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_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Copyright 1998 - 2011 `shouji´
The following FAQ you are looking The most updated issue of the FAQ
through was made by me, `shouji´. will be given to www.gamefaqs.com
< oodzume@hotmail.com > D primarily. Unless denoted, if any
Made for the use of only personal I other location has it, then nine-
and/or private purposes. Whenever S times-outta-ten it was ripped out
reproduced, electronically is the C from there. If placed on a freely
way it must be done. However, the L assessable webpage/site, this FAQ
correctness and accuracy of any & A may be altered to fit any certain
all material listed with this FAQ I guidelines, but this disclaimer &
isn`t 100% guaranteed. Any errors M copyright info must remain in its
or omissions that inflict damages E original form and state. If there
or problems towards anything will R is any problem by now with any of
NOT be the author`s fault. That`s the preceding info, then maybe it
just how it works out. Comprende? would be best to try another FAQ.
For no reason should this FAQ be used for profitable and/or promotional
purposes (ie - published in guides, magazines, hint books, etc). Nor is
this document to be given away along with any purchases as a gift/extra
or the like. It isn`t my forte to write all this up to get others rich.
Anyone who has enough interest in this FAQ and would like to include it
on their site, please ask me first in a letter describing your page (do
include the URL) and I`ll get back to you ASAP. Don`t just take it. Ask
me. I`m normally pretty lenient about it if you take that approach. All
copyrights and trademarks associated with this FAQ are acknowledged. Do
give credit where it`s due as well. I`d hate to damn your soul to hell.
Plagiarism sucks. `Shouji´ has written, so it shall be spoken. =)
`Critical Blow´ and its characters are copyright 1997 Banpresto, Ltd.
All rights reserved.
This FAQ is available at the following places :
--------------------------------------------------- Critical Blow // MaxFAQ -
- GameFAQs gamefaqs.com/
A note to other sites: DO NOT rip off this document from GameFAQs.com (or
any of the other listed sites) and just place it on your website. It is a
real pain in the ass to find all my hard work at other locations I KNOW I
didn`t send it to. With that said, I would like to take a moment to bitch
"Just the FAQs" <faqs.simplenet.com> who have stolen my `Groove On Fight´
and `Bulleta´ FAQs in the past. If anyone`s that eager to incorporate any
of my FAQs to their site, then take a moment to write me a damn letter to
ask me for them. Those that find that difficult to do, make your own FAQ.
.. Alright, I`m through ranting. Have a nice day. ^_^
/////////////////////////
// TABLE OF CONTENTS //
///////////////////////////////////////////////////////////////////////////////
Critical 1 : STORY
Critical 2 : FAQ NOTATION
- Controller Notation
- Button Notation
- Abbreviations + Command Notation
- Arts Info Chart
Critical 3 : GAME MODES EXPLANATION
- Tournament Mode
- Trading Mode
- Theater Mode
- VS Mode
- Option Mode
Critical 4 : BASIC COMMANDS
Critical 5 : CHARACTER SPECIFICS
- Berserker
- Bobby Loggins
- Chiaki Ichinomiya
- Hagane Ichinomiya
- Kei Iwase
- Mao Chilling
- Mark Stanford
- Marry Phillips
- Merkuar
- Neil Mcdaniel
- Reymond Norman
- Rickey Leon
- EX Rickey
- Sieguei
Critical 6 : MISCELLANEOUS INFO
- Special Thanks
- Secrets / Codes
- Translations
- Revision History
- Final Note
//////////////////
// CRITICAL 1 // STORY
///////////////////////////////////////////////////////////////////////////////
[ Added in revision 2.00. ]
//////////////////
// CRITICAL 2 // FAQ NOTATION
///////////////////////////////////////////////////////////////////////////////
-------------------------------------------------------------------------------
CONTROLLER NOTATION ( 2.01 )
-------------------------------------------------------------------------------
7 8 9 Jump Up-Back Jump Up Jump Up-Forward
\ | /
4 -- N -- 6 Retreat / Guard Neutral Advance
/ | \
1 2 3 Crouch / Low Guard Crouch Offensive Crouch
- Directions are denoted as numbers as seen on the number pad of a standard
QWERTY keyboard. ('6' would be 'forward'.)
- Numbers listed together means to move the joystick in those directions in
a smooth motion. ('236' would be 'down, down-forward, forward'.)
- Reverse forward and back if you`re on the right side of screen.
-------------------------------------------------------------------------------
BUTTON NOTATION ( 2.02 )
-------------------------------------------------------------------------------
L2 R2 n/a n/a
L1 R1 n/a n/a
Triangle Punch
Square Circle Action Kick
X Card
- Button notation can be changed at the Key Configuration menu in the Option
Mode screen. This FAQ utilizes the default setup shown above.
- The Action button is used in conjuction with Punch or Kick for throwing
attacks, or by pressing down + Action to do an evasive roll.
- Holding the Action button for 3 seconds will create an Assault Blow charge,
which lasts for 3 seconds or until you release the Action button. Assault
Blows will knock an opponent into the air, leaving them vulnerable to a
juggle. Assault Blows can be guarded, and cost 1 Gauge Level to activate.
- For Card-edit characters, the Action button will be used for the Character
Card special attacks along with a command.
- The Card button is used for power-up attacks for Card-edit characters. ( See
"3.02: TRADING MODE" section for more information. )
-------------------------------------------------------------------------------
ABBREVIATIONS + COMMAND NOTATION ( 2.03 )
-------------------------------------------------------------------------------
P, K, Ac, Cd - Punch, Kick, Action, Card. Press that indicated button.
+ - Stands for "and".
_ - Stands for "or".
, / . - "," means the attack combos, "." means that it doesn`t. (This
is only used within each character`s Combination Techniques.)
(air) - Stands for a move that can be performed both on the ground or
in the air. Most moves with this principle can be done off
the ground by adding 7~9 at the end of the command/motion
(236[,9]), and pressing the button the moment you start to
ascend. (Note this is similar to Sagat`s original Tiger Knee
command from Super SFII.)
[ ] - Hold down the indicated direction or button(s).
x~x - Anything within that range of directions/buttons will work.
.. - Used after attack commands to indicate that another attack
can be used as a follow-up. All continuing attacks will be
listed immediately underneath in a tree-like method:
Command .. Attack 1
.. Command after Attack 1 .. > Attack 2a
.. Command after Attack 2a > Attack 3
.. Command after Attack 2 > Attack 2b
(x#) - Indicates the previous command can be repeated X-times.
(movename) - A special move that has no specific name, but is noted in the
character`s movelist for having unique principles or command
to execute it. Although sometimes this notation means that I
don`t know the official name for the move yet.
(otg) - Stands for "off the ground." The fighter can use this attack
to hit the opponent on the ground after a knockdown. Some
attacks will pop the opponent back into the air.
1,2,3,4 - Note numbers, listed along the side of the FAQ alongside the
attack/command to correspond to the information numbers
listed below. Some attacks will have multiple notes.
** - Indicates special notes or additional information pertaining
mainly to the character in general.
(?) - Indicates information that I am not 100% sure on at the
moment. Most times this shows up for translations or moves I
haven`t gathered the full properties of yet.
SB^ - Indicates the character`s Super Blow (Level 1 required).
CB^ - Indicates the character`s Critical Blow (Level 3 and 1/3 HP
remaining required). Critical Blows will inflict 100% damage
to the opponent, beating them regardless on how much HP they
have remaining.
-------------------------------------------------------------------------------
ARTS INFO CHART ( 2.04 )
-------------------------------------------------------------------------------
Each of the character`s Basic Attack Techniques (ie - regular attacks) are
listed within a structure like the one below:
Press P h
[6]P m OTG
3K l KD,OTG
\ | |
a b c
a - Attack Command
The position of the character, or the command input for the attack. All
directions are denoted as numbers ('4P' = back + Punch).
b - Attack Level
The height in which the attack is executed: HIGH (h), MID (m) or LOW (l).
