(insert kewl ASCII picture here)
Written by Bowling Ball Head (lor...@aol.com)
Version 3.01
July 14, 1995
NOTICE : ALL info in this FAQ is Copyright 1995 Matt Hall. Feel free to
give
this FAQ to whoever you want free of charge, don't charge them for copies.
Reproductions or reprints of anything contained in here that are used for
sale or profit is prohibited unless given permission by the author.
-- NEW TO THIS UPDATE --
3.01 - 7-21-95 : Two hidden characters cleared up, the methods were
slightly
simpler than thought...
3.0 - 7-14-95 : Documented Special Moves added for the heck of it.
Displays for how much Inner Strength each move takes up
(heh,
finally something the other FAQs don't have) added.
Overkills and Sudden Deaths added in (about time!)
Added yet some more strategies.
Errors (whoops) in 2.0 are finally fixed. These include
some
stuff like some Vendettas and Special Moves... sorry =P
EVERY HIDDEN CHARACTER EXCEPT FOR SLITHER ABSOLUTELY
CONFIRMED!!!
2.0 - 7-1-95 : Undocumented Special Moves added. (Shoulda been in the
1st
version) Moves for the hidden characters added in too.
Vendettas for the characters added.
Individual Strategies for using every character added.
3 more hidden characters, Senator, Hooter and Zuni,
added.
Several areas of the FAQ were "touched up" by Viper...
thanx
dude :)
1.0 - 6-23-95 : First version of the FAQ. EVERYTHING is new.
-- CONTENTS --
1. Introduction
2. General Strategies
3. All Characters Special Moves
4. Overkills and Sudden Deaths
5. Vendettas
6. Individual Player Strategies
7. Contest Mode : Beating the CPU
8. Combos!
9. Hidden Charcters
10. Acknowledgements
-- INTRODUCTION --
Welcome to an unofficial strategy guide/FAQ for Eternal Champions CD :
Challenge From the Dark Side!
Why a "Strategy Guide"? Because lots of people have problems getting thru
the
game on the harder difficulty levels and such... so this is what this FAQ
provides, strategies for surviving on Champion level and more!
Basically, this FAQ provides just about everything EXCEPT for the last
hidden character, Slither. We'll find him one day or another...
That's all, read on...
-- GENERAL STRATEGIES --
* As with any other fighting game, it is usually best to start out by
trying
out the characters until you find one you like. Once you find a good one,
practice and learn all its moves. Usually after you get good with one
character you can easily master another.
* Always a must... if you don't know how to block attacks, now is a good
time
to learn. Simply hold back on the pad to block attacks to the mid-section
or above, or jumping attacks. Hold down-back wil let you block attacks
made
at the feet. NEVER try to block jumping attacks low, they must be blocked
high.
* Once you learn a character, learn how their basic moves vary. Sounds
simple
but it is important. A crouching low hard punch could either be a low
attack
or an attack used better against air attackers.
* Try to find a good move against aerial attackers... whether it's a
standard
or special move. For example, Blade's crouching hard kick is EXCELLENT. It
is almost unconterable. Xavier's Dragon Bite uppercut attack is absolutely
invincible on the way up (but not coming down).
* There is some general confusion as to how Taunting is done. Do it by
pushing X+Z together. Taunting takes off the opponent's Inner Strength
(and
yours if you do it too much) and it can be a good thing to do to knocked
down opponents. Don't do it in someone's face, since you are vulnerable
while you taunt and can not "cancel" a taunt.
* Don't waste all your Inner Strength throwing projectiles. This will
leave
you to defend only with normal moves and moves that don't take off Inner
Strength, plus if you are playing a character that can reflect projectiles
they probably will. Ouch.
* The Bushido symbol (gotten from doing a Power Combo) is nice, but don't
go
too reckless doing all your special moves, since you aren't invincible. I
once foolishly started flinging a bunch of projectiles only to get them
sent
right back to my face. Heh.
* Try throwing someone (forward or back plus medium or hard punch) as you
get
up. You almost ALWAYS have the throwing advantage as you get up, use it to
your advantege against the fools that stand near you when you get up.
