NIGHTWARRIORS: DARKSTALKERS' REVENGE FAQ v1.7
for the Sega Saturn (domestic)
by Chris MacDonald
Unpublished work Copyright 1995-2001 Chris MacDonald
This document is protected by US Copyright Law, and the Berne Copyright
Convention of 1976. It is for private and personal use only--it cannot
be reprinted in part or in whole, or reproduced in any way or in any
form (written or otherwise). It is a free document that cannot be used
in any sort of commercial transaction, including selling it or giving
it away as a gift. This FAQ cannot be referenced, altered, or used by
anybody (including webmasters, publishers, and magazine staff) without
my express written permission. This FAQ was created and is owned by
me, Chris MacDonald <kmegura (at) yahoo (dot) com>. It can be found
exclusively at (www.GameFAQs.com). All copyrights and trademarks are
acknowledged and respected that are not specifically mentioned herein.
I expressly forbid the following publishers/publications from using this
FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer),
Future Publishing, Ltd. (publishers of PlayStation Power, Official UK
PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games,
and Prima Games. Remember, plagiarism is a crime and is punishable by
law.
The DarkStalkers series is (c) Capcom of Japan and (c) Capcom USA.
=================
TABLE OF CONTENTS
=================
1. HOW TO PLAY
- Conroller Layout
- Button Layout
- FAQ Abbreviations
- Basic Moveslist
2. CHARACTER MOVESLIST
- Anakaris
- Bishamon
- Demitri Maximov
- Donovan Baine
- Felicia
- Hsien-Ko
- Huitzil
- Jon Talbain
- Lord Raptor
- Morrigan
- Pyron
- Rikuo
- Sasquatch
- Victor von Geldenheim
3. SECRETS AND TRICKS
- Special Codes
- Enable the Debug Mode
- All About the Debug Mode
- Change Your Button Configuration
- Change the Ending Music
- Costume Colors
- Frog Trick
- Morrigan's Wardrobe
- Donovan's Hidden Win Poses
- Soft Reset
4. GAMEPLAY NOTES
5. MISCELLANEOUS
- Translations
6. AUTHOR'S NOTE
- Special Thanks
- Revision History
========================================================================
1. HOW TO PLAY
========================================================================
------------------------------------------------------------------------
CONTROLLER LAYOUT
------------------------------------------------------------------------
ub u uf Jump Up-Back Jump Up Jump Up-Forward
\ | /
b -- n -- f Walk Back / Block Neutral Walk Forward
/ | \
db d df Crouch / Low Block Crouch Offensive Crouch
All commands in the FAQ are listed assuming you're facing right. If
you're facing left, reverse the commands.
------------------------------------------------------------------------
BUTTON LAYOUT
------------------------------------------------------------------------
L R Kick x3 Punch x3
X Y Z Light Punch (LP) Medium Punch (MP) Hard Punch (HP)
A B C Light Kick (LK) Medium Kick (MK) Hard Kick (HK)
You can also set your buttons anyway you like in the Key Config Menu,
found under 'Options'.
------------------------------------------------------------------------
FAQ ABBREVIATIONS
------------------------------------------------------------------------
qcf / qcb - Roll (d,df,f) or (d,db,b) on the joystick.
hcf / hcb - Roll (b,db,d,df) or (f,df,d,db) on the joystick. That's
right, you do not need to go all the way to f or b (you
can if you want, but it's faster to stop at df / db).
Charge - Hold in the first direction for 2 seconds, then press in
the 2nd direction and press the listed button (P / K).
Rotate 360 - Rotate the joystick in a complete circle. You can start
and end the circle at any point (i.e. start at uf and end
at uf, or b to b, etc.) The shorthand motion for this is
f,df,d,db,b,ub or the reverse.
PP / KK - Press any two Punch or Kick buttons.
dir. - Press in any of the eight directions.
(air) - The move can be performed while on the ground, or while
in the air. Any move that can be performed in air can
be done from the ground by adding ub~uf at the end, and
pressing the button the moment you leave the ground.
x~x - All possible ranges are allowed (for example, ub through
uf, or LP through HP).
ES / EX - Especial (Enhanced Special) / Extra Special
s. / c. - Standing / Crouching
j. - Jumping
C / N - move is cancelable / not cancelable
C1 / C2 - move is cancelable on the first or second hit only
:2 / :# - move hits two times / move hits # of times *
* So, for example, C1:2 means that this move hits twice, but is only
cancelable on the first hit.
------------------------------------------------------------------------
BASIC MOVESLIST
------------------------------------------------------------------------
Standing Block Hold b when attacked
Crouching Block Hold db when attacked
Mid-Air Block Hold b / db when attacked while in mid-air
Guard Reversal Input a special move during while blocking
Dash Tap f,f
Backstep Tap b,b
Throw Escape Press b / f + MP / MK / HP / HK as you're thrown
Dizzy Recovery Wiggle controller + buttons rapidly when dizzied
Hold Recovery Wiggle controller + buttons rapidly when held
Get-Up Recovery When knocked down, press b / f
Pursuit Attack Press u + K / KK when opponent is knocked down
Enhanced Special Perform a special move with PP / KK, depending
- When blocking attacks, you take no damage from normal attacks, and
reduced damage from special moves, ES moves, and EX Specials. Some
moves are unblockable, such as throws and holds.
- Each character has a specific special move they can use as a Guard
Reversal (see the next section for details). Guard Reversals can
only be performed while stand- or crouch-blocking an attack, and
they cost no power to use (unless you decide to ES them). Note that
Anakaris does not have a Guard Reversal, and while Huitzil has one,
he cannot ES it.
- The Throw Escape only works against ground command throws (the ones
done by pressing b / f + MP / HP / MK / HK when close). If done
properly, you'll take no damage. You can't escape air throws or
special move throws, like the Negative Stolen or Mega Shock. Although
Anakaris has no throws, he can still use the Throw Escape command.
- The Recovery can be used to help you recover from a dizzy or to break
out of a hold faster. Just mash the controller directions and
buttons continuously until you recover.
- The Pursuit Attack can only be used once an opponent hits the floor;
if your timing is off, you'll miss. You can ES the move by using
two Kick buttons instead of just one, but it'll cost a level of
power from your Special Stock gauge.
- Not all special moves can be enhanced. Be sure to check the character
movelists below for specific information. Enhancing a special move
costs one level of power from your Special Stock gauge.
========================================================================
2. CHARACTER MOVESLIST
========================================================================
Characters are listed in alphabetical order by their American names.
The goofy stories in the beginning are from the instruction manual, by
the way. Moves are written in this order: ground throws, air throws,
pursuit attacks, then special moves and command attacks. At the bottom
are that person's EX specials.
After the moves is a list showing what move can be used as a Guard
Reversal, and what moves can be ES'd. Beneath that is a hit count for
the multi-hit moves, and then a list of cancelable attacks. There are
also some notes for each character at the end of each section.
------------------------------------------------------------------------
ANAKARIS
------------------------------------------------------------------------
Birthplace: Egypt
Birthdate: 2664 BC
Height: 8 feet, 9 inches
Weight: 18 oz. to 1212 lbs. (variable)
Cursed: Hieroglyphic slab
Basketball: Covered in bandages with one eye showing
"Anakaris was once the greatest warrior Pharaoh, and now, nearly 5,000
years later, he intends to prove that he is still the greatest warrior
in existence."
Imashime no Bohi Press u + K when your enemy is down
Cobra Blow b,f + P
Miira Drop qcf + P
Ouke no Sabaki In air, qcf + P
Hitsugi no Mai Press the same strength P + K
Kotodama Gaeshi (Suu) qcb + K (air)
Kotodama Gaeshi (Haku) qcf + K anytime after Suu
Suichoku Fuyuu Press u, then move b / f / d
Naname Fuyuu Press ub / uf
Nidan Jump Press ub~uf twice during Naname Fuyuu
Seinaru Bohi d + K during Naname Fuyuu / Nidan Jump
Ooinaru Bohi df + K during Naname Fuyuu / Nidan Jump
Seija no Ayumi b / f + MK
Tenchuu b / f + HK
(reverse warp) Tap b,b when against a wall
Naraku no Ana hcf + KK
Pharaoh Magic MK,LP,d,LK,MP
Pharaoh Split LP,LP,f,MK,HK
GUARD REVERSAL: None
ESPECIAL MOVES: Imashime no Bohi, Cobra Blow, Miira Drop, Ouke no
Sabaki, Hitsugi no Mai, Kotodama Gaeshi (Haku)
Imashime no Bohi 1,1,1 (2)
Cobra Blow 2,3,3 (6)
Hitsugi no Mai 1,1,1 (2)
Haku (varies)
Pharaoh Magic 4
CANCELABLES LP MP HP LK MK HK
---------------------------------------------------------------------
Standing C C N N N N
Far Standing C C N N N N
Crouching C C1:2 C C C N
Jumping N N N N N N
- The Miira Drop is an unblockable throw; the button used determine
where Anakaris' hands appear. You can rapidly tap the buttons and
/ or wiggle the controller during a normal or ES version for more
damage.
- An opponent hit by the Ouke no Sabaki changes into another form and
can only walk around, crouch, and jump (they cannot block or attack,
etc.) You can hit them for damage, and they will not change back
until enough time has elapsed (depending on the button strength
used).
- The buttons used for the Hitsugi no Mai determine where the coffin
drops in relation to Anakaris; LP + LK is close to him, while HP
+ HK is furthest away. In addition, you can hold back or forward
during a normal Hitsugi no Mai to make the coffin fall slightly
closer or further away from you. To do an ES Hitsugi no Mai, you
have to press four buttons at the same time (i.e. LP + LK + HP + HK
or MP + MK + HP + HK). Interestingly enough, you can hold the buttons
down and Anakaris will repeatedly perform this move; you can even hold
them while in air and he'll do this move upon landing. Weird.
- The Suu can be used to "eat" projectiles instead of getting hit by
them. You can eat ES projectiles, too, but not EX ones. After
"eating" a projectile, you can "spit" it out an infinite number of
times until the round ends. If you ate an air fireball, it can be
used in air as well. With the exception of the Anki Hou (see below),
you can also ES any projectile you want to "spit" back. Please
refer to the list below:
ANKI HOU - Due to the trajectories of the Ankihou, you can only eat
the MP version, and you have to be in mid-air (unless Hsien-Ko is
close by and does it as you've already started). You cannot ES this
move, and Anakaris will only spit back the same type of projectile
he ate. If it was a dizzying item, Anakaris can use it to dizzy his
opponent, but he can't dizzy them twice in a row like Hsien-Ko can.
