DARKSTALKERS 3: EX EDITION (SONY PLAYSTATION) - Full Moves List / Short Combo / Explanation FAQ V1.4 ------------------------------------------------------------------------------------ WARNING: Copyright(C) 1998 by Gouki of Gouki's Page Of Whatever. This FAQ is not for any profit-making purposes. Please ask for permission for distribution to anywhere. This FAQ may NOT be published in any other form like magazines and other form or articles without approval of the author. ------------------------------------------------------------------------------------ This is just a short guide to what you can do with the game (in the Training and Original Character Modes), the differences between the modes and also acts as a full moves list. Please note that this is based on the Japanese version of the game, and certain features might not be available in the US version. ------------------------------------------------------------------------------------ >> ADDITIONS << V1.1: More descriptions of the Original Character Mode and Options. Corrections to General Moves. V1.2: Correction to Damage Gauge in Regular Options. V1.3: Corrections to Anakaris and Q-Bee's Moves List. V1.4: Added in extra moves for Oboro, corrections for Anakaris, Pyron and Huitzil, and better explanations for obtaining endings. ------------------------------------------------------------------------------------ >> MAIN MENU << The Main Menu allows you to choose from Arcade, Versus, Training, Original Character, Collection and Option. - ARCADE & VERSUS I don't think anyone doesn't know what these are. Versus mode will load the character select screen all the time unless you turn short-cut on. - TRAINING In the training, you pick a character, and an opponent and you can train your moves. Several options are available here. - ORIGINAL CHARACTER This is actually the Edit Character mode, where you can name, color and play as your "pet" character. Can come up with some insanely powerful characters, if you're good at it. - COLLECTION MODE Use this to view all 32 artworks of the game (or you can just pop the CD into the CD-ROM of your PC and load the pics up). At the start, you can only access Page 1 out of 4. To get the other 3, you have to play the Original Character Mode. - OPTIONS The options screen. At first you can only access the default Options Screen. After completing the requirements in the Original Character Mode, you can access the DX Options and EX Options by pressing either L1 or R1. ---------------------------------------------------------------------------------- >> TRAINING MODE << In the training mode, you can train all your combos and moves in here. By pressing START to pause the game, and then pressing Select, you will be brought to an option screen. Select Training Options, and you will be given a further choice of options. Select Normal Mode and you will be given the following attributes to change. ACTION: What the opponent does. Can be set to Stand, Crouch, Jump, CPU or Human. SS GAUGE: Either normal or infinity. SPEED: Either normal or turbo. CPU GUARD: On or Off. Determines if the CPU opponent blocks after being hit (like most other CAPCOM training modes) SIGNAL: Either AD Guard, Guard Cancel, Chain Combo or Off. If set, your character will blink red if he/she is doing that particular move (i.e. when doing chain combo). ATTACK DATA: On or off. The listing of hits and damage on the top right hand corner of the screen. HEX: Either HEX8, HEX16, HEX32 or Off. If on, this will produce a grid over the fighting area. The bigger the number, the bigger the squares. Not sure what this is used for. COCKPIT: On or Off. Displays the life bar and Super Meter. INPUT CHECK: On or Off. Displays the commands being input (i.e. UP, DOWN, LEFT, RIGHT, etc.) PUPPET SHOW: Only available when using Lilith. Can be set to Off, or No.1 to No.6. Each one represents a certain sequence of buttons to be pressed during her Puppet Show EX Special. Recording Mode will allow