SEGA Mega Drive & Genesis Classics

SEGA Mega Drive & Genesis Classics

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Eternal Champions Guide/Move List
By Katros
A collection of movelists, basic tips and strategies to help you get started in Eternal Champions and find the best character for you.


   
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Disclaimer
I did not create this guide. I am simply sharing it here for convinience. The creators of the guide stated it as being "public domain" hence why I am dropping it here. I will add more information myself as I play through the game or if someone wants to contribute something themselves.
Beginner Tips
1. When just beginning, choose a well balanced character and stay with
him/her. The folks on Sega's Game Play lines recommend Xavier as a
good starting character.

2. Go into the Battle Room mode and set your Inner Strength to
"Off" (which gives you unlimited Special Move power), set the CPU
to 4 (the default), and set the time to "Infinite". Cycle through
all the characters until you can beat them easily. Slowly increase
the CPU's ability until you are at 8.

3. Now, turn your Inner Strength "On" and the time to "90 seconds".
Practice until you can usually win. The difference here is that you
will have to rely more on normal moves, and can let the clock help
you in certain cases.

4. Be willing to change your attacks!!! If you try a particular move
or combo, and it fails every time (against a particular opponent),
don't keep doing it!!! For instance, in some cases a leaping punch
will counter a leaping attack where a leaping kick won't.

5. When playing in a "Contest", keep an eye on the clock. Try to get
an early advantage (in terms of damage), then mainly play in a
defensive mode, only taking advantage of obvious opportunities.
When the clock runs low (under 10 seconds), don't attack at all
(unless your behind) - just run and block until the clock runs out.

6. Once a move is started, it will complete unless interrupted by a
counter attack. For fastest response time, prepare your next move
by pressing the first set of buttons before your current move is done.
This is especially handy when you get knocked down - you can often
come out of it doing a Throw.

7. Make use of your character's special abilities - like being able to
stun your opponent or using extra jumping abilities to avoid attacks
or projectiles.
About the AI
Yes, the computer cheats. The most obvious form of cheating is when the CPU performs Specia Moves when it has NO Inner Strength. Some also believe that it cheats by blocking player attacks more effectively than possible, and by "breaking through" player's valid blocks. But these are difficult to prove. Sega only admits to I.S. cheating.

Note: There is a mod on the workshop called Eternal Champions SE which gives the player infinite inner strength as well, for those interested.
Overkill Rules












1) Overkills only work in the fight which will cause you to win (or
lose) the match.

2) Overkills only work if your last hit does more than 13% damage.
Consult your manual for the appropriate moves, or just use a throw.

3) Overkills are BACKGROUND DEPENDENT. This means every character can
do all the fatalities, and that every player therefore may want to
learn all of em.

4) Overkills occur when the first 3 criteria are satisfied, and when the
loser lands on the magic spot on the background.
Move List Notes
1) For each Special Move, I tried to figure out how much Inner Strength
is needed to execute the move, and how much it consumes. I mainly
did this by Insulting the opponent until my I.S. was gone, then
repeatedly tried executing the move until I had enough I.S. for the
move to be allowed. I found out a few curious things:

a) Sometimes when your I.S. is full, executing a Special Move will not
drain it at all - at least the gauge doesn't change. I suspect that
you can have more I.S. than the gauge shows.

b) It seems that the more I.S. you have, the more it will consume when
performing some moves. Several of the moves will consume either 0.5
or 0.75 of the total I.S. - depending on how much you started with.
The numbers I have listed are when the I.S. is low (more critical).

2) Some moves can be performed by different button sequences. In this
case, I only listed the simpler sequence - or put the additional
button sequence in parentheses.

3) Some moves will have a different name listed in parentheses - for
example: Medium Kick (knee smash). The name in parentheses is
the move that occurs when you use the same button sequence but
your character is standing next to your opponent.

4) The damages listed for the Regular Moves is the MAXIMUM damage that
move CAN do. However, some moves have multiple hits and can be
blocked mid way through. This will reduce the amount of damage done.

5) Once a Special Move is initiated, Special Moves are disabled until
the current S.M.'s attack, mode or whatever is over.

6) Special Moves marked with "*" are those that will stun or freeze the
opponent - making for an easy attack.

7) Regular Moves marked with "@" are those that will provide "extra air"
by moving up again (while in the air). For Rax, press U + F > Y to
leap, then hit Y again. Massive air time!!!

8) There is a "total damage" number listed with each Combo move. This
number is also the MAXIMUM damage for the entire combo. Usually,
the computer can and will start blocking during the move. This will
reduce the amount of damage done.

9) The Top 5 moves are those that can be used very frequently for
effective matches, not necessarily those that do the most damage.
Button Input Index
CB = Charge (Hold) Back (back means away from opponent)
U = Up
D = Down
F = Forward (forward means toward opponent)
+ = press buttons at the same time
, = press buttons sequentially
> = hold button(s) while pressing the next ones
Blade Moves & Strategies













Normal Moves:
Kick (knee kick) - A |% damage: 7 ( 8)
Lunge Kick (knee kick) - B |% damage: 11 (11)
Spin Kick (side kick) - C |% damage: 12 (14)
Jumping Side Kick - U > A |% damage: 8
Jumping Crouch Kick - U > B |% damage: 10
Jumping Spin Kick - U > C |% damage: 13
Power Spike Dive - U + F > C |% damage: 14
Crouching Kick - D > A |% damage: 8
Double Crouch Kick - D > B |% damage: 12
High Kick - D > C |% damage: 14
Punch (double punch) - X |% damage: 16 ( 9)
Reverse Punch - Y |% damage: 10 (11)
Overhead Combo Pnch (dbl pnch) - Z |% damage: 18 (16)
Throw - F > Z (or F > Y) |% damage: 20
Jumping Punch - U > X |% damage: 7
Jumping Chop - U > Y |% damage: 10
Jumping Long Punch / Spin - U > Z |% damage: 13
Crouching Elbow Smash - D > X |% damage: 10
Crouching Double Fist Punch - D > Y |% damage: 10
Crouching Palm Thrust - D > Z |% damage: 12
Block - CB

Special Moves:


* Stun Beam - CB .5, F + Z |% damage: 0 |I.S used: .75 |Required: .75
Personal Shield - X + Y + Z |% damage: 0 |I.S used: .75 |Required: 1.0
Tracking Blade - CB .5, F + X + Y |% damage: 15 |I.S used: .25 |Required: .50
Straight Blade - CB .5, F + Y + Z |% damage: 15 |I.S used: .25 |Required: .25
Projectile Containment Field - A + B |% damage:0 |I.S used: .25 |Required: .50
Wild Fury Attack - A + B + C |% damage: 20 |I.S used: .50 |Required: .75
Backfire - A + C |% damage: 0 |I.S used: .50 |.75
Power (I.S.) Drain - CB .5, F + C |% damage: 0 |I.S used: .25 |Required: .50
Insult - X + Z |I.S used: .25 |Required: .50

Blade's Top 5 Moves:

1. Power Spike Dive (U + F > C)
2. Tracking Blade (CB .5, F + X + Y)
3. Throw (F > Z)
4. Wild Fury Attack (A + B + C)
5. Side kick (D > C)

Combination Moves:

button presses: | move name:
----------------------+------------------------
CB .5, F + X + Y | Tracking Blade
F > Z | Throw (while CPU is blocking)
| (total damage: 20%)

CB .5, F + X + Y | Tracking Blade
U + F > C | Power Spike Dive
Z | double punch (close)
F | move in
F > Z | Throw
| (total damage: 65%)

U + F > A | Kick (while leaping)
F | move in
D > X | Crouching Elbow Smash
A + B + C | Wild Fury Attack
| (total damage: 38%)

U + F > C | Power Spike Dive
D > B | Double Crouch Kick
F | move in
A + B + C | Wild Fury Attack
CB .5, F + Z | Stun Beam
F > Z | Throw
| (total damage: 66%)

U + F > C | Power Spike Dive
D > B | Double Crouch Kick
F | move in
Z | Overhead Combo Punch
CB .5, F + Z | Stun Beam
F > Z | Throw
| (total damage: 64%)
----------------------+------------------------

Offensive Strategies:

1. When standing, use Blade's arms for more damage. When jumping or
crouching, use his legs and feet.

2. Stun opponents with the Stun Beam, then move in and hammer away.


Defensive Strategies:

2. Use Tracking Blades (CB .5, F + X + Y) or side kicks (D > C) to
stop charges.

Against Blade:

1. Blade moves slowly, and has no way to travel quickly across the
screen. When far, he'll usually throw a Tracking Blade or Stun
Beam which you can block. Up close, he'll try a Wild Fury Attack,
or a Throw.

2. To beat Blade, just move in *quickly*, and attack. But don't stay
too close when you've finished. Jump away, then advance again.
Blade's Overkill
Landing Position:

The Loser must land centered at the bottom of the huge fan.