BIG SNOW - Unlike Sasquatch, your Big Snow has a longer range, and
you can ES it with any two kick buttons, not just LK + MK.
BLIZZARD SWORD - You can eat the ES version, but you'll still get
hit by the two remaining snowflakes. The spit version has a
shorter range than the normal Blizzard Sword, and when you perform
the ES version, all three snowflakes come out at once, instead of
one after another.
CHAOS FLARE - If you eat a ground Chaos Flare, you can only do it
while standing, and if you eat an aerial Chaos Flare, you can only
do it while jumping.
HANE YAIBA - The spit version has a slightly shorter distance than
it does normally, and you can't follow it up with the Kaeshi Yaiba
or anything like that :) However, a hit opponent is momentarily
stunned, allowing you to combo off the hit (although it won't
register if you do a chain combo) and you can still do the ES
version for the 'suicide effect', if you wish.
MUKURO FUUJI - Works just like the normal version. Obviously, you
can only spit it back while in air.
OUKE NO SABAKI - You can eat the ES version, but you'll still get
hit by the two remaining 'spirits'. Spitting this move back is
pretty pointless as you can already do it normally anyway.
Obviously, you can only spit it back while in the air.
POISON BREATH - Works just like the normal version. After stunning
someone with this move, it will miss if done again.
SONIC WAVE - Works just like the normal version. After stunning
someone with this move, it will miss if done again.
SOL SMASHER - If you eat a ground Sol Smasher, you can only do it
while standing, and if you eat a Kuuchuu Sol Smasher, you can only
do it while jumping.
SOUL FIST - If you eat a ground Soul Fist, you can only do it while
standing, and if you eat a Kuuchuu Soul Fist, you can only do it
while jumping.
- Any projectile not mentioned here can't be eaten (namely the Plasma
Beam and Sand Splash). Remember that in most cases, spit projectiles
have the same ranges as the normal ones (so a spit HP Sol Smasher
swings upward, and a spit LP Anki Hou goes low to the ground). Also,
you cannot use spit projectiles as Guard Reversals (such as Rikuo's
Sonic Wave). They can be done as normal Reversals, though.
- Anakaris has no throws or Guard Cancel move.
- The Seija no Ayumi is an overhead attack and must be blocked high.
You can chain into and out of it, just like a normal kick.
- The Naraku no Ana is unblockable.
- During the Pharaoh Split, you can move Anakaris' upper half in any
direction, and pressing Punch makes you perform Kick attacks. While
this is going on, your lower body will be walking along the ground,
(piloted by your friend Khybit). If you press any Kick button,
Khybit will stop the body and make it do a kick attack for you. You
cannot use special moves or command attacks (like the Seija no Ayumi)
during this move. Khybit can still attack even when your lower half
is practically off-screen. Once your upper half is hit or the lower
half is fully off-screen, the move ends and Anakaris sinks to the
floor and gets his whole body back.
------------------------------------------------------------------------
BISHAMON
------------------------------------------------------------------------
Birthplace: Japan
Birthdate: 1673
Height: 6 feet, 2 inches
Weight: 132 lbs.
Cursed: Goblin samurai
Basketball: Grinning face
"Bishamon was charged with protecting his land and his people. To do
so, he donned a forbidden suit of armor and a cursed sword. Due to the
effects of these forbidden items, he has never rested from his duty.
He has a noble heart, however, and still defends his honor."
Kesa Nage When close, b / f + MP / HP
Mitama Nuki Any dir. but u + MP / HP in air
Shikabane Nui Press u + K when your enemy is down
Hane Yaiba hcf + P
Kaeshi Yaiba b + P after Hane Yaiba hits
Tsuji Hayate qcf + P after Hane Yaiba hits
Mukuro Fuuji In air, u,uf,f + P
Iai Giri (Joudan) Charge b,f + P
Iai Giri (Gedan) Charge b,f + K
Kien Zan f,d,df + P under specific conditions
Kirisute Gomen When close, rotate 360 + P
Kareha Chirashi / Haya Gatana While standing, press f + LP,LP / LK
Ichimonji Giri / Sotoba Ori While standing, press f + MP,MP / MK
Kawara Kudaki / Kaina Otoshi While standing, press f + HP,HP / HK
Onikubi Hineri hcb + PP / f,d,df + PP
Kasane (Tsurane?) Giri hcf + KK
GUARD REVERSAL: Kien Zan
ESPECIAL MOVES: Shikabane Nui, Hane Yaiba, Mukuro Fuuji, Kien Zan,
Iai Giri, Kirisute Gomen
Shikabane Nui 1,1,1 (5)
Tsuji Hayate 2,2,2
Mukuro Fuuji 1,1,1 (2)
Kien Zan 1,1,1 (2)
Iai Giri 3,3,3 (9)
Kasane Giri 5
CANCELABLES LP MP HP LK MK HK
---------------------------------------------------------------------
Standing C N:3 N:3 C C N
Far Standing C N:3 N:3 C C N
(f + P / K) C1:2 C2:2 N:2 C C N
Crouching C C N C C N
Jumping C1:2 N:2 N:3 C N N
- After the Kaeshi Yaiba, you can use the Kien Zan, or you can use
a normal attack, or even let them fall and use a pursuit attack.
- An opponent hit by the Mukuro Fuuji is stunned momentarily.
- The Iai Giri (Gedan) must be blocked low.
- The Kien Zan can only be used in these situations; when Bishamon is
landing from a jump or backstep, after air-blocking an attack and
landing, as a reversal
, as a Guard Reversal attack, or after the
Kaeshi Yaiba.
- You can chain the alternate attacks (f + P / K) together, just like
Bishamon's normal punches and kicks.
- The Kirisute Gomen is unblockable.
- The Onikubi Hineri can be performed with hcb + PP or f,d,df + PP--
the version used makes no difference. The very edge of the giant
hand can be blocked, but if the rest of the hand touches your
opponent, this move becomes unblockable and the hand starts
squeezing. You can shake the joystick and tap the buttons while the
hand is squeezing for added damage.
------------------------------------------------------------------------
DEMITRI MAXIMOV
------------------------------------------------------------------------
Birthplace: Romania
Birthdate: 1483
Height: 6 feet, 5 inches
Weight: 223 lbs.
Cursed: Vampire bat
Basketball: Eyes peering out from cape
"Demitri has called together the DarkStalkers to prove he is still
lord of the night. Even after 500 years, his fighting skills have not
dulled, and he is up to any new challenge."
Bat Dive When close, b / f + MP / HP
Demon Fly Any dir. but u + MP / HP in air
Hell Ride Press u + K when your enemy is down
Chaos Flare qcf + P (air)
Bat Spin qcb + K (air)
Demon Cradle f,d,df + P (can be done from b,b / f,f)
Negative Stolen When close, rotate 360 + MP / HP
Midnight Pleasure d,f,df + PP
Demon Billion d,f,df + KK
GUARD REVERSAL: Demon Cradle
ESPECIAL MOVES: Hell Ride, Chaos Flare, Bat Spin, Demon Cradle
Hell Ride 1,1,1 (6)
Chaos Flare 1,1,1 (3)
Bat Spin 3,3,3 (10)
Demon Cradle 1,1,1 (7)
Midnight Pleasure 4
Demon Billion 31
CANCELABLES LP MP HP LK MK HK
---------------------------------------------------------------------
Standing C C C C C N
Far Standing C N N C N N
Crouching C C N C C N
Jumping C C N C C N
- Demitri does not bounce back after an ES Bat Spin, allowing you to
follow it with an attack upon landing.
- You can also perform the Demon Cradle during a backstep or dash, in
which case it will come out at a diagonal angle.
- The Negative Stolen and Midnight Pleasure are unblockable.
------------------------------------------------------------------------
DONOVAN BAINE
------------------------------------------------------------------------
Birthplace: ???
Birthdate: ???
Height: 6 feet, 4 inches
Weight: 216 lbs.
Cursed: Boy with Kilshred
Basketball: Bunch of prayer beads
"An enigmatic man with a mysterious background (one that he never talks
about), Donovan travels the world searching for and battling against
the forces of darkness. Some have speculated that his family was
destroyed by one or more of the DarkStalkers, while others believe that
he may be descended from one of them. Whatever the reason, he is a
cold, efficient fighting machine.
"Although he normally travels alone, he has become the protector of a
young girl who has been living in a state of near shock since the
destruction of her family at the hands of the DarkStalkers. He feels
that this emotionless child may hold the key to his destiny. She has
the power to detect the DarkStalkers, and now leads the Dark Hunter to
them, wherever they are."
(ground throw) When close, b / f + MP / HP
(mid-air throw) Any dir. but u + MP / HP in air
(pursuit attack) Press u + K when your enemy is down
Blizzard Sword hcf + P
Ifrit Sword f,d,df + P
Lightning Sword b,d,db + P, tap P rapidly
Sword Grapple When close, hcb + P
Killshred - Katana Hanasu Press the same strength P + K
Killshred - Katana Modosu After Hanasu, same strength P + K (air)
(killshred surf) In air, d + LK / MK
(killshred dive) In air, d + HK
(hop kick) f + HK
Press of Death hcf + K
Change Immortal MP,LP,b,LK,MK (can direct d / u)
GUARD REVERSAL: Ifrit Sword
ESPECIAL MOVES: (pursuit attack), Ifrit Sword, Lightning Sword,
Blizzard Sword, Killshred - Katana Hanasu
(pursuit attack) 1 (2)
Blizzard Sword 1,1,1 (3)
Ifrit Sword 1,1,1 (6)
Lightning Sword 3-5,5-9,7-11 (9-13)
Katana Hanasu 1,2,3 (6) (hits added together)
Press of Death 2,2,2
CANCELABLES LP MP HP LK MK HK
---------------------------------------------------------------------
Standing C N N C C N
Far Standing C N N C C N
Crouching C C N C C N
Jumping N N N N N N
* Without Killshred, Donovan's standing MP becomes cancelable (whether
he's close by or far away).
- The Sword Grapple is unblockable.
- When the Katana Hanasu is used, Donovan sticks Killshred into the
ground (the button strength used determines the number of hits
Killshred will do when called back with Katana Modosu). Without
Killshred, his punch attacks change, and the only moves left
available to him are his throws, pursuit, hop kick, and either EX
Special. An alternate way to do the Hanasu is to press and hold the
same strength P + K, and then release them after a moment to activate
the Katana Modosu.
