=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Dragon Master FAQ By: Giygas (almighty_idiot@hotmail.com) Presented By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 3.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 2.1 Basics 2.2 Spirit Meter 2.3 Chip Damage 2.4 Stun 2.5 Juggle System 2.6 Charge Attacks 2.7 Lows And General Bugs 3. Characters 3.1 Klaus Garcia 3.2 Baekun Dosa 3.3 Gloria 3.4 Darkman 3.5 Joey 3.6 Jackie 3.7 Jedi Ryan 3.8 Deliza ----------------------------- 3.9 Dynamo 3.10 Mozard 3.11 Garner 4. Misc. And Other Information 4.1 Path Select 4.2 Color Select 4.3 Points System 4.4 Bonus Stages 4.5 Win Quotes 4.6 Endings 5. Conclusion 5.1 What's Missing/Needed 5.2 Credits =============================================================================== 1. Legend =============================================================================== ub u uf f - Forward HP - Heavy Punch P - Any Punch \ | / b - Back MP - Medium Punch K - Any Kick b-- --f u - Up LP - Light Punch + - And / | \ d - Down HK - Heavy Kick / - Or db d df MK - Medium Kick , - Then LK - Light 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 =============================================================================== ************** * 2.1 Basics * ************** Dragon Master has level 3 attacks (LP+MP, LK+MK). For a level 3 punch (HP) press LP+MP. For a level 3 kick (HK), press LK+MK. For the sake of convenience, all level three attacks are referred in this guide by HP/HK. Throw f/b + MP/HP/MK/HK close command may be different depending on character; refer to character movelist for specific motion; throws deal less damage the less life the opponent has; the damage of throws are not affected by the spirit meter; if you are facing your back to the wall and your throw was meant to send the opponent to the corner they will end up being thrown the opposite way (only exceptions are Jackie's MP throw or any of Garner's throws) Block High b Block Low db will not block overheads Spirit Meter Charge hold P/K while standing still Dizzy Recovery shake joystick and tap P and K rapidly when stunned Negative Edge allows you to perform an example would be maneuvers by holding performing a qcf + P the attack button maneuver by instead down, performing holding P, qcf, the motion, then releasing P releasing the attack button ******************** * 2.2 Spirit Meter * ******************** Located under your lifebar, your spirit meter starts out with 4 bars (99% of the total, the minimum is 1 bar). Your spirit meter will drain every time you hit your opponent with throws, normal or special attacks. It will also drain if you are hit with throws, normal or special attacks. You recharge your spirit meter by holding any of the 6 attack buttons without moving. If you have all four bars at 100%, your character's name will flash (your next attack deals more damage). Normal attacks don't cost spirit meter except some cases listed in each character's specific note section. Special attacks drain a bit of your spirit meter each time you activate them. The amount drained from each attack (throw, normal or special) usually goes in favor to the attacker. That means that activating a special move takes very little of your spirit meter but the enemy is drained quite a big chunk of theirs whether they are blocking or not. Multi-hit special moves are usually nasty because they can drain your entire spirit meter if blocked, like Deliza's Crane Spin Kick. Damage of normal attacks and special moves (in the latter case, it also affects efficiency) is also affected by how many bars you have. Less bars equals less damage. The amount of spirit meter bars also affect how good a special move is (ie Garcia's Spin Wiper spinning more/less times). ******************* * 2.3 Chip Damage * ******************* All normal and special attacks deal chip damage. You cannot die from chip damage unless it's from a projectile attack. ************ * 2.4 Stun * ************ There are 2 ways for you to be stunned. The first is by being hit by normal or special attacks or being thrown. The amount of hits required to be stunned depends on the button used. Normally you require 7 light punches/kicks, 5 medium punches/kicks or 4 heavy punches/kicks. Some light attacks may count as medium in that effect (like Darkman's far standing LP counting as one light attack but his close standing LP counting as a medium attack). Special attacks can be as low as 1 light attack or as high as 1 heavy attack (or more). Throws