EHRGEIZ "God Bless the Ring" - Sasuke Character Guide Version 1.2 EZ By Dan (not "Saikoryu" Dan) GC for the PSX (it's the same for the Arcade) version of Ehrgeiz Last updated: 05/23/99 08:58 AM PT First Edition: 04/17/99 09:56 PM PT Document Info: 104 K (104, 180 Bytes) Designed for at least IE 3 or NN 3 at 640x480 Resolution and Courier New font enabled 104, 180 characters (letters, numbers, symbols, etc.) Ehrgeiz was... Created by: Dream Factory Licensed by: Squaresoft Published by: Square EA Released: May 6, 1999 If you can help me with anything: moves, techniques, etc., or if you just have questions, comments, etc., E-mail them to One more thing, don't E-mail with questions that are already in the FAQ section, otherwise, I'll discard them or tell you to check the FAQ. Actually, I won't, I just want to prevent getting annoying mail, that's all. _________________ Table of Contents ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 1. Updates 2. What is Ehrgeiz, anyway? (General Details about Ehrgeiz) 3. Legend 4. Move List 1. Basic Attacks 2. Executed Attacks 3. Executed Walking Attacks 4. Executed Running Attacks 5. Just Frame Attacks 6. Running Against Wall 7. Executed Throws 8. Special Attacks 9. Launchers 10. Combos 11. Taunts 5. Strategy, Hints, and Tips 6. Move Analysis 7. Sasuke VS. CPU & Person Guide 8. Plot/Storyline 9. Sasuke Info - Sasuke Character Profile - More Sasuke Info 10. Translations 11. Basic Stuff (Basic Moves available to all characters) 12. Secrets 13. Frequently Asked Questions 14. Special Thanks 15. Author Information - What I'd like (or not like) in Ehrgeiz 2 Copyright Disclaimer: Unpublished Work Copyright (c) 1999 Dan GC This FAQ is for private and personal use only. If reproduced, it must be my electronic means, and if placed on a Web Page or Site, may be altered as long as this Disclaimer and the above Copyright Notice fully appears. This FAQ is not to be used for profitable/promotional purposes; this includes being used by publishers of magazines, guides, books, etc. or being incorporated into magazines, etc. in ANY way without FULL AUTHORIZATION from myself and any cohorts I may have. This FAQ was created and is owned by me, Dan GC Any Copyrights and Trademarks not specifically mentioned in this FAQ are acknowledged. Always give credit where it is due. Ehrgeiz, Squaresoft, and Dream Factory are Registered Trademarks and Copyright (c) to Square Co., Ltd. Any other things are Copyright to their rightful owners. Alright, writers of EGM, GamePro, other Game Mags, and plagiarizers, you plagiarize, many people know that, you can be sued. If I find out ANYTHING from any of my FAQs in a Game Magazine or in another FAQ without my permission, I'm suing. It clearly states not to copy anything without my FULL AUTHORIZATION and PERMISSION unless put on a non- profitable/non-promotional Web Page with the above Copyright Disclaimer. This FAQ can be found at: ________________________________________________________________________ GameFAQs www.gamefaqs.com Dan GC's Ehrgeiz Home Page i.am/dan_gc Available later in the future ________________________________________________________________________ Part 1: Updates ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Version 1.2: changed "Special Thanks" section Version 1.1: corrected errors, changed Basics, Author Information, FAQ, etc. Also fixed up the Translations section Version 1.0: changed some more STRATEGY, changed some COMBOs, and other stuff; also changed some grammar and layout problems, etc.; corrected "unoffical" stuff Version 0.9: Made some differences, but they aren't really noticable unless you really look Version 0.8: added Original Damage for each attack, also modified Battle Mechanics section a bit Version 0.75: corrected more stuff; also added Battle Mechanics section (last section in Basics section) Version 0.7: Tried to correct all errors and added a little strategy Version 0.6: Added more strategy, changed some ratings, fixed the Launchers section of the Move List, and some other stuff. Also fixed up the Version numbers. Version 0.5: Edited more stuff, took out some unnecessary moves, changed some attacks, and some other stuff. Version 0.4: Did a little reworking (took out some unneccesary things) Version 0.3: fixed Combo 3, I forgot to change it in the last version, I reworded the Strategy section, and that's about it, I guess. Version 0.2: Updated one of the Basic Stuff sections, added something at the end in the Author Information, added some more Strategy, and some other stuff Version 0.1: First version ________________________________________________________________________ Part 2: What is Ehrgeiz, anyway? (General Details about Ehrgeiz) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ If Tobal No. 1 is the only Dream Factory fighting game you've ever played, you're missing a lot; the sequel, Tobal No. 2 (released only in Japan) is considered in some circles to be the finest fighting game on the PlayStation (PSX). Dream Factory produced the first(?) completely true 3-D fighting game in arcade history: Ehrgeiz allows complete three- dimensional movement over a series of plains, high-rises, and other areas. The terrain also includes special objects - knives, dynamites, boxes, and other various items - that can be used to augment your offensive and defensive strategies. The game's four-button layout includes a "Guard" button as well as "High" Attack, "Low" Attack, and "Special" Attack buttons. The combo system is similar to that of Tobal 2; calculated, timed attacks with not much room for error. Unlike the gameplay of Tekken (Tekken's engine isn't good: you only block and attack in that game) - which rewards your opponents greatly when you make a simple mistake - Ehrgeiz only rewards a player when skills and strategy are used. For example, once a player inputs a special move, you can follow that up with a specific move(s) that juggles the opponent for multiple hits. Mastering the basic techniques will take some time to comprehend. Of course, the one feature that may put Ehrgeiz over the top - particularly Square fans - is the fact that some of the most popular characters from Final Fantasy VII are hidden in the game as secret bosses and selectable fighters! The game would've been great without this, but Square and Namco had to put it in to get some publicity and attraction. Of course, Cloud is okay, but Tifa is much better. There are also other FFVII characters in this game in the PSX version, but basically, they're just clones of other characters with some differences. The only "original" characters are the original eight, and Cloud, Tifa, and Django. The characters added in the PSX version are based upon those characters (except for Koji, to an extent, and Clair; they're also original) with sometimes noticable differences. No characters in Ehrgeiz are based upon Django. But this game is not, I repeat, is not a "Final Fantasy Fighter!" If I ever hear anyone say that, and if they're not kidding or much bigger (and stronger) than me, I'll wail on them! Don't say those three very words in my presence. "Ehrgeiz" is a German word that means "ambition." The pronunciation of Ehrgeiz is "air-gaits" and in terms of some sort of a dictionary, it would be "e:r gaits". This is a type of 3-D fighting game that I haven't ever experienced. The Learning Curve to playing this game is only a few days, although to master a specific character takes much longer. After a week or two, you could learn most of the basics and learn how to do them easily. Some kind of general knowledge and strategy is needed to get on the Hi-Score List. I decided to type all of the things I know about the Red Guardian Sasuke and how to beat some opponents with him so people can read it if they choose to do so. Attribution goes to Jason E. Wilson ________________________________________________________________________ Part 3: Legend ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Controls: UL U UR Up-Left Up Up-Right \ | / L -- N -- R Left Neutral Right / | \ DL D DR Down-Left Down Down-Right Arcade Button Setup: P1/P2 Start L H S Low High Special G Guard *: Just Frame Point QCF: Quarter Circle Forward: Down, Down-Right, Right QCB: Quarter Circle Back: Down, Down-Left, Left /: Or +: simultaneously FC: Fully Crouched ( ): Hold (exp. (G), hold G) ^: Unofficial Name 360: 360 degree spin %: Not Interruptable (if there isn't a % or ^, then it is Interruptable) &: Interruptable on a certain condition, which is, if the attack is done when the character doing the attack is on the ground, but if done when all the way in the air, it is not Interruptable counter hit: a hit to your opponent while they are doing an action Start (in move list): Start button (in Arcade); Select button (PSX) (rH): you can do the rising H after the last attack this is listed in (rA): you can do this attack when rolling (referring to Get-Up attacks) Hit Level: H: High M: Middle L: Low UH: Unblockable High UM: Unblockable Middle UL: Unblockable Low |: whatever is past "|" is the Hit Level (except Rating) |: (the one below the Hit Level one) whatever is past "|" is the Original Damage for that/those attack(s) ________________________________________________________________________ Part 4: Move List ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Name Input Hit Level(s) ________________________________________________________________________ 4.1 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Basic Attacks: Ninja Punch H H Rising Dragon^& (H) H, M One-Two Slash H, H, H H, H, UM Ninja Rush H, H, L H, H, L Ninja Sword Rush H, H, H, L, H H, H, UM, L, UM Backflip% H+L M Double Backflip% H+L, H+L M, M Double Backflip to Slash& H+L, H+L, H M, M, UM Overhead Slash H+S UM Cutting Rage H+S, H UM, UM Shin Cutter L L Somersault Rush& L, H, H L, M, M Bamboo Burial% L+S UL Bamboo Burial Strike^% L+S, L UL, UL Slash Kick^ G+H M ________________________________________________________________________ 4.2 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Executed Attacks: Agitouchi Left QCF+H M Agitouchi Right QCB+H M Dragon Launcher^ rising H UM Kinen Slash FC, H, H, H UM, UM, UM Kamikaze% (above opponent) H+L UM Tsunami Kick (rH for FC, L) FC, L/G+L L Tsunami Double^& G+L, H L, M Shinobi Cannon Step, L, H M Shinobi Sweep Step, L, L L Ninja Deception Step, L, L, H L, M Komayomai 360°+H or L UH infinitely Dragon Slash (rA) H (getting up) M Kaiten Ashibarai^ (rA) L (as above) L Head Spring% (near head) H+L (as above) M Rotational Kick (near feet) H+L (as above) L Hop Kick% G+H+S M Flip Slash Cut% G+L+S UM Jumping Slash^& Jump, H UM Landing Tsunami Kick^ Jump, L L Landing Tsunami Double^ Jump, L, H L, H ________________________________________________________________________ 4.3 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Executed Walking Attacks: Shadow Moon H M Low Thrust Hit L L Water Spider L, H L, UM Spinning Demon (rH) L, L L, L ________________________________________________________________________ 4.4 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Executed Running Attacks: Triple Slash H, H, H UM, UM, UM Dragon Slide^% L L Sunrise% H+L M Sunset Tap G, H