. The IG Bonuses stack, meaning that for
IG x 1 you could get a HP +15%, but for IG x 5 you'll get HP +100%.
Every character in the game follows a certain pattern depending on
which category they fall in. You can look up the pattern each
character follows here. To find out their category, look up that
character in the Character section.
- Category One: "Normal Type" - Category Two: "Damage Type"
7th HIT: DA 7th HIT: DA
14th HIT: BR 14th HIT: BR
21st HIT: IG 21st HIT: SP
28th HIT: SP 28th HIT: ST
35th HIT: ST 35th HIT: IG
- Category Three: "Item Type" - Category Four: "Item+ Type"
7th HIT: IG 5th HIT: IG
14th HIT: DA 10th HIT: DA
21st HIT: BR 15th HIT: BR
28th HIT: SP 20th HIT: IG
35th HIT: ST 25th HIT: SP
30th HIT: ST
35th HIT: IG
viii. THE DEFENSE PHASE AND THE BASIC DEFENSE OPTIONS -----------------
When you are being attacked by an enemy Unit, the same vitals screen
as when you attacked will come up but now you will notice that the
arrows are pointing your direction. You can hit Square at any time to
bring up the Status Screen.
You can hit left or right to scroll through three different tabs. The
first tab encapsulates your defense options, I will cover this one
last. The second tab lets you perform any Skills you have pending on
the MP you have. The third tab lets you use any items you might have
equipped on your Unit.
The first tab is really what matters here. Here is a breakdown of
the defensive actions you may take:
- Nothing. You take full damage for the attack received, your
stun bar gets filled up a fair amount but so does your super
bar. Does not cost any APs or SPs.
- Guard. Costs 1AP. You may halve the damage taken by using this
option. Your super bar gets filled less than if you chose
to do Nothing, but your stun bar also gets filled less.
Once you get to the battle sequence, you will notice that
after the opener a d-pad will show up by the enemy and
directions will be flashing green. Hitting 40% minimum of
these correctly will net you 1 AP back, and hitting 80%
minimum will net you 2 AP, effectively gaining an extra AP!
This is most likely the best defense option but then again it
depends on your current situation.
- Support. Costs 1AP and 10SPs. If there is a friendly Unit on
an adjacent tile, choosing Support will allow this adjacent
Unit to take the damage dealt by the attack.
- Retreat. Costs 1AP and 10SPs. This option skips the battle
sequence altogether and sends you back to the battlefield. In
exchange for the action point and the ten super points, the
characters receives light damage (about on par as if you
guarded, sometimes less).
Some characters will earn a fifth option:
- Counter. Costs 2APs and 10SPs. The Unit using this will take
zero damage and will counter with an attack of its own,
inflicting damage to the attacking enemy Unit. Very useful
skill and usually very much worth the 2APs.
Finally, some Units have extra skills or attacks in their movelist
which give them extra options as far as defense goes. These particulars
are elaborated upon in the character overviews.
3. CHAPTER OVERVIEWS --------------------------------------------------
A. CHAPTER ONE: DOWNTOWN ----------------------------------------------
The scene opens up with Reiji and Shaoumu, the two original characters
developed for this game, doing some talking at an intersection
downtown. Hit START to skip all the talk.
You will be given an option here. The top option is to proceed through
the game tutorial. The bottom option is to skip this tutorial. I
suggest you skip it.
At this point, three bad guys will come up (lv.1). (Which game are
these from?). You may dispose of all three of them at once using your
MA. If you're anything like me...prepare to laugh at the display of
power. You'll gain a level right away.
More talk, then some ghost Goblin enemy Units (lv.1) show up. Can't
hit them, and now KOS-MOS (lv.2), Shion and M.O.M.O. (lv.1) from the
Xenosaga universe will show up.
Kill one enemy Unit and Juni, Juli and Cammy, some of the Shadaloo
right hand ladies (from Street Fighter [Alpha 3 for Juni and Juli, and
Cammy's first appearance was in Super Street Fighter 2]) will suddenly
appear South of the intersection. After some talk, Cammy leaves Juni
and Juli (lv.5) to do her business. After Juni and Juli move, you'll
get some reinforcements in the form of Chun-Li (lv.4), the famous
Street Fighter! Use her to attack Juni.