you to record your training session, and then replayed using the Replay function. Change Character brings you back to the character select screen and you can choose someone else to use. >> ORIGINAL CHARACTER MODE << Another attempt by CAPCOM to provide players to "make" their own characters. This one is generally better than the one found in Super Gem Fighter [Pocket Fighter], as you get to control the "pet" character, instead of just watching the computer play. Here's how the thing works. You pick your character to use from the list given. Oboro needs you to hold SELECT over Bishamon to be accessed, Shadow requires you to press SELECT 5 times at Random, and Marionette needs 7 SELECTS at Random. Once you've chosen your character, you will then be given the choice of DF Change or DF Power. Select well, as you can't change this after your character's created. Next you will have to name your character in 10 letters. After that, you will be given the chance to color your character. The character in the middle shows the current color conditions of your character. The shadow on the right will have brighter dots, showing which pixel is currently associated with the color you're dealing with at the moment. Move UP or DOWN to select which color of the pallete to edit. Then hold the corresponding buttons shown at the bottom and move LEFT or RIGHT to alter the color. You can press L1 or R1 to change to the next pre-determined color. However, one press of it, and your own color combination will be erased. Pressing L2 and R2 will alter the base color of the shadow. Each character is given 3 characteristics: POWER: This determines the damage you character inflicts for his/her moves. Starts at 1. LIFE: The number of lifes (or rounds) that your character has. Starts at 1. SS GAUGE: The level on your Super Meter that your character starts with for each battle. Starts at 0. Your edited character is born after you approved of it, and then it will be known as the Guest character. Select 1P Battle, and then select Guest to use your edited character. Here's how it goes. You will actually play the arcade version with your Guest character. Meaning, you will fight the boss (and mid-boss, if you can get it) at the very end (7 stages, like the arcade). But then, no matter what your current characteristics are, your opponent will ALWAYS have a set number of lives and start with 0 Levels on the Super Meter. You can continue as many times as possible. Each characteristic of your character has their own Experience Points. The more battles you won, the more you gain. How much you gain is also determined on the difficulty level you play on, with higher levels giving you more experience points at one go. For each characteristic, there will be a certain Experience Point that will bring that characteristic to the next level. Once you hit this point, that characteristic upgrade (i.e. getting 2 lives instead of 1). However, the more you level up, the more Experience Points you need to reach the next level. Also, there is a limit to how much your character can gain up to. When a particular characteristic can no longer be improved, it will be written "MAX". How many of each characteristic you can get before hitting MAX depends on how you play the game. Certain criteria like using EX Specials, or not using EX Specials, how fast you win, how many times you lost, etc. will effect the amount of Experience Points gained, and also how much you can gain up to. So, a proper balance and skill would be needed if you want a incredibly powerful character. Apart from this 3 characteristics, there is another that is not really labelled. It is shown by a brooch-like icon. This will tell the "general" level your character is in. By gaining a certain total of Experience Points, your "general" level will level up. The first time you're playing this, each level up will open up a certain part of the game. 1st LEVEL-UP: Collection Mode Page 2 2nd LEVEL-UP: EX Option Mode 3rd