M ________________________________________________________________________ 4.5 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Just Frame (*=Just Frame point): Sweeping Earth Slash H+S, *L UL Kagehisa H, H, H, *H H, H, UM Ninja Juggle& (H), *H, H, H, H, *L H, M x5, L ________________________________________________________________________ 4.6 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Running Against Wall: Spinning Tackle Drop^% H UM Triangle Slide Kick^% L UL Sunrise 2^% H+L M ________________________________________________________________________ 4.7 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Executed Throws: Doormat% (front) G+H+L Throw Flip Back Drop% (Front) G+H+L, hold H or L Throw Variation Double Back Drop% G (after Flip Back Drop) Throw Continuation Assassination% G (after Double Back Drop) Throw Continuation Blood Dance% (Left Side) G+H+L Throw Leg Stretch% (Right Side) G+H+L Throw Meteor Toss% (Back) G+H+L Throw Dragon Grab^ (front) G+H+L , then: Grab H, H, H: Face Punch x3, Stun (can dizzy) L, L, L: Hold Kick x3, Stun (can dizzy) Dragon Toss^% (front) G+H+L, then: Pushing Grab Direction: Push opponent in direction holding Dragon Takedown^% (running) G+H+L, then: Tackle Grab H/L repeatedly (max. 3 hits), hits opponents face, then a Leg Toss; release all buttons for Leg Toss; hold H or L for Rolling Leg Toss; Unblockable Tackle Lightning Drop% 360+G+H+L Special Throw ________________________________________________________________________ 4.8 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Special Attacks: Shuriken S N/A Makibishi (S), L N/A Heaven Shuriken^ (S), H N/A Super Shuriken (S) (3 seconds) N/A x3 Flash Move Shuriken When running, S N/A Kemunimaku Jump, S Dizzy Katashiki (Full Special) H+L+S UM Nap (Not Full Special) H+L+S Restore Special Quick Slash (Empty Special) S UM ________________________________________________________________________ 4.9 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Launchers: The following are just launchers which launch your opponent high enough in order for you to juggle them, not attacks that just launch your opponent. Also, they are launchers that give you enough time to juggle your opponent so they have a pretty quick recovery time. Note: These are actually just regular attacks somewhere in the Move List, but these deserve to stand out somewhat Note 2: The launchers are ordered from worst to best Note 3: The first two launchers are equal Agitouchi Left QCF+H M Agitouchi Right QCB+H M Kagehisa H, H, H, *H H, H, UM Water Spider (walking) L, H L, UM Dragon Launcher^ FC, release G, H UM ________________________________________________________________________ 4.10 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Combos: I'll list many juggles, not all of the possible ones, but many of them and some tricks. Tricks are used to hit your opponent at one time or another, but if they are really good and block all of the attacks or Interrupt, then...I have nothing to say. Note: All of these combos must be done when very close to the opponent Note 2: Some combos can be used against the wall Note 3: You can use the DL (Dragon Launcher), Water Spider, Kagehisa or any other launchers similar to the Dragon Launcher to launch the opponent, but I'll list DL instead. Note 4: You can end any of these combos with "run+L," "G+L+S" or other attacks which hit the opponent when they're on the ground Note 5: Sometimes, using these combos as counter hits aren't good and launch the opponents too high, so juggling may be too difficult to execute Note 6: The setup challenge for combo 6 is really difficult, so it's kind of only for extremists Combo 1: DL, #Flip Slash Cut Combo 2: DL, #Ninja Sword Rush Combo 3: DL, #One-Two Slash, #Ninja Sword Rush Combo 4: DL, #Ninja Juggle Combo 5: DL, #Double Backflip Combo 6: DL, #Double Backflip Slash Combo 7: Agitouchi Left/Right, #Ninja Juggle and now for the button pushes instead of the move names... Combo 1: DL, #G+L+S Combo 2: DL, #H, H, H, L, H Combo 3: DL, #H, H, H, #H, H, H, L, H Combo 4: DL, #(H), *H, H, H, H, *L Combo 5: DL, #H+L, H+L Combo 6: DL, #H+L, H+L, H Combo 7: Agitouchi Left/Right, #(H), *H, H, H, H, *L ________________________________________________________________________ 4.11 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Taunts: Some taunts are attacks, but if they are, they do little damage. Closed Stance^ Up/Left+Start Spin Chop^ Down/Right+Start ________________________________________________________________________ Part 5: Strategy, Hints, Tips, and Comparisons ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ **Note: If you'd like to see strategies for other characters, see Mike Allen's Ehrgeiz Expert FAQ. :etoN** Sasuke is one of the best fighters in Ehrgeiz, but if used poorly, well, he won't seem so good. You need to know basic stuff and advanced stuff to play well with Sasuke, as it is with any character. Sasuke doesn't have the most moves in the game, but has quite a lot (70+). Not just anyone can match Sasuke; he is VERY quick and strong, but to be on the safe side for some attacks, you should do it when your opponent is dizzy or their back is turned (their body appears to be blue), they can't Blade Catch or Interrupt, so, if you dizzy them, do the Dragon Launcher then juggle them (Combo 2). When he runs out of Special Meter, break the boxes open, if any, then get the Special Meter refiller, if there is one. Also, Combo 2, on default settings, causes the opponent to lose 45% power, so if you dizzy them twice, they would already lose 90% power, then you can dizzy them again and kill them. But if your Special Gauge is empty...then you'll have to resort to his mix-ups and stuff. Some of his good mix-ups are: HHH; HHL; HH*H; HHHLH, and similar attacks. Those would probably only work against some human opponents because the CPU blocks most attacks and most humans know when and how to block everything. Blocking is too easy. Okay, when your opponent is physically attacking you with high or middle level attacks and you're facing your opponent, don't push or hold anything, unless you're going to do a Interrupt. If your opponent attacks low, hold G. So, since you can see most attacks coming at you, just do the appropriate attack. If your opponent is only going to do a high attack, then you can hold G to crouch and attack while crouching. ________________________________________ Time for some human strategy for Sasuke: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Okay, Sasuke is pretty easy to use, but if you want to be really good, you have to know how to play. He has many skills, and only some weaknesses. I guess it's about three strengths for every one weakness, or something similar to that. Do mix-ups like HHH; HHL; HHH*H; HHHLH, and other stuff like that. You can also mix-up the Walking L; H, and LH. Do juggles to take damage off of your opponents, but you should dizzy your opponent first. If your run out of Special Gauge, then try dizzying your opponent another way - or just Nap, then when you have a little bit of Special Meter back, dizzy your opponent and Nap again or just do a combo, do what you want - try the Throw from the front of your opponent and push HHH or LLL. You can also mix-up the HHH and LLL, but your opponent will not be dizzied, usually. It seems HHH has a more success rate of dizzying your opponent. Then you can do that combo you want to do. The three-link throw in front of your opponent takes a lot of damage, if you know when and how to link it. Here's a little fun thing: okay, if you or your opponent breaks a box, and there is a Special Weapon, which there will most likely be in the PSX version, you can pick it up (just by running into it), then when your opponent is chasing you and/or is going to attack you, you can push G to drop the Weapon, if your opponent accidentally runs into it and picks it up, your opponent will be temporarily busy picking it up, so you'll have some time to do an attack...heh heh heh :) . I've decided not to put my very personal strategy for Sasuke, people could read it and know my strategy, so they could counter it easily and I'll get lots of damage. But I'll tell you what I don't do...I don't use any of his Specials except for the Smoke Bomb unless I'm really desperate, spaz, injure the human opponent, or Interrupt since I need to save the Special Meter for the Smoke Bombs. My basic strategy with Sasuke is: Always be careful: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Sasuke has many quick attacks, but some are too slow at some point(s). Only use the good, quick attacks to prevent being damaged. You can use the Walking H for a quick attack, if your opponent blocks it, isn't in a corner, and tries to counter, you'll have enough time to block your opponents' attack(s). Never use the (when on higher elevation) H+L, it's too slow and crazy. Always Blade Catch sword attacks to cause very little damage to your opponent, just to stop your opponent from attacking. Attack an opponent who misses you with a slow (or fast) attack that has some lag in between or after the attack. If you dizzy your opponent with anything and you are fighting a light character, you should just go behind your opponent and start hitting him/her. You could keep pushing H if your opponent is in a corner, their back is turned, and if they're dizzy. It'll work for a while. Or you could end it right away with HHHLH or you could even try HHH*H to launch your opponent then juggle them, if at all possible. Katana: ŻŻŻŻŻŻŻ His sword is part of his attacks, some of them are slow and can be countered easily, while others are low to attack your opponent. It also does a little more damage than a standard non-sword attack. All of his sword attacks are good, especially the Jump, H. If you are in the air while doing that, it can't be Interrupted, but your opponent can attack you if they are quick enough or you miss. Don't do sword attacks that are too slow. Speed: ŻŻŻŻŻŻ NEVER use slow recovery attacks, they leave you open, and you are bound to lose a lot of power. IF you do use one of those attacks, it better be a very quick start-up attack that knocks your opponent back if they block, or don't, far away so you can't be countered easily. The Running G+H is an example, if your opponent blocks it and is not in a corner: they'll be knocked pretty far away so you have a chance to block; if they don't block: they'll be knocked down. The Jump, S automatically pushes you back, so if your opponent tries to attack you when you jump, throw the Smoke Bomb when you are low so your opponent can run into it and you'll back up, too. Use the Smoke Bomb against opponents who are doing slow attacks (start-ups, recoveries, or just plain slow attacks) so you can damage them. Whenever you block an attack or if your opponent misses you with an attack, always counter for easy damage. ________________________________________________________________________ _________ Juggling: ŻŻŻŻŻŻŻŻŻ Use the rising H, the only real launcher Sasuke has, to launch your opponent to set them up for an air combo. Against medium characters, try not to use the rising H as a counter; against