=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Alien Challenge FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 2.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 3. Characters 3.1 Nic-San 3.2 Jean Paul 3.3 Stevareno 3.4 Drew 3.5 Dougster 3.6 Fang 3.7 Burnie 3.8 Melanie ````````````````````````` 3.9 Claus 4. Conclusion 4.1 What's Missing/Needed 4.2 Credits =============================================================================== 1. Legend =============================================================================== ub u uf f - Forward LP - Light Punch P - Any Punch \ | / b - Back MP - Medium Punch K - Any Kick b-- --f u - Up HP - Heavy Punch + - And / | \ d - Down LK - Light Kick / - Or db d df MK - Medium Kick , - Then HK - Heavy Kick qcf - quarter circle forward (d, df, f) qcb - quarter circle back (d, db, b) hcf - half circle forward (b, db, d, df, f) hcb - half circle back (f, df, d, db, b) =============================================================================== 2. System =============================================================================== Block High b Block Low db does not block overheads Dash Forward f, f can attack out of dash Halt b/d Backdash b, b can attack out of dash Halt f/d Forward Crawl hold df Throw f + MP/HP/MK/HK close check character's movelist for exact motion Air Clash automatically occurs if both fighters will jump close to opponent in away from each other air but neither will take any damage Red Dodge LP+MP invulnerable to all attacks for a second Dizzy Recovery shake joystick and tap P and K rapidly when dizzied POW Powerup strike the falling will restore some of powerup as it descends your lifebar if powerup is successfully collected; powerup will drop once per round as soon as one character's lifebar reaches 50 % Desperation refer to character's can perform when you movelist have 1/4th of your lifebar left and it begins to flash =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Nic-San * ******************************************************************************* Colors ------ 1 Player - Gray top and Pearl pants 2 Player - Green top and Gray pants Throw ------ Rain Dance f + MK/HK close opponent ends up in front of Nic-San Basic Move ---------- N/A Command Moves ------------- Forward Crawl hold df Red Dodge LP+MP invulnerable to all attacks for a second; cannot activate if opponent is in an active crouch or forward crawl Special Moves ------------- Umbrella Shot qcf + P LP=slow, MP=medium, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Hair Whip b, f + P / Charge b, LP=far, MP=very far, f + P HP=farthest Spirit Palms f, b, f + P LP=far, MP=very far, HP=farthest Blast Elbow f, b, f + P in air LP=steepest angle, MP=medium dive, HP=furthest angled dive; overhead Rising Spike qcb + K LK=short, MK=medium, HK=far; overhead Fan Sweep b, db, d + K LK=short, MK=medium, HK=far Spirit Kicks f, b, f + K in air LK=short, MK=medium, HK=far; overhead; move must connect (not blocked) to perform the entire maneuver Desperations ------------ Umbrella Storm qcb, qcf + P an umbrella will collide with other projectiles as both will be "destroyed" in the process, however the other umbrellas will sneak past and hit the opponent Dragon Rave f, b, hcb + P charge must connect (not blocked) to perform the entire maneuver ******************************************************************************* * 3.2 Jean Paul * ******************************************************************************* Colors ------ 1 Player - Violet Blue costume w/ Red belt 2 Player - Red costume w/ Violet Blue belt Throw ------ Tornado Drop f + MP/HP close opponent ends up in front of Jean Paul Basic Move ---------- N/A Command Moves ------------- Forward Crawl hold df Red Dodge LP+MP invulnerable to all attacks for a second Special Moves ------------- Ninja Buzzsaw qcb + P LP=short, MP=medium, HP=far; overhead Swift Tornado hcf + P LP=short, MP=medium, HP=far Pummeling Strike b, f + P / Charge b, LP=short, MP=medium, f + P HP=far Shuriken f, b, f + P LP=slow, MP=medium, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Nimble Dropkick qcf + K LK=short, MK=medium, HK=far; overhead Changing Winds Tornado hcb + K LK=reappears a short distance, MK=reappears a medium distance, HK=reappears a far distance Sonic Kick b, f + K in air / LK=steepest angle, Charge b, f + K in MK=medium dive, air HK=furthest angled dive; overhead Desperations ------------ Deadly Shurikens qcf, qcb + P a shuriken will collide with other projectiles as both will be "destroyed" in the process, however the other shurikens will sneak past and hit the opponent Pressure Point Fandango hcb, f, b, f + P charge must connect (not blocked) to perform the entire maneuver ******************************************************************************* * 3.3 Stevareno * ******************************************************************************* Colors ------ 1 Player - Gold body 2 Player - Blue body Throw ------ Overhead Slam f + MP/HP close opponent ends up in front of Stevareno Basic Move ---------- N/A Command Moves ------------- Forward Crawl hold df Slide Kick d + HK must be blocked low Red Dodge LP+MP invulnerable to all attacks for a second Special Moves ------------- Victory Missile qcf + P LP=short, MP=medium, HP=far; hit on the way up and on the way down with the downward portion being an overhead Power Upper qcb + P LP=short, MP=medium, HP=far; can