seem to count as 2 heavy attacks. The other way to be stunned is by being juggled in the air with special moves. Most of the time you are stunned instantly after being hit by multi-hit special moves like Dosa's Spin Kick. It takes like 2-3 seconds for you to recover from the stun you're building from previous attacks. ********************* * 2.5 Juggle System * ********************* Probably the hardest system to explain since it's hard to understand when the game allows you to juggle and when it will not. Certain moves can juggle more times depending on the character you are fighting and where you hit them. A good example is Dynamo's Power Wave. It can juggle you for 4/5 hits and take 80% of your lifebar. You can also (randomly, once again) do an OTG (off the ground) attack after a throw or knocking down an opponent. ********************** * 2.6 Charge Attacks * ********************** Any special move that requires a charge must be made in the exact way it's written. If a move says "charge b for 1 second, f + P", you can't hold db. If you are holding b and you jump back or crouch-block, you lose the charge. ***************************** * 2.7 Lows And General Bugs * ***************************** Due to the buggy nature of the game and the character's hurtboxes, there are 2 kinds of low attacks; the fake and the true low attacks. The fake ones are made by doing the move listed at the maximum distance possible and it depends on the characters fighting. The true low attacks are your average low attacks that you get hit by if you block standing. Also, due to that issue, some special moves may end up hitting you low depending on the character struck. Some of them are listed in each character's specific notes. Sometimes while you are attacking, a random special move from your character may be activated even if you are using the incorrect button (you press P and your character uses a special move that requires K) Even charge moves may activate when you're not holding B or DB. =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Klaus Garcia * ******************************************************************************* Colors ------ Default - Green costume Alternate - Red costume Throws ------ Suplex f/b + MP/HP/MK/HK close Garcia throws the enemy behind him Ryuusei Raku f/b + MP/HP/MK/HK close f and b determine where in the air opponent is thrown Basic Move ---------- N/A Command Moves ------------- Crouch Jab d + LP "fake" low attack that must be blocked from afar by Garcia, Dosa, and Dynamo, and Mozard Crouch Punch d + MP "fake" low attack that must be blocked from afar by Dosa, Dynamo, and Mozard Special Moves ------------- Space Warp qcf/qcb + P Garcia is invulnerable until he reappears Spin Wiper qcf + K 4 spirit bars=4 spins and can hit 4 times on block, 3 spirit bars=3 spins and can hit 3 times on block, 1 and 1/10 spirit bar=2 spins and 2 hits on block; must be blocked low Air Spin Wiper qcf + K in air (will not 4 spirit bars=4 spins work if you are at the and can hit 4 times on peak of your jump) block, 3 spirit bars=3 spins and can hit 3 times on block, 1 and 1/10 spirit bar=2 spins and 2 hits on block; must be blocked low; can perform multiple Air Spin Wiper maneuvers before touching the ground if entered fast enough Jump Dash Kick Charge d for 1 second, u + K Upper Block f, df, f + P has invulnerability frames at the beginning of the move; can KO opponent with chip damage but only if the projectile touches the opponent's block, not the punch; motion is very tight and specific Wild Straight df, d, db, b + K 4 spirit bars=full screen distance, 2 and a half spirit bars=70% screen distance, 2 and 1/10 spirit bar=40% screen distance; Garcia performs his blocking animation during the startup of the move and if he is hit during this he will not perform the entire maneuver Character Specific Notes ------------------------ - True Low Attacks are crouching LK/MK/HK. - All standing kicks cost spirit meter. ``````````````````````````````````````````````````````````````````````````````` Ending ------ K. Garcia = Hum .... All Is Over! Resistina = Thank You. Garcia! My Father Will Not Hurt Person Any More. K. Garcia = Garner? Who Is ... Your Father? I Can Not Believe It. Resistina = But..... It Is True. Goodbye. ******************************************************************************* * 3.2 Baekun Dosa * ******************************************************************************* Colors ------ Default - White costume Alternate - Turquoise costume Throw ----- Tomoe Nage f/b + MP/HP/MK/HK close Dosa throws the enemy behind him Basic Move ---------- N/A Command Moves ------------- Crouching Straight d + LP "fake" low attack that must be blocked from afar by Garcia, Dosa, Darkman, Jedi, Dynamo, Mozard, and Garner Crouching Straight 2 d + MP "fake" low attack that must be blocked from afar by Garcia, Dosa, Darkman, Joey, Jackie, Jedi, Deliza, Dynamo, Mozard, and Garner Diagonal Punch d + HP overhead Special Moves ------------- Ultra Fist qcf + P will collide with other projectiles as both will be "destroyed" in the process Eagle Wing qcb + P can crossup; harder to crossup if the opponent is crouching Air Eagle Wing qcb + P in air (will not can crossup; harder to work if you are at the crossup if the opponent peak of your jump) is crouching Head Top Swipe f, b, f + P can crossup; harder to crossup if the opponent is crouching; whiffs against everyone (except Mozard) if you crouch Spin Kick hcf + K whiffs against everyone (except Dosa, Jackie, Dynamo, Mozard, and Garner) if you crouch; works against Dosa, Gloria, Jackie, Dynamo, Mozard and Garner if they crouch block it Jump Cut Charge db for 1 second, sometimes hits low uf + K Air Jump Cut Jump, then Charge db for sometimes hits low 1 second, uf + K before landing Arc Spin Kick qcb, ub, u + K Air Arc Spin Kick qcb, ub, u + K in air Character Specific Notes ------------------------ - True Low Attacks are crouching LK/MK/HK. - All standing kicks cost spirit meter. - Has a cpu-only normal attack. It's basically his normal crouching HK but he slides while doing it. ``````````````````````````````````````````````````````````````````````````````` Ending ------ B. Dosa = Revenge Makes Revenge. Garner! Resistina = What Are You Gonna Do Now? B. Dosa = I Will Wander Tracing For Hoodlum. Resistina = I Always Pray For Your Winning. B. Dosa = Thank You, Resistina. ******************************************************************************* * 3.3 Gloria * ******************************************************************************* Colors ------ Default - Blue costume Alternate - Powder Blue costume Throw ----- Deadly Throw f/b + MP/HP close Gloria throws the enemy behind her Basic Moves ----------- Triangle Jump jump towards wall, then press f Side Kick LK far must be blocked low Shin Kick LK/MK close must be blocked low Command Move ------------ N/A Special Moves ------------- Power Beam qcf + P will collide with other projectiles as both will be "destroyed" in the process Condor Attack hcb + P Fire Block df, df + K blast can absorb an unlimited number of projectiles that collide with it but the move itself won't hit opponent if you absorb one or more projectiles; will not work against Dynamo's Power Wave maneuver; can be used for a chip damage kill; will hit low if used as far away as possible All Side Kick Charge d for 1 second, has some invulnerability u + K frames during the active frames; will hit low if used as far away as possible Shut Kick qcb, ub, u + K has a cooldown of 3 seconds if you use it when you have 2 bars or less Air Shut Kick qcb, ub, u + K in air has a cooldown of 3 seconds if you use it when you have 2 bars or less Character Specific Notes ------------------------ - True Low Attacks are crouching LK/MK/HK. - After performing any standing attack (punch or kick) Gloria will move a bit to the left of the screen, regardless of side you are attacking. ``````````````````````````````````````````````````````````````````````````````` Ending ------ Gloria = Ah! Finally, I Beat Him! Resistina = "Gloria..Gloria" I Am Surprised That You Are So Strong. Gloria = Hum ---. I Have Not Achieved My Ambition, Yet. Resistina = Oh! Gloria. What Is Your Ambition ? Gloria = I Will Make All Men To Kneel Down Before Me. I Will... ******************************************************************************* * 3.4 Darkman * ******************************************************************************* Colors ------ Default - Red loincloth Alternate - Green loincloth Throw ----- Seoi Nage f/b + MP/HP close Darkman throws the enemy behind him; HP version throws the opponent further away Basic Moves ----------- Triangle Jump jump towards wall, then press f Low Side Kick LK close must be blocked low by all characters except Gloria, Darkman, Joey and Deliza Command Move ------------ Crouching Chop d + LP/MP "fake" low attack that must be blocked from afar by Garcia, Dosa, Darkman, Joey, Jackie, Jedi, Deliza, Dynamo, Mozard, and