===============================================================================
            Mighty Morphin’ Power Rangers: The Fighting Edition

                         For the Super Nintendo
                      Release Date: September 1995
                         Developed By: Natsume
                         Published By: Bandai
                 Walkthrough Written By: armonwiliiams11

===============================================================================
Table of Contents
===============================================================================

- Introduction
- Options
- Playing the Game
       On-Screen Display
       About the Power Gauge
       Scenario Mode
       Fighting Mode
       Trial Mode
- Basic Controls
- Move List
       Thunder Megazord
       Ninja Megazord
       Shogun Megazord
       Mega Tigerzord
       Lip Syncher
       Goldar
       Lord Zedd
       Silver Horns
       Ivan Ooze
-Secret Codes
-Credits

===============================================================================
Version History
===============================================================================

October 28, 2018- Made some more spelling and grammatical corrections. And also
                 updated the controls section, added the default control
                 scheme.
July 22, 2018- Revamped the on-screen display section and added in a gameplay
               mechanics section.
July 15, 2018- More formatting and grammar corrections.
July 7, 2018- Minor formatting, grammar, spelling, and information corrections.
July 4, 2018- Initial release.

===============================================================================
Introduction
===============================================================================

Hello everyone! My name is armonwilliams11 and welcome to my very first faqs!
Today I decided to do an in-depth walkthrough on one of my old favorite games
from the past which is the Mighty Morphin’ Power Rangers The Fighting Edition
videogame for the Super NES. This game I believe was the third Power Rangers
game released for the SNES by Bandai, but unlike the two games prior, it
doesn’t have a Sega Genesis counterpart (sort of). It was released late 1995 in
the booming fighting game genre era back then. This game was supposed to be
able to compete with some of the big top fighters such as Street Fighter,
Mortal Kombat, Killer Instinct, and a variety of SNK fighters, but falls short
in many aspects.

In my opinion, the game itself is “okay-ish?” I mean I give the game its
praises for outstanding graphics and music, but in terms of actual gameplay is
where it loses water. Now, the game can hold on its own, it has a pretty decent
selection of moves and there are variety between each character. Unlike the
other Power Rangers games, you get to play as their oversized mechas called
megazords instead of possessing any of the rangers. The gameplay is alright,
but I feel that overall, the game is missing the balance between each of the
characters. Some moves are redundant, especially the supers. The AI are
appropriately challenging, and the game speed is excellent to my taste. Now
what mostly limited the replay value of this game is that in case of combo
execution. When it comes to combos, the game is very stiff, there’s not a lot
of combo-able moves and the combo counter system doesn’t even count the number
of hits accurately, especially when buffering into a super. But beside these
negative points, the game itself is actually a well-made, put together game.
The game mechanics is easy to grasp as well. And since it’s such a good enough
game, I felt it needs at least a decent guide for it (the game’s instruction
manual is horrible!)

Here in this guide, I made sure to cover every aspect of the game where you
can’t literally find elsewhere online. I covered every move a character can
make and every mode the games has. I even provided strategies on beating
certain enemies, though this guide does contain #SPOILERS#, so read along with
discretion! So I hope you enjoy the guide. I’m openly willing to accept any
additions I can make in the guide, maybe something I missed, or something that
needs to be made clear.  You can give me corrections on things that I’ve may
have gotten wrong, and address me on any grammar mistakes. Please by all means,
contribute helpful information I may need to make this guide a pleasant
experience. You can email me at [email protected], and make sure you
include a heading in the subject line addressing to this faqs. So let’s begin!

===============================================================================
Options
===============================================================================

Level- Set the level of difficulty of the CPU.
       Easy- Sparingly blocks, counters, reversals, and aggressive.
       Normal- Moderately blocks, counters, reversals, and aggressive.
       Hard- Heavily blocks, counters, reversals, and aggressive.

Time Mode- Set how much time to end a match if no one’s vitality has been
          depleted.
       Limit- Set the timer to 60 seconds.
       No Limit- Set the timer to infinite.

Face Display- Display the faces of selected characters in match.
       On- Face displays are visible.
       Off- Remove face displays to reveal combo counters.

Sound Mode- Set the sound output.
       Mono- Output sound through one speaker.
       Stereo- Output sound through two speakers.

BGM Test- Listen to the background music used in the game.

Key Config- Remap buttons for certain actions (see basic moves).

Exit- Exit out to the main menu.

===============================================================================
Playing the Game
===============================================================================

On-Screen Display
-----------------
Character’s Name:
You and your opponent’s chosen character’s names are displayed below the
Vitality Bar. Player 1’s one the left and Player 2’s on the right.

Character’s Face Display:
You and your opponent’s chosen character’s portrait are displayed above the
Vitality Bar. Player 1’s one the left and Player 2’s on the right.

Combo Counter:
Appears in place of the character’s portrait. Counts how many hits you land on
your opponent in a string started with at least two hits.

