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                            ONE PIECE: GRAND BATTLE
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Zolo FAQ
Author: "Dragoner"
Created: July 15, 2006
Version: 1.05

Copyright 2006, Philip Powers.

Table of Contents:
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(To find what you're looking for, just use Ctrl+F (Find) and type in the Roman
numeral or name of the section you want.)


PART ONE: Intro
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1-I. Updates/Version History
1-II. Introduction to One Piece: Grand Battle
1-III. Introduction to Zolo's character


PART TWO: Meet Zolo
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2-I. Overview
2-II. Basic Movelist
2-III. Support Characters: Johnny and Yosaku
2-IV. Super Attacks
2-V. Secret Attack


PART THREE: Using Zolo
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3-I. In General
3-II. Specific Match-Ups
3-III. Miscellaneous


PART FOUR: In Closing
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4-I. Contact Information
4-II. Copyright Information (And Other Legal Junk)





---------------
PART ONE: INTRO
---------------


1-I. Updates
------------

1.00 - 7-20-06

The first draft is complete.  That's all of parts one to four.  But there will
probably be more to add in 3-III: Miscellaneous.

1.05 - 12-27-07

Fixed a few errors, changed Zoro's description based on new evidence. :P


1-II. Introduction to One Piece: Grand Battle
---------------------------------------------

"One Piece: Grand Battle" is a 3-D fighting game developed by Ganbarion for the
Sony Playstation 2 and Nintendo Gamecube, based on the incredibly popular manga
and anime series by Eiichiro Oda, "One Piece".  Released as "One Piece Grand
Battle!  Rush" in Japan, it was modified for release in America. With voicework
by the voice actors of One Piece's English dub, and the removal of several hid-
den characters that the dubbed anime had not yet introduced, "One Piece: Grand
Battle" remains largely untouched regarding the actual gameplay.

In "Grand Battle", matches are fought between two characters at a time.  The
stage on which they fight usually contains unique traps and hazards to damage
or immobilize them, as well as various containers full of helpful items.  The
combatants each have a Stamina, or life, bar and a Food Charge gauge.

Food Charges are obtained, predictably, by picking up food items such as meat
or fruit.  Once the Food Charge Bar is full, it adds one Food Charge to the
character.  The maximum is two Charges (plus a full bar).  These Charges are
used to perform powerful special attacks with a variety of effects.


1-III. Introduction to Zolo
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The name "Roronoa Zolo" (or Zoro in the Japanese version of the anime, and the
name I'll be using from this point on throughout this guide) is one feared by
civilians and pirates alike throughout the East Blue.  Known as the Pirate Hun-
ter, this fierce swordsman has since given up his bounty-hunting ways at the
request of a boy named Monkey D. Luffy, a fun-loving island dreamer who happens
to have the strength of many men and the power of the Gum-Gum Devil Fruit.

Zoro, now a member of Luffy's Straw Hat pirate crew, is an invaluable fighter
and adheres to a strict code of honor.  Though brash and discourteous most of
the time, nothing can force him to violate his beliefs -- not even death.  And
to go with his great strength and his great willpower, he has an equally great
dream: to become the world's strongest swordsman.

Wielding three swords in the self-taught "Santoryuu" style, Zoro becomes an
amazing force of destruction.  With a blade in each hand and a third clenched
between his teeth, he can blaze through crowds of opponents in mere seconds.
Even bare-handed, Zoro has the raw power of ten men, and can alter his fighting
style depending on whether he holds one, two, or all three swords.

Zoro adopted his lifestyle of harsh training and self-discipline early. As a
boy, he honed his skills with dual swords at the local dojo, dedicating himself
to defeating his arch-nemesis -- the sensei's daughter, Kuina. When at last she
had bested him 2,001 times, they made a pact: that one day, one of them would
win once and for all and become the world's best swordsman.

Shortly after, Kuina lost her life in a tragic accident. Heartbroken and angry,
Zoro asked her father for her sword and vowed to rise to the top in her stead.
With the "Wadou Ichimonji" in hand, Zoro learned to wield a third sword with
his jaw and thereby developed his trademark Santoryuu technique.  Johnny and
Yosaku, a swashbuckling duo who have known him since this childhood, do their
best to help him out every now and then.

Roronoa Zoro is, if nothing else, a man of honor.  But he *is* something else.
He is an old spirit, who in a dangerous world of guns and explosives, lives by
nothing but his code and his swords.  He is a man who can and has endured un-
imaginable pain in pursuit of his dream.  And when that dream is sighted, he is
utterly unstoppable.