- To get Killshred back, perform the Katana Modosu. Killshred will
come flying out of the ground, cutting through enemies in the
process, and fly over to Donovan. How far away he flies before
returning to Donovan depends on the buttons used for the Modosu
(LP + LK is quickest return time, HP + HK is the longest). You can
perform the Modosu in air as well.
- The Hop Kick can be chained into, just like normal punches and kicks.
- The button used during the Press of Death determines the location of
the spirit's foot. LK is closest to you, HK is furthest away.
- The Change Immortal homes in on an opponent, but you can also make
Donovan fly up or down if you wish.
------------------------------------------------------------------------
FELICIA
------------------------------------------------------------------------
Birthplace: Las Vegas, California, USA
Birthdate: 1967
Height: 5 feet, 6 inches
Weight: 128 lbs.
Cursed: Blue-haired kitten
Basketball: Little body, big head
"Felicia is an exotic battle dancer. The youngest of the DarkStalkers,
she intends to prove her strength to all."
Panic Nail When close, b / f + MP / HP
Tumble Cat When close, b / f + MK / HK
Flip Cat Any dir. but u + MP / HP in air
Romper Cat Press u + K when your enemy is down
Rolling Buckler qcf + P, then press P
Rolling Scratch qcb + P, then tap P rapidly
Sand Splash qcf + K
Delta Kick b,d,db + K
Hell Cat When close, hcb + MK / HK
Sankaku Tobi Leap ub against a wall, press uf~df
Dancing Flash f,d,df + PP
Please Help Me hcf + KK
GUARD REVERSAL: Sand Splash
ESPECIAL MOVES: Romper Cat, Sand Splash, Rolling Buckler, Rolling
Scratch, Delta Kick, Hell Cat (must use MK + HK)
Romper Cat 1,1,1 (8)
Rolling Buckler 1,1,1 / 1,1,1 (1,1,1 / 3,3,3)
Rolling Scratch 1,1,1 / 2-4 (4,4,4 / 2-4)
Sand Splash 1,1,1 (5,5,5)
Delta Kick 3,3,3 (7,7,7)
Dancing Flash 11
Please Help Me 34
CANCELABLES LP MP HP LK MK HK
---------------------------------------------------------------------
Standing C C N:2 C C N
Far Standing C C N:3 C C N:2
Crouching C C1:2 N C C N
Jumping N N:2 N N N N
- You can only add hits to the Rolling Scratch if Felicia hits her
opponent while high in the air. If close to the ground, the move
simply ends.
- The CPU version of Felicia sometimes does an attack where she
triangle jumps off the wall and scratches you multiple times a la
the Rolling Scratch, but I can't figure out how it's done.
------------------------------------------------------------------------
HSIEN-KO (LEI-LEI in Japan)
------------------------------------------------------------------------
Birthplace: China
Birthdate: 1730
Height: 6 feet
Weight: 95 lbs.
Cursed: Panda with soccer ball
Basketball: Giant head
"Lei-Lei and her sister were born in the 1700s, during one of China's
more turbulent periods. While they were still young girls, their
mother was killed by one of the DarkStalkers (probably Demitri).
Not knowing of the evil that had taken their mother, the girls set
off to find out what had happened only to fall themselves to the
forces of darkness. As they breathed their last breath, they each
made a vow; one to free (or avenge) the spirit of their mother; the
other to avenge themselves against the powers of the night by
destroying the DarkStalkers.
"Their spirits joined into one body after their death and they became
the ghost Hsien-Ko. Although they have yet to realize it, they are
rapidly becoming what they swore to destroy! They now race against
time to complete their tasks before their humanity drains away
completely."
Hourei When close, b / f + MP / HP
Houten Any dir. but u + MP / HP in air
Zanpa Press u + K when your enemy is down
Anki Hou qcf + P
Henkyou Ki qcb + P (air)
Senpuu Bu f,d,df + P, tap P rapidly (air)
Houten Geki When close, hcb + P
Kuuchuu Dash In air, tap b,b / f,f
Rantetsu f + MP
Edoga f + HP
Jirei Tou hcf + KK
Tenrai Ha LK,HK,MP,MP,u
GUARD REVERSAL: Henkyou Ki
ESPECIAL MOVES: Zanpa, Anki Hou, Henkyou Ki, Senpuu Bu
Zanpa 4 (8)
Anki Hou 1,1,1 (1,1,1)
Henkyou Ki 1,1,1 (3)
Senpuu Bu (ground) 10,8,6 (17) (hits added together)
Senpuu Bu (air) 11,10,5 (17) (hits added together)
Jirei Tou 5
Tenrai Ha 9
CANCELABLES LP MP HP LK MK HK
---------------------------------------------------------------------
Standing C C N C N N
Far Standing C C N:3 C N N
Crouching C N N C C N
Jumping C N N:3 N N N
- The items thrown during the Anki Hou do not come out randomly; there
is a definite order, and after each cycle, there is a random chance
of it either repeating, or having a rare item appear:
LP: Hatchet, Boomerang, Shuriken, Sword
MP: Hatchet, Boomerang, Shuriken, Mallet, Sword, Boulder
HP: Hatchet, Boomerang, Shuriken, Mallet, Sword, Boulder
- The order of items remains the same no matter what version you use:
After a MP / HP Mallet, using LP results in a Sword.
After a MP / HP Sword, using LP results in a Hatchet or rare item.
After a MP / HP Boulder, using LP results in a Hatchet or rare item.
After a LP Sword, using MP or HP results in a Boulder.
- You can see how this works, since after the Mallet comes the Sword,
and the Sword is followed by the Boulder. The LP Sword and MP / HP
Boulder are the end of the cycle (allowing for possible rare items).
- After throwing the Sword in the LP version, there is the possibility
that instead of cycling back to the Hatchet, you may throw a Claw
or Bracelet instead. After throwing the Boulder in the MP or HP
version, there is the possibility that the next item thrown will be
a Claw, Bracelet, Bonsai, Star, or Barrel. In all cases, after
throwing the rare item, your next toss will be the Hatchet.
- All items thrown do the same damage. However, the Mallet, Boulder,
Bonsai, Star, and Barrel will also dizzy an opponent. If you hit
someone with a dizzying item twice, they will get re-dizzied (i.e.,
a Boulder, then a Bonsai). I'm not sure if the Akuma statue dizzies
or does more damage, but I'd assume that it does, considering how
rare it is.
- If you select Hsien-Ko by holding X+B (that's LP + MK by default) or
with Start, then it's possible to throw a Yashichi or an Akuma
statuette as your random item, for any strength Anki Hou. Neither
item dizzies, and they both hit for normal damage.
- The MP version of the Anki Hou cannot hit an opponent from far away
unless they're in the air, but Anakaris and Victor can still be hit
while standing if they're at the end of the screen.
- The Henkyou Ki can be used to stop projectiles. Some projectiles
will be reflected back horizontally (Chaos Flare, Sol Smasher, Sonic
Wave, and Soul Fist), while others fly downward when reflected (Anki
Hou, Blizzard Sword, Might Launcher). Both of Bishamon's projectiles
(Hane Yaiba, Mukuro Fuuji) will simply fly back to him when reflected
(he takes no damage), and Anakaris' Ouke no Sabaki merely dissapates.
- Also, while you can reflect the ES versions of these moves, there are
some projectiles you cannot reflect ES or not (Plasma Beam, Poison
Breath, any EX Special).
- During the Senpuu Bu, you can press any Kick to cancel the attack
and make Hsien-Ko drop to the ground. This move will also end
prematurely if Hsien-Ko swings into a wall or drags too close to
the ground. You can cancel the mid-air version by tapping forward,
pressing K to cancel, then tapping f again. Hsien-Ko will instantly
go into the dash. The first time I tried this, I got it to work,
but as it turns out, the timing is really hard. If she can backdash
after the Senpuu Bu, I haven't gotten that to work, either.
- The Houten Geki is unblockable.
- Unless you're in air or are crouch-blocking when Hsien-Ko uses the
Tenrai Ha, you'll be knocked to the ground. Because an opponent on
the ground can be hit by the spiked iron balls, it makes it very
easy for you to connect with a pursuit attack upon recovering, as
they will still be taking hits if any of the balls fell on them.
- The neat thing about the Tenrai Ha is that you can enter the command
fairly slowly, and it will still come out. This means you can press
HK immediately after LK, and the LK and MP hits will combo just before
the Tenrai Ha comes out, or you can wait for the HK to come out and
combo with the LK, then press MP,MP,u and it will combo off of the HK.
The weird thing is that you can't do s. LK, c. HK, MP,MP,u, but you
can do c. LK, c. HK, MP,MP,u. You can even hold f while doing the
Tenrai Ha so that the Rantetsu comes out, then press u to complete
the command.
------------------------------------------------------------------------
HUITZIL (PHOBOS in Japan)
------------------------------------------------------------------------
Birthplace: Mexico
Birthdate: 520 AD
Height: 7 feet, 3 inches
Weight: 2.27 tons
Cursed: Miniature doll
Basketball: Miniature doll
"Constructed to be the ultimate guardian, Huitzil has been programmed
by the ancient Mayan people to protect Central America from great evil,
and from any other outside threat."
(ground throw) When close, b / f + MP / HP
(mid-air throw) Any dir. but u + MP / HP in air
(pursuit attack) Press u + K when your enemy is down
Plasma Beam qcf + P
Might Launcher qcf + K
Genocide Vulcan b,d,db + P
Reflect Wall f,d,df + P (Guard Reversal only)
Circuit Scrapper When close, hcb + MP / HP
Kuuchuu Dash In air, tap b,b / f,f
(hover jump) Press ub~uf, then press db~df to land
(crawl back / forward) Press and hold db / df
Confusioner f,d,df + KK
Final Guardian hcb + KK
GUARD REVERSAL: Reflect Wall
ESPECIAL MOVES: (pursuit attack), Plasma Beam, Might Launcher,
Genocide Vulcan, Circuit Scrapper (must use MP + HP)
(pursuit attack) 1,1,1 (5)
Might Launcher 1,1,1 (3)
Genocide Vulcan 14,14,14 (26)
Final Guardian 3
CANCELABLES LP MP HP LK MK HK
---------------------------------------------------------------------
Standing C1:2 C1:2 N C N:3 N
Far Standing C1:2 N N C N N
Crouching C N N:2 C C N:2
Jumping N N N N N N
- When you use the Plasma Beam, LP fires close to the ground, MP is
a standing version that can be ducked under, and HP goes straight up.
- The Circuit Scrapper is unblockable.