Effect:
Loser gets sucked into the fan, sliced up, leaving only a trademark item behind.
Jetta Moves & Strategies













Regular Moves:

Medium Kick (low kick) - A |%damage: 5 ( 4)
Low Kick High (flurry kick) - B |%damage: 8 (17)
Somersault (high kick) - C |%damage: 14 (14)
Jumping Low Kick - U > A |%damage: 6
Jumping Vertical Spin Kick - U > B |%damage: 9
Jumping Medium Kick - U > C |%damage: 10
Flying Toe Kick - U + F > A (A, B, C) |%damage: 5,9,11
Spring Back then Forward - D > A |%damage: 4
Crouching Kick - D > C |%damage: 11
Punch - X |%damage: 5 ( 4)
Palm Thrust (dbl palm thrust) - Y |%damage: 8 (11)
Hand Jab (uppercut) - Z |%damage: 10 (11)
Throw - F > Z (or F > Y) |%damage: 16
Jumping Chop - U > X |%damage: 4
Jumping Punch - U > Y |%damage: 8
Flying Spin - U > Z |%damage: 10
Flying Double Fist Pull - U + F > X |%damage: 6
@ Ceiling Dive - U + F > Z |%damage: 12
Flip Away - D > X |%damage: 5
Crouching Double Fist Pull - D > Y |%damage: 9
Uppercut - D > Z |%damage: 11
Block - CB

Special Moves:
Flying Choke Hold - CB .5, F + Z |%damage: 15 |I.S used: .50 Required: .75
Phase - X + Y + Z (1 sec) |I.S used: |.25 Required: .50
Resonate (during Phase) - D .5, U + A |%damage: 12 |I.S used: .50
Required: .75
Ricochet Right - D .5, U + C |%damage: 12 |I.S used: .50 Required: .75
Bladerang (single hit) - CB .5, F + X |%damage: 10 |I.S used: .25 Required: .50
Bladerang (double hit) - CB .5, F + Y |%damage: 10 |I.S used: .25 Required: .50
Ceiling Grab - D .5, U + Y |I.S used: .25 Required: .75
Death Dive (do after Ceiling Grab) - C
Moving Cork Screw (left) - A + B |%damage: 8 |I.S used: .25 Required: .50
Moving Cork Screw (right) - B + C |%damage: 8 |I.S used: .25 Required: .50
Insult - X + Z |I.S used: .25 Required: .50

Jetta's Top 5 Moves:

1. Phase (X + Y + Z)
2. Ceiling Dive (U + F > Z)
3. Spring Back then Forward (D > A)
4. Somersault (C)
5. Flurry Kick (close B)


Combination Moves:

button presses: | move name:
----------------------+------------------------
U + F > C | Flying Toe Kick
D > Y | Crouching Double Fist Pull
A + B (or B + C) | Moving Cork Screw (left or right)
| (total damage: 28%)

D > A | Spring Back then Forward
D > X | Flip Away
CB .5, F + Y | Bladerang (double hit)
| (total damage: 19%)

U + F > Z | Ceiling Dive
A + B | Moving Cork Screw
B | flurry kick (close)
| (total damage: 37%)

U + F > A | Jumping Low Kick
Z | Hand Jab
F | move in
B | Low Kick High
CB .5, F + Z | Flying Choke Hold
| (total damage: 38%)

D > A | Spring Back then Forward
CB .5, F + Z | Flying Choke Hold
| (total damage: 19%)

D .5, U + Y | Ceiling Grab
C | Death Dive
F > Z | Throw
| (total damage: 16%)
----------------------+------------------------


Offensive Strategies:

1. When standing or jumping (straight up), use Jetta's kick moves.
When crouching or leaping forward, use her punch moves.

2. Phase often (and Resonate too).

3. Attack quickly, then run. Repeat.


Defensive Strategies:

1. Use Bladerangs to keep opponents away.

Against Jetta:

1. Jump kick her. Usually she'll jump into it. If she Phases, do a
quick jump kick. She should run into that too. She's also
susceptible to repeated throws.

2. Don't let Jetta corner you - especially when Phased. You will get
pounded no matter how much you block. If you get out of the leap
and hit cycle, back away and try to start it again.
Jetta's Overkill
Landing Position:

The Loser must land in the middle of the gate.

Effect:

An earthquake occurs, and the loser falls into the fiery hole to his/her death.
Larcen Moves & Strategies













Regular Moves:

Advancing Kick (low kick) - A |%damage: 5 ( 8)
Medium Kick (high kick) - B |%damage: 9 ( 8)
High Kick (low kick) - C |%damage: 12 (11)
Jumping Kneel Kick - U > A |%damage: 5
Jumping High Kick - U > B |%damage: 9
Jumping Reverse Kick - U > C |%damage: 11
Flip Kick - U + A |%damage: 9
Flying Knee Smash - U + F > A |%damage: 7
Flying Leg Jab - U + F > B |%damage: 10
Flying Toe Kick - U + F > C |%damage: 12
Grappling Hook Attack - D > A |%damage: 6
Undercut Kick - D > B |%damage: 8
Sliding Undercut Kick - D > C |%damage: 10
Punch - X |%damage: 5
Uppercut (straight punch) - Y |%damage: 10
Straight Punch (dbl uppercut) - Z |%damage: 12
Throw - F > Z (or F > Y) |%damage: 18
Jumping Straight Punch - U > X (or U + F > X) |%damage: 7
Jumping Low Punch - U > Y (or U + F > Y) |%damage: 8
Jumping High Punch - U > Z |%damage: 11
Flying Knuckle Sweep - U + F > Z |%damage: 13
Crouching High Punch - D > X |%damage: 6
Crouching Hard Punch - D > Y |%damage: 9
Crouching Uppercut - D > Z |%damage: 11
Block - CB

Special Moves:

Ceiling Crawl - D 1.0, U + C |I.S used: .25 |I.S required: |.50
Ceiling Drop - D + Y (or Z) |% damage: 25
Air Sweep - A + C |% damage: 15 |I.S used: .50 |I.S required:.75
Long Distance Sweep - CB .5, F + Z |% damage: 15 |I.S used: .25 |I.S required: .25
Power Sweep -mA + B + C (1.5 sec) |% damage: 18 |I.S used: .50 |I.S required: .75
Reflect - CB + X |% damage: ?? |I.S used: ?? |I.S required: ??
Sai Throw - CB .5, F + Y |% damage: 11 |I.S used: .25 |I.S required: .50
Swinging Hammer Fist - X + Y + Z |% damage: 17 |I.S used: .25
Insult - X + Z |I.S used: .25 |I.S required: .50

Larcen's Top 5 Moves:

1. Flip Kick (U + A)
2. Grappling Hook Attack (D > A)
3. Power Sweep (A + B + C)
4. Swinging Hammer Fist (X + Y + Z)
5. Sliding Undercut Kick (D > C)


Combination Moves:

button presses: | move name:
----------------------+------------------------
U + F > B | Flying Leg Jab
D > B | Undercut Kick
F | move in
U + F > C | Flying Toe Kick
CB .5, F + Y | Sai Throw
| (total damage: 41%)

U + F > C | Flying Toe Kick
D > B | Undercut Kick
D > B | Undercut Kick
X + Y + Z | Swinging Hammer Fist
| (total damage: 45%)

U + F > B | Flying Leg Jab
Z | double uppercut (close)
A + C | Air Sweep
| (total damage: 37%)

U + F > B | Flying Leg Jab
D > B | Undercut Kick
B | Medium Kick
Z | Straight Punch
| (total damage: 39%)

A + B + C | Power Sweep
X + Y + Z | Swinging Hammer Fist
| (total damage: 35%)
----------------------+------------------------

Offensive Strategies:

1. Overall, Larcen's kicks are slightly more potent than his punches.
When leaping forward however, the punches are stronger.

2. Use repeated Z punches (normal and close) against male characters.
Use jump kicks and hit-n-run against the female.

Defensive Strategies:

1. Use the Flip Kick (U + A) to counter aerial attacks.

2. Use the Power Sweep (A + B + C) when cornered.

3. Use Reflect Back Projectiles (CB + X) to counter flying objects.

Against Larcen:

1. Never, never leap into Larcen when he's on the ground. He will do a
Flip Kick and damage you every time. When he's in the air or on the
ceiling though, he's fair (and easy) game.

2. Larcen is also very quick to block, so the best way to attack him is
by waiting until he attacks you. Determine how he's coming at you,
then go for an exposed spot. For example, if he's coming with a
punch, counter it with a sliding low kick.
Larcen Guide
Guide by Chris Schneider

General Info:

So you want to play Larcen, eh? Excellent call. He's got a very good mix
of speed, power, and defense. Combine that with what I think is the easiest
throw in the game and you've just become a walking weapon. I've only got one
combo to mention and it has become the mainstay of my Larcen arsenel. Use
a leaping "C" kick and as soon as you hit the ground, go for a sweeping "C",
and immediately jump forward again with a second leaping "C". Somewhere in
the course of that flurry, you're probably going to get a shot or two (or
three) in. Beyond that combo, I generally fight with what I call the "In
yo' face" style, leaping over opponents and striking as often with "C" kicks
and "Z" punches as possible. The opponent often has no chance to open up any
offense or perform any charge moves.