HIGH attacks can be guarded by standing or crouching.
MID attacks can only be guarded by standing.
LOW attacks can only be guarded by crouching.
c - Properties / Notes
Notable additions and details about the attack listed in shorthand:
FS (flying screen) - attack sends opponent across the screen.
KD (knockdown) - attack knocks opponent to the ground.
LN (launcher) - attack knocks opponent into the air to set up a
juggle combination for additional damage.
ML (mini-launcher) - attack knocks opponent into the air, but not as
high as a normal launcher.
OTG (off the ground) - attack can be used as an "off the ground" and hit
the opponent after a knockdown for additional
damage.
PR (projectile) - attack is a projectile.
ST (stun) - attack stuns opponent
TH (throw) - attack is a/has properties of a throw technique.
[#] (note number) - extra notes corresponding to the numbers listed
below the attack listings.
//////////////////
// CRITICAL 3 // GAME MODES EXPLANATION
///////////////////////////////////////////////////////////////////////////////
-------------------------------------------------------------------------------
TOURNAMENT MODE ( 3.01 )
-------------------------------------------------------------------------------
[ Added in revision 2.00. ]
-------------------------------------------------------------------------------
TRADING MODE ( 3.02 )
-------------------------------------------------------------------------------
[ Added in revision 2.00. ]
-------------------------------------------------------------------------------
THEATER MODE ( 3.03 )
-------------------------------------------------------------------------------
[ Added in revision 2.00. ]
-------------------------------------------------------------------------------
VS MODE ( 3.04 )
-------------------------------------------------------------------------------
[ Added in revision 2.00. ]
-------------------------------------------------------------------------------
OPTION MODE ( 3.05 )
-------------------------------------------------------------------------------
The Option Mode creen allows you to change the settings of the game. The modes
are as follows (listed from top to bottom):
- DIFFICULTY
Select the difficulty of the CPU opponents: Easy, Normal, or Hard. Normal is
default.
(Effects: Tournament Mode, Trading Mode, Theater Mode)
- FIGHT ROUND
Select the number of rounds a player must win in a match from 1-5. 2 is
default.
(Effects: Tournament Mode, Theater Mode, VS Mode)
- TIME
Select how fast the timer goes: Slow, Normal, Fast, or Infinity. Normal is
default.
(Effects: Tournament Mode, Theater Mode, VS Mode)
- SOUND
Select the quality of sound for the game: Stereo or Monaural.
- KEY CONFIGURATION
Change the button configuration of the attack buttons.
- PLAYER SELECT MODE
Select how you wish to view the character and stage select screen: Normal or
Shortcut.
"Normal" : Portraits appear with BGM.
"Shortcut" : Portraits doesn`t appear. Instead you will only see the names
of the characters in a list. No music plays either. The stage
select list will appear after both characters are chosen.
(Effects: Tournament Mode, VS Mode)
- TRADE
??
- SYSTEM DATA LOAD
Load up saved data and configuration from the memory card.
- SYSTEM DATA SAVE
Save new game data and configuration to overwrite old data on the memory
card.
//////////////////
// CRITICAL 4 // BASIC COMMANDS
///////////////////////////////////////////////////////////////////////////////
The following list are moves that most characters overall possess:
Standing Guard [4] when attacked
Crouching Guard [1] when attacked
Kuuchuu Guard (air defense) In air, [7_4_1] when attacked
Dash 66
Run 6[6]
Run Cancel 4_2 while running
Backstep 44
High Jump 2,7~9
Mugurikomi (evasion roll) 2Ac
Nage (throw) P + Ac (misses afar)
Exchange Throw (switches sides) K + Ac (misses afar)
Assault Blow [Ac] for 3 seconds, release (uses 1 Gauge)
("As" will appear over the Gauge stocks to
show the Assault Blow is enabled. It only
lasts 3 seconds, during that time you must
release the Action button to perform the
Assault Blow.)
Ground Recovery Normally stand after knockdown
//////////////////
// CRITICAL 5 // CHARACTER SPECIFICS
///////////////////////////////////////////////////////////////////////////////
-------------------------------------------------------------------------------
BERSERKER ( 5.01 )
-------------------------------------------------------------------------------
When Marry was a child, this home helper robot was built to be her mediator.
After the Phillips Konzern was taken over by Merkuar, it worked as a maid robot
for the livelihood of Marry. It participates in order to help Marry in this
latest survival game. Its pet name is "Lancelot".
< Basic Attack Techniques > --------------------------------------------------
Press P (5P) h
1_2P l
3P h KD,FS
4P h,h
6P h
[6]P m,m,m,m,m,m
7~9P m KD
Jump P m
Jump 6P m
Press K (5K) h,h,h
1_2_3K l,l,l,l,l KD
4K m,m KD,FS
6K h,h,h,h,h ML,KD
[6]K m KS,ST
7~9K m KD
Jump K m
Jump 6K m,m
< Combination Techniques > ---------------------------------------------------
P,K h.h KD PK Combination
< Certain Kill Techniques > --------------------------------------------------
P + Ac (misses afar) (drill arm punch) 1
66 + P + K Rotor Windmill 2
236 + P Monoeye Beam 3
623 + K Face Masher 4
63214 + P Electric Vacuum 5
63214 + K Rotor Hook 6
In air, press P + K Spinning Body Attack 7
236236 + P SB^ Monoeye Blaster 8
463214 + P CB^ Death Vacuum 9
1 Unblockable. Knockdown attack.
2 --
3 Knockdown attack.
4 Knockdown attack.
Must be guarded high.
5 Knockdown attack.
Sends opponent across screen.
Can be used as an (otg).
A throw-type attack that can be guarded.
Berserker is able to draw opponent in from full screen distance, even if
they are lying on the ground. The opponent will not get pulled forward if
they are jumping in the air.
The catch from Berserker`s extended arm will usually beat out any form of
physical counterattack an opponent may do. Projectiles will interrupt the
vacuum however.
6 Knockdown attack.
Sends opponent across screen.
Can be used as an (otg). (This becomes very hard in the open. After most
corner knockdowns and juggles the Rotor Hook can be used to catch for an
incredible amount of additional damage.)
Berserker spins five times during this attack while he advances. Any of the
spins are able to catch. However if a spin is blocked, the other spins will
not be able to grab.
7 Knockdown attack.
Must be guarded high.
8 Knockdown attack.
9 Can be used as an (otg).
A throw-type attack that can be guarded.
Berserker is able to draw opponent in from full screen distance, even if
they are lying on the ground. The opponent will not get pulled forward if
they are jumping in the air.
The catch from Berserker`s extended arm will usually beat out any form of
physical counterattack an opponent may do. Projectiles will interrupt the
vacuum however.
-------------------------------------------------------------------------------
BOBBY LOGGINS ( 5.02 )
-------------------------------------------------------------------------------
A rough fighter who learned his own style of hand-to-hand fighting arts in
order to survive in the slum. In order to earn income for the operation expense
of his younger sister Clara who is hospitalized, he had to spend all his time
street fighting every day. He participates in a survival game with his aim on
the ten million dollar prize. The coldhearted man who will be branded as
unfairness, but will do anything to win.
< Basic Attack Techniques > --------------------------------------------------
Press P (5P) h
1P h KD
2P l
3P l
4P h KD,FS
6P h
[6]P m OTG
7~9P m
Jump P m
Jump 6P m
Press K (5K) h
1_[2]K l OTG
2K l OTG
3K l KD,OTG
4K h LN,KD
6K h
[6]K m
7~9K m KD
Jump K m
Jump 6K m
< Combination Techniques > ---------------------------------------------------
P,K h.h PK Combination
6P,P,P h.h,m KD Circle Slash
6P,4P,P,P h,h,h,h Hurricane Slash
6P,4P,P,2P h,h,h,l KD Hurricane Slash Low
K,K h,h KD Spiral Kick Combo
K,2K h,l KD Sudden Low Combo
K,P,K h,m,m KD Jack-knife Combo
< Certain Kill Techniques > --------------------------------------------------
P + Ac (misses afar) (quadruple slash) 1
66 + P + K Sliding Kick 2
236 + P (air) Keen Slash 3
214 + K Deadly (D) Vice 4
623 + K Bloody Axis 5
41236 + K Hell Scissors 6
In air, press P + K Wheel Kick 7
236236 + P SB^ Thousand Slash 8
2141236 + P CB^ Southern Cross End 9
1 Unblockable. Knockdown attack. Can (otg) after.
2 Knockdown attack. Can (otg) after.
Must be guarded low.