heavy characters: do it against a wall and as a counter; as for light characters: all I have to say is...use it against a wall and as a counter if you want, but whether or not if it is used a counter, you must delay then start juggling. As you can see in the Combos section, currently, there are only seven good juggles. Sasuke doesn't have the most juggles in the game, but the juggles he does have are very good, but difficult, and damaging. Juggles are usually best when you're very close to your opponent and away from a wall and you're keeping them there, but some juggles require the wall. Just do the Dragon Launcher or an attack that launches them like that, then do some crazy juggling. His best juggle is the Dragon Launcher, then the Double Backflip Slash (H+L, H+L, H). It works against all weight classes, and always works, if you do it fast enough. ________________________________________________________________________ Beating the CPU is easy, just dizzy them with the Jump, S then do Combo 2 (or 6). That's all it is to it. You can also do that to a human. Just call it the..."Overkiller." Don't use it too much against a human, it may make you seem like a "scrub," and in this way, you only know how to do one attack, and you use it over and over. ____________ Comparisons: ŻŻŻŻŻŻŻŻŻŻŻŻ Sasuke is extraordinary. It requires a little skill to use him effectively and very well. Otherwise, you'll be a dead duck when playing against pros and intermediate players. Sasuke and Cloud are pretty similar. First of all, Sasuke has Cutting Rage, while Cloud has Climhazzard. Those two moves are similar. Sasuke slices into the opponent's body to stun them and then slashes them up into the air. With Cloud, Climhazzard, he slices into the opponent's body, stunning them, then does a low slash upwards to cause the opponent to fly into the air. That's a similarity. Also, with throws. They both have suplexes and things like that. Also, they both have a slide. And, of course, they both have a sword that can be lethal. They both have a sword attack when their Special Gauge is out. But Sasuke is faster and has one stronger juggle and longer moves. Sasuke and Cloud, they have many similar attacks, Special or not. Welps, that wraps it up. Sasuke is a much easier character to use. Yuffie is somewhat weaker than Sasuke, she doesn't have very good juggles, and her potential launcher is the basic M, but it does launch them pretty high and she has some good recovery time so she can juggle, but I think Sasuke is easier and/or better to use. Sasuke has one very deadly juggle. What your preference is, is what your preference is. Sure, Cloud is good, but of course, you have to know how to use him well. Sasuke has some better speed and a damaging juggle, but Cloud is a much different guy to use. ________________________________________________________________________ Part 6: Move Analysis ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ In this section, I will rate every move I know Sasuke has. On a scale of 1-10, the rating is the level of effectiveness. 10 being the most useful, and 1 being almost useless. Name and Input |Hit Level Rating |Original Damage ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 6.1 Basic Attacks: Ninja Punch: H |H 8 |10 Pretty good for starting mix-ups and stuff, but not very good by itself, possibly. ________________________________________________________________________ Rising Dragon^&: (H) |H, M 3 |10, 20 Alright, the certain condition for Interrupting is only the first hit, the second hit can't be Interrupted. ________________________________________________________________________ One-Two Slash: H, H, H |H, H, UM 8 |10, 10, 15 Good to use as a mix-up (HHH, HHL, HH*H, etc.). Also good for damaging juggling. ________________________________________________________________________ Ninja Rush: H, H, L |H, H, L 8 |10, 10, 20 Like above. ________________________________________________________________________ Ninja Sword Rush: H, H, H, L, H |H, H, UM, L, UM 8 |10, 10, 15, 14, 14 Ahh...a good attack for a Basic Attack...very good for juggling... insane juggling, that is! ________________________________________________________________________ Backflip%: H+L |M 8 |15 Umm...good by itself, you can do this then do some juggling... ________________________________________________________________________ Double Backflip%: H+L, H+L |M, M 8 |15, 10 Has some good recovery time, if your opponent blocks it, just wait for Sasuke to land and do something else. ________________________________________________________________________ Double Backflip to Slash&: H+L, H+L, H |M, M, UM 6 |15, 10, 20 The certain condition for Interrupting is...only the last attack (H) can be Interrupted. If your opponent blocks the first two attacks, don't push H again...it has horrible recovery time. ________________________________________________________________________ Overhead Slash: H+S |UM 6 |25 Can be used as a little mix-up (H+S, H; H+S; H+S, *L). ________________________________________________________________________ Cutting Rage: H+S, H |UM, UM 6 |25, 15 Like above. ________________________________________________________________________ Shin Cutter: L |L 6 |10 If your opponent blocks it (or doesn't), you should continue with the Somersault Rush. Also, since Sasuke backs up a little when doing the Shin Cutter, you can dodge high and middle attacks. ________________________________________________________________________ Somersault Rush&: L, H, H |L, M, M 7 |10, 20, 25 The certain condition for Interrupting is only the L can be Interrupted. Anyway, the H's can't be Interrupted so if you hit your opponent with the L, you should continue with the H, H. ________________________________________________________________________ Bamboo Burial%: L+S |UL 8 |20 Can avoid high and middle attacks. And it's not Interruptable! ________________________________________________________________________ Bamboo Burial Strike^%: L+S, L |UL, UL 8 |20, 20 Like above...except for one thing...if your opponent is on the ground and dizzy, just do this and you'll hit the opponent once. Also, if your opponent attempts to attack you when doing the L+S and they miss (which they probably will), continue with the L to hurt them. ________________________________________________________________________ Slash Kick^: G+H |M 2 |18 Useless, pretty much... ________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 6.2 Executed Attacks: Agitouchi Left: QCF+H |M 7 |17 Pretty good for a "quick low step" to hit your opponent. ________________________________________________________________________ Agitouchi Right: QCB+H |M 7 |17 Like above. ________________________________________________________________________ Dragon Launcher^: rising H |UM 8 |25 A strong, good manual launcher. To do the rising H manually, when you are fully crouched, release G and push H directly after releasing G. Of course, you should only do it when your opponent is dizzy, so you can do some very damaging juggling. This is a rising H, which means, you can do it after certain low attacks and right before you rise, you can push H. ________________________________________________________________________ Kinen Slash: FC, H, H, H |UM, UM, UM 6 |15, 15, 30 You can avoid some high attacks with this. ________________________________________________________________________ Kamikaze% (above opponent): H+L |UM 1 |30 True to the attack's name (kamikazes are suicidial pilots, basically), this attack, if done in real life, is a suicidal thing to do. It has the worst range ever, he uses his head! Luckily, he has a helmet... ________________________________________________________________________ Tsunami Kick (rH for FC, L): FC, L/G+L |L 6 |15 It's good for a quick good shoe-in...you can also use it as a mix- up...just see below for some other similar things... ________________________________________________________________________ Tsunami Double^&: G+L, H |L, M 6 |15, 20 The certain condition that can't be Interrupted is the H. It's good if your opponent fails to Interrupt or just blocks the G+L. ________________________________________________________________________ Shinobi Cannon: Step, L, H |M 5 |25 The first L is just a "nap." This attack is pretty good, depending on when you use it. ________________________________________________________________________ Shinobi Sweep: Step, L, L |L 5 |20 Like above. ________________________________________________________________________ Ninja Deception: Step, L, L, H |L, M 5 |20, 20 Same as above. ________________________________________________________________________ Komayomai: 360°+H or L |UH infinitely 2 |5 each hit Well, it's TOO easy to get away from, just hold G when it is being done on you! You'll (the "victim") will crouch and the attacks will miss, since this attack just attacks High, then you can attack back. ________________________________________________________________________ Dragon Slash (rA): H (getting up) |M 3 |10 Pretty quick, but it can be Interrupted. ________________________________________________________________________ Kaiten Ashibarai^ (rA): L (as above) |L 3 |10 Like above. ________________________________________________________________________ Head Spring%: H+L (as above) |M 3 |10 **NOTE: This occurs when the opponent is away from your character's feet Quick start-up and recovery time. ________________________________________________________________________ Rotational Kick: H+L (as above) |L 3 |10 **NOTE: This occurs when the opponent is away from your character's head Quick start-up but slow recovery time. ________________________________________________________________________ Hop Kick%: G+H+S |M 3 |15 It can't be Interrupted, that's a good thing, but has pretty slow start-up and even slower recovery time. ________________________________________________________________________ Flip Slash Cut%: G+L+S |UM 3 |18 Pretty strong, it's quick, but slow recovery time. And can be Two-Hand Grabbed. ________________________________________________________________________ Jumping Slash^&: Jump, H |UM 9 |20 The certain condition of Interrupting is if you push H when Sasuke is already almost on the ground, resulting in a ground Slash. Otherwise, this attack is quick, it's strong, and too good to be true! ________________________________________________________________________ Landing Tsunami Kick^: Jump, L |L 7 |15 You can use this to jump over an opponent and hit them when they're back is turned. ________________________________________________________________________ Landing Tsunami Double^: Jump, L, H |L, H 7 |15, 20 Like above. ________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 6.3 Executed Walking Attacks: Shadow Moon: H |M 8 |12 Similar to Slash Kick. Mix it up with the Low Thrust Hit and Water Spider to hit your opponnet from time to time. If you hit with the Low Thrust Hit, then continue on with the H to launch your opponent and juggle. ________________________________________________________________________ Low Thrust Hit: L |L 8 |10 It's pretty good. ________________________________________________________________________ Water Spider: L, H |L, UM 6 |10, 25 Similar to Ninja Sword Launcher, although the rising H comes out faster in this attack unlike other rising H attacks, that's why this is an attack with an official name. If your opponent blocks the L, they can counter, if they react quickly enough. ________________________________________________________________________ Spinning Demon (rH): L, L |L, L 6 |10, 14 Two pretty quick attacks. ________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 6.4 Executed Running Attacks: Triple Slash: H, H, H |UM, UM, UM 7 |15, 15, 20 Quick start-up, pretty strong, but slow recovery time. ________________________________________________________________________ Dragon Slide^%: L |L 2 |10 It's quick, it's good, but if blocked, you'll lose too much power. ________________________________________________________________________ Sunrise%: H+L |M 2 |26 Like above. ________________________________________________________________________ Sunset: Tap G, H |M 3 |30 Not good like other characters where they attack and do a retreat kind of thing...he just does a spinning roundhouse, and it can be Interrupted. ________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 6.5 Just Frame (*=Just Frame point): Sweeping Earth Slash%: H+S, *L |UL 7 |20 It can't be Interrupted, and can be used to fake out your opponent. When you push L, it's after Sasuke raises the sword all the way above his head and is about to slash, you push it before/right when he starts moving, they're both the same. You could also push L 0.5 seconds before he yells. ________________________________________________________________________ Kagehisa: H, H, H, *H |H, H, UM 7 |10, 10, 25 You can use this to launch your opponent then do some juggling. Right before he yells, push H, not after, not during, or anything like that, it's supposed to be right before. ________________________________________________________________________ Ninja Juggle&: (H), *H, H, H, H, *L |H, M x5, L 8 since it always hits as a combo: |10, 20, 4, 8, 7, 11, 15 This is probably the craziest Just Frame attack I've ever seen. The total original damage for the attack is 65. You push the first Just Frame H after the holding H attack...when Sasuke first starts to rise, in other words, after you hear the collision sound, or when Sasuke first starts to rise, push H. For the other H attacks after the first Just Frame H, push the buttons rapidly. For the L, you push it after you hear the collision sound or rather, right when you hear it. ________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 6.6 Running Against Wall: Spinning Tackle Drop^%: H |UM 5 |30 Pretty good, but of course, slow recovery time. ________________________________________________________________________ Triangle Slide Kick^%: L |UL 5 |15 Like above. ________________________________________________________________________ Sunrise 2^%: H+L |M 6 |20 Good if your opponent is tailing you. ________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 6.7 Executed Throws: Doormat% (front): G+H+L 7 ________________________________________________________________________ Flip Back Drop% (Front): G+H+L, hold H or L 9 ________________________________________________________________________ Double Back Drop%: G (after Flip Back Drop) 9 ________________________________________________________________________ Assassination%: G (after Double Back Drop) 9 ________________________________________________________________________ Blood Dance% (Left Side): G+H+L 7 ________________________________________________________________________ Leg Stretch% (Right Side): G+H+L 7 ________________________________________________________________________ Meteor Toss% (Back): G+H+L 9 You can juggle your opponent after this. ________________________________________________________________________ Dragon Grab^ (front): G+H+L , then: 7 H, H, H: Face Punch x3, Stun (sometimes dizzies) |10, 10, 14 L, L, L: Hold Kick x3, Stun (sometimes dizzies) |12, 12, 12 ________________________________________________________________________ Dragon Toss^% (front): G+H+L, then: 6 Direction: Push opponent in direction holding ________________________________________________________________________ Dragon Takedown^% (running): G+H+L, then: 7 |10 each hit (including takedown) H/L repeatedly (max. 3 hits), hits opponents face, then a Leg Toss; release all buttons, Leg Toss; hold H/L, Rolling Leg Toss; Unblockable Tackle ________________________________________________________________________ Lightning Drop%: 360+G+H+L 8 ________________________________________________________________________ All of the throws here were rated a 7 because they can be broken out of at one or more certain points. The three-link Throw was rated a 9 because if you link them together, they can do big damage. The Meteor Toss was given a 9 because it can open up juggling opportunities. But the Special Throw was rated an 8 because, from what I've seen, there is only one place where you can break out of, and that's early in the beginning, and it does quite some damage. ________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 6.8 Special Attacks: Shuriken: S |N/A 4 ________________________________________________________________________ Makibishi: (S), L |N/A 4 ________________________________________________________________________ Heaven Shuriken^: (S), H |N/A 4 ________________________________________________________________________ Super Shuriken: (S) (3 seconds) |N/A x3 4 ________________________________________________________________________ Flash Move Shuriken^: When running, S |N/A 4 ________________________________________________________________________ Kemunimaku: Jump, S |Dizzies 10 Ahh...the infamous Smoke Bomb. You should jump straight up when doing this because he backs up a little bit when you push S then throws it. The angle is about 45 degrees. Anyway, if your opponent touches the smoke, they'll become dizzy, then you can do some major juggling. But beware, if you should touch the smoke, you can also become dizzy. ________________________________________________________________________ Katashiki: H+L+S (Special Meter full) |UM 5 ________________________________________________________________________ Nap: H+L+S (Special Meter not full) |Restore Special 3 This leaves you open, but the GOOD thing about it is you restore Special Meter gradually, if you let him Nap forever, he gets back up automatically when about 45% is restored. To get out a Nap, just push a direction and he'll roll out of it. If you are hit while Napping and you don't push anything, Sasuke will just get hit, but will return to his Nap. ________________________________________________________________________ Quick Slash^: S (Special Meter empty) |UM 3 ________________________________________________________________________ If you charge a Special attack and you throw it, the attack does more damage. For example, if you charge the regular Shuriken rather than tapping the button, the damage wouldn't be 20, it would be about 34 or something like that. You shouldn't do any Special Attacks except for the Kemunimaku (Smoke Bomb), since you can do some major damage to your opponents after throwing it at them. If you did have to use another Special Attack, then the Katashiki would be okay. Kemunimakus take up 1/3 of your Special Meter, approximately. So...you can throw one Shuriken (Heaven Shuriken, Makibishi, or Flash Move Shuriken), and three Kemunimakus, but you have to throw the Shuriken (or the other stuff) before you use the third Kemunimaku. Of course, you can always use the Nap after knocking your opponent down (or something else) to restore a little Special Gauge, so you can dizzy your opponent then and juggle them. ________________________________________________________________________ ________________________________________________________________________ 6.9 Launchers: Agitouchi Left: QCF+H |M 7 |17 ________________________________________________________________________ Agitouchi Right: QCB+H |M 7 |17 ________________________________________________________________________ Kagehisa: H, H, H, *H |H, H, UM 7 |10, 10, 25 ________________________________________________________________________ Water Spider (walking): L, H |L, UM 7 |10, 25 ________________________________________________________________________ Dragon Launcher^: rising H |UM 8 |25 ________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 6.10 Combos: Combo 1: DL, #Flip Slash Cut 8 ________________________________________________________________________ Combo 2: DL, #H, H, H, L, H 9 ________________________________________________________________________ Combo 3: DL, #H, H, H, #H, H, H, L, H 9 ________________________________________________________________________ Combo 4: DL, #(H), *H, H, H, H, *L 9 ________________________________________________________________________ Combo 5: DL, #H+L, H+L 9 ________________________________________________________________________ Combo 6: DL, #H+L, H+L, H 9 ________________________________________________________________________ Combo 7: Agitouchi Left/Right, #(H), *H, H, H, H, *L 8 ________________________________________________________________________ You may have noticed only one attack was given a 10, that is because most attacks have one or more weaknesses. The combos were rated a 9 because they really can't be broken out of, but they can only be done on certain conditions, and if your opponent has the right timing, they can Flip Out. Okay for... Combo 1: All weights: You have to use it as a counter hit, and as soon as you launch them, push G+L+S Combos 2-4: Lightweight: You have to have to delay it a certain amount Mediumweight: You can use it as a counter hit or not, but preferably, not as a counter hit, so after you are done launching, just push the buttons Heavyweight: Same as medium Combo 5-6: All weights: Doesn't matter how you launch them, just launch them and push the commands; his easiest to do juggle, if you know you won't be able to execute combo 3, then do combo 5 or 6 instead Combos 7: All weights: Doesn't work well on any weights, but can only work on lightweight characters ________________________________________________________________________ ________________________________________________________________________ 6.11 Taunts Closed Stance^: Up/Left+Start ________________________________________________________________________ Spin Chop^: Down/Right+Start ________________________________________________________________________ Part 7: Sasuke VS. CPU & Person Guide ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ I have no real strategies against humans, but...I'll include it here somewhere. If you wanna see some real strategy, see Mike's Ehrgeiz Expert FAQ...VERY in-depth, if it wasn't for his FAQ, I wouldn't be practicing again! The first part about the Death Trap is for the CPU, the second paragraph, if there is one, is little human strategy, as I said earlier, READ the Expert FAQ, if you want to learn how to play (better)! VS Inoba: Overkiller (just dizzy the opponent with the Jump, S and keep doing combo 2). Watch out for his