- An opponent hit by the Confusioner is knocked up into the air. They
can still perform normal punches and kicks, but cannot use special
moves or EX moves, and cannot block or otherwise move. They are
trapped and vulnerable to attack until the Confusioner wears off.
------------------------------------------------------------------------
JON TALBAIN (GALLON in Japan)
------------------------------------------------------------------------
Birthplace: England
Birthdate: 1940
Height: 6 feet, 1 inch
Weight: 154 lbs.
Cursed: Angry daschund
Basketball: Big wolf face with belt
"Jon inherited the family curse of lycanthropy early in his life. At
first he sought an escape from his curse but now has come to accept
what he is."
Rapid Crunch When close, b / f + MP / HP
Canyon Rounder When close, b / f + MK / HK
Canyon Flyer Any dir. but u + MP / HP in air
Strike Wolf Press u + K when your enemy is down
Beast Cannon (Taichi) qcf + P
Beast Cannon (Kuuchuu) In air, uf,f,df + P
Beast Cannon (Taikuu) f,d,df + P
Million Flicker b,d,db + P
Climb Razor d,u + K
Wild Circular When close, hcb + MK / HK
Dragon Cannon hcb + PP
Mirage Body hcf + KK
GUARD REVERSAL: Beast Cannon (Taikuu)
ESPECIAL MOVES: Strike Wolf, Beast Cannon (any version), Million
Flicker, Climb Razor, Wild Circular (must use MK + HK)
Strike Wolf 1,1,1 (2)
Beast Cannon 1,1,1 (can hit more than once)
Million Flicker 4 (4)
Climb Razor 1 (3)
Dragon Cannon 3
CANCELABLES LP MP HP LK MK HK
---------------------------------------------------------------------
Standing C C N C C N
Far Standing C C1:2 N:2 C C N:3
Crouching C N N C C N
Jumping C C N C C N
- It's possible to juggle off of the Taichi or Kuuchuu Beast Cannon,
but you need to do them from as far away as possible so that Jon
recovers just after hitting. If done correctly, Jon lands right
after knocking his opponent into the air, and you can follow with
any attack that you wish (although if you attempt to follow with
the Climb Razor, you'll get a pursuit attempt (Strike Wolf) instead.
- You can redirect any of the three Beast Cannon moves by pressing in
any direction + P before the initial flight ends (unless you're doing
the Taichi version, in which case you can redirect it in any
direction but db~df). During an ES Beast Cannon, you can redirect
your flight up to four times.
- The Wild Circular is unblockable.
- During the Mirage Body, Jon is followed by afterimages of himself.
Any normal Punch or Kick attack that he performs will hit three
times (six times for double-hits and nine times for his far
standing HK).
------------------------------------------------------------------------
LORD RAPTOR (ZABEL ZAROCK in Japan)
------------------------------------------------------------------------
Birthplace: Australia
Birthdate: 1889
Height: 5 feet, 10 inches
Weight: 86 lbs.
Cursed: Guitar
Basketball: Le Malta (Raptor's one-eyed friend)
"Lord Raptor is an aristocrat who believes he should bear the title of
'Lord of the Night.' Although born during the Victorian age, he finds
modern speed metal music more to his liking."
Murder Beat When close, b / f + MP / HP
Deadly Catapult When close, b / f + MK / HK
Air Catastrophe Any dir. but u + MP / HP in air
Skull Javelin Press u + K when your enemy is down
Death Hurricane qcb + K (air)
Skull Sting d,u + K (air)
Hell's Gate hcf + K
Skull Punish When close, hcb + MP / HP
Mad Pick / Hell Edge While standing, press f + LP / LK
Mad Cutter / Hell Shout While standing, press f + MP / MK
Toxic Bone / Hell Chainsaw While standing, press f + HP / HK
Mad Dagger / Mad Bullova In air, db~df + LP / MP
Mad Trident / Loudness Screw In air, db~df + HP / K
Kuuchuu Dash In air, tap b,b / f,f
(crawl back / forward) Press and hold db / df
Death Voltage hcb + KK (air)
Evil Scream f,b + PP
Hell Dunk f,d,df + PP
GUARD REVERSAL: Death Hurricane
ESPECIAL MOVES: Skull Javelin, Death Hurricane, Skull Sting, Skull
Punish (must use MP + HP)
Skull Javelin 3,3,3 (6)
Death Hurricane 1,1,1 (3)
Skull Sting 4,4,4 (8)
Skull Punish 1,1,1 (1)
CANCELABLES LP MP HP LK MK HK
---------------------------------------------------------------------
Standing C C N:2 C N N:2
Far Standing C C N:2 C N N:2
Crouching C C N C C N
Jumping C C N C C N:3
(f + P / K) C C N:3 N N N
(df in air) C C N N N N
- The Death Hurricane can only be used as a Guard Cancel from a standing
or crouching block (not from a mid-air block, even though it can be
used in air normally).
- The button used for the Skull Sting determines how far forward Lord
Raptor leaps. However, when performed in air, he only goes forward
a short distance.
- The Hell's Gate is a teleport move. LK puts you in the far right,
MK in the middle, and HK on the far right. This still applies even
if you're on the right side of the screen.
- The Skull Punish and Hell Dunk are unblockable. The Hell Dunk can
home in on an opponent's location, but they can still dash / jump
out of the way if they're quick.
- You can chain the alternate attacks (f + P / K) together, just like
Raptor's normal punches and kicks.
------------------------------------------------------------------------
MORRIGAN AENSLAND
------------------------------------------------------------------------
Birthplace: Scotland
Birthdate: 1678
Height: 5 feet, 7 inches
Weight: 128 lbs.
Cursed: Vampire bat
Basketball: Little head, big body
"Morrigan takes her last name from an ancient queen of Scotland. She is
known as a temptress, and a mistress of the night. She wishes to become
'Queen of the Night.'"
Moon Tracer When close, b / f + MP / HP
Breast Anguish When close, b / f + MK / HK
Sexual Embrace Any dir. but u + MP / HP in air
Shell Pierce Press u + K when your enemy is down
Soul Fist qcf + P
Kuuchuu Soul Fist In air, u,uf,f + P
Shadow Blade f,d,df + P
Vector Drain When close, hcb + MP / HP
Shell Kick In air, d + K
Vertical Dash Hold LK and tap b,b / f,f
Valkyrie Turn hcb + K, then press P / K (air)
Darkness Illusion LP,LP,f,LK,HP (air)
Astral Vision LP,LP,f,MP,HP (air)
GUARD REVERSAL: Shadow Blade
ESPECIAL MOVES: Soul Fist, Kuuchuu Soul Fist, Shadow Blade, Vector
Drain (must use MP + HP)
Shell Pierce 4,4,4 (8)
Soul Fist 1,1,1 (3)
Shadow Blade 1,1,1 (7)
Shell Kick 3
Darkness Illusion 14 (ground)
Darkness Illusion 11 (mid-air)
Valkyrie Turn 13,22,13
CANCELABLES LP MP HP LK MK HK
---------------------------------------------------------------------
Standing C C C C C N:4
Far Standing C C N C C N
Crouching C1:2 C N C C N
Jumping C C N C C N
- The Vector Drain is unblockable.
- You cannot use the Shell Kick during a normal or vertical dash,
although you can use any other mid-air move.
- Morrigan is invincible during the Valkyrie Turn, but only until you
press P or K. The strength of the inital Kick used determines the
angle of Morrigan's re-entry (LK is lowest, HK is highest). If you
don't press P or K after inputting hcb + K, Morrigan will not attack
and will simply land back on-screen.
- The mid-air version of the Darkness Illusion does less damage than
if it connects on the ground.
- During the Astral Vision, a duplicate of Morrigan appears opposite
her and does everything that she does. She disappears when Morrigan
is hit, if Morrigan performs the Darkness Illusion, or after enough
time has passed.
- Not only is it possible to combo an opponent after an LK Valkyrie
Turn, but you can do this during the Astral Vision for even more
hits.
------------------------------------------------------------------------
PYRON
------------------------------------------------------------------------
Birthplace: Planet Hellstorm
Birthdate: 1991
Height: ???
Weight: ???
Cursed: Floating fireball
Basketball: Angry ball of flame
"Pyron is the supreme overlord of his world. He is a being composed of
almost pure energy that can take solid form. Being a totally unnatural
creature, he feels that he should be the lord of the DarkStalkers."
(ground throw) When close, b / f + MP / HP
(mid-air throw) Any dir. but u + MP / HP in air
(pursuit attack) Press u + K when your enemy is down
Sol Smasher qcf + P
Kuuchuu Sol Smasher In air, u,uf,f + P
Orbiter Blaze In air, qcb + K
Zodiac Fire f,d,df + P
Galaxy Trip b,d,db + P / K (air)
Planet Burning When close, hcb + MP / HP
(rushing punches) While standing, f + P
(diving punches) In air, db~df + P
Cosmo Disruption (Close) hcf + PP (hold and release PP)
Cosmo Disruption (Far) hcf + KK (hold and release KK)
GUARD REVERSAL: Zodiac Fire
ESPECIAL MOVES: (pursuit attack), Sol Smasher, Kuuchuu Sol Smasher,
Orbiter Blaze, Zodiac Fire, Planet Burning (must use
MP + HP)
(pursuit attack) 3,3,3 (6)
Sol Smasher 1,1,1 (3)
Orbiter Blaze 1,1,1 (5)
Zodiac Fire 1,1,1 (4)
Cosmo Disruption 5,5,5
CANCELABLES LP MP HP LK MK HK
---------------------------------------------------------------------
Standing C C N:2 C N N
Far Standing C C N:2 C N N
Crouching C C N C C N
Jumping C C N C C N
(df in air) C C N -- -- --
- Pyron's standing MK is an overhead attack that must be blocked high.
- The rushing punches (f + P) can be chained into themselves or other
Punches or Kicks, just like normal chain combos. However, they
cannot be canceled into special moves.
- The Galaxy Trip can be used repeatedly to continuously warp around
the screen. The button used determines where you appear (there are
six possible destinations). This applies no matter what side of the
screen you're on. What's more, it can be canceled into a special
move or EX at anytime (even a Orbiter Blaze or Planet Burning is
possible).
- The Planet Burning is unblockable.
- The Cosmo Disruption has a variety of features. First off, using
PP makes the constellations appear close to Pyron, while KK makes
them appear further away. Second, how long you hold PP or KK
determines what constellation will appear:
Press or briefly hold: Casseiopeia (W-shaped)
Hold for one second: Orion (H-shaped)
Hold for 2 sec./until end: Big Dipper (dipper-shaped) ^_^;
The Big Dipper has the longest horizontal range, while Orion has
the longest vertical range. The default constellation (Casseiopea),
fills up a good deal of the screen--it's a little wider than Orion
but not as tall.