* Whenever possible, juggle your opponent for the extra hit. Juggling is
any
move done to someone when they are in the air and cannot block. An example
is doing an standing uppercut from the ground, then immediately
jump-kicking
while they are in the air. Sometimes if you meet the opponent with a jump
kick you can follow up with another one... highly useful, especially
against
the last few forms of the Eternal Champion. Juggling is also another nice
way
to add an extra hit into a combo.. Juggling could be the difference in
whether you get a Bushido symbol or not.
* There is some confusion about how to do finishing moves. Overkills and
Sudden Deaths are done by hitting the opponent with a powerful blow,
hitting
them with a projectile, or throwing them into a certain spot. If done at
the
right spot, they're toast. For Vendettas, see the Vendetta section. To do
a
Cinekill, do a Power Combo in the final round (Power Combos give you the
Bushido Symbol for unlimited Inner Strength) and then dizzy them when they
have 15%-20% life or less. The Dark Eternal will come and take them to
their
death!
* Above all, PRACTICE! You can't get good at the game by magic, you gotta
give it some playing... that's how fighters go ya know! =)
-- ALL CHARACTERS SPECIAL MOVES --
Man, how could the programmers be so low so as NOT to include all the
special
moves? As if the players didn't have it hard enough trying to find all the
hidden stuff :)
Special thanks go to Vaultkeepr, whose FAQ contained all these moves.
The number next to each move is how much Inner Strength the move takes up.
Think of a rotating Yin-Yang as 5, the full Yin-Yang as 4, 3/4 of it as 3,
1/2 of it as 2, 1/4 of it as 1, and none.... 0. (duh..)
Most moves require only a second or two of "charging", i.e. you hold A+B+C
down for a second, or you hold back for one second, THEN hit forward and Z
or whatever the move is.
EXPLANATION OF TERMS
b = Back f = forward u = Up d = Down
df = Down-Forward db = Down-Back uf = Up-Forward ub - Up-Back
X = X Button Y = Y Button Z = Z Button
A = A Button B = B Button C = C Button
qct = Quick Circle Toward. A Quick Circle Toward is d,df,f.
qcb = Quick Circle Backward. A Quick Circle Backward is d,db,b.
(I feel like shooting whoever is classifying the B+C combos as "Skill"
moves.
Supposedly Skill Moves take 0 IS and all B+C combos (except for Riptide's)
take up IS. Of course, 2.0 had them classified as that... no more :)
SHADOW "Coward!"
[1] Shadow Punch - b, f, Y+Z
[1] High Jump Angle Kick - d, u, B
[1] Twirling Fan Attack - b, f, A B or C
[1] Smoke Screen - A+B+C (NOT X+Y+Z LIKE THE MANUAL SAID! GRR)
[5] Shadow Mode - X+Y+Z
[1] Flying Mine Uzume-Bi - qct, Z
[1] Ninja Shuriken - b, f, X (slow) or Y (fast)
[1] Ninja Knife - b, uf, X
[1] Ninja Bomb - B, df, X
[1] Banzai Blitz - b, f, B+C
[0] Fan Block - b, f, X+Y
[0] Rock & Roll - qct, C
[0] Flying Step Tobi Ashi - b, f, A+B
LARCEN "Punk!"
[1] Slash & Turn - b, f, B+C
[1] Sai Throw - b, f, Y
[2] Swinging Hammer Fist - X+Y+Z
[1] Ceiling Climb - d, u, C (MISPRINTED in the manual)
[1] Low Sweep - b, f, Z
[1] Power Sweep - A+B+C
[1] Air Sweep - A+C (in air or on ground)
[0] Reflect - b, f, X
[1] Machine Gun Blitz - b, f, B+C
[0] Backflip Kick - qcb, C
[0] Mantis Strike - qct, A
RAX "Wimp!"
[1] Lock and Load - A+B
[1] Cyber Punch - X+Y+Z
[2] Jet Knee Smash - b, f, C
[1] Overload - A+C
[1] Air Jets - d, u, B
[1] Cyber Kick - A+B+C
[1] Shockwave - b, f, Y+Z
[0] Atomic Knee - qct, B
[1] Thrash 'n' Bash - b, f, B+C
[0] Jet Uppercut - d, u, Z
[0] Turbine - b, f, A
SLASH "Bum!"