Your opponent can't get much off with you constantly in his
or her face. Leap over your opponent with kicks and punches and keep the
pressure up when you land. Vary your attacks high and low and above all,
don't let up. When you throw, always use the "Y" throw. It's quicker and
equally as effective as the "Z" one. If you get the opponent hurt and you fear
jumping in, throw a sai. With a full IS load, you can throw 3 sais before
needing to rest. Also, when throwing sais, it is easy to get into the air with
a leaping kick right behind the weapon. They'll block the sai, but usually not
the kick.

vs. Blade:

This is the epitomy of "In yo' face". Jump in from the get-go.
You can get three easy leaping kicks because Blade will jump up. After any
of them, you can elect to stay on the ground and walk up to him. As soon as
he gets up, throw him. Back off and repeat the kick/throw as necessary.
If he throws a tracking blade, it is usually possible to jump in and catch
him with a leaping kick before the blade gets you, effectively killing it.

vs. Jetta:

You can bait Jetta into the air just like Blade. Just throw your
kicks/punches early and she won't touch you. Jetta is very easy to throw, so
exploit that. If she does her back hand spring (the one where she then jumps
back at you) jump back and use a leaping "C". She'll jump into it every time.
be ready to block if you can't stop that back hand spring, because her
favorite combo is that with a rapid series of kicks. Don't bother with the
sais, as you'll just leave yourself open and she'll plant you. If she
phases, wait for a second and bait her into jumping into the air, so you
can kick her out of it.

vs. MidKnight:

Another "In yo' face" opportunity. Throw your kicks early or he'll feed you
his all day. If he is in the air and you're on the ground, block and throw.
MidKnight has this real problem with projectiles. If you throw one, he'll
immediately mist attack to dodge it. Somewhere along the line somebody thought
it was such a good idea that he'll always do it unless he's in the air. Using
this knowledge, just throw a sai and he'll mist up. Jump over the mist and walk
toward it. You will not get hit, but he'll materialize right in front of you.
Now throw. MidKnight is also easily corner trapped by Larcen using the leaping,
sweep, leaping kick combo from above.

vs. RAX:

Watch jumping in! RAX will slam you at every opportunity. For some
reason, RAX loves using that cyber-kick against Larcen, so watch out for
that too. Your best bet is to jump in from long range (so you land outside
of RAX's throw range and can duck the cyber-kick) and sweep. He may block
it, but you're now close enough to start in on the "In yo' face" stuff.
Use standing "Z" punches and occasionally jump away to launch a sai. When
he goes for the jet knee, jump toward him (if you can get in the air early
enough) and use the "C" kick. You can often kick him out of the attack.

vs. Shadow:

Have fun with this, because it's where you'll get the most
practice with the knock-back projectiles move (hold back and hit "X" when
the weapon is almost upon you). Since Shadow is so adept at launching stars,
use them to your advantage. Stay away from her and knock back her stars. She
rarely blocks them. When she goes for a cartwheel-fan, jump over, chase her
down, and throw her. If she disappears, jump up and throw. If she does her
spinning jump (that thing where she jumps and part way up rolls into a ball
for greater height) simply jump back and use the "C" kick. Throw the
occasional sai to shut up her "Coward" ranting.

vs. Slash:

What can I say? Slash loves to eat the leaping, sweep, leaping
combo. Just play hard inside and he's yours. If he tries the running charge,
block and leaping kick him. If he uses the de-claw, knock it back. Larcen's
speed can easily handle the ground smash by kicking Slash out of the air.
Standing "Z" punches work great too if you work them into patterns of jumping
over Slash.

vs. Trident:

Not as big of a problem as RAX, Trident is much easier to jump
in on. Constantly leap over him with a barrage of kicks and standing "Z"
punches. The occasional sweep will hit, but not that often. Frequently, when
you go to the air, Trident will roll away, with the intent to launch a plasma
ball. Keep leaping at him, throwing "C" kicks. The extention of the leg will
often take him down before the plasma gets going. If he does use the plasma
from long range, throw a sai and block. Your sai will hit him while he's
exposed and let you block in time.

vs. Xavier:

Keep him at a distance with your sai. The only way you'll be able
to jump in on him is from close range, so you won't be thrown. Anytime he
uses a dragon trap or throws the cane, leap over and use a "C" kick. If it
connects, walk up and throw. Anytime he gears up to throw a spell, go airborne
and kick him while he's exposed. It is possible to use the knock back
projectile move on the spells, but their weaving makes it very difficult.
When you get him off balance, proceed to the leaping, sweep, leaping kick
combo for what's usually a moderately easy fight.

vs. Champion #1:

Piece of cake. There's a nice little pattern that will
work against the Champions most of the time. When you're in close, jump away
with a kick. He'll hesitate for a moment and then follow you. As soon as you
land, leap back in with a kick. You'll come up underneath him and get a solid
hit. If you stay in close and keep jumping over him, hammering the whole
time, he won't have a chance to use his powers. Don't get too confident,
though. It gets much harder than this.

vs. Shark Champion:

Use him as a refueling stop. By this, I mean take your
time and plan your shots. The Shark is pretty easy to handle if you're
careful and you can get back another chunk of that precious health you're
going to need against the Tiger and the Dragon. Don't throw the sais unless
you're comfortable with jumping the fin, because that's his favorite counter.
Don't try for those quickie throws like you can cinch in against the regular
players, because you'll catch a weak low kick. Use the leaping out then back
in pattern I mentioned above to shut the Shark down.

vs. Eagle Champion:

Here's another refueling stop. The Eagle telegraphs his
wall dive worse than RAX. It gives you plenty of time to go to the air and
try to kick the Eagle out of it. Use hit and run tactics and throw alot of
sais. Another quirky thing about this Champion is the repluser field. If he's
on the left of you, you can't approach him. If he's on the right, however,
you can press on, albeit slowly, and get in close. Once you're in range, use
a "Z" punch to put him down.

vs. Tiger Champion:

Here's a rough fight. I suggest staying in the air and
using the jumping out/jumping in pattern already mentioned. The cartwheel
attack is hard to counter unless you use the sais. The speed of the Tiger
is your biggest problem, though. Take your time and block his leaping attacks.
This will leave him
Larcen's Overkill
Landing Position:

The Loser must land a touch to the left or right of the ticket booth.

Effect:

The Loser gets gunned down by a passing car, then again left to right, while blood flies out of the loser everytime the bullet trail hits the loser.
Midknight Moves & Strategies













Regular Moves:

Medium Kick (high kick) - A |% damage: 5 ( 7)
Advancing High Kick (pounding) - B |% damage: 9 ( 8)
High Kick (high foot sweep) - C |% damage: 9 (11)
Jumping High Kick - U > A |% damage: 5
Jumping Spin Kick - U > B (or U > C) |% damage: 9
Flying Leg Jab - U + F > A |% damage: 6
Flying Spin Kick - U + F > B |% damage: 9
@ Flying Power Leg Jab - U + F > C |% damage: 10
Crouching Low Kick - D > A |% damage: 5
Back Roll Twirl Kick - D > B |% damage: 8
Tornado Attack - D > C |% damage: 10
Punch (double thrust) - X |% damage:
Palm Strike (triple hit) - Y |% damage: 9 (13)
Arm Sweep (triple combo) - Z |% damage: 12 (16)
Shoulder Slam Throw - F > Z (or F > Y) |% damage: 18
Jumping Medium Punch - U > X |% damage: 6
Jumping High Punch - U > Y |% damage: 10
Jumping Downward Arm Sweep - U > Z |% damage: 10
Flying High Punch - U + F > X |% damage: 10
Flying Boxing Punch - U + F > Y |% damage: 9
Flying Downward Thrust - U + F > Z |% damage: 11
Crouching Double Punch - D > X |% damage: 8
Crouching High Punch - D > Y |% damage: 9
Crouching Uppercut - D > Z |% damage: 11
Block - CB

Special Moves:

Life Drain (close) - F + X + Y + Z |% damage: 17 |I.S used: .50 |I.S required: .75
Ceiling Ram (close) - D .5, U + C |% damage: 8 |I.S used: .25 |.50
* Bedazzle - X + Y + Z |% damage: 0 |I.S used: .50 |I.S required: .50
Dispel - A + B + C |% damage: 0 |I.S used: .75 |I.S required: .50
Mist Attack - A + C |% damage: 15 |I.S used: .50 |I.S required: .75
Flying Wall Smash - CB .5, F + Z |% damage: 13 |I.S used: .50 |I.S required: .75
Overhead Stomach Punch (close) - F + A + B + C |% damage: 18 |I.S used: .25 |I.S required: .50
Insult - X + Z |I.S used: .25 I.S required: .50

Midknight's Top 5 Moves:

1. Tornado Attack (D > C)
2. Shoulder Slam Throw (F > Z)
3. Palm Strike (triple hit) (close Y)
4. Ceiling Ram (D .5, U + C)
5. Crouching Uppercut (D > Z)

Combination Moves:

button presses: | move name:
----------------------+------------------------
U + F > A | Flying Leg Jab
Y | triple hit (close)
D > B | Back Roll Twirl Kick
CB .5, F + Z | Flying Wall Smash
| (total damage: 36%)

U + F > A | Flying Leg Jab
D > Z | Crouching Uppercut
F | move in
D > X | Crouching Double Punch
| (total damage: 25%)

U + F > A | Flying Leg Jab
F + X + Y + Z | Life Drain (be close)
| (total damage: 24%)

U + F > A | Flying Leg Jab
D > X | Crouching Double Punch
D > C | Tornado Attack
A + C | Mist Attack
| (total damage: 39%)

D > C | Tornado Attack
D > C | Tornado Attack
X + Y + Z | Bedazzle
F > Z | Shoulder Slam Throw
| (total damage: 38%)
----------------------+------------------------


Offensive Strategies:

1. Across the board, Midknight's punches are better than his kicks.

2. Keep Midknight up close where he's very deadly. Use repeated
Y, Z , F > Y or F > Z when you have'em cornered.

3. Get up close fast with the Flying Wall Smash (CB .5, F + Z).


Defensive Strategies:

1. Break out of an attack with the Tornado Attack (D > C).

Against Midknight:

1. Like Jetta, Midknight will almost always counter a leap with a leap.
Determine which leap is effective for your character (ie. the Flying
Downward Hit for Rax) and repeat.