------------------------------------------------------------------------
RIKUO (AULBATH in Japan)
------------------------------------------------------------------------
Birthplace: Brazil
Birthdate: 1953
Height: 6 feet
Weight: 137 lbs.
Cursed: Japanese salamander
Basketball: Tiny frog
"Believed to be the last of his aquatic race, Rikuo searches the world
for news of others of his kind."
Land Fisher When close, b / f + MP / HP, then...
Land Fisher x2 ...press b just as opponent is slammed
Cataract Cry Any dir. but u + MP / HP in air
Riverside Drop Press u + K when your enemy is down
Sonic Wave qcf + P
Poison Breath qcf + K
Screw Jet b,f + P
Crystal Lancer When close, hcb + MP / HP
Sky Neptune When close, hcb + MK / HK
Spinning Current Press HP during a continuous dash
Trick Fish b,b + K / press K during a backstep
Trick Fish Hold K, backstep, release K
Killer Vortex In air, press HK
Aqua Spread f,df,d + PP / KK
Water Jail f,d,df + PP
Sea Rage hcf + PP
Direct Scissors d,d + PP
GUARD REVERSAL: Sonic Wave
ESPECIAL MOVES: Riverside Drop, Sonic Wave, Poison Breath, Screw Jet,
Trick Fish, Crystal Lancer (must use MP + HP), Sky
Neptune (must use MK + HK)
Riverside Drop 1,1,1 (3)
Screw Jet 4,3,3 (8)
Trick Fish 1,1,1 (3)
Crystal Lancer 1 (1)
Sky Neptune 1 (1)
Spinning Current 3
Sea Rage 8
CANCELABLES LP MP HP LK MK HK
---------------------------------------------------------------------
Standing C C1:2 N C C N
Far Standing C C1:2 N C C N
Crouching C C1:2 N:2 C N:2 N
Jumping N N N N N N
- Rikuo can backstep indefinitely by holding back, but his dash ends
the moment you let go of the controller. Therefore, you have to
keep holding forward in order to get a continuous dash.
- The timing on the Land Fisher x2 is tricky. You need to press in
the opposite direction just as your opponent hits the ground.
- Both the Sonic Wave and Poison Breath stun an opponent and allow you
to attack them for free. Note that an enemy stunned by the Sonic
Wave or Posion Breath will become invincible to either move until
they recover. An opponent hit by a Sonic Wave in mid-air will also
float upwards a bit.
- The Crystal Lancer, Sky Neptune, and Water Jail are unblockable.
- You can delay the "geyser" effect of the PP Aqua Spread by holding
PP for a while. The KK version cannot be delayed but will home in
on an opponent's position.
- The Water Jail cannot kill an enemy--it will only reduce them to one
point of life remaining. The Jail breaks after a few moments, or
if Rikuo is injured.
- If Rikuo is hit out of the start of the Sea Rage, the move will be
performed but won't hit anybody.
- You can't use the Direct Scissors unless you pick Rikuo with HK
(the C button by default), or the Start button. Although it looks
like a low attack, this move must in fact be blocked high.
------------------------------------------------------------------------
SASQUATCH
------------------------------------------------------------------------
Birthplace: British Columbia, Canada
Birthdate: 1903
Height: 5 feet, 5 inches
Weight: 397 lbs.
Cursed: Snowman
Basketball: Smiling face
"Leader of an ancient race of snow people, Sasquatch has decided to
make the outside world aware of his people."
Big Bomb When close, b / f + MP / HP
Big Air Any dir. but u + MP / HP in air
Big Wheel Press u + K when your enemy is down
Big Snow qcf + P
Big Towers d,d + P
Big Cyclone qcb + K (air)
Big Typhoon f,d,df + K
Big Brunch When close, hcb + MP / HP
Big Swing When close, rotate 360 + MK / HK
Big Freezer hcf + PP
Big (Eisbahn?) Ice Burn hcf + KK
GUARD REVERSAL: Big Typhoon
ESPECIAL MOVES: Big Wheel, Big Snow (must use LP + MP), Big Towers,
Big Cyclone, Big Typhoon, Big Brunch, (must use
MP + HP), Big Swing (must use MK + HK).
Big Wheel 1,1,1 (2)
Big Snow 1,1,1 (3)
Big Cyclone 1,1,1 (2)
Big Typhoon 4,4,4 (1)
CANCELABLES LP MP HP LK MK HK
---------------------------------------------------------------------
Standing C C N C N N
Far Standing C C N C N N
Crouching C C N C C N
Jumping C C N C C N:2
* Sasquatch's crouching HP can hit twice, but only if blocked.
- Another way to perform the Big Cyclone is to input it as qcb,ub + K,
which makes Sasquatch fly high up into the air and back, qcb,uf + K,
which does the same thing but makes him fly forward, and qcb,ub,u + K,
which makes him fly straight up.
- An opponent hit by the Big Brunch is encased in ice momentarily and
is vulnerable to attack (you can't Big Brunch them again, but you can
use the Big Swing if you want to).
- The Big Ice Burn is unblockable.
------------------------------------------------------------------------
VICTOR VON GELDENHEIM
------------------------------------------------------------------------
Birthplace: Germany
Birthdate: 1830
Height: 8 feet, 1 inch
Weight: 507 lbs.
Cursed: Miniature Frankenstein
Basketball: Mechanical face
"Victor is the creation of the mad doctor von Geldenheim. While his
creator is long gone, Victor still struggles to find his place in the
world."
Jaw Slugger When close, b / f + MP / HP, then...
Graviton Knuckle ...d,u + P before Jaw Slugger begins
Mega Strangle When close, b / f + MK / HK
Mega Throw Any dir. but u + MP / HP in air
(pursuit attack) Press u + K when your enemy is down
Gyro Crush qcb + P
Giga Burn qcb + K
Giga Hammer Charge b,f + P
Giga Buster Charge b,f + K
Mega Shock When close, qcf + MK / HK
Mega Spike When close, rotate 360 + MP / HP
Dengeki Touki Press and hold MP / MK / HP / HK
Double Meteor Knuckle Jump ub / uf, press HP
Thunder Break Charge d,u + PP
Great Geldenheim hcf + KK (dash with f,f / grab with P)
GUARD REVERSAL: Giga Burn
ESPECIAL MOVES: (pursuit attack), Gyro Crush, Giga Burn, Giga Hammer,
Giga Buster
(pursuit attack) 1,1,1 (3)
Gyro Crush 1,2,3 (4)
Giga Burn 1,1,1 (3)
Giga Hammer 1,1,1 (3)
Giga Buster 1,1,1 (3)
CANCELABLES LP MP HP LK MK HK
---------------------------------------------------------------------
Standing C N N C N N
Far Standing C N N C N N
Crouching C N N C N N
Jumping C N N C N N
- Victor can backstep, but cannot dash unless you use the Great
Geldenheim.
- The Graviton Knuckle must be performed after Victor has grabbed his
opponent but before he starts chin-bashing them.
- The Mega Spike is unblockable.
- You can perform the Dengeki Touki while standing or crouching. This
move actually does less damage than your normal punches and kicks,
but it can negate normal and ES projectiles, as can the Gyro Crush,
Giga Hammer and ES Giga Buster). However, none of these attacks
work against Anakaris' Ouke no Sabaki or Huitzil's Plasma Beam.
- During the Great Geldenheim, Victor can dash forward like everyone
else (tap f,f). In addition, his standing punches change into
unblockable grab attempts unless you hold back or forward when
you press a Punch button (you can still use the Dengeki Touki, too).
If he's able to grab an opponent, he'll spin around and then throw
them aside. You can keep doing it until the effect of the Great
Geldenheim wears off.
========================================================================
3. SECRETS AND TRICKS
========================================================================
------------------------------------------------------------------------
SPECIAL CODES
------------------------------------------------------------------------
All of these codes can be done seperately, although if you do the
"Enable the Debug Mode" sequence below, you'll end up putting these
codes in anyway. They are as follows:
APPENDIX CODE [ Configuration: B, X, down, A, Y ]
----------------------------------------------------------------------
Go into "Option Mode", highlight "Configuration", and enter the
following code: B, X, Down, A, Y. A new option called "Appendix"
will appear. In the Appendix menu, you can listen to a sound and
music test, and can change see full animation in a same player vs.
same player match if the animation option is set to FULL. You can
also switch the background music, background color, and computer-
controlled enemy costume color to CLASSIC (DarkStalkers-themed),
HUNTER (NightWarrior-themed), or RANDOM (it picks randomly from
either theme). Note that setting all three choices to CLASSIC changes
the intro to the DarkStalkers one (this may also happen if you set all
three choices to RANDOM).
TURBO SPEED CODE [ Turbo Speed: X, X, right, A, Z ]
----------------------------------------------------------------------
Go into "Option Mode", highlight "Turbo Speed", and enter the
following code: X, X, Right, A, Z. You can now have up to eight turbo
speed stars instead of the normal four (of course, it's almost
impossible to play well on higher speeds).
PAUSE TOGGLE CODE [ Screen Size: A, C, X, X, up ]
----------------------------------------------------------------------
Go into "Option Mode", highlight "Screen Size", and enter the
following code: A, C, X, X, Up. Now, when you pause the game, the
screen won't darken and the word "Pause" will not appear (you can
still press A to change your button configuration, though).
------------------------------------------------------------------------
ENABLE THE DEBUG MODE
------------------------------------------------------------------------
Most of the stuff I've seen on the Net relating to the Debug Mode is
either incorrect, or involves a lot of unneccessary steps. So here's
the confirmed, quickest method to enable this mode. There are alternate
ways to do some of the steps, but this way is the simplest:
1. Go the the Saturn's internal menu (the easiest way is to simply
open the lid, then close it again once the menu appears). If the
game's already running, just hold ABC and keep pressing Start
until you exit out to the internal menu.
2. Once there, pick 'Advanced Controls', go to 'Clock', and set the
date to 1/24/1998 (January 24, 1998). The time is fine, as long
as it's not something like 12:55 pm (you don't want to end up on
the 25th while completing this code)!
3. Press the Reset button to reload the game (you can press Start to
skip through the Saturn logo sequence and the Capcom logo FMV).
When the 'Now Loading' message appears, press and hold ABC (you
need to do this before the 'Now Loading' message vanishes, then
reappears. If you press ABC during or after the message has
disappeared momentarily, then you've done it too late).