[1] De-Claw - b, f, Z
[1] Running Head Butt - b, f, C
[1] Power Thud Club Swing - Y+Z in air
[1] Fire Club - qct, X
[1] Ice Club - qct, Y
[0] Spinal Crush - f+Y when close
[0] Bat-Back Projectile - b, f, X+Y
[1] Caveman Beating - b, f, B+C
[0] Double Foot Kick - qcb, C
[0] Club Dive - qcb, B
TRIDENT "Freak!"
[1] Wavemaster - d, u, A (left) or C (right) (B doesn't seem to work)
[1] Spinning Trident - X+Y+Z
[1] Plasma Bolt - b, f, Z
[1] Repulser Field - B+C
[1] Bio-Stun Field - A+B
[1] Bio-Drain Field - Y+Z
[1] Depth Charge Field - X+Y
[1] Liquid Mode - A+B+C
[0] Whirlpool Kick - b, f, A+B
[1] Neptune's Fury - b, f, B+C
[0] Tidal Wave - qct, Z
[0] Slash Spin Forward - qct, C
[0] Slash Spin Backward - qct, A
MIDKNIGHT "Weakling!"
[1] Bedazzle - X+Y+Z
[1] Doom Dog - qct, B (NOT A+B)
[3] Life Drain - b, f, X+Y+Z when close
[1] Flying Wall Smash - b, f, Z
[1] Mist Attack - A+C
[1] Manifest - A+B+C
[0] Demon Fang Kick - b, f, C (in air)
[1] Rapid Fire - b, f, B+C
[0] Shoulder Roll/Side Kick - qct, Z when close
[0] Overhead Stomach Punch - A+B+C when close
XAVIER "Simpleton!"
[1] Phantom Strike - Y+Z (NOT X+Y)
[2] Dragon Trap - b, f, Z
[1] Attract and Smack - A+B+C
[2] Midas Touch - b, f, Y
[1] Swap Spell - X+Y
[2] Possesion - X+Y+Z
[1] Confusion Spell - A+C
[0] Mystic Shield - b, f, A
[1] Wizard's Wrath - b, f, B+C
[0] Snap Back - b, f, X
[0] Dragon's Bite - qct, C
BLADE "Loser!"
[2] Stun Beam - b, f, Z (high) or C (low)
[1] Straight Blade - b, f, Y+Z
[2] Wild Fury Attack - A+B+C
[1] Backfire - A+C
[1] Personal Shield - X+Y+Z
[1] Tracking Blade - b, f, X+Y
[1] Projectile Containment Field - A+B
[0] Slice 'n' Dice - qct, C
[0] Lightning Strike - b, f, B+C
[0] Brick Wall - b, f, B
[0] Excessive Force - b, f, B+C
JETTA "Bastard!"
[1] Whirlwind Kick - b, f, C
[2] Phase - X+Y+Z
[2] Moving Corkscrew - A+B (spin left) or B+C (spin right)
[1] Bladerang - b, f, X (1 hit) or Y (2 hits)
[1] Flying Choke Hold - b, f, Z
[1] Resonate - A+C (do after Phasing)
[1] Ceiling Climb - d, u, Z
[0] Corkscrew Uppercut
[1] Gymkata - b, f, B+C
[0] Power Burst - qct, C
[0] Ricochet - d, u, A
RIPTIDE "Sea Dog!"
[1] Thunder Clap - qct, C when close (NOT b, f, Y+Z)
[1] Eagle Talon - qct, Z
[2] Sea Legs - qct, Y
[1] Ground Kriss Blade - b, f, X (forward) or Z (Up-diagonal)
[1] Whirlwind Teleport - d, u, C
[1] Fog Trap - qcb, Y
[1] Air Kriss Blade - b, f, C (horizontal) or Y (down)
[0] Flashing Daggers - b, f, B+C
[0] Crow's Nest - d, u, Z
[0] Whirlpool Reflect - b, f, A
[0] Tidal Punch - qct, X
RAMSES III "Jackal!"
[2] Sun Reflection - b, f, Z
[2] Anubis Block - A+b+C
[1] Wrap Attack - b, f, Y
[2] Teleport - d, u, X (left) or Z (right)
[1] Snake Attack - d, u, C
[1] Torch Attack - d, u, Y
[1] Hack & Smack - b, f, X+Y
[0] Thunder Lizard - qct, C
[0] Jackal's Bite - qct, Y
[0] Phoenix Dive - qct, Z (in air)
[1] King Combo - b, f, B+C
RAVEN "Zombie!"
