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    FAQ/Strategy Guide by Prof_Rev

    Version: 3.0 | Updated: 08/29/03 | Search Guide | Bookmark Guide

    * Power Stone Strategy Guide v3.0            *
    *  by Professer Revolution                   *
    * This FAQ is Copyright(c)1999 by the author *
    * Power Stone is Copyright(c) 1999 by Capcom *
     This document is intended for personal use, and may be distributed 
    around the internet freely provided it is not altered in any way, and 
    proper credit is given to the author. You may not publish this document 
    in a magazine or use it as incentive to buy a product.
    Revision History
    v3.0--Changed layout a little
         -Updated E-Mail address
    v2.0--Added Controls Section
         -Added some new stuff to the Introduction
         -Added "About the Author" section
         -Cleaned up the look a bit
    v1.0--Converted this doc. from the HTML version that has been up at my 
          site for a while.
       i.Punching and Kicking
      ii.Throwing and Catching
      iv.Using the Arena
      ii.The Mighty Jump Kick
     iii.Efficient Use of Power Stones
      ix.Escaping a Powered Up Foe
    A.                           INTRODUCTION
      Welcome to my Power Stone Strategy Guide. I created this after many 
    hours of playing this fun and amazing game. I translated the super moves 
    as best i could, any help on the ones I couldn't get are very welcome^_^
     Power Stone is a bit simpler than other fighting games. It's more of an
    action movie really. The emphasis is on fast-paced action rather than
    intricate skill ala Virtua Fighter, but even so there's still a fair 
    amount of strategy involved. It's nothing too deep or involving, just 
    some fighting game basics with a slightly different tilt. You still 
    want to play to your character's strengths and use their most powerful 
    moves when you can. Like I said, nothing major but knowing these little 
    details can make the difference when you're trying to keep the controller 
    in your hands in a roomful of players. 
     At the start of each round, you and your opponent each start with 5 
    bars of energy(near your character's name and picture). You goal, 
    obviously, is to drain the other fighter of all of their energy before 
    they do the same to you. Just like every other fighter right? Well, in 
    Power Stone you can drain their energy in many different ways. You can 
    use the good ol' up close combo of punches and kicks, or you can throw 
    any of the chairs, tables, boxes,etc that are lying around at them, you 
    could also pick up one of the various and varied weapons that pop up 
    form time to time and fire at them, but the best way to defeat your 
    opponent is to collect the 3 Power Stones and "Power Up." When Powered 
    Up you gain acces to your fighter's devastating and flashy Fusion moves, 
    as well as the ultra-powerful and mondo cool looking "Super Fusion moves." 
    Every Fusion move drains your Power Energy a bit, and performing a Super 
    Fusion move will drain all of your Power Energy regardless of how much 
    you have left. When you use up all of your Powe Energy your character 
    releases the 3 Stones back into the arena. The concept may sound a bit 
    simple but it's really a blast to play, and the fight to control the 
    stones can get hectic. The beauty of the game is that sometimes both you 
    and your opponent will spend most of their time in Powered Up form 
    lobbing Fusion moves at each other, and other times neither of you may 
    collect all 3 stones at all till the very end.
     This game, and this FAQ, are kinda special to me. Mainly because Power 
    Stone was the first game I got with my import Dreamcast, and this was 
    the first FAQ I really tried to write to help people with a game. 
    Needless to say I spent plenty of time playing this game to death when 
    I first got it, alone or with friends. It was the start of the DC 
    phenomenon for me, and most of the people I know. The downside to this 
    though, was the fact that after I had played this game for weeks straight, 
    and after putting together this little FAQ I was pretty burned out on the 
    game. I'd play it now and then, but never really got the urge to play it 
    for more than a few game. However, with the impending release of Power 
    Stone 2(which I'm planning on covering as well) I figured I'd give ol 
    PS1 a try again. And lo and behold, I got hooked all over agin. Sure, 
    there are better looking game, more involving fighting games, etc etc, 
    but for me Power Stone is still one of the greats. 
     So, once again I'll be working on this long neglected FAQ and try to 
    breathe some new life into it. If you have anything you'd like to add, 
    or any type of suggestion, feel free to drop me a line.
    B.                           CONTROLS
    The controls in Power Stone are pretty simplistic, which is good for 
    this type of game because you don't want to have to think about what 
    button to press, you need to be able to act on instinct. Luckily, it 
    doesn't take too long to get familiar with the controls.