4. In any case, keep holding ABC until the introduction starts. You
can now release ABC and press Start to get to the main menu. Now
enter 'Option'. What you need to do here is highlight the
following options and enter the button codes listed below. You can
enter them in any order you want, but you need to enter them all--
you'll know if you did this right because you'll hear Jon howl
along with the usual sound of glass shattering. The codes are:
Difficulty X, X, right, Y, Z
Turbo Speed X, X, right, A, Z
Screen Size A, C, Y, Y, up
Default Y, X, left, A, B
Configuration B, Y, down, A, X
Appendix X, X, down, B, C
You won't be able to enter the Difficulty, Default, or Appendix
codes unless you've done the previous steps. These codes have
no effect on the game, aside from being used to enable the debug
mode. The other codes all have secondary effects (see the
previous entry on Special Codes for details). If you're using
an old save file and already have those codes entered, then just
go ahead and enter the ones for Difficulty, Default, and Appendix;
you will still hear Jon howl, indicating success.
5. IMPORTANT! The trick is complete yet. You have to now press
Start to exit back out to the title screen (where it says Arcade,
VS, and Option). If you don't do this, then everything you've done
will not have been saved, and you'll have reload the game with ABC
and enter the Option Mode codes again. Once you're back at the
title screen (where it says ARCADE, VS. and OPTION), the code
is done!
Now, whenever you want to use the Debug Mode, simply turn on the game as
normal, and hold ABC when the 'Now Loading' message appears, just as you
did in step 3. Keep holding the buttons until the introduction starts,
at which point you can release ABC and play the game.
------------------------------------------------------------------------
ALL ABOUT THE DEBUG MODE
------------------------------------------------------------------------
So how does the Debug Mode work? Well, at any time during a battle
(whether it's a vs. the CPU, a second player, or even the CPU
demonstration battle), you can input the following codes (repeat them
to turn that particular effect off, otherwise the codes stay on until
you turn off your Saturn):
SHOW DAMAGE [ Hold R button, press X ]
----------------------------------------------------------------------
When used, this makes two numbers apper over either player's life
gauge. The one on the left shows (in points), the amount of damage
you just recieved from an attack. I believe the number on the right
indicates damage modifiers (i.e. reduced damage in combos, etc.), but
I'm not certain.
SHOW HIT BOXES [ Hold R button, press Y ]
----------------------------------------------------------------------
This places blue and red boxes around parts of both character's
bodies. The blue boxes indicate areas that can be hit, the red boxes
indicate the 'attack areas' that cause damage if they touch anything,
and the green boxes indicate the 'throwable' part of someone's body
(you won't see these if you're playing as Anakaris, who has no
throws).
SHOW ENDING SEQUENCE [ Hold R button, press Z ]
----------------------------------------------------------------------
When this code is input, the ending sequence begins (you can't turn
off this code, by the way). After the ending is shown, you see your
character's portrait and the rest of the ending sequence. One neat
aspect of this code is that you can still beat up your opponent if
they're still alive for the first few moments (this depends on the
character's ending, though).
STOP ENERGY LOSS [ Hold R button, press A ]
----------------------------------------------------------------------
When activated, character's life gauges stop emptying, and attacks
will not empty them any further (making both characters invincible).
However, there is a glitch with this effect; if you get someone's life
low enough (usually when it flashes red), and then perform a move that
would kill them, they will "die". From this point on, you can still
attack them, but neither character can move. You can still use
special moves, ES moves, EX moves, and can dash or backstep, but you
cannot walk, jump, block, etc. To really end the round, turn off this
code, then kill your opponent using special moves, dashing to get
close to them if need be.
TIMER STOP [ Hold R button, press B ]
----------------------------------------------------------------------
This code makes the timer stop at whatever number it is currently at.
It will start counting down once you deactivate the code. Obviously
none of this has any effect if you set the time to infinite.
STOP SPECIAL STOCK LOSS [ Hold R button, press C ]
----------------------------------------------------------------------
When this code is used with no special stocks, each person gets one
level of power. If you already have stocks, using this code makes
the Special Stock Gauge 'freeze', and using ES or EX attacks will
not lower the gauge. However, even if you turn the code off, you will
continue to have infinite stocks--even if the gauge reads 'zero', you
will still be able to perform Guard Reversals, ES, and EX moves.
Sometimes it is possible to get the code to turn off fully, but you
can simply repeat R + C to re-enact the code.
If you turn this code on in the first round after gaining some power,
you will have no power when the next round begins, but when you turn
this code off, both players' Special Stock Gauges will refill to the
amount that they were at when you activated this function in the last
round / to the amount you would have gained while the code was on.
An alternate way to perform these codes is to press R and the desired
button at the same time, but this way you know for sure that the code
you want has been activated.
FRAME-BY-FRAME ANIMATION [ Pause the game, then tap the L button ]
----------------------------------------------------------------------
After pausing the game, pressing L will advance the game by one single
frame of animation (this applies to both characters, as well as the
background). It's virtually impossible to perform a special move
while this mode is active, but if you press L button + an attack
button during this time, you can attack. You can also move and jump
providing you press in a direction at the same time that you press the
L button.
SELECT CPU OPPONENT AND CPU COSTUME COLOR
----------------------------------------------------------------------
When playing in Arcade Mode, after selecting your character and once
the CPU 'random select' begins, press and hold A. You can now press
back or forward to pick the opponent of your choice. If you've gone
into the 'Appendix' menu under 'Option' and set the CPU COLOR option
to 'Random', you can cycle through your opponent's outfit colors by
tapping left and right to re-highlight them repeatedly. If the CPU
Color option is set to Classic or Hunter, then you cannot select the
colors (as they will always be the classic DarkStalkers or Night
Warriors colors). Once you have the desired opponent and color,
release A and wait a moment; you'll fight your chosen enemy, even
though the 'list of fights' will show a different character. Although
you can fight characters like Pyron and even see special ending
win poses (like when Bishamon kills Pyron), the actual ending won't
take place until you beat your last opponent (whoever that may be).
The second player can input these codes, too, but from my testing, they
can only use the 'Stop Special Stock Loss' and 'Frame-by-Frame
Animation' codes (sometimes they can use any code, though...anyone
know what determines this?) Another setback with using the Debug Mode
is that you can't change your button configuration during a paused
game while Debug Mode is activated. Also, weirdly enough, if you use
Morrigan's Astral Vision, it stays active forever (or until you're hit
or use the Darkness Illusion).
------------------------------------------------------------------------
CHANGE YOUR BUTTON CONFIGURATION
------------------------------------------------------------------------
During the game, pause and press A. You will see a screen similar to
the one found in "Option Mode", where you can change your button
settings. You cannot do this when the Debug Mode is active, though.
Note that there is a bug when changing your button configuration (even
if you do it from the "Option Mode' screen). If you set the L or R
buttons to AB, AC, XY, XZ or YZ, then some special throws and other
moves can't be enhanced, while others can. So, it's safer to set the
L and R buttons to BC, ABC, or XYZ.
------------------------------------------------------------------------
CHANGE THE ENDING MUSIC
------------------------------------------------------------------------
After watching your character's ending, hold XYZ and press and hold in
any direction when the 'Now Loading' message appears (It comes up after
your character's portrait has been shown, but before the ending staff
roll begins). The music will change to a tune similar to a Felicia-
themed tune.
------------------------------------------------------------------------
COSTUME COLORS
------------------------------------------------------------------------
You can select your character's colors with A, B, C, X, Y, or Z. You
can also select two secret colors: one with Start and one by pressing
_and holding_ X+B. If the Auto Guard option is set to 'Free', you need
to hold down XB until you've chosen all your options or your color
won't change.
------------------------------------------------------------------------
FROG TRICK
------------------------------------------------------------------------
Play with Rikuo in Rikuo's stage. If you do either Aqua Spread EX
enough times, a frog may fall to the ground and hop off screen. You
can get two frogs on the screen if you're playing with two Rikuos.
------------------------------------------------------------------------
MORRIGAN'S WARDROBE
------------------------------------------------------------------------
Hold PPP or KKK after you win a round with Morrigan. Holding PPP makes
her don a miniskirt and top, while holding KKK makes her wear a shirt
and pants.
------------------------------------------------------------------------
SASQUATCH'S HIDDEN WIN POSE
------------------------------------------------------------------------
Hold Up + all three kicks after winning a round with Sasquatch, and he
will blow steam out of his nose repeatedly. Not that impressive, but
at least it's in there.
------------------------------------------------------------------------
DONOVAN'S HIDDEN WIN POSES
------------------------------------------------------------------------
If you get a Perfect win with Donovan, then two random win poses will
occur. One of them makes an iron maiden drop on his foe, while the
other one makes the iron maiden open, and the opponent's skeleton is
sucked into it.
------------------------------------------------------------------------
OTHER SPECIAL POSES
------------------------------------------------------------------------
There are other special poses you can see in the game:
- An intro pose for Hsien-Ko vs. Lord Raptor.
- An intro pose for anyone vs. Bishamon on his stage.
- An intro pose for anyone vs. Felicia on her stage.
- A victory pose for Bishamon vs. CPU Pyron (last round).
- A victory pose for Anakaris vs. CPU Pyron (last round), if Anakaris
wins with the Pharaoh Magic or Naraku no Ana.
------------------------------------------------------------------------
SOFT RESET
------------------------------------------------------------------------
To soft reset, hold ABC, then press Start. If you do this twice in
a row, you'll go back out to the Saturn's internal menu. This also
happens if you hold ABC and press Reset. You can do this on most
Saturn games, not just NightWarriors.
========================================================================
4. GAMEPLAY NOTES
========================================================================
------------------------------------------------------------------------
SPECIAL STOCK GAUGE
------------------------------------------------------------------------
This starts off empty at the beginning of each battle. It fills up
when you perform normal attacks or special moves, and if they hit, then
it fills up a little more. You do not gain power from doing ES or EX
attacks, though.
Once the gauge is full, you will gain a stock, indicated by a number on
one end of the bar. Although the stock counter goes up to nine, you
can actually hold an infinite number of stocks. Stocks are carried
over from round to round, but not battle to battle. Furtheremore, they
do not 'empty out' like they did in DarkStalkers. Stocks can be spent
on ES moves or EX moves.