---------------------
PART THREE: MEET ZORO
---------------------


2-I: Overview
-------------

In "One Piece: Grand Battle" Zoro is one of the best all-around characters in
the game.  His running speed is lacking, but the Onigiri technique allows him
to cover amazing distances in an instant. The slight lag in some of his moves,
can alternately impede him or interrupt the opponent's attacks.  His already
impressive strength can be substantially boosted with one of his own moves. In
addition, his Supers can strike opponents at mid-range or close-range and are
phenomenally powerful.

However, characters who are faster than he is in the delivery of their attacks
are his natural bane, interrupting his rhythm with relative ease.  His supers,
if avoided, leave him a sitting duck.  Once you lose the pace of the match, you
may never get it back.  The key to using Zoro is to make your attacks count.

2-II. Movelist
--------------

NOTE: All moves are tested against a CPU-controlled Luffy in Training Mode.  As
for the damage listings, keep in mind that a full Stamina bar is 2,000 points.
Naturally, X refers to the "X" button on the Playstation 2 controller, O to the
"O" button, /\ to "Triangle", etc.

Ground Attacks:

X = Single Sword "Lion Blade", 60 damage. Bit of a flashy name for just a basic
horizontal slash, isn't it?  The Lion Blade has a small lag, so make sure your
opponent can't guard it.

XX = Single Sword "Bronco Blade", 80 damage. A long overhead slice that sets up
the big attack. (Total 140 damage.)

XXX = Triple Sword "Oni Giri", 200 - 280 damage. Unsheathing all three swords,
Zoro jets forward, cutting the opponent in an asterisk shape. The Oni Giri can
be charged up to deal 80 more damage, but either way, you'll lay your opponent
out flat.  Try charging the Oni Giri to fake him/her out, then release it just
as they let down their guard. (Total 340 - 420 damage.)

XXO = Triple Sword "Bull Charge", 90 - 250 damage. Following Bronco Blade, Zoro
plunges into the opponent, stabbing rapidly. This heavy attack becomes stronger
the more you tap O, and is best used when the enemy is backed into a corner.
(Total 230 - 390 damage.)

O = Single Sword "Valve Blade", 70 damage. One sword is brought around and up
to lift the opponent into the air.  If you're lucky, it can also strike someone
just above you, but don't count on it.

OO = Dual Sword "Water Blade", 80 damage. Zoro slashes upward in an "X" shape.
It almost certainly won't hit unless Valve Blade does. (Total 150 damage.)

OOO = Triple Sword "Tiger Hunt", 140 damage. Following the opponent's air route
from Water Blade, Zoro leaps up from below to unleash a spinning strike with
all three swords. (Total 290 damage.)

OOX = Triple Sword "Final Curtain", 140 damage. He jumps just above the flying
opponent to make a single ferocious slash, spiking him/her downwards.  (Total
290 damage.)

OX = Dual Sword "Dragon Twister", 220 damage. Using two swords, Zoro creates a
small but forceful tornado around him, tossing the opponent into the air like a
rag doll. (Total 290 damage.)

X+O = Triple Sword "Tiger Trap", 200 damage (Guard Crash!). Zoro lunges forward
to deliver a guard-shattering sword strike.  The blow has a surprising reach,
and besides lowering the opponent's guard for an instant can also lead into Oni
Giri (that is, the XXX combo).  Since it has a slight delay, use it from one or
two body-lengths away.

X+OO or XO = Breath of Sword, 100 damage. He performs a finishing thrust to the
heart, assuming a guardless pose. After the thrust is completed, yellow bands
of light briefly streak around him, causing Zoro's attack power to rise by 50%!
This boost is signified by a blue mist emanating from his sword. It will remain
until he is hit, so be quick. Unlike the Sword powerup, this technique does not
automatically break a guard. Remember, you don't have to hit anything to create
the boost, so you can activate it from far away.

Ranged Attacks:

R1+X = Triple Sword "Oni Giri", 90 - 300 damage. The independent version of the
Oni Giri is slightly different from the combo version. It has three levels of
charge. The first does the least damage, and merely makes the opponent stagger.
The second does more damage and slams him/her on the ground. The highest level
does up to 300 damage and knocks him/her a short way into the air.  While it's
charging, you can use the analog stick to choose the direction in which Zoro
dashes.

(Interestingly, the attack name is a pun. "Oni" means "demon", and "Giri" means
"cut", so literally the name translates to "Demon Slash". But an "onigiri" is
also a rice ball.)