    D Pad/Analog Stick--Move Fighter
    X Button------------Punch
    Y Button------------Kick
    A Button------------Jump
    B Button------------Throw(Punch+Kick)
    L Trigger-----------Super Move 1(Punch+Jump)
    R Trigger-----------Super Move 2(Kick+Jump)
    If you're using the Arcade Stick:
    Joystick------------Move Fighter
    X Button------------Punch
    Y Button------------Kick
    A Button------------Jump
    B Button------------Throw(Punch+Kick)
    Z Button------------Super 1(Punch+Jump)
    C Button------------Super 2(Kick+Jump)
    C.                       GENERAL STRATEGY
    i--Punching and Kicking
    In Power Stone there is only one Punch Button( Default X) and one Kick 
    button(Default Y), each character has at least a 3xPunch Combo and a 
    3xKick Combo. Some of the characters have 5xPunch and 5xKick Combos. 
    Also, varying P and K during a combo will yield different results. Think 
    of Pocket Fighter. Also, Galuda and Gunrock can add a throw as the last 
    hit of a combo(Default B-or P and K together). The last hit in a combo 
    will knock a Stone out of the opponent.While Combos do a good amount of 
    damage, they are easily escaped.
    ii--Throwing and Catching
    Throwing chairs, tables, and other items in the arena are a big part of 
    Power Stone. To pick up an item hit the Throw button(Default B--or P and 
    K Buttons together) when you're near the item(it will also have a circle 
    around it). You can also push an item along the ground by hitting punch 
    near it. If you're facing away from your opponent you'll jump over the 
    item while pushing it through your legs(very handy!). Now that you know 
    how to throw, you'll have to know how to catch! When someone's throwing 
    an item at you, just hit the Throw button when it gets near you and 
    you'll catch it. The timing is very critical, and some of the characters 
    throw the items VERY fast( Gunrock!). You can also catch in the air as 
    long as you haven't committed to another move, like a Jump Kick.
    Each character also has a throw they can use near the opponent, and a 
    throw move in the air. The Air throw is either a combo hit from above or 
    an actual throw that you must use when both fighters are jumping and 
    near each other. Galuda, Gunrock, and Valgas perform flattening moves as 
    well. Air throw moves can also be performed off of walls.
    Escaping is a nice addition to 3D fighting. Basically when your opponent 
    gets near you and tries to start a combo, just tap in a direction or 
    jump to escape. The timing isn't as strict as Catching but still 
    important. Sometimes when you jump to escape you'll perform a neat 
    little switch-a-roo move to land behind your opponent leaving them wide 
    open for a throw or nice combo, it happens very quickly though( just 
    like everything in this game^_^) so be prepared or the other fighter can 
    easily escape. Another form of escaping is the Throw Escape, just hit 
    the Throw button when the other fighter attempts to throw you, again 
    timing is crucial. I have yet to escape an air throw, such as Kraken's, 
    so I don;t know if its's possible. E-Mail me if you have!
    iv--Using the Environment
    Using the Arenas to your advantage is another important factor in Power 
    Stone. Generally, higher ground is better. It gives you more height on 
    your Jump Kick( more on that later), you can avoid pushed items on lower 
    levels, and have a better position for throwing items. Some arenas have 
    small, confined higher levels(DawnVolta, DullsTown) these are good to 
    escape to from time to time but don't stay there too long. You're more 
    vunerable to Bombs, SuperBombs, Chain Guns, and other weapons. 
    Climbing the poles around the arenas is another good escape tactic, and 
    good positioning for a quick Jump Kick, Air Throw or Squash if you're a 
    big guy. The smaller fighters also have a cool spinning move they use 
    when near poles, just hit the Throw button( Note: you must be on the 
    ground). While these spin moves look cool, they're hard to pull off and 
    leave you wide open for a Jump Kick, Weapon Attack, or Item Throw. The 
    big guys don't bother with the fancy stuff, they just grab the pole and 
    swing it(Knocking whatever Stones their opponent has out!). In most 
    arenas their are hanging bars you can grab on to and move around on, 
    just jump to them and hit the Throw button. These are good for quick 
    escapes and leverage but not much else IMHO, looks cool though.=P If you 
    have any other tips feel free to send them in, full credit will be 
    D.                        ADVANCED STRATEGY
    Aside from the chairs and tables scattered about the arenas, you'll also 
    find quite a number of weapons appearing from time to time. Sometimes 
    they're in chests, sometimes just they just appear without them. These 
    are the weapons I have so far:
     This is a cool little weapon, slows you down as much as a pipe or sword 
    but extends nearly 3/4 way across the arena. If you hit the other figher 
    with this whatever stones they have will fly across to your side, very 
    nice indeed!
    Pipes and Swords: 
      Slow you down some. Hit punch to swipe at the opponent, will knock out 
    whatever stones the other fighter has. Also try jumping then hitting 
    punch for a very nice stab attack that can override a jump kick in many 
    Big Ass Hammer:
      The Big Hammer is a cool weapon, but it slows you down a whole lot. 