Can be used as an (otg).
3 The aerial version can be used as an (otg).
4 Knockdown attack. Can (otg) after.
Must be guarded high.
Can be used as an (otg).
5 Knockdown attack.
The instruction book has this listed as 623 + P, which is incorrect.
6 Knockdown attack. Can (otg) after (if opponent`s in corner).
Must be guarded low.
7 Knockdown attack. Can (otg) after.
Must be guarded high.
8 --
9 Can be used as an (otg).
-------------------------------------------------------------------------------
CHIAKI ICHINOMIYA ( 5.03 )
-------------------------------------------------------------------------------
A fighting female college student who has a martial artist father. She
received special training from her father Hagane Ichinomiya since she was a
child, and by the time she had reached the age of descretion had become as
tough as she is terrifying. After she began to attend junior college, training
did not seem like training, and she enjoyed campus life. She participates in
this survival game to earn income for pocket money because one way or another
spending money is rough. Her father`s pupil Kei Iwase is a childhood friend.
< Basic Attack Techniques > --------------------------------------------------
Press P (5P) h
1_2P l
3P h LN,KD
4P h KD,FS
6P h
[6]P m
7~9P -- [#1]
Jump P m
Jump 6P m
Press K (5K) h,h
1_2K l ML,KD,OTG,[#2]
[1]_[2]K l OTG
3K l KD,OTG
4K h
[4]K h KD,[#3]
6K h
[6]K m KD,[#4]
7~9K h ML,KD
Jump K m
Jump 6K m
1 Chiaki doesn`t attack with her 7~9P. It`s more of a quick jump to get over
attacks or the opponent. She will only jump forward.
2 Launches, but Chiaki doesn`t recover fast enough to hit with anything
except an (otg).
3 Chiaki recovers fast enough to catch an opponent during their knockback.
This is easier if the opponent is in the corner, and Chiaki will be close
enough to wall juggle.
4 During this attack, Chiaki flips forward while curled in a ball. If it
misses or is guarded, Chiaki falls to the ground on her back, leaving her
vulnerable. However if you press 7~9P_K the instant Chiaki touches the
ground, she will not fall and instead quick recover with the jumping move.
During her flip, Chiaki can do her Banzai Double Punch: Hakane Mikounin by
pressing P + K.
If Chiaki hits with the attack, she rebounds off the opponent into the air.
At her apex she flips and lands to her feet. Depending on how you hit the
opponent, there will be a few frames of animation before she reaches the
apex that you are able to input the command for her Kuuten Hou or Banzai
Double Punch. Once she reaches her apex and starts to land, you can`t input
any commands.
< Combination Techniques > ---------------------------------------------------
P,K h,h,h KD PK Combination
P,P,K h,h,h Renda: Ten
P,P,2K h,h,l Renda: Chi
6P,P,P h,h,h KD Ren Kou
6P,P,6P h,h,h ML,KD Ren Bu
6P,K,K,2K h,h,h.l KD Ren Ka: Chi
6P,K,K,K,6K h,h,h,h.m KD,FS Ren Ka: Ten
[6]P,P m,h ML,KD Ren Yoku
< Certain Kill Techniques > --------------------------------------------------
P + Ac (misses afar) (flipping knee strike) 1
66 + P + K Sou 2
236 + P Tenshin Tou Shou 3
214 + K Renkan Fuu Dan Kyaku 4
623 + K Renkan Ten Retsu Kyaku 5
In air, press P + K Banzai Double Punch: Hagane Mikounin 6
In air, 214 + P Kuuten Hou 7
236236 + P SB^ Ichinomiya-ryuu Ougi - Kou Ki Hou: Tsurane 8
2141236 + P CB^ Ichinomiya-ryuu Hi Ougi - Kou Ki Hou: Zetsu 9
1 Unblockable. Knockdown attack. Throws opponent on opposite side they were
on prior.
2 Knockdown attack. Can (otg) after (if opponent`s in corner).
3 Knockdown attack. Can (otg) after.
Stuns opponent for two seconds; the hit will cause the opponent to fall to
their knees then face down on the ground. They will not be able to manually
break stun. Opponent can be launched, but not thrown.
Any attack Chiaki hits the stunned opponent with will knock them down, even
if the attack doesn`t knockdown normally.
Chiaki can hit the stunned opponent with another Tenshin Tou Shou, but it
will only knock them down.
4 Knockdown attack. Can (otg) after.
5 Knockdown attack. Can (otg) after.
6 Knockdown attack. Can (otg) after.
Must be guarded high.
7 Must be guarded high.
8 --
9 --
-------------------------------------------------------------------------------
HAGANE ICHINOMIYA ( 5.04 )
-------------------------------------------------------------------------------
Instructor of the "Ichinomiya-ryuu" school of hand-to-hand fighting art from
a self-taught manner. Fifteen years ago, during an errant fight with Merkuar,
he bore a mortal wound after being defeated. (Taken as a wound to his chest.)
After that, his repeated asceticism began to freely manipulate his "spirit". He
participates for the sake of striking Merkuar with the results of his training
in this latest survival game.
< Basic Attack Techniques > --------------------------------------------------
Press P (5P) h
1P h LN,KD
2P l
3P l
4P h
6P h
[6]P m KD
7~9P m
Jump P m
Jump 6P m
Press K (5K) h
1_[2]K l OTG
2K l
3K l KD,OTG
4K h KD
6K h
[6]K m
7~9K h KD
Jump K m
Jump 6K m
< Combination Techniques > ---------------------------------------------------
P,P h,h Renda
P,K h,h PK Combination
6P,P h.m KD Ren Tsui
6P,K,P h,h,h KD Rensa
6P,6P h,h LN,KD Ren Mu
3P,P l,h KD Ren Byou
7~9K,K h,m KD Ren Tei
[6]K,P m,h KD Ren Fu
< Certain Kill Techniques > --------------------------------------------------
P + Ac (misses afar) (shoulder throw) 1
66 + P + K Kou 2
236 + P Kou Ki Hou 3
214 + K Kasumi 4
623 + P Zero 5
63214 + P Kai 6
In air, press P + K Kusabi 7
236236 + P SB^ Ichinomiya-ryuu Ougi - Kou Ki Hou: Agito 8
2141236 + P CB^ Ichinomiya-ryuu Hi Ougi - Kou Ki Hou: Kiwame 9
1 Unblockable. Knockdown attack. Can (otg) after. Throws opponent on opposite
side they were on prior.
2 --
3 --
4 Knockdown attack. Can (otg) after.
5 Knockdown attack. Can (otg) after.
6 Knockdown attack. Can (otg) after.
Sends opponent across screen.
Can be used as an (otg).
The entire time Hagane is posed in horse stance, the Kai will hit. This is
seen a little clearer if you hit an opponent with Hagane`s 1P launcher and
cancel into the Kai. The opponent will fall atop of Hagane and still be hit
while he is in attack stance.
7 Knockdown attack. Can (otg) after.
Must be guarded high.