R1+O = Dual Sword "Hawk Wave", 120 damage. Zoro flicks two swords upward making
a small air wave. If you use it at the bottom of a cliff, the wave will appear
on top of it, but it has short range. You can charge it for greater distance,
creating three waves that follow one another, but it will not gain power unless
two waves happen to strike the opponent (which is not uncommon).

Air Attacks:

/\+X = Triple Sword "Raven Hunt", 80 damage. An airborne sphere-like slash that
smacks an opponent to the floor.  It is excellent for intercepting attacks in
midair (even Secret Attacks), despite its low power.

/\+O = Single Sword "Bear Punisher", 130 damage. Zoro falls from above with a
downwards stab, then performs a side kick to knock the stunned opponent away.
Very useful against opponents you'd really rather not face head-on.

/\+X+O = Single Sword "Sword Flash", 10 damage. I know, I know. 10 damage? It's
an awfully weak move, but used with proper timing it can be a good opener for a
big combo. Diving downwards in midair, Zoro makes a surprise attack that might
stun the opponent just long enough to launch another attack.

Throws:

[] = Dual Sword "Flash Fang", 100 damage. Commanding "Outta my way!", Zoro uses
two swords to catapult the helpless opponent a respectable distance behind him.
Use it to toss him/her into traps, like water or bottomless pits.

Any direction+[] = Dual Sword "Flash Blade", 100 damage. It's just like Flash
Fang -- only it can be used while running and it throws opponents forward ins-
tead of backward.

* Specialty Attack:

R1+X+O = Streaming Wolf Swords, 300 damage. When used uninterrupted, the attack
makes for an artsy, though totally useless, slow-motion spinning maneuver.  But
use it just as an opponent hits you, and Zoro will breeze through the opponent
launching a devastating counterattack. The strength of the blow is greater if
the opponent has a Sword powerup. Save it for when your opponents least expect
it, or *you'll* be the one to face a counterattack.


2-III. Support Characters: Johnny and Yosaku
--------------------------------------------

L1+([],[]) = Johnny, 15 seconds, 100 damage per hit. Summoning Johnny makes him
appear next to you. After a short delay, he draws an enormous sword and begins
to run after the enemy. If he catches them, he will begin to hack away with it.
Johnny is invincible, and attacks will only push him back a few steps, but he
will disappear when his time runs out.

Johnny makes a good diversion if you're after an item and a good partner if you
intend to tag-team the enemy for extra damage, but if the opponent just runs
away he won't be able to catch up -- and he can't break a guard.
Depletes one Food Charge.

L1+([],[]) = Yosaku, 6 attacks, 250 damage per hit. When selecting Zoro, you're
given a choice between the two partners. If you choose Yosaku and summon him,
he will take up his sword (with a slightly longer delay than Johnny's) and leap
high in the air. Once he is above the enemy, he will plummet down to earth with
a groundshaking chop. Like Johnny, he cannot be destroyed, and will only vanish
after he performs 6 jumping attacks (which occurs over about 18 seconds).

Yosaku may be damaging, but he is easy to avoid or block, so try to hold your
target down in one place. Like nearly all summons, he can't get through guard
stances.
Depletes one Food Charge.


2-IV. Super Attacks
-------------------

L1+(X,[]) = Triple Sword "Tri-Beast Requiem", 600 damage. This super isn't just
catastrophic to your opponent's Stamina bar, it's also simple to execute. Just
make sure that A.) you're next to your opponent, and B.) they're not guarding.
Now, of course that's not always *easy*, but it's simple. Zoro crushes the op-
ponent in place with the guillotine-esque Crab Grab, tosses 'em up via Dragon
Twister express, and finally batters them into a wall with a powered-up Bull
Charge.  Scary?  Oh, you could say that.
Depletes one Food Charge.

L1+(X,/\) = Single Sword "Rising Phoenix", 400 damage. Zoro's long-range super
actually only covers four or five body-lengths, but it's wide enough to catch
anyone who tries to run *around* it.  With a tremendous single-bladed swing,
Zoro twists the air itself into a raging greenish corkscrew that deals multiple
hits and impressive damage.  But it can be blocked easily enough, leaving you
wide open to attack, so don't waste it on an iffy shot.
Depletes one Food Charge.


2-V. Secret Attack
------------------

L1+(O,O,[]) = Dual Sword "Rhino Rampage" > Santoryu "Three Thousand Worlds".
The Ougi, or Ultimate Secret Attack, of Zoro's patented three-sword style comes
in stages. First you must land the attack to begin with.