You can destroy the rest of the enemy Units. If you beat Juni or Juli,
both will leave. You can't kill both with a MA. Chun-Li also leaves
after them. This concludes the first chapter.
B. CHAPTER TWO: DRUAGA ------------------------------------------------
The second chapter opens with Stahn and Rutee (lv.2) at what appears
to be the bottom of the Tower of Druaga. You start on the north-
eastern corner of the map, and at this point you're up against three
Green Slimes (lv.1) from the game Tower of Druaga, published by Namco
in 1984.
After you kill one Green Slime, three more Black Slimes (lv.1, also
from Tower of Druaga) will pop up...but then, as you will soon be
getting used to, a friend will come to the rescue, and that's Klonoa
and Ganz (lv.4) from Klonoa Heroes.
After you defeat two more Slimes (doesn't matter if they're Black or
Green or either) some Blue Knights (lv.1, from Tower of Druaga) will
show up.
At the end of the next phase, yet more reinforcements show up: Sandra
and Koakuman (lv.5). These are from The Legend of Valkyrie and kick
some serious ass! They will appear in the north west and will most
likely be able to strike one of the Blue Knights.
Defeat two more Units and Joker (lv.5) from Klonoa Heroes shows up with
two (name???) (lv.1, from Klonoa Heroes). Immediately after
Joker says his piece, yet another reinforcement steps in, and that's
Gilgamesh and Ky (lv.10) from Tower of Druaga.
Joker will run if you get him below 30% HP (that's 1284 HP). If you're
careful enough you can kill him with one of your better Units, like
Gilgamesh or Sandra.
C. CHAPTER THREE: SOUL EDGE -------------------------------------------
In this scene we open to Minamoto no Yoshitsune (lv. from Genpei
Toumaden) apparently looking to get to Soul Edge which is sitting on
the roof of the monestary entrance. There are three Spear Skeletons
(lv., also from Genpei Toumaden) with him. But before he can get to
it, Mitsurugi from Soul Calibur (lv.1) pops up. This is who you will
be using.
After you slay one Spear Skeleton, ??? (lv.4, from Genpei Toumaden)
and Taki (lv.2, also from Soul Calibur) make an appearance.
After ??? attacks you, four new enemies appear on the battlefield: one
Gili Octipus (lv.1, from Baraduke) and three(what
are these guys? name, game? lv.1), and to go along with them, two new
allies: Tron Bonne and Serv-Bot (lv.6) from Megaman Legends and Tobi
Masuyo and Hiromi Tengenji (lv.6) from Baraduke and Burning Force,
respectively.
Kick some ass for a while, and at the end of the next stage phase,
Taira No Kagekiyo and Tarosuke (lv.8) from Genpei Toumaden and Shadow
Land, respectively, will show up to come kick Minamoto no Yoshitsune's
butt.
Both ??? and Minamoto no Yoshitsune will not flee so you don't have
to worry about moderating your damage to beat them.
4. CHARACTER OVERVIEWS ------------------------------------------------
NOTE: The Units are listed here in CHRONOLOGICAL ORDER OF APPEARANCE.
As I see this might not be the easiest for reference, I will include
an index here which will be sorted by alphabetical order, which will
have the corresponding spot in the chronological order for you to
easily look up a certain character.
* TO BE IMPLEMENTED UPON COMPLETION *
How to read the overviews: the initial stats and vitals are all given.
These are the stats that the Unit has the moment they join you, and the
attack data and skills data is also the initial data. Damage goes up
for attacks according to the ATK value. So if you have a character
with a higher level, if you want to know the damage an attack deals
then add the difference in the initial value of your ATK property to
the initial.
If there are any drastic changes to the stats of a particular Unit then
it will be noted in the "Stats Notes" section.
For the Resistance column, the terminology for the symbols used:
> means neutral (right arrow)
+ means good resistance (up arrow)
- means poor resistance (down arrow)
For the attack data, Type S or L means short or long range attack. CMD
is the input required to pull off the attack. For the description, for
a lot of these characters I had to make up names, but for others
(mainly any character in a fighting game) I managed to write down the
official names.
