ETERNAL CHAMPIONS FAQ version 0.2 by Adam Rixey GENERAL INFORMATION =================== This FAQ is meant to be an all-in-one guide to the Sega Genesis game Eternal Champions. Although rather sparse at the moment, I hope to add much more text in the future - more information about the special moves, information about the Overkills, all of the characters' endings, strategy guides, etc. Don't send me information just yet - I still have a lot more to type in and I don't need to be inundated with mail right away. I'll probably ask for help sometime in the near future. REVISION HISTORY ================ 1/18/94 - version 0.1: Began writing this. 1/22/94 - version 0.2: Released to the public (netnews.rec.games.sega) THE STORY ========= Welcome to my chamber. I am the Eternal Champion, keeper of this vast fighting complex. It exists in a place and time corrupted by centuries of misuse and destruction. My purpose in this grand scheme is to maintain the balance between good and evil, light and darkness, hope and despair. Now this balance has been lost and the very fabric that holds the world together will be torn apart. Your future, my present, has been destroyed by a cruel and unjust twist of fate. Nine individuals from various periods in time were killed before their lives could affect this dark existence. I have observed each of their short lives and have been powerless to stop the chaos. I have spent the centuries harnessing my power for this very moment. I am the pur and untouched energy of all the great martial arts masters that have lived before me. Their skill, wisdom, knowledge and inner-strength are at my command. Even with the force of their collective powers, I can only reward one of the nine individuals with the gift of life. Any of them can have an equally profound effect on the future. For this reason, the contest must take place. At the end of this contest, only one will remain. The victor will be returned to life a few seconds before his death, allowing him to avoid the past with the knowledge to change the future. Only one may live so that balance may again be achieved. Let the contest begin. . . MOVES LISTS =========== I haven't yet had a chance to sit down and figure out how much Inner Strength the special moves use (and I know that Dave Woodall is doing something similar), but that information will be in a later version of this FAQ. Another note about Inner Strength - you can have more than it shows on the screen. I think that it updates relatively smoothly - if you're Trident and you see your second quarter-circle appear, if you wait half of the amount of time it would take for the next quarter-circle to appear, you can safely do a fireball or ground-slide (normally you need three-quarters of a circle to do the move). Please not that all moves relating to range are my opinion and my opinion only. Since this list was not all compiled at once, there may be some variations in range between characters. Certainly, Jetta's long range is likely to be different from, say, Xavier's long range. I've also only put ranges where they're really applicable. On moves such as RAX's mid-air spin or Jetta's thing where she pulls her arms down, there really isn't any range - it'll only hit if the opponent touches you. I'm also not too up on my combat terminology - punches are punches and I can't always describe all the moves easily (Blade's ducking C kick, for instance). If you know technical names for moves, send them to me. The following notation is used throughout the move guide: X = Straight Punch Y = Lunge Punch Z = Swing Punch A = Snap Kick B = Thrust Kick C = Wheel Kick CB = Charge Back (away from opponent) CD = Charge Down F = Forward (xxs) = hold for xx seconds x-y = do x then y x+y = do x and y at the same time Throwing information: When in close range, for all characters except Slash, if you press forward and Y or Z you will throw your opponent forwards. If you press backwards and Y or Z you will throw your opponent backwards. BLADE ----- Standing: X = Forward punch, long range Y = Backhand, mid range Z = Overhead hammer then two punches, very long range A = Forward kick, long range B = Slide forward then forward kick, long range C = High roundhouse, long range Ducking: X = Elbow, very short range Y = Two-handed punch, long