Garner Special Moves ------------- Power Frame qcf + P will collide with other projectiles as both will be "destroyed" in the process Cutting Power b, db, b + P motion is very tight and specific Rolling Squirrel Charge b for 1.25 seconds, must be blocked low; has f + P active frames until after it touches you Straight Blast Charge b for 1.25 seconds, 4 spirit bars=full screen f + K distance, 2 and a half spirit bars=80% screen distance, 2 and 1/10 spirit bar=60% screen distance; must be blocked low; maneuver will travel backward if it has reached the end of the screen or if it has touched the opponent (blocked or not) Jet Multi Kick Charge db for 1.5 seconds, maneuver spins slower if uf + K you have 3 spirit bars or less Character Specific Notes ------------------------ - True Low Attacks are crouching LK/MK/HK. - All standing kicks cost spirit meter. - Some moves (normal or special) may whiff against him if he's crouching. - Darkman has Deliza's voice during her "Harsh Jet Kick" when he performs his Jet Multi Kick ``````````````````````````````````````````````````````````````````````````````` Ending ------ Darkman = Oh - Yes! Victory Is Mine. Resistina = You Seem To Be Very Pleased. Darkman = Of Course! Now, I Can Not Contain Myself With Joy. Resistina = You Are The Best Of The Best. Darkman = Thank You, Lady. Let's Go Anywhere. ******************************************************************************* * 3.5 Joey * ******************************************************************************* Colors ------ Default - Purple costume Alternate - Blue costume Throw ----- Spinning Piledriver f/b + MP/HP close opponent ends up in front of Joey Basic Move ---------- Skyward Axe Kick MK far must be blocked low Command Moves ------------- Double Crouch Punch d + LP throws out 2 strikes, but they do not combo; "fake" low attack that must be blocked from afar by Mozard Crouching Straight d + MP "fake" low attack that must be blocked from afar by Garcia, Dosa, Darkman, Joey, Jackie, Jedi, Deliza, Dynamo, Mozard, and Garner Crouching Straight 2 d + HP "fake" low attack that must be blocked from afar by Garcia, Dosa, Dynamo, and Mozard Prop Kick d + MK "fake" low attack that must be blocked from afar by Dosa, Dynamo, and Mozard Special Moves ------------- Spirit Storm qcf + P will collide with other projectiles as both will be "destroyed" in the process; can be used again even if there is another Spirit Storm already present on the screen Max Dash Punch Charge b for 1.25 seconds, energy ball on Joey's f + P hands absorb projectiles; can be used for a chip damage kill Jet Rolling Charge b for 1.25 seconds, f + K Power Tackle f, f, f + K must be blocked low; maneuver has a 3 second cooldown Cutting Kick hcb + K Character Specific Notes ------------------------ - True Low Attacks are crouching LK/HK. - All standing kicks cost spirit meter. ``````````````````````````````````````````````````````````````````````````````` Ending ------ Joey = Wha-Wo! I - I Beat Him! Wha-Wo! Resistina = Joey! Congratulations On Your Victory. Joey = Thank You, Miss. At Last I Did It. Resistina = Your Dream Is To Become The Best Fighter. Now You Realized Your Dream. Joey = Ha..Ha..Ha.. Anyhow, I Would Like To Eat Something. I Feel Hungry. ******************************************************************************* * 3.6 Jackie * ******************************************************************************* Colors ------ Default - Blue costume Alternate - Green costume Throw ----- Shoulder Toss f/b + MP/HP MP version throws opponent in front of Jackie while HP version throws opponent behind Jackie Basic Move ---------- Low Snap Kick LK far "fake" low attack that must be blocked from afar by all characters Command Moves ------------- Crouching Jab d + LP/MP "fake" low attack that must be blocked from afar by Mozard Crouching Punch d + HP "fake" low attack that must be blocked from afar by Garcia, Dosa, Dynamo, and Mozard Special Moves ------------- Jackie Knife qcf + P will collide with other projectiles as both will be "destroyed" in the process Arc Spin Kick f, df, f + P motion is very tight and specific Max Dash Hook Charge b for 1.5 seconds, travels slower with 3 f + P spirit bars or less Jump Claw Charge d for 1 second, has invulnerability u + P frames during startup Air Jump Claw Jump, Charge d for 1 has invulnerability second, u + P before frames during startup landing Jet Claw qcb, ub, u + P Air Jet Claw qcb, ub, u + P in air Rocket Blow Charge db for 