The character's movelist and skills list will change as they level up.
Some attacks are gained, some are modified, some skills are gained,
some are modified. All changes occuring to the movelist will be
recorded in the "Movelist Upgrades" and "Skills Upgrades" sections.
Finally, a brief history of where the character is from and what they
stand for will be attempted in the "Character Origins" section. Enjoy.
A. Reiji & Shaoumu --------------------------------------------------
Starting Lv: 2 Category: One, "Normal Type"
Starting HP: 2750
Starting MP: 52 CA Reach: 1-2
Starting BR: 6 RA Reach: 3-4
Starting Movement: 7 Super Move: CA only
Initial Stats Res Initial Skills
ATK : 106 PHYS > Type | Cost | Description
DEF : 101 FIRE + MAG | 30MP | Heal HP + STUN DOWN
: 66 ICE - AUTO | - | Heal 30% HP : costs 80%
: 45 ELEC > | | current MP
: 40 HOLY >
DARK +
E >
Stat Notes:
Initial Movelist
TYPE | CMD | Description | HIT | DMG | SP
S | - | Shaoumu: Slashes (opener) - FIRE | 2 | 104 | -
S | O | Shaoumu: Flame Slashes (sa opener) - FIRE | 2 | 104 | -
S | L+O | Shaoumu: Revolver - PHYS | 1 | 184 | -
S | R+O | Reiji: Four Katana Slashes - ICE | 4 | 89 | -
S | U+O | Reiji: Double Gunshot - DARK | 2 | 114 | -
S | D+O | Shaoumu: Electric Slashes - ELEC | 2 | 114 | -
S | TRI | Super Move - PHYS, FIRE, ICE, ELEC, HOLY | 12 | 704 |100
TYPE | CMD | Description | HIT | DMG | SP
L | - | Shaoumu: Revolver (opener) - HOLY | 1 | 99 | -
L | O | Shaoumu: Revolver (sa opener) - HOLY | 1 | 99 | -
L | L+O | Reiji: Haou Shikou Ken (lol) - | 1 | 124 | -
L | R+O | Reiji: Energy Rays (4) - DARK | 8 | 79 | -
L | U+O | Reiji: Bomb - FIRE | 2 | 124 | -
L | D+O | Reiji: Power Wave - DARK | 1 | 134 | -
M | - | Dual Multiple Assault - PHYS, HOLY, DARK | - |1004 |50M
TYPE | CMD | Description | HIT | DMG | SP
S | - | ??? - PHYS, FIRE | 2 | 704 | 30
Movelist Upgrades
Skills Upgrades
Character Origins: Original characters for this game, Reiji (the girl)
and Shaoumu (the dude) are actually really great designs. They both
carry three katanas and a firearm. I think these guys should be in a
Capcom game!
B. Shion & M.O.M.O. ---------------------------------------------------
Starting Lv: 1 Category: Three, "Item Type"
Starting HP: 1900
Starting MP: 84 CA Reach: 1-1
Starting BR: 6 RA Reach: 2-5
Starting Movement: 6 Super Move: CA only
Initial Stats Res Initial Skills
ATK : 82 PHYS - Type | Cost | Description
DEF : 96 FIRE > MAG | 45MP | Restore FULL HP
: 39 ICE > AUTO | - | ???
: 45 ELEC -
: 48 HOLY >
DARK +
E +
Stat Notes:
Initial Movelist
TYPE | CMD | Description | HIT | DMG | SP
S | - | M.O.M.O.: Star Wand (opener) - DARK | 1 | 92 | -
S | O | M.O.M.O.: Double Wand Slap - DARK | 2 | 92 | -
S | L+O | Shion: Plasma Blade Attack - E | 1 | 112 | -
S | R+O | Shion: Plasma Blade Attack - E | 1 | 112 | -
S | U+O | M.O.M.O.: Rainbow Wand - DARK | 4 | 82 | -
S | D+O | Shion: Power Geyser - FIRE | 3 | 92 | -
S | TRI | Shion: Super Move - E | 7 |1002 |100
TYPE | CMD | Description | HIT | DMG | SP
L | - | M.O.M.O.: Wand Ray (opener) - E | 1 | 102 | -
L | O | Shion: Long Range Geyser - FIRE | 1 | 122 | -
L | L+O | M.O.M.O.: Triple Arrow - PHYS | 3 | 102 | -
L | R+O | M.O.M.O.: Triple Arrow - PHYS | 3 | 102 | -
L | U+O | Shion: Blast Shot - FIRE | 3 | 102 | -
L | D+O | Shion: Blast Shot - FIRE | 3 | 102 | -
M | - | DUO - BUSTER - E | - |1004 |50M
Movelist Upgrades
Skills Upgrades
Character Origins: Both of these girls are from Xenosaga Ep.1. Shion
is the lead scientist on the KOS-MOS project.