    Unless your opponent is one of the quicker fighters(WangTang, Ayame) I'd 
    go for it. Hitting them with The Hammer releases all stones they have, 
    and they get flattened for a couple seconds, just enough time to get a 
    head start on those stones!
    Six-Shooter and Chain Gun: 
    The Six Shooter slows you down a little while the Chain Gun slows you 
    down ALOT. The Six Shooter is a cool little weapon that does some good 
    damage, but it's hard to hit the other fighter with. The Chain Gun on 
    the other hand is a big powerful weapon that is almost always worth the 
    pick-up. Just face the opponent and hold down punch! Usually, if you hit 
    them once you'll get at least 5 or 6 more shots in. The problem with the 
    Chain Gun is that you're very suseptible to thrown items or jump kicks 
    while firing. But the trouble is worth it if you can trap the other guy 
    in a corner^_^
    Flame Thrower and Missle Launcher:
    The Flame Thrower is probably my favorite weapon. Sure it slows you down 
    alot, but you can fill the area around you with so much fire that your 
    opponent won't dare try to attack. it also has nice range and can catch 
    the other guy off guard when he thinks he's far enough away. The Missle 
    Launcher is another matter. It's big, it's slow, it's hard to hit your 
    opponent with and it leaves you wide, wide, WIDE open. I only pick it up 
    if I'm way ahead on energy.
    Bomb, Super-Bomb, and Molitov Cocktail: 
     I never usually pick-up regular bombs since they don't do enough damage 
    for the risk, and the timer is too short for my liking. The Super Bomb 
    however, is one I try to grab whenever possible. it has a longer timer 
    and a bigger explosion. The Molitov Cocktail is the smallest explosive 
    hence it's harder to hit your opponent with, it does however set a small 
    portion of the arena on fire for a few seconds, so if you miss but come 
    close to the other guy, they might accidentally step in the fire.
     I usually never get the shield. Sure it protects you from all attacks 
    for a limited amount of time or damage(whichever happens first) but you 
    can't attack while you have it. Now you might be thinking,"but what about 
    when my foe has all 3 stones?" It might seem like a good idea, but 
    running away and avoiding is better than hiding behind the shield. The 
    best reason I can think of is that the shield doesn't stand up to Power 
    moves too well, then you're stuck near a powered up fighter with no 
    protection. Not good! Also,when you're holding the shield you're wide 
    open for throws.
    ii.The Mighty JumpKick!!
    The Jump Kick is one of the strongest and most versatile moves in Power 
    Stone. It's not strong in terms of the damage it does, but strong in the 
    sense that it's quick, can be pulled off instantly and knocks a stone 
    out. If you're opponent tries a combo, escape and make him eat foot! If 
    he grabs a big weapon, again make them pay with a quick jump kick. If 
    your foe tries an Air throw move or squash, jump out of the way and, you 
    guessed it, pound him with a jump kick. Now if you're playing someone 
    who knows the power of the jump kick as well, you 'll get into some good 
    ol' SF2 style jump kick battles. Always remember the higher jump kick 
    normally wins except for a few occasions. Just revert back to your SF2 
    roots and you'll have Jump Kicking down!
    iii--Efficient Use of Power Stones
    If the name of the game is Power Stone, you better believe that they are 
    an important factor of the game. Power Stones are those Red, Yellow, and 
    Blue diamond shape things you see lying around. The goal is to get all 3 
    and power up to unleash some major damage on your foe. You'll have a 
    liuttle energy bar at the bottom of the screen showing you how much 
    Power Energy you have left, using a Super Power( Default L or R trigger) 
    will use up all the Power Energy you have. Each character has 2 Supers 
    and 2 power moves using the Punch and Kick buttons. All characters can 
    grab poles and swing them when Powered up as well. Thems the basics. 
    Once you get the stones however, you have to use their power wisely. 
    Don't just hit a trigger button immediately and waste all that energy! 
    Usually, when you get all 3 stones your opponent will start running like 
    hell. That's alright, you can bide a little time and try to cut them off 
    in whatever direction they are heading. Generally, the Punch Button will 
    unleash a projectile and the kick button will bust out a move good for 
    close-up battle. So if you're opponent starts running away, unlaod a 
    couple projectiles and see if they hit the mark. If so, run in and wait 
    for them to try and roll away and nail'em with a couple Kick Button 
    Power moves. Try to use as much of the Power Energy as you can before 
    breaking out with a Super Power. Note that you can still be attacked and 
    take damage when you're powered up you just won;t fall. Most of the 
    Supers have a charging animation before they are unleashed, while you 
    aren't vulnerable when the camera zooms in on you, you ARE as soon as it 
    pans back out. During this time you can be thrown, thus canceling your 
    super and usually ending your Power time.