Vitality Bar:
The Vitality Bar in green is below the portraits of each character. Player 1’s
health is on the left and Player 2’s is on the right. As you take damage, the
heath in your vitality bar decreases. When your vitality bar is completely
empty, this is called a knockout, you lose the round. If both fighters knock
each other out at the same time, then a special case of a draw is called a
double knockout, and another round is fought. Block and evade attacks to avoid
damage.

Power Gauge:
The power gauge reacts to special moves in the game. Whenever you perform a
special move, you briefly flash white. The special move performance can be
altered by how much the power gauge is filled. Whenever you perform a special
move, the gauge drains back to zero. There are three ranges in this gauge that
can change the special move, we’ll call them grades. To upgrade a move, you
must perform it when the gauge hits a shade of the current color it is in. The
solid shade is at the beginning of the gauge. The checkered shade is in the
middle. And the light shade is at the end of the gauge. Hitting a special move
within these three ranges can either increase the speed, power, or number of
hits it can deal. One last and more important state here is when the gauge is
completely filled and flashes white a couple of times, hitting a special move
here upgrades the special move into its enhanced version where it does the most
damage, the fighter flashes green in its entire duration of the move in this
state and also the state of the gauge is changed to a different color. There
are three colors that the gauge can be in, blue, pink, and green. Although
these colors have no bearing on how special moves appear but are necessary for
building up to perform a super move, a move that does more damage than any
other attacks in the game. The fighter flashes white in its entire duration of
the super. Therefore, executing enhanced specials are critical in building up
to supers. Performing an enhanced special while the gauge is green, graduates
the gauge to thunderbolts, this is where you can input the command to do a
super move. Though you have only a few seconds to input one before the gauge
goes back to blue, having you to start all over building back up to another
super. Also in this state, you can perform a number of enhanced special moves
automatically before the gauge drains. This is a highlighted feature in the
game, don’t be afraid to utilize the full advantages of the power gauge!

Timer:
The timer is centered between Players 1’s and Player 2’s vitality bars.
Depending on what number it is set to in Options, is how long a match will
last. If the timer winds down before a knockout occurs, then a winner will be
decided upon. The player with the greater amount of heath wins the round.
However, if both fighters have the same amount of life left, a draw will be
declared, and another round is fought.

Win Markers:
Once you win a round by knockout, a lightning bolt will appear above the
vitality bar. Player 1’s is on the left and Players 2’s om the right. Win two
rounds to win the match.

Gameplay Mechanics
------------------
Movements:
Use to maneuver around in battle, a moving target is harder to hit then a still
target. You can move forward towards the opponent to issue a hit or move back
away to avoid being hit. Crouch low to duck under standing offenses. And jump
up to evade and issue an airborne attack.

Forward Dash:
Quickly close in on an opponent, putting pressure on your opponent.

Quick Retreat:
Use to quickly backstep an opponent’s attack, saving you damage.

Standing Guard:
Use to avoid taking damage against the opponent’s attacks. While standing, you
are vulnerable against crouching attacks.

Crouching Guard:
Use to block your opponent’s crouching attacks. While guarding low, you are
vulnerable to overhead and airborne jump-in attacks.

Normal Attacks:
Attacks that can be used to cause damage to your opponent. Normal attacks are
weaker than fierce attacks and are usually faster.

Fierce Attacks:
Fierce attacks cause greater damage to the opponent, but is slower than a
normal attack. If there’s no damage increase, then the speed of the attack is
increased.

Unarmed Attacks:
Attacks done by your character’s hands and feet, has shorter range than weapon
attacks.

Weapon Attacks:
Attacks done by your character’s choice of weapon, has a longer range than
unarmed attacks.

Standing Attacks:
Attacks performed while in the neutral position (standing).

Unique Standing Attacks:
Secondary standing attacks.

Dashing Attacks:
Attacks done while dashing towards an opponent.

Throws:
Grapples that can be performed up close against an opponent to force them unto
the ground and causing substantial damage. Throws cannot be blocked. If both
fighters try to throw each other at the same time, then a power struggle will
issue. Rapidly tap all buttons to overpower your opponent and proceed with your
throw.

Crouching Attacks:
Attacks performed while crouching to counter the opponent’s standing offenses.

Stomp:
Use to inflict more damage on a downed opponent.

Jumping Attacks:
Attacks performed in the air against airborne assaults from the opponent.

Jumping Forward/Backward Attacks:
Secondary jumping attacks you can use as jump-ins.

Special Moves:
Special Moves are moves that require a special button combination to execute.
Special moves do more damage and have priority over normal moves. Blocking
special moves will take a little bit off of your health.