1.5 seconds, 4 spirit bars=fast speed, uf + K 2 and a half spirit bars=medium speed, 2 and 1/10 spirit bar=slow speed Character Specific Note ----------------------- - True Low Attacks are crouching LK/MK/HK. ``````````````````````````````````````````````````````````````````````````````` Ending ------ Jackie = Garner! You Also Will Not Be My Foe. I Must Try To Find Another My Rival. Resistina = I Will Let You Know Another Foe. Jackie = Really? Let Me Know Who He Is, Right Now. The Strongest Is Only Me. Resistina = But.... He Is Very Vicious And Cruel. Some Time Later, Let You Know. ******************************************************************************* * 3.7 Jedi Ryan * ******************************************************************************* Colors ------ Default - Mikado Yellow shirt w/ Green pants Alternate - Dark Green shirt w/ Brown pants Throw ----- Rainbow Suplex f/b + MP/HP close Jedi throws the enemy behind him Basic Moves ----------- Triangle Jump jump towards wall, then press f Aerial Punch b + P in air (will not has a 5 second cooldown work if you are at the peak of your jump) Aerial Kick b + K in air (will not has a 5 second cooldown work if you are at the peak of your jump) Command Moves ------------- Weak Crouching Jab d + LP "fake" low attack that must be blocked from afar by Dosa, Dynamo, and Mozard Strong Crouching Jab d + MP/HP "fake" low attack that must be blocked from afar by Dosa, Dynamo, and Mozard Special Moves ------------- Power Spear qcf + LP will collide with other projectiles as both will be "destroyed" in the process Diagonal Power Spear qcf + MP/HP will collide with other projectiles as both will be "destroyed" in the process Dash Block qcb + P Dash Straight f, f, f + P you have total invulnerability during the first hit; whiffs completely against Darkman if he's crouching; the 2nd and last hit whiffs against Deliza if she's crouch blocking, however if she is just crouching the maneuver will hit her Block Square Charge b for 1 second, will collide with other f + P projectiles as both will be "destroyed" in the process; must be blocked low; can be used for a chip damage kill Max Dash Kick Charge b for 1.25 seconds, move hits low on Dosa, f + K Dynamo, and Mozard Character Specific Notes ------------------------ - True Low Attacks are crouching LK/MK/HK. - Crouching MK costs spirit meter. ``````````````````````````````````````````````````````````````````````````````` Ending ------ Jedi Ryan = Ha-Ha-Ha! Hoodlum Always Has A Miserable Ending. Resistina = I Appreciate What You Have Done. Jedi Ryan! Jedi Ryan = You Are The Witness Of My Winning. Ha-Ha-Ha! Resistina = You Make The World Hopeful. You Are Great. ******************************************************************************* * 3.8 Deliza * ******************************************************************************* Colors ------ Default - Violet Costume Alternate - Green Costume Throw ----- Frankensteiner f/b + MP/HP/MK/HK close Deliza throws the enemy behind her Basic Moves ----------- Triangle Jump jump towards wall, then press f Aerial Kick b + K before reaching the motion is very tight and top of the screen specific; has a 5 second cooldown Command Moves ------------- Quick Crouching Jab d + LP "fake" low attack that must be blocked from afar by Garcia, Dosa, Dynamo, and Mozard Strong Crouching Jab d + MP "fake" low attack that must be blocked from afar by Garcia, Dosa, Darkman, Jedi, Dynamo, Mozard, and Garner Strong Crouching Jab 2 d + MP "fake" low attack that must be blocked from afar by Garcia, Dosa Darkman, Joey, Jackie, Jedi, Deliza, Dynamo, Mozard, and Garner Special Moves ------------- Magic Pearl qcf + P will collide with other projectiles as both will be "destroyed" in the process; can actually hit the opponent up to 4 times if they end up jumping into this maneuver just as it's about to explode into 4 projectiles; the exploded 4 projectiles can also nullify other projectiles Falcon Drop qcb + P in air has 2 variations that happen randomly (the one with the extended arms has a better horizontal hitbox) Crane Spin Kick b, f, b, f + K 4 spirit bars=8 hits on block, 2 and a half spirit bars=6 hits on block, 2 and 1/10 spirit bar=5 hits on block Cuter Flake hcb + K spins only 1 time if spirit bar is at 2 and 1/10 or less; both hits can hit low sometimes Harsh Jet Kick Charge db for 1.25 seconds, can hit up to 4 or 5 uf + K times with 4 spirit bars and up to 3 times with 2 spirit bars; can hit low sometimes Character