------------------------------------------------------------------------
AUTOMATIC (AUTO) MODE
------------------------------------------------------------------------
When you pick Auto mode, you gain several new abilities. For one thing,
you are given 10 auto-blocks (indicated by a counter at the bottom of
the screen). Auto-blocking means that if you are in the situation where
you can block an attack (i.e. not attacking or using special moves), but
you don't block the attack, the computer will block for you. You'll
know if an auto-block was used because your character flashes blue.
Once you run out of auto-blocks, you must block attacks manually, and
you will not get your ten auto-blocks back until the beginning of the
next _battle_ (not the next round).
Another advantage is that you can perform automatic chain combos while
standing or crouching. Simply press any two or all three Punch or
Kick buttons, and your character will perform those attacks. For
example, if I press LK + HK with Morrigan while crouching, she will
attack with a crouching LK, then chain it into a crouching HP. If
I pressed all three Punch buttons while standing with Victor, then he
would perform a standing LP,MP,HP chain combo. You can also do this
by using the L and R buttons (but if you try to assign both Punches
and Kicks to that button, then you just get the punch attacks).
You can stand up or crouch during an automatic chain, and can even
hold forward or backward to alter the attacks (for example, with
Lord Raptor, who has alternate punch and kick attacks). You can even
input command attacks--if your chain combo is LP,MP,HP with Hsien-Ko
and you hold forward when you press those buttons, then she will
perform a standing LP, Rantetsu, Edoga. If you were playing with
Anakaris and did an all kick chain, you could hold f during the MK
to get the Seija no Ayumi, then hold b to float backward during the
Tenchuu (standing HK).
The drawback with automatic chains is that you cannot perform chain
combos manually (by tapping in each new button)--you have to do the
automatic kind. Another problem is that you cannot go from Punch to
Kick--if you got close to your opponent and pressed LK + MP, or MK + HK,
then you would simply get the LK or MK attack and nothing else. Also,
you cannot perform automatic chains while in air.
------------------------------------------------------------------------
BLOCKING
------------------------------------------------------------------------
You can block against standing attacks by pressing back, and crouching
attacks by pressing down-back. Blocking an attack reduces the damage
significantly (you take no damage from normal attacks and reduced
damage from special moves, ES, and EX attacks). You can block attacks
while jumping as well; this will not protect you from ground attacks
(like a standing MP), but it will defend you from attacks that leave
the ground (like a Soul Fist, Chaos Flare, etc.)
Note that you cannot block throws or air throws of any kind. Some
moves may also be unblockable (like the Naraku no Ana) and will hit
you regardless of what type of block you're using.
------------------------------------------------------------------------
DASHING / BACKSTEPS
------------------------------------------------------------------------
All character can dash forward or backstep by tapping f,f or b,b. Some
of these have special properties: for example, Demitri and Hsien-Ko's
dashes make them vanish momentarily (this also applies to Demitri's
backstep), which can be used to pass through attacks or projectiles.
Rikuo can dash or backstep continuously until he reaches his opponent
or the edge of the screen by holding back or forward during a dash or
backstep. And Morrigan actually takes to the air during either move.
Some people's dash or backstep may make them leave the ground, in
which case you can perform air attacks or special moves if you are
fast enough (Sasquatch can do this on both his dash and backstep).
Some characters can even move through their opponents by dashing into
them (Demitri, Felicia, Hsien-Ko, and Jon Talbain can do this). Most
characters can interrupt their dash by pressing in the opposite
direction in order to stop quickly.
Also, note that Victor cannot dash unless the Great Geldenheim is in
effect.
------------------------------------------------------------------------
MOMENTUM SYSTEM
------------------------------------------------------------------------
Instead of having two projectiles cancel out, Capcom uses the momentum
system to determine the priority of the projectiles. It applies only
to horizontal projectiles thrown at one another on the air or in the
ground, and applies to ES as well as EX projectiles.
- When two projectiles are thrown towards each other, the strength of
the button used overrides the other projectile. For example, if
two Demitris throw two Chaos Flares, but one is performed with LP and
the other one with MP, then the MP one will override the LP Flare.
- If two projectiles of equal strength are thrown, the one fired later
will override the one thrown earlier.
- If two projectiles of equal strength are thrown at the same time,
they will both cancel out.
- ES projectiles override normal projectiles. EX projectiles override
any other type of projectile.
All other types of long-range attacks simply go by the rule of who fires
first (for example, if there are two Huitzils, the one who fires his
Plasma Beam first hits. If the both fire at the same time, they are
both hit).
------------------------------------------------------------------------
REVERSALS / GUARD REVERSALS
------------------------------------------------------------------------
You get a reversal notice when you perform a special, ES, or EX move
under the following circumstances:
- When getting up off the floor.
- As you come out of block stun from blocking an attack.
- As you come out of hit stun from taking damage.
There's no bonus for doing reversals, so getting this message is pretty
pointless.
Guard Reversals are a completely different story. Each character has
a special move that can be used as a Guard Reversal, except for Anakaris
(who doesn't have any Guard Reversals), and Huitzil (who has a Guard
Reversal-only move--in other words, it can't be used except as a Guard
Reversal).
To perform a Guard Reversal, simply enter the necessary command while
blocking an attack. For example, Sasquatch's Guard Reversal is his
Big Typhoon, so as Sasquatch blocked an attack, you'd quickly input
f,d,df + K to make him cancel out of block stun and perform the Big
Typhoon. Since you cancel out of your blocking animation when you
perform a Guard Reversal, you have a very high chance of landing the
attack. If you have some Special Stocks, you can even ES your Guard
Reversal attempt (excluding Huitzil, who can't ES the Reflect Wall).
However, it's hard to pull off a Guard Reversal unless you're blocking
multiple hits, as the time frame to go from a blocking pose to the
Guard Reversal is quite small.
Using a Guard Reversal costs no Special Stock power, btw (unless you
decide to ES it, if applicable).
------------------------------------------------------------------------
THROWS AND HOLDS
------------------------------------------------------------------------
Every character (excluding Anakaris) has at least one ground throw and
one air throw. The basic ground throw is performed by getting close
to your enemy and pressing b / f + MP / HP; for most characters this
will make you throw your opponent either in front of or behind you
(this doesn't apply to all throws, though, like Demitri's Bat Dive).
For characters with two ground throws, the way to do those is to get
close and press b / f + MK / HK.
Air throws can only be used when both characters are in the air and are
close to each other. They can only be used when you are almost at
the peak of your jump, at the peak of your jump, or just aftewards.
Otherwise they won't come out. In any case, when all the conditions
have been met, press in any direction but Up and press MP or HP.
Special throws include moves like Rikuo's Cataract Cry and Sasquatch's
Big Swing. Like other throws, they are unblockable and must be
performed from up close, but they cannot be escaped from, and some of
them can be ES'd. The interesting thing with special throws (and
holds, see below), is that they don't "come out" if performed out of
range. However, if you perform a special throw when you're close
enough to grab someone, and they walk backward or otherwise get out
of range before the throw comes out, then you get a 'missed animation'.
It's pretty short, but it's possible for your opponent to hit you
during the missed throw animation. The only person without such
animations are Anakaris (no special throws), and Hsien-Ko (the
command overlaps with her Henkyou Ki, and so you'll always get that
move instead if you miss the Houten Geki throw attempt).
Finally there are holds. These may be normal moves, like Felicia's
Panic Nail or Raptor's Murderer Beat. Or they may be special moves,
like Victor's Mega Shock or Anakaris' Miira Drop. Unlike throws,
holds tend to do less damage normally, but you can make them do much
more damage by rapidly wiggling the pad in any direction (I usually
slide my thumb back and forward), and tapping the buttons repeatedly
(it's best to tap several buttons at once instead of just one or two).
You'll know if you're succeeding because the hold animations will
start to come out faster.
However, you opponent can break out of a hold faster, or at least
prevent you from doing added damage, by doing the same command (tapping
all the buttons and wiggling the control pad rapidly).
------------------------------------------------------------------------
TECH. HIT (THROW ESCAPE)
------------------------------------------------------------------------
A throw escape can be used to get out of normal throws and holds; it is
done by pressing b / f + MP / MK / HP / HK just as your opponent grabs
you. However, special throws cannot be escaped from, and neither can
air throws. If your throw escape is successful, you'll flip back
without taking any damage, and the message 'Tech. Hit' will appear.
------------------------------------------------------------------------
PURSUIT ATTACKS
------------------------------------------------------------------------
These can only be used after knocking down your opponent, which can be
done by hitting him or her with a crouching HK attack (some characters
have other attacks or moves that will knock down an opponent). Note
that pressing u + K prior to your opponent landing on the floor will
simply result in a jumping kick, although there are some exceptions
(you can perform a pursuit attack after juggling someone with Jon's
Beast Cannon, although since they are still in air, the attack will
obviously miss).
In any case, once your opponent has hit the floor, quickly press u + K
to perform a pursuit attack, which is basically a way of getting free
damage. You can even ES your pursuit attack by performing it with KK.
However, a fallen opponent is not completely defenseless--for one thing,
the timing on pursuits is tricky and your opponent may get up before
the pursuit is able to hit. Furthermore, most pursuit attacks have
specific ranges, and so attempting one from too close or too far away
may make it miss (although if an opponent is still on the floor when
you recover from the missed attempt, you can try again (I got three
missed attempts with Hsien-Ko once)! And finally, a character lying on
the floor can always hold back or forward to move and get-up at the
same time, thereby thwarting a pursuit attempt.
------------------------------------------------------------------------
CHAIN COMBOS
------------------------------------------------------------------------
Chain combos are the ability to cancel normal punches and kicks into
other punches and kicks so as to perform a combo (a combo is any set
of attacks, where once the first hit connects, all following hits are
unavoidable). The basic chain combo structure looks like this:
LP -> LK -> MP -> MK -> HP -> HK
It looks pretty crappy, but there you go. This combo is theoretically
possible; all you'd have to do is get close to your opponent and
rapidly tap out the buttons as your character attacks. Realistically,
though, certain attacks may push your opponent away, or be too slow
to follow through with, and so on, so in actually you will get less
hits. However, this is not the only way to perform a chain combo;
there are guidelines you can follow to make your own:
- You must go from weakest to strongest (for example, LP -> MP is
acceptable but HK -> MK is not).
- You can go from the same strength Punch to Kick, but not the
reverse (in this case, LP -> LK will work but MK -> MP will not.
MK,HP would work, because HP is of a higher strength).
- You can chain combo while jumping, standing or crouching, and you
can preceed a chain with another chain (for instance, you could
jump in with LK -> HK, then continue to combo with LP -> MP -> HK
once you land). However, note that the only type of dual chaining
possible is a jumping chain into a ground chain. You can't stand,
chain together some attacks, then crouch and start a new chain--
whether you stand or crouch, a ground chain is still subject to the
same guidelines.