Super Moves:
Super Moves does the most damage in the entire game, granted when the power
gauge is in its lightening state,

Story Mode
----------
This is an arcade type mode that one player fights against a series of computer
controlled fighters. In this mode, you start off by selecting only two
megazords to play as, either the Thunder Megazord or the Mega Tigerzord. The
mode has story base cutscenes between each match. The story is set in the
second season of the Mighty Morphin’ Power Rangers TV series. The rules in this
mode is a best 2 out of 3, meaning the player who wins two out three rounds
before the other wins the match. You must deplete your opponent’s vitality to
win the round. You lose if your vitality is depleted. To deplete the vitality,
you must use your attacks. You can move in close to him and strike or move away
to avoid his attacks. You can quickly close in on the opponent by dashing
forward or quickly retreat to evade. Jump for airborne attacks or crouch low to
avoid standing attacks and perform your own crouching attacks. You can ground
stomp the opponent whenever he is knocked down to cause additional damage.
Block attacks by pressing away from the opponent’s attacks. You cannot block
crouching attacks while standing guarding, and you cannot block overhead
attacks while crouching guarding. Move in close to your opponent to throw him,
if your opponent tries to throw you at the same moment, a power tussle is
issued, rapidly tap all the buttons to overpower your opponent to break the
tussle and precede in executing your throw. Once your opponent’s health is
down, you can continue to the next round. However, if you lose the match, you
go to the continue screen. You have a choice to continue the game or it’s game
over if you choose end. If you choose to continue, you will start the match
over again. If the timer runs out doing battle, whoever has more vitality than
the other wins the round. Now if the timer runs out and each fighter has the
same amount of health left, a draw will occur. If the two fighters deplete each
other’s health at the same time, a special case of a draw occurs called double
knockout, another round is fought until a winner is determined. Once you beat a
“monster”, a cutscene will play where the monster is vaporized and your chosen
megazord does a finishing gesture.

Your first opponent will be the opposite of the megazord you had selected. So
if you had chosen Thunder Megazord, your opponent is Mega Tigerzord or vise
verse. You’ll be fighting in the Morphin’ Grid with a blue floor. Both
megazords are averagely adequate, in my opinion, the Thunder Megazord is faster
with its specials and Mega Tigerzord is faster with its normals. Either one
isn’t so much of a challenge.  Moving on to Lip Syncher in a shopping district,
she isn’t so much of a challenge neither. I consider her to be the weakest
fighter in the game, having the least specials and quite evasive, an aggressive
approach can deal with her. The difficulty cranks up with Ninja Megazord next,
fighting in a purple floored Morpin’ Grid.  He is very fast and can be
aggressive. A good strategy to beating it is with a defensive play. The
megazord will usually poke at you until it finds an opening, use this to your
advantage and counter its attacks. Next, you fight on the same stage with
Shogun Megazord. The megazord’s defense and power is the highest in the game.
Its range is incredibly long also. The only weakness it has is that it’s too
slow. The best way to beat it is to stay out of range of its attacks which are
far reaching. Since you are fighting against the CPU, you won’t anger anybody
by going the ol’ cheap way by spamming projectiles from the corner, just stay
away from it, it packs a heavy punch. Silver Horns is next at the countryside.
Silver Horns is very annoying here, because he’ll relay on countering and
reversing every move you make. I was able to beat him by turtling, a cheep
defensive playing style. Next is a mirror match against your chosen fighter in
the blue floored Morpin’ Grid again. I consider this a good challenge here
actually, not like the first fight, the megazord of choice is actually fighting
you! You’ll be engaged in a fast-passed battle with yourself, have fun and
hopefully you’ll come on top, if you find the fight too difficult, by all mean,
turtle up, it’s the CPU after all! Next fight is with Goldar at an airport.
This is a sad fight, for him at least. He’s main weakness is when he takes off
flying, he leaves himself carelessly open, and he does this often. Use these
times to really put the hurt on him, next time before he gets into another
fight, he’ll think to clip his own wings! The next battle is with Lord Zedd in
front of his zord, Serpentera! This battle is like a supped-up version of the
mirror match, it’s fast paced. Lord Zedd is very fast, very strong, has great
reach, and is very cheap. This battle can either be a fun one or very difficult
one. The best strategy in beating him is either a very aggressive approach or a
very defensive approach where you turtle up, counter and reverse every move he
makes. After finally beating him, you fight the game’s true final boss, Ivan
Ooze, from the movie (not canon). He destroys Lord Zedd like Akuma does to
M. Bison in Street Fighter. This fight is so dull. Once you figure out a
pattern to beat a boss in some games, then the boss ends up being a complete
pushover. All of Ivan Ooze’s attacks are projectile based and does tremendous
damage. He can only float in the air, meaning he has full maneuverability in
the air. Although he cannot block, his projectiles are his main mode of
defense. Beating Ivan is straight forward, get near him as close as possible
while blocking his attacks along the way. After he performs one of his
specials, for a second, he leaves himself open to attack, block his specials of
coarse and precede to cause serious harm to him and the cycle starts over.
Rinse and repeat until he is defeated where he vaporizes. After the long
struggle, you are greeted with a rather dull ending where the rangers are
posing and saying “Congratulations!”. Then it moves on to the credits using
cutscenes we have already seen in demo mode! Depending on if you had beaten the
game on the hard difficulty level, a cheat code will be revealed to you (see
secrets), if not, then the game will encourage you to.