[1] Time Smash - Hold X+Y, release
[2] Voodoo Attack - A+C
[1] Time Add/Subtract - qct, A+B (add time) or B+C (subtract time)
[2] Double Fang Kick - A+B+C
[1] Create Void - qct, Z
[2] Time Split - b, f, Y+Z (A+B+C to reappear)
[1] Destabilize Time - X+Y+Z
[0] Time Fold - b, f, X
[0] Serpent Rainbow - b, f, A
[0] Raven's Fury - qct, B (in air)
[1] Mambo Combo - b, f, B+C
DAWSON "Weasel!"
[1] Round-Up - qct, B
[1] Rattle Snake Belt Grab
[1] Roll the Dice - qct, Z
[1] Dual Knife Throw - b, f, X
[1] Tumble Weed - b, f, A B or C
[1] Spit Attack - b, f, Y+Z
[1] Pony Tail Strike - b, f, X+Y
[1] Gold Strike - b, f, B+C
[0] Gentleman's Quarter - d, u, B
[0] Spinning Axe Pick - qct, C
[0] Step Out - qcb, C
And now, all the moves for the hidden characters...
CHIN WO "Fool!"
[2] Heal - X+Y+Z
[1] Wood Elemental - Y+Z
[1] Water Elemental - b, f, A+B
[2] Metal Elemental - B+C
[1] Air Elemental - qct, A
[1] Fire Elemental - qct, Y
[1] Needle Throw - b, f, Z
[1] Ape Spit - b, f, B+C
[0] Iron Monkey Block - b, f, X
[0] Climb and Kick - b, f, C
[0] Drunken Monkey - qcb, C
BLAST "Hippie!"
[1] Bungee Knife - qct, Z
[2] Self-Destruct - A+B+C
[1] Ground Swell - d, u, X+Y <-- Dizzies
[2] Drop 'n Pop - b, f, X+Y+Z (when close)
[1] Bungee Climb - d, u, Z
[1] Grenade Toss - b, f, A (low range), B (medium range) or C (long range)
[2] Nitro Punch - X+Y+Z
[1] Salvo Attack - b, f, B+C
[0] Hammerhead - qct, X (when close)
[0] Blast Shield - b, f, X
[0] Power Slide - qcb, C
THANATOS "Corpse!"
[1] Musakateer - qct, Z
[1] Flying Guillotine - X+Y+Z in air
[1] Witch Fire - qcb, A (low range), B (medium range), or C (long range)
[1] Iron Maiden - b, f, X+Y
[5] Death Form - X+Y+Z
[1] Rack - b, f, C
[1] Death's Door - d, u, X
[1] Corpsifier - b, f, B+C
[0] Tombstone - b, f, X
[0] Handsman Axe - d, u, B
[0] Rising Dead - qct, C
SENATOR "Citizen!"
[1] Red Tape - b, f, Y
[1] Veto - b, f, X+Y
[4] Impeach - A+B+C
[1] Ban Violence - b, f, C
[1] Diploamtic Imm. - X+Y+Z
[1] Donate - qct, B+C
[0] Mud Slinger - b, f, Y+Z
[0] Rebuttal - b, f, X
[0] Voter Spin Stab - qct, Z
[1] Kickback - b, f, B+C
[0] Out of Office - qcb, C
CRISPY "Back off!"
[0] Thrust Kick - b, f, C (in ground or in air)
[1] Egg Throw - b, f, X (slow) or Y (fast)
[1] Claw Attack - qct, B
[1] Farmer - Press and Hold X+Y+Z For 1 Second
YAPPY "Lick me!"
[0] Jump Head Butt - qct, Z
[1] Sonic Bark - b, f, Y
[1] Dirt Kick - b, f, B
[0] Razor Kick - qct, C
[1] Whirlwind - X+Y+Z
[1] Hotdog - b, f, A+B+C
HOOTER "Kook!"