sometimes hit as an overhead if perform a sweep distance away and it grazes the opponent's block animation Golden Edge b, f + P / Charge b, LP=short, MP=medium, f + P HP=far Burning Sludge f, b, f + P LP=slow, MP=medium, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Trident Kick qcf + K LK=short, MK=medium, HK=far Portal Port b, db, d + K LK=short, MK=medium, HK=far Bull Charge f, b, f + K LK=short, MK=medium, HK=far Desperations ------------ Ultimate Hammer qcb, f, df, d + P hammer strikes are overheads Gold Rush f, df, d, f, b, f + P charge must connect (not blocked) to perform the entire maneuver ******************************************************************************* * 3.4 Drew * ******************************************************************************* Colors ------ 1 Player - Blue and Red costume 2 Player - Pink and Amber costume Throw ------ Circus Roll f + MK/HK close opponent ends up in front of Drew Basic Move ---------- N/A Command Moves ------------- Forward Crawl hold df Red Dodge LP+MP invulnerable to all attacks for a second Special Moves ------------- Bowling Pin qcf + P LP=slow, MP=medium, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Drew In A Box qcb + P LP=short, MP=medium, HP=far Spin Cycle f, b, f + P LP=short hop, MP=medium hop, HP=far hop; unblockable; must touch opponent to perform the throw; if the opponent is in a block state Drew's hop distance is reduced considerably, however the move is still unblockable Stench Bomb u, uf, f + P in air LP=steepest angle, MP=medium angle, HP=furthest angled projectile; needs to be performed at the peak of Drew's jump; will collide with other projectiles as both will be "destroyed" in the process Trapeze Dropkick qcf + K LK=short, MK=medium, HK=far; overhead Comical Wind qcb + K LK=short and upward, MK=medium and upward, HK=far and upward; will collide with other projectiles as both will be "destroyed" in the process Desperations ------------ Circus Smash qcf, hcf + P charge must connect (not blocked) to perform the entire maneuver Bowling Pin Split qcb, hcb + P a bowling pin will collide with other projectiles as both will be "destroyed" in the process, however the other bowling pins will sneak past and hit the opponent ******************************************************************************* * 3.5 Dougster * ******************************************************************************* Colors ------ 1 Player - Cerulean Blue top and Powder Blue pants 2 Player - Green top and Light Green pants Throw ------ Football Pummel f + MP/HP close opponent ends up in front of Dougster Basic Move ---------- N/A Command Moves ------------- Forward Crawl hold df Red Dodge LP+MP invulnerable to all attacks for a second Special Moves ------------- Sky Tackle qcf + P LP=short distance and low height, MP=medium distance and medium height, HP=far distance and high height Leaping Upper qcb + P LP=short, MP=medium, HP=far; can sometimes hit as an overhead if perform a sweep distance away and it grazes the opponent's block animation Helmet Dive b, f + P in air / LP=steepest angle, Charge b, f + P in MP=medium dive, air HP=furthest angled dive; overhead Football Punt qcf + K LK=slow and high angle kick, MK=medium and medium angle kick, HK=far and low angle kick; will collide with other projectiles as both will be "destroyed" in the process Touchdown Rush b, f + K / Charge b, LK=medium, MK=far, f + K HK=very far Energy Kick f, b, f + K LK=slow, MK=medium, HK=fast; will collide with other projectiles as both will be "destroyed" in the process Desperations ------------ Touchdown Spikes b, f, hcf + P a football will collide with other projectiles as both will be "destroyed" in the process, however the other footballs will sneak past and hit the opponent; it's possible that sometimes one of the footballs will connect as an overhead Victory Rush f, hcf + K charge must connect (not blocked) to perform the entire maneuver ******************************************************************************* * 3.6 Fang * ******************************************************************************* Colors ------ 1 Player - Brown fur and Blue pants 2 Player - Blue fur and Aquamarine pants Throw ------ Face Bite f + MP/HP close opponent ends up in front of Fang Basic Move ---------- N/A Command Moves ------------- Forward Crawl hold df Red Dodge LP+MP invulnerable to all attacks for a second Special Moves ------------- Mega Slash f, df, d + P LP=horizontal leap, MP=diagonal leap, HP=high diagonal leap; overhead Claw Uppercut qcb + P LP=short distance and low height, MP=medium distance and medium height, HP=far distance and high height; can sometimes hit as an overhead if perform a sweep distance away and it grazes the opponent's block animation Sonic Howl f, b, f + P LP=slow, MP=medium, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Furious Barrage b, f + P in air / LP=short, MP=medium, Charge b, f + P in HP=far; overhead; move air must connect (not blocked) to perform the entire maneuver Mule Kick f, df, d + K LK=short, MK=medium, HK=far Tail Snap b, f + K / Charge b, LK=short, MK=medium, f + K HK=far Desperations ------------ Midnight Mauling qcf, qcf + P charge must connect (not blocked) to perform the entire maneuver Giant Chomp qcf, b, db, d + P overhead ******************************************************************************* * 3.7 Burnie * ******************************************************************************* Colors ------ 1 Player - Red body 2 Player - Yellow body Throw ------ Overhead Slam f + MP/HP close opponent ends up in front of Burnie Basic Move ---------- N/A Command Moves ------------- Forward Crawl hold df Slide Kick d + HK must be blocked low Red Dodge LP+MP invulnerable to all attacks for a second Special Moves ------------- Fire Grenade qcf + P LP=upward with high angle, MP=upward with medium angle, HP=upward with low angle; will collide with other projectiles as both will be "destroyed" in the process Nova Ball qcb + P LP=short, MP=medium, HP=far; overhead Fire Blast f, b, f + P LP=quick fire, MP=medium fire, HP=long lasting fire; will collide with other projectiles as both will be "destroyed" in the process Phoenix Dive b, f + P in air / LP=steepest angle, Charge b, f + P in MP=medium dive, air HP=furthest angled dive; overhead Flaming Top hcf + K LK=short, MK=medium, HK=far Flaming Wheel hcb + K LK=short, MK=medium, HK=far Desperations ------------ Flame Clash b, f, hcf + P charge must connect (not blocked) to perform the entire maneuver Fire Bomb Frenzy f, b, hcb + P a bomb will collide with other projectiles as both will be "destroyed" in the process, however the other bombs will sneak past and hit the opponent ******************************************************************************* * 3.8 Melanie * ******************************************************************************* Colors ------ 1 Player - Orchid and Sky Blue armor w/ Dark Blue trim 2 Player - Yellow and Emerald armor w/ Green trim Throw ------ Release Frankensteiner f + MK/HK close opponent ends up behind Melanie Basic Move ---------- N/A Command Moves ------------- Forward Crawl hold df Red Dodge LP+MP invulnerable to all attacks for a second Special Moves ------------- Chest Missiles qcf + P LP=slow, MP=medium, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Nimble Twirl qcb + P LP=short, MP=medium, HP=far; overhead Spear Capture f, b, f + P LP=short spear, MP=medium spear, HP=long spear; spear must connect (not blocked) to perform the entire maneuver Rift Kick hcf + K LK=short, MK=medium, HK=far; overhead Sneaky Drill Kick hcb + K LK=low jump back, MK=medium jump back, HK=high jump back; will perform the drill attack as soon as she touches the wall; overhead if drill travels low enough Desperations ------------ Dagger Shower qcb, f, b, f + P a dagger will collide with other projectiles as both will be "destroyed" in the process, however the other daggers will sneak past and hit the opponent Head Wallop b, f, hcf + K charge must connect (not blocked) to perform the entire maneuver ``````````````````````````````````````````````````````````````````````````````` To use the Claus, at the character select highlight Nic-San, then press right 8 times, left 4 times, and down 4 times. ``````````````````````````````````````````````````````````````````````````````` ******************************************************************************* * 3.9 Claus * ******************************************************************************* Colors ------ 1 Player - Blue costume w/ Yellow trim 2 Player - Fulvous costume w/ Cyan trim Throw ------ Overhead Toss f + HP close opponent ends up behind Claus Basic Move ---------- Knee To Skyward Punch HP close the knee or the punch portion can strike the opponent Command Moves ------------- Forward Crawl hold df Red Dodge LP+MP invulnerable to all attacks for a second Special Moves ------------- Holiday Spark qcf + P LP=slow, MP=medium, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Eruption Blast qcb + P LP=straight up shot, MP=upward and slightly forward shot, HP=upward and farthest shot; will collide with other projectiles as both will be "destroyed" in the process Torpedo Dive b, f + P / Charge b, LP=short, MP=medium, f + P HP=far Flying Nimbus f, b, f + P LP=short, MP=medium, HP=far; overhead Beard Cutter qcf + K LK=stationary, MK=short, HK=medium; overhead Aura Roll hcb + K LK=short, MK=medium, HK=far; overhead Desperations ------------ Holiday Jolt f, hcf + P a spark will collide with other projectiles as both will be "destroyed" in the process, however the other sparks will sneak past and hit the opponent Holiday Crush f, b, f, b, f + P charge must connect (not blocked) to perform the entire maneuver =============================================================================== 4. Conclusion =============================================================================== 4.1 What's Missing/Needed -Corrections and clean up -Missing special moves? **************************************************************************** * NEED YOUR HELP. Jean Paul's Desperation Move the Pressure Point Fandango* * (hcb, f, b, f + P) may not be the correct motion. It seems to be the * * only Desperation move that does not come out consistently (at least for * * me). Since all these motions were figured out from scratch it might be * * that I overstated the motion or have something missing from the motion. * * If anyone can help find the correct motion for this Desperation please * * let me know by emailing me at billy_kane_32@hotmail.com. Credit will be * * given for your contribution, of course. * **************************************************************************** 4.2 Credits -IGS and their "millions expenses and thousands working hours" to make this game -Gamefaqs -And me for writing this faq