Fighting Mode
-------------
This mode is where you and a friend can battle it out in a typical best 2 out
of 3. Here in this mode, you are allowed to choose any of the eight available
characters to play as. Mirror matches are allowed. Stages are determined
depending on what character was chosen first before the other. You can switch
between either a human player or a CPU to fight by pressing the SELECT button.
After each player has chosen their fighter, you will be brought to the versus
screen. Before you press START, you can adjust the handicap for vitality (how
much damage can be taken). The lower you set it, the less damage you take, the
higher you set it, the more damage you take.

Trial Mode
----------
Your typical survival mode. Here you can see how long you can last against an
endless wave of opponents, wearing away at your one single vitality meter until
you have nothing left.  Every round you win, you get a little more health back
for the next round. The goal is to avoid taking any damage as much as possible.
Until you run out of health, the game is over, and the number of opponents you
have successfully beaten is tallied up. Only one player can fight in this mode,
you can choose to play as any of the eight fighters, but you cannot switch to a
CPU player.

===============================================================================
Basic Controls
===============================================================================

Action                                          Abbreviation/Symbol     Button*
------                                          -------------------     ------
Stand Neutral                                   n
Move Forward                                    f                       Right
Jump Up-Forward                                 uf
Jump Up                                         u                       Up
Jump Up-Backward                                ub
Move Backward/Standing Guard                    b                       Left
Crouch Down-Backward/Crouching Guard            db
Crouch Down                                     d                       Down
Crouch Down-Forward                             df

Quick Dash Forward                              f, f
Quick Retreat Backward                          b, b

Normal Unarmed Attack (Attack A)                NUA                     Y
Fierce Unarmed Attack (Attack B)                FUA                     X
Normal Weapon Attack (Attack C)                 NWA                     B
Fierce Weapon Attack (Attack D)                 FWA                     A

Standing Attacks                                s.
Crouching Attacks                               c.
Jumping Attacks                                 j.
Jumping Forward/Backward Attacks                jf./jb.

Quarter-Circle Forward (QCF)                    d, df, f
Quarter-Circle Backward (QCB)                   d, db, b
Half-Circle Backward (HCB)                      f, df, d, db, b

Next                                            ,
Or                                              /
Press Simultaneously                            +

Pause/Resume Game                                                       START

*Buttons are of the default configuration, key configurations can be adjusted
in Options. Forward is right assuming Player 1 is facing right.

How to Read Commands in Sequences:
----------------------------------
Let say you want to do Thunder Megazord’s fireball. The command for that move
is written as d, df, f, NUA. This means that you press “down” on the d-pad, you
move from the down position then towards the “forward” position, and then
press the button that corresponds to the Normal Unarmed Attack, which is the Y
button in this guide.

===============================================================================
Move List
===============================================================================

Thunder Megazord

       Standing Attacks
       - Left Jab                              s. NUA
       - Right Thrust                          s. FUA
       - Thunder Saber Jab                     s. NWA
       - Thunder Saber Slice                   s. FWA

       Unique Standing Attacks
       - One-Two Punch                         f+FUA

       Unique Dashing Attacks
       - Dashing Right Thrust                  f, f, NUA
       - Dashing Downward Punch                f, f, FUA

       Throws
       - Normal Slam                           f/b+NUA (while close)
       - Fierce Slam                           f/b+FUA (while close)

       Crouching Attacks
       - Jab                                   c. NUA
       - Uppercut                              c. FUA
       - Thunder Saber Jab                     c. NWA
       - Thunder Saber Thrust                  c. FWA

       Stomp
       - Flying Foot Stomp                     any two attack buttons

       Jumping Attacks
       - Normal Jump Kick                      j./jb./jf. NUA
       - Fierce Jump Kick                      j./jb./jf. FUA
       - Thunder Saber Jab                     j./jb./jf. NWA
       - Thunder Saber Slice                   j./jb./jf. FWA

       Special Moves
       - Normal Fire Ball (Slow)               QCF, NUA
               Grade 1- 1 Fire Ball
               Grade 2- 2 Fire Balls
               Grade 3- 3 Fire Balls
               Enhanced- 4 Fire Balls
       - Fierce Fire Ball (Fast)               QCF, FUA
               Grade 1- 1 Fire Ball
               Grade 2- 2 Fire Balls
               Grade 3- 3 Fire Balls
               Enhanced- 4 Fire Balls
       - Normal Uppercut (Rising)              f, d, df, NUA
               Grade 1- Damage Increase
               Grade 2- Damage Increase
               Grade 3- Damage Increase
               Enhanced- 4 Hits
       - Fierce Uppercut (Dashing)             f, d, df, FUA
               Grade 1- Damage Increase
               Grade 2- Damage Increase
               Grade 3- Damage Increase
               Enhanced- 4 Hits
       - Normal Slash Attack                   QCB, NWA
               Grade 1- Damage Increase
               Grade 2- Damage Increase
               Grade 3- Damage Increase
               Enhanced- 9 Hits
       - Fierce Slash Attack                   QCB, FWA
               Grade 1-
               Grade 1- Damage Increase
               Grade 2- Damage Increase
               Grade 3- Damage Increase
               Enhanced- 9 Hits