    When you use all of the Power Energy you will release the Red and Blue 
    stones back into the arena and you won't be able to move for a few 
    seconds. This is a bad time for you, especially if you failed to knock 
    down the other fighter. If not, he will be free to nail you with a 
    combo, throw, or collect both stones. Which leads me to:
    iv--Escaping a Powered Up Foe
    You know what to do when you have the Stones, now what about when your 
    opponent has all 3? Well, in a word: Run! Most of the Power moves can be 
    avoided, for Projectiles just keep moving. Long, straight runs seems to 
    work the best. When you're running in a straight line your foes 
    projectiles will seem on target but jumping at the last second will 
    leave you unscathed. The same goes for homing projectiles. Running in 
    circles or bad angles will leave you burned. Again, straight lines and 
    jumping at the last second will usually be enough, changing direction 
    between firings is also a good idea( but never run towards the Powered 
    Up foe unless you're really sure of you Dodging skills!). Also try 
    escaping up to a higher level. Now what about those pesky Super Powers? 
    Well, there's basically two kinds, a projectile Super and a range Super. 
    Avoiding a projectile Super is the trickiest, they usually fill most of 
    the arena and once you're hit, you in for at least 5 more( not good!). 
    The best way to avoid these Supers is to run and jump like crazy, but in 
    a good pattern. Try not to back track, and jump from level to level if 
    possible. Just remember to keep moving! The range Supers are a bit 
    easier, just stay away! Some, like WangTang's, Ayame's, and Kraken's, 
    are very easily dodged while others( Ryoma and GunRock's) are harder. No 
    matter what the case, when you're opponent is powered up, just run! 
    Lately, I've been trying to get in good throwing position to cancel some 
    Supers, when I get better at it I'll add some strategy about that.
    When your foe uses all his Power Energy, he's wide open for some damage. 
    I usually go for the Stones, sure a combo or throw is tempting, but the 
    opponent can recover or escape the throw( and the computer ALWAYS does 
    after the 3rd round) and strike you back and collect the stones again! 
    Argh! The only exception is when the other fighter is low on energy. If 
    they're down to one gem/bar/whatever left, go ahead and lay some damage 
    on them!
    E.                        CHARACTER STRATEGY
    The first two moves are the Fusion moves, performed by hitting P and K 
    respectively. The next 2 are the Super Fusion peformed by hitting 
    P+Jump(L Trigger on DC) and K+Jump(R Trigger on DC) respectively. The 
    translated name of the move is in CAPS, and the original Japanese name 
    of the move is in (parenthesis).
    Fokker is the well-rounded chap of the bunch. Not too quick, but not too 
    slow, is pretty strong, and a decent thrower. His supers are pretty good 
    as well:
    POWER MISSLE(pawa-misairu)--When you hit punch( Default X) Fokker will 
    shoot a single missle at his opponent. It seeks fairly well, but can be 
    avoided pretty easily so let 3 or 4 go one after the other.
    POWER HARIKEN(pawa-harikeen)--A sort of Dragon punch surrounded by 
    flames. This is a cool move, but it must be performed near the opponent( 
    and when battling a good "Stoner" this can be tough). A good strategy is 
    to unleash a few missles at your foe to get him running so you can set-
    up them up for this more powerful move. Or if they get knocked down, run 
    in and wait for them to try and roll away then Bam! give'em a 6 hit 
    dinner! Default is the Kick button( Y).
    POWER EXPLOSION(pawa ikusupuroojan)--20 or so missles fly out of Fokker 
    after he charges for a second. This is an average Super, and can be 
    avoided by a skillful opponent. I generally use this somewhat close to 
    the opponent, and when they're low on energy since Fokker's other Super 
    is much better
    POWER ROCKET(pawa roketto)--Now we're talkin! Fokker will fly at his 
    opponent leaving a bright trail, bouncing off walls 4 or 5 times. This 
    is a great Super and can usually deliver 10 or so hits. It's best used 
    when the opponent is jumping around avoiding missles. This is the Super 
    you should use most of time!
    Rouge is quick and has some real "fire" power(sorry!). Her Supers are 
    some of the best looking in the game, and they can do some nice damage 
    as well.
    ?????????(kooka no toika)--Rouge blows a deadly kiss of fire with wicked 
    range. This is a great move and you should it often! There is also a 
    jumoing varient. When in the air, Rouge will drop a ball of fire that 
    spreads on the way down. Effective when your foe has been knocked down.
    DREAM OF ?????(yume he no izanai)--Rouge flys on her magic carpet at the 
    opponent. This is a decent move, useful when your opponent is trapped in 
    the air, but your Power Energy is usually better used on the other move.
    TRAP OF ?????(shakunetsu no wana)--This Super has decent range and does 
    some nice damage, but your opponent must be some-what close and on the 
    ground for the full brunt of this attack to hit them. Rouge forms a ball 
    of fire above her head and slams it into the ground causing small 
    explosions all around her. This is best used when you're opponent is 
    down to 1 life bar, maybe 2 since it's more of an area attack that you 
    hope your foe is still in range for.