8 --
9 Can be used as an (otg).
-------------------------------------------------------------------------------
KEI IWASE ( 5.05 )
-------------------------------------------------------------------------------
A spontaneous disciple of the Ichinomiya style who seldom is a student, but
holds an outstanding hand-to-hand fighting sense and innate talent. In the
grappling tournament called P.O.S. (Power Of Solid) which was carried out two
years ago, Kei fully realized the inexperience of the amount of his own
strength, and has been devoted to day and night training. To test out the
results of his training, and that his master`s desires are carried out, Kei
participates in the latest survival game. Chiaki who is the daughter of master
Hagane Ichinomiya is a childhood friend.
< Basic Attack Techniques > --------------------------------------------------
Press P (5P) h
1P h LN,KD
2P l
3P l OTG
4P h
6P h
[6]P m
7~9P m
Jump P m
Jump 6P m
Press K (5K) h
1_[2]K l OTG
2K l OTG
3K l KD,OTG
4K h KD
6K h
[6]K m
7~9K h KD
Jump K m
Jump 6K m
< Combination Techniques > ---------------------------------------------------
P,P h,h Renda
P,K h,h PK Combination
6P,P h,m KD Ren Tsui
6P,K,P h,h,h KD Rensa
6P,6P h,h LN,KD Ren Mu
3P,P l,h KD Ren Byou
7~9K,K h,m KD Ren Tei
[6]K,P m,h KD Ren Fu
< Certain Kill Techniques > --------------------------------------------------
P + Ac (misses afar) (shoulder throw) 1
66 + P + K Kou 2
236 + P Oboro 3
214 + K Kasumi 4
623 + P Zero 5
63214 + P Shin 6
In air, press P + K Kusabi 7
236236 + P SB^ Ichinomiya-ryuu Ougi - Zero: Kiwame 8
2141236 + P CB^ Ichinomiya-ryuu Hi Ougi - Homura 9
1 Unblockable. Knockdown attack. Can (otg) after. Throws opponent on opposite
side they were on prior.
2 --
3 Knockdown attack. Can (otg) after.
Sends opponent across screen.
4 Knockdown attack. Can (otg) after.
5 Knockdown attack.
6 Knockdown attack. Can (otg) after.
If Kai`s advancing elbow attack is blocked, he will not execute the follow-
up attacks.
7 Knockdown attack. Can (otg) after.
Must be guarded high.
8 Knockdown attack.
9 Can be used as an (otg).
-------------------------------------------------------------------------------
MAO CHILLING ( 5.06 )
-------------------------------------------------------------------------------
An android housekeeper-type who participates in the survival game. She comes
across Rickey who is participating in the same game, and since then both have
acted together. While continuing with Rickey and traveling, will feelings
probably sprout within the body of the machine? And what are those sad looking
eyes seeking from Rickey?
< Basic Attack Techniques > --------------------------------------------------
Press P (5P) h
1P l OTG
2P l
3P l,l KD,OTG
4P h
6P h,h KD
[6]P m KD,FS
7~9P m
Jump P m
Jump 6P m
Press K (5K) h
1K h LN,KD
2K l OTG
[2]K l OTG
3K l KD,OTG
4K h
6K h
[6]K m KD,FS
7~9K m KD
Jump K m
Jump 6K m
< Combination Techniques > ---------------------------------------------------
P,K h,h PK Combination
< Certain Kill Techniques > --------------------------------------------------
P + Ac (misses afar) (overhead bodyslam) 1
66 + P + K Step Thrust Kick 2
236 + P (air) Icefall 3
214 + P Frozen Fan 4
623 + P Vertical Fan 5
63214 + K (misses afar) Solid Heart 6
In air, press P + K Rolling Hammer 7
236236 + P SB^ Frozen Splash 8
463214 + K (misses afar) CB^ Solid Flower 9
1 Unblockable. Knockdown attack. Throws opponent on opposite side they were
on prior.
2 Knockdown attack. Can (otg) after (if opponent`s in corner).
3 Knockdown attack.
4 Knockdown attack. Can (otg) after.
5 Knockdown attack. Can (otg) after (if opponent`s in corner).
6 Unblockable. Knockdown attack. Can (otg) after. Throws opponent on opposite
side they were on prior.
Stuns opponent for two seconds; the throw will encase opponent in ice. They
will not be able to manually break stun. Opponent can be launched, but not
thrown.
Any attack Mao hits the stunned opponent with will knock them down, even if
the attack doesn`t knockdown normally.
7 Knockdown attack. Can (otg) after.
Must be guarded high.
8 Knockdown attack. Can (otg) after.
9 Unblockable.
Since Mao`s Critical Blow is a command throw, missing the grab will not
diminish her Gauge Levels.
-------------------------------------------------------------------------------
MARK STANFORD ( 5.07 )
-------------------------------------------------------------------------------
Noble son of the Stanford Zaibatsu which lines up with the Phillips Zaibatsu.
Cultivated with a special education of a genuine hand-to-hand fighting art, as
well as a self-taught arrangement added now into its model. He has no interest
in the prize, but has a weakness held for Marry, and ends up being threatened
against his will to participate in this latest survival game. It appears that
Marry and him have had an undesireable but inseperable relationship since
childhood.
< Basic Attack Techniques > --------------------------------------------------
Press P (5P) h
1P h LN,KD
2P l
3P l OTG
4P h
6P h
[6]P h KD,FS
7~9P m
Jump P m
Jump 6P m
Press K (5K) h
1K l OTG
2K l OTG
3K l KD,OTG
4K h,h
6K h
[6]K m KD
7~9K h KD,FS
Jump K m
Jump 6K m
< Combination Techniques > ---------------------------------------------------
P,K h,h PK Combination
P,P,P h,h,h ML,KD Knuckle Happy
6P,P,P,K h,h,h,m KD Wonderful Rush
< Certain Kill Techniques > --------------------------------------------------
P + Ac (misses afar) (handstand dropkick) 1
66 + P + K Oh My Honey 2
22 + K Saturday Night 3
236 + P Finger Snap 4
236 + K Elegant Step 5
623 + K Gale Edge 6
In air, press P + K Screw Emperor 7
463214 + P (misses afar) SB^ Dance With Me 8
463214 + K (missed afar) CB^ Dancing Hero 9
1 Unblockable. Knockdown attack. Can (otg) after (if opponent`s in corner).
2 Knockdown attack.
Sends opponent across screen.
3 Knockdown attack.
Must be guarded high.
The arc of Mark`s leap changes depending on where the opponent is. The
further away they are, the further Mark jumps. If both players are on
opposite sides of the stage, Mark will only reach about 3/4 the distance.
Mark attempts to attack toward the opponent`s legs as he descends. However,
sometimes he won`t quite reach (for some reason) and land just in front of
them.
If Mark hits with the attack, he rebounds off the opponent into the air. If
it`s guarded, he will land in front of the opponent.
4 --
5 Knockdown attack. Can (otg) after.
6 Knockdown attack.
If the attack misses or is guarded, Mark falls to the ground on his back,
leaving him vulnerable.
7 Must be guarded high.
Can hit a different amount of times depending on how large the opponent is.
8 Unblockable. Knockdown attack. Can (otg) after. Throws opponent on opposite
side they were on prior.
Since Mark`s Super Blow is a command throw, missing the grab will not
diminish his Gauge Level.
9 Unblockable.
Since Mark`s Critical Blow is a command throw, missing the grab will not
diminish his Gauge Levels.
-------------------------------------------------------------------------------
MARRY PHILLIPS ( 5.08 )
-------------------------------------------------------------------------------
The world leading financial group, the Phillips Family daughter who single-
handedly managed the Phillips Konzern. ("Konzern" is a German term for a group
of companies.) She was the sponsor of the hand-to-hand fighting tournament
called P.O.S. (Power Of Solid) which was held two years ago, but a curse would
take huge investments and received a hijacking by Merkuar. Since then, she has
hidden herself from the world while living her life everyday as a laborer in a
mining facility to temper her body. Now she participates for the sake of taking
back the Phillips Konzern in the latest survival game.