       Super Moves
       - Normal Fire Blast                     QCF, QCF, NUA
       - Fierce Fire Blast                     QCF, QCF, FUA

-------------------------------------------------------------------------------
Ninja Megazord

       Standing Attacks
       - Jab                                   s. NUA
       - Double Kick                           s. FUA
       - Fire Glove Flame                      s. NWA
       - Fire Glove Blast                      s. FWA

       Unique Dashing Attacks
       - Normal Dashing Straight Punch         f, f, NUA
       - Fierce Dashing Straight Punch         f, f, FUA
       - Normal Fireball Attack                f, f, NWA
       - Fierce Fireball Attack                f, f, FWA

       Throws
       - Normal Spin Throw                     f/b+NUA (while close)
       - Fierce Spin Throw                     f/b+FUA (while close)

       Crouching Attacks
       - Jab                                   c. NUA
       - Kick                                  c. FUA
       - Fire Glove Flame                      c. NWA
       - Ground Bomb                           c. FWA

       Stomp
       - Flame Tower                           any two attack buttons

       Jumping Attacks
       - Normal Kick                           j./jb./jf. NUA
       - Fierce Kick                           j./jb./jf. FUA
       - Fire Glove Flame                      j./jb./jf. NWA
       - Fire Glove Fire Blast                 j./jb./jf. FWA

       Special Moves
       - Normal Spin Attack                    QCB, NUA (also in air)
               Grade 1- Damage Increase
               Grade 2- Damage Increase
               Grade 3- Damage Increase
               Enhanced- 5 Hits
       - Fierce Spin Attack                    QCB, FUA (also in air)
               Grade 1- Damage Increase
               Grade 2- Damage Increase
               Grade 3- Damage Increase
               Enhanced- 5 Hits
       - Normal Side Slash Attack (Stationary) QCF, NWA
               Grade 1- 3 Hits
               Grade 2- 4 Hits
               Grade 3- 5 Hits
               Enhanced- 6 Hits
       - Fierce Side Slash Attack (Dashing)    QCF, FWA
               Grade 1- 3 Hits
               Grade 2- 4 Hits
               Grade 3- 5 Hits
               Enhanced- 6 Hits
       - Normal Flying Kick*                   QCF, NUA (in air)
               Grade 1- Speed Increase
               Grade 2- Speed Increase
               Grade 3- Speed Increase
               Enhanced- Speed Increase
       - Fierce Flying Kick*                   QCF, FUA (in air)
               Grade 1- Speed Increase
               Grade 2- Speed Increase
               Grade 3- Speed Increase
               Enhanced- Speed Increase

       Super Moves
       - Normal Ninja Cyclone                  QCF, QCF, NUA
       - Fierce Ninja Cyclone                  QCF, QCF, FUA

       *To have Flying Kick rebounded off the corners, input the combination
       QCF, NUA/FUA when hitting the corners, when rebounded, perform the
       combination again (DO NOT REVERSE THE INPUT!). You can rebound up to
       four times.

-------------------------------------------------------------------------------
Shogun Megazord

       Standing Attacks
       - Punch                                 s. NUA
       - Elbow                                 s. FUA
       - Fire Saber Swipe                      s. NWA
       - Fire Saber Slice                      s. FWA

       Unique Standing Attacks
       - Backhand Smack                        f+FUA

       Unique Dashing Attacks
       - Normal Dashing Elbow                  f, f, NUA
       - Fierce Dashing Elbow                  f, f, FUA
       - Normal Dashing Fire Saber Slide       f, f, NWA
       - Fierce Dashing Fire Saber Slide       f, f, FWA

       Throws
       - One-Hand Throw                        f/b+NUA (while close)
       - Head Butt                             f/b+FUA (while close)

       Crouching Attacks
       - Punch                                 c. NUA
       - Sliding Elbow                         c. FUA
       - Fire Saber Swipe                      c. NWA
       - Fire Saber Ground Stab                c. FWA

       Stomp
       - Weight Stomp                          any two attack buttons

       Jumping Attacks
       - Normal Backhand Smack                 j. NUA
       - Fierce Backhand Smack                 j. FUA
       - Normal Fire Saber Swipe               j. NWA
       - Fierce Fire Saber Swipe               j. FWA

       Jumping Forward/Backward Attacks
       - Normal Elbow                          jf./jb. NUA
       - Fierce Elbow                          jf./jb. FUA
       - Normal Fire Saber Slide               jf./jb. NWA
       - Fierce Fire Saber Slide               jf./jb. FWA