Special Throw and his mix-ups. He can do some major damage. Some of his attacks are quick but may have a pretty slow recovery time, so if you block them, you can attack right afterwards. VS Jo: Overkiller. She's quick, so if she turns into a wolf, run+L or Jump, L. She has some nasty mix-ups, juggles, and other stuff, so watch what you're doing, otherwise you'll get hurt. Her Wolf-changing is an invincible counter hit at the beginning of transformation. VS Godhand: Overkiller. He has the rising uppercut, so if he hits you with that, Flip Out as early as possible, otherwise, he'll juggle you for some major pain. He has many quality attacks. Watch out for his Rolling Set Mine, it's much quicker than the regular Set Mine, and he rolls away from it, so he can roll by you, set it, and blow it up when you are trying to hit him. VS Shuwen: Overkiller. Watch out for his spear. If he hits you with one of his attacks, try Interrupting it. If you don't, he'll make you lose a lot of power. His regular basic attacks suck, they're slow in many ways, but since they are slow, he might be able to attack you when you are trying to counter. VS Yoko: Overkiller. Her Yo-Yo sucks, so don't worry too much about it. She can do many mix-ups to hurt you, then she can launch you and do a crazy juggle which makes you lose over 40% of your power or so. VS Naseem: Overkiller. He has too many good attacks at first, but some of his attacks are almost useless, so he can trick you all day and cause you to lose lots of power. He has extended links and stuff for his attacks, so either block and counter in between, or...just Interrupt. Watch out for his fireball. He can also juggle you for lots of loss of power. VS Han: Overkiller. Same as Naseem, but his projectile is much slower. Also, his kicks are high, so, if he does some high attacks, get him when he's recovering or in the middle of the attack(s). VS Sasuke: Overkiller. Alright, watch out for his jumping special, if he hits you with it, it'll dizzy you then he could do some crazy attacks which makes you lose too much power. Watch out for his HHH, HHL, HHHLH attacks, he can use those to mix-up and attack.. VS Guardian (Cloud): Overkiller. Anyway, just like Cloud, (duh!) he is Cloud, he has good juggles, mix- ups, and other stuff. He can make you lose power, if the player is good with him. But once he pulls his sword out, attack with a jumping L or even H. If he does a Deathblow, then run away or run under him when he is about halfway to the ground then attack him, or even juggle him. You shouldn't worry too much about him. VS Summoner (Tifa): Overkiller. Well, here goes nothing: she is very good at her wake-up games, so if she knocks you down, well, you can try the limited invincibility get-up or try a quick flip-up get-up, not the attack, jump, or run! Her running HHH is deadly, so...be careful, if she attacks you with it, Flip Out as early as possible, if you block it, counter after the first or second hit. She has many good juggles and mix-ups, so don't try to get hit by one. VS Django: You can't do the Overkiller, so keep on reading to know what to do. Possibly the most difficult character Sasuke can go against, since most of Sasuke's great attacks are high and middle, so it's pretty difficult to hit Django. At least Django can't block. But the problem is, Django can only be thrown two ways and he can't be dizzied. Start with a slide or something else that knocks him down and move back a little bit. Since you are not close enough for Django to do the Knights of the Round Dive (when Django rolls repeatedly in the air), wait for him to get up and do a juggle. Move back a little bit, if he does a Knights of the Round Dive attack, just do another juggle and attack him with high or middle attacks while he is in the air. Just keep doing that. But sometimes, Django doesn't do the Dive attack, so you'll have to knock him down quickly. Sometimes the Renmen Slash or Double Backflip Slash hit him. I have no real strategy against a human Django player. VS Red Scorpion (AKA "?"): EASY! Just break those two boxes containing those knives and throw them at him. The easiest way to knock down the boxes is to do a Jump, S. Also, if you fail to knock down the box, just run at it. Break the boxes by throwing them at him and throw the knives at him. After you hit him with the knives, he dies, get all the items (including Han's leg) and then get the Ehrgeiz that falls into the center of the arena. See the ending and see the "After getting Ehrgeiz" text and celebrate (maybe). You can't really use Red Scorpion (known as "?") unless you use a GameShark code in the PSX version. But if you do fight against someone who does use a GameShark code, choose a stage with boxes, so you can break them and throw the weapons at Red Scorpion. PSX Characters: VS Sephiroth: Similar to Cloud, but Sephiroth's sword is much faster, but weaker, and his physical attacks are stronger, but just a tiny wee-bit slower for some of his attacks. VS Vincent: Same as Godhand, but some of his Vincent's attacks are shorter or longer. Also, Vincent Jump, S is a shooting one, not a grenade like Godhand's. VS Yuffie: Same as Sasuke, except Yuffie has a few different attacks, but she still has the Smoke Bomb to dizzy you then damage you for a lot of damage. VS Koji: Watch out for his S Throw, it's cheap, quick, and does a lot of damage. If he does the Running Tackle in an attack (...L, H), the H would be the Running Tackle, push G just before the Running Tackle hits, like an Interrupt or Blade Catch. He has some ground attacks, but if you are quick, it won't be much of a threat. VS Clair: I don't know much about her. But she has some good attacks, and she's good at her wake-up games. Also, watch out for her Special, she can fake you out with it if you try to jump to dodge it. If you do do that, she can charge it and hit you when you come down. VS Zack: Same as Cloud. VS Rio (Character Modifier GameShark Code): Same as Django. Rio is a big dog/wolf that can be seen in the Arcade version of Ehrgeiz. Just don't bother the game (or truly beat the game, I forgot) after a while and you'll see Jo (wolf form) and this big dog, Rio, chasing each other around in Naseem's stage. ________________________________________________________________________ Part 8: Plot/Storyline ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Fifty years ago, a mysterious weapon constructed from an unknown material was discovered in the remains of an ancient German castle. The blade of the sword was broken, and a mysterious stone was set in its handle. That mysterious stone was a "Materia." The weapon came to be known as "Ehrgeiz" and became the name and symbol of a tournament, which would decide the world's greatest fighter. The sword was presented to the champion as a trophy. Meanwhile, a secret excavation of a Middle Eastern desert ruin was ordered by a particular organization called "Red Scorpion". It was rumored the ruins contained the secret of immortality. As a front, Red Scorpion claimed to be an international organization established to protect international archaeological treasures and ruins. In reality, it is a weapons manufacturer collaborating to develop bio-weapons. They hope to rediscover and use the technology founded by hyper-ancient cultures. After months of excavating, Red Scorpion located the ancient ruins. They located the final door to the ancient ruins but it couldn't be opened. A special key was needed...Does the key still exist? If so, where is it? The strongest theory points to a mysterious stone set in the Ehrgeiz sword. On the same day the door was discovered, the Ehrgeiz stone radiated an eerie glow and brilliance. Legend says those who come in contact with the stone will be overwhelmed with a burning desire to answer a mysterious calling. Koji Masuda, the defending and consecutive three-time champion is the current holder of the EHRGEIZ. Like a magnet, the sword navigates Koji to the Middle East and eventually the ancient ruin. The Red Guardians are not at all pleased by this intrusion onto their secret finding, one of the Red Guardians is Sasuke. Disregarding the call of the sword, Koji has no choice but to flee the Middle East. If caught, he would surely be executed. Koji realized the danger of the tournament and the sword. It's far more than a mere symbol of fighting experience. Understanding the sword brings danger to his life, Koji reluctantly decides to withdraw from the tournament and relinquish his right to the sword. In a letter to his daughter Yoko Kishibojin, Koji asks her to succeed his will and use her martial arts skills to regain the sword. The ambitious, hoping to finally unveil the mystery of the ancient ruings, are set on obtaining Ehrgeiz in the championship tournament. Anticipation rises as the aircraft informing the public about The Ehrgeiz Championship Tuornament flies around the world. The exhilaration of the participants slowly began to puse through the air. Source: Dream Factory Home Page - http://www.drf.co.jp ________________________________________________________________________ Part 9: Sasuke Info ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ In this section here, I'll just put some information on Sasuke. He has a pretty interesting story and I did edit some of the "Story" so it'd sound a little better and have better grammar. __________________ Character Profile: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Name Sasuke Age Unknown Nationality Japanese (?) Sex Male Occupation Futuristic Ninja Weapon (Special Attack) Shuriken, Katana, Kemunimaku (Smoke Bomb), Makibishi (caltrops) Weapon (Primary) Katana Story: Although it is evident by his appearance that he is a Ninja, Sasuke's true indentity remains unknown, even to him. Presently, he works as an agent for Red Scorpion - as a Red Guardian - but since he has a mild case of amnesia, he cannot remember his true name. However, during a mission to assassinate Koji Masuda, he notices the mysterious stone embedded within the borken sword held by Koji. Believing this precious stone will enable him to recover his long lost memories, Sasuke aims to acquire the legendary weapon Ehrgeiz. __________________ More Sasuke Info: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Sasuke is the only character to wield a weapon from the start of the game. Sasuke's Special Attack grabs the opponent, then throws him/her to a position where they are vulnerable to great distance attacks. Perform constant Kokurenjin combos and use the Sokujin to send your opponents to oblivion. ________________________________________________________________________ Part 10: Move Translations ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ In this section, it's just some pointless stuff, but it has some translations, that's all. Most of these are the original names, meaning, the Japanese names translated into English, personally, I think the moves translated into English sound better than the official American ones. The translated words from the Japanese ones are mostly from Enpingy's FAQ, but some of them, I had to translate it myself. I don't have all of the Japanese