< Basic Attack Techniques > --------------------------------------------------
Press P (5P) h / h [#1]
1P h,h
2P l
3P h LN,KD
4P h
6P h
[6]P m
7~9P m
Jump P m
Jump 6P m
Press K (5K) h
1_[2]K l OTG
2K l OTG
3K l KD,OTG
4K h ML,KD,FS,[#2]
6K h
[6]K m
7~9K h ML,KD
Jump K m
Jump 6K m
1 Marry _seemingly_ has two different standing punches for her 5P. The normal
attack is her quick punch with her left hand. The alternate 5P is a step in
extended punch, which is the same as her second punch attack in her P,P,P,K
Combination Technique. I had believed I might have somehow accidentally hit
Punch twice in a row to get it. But out of some trial and error, Marry does
attack with it in a weird and random rotation. Even if you wait a while in
between attacks, she will sometimes do the extended punch. It`s as if it`s
a delayed continuation from a previous attack. A glitch maybe? The extended
punch also does slightly more damage than the normal version, maybe 1-2%
more depending on the character. As stated above, the extended punch is
from her P,P,P,K chain. If you get it, you can press P,K after and Marry
will finish off the chain as normal. Both versions of her 5P is high.
2 Marry recovers fast enough to catch an opponent during their knockback, but
will only be able to juggle them against the corner.
< Combination Techniques > ---------------------------------------------------
P,K h.h PK Combination
P,P,P,K h,h.h,h KD Flashing Knee Combo
6P,K h,h KD Step Knee Combo
6P,6K,4K h,h,h KD Surprise Somersault
4K,K,K l.h,h KD Tricky Knee Combo
[6]K,K,K m.m,m KD Half Moon Slash
[6]K,4K m.h KD Double Moon Combo
[6]K,2P,4K m.l,h KD Extra Double Moon Combo
< Certain Kill Techniques > --------------------------------------------------
P + Ac (misses afar) (flipping knee bash) 1
66 + P + K Dash Thrust 2
236 + K (x3) .. Luna Eclipse 3
.. 214 + K > Luna Fall 4
63214 + P .. Noble Shade 5
.. 6 + K > Noble Fall 6
.. 4 + K > Noble Turn 7
In air, press P + K Rolling Heel 8
In air, 236 + K (Kuuchuu) Luna Eclipse 9
In air, 214 + K (Kuuchuu) Luna Fall 10
236236 + K SB^ Luna Blade Slicer 11
2141236 + K CB^ Full Moon Raid 12
1 Unblockable. Knockdown attack.
2 Knockdown attack. Can (otg) after.
3 Knockdown attack. Can (otg) after.
Can follow with Luna Fall only after first Luna Eclipse attack.
Whether you are doing the three Luna Eclipses or Luna Fall, you can only
input the command at the apex of Marry`s flip.
4 Knockdown attack. Can (otg) after.
Must be guarded high.
Launches opponent, setting them up for a juggle.
The Luna Fall can relaunch an opponent, even if used after Marry`s 3P
attack.
5 Can follow with Noble Turn or Noble Fall. The commands can be input at
any time during Marry`s glide.
Marry doesn`t attack with the Noble Shade, it is only a forward glide.
Marry slides low enough to the ground to go underneath most projectiles.
6 Knockdown attack. Can (otg) after.
Must be guarded high.
7 Knockdown attack. Can (otg) after (if opponent`s in corner).
8 Knockdown attack. Can (otg) after.
Must be guarded high.
9 Knockdown attack. Can (otg) after.
Must be guarded high.
10 Knockdown attack. Can (otg) after (if opponent`s in corner).
Sends opponent across screen.
Must be guarded high.
11 Once the Luna Blade Slicer is released, Marry is able to move and attack
while the energy ring is flying. She can`t do another Luna Blade Slicer
until the first dissipates.
12 Must be guarded high.
-------------------------------------------------------------------------------
MERKUAR ( 5.09 )
-------------------------------------------------------------------------------
Head of the largest conglomerate in the world today, "Merkuar Conglomerate".
But on the opposite side of the face is an arms dealer who controls the defense
industry. Has admired the emperor of the Qing Dynasty period, and to have a
famous lifestyle of luxury regardless of expense. For several years he has not
shown his appearance in public, and had been rumored of gone missing, but has
appeared again in center stage as the sponsor of this latest survival game. Is
that really his true motive? And, what is his real purpose ..?
< Basic Attack Techniques > --------------------------------------------------
Press P (5P) h
1P l
2P h LN,KD
3P l KD,OTG
4P h LN,KD
6P m
[6]P h KD
7~9P m KD
Jump P m
Jump 6P m
Press K (5K) h
1_[2]K l OTG
2K l
3K l OTG
4K h LN,KD
6K h
[6]K m KD
7~9K m
Jump K m
Jump 6K m
< Certain Kill Techniques > --------------------------------------------------
P + Ac (misses afar) (one-arm overhead slam) 1
66 + P + K Gigaton Tackle 2
22 + P Revolve Sphere 3
236 + P Scratch Wheel 4
236 + K Beast Charge 5
63214 + P Giganto Arm 6
63214 + K (misses afar) Grandpre Shoot 7
In air, press P + K Megaton Palm 8
236236 + P SB^ Meteor Bomb 9
2141236 + P CB^ Gravity Bind 10
1 Unblockable. Knockdown attack. Throws opponent on opposite side they were
on prior.
2 Knockdown attack. Can (otg) after.
3 The main purpose of the Revolve Sphere seems to be to use it as part of a
juggle (since it keeps them in the air) or for wake-up games.
4 Knockdown attack. Can (otg) after.
Can negate projectiles.
The Scratch Wheel won`t hit until Merkuar starts to throw the ring. During
the spin of his arm to create it, it won`t do damage.
5 Knockdown attack. Can (otg) after (if opponent`s in corner).
Sends opponent across screen.
Can be used as an (otg).
6 Knockdown attack. Can (otg) after (if opponent`s in corner).
Sends opponent across screen.
7 Unblockable. Knockdown attack.
8 Knockdown attack. Can (otg) after.
Must be guarded high.
9 Knockdown attack. Can (otg) after.
Tracks the position of the opponent, even if they are on the ground.
10 --
** Merkuar has no Combination Techniques.
** Merkuar has a permanent Super Shield which activates whenever he attacks.
This includes basic attacks and specials. This more or less means that he
can`t be knocked out attack animation whenever he attacks. Not even Super
Blows will stun him>
-------------------------------------------------------------------------------
NEIL MCDANIEL ( 5.10 )
-------------------------------------------------------------------------------
A heavy drinker who calls himself a "karate practitioner." He usually thinks
about rebuilding his dojo, but with his naturally wasteful habits and being a
bad drunk, funds do not accumulate easily. The fighting spirit money he
obtained from the P.O.S. (Power Of Solid) held two years ago is now gone
without a trace. He participates in this latest survival game naturally with
his aim on the prize. Will the dream of dojo reconstruction this time be
actualization?
< Basic Attack Techniques > --------------------------------------------------
Press P (5P) h
1P h KD
2P l
3P l KD
4P h
6P h
[6]P m KD,FS
7~9P h LN,KD
Jump P m
Jump 6P m
Press K (5K) h
1_[2]K l OTG
2K l
3K l OTG
4K h
6K h KD
[6]K m KD
7~9K m KD,FS
Jump K m
Jump 6K m
< Combination Techniques > ---------------------------------------------------
P,K h,h PK Combination
< Certain Kill Techniques > --------------------------------------------------
P + Ac (misses afar) (triple face smash) 1
66 + P + K Dynamic Tackle 2
63214 + P Counter Smash 3
63214 + K (misses afar) Counter Launcher 4
[4] 2 seconds,6 + P Nuts Crack 5
[4] 2 seconds,6 + K Nuts Grind 6
[2] 2 seconds,8 + P Head Bash 7
In air, press P + K Heavy Sledgehammer 8
236236 + P SB^ Nuts Destroy 9
2141236 + P CB^ Violent Ogre 10
1 Unblockable. Knockdown attack. Can (otg) after (if opponent`s in corner).
Throws opponent on opposite side they were on prior.