    ????? OF PARADISE(himatsu no tengoku)--One of, if not, the weirdest 
    Super in the game. Rouge blows kisses and hearts and they fly around her 
    as she dances, if one of the hearts hits the opponent they are dragged 
    into Rouge's "parlour" where nails them with 10 or so quick hits. The 
    range on this is very short since the hearts don't stray too far from 
    Rouge and she moves very slow while she's dancing. Best used after 
    you've nailed them a few times with the fire kisses and they are trying 
    to roll away. The alternate of this Super is when you try to perform it 
    in the air. A huge fire-god head( or something to that effect) appears 
    over Rouge and spits fireballs at the opponent( by pressing the K 
    button), you can control where Rouge aims and floats around with the 
    head. This is a nice Super to use on a wiley foe who seems to juuuust 
    escape the hearts or explosions of the other Super.
    WangTang is probably the most fun character to use in this game. He's 
    the next-to-quickest fighter but also has some devastating moves that 
    can drain an opponent's life bar pretty fast. His supers are sweet, and 
    look really good. As for his super armour, think Son of Clockwork 
    DRAGON ???(ryuu ga dan)--WangTang shoots out a large fireball that semi-
    tracks the opponent. This is the move you should use most often with a 
    powered up WT, they can be thrown 3 in succession before you must pause 
    and you can pull about 3 sets of 3 shots before you start running low on 
    Power Energy
    DRAGON FIRE PUNCH(?)(ryuu tai fuu)--WangTang performs a spinning Dragon 
    Punch and is surrounded by wind, or something. I only throw this move in 
    to confuse the opponent after a barrage of fireballs. I don't like to 
    use it too often as there is a delay in start-up and you can be thrown 
    by a savvy opponent. Overall you're better off sticking to the 
    fireballs. As with every short-ranged power move, it's best use on a 
    recovering or cornered opponent.
    ????(tai ryuu kyoku)--That's not a projectile, THIS is a projectile! 
    WangTang forms a huge, I mean HUGE, ball of energy over his head and 
    lobs it at the opponent. This Super can be deadly in the smaller, or 
    more confined arenas. It can take off anywhere from 1/2 a bar to 2 1/2 
    bars depending on how well you aim. It's best to not use this on a 
    running foe as they have a better chance of dodging the massive 
    projectile, yes it can be done! You can get pretty carless with this 
    move though and still score some hefty damage. I'd probably use it alot 
    more if WangTang's other Super wasn't so darn cool.
    ?????(muten ryuu fu)--This is one of the coolest Supers in the game! 
    WangTang rushes forward a small distance, and strikes the opponent into 
    the air with 3 flip kicks, then as they hang in the air he strikes them 
    about 10 times from varying angles, all culminating in a kick ass freeze 
    frame of his boot buried in the back the opponent as 4 Japanese Kanji 
    flash to each corner of the screen( anyone know what they mean?). The 
    downside of this move is that you must connect with the initial kick for 
    it to work, and sometimes you won't get the full Super even if you do 
    connect. Sometimes all you get is the flipkicks, which aren't bad mind 
    you, but the laser kicks or whatever they're called are simply awesome. 
    A little trash-talking after you've pulled off this move is in order, 
    especially if you finish someone off with it.
    iv. RYOMA
    Ryoma is a well-balanced fighter, he's not the fastest but certainly not 
    the slowest. He also deals some good damage with that sword of his. Not 
    to mention his fusion armour is the coolest looking in the game.
    ?????(raijin ken)--This is a nice move, abuse it whenever possible( the 
    opponent lets you get too close). Ryoma swings his sword in a verticle 
    strike and a streak of lighting comes down from the ceiling. Can be used 
    3 times in a row. Also try jumping with it, a semi-seeking lighting ball 
    shoots out of Ryoma's sword. This is helpful against a skilled dodger. 
    Just shoot a couple of these into the arena, even if they don't panic 
    into a mistake their "free-space" is smaller, giving you a better chance 
    of cornering them.
    ????(iaizen)--A decent move but easily avoided by jumping. Ryoma stops 
    and charges for a half-second or so, then a streak of energy flys across 
    the floor at the opponent. This move can be charged for greater power 
    and more "streaks." As I said, this move can be easily avoided. You 
    might be able to catch the opponent off guard every now and then when 
    they're expecting the raijin ken, but usually you're better off using 
    the Power Energy on that.