C. KOS - MOS ----------------------------------------------------------
Starting Lv: 2 Category: Two, "Damage Type"
Starting HP: 2750
Starting MP: 52 CA Reach: 1-2
Starting BR: 5 RA Reach: -
Starting Movement: 8 Super Move: CA only
Initial Stats Res Initial Skills
ATK : 114 PHYS + Type | Cost | Description
DEF : 127 FIRE > MAG | 30MP | Heal HP + STUN DOWN
: 69 ICE > AUTO | - | ???
: 30 ELEC +
: 10 HOLY -
DARK -
E +
Stat Notes:
Initial Movelist
TYPE | CMD | Description | HIT | DMG | SP
S | - | R-BLADE (opener) - E | 4 | 104 | -
S | O | R-BLADE - E | 4 | 104 | -
S | L+O | R-DRILL - E | 2 | 144 | -
S | R+O | F-GSHOT - PHYS | 8 | 144 | -
S | U+O | S-SAULT - PHYS | 1 | 194 | -
S | D+O | S-SAULT - PHYS | 1 | 194 | -
S | TRI | X-BUSTER - E | 12 | 804 |100
M | - | DUO - BUSTER - E | - |1004 |50M
Movelist Upgrades
1. At lv.3, ADD
TYPE | CMD | Description | HIT | DMG | SP
L | - | F-MSHOT - FIRE | 6 | 746 | 30
Skills Upgrades
1. At Lv.4, ADD
Type | Cost | Description
AUTO | - | SP UP when HP is below 30%
Character Origins: KOS-MOS is a super powerful android type thingy from
Xenosaga Ep.1. More later.
D. CHUN-LI ------------------------------------------------------------
Starting Lv: 4 Category:
Starting HP: 2750
Starting MP: 66 CA Reach: 1-2
Starting BR: 6 RA Reach: -
Starting Movement: 7 Super Move: CA only
Initial Stats Res Initial Skills
ATK : 102 PHYS > Type | Cost | Description
DEF : 81 FIRE > MAG | 30M | Heal HP + STUN DOWN
: 67 ICE > AUTO | - | SP UP
: 50 ELEC >
: 43 HOLY +
DARK -
E -
Stat Notes:
Initial Movelist
TYPE | CMD | Description | HIT | DMG | SP
S | - | Running Roundhouse (opener) - | 1 | 108 | -
S | O | Standing Roundhouse - | 2 | 113 | -
S | L+O | Kikouken - | 1 | 138 | -
S | R+O | Lightning Legs - | 7 | 93 | -
S | U+O | Tenshokyaku - | 2 | 113 | -
S | D+O | Spinning Bird Kick - | 3 | 103 | -
S | TRI | Senretsu Kyaku - | 13 | 778 |100
Movelist Upgrades
Skills Upgrades
Character Origins: Chun-Li is the original not-to-be-triffled-with
Chinese lady from the Street Fighter universe. Next to Ryu and Ken, she
is the Street Fighter character that has made the most appearances,
in 23 out of 26 Street Fighter games, including cross-overs and
reiterations. Chun-Li works for Interpol and is chasing after Shadaloo.