Specific Notes ------------------------ - True Low Attacks are crouching LK/MK/HK. - Standing MK and HK cost spirit meter. ``````````````````````````````````````````````````````````````````````````````` Ending ------ Deliza = Garner! Your Time Is Over. From This Time, Call Me "Queen Deliza". Ho..Ho. Resistina = Deliza! You Are More Wicked Than Garner. Deliza = You Are Rude! Nobody Is There The Strongest Any More. Resistina = Don't Talk Without Reserve. There Are Many Fighters In The World. ------------------------------------------------------------------------------- ******************************************************************************* * 3.9 Dynamo * ******************************************************************************* Colors ------ Default - Cornflower Blue pants Alternate - None Throw ----- N/A Basic Move ---------- Side Kick LK/MK/HK must be blocked low Command Move ------------ N/A Special Moves ------------- Portal Blast qcf + P maneuver can absorb an unlimited number of projectiles that collide with it but the move itself won't hit opponent if you absorb one or more projectiles; can be used for a chip damage kill Fire Tackle qcb + P must be blocked low Power Wave qcf + K maneuver will absorb projectiles and still be able to strike the opponent; must be blocked low Rapid Puncher qcb + K Character Specific Notes ------------------------ - True Low Attacks are crouching LK/MK/HK. - None of his special moves cost spirit meter. ``````````````````````````````````````````````````````````````````````````````` Ending ------ N/A ******************************************************************************* * 3.10 Mozard * ******************************************************************************* Colors ------ Default - Gold pants Alternate - None Throw ----- German Suplex f/b + MP/HP/MK/HK close will crash the game if the human player does it Basic Move ---------- Shin Kick LK must be blocked low Command Move ------------ N/A Special Moves ------------- Emperor Wave qcf + P will collide with other projectiles as both will be "destroyed" in the process Cannonball qcb + P Slash Wave qcf + K absorbs projectiles; can be used for a chip damage kill but the wave part must touch the opponent, not the punch; will hit low if used as far away as possible Tornado Lariat qcb + K sometimes hits low Character Specific Notes ------------------------ - True Low Attacks are crouching LK/MK/HK. - Cannonball is the only special move that costs spirit meter. ``````````````````````````````````````````````````````````````````````````````` Ending ------ N/A ******************************************************************************* * 3.11 Garner * ******************************************************************************* Colors ------ Default - Purple pants Alternate - None Throw ----- Ground Throw f/b + MP/HP/HK close when f and b determine where opponent is blocking opponent is thrown Basic Moves ----------- High Snap LK/MK far must be blocked low Powerful Knee MK close must be blocked low Sobat HK must be blocked low Command Move ------------ Powerful Crouching Hook d + HP must be blocked low Special Moves ------------- Dual Dragon Blast qcf + P first blast will collide with other projectiles as both will be "destroyed" in the process while the second blast will usually sneak past unless it strikes a maneuver that can absorb both projectiles; can use another Dual Dragon Blast even if one is already present onscreen Dragon Kick qcb + P Diving Torpedo qcf + K Max Stunner qcb + K unblockable; has no whiff animation; cannot be used while enemy is
                                                        knocked down or 
                                                        jumping; maneuver does
                                                        less damage the less 
                                                        life the opponent has
                                                        to the point that if
                                                        the opponent has 
                                                        between 5 or 10% of 
                                                        life, it deals no 
                                                        damage at all


Character Specific Notes
------------------------
- True Low Attacks are crouching LK/MK/HK.
- All standing kicks cost spirit meter.
- None of his special moves cost spirit meter.
- Garner is immune to throws.