LEVEL-UP: Collection Mode Page 3 4th LEVEL-UP: Collection Mode Page 4 5th LEVEL-UP: DX Option Mode You can also fight against another Original Character by loading into the 2P's Guest Entry. With this, you can fight it out with a friend and see who's "pet" is better. You can store up to 3 different characters at a time in each Memory Card. >> REGULAR OPTIONS << The usual settings of the options. DIFFICULTY : Set from 1 to 8. TIME LIMIT : On or off. DAMAGE : Set from 1 to 4. This determines the number of lives (rounds) you have. TURBO SPEED : Set from 1 to 8. Only activated when you select Turbo after choosing your character. KEY CONFIG : Press CIRCLE to access. SHORT CUT : On or off. VIBRATION : Choose from 1P OFF 2P OFF, 1P ON 2P OFF, 1P OFF 2P ON or 1P ON 2P ON. The Dual Shock will shake if it is activated. SOUND MODE : Stereo or Mono. BGM TEST : There's 2 choices. The first choice is to choose the group of songs to play from. The second choice is the particular song to be played. Press CIRCLE to start, 'X' to stop. SCREEN ADJUST: Adjusts the screen location. MEMORY CARD : Allows you to save and load data. >> EX OPTIONS << Press R1 at the Regular Options after obtaining it from the Original Character Mode. 1P (VS ONLY) : Sets whether 1P is human or computer controlled in VS Mode. 2P (VS ONLY) : Sets whether 2P is human or computer controlled in VS Mode. 1P SS GAUGE : Sets the starting level on the Super Meter for 1P. 2P SS GAUGE : Sets the starting level on the Super Meter for 2P. COCKPIT : Select from Default, Below or None. Default is the usual setup of the life bar and Super Meter. Below has the life bar slightly lower, while None does not show any life bar or Super Meter during battles. SYSTEM : Selects from Vampire Savior, Vampire Savior 2 or Vampire Hunter 2. Each system comes with different color schemes for the screen layout. MUSIC TYPE : Sets from Default, Vampire Savior, Vampire Hunter 2 or Vampire. Default will play the songs according to the system. When you set to the others, it will play the character's theme when you fight them. If the character you fight don't have their own theme (i.e. Jedah, Q-Bee, Lilith, B.B.Hood), they will start playing the tunes from Vampire Savior. When set to Vampire, Hsien Ko and Donovan will have their theme from Vampire Hunter 2 played. ENDING : The collection of endings. You need to win with them first before they are accessible. B.B.HOOD to OBORO: Win with those characters in Vampire Savior system. ANITA: Win the secret last boss, Oboro in arcade mode in any system. To fight him, you would have to win 2 opponents with a predetermined EX Special Move for each character, and not lose a round. Oboro will challenge you after your last boss. VAMPIRE SAVIOR 2: Win with any character other than Jedah in Vampire Savior 2 system. VAMPIRE SAVIOR 2 (JEDAH): Win with Jedah in Vampire Savior 2 system. VAMPIRE HUNTER 2: Win with any character other than Pyron in Vampire Hunter 2 system. VAMPIRE HUNTER 2 (PYRON): Win with Pyron in Vampire Hunter 2 system. VS/VS2/VH2 STAFF: Win in respective systems. VS/VS2/VH2 SHADOW MARIONETTE: Win with either Shadow or Marionette in respective systems. >> DX OPTIONS << Press L1 at the Regular Options after obtaining it from the Original Character Mode. 1P DX CANCEL : Sets DX Cancel active for 1P. DX Cancel allows you to cancel into Special / EX Special Moves after certain moves that are not normally able to (i.e. D + HK for most characters). 