E. STAHN & RUTEE ----------------------------------------------------
Starting Lv: 2 Category: Three, "Item Type"
Starting HP: 2450
Starting MP: 54 CA Reach: 1-2
Starting BR: 6 RA Reach: -
Starting Movement: 6 Super Move: CA only
Initial Stats Res Initial Skills
ATK : 97 PHYS > Type | Cost | Description
DEF : 93 FIRE + MAG | 45MP | Restore HP
: 53 ICE + MAG | 5MP | GET ???
: 41 ELEC > AUTO | - | GET ???
: 25 HOLY >
DARK >
E -
Stat Notes:
Initial Movelist
TYPE | CMD | Description | HIT | DMG | SP
S | - | Stahn: Jumping Slash Tech (opener) - PHYS | 2 | 124 | -
S | O | Rutee: Triangle Slash Technique - ICE | 5 | 114 | -
S | L+O | Stahn: Dragon's Breath - HOLY | 4 | 99 | -
S | R+O | Stahn: Dragon's Breath - HOLY | 4 | 99 | -
S | U+O | Stahn: Tornado Slash Technique - PHYS | 6 | 94 | -
S | D+O | Stahn: Thousand Thrusts Technique - PHYS | 6 | 79 | -
S | TRI | Stahn: Super Technique - PHYS, FIRE | 19 | 724 |100
Movelist Upgrades
Skills Upgrades
Character Origins: Stahn and Rutee are from the Tales of Destiny
series. Stahn is actually the main character of ToD and is a very
skilled fighter. Rutee is a hunter that ends up tagging along with
Stahn.
F. KLONOA & GANZ ----------------------------------------------------
Starting Lv: 2 Category: Three, "Item Type"
Starting HP: 2350
Starting MP: 62 CA Reach: 1-2
Starting BR: 6 RA Reach: 3-4
Starting Movement: 8 Super Move: CA and RA
Initial Stats Res Initial Skills
ATK : 103 PHYS > Type | Cost | Description
DEF : 94 FIRE + MAG | 30MP | Heal HP + STUN DOWN
: 45 ICE > MAG | 30MP | ALL UP!!!
: 45 ELEC - AUTO | - | GET ???
: 59 HOLY >
DARK -
E +
Stat Notes:
Initial Movelist
TYPE | CMD | Description | HIT | DMG | SP
S | - | Klonoa: Sword (opener) - DARK | 1 | 114 | -
S | O | Klonoa: Sword (sa opener) - DARK | 1 | 114 | -
S | L+O | Klonoa: Sword Double Slash - E | 2 | 99 | -
S | R+O | Klonoa: Sword Double Slash - E | 2 | 99 | -
S | U+O | Klonoa: Ring Orb - E | 3 | 94 | -
S | D+O | Klonoa: Ring Orb - E | 3 | 94 | -
S | TRI | Klonoa: Electric Whirlwind - ELEC, E | 10 | 809 |100
TYPE | CMD | Description | HIT | DMG | SP
L | - | Ganz: Dual Pistols (opener) - PHYS | 5 | 89 | -
L | O | Ganz: Dual Pistols (sa opener) - PHYS | 5 | 89 | -
L | L+O | Ganz: Flamethrower - FIRE | 4 | 99 | -
L | R+O | Ganz: Flamethrower - FIRE | 4 | 99 | -
L | U+O | Ganz: Bazooka - FIRE | 1 | 124 | -
L | D+O | Ganz: Bazooka - FIRE | 1 | 124 | -
L | TRI | Ganz: Super Pistol Shots - E | 5 | 814 |100
Movelist Upgrades
Skills Upgrades
Character Origins: Klonoa is the main character of the Klonoa series
(right!) and Ganz is Klonoa's sidekick in the game Klonoa Heroes.
G. SANDRA & KOAKUMAN ------------------------------------------------
Starting Lv: 5 Category: Four, "Item+ Type"
Starting HP: 3400
Starting MP: 53 CA Reach: 1-2
Starting BR: 5 RA Reach: -
Starting Movement: 6 Super Move: CA only
Initial Stats Res Initial Skills
ATK : 117 PHYS + Type | Cost | Description
DEF : 109 FIRE > MAG | 35MP | ??? + Heal HP
: 56 ICE - MAG | 15MP | DEF UP!!!
: 47 ELEC - AUTO | - | If HP < 30%, ATK +20%
: 64 HOLY + AUTO | - | GET ???