2 Knockdown attack. Can (otg) after (if opponent`s in corner).
3 Knockdown attack. Can (otg) after (if opponent`s in corner).
Sends opponent across screen.
Neil winds up for two seconds before he punches, but the punch will do 33%
damage if it hits. If guarded, Neil still sends the opponent over halfway
across the screen.
4 Unblockable. Knockdown attack. Can (otg) after.
Launches opponent, setting them up for a juggle.
5 Knockdown attack. Can (otg) after.
6 Knockdown attack. Can (otg) after.
Must be guarded low.
Launches opponent, setting them up for a juggle.
Neil glides the full distance of his attack regardless on when he hits the
opponent. If close, Neil will end up behind the launched opponent, and will
recover fast enough to still juggle them.
7 Knockdown attack.
8 Knockdown attack. Can (otg) after.
Must be guarded high.
9 Knockdown attack.
Sends opponent across screen.
The Nuts Destroy can only be avoided by a High Jump.
Regardless on if the Nuts Destroy hits or is guarded, Neil rebounds off the
opponent across the screen. If it hits, each character will be knocked to
opposite ends of the stage. If guarded, Neil will end up landing on the
ground vulnerable to an (otg).
10 --
-------------------------------------------------------------------------------
REYMOND NORMAN ( 5.11 )
-------------------------------------------------------------------------------
A secret covert operative who is proud of his strength and being No.1 in a
certain country national military section. He infiltrated the Merkuar
Conglomerate headquarters on an absolute secret investigation, but the mission
failed due to him bearing a serious injury and was on the verge of death.
However, with the latest technology which the military is proud of he revives
as a "cyborg soldier," and faces the "battlefield" a second time for the sake
of accomplishing the mission.
< Basic Attack Techniques > --------------------------------------------------
Press P (5P) h
1_[2]P l
2P l KD,OTG
3P l KD,FS
4P h KD,FS
6P h
[6]P m KD,ST
7~9P m
Jump P m
Jump 6P m
Press K (5K) h
1_2K l OTG
3K l OTG
4K h
6K h
[6]K m KD,FS
7~9K m KD,OTG
Jump K m
Jump 6K m
< Combination Techniques > ---------------------------------------------------
P,K h.h PK Combination
[6]P,P m,h LN,KD Giant Bazooka
< Certain Kill Techniques > --------------------------------------------------
P + Ac (misses afar) (floor slide) 1
66 + P + K Head Sliding 2
22 + P Earth Breaker 3
236 + P (misses afar) Brain Buster 4
214 + P when opponent is Air Catch 5
near in the air
214 + P when opponent is Down Throw 6
lying on the ground
623 + P Round Knuckle 7
63214 + P (misses afar) Backbone Break 8
63214 + K (misses afar) Air Throw 9
In air, press P + K Flying Body Press 10
236236 + P SB^ Boosted Knuckle 11
463214 + K (misses afar) CB^ Typhoon Slam 12
1 Unblockable. Knockdown attack.
2 Knockdown attack.
Must be guarded low.
Can be used as an (otg).
3 Knockdown attack. Can (otg) after (if opponent`s in corner).
Sends opponent across screen.
Must be guarded low.
Can be used as an (otg).
The range of the Earth Breaker is the white impact circle it creates on the
ground.
4 Unblockable. Knockdown attack. Throws opponent on opposite side they were
on prior.
5 Unblockable. Knockdown attack. Can (otg) after.
The Air Catch can grab opponents that are jumping, or those that have been
thrown into the air by Reymond himself (ie - Air Throw, Giant Bazooka).
They have to be about Reymond`s head-level to be grabbed.
Command input for the Air Catch must be perfect. Keep in mind that he also
has a 63214 + P throw. If you put in the half-circle motion instead of a
quarter-circle, he will do a missed Backbone Break instead.
6 Unblockable. Knockdown attack. Can (otg) after.
Opposite of the Air Catch, the Down Throw grabs opponents who have been
knocked to the ground. The instruction book suggests that the Down Throw
can only be done when the opponent`s legs are facing Reymond. I have found
this to not be correct. For instance, if you hit an opponent with Reymond`s
3P in the corner, their head will be facing Reymond and he can still grab
them with the Down Throw.
Like the Air Catch, command input for the Down Throw must be perfect too
because of Reymond`s 63214 + P throw. If you put in the half-circle motion
instead of a quarter-circle, he will do a missed Backbone Break instead.
7 Knockdown attack.
8 Unblockable. Knockdown attack. Can (otg) after. Throws opponent on opposite
side they were on prior.
9 Unblockable. Knockdown attack. Can (otg) after.
Launches opponent, setting them up for a juggle.
10 Knockdown attack. Can (otg) after.
Must be guarded high.
11 Knockdown attack. Can (otg) after.
12 Unblockable.
Since Reymond`s Critical Blow is a command throw, missing the grab will not
diminish his Gauge Levels.
-------------------------------------------------------------------------------
RICKEY LEON ( 5.12 )
-------------------------------------------------------------------------------
A boy that lives with his grandmother in Hong Kong. He received influence
from his martial artist father Fei Leon, and continued to win with his self-
taught hand-to-hand fighting technique in a Hong Kong martial arts tournament
without belonging to a school. One day, a mysterious person named Merkuar
delivered a scarab brooch with an opportunity, that his battle contest was
about to begin .. Will his hidden "unknown power" probably awaken?
< Basic Attack Techniques > --------------------------------------------------
Press P (5P) h
1P h LN,KD
2P l
3P l KD,OTG
4P h
6P h
[6]P m KD
7~9P m
Jump P m
Jump 6P m
Press K (5K) h
1K h LN,KD,[#1]
2K l OTG
[2]K l OTG
3K l KD,OTG
4K h KD
6K h
[6]K m KD
7~9K m KD
Jump K m
Jump 6K m
1 Launches, but Rickey doesn`t recover fast enough to hit with anything
except an (otg).
< Combination Techniques > ---------------------------------------------------
P,K h.h PK Combination
P,P,P h,h.h KD,FS Machine Gun Pile
P,P,K h,h.m KD Machine Gun Blade
6P,6P h.m KD Lightning Hammer
6P,4P h,h KD Lightning Pile
6P,P,P,K h,h,h,h KD,FS Lightning Rush
6K,K h.h KD Double Spin Axle
6K,2K,K h.l.m KD Rumble Blade
< Certain Kill Techniques > --------------------------------------------------
P + Ac (misses afar) (lightning ball slam) 1
66 + P + K Sliding Kick 2
236 + P (x3) .. Continual Spark 3
.. 214 + P > Rising Spark 4
236 + K Lightning Charge 5
214 + P ([P] to charge) Lightning Volt 6
In air, press P + K Lighting Strike 7
236236 + P SB^ Lightning Wave 8
2141236 + K CB^ Judgement Thunderbolt 9
1 Unblockable. Knockdown attack. Throws opponent on opposite side they were
on prior.
2 Knockdown attack. Can (otg) after.
Must be guarded low.
Can be used as an (otg).
3 Knockdown attack after 3rd punch. Can (otg) after (if opponent`s in
corner).
Can follow with Rising Spark only after first Continual Spark attack.
Sends opponent across screen.
4 Knockdown attack. Can (otg) after.
Launches opponent, setting them up for a juggle.
The Rising Spark can relaunch an opponent, even if used after Rickey`s 1P
attack.
5 Knockdown attack.
6 Holding the Punch button will charge up the Lightning Volt, changing many
of its properties. Getting the full blast requires charging for 2 seconds,
in which after Rickey will fire the Lightning Volt automatically:
* The longer you hold the Punch button increases the distance the
Lightning Volt will travel. At full power, it reaches full screen.
* Will do about 10x more damage at full power than what it does normally.
* Becomes a knockdown attack, and Rickey can (otg) after if the opponent
is in the corner. The Lightning Volt must be charged at least 1 second
to become a knockdown attack.