Jumping chain combos work differently from standing or crouching ones.
They only work against standing opponents, and in most cases you will
only able to get in two hits. For the hits to combo, you generally
have to start at the apex of your jump. For example, Morrigan can hit
with a j. LP right after she jumps, but no other normal attack will
combo. On the other hand, if she does the j. LP at the height of her
jump, she can follow it with any other Punch or Kick for a 2-hit combo.
Examples of air combos include:
Sasquatch: j. LP, LK
Victor: j. LP, MP
Demitri: j. LK, HK
Morrigan: j. MP, HP
One important thing to keep in mind is that you can chain command
attacks in combos, but not special moves, ES moves, or EX moves. So
while the following examples are all possible:
Anakaris: s. LK, MP, Seija no Ayumi, c. HK
Hsien-Ko: s. LP, Edoga, Rantetsu
Donovan: c. MP, MK, HP, Hop Kick
Morrigan: j. MK, Shell Kick
These combos would _not_ be possible:
Huitzil: c. LK, s. MP, Genocide Vulcan
Sasquatch: s. LP, LK, MK, HP, Big Freezer
In the first example, although it is very short, Huitzil is still
performing a chain combo prior to the Genocide Vulcan, and you cannot
cancel a chain combo into a special move, ES or not. In the last
example, Sasquatch is trying to cancel his chain combo into the Big
Freezer, which is also not possible.
Remember, though, that you can end a chain combo with a button press
EX. For characters like Anakaris and Donovan, the EX comes out too
slowly to finish the combo, but for Hsien-Ko and Morrigan, you can
actually have it connect;
Morrigan: s. LP or LK, s. HK (2 hits), Darkness Illusion
Hsien-Ko: c. LP, c. LK, s. HK, s. MP, u,u
Note that for Hsien-Ko's, you're actually using the presses of the
Tenrai Ha as part of the combo, whereas with Morrigan, you're entering
the Darkness Illusion command during the s. HK, so that none of the
individual presses will come out.
------------------------------------------------------------------------
LINKS
------------------------------------------------------------------------
Links are simply what happens when you combo together attacks that don't
actually cancel, but still come out fast enough to connect. This
usually applies to light attacks, because of their fast speed. For
example, if you're using Morrigan and press LP twice when standing next
to your opponent, her hair will whip out twice for a two-hit combo.
Normally this is not possible if one considers the rules of chain
combos (below), but you're not cancelling the first LP into the second
one; you're simply hitting your opponent with the second LP before the
they've recovered from the first one.
You would think that since links are not chain combos, you could do
combos like LP, LP, Shadow Blade, but surprisingly, that is not the
case. In fact, I only know of one special move link in the whole game,
with Donovan:
Close standing s. LP, s. LK, s. LK, Ifrit Sword.
What's interesting about this is that the s. LP,LK is the start of a
chain combo, but since you break off into a link, the Ifrit Sword will
still come out. You think that this method (chain combo -> link ->
special / EX / EX move) would work for everyone, but it doesn't. Dunno
why, though.
------------------------------------------------------------------------
ES AND EX ATTACKS
------------------------------------------------------------------------
ES stands for 'Especial', an abbreviation for 'Enhanced Special'. An
ES attack requires one special stock. To perform it, just enter the
command for a special move, but use two of the same button instead of
one (i.e. f,d,df + PP instead of f,d,df + P). Not all special moves
can be ES'd, though. You can tell if you did an ES because your
character will change colors. An ES move generally hits more times,
does better damage, and has an increased range and priority over the
normal version.
EX stands for 'Extra Special'. These moves are generally more powerful
than ES moves in all aspects. All EX attacks require one stock as
well. When you perform an EX attack, you will flash rainbow colors and
be momentarily invincible. This can be helpful in landing your EX, but
since the invincibility doesn't last forever, you can still be hit.
For example, if Anakaris performs his Pharaoh Magic on Pyron, who has
already begun the Cosmo Disruption, the Pharaoh Magic connects just
as Pyron's invincibility wears off. However, in the midst of throwing
projectiles at the trapped Pyron, Anakaris' invincibility will end,
and he gets hit by the remaining Cosmo Disruption explosions, leaving
his Pharaoh Magic unfinished.
Some EX attacks require you to use button presses instead of simple
motions. To perform these, simply press the buttons quickly at an
even pace--don't wait for your character to finish one attack and go
to the next. When you finish, your character will automatically
cancel into the attack. The interesting thing about button press
EXs is that they can be used at the end of chain combos.
========================================================================
5. MISCELLANEOUS
========================================================================
------------------------------------------------------------------------
TRANSLATIONS
------------------------------------------------------------------------
These are all done by me and so may not be completely correct. I'd
like to thank Chris of Dash Taisen <
http://www.dashtaisen.com> for
providing the translations of all the new info. added in this revision
(throw names, command attack names, etc.)
ANAKARIS
Imashime no Bohi Tombstone of Admonition
Miira Drop Mummy Drop
Ouke no Sabaki Pharaoh's Judgment
Hitsugi no Mai Dance of the Coffins
Kotodama Gaeshi (Suu) Power of Words: Returning (Inhale)
Kotodama Gaeshi (Haku) Power of Words: Returning (Vomit)
Suichoku Fuyuu Vertical Float
Naname Fuyuu Diagonal Float
Nidan Jump Two Level Jump
Seinaru Bohi Sacred Tombstone
Ooinaru Bohi Great Tombstone
Seija no Ayumi Saint's Walk
Tenchuu Heavenly Death Penalty
Naraku no Ana Pit of Hades
BISHAMON
Kesa Nage Buddhist Priest's Stole Throw
Mitama Nuki Departed Spirit Removal
Shikabane Nui Corpse Stitchery
Hane Yaiba Eliminating Blade
Kaeshi Yaiba Returning Blade
Tsuji Hayate Crossing Rapid Winds
Mukuro Fuuji Sealing Corpse
Iai Giri (Joudan) Sword Drawing Slice (Upper)
Iai Giri (Gedan) Sword Drawing Slice (Lower)
Kien Zan Demonic Blaze Slash
Kirisute Gomen Cut Down Dismissal
Kareha Chirashi / Haya Gatana Dead Leaf Scatterer / Fast Sword
Ichimonji Giri / Sotoba Ori Line Slash / Grave Tablet Breaker
Kawara Kudaki / Kaina Otoshi Tile Smasher / Arm Drop
Onikubi Hineri Demonic Neck Twister
Kasane Giri Multiple Slashes
- I'm unsure if the proper spelling for Bishamon's EX Special is Kasane
Giri (Multiple Slashes), or Tsurane Giri (Linked Slashes). Anyone
know the proper spelling?
DONOVAN
Katana Hanasu Sword Release
Katana Modosu Sword Return
FELICIA
Sankaku Tobi Triangle Hop
HSIEN-KO
Hourei Soul Banisher
Houten Heaven Banisher
Zanpa Slashing Ripper
Anki Hou Dark Weapon Cannon
Henkyou Ki Echo Weapon
Senpuu Bu Whirlwind Dance
Houten Geki Heaven Banishing Attack
Kuuchuu Dash Mid-Air Dash
Rantetsu Riot Iron
Edoga Breaking Angry Fang
Jirei Tou Ground Spirit Blade
Tenrai Ha (Heavenly) Lightning Break
JON TALBAIN
Beast Cannon (Taichi) Beast Cannon (Anti-Ground)
Beast Cannon (Kuuchuu) Beast Cannon (Mid-Air)
Beast Cannon (Taikuu) Beast Cannon (Anti-Air)
SASQUATCH
Big Ice Burn Big Eisbahn (Big Skating Rink?)
- This move is written as 'aisuba-n' in Japanese, and so "Ice Burn"
(as in, 'frostbite') is a perfectly sensible interpretation.
However, as pointed out in Yves' FAQ, it could also be "Eisbahn",
the German word for a skating rink (which makes a little more sense).
VICTOR
Dengeki Touki Electric Shock Fighting Spirit
========================================================================
6. AUTHOR'S NOTE
========================================================================
------------------------------------------------------------------------
REVISION HISTORY
------------------------------------------------------------------------
VERSION 1.7 (March 24, 2000)
- Added / corrected some info. for Hsien-Ko, simplifed the 'Enable
Debug Mode' trick, and added some more information all around,
like on automatic mode.
VERSION 1.6 (March 20, 2000)
After, like, years, my first FAQ finally gets a total rehaul. It
certainly needed it.... ^_^ Way too many corrections to count!
VERSION 1.5
Added the correct method to use the Debug Code, including the effects
of each code. Also added the 'Change the Ending Music' trick, and
made some extra corrections.
VERSION 1.4
Complete overhaul. Number of hits and other information added, while
other stuff is taken out or changed.
VERSION 1.3
This FAQ is now located at www.gamefaqs.com. More corrections
throughout.
VERSION 1.2
More minor corrections. Quick Moves Sheet removed.
VERSION 1.1
Certain moves corrected/added, certain sections redone, minor
corrections and changes throughout.
VERSION 1.0
The first version of this FAQ to be posted, after numerous revisions.
VERSION 0.0 started on some day in 1995, lost in the depths of time....
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SPECIAL THANKS
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I couldn't have written this FAQ without help from the following people:
Lei-Lei Maniax <pweb.sophia.ac.jp/~k-sugai/game/leilei/>
- For the method to throw hidden items with Hsien-Ko, and info on the
Senpuu Bu air dash cancel.
???? <www.komatsu-c.ac.jp/~s9710129/koneta3.htm>
- For information on the Debug Mode code.
KTR's Game Room <www.din.or.jp/~ktr/Game/Urawaza/hunter.html>
- For information on the Debug Mode code, and Sasquatch's hidden win
pose.
De Bruyne Yves <
http://www.geocities.com/timessquare/2885>
- The 'Eisbahn' and 'Tsurane Giri' spellings taken from his awesome
NightWarriors / Vampire Hunter 2 FAQ v3.4. A must read for fans of
this game!
Chris <www.dashtaisen.com>
- Some translations and move name spellings were taken from the
Vampire Savior section of his page.
Charles MacDonald <www.emucamp.com/cgfm2>
- Typed this thing up on his computer, thanks for letting me waste
your time for a while! ;)
Jeff "CJayC" Veasy <www.gamefaqs.com>
- For hosting this FAQ at GameFAQs.
That's all!
Unpublished work Copyright 1995-2001 Chris MacDonald