names, but I tried to get a lot of them. Original Japanese Name Translated into English Name ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Agitouchi Left Step Lifting Hit Left Agitouchi Right Step Lifting Hit Right Benkeiuchi Intestine Punishing Hit Chigekizan Earth Slash Chigenzan Earth Slash Chisen Earth Flash Chisenzuki Earth Flash Strike Edaori Branch Snap Fujinkyaku Axe Blade Kick Fujinrakushyotenkyaku Axe Blade Drop Spin Kick Gekizantoryu Slash Dragon Step Hitoriizuna Single Head Smash Kabutowari Head Split Cut Kagehisa Joint Hit Dragon Image Katashiki Teleport Skill Kashyu Slide Kick Kemunimaku Smoke Curtain Kengeki Swordless Punch Kinenzan Series Slash Kokurenjin Cruel Joint Blade Komayomai Dancing Joy Kotensho Spin Upper Kuzankyu Air Slash Kick Makibishi Firey Death Sting Mizouchi Full Hit Mizugumo Water Spider Rakushyo Major Drop Rasendaishuriken Big Spinning Shuriken Rengekisankyaku Joint Spin Kick Rengekizan Joint Slash Renmenzan Joint Front Slash Sajin Curving Blow Shundouchi Flash Move Hit Soukojin Double Slash Soukosho Double Upper Sunakemuri Sand Smoke Touchokyaku Reverse Jump Kick Toukyaku Step Kick Touryuzan Step Dragon Slash Tousoutai Reverse Sweep Kick Tsubameotoshi Swallow Drop I recently got a Japanese dictionary, so I'm sure all of these translations are pretty accurate, but since they are done by me, they probably aren't completely right, but they are close enough. If you have any major corrections, just E-mail me. ________________________________________________________________________ Part 11: Basic Stuff (Basic Moves available to all characters) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Running: Unlike the "dash" function of other popular fighting games, in Ehrgeiz you actually run! Your character can run in eight different directions; just hold in the direction you wish to run. This comes in handy for many techniques and for safety reasons; you can hide behind boxes and various objects on the screen, or you can use the run to initiate an offensive attack. Also, you can run away from your opponent. Walking: Muhammad Ali, eat your heart out. One of the great things about Walking is it allows you to evade and retaliate without running out of control and possibly forcing you to miss. Also, you get more control and less running. Another great thing about Walking is the CPU still thinks you're running. Try this: Walk, when you see an opening, move towards your opponent, Throw them. Instant takedown without running like a chicken with it's head cut off. To Walk, hold G while moving and you'll move while facing your opponent so you'll be able to block high and mid attacks without staying in one place. There are some cool things you can do while Walking. You can also initiate offensive attacks while Walking. Blocking: Blocking in Ehrgeiz can be tricky. The basic technique is similar to that of Tekken, in which your character blocks automatically when the joystick is in a neutral position facing your opponent (blocks high and mid attacks). You can also hold G while moving (not crouching) and your character can block high and mid attacks. To block low, just hold Guard while standing in one place to Crouch then you can block low attacks, but you can't move. You cannot block Unblockable attacks. Fully Crouch: Unlike other fighting games, crouching is done in a different manner. To crouch, you must hold G until your character crouches. This can be used to do some offensive attacks or to block low attacks. After you have crouched and you want to stand up again, just release G. Jumping: Tap joystick twice in direction you wish to jump or hold G and push S (hold G+S to jump higher). Use jumps to surprise your opponent and/or set up an offensive attack. Throwing: The argument will continue for generations - for all of the fighting game players who think throws are "cheap," there's an equal number of game designers who continue to include throwing as an integral element of their games. Throwing is generally best used when your opponent is "turtling;" i.e. standing around and waiting for you to attack so he or she can counter. Simply press G+H+L to toss 'em into the action. There are different variations of throws; each person has quite a few. You can always hold G then push H and L to do a throw. There are different types of throws. - Regular Throw: G+H+L (can hold buttons, push buttons, hold direction, do it from different body parts of opponent, etc.) - Tackle: Running+G+H+L (push H/L for a max. of three hits, don't hold anything for a Leg Toss, hold H/L for a Rolling Leg Toss) - Special Throw: rotate joystick 360 degrees+G+H+L To do a Special Throw a pretty easy way, hold G and rotate the joystick 270° very quickly then push and hold H+L while still holding G. There are two types of breakouts from throws: - When being grabbed/thrown and you want to break out of it, push G while your character is blinking white and you will break out (harder than it sounds), you need the right timing to break out of it - To prevent being tackled (running G+H+L), push G just before the tackle hits your character (similar to Blade Catch and Interrupt) Special Attacks: Performing Special Attacks are easier than ever in Ehrgeiz; just press the Special button! Unfortunately, you have a limited Special Gauge that only allows you to use a certain number of attacks or for a certain period of time. When your gauge is completely empty, there is a Special Attack for each character that does something. These are usually unblockable. All Specials SHOULD be unblockable. Some people just don't understand there is a limited Special Gauge and when you use it all, there is no more, unless you get a Special Item. Launchers: You can use launchers to setup difficult juggles. As with one other type of fighting game, the VS series, you can launch your opponent in the air, but in Ehrgeiz, there's no such thing as an Infinite, and it's much more difficult to do a good juggle. Anyway, each character has a few launchers. Usually, the basic M is one of their launchers, but some characters have their basic M in a Basic Attack. So, there are usually only two launchers per character, but that might be proven differently. The first launcher is the basic M, the other one, you will have to find it for yourself. The other launcher is usually better because the opponent is launched higher in the air. Rolling: When on ground, just push direction you wish to roll. Or when standing, hold G and push the direction twice in which you would like to roll twice. Use the roll to avoid obvious ground attacks and Special projectiles. Rolling also acts similar to a Rising attack, but it only works for H and L for most characters if you push the button in the middle of the roll. The character will do the attack as soon as they get up. So, you can roll to set up an offensive attack. Evade: When running, tap G once and your character will turn become partially transparent and a kind of lightning beam will surge through them and spin around. This can also be done in the air (when you jump); it can be used to advance your capabilities of movement in the air. Use this to dodge projectiles coming towards you. You can tap G repeatedly to dodge multiple projectiles. This can also be used to Evade any types of Special attacks. Step: Once fully crouched, tap the direction you wish to step. You can setup offensive attacks with this, or take a quick small retreat from your opponent. Rising Stuff: I will still call this stuff "Getting Up Stuff" so it won't cause confusion in the move list for rising attacks. The first four on the list are not attacks, the last four ones are attacks, though. Here's the Getting Up Stuff I know of so far: - G: Rise in position with limited invincibility - Direction+tapping G: moving Evade - Direction: roll - G+S (when on back): Jump Rise - G+S (when on stomach): reverse Jump Rise - L: rising low attack - H: rising middle attack - H+L (opponent away from head): Rotational Kick - H+L (opponent away from feet): Head Spring [See Recovery for something similar to Getting Up] Recovery: Use this to your advantage. As with one other fighting game (SFA3), you can land safely when you are knocked into the air. Before you fall to the ground, push G while airborne. Use this to surprise your opponent and get in a quick hit before they can react. It also reduces damage (slammed into the ground gives extra damage) and the chances of being juggled when knocked high into the air. There are two types of Recoveries: - Before your character is slammed into the ground, push G: you will Recover with limited invincibility - Anytime in mid-air, push G and hold a direction: your character will either Recover or roll in the direction you are holding, depending when you push G and hold the direction Interrupt (Counter in US Arcade version): Push S right before impact of hit. You can only Interrupt physical attacks. If you have an empty Special Gauge, you cannot do an Interrupt. Interrupts take up some of your Special Gauge. Somehow, if you can provoke your opponent into wasting their Special Gauge quickly, they can't Interrupt and are forced to block your attacks if there is no other way. Most ground attacks can be Interrupted, but airborne attacks can't be Interrupted because, well, you can't hold someone's whole body then attack them, unless you're very strong...but that's not how it is in this game. You also can't Interrupt some very Low attacks. Blade Catch: Right before impact of hit with a sword, push G. Your character will grab the sword with two hands and throw the person to the side. To break out of a Blade Catch done on you, just Recover (push G before character falls to ground. To do a Blade Catch, push G right before a sword hits your character. This won't work if you tap G repeatedly. Just Frame Attacks: Just Frame attacks are attacks when you can push the button(s) at certain frames of certain attacks to continue the combo. There's only one time when you can push the button(s). And that's near the middle frame of all of the frames of the attack (exp. L,*H, when the Low Kick is all the way out, that's the middle frame because he still has to put his leg back, then push H), push the button that goes along with the Just Frame. Also, here's another way: when the attack hits your opponent, after you hear the colliding sound from the hit, push the Just Frame buttons. Just Frame Attacks don't require you to hit your opponent: you can just wiff the attacks or push the button at the right time, although, some Just Frame Attacks DO have to be done by wiffing or hitting your opponent; you can tell if you have to hit your opponent if the attack you have to do before you do the Just Frame button pushes is blocked and your character is partially stunned, so you can't continue the attack. These work for most characters. Despite what I believed, Just Frame Attacks are Counterable, but it's very difficult to do so. Taunt: Some taunts are attacks (if an opponent runs into you while Taunting), it depends if your character's Taunt has something that could hit your opponent; to Taunt, hold the joystick in a direction and push Start. Characters may