* At full power, the Lightning Volt sends opponent across the screen.
7 Knockdown attack. Can (otg) after.
Must be guarded high.
8 Knockdown attack. Can (otg) after (if opponent`s in corner).
Can be used as an (otg).
Tracks the position of the opponent, even if they are lying on the ground.
9 --
-------------------------------------------------------------------------------
EX RICKEY ( 5.13 )
-------------------------------------------------------------------------------
EX Rickey is a secret character that is a powered-up version of Rickey Leon.
There are a few noticable differences between the two versions of Rickey that
I have listed below about the characters as a whole. Specific move or attack
mechanics are listed in the sections as normal:
* Normal Rickey (N-Rickey) and EX Rickey can be thought of as Ryuu and Gouki
from the "Street Fighter" series, respectively. EX Rickey does ~7-10% more
damage than N-Rickey with his basic attacks and throw. The damage varies
between their special attacks. However EX Rickey also takes ~40-50% more
damage than N-Rickey on each hit done to him. One Hagane combo I used to
test will do exactly 50% damage to N-Rickey, but 75% to EX Rickey.
* EX Rickey is _very_ slightly slower than N-Rickey in walking. You won`t
ever notice it unless you have the two walk forward against each other,
then you`ll see N-Rickey edge EX Rickey barely.
* EX Rickey`s 1K launches the opponent higher than N-Rickey`s version. So
much in fact EX Rickey can recover and juggle with it, unlike N-Rickey.
(EX Rickey can easily juggle with his Machine Gun Pile after 1K.)
* Juggling an opponent with EX Rickey`s Machine Gun Pile (P,P,P) causes the
opponent to fly across the stage and hit the far back corner when they are
hit with the final lightning punch, as opposed to N-Rickey that knocks
them back to roll against the ground. (This same lightning punch is also
in his Lightning Pile (6P,4P) but will not cause the same knockback.) This
allows EX-Rickey to combo in his Lightning Wave since they are knocked so
high into the air.
* EX Rickey`s Lightning Charge is a flying kick, as opposed to N-Rickey`s
cannonball-type air roll. EX Rickey`s version will only hit after he
reaches the apex of his arc, when he starts to kick his legs. (While he
kicks several times, the attack only hits once.) However EX Rickey`s
Lightning Charge has no startup, while N-Rickey`s charges a moment.
* EX-Rickey`s Lightning Volt is basically N-Rickey`s fully charged up
version, and has all of its properties. It can`t be charged up more.
* EX-Rickey`s Lightning Wave does less damage and doesn`t hit as many times
as N-Rickey`s version, but comes out slighty faster.
* EX Rickey advances first before attacking for his Judgement Thunderbolt.
< Basic Attack Techniques > --------------------------------------------------
Press P (5P) h
1P h LN,KD
2P l
3P l KD,OTG
4P h
6P h
[6]P m KD
7~9P m
Jump P m
Jump 6P m
Press K (5K) h
1K h LN,KD
2K l OTG
[2]K l OTG
3K l KD,OTG
4K h KD
6K h
[6]K m KD
7~9K m KD
Jump K m
Jump 6K m
< Combination Techniques > ---------------------------------------------------
P,K h.h PK Combination
P,P,P h,h.h KD,FS Machine Gun Pile
P,P,K h,h.m KD Machine Gun Blade
6P,6P h.m KD Lightning Hammer
6P,4P h,h KD Lightning Pile
6P,P,P,K h,h,h,h KD,FS Lightning Rush
6K,K h.h KD Double Spin Axle
6K,2K,K h.l.m KD Rumble Blade
< Certain Kill Techniques > --------------------------------------------------
P + Ac (misses afar) (lightning ball slam) 1
66 + P + K Sliding Kick 2
236 + P (x3) .. Continual Spark 3
.. 214 + P > Rising Spark 4
236 + K Lightning Charge 5
214 + P Lightning Volt 6
In air, press P + K Lighting Strike 7
236236 + P SB^ Lightning Wave 8
2141236 + K CB^ Judgement Thunderbolt 9
1 Unblockable. Knockdown attack. Throws opponent on opposite side they were
on prior.
2 Knockdown attack. Can (otg) after.
Must be guarded low.
Can be used as an (otg).
3 Knockdown attack after 3rd punch. Can (otg) after (if opponent`s in
corner).
Can follow with Rising Spark only after first Continual Spark attack.
Sends opponent across screen.
4 Knockdown attack. Can (otg) after.
Launches opponent, setting them up for a juggle.
The Rising Spark can relaunch an opponent, even if used after Rickey`s 1P
attack.
5 Knockdown attack. Can (otg) after (if opponent`s in corner).
6 Knockdown attack.
Sends opponent across screen.
7 Knockdown attack. Can (otg) after.
Must be guarded high.
8 Knockdown attack.
Tracks the position of the opponent, even if they are lying on the ground.
9 --
-------------------------------------------------------------------------------
SIEGUEI ( 5.14 )
-------------------------------------------------------------------------------
An android which was build with motif of a Japanese spy "NINJA". Merkuar`s
personal bodyguard as well as emissary, subversive activities, and
assassination are its main activity contents. Characterized by attacks which
make use of kunai (throwing knives) and a wire, and quick movements with its
arms. It has no display of emotion, and talks very little.
< Basic Attack Techniques > --------------------------------------------------
Press P (5P) h
1P h LN,KD
2P l OTG
3P l
4P h,h,h
6P h
[6]P m
7~9P m
Jump P m
Jump 6P m
Press K (5K) h
1_[2]K l OTG
2K l OTG
3K l OTG
4K h
6K h
[6]K h KD,FS
7~9K m KD
Jump K m
Jump 6K m
< Combination Techniques > ---------------------------------------------------
P,P h.h Nagi Otoshi
P,K h,h PK Combination
6P,P,P,K h,h,h,h Tsukikuzushi
6K,K,K,K,K h,h,h,h,h Zan Rin
< Certain Kill Techniques > --------------------------------------------------
P + Ac (misses afar) (backflip suplex) 1
66 + P + K Kaze Saki 2
22 + P Kaze Bashiri 3
236 + P .. Kugutsu 4
.. 6 + P > Kugutsu Tsuriage 5
.. 4 + P > Kugutsu Sune Gari 6
236 + K Kage Nui 7
In air, press P + K Asuka Giri 8
463214 + P (misses afar) SB^ Saka Fuusha 9
2141236 + P CB^ Kugutsu Tenbu 10
1 Unblockable. Knockdown attack. Can (otg) after. Throws opponent on opposite
side they were on prior.
2 Knockdown attack. Can (otg) after.
3 A teleport move. Sieguei sinks into the ground and advances forward about
1/3 the full stage distance. He will only advance forward, and can`t be
controlled when he appears again. Sieguei is invincible when he emerges,
and can guard and attack the moment he is back in stance. If he is close
enough to the opponent, he will teleport to the opposite side of them.
4 Can follow with Kugutsu Tsuriage or Kugutsu Sune Gari.
Stuns opponent for two seconds; the hit will catch the opponent`s leg. They
will not be able to manually break stun.
The catch from the wire does no damage.
Even though Sieguei throws the wire along the ground, the attack is high.
This is a somewhat odd mechanic: The wire can sometimes hit an opponent for
an (otg), but will not stun or catch them. However if Sieguei hits the
opponent first with another (otg) attack, like his 2K, then 2-in-1 into the
Kugutsu, it will catch but will not stun. The opponent will stand up off
the ground like normal and then the wire breaks. Until that point since the
wire is technically attached to them, you can input one of the follow-up
attacks to add.
5 Knockdown attack. Throws opponent on opposite side they were on prior.
6 Knockdown attack. Can (otg) after (if opponent`s in corner).
Sends opponent across screen.
7 Must be guarded low.
Can be used as an (otg), but will not stun the opponent.
Tracks the position of the opponent.
