Mini games: To get a mini game complete the game with
any character, after that go to an area where the
secrets are unlocked.
If you complete the game with Dixen two times you will
get a second mini game.
3rd mini Game: Complete the game using any characters
besides these three (Bolin&Polin, WiseDuck should be two
of the three) or complete the game using all the
characters. Go back to the techno dome and the 3rd mini
game should be available.
Extra options: Beat the game in hero challenge mode with
any character and in the end you will receive a certain
amount of G You now have to go to Tatsumi's Techno Dome
and move to the right You'll see several boxes in
yellow. The ones in yellow you can buy, but first you
have to withdraw G. You'll have several options such as
more characters or hidden movies with the amount of G
that you collect.
FAQ v1.5 by Julio A. Quicios (b910350@zipi.fi.upm.es)
copyright JAQ 1998
What's New:-
Notation : some new conventions - Features : warning
moves - Movelist : some corrections and new moves hero
mode effects added time release characters added -
Bosses : info on patterns - New section! : curiosities
and misc. info
2. Notation and Common Moves:
LEGEND: -> Forward
->> Hold forward
<- Back
<<- Hold back
A Attack button A
B Attack button B
J Jump button
G Guard button
+ Push buttons simultaneously
, Push buttons sequentially
/ Different options (eg. A/B A or B button)
[button] You can delay/extend the move by holding button
(button) Perform additional moves by pressing button
air The move must be done in the air
S The move stuns opponent
U The move is unblockable
W The move is a "warning" move
COMMON MOVES: down Move into foreground
up Move into background
<- <<- Backup
-> ->> Dash
A/B while dashing Dash attack
A (close) Close combat attack
A,A,A (close) 3-4 hit easy combo
2. Features:
DAMAGE GAUGE: The vertical bar in both sides of the
screen. It is initially empty. Fill the opponent's
Damage Gauge by attacking. When your Damage Gauge is
full, you lose the round. A game is two out of three
rounds, though the Damage Gauge of the winner is carried
over to the next round, so rounds can be really short !!
The time counter is not restored to max, either. It is
added a small amount of time after every round, so
sometimes the loser of the first round must be very
offensive to win the second one.
RECOVERABLE LIFE: Most attacks cause two kinds of
damage: a clean damage, displayed as a red bar in your
damage gauge, and a repairable damage, displayed as a
yellow bar in the same gauge.
You can do nothing about the clean damage, but if you
manage to stay a few seconds without being attacked, the
yellow bar will drop slowly to zero. However, if you get
hit again and again to the point your red and yellow
bars fill the gauge, your repairable damage will become
permanent damage (yellow bar will torn red) losing the
round. This may cause the feeling of taking huge damage
from the last hit. Don't get confused by this! So, it's
a good thing to watch the yellow bar and to take a
breathe when things are too hot!
ARMOR: Next to your damage gauge, there's a yellow
circle containing a human figure and a percentage. This
is your current armor status. Blocking too much will
cause this gauge to decrease quickly. When it drops to
zero, your armor is destroyed and your mech will fly
away because of the impact, being this last thing a
possible advantage depending on the situation (you may
avoid further damage)
Armor reduces the effect of enemy fire taking less
damage from attacks. I'm not sure if some mechs have
better armors than others. The game seems to mean that,
as in certain characters profile appear things like
"strong armor" and "ultra defensive armor". In my
experience, heavy mechs armor seems to last longer, but
this also may be due to my highly offensive style using
these characters.
SPECIAL ATTACK: Your typical super move. You can store
up to three units, starting the battle with one in
stock. Special attacks do clean damage (no recoverable
life)
OBSTACLES: Yes, all these little houses, factories and
other constructions are not there only for ornament.
They are active part of the game! Depending on the
stage, you can find a variable number of obstacles
scattered in the surroundings. All the obstacles are
destroyable, the little ones by stepping on them and the
larger ones by firing a few shots. Move behind a large
obstacle for a short cover.
ITEMS: Move across the stage and step on the various
obstacles. Some of them release items of different kinds
when destroyed. Large obstacles release more powerful
items. Also, hitting hard your opponents usually cause
them to drop some of their items, all of which you can
recover.
You collect an item simply by walking over it, being
possible to store up to five units. Your items are shown
on top of the damage gauge.
To change the selected item, press START. To activate
the selected item, press A+B+J
There are 3 types of items:-
RECOVERING TYPE: usually released by large obstacles. So
far, I have identified * Armor recover : restores your
armor gauge to 100% * Life recover : you regain some
life, or to be exact, your damage gauge decreases a
certain quantity. * Special charge: adds one level to
your Special gauge.
ABILITY TYPE: they give your character special powers,
such as * Offense up : increase the damage of your
attacks * Defense up : you take less damage from enemy
attacks * Speed up : you move and perform attacks faster
* Hero mode : weapon systems enhanced
WEAPON TYPE: this will give you a weapon specific to
your character (it varies from one mech to other). Every
character has his own inventory of 3 different weapon
items.
When a mech drops a weapon item and it is recovered by
the facing mech, the weapon is reconverted to this
last's inventory. Ability items are unaffected.
Once you have activated an item, a short bar is
displayed over your item inventory. This is a time
meter. When the bar drops to zero, the item has been
consumed and you can no longer use it, unless you
activate another one!
WARNING MOVES: During the execution of certain moves, a
"warning" message appears pointing to your character.
These moves are exceptionally slow, yet forceful enough
to cause a blocking opponent to stagger momentarily even
when blocking. A quick attack launched during the
stagger will connect successfully. You will find these
moves labeled with a 'W' in the movelist.
POWER BREAKER: This move will crush your opponent's
guard, leaving him vulnerable for a short time. Great
for turtlers. When near opponent, press simultaneously
A+B+G.
GRAPPLE ATTACK: A feature already used in other games,
such as Soul Edge and Samurai Showdown, but unusual in a
Capcom game. Basically, is the same concept: When two
attacks collide, the Grapple Attack begins. Both mechs
push against each other trying to win the assault. Mash
those buttons! The loser gets stunned, though it's
possible the draw. In that case, both mechs are pushed
back.
COUNTERSTRIKE: A very useful move if you know how to
play with it, since it allows you to avoid enemy fire
and at the same time to attack an opponent in vulnerable
position. Every mech has two counterstrikes, activated
by pressing either G+A or G+B.
Your character will sidestep/round the enemy, performing
the attack corresponding to each variant.
STEEL DASH: An easy but risky way to close the distance
and strike by surprise!
Hold G button, then ->-
Your character will dash forward enveloped in an energy
aura. Enemy fire cannot stop you, but you still take
damage.
FINAL ATTACK: The Ultimate Destruction Attack !! You
can't escape !! When "FINAL ATTACK" appears on the
screen press simultaneously A+B+J+G. If it connects, it
takes the entire Damage Gauge and the round. Only once
per match ! (Blockable).
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