2P DX CANCEL : Sets DX Cancel active for 2P. 1P SECOND JUMP: Enables 1P to jump twice in the air. 2P SECOND JUMP: Enables 2P to jump twice in the air. ------------------------------------------------------------------------------- >> NEW MODES OF PLAY << After selecting a character, you will be given the choice of Normal, Turbo, Auto or Auto & Turbo. After choosing that, you will be given the choice (except for Image Talbain and Marionette) of either DF Change or DF Power. Each DF mode have their own effects. - DF Change Basically, the same as the arcade version. All moves in the arcade are usable in this mode. Nothing more, nothing less. Activating your Dark Force will make your character gain a special ability and it takes 1 Level to be executed. - DF Power The new mode to play with. The main difference in DF Power is your character's Dark Force. Every character has the same Dark Force, and it requires 2 Levels to be started. What it does is that, during the time period of your Dark Force being active, all your attacks will do permanent damage (red bar). Also, if you use attacks that require the use of the Super Level, it will cause greater damage. Another bonus is that, most characters can upgrade one of their EX Special to have more features, apart from having more damage. ESpecial Moves will have the character blinking red instead of the normal blue. However, most characters still have their DF Change Dark Force by using a certain motion. But then, unlike in DF Change, the character will lose the ability once they get hit, or the time expires. But it does last longer than the ones in DF Change. ------------------------------------------------------------------------------ >> TERMS USED WITHIN << Special Moves = Moves done using a certain motion. ESpecial Moves = Upgraded Special Moves (done by pressing more than 1 button) Character will be glowing blue (or red in DF Power) when executing this. Will be referred to as ES (name of Special Move) in the following sections. Most Special Moves can be ESpecial-able but not all. EX Special Move = Moves done with a certain command. Character will be changing multiple colors when executing this. Will have the letters EX followed by the number of levels needed to execute (i.e. EX1 would require 1 level to be executed). Guard Reversal = Reversal move that cancels the block animation frame into a Special Move. Done by instantly doing F, D, DF + P (OR) K (depends on character) after a block. Moves labelled with GR in the moves list will mean it can be used as a Guard Reversal. (GR ONLY) means the move can ONLY be done as a Guard Reversal. (GR) means the move can be done anytime. DF Power = Certain moves are usable only in DF Power. These are marked with (DFP). Also, in DF Power certain EX Specials are upgradable when used during the Dark Force. These are marked as (DFP-X) -------------------------------------------------------------------------------- >> MOVES LIST << LAYOUT DESCRIPTION: The following is an example of what the layout used below means: NAME OF CHARACTER EX1 A/G Special/Super Move Name COMMAND (WHERE [ ] MEANS CHARGE) (LEVEL (AIR OR GROUND) NEEDED) LEGEND: (GR) : Guard Reversal move. Available also anytime. (GR ONLY): Move available only as Guard Reversal. (DFP) : Move only available in DF Power. (DFP-X) : Move upgradable when using Dark Force in DF Power. ----------------------------------------------------------------------------- - GENERAL MOVES - G Dash B, B (OR) F, F A/G Dash (for certain characters) B, B (OR) F, F G Ground move HOLD B (OR) F WHEN FALLING TO GROUND G Pursuit Attack U + ANY BUTTON WHEN OPPONENT LYING ON FLOOR G Taunt START (SELECT for PSX) G Tech Hit (B + ANY BUTTON) EXACTLY WHEN ATTACK HITS EX1 G Dark Force (P + K), (P + K) AGAIN TO STOP - Certain characters have different Dark Forces in DF Change depending on the strength of the buttons EX2 G Dark Force (DFP) (P + K) - ANAKARIS - A/G Coffin Slam D, D + P (OR) K A Mummy's Curse D, DF, F + P A/G Projectile Catch D, DB, B + K A/G Retribution AFTER 1 PROJECTILE CATCH, D, DF, F + K G Cobra Strike B, F + P G Grand Wrap D, DF, F + P G Dancing Taunt HOLD 3P, START G Pit of Blame WHEN ON THE FLOOR, F, D, DF + K EX1 G Word Of Truth (GR ONLY) F, D, DF + 2P EX1 G Hellhole (DFP-X) B, DB, D, DF, F + 2K EX1 A/G Judgment Stand MK, LP, D, LK, MP EX2 A/G Judgment Stand 2 HK, MP, D, MK, HP EX3 A/G Judgment Stand 3 HK, MP, LK, D, LP, MK, HP EX1 A/G Anakaris Split (DFP) LP, LP, D, MK, HK DARK FORCE: Anakaris Split (splits into two). - B.B. HOOD [BULLETA] - G Smile & Missile (High) [B], F + P G Smile & Missile (Low) [B], F + K G Happy & Missile (Air) [D], U + P G Cheer & Fire F, D, DF + P G Shyness & Strike D, DB, B + HOLD PUNCH, RELEASE PUNCH G Jealousy & Fake (GR ONLY) F, D, DF + K G Merry Go Round F, DF, D, DB, B + P G Stalking D + 3K EX1 G Cool Hunting B, DB, D, DF, F + 2P EX1 G Grandma Memory B, DB, D, DF, F + 2K EX1 G Apple Grenade (DFP-X) F, DF, D, DB, B + 2K EX1 G Walking Time Bomb (DFP) B, D, DB + 2K DARK FORCE: All punches launches missile. DF POWER NOTES: - Grandma Memory has longer start-up time. - BISHAMON - A/G Spirit Hold B, DB, D, DF, F + P G Divider AFTER SPIRIT HOLD, D, DF, F + P G Retriever AFTER SPIRIT HOLD, B + P G Sword Slash (GR) AFTER RETRIEVER (OR) AFTER LANDING FROM JUMP (OR) AFTER WAKING FROM FLOOR, F, D, DF + P G Iai Giri (High) [B], F + P G Iai Giri (Low) [B], F + K G Torture Slash 360 (OR) F, D, U + P EX1 G Spirit Crusher F, DF, D, DB, B + 2P EX1 G Enma Seki B, DB, D, DF, F + 2K EX1 G Slicing Chop (DFP-X) WHEN OPPONENT ON FLOOR, D, D + 2P DARK FORCE: Bishamon gains super armor. - DEMITRI - A/G Chaos Fire D, DF, F + P G Demon Cradle (GR) F, D, DF + P G Angled Demon Cradle DURING DASH, F, D, DF + P A/G Fallen Angel D, DB, B + K G Stake Crush 360 (OR) F, D, U + P EX1 G Midnight Bliss D, F, DF + 2P EX1 G Demon Pillion (DFP-X) D, F, DF + 2K EX2 G Midnight Pleasure LP, MP, F, MK, MK EX1 G Bat Helpers (DFP) B, D, DB + 2K DARK FORCE: Demitri calls two bats for help. - DONOVAN - G Sword Impale D, DB, B + K G Sword Release AFTER SWORD IMPALE, D, DB, B + K G Thunder Sword AFTER SWORD IMPLAE, D, DB, B + P G Ice Sword D, DF, F + P G Flame Sword (GR) F, D, DF + P G Lightning Sword B, D, DB + P, TAP PUNCH G Swinging Sword F, DF, D, DB, B + P EX1 G Crushing Stomp (DFP-X) B, DB, D, DF, F + K EX1 G Inner Demon MP, LP, B, LK, MK EX1 G Spinning Dhylec (DFP) B, D, DB + 2K DARK FORCE: Dhylec spins around and attacks when Donovan does. - FELICIA - G Rolling Buckler D, DF, F + P, THEN PUNCH G Ball Catch F, D, DF + P G Delta Kick (GR) F, D, DF + K G Scratching Post F, DF, D, DB, B + K G Ground Poke WHEN OPPONENT ON FLOOR, D, D + P G Meter Charge D, D + HOLD 2K A Head Sit JUMP ONTO OPPONENT'S HEAD A Wall Grab HOLD DIRECTION TOWARDS WALL EX1 G Rolling Fury (DFP-X) B, DB, D, DF, F + 2P EX1 G Cat Call B, DB, D, DF, F + 2K EX1 G Cat Helper (DFP) B, D, DB + 2K DARK FORCE: Felicia has a helper that attacks with her. - HSIEN-KO [LEI-LEI] - G Dark Artillery D, DF, F + P A/G Reversal Gong D, DB, B + P A/G Cyclone Blade (GR) F, D, DF + P G Spectral Slicer F, DF, D, DB, B + P EX1 G Tombstone Blades B, DB, D, DF, F + 2K EX1 G Iron Rain LK, HK, MP, MP, U EX1 G Time Bomb (DFP-X) B, DB, D, DF, F + 2P DARK FORCE: Hsien-Ko gains super armor and dashes instead of walking. - HUITZIL [PHOBOS] - G Ice Beam (High) D, DF, F + P G Ice Beam (Low) D, DF, F + P A/G Missile Launch D, DB, B + P A Electric Mine D, DB, B + K G Circuit Breaker F, DF, D, DB, B + P G Genocide Falcon B, D, DB + P G Tech Shield (GR ONLY) F, D, DF + P EX1 G Gatling Assault (DFP-X) F, D, DF + 2K EX1 G Taser Field B, D, DB + 2K EX1 G Ray of Doom (DFP) D, F, DF + 2P DARK FORCE: Huitzil calls for 2 robot helpers who fires beams when he attacks. - JEDAH - A/G Saw Blade D, DF, F + P G Imprisoning Claw D, DB, B + P A Falling Impaler F, DF, D, DB, B + K A Falling Saw Spin F, DF, D, DB, B + K, THEN PUNCH G Decapitation (GR ONLY) F, D, DF + P G Exploding Pump F, DF, D, DB, B + K EX1 G The Contract (DFP-X) B, DB, D, DF, F + 2K, THEN K EX1 G Underworld D, D + 2P EX1 G Flight (DFP) B, D, DB + 2K DARK FORCE: Jedah gains the ability to fly. DF POWER NOTES: - Decapitation can be done anytime. - J.TALBAIN / IMAGE TALBAIN [GALLON] - A/G Luna's Hammer (Forward) D, DF, F + P, THEN DIRECTION + P G Luna's Hammer (Upwards) (GR) F, D, DF + P, THEN DIRECTION + P G Climb Laser D, U + K G Nunchaku Flail D, DB, B + P, TAP PUNCH G Eclipse Roll F, DF, D, DB, B + K G Short Hop D + 3K EX1 G Dragon Cannon