range Z = Forward punch, long range A = Forward kick, mid range B = Low kick then forward kick, mid range C = Hand-planted high kick, long range (knocks opponent over) Standing, close range: X = Double overhead hammer Y = Backhand to face / throw Z = Double face punch / throw A = Knee to stomach B = Knee to stomach C = Stomach kick Jumping vertically: X = Forward punch, long range Y = Forward punch, long range Z = Forward punch, long range A = Forward kick, very long range B = Forward kick, long range C = High roundhouse kick, long range Jumping diagonally: X, Y, A, B = Same as vertical jump Z = Forward punch, mid range C = Lightning bolt kick (always propels you forward) Special moves: CB(.5s)-F+Z = Stun Beam X+Y+Z = Personal Shield CB(.5s)-F+X+Y = Tracking Blade CB(.5s)-F+Y+Z = Straight Blade A+B = Projectile Containment Field A+B+C = Wild Fury Attack A+C = Backfire CB(.5s)-F+C = Power Drain X+Z = Insult JETTA ----- Standing: X = Forward punch, short range Y = Forward punch, mid range Z = Forward punch, long range A = Forward kick, long range B = Low kick, mid range C = Cartwheel forward (about 1/4 screen length) Ducking: X = Backwards flip, long range and also high (about 1/4 screen length) Y = Swing arms down from over head (move name?) Z = Uppercut, short range A = Flip back, then propel self forwards (about 3/4 screen length) B = Same as standing B kick C = Roundhouse low kick, short range Standing, close range: X = Face slap Y = One-two punch / throw Z = Face punch / throw A = Shin kick B = Multiple kicks (up to four hits) C = Head kick (up to two hits) Jumping vertically: X = Forward punch, short range Y = Forward punch, mid range Z = Spin around A = Roundhouse low kick, long range B = Roll into ball C = Forward kick, mid range Jumping diagonally: X = Swing arms down from over head Y = Same as vertical jump Z = Dive forward (always propels self forwards, can add extra height) A = Low kick, mid range B = Forward kick, long range C = Low kick, mid range Special moves: CB(.5s)-F+Z = Flying Choke Hold X+Y+Z(1s) = Phase A+C(.5s) = Resonate (while Phased) CD(1s)-U+A = Ricochet left CD(1s)-U+C = Ricochet right CB(.5s)-F+X = Bladerang (1 hit) CB(.5s)-F+Y = Bladerang (2 hit) CD(1s)-U+Y = Ceiling Grab C = Death Dive (after Ceiling Grab) A+B = Spin left B+C = Spin right X+Z = Insult LARCEN ------ Standing: X = High punch, mid range Y = High punch, mid range Z = Forward punch, long range A = Knee forward (about 1/4 screen length) B = Forward kick, long range C = High roundhouse kick, mid range Ducking: X = Forward punch, mid range Y = Forward punch, mid range Z = High punch, close range A = Low grappling hook, very long range (knocks opponent over) B = Low kick, mid range C = Low roundhouse & slide forward Standing, close range: X = Face slap Y = Face punch / throw Z = Face punch (can hit twice) / throw A = Foot stomp B = Head kick C = Leg sweep (knocks opponent over) Jumping vertically: X = Forward punch, long range Y = Low punch, close range Z = High punch, close range A = Knee thrust, close range B = High kick, close range C = Roundhouse high kick, long range Jumping diagonally: X, Y, A = Same as vertical jump Z = Rising punch, range from close to mid to close B = Forward kick, long range C = Low kick, long range Special moves: U+A = Backwards flip (doesn't use inner strength) CD(1s)-U+C = Ceiling Crawl D+Y or D+Z = Ceiling Drop (after Ceiling Crawl) A+C = Air Sweep CB(.5s)-F+Z = Long Distance Sweep A+B+C(1.5s) = Power Sweep CB+X = Reflect Back Projectile CB(.5s)-F+Y = Sai Throw X+Y+Z = Swinging Hammer Fist X+Z = Insult MIDKNIGHT --------- Standing: X = Forward punch & slide forward slightly, mid range Y = Forward punch, long range Z = Forward punch followed by high claw, can hit twice A = Forward kick, long range B = Spin forward followed by high and mid kick, can hit twice C = High kick, mid range Ducking: X = Forward then high punch, close range, can hit twice Y = Uppercut & slide forward slightly, close range Z = Uppercut & slide forward (twice as far as Y), mid range A = Forward kick, mid range B = Lie on back and kick legs, mid range (knocks opponent over) C = Whirlwind spin forward (about 1/3 screen length) Standing, close range: X = Multiple punches, can hit twice (three times?) Y = Multiple punches, can hit three times / throw Z = Multiple punches, can hit three times / throw A = Head kick B = Head kick C = Head kick Jumping vertically: X = Forward punch, close range Y = Uppercut Z = Forward punch, close range A = High kick, close range B = High kick, mid range C = Roundhouse kick followed by forward kick, mid range Jumping diagonally: X = High punch, close range Y = Wave hands around, very close range Z = Low punch, very close range A = Forward kick, mid range B = High kick, mid range C = Forward kick, mid range (can achieve extra height) Special moves: F+X+Y+Z = Life Drain (throwing range) CD(.5s)-U+C = Ceiling Ram X+Y+Z = Bedazzle A+B+C = Dispel A+C = Mist Attack CB(.5s)-F+Z = Flying Wall Smash F+A+B+C = Overhead Stomach Punch (throwing range) X+Z = Insult - AkR - ar2w@andrew.cmu.edu RAX --- Standing: X = Forward punch, close range Y = Forward/low punch, long range Z = Forward punch, mid range A = High kick B = Forward kick C = High kick Ducking: X = Forward punch Y = Uppercut Z = Rocket punch (about 3/4 of screen) A = Low kick B = Shin kick (slides forward slightly) C = Rocket low kick (about 1/2 of screen) Standing, close range: X = Elbow to face Y = Elbow to face / throw Z = Neck punch / throw A = Knee to groin B = Knee to stomach C = Repeatedly kick face Jumping vertically: X = Forward punch, mid range Y = Uppercut Z = Spin around A = Forward kick, long range B = Spin kick, long range C = Ignites foot rockets Jumping diagonally: X, Z = Same as vertical jump Y = Uppercut with thrusters on, can achieve extra height A = Knees first B = Low kick, mid range C = Thrusters on, feet first (always propels you forward) Special moves: A+B = Lock and Load CD(.5s)-U+B = Air Jets X+Y+Z = Cyber Punch A+B+C = Cyber Kick CB(.5s)-F+C = Jet Knee Smash A+C = Overload CB(.5s)-F+A = Turbine X+Z = Insult SHADOW ------ Standing: X = Single punch, close range Y = Single punch, slightly longer range than X Z = Single punch, same range as Y A = Forward kick B = Forward kick, same range as A C = Spin kick, slightly less range than A or B Ducking: X = Single punch, close range Y = Single punch, very slightly longer range than X Z = Roll forward then punch A = Kick forward, close range B = Spin in place, close range (might hit behind you as well) C = Roll forward then kick Standing, close range: X = Elbow Y = Chest punch / throw Z = Neck punch / throw A = Shin kick B = Head kick C = Roundhouse head kick Jumping vertically: X = Forward punch Y = High punch Z = Low punch A = High kick (can hit low or mid as it moves up) B = Forward kick C = Spinning kick Jumping diagonally: X, Y, Z, B, C = Same as vertical jump A = Roll into ball, can achieve extra height Special moves: A+B+C(3s) = Shadow Mode CB(.5s)-F+A = Twirling Fan Attack CB(.5s)-F+B = Double Twirling Fan Attack CB(.5s)-F+C = Triple Twirling Fan Attack CD(.5s)-U+B = High Jump Angle Kick X+Y+Z = Smoke Screen A+B = Warp Left Corner \ B+C = Warp Right Corner \ After doing Smoke Screen X+Y = Warp Left Ceiling Corner / Y+Z = Warp Right Ceiling Corner / CB(.5s)-F+X = Slow Shuriken CB(.5s)-F+Y = Fast Shuriken CB(.5s)-U+F+X = Slow Knife CB(.5s)-U+F+Y = Fast Knife CB(.5s)-D+F+X = Slow Smoke Bomb CB(.5s)-D+F+Y = Fast Smoke Bomb CB(.5s)-F+Z = Flying Mine Uzume-Bi A+B = Short Flying Step Tobi Ashi B+C = Medium Flying Step Tobi Ashi A+C = Super Flying Step Tobi Ashi X+Z = Insult SLASH ----- Standing: X = Upwards club swing, mid range Y = Downwards club swing, mid range Z = Forwards club swing, very long range A = Low kick, long range B = High/low kick, mid range (can hit twice) C = Flip forwards (about 1/4 screen distance) Ducking: X = Forward claw, short range Y = Forward club thrust, long range Z = Club spin, long range (can hit twice, 2nd swing knocks opponent down) A = Low kick, short range B = Forward kick, mid range C = Same as ducking Z Standing, close range: X = Neck punch Y = Neck punch / beat on head if pressing forward & have Inner Strength Z = Face punch / toss up into air if pressing forward, any button to swing bat (do it when opponent at head level) A = Stomach kick B = Shin kick C = Groin kick Jumping vertically: X = Upwards club swing, close range Y = Downwards club swing, mid range Z = Forwards club swing, long range A = Knee forward, close range B = Low kick, mid range C = Low kick, mid range Jumping diagonally: X = Forward claw, short range Y = Forward club thrust, short range Z = Overhead club swing, mid range (always propels you forward) A = Forward club thrust, short range B = Forward club thrust, short range C = Same as vertical jump Special moves: X+Y+Z = Massive Club Swing A+C = Double-Footed Swing Kick CB(.5s)-F+Z = De-Claw Y+Z = Power Thud Club Swing F+Y = Spinal Crush CB(.5s)-F+C = Running Head Butt X+Y = Bat Back Projectile X+Z = Insult TRIDENT ------- Standing: X = Forward stab, mid range Y = Forward stab, long range Z = Trident slash in large arc, mid range A = Flip kick, mid range B = High kick, mid range C = High kick followed by high sliding kick (about 1/3 screen length) Ducking: X = Forward punch, close range Y = Forward stab, mid range Z = Roll backwards (about 1/3 screen length) A = Forward kick, mid range B = Same as standing A C = Low kick, mid range (knocks opponent over) Standing, close range: X = Face punch Y = Neck punch / throw Z = Uppercut / throw A = Stomach kick B = Head kick C = Two head kicks Jumping vertically: X = Upward slash, close range Y = Downward slash, mid/close range Z = Trident uppercut A = High then low kick, mid range B = Knee/trident forward, close range C = Forward kick, mid range Jumping diagonally: X = Forward punch, close range Y = Same as vertical jump X Z = Same as vertical jump Y A = Low kick, close range B = Low kick, very close range C = Forward kick, long range Special moves: X+Y = Depth Charge Field Y+Z = Bio-Drain Field A+B = Bio-Stun Field B+C = Repulser Field X+Y+Z = Spinning Trident CB(.5s)-F+Y = Sliding Spinning Trident CB(.5s)-F+Z = Plasma Bolt A+B+C = Liquid Mode X+Z = Insult XAVIER ------ Standing: X = Forward cane thrust, mid range Y = Overhead cane smack, mid range Z = Forward cane twirl, godlike range (about 1/2 screen length) A = Low kick, close range B = Forward kick, close/mid range C = High kick, mid range Ducking: X = Forward then high cane jab, mid range Y = Slide forward slightly & spin around, mid range Z = Low cane jab then slide forward & forward jab (about 1/4 screen length) A = Low kick, close range B = Cane propels you forward, low kick (about 1/4 screen length, knocks opponent over) C = Roundhouse low kick, close range (knocks opponent over) Standing, close range: X = Cane slashes, can hit three times Y = Chest jab with cane / throw Z = Face jab with cane / throw A = Face smack with cane followed by knee to stomach B = Head kick followed by cane smack, can hit two (three?) times C = Two-footed kick to stomach Jumping vertically: X = Low cane jab, close range Y = Forward cane jab, mid range Z = Overhead cane twirl A = Two-footed forward kick, mid range B = High kick, close range C = High kick followed by low kick, close range Jumping diagonally: X, Y, A, B, C = Same as vertical jump Z = Forward cane twirl, close range Special moves: CB(.5s)-F+Z = Dragon Trap CB(.5s)-F+X = Snap Back X+Y+Z = Identity Change CB(.5s)-F+Y = Midas Touch A+B+C = Attack & Smack X+Y = Swap Spell A+C = Confusion Spell X+Z = Insult RUMOURS/HIDDEN THINGS ===================== Yes, I know about the Overkills. Yes, I know how to do all the Overkills. Until I can do all of them consistently though, I'm not putting them in (there's about two that I can't get reliably). During one game session (i.e. - while the cartridge was on), everytime Slash would bat back a projectile, he would gain back about 5 pixels of health. This happened both in the Battle Room and in two-player fight mode, and for any kind of projectile. Slash was player one. We've been completely unable to replicate this effect, though, and don't know if it was just a feature or if there's a way to make it happen consistently. THE ETERNAL CHAMPION ==================== Losing message: Your performance has disappointed. You are not worthy to live beyond the life that fate dealt you. I have no choice except to return you to your death. This outcome was not as I had planned. I doubt I have the energy to bring the others back for another contest. The world is lift with little chance. I must return to my meditation chamber and see if there is a way to avert the certain disaster that awaits the future. You have failed and because of this the future is in doubt. My time is over. . . And so is yours. . . - AkR - ar2w@andrew.cmu.edu