    ?????(madare zantou)--A glowing ball of energy surrounds Ryoma and a 
    bunch of quarter-moon shaped projectiles start flying out at the 
    opponent. This is one of those Supers that you're better off not being 
    too close to the opponent since you want those projectiles to spread as 
    much as possible, but you also don't want to be too far away or they're 
    easily dodged. About a half-screen away is fine. I mainly use this Super 
    when the opponent is down to 2 or less Energy Bars since you can get a 
    little sloppy with it and still get almost a whole bar of energy of 
    damage. If you connect well though, a little or 2 bars will be depleted 
    fromt your foe's life, not bad!
    ????(tenchi ryouden)--I like to use this Super when the opponent still 
    has most of their energy as it does decent damage but can be avoided if 
    you get reckless with it. Ryoma spins into the air surrounded by white 
    energy hitting the opponent multiple times, finally ending in a quick 
    drop to the ground where a column of light is shot up into the sky. As 
    flashy as this Super is, it just doesn't do enough damage IMO. If you 
    hit it well though, you should get near 2 bars of damage dealt, not 
    overwhelming but good enough I guess.
    Ayame is the smallest, quickest, and weakest character. She's your 
    typical cutesy, butterfly and bunnies, high-pitched voice Japanese girl 
    fighter. Not really my cup tea, since I prefer well-balanced fighters 
    over fast but weak ones, but a skilled Ayame can be tough. Her supers 
    are below average in my opinion, easily avoided and don't do much damage 
    when they DO hit.
    ????(hanashu riken)--The weaker of Ayame's power moves, but not hard to 
    avoid. Ayame thows three large Shurikens at the opponent in a single 
    line. The good news is that they barely use any Power Energy so you can 
    let loose a good 5 sets or so before you have to worry. If you do nail 
    them with this move run in for:
    ????(oukagakure)--Another Dragon Punch type move with the character 
    surrounded by some sort of colored energy. Needless to say Ayame's is 
    the weakest but quickest to pull off, and like the Shurikens it doesn't 
    use much Power Energy so you can let loose a couple before the need to 
    worry arises. Run in on a fallen or just landing opponent for maximum 
    effectiveness, and use whenever hit the opponent with the Shurikens.
    ????(hyakka ryouran)--I don't really care for either of Ayame's Supers 
    since they're weak and not that visually impressive( hey, it's that type 
    of game!). This is the more useful of the two though, it has great range 
    and a good chance of hitting even the best escape artist. Ayame spins 
    and throws many large shurikens into the arena which spread and whirl at 
    the opponent from all sides.
    ????(ouka no mai)--Much like WantTang's [muten ryuu fu] you must connect 
    with the first hit of this Super for the rest to happen. Piss poor range 
    and damage make this one Super to pull off only when the opponent is 
    down on their last leg( less than 1/2 bar) or really bad. Ayame flys at 
    the opponent and unleashes a quick combo of punches and kicks that end 
    in her shooting some sort of projectile form her wings up at the 
    opponent. Fallen opponents and beginners are the only ones that will get 
    caught in this move.
    Yeah! Gunrock! For some reason I'm always drawn to become skilled at the 
    big guys in fighting games. Zangief, Jeffry, Gun Jack, I love using them 
    all! Gunrock is the slowest but most powerful fighter in Power Stone. 
    This is a significant disadvantage in this fast-paced game, but with 
    time and practice you'll see Gunrock has some great advantages as well. 
    His moves drain so much energy that if you just nail the opponent with a 
    couple items and then grab all the stones, the round can be over in just 
    10 seconds or so! Really! Needless to say Gunrock's Supers are the most 
    powerful in the game, and there's just something so cool about 
    controlling a big Golem-looking guy^_^
    GUNROCK GUN(gan ganrokku)--Gunrock thows a huge boulder at the other 
    fighter. This is a pretty good move, but you have to time it well. A 
    good opponent can dodge the boulders easily if you just lob them all 
    crazy-like. Take a little time to set-up and see if the other guy starts 
    panicking, or until you see a good opening, then let a few go.
    ROCK CRASH(rokku ze kurasshu)--This is a very nice move best used as a 
    set-up for the Gunrock Gun or the Rock n Roll. Gunrock jumps into the 
    air and slams back down causing the opponent to get dizzy if their 
    touching the ground( on any level!). Opponent avoiding your Gunrock Gun? 
    Lob one out, wait till they jump out the way, then as they're landing 
    start the Crash. Just like all of Gunrock's Powers/Supers, timing and 
    set-up is crucial to utilizing his Power Energy.
    ROCK N ROLL(rokku n rooru)--This could be the best Super in the game! 
    Gunrock growls and grows at least 3 times his normal size,if your 
    opponent is near than they can say goodbye to 3 of their Energy bars. 
    This move can be dodged, but it's hard to do. If you're using Gunrock, 
    knowing this move is key.