B, DB, D, DF, F + 2K EX1 G Moment Slice (DFP-X) LP, MP, F, LK, MK EX1 G Dragon Cannon (DFP) B, DB, D, DF, F + 2P EX1 G Multiple Images (DFP) B, DB, D, DF, F + 2K DARK FORCE: Talbain has multiple images for extra hits. - LILITH - G Soul Flash D, DF, F + P G Shining Blade (GR) F, D, DF + P G Merry Turn D, DB, B + K G Bow & Arrow F, DF, D, DB, B + P G High Jump D, U EX1 G Splendor Love (DFP-X) F, D, DF + 2K EX1 G Luminous Illusion LP, LP, F, LK, HP EX2 G Gloomy Puppet Show B, DB, D, DF, F + 2K EX1 G Double Illusion (DFP) LP, LP, F, MP, HP DARK FORCE 1: Lilith makes an image that follows behind her. DARK FORCE 2: Lilith makes the image behind the opponent. - LORD RAPTOR [ZABEL] - A/G Spinning Copter D, DB, B + K A/G Death Dance D, U, + K G Death Phase (GR ONLY) F, D, DF + K G Hell's Gate B, DB, D, DF, F + K G Coffin Maker F, DF, D, DB, B + P EX1 G Evil Slash (DFP-X) F, B + 2P EX1 G Death Voltage F, DF, D, DB, B + 2K EX1 G Hell Dunk F, D, DF + 2P EX1 G Le Malta Saw (DFP) B, D, DB + 2K DARK FORCE: Raptor turns Le Malta into a saw and attacks. - MORRIGAN - A/G Soul Fist D, DF, F + P G Thrust Blade (GR) F, D, DF + P G Vertical Dash D, U (OR) DASH, THEN HOLD UP G Hell Ride F, DF, D, DB, B + P EX1 A/G Valkyrie Drill F, DF, D, DB, B + K, THEN KICK EX1 A/G Darkness Illusion (DFP-X) LP, LP, F, LK, HP EX1 G Missile Launcher MP, LK, B, LK, MK EX1 G Needle Impaler F, HP, MP, LP, F EX1 G Double Illusion (DFP) LP, LP, F, MP, HP DARK FORCE: Morrigan conjures an image of herself behind the opponent. - OBORO - G Iai Giri (High) [B], F + P G Iai Giri (Low) [B], F + K G Rushing Slash B, DB, D, DF, F + P G Sword Slash (GR) F, D, DF + P G Rushing Poke F, D, DF + K G Leaping Torture Slash D, DF, F, UF + P G Leaping Slash D, DF, F, UF + P, THEN ANY BUTTON G Torture Slash 360 (OR) F, D, U + P EX1 G Spirit Crusher F, DF, D, DB, B + 2P EX1 G Enma Seki B, DB, D, DF, F + 2K EX1 G Slicing Chop (DFP-X) WHEN OPPONENT ON FLOOR, D, D + 2P EX1 G Spirit Punch (DFP) B, D, DB + 2P DARK FORCE: Oboro gains super armor. - PYRON - A/G Flaming Rock D, DF, F + P G Zodiac Fire (GR) F, D, DF + P A Orbital Blaze D, DB, B + K G Burning Planet F, DF, D, DB, B + P G Teleport B, D, DB + P (OR) K EX1 G Cosmic Disruptor (DFP-X) B, DB, D, DF, F + HOLD 2P (OR) 2K, RELEASE 2P (OR) 2K EX1 A Cosmic Destroyer F, D, DF + 2K EX1 G Image Helper (DFP) D, F, DF + 2P DARK FORCE: Pyron make an image of himself that attacks when he does. - Q-BEE - A/G C->R (Rushing Grab) B, DB, D, DF, F + P A/G Delta A (Flying Sting) F, DF, D, DB, B + K A/G SxP (Rapid Sting) TAP KICK RAPIDLY G R.M. (GR ONLY) F, D, DF + K G C.M. (Giant Sting) F, DF, D, DB, B + P EX1 A/G Qj (Royal Jelly) F, D, DF + 2P EX1 A/G +B (Bee Swarm) B, DB, D, DF, F + 2K EX1 G Flight (DFP) B, D, DB + 2K DARK FORCE: Q-Bee gets flying abilities. - RIKUO [AULBATH] - G Sonic Wave [B], F + P G Swamp Gas [B], F + K G Trick Fish BACK DASH, THEN KICK G Trick Fish (GR ONLY) F, D, DF + K G Frenzy Rage F, DF, D, DB, B + P G Oyster Pearls F, DF, D, DB, B + K EX1 G Rage of the Sea B, DB, D, DF, F + 2P EX1 G Water Jail F, D, DF + 2P EX1 G Aqua Spread (DFP-X) F, DF, D, DB, B + HOLD 2P (OR) 2K, RELEASE 2P (OR) 2K EX3 G Scissor Smash D, D + 2P (ONLY ORIGINAL COLOR) DARK FORCE: Water rises while Rikuo rides on the sea shell. DF POWER NOTES: - Trick Fish (F, D, DF + K) can be done anytime. - SASQUATCH - G Ice Breath D, DF, F + P G Wind-Up Punch F, D, DF + HOLD PUNCH, RELEASE PUNCH G Typhoon Kick (GR) F, D, DF + K G Ice Fortress D, D + P G Deep Freezer F, DF, D, DB, B + P G Big Swing 360 (OR) F, D, U + K EX1 G Big Freeze B, DB, D, DF, F + 2P EX1 G Thin Ice (DFP-X) B, DB, D, DF, F + 2K EX1 G Sleigh Ride 720 + 2K EX1 G Banana Peel B, DB, D, DF, F + START EX1 G Penguin Bombs (DFP) B, D, DB + 2K DARK FORCE 1: Sasquatch gains super armor. DARK FORCE 2: Sasquatch calls some penguins that acts like bombs. - VICTOR - G Giga Fist [D], U + P G Giga Smash [B], F + P G Giga Knee (GR) F, D, DF + P G Giga Shock D, DB, B + P G Mega Shock D, DF, F + K G Power Bolt