       Special Moves
       - Normal Fire Blade (Anti-Air)          QCF, NWA
               Grade 1- Close Range
               Grade 2- Mid Range
               Grade 3- Long Range
               Enhanced- All Three Ranges
       - Fierce Fire Blade(Ground)             QCF, FWA
               Grade 1- Speed Increase
               Grade 2- Speed Increase
               Grade 3- Speed Increase
               Enhanced- All Three Speeds
       - Normal Twirl Attack (Low)             QCB, NWA
               Grade 1- 3 Hits
               Grade 2- 5 Hits
               Grade 3- 7 Hits
               Enhanced- 9 Hits
       - Fierce Twirl Attack (High)            QCB, FWA
               Grade 1- 3 Hits
               Grade 2- 5 Hits
               Grade 3- 7 Hits
               Enhanced- 9 Hits

       Super Moves
       - Normal Spire of Fire                  QCF, QCF, NWA
       - Fierce Spire of Fire                  QCF, QCF, FWA

       Note:
       Shogun Megazord cannot be grabbed and thrown by other characters.

-------------------------------------------------------------------------------
Mega Tigerzord

       Standing Attacks
       - Left Jab                              s. NUA
       - Right Punch                           s. FUA
       - Weapon Jab                            s. NWA
       - Weapon Uppercut                       s. FWA

       Unique Dashing Attacks
       - Dashing Right Punch                   f, f, NUA
       - Dashing Spin Punch                    f, f, FUA

       Throws
       - Slam                                  f/b+NUA (while close)
       - Wind-Up Slam                          f/b+FUA (while close)

       Crouching Attacks
       - Jab                                   c. NUA
       - Double Fists                          c. FUA
       - Weapon Jab                            c. NWA
       - Weapon Thrust                         c. FWA

       Stomp
       - Double Foot Stomp                     any two attack buttons

       Jumping Attacks
       - Normal Double Kick                    j./jb./jf. NUA
       - Fierce Double Kick                    j./jb./jf. FUA
       - Weapon Jab                            j./jb./jf. NWA
       - Weapon Thrust                         j./jb./jf. FWA

       Special Moves
       - Normal Ball of Fire (Close)           QCF, NWA
               Grade 1- Damage Increase
               Grade 2- Damage Increase
               Grade 3- Damage Increase
               Enhanced- 2 Hits
       - Fierce Ball of Fire (Far)             QCF, FWA
               Grade 1- Damage Increase
               Grade 2- Damage Increase
               Grade 3- Damage Increase
               Enhanced- 2 Hits
       - Normal Windup Punch (Single Wind)     f, d, df, NUA
               Grade 1- Damage Increase
               Grade 2- Damage Increase
               Grade 3- Damage Increase
               Enhanced- 2 Hits
       - Fierce Windup Punch (Double Wind)     f, d, df, FUA
               Grade 1- Damage Increase
               Grade 2- Damage Increase
               Grade 3- Damage Increase
               Enhanced- 2 Hits
       - Normal Combo                          b, d, f, close. NUA
               Grade 1- Damage Increase
               Grade 2- Damage Increase
               Grade 3- Damage Increase
               Enhanced- 10 Hits
       - Fierce Combo                          b, d, f, close. FUA
               Grade 1- Damage Increase
               Grade 2- Damage Increase
               Grade 3- Damage Increase
               Enhanced- 10 Hits

       Super Moves
       - Normal Fire Blast                     QCF, QCF, NUA
       - Fierce Fire Blast                     QCF, QCF, FUA

-------------------------------------------------------------------------------
Lip Syncher

       Standing Attacks
       - Kick                                  s. NUA
       - Twirl Kick                            s. FUA
       - Blade Jab                             s. NWA
       - Blade Swipe                           s. FWA

       Unique Dashing Attacks
       - Slide Kick                            f, f, NUA
       - Thrust Kick                           f, f, FUA

       Throws
       - Normal Leg Throw                      f/b+NUA (while close)
       - Fierce Leg Throw                      f/b+FUA (while close)

       Crouching Attacks
       - Poke Kick                             c. NUA
       - Kick-Up                               c. FUA
       - Blade Jab                             c. NWA
       - Blade Thrust                          c. FWA

       Stomp
       - Double Heel Stomp                     any two attack buttons

       Jumping Attacks
       - Kick                                  j./jb./jf. NUA
       - Twirl Kick                            j./jb./jf. FUA
       - Blade Jab                             j./jb./jf. NWA
       - Blade Swipe                           j./jb./jf. FWA

       Unique Jumping Attacks
       - Double Heel Kick                      d+NUA (in air)
       - Drill Kick                            d+FUA (in air)

       Special Moves
       - Normal Lethal Note Attack (High)      QCF, NUA
               Grade 1- Speed Increase
               Grade 2- Speed Increase
               Grade 3- Speed Increase
               Enhanced- 6 Hits
       - Fierce Lethal Note Attack (Low)       QCF, FUA
               Grade 1- Speed Increase
               Grade 2- Speed Increase
               Grade 3- Speed Increase
               Enhanced- 6 Hits

       Super Moves
       - Normal Song Charge                    QCF, QCF, NUA
       - Fierce Song Charge                    QCF, QCF, FUA

       Note:
       Lip Syncher can double jump by pressing up while jumping and continue
       aerial attacks, also can dash and retreat in mid-air.