[1] Horizontal - b, f, Z
[0] Spin Upper - qct, Z
[0] Retract - qcb, A
[1] Horizontal-Up - b, f, Y+Z
[1] Horizontal-Down - b, f, B+C
SLITHER
[?] Lunge - b, f, Y
[?] Chew - b, f, Z
[?] Cartwheel - qct, B
[?] Spit - b, f, X
[?] Tailspin - qct, C
[?] 1000 Bite - X+Y+Z
ZUNI (Cymbal Crash)
[0] Cross Over - qct, B (when close)
[0] Cross Over 2 - qct, C (when close)
[1] Banana - b, f, Y
[1] Coconut Roll - b, f, Z
[1] Face Slash - qct, Z (when close)
ETERNAL "Infidel!"
(IS for each move varies)
Change Forms - qct Y, Z, A, or B
Attack 1 - X+Y+Z
Attack 2 - A+B+C
DARK ETERNAL "Victim!"
[1] Thunder Clap - b, f, Y
[1] Thunder Strike - b, f, Z
[1] Fire Rain - d, u, C
[1] Snowball - qct, C
[1] Rollin Rock - qcb, A
[1] Freeze - X+Y+Z
[1] Boulder Rain - qcb, Y
[1] Fireball - qct, A (can be done in air)
Two things... there seem to be two more moves that the Dark Eternal has
but
no one knows how to do. Someone claims to have done a Tornado with him,
but
what I want to know is : How do you do his Instant Combo??? Sometimes I
see
the computer do it for me, it's about 6 hits ending with a kick that sends
me up against the wall, and everytime he will taunt me immediately after.
Hmmm....
-- OVERKILLS AND SUDDEN DEATHS --
Wouldn't it be great to make the opponent a "part" of the background, or
have
the background interact with them? That is sorta what Overkills and Sudden
Deaths are. Basically, they can be called background finishers.
There are two main ways to activate one : HIT them when they are standing
somewhere, or have them LAND in a certain spot.
The requirements for Overkills and Sudden Deaths vary slightly : For an
Overkill, you must activate it with your last move and it must do more
than
5% damage. To do a Sudden Death, the opponent must have 20% life or less,
and then you do a move that does 10% damage or more (throwing is nice).
YES,
that means you can do a Sudden Death to the guy even if they still have a
fraction of their life left. How cruel... ;)
Here is a listing of the stages and which characters have these stages.
(To
get the stages for the hidden characters, go into Duel Mode, the Options,
set
the Stage to "Player 2", then when you pick your opponent (or second
player)
pick a guy that has the stage.)
Also, if it seems like you're doing everything right when you want someone
to land somewhere but nothing happens, try doing it from the other side.
Sometimes which way they are facing when they land is important.
GREAT RIFT VALLEY - 50,000 B.C.
Home to: Slash
Overkill : Opponent must LAND on the far left corner of the screen.
Sudden Death : Opponent must LAND directly lined up with the volcano on
the
left side.
ABU SIMBEL TEMPLE - 151 B.C.
Home to: Ramses III
Overkill : HIT the opponent with an attack when they are standing in front
of
the alter
Sudden Death : Have your opponent LAND right where the first torch is
located on the left side.
SHORES OF ATLANTIS - 110 B.C.
Home to: Trident
Overkill : Get the opponent to LAND inbetween the big rock on the left
side
and the little rock that is off to the right of it.
Sudden Death : HIT the opponent when they are lined up with the 2nd rock
in
the left corner.
OFF THE BARBARY COAST - 1566 A.D.
Home to: Riptide
Overkill : HIT the opponent when they are lined up with the mast in the
center.
Sudden Death : Have them LAND (or be hit with a projectile) in the left
corner.
SALEM - 1692 A.D.
Home to: Xavier, Thanatos, and Hooter
Overkill : Have the opponent LAND somewhere near the stake on either side.
Sudden Death : HIT the opponent when they are lined up with the tree on
the
left side.
SHENGO VILLAGE, TRINIDAD - 1802 A.D.
Home to: Raven
Overkill : HIT the opponent to the right when they are lined up with the
torch located just to the right of the face.
Sudden Death : HIT the opponent when they are standing in front of that
statue on the left side.
STONE MONKEY TEMPLE - 1815 A.D.
Home to: Chin Wo
Overkill : Have the opponent LAND directly in the center of the screen.
Sudden Death : HIT the opponent when they are standing in front of the
pole
on either side.
HANGTOWN MINE - 1849 A.D.