Throw 360 (OR) F, D, U + P G Short Hop D + 3K EX1 G Thunderstrike [D], U + 2K EX1 G Gerdenheim 720 + 2K EX1 G Rushing Punches (DFP) F, D, DF + 2P EX1 G Great Gerdenheim (DFP) (DFP-X) B, DB, D, DF, F + 2P, THEN GRAB DARK FORCE 1: Victor starts the Great Gerdenheim. DARK FORCE 2: All attacks are electrified. - SHADOW / MARIONETTE - Shadow and Marionette are not normal characters. They will use the other characters to fight. Shadow will take the form of the character that you last defeated (except the first). Marionette will always use the same character as your opponent. ---------------------------------------------------------------------- >> A FEW COMBOS << Well, actually, the game's combo system is rather easy, and mostly everyone should be able to come up with their own combos. The general combos that everyone can do are the chain combos done with LP -> LK -> MP -> MK -> HP -> HK All characters can do the chain combo above, but how effective are they depends on the character. You can start the chain combo from any button and als skip any move in the middle (i.e. MP -> MK -> HK). So, with this, you can find which combination your character does best. The moves will surely chain (i.e. your character will execute them), but whether it's in range to hit is another question. Once you started a chain combo into the MP or MK region, you cannot cancel them into a Special or EX Special Move (unless you set DX Cancel on), unless they are part of a button combination EX Special. Therefore, Special Move combos are done with the following LP -> LK -> Special Move Again, you can skip start with any part and skip the middle parts. This also applies to the following combos below. The good thing about CAPCOM start anywhere within the combo. A -> B -> C -> D The above example can be done either from A to D, or B to D, or just C and D. Use this method to find and create your own combos. That would be the main fun in playing the game anyway. But if you need any combos, here are just some that I found, that requires some practice to pull it off. If you can do these flawlessly, congratulations. I'll try to add more combos if I find anything else interesting. But, seriously, the most fun you get out of the game would be to find your own ways of attacking. JEDAH: ES Saw Blade (D, DF, F + P), move forward a little, LP, ES Imprisoning Claw (D, DB, B + P), ES Pursuit Attack - Rather simple. However, the hit counter won't show it's a combo because of the delay of the ES Imprisoning Claw ES Saw Blade (D, DF, F + P), The Contract (B, DB, D, DF, F + 2K, K) - The Contract has to be done VERY fast, or else the opponent might be able to escape. ES Saw Blade (D, DF, F + P), Underworld (D, D + 2P), ES Pursuit - Like the above, it has to be done VERY fast. DEMITRI: ES Fallen Angel (D, DB, B + K), MK, ES Chaos Fire (D, DF, F + P), Dash forward, ES Demon Cradle (F, D, DF + P), ES Pursuit - The MK must be pressed exactly when Demitri touches the floor. Timing is very crucial. ES Fallen Angel (D, DB, B + K), ES Demon Cradle (F, D, DF + P), ES Pursuit - Shorter version of the above combo. The ES Demon Cradle has to be done exactly when you touch the floor. ES Fallen Angel (D, DB, B + K), MK, ES Chaos Fire (D, DF, F + P), Midnight Bliss (D, F, DF + 2P) - It's not really a combo, it's very hard to escape this trick. Furthermore, the Midnight Bliss in unblockable. ES Fallen Angel (D, DB, B + K), Midnight Bliss (D, F, DF + 2P) - Easier... Jump in, HK, land, Midnight Bliss (D, F, DF + 2P) - Even easier... Jump in, HK, land, LP, MP, (F, MK, MK) - Do the bracket moves quickly and you'll surprise your opponent with the Midnight Pleasure. JON TALBAIN: Multiple Images, Jump in, HP, land, LP, ES Nunchaku Flail (D, DB, B + P) - An easy 27 hit combo, if you get most of the hits. Jump in, HP, land, LP, MP, (F, LK, MK) - The best way to hit with the Moment Slice. The LP, MP will be a combo, stunning the opponent, and if you do the moves in parenthesis quickly, he'll