DARK >
E -
Stat Notes:
Initial Movelist
TYPE | CMD | Description | HIT | DMG | SP
S | - | Sandra: Jumping Trident (opener) - PHYS | 1 | 130 | -
S | O | Sandra: Spinning Trident - PHYS | 4 | 150 | -
S | L+O | Koakuman: Triple Spear Jab - PHYS | 3 | 170 | -
S | R+O | Sandra: Spinning Trident - PHYS | 4 | 150 | -
S | U+O | Sandra: Summon Tornado - DARK | 6 | 100 | -
S | D+O | Sandra: Trident Uppercut - PHYS | 5 | 110 | -
S | TRI | - PHYS | 6 | 800 |100
TYPE | CMD | Description | HIT | DMG | SP
L | - | (1) | - | - | 10
(1):
Movelist Upgrades
Skills Upgrades
Character Origins: Sandra and Koakuman are both from The Legend of the
Valkyrie, a game never ported to the US. Sandra, the green guy, is
actually the 2P side of Valkyrie, while Koakuman was at one time a
monster in the game but actually ends up helping out by giving out
some gold.
H. GILGAMESH & KY ---------------------------------------------------
Starting Lv: 10 Category:
Starting HP: 3650
Starting MP: 82 CA Reach: 1-2
Starting BR: 6 RA Reach: 3-4
Starting Movement: 6 Super Move: CA only
Initial Stats Res Initial Skills
ATK : 117 PHYS + Type | Cost | Description
DEF : 129 FIRE + MAG | 45MP | Restore HP
: 68 ICE > AUTO | - | Fills AP if AP = 0
: 47 ELEC - AUTO | - | ???
: 64 HOLY >
DARK +
E -
Stat Notes:
Initial Movelist
TYPE | CMD | Description | HIT | DMG | SP
S | - | Gilgamesh: Overhead Slash (opener) - PHYS | 1 | 150 | -
S | O | Gilgamesh: Triple Overhead Slash - PHYS | 3 | 150 | -
S | L+O | Gilgamesh: Shoulder Tackle to Stab - PHYS | 2 | 170 | -
S | R+O | Gilgamesh: Lightning Thrusts - PHYS | 3 | 150 | -
S | U+O | Gilgamesh: Fire Geyser - FIRE | 2 | 170 | -
S | D+O | Gilgamesh: Fire Geyser - FIRE | 2 | 170 | -
S | TRI | - FIRE | 7 | 750 |100
TYPE | CMD | Description | HIT | DMG | SP
L | - | Ky: Fireball (opener) - PHYS | 1 | 110 | -
L | O | Ky: Fireball (sa opener) - PHYS | 1 | 110 | -
L | L+O | Ky: Whirlwind - FIRE | 1 | 110 | -
L | R+O | Ky: Whirlwind - FIRE | 1 | 110 | -
L | U+O | Ky: Fire Geyser - FIRE | 2 | 105 | -
L | D+O | Ky: Fire Geyser - FIRE | 2 | 105 | -
TYPE | CMD | Description | HIT | DMG | SP
S | - | Gilgamesh: Shield (1) | - | - | 10
(1): This is not an actual attack, although it is listed. This move is
enabled whenever this Unit is the target of a Close Range Attack.
At the time of picking your defensive option, you will notice that
an option for 1AP, 10SP cost will be up. Gilgamesh uses his shield
and the Unit receives zero damage.
Movelist Upgrades
Skills Upgrades
Character Origins: Both of these characters originate from the Tower of
Druaga, published by Namco in 1984. Gilgamesh is a prince who happens
to wear a gold armor. Incidentally, he's rescuing Ky, the beautiful
maiden who was kidnapped by the evil Druaga.
I. MITSURUGI ----------------------------------------------------------
Starting Lv: 1 Category: Two, "Damage Type"
Starting HP: 2900
Starting MP: 37 CA Reach: 1-2
Starting BR: 6 RA Reach: -
Starting Movement: 5 Super Move: CA only
Initial Stats Res Initial Skills
ATK : 118 PHYS + Type | Cost | Description
DEF : 86 FIRE + MAG | 30MP | Heal HP + STUN DOWN
: 55 ICE > AUTO | - | ??? SP UP!!!