have more than one taunt. Some characters have funny, cool, or just plain odd taunts. Special Objects: Any advantage you are able to gain over your opponent - even a minor one - can be magnified greatly in battle. Various stages in Ehrgeiz contain power-ups that can advance your character's defense status and attack status, refill some Energy and Special Gauge, give points, and other various things; they can be found in the boxes that are scattered throughout the game. Pushing the boxes at your opponent during the course of a match can cause them to break and release objects that can upgrade your fighting status. To break a box, simply use the Throw command (G+H+L) when you are facing it. Your character will grab the box and throw it at your opponent. Or you can hit it at your opponent with an attack that hits low or middle. A box hit/thrown towards a character is unblockable (must be thrown or hit; if you hit it, there must be enough speed). Special Weapons (Objects): By request from Enpingy , I have included this section that has to do with the Special Weapons you can pick up from normal boxes. This may only seem as a little advantage when compared with people's attacks. But, people may not notice it can be helpful if used wisely. All of the Special Weapons are unblockable, use it wisely to your advantage. As said earlier, "any advantage can be magnified greatly in battle." You can pick up weapons, drop them, and throw them. To pick up a Special Weapon, you must move into it. To drop the weapon, push G. To throw them after you picked up a Weapon, push H or L. No Special Techniques are known you can do with a Special Weapon. There are a couple of weapons you can pick up; the current ones known are: Sword It's a pretty strong weapon to throw. Axe This may be a little stronger than the Sword. It's just an axe that you can throw. Dynamite Now, this Dynamite is an odd Special Weapon. It has an unknown timer so you aren't really aware when it will blow up unless you focus on it and see it blinking. So you should use this with care. The timer is about as long as Godhand's Time Bomb or whatever it is, if Godhand doesn't push G. Character Weight Classes: Mike Allen told me what characters are in what classes. Light characters rise high and descend pretty slowly. Medium characters rise pretty high and descend at an average speed. Heavy characters rise lower and descend quickly. Here they are (for PSX version): ______ ________________ ______________ ______ Light: Medium (female): Medium (male): Heavy: ŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ Yoko Claire Cloud Godhand Jo Yuffie Han Inoba Tifa Koji Django Naseem Sasuke Sephiroth Shuwen Vincent Zack Battle Mechanics: Okay, the battle mechanics of Ehrgeiz really isn't difficult to understand. Each attack has its own damage, and everything from then on is based on it. When an attack is used as a counter hit, you multiply the original damage by one and one-fifth, and that's the new damage. You also round up if there is no definite number for the damage. To know the original damage of an attack that was used as a counter hit, you multiply that damage by four-fifths. You also round down if there is no definite number. If an attack is part of a combo, the second hit or beyond that, you multiply the original damage of that attack by four-fifths and that's the new damage. You also round down if there is no definite number. To know the original damage of an attack that was done in a combo, multiply the damage for that attack by one and one-fourth. You also round up if there is no definitive number. To make it easier to understand... - counter hit: original damage multiplied by 1.2 (round up if not whole number) - combo (2nd hit or beyond): original damage multiplied by 0.8 (round down if not whole number) - original damage of attack used as a counter hit: new damage multiplied by 0.8 (round down if not whole number) - original damage of attack used in a combo: new damage multiplied by 1.25 (round up if not whole number) The same rules apply to attacks done on your opponent when they are jumping or rolling (damage deduction). For some attacks, the damage reduction is one less than if it was reduced for another attack. In other words, get the reduced damage, then add one to that and you have the new damage. Also, if you do an attack as a counter hit, it stuns the opponent longer, and if it's a launcher, it launches them higher, and you already know about the damage. One more thing: For some attacks that have a G, you could hold G then push the buttons while still holding G. In the "Throwing" part of this section, it has already been noted you can hold G then push the buttons. For 360 degree moves, when you push the button(s), you have to hold it until the move is done. Also, you don't have to rotate it 360 degrees, only 270 degrees, like it is in other fighting games. ________________________________________________________________________ Part 12: Secrets ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ________________________________________________________ Evil Panel: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This is almost the same as Battle Panel, but you can damage your opponent like in Arcade Mode, Infinity Battle, and Battle Runner. So it's Battle Panel with the ability to hurt your opponent. You get Evil Panel by beating Battle Panel's CPU at least 10 times in a row, then, on the TOP MENU, hold L1, L2, R1, and R2 then choose Battle Panel. You will get Evil Panel. Laying down panels is done by pushing R2. Secret Characters: You get secret character by beating the game with certain characters. A supposed easy way to get all of the characters is just to beat the game with all of the characters. Here's a list: Character Beat the game with... ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Clair A female of the original eight characters Django All original eight characters Koji A male of the original eight characters Vincent Tifa Yuffie Cloud Zack All Final Fantasy VII characters ________________________________________________________ Extra Opening Movie: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ It's an extra opening movie. To get it, you must beat the game a certain amount of times. You have to beat the game about seven times, all with different characters. When you beat the game a certain number of times, after the ending, credits, and ranking (you can skip all of that stuff), the screen when you turn on the game should appear ("Published by Square Electronic Arts, L.L.C."), if so, don't push any buttons. The Extra Opening Movie will appear. ________________________________________________________ Third Outfit for Certain Characters: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ By passing certain prerequisites, you can get the third outfit for certain characters. You hold Up while choosing a character for their second outfit, hold Down while choosing a character for their third outfit, if they have one and you received it. Godhand's third outfit is the most difficult to get because in order to beat the CPU in Evil Panel, you have to beat the CPU in Battle Panel 10 times in a row, then you can play Evil Panel. Here's a list: Character Requirement (just this requirement) Difficultness ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻ Cloud Beat the game with Yuffie Simple Godhand Beat Evil Panel's CPU Moderate Han Get Ehrgeiz Simple Inoba Get at least 35,000 Points in Beach Battle without using any continues Simple Naseem Get at least 2000 Ability Points in Infinity Battle Simple Tifa Beat the game with Vincent Simple Yoko Beat Battle Runner's CPU Simple Requirement (must have all endings for Character Godhand, Sasuke, Inoba, Han, and Shuwen) Difficultness ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻ Jo Beat game on Normal difficulty or higher without using any continues Simple Sasuke Do a 10-hit combo or more in Practice Mode Simple Character Requirement (must have all endings) Difficultness ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻ Shuwen Get Extra Opening Movie Simple ________________________________________________________ Individual Tips to get the Third Outfits for characters: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ - Cloud: no help needed, just beat the game with Yuffie - Godhand: you need to know how to play Othello, but you have to go fast in Battle Panel, since you have to run around and lay down panels, also, try to get the best (and closest) panels; you can also keep tackling your opponent; then when you get Evil Panel, you can keep killing your opponent, then lay down panels - Han: no help needed, just kill Red Scorpion and get Ehrgeiz - Inoba: when playing Beach Battle, after the word "Ready" disappears, count two and one-half realtime seconds, just as you count the last half, start pushing X and O rapidly; when you are close to the finish line, push Square which is a tackle, so you'll get extra speed, except for the second beach battle race, push [] right when you touch the line - Jo: no help needed, just beat the game without using continues, if you you use continues, even if it is on Very Hard, you're not as good as you may think because human opponents are much more difficult than a pre-programmed opponent - Naseem: use a method of playing that will get you a lot of Perfects and that won't allow you to die easily - Sasuke: you can either... A) use Jo (in wolf form) or Django against a human opponent, and partially launch the opponent and keep pushing L B) use Cloud against Django, then launch Django in the air and repeatedly do the Soldier Double Low (L, L), but you'll have to delay a little bit between L's C) use Godhand against a human opponent, move your opponent into a corner, set your opponent to "No Guard" or "Counter" and do Maha Punch D) use Shuwen against Django, keep pushing L, H against Django with Shuwen - Shuwen: no help needed, just get the Extra Opening Movie - Tifa: no help needed, just beat the game with Vincent - Yoko: no help needed, just beat the CPU in Battle Runner ________________________________________________________ Fight Cloud and Tifa: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This is exactly the same thing as in the arcade. You can fight Cloud and Tifa (Guardian and Summoner) in the Arcade Mode. In order to do this, you must... On Two Rounds Setting: Beat the first eight characters within 6' 40" 00. You will then fight Cloud and Tifa. On One Round Setting: Beat the first eight characters within 3' 20" 00. You will promptly fight Cloud and Tifa. ________________________________________________________ Secret Taunts: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Some characters have secret taunts, and they aren't done by holding a direction and pushing Start. The secret taunts are done by pushing some button(s) during a Just Frame attack. (For example, instead of pushing H for a Just Frame attack, you can try pushing L). I don't know them, so you have to experiment yourself. ________________________________________________________ Vincent's Turks Outfit Portrait: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ During the Big Character Select Screen (character select screen with big portraits of characters; Arcade Mode is an example), hold Up before you highlight Vincent, and then while still holding Up, highlight Vincent, it will show him in his Turks Outfit (his second outfit); it only works for Vincent for some reason. ________________________________________________________ Mess with character's running after victory pose: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ After a character's victory pose, hold G. When your character runs to the next stage, they'll do an Evade. This will only work once per stage, if they even do run at all. You should hold G during or just before the character's victory pose until your character runs, if you want to try this out. If you can help me with any secrets that are unknown or tell me secrets not listed here, E-mail them to lbdangc@aol.com. Thank you. ________________________________________________________________________ Part 13: Frequently Asked Questions ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ How do you do a Just Frame Attack? Okay, here goes, near the middle frame of all of the frames of the attack (exp. L,*H, when the Low Kick is all the way out, that's the middle frame because he still has to put his leg back, then push H), push the button that goes along with the Just Frame. Also, here's another way: when the attack hits your opponent, after you hear the colliding sound from the hit, push the Just Frame buttons. These work for most characters. Two of Sasuke's Just Frame attacks require you to push the button before the attack is done. How do you do the Blade Catch? Push G right before a sword hits your character. Sound easy? I DON'T THINK SO! ĤP Well, actually it is easy, after some practice. How do you crouch? Hold G until you crouch. How do you pronounce "Ehrgeiz?" You pronounce it (e:r gaits), "air-gaits." It's a German word. And it means ambition. Source: Dream Factory Where can I challenge you? Go to the Regency Family Fun Center at Pixie and Carson in Lakewood, California. There's an Ehrgeiz there. Just E-mail me before you do and set up a time with me. My initials are "DAN" for the hi-score list or whatever. If you live in the area, check it out sometime. Are you going to make anymore FAQs for other characters? Yes, I will make Character Guides for other characters. I'll make Guides for Vincent, Sephiroth, Koji, and possibly, just possibly Yuffie. I might also make it on other non-original eight characters, but I'm not sure. Expect to see it in a couple of weeks. First, Vincent, Sephiroth, then Koji, and if I do make one on Yuffie, then that will be last. If I make FAQs on other characters, then, well, just expect them to be made. Are there any endings for anyone? Yes, there is. To get it, you have to beat the game. Then fight that red guy, "Red Scorpion" but some people call him "Armored Django", well whatever the name is, you have to kill it. Just break those 2 boxes containing the knives on those altar-like things, and throw them at him. Then he will disappear and stars and coins will pop out of his now-gone body, you must collect them all. Afterwards, the Ehrgeiz will fall down into the center of the arena. There is no ending in the arcade version for anyone, I think. What is "Just Frame"? I'm not sure, but I always thought "Just Frame" was in reference to the detail that the "Just Frame Combos" had only a few frames where you had to press the button to continue the combo. Unlike the regular combos where you could press the button in a relatively wide time period, some of the "Just Frame" moves really were just a few frames. Here's an example: Zack's Chain: H, H, L, *H, H Do the H, H, L combo just by pushing it, then pause for a certain amount of time, then push H, H which is after the *. You push the first attack of whatever is after the * at the middle frame of the attack before the *, in other words, if you hit your opponent, after the hitting sound, push it, don't try to time it, just push it after you hear the sound. But if you wiff the attacks, then push it at its middle frame. You know if you did it correctly if there is blue sparkling stuff coming out. What does "Just Frame" mean? Well, I don't know the exact answer, but see above. I guess you could call it a "pause just for a certain period of time" or something like that. Have any questions or if you can help me answer any questions that need confirmation, then E-mail them to lbdangc@aol.com ________________________________________________________________________ Part 14: Special Thanks ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Mike Allen : I got most of the moves and some translations from his Sasuke Guide. You should see it. Enpingy : I got some of the moves and translations from his Move List. You might want to see it. My Cloud FAQ: The people whom I need to thank other than the ones here are in that FAQ. ________________________________________________________________________ Part 15: Author Information ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Name: Dan GC E-mail: LB Dan GC@aol.com Web page: None still in the process of creation ICQ: None "You're funny. But keep it up and you'll just piss me off." ~ Xenogears' Fei Don't plagiarize! It's bad! And always give credit where it is due! Some NEWS: Well, on Saturday, May 8, 1999, I played against Mike and his friend, Dave. I stayed for over three hours. When I first played against them, I was getting the feel of the game, and trying to learn their strategy, so it took me a while to do that. I used Cloud and Sasuke the most, while they used everyone, except for Django. I got a few EXCELLENTs and PERFECTs against the both of them, but they got some, too. Actually, I only got two PERFECTs on Mike, as for the rest, there were done on Dave. But I got more on them than they did on me. For most of the matches where I didn't win and only won one or two rounds, I usually annihilated them, I truly mean it. When I went up against Dave's Koji, I beat him two rounds easily, then he beat me the next three rounds, then I beat him the next round. For the fourth round, we were at the end of our power, well, at least he was, I made a mistkae then he pushed S and got me in Koji's Special. I broke out after the four punches (I had no power left!), then I killed him. For the last three matches I had against Mike, he beat me in all of them. I beat him one round for the last match (he had Tifa), I did win one round against his Koji (second to last match), and for the third to last match, he used Sephiroth, he also beat me in that one. But I almost beat him (power-wise, not rounds-wise). I also won one round when he used Sephiroth. Mike whooped my ass! I never threw once when playing against Mike and Dave, I hardly used wake-up (rising) attacks), and only used Sephiroth's sword once, the same thing for Cloud. I just attacked and stuff, I tried to do a Special Throw with Cloud, it came out both times when I did it, but it didn't connect. Mike's a really nice person, he complimented me when I did something good and whatever. Whenever I did do do something good on Dave and Mike complimented me, Dave would say, "Commentary, Mike." I think it means commentary means "series of comments." So Dave was basically saying, in my point of view, "You're making too many comments, Mike." Dave would usually say that whenever I dizzied him with Sasuke's Smoke Bomb (Jump, S) and Mike would say something. I used a lot of juggles with both Cloud and Sasuke. I saw Dave try to do Cloud's H+L, LLH juggle a couple of times on me since he saw me do it a few times and it always connected, but when he did it, it never connected. Mike also put pillows under my head when I first layed down on one of the beds in the room. My back was hurting from sitting up (I was playing against Dave the time it started to hurt), so I lay back to relieve some of the pain, but I could barely see, so then he said, "A pillow, Dan?" then he put a pillow under my head without me answering, but I would've said yes anyway. Then a few seconds later, he put more pillows so I could see better, and it helped. We played a lot of matches, like 32 or something, I don't really know the true count, but that's basically it. I beat Mike in one match, and I don't really remember who he or I used. I beat Dave like three times. Mike beat me about 20 times. That's all for now. If I ever get to play against Mike (and his friends) sometime much later in the future, I'll be ready and be much better than I was when I played him. I need to throw and do rising attacks more, but I don't mind. I'll work on those some day. I've been thinking of what should and should not be in Ehrgeiz 2. In the Expert FAQ, there is already stuff they already don't and do want in part two of Ehrgeiz. Well, I have some of their stuff, but I do have extra stuff I'd like, too... I hope this stuff does appear in Ehrgeiz 2. If Dream Factory reads the following stuff...then, it could be a good or bad thing... - No Interrupts - No Partial Invincibility when getting up - If there is a Quest Mode, make it like the real game, and everyone would have separate stories, they could use the DVD Disc to put all that info on one disc; also, some people could be partners, or even more than just one or two persons, they could make it just like Tobal No. 1 and 2 except make it even better - More Mini-Games - More Characters (keep everyone from Ehrgeiz and add more characters) - If they had to have Interrupts, then make it something like this: it would depend on how much Special Gauge you and your opponent have, how much HP you and your opponent have, what attack(s) your opponent is doing, and other stuff. The more Special Gauge your opponent has, the less likely the Interrupt is to work against your opponent; the same would apply if you had a low Special Gauge. Also, depending on what attack(s), you may or may not be able to Interrupt it, but instead, you would have something that could Interrupt at times if an Interrupt could not be done even though it was done correctly, the replacement would be an Interrupt Block, in other words, just a normal blocking of the attack, but sometimes the Interrupt Block would also not work. Also, if the Interrupt or Interrupt Block wouldn't work, you would get hit by the attack(s), but damage would be reduced by half from that one attack. Call that the..."Half Damage" or something like that. So far, there would be an "Interrupt," "Interrupt Block," and "Half Damage." That's quite some good stuff. If you had low energy or your opponent had more energy, it would be less likely for the Interrupt to work. There would be many factors determining if an Interrupt, Interrupt Block, or Half Damage would occur. The above also applies to Blade Catches, except there is only Blade Catch or Half Damage for that. - And some other stuff; I really think the above is really good and would make Ehrgeiz 2 even better ________________________________________________________________________ Unpublished Work Copyright (c) 1999 Dan GC ________________________________________________________________________ END