Stuns opponent for two seconds; the hit will catch the opponent`s foot.
They will not be able to manually break stun. Opponent can be launched, but
not thrown. If the kunai hits a crouching opponent, they will not be
stunned.
8 Knockdown attack. Can (otg) after.
Must be guarded high.
9 Unblockable. Knockdown attack. Can (otg) after. Throws opponent on opposite
side they were on prior.
Since Sieguei`s Super Blow is a command throw, missing the grab will not
diminish its Gauge Levels.
10 --
//////////////////
// CRITICAL 6 // MISCELLANEOUS INFO
///////////////////////////////////////////////////////////////////////////////
-------------------------------------------------------------------------------
SPECIAL THANKS ( 6.01 )
-------------------------------------------------------------------------------
- Banpresto ( banpresto.co.jp/ )
The popular plushie and model creators have dipped their hands into making
video games a couple of times before. I enjoyed the Tekken-ish feel to the
game, and its smooth juggle and combo engine was very fun. Overall, not bad.
- Jeff "CJayC" Veasey + GameFAQs ( gamefaqs.com/ )
The man and his FAQ-emporium lives on as the best site out there for all-
game information.
(GameFAQs : http://www.gamefaqs.com/features/recognition/300.html)
- Anime Palace ( animepalace.com )
Managed to pick this up from their booth at Anime Central for only 25$.
-------------------------------------------------------------------------------
SECRETS / CODES ( 6.02 )
-------------------------------------------------------------------------------
- Unlock EX Rickey
Beat the game in Tournament Mode on Hard difficulty. EX Rickey will be off
the edge of the screen to the left of Berserker. (If you have a Card
character, EX Rickey will instead be to the left of that.)
- Unlock Hagane Ichinomiya
Beat the game in Theater Mode with any character. Hagane will be off the
edge of the screen to the right of Bobby Loggins.
- Unlock Merkuar
Beat the game in Tournament Mode on Normal difficulty. Merkuar will be off
the edge of the screen two places to the left of Berserker.
- Unlock Sieguei
Beat the game in Tournament Mode on Easy difficulty. Sieguei will be off the
edge of the screen two places to the right Bobby Loggins.
- Game Shark Codes
Unlock All Secret Characters 80068C54 FFFF
Infinite Life (P1) 8011A0C8 008C
Infinite Life (P2) 8011B420 008C
1 Hit Kill (P1) 8011A0C8 0000
1 Hit Kill (P2) 8011B420 0000
Infinite Super Blow (P1) 3010FBC0 0004
Infinite Super Blow (P2) 3010FBC1 0004
No Super/Critical Blow (P1) 3010FBC0 0000
No Super/Critical Blow (P2) 3010FBC1 0000
-------------------------------------------------------------------------------
TRANSLATIONS ( 6.03 )
-------------------------------------------------------------------------------
- [ CHIAKI ICHINOMIYA ]
Banzai Double Punch: Hagane Banzai Double Punch: Hagane Unofficial
Mikounin ("banzai" is an exclamation for "cheers!"
or "long life!")
Ichinomiya-ryuu Hi Ougi - Kou Ki Ichinomiya Style Secret Special Technique -
Hou: Zetsu Howling Spirit Cannon: Sever
Ichinomiya-ryuu Ougi - Kou Ki Ichinomiya Style Special Technique -
Hou: Tsurane Howling Spirit Cannon: Party
Kuuten Hou Racing Demolish
Ren Bu Connected Dance
Ren Ka: Chi Connected Whirlpool: Earth
Ren Ka: Ten Connected Whirlpool: Heaven
Ren Kou Connected Bite
Ren Yoku Connected Wing
Renda: Chi Barrage: Earth
Renda: Ten Barrage: Heaven
Renkan Fuu Dan Kyaku Linking Wind Cutting Leg
Renkan Ten Retsu Kyaku Linking Heaven Violent Leg
Sou Spear
Tenshin Tou Shou Turnover Falling Palm
- [ HAGANE ICHINOMIYA ]
Ichinomiya-ryuu Hi Ougi - Kou Ki Ichinomiya Style Secret Special Technique -
Hou: Kiwame Howling Spirit Cannon: End
Ichinomiya-ryuu Ougi - Kou Ki Ichinomiya Style Special Technique -
Hou: Agito Howling Spirit Cannon: Jaw
Kai Commandment
Kasumi Mist
Kou Shell
Kou Ki Hou Howling Spirit Cannon
Kusabi Arrowhead
Oboro Gloom
Renda Barrage
Rensa Chain
Ren Byou Connected Rivet
Ren Fu Connected Axe
Ren Mu Connected Halbred
Ren Tei Connected Lever
Ren Tsui Connected Hammer
Zero Zero
- [ KEI IWASE ]
Ichinomiya-ryuu Hi Ougi - Homura Ichinomiya Style Secret Special Technique -
Blaze
Ichinomiya-ryuu Ougi - Zero: Ichinomiya Style Special Technique - Zero:
Kiwame End
Kasumi Mist
Kou Shell
Kusabi Arrowhead
Oboro Gloom
Ren Byou Connected Rivet
Ren Fu Connected Axe
Ren Mu Connected Halbred
Ren Tei Connected Lever
Ren Tsui Connected Hammer
Renda Barrage
Rensa Chain
Shin Quake
Zero Zero
- [ SIEGUEI ]
Asuka Giri Flying Bird Cut
Kage Bashiri Shadow Running
Kage Nui Shadow Sewing
Kaze Saki Wind Cutting
Kugutsu Puppet
Kugutsu Sune Gari Puppet Shin Reaping
Kugutsu Tenbu Puppet Heavenly Dance
Kugutsu Tsuriage Puppet Raising
Nagi Otoshi Mow Down Drop
Saka Fuusha Reverse Windmill
Tsukikuzushi Crushing
Zan Rin Kill Wheel
-------------------------------------------------------------------------------
REVISION HISTORY ( 6.04 )
-------------------------------------------------------------------------------
v. 1.oo / o4 - 22 - 2011
- Once again I am going through the gauntlet of a lot of my old FAQs to redo
them into a much more professional format. Critical Blow is a game I had
some fun with and threw a FAQ together fast when I was a newbie at this type
of thing. I`ve far since gotten better at writing FAQs, so now I`m coming
back to relaunch this properly. Trust me, the old FAQ was _horrible_. No one
will read this FAQ though, because I highly doubt people even know this is
even a game. Still it makes me feel better that I did this anyway after
almost 13 years. I`m weird that way. FAQ is missing some information that
I`ll add in the next version.
v. o.oo / o6 - 23 - 1998
- FAQ initial launch.
-------------------------------------------------------------------------------
FINAL WORD ( 6.05 )
-------------------------------------------------------------------------------
Oss`!
I`ve made a lot random purchases for games over the years without doing any
type of research on them. Some have been very bad, but others have surprised
me in how great they were and just managed to fall underneath the radar.
Sadly, Critical Blow is not one of those games, but it is entertaining. I got
most of my fun out of performing crazy juggles, and the Card system was a nice
touch even though I wasn`t able to read a lot of the kanji back when I first
picked it up. Now that I`m replaying it again, it is still entertaining to do
75% corner juggles with ease.
Have something to say about the game or this FAQ you want me or others to
know? Find any of the above information wrong or misleading? Or maybe you
have info or extras to add onto what`s posted. Whatever the case is, feel
free to send it! Anything that is posted within the FAQ, you not only get
full credit. Oh no no! You also receive unauthorized bragging rights that
give you the Almighty-given gift of annoying the hell out of people with.
.. By the way, thanks for reading!
Sayounara, adios, ciao, xie xie, au revoir, and all that other crap. ^_^
- `shouji´ <oodzume@hotmail.com>
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| `I`m really creative. Sometimes I wear an eyepatch because I`m so |
| creative.´ - Space Ghost, to Tyra Banks; `Space Ghost: Coast 2 Coast´ |
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