2. Midknight will also do a lot of Flying Wall Smashes and Mist Attacks.
Learn to recognize the early frames of these animation sequences, and
jump over him when he attempts them. He will do them when far away.
Midknight Guide
Guide by Chris Schneider

General Info:

He's tremendously vicious in close when you can get the other character off
balance. His Flying Wall Smash combined with a throw will spell fast death for
those caught by it. Another combo I love starts with the Tornado Attack, and
when the opponent blocks it, hit the Ceiling Ram (repeat D > C, then U + C).
This combo is easily modified to taste for the Stomach Punch or the Life Drain,
but I find it easier to hit the Ceiling Ram, since you don't have to reposition
your fingers to new buttons.

Use the strongest kick as a hop kick (grab extra air-time). Only use the
kicks if you suspect you're going to be hit on the way down, such as Larcen's
backflip. The Flying Wall Smash is generally a safe maneuver, but can cause
trouble. Do *not* use the mist attack. It's pretty much worthless given the
recovery time and how much warning it gives the opponent. Only use the Stomach
Punch and Life Drain in a combo or on a stunned opponent. They seem to have
a very low strike priority. Another good one especially against human players
is a Flying Spin kick followed by the Back Roll Twirl kick. Same button (B),
but you have to block high then low to stop it. The crouching uppercuts (Y or
Z with D) are nice for advancing on your opponent and will take them out of the
air if timed correctly. And when close, use repeated Y or Z punches (or with
F for throws).

vs. Blade:

Go to the air. Blade is probably the worst programmed fighter in the game.
He's easily goaded into the air and then punched before he can get a move off.
Quickly follow this up with a throw. If the timing is right, you will nail
him about 90% of the time. Catch him just as he gets back to his feet and use
the middle punch for the throw, rather than the hardest one. His projectiles
are a joke, since the Flying Wall Smash will soar right under them, hitting
the often exposed Blade.

vs. Jetta:

Go to the air. She'll usually try to meet you, but can be batted down just
like Blade. The followup throw will work if timed right. Do *not* attempt a
Flying Wall Smash, as she tends to phase when you make your move. By the time
you hit, she's invulnerable to the strike. Keep moving and use a lot of
throws. Good combo: U + F > Z, then repeat Y and F > Y. It'll probably be a
close one.

vs. Larcen:

Don't jump in on Larcen. He loves that backflip and it can be used against
him. Jump in on him, and at the peak of the jump, use one of the two strongest
kicks. That added elevation will throw off his timing for the flip and can
leave him vulnerable for the throw. If he goes for his grappling hook swing,
simply block and throw. The Flying Wall Smash will catch him off guard maybe
30-40% of the time, so use it sparingly. Larcen is also a sucker for the
Tornado/Ceiling Ram. If you can get him off balance, use alternating high/low
strikes. The computer seems to have major difficulty with Larcen on shifting
between blocks.

vs. Rax:

Use quick aerial punches and avoid jumping in if he's on the ground.
Inevitably, he'll start in with the jet knees. When he does, standing block it
and then walk forward after he bounces off. Once he lands, you can nail the
throw. If he hits with the jet assisted uppercut (the one that carries him
almost off-screen) you can score another easy throw when he lands. Rax is also
a major sucker for the Tornado/Ceiling Ram combo.

vs. Shadow:

Use the standard Shadow defenses. Jump straight up when she disappears and
throw her when you land. If she throws projectiles, either jump or block. If
she cartwheels, leap over and chase her down from behind. You can usually
catch her and throw. Be careful with the Flying Wall Smash, or you'll end up
being thrown.

vs. Slash:

Use alot of Flying Wall Smashes. He seems to love being hit by them...
When he goes for the ground smash, knock him out of the sky. If it appears
that you'll land without a hit before he does, use one of the stronger kicks
to give you that extra "oomph." The Tornado Attack usually gets you a nice
club for the effort, so use it very sparingly.

vs. Trident:

With Trident, it's a matter of beating him to the punch. I will usually jump
at him at the start and kick quickly. He's very vulnerable to the throw after
getting knocked down. If he goes for the plasma, go for a body launch. Don't
worry too much about a computer controlled Trident when he uses the fields.
He'll usually block, rather than give you the damage. If you're not in the air
before him, don't try to meet him. He's not nearly as forgiving as Blade and
Jetta. As with any character vs Trident: Don't get caught by the plasma, or
you may get the insta-death combo (spinning trident followed by another
spinning trident).

vs. Xavier:

This is the one character I hate almost as much as the Dragon Champion.
Xavier will block just about everything you throw and hit you with that killer
combo. The way to deal with Xavier? Defense. Let him come to you. He'll be
open after a magic spell, so jump over it and strike fast. If he jumps in,
block and throw. If you can get behind his standing cane throw or the dragon
trap, go for the throw. He'll fall for the tornado/ceiling ram about 50% of the
time. The Flying Wall Smash will tear him apart if you catch him after
throwing a spell and leave him open for a quick throw.

vs. Champion #1:

The first champion is a good introduction to the computer's cheating. To
deal with him, use the two strongest kicks as hop kicks. You can catch him
from underneath. Don't try to follow-up with the throw or you'll end up
getting smacked by a few low weak kicks. The Flying Wall Smash will work about
35-40% of the time. The best way to deal with him quickly is the tornado/
ceiling ram combo, since you can hit him with it twice in quick succession
before needing to back off for your IS to replenish.

vs. Shark Champion:

The shark loves to counter the Flying Wall Smash with the fin move. Don't
use it unless you're comfortable with jumping over it. Don't jump straight up,
rather jump over it, trying to stay in the middle of the screen. When the
champ pulls back together, go for a quick throw. This battle will best be
fought in the air.

vs. Eagle Champion:

Don't try to meet his body launch with a Flying Wall Smash. Instead, keep
this fight in the air. The eagle's reach is a bear to deal with, but can be
stopped if met with aerial attacks. Beware his vertical "sawblade" strike.
Use a lot of hit and run, and use your Flying Wall Smash often, provided he
isn't going for it himself. If he begins after you've launched, you'll catch
him flush in the stomach. The tornado/ceiling ram is another good bet for this
champion.

vs. Tiger Champion:

His speed is impressive, but he's dumb. His aerial priority is seemingly
low, so go high often. When he uses his cartwheel attack, body launch. You'll
hit him every time. When he jumps in, block and throw. Keep up the pressure
with hit and runs and he's yours. Expect to trade a lot of blows though.

vs. Dragon Champion:

This is the real test of your mettle. He cheats so bad that it's very
difficult to stop him. His aerial priority is very high, so stay on the ground
as best you can. His fireballs can stop the Flying Wall Smash and he'll
usually strike with quick weak hits if you get close. Your best bet is to
block as best you can and try to catch him coming down from the air with a
Flying Wall Smash. Quickly go for the tornado/ceiling ram and you may get it.
Don't jump in, but try to take him out of the air with uppercuts and middle
punches. This will be the hardest opponent you face as Midnight.
Midknight's Overkill
Landing Position:

Starting from in front of the hut to the left (the shorter part), finish the opponent so he/she bounces to the right and lands in front of the cow.

Effect:
The helicopter will launch a missile at the loser, blowing him up and leaving charcoal briquettes behind.
R.A.X Moves & Strategies













Regular Moves:

Medium Leg Sweep (knee kick) - A |% damage: 7 ( 7)
Medium Kick (hard knee kick) - B |% damage: 9 (10)
Power Kick (toe pounding) - C |% damage: 11 (35)
Jumping Medium Kick - U > A |% damage: 7
Jumping Reverse Kick - U > B |% damage: 8
Jumping Burners - U > C |% damage: 11
Flying Knee Smash - U + F > A |% damage: 8
Flying Leg Drive - U + F > B |% damage: 10
Flying Afterburner Drive - U + F > C |% damage: 13
Undercut Kick - D > A |% damage: 6
Foot Sweep - D > B |% damage: 9
Afterburner Thrust - D > C |% damage: 12
Light Punch (lght elbow smash) - X |% damage: 5 ( 6)
Medium Punch (med elbow smash) - Y |% damage: 6 ( 7)
Hard Punch (hard elbow smash) - Z |% damage: 11 (12)
Body Slam - F > Z (or F > Y) |% damage: 18
Jumping Medium Punch - U > X |% damage: 7
Jumping High Punch - U > Y |% damage: 8
Vertical Twirl - U > Z |% damage: 12
Flying Medium Jab - U + F > X |% damage: 7
@ Flying Powered High Punch - U + F > Y |% damage: 7
Flying Downward Hit - U + F > Z |% damage: 12
Crouching Medium Punch - D > X |% damage: 5
Crouching High Punch - D > Y |% damage: 6
Powered Forward Thrust - D > Z |% damage: 11
Block - CB

Special Moves:

* Lock and Load - A + B |% damage: 10 |I.S used: .50 |I.S required: .50
Air Jets - D .5, U + B |% damage: 5 |I.S used: .50 |I.S required: .75
Cyber Punch - X + Y + Z |% damage: 16 |I.S used: .25 |I.S required: .50
Cyber Kick - A + B + C |% damage: 18 |I.S used: .25 |I.S required: .50
Jet Knee Smash - CB .5, F + C |% damage: 15 |I.S used: .50 |I.S required: .75
Overload - A + C |% damage: 20 |I.S used: .50 |I.S required: .75
Turbine - CB .5, F + A |% damage: 0 |I.S used: .50 |I.S required: .75
Insult - X + Z |I.S used: .25 |I.S required: .50

Rax's Top 5 Moves:

1. Afterburner Thrust (D > C)
2. Flying Downward Hit (U + F > Z)
3. Lock and Load (A + B)
4. toe pounding (close C)
5. Overload (A + C)


Combination Moves:

button presses: | move name:
----------------------+------------------------
U + F > A | Flying Knee Smash
CB .5, F + A | Turbine
C | toe pounding (close)
| (total damage: 43%)

U + F > Z | Flying Downward Hit
C | toe pounding (close)
A + C | Overload
| (total damage: 67%)

U + F > B | Flying Leg Drive
Y | Medium Punch
A | Medium Leg Sweep
F | move in
X + Y + Z | Cyber Punch
| (total damage: 39%)

U + F > B | Flying Leg Drive
D + A | Undercut Kick
D + A | Undercut Kick
CB .5, F + C | Jet Knee Smash
| (total damage: 37%)
----------------------+------------------------

Offensive Strategies:

1. Generally, use Rax's legs more since they inflict more damage.

2. Stun or surprise opponents, get in close, then utilize the
"toe pounding" (C) move - 35% damage!

3. Close distances with the Jet Knee Smash (CB .5, F + C).

4. Use Rax's Undercut Kick (D > A) or Afterburner Thrust (D > C)
to knock your opponents down.

Defensive Strategies:

1. Use Turbine (CB .5, F + A) to escape from being cornered.

2. Use Flying Downward Hit (U + F > Z) to counter aerial attacks
or to scrape someone off the ceiling.

3. Grab "extra air" (U + F > Y, then Y again) to stay out of harm's
way for a short time.

Against R.A.X:

1. When far away, Rax will almost always try a Jet Knee Smash. Learn to
see this one coming, and jump over it. Otherwise, you'll be cornered
and prone for some pounding. Also, when he starts his Lock and Load,
jump straight up, and the projectile will go into the air instead of
you. If you get stunned by it, he'll jump over and do a toe pounding.

2. Rax is very strong offensively, so you can't stay too close. Go for
moves where you move in quickly and strike. Try to keep him blocking,
let up (block/jump back) then strike again.

R.A.X's Overkill
Landing Position:
The Loser must land just to the right of the dragon statue.

Effect:
Some UFO robots fly onto the scene, freezing the enemy and then stattering the loser. Then a vacuum robot cleans up the remains.
Shadow Moves & Strategies












Regular Moves:

Fast Kick (low kick) - A |% damage: 3 ( 5)
Medium Kick (high kick) - B |% damage: 8 ( 8)
Reverse Kick (360 kick) - C |% damage: 11 (12)
Jumping High Kick - U > A |% damage: 8
Jumping Low Kick - U > B |% damage: 4
Jumping 360 Kick - U > C |% damage: 11
@ Flying Powered Twirl Kick - U + F > A |% damage: 6
Flying Leg Jab - U + F > B |% damage: 9
Flying High Kick - U + F > C |% damage: 10
Fast Undercut - D > A |% damage: 10
360 Leg Sweep - D > B |% damage: 10
Tumbling Attack - D > C |% damage: 12
Fast Punch (elbow smash) - X |% damage: 5 ( 7)
Medium Punch (left hand punch) - Y |% damage: 8 ( 9)
Hard Punch (straight punch) - Z |% damage: 11 (11)
Throw - F > Z (or F > Y) |% damage: 15
Jumping Medium Jab - U > X (or U + F > X) |% damage: 10
Jumping High Punch - U > Y (or U + F > Y) |% damage: 13
Jumping Low Punch - U > Z (or U + F > Z) |% damage: 8
Crouching Fast Punch - D > X |% damage: 4
Crouching Medium Punch - D > Y |% damage: 10
Tumbling Hard Punch - D > Z |% damage: 11
Block - CB

Special Moves:

Shadow Mode - A + B + C (3 sec) |I.S used: .75 |I.S required: 1.0
Twirling Fan Attack (1 twirl) - CB .5, F + A |% damage: 4 |I.S used: .50 |I.S required: .75
Twirling Fan Attack (2 twirls) - CB .5, F + B |% damage: 8 |I.S used: .50 |I.S required: .75
Twirling Fan Attack (3 twirls) - CB .5, F + C |% damage: 12 |I.S used: .50 |I.S required: .75
High Jump Angle Kick - D .5, U + B |% damage: 12 |I.S used: |I.S required: |.25 |.50
Smoke Screen (appear at opp.) - X + Y + Z |I.S used: .25 |I.S required: .50
Smoke Screen (appear at left) - X + Y + Z, A + B |I.S used: .25 |I.S required: .50
Smoke Screen (appear at right) - X + Y + Z, B + C |I.S used: .25 |I.S required: .50
Smoke Screen (appear at left ceil.) - X + Y + Z, X + Y |I.S used: .25 |I.S required: .50
Smoke Screen (appear at rght ceil.) - X + Y + Z, Y + Z |I.S used: .25 |I.S required: .50
Ninja Shuriken (slow or fast) - CB .5, F + (X or Y) |% damage: 11 |I.S used: .25 |I.S required: .50
Ninja Knife (slow or fast) - CB .5, U + F +(X or Y) |% damage: 11 |I.S used: .25 |I.S required: .50
Ninja Smoke Bomb (slow or fast) - CB .5, D +F +(X or Y) |% damage: 11 |I.S used: .25 |I.S required: .50
Flying Mine Uzume-Bi - CB .5, F + Z |% damage: 18 |I.S used: .50 |I.S required: .75
Flying Step Tobi Ashi (short) - A + B |% damage: 8 |I.S used: .25 |I.S required: .50
Flying Step Tobi Ashi (medium) - B + C |% damage: 8 |I.S used: .25 |I.S required: .50
Flying Step Tobi Ashi (super) - A + C |% damage: 8 |I.S used: .25 |I.S required: .50
Insult - X + Z |I.S used: .25 |I.S required: .50

Shadow's Top 5 Moves:

1. Smoke Screen (X + Y + Z)
2. Throw (F > Z)
3. Flying Mine Uzume-Bi (CB .5, F + Z)
4. Tumbling Attack (D > C)
5. Jumping Low Punch (U + F > Z)


Combination Moves:

button presses: | move name:
----------------------+------------------------
U + F > B | Flying Leg Jab
D > Y | Crouching Medium Punch
CB .5, F + C | Twirling Fan Attack (3 twirls)
| (total damage: 31%)

U + F > B | Flying Leg Jab
D > Z | Tumbling Hard Punch
B | high kick (close)
CB .5, F + (X or Y) | Ninja Shuriken (slow or fast)
| (total damage: 39%)

D > Z | Tumbling Hard Punch
C | 360 kick (close)
CB .5, F + Z | Flying Mine Uzume-Bi
| (total damage: 40%)

A + B + C (3 sec) | Shadow Mode
D > C | Tumbling Attack
Z | Hard Punch
F > Z | Throw
| (total damage: 38%)
----------------------+------------------------


Offensive Strategies:

1. Almost without exception, Shadow's punches are better than her
kicks. Many are even stronger than some of her Special Moves!!!

2. Start matches with the Shadow mode and punch quickly!!!

3. Use the Smoke Screen (X + Y + Z) followed by (X+Y) or (Y+Z) to
knock opponents out of the air.

4. Use Flying Mine Uzume-Bi (CB .5, F + Z) to stop a charging
opponent in their tracks (does well against Slash & Trident).

5. Play her using a "hit-n-run" offense.


Defensive Strategies:

1. Use the Smoke Screen (X + Y + Z, ...) or Throw (F > Z) if cornered.

Against Shadow:

1. Shadow is easy to beat once you figure out her pattern. The trick is to
stay away from her. Preferably on the other side of the screen. Jump
over anything she throws at you. Pretty soon, she'll get tired of
throwing things and will disappear. Wait around 2 seconds and jump
straight up. She should appear right next to where you were standing
before and attack. The attack will miss because you're in the air.
Once you land, immediately throw her and/or get back to the other side
of the screen.

2. When she goes into a long move (like the Twirling Fan Attack) jump
over her and kick or throw her from behind. Low undercut kicks are
also a good frontal counter for these attacks.