Home to: Dawson
Overkill : Get the opponent to LANDon the part where the 2nd and 3rd rail
cars connect.
Sudden Death : Have the opponent LAND in the right corner of the screen.
BLUE DRAGON CIRCUS - 1899 A.D.
Home to: Jetta, Zuni
Overkill : Have the opponent LAND (or they can be HIT, doesn't matter) on
the
left corner of the screen.
Sudden Death : Let the opponent LAND slightly to the right of the platform
the woman is standing on.
CHICAGO THEATER - 1920 A.D.
Home to: Larcen
Overkill : HIT the oppponent when they are standing under the "EAT" in
THEATER. Heh heh, EAT...
Sudden Death : The opponent must LAND slightly to the right of the "R" in
THEATER. (the head of the loser must be on the left, too)
SONG HONG DELTA - 1955 A.D.
Home to: Blast, Crispy, Eternal, Dark Eternal
Overkill : Have the opponent LAND in the clearing in the center.
Sudden Death : Have the opponent LAND lined up with the trees to the left
of
the gun tower. (head on the left)
BLACK ORCHID ROOFTOP - 1993 A.D.
Home to: Shadow
Overkill : Opponent must LAND near the second letter in the sign.
Sudden Death : Opponent must LAND in the center (3rd letter). Head of the
loser must be on the left.
WASHINGTON D.C. - 1995 A.D.
Home to: Senator, Yappy
Overkill : Opponent must LAND in the right corner.
Sudden Death : Have the opponent LAND on top of the second manhole.
SYRIAN DESERT REFINERY - 2030 A.D.
Home to: Blade
Overkill : HIT the opponent when they are standing on either side of the
fan.
Sudden Death : The loser must LAND under the second latch on the left
side.
BELGRAVE SQUARE LABS - 2100 A.D.
Home to: Midknight
Overkill : The opponent must LAND lined up with the electricity on the
right
side.
Sudden Death : HIT the opponent when they are lined up with either sign
(either side), hit them towards the center.
CYBER DOME - 2345 A.D.
Home to: RAX
Overkill : HIT the opponent when they are standing in the center between
the
two spotlights.
Sudden Death : HIT the opponent towards the corner when they are standing
in the middle of either spotlight.
-- VENDETTAS --
A Vendetta is the EC equivalent of a Mortal Kombat Fatality. They are done
when the opponent is dizzy in the final round and they are done by four
directions and a button, similar to Fatalities.
To do a Vendetta, you must be in the final round you're going to win (2nd
round in best 2 out of 3, 3rd round in best 3 out of 5, etc) and then you
must get the opponent dizzy somehow when their life meter is 33% or less.
Dizzy them by a combo or special move, whatever. Then, get in the right
distance and do the motion.
If you are having problems with the motion, do it SLOWLY. If you rush the
directions then it probably won't work.
Some Vendettas are done up close, others are done slightly away from the
opponent, and some can be done anywhere on screen.
Also, for some odd reason, SOME Vendettas can be done only on the right
side.
Weird huh? Another weird thing is that there are multiple WAYS to do them.
Chin Wo's can be done as d,f,d,f, Y or d,d,b,d, Y. If you find any other
alternate motions for a Vendetta, send them.
Vendettas that can only be done on the right side are marked with a *.
SHADOW - d,d,b,d, C. (close)
LARCEN - f,f,f,d, Z. (close)
RAX - f,b,f,b, B. (close)
SLASH - d,f,d,f, C. (close)
TRIDENT - f,f,d,f, A. (close)
MIDKNIGHT - d,f,f,d, B. (close)
XAVIER - d,d,b,b, C. (anywhere)
BLADE - d,d,f,f, X. (close)
JETTA - d,d,b,d, A. (anywhere)
*RIPTIDE - d,d,b,d, B or f,d,b,b, B. (one step away)
RAMSES - d,d,d,f, B. (close)
RAVEN - d,f,b,f, Y. (one step away)
DAWSON - b,d,f,b, Z. (anywhere)
*CHIN WO - d,f,d,f, Y or d,d,b,d, Y. (anywhere)
*BLAST - d,d,d,f, B (anywhere)
*THANATOS - f,f,b,b,X. (one step away)
*SENATOR - d,d,b,d, Z. (anywhere)