- Stage 1: The initial blow. Emitting a clear golden light, Zoro holds two of
his swords out in front of him.  This is actually an attack that stuns whoever
it hits so that they cannot avoid the Secret Attack.  Then he spins, releasing
a donut-shaped wave of energy that reaches in a circle around and just above
him.  If any of the multiple hits of the attack connects, you'll succeed.

- Stage 2: The setup, part 1.  Zoro manipulates the force of wind to unleash an
extra-large Rising Phoenix blast with one sword on the defenseless opponent.

*** If your remaining Stamina is the same as or greater than your opponent's,
this is as far as you'll get, doing minimal damage.

- Stage 3: The setup, part 2.  Before his foe can regain their bearings, Zoro
charges through them with his second sword in classic samurai style, cutting
through their guard with the Lion Strike.

*** If your remaining Stamina is less than that of your opponent but more than
half of it, this is as far as you'll get, doing moderate damage.

- Stage 4: Go time.  What else?

*** If your stamina is at less than half of your opponent's, OR if you've found
a Diamond (which grants one free special move at no Food Charge cost, and at
full power), you'll make it all the way to see this stage.

Transported to a dewey meadow in the dead of night, Zoro and his opponent face
solemnly off. The Pirate Hunter unsheathes his three swords and readies them.
With the Wadou Ichimonji clenched between his teeth and two others outstretched
perpendicular to one another, he begins to rotate his hands, spinning the dual
blades into an eclipse of gleaming steel.

At his back, an enormous full moon rises, casting him in silhouette as he makes
his move. The music swells and he bolts through the opponent, leaving a deadly
silver wake to the words: "Santoryuu: Three Thousand Worlds!"  The fiery kanji
on the screen mimic him, spelling out "San-Zen Sekai".

*** Assuming your Stamina level is at least as low as specified above, this new
and improved Smoke Strike will put your opponent's Stamina at about the same
amount as yours.  This can mean depleting anything from half the bar to maybe
seven-eighths of it, if you're close enough to death when you perform it.

Depletes TWO Food Charges (unless you have a Diamond)!





----------------------
PART THREE: USING ZORO
----------------------


3-I. In General
---------------

As with any character that offers many courses of action, Zoro is easy to begin
using and just gets more dangerous the more you learn about him. However, being
paralyzed by indecision is a more common occurrence than you might think, and
that will give an experienced player the edge over a green one any day of the
week. Key is the habit of thinking out your moves one step before they are act-
ually carried out; and that takes balance.

Think things through too far ahead, and your ability to react is shot; don't
think them out at all, and you may reach a point where you can do any one of
several things and can't decide.  Stay just ahead of Zoro's flashing swords on
the screen and you will attain the best of both worlds.

As for Zoro himself, while his moves are very diverse, all of them focus solely
on attack. Defensive strategies just ain't his thing. The only exception is Oni
Giri, which allows him to deal serious hurt and zoom out of a tight spot simul-
taneously. So, it's important to be able to anticipate when an opponent will
attack. It's certainly unnecessary, but it will give you a huge upper hand.
Practice makes perfect.


3-II. Specific Match-Ups
------------------------

AGAINST LUFFY: Luffy tends to be very aggressive.  Tread lightly around him --
if he catches you off-guard, you won't be fast enough to get out of the way be-
fore he does serious harm.  He's got a lot of big moves, like the Gum Gum Rapid
Fire and Gum Gum Fireworks, and his supers are especially flashy.  Wait until
he takes a chance, and then batter him with simple, strong combos.  Don't get
fancy or he'll make you pay for it.

AGAINST NAMI: She loves to throw the Cyclone Tempest at you, which will knock
you for a loop -- but she's only got one, so she can't throw it again until it
returns.  Use that time to avoid it and pummel her.  Nami is excellent at link-
ing combos to an initial dive (just like your own midair X+O), so opt for a hit
and run strategy before she can return the favor.  Unless she catches you in a
bad position you shouldn't have to worry about her supers. Using Streaming Wolf
Swords, however, is inadvisable, as she will probably throw you.

AGAINST SANJI: Your swords and his legs have about the same range, but ultimat-
ely your moveset is better than his. For one thing, his long-range kick is very
slow and easy to block. Try to keep the fight in an open area; cornering him or
letting him corner you puts you at the mercy of his fast and dangerous close-
range combos. Don't bother with throws, but Streaming Wolf Swords works well if
not abused.