-------------------------------------------------------------------------------
Goldar

       Standing Attacks
       - Jab                                   s. NUA
       - Heel Kick                             s. FUA
       - Sword Thrust                          s. NWA
       - Sword Slash                           s. FWA

       Unique Standing Attacks
       - Thrust Kick                           f+FUA

       Unique Dashing Attacks
       - Dashing Thrust Kick                   f, f, NUA
       - Dashing Heel                          f, f, FUA
       - Dashing Sword Gut Stab                f, f, NWA

       Throws
       - Normal                                f/b+NUA (while close)
       - Fierce                                f/b+FUA (while close)

       Crouching Attacks
       - Jab                                   c. NUA
       - Kick                                  c. FUA
       - Sword Thrust                          c. NWA
       - Sword Smash                           c. FWA

       Stomp
       - Foot Stomp                            any two attack buttons

       Jumping Attacks
       - Normal Kick                           j./jb./jf. NUA
       - Fierce Kick                           j./jb./jf. FUA
       - Sword Stab                            j./jb./jf. NWA
       - Sword Slash                           j./jb./jf. FWA

       Special Moves
       - Normal Eye Laser                      QCF, NUA
               Grade 1- Speed Increase
               Grade 2- Speed Increase
               Grade 3- Speed Increase
               Enhanced- 3 Hits
       - Fierce Eye Laser                      QCF, FUA
               Grade 1- Speed Increase
               Grade 2- Speed Increase
               Grade 3- Speed Increase
               Enhanced- 5 Hits
       - Normal Air Eye Laser (Far)            u, uf, f, NUA (in air)
               Grade 1- Speed Increase
               Grade 2- Speed Increase
               Grade 3- Speed Increase
               Enhanced- 4 Hits
       - Fierce Air Eye Laser (Close)          u, uf, f, FUA (in air)
               Grade 1- Speed Increase
               Grade 2- Speed Increase
               Grade 3- Speed Increase
               Enhanced- 4 Hits
       - Normal Sword Uppercut (Mid)           f, d, df, NWA
               Grade 1- Damage Increase
               Grade 2- Damage Increase
               Grade 3- Damage Increase
               Enhanced- 4 Hits
       - Fierce Sword Uppercut (High)          f, d, df, FWA
               Grade 1- Damage Increase
               Grade 2- Damage Increase
               Grade 3- Damage Increase
               Enhanced- 6 Hits
       - Elbow Dive                            NUA+FUA (in air)
               Grade 1- Damage Increase
               Grade 2- Damage Increase
               Grade 3- Damage Increase
               Enhanced- Damage Increase
       - Sword Dive                            NWA+FWA (in air)
               Grade 1- Damage Increase
               Grade 2- Damage Increase
               Grade 3- Damage Increase
               Enhanced- 4 Hits

       Super Moves
       - Normal Eye Blast                      QCF, QCF, NUA
       - Fierce Eye Blast                      QCF, QCF, FUA

       Note:
       Goldar can fly by pressing up while jumping and continue aerial
       attacks, also can dash and retreat in mid-air.

-------------------------------------------------------------------------------
Lord Zedd

       Standing Attacks
       - Jab                                   s. NUA
       - Kick                                  s. FUA
       - Z Staff Thrust                        s. NWA
       - Z Staff Slash                         s. FWA

       Unique Dashing Attacks
       - Slide Kick                            f, f, NUA
       - Z Staff Swipe                         f, f, NWA
       - Spinning Staff                        f, f, FWA

       Throws
       - Normal Slam                           f/b+NUA (while close)
       - Fierce Slam                           f/b+FUA (while close)

       Crouching Attacks
       - Jab                                   c. NUA
       - Kick                                  c. FUA
       - Z Staff Thrust                        c. NWA
       - Z Staff Twirl                         c. FWA

       Stomp
       - Z Staff Dive                          any two attack buttons

       Jumping Attacks
       - Normal Kick                           j./jb./jf. NUA
       - Fierce Kick                           j./jb./jf. FUA
       - Z Staff Twirl                         j./jb./jf. NWA
       - Z Staff Swipe                         j./jb./jf. FWA