connect into the Moment Slice. MORRIGAN: Missile Launcher (MP, LP, B, LK, MK), Darkness Illusion (LP, LP, F, LK, HP), ES Pursuit - This only works if the opponent gets hit by the Missile Launcher very close to you (not more than 1 character distance) Start the Darkness Illusion near the end of the Missile Launcher and Morrigan will go straight into the move. Missile Launcher (MP, LP, B, LK, MK), Needle Impaler (F, HP, MP, LP, F) - If you hit the opponents from across the screen with the Missile Launcher, do this instead. It'll hit if you time it right. However, the opponent must first be hit by the Missile Launcher while standing on the floor. Valkyrie Drill (F, DF, D, DB, B + K, THEN KICK), Darkness Illusion (LP, LP, F, LK, HP), ES Pursuit - The best move for Morrigan. Works best when your opponent's in the corner, especially when they're stun doing some move. You have to time the Darkness Illusion like the Missile Launcher combos, and both moves will connect. Jump in, HP, land, LP, LP, F, LK, HP - Very easy move to connect the Darkness Illusion. Jump in, LP, LP, F, LK, HP (all in the air) - Even easier... HSIEN KO: Jump in, HP, land, LP, LK, HK (MP, MP, U), ES Knockdown - Rather hard combo. The MP, MP, U has to be done FAST or else the opponent could recover and block. Also, it depends on the distance between you and your opponent as well. If it's too far, the spiked balls would not hit the opponent. LILITH: ES Bow & Arrow (F, DF, D, DB, B + P), Luminous Illusion (LP, LP, F, LK, HP) - Very easy combo. It'll hit while in the air. ES Soul Flash (D, DF, F + P), Luminous Illusion (LP, LP, F, LK, HP) - Can only be done in the corner, and you must be VERY close to the opponent. And you have to start the Luminous Illusion instantly after your Soul Flash's stun frame finishes. ES Bow & Arrow (F, DF, D, DB, B + P), Gloomy Puppet Show (B, DB, D, DF, F + 2K) - Very much like the first combo. ES Bow & Arrow (F, DF, D, DB, B + P), Splendour Love (F, D, DF + 2K) - Not as good as the previous ones, as it hits very little. RIKUO: Not much of a combo, but strategy. Since the Water Jail (F, D, DF + 2P) only allows one extra hit when hit, it would be best to use the Aqua Spread (F, DF, D, DB, B + 2P (OR) 2K) right after that. This would give you more time to move around before the opponent can move. If you have more Super Levels, time it right so that, when you release another Water Jail, it would be very hard for them to escape. A trick is to release a Water Jail very close to them, and if it appears behind the opponent, hit them to push them into the Water Jail. Q-BEE: Again, not a combo but tip. When using the Flying Ability, have Q-Bee float slightly above the floor (tap UP lightly). Then, keep holding forward and tap LP, LK, MP, MK, HK, and repeat. This won't do much good if the opponent blocks, but it kinda pressures them a little. You can could them but come back to the ground and grab them once they are confused. By holding forward all the time, you will be sticking to the opponent, and would not distance yourself from him/her when attacking like usual. Also, DO NOT press HP while flying, as it will automatically bring you up higher. ------------------------------------------------------------------------- >> CREDITS << Milo D. Cooper, milo@milos-chalkboard.net - for pointing out the errors in Anakaris and Q-Bee's moves list. Ed Derus, Cderus@worldnet.att.net - for the extra moves for Oboro and pointing out a few errors. ------------------------------------------------------------------------ Those are the short combos and the information I can gather from the game so far from the time I've played. If anyone has any extra information or correction, please inform me about it. Hope this helps. --------------------------------------------------------------------------------------- Produced by Gouki of Gouki's Page of Whatever http://www.geocities.com/SiliconValley/6785/ (C) 1998 Gouki's Page Of Whatever MAIL: rolento@geocities.com