: 33 ELEC -
: 18 HOLY >
DARK -
E -
Stat Notes:
Initial Movelist
TYPE | CMD | Description | HIT | DMG | SP
S | - | Phoenix Tail (opener) - PHYS | 1 | 142 | -
S | O | Heavenly Prayer - PHYS | 3 | 142 | -
S | L+O | Mist Stab Combo - PHYS | 3 | 142 | -
S | R+O | Mist Stab Combo - PHYS | 3 | 142 | -
S | U+O | Steel Slicer - PHYS | 4 | 97 | -
S | D+O | Steel Slicer - PHYS | 4 | 97 | -
S | TRI | Full Moon Death - PHYS | 2 | 702 |100
Movelist Upgrades
Skills Upgrades
Character Origins: Mitsurugi is the ass kick samurai from the Soul
Calibur series. He's a tough man who seems to be a bit rough on the
edges but always seems to act in a very honorable way. Bottom line
being, he's an amazing swordfighter.
J. TAKI ---------------------------------------------------------------
Starting Lv: 2 Category: One, "Normal Type"
Starting HP: 2870
Starting MP: 54 CA Reach: 1-2
Starting BR: 7 RA Reach: -
Starting Movement: 7 Super Move: CA only
Initial Stats Res Initial Skills
ATK : 95 PHYS > Type | Cost | Description
DEF : 86 FIRE > MAG | 35MP | ??? + Heal HP
: 73 ICE - AUTO | - | If HP < 30%, SP UP!!!
: 51 ELEC +
: 40 HOLY >
DARK +
E -
Stat Notes:
Initial Movelist
TYPE | CMD | Description | HIT | DMG | SP
S | - | Assassin's Strike (opener) - PHYS | 1 | 114 | -
S | O | Shadow Ripper - PHYS | 3 | 84 | -
S | L+O | Demon Fangs - PHYS | 2 | 99 | -
S | R+O | Demon Fangs - PHYS | 2 | 99 | -
S | U+O | Haste Alternate - PHYS | 3 | 84 | -
S | D+O | Ninja Cannon - FIRE | 1 | 114 | -
S | TRI | Wind Death Sault - PHYS, ELEC | 5 | 704 |100
Movelist Upgrades
Skills Upgrades
Character Origins: Taki is the original ninja character from the Soul
Calibur. She's a Fu-Ma clan ninja, meaning she specializes in
exorcising and exterminating demons. She killed Cervantes, who was
possessed by Soul Edge. Anyway it seems that even though Taki gets in
all sorts of trouble, she always stays true to her objective, and that
is to put an end to the evil spread by Soul Edge.
K. TRON BONNE & SERV-BOT --------------------------------------------
Starting Lv: 6 Category: Three, "Item Type"
Starting HP: 2550
Starting MP: 75 CA Reach: -
Starting BR: 6 RA Reach: 2-5
Starting Movement: 6 Super Move: RA only
Initial Stats Res Initial Skills
ATK : 103 PHYS + Type | Cost | Description
DEF : 117 FIRE + MAG | 45MP | Restore HP
: 59 ICE - AUTO | - | ??? GET!!!
: 42 ELEC > AUTO | - | If HP < 30%, ATK UP!!!
: 52 HOLY -
DARK -
E +
Stat Notes:
Initial Movelist
TYPE | CMD | Description | HIT | DMG | SP
L | - | Tron: Machine Gun (opener) - PHYS | 5 | 107 | -
L | O | Tron: Machine Gun (sa opener) - PHYS | 5 | 107 | -
L | L+O | Serv-Bot: Bazooka - FIRE | 1 | 152 | -
L | R+O | Serv-Bot: Bazooka - FIRE | 1 | 152 | -
L | U+O | Tron: Standing Roundhouse (Rock) - PHYS | 1 | 152 | -
L | D+O | Tron: Standing Roundhouse (Rock) - PHYS | 1 | 152 | -
L | TRI | Tron: Serv-Bot Lunch Rush - PHYS | 16 | 812 |100
Movelist Upgrades
Skills Upgrades
Character Origins: From Megaman Legends, also made an appearance in
Marvel vs. Capcom 2 (in which she was quite a fun character to use!),
Tron Bonne is a mechanical genius. She likes to build all sorts of
robots, and her Serv-Bots are her own creation. The Serv-Bots are like
little Lego peoples, they're kinda clunky, clumsy and pretty funny.