Shadow Guide
Shadow Guide by Dave Woodall

General Info:

Shadow isn't the strongest of the Eternal Champion characters, but she does
have some awesome Special Moves. The best of these is the Smoke Screen, since
you can control where you reappear. The pattern is very easy to remember:

upper left: X + Y Y + Z :upper right
lower left: A + B B + C :lower right

Most of the time, you can catch your opponent in the air with one of the upper
positions, and you'll damage them almost every time. For the remainder of the
guide, I'll just say "Smoke Screen", but this means to follow with one of the
above re-entry positions (the uppers are best, since you appear doing a kick).
Another useful move is the leaping A, since it will give you "extra air" and
can get you out a close spot very quickly.

vs. Blade:

Leaping C! That's about it. Fighting Blade is very much like Midknight.
Other than the leaping C, Flying Mines and Smoke Screens keep things
interesting. If you corner him, give him a Throw.

vs. Jetta:

Jump away at the start of every match. Let her Phase, and do a leaping C.
Repeat! Most of the time, you'll meet her at the top and win. If she jumps in
close, do a quick throw. You might as well, because if she does her Flurry
Kick, you can't block it anyway! Starting with a Shadow Mode isn't always very
effective since she moves around so fast it's hard to catch her. If she tries
a Choke Hold, do a Smoke Screen and wham her from behind.

vs. Larcen:

Play defensively against Larcen. He can hurt you in a hurry if you let him!
Keep your distance, but counter his offensive moves. If he does a Ceiling
Crawl, counter with a leaping C, or a Flying Mine if you're quick. A Smoke
Screen can also knock him off the ceiling. When Larcen calls you a Punk,
throw a Flying Mine at him. Counter a leap with a leaping Y and a Power
Sweep with a leaping C.

vs. Midknight:

You can win with only the leaping C!!! This fight is best kept in the air,
because Midknight will do that annoying Wall Smash otherwise. Don't throw
projectiles either because he will just get all Misty. The Smoke Screen is
also fun, and use a Throw if you get cornered. And don't use the Twirling
Fan Attack - he'll jump over it and attack from behind.

vs. Rax:

The toughest for me! (maybe because Rax is my main character). I like
to start with a Shadow Mode, and quickly hammer away with Y and Z punches.
Do a jump A (straight up) when he does his Jet Knee Smash (zooms across the
screen). If you are at one end of the playing area, he will stop right next
to you, and you can get 2 Throws in a row! (hold F and keep hammering on Z).
Use Smokes to catch him in the air, but don't do it when Rax is on the
ground, or you'll get thrown. Counter leaps with a leaping Y or Z.

vs. Slash:

Slash is a sucker for Flying Mines! 80%-90% they'll get thru - and they'll
always get thru if you can catch him doing a Running Head Butt. When he tries
a Power Thud, either leap in with Z, or Smoke to the side he's on. Starting
with a Shadow Mode (see Trident's description) also works well. Slash doesn't
jump much, but if he does, leap back with C.

vs. Trident:

Start every match with a Shadow Mode, get over to him fast, and hit him
repeatedly with Y and Z. If you're quick, you can do about 40% damage before
you come out of it! Trident loves to jump, and that's a fatal mistake when
playing against Shadow. Do a Smoke, then appear in the upper corner that
he's facing. Whamo! Flying Mines are also great if you can catch him in
the air. If cornered, Throw.

vs. Xavier:

Xavier is tough - he blocks everything. Like Trident, start every match with
a Shadow Mode. After that, just wait for him to try a spell, and either leap
over and kick him before he gets it off, or do a Smoke Screen and pound him
from an upper corner. Flying Mines only work against leaps, which he doesn't
do very often.

vs. Champion #1:

This guy is a lot like Blade. Use lots of leaping C's and Smoke Screens
to keep him off balance. If you move away from him, he'll go invincible or
throw the 5 "power balls". Don't give him the opportunity.

This is about as far as I've gotten with Shadow - I'll fill in more as
I get better, or if I get some good tips that pan out. Good luck!

vs. Shark Champion:

vs. Eagle Champion:

vs. Tiger Champion:

vs. Dragon Champion:
Shadow's Overkill
Landing Position:

The Loser must land centered on the second letter from the left.

Effect:

Loser will fly into the letter, be electrocuted with lots of blood, explode, and drop an eyeball onto the ground.
Slash Moves & Strategies













Regular Moves:

Low Kick (knee smash) - A |% damage: 6 ( 5)
High Kick (low kick) - B |% damage: 8 ( 7)
Tumble Forward - C |% damage: 11
Jumping Leg Lift - U > A |% damage: 5
Jumping Leg Extend - U > B |% damage: 8
Jumping Foot Drive - U > C |% damage: 11
Flying Pounce - U + F > A |% damage: 8
Flying Club Ram - U + F > B (or U + F > Y) |% damage: 10
Flying Foot Drive - U + F > C |% damage: 11
Crouching Toe Jab - D > A |% damage: 6
Crouching Low Kick - D > B |% damage: 7
Crouching 360 Club Swing - D > C (or D > Z) |% damage: 16
Upward Club Swing (lght punch) - X |% damage: 6 ( 5)
Downward Club Swing (med pnch) - Y |% damage: 8 ( 9)
Horiz Club Swing (hard punch) - Z |% damage: 12 (11)
Throw Straight Up - F > Z |% damage: 0
Jumping Upward Club Swing - U > X |% damage: 6
Jumping Downward Club Swing - U > Y |% damage: 8
Jumping Horizontal Club Swing - U > Z |% damage: 11
Flying Claw Scratch - U + F > X |% damage: 7
Flying Overhead Club Swing - U + F > Z |% damage: 13
Crouching Finger Jab - D > X |% damage: 6
Crouching Club Jab - D > Y |% damage: 9
Block - CB

Special Moves:

Massive Club Swing - X + Y + Z |% damage: 6 |I.S used: .50 |I.S required: .75
Double Footed Swing Kick - A + C |% damage: 14 |I.S used: .25 |I.S required: .50
De-Claw - CB .5, F + Z |% damage: 12 |I.S used: .25 |I.S required: .50
* Power Thud Club Swing - Y + Z |% damage: 0 |I.S used: .50 |I.S required: .75
Spinal Crush (be close) - F + Y |% damage: 16 |I.S used: .75 |I.S required: 1.0
Running Head Butt - CB .5, F + C |% damage: 15 |I.S used: .25 |I.S required: .50
Reflect - X + Y (just before hit) |I.S used: .25 |I.S required: .50
Insult - X + Z |I.S used: .25 |I.S required: .50

Slash's Top 5 Moves:

1. Power Thud Club Swing (Y + Z)
2. Flying Overhead Club Swing (U + F > Z)
3. Spinal Crush (F + Y)
4. Crouching 360 Club Swing (D > Z)
5. Tumble Forward (C)

Combination Moves:

button presses: | move name:
----------------------+------------------------
Y + Z | Power Thud Club Swing
CB .5, F + C | Running Head Butt
F + Y | Spinal Crush
| (total damage: 31%)

U + F > C | Flying Foot Drive
B | low kick (close)
Z | Horizontal Club Swing
CB .5, F + C | Running Head Butt
| (total damage: 46%)

U + F > Z | Flying Overhead Club Swing
A + C | Double Footed Swing Kick
Z | Horizontal Club Swing
| (total damage: 39%)

U + F > Z | Flying Overhead Club Swing
D > B | Crouching Low Kick
D > C | Crouching 360 Club Swing
CB .5, F + Z | De-Claw
| (total damage: 46%)

U + F > C | Flying Foot Drive
X + Y + Z | Massive Club Swing
C | Tumble Forward
Z | Horizontal Club Swing
| (total damage: 40%)
----------------------+------------------------

Offensive Strategies:

1. Slash's strongest feature is his club. Use it crouching, up close,
leaping, etc...

2. When close execute the Spinal Crush (F + Y).

3. Stun opponents with the Power Thud (Y + Z) then move in and
stomp on 'em.

4. Don't try to Throw (F > Z) unless you're good at hitting the
opponent when he/she comes down - if you miss, you'll be tired
(watch Slash's tongue wag) which is just as bad as being stunned!


Defensive Strategies:

1. Get out of a corner with the Running Head Butt (CB .5, F + C).

Against Slash:

1. Slash has a very easy pattern. He'll throw a few Claws then try to
do a Power Thud. Block or jump the Claws then jump at him when he
starts the Power Thud. With Xavier, just press Z until he drops!

2. A Running Head Butt can be countered with a low undercut kick.

3. Trick Slash into walking towards you, then do a low undercut kick.
Slash Guide
Slash Guide by David DAuria

General Info:

First of all, he's kind of slow. That's o.k. since he has one main
advantage: the club. The club gives him two main advantages: A long
reach and lots of power to damage with.

Now, here's some tips and tactics. First of all, learn to do the
ground thump.(That's y+z. He jumps way up into the air and drives his club
into the ground) It maybe be the slowest stunning move in the entire game,
but if your opponent is on the ground when you land he will be stunned.
(Even if he blocks. I'm not too sure how well this works on humans since
they'll probably try to knock you out of it instead of blocking. It may
be possible to fake a ground thump by jumping straight up and then just
knock them out of the sky as they try to prevent a thump that's never going
to come) This move is very effective when the computer is far away.(At mid
and close range, the computer will probably knock you out of it.

This is especially true of Jetta and Shadow. Their speed and jumping power make
this quite a dangerous move to attempt so be careful with it against them)
Another thing is that Slash is quite effective in up close battle. Just pound
away with your club, doing y and z shots.

What's even better up close is his "Batting Practice" throw. This is probably the easy throw to get started.
It a good idea to try to get in close for this throw, since you will be
successful quite often.(You do have to time your swing when your opponent
comes down. When they're about waist high is the right time to swing for
the fences.) Also, it seems to do more damage than any other throw.(These
2 factors are probably there to make up for the fact you have to time your
swing. By the way it's really a bad thing when you miss. Slash becomes so suprised,
He's stunned!)