AGAINST ARLONG: This can be a tough match, especially against the computer and
its tendency to Bingo Guard everything. Try to strafe until he makes the first
move.  When he launches a big attack, sneak in from the sides or back and let
him have it.  If your opponent is too smart for that, use Streaming Wolf Swords
once or twice to make him/her a little wary and see how they alter their strat-
egy.  Rising Phoenix works well if you can catch him in the air, i.e. after a
round of Shark and Awe.

AGAINST USOPP: Don't take him lightly. Usopp's quick attacks make him great at
interrupting your own slightly slower ones, and he can also chain some combos.
In the hands of a very skilled player he can be absolutely nervewracking.  His
Shuriken Shooting Star will turn you into shish kebab if you just charge in and
if you actually manage to slip inside, he'll throw you back out.  Try approach-
ing from the air with O, then tag him with a well-placed combo as he gets up.
Oni Giri (the R1+X version) is too risky, so don't try it.

AGAINST BUGGY: Like Usopp, Buggy can be a real terror for Zoro to fight, simply
because he can strike in a flash. Your worst fear when up against Buggy should
be of his Chop Chop Buzzsaw, which inflicts major damage no matter what way you
slice it.  Whittle away at him with Oni Giri, Hawk Wave and air attacks until
you see an opening for bigger moves.  If he fires his Chop Chop Harpoon at you,
try to run past it to Buggy and hit him up close. Watch for his Chop Chop Buggy
move -- once you block it, he's WIDE open for retaliation.

AGAINST KRIEG: This mammoth of a man has a weapon for every occasion. The best
advice I can give you is to keep a finger on the Guard button at ALL times --
you never know when he'll start firing his nailgun at you. Since Krieg's Wootz
Armor gives him abnormally high defense, release Breath of Sword as soon as you
can and don't let it wear off.  Mercifully, his throws and Guard Crash are not
strong, so don't be afraid to punish him from up close.  Use items if you find
some -- especially Bombs, Bonfires and the Sword powerup.

AGAINST KURO: This is one villain that Zoro should have no trouble dispatching.
Kuro may have superhuman speed and agility, but his paper-thin defense and weak
attacks simply mean that Zoro is likely to outlast him.  Summon Johnny to dist-
tract Kuro while you mount a Guard-Crashing assault, or simply rely on the old
block-and-counter adage.  Either way you should be doing massive damage.  Power
up the Breath of Sword for an even easier time, but watch out for his distance
slash and his combos (the latter of which can be linked into other combos).

AGAINST CHOPPER: It's a good idea to equip the Breath of Sword here.  Chopper's
overall power and speed are considerable (when you throw in his multiple forms)
but his defense is lacking.  Strafe around him until he lets down his guard to
attack you, then pound him.  Repeat.  If he tries Live, his giant punch attack,
DODGE!  Charged, it can do up to 500 damage.  You can slip around to his side
and throw him when he misses.  Watch out for his uber-damaging supers -- just
get away. His summon too can be dangerous. Strafe from further away than usual.

AGAINST CHASER: He's no Andy Griffith.  Keep moving to avoid his Smoke Strike
projectile.  When he throws it, he's open for a split second -- try to get in a
few good jabs then. Mostly, be sure not to get directly in front of him. That's
where all his deadliest moves come from.  Instead, strafe around and look for
items to use.  If you're feeling daring, get in front of him and use Streaming
Wolf Swords for a nice, heavy nudge.  If he tries to throw the Smoke Snake at
you, dodge it -- it takes very little work -- and give him a super of your own.

AGAINST MS. SUNDAY: Ms. Sunday's greatest strengths are her comboability (if
that's a word) and her stiff guard.  She'll sprout dozens of hands from below
to ensnare and constrict you, then casually block anything you throw at her in
return. Powered-up Oni Giri slashes from afar are good, so long as you time 'em
right. But your best friend in a match like this will be a Sword powerup, which
will allow you to break that guard with every hit. Until you find one, counter
her many jumping attacks with Raven Hunt or Hawk Wave, and don't stop moving.

AGAINST MIHAWK: Defeating the world's greatest swordsman is probably going to
take every ounce of cunning you've got.  Mihawk's speed is nothing astounding,
but his blades have real power and a range that beats yours.  If any move will
give you trouble, it'll be his regular X attack, a wide horizontal swipe that's
hard to avoid. Use long-range charged Oni Giri hits to knock him off his feet.
If you can manage Breath of Sword, do it; you'll want to end this fight as fast
as possible. Tiger Trap will get past his guard when timed right. As tricky as
Mihawk can be, basic combos will do the most damage. His supers are horrifying.