    EARTHQUAKE(aasukueiku)--A good move if you( you guessed it!) time it 
    right. Gunrock leaps into the air and slams back down ala the Rock Crash 
    but this time Gunrock continues to stomp his feet and boulders fall from 
    the sky all around him. The timing is key because the radius arounf 
    Gunrock that the rocks fall is pretty small. Basically use the same 
    strategy as the Rock Crash and you should be fine.
    Jack is the toughest character to get the hang of, but he has some of 
    the best looking moves in the game. He crawls around on all fours 
    instead of walking, and turns into a sort of pirate-robotic-bug thing 
    when he's powered up.
    ROLLING SLASH(rooringu surasshu)--Jack throws a "punch" and his arm 
    extends, revealing that his hand is now a giant whirling blade! The 
    downside of this move is that it only reaches straight out in a thin 
    vertical line making it easy to avoid, the upside is that if you hit the 
    other fighter with it, you're guaranteed 5 or 6 hits that take a nice 
    chunk of energy. The best way to use this move is to mix it up heavily 
    ROUND SLASH(raundo surasshu)--Jack's leg extends, and his foot is now a 
    giant guillotine-like blade. Like I said, mixing up Jack's P and K super 
    moves are the key to his succes. Just as the Rolling Slash, the Round 
    Slash reaches out in a thin line, only the Round Slash is horizontal.
    KILLER DANCE(kiraa dansu)--A very cool looking move, but only useful if 
    you're VERY close to your opponent. Jack pauses and extends both his 
    arms as some cryptic symbols and such glow under his feet, then he 
    starts whirling like a helicopter and shoots into the air. If you catch 
    the other fighter with one of Jack's arms then you're good to go, it's 
    15 hits easy. If you don't strike them at first, then you most likely 
    will only get a couple hits, if you're lucky. don't be predictable with 
    this move or you'll be wide open after a miss.
    MISERY RAIN(mizari rein)--The better of Jack's Supers. Jack extends his 
    arms and twirls, but instead of flying into the air large swords fly 
    from Jack's arms and track the opponent. Using this move is best just 
    after a knock down as the swords themselves aren't that great in number, 
    but if you get the opponent standing still(yeah, right) or just as 
    they're getting up( but not while they're rolling) then you can deal 
    some good damage.
    Galuda is my favorite character to use, he's powerful but not too slow. 
    Slower than, say, WangTang sure but not too bad. His powered up moves 
    have long range and are deadly!
    ?????(sabaki no hikari)--A bow of light appears in Galuda's hands and he 
    fires three "spirit" arrows at his foe. Use this move often! The arrows 
    are large and spread out a great distance. While avoiding one 3 shot may 
    be fairly easy, dodging 3 in a row, to say the least, isn't. So blast 
    away often for some nice damage, and maybe you'll get close enough to 
    ?????(tenkuu no sakebi)--A pair of wings appear on Galuda's back as he 
    jumps toward the opponent. This move does does great damage but has poor 
    range because you must "catch" the other guy with your hands to 
    accomplish anything. Usually the only way you can catch the opponent is 
    if they confuse themselves while jumping away from your arrows, or while 
    they are getting up. Use the "spirit arrows" the most, and throw this 
    move in occasionally if you see the chance.
    ?????(tenbatsu no hikari)--Galuda pauses and a HUGE bow appears on his 
    arms as he leans back, then he unleashes a barrage of arrows at the 
    opponent. This is the easier of Galuda's two Supers in terms of hitting 
    your foe. You have a better chance at getting SOME kind of damage even 
    if you don't connect with most of the arrows. This is the Super I would 
    suggest you use more often if the other one wasn't so damn cool.
    ????(tenkuu no otakebi)--Yes! The best Super in the game! Talking trash 
    if you kill the other fighter with this move is definitely a must! 
    Galuda grows his wings and flys upwards at the opponent. If you miss, 
    you get nada, but if you manage to hit the opponent Galuda grabs them 
    and flys off the screen, then a second later he flys downward slamming 
    the opponent into the ground. This move takes off an incredible 3 whole 
    energy bars, yeah! Since you have to actually catch the other fighter 
    for this Super to work it can get frustrating, just take your time and 
    fire off a few rounds of the spirit arrows and see if the opponent 
    panics or leaves themselves open in some way.
    Kraken is the sub-boss of Power Stone and he's a crazy looking pirate 
    with a giant hook for one hand and an old-fashion gun in the other. He's 
    a little too slow for my liking but he has good power and one of the 
    best Jump Kicks( err..Claw) in the game. Not to mention he looks very 
    badass when he's "stoned," and his supers are the most powerful in the 
    game. Note that since Kraken and Valgas aren't in the manuel I just made 
    up names for their moves, these are by no means official in any way.
    CANNON FODDER-- Kraken's gun is now a mini-cannon! It shoots out bombs 
    with a large blast radius, but you can't fire them rapidly. Try to lead 
    the opponent a little with your shots, even if you don't come too close 
    the explosions have very good range. Like Jack, Kraken's moves are best 
    utilized by mixing them up.