```````````````````````````````````````````````````````````````````````````````

Ending
------
N/A




===============================================================================
4. Misc. And Other Information
===============================================================================
*******************
* 4.1 Path Select *
*******************

  After selecting your character, you get to choose from 4 paths. The character
order you see to your right goes from top to bottom but always starts with a
mirror match.  In the 3rd, 6th & 8th match, you'll always fight Garcia, Dosa,
Joey, Jackie or Deliza in no particular order.  The only exceptions to this 
rule are the following:

Darkman's 8th match, Path 1   = Jedi Ryan (Stone Pillars)
Joey's 8th match, Path 2      = Gloria (uses Jackie's Bonus Stage Object. Most 
                                likely a bug)
Jackie's 8th match, Path 2    = Gloria (uses Jackie's Bonus Stage Object. Most
                                likely a bug)
Jedi Ryan's 3rd match, Path 4 = Gloria (uses Jackie's Bonus Stage Object. Most
                                likely a bug)

********************
* 4.2 Color Select *
********************

Default:   Used by either player 1 or player 2, but not when computer 
           controlled.  However, the three boss characters (Dynamo, Mozard, and
           Garner) always use this palette whether or not being computer 
           controlled.
Alternate: Used by either player 1 or player 2, only when computer controlled.
           Player 2 (not computer controlled) can also get this color in the 
           case when both players choose the same character.


*********************
* 4.3 Points System *
*********************

  Each time you deal damage to an opponent (chip damage doesn't count) you get
some points.  After winning a round, you receive points based on your remaining
lifebar and seconds left.  Your lifebar is worth 15,000 points maximum but will
actually give you 30,000 for a perfect (42,000 against the bosses).  The more 
damage you receive, the less points you get.  Each second left in the clock 
gives you 100 points.  When the bonus stage ends (more on that below), each 
object destroyed is worth 1,000 points. If you destroy all 20, you get an extra
10,000 on top of the 20,000 received for destroying all of them.  After 
reaching the high score made by NYH (321,000), the game will freeze for a 
moment and a message will appear that says "You are the best from now." If you
reach the high score while fighting, it will happen at that same moment, but if
it happens after a bonus stage, round or match, the game will wait until the 
next round or match to freeze and give you the congratulations.


*********************
* 4.4 Bonus Stages *
*********************

  After winning your 3rd, 6th & 8th match, you are treated to a bonus stage 
where you need to destroy a specific object 20 times in the time limit (99 
ingame seconds but each second goes twice as fast as a real second).  The
bonus stages are listed below:

Garcia's stage = Logs
Dosa's stage   = Wooden blocks with the Korean flag painted over
Joey's stage   = Rocks
Jackie's stage = Blocks of glass
Jedi's stage   = Stone pillars (only available in Darkman's Path 1)
Deliza's stage = Big "medallions" (are they?) with a dragon logo carved on
                 them (the only time you'll see a dragon in this game)


******************
* 4.5 Win Quotes *
******************

  After you win a match, like in all fighting games, you get to see your 
character saying something to the opponent. In this game, the win quotes are
universal so everyone uses any of the ones listed below:

"You Need More Power"
"You Are No Match For Me"
"You Are Not My Rival"
"You Are A Sucking Baby"
"Do Not Defy My Power"
"Do Not Leap On Me"
"Do Not Stand In My Way"


***************
* 4.6 Endings *
***************

  After you defeat Garner, you are treated to an universal message before and
after your character's ending.  Presented before your character's ending:

"Many Thanks For Your Trouble
You Are The Best Fighter"

Presented after your character's ending:

"Since That, Blue Sky And Sea Make The People Forget The Terrible Past And 
Guide Them To Live With A Peace, Forever. Thanks..."



===============================================================================
5. Conclusion
===============================================================================

5.1  What's Missing/Needed
-Clean up and corrections  
-If you have anything to add, any corrections I need to make, please email me
at billy_kane_32@hotmail.com.  Credit will be given for your contribution.

5.2  Credits
-Unico Electronics Co., Ltd
-Gamefaqs
-Giygas for writing this faq
-Blessranger for details on color selection
-Faq presented by me