L. TOBI MASUYO & HIROMI TENGENJI ------------------------------------
Starting Lv: 6 Category: One, "Normal Type"
Starting HP: 2350
Starting MP: 55 CA Reach: -
Starting BR: 5 RA Reach: 3-5
Starting Movement: 8 Super Move: RA only
Initial Stats Res Initial Skills
ATK : 119 PHYS - Type | Cost | Description
DEF : 94 FIRE + MAG | 30MP | Heal HP + STUN DOWN
: 59 ICE + MAG | 10MP | DEF +25%
: 54 ELEC + MAG | 20MP | Branch Number +1
: 47 HOLY - AUTO | - | EXP GET +10%!!!
DARK - AUTO | - | ??? AP
E +
Stat Notes:
Initial Movelist
TYPE | CMD | Description | HIT | DMG | SP
L | - | Hiromi: Laser Chain Gun (opener) - PHYS | 6 | 112 | -
L | O | Tobi: Plasma Rifle - E | 3 | 142 | -
L | L+O | Tobi: Plasma Bazooka - E | 1 | 182 | -
L | R+O | Tobi: Plasma Bazooka - E | 1 | 182 | -
L | U+O | Hiromi: Homing Missiles - FIRE | 6 | 112 | -
L | D+O | Hiromi: Laser Rifle - E | 4 | 122 | -
L | TRI | Tobi and Hiromi: Barrage - FIRE, E | 15 | 952 |100
TYPE | CMD | Description | HIT | DMG | SP
S | - | - PHYS | - | - | 10
Movelist Upgrades
Skills Upgrades
Character Origins: Tobi Masuyo is from Baraduke, a shooter published by
Namco in 1985. Tobi is basically the main guy that shoots everything!
Hiromi Tengenji is from Burning Force, a game similar to Space Harrier,
which was published in 1989 by Namco.
M. TAIRA NO KAGEKIYO & TAROSUKE -------------------------------------
Starting Lv: 8 Category: Two, "Damage Type"
Starting HP: 3450
Starting MP: 64 CA Reach: 1-2
Starting BR: 6 RA Reach: -
Starting Movement: 5 Super Move: CA only
Initial Stats Res Initial Skills
ATK : 119 PHYS + Type | Cost | Description
DEF : 118 FIRE > MAG | 10MP | MOV UP!!!
: 50 ICE > MAG | 40MP | ENEMY ATK/DEF -50% 1 TURN
: 45 ELEC - MAG | 20MP | Cure POISON
: 72 HOLY + AUTO | - | Recover 10% HP every turn
DARK >
E -
Stat Notes:
Initial Movelist
TYPE | CMD | Description | HIT | DMG | SP
S | - | Kagekiyo: Double Slash (opener) - PHYS | 2 | 126 | -
S | O | Kagekiyo: Head Splitter to Impale - PHYS | 2 | 146 | -
S | L+O | Tarosuke: Energy Ball - HOLY | 1 | 166 | -
S | R+O | Tarosuke: Summon Familiar - HOLY | 5 | 146 | -
S | U+O | Kagekiyo: Double Slash (sa opener) - PHYS | 2 | 146 | -
S | D+O | Kagekiyo: Double Slash (sa opener) - PHYS | 2 | 146 | -
S | TRI | Kagekiyo: Whirlwind Cutter - PHYS | 4 | 676 |100
Movelist Upgrades
Skills Upgrades
Character Origins: Kagekiyo is the protagonist from Genpei Toumaden,
also less commonly known as Genji and the Heike Clans in the US. This
Namco game was published in 1986 and is based on ancient Japanese
history of famous warlords. Tarosuke is from Shadow Land, another
Namco game, this one published in 1987. This game pretty much deals
with ghosts and their place in Japanese folklore.