AGAINST SHANKS: Shanks is an unpredictable fighter who likes to make use of his
agility to throw you off. Make sure you keep a healthy distance from him and
an eye on his movements, and you'll be fine.  He has a counterattack just like
yours, so when you see him hold out his sword defensively, wait a moment before
resuming your offensive. Don't get caught in his combos, or he'll drag you into
a series of them.  Rising Phoenix works well, as he jumps around a lot.

AGAINST BON CLAY: This man is a nutcase. There're very few better ways to phr-
ase it.  But don't let his flamboyant look and flashy kicks distract you -- at
his core, #2 Bon Clay is only an average gladiator.  His guard tends to have to
waver a lot more than some other characters because of his big moves, so take
advantage of it.  If he tries a jumping attack on you, quickly use Dragon Twis-
ter to knock him away. But don't get cocky, as his Guard Crash has an amazingly
long range and, when properly aimed, his Secret Attack is hard to avoid.

AGAINST CROCODILE: The head honcho of the Baroque Work gang, Crocodile controls
sand.  His strength is enormous, but his initial attacks are the slowest in the
game -- so if your reflexes are fair, be ready at all times with the Streaming
Wolf Swords.  You'll be able to see the blow coming in time.  Never get caught
too far away from him, as he has a terrifically damaging super, a weak ranged
blast and a teleportation move -- all of which can reach you from far away. Get
in close and outfight him there with combos. Ram him into a wall if you can, to
make sure he won't get away.  Never be above him, though, or he'll nab you with
his hook-hand and pound you to jelly.


3-III. Miscellaneous
--------------------

- If you can, try to find ways to chain more than one combo together. Given the
great power and decent priority of many of Zoro's combos, anything will help.
If you have the opponent backed against a wall, try the Dragon Twister followed
by one of your supers.  It's not guaranteed to connect, but it IS guaranteed to
hurt if it does.

Try to find any others Zoro may be capable of. (If you do, let me know and I'll
put them here under your name!)

- Here are my strategies on how to use Zoro in Usopp's minigames. But come up
  with your own, too:

     * Usopp Race: Your goal is to knock out any of the five pirates around you
       who are getting ready to fire.  They can take one, two or three hits to
       stun, depending on the pirate.  Bring out your Support character, Johnny
       or Yosaku (both are useful) and start slashing.  Don't use Oni Giri exc-
       ept to cut two or three pirates in a row, as you'll probably overshoot.

     * Battle Bowl: Start by knocking your opponent down to buy time.  Raven
       Hunt or Bear Punisher will work. Grab Gaimon and toss him into the enemy
       bowl as often as you can; don't let the enemy have him!  If you are both
       near the opponent's bowl, try to grab your opponent and toss him/her in
       for extra points!

     * Custom Battle: These are just normal fights that have special conditions
       tacked on, like higher jumps or increased item damage. Adjust your style
       to the given conditions, and fight accordingly.

     * Box Crusher: Easy as pie.  You're given 300 boxes to destroy (more will
       fall from the sky) and 1:30 to do it in.  Use Oni Giri to eliminate rows
       of crates, and your Tiger Hunt combo for big stacks.  You should finish
       with plenty of time to spare.

     * Snow Shovel: The most unorthodox challenge, Snow Shovel gives you a big
       heap of snow and tells you to dissolve it.  Run around in the snow to
       slowly melt it away, but melt it completely down to the ground or else
       you won't pass. If a snowball appears, quickly toss it off the platform.

     * Wootz Smash: Here you'll face an angry Don Krieg. All you have to do to
       break his armor is empty his life bar -- but it's invisible, and though
       you can't tell, he has a Shield powerup active. Fully-powered Oni Giri
       attacks ARE worth the time it takes. If the fish-shaped cruiser starts
       to pepper the platform with Bombs, use those too.  Rising Phoenix will
       do well, but there's no guarantee he won't interrupt you in the middle.





---------------------
PART FOUR: IN CLOSING
---------------------


4-I. Contact Information
------------------------

If you've got any suggestions, additions, flames, etc., feel free to email me.
I'm also available, fairly frequently, via a number of instant messengers.

Email: javer80@gmail.com
AIM: Javer80
MSN: javer80@gmail.com
Yahoo: Javer8000


4-III. Copyright Information (And Other Legal Junk)
---------------------------------------------------

This FAQ may not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advanced written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

Copyright 2006 Philip Powers