    CRAB'S CLAW-- Kraken's hook now looks like the pincers of a crab. The 
    claw extends almost the whole way across the screen towards your 
    opponent as you try to grab them. Throw this at your foe after you've 
    shot off a couple bombs and their shaken. It's kind of hard to connect 
    with this move on a fast-moving opponent, especiallt if their good at 
    escaping. If you DO hit them with the claw then you get 3 hits that take 
    off huge damage.
    DEADLY SPIRITS-- 6 or so redish-white ghosts pop out of Kraken and then 
    fly at the opponent. This Super can deal some very good damge, but it's 
    usually avoided. Only use this if you're running out of Power Energy and 
    your foe is near death( or at least down to one Energy Bar). The further 
    away you are from the opponent the better for this move.
    SEE YA LATER, CHUM!-- The single most powerful Super in the whole 
    friggin game, folks! And it's also one of the coolest looking, right up 
    their with Galuda's and WangTang's. Kraken's head gets gigantic and he trys 
    to suck in the opponent. If he does, then it's basically good-bye for 
    the other guy. Kraken will chomp on the foe 3 times them spit them back 
    out dealing an insane 4 1/2 bars of damage! If you like to use Kraken, 
    then setting-up for this move should always be your top priority when 
    you have the stones.
    Valgas is one bad ass mofo! He has the strongest set of regular moves in 
    the game, and the deadliest throw. What did you expect from the boss of 
    the game though?( That big stupid-looking mutant thing doesn't count). 
    Valgas' Supers are area-centric so cornering your foe is crucial to 
    their hitting them. Valgas is also quite slow, probably somewhere 
    between Galuda and Kraken.
    POWER RAY-- A smaller version of one of his Supers, a ray of energy 
    blasts from Valgas' chest at the opponent. It's better to use this move 
    while jumping because you have a greater chance of hitting your foe. 
    Mixing this move up with the Meteor Kick( explained next) will yield the 
    best results.
    METEOR KNEE/KICK--The Meteor Knee is basically useless, Valgas juts a 
    knee out and a single seeker Meteor flys out. Now if you perfom this 
    move while jumping, it's a whole other story! Three Seeking Meteor fly 
    out if you perform the Meteor Knee in the air, which I just call the 
    Meteor Kick since it looks more like a kick and all. This move is good 
    to use away from the opponent to confuse them and/or make them panic, 
    and also as a set-up for either of Valgas' deadly Supers, especially the 
    Super Power Ray.
    SUPER POWER RAY-- A large ray of energy shoots out of Valgas' chest. 
    This is a very powerful Super that is best used on a cornered or 
    recovering opponent. You can turn slowly in one direction while 
    performing this move, but if you need to than you probably already 
    missed. Knock down the other fighter with the Meteor Kick then time them 
    up for this Super as they are rolling away.
    DEADLY ENERGY--Valgas raises his arms and causes the area directly in 
    front of him to spark with electricity and light. This Super has a 
    better reach than the Super Power Ray because it extends slightly to the 
    sides of Valgas as well. Again, this Super is best used on a cornered or 
    recovering foe, or one that is jumping alot as it reeches to the top of 
    the arena.
    F.                         NEXT REVISION
      Just a quick update to fix some of the layout and update my E-Mail 
    address. I'm going through all my old stuff and finishing/updating it.
    I'll eventually get all the correct move names listed. Eventually...
    G.                        ABOUT THE AUTHOR
      This is just one of a few FAQs I've written, all of which are 
    available at GameFAQS. A few my FAQs are on various other websites
    (usually with proper creditO_o) as well. I hope this or any of the other 
    FAQs I've written help you in some way, or allow you to enjoy a game 
    more than before, or maybe just get a good read out of it. 
      If you have any questions about this game, or any other I've 
    written a FAQ for, feel free to drop me an E-Mail. BUT keep in 
    mind a few things:
    1. Please don't ask when the next revision will be out, or if I 
    can send it to you. I don't really have a set schedule for these 
    things,and you can pick up the FAQ(s) at GameFAQs.
    2. Please don't ask about something already covered in the FAQ. 
    Usually once a FAQ comes out I'm swamped with E-Mails and skip 
    ones that are covered in the FAQ. If it's really desperate I may 
    answer, but otherwise everything I know is in the FAQ.
    3. Don't mail asking for codes, I don't have a Gameshark or keep 
    track of cheat codes or anything.
      Other than that, I try to answer every single E-Mail I get and 
    am usually pretty good at getting back to people quickly, but 
    sometimes I lose letters in my computer or forget to keep them as 
    new. If I don't answer in a week or so it's safe to say I screwed up
    My E-Mail address: ProfRev@cox.net

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