       Special Moves
       - Normal Lightning Toss                 QCF, NUA
               Grade 1- Duration Increase
               Grade 2- Duration Increase
               Grade 3- Duration Increase
               Enhanced- 4 Hit (Moving)
       - Fierce Lightning Toss                 QCF, FUA
               Grade 1- Duration Increase
               Grade 2- Duration Increase
               Grade 3- Duration Increase
               Enhanced- 4 Hit (Moving)
       - Normal Air Warp Attack (Near)         HCB, NUA (also in air)
       - Fierce Air Warp Attack (Far)          HCB, FUA (also in air)
       - Normal Ground Warp Attack (Near)      HCB, NWA (also in air)
       - Fierce Ground Warp Attack (Far)       HCB, FWA (also in air)
       - Normal Lightning Hand (Slow Pull)     f, d, df, NUA
               Grade 1- 3 Hit
               Grade 2- 4 Hit
               Grade 3- 5 Hit
               Enhanced- 8 Hit
       - Fierce Lightning Hand (Fast Pull)     f, d, df, FUA
               Grade 1- Damage Increase
               Grade 2- Damage Increase
               Grade 3- Damage Increase
               Enhanced- Knockback
       - Normal Flying Crystal (Near)          f, b, df, d, df, f, NUA
               Grade 1- Damage Increase
               Grade 2- Damage Increase
               Grade 3- Damage Increase
               Enhanced- Damage Increase
       - Fierce Flying Crystal (Far)           f, b, df, d, df, f, FUA
               Grade 1- Damage Increase
               Grade 2- Damage Increase
               Grade 3- Damage Increase
               Enhanced- Damage Increase

       Super Moves
       - Normal Hand Strike                    QCF, QCF, NUA
       - Fierce Hand Strike                    QCF, QCF, FUA

-------------------------------------------------------------------------------
Silver Horns

       Standing Attacks
       - Jab                                   s. NUA
       - Claw Thrust                           s. FUA (hold for more hits)
       - Flames                                s. NWA
       - Energy Ball                           s. FWA (hold for more hits)

       Unique Standing Attacks
       - Claw Swipe                            f+FUA

       Unique Dashing Attacks
       - Dashing Claw Thrust                   f, f, NUA (hold for more hits)
       - Dashing Claw Swipe                    f, f, FUA

       Throws
       - Slam                                  f/b+NUA (while close)
       - Double Slam                           f/b+FUA (while close)

       Crouching Attacks
       - Jab                                   c. NUA
       - Claw Thrust                           c. FUA
       - Flames                                c. NWA
       - Energy Ball                           c. FWA (hold for more hits)

       Stomp
       - Extending Claw                        any two attack buttons

       Jumping Attacks
       - Downward Claw Thrust                  j./jb./jf. NUA
       - Claw Thrust                           j./jb./jf. FUA
       - Downward Energy Ball                  j./jb./jf. NWA
       - Energy Ball                           j./jb./jf. FWA

       Special Moves
       - Normal Ground Claw Attack (Fast)      QCF, NUA
               Grade 1- Damage Increase
               Grade 2- Damage Increase
               Grade 3- Damage Increase
               Enhanced- 2 Hits
       - Fierce Ground Claw Attack (Slow)      QCF, FUA
               Grade 1- Damage Increase
               Grade 2- Damage Increase
               Grade 3- Damage Increase
               Enhanced- 3 Hits
       - Normal Overhead Claw Attack (Fast)    QCF, NUA
               Grade 1- Damage Increase
               Grade 2- Damage Increase
               Grade 3- Damage Increase
               Enhanced- Damage Increase
       - Fierce Overhead Claw Attack (Slow)    QCF, FUA
               Grade 1- Damage Increase
               Grade 2- Damage Increase
               Grade 3- Damage Increase
               Enhanced- Damage Increase

       Super Moves
       - Normal Energy Cannon                  QCF, QCF, NWA
       - Fierce Energy Cannon                  QCF, QCF, FWA

-------------------------------------------------------------------------------
Ivan Ooze

       Neutral Attacks
       - Energy Jab                            NUA
       - Homing Energy Ball                    FUA
       - Normal Energy Spire                   NWA
       - Fierce Energy Spire                   FWA

       Special Moves
       - Normal Homing Spark Balls             QCF. NUA
               Grade 1- 3 Hit
               Grade 2- 4 Hit
               Grade 3- 5 Hit
               Enhanced- 9 Hits
       - Fierce Homing Spark Balls             QCF, FUA
               Grade 1- 3 Hit
               Grade 2- 4 Hit
               Grade 3- 5 Hit
               Enhanced- 9 Hits
       - Normal Invincible Homing Spark Balls  f, d, df, NUA
               Grade 1- Damage Increase
               Grade 2- Damage Increase
               Grade 3- Damage Increase
               Enhanced- 6 Hits
       - Fierce Invincible Homing Spark Balls  f, d, df, FUA
               Grade 1- Damage Increase
               Grade 2- Damage Increase
               Grade 3- Damage Increase
               Enhanced- 6 Hits

       Note:
       Ivan Ooze cannot be grabbed or thrown by other characters. Also, he is
       unable to guard against attacks.

===============================================================================
Secret Codes
===============================================================================

Play as Ivan Ooze:
------------------
At the character select screen (only in fighting mode), highlight any character
and press X+Y+START to select Ivan Ooze.

===============================================================================
Credits
===============================================================================

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