In the air, Slash has his z club swing. The good thing
about this is that if you jump back and do this, you reverse directions
and move toward your opponent. This can suprise many an opponent and
is quite damaging and effective. Finally, he has his declaw move.
He basically shoots a projectile at an opponent. I use this to keep
an opponent on his toes.(I'm not sure if this move can be used in a combo
or not)

Now, I'm not sure if Slash has any true combos. It seems that hitting
your opponent with y then z maybe a combo. He does have the thump and throw
combo.(Not a true combo but it is effective if timed right.) Basically
You stun your opponent with the thump. You then go for his throw.(And don't
miss it, against trident you'll probably lose if you miss) After you
hit him, go for another thump so that you land just after he gets up.
(You'll stun him and get to throw him again) Just keep this up as long
as you can.(Of course, if you throw him or her first, then go for the thump
when the get up trick.)

vs. Blade:
vs. Jetta:
vs. Larcen:
vs. Midknight:
vs. Rax:
vs. Shadow:
vs. Slash:
vs. Trident:
vs. Xavier:
vs. Champion #1:
vs. Shark Champion:
vs. Eagle Champion:
vs. Tiger Champion:
vs. Dragon Champion:
Slash's Overkill
Landing Position:

The Loser must land roughly one body length away from the far left or right of the background.

Effect:

The loser gets dragged off-screen by a dinosaur that you can't see (yet). The dinosaur then moves on-screen while chewing happily on the loser. Finally, a trademark item is spit out of his mouth.
Trident Moves & Strategies












Regular Moves:

Stationary Somersault (side kick) - A (or D > B) |% damage: 6 ( 6)
High Kick - B |% damage: 10
Adv. High Kick (dbl high kick)- C |% damage: 14 (14)
Jumping High Kick - U > A |% damage: 6
Jumping Trident Jab - U > B |% damage: 11
Jumping Foot Jab - U > C |% damage: 13
Flying Leg Jab - U + F > A |% damage: 7
Flying Toe Drive - U + F > B |% damage: 9
Flying Double Leg Strike - U + F > C |% damage: 12
Crouching Side Kick - D > A |% damage: 5
Crouching Heel Thrust - D > C |% damage: 11
Fast Trident Jab (light punch) - X |% damage: 5 ( 4)
Medium Trident Jab (med punch) - Y |% damage: 8 ( 7)
Trident Sweep (hard punch) - Z % damage: 9 ( 9)
Leg Grab Throw - F > Z (or F > Y) |% damage: 18
Jumping Upward Trident Sweep - U > X |% damage: 5
Jumping Downward Trident Sweep - U > Y |% damage: 7
Jumping Vert. Trident Thrust - U > Z |% damage: 10
Flying Medium Punch - U + F > X |% damage: 4
Flying Upward Trident Sweep - U + F > Y |% damage: 8
Flying Downward Trident Sweep - U + F > Z |% damage: 9
Crouching Hard Punch - D > X |% damage: 3
Crouching Trident Jab - D > Y |% damage: 8
Defensive Roll - D > Z |% damage: 10
Block - CB

Special Moves:


Depth Charge Field- X + Y |I.S used: .50 |I.S required: .75
Bio-Drain Field - Y + Z |I.S used: .50 |I.S required: .75
* Bio-Stun Field - A + B |I.S used: .75 |I.S required: 1.0
Repulser Field - B + C |% damage: .50 |I.S used: |I.S required: .50
* Spinning Trident - X + Y + Z |% damage: 30 |I.S used: .50 |I.S required: .75
Sliding Spinning Trident - CB .5, F + Y |% damage: 11 |I.S used: .25 |I.S required: .50
* Plasma Bolt - CB .5, F + Z |% damage: 15 |I.S used: .25 |I.S required: .50
Liquid Mode - A + B + C |I.S used: .25 |I.S required: .50
Insult - X + Z |I.S used: .25 |I.S required: .50

Trident's Top 5 Moves:

1. Plasma Bolt (CB .5, F + Z)
2. Spinning Trident (X + Y + Z)
3. Flying Double Leg Strike (U + F > C)
4. Leg Grab Throw (F > Z)
5. Advancing High Kick (C)

Combination Moves:

button presses: | move name:
----------------------+------------------------
CB .5, F + Z | Plasma Bolt (this combo needs full I.S.)
X + Y + Z | Spinning Trident
F | move in
X + Y + Z | Spinning Trident (wait for .75 I.S.)
F | move in
F > Z | Leg Grab Throw
| (total damage: 93%)

U + F > C | Flying Double Leg Strike
D > Z | Defensive Roll
CB .5, F + Z | Plasma Bolt
F > Z | Leg Grab Throw
| (total damage: 55%)

U + F > A | Flying Leg Jab
A + B + C | Liquid Mode
X + Y + Z | Spinning Trident
| (total damage: 37%)

U + F > A | Flying Leg Jab
X | light punch (close)
X + Y + Z | Spinning Trident
| (total damage: 42%)

CB .5, F + Y | Sliding Spinning Trident
D > A | Crouching Side Kick
X + Y + Z | Spinning Trident
| (total damage: 46%)
----------------------+------------------------


Offensive Strategies:

1. In the air and on the ground, Trident's kicks rule! Use the
strongest kicks (C, U + C,...) and use Z for Plasma Bolts and
Throws.

2. Trident has lots of ways to stun his opponent. Pick one, then
follow it with a Throw (F > Z) or a Spinning Trident (X + Y + Z).


Defensive Strategies:

1. Use Liquid Mode (A + B + C) to get out of a corner.

Against Trident:

1. Trident blocks everything (very frustrating!). If you avoid him,
he'll try to stun you with Plasma Bolts. These are easy to see
coming and to block (unless you're unlucky and he catches you in
the middle of something or in the air).

2. If cornered, Trident will either Throw you or do a Spinning Trident
which is very damaging. Don't let this happen!!!

3. The best offense is to do some type of long distance special move,
and avoid him the rest of the time. Sometimes a low undercut kick
will get through, but if not, jump back immediately!

Trident Guide
Trident Guide by Ryan D Hose

General Info:

Basically, he's a kicker. Use the strongest jumping kicks (jump and C) and
sweeps (Down and C) for most of the moves. But keep your finger on Z for
fireballs and flips. Awesome Combo - IS must be at full strength (or off).
Lob a fireball, and if it hits, continue. If not, don't. When the fireball
connects, walk up to your dazed opponent and do a Spinning Trident (XYZ).
Then, as soon as the person falls back, lob another fireball, which will hit.
Walk up, and throw your opponent. Then walk up and do a foot sweep.
Guaranteed to take off 80% of their energy.

vs. Blade: Same as Midknight.

vs. Jetta:

She was hard for a while until I realized something. If she
is just standing there (non-phased) you can jump towards her and do
either a kick (C) or hit (Z) and she'll jump into it every time. Watch
out when she's phased though, just turn on the stun shield and then do
the jumping again.

vs. Larcen: Same as Midknight.

vs. Midknight:

Just keep jumping at him and then try two or three sweeps. If none of
them knock him back, jump back and block before jumping back towards him.

vs. Rax: Same as Midknight.

vs. Shadow:

Jump back in the very beginning and wait for her to do one of these things
and react accordingly:
Throws shurkien, knife, bomb, star: Stand and Block
Jumps in the air towards you: Jump back
Jumps in the air towards you, then goes higher for a kick: Jump back,
and as she comes down, hit hard kick (C).
Teleports: Wait a second, then jump straight up and hard kick (C). Hit
the ground pressing down and (C) several times, then jump back.
Somersaults toward you: Fireball, then combo.
Anything else (rare): Back off and wait for one of these things.

vs. Slash:

Same as above, but watch out for thorns. Also, wait to jump at him until
he tries to do a ground pound. You can really mess him up that way.

vs. Xavier:

Keep a jump distance away from him. When his staff raises as he's about to
perform a move, jump in and kick (C) him, then sweep two or three times. The
sweeps probably won't land, and you might get thrown, but in the end you'll
win. If he keeps coming at you as you stay a jump distance away, lob a
fireball at him and then jump towards him with a kick (C).

vs. Champion #1:

Jump kicks work best. Use Jetta's pattern.

vs. Shark Champion:

Same as First, but beware the bubble he throws and the Electric Fin.

vs. Eagle Champion: Same as Tiger.

vs. Tiger Champion:

Same as Jetta, but use fireballs sometimes too. Stun shield is good here.

vs. Dragon Champion:

The toughest one. Use stun a lot. Don't try to jump kick him - he's
too fast.
Trident's Overkill
Landing Position:

The Loser must land directly below the statue in the right half of the background (the statue with the water spout). It has also been seen in front of the big rock located on the left side of the area,
and centered in front of the sky city in the background.

Effect:

Three vines slowly wrap the loser up, then pull him/her under. A big series of splashes, followed by bubbles, lead up to a pool of blood where the loser fell.
Xavier Moves & Strategies












Regular Moves:

Low Kick (fist/knee combo) - A |% damage: 4 ( 8)
Medium Kick (kick/cane strike) - B |% damage: 8 ( 9)
High Kick (double leg kick) - C |% damage: 9 (10)
Jumping Double Leg Kick - U > A (or U + F > A) |% damage: 7
Jumping High Kick - U > B (or U + F > B) |% damage: 7
Jumping Power Kick - U > C (or U + F > C) |% damage: 8
Fast Toe Sweep - D > A |% damage: 4
Cane Propelled Slide - D > B |% damage: 7
Powerful Toe Sweep - D > C |% damage: 10
Fast Cane Strike (triple hit) - X |% damage: 5 (16)
Powerful Cane Strike (one hit) - Y |% damage: 9 ( 8)
Boomerang Cane Throw (cane jab) - Z |% damage: 10 (11)
Cane Throw - F > Z (or F > Y) |% damage: 16
Jumping Low Cane Strike - U > X (or U + F > X) |% damage: 6
Jumping Medium Cane Strike - U > Y (or U + F > Y) |% damage: 8
Jumping Overhead Cane Twirl - U > Z |% damage: 9
Flying Forward Cane Attack - U + F > Z |% damage: 9
Crouching Double Cane Attack - D > X |% damage: 6
Crouching 360 Cane Attack - D > Y |% damage: 8
Crouching Combo Cane Attack - D > Z |% damage: 12
Block - CB

Special Moves:

Dragon Trap - CB .5, F + Z |% damage: 15 |I.S used:.50 |I.S required: .75
Snap Back - CB .5, F + X |% damage: 8 |I.S used: .25 |I.S required: .50
Identity Change - X + Y + Z |I.S used: .75 |I.S required: .75
* Midas Touch - CB .5, F + Y |I.S used: .50 |I.S required: .75
Attract & Smack - A + B + C |% damage: 12 |I.S used: .50 |I.S required: .75
Swap Spell - X + Y |I.S used: .25 |I.S required: .50
Confusion Spell - A + C |I.S used: .50 |I.S required: .50
Insult - X + Z |I.S used: .25 |I.S required: .50

Xavier's Top 5 Moves:

1. Boomerang Cane Throw (Z)
2. Flying Forward Cane Attack (U + F > Z)
3. Midas Touch (CB .5, F + Y)
4. Cane Throw (F > Z)
5. Powerful Toe Sweep (D > C)


Combination Moves:

button presses: | move name:
----------------------+------------------------
U + F > A | Jumping Double Leg Kick
D > X | Crouching Double Cane Attack
D > Y | Crouching 360 Cane Attack
A + B + C | Attract & Smack
| (total damage: 33%)

U + F > C | Jumping Power Kick
X | triple cane hit (close)
CB .5, F + Z | Dragon Trap
| (total damage: 28%)

U + F > C | Jumping Power Kick
D > X | Crouching Double Cane Attack
Y | Powerful Cane Strike
CB .5, F + Y | Midas Touch
F > Z | Cane Throw
| (total damage: 39%)

U + F > C | Jumping Power Kick
D > X | Crouching Double Cane Attack
D > C | Powerful Toe Sweep
X + Y + Z | Identity Change
| (total damage: 24%)
----------------------+------------------------


Offensive Strategies:

1. Xavier's cane is his strong point. Use punching attacks to make
the best use of his cane.

2. Use the Flying Forward Cane Attack (U + F > Z) to counter any aerial
attack, or to flick opponents off the ceiling.

3. Keep opponents away with Boomerang Cane Throws (Z). Tip: You can
defeat Slash with this one key! He will just keep walking into it.

4. Freeze opponents with the Midas Touch (CB .5, F + Y), then Throw
(F > Z) them.


Defensive Strategies:

1. Use the Swap Spell (X + Y) to swap positions with opponent, or the
Confusion Spell (A + C) - if you become cornered.

Against Xavier:

1. Be careful about getting close to Xavier, because you will be
thrown.

2. When Xavier starts to do a spell, he will hold his cane straight up.
Jump forward immediately when you see this, and you will dodge the
spell he's fired at you. This is usually the best time to attack.
Xavier Guide
Xavier Guide by Jason Adams

General Info:


vs. Blade:

Same opening round instructions as for Jetta. This sucker always jumps!
His jump is too slow to get him over the Spinning Cane Attack, but if for some
reason he does get over it, and comes in with his lightning bolt, you're in for
a world of hurt. You'd better block like nobody's business. The snake does
quite nicely against his shield.

vs. Jetta:

Ever noticed how pissed someone gets when they're going for a ceiling grab
and you do the switch thing on them? Very easy to cheese Jetta. If you can
throw her once, then you can just walk up and throw her again and again while
she's getting up. Always start out a first round against a computer Jetta with
a jumping fierce punch. She always jumps first thing first round. Second
round she phases first thing. Jump in again, again with the fierce punch (to
guard against the freak occurence of something other than her Phasing). She'll
block it as you're coming in. This situation screams THROW!!!!! That'll knock
her out of phase. The rest is cake.

vs. Larcen:

Can be a problem if you let him. If he does the Ceiling Crawl a forward jump
in conjunction with a fierce punch will dissuade him from doing anything else.
If he is coming down the same will work, but if you're that late in doing it
you're probably not quick enough to jump before you're hit. The light punch
works well on larcen, as well as the light kick. They also work well in
tandem.

vs. MidKnight:

Well, what can I say? This guy's a sucker for the Spinning Cane Attack.
I think that the fierce punch borders on cheese when fighting MidKnight. In
a fight with everyone's fav. vamp. stay mid-range. Don't get close, because
he's got the crouching double punch and a wide variety of other totally
devastating moves from the inside. Using Xavier I have a lot of luck throwing
MidKnight right after he comes out of the Wall Smash. And that's the only
thing the Spinning Cane Attack can't stop.

vs. Rax:

Don't stand near Rax when you knock him down, or it's throw-slam city.
Otherwise, his sliding crouching punches and kicks are best met with a medium
crouching kick right after your block. I don't usually use the fierce punch
in this situation for one reason. If the first hit knocks rax down, then he's
gonna throw you through the second hit. The cyber kick and punch are painfully
obvious from the telltale sound and windup, so they're no problem to avoid.

vs. Shadow:

It's basically just a game of keep-away. Make sure you stay clear of her at
all times. The standard wait a couple of seconds and then jump routine works
when she has disappeared, but I would also say to use a jumping (fierce?)
punch, the one that helicopters the staff above your head. This way when she
comes from the top corners of the screen she'll catch a staff in the legs.
For her cartwheel thing, charge a snake in the air while jumping over her.
If not, the Spinning Cane Attack always hits for some damage when you land.

vs. Slash:

You don't even have to be awake during this fight!! Slash is one of the most
pitiful players EVER DEVELOPED against someone with a long-range attack. Using
Xavier's Spinning Cane Attack, you shouldn't even get scratched. He shouldn't
get closer than a cane's length. You can also win by just pressing Z over and
over. Doesn't matter, he's dead either way.

vs. Trident:

There are two big dont's against Trident:
1) Don't ever let him get in close.
2) Don't ever eat a plasma ball.
You can't stress these enough. Let number two happen with a player who knows
what he is doing and you are DOL (dead on landing). Stay medium range so that
a Spinning Cane Attack can cancel a fireball, but don't eat one at medium range
or even a novice can get in and do the grand-slam. Don't jump. Don't rush in.
Don't do anything except press the fierce punch, jump straight up and press the
fierce punch, or jump forward and press the fierce punch in response to
Trident's moves.

vs. Champion #1:
vs. Shark Champion:
vs. Eagle Champion:
vs. Tiger Champion:
vs. Dragon Champion:
Xavier's Overkill
Landing Position:

The Loser must land centered in the fire.

Effect:

The loser will be slowly burned to death, arms flailing, leaving behind a skeleton. The skull then falls to the ground.
Fighting the Eternal Champion











1. You have to beat the Eternal Champion 5 times. After the first, he
will reincarnate himself from one of four images on the windows, and
you will be given about a third of your life bar restored. These
matches are not timed - it's to the death - and you have to beat all
5 with one life (you get 2 chances).

2. Only attack the Champion when he's not flashing, and avoid or block
everything that he throws at you. Stay out of range, and learn which
kind of leaps and advancing attacks are effective for your character.
Credits
The original guide was courtesy of these fine people:

woodall@adrs1.dseg.ti.com (David Woodall)
ar2w+@andrew.cmu.edu (Adam K. Rixey)
dsuggs@dvorak.amd.com (David Suggs)
nbc2569@dbmsmail.dsac.dla.mil (Christopher L Schneider)
ryandhoz@umich.edu (Ryan D Hose)
adamsjd@NeXTwork.Rose-Hulman.Edu (Jason Adams)
jrkst20+@pitt.edu (Jonathan R Kohn)
davidliu@husc8.harvard.edu (David Liu)
libnerk@minerva.cis.yale.edu (Kelsey S. Libner)
dauria@cs.bu.edu (David DAuria)
andersen@snake17.cs.wisc.edu (Eric Andersen)
bc15@ellis.uchicago.edu (The Vampire Lestat)
stimson@leland.Stanford.EDU (Stephen F. Timson)
hhahn@macc.wisc.edu (Harry Hahn)
2 Comments
Katros  [author] 27 Feb, 2023 @ 3:45am 
Aaah, I neglected to specify that it's only in the Battle Room settings that you can set a timer, The Training Room's Holo-Trainer doesn't have such a setting, thanks for commenting c:
Exhululath 27 Feb, 2023 @ 1